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Discussion and releases for the 1998 racing simulation by Sierra/Papyrus
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sebbbl
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#526

Post by sebbbl »

Bottom post of the previous page:

That would be great!!!
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#527

Post by GrandPrixYannick »

That'd be fantastic! :happy:
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#528

Post by PTRACER »

Thanks all!! I have a basic site setup now, will work on it a bit more and share in the coming days :)
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#529

Post by mcmirande »

Great!!
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#530

Post by PTRACER »

A few permissions and a smattering of other tiny features and we are ready to go. Good enough for now?

Image

Since this very forum is named after an ancient GPL addons site which closed down around 22 years ago, I thought it would be fitting to give it a similar look: https://web.archive.org/web/20000229015 ... ndex.shtml
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#531

Post by sebbbl »

This is a fantastic development...thank you so much for your effort!
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#532

Post by Michkov »

Great job PT. Will we be able to upload files to it, or how is it going to work? Also do you have an address we can share?
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#533

Post by PTRACER »

Yep, people will be able to log on and upload Zip or RAR files. I won't allow people to do that without signing up first for security reasons, so I need to add the relevant permissions first.

But anyway the site is almost ready to go, I will post the link when done.
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#534

Post by PTRACER »

@GrandPrixYannick Pavel's AI files for Reims contain a number of bugs. I fixed some of those (including the divebombing AI I think) last year. Try them out.

https://www.the-fastlane.co.uk/gpl/site ... ~equals~7)
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#535

Post by GrandPrixYannick »

Hello Paul.

Sorry for the late reply.
Unfortunately these issues still persist on my side with your patch. Front-runners still run into each other/overshoot the final hairpin when trying to overtake.
The slower drivers/2 lit cars do not seem to have this as much though. It might help getting rid of the little wall perhaps haha.

Jake (GPLaps) also shared me his files, which is a combination of the original AI and Pavel's 'pass.lp', along with some tweaking to the adj_coeff and adj_maximum, which fixes that problem and drives pretty decently. I think I'll stick to tweaking that one until I'm happy and go from there.
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#536

Post by PTRACER »

The latest update on Greg regarding the 1970 F1 mod's progress:
There are most of the dashboards that need creating in both 3do objects and textures. Some clipping/polies need fixing on most cars. But the biggest task is just driving, driving, driving and feeding info back to the physics maestros! After that there is still AI adjustments to fit with the updated physics results.

Keep the faith!! The '70s cars will make the light of day ... along with some period track updates.
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#537

Post by PTRACER »

Re: Calculating And Recording Fuel Consumption by Tobodestroyer2020

The formula that calculates fuel consumption in GPL is more complicated than the one in Assetto Corsa. It multiplies the current BHP being used by the engine by the number of revs, followed by the engine's indivudual fuel consumption value specified within the physics. Several other engine and car parameters/values are included in the equation as well to determine the car's MPG at that particular moment. If you could watch the number "live" in the code, it would be all over the place as you accelerated, braked, etc. around the track.

So the best way to estimate fuel consumption is to drive around as you normally do in Practice and use Pribluda and some maths to calculate your fuel consumption per lap. Bear in mind this will vary from track to track. Heavier cars also seem to consume more fuel so that should be considered (run the test with 50% fuel load for example)

If you want some kind of value to store in a setup book, then drive as fast as you can and do the same thing to get an 'upper' (max likely fuel consumption) estimate. I'm pretty sure they would have done a similar thing in real life.

The track.ini fuel values are for AI only.

The fuel estimate seen in the Car Setup menu is determined by a single value stored elsewhere within the code. The calculation is something simple like (Gallons x [MPG Estimate] ) / Track Length. I suppose the mod team did not spend much time on calculating this accurately, because in some of the mods they have underestimated the value, so it appears you cannot complete a full race on one tank of fuel, depending on the car/circuit. However, I suppose some of the heavier, higher revving cars would use a lot more fuel than lighter, low revving cars, so estimating this figure would be tough in any case. I'll try my best to get this as accurate as possible for 67v3.
Developer of the 1967v3 Historic Mod for Grand Prix Legends: viewtopic.php?t=17429

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#538

Post by GrandPrixYannick »

Figured I might share it here, too.
There's a series I'm running on YouTube which I finally got resumed after a half year hiatus.
Driving full seasons with various cars on full race distance. The 1966 German Grand Prix just released underneath.
Have a look if you want and let me know what you think :)

https://www.youtube.com/watch?v=3Im3DNT6qLE
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#539

Post by GrandPrixYannick »

1966 Italian Grand Prix | 100% Race Distance | Grand Prix Legends / GrandPrixYannick
http://www.youtube.com/watch?v=7B6sUVHDOnw
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#540

Post by GrandPrixYannick »

1966 Mexican Grand Prix (season finale!)

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#541

Post by GrandPrixYannick »

It seems all the 1967 Historic V1 files by G. Spinning are being blocked by my computer.
I want to try out this version as I'm not too crazy about the V2 handling, but yeah, Windows says the installer is blocked by the administrator and I have no idea how to get around this.
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