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F1 Challenge PLR file

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Nats
 
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Default F1 Challenge PLR file - 07-21-2003 , 04:26 PM






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.



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  #2  
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Nats
 
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Default Sparks was Re: F1 Challenge PLR file - 07-22-2003 , 03:56 PM






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.

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.


--
Nigel 'Nats' Stutt
nstutt (AT) NOSPAMnstutt (DOT) freeserve.co.uk

"Its life, Jim, but not as we know it."

Remove NOSPAM to respond please.
"Nats" <nstutt (AT) nstutt (DOT) freeserve.co.uk> wrote

Quote:
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.





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frederickson
 
Posts: n/a

Default Re: Sparks was Re: F1 Challenge PLR file - 07-22-2003 , 04:38 PM




"Nats" <nstutt (AT) nstutt (DOT) freeserve.co.uk> wrote

Quote:
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.
I havent tried it but I think you can also set it to like 100 opponents or
something.

Quote:
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.
Thanks for the sparks tip ill go try them




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  #4  
Old   
frederickson
 
Posts: n/a

Default Re: Sparks was Re: F1 Challenge PLR file - 07-22-2003 , 05:37 PM




Quote:
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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  #5  
Old   
Nats
 
Posts: n/a

Default Re: Sparks was Re: F1 Challenge PLR file - 07-22-2003 , 05:52 PM



This is what is says in the circuits/terrain.ini file:

Enable sparks by increasing the "Max" variable for Reaction=spark. Also set
// "Sparks=1" on appropriate terrains. Also check player file entry
"Vehicle Sparks".

To get them to work you have to do three things:

1. Set sparks=1 on the roadways terrain further down in the terrain.ini file
as follows:

// Roads
[FEEDBACK]
Dry=RoadDryGrip Wet=RoadWetGrip Resistance=0.0 BumpAmp=RoadBumpAmp
BumpWavelen=RoadBumpLen Legal=true Spring=0.0 Damper=0.0 CollFrict=0.4
Sparks=1 Scraping=1 Sound=dry

2. Change the 'max' variable for reaction=sparks at the bottom of the
terrain.ini file to something large, 256 seems to be the usual figure used
as follows:

// Other loose special effects
[LOOSE]
Reaction=spark Tex=spark Max=256 Duration=1.0 Scale=(0.1,0.1,0.1)
Color=0x00ffffff Particle=Plane+Deformable

3. If you want to get sparks on vehicle collisions (not recommended) you
will also have to change the PLR file to show vehicle sparks=1.

And thats it. Save the file and it should work. You also have settings for
sparks flow in the PLR file but I cant see any real difference changing
these.

Good luck.
--

Nigel 'Nats' Stutt
nstutt (AT) nstutt (DOT) freeserve.co.uk

"Its life, Jim, but not as we know it."
"frederickson" <no (AT) spam (DOT) com> wrote

Quote:
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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