The GP2 Full Seasons Project
Posted: 18.04.2012, 19:43
Important: Instructions and files here
I'm splitting the post in two as the second part may be a little boring. But it has some info on why we are here reading this =)
And sorry for the bad english.
This is not a new thing. I always had this project of creating full season patches for GP2, so you could easily configure your game with correct magic data, physics, performances, etc.
Well, I've been working on this for a while, but it's been not very consistent. I make some files, some tests, then months pass until I work on it again (mostly becouse of free time being short, but also becouse it's hard to me to keep motivated with long projects). The idea has always been on my mind and becouse of it I've created the Physics Editor and the Slot Editor, the Texture Mapping topic, the ccline updates for 70ies/80ies tracks, the (still) unfinished 2009 F2 carset, and a lot of things I've never mentioned here, like my saved games tools, my track performance tables and other unfinished work.
The Slot Editor and the Physics editor are great tools, but they have never become very popular becouse creating the data requires time and understanding (my fault to never write tutorials). And even if we had full season packs with all data ready, it would be very boring to install everything.
So I'm creating a tool to insert all data to GP2 at once and when we have a full season package, we won't need neither the Slot Editor nor the Physics Editor. And I'm working on such data.
But it would be nice if I had help, so I'm asking it here.
If you would like to help the project, you wouldn't need to have any knowledge on physics or magic data. It would be nice if you could edit some values in the track editor (but you can still help without it) and you would need to able to use the Slot Editor (it must work on your system) or one alternative tool I will provide.
The work is to drive on tracks with the season carsets and with data provided by me and then tweek some consumption values on the magic data. And also watch some things on cc races. It's not a hard work and you won't even need to be a fast driver.
Of course, if you have interest and/or knowledge on the particular season you are working with or with physics, you could use it to help too.
I'm currently working on the physics for the 80ies F1 (specially season '88) and modern F3, but any motorsports season should be usable on some way (for some series we won't have tracks, for others we won't have carsets, which is more problematic, but we have enough on grandprix2.de to create countless season packages).
In the end, I should provide a single file which would automatically configure GP2 with data for that season. You should still have to install track by track unless AAS says it's ok to create track packs with stuff from grandprix2.de. You wouldn't have problems anymore with being too fast on some tracks and too slow on others, ccs crashing on pit entrance/exit, finishing races with 15 laps of fuel or having to pit becouse the fuel is over long before the end of the race, unrealistic tyre wear, etc...
So, please let me know if you can help.
Regards
I'm splitting the post in two as the second part may be a little boring. But it has some info on why we are here reading this =)
And sorry for the bad english.
This is not a new thing. I always had this project of creating full season patches for GP2, so you could easily configure your game with correct magic data, physics, performances, etc.
Well, I've been working on this for a while, but it's been not very consistent. I make some files, some tests, then months pass until I work on it again (mostly becouse of free time being short, but also becouse it's hard to me to keep motivated with long projects). The idea has always been on my mind and becouse of it I've created the Physics Editor and the Slot Editor, the Texture Mapping topic, the ccline updates for 70ies/80ies tracks, the (still) unfinished 2009 F2 carset, and a lot of things I've never mentioned here, like my saved games tools, my track performance tables and other unfinished work.
The Slot Editor and the Physics editor are great tools, but they have never become very popular becouse creating the data requires time and understanding (my fault to never write tutorials). And even if we had full season packs with all data ready, it would be very boring to install everything.
So I'm creating a tool to insert all data to GP2 at once and when we have a full season package, we won't need neither the Slot Editor nor the Physics Editor. And I'm working on such data.
But it would be nice if I had help, so I'm asking it here.
If you would like to help the project, you wouldn't need to have any knowledge on physics or magic data. It would be nice if you could edit some values in the track editor (but you can still help without it) and you would need to able to use the Slot Editor (it must work on your system) or one alternative tool I will provide.
The work is to drive on tracks with the season carsets and with data provided by me and then tweek some consumption values on the magic data. And also watch some things on cc races. It's not a hard work and you won't even need to be a fast driver.
Of course, if you have interest and/or knowledge on the particular season you are working with or with physics, you could use it to help too.
I'm currently working on the physics for the 80ies F1 (specially season '88) and modern F3, but any motorsports season should be usable on some way (for some series we won't have tracks, for others we won't have carsets, which is more problematic, but we have enough on grandprix2.de to create countless season packages).
In the end, I should provide a single file which would automatically configure GP2 with data for that season. You should still have to install track by track unless AAS says it's ok to create track packs with stuff from grandprix2.de. You wouldn't have problems anymore with being too fast on some tracks and too slow on others, ccs crashing on pit entrance/exit, finishing races with 15 laps of fuel or having to pit becouse the fuel is over long before the end of the race, unrealistic tyre wear, etc...
So, please let me know if you can help.
Regards