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Re: The GP2 Full Seasons Project

Posted: 12.10.2012, 14:35
by rremedio
So here is a script for the tyres.

Re: The GP2 Full Seasons Project

Posted: 12.10.2012, 14:36
by Peze
The new editor is brilliant \:D/

News flash: "Citizens of Monte Carlo are advised to use alternate routes in the Monaco since streets will be closed due to private F1 test of one car."

Re: The GP2 Full Seasons Project

Posted: 13.10.2012, 18:26
by rremedio
Peze wrote:News flash: "Citizens of Monte Carlo are advised to use alternate routes in the Monaco since streets will be closed due to private F1 test of one car."
Damn it! I'll have to spend my day at the Casino =)

Re: The GP2 Full Seasons Project

Posted: 14.10.2012, 20:07
by Peze
Test driving has progressed, but not fully finished yet, still some info for now. I had same error (than previously mentioned) at the beginnig, but that was since I started dosbox/gp2 before magic data was exported to the game (since there is some delay). I exported data again and game worked.

To make tyre choices certain, I changed all four tyre compound values same than A is in the file.

I have done cc-fuel tests for Monaco and Detroit.
Before the results: has the lowest fuel lap value for cc to be 0.5, or should it be average value for all cars? I did few races to see how much variation there is between races, (after finding the value where average was about 0.5, also have the values where 0.5 is lowest) and there is: one race there was remaining fuel laps in the finish line from 0.0 to 1.0 and average was 0.6 (it seemed that first car (0,0) suffered most from air resistance since less driving in queue, but some races had less difference in it), others had from 0,0 to 0,8 quite close to 0.5.

I've driven Monaco two times (after getting used to it), one had 1.4 laps and other had out of the fuel in last lap's first sector, and will proceed soon to find the right value, but before that: after 12 laps, should the remaing fuel value be also 0.5 after the test?

I have to say cc's are quite fast in Monaco:) And like AAS said, it's different from regular GP2 handling indeed and fun to drive too. Accelerating from corners need to be taken more cautiously, you can't push too much or the result is certain spin:D Also I'd say there is more "rubbery" feeling, like there is more response from the tyres with these settings. Also going further with the settings it could fit very well to earlier years in F1 (early 80's, 70' 60's etc) when tyres had less grip and behaviour was different, so many possibilites:) So these editors are really superb things for GP2 =D>

Re: The GP2 Full Seasons Project

Posted: 14.10.2012, 21:41
by rremedio
About tyre choices: if you managed to export the tyre data, you rather keep tyre choices as they were in the .dat files (B for both tracks). I'm almost sure it won't affect fuel consumptions, but maybe it affects.

0.5 fuel laps is for the lowest value (usually the top finishers). The human test requires 10 laps (9 timed laps).

I'm glad you like the physics becouse it is very hard to tune it without braking up balance. The biggest problem is cc tyre wear when you decrease tyre grip (you can notice that in original GP2 driving a long race at Hockenheim or any track with tyre type A). Even if you increase human tyre wear to very big values, in the long run you end up being too much faster than the ccs. Becouse of this I had to, in fact, increase tyre grip. But as downforce values were lowered too much, we feel like there's poor grip (GP2 probably won't simulate downforce and grip very accurately and most changes in everything feel like changes in the tyre grip).

I wish I could find (if there's such thing in GP2) the detailed physics area like GP3 and GP4. It has much better tyre and aero values to be edited.

For 70ies and earlier seasons, the biggest problem is with the car powers. With 650bhp you can already notice the human player accelerating faster than the ccs at slower speeds (very noticiable at race starts). With less bhp the things go worst. There's a workaround I used to create F3 physics. It uses wrong (higher) bhp values, but gives correct straight and corner speeds, but something feels wrong, there's no sense of speed, I didn't like it. If someone would like to test it, I may post it here.

And thank you guys for those tests. Maybe is time to post the files for the remaining tracks =)

Regards

Re: The GP2 Full Seasons Project

Posted: 15.10.2012, 16:06
by Peze
Here's the cc-fuel values:

Monaco 18400, fuel laps 0,5...1,3
Detroit 18360, fuel laps 0,5...1,0

Values are so close that they both would work with same value (like 18380 or so). And like I said there was variations between races with same values (like in Monaco could be also between 0,6...1,2).

Ok, 10 lap it is. One of these days I'll learn to read :roll:

Re: The GP2 Full Seasons Project

Posted: 17.10.2012, 15:43
by Peze
Ok, tests for Monaco and Detroit are done (and Minardi driver can take a break now:) I hope the values are useful.

Monaco:
human fuel: 19320
Lap times between 1:18 and 1:21, (best 1:18.0)
fuel 1.5

Detroit
human fuel: 19380
Times 1:53 1:57 (1:53.1)
fuel 1.4 (was 1.6 with monaco's value)

There was significant change in grip cause of tyre wear after first five timed laps in Monaco and accelerating from corners was slower. Tyre grip was decreasing in Detroit too in later laps, but still did best lap when tyres had less grip (not yet used to driving in early laps and there's probably several seconds to improve anyway, poor laps:) Detroit wasn't pleasant experience, 100% race would be pain there :p

Re: The GP2 Full Seasons Project

Posted: 17.10.2012, 15:46
by rremedio
Thank you very much, Petri.

By the way, from my experience a 100% lap at Detroit is a pain! :mrgreen:

Re: The GP2 Full Seasons Project

Posted: 17.10.2012, 22:31
by AAS
tomorrow I'll be back on this construction area.
rremedio wrote:Maybe is time to post the files for the remaining tracks =)
Regards
yes :D

Re: The GP2 Full Seasons Project

Posted: 29.10.2012, 19:36
by AAS
Montreal

Player's fuel consumption - 18400
(amount of fuel from lap to lap
10.8/9.8/8.7/7.7/6.7/5.6/4.6/3.6/2.5/1.5)

CC fuel consumption - 16960
Two cars have 0.5 fuel laps left.
Other cars have 0.6 - 1.3 fuel laps left.
05montreal_AAS.zip
(208 Bytes) Downloaded 601 times
My best laps: 1.18.489, 1.18.744, 1.18.855
Average lap time: 119.3xx

Re: The GP2 Full Seasons Project

Posted: 29.10.2012, 19:54
by AAS
2 - Imola 87 - 1.4
-viewtopic.php?f=8&t=910&start=45#p14586
3 - Monaco 94 - 1.5
-viewtopic.php?f=8&t=910&start=75#p14628
-viewtopic.php?f=8&t=910&start=75#p14627
4 - Mexico City 92 - 1.4
--------------------------------
5 - Montreal 98 - 1.5
-viewtopic.php?f=8&t=910&start=75#p14692
6 - Detroit 1985-1988 - 1.4
-viewtopic.php?f=8&t=910&start=75#p14628
-viewtopic.php?f=8&t=910&start=75#p14627
7 - Paul Ricard 90s - 1.5
-viewtopic.php?f=8&t=910&start=30#p14573
8 - Silverstone 1987 - 1.4
-viewtopic.php?f=8&t=910&start=45#p14581

Re: The GP2 Full Seasons Project

Posted: 29.10.2012, 20:05
by rremedio
Great! Thank you very much, Andreas!

Before I send more files, I'll have to check if adding the new factor that was included in the Slot Editor (on the physics tab) can be used without breaking what we've done so far. It would be nice.

I hope to upload them until the weekend.

Re: The GP2 Full Seasons Project

Posted: 29.10.2012, 20:13
by AAS
OK.
Should I stop the work in Mexico City temporary?

Re: The GP2 Full Seasons Project

Posted: 29.10.2012, 20:30
by rremedio
No, you can continue. Hopefully the factor won't make a difference, but if it makes, should be something I can fix without further trouble.