Max/min num of teams/drivers_pitstop times_carshape editing
Posted: 01.06.2015, 00:07
I have a few questions that I can't seem to find definitive answers for.
1. What is the maximum and minimum number of teams and drivers? I've seen 13, 14, and 20 for max number of teams but I'm not sure which is the correct number.
2. Can the pitstop times be increased or decreased? Seems to be stuck between 8 and 10.5 seconds.
3. Is there any other documentation on car shape editing other than the one by Paul Hoad? It seems that the numbers 128 (80 in hexadecimal) and 32768 (8000 in hexadecimal) are important but I don't quite understand exactly how they are used or what it is in particular that they affect.
I ask these questions because I'd like to start some GP2 modding to hopefully put together some 1960's/1970's era carsets and/or mods similar to the work done by FK with his sportscar carsets. His 1991 and 1992 SWC carsets are the very reasons I started playing GP2. His work greatly inspires me as well as seeing some of the great GP2 tracks of the 1960's/1970's road courses created by other GP2 modders. I have a little hex editing experience (Flight Commander 2 mods) and would like to try my hand at making some contributions to the GP2 community. Any advice, methods, or useful tips from experienced carset creators would be most welcome.
1. What is the maximum and minimum number of teams and drivers? I've seen 13, 14, and 20 for max number of teams but I'm not sure which is the correct number.
2. Can the pitstop times be increased or decreased? Seems to be stuck between 8 and 10.5 seconds.
3. Is there any other documentation on car shape editing other than the one by Paul Hoad? It seems that the numbers 128 (80 in hexadecimal) and 32768 (8000 in hexadecimal) are important but I don't quite understand exactly how they are used or what it is in particular that they affect.
I ask these questions because I'd like to start some GP2 modding to hopefully put together some 1960's/1970's era carsets and/or mods similar to the work done by FK with his sportscar carsets. His 1991 and 1992 SWC carsets are the very reasons I started playing GP2. His work greatly inspires me as well as seeing some of the great GP2 tracks of the 1960's/1970's road courses created by other GP2 modders. I have a little hex editing experience (Flight Commander 2 mods) and would like to try my hand at making some contributions to the GP2 community. Any advice, methods, or useful tips from experienced carset creators would be most welcome.