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Discussion and releases for the 1998 racing simulation by Sierra/Papyrus
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#496

Post by PTRACER »

Bottom post of the previous page:

Michkov wrote: 2 years ago
PTRACER wrote: 2 years ago I have spent most of this year working on a new 1967 mod for Grand Prix Legends.

Physics are at an advanced stage of completion and I have taken a little break to work on graphical changes, like this new Lotus 49 cockpit:
Since you got some insight in the way the GPL physics engine works maybe you have an answer for me. I've often wondered if the track_altitude parameter from the track.ini appears somewhere in the runtime. I know it has no functionality in vanilla GPL but if its in the simulation and gets read from the file according to the track, its a question if the engine HP can be adjusted on the fly to try and implement elevation affected engine output. After all HP as a function of altitude is just a multiplication by a factor in most cases.
Technically yes, with an additional bit of code. The issue would be that it is too "easy" to just edit the track.ini file and cheat.

I haven't worked on the Kyalami or Mexico sets yet, but I already calculated separate horsepower figures for these to account for the altitude differences so they can be hardcoded. I'll have to see at a later stage if it is worth adding.
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#497

Post by Michkov »

Could you lock it so it uses the value in the servers track.ini?
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#498

Post by PTRACER »

Michkov wrote: 2 years ago Could you lock it so it uses the value in the servers track.ini?
It's possible. Or like the Weather Patch, you could write the altitude height into the server's name :)

Not sure how much fun it would be though!! At Kyalami's altitude, the Lotus 49 would go from 409bhp to 347bhp, the Brabham from 310bhp to 263bhp etc!
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#499

Post by Michkov »

PTRACER wrote: 2 years ago
Michkov wrote: 2 years ago Could you lock it so it uses the value in the servers track.ini?
It's possible. Or like the Weather Patch, you could write the altitude height into the server's name :)

Not sure how much fun it would be though!! At Kyalami's altitude, the Lotus 49 would go from 409bhp to 347bhp, the Brabham from 310bhp to 263bhp etc!
The age old question of realism vs fun. I dont see why the two should be mutually exclusive, the F2s are a joy to drive even without the raw HP after all. And its one of those features you dont expect a sim to do since its a minor effect in the big picture. It only got reminded of it because both oAo and F1 are running at Mexico at the moment.
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#500

Post by PTRACER »

Michkov wrote: 2 years ago
PTRACER wrote: 2 years ago
Michkov wrote: 2 years ago Could you lock it so it uses the value in the servers track.ini?
It's possible. Or like the Weather Patch, you could write the altitude height into the server's name :)

Not sure how much fun it would be though!! At Kyalami's altitude, the Lotus 49 would go from 409bhp to 347bhp, the Brabham from 310bhp to 263bhp etc!
The age old question of realism vs fun. I dont see why the two should be mutually exclusive, the F2s are a joy to drive even without the raw HP after all. And its one of those features you dont expect a sim to do since its a minor effect in the big picture. It only got reminded of it because both oAo and F1 are running at Mexico at the moment.
That's true. I guess it's like driving the 1965s at Spa. They're not very fast in a straight line but it doesn't mean it is boring.

I have had to drop out of oAo unfortunately, otherwise I would have been in that race as well...
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#501

Post by PTRACER »

I really plan to finish GPL 67 v3 mod this year, I've been taking an extremely long time to get the physics of each car right and I think I'm basically there now. Still it's just the tyre heating situation which is causing me difficulties. I think the way GPL engine calculates tyre heating is not particularly good, so I'm testing it against Assetto Corsa and iRacing to try and get the perfect match.

I've also been working on fixing some texture and 3DO changes, which is also taking an extremely long time to get right.
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#502

Post by mcmirande »

PTRACER wrote: 3 years ago Well, tomorrow I should be ready to release my GPL slipstream patch.

You will need to be within 100 metres of the car in front to pick up a whiff of a draft and within 50 or so to really make use of it. That's as opposed to 550+ metres away in all the mods. Doesn't half transform the racing!

Hi Paul, what happened with that patch? Is it available to download?

Cheers, Marcos
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#503

Post by PTRACER »

mcmirande wrote: 2 years ago
PTRACER wrote: 3 years ago Well, tomorrow I should be ready to release my GPL slipstream patch.

You will need to be within 100 metres of the car in front to pick up a whiff of a draft and within 50 or so to really make use of it. That's as opposed to 550+ metres away in all the mods. Doesn't half transform the racing!

Hi Paul, what happened with that patch? Is it available to download?

Cheers, Marcos
Hey Marcos,

Yes I can make it available again later. FYI the patch has several layers of protection and also prevents you from joining any online servers, so it cannot disrupt online play whatsoever.
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#504

Post by mcmirande »

In Mybroga we'll about to start a championship with the F2 mod, whose main problem is the very high and "long" draft. Is it possible to use this patch online (preventing in some manner that the drivers without the patch enter the server)?

Cheers, Marcos.
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#505

Post by PTRACER »

mcmirande wrote: 2 years ago In Mybroga we'll about to start a championship with the F2 mod, whose main problem is the very high and "long" draft. Is it possible to use this patch online (preventing in some manner that the drivers without the patch enter the server)?

Cheers, Marcos.
Olaf's DirtGearPatch and the 60fps mod both have that feature, preventing anyone without the patch from joining the server. Unfortunately I heard from Olaf that it was extremely challenging to code, so it'll be beyond my ability unfortunately :( I guess I'll look into it at some point, I am sure it is just about finding the right piece of code and modifying it accordingly, but I'm as interested in protecting the sanctity of online racing/GPLRank as much as anyone else when it comes to existing mods.
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#506

Post by mcmirande »

PTRACER wrote: 2 years ago
mcmirande wrote: 2 years ago In Mybroga we'll about to start a championship with the F2 mod, whose main problem is the very high and "long" draft. Is it possible to use this patch online (preventing in some manner that the drivers without the patch enter the server)?

Cheers, Marcos.
Olaf's DirtGearPatch and the 60fps mod both have that feature, preventing anyone without the patch from joining the server. Unfortunately I heard from Olaf that it was extremely challenging to code, so it'll be beyond my ability unfortunately :( I guess I'll look into it at some point, I am sure it is just about finding the right piece of code and modifying it accordingly, but I'm as interested in protecting the sanctity of online racing/GPLRank as much as anyone else when it comes to existing mods.
OK, I understand. I also find preferable not to having it patched than allowing people with and without the patch to coexist in the same server.

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#507

Post by PTRACER »

I suppose it is not of much interest to anyone, but the draft figures given in the PDF by Richard Cooke are not quite right.

For gpl.exe / gplc67.exe, the draft distance at 188mph is actually 26 metres, not 35 metres - the calculation being GPL's internal measure of [speed² x SlipstreamCoeff]. At 198mph, the maximum slipstream grows by only a few metres.

For gpl66, the draft size is 470m at 188 and 480m at 190mph (+2mph = +10 metres). It grows another 50 metres (12.5 car lengths) at 198mph.

Since no one is gaining 27mph in the slipstream, even in the mods, I am presume the speed boost itself is theoretical. The physics engine doesn't reduce the car's drag while in the slipstream, it just adds to the potential top speed, and there are other factors which I guess are at play too, like the car's BHP, the rev limit etc.
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#508

Post by GrandPrixYannick »

They have begun teasing with the 1970 mod going into testing phase very soon. Graphically it looks great, though I remain cautious about how it will drive, especially after the atrocity that the 1968 F1 handling was. I really hope this won't be a trend.

http://srmz.net/index.php?showtopic=14558&hl=
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#509

Post by PTRACER »

GrandPrixYannick wrote: 2 years ago They have begun teasing with the 1970 mod going into testing phase very soon. Graphically it looks great, though I remain cautious about how it will drive, especially after the atrocity that the 1968 F1 handling was. I really hope this won't be a trend.

http://srmz.net/index.php?showtopic=14558&hl=
That's the same sort of frustration I have felt with most of the mods when the original GPL really wasn't bad at all :down:

I'm interested in seeing the screenshots but I am not able to login at SRMZ...
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#510

Post by GrandPrixYannick »

Pictures underneath. I mean, you could still make a second account on a different e-mail address, if you have one. Or is it like a IP block (in which case, VPN maybe)?

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#511

Post by MonteCristo »

Well, I'll hand it to them - it *looks* nice.
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