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#1
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#2
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Hi I'm messing about with the PLR file and was wondering if anyone knows what these lines mean in the [Game Options] part. Im particularly interested in the last line here, which was originally set at '1'. What does it do in the game? AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) AI Additional Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style AI Brake Power Usage="0.99000" // Fraction of theoretical brake power that AI attempt to use AI Brake Grip Usage="0.99000" // Fraction of theoretical brake grip that AI attempt to use AI Corner Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables Player Car Equal="0" By raising thea bove AI settings up to 0.99 it seems theres a lot more failures and more exciting races in general as cars tend to drive to the extreme of their driving abilities more. Also what does the following do? Sounds like an interesting mouthfull but what does the F.U.N. do? Im particularly interested also in the last line here which was originally set at '0'. What happens if you autocalibrate the AI mode? Fidelity Unilateral Neutralizer="1" Autocalibrate AI Mode="1" Also further down theres this setting. Ive tried lowering it from 1.000 but cant say yet what effect this has on the races. Anyone know what it does? AI Realism="0.90000" Any help would be greatly appreciated, thanks ahead. -- Nigel 'Nats' Stutt nstutt (AT) NOSPAMnstutt (DOT) freeserve.co.uk "Its life, Jim, but not as we know it." Remove NOSPAM to respond please. |
#3
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Oh Ive actually found out what the line Fidelity Unilateral Neutralizer="1" does - it removes all the season data on tracks and drivers etc and mixes them all up. Interesting though comparing all then seasons different cars and older drivers from the past on todays tracks etc. Well worth a try for fun. |
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Also Ive found out how to get sparks now. If you follow the instructions in the Terrain.ini file to enable sparks on the roadways you can get sparks from the bottom of your car when you go over bumps etc and hit your car on them (usually when to have a very low ride height) You can also set these for car to car collisions in teh PLR file once enabled in teh terrain.ini file but for me sparks on car collisions looks very false. But try the ride height sparks and try lowering the ride height of your car and drive around a bumpy track like Silverstone - great effects. I always did like this effect in GP3 actually. |
#4
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Also Ive found out how to get sparks now. If you follow the instructions in the Terrain.ini file to enable sparks on the roadways you can get sparks from the bottom of your car when you go over bumps etc and hit your car on them (usually when to have a very low ride height) You can also set these for car to car collisions in teh PLR file once enabled in teh terrain.ini file but for me sparks on car collisions looks very false. But try the ride height sparks and try lowering the ride height of your car and drive around a bumpy track like Silverstone - great effects. I always did like this effect in GP3 actually. |
#5
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Also Ive found out how to get sparks now. If you follow the instructions in the Terrain.ini file to enable sparks on the roadways you can get sparks from the bottom of your car when you go over bumps etc and hit your car on them (usually when to have a very low ride height) You can also set these for car to car collisions in teh PLR file once enabled in teh terrain.ini file but for me sparks on car collisions looks very false. But try the ride height sparks and try lowering the ride height of your car and drive around a bumpy track like Silverstone - great effects. I always did like this effect in GP3 actually. I cant get it to work..... what did you do? |
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