TdK Gp2 Stuff (WIP and bits)

Here you can present your WIP or new cars and/or stuff you made for GP2
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TeunieGp2
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Re: TdK Gp2 Stuff (WIP and bits)

Post by TeunieGp2 »

Great
F1 GP-GP2-GP3-GP4
eky78
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Re: TdK Gp2 Stuff (WIP and bits)

Post by eky78 »

peke12 wrote:
11.05.2021, 15:32
A new 1994 carset?
Looks good.
No I´m quite sure it´s not a new carset (like I thought at first too) but I think it´s a new track! And it looks like a modern version of Imola!
Thanks for that! \:D/ \:D/
peke12
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Re: TdK Gp2 Stuff (WIP and bits)

Post by peke12 »

I'm a big fan of the carsets modified by TdK.
I think they are very realistic regarding engine BHP and driver performance.

I try to do the same. I look up the cars BHP on wikipedia to put them in gpedit. Next, for the season I'm working on, I check how many mechanical failures each team had on all the races. To decide the mechanical failure number, I multiply the number of mechanical failures by 512. (I don't count crashes and driver errors, as they are not mechanical failures.)

For driver performance, I give the best driver of that season the max grip, 16384. Next I try to work my way down and try to put the driver performance in the same sequence as how the corresponding championship ended. For grip range, I just follow my intuition and put in some random numbers. fe: I give Senna a very low grip range (230), and Decesaris a high grip range. (1230)

Do you (@tdk or anybody else) have any extra tips for me on making the carsets as realistic and enjoyable as possible?
ismael
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Re: TdK Gp2 Stuff (WIP and bits)

Post by ismael »

I fully support Peke12 ideas and I also try to follow them in my carsets. Right now I'm owing a reply to roland and someone more regarding this (I'm short on time but I didn't forget it) but that's why I think having Senna with a random grip range of 128 (respecting the multiplication rule of doubling, 2-4-8 ... 128 ... 512 ... 16384) makes a great challenge.
I could add tweaking the team failure probabilities. I think the vanilla GP2 is fairly realistic regarding that, as Ligier used to fail a lot both in the game and in real life. I suppose BAR of 1999 would have a failure probability of 10000 or more.
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TdK
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Re: TdK Gp2 Stuff (WIP and bits)

Post by TdK »

ismael wrote:
12.05.2021, 21:43
I suppose BAR of 1999 would have a failure probability of 10000 or more.
Indeed; 10240. The highest i have ever seen in my data sheets is the 1997 Stewart: 11264. That are 22 failures in 16 races. (My data sheets run from 1990 - 2020 :wink: )


peke12 wrote:
11.05.2021, 15:32
A new 1994 carset? Looks good.
No, only the track is new; 2020 Imola - Emilia Romagna. The carset is the 1994 FK-PAL carset with TdK data.
TdK - (re)tired GrandPrix 2 manic!
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TdK
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Re: TdK Gp2 Stuff (WIP and bits)

Post by TdK »

peke12 wrote:
12.05.2021, 12:23

For driver performance, I give the best driver of that season the max grip, 16384. Next I try to work my way down and try to put the driver performance in the same sequence as how the corresponding championship ended. For grip range, I just follow my intuition and put in some random numbers. fe: I give Senna a very low grip range (230), and Decesaris a high grip range. (1230)
I work completly different. I use data from each qualifying and race (average speed), and convert them into (percentage) % values. With this i make an average value, 1 for quali, 1 for race. Together they create the drivers grip. I use difference in engine power to create variations in how good a car/driver performs in either qualifying or race. The random grip is also a calculated value, from the fastest driver, increasing on each driver who has a lower grip value.

It's all very difficult to explain, but it's all done in Excel sheets, and they make a lot more sense :) . I even do engine power based on the real F1 cars top speeds, with some adjustments to make it realistic for in the game.
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TdK
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Re: TdK Gp2 Stuff (WIP and bits)

Post by TdK »

Imola - Emilia Romagna (Italy) 2020 TdK (v1.2).zip
Version 1.2 (15-05-2021)
(475.7 KiB) Downloaded 38 times

Update!!! Version 1.2
Slight updates and tweaks:
- Trees (Scenery) right side between 'Variante Tamburello' and 'Variante Villeneuve' slightly closer to track
- Solved flashing fences 'Tosa' and 'Rivazza 1' (right side)
- Fence adjust 'Rivazza 1'; left and right side (distance)
- Fence textures repeat adjustment 'Rivazza 1 and 2'
- Camera and fence adjust 'Acque Minerali' (hardly noticeable)
- Starting grid startbox updated (more accurate)
Last edited by TdK on 15.05.2021, 18:45, edited 1 time in total.
TdK - (re)tired GrandPrix 2 manic!
Pouco95
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Re: TdK Gp2 Stuff (WIP and bits)

Post by Pouco95 »

TdK wrote:
13.05.2021, 13:45
Imola - Emilia Romagna (Italy) 2020 TdK.zip


Enjoy! :D
Mate you are a FUCKING LEGEND MAN
A FUCKING LEGEND
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MaxX
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Re: TdK Gp2 Stuff (WIP and bits)

Post by MaxX »

Wow, the track is of remarkable quality, excellent job =D>

Thank you very much, I was waiting for a current layout quite some time :D
ismael
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Re: TdK Gp2 Stuff (WIP and bits)

Post by ismael »

Pouco95 summarized the feeling. Thanks, thanks a lot!
The feeling is great and the details are awesome. The houses by Rivazza seem so accurate. This is really the Imola version we were missing!
peke12
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Re: TdK Gp2 Stuff (WIP and bits)

Post by peke12 »

TdK wrote:
13.05.2021, 12:56
peke12 wrote:
12.05.2021, 12:23

For driver performance, I give the best driver of that season the max grip, 16384. Next I try to work my way down and try to put the driver performance in the same sequence as how the corresponding championship ended. For grip range, I just follow my intuition and put in some random numbers. fe: I give Senna a very low grip range (230), and Decesaris a high grip range. (1230)
I work completly different. I use data from each qualifying and race (average speed), and convert them into (percentage) % values. With this i make an average value, 1 for quali, 1 for race. Together they create the drivers grip. I use difference in engine power to create variations in how good a car/driver performs in either qualifying or race. The random grip is also a calculated value, from the fastest driver, increasing on each driver who has a lower grip value.

It's all very difficult to explain, but it's all done in Excel sheets, and they make a lot more sense :) . I even do engine power based on the real F1 cars top speeds, with some adjustments to make it realistic for in the game.
You explained it very well, thanks. It's good to see a complete different approach. Very interesting and much more scientific. I might try it too. :-)
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TdK
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Re: TdK Gp2 Stuff (WIP and bits)

Post by TdK »

Thank you guys for all your kind comments! :D

Imola has been a lot of work, and i pushed Gp2 to it's limits with it, at least i noticed during editing/creating... ](*,)

But in the end it all worked out fine. I try to improve my quality everytime i release a track, and within the Imola track i made things i never did before; You might notice the different kerbs, many fence textures, fence behind other fence to create depth (alongside the marshalls), and some scenery tricks and bits i never done before. I even made 3 or 4 CC-Lines before i ended up with this one i finally liked :) .

(There is a update available: Version 1.2 See previous post! :wink:)

Kind regards, enjoy and have fun racing it!
TdK - (re)tired GrandPrix 2 manic!
peke12
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Re: TdK Gp2 Stuff (WIP and bits)

Post by peke12 »

Amazing track!!
Well done! =D> =D>
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