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GPL 1967 v3 Dev blog

Posted: Tue Jan 11, 2022 13:18 pm
by PTRACER
Dear all, I am happy to announce that development of 1967 version 3 will be proceeding as an independent project. Due to nothing more personal matter, the SRMZ mod team chose to withdraw their support of my efforts after they already handed me the tools to complete it. The development of this mod was fully authorised and supported by Chris at SRMZ who developed V2. To prevent misinformation spreading, I am happy to answer any questions you may have, though I would prefer it to be in the GPL thread and not here.

The mod will be expected to feature 11 race-by-race carsets and a whole new set of physics based on new data, both the real world and those from more modern sims. The mod itself will have its own EXE, will be offline only and has no connection with GPLRank. Nothing from this mod could possibly interfere with or conflict with existing or future releases. Besides that, it will feature a number of graphical and bug fixes which are present in V2, revised graphics, more accurate collision boxes and much more.

I am open to anyone joining and contributing to the project with everything from ideas to actual content.

Changelog: viewtopic.php?p=419842#p419842

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 13:36 pm
by Everso Biggyballies
Best of luck Paul with the project. Im the last person you would want helping as its all way above my head, but I look forward to following progress with interest.
I'll be the one shouting encouragement from the wings. :mrgreen: :wink:

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 13:49 pm
by PTRACER
Everso Biggyballies wrote:
5 months ago
Best of luck Paul with the project. Im the last person you would want helping as its all way above my head, but I look forward to following progress with interest.
I'll be the one shouting encouragement from the wings. :mrgreen: :wink:
Thanks Chris! Well, certainly if you have any photos you find online, particularly of cockpits and things, it would be be helpful!

My first major change was the following. It doesn't look much, but I made some quite big revisions to the nose, cockpit and engine cover of Bob Anderson's Brabham BT11. The engine cover had a few stray polygons and some clipping and overall it was far too low, given the size of the engine squeezed into the back of what was meant to be a 1.5 litre Grand Prix car. The original nose was also not at all Brabham like, so I manually copied the coordinates one by one from the 1965 car to create a more familiar shape.

Latest version is actually v1.03 but is the same as the picture below but with less clipping around the rollhoop:

Image

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 13:52 pm
by PTRACER
Next is the Lotus 49 cockpit. It has a new set of high resolution gauges and they all read accurately, at least around their peak/ideal values. The below is not technically the final version, I have lightened the leather? facing around the clocks since so it doesn't appear so dark.

Image

Obviously this preview image has no needles but they are present in the actual game.

As a reminder, here is the original:
Image

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 13:54 pm
by PTRACER
Following that, I have repaired the stray pixel in the Matra F2 cockpit:

Image

The external view of the cockpit shows a lot of warped textures and clipping. I'm half done fixing it, but it needs much more work. This is before I started:

Image

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 13:59 pm
by PTRACER
Below is a preview of the current state of the F2 physics. The video is scheduled to be released at 21:00 GMT tonight, so hold onto your horses.



Laptime is around an 8:22 for this car, top speed is around 165-168mph on the main straight, putting it on par roughly with the 1.5 litre GP cars, which had slightly less power but less drag overall. For reference the Lotus 49 from this mod will do about an 8:02, with exactly the same base grip.

I struggle to understand how Jacky Ickx put this car 3rd on the grid for the Formula 1 race.

Re: GPL67 V3 Dev blog

Posted: Tue Jan 11, 2022 14:23 pm
by Everso Biggyballies
PTRACER wrote:
5 months ago
Everso Biggyballies wrote:
5 months ago
Best of luck Paul with the project. Im the last person you would want helping as its all way above my head, but I look forward to following progress with interest.
I'll be the one shouting encouragement from the wings. :mrgreen: :wink:
Thanks Chris! Well, certainly if you have any photos you find online, particularly of cockpits and things, it would be be helpful!

That sort of help I am happy to do, and detail / appearance things. People tell me I have an eye for detail so any help you need in that sort of field just ask.

Re: GPL67 V3 Dev blog

Posted: Wed Jan 12, 2022 15:32 pm
by PTRACER
As of now, many of these are changes are already made, but I'm almost totally focused on getting the finer details of the tyre physics correct, particularly tyre heating before moving onto other things.
PTRACER wrote:
11 months ago

- 11 carsets, one for each championship Grand Prix, with a number of additions such as more F2 cars at the German GP and the ability to switch from the BT20 to the BT24 after Spa rather than assigning them to separate car slots
- Each car will receive completely revised physics parameters, with car dimensions, drag and top speed figures based on or extrapolated from published data
- New power curves for all cars, including torque, BHP and max RPM figures based on known or published data or data from more recent sims
- New tyre slip curves and tyre load sensitivities using data from the bias ply tyres simulated by rFactor2's 6-point brush model. The car will hopefully feel a little more connected to the track than before and a little more predictable to drive (but this is still GPL so don't expect too much on this front ;) )
- Peak tyre temps now match those in iRacing, Assetto Corsa and rF2
- Changes to the way tyre temperatures and pressures affect grip, particularly with greater fall off when overheating
- High speed lift will finally be introduced on the 67s. Lift figures are based on a combination of data collected from Assetto Corsa and iRacing
- Increased engine inertia for several cars, preventing such massive swings in weight transfer when applying/lifting off the throttle and allowing more control of the revs when on the grid
- Adjustments to reliability levels for each car and fixing broken code in the V2 EXE which prevented the cars from blowing up when overrevving
- All cars will receive adjustments to the cockpit gauges - needles will be updated for much greater accuracy, dials will have higher quality textures and therefore be more readable. You will need to keep an eye on those temps!
- Fuel tanks sizes will be more accurate, at least where I can find the info, and actual fuel consumption will be tuned so that you'll just about be able to finish a race on a full tank
- Reduce number of setup parameters, both in terms of upper limits and lower limits, plus increasing the increments between each setting. Toe-in measured in 8ths of an inch anyone?
- Revise slipstream physics to be closer to the original GPL
- Adjust collision boxes for greater accuracy
- Revising car body shapes and fixing various bugs on certain car models
- Some new car sounds, if I can get permission to use them

Current bottlenecks:
- Getting the tyre heating just perfect. This is the most challenging part of the mod physics by far.

Need help with:
- Finalising the exact car slots for each race
- Any textures which are lower than 16 bit. There surely aren't people using V1 Rasterizers or Voodoo cards in 2022, are there?
- New menu graphics to match the new car selection for each race. I have RaceCon but haven't even looked at how it works yet.
- A new car model for Silvio Moser's Cooper T77
- I haven't tried importing the car DATs from GPLF2 into this mod yet, I am not sure how it will go
- Beta testing

Hopes:
- New INI files for each of the 11 tracks so that the grid roughly replicates the real life one in terms of performance
- Online compatible version which does not interfere with the V2 version
- Making the Basic Trainers actual F3 cars and having a selectable car model which looks/sounds/drives like an F3.

Dreams:
- Convert the "brake fade" patch from the 1955 mod into a proper brake temperature mod for the 67s
- Making a patch which changes the locking percentages of the diff so that they match modern sims. It's no longer viable to have locking percentages of 6% and 9% when other games use values like 25% power, 45% coast, especially now that I'm using such different physics values to the original GPL
I realised over the last few days that a number of GPL'ers have signed up here to check on the status. It really is several months away from release, so I have created the following mailing list so I can remind you when it is out. All dev updates will be posted in this thread, so I will only send you a mail on release date and then the mailing list will be deactivated:

https://the-fastlane.co.uk/mailinglist/ ... cribe&id=1

Re: GPL67 V3 Dev blog

Posted: Thu Jan 13, 2022 05:20 am
by Michkov
Glad to hear you are keeping at it PT. It came quite as a surprise when I saw the locked threads over at SRMZ. Not quite sure what happened there to cause that, but needless to say I dont really agree with the mods stance on keeping the modding tools close off. But that is a discussion for another thread.

I can't test at the moment since all I got is a gamepad, but I'm happy to help in any other way. I've been pondering how to improve the "brake fade" effect ever since I discovered the shortcuts taken in the 55 implementation. I have some thoughts on that once you get to it.
Else I think it would be good to give us a list of what you need.

Re: GPL67 V3 Dev blog

Posted: Thu Jan 13, 2022 13:10 pm
by PTRACER
Michkov wrote:
5 months ago
Glad to hear you are keeping at it PT. It came quite as a surprise when I saw the locked threads over at SRMZ. Not quite sure what happened there to cause that, but needless to say I dont really agree with the mods stance on keeping the modding tools close off. But that is a discussion for another thread.

I can't test at the moment since all I got is a gamepad, but I'm happy to help in any other way. I've been pondering how to improve the "brake fade" effect ever since I discovered the shortcuts taken in the 55 implementation. I have some thoughts on that once you get to it.
Else I think it would be good to give us a list of what you need.
About beta testing, others may be driving with a gamepad too, so ensuring it is driveable for you is helpful. Otherwise beta testing can mean checking menus to ensure all the pictures are correct, checking car skins to ensure they all load properly and so on. But I haven't got that far yet.

What are your thoughts on brake fade?

Re: GPL67 V3 Dev blog

Posted: Sat Jan 15, 2022 18:57 pm
by Michkov
In the 55 mod there is one global value for how hot the brakes are. As far as I can tell this is computed via car speed lost when brakes are applied. What that means is that you can lock all 4 tyres and slide to a stop and have hot brakes. Which doesn't make sense since a locked wheel doesn't generate brake heat.

I think you could do this by taking wheel speed instead of car speed as the parameter you derive your brake heating from and you'd get a much more realistic heating then the global model the 55s use. I had a basic logic loop worked out but I need to find that sheet of paper again. Put the basic gist is difference in rotation speed if the brakes are applied lead to heat added to the disk.

Not sure if this is possible to mod GPL that extensively, but I dont think it's much more complicated than what the wings and brakes already do. It's just that GPL needs to compute 4 instead 1 brake temps.

Re: GPL67 V3 Dev blog

Posted: Mon Jan 17, 2022 06:11 am
by PTRACER
Michkov wrote:
5 months ago
In the 55 mod there is one global value for how hot the brakes are. As far as I can tell this is computed via car speed lost when brakes are applied. What that means is that you can lock all 4 tyres and slide to a stop and have hot brakes. Which doesn't make sense since a locked wheel doesn't generate brake heat.

I think you could do this by taking wheel speed instead of car speed as the parameter you derive your brake heating from and you'd get a much more realistic heating then the global model the 55s use. I had a basic logic loop worked out but I need to find that sheet of paper again. Put the basic gist is difference in rotation speed if the brakes are applied lead to heat added to the disk.

Not sure if this is possible to mod GPL that extensively, but I dont think it's much more complicated than what the wings and brakes already do. It's just that GPL needs to compute 4 instead 1 brake temps.
I'm sure it would be possible, since there is a memory address for individual wheel speed and I already know where to find that, but as you say we would need separate memory addresses for each brake temp. I don't see this would be too difficult for someone who knows how to code though. I think in particular about Olaf, who released a patch which allows you to change the brake balance from front to back, and left to right...

By the way, do you understand how the code works Michkov? I've looked at it briefly but couldn't work out which patch was which...

Re: GPL67 V3 Dev blog

Posted: Mon Jan 17, 2022 16:23 pm
by Michkov
PTRACER wrote:
5 months ago
Michkov wrote:
5 months ago
In the 55 mod there is one global value for how hot the brakes are. As far as I can tell this is computed via car speed lost when brakes are applied. What that means is that you can lock all 4 tyres and slide to a stop and have hot brakes. Which doesn't make sense since a locked wheel doesn't generate brake heat.

I think you could do this by taking wheel speed instead of car speed as the parameter you derive your brake heating from and you'd get a much more realistic heating then the global model the 55s use. I had a basic logic loop worked out but I need to find that sheet of paper again. Put the basic gist is difference in rotation speed if the brakes are applied lead to heat added to the disk.

Not sure if this is possible to mod GPL that extensively, but I dont think it's much more complicated than what the wings and brakes already do. It's just that GPL needs to compute 4 instead 1 brake temps.
I'm sure it would be possible, since there is a memory address for individual wheel speed and I already know where to find that, but as you say we would need separate memory addresses for each brake temp. I don't see this would be too difficult for someone who knows how to code though. I think in particular about Olaf, who released a patch which allows you to change the brake balance from front to back, and left to right...

By the way, do you understand how the code works Michkov? I've looked at it briefly but couldn't work out which patch was which...
I have no clue about the inner workings of GPL. I asked Lee to show me a couple of times but he always declined. I have intermediate programming knowledge, but that is in Python, JavaScript and the like not on a low level that GPL seems to require. I have enough physics knowledge on top of that, to be able to create a decent heating function. No idea how to get it into the exe though.

If I had to guess, I'd go looking for something linking break application to a new variable. Also car speed should be linked to it since cooling is speed dependent. What I have not tried yet is braking while stationary, that should not increase the temps, so there may be a link to the new temp variable so it only works when the car is in motion.

Re: GPL67 V3 Dev blog

Posted: Tue Jan 18, 2022 01:35 am
by PTRACER
Michkov wrote:
5 months ago
PTRACER wrote:
5 months ago
Michkov wrote:
5 months ago
In the 55 mod there is one global value for how hot the brakes are. As far as I can tell this is computed via car speed lost when brakes are applied. What that means is that you can lock all 4 tyres and slide to a stop and have hot brakes. Which doesn't make sense since a locked wheel doesn't generate brake heat.

I think you could do this by taking wheel speed instead of car speed as the parameter you derive your brake heating from and you'd get a much more realistic heating then the global model the 55s use. I had a basic logic loop worked out but I need to find that sheet of paper again. Put the basic gist is difference in rotation speed if the brakes are applied lead to heat added to the disk.

Not sure if this is possible to mod GPL that extensively, but I dont think it's much more complicated than what the wings and brakes already do. It's just that GPL needs to compute 4 instead 1 brake temps.
I'm sure it would be possible, since there is a memory address for individual wheel speed and I already know where to find that, but as you say we would need separate memory addresses for each brake temp. I don't see this would be too difficult for someone who knows how to code though. I think in particular about Olaf, who released a patch which allows you to change the brake balance from front to back, and left to right...

By the way, do you understand how the code works Michkov? I've looked at it briefly but couldn't work out which patch was which...
I have no clue about the inner workings of GPL. I asked Lee to show me a couple of times but he always declined. I have intermediate programming knowledge, but that is in Python, JavaScript and the like not on a low level that GPL seems to require. I have enough physics knowledge on top of that, to be able to create a decent heating function. No idea how to get it into the exe though.

If I had to guess, I'd go looking for something linking break application to a new variable. Also car speed should be linked to it since cooling is speed dependent. What I have not tried yet is braking while stationary, that should not increase the temps, so there may be a link to the new temp variable so it only works when the car is in motion.
I tried to jump into coding in assembly a number of times, it seems that even the "idiots guides" that are out there are already quite high level stuff. They assume you already have good knowledge about how memory stacks work and the function of EAX, ESP, EBX etc. I tried to get some help on a well-known coding site but for them it was like asking a Frenchman "What does 'bonjour' mean?" and all I got back was gobbledegook. So, the best I can do is modify the numbers of the equations, but not the equations themselves.

Regarding the '55 mod's brake fade patch, I gathered the code originated from brr's (Petteri) test mod b00.0 and he shared his knowledge with the mod team. In that thread, they said the code models heating of the internal disc and of the disc surface, plus cooling factors, which is the same as how the tyres work. So most of the basic work is done and we would just have to learn how to divide it into four parts...Again, Olaf is our best chance.

Re: GPL67 V3 Dev blog

Posted: Thu Feb 03, 2022 09:47 am
by PTRACER
Currently working on the physics for the Mexico set. The cars feel so slow with 20% less BHP, but it makes them somewhat easier to drive.