65 mod update (View original topic)



Border Reiver

Posted 21 February 2009 - 11:31 AM

Please find attached the much awaited update to the 65 mod to bring in the features it was missing that are present in later mods and to give it the capability of running the long tracks that will be released in the future.

Thanks to everyone who worked on producing the original 65 mod and the previous updates to it; to Nigel, Richard and Paul for developing this update; and to everyone who has helped us to test this update to ensure full compatibility with existing unpatched servers and with unpatched clients.

Over the next few weeks you will also see some more updates for use with the other released mods to allow long tracks compatibility for these, thus allowing for future track releases such as Targa Florio. These updates should also have the effect of enabling other features, such as more than 64 tracks to be installed, the skip forward and backward buttons on the track selection pages, year specific track graphics, etc., etc. should these features not already exist within the mod. In some cases they may also make other corrections to minor faults such as inaccurate collision volumes. Specific details of each update will be included with the updates themselves.

Before installing the attached 65 mod update, please read the readme, which is also attached below for your convenience.

Have fun,


Rob


ENGLISH

65 Patch

This Patch will not change the 65 physics but it does include revised slipstream code.
65RANK should not be affected by this as submitted RANK times should be set SOLO.

enables -

1/ Mod specific program covers - page065.pbf ( some supplied with patch )

2/ Mod specific bwpic.pbf - bwpic65.pbf ( some supplied with patch )

3/ Mod specific track graphics - 3do = 365, mip = m65, srb = s65, trk = t65

4/ Mod specific track ini - track65.ini
 
5/ Mod specific lp files - l65

6/ Track specific driver.ini - driv65.ini
 
7/ 1965 world championship season - g65.ini ( supplied with patch )

8/ More tracks feature ( 1024 tracks ) same as 66 mod.

9/ Best Laps screen shows all lap times for any track you have installed and raced on.

10/ AI improvements

11/ Revised slipstream code.

12/ Enabling use of long tracks so that you can run Targa, IoM etc. when the they are released.

13/ Revised collision detection


NOTE 1
Before installing this patch you should already have a complete working version of 65mod.
You should also have installed the missing 1965 championship tracks.
East London ( eastlndn )
Clermont-Ferrand ( clermont )

NOTE 2
You may lose previously recorded lap times from your 65 player.ini . 
To overcome this, make a backup of your 65 player.ini and paste in the lap times after installing the patch and rebuilding gplc65.exe.

NOTE 3
If you wish to be able to go back to original/unpatched 65 easily, make a backup of your layout and mods folders and driv65.ini  
then store them somewhere. When/if you want to go back to unpatched 65 just reinstate the backed up folders and files and rebuild the 65 exe.
The installer will also install a 65SEASON.ini. If you wish to keep your original 65SEASON.ini you should back it up and reinstate it after the patch installation.

NOTE TO BETA TESTERS
If you have previous versions of the 65 patch installed you should remove the gpl65 folder from mods/gem+ before installing this version.
 
SERVERS
All online servers should be patched. This will still allow non patched players to join the patched server.


INSTALLATION

Run the installer.
Check the install path. The default install path is C:\Sierra\GPL.
IF YOUR GPL INSTALL HAS A DIFFERENT PATH YOU MUST CHANGE THE PATH WHEN PROMPTED.

Remove gplc65.exe and rebuild with Gem+

Credits

Nigel Pattinson
Richard Cooke
Paul Skingley

Beta testers

Robert Hunter
Remy Roesz
John Roberts
Paul Skingley
GPLRACER League



FRANCAIS

65 Patch 

Ce patch contient un code modifié pour l'effet d'aspiration et n'affecte aucune autre donnée de la gestion physique.
Le RANK 65 ne devrait pas être affecté étant donné qu'il n'accepte pas les temps sous effet d'aspiration. 

Il permet : -- 

1 / D'utiliser des "Program covers" spécifiques au mod 65 - page065.pbf (certains sont inclus) 

2 / D'utiliser des bwpic.pbf - bwpic65.pbf (certains sont inclus) 

3 / D'utiliser des graphiques spécifiques au mod65 en changeant l'extension des fichiers comme suit : 3DO = 365, mip = M65, S65 = srb, trk = T65 

4 / D'utiliser un track.ini spécifique - track65.ini 
  
5 / D'utiliser des fichiers lp spécifiques - L65

6 / Track spécifiques driver.ini - driv65.ini
  
7 / Un championnat du monde de la saison 65 - g65.ini (fourni avec le patch) 

8 / D'installer 1024 circuits sur le fichier season (64 précédemment) comme pour le mod 66. 

9 / En plus des circuits originaux, l'écran des meilleurs temps affiche tous les circuits installés (à condition d'y avoir roulé). 

10 / L'AI a été améliorée 

11/ Contient le code révisé de l'aspi

12 / Le code pour l'utilisation de circuits long a été activé

13 / La gestion des collisions a été améliorée (Collision box)
 
NOTE 1 
Avant d'utiliser ce patch, il faut que le Mod65 soit installé . 
Vous devez également avoir installé les circuits manquants au championnat 1965. 
East London (eastlndn) 
Clermont-Ferrand (Clermont) 

NOTE 2 
Important : sauvegardez votre player.ini 65, car vous risquez de perdre vos meilleurs temps. Il suffira de l'installer à nouveau à la fin des opérations. 

NOTE 3 
Pour revenir à une version non patchée, il vous suffit de sauvegarder les dossiers "layout" et  "mods" ainsi que le fichier "driv65.ini" afin de les réinstaller ultérieurement.
Il faudra également reconstruire un exe par le biais de GEM+
L'installateur peut aussi installer un 65SEASON.ini. Si vous souhaitez garder l'original de votre 65SEASON.ini vous devez le sauvegarder et de rétablir après l'installation du correctif.

NOTE AUX BETA TESTEURS 
Si vous avez des versions antérieures, il faudra d'abord supprimer le dossier gpl65 dans Sierra / mods / gem+ avant d'installer cette version.
  
SERVEURS 
Tous les serveurs en ligne devraient être patchés. Les joueurs non patchés pourront les joindre. 

INSTALLATION 

Exécutez le programme d'installation. 
Vérifiez le chemin d'installation. Le chemin d'installation par défaut est C: \ Sierra \ GPL. 
SI VOTRE INSTALLATION GPL A UN CHEMIN DIFFERENT, VOUS DEVEZ LE CHANGER A L'INVITE. 

Supprimez gplc65.exe et lancer GEM++ afin de le reconstruire. 

Crédits 

Nigel Pattinson 
Richard Cooke 
Paul Skingley 

Beta testeurs 

Robert Hunter 
Remy Roesz 
John Roberts 
Paul Skingley 
GPLRACER Ligue



GERMAN

65 Patch 

Dieser Patch ändert nicht die 65er Physik, sondern überarbeitet u.a. den Windschatten-Effekt. 
Der 65RANK sollte dadurch nicht beeinträchtig werden. Bestzeiten sollten Solo gefahren werden.

ermöglicht - 

1 / Mod spezifische Programme - page065.pbf (einige mit dem Patch) 

2 / Mod spezifische bwpic.pbf - bwpic65.pbf (einige mit dem Patch) 

3 / Mod spezifische Strecken Grafiken - 3DO = 365, MIP = M65, SRB = S65, TRK = T65 

4 / Mod spezifische Strecken ini - track65.ini 
  
5 / Mod spezifische lp Dateien - L65

6 / Strecken spezifische driver.ini - driv65.ini 
  
7 / 1965 WM-Saison - g65.ini (mit dem Patch) 

8 / Weitere Strecken Eigenschaften (1024 Strecken) wie beim 66er mod. 

9 / Der beste Runden Bildschirm zeigt alle Rundenzeiten für jede Strecke, die Sie installiert haben und gefahren sind. 

10 / AI Verbesserungen 

11 / Überarbeiteter Windschatten Code.

12 / Ermöglich die Verwendung von langen Strecken, so dass Sie Targa, IOM usw. fahren können, wenn diese veröffentlicht werden. 

13 / Überarbeitete Kollisionserkennung

ANMERKUNG 1 
Vor der Installation dieses Updates sollten Sie bereits eine komplett funktionsfähige Version des 65er Mod haben. 
Sie sollten ebenfalls die fehlenden 1965er Meisterschafts-Strecken installiert haben:
East London (eastlndn) 
Clermont-Ferrand (CLERMONT) 

ANMERKUNG 2 
Sie können zuvor gespeicherte Rundenzeiten von Ihrer 65er player.ini verlieren. 
Um dies zu überwinden, machen Sie eine Sicherungskopie der 65er player.ini und kopieren Sie die Rundenzeiten nach der Installation und der Neuerstellung der gplc65.exe (durch Beenden von GEM+) wieder hinein.

Anmerkung 3 
Falls Sie zur ursprünglichen / ungepatchten 65er Version zurück wollen, machen Sie eine Sicherungskopie der Ordner "layout" und "mods" und der "driv65.ini" 
und speichern diese irgendwo. Wenn Sie zur ungepatchten Version zurück möchten, 
setzen Sie die kopierten Ordner und Dateien wieder ein und erstellen Sie die 65er exe neu (durch Beenden von GEM+). 
Der Installer wird auch eine 65SEASON.ini installieren. Wenn Sie Ihre original 65SEASON.ini behalten wollen, sollten Sie diese sichern sie nach der Patch-Installation wieder einsetzen. 

Anmerkung für Beta-Tester 
Wenn Sie frühere Versionen des 65 Patch installiert haben, sollten Sie den Ordner "gpl65" in x:\SIERRA\gpl\Mods\GEM+ entfernen, bevor Sie diese Version installieren.
  
SERVER
Alle Online Server sollten gepatcht werden. Dies wird nicht gepatchte Spieler auch ermöglichen gepatchten Servern beizutreten.


INSTALLATION 

Führen Sie das Installationsprogrammm aus. 
Überprüfen Sie den Installationspfad. Der Standard-Installationspfad ist C:\Sierra\GPL. 
WENN IHRE GPL INSTALLATION EINEN ANDEREN PFAD HAT, MÜSSEN SIE DIESEN ÄNDERN,
WENN SIE DAZU AUFGEFORDERT WERDEN. 

Entfernen Sie die gplc65.exe und lassen Sie sie durch Beenden von GEM+ neu erstellen. 


Credits 

Nigel Pattinson 
Richard Cooke 
Paul Skingley 


Beta-Tester 

Robert Hunter 
Remy Roesz 
John Roberts 
Paul Skingley 
GPLRACER League



SPANISH

65 Revisión 
 
Esta revisión no cambiará las f´sicas del modo 65 sino que incluye también código de slipstream revisado. 
65RANK no deberían verse afectados por este patch dado que los tiempos incorporados al 65RANK se deben obtener sin esa ayuda. 
 
permite -- 
 
1 / Programas específicos para este Modo - page065.pbf (algunos son suministrados con este parche) 
 
2 / bwpic.pbf específicas para este Modo - bwpic65.pbf (algunos son suministrados con este parche) 
 
3 / Gráficos específicos para las pistas - 3DO = 365, mip = M65, S65 = srb, trk = T65 
 
4 / track.inis específicos para este Modo para las pistas que los incluyen
  
5 / Archivos .lp específicos para este Modo - L65 
  
6 / Pista específica driver.ini - driv65.ini

7 / Campeonato Mundial de la temporada 1965  - g65.ini (Suministrado con el parche)
 
8 / Posibilidad de incluir hasta 1024 pistas en el 65season.ini, al igual que en el Modo 1966.
 
9 / Pantalla de Mejores Vueltas para todas las pistas que el jugador haya instalado y en las que haya competido 
 
10 / Mejoras en la AI 
 
11 / Código de slipstream revisado.

12 / Habilitar el uso de pistas de largo para que pueda ejecutar Targa, etc cuando la OIM son liberadas. 

13 / Revisado la detección de colisiones
 
NOTA 1 
Antes de instalar este parche ya debe tener una versión completa del 65mod instalada. 
También debe tener instalado las pistas adicionales para este modo:
East London (eastlndn) 
Clermont-Ferrand (CLERMONT) 
 
NOTA 2 
Usted puede perder los tiempos de vuelta grabados anteriormente en su 65 player.ini. 
Para evitar esto, realice una copia de seguridad de su 65 player.ini y pegue en los tiempos de vuelta después de instalar el parche y de reconstruir con GEM+ su gplc65.exe. 
 
NOTA 3 
Si desea estar en condiciones de volver al original / 65 sin parchear fácilmente, haga una copia de seguridad de las carpetas \layout y \Mods y del driv65.ini 
A continuación, guárdelos en alguna otra parte. Cuando / si desea volver a la versión sin parchear del Modo 65, instale la copia de seguridad de carpetas y archivos, y reconstruya el gplc65.exe
El instalador también instalar un 65SEASON.ini. Si desea conservar el original 65SEASON.ini debe hacer una copia de seguridad del mismo y se restablecerá después de la revisión de la instalación. 

NOTA A LOS BETA TESTERS 
Si tiene versiones anteriores de los 65 parches instalados debe quitar la carpeta de mods gpl65 / gem + antes de instalar esta versión.
  
SERVIDORES 
Todos los servidores online deberían ser parcheados.Esto todavía no parcheada permiten a los jugadores unirse al servidor parcheado.
 
INSTALACIÓN 
 
Ejecute el instalador. 
Compruebe la ruta de instalación. La ruta de instalación por defecto es C: \ Sierra \ GPL. 
SI SU INSTALACIÓN DE GPL se ubica en una ruta diferente, HA USTED DEBE cambiar la ruta cuando se le solicite. 
 
Borre el Gplc65.exe y reconstrúyalo con GEM+
 
Créditos 
 
Nigel Pattinson 
Richard Cooke 
Paul Skingley 
 
Beta testers 
 
Robert Hunter 
Remy Roesz 
John Roberts 
Paul Skingley 
GPLRACER Liga



 1965mod_PATCH_v2.0.2_Setup.7z (3.39MB)
: 2480

The 65 Mod can be found over here:

65_Mod_v2.0.1



:yinyang:



.

rachet1

Posted 21 February 2009 - 12:09 PM

THANK YOU FOR THE UPDATE!!!!!!!!
:up:


:bigclap: :hippo1: :woohoo2:
:bowing:
I'll report back after trying it out. Just downloaded it.


Rich(Ratchet) :drive:


Installation went as easy as 1,2,3 So nice to have the proper tracks for the 65 season now and the extra features you've added.
Thanks again guys!!!! :applause:

CraigT

Posted 21 February 2009 - 12:29 PM

Thank You!!!!

Hezemans

Posted 21 February 2009 - 01:21 PM

Thanks very very much!!!!!!!!!!!!!!!!!!!!!!! Just stupid me, where can I find: gplc65.exe?????????????........Hez. :huh:

john roberts

Posted 21 February 2009 - 01:21 PM

dont forget ..

INSTALLATION

Run the installer.
Check the install path. The default install path is C:\Sierra\GPL.
IF YOUR GPL INSTALL HAS A DIFFERENT PATH YOU MUST CHANGE THE PATH WHEN PROMPTED.

Remove gplc65.exe and rebuild with Gem+


john

Nicky Ickx

Posted 21 February 2009 - 01:37 PM

:new2: :thumbup :thumbup::


THANKS 1000000 TIMES TO ALL CREATE THIS :artist: MASTERPIECE !!!!!!!!!!!!!!!!

kindly regards
Nicky Ickx

Hezemans

Posted 21 February 2009 - 01:38 PM

Sure, Thanks, but where do I find that gplc65.exe, seems stupid, but I'm a pc noob,sorry for that?!?!.......Hez.

john roberts

Posted 21 February 2009 - 02:08 PM

View PostHezemans, on Feb 21 2009, 01:38 PM, said:

Sure, Thanks, but where do I find that gplc65.exe, seems stupid, but I'm a pc noob,sorry for that?!?!.......Hez.



C:\SIERRA\gpl

Samb

Posted 21 February 2009 - 02:14 PM

Many thanks for the update!

Larko29

Posted 21 February 2009 - 02:42 PM

:thumbup:

Thanks to Nigel, Richard and Paul for this update, your time and effort continues to make a great sim even better. Great times ahead in GPL

Can't wait to test this out shortly.

:clap:

Royal

Posted 21 February 2009 - 02:49 PM

View PostLarko29, on Feb 21 2009, 03:42 PM, said:

:thumbup:

Thanks to Nigel, Richard and Paul for this update, your time and effort continues to make a great sim even better. Great times ahead in GPL

Can't wait to test this out shortly.

:clap:



Many many thanks to all of you. Bob

Dark

Posted 21 February 2009 - 03:34 PM

Oh my god! i wasn't expecting this to be released so soon, downloading now. Thanks guys :thumbup:

popsong

Posted 21 February 2009 - 04:45 PM

Thanks so much!!! to eveyone.








strasser

motorsportfan

Posted 21 February 2009 - 05:19 PM

Thank you! :)

Kind regards,
Carsten

damianpanaggio

Posted 21 February 2009 - 06:11 PM

thanks!

gpracer125

Posted 21 February 2009 - 08:10 PM

Many thanks to the Mod team for their efforts in crafting this update. I tested this mod with John Roberts just after it was released and we banged wheels and other stuff WITHOUT getting launched over the fence into next week. A great advance to what is an extremely popular mod. Thanks Paul, Rob and team....a brilliant job, and vastly appreciated.
Geoff Heard


:clap2: :clap2: :clap2:

Josef Paul

Posted 21 February 2009 - 08:24 PM

Even though I didn't want the new slipstream, I thank people for continuing to work on GPL.

It certainly does have the possibility to effect Rank, though. Whoever thought rank times are always submitted "SOLO"? Records are, of course, but general rank times are not. There are plenty of people with times listed as "Race" or "Practice" for their GPL rank.

Frenchy

Posted 21 February 2009 - 09:12 PM

View PostBorder Reiver, on Feb 22 2009, 05:01 AM, said:

Thanks to everyone who worked on producing the original 65 mod and the previous updates to it; to Nigel, Richard and Paul for developing this update; and to everyone who has helped us to test this update to ensure full compatibility with existing unpatched servers and with unpatched clients.


Hear, hear. Big thanks to all of you. I haven't done much racing with the 65 mod so far but looking forward to getting in to it soon. Great to see the team hard at work making the best racesim even better and gearing up for the release of those special long tracks.

Keep up the good work :thumbup:

Cya on track
David

SteveC43

Posted 21 February 2009 - 09:18 PM

Thanks guys. I might have to run the mod again soon just to see it. :)

David Fletcher

Posted 21 February 2009 - 11:05 PM

Well done, gentlemen :thumbup:

Fletch

Stefan Roess

Posted 22 February 2009 - 02:18 AM

Great job guys! Thank you! :thumbup:

FloP

Posted 22 February 2009 - 02:51 AM

Thanks indeed! :)

Hezemans

Posted 22 February 2009 - 03:13 AM

Maybe I'm wrong, sorry for that, it looks if my dashboards are'nt that sharp anymore, sorry maybe I'm wrong??
Thanks very much for this great updata,..............Hez. :thumbup:

Roo

Posted 22 February 2009 - 03:55 AM

Firstly, thanks to all the modders for this update :thumbup:

Although I don't use the best laps screen very often (I use G2PL) I thought I would check it out as we now have all available tracks displayed, but I only see a few track times (6) which seem to be from the plac65.ini file.

I made all the backups mentioned in the readme, just in case, but nothing seems different from the pre v2.0.2 files.

Where should all my best lap times be recorded?

Also, I am running GEM+ 2.5.26 & have just noticed that the 'enforce 64 track limit' is ticked, but when I deselect it, click OK & then return to view the seasons again, it is ticked again!?

Am I missing something?

FullMetalGasket

Posted 22 February 2009 - 03:56 AM

Woo Hoo! :clap: :woot:
Thanks a billion guys! :wub:
You could have chosen a better day to release it though - I won't get to try it till tonight thanks to a Kart race in Wales :gaah::cry: ;)

Can't wait until I get home to try it :thumbup:

fgubbels

Posted 22 February 2009 - 04:21 AM

This is really fantastic. Many thanks for this great work :rockon:

Al_

Posted 22 February 2009 - 04:40 AM

Merci beaucoup :thumbup:

je teste la boite de colision de suite :artist:

S.Beuchert

Posted 22 February 2009 - 04:48 AM

Many thanks for this update


:clap:

il_lupo_mannaro

Posted 22 February 2009 - 05:32 AM

:xmas: :wowspring: :bounce016: :thanks:

Many many thanks at all involved people.

LONG LIVE GPL!!!

Iestyn16

Posted 22 February 2009 - 06:59 AM

Kart race in Wales - sweet.

Thanks guys! This improves 65 mod to the current standards and will certainly encourage me to drive it again.

We need to get some races going online to all see this improvement for ourselves :)

Border Reiver

Posted 22 February 2009 - 07:22 AM

View PostIestyn16, on Feb 22 2009, 12:59 PM, said:

Kart race in Wales - sweet.

Thanks guys! This improves 65 mod to the current standards and will certainly encourage me to drive it again.

We need to get some races going online to all see this improvement for ourselves :)


John Roberts and I were chatting about that last night. :)

I think we should ask Swen and perhaps look into revising the Sunday Pickup formula, which afterall used to be 65 mod before 66 was released, and perhaps look at running 65 and 66 mods in alternate weeks maybe, possibly on the same tracks? Alternatively, instead of the last race of the day being the small 66 mod cars, maybe we could run the last race of the day as a 65 mod race instead for a change?

Opinions?

Rob

paul skingley

Posted 22 February 2009 - 08:23 AM

View PostRoo, on Feb 22 2009, 09:55 AM, said:

Although I don't use the best laps screen very often (I use G2PL) I thought I would check it out as we now have all available tracks displayed, but I only see a few track times (6) which seem to be from the plac65.ini file.

I made all the backups mentioned in the readme, just in case, but nothing seems different from the pre v2.0.2 files.

Where should all my best lap times be recorded?


Your best lap times are recorded in your 65 player ini ( plac65.ini ) so what you need to do is copy any previously recorded lap times from your old (saved ) plac65.ini and paste them into the new one.


View PostRoo, on Feb 22 2009, 09:55 AM, said:

Also, I am running GEM+ 2.5.26 & have just noticed that the 'enforce 64 track limit' is ticked, but when I deselect it, click OK & then return to view the seasons again, it is ticked again!?

Am I missing something?


Yeah mine does that as well and I am using 2.5.9. It just means that you have to uncheck the box each time you fire up gem season manager and add extra tracks ( if the total is more than 64 ).



paul

burt

Posted 22 February 2009 - 09:08 AM

Great stuff....well done 65 team.

many thanks,

Burt.

thor

Posted 22 February 2009 - 09:12 AM

Well done!

Works fine here without any probs...
I like that! :clap2:


Vielen Dank
Thor

summerski

Posted 22 February 2009 - 09:18 AM

Brilliant

Thanks to all involved.

Racing the 65ers on-line is phenomenal.

Cheers,

Will Tway

Clutch

Posted 22 February 2009 - 10:09 AM

Just to say thanks to the time and effort you have spent on this.

Love the 65's and nice to know they're staying up to date in line with the other GPL mods.

Its appreciated. Many Thanks

Roo

Posted 22 February 2009 - 10:37 AM

Thanks Paul,
I've copied the times over now :thumbup:

I have a number of GEM/IGOR bundles...
GPLS_0326 GEM-IGOR bundle.exe,
GPLS_0504 GEM-IGOR bundle.zip,
GPLS_0422 65 GEM bundle.exe,
Update_2216.zip

(I think some organization of my files is in oder :rolleyes: )

which one would upgrade me to 2.5.9?

SteveC43

Posted 22 February 2009 - 10:59 AM

Bump drafting seems possible now. I pushed Dark quite a ways and then he gave me a nice bump draft a few laps later. :D


Bill Guillaume

Posted 22 February 2009 - 11:32 AM

Thank you to all the boys for keeping this going. You are doing a wonderful thing here. :thumbup:

paul skingley

Posted 22 February 2009 - 11:48 AM

View PostRoo, on Feb 22 2009, 04:37 PM, said:

Thanks Paul,
I've copied the times over now :thumbup:

I have a number of GEM/IGOR bundles...
GPLS_0326 GEM-IGOR bundle.exe,
GPLS_0504 GEM-IGOR bundle.zip,
GPLS_0422 65 GEM bundle.exe,
Update_2216.zip

(I think some organization of my files is in oder :rolleyes: )

which one would upgrade me to 2.5.9?


I think 0504 is 2.5.9 confusing isn't it :)



paul

Nurby Yogi

Posted 22 February 2009 - 11:50 AM

Well Done. Many Thanks to all involved!! :clap:

Download done. Testing later.

Greets Yogi

Manfred Cubenoggin

Posted 22 February 2009 - 11:55 AM

YOU GYS ROCK!!! :thumbup:

Thanks so much to the Team for your efforts.

GPL. Will it ever die? Not likely! :)

thomass

Posted 22 February 2009 - 12:28 PM

Thank you very much for your great work. Works here like a charm. I'm looking forward to my next online races with these little critters :thumbup:

Thomas

John Bradley

Posted 22 February 2009 - 12:33 PM

So, just to clarify (?)

In GEM+, when running the new 65s, should I turn off the "Long Track Support" checkbox, because LTS is now an integral part of the 65 mod?

Or, do I need to keep it turned on if I want to drive Targa, etc.?

Or, can I leave it enabled (for convenience/habit), and it won't change anything, because GEM is smart enough to see that the old LTS patch no longer applies to the new 65v2 code?

Or what...

--jhb

Border Reiver

Posted 22 February 2009 - 01:09 PM

View PostJohn Bradley, on Feb 22 2009, 06:33 PM, said:

So, just to clarify (?)

In GEM+, when running the new 65s, should I turn off the "Long Track Support" checkbox, because LTS is now an integral part of the 65 mod?

Or, do I need to keep it turned on if I want to drive Targa, etc.?

Or, can I leave it enabled (for convenience/habit), and it won't change anything, because GEM is smart enough to see that the old LTS patch no longer applies to the new 65v2 code?

Or what...

--jhb


Definitely do not check the long track box with the 65 mod. It is now integral within the 65 mod (as it will be in all mods in due course) so the check box option will ultimately go away. :)

Once you have unchecked it for 65 mod, GEM is smart enough to remember you did that and will leave it unchecked thereafter for the 65 mod.

Rob

leffa

Posted 22 February 2009 - 04:47 PM

I have installed the update but when i start the 65 mod
i get to the opening screen in gpl but when i click the
green button nothing happends.
If i change back to old mod and layout folder and driv65.ini
it works again.
Any suggestions because i really want it to work.

Leffa

paul skingley

Posted 22 February 2009 - 04:56 PM

View Postleffa, on Feb 22 2009, 10:47 PM, said:

I have installed the update but when i start the 65 mod
i get to the opening screen in gpl but when i click the
green button nothing happends.
If i change back to old mod and layout folder and driv65.ini
it works again.
Any suggestions because i really want it to work.

Leffa


One of the beta testers had this problem. He solved it by a clean install of 65 and then installing the update.

But I would suggest you make a backup of your gpl folder first so you can put back any car updates you have for 65 after you get it all going.



paul

robert john

Posted 22 February 2009 - 09:05 PM

Thanks to all those involved in this update. :thumbup:

Long Live GPL !!


peace


RJ

Roo

Posted 23 February 2009 - 03:06 AM

View Postpaul skingley, on Feb 22 2009, 11:48 AM, said:

I think 0504 is 2.5.9 confusing isn't it :)


I had to go back to 2.3... before it would go to 2.5.9, but then that didn't have the option for the v2 rasteriser... so I copied the GEMP2.exe file (from the GPU205026.zip linked on the rasteriser download page ) to GPLSecrets/GEM+ & now I'm back at 2.5.26 :rolleyes:

Assuming that being at 2.5.26 is not going to cause me any problems, I'll stick with it.

Thanks anyway, Paul :thumbup:

Ginetto

Posted 23 February 2009 - 04:33 AM

2.5.26 is newer than 2.5.9; I'm using 2.5.26 version :)

leffa

Posted 23 February 2009 - 05:02 AM

View Postpaul skingley, on Feb 22 2009, 11:56 PM, said:

View Postleffa, on Feb 22 2009, 10:47 PM, said:

I have installed the update but when i start the 65 mod
i get to the opening screen in gpl but when i click the
green button nothing happends.
If i change back to old mod and layout folder and driv65.ini
it works again.
Any suggestions because i really want it to work.

Leffa


One of the beta testers had this problem. He solved it by a clean install of 65 and then installing the update.

But I would suggest you make a backup of your gpl folder first so you can put back any car updates you have for 65 after you get it all going.

Thx i will try it when i get home from work

Leffa

paul

john roberts

Posted 23 February 2009 - 08:57 AM

View Postleffa, on Feb 22 2009, 05:47 PM, said:

I have installed the update but when i start the 65 mod
i get to the opening screen in gpl but when i click the
green button nothing happends.
If i change back to old mod and layout folder and driv65.ini
it works again.
Any suggestions because i really want it to work.

Leffa


have you got the carsounds patch ticked in gem ? (check both 67 and 65)
are you using Prib with 67 and not 65 ?

john

leffa

Posted 23 February 2009 - 09:10 AM

I dont have the garsound patch ticked anywhere
and im using pribluda in 67 and all mods

Leffa

Saiph

Posted 23 February 2009 - 09:13 AM

Thanks for this update chaps. :thumbup: Installation was as easy as pie. The new screens and race programs look great. I can see myself getting distracted away from my '66 TotalRank by this! :rolleyes: :D

Roo

Posted 23 February 2009 - 10:01 AM

View PostGinetto, on Feb 23 2009, 05:33 AM, said:

2.5.26 is newer than 2.5.9; I'm using 2.5.26 version :)


:duh: I'd been seeing it as 2.5.90 not 09 :rolleyes:

Thanks Ginetto :thumbup:

Irridux

Posted 23 February 2009 - 10:30 AM

Many thanks Guys for the marvelous update!
Every update for our lovely Sim is wellcome here.

Irridux :wave:

leffa

Posted 23 February 2009 - 01:03 PM

After reinstalling the 65 mod and then applying
the patch i got it working so now i can start exploring it.
Many thx for the support and your work with the patch.

Leffa

gerhau

Posted 24 February 2009 - 12:01 AM

Many thanks to the engineers :)

Looking forward to the next sunday-pickups with the 65s :thumbup:

Gerhard Hauser

ACHIM KRAFT

Posted 25 February 2009 - 01:23 PM

Hi all !

After my League-Race yesterday at Cadwell i have today installed the 65er-Patch.

The patch-install works like a charm.

The readme is well done. I save my old files before i patch the 65er-mod. But i think i don't go back.

A first start of GEM+ (2.5.26) looks nice and witout any problems.

Now testing the news.

Thanks a million to all involved people. I wait for more than 2 years of this improvements. This makes a great mod (for online-races) better than ever.

Greetings

Achim

Patrik L

Posted 26 February 2009 - 03:25 PM

Another very greatful enduser, thx :D

Ginetto

Posted 27 February 2009 - 05:36 AM

I've installed the new 65 patch and when I click on the green button in GEM+ I get a CTD with this message:
 pic010.jpg (11.72K)
: 66

Nigel, maybe now you can see what can be wrong.
Thank you!

Burnsy865

Posted 27 February 2009 - 07:02 AM

Many Thanks. Your Efforts are appreciated. :thumbup:
:rolleyes:

Border Reiver

Posted 27 February 2009 - 07:25 AM

View PostGinetto, on Feb 27 2009, 11:36 AM, said:

I've installed the new 65 patch and when I click on the green button in GEM+ I get a CTD with this message:
 pic010.jpg (11.72K)
: 66

Nigel, maybe now you can see what can be wrong.
Thank you!


Hi Ginetto,

Two immediate thoughts I have:

(1) Do you have the previous long track patch clicked in the GEM+ options? If so you should turn it off for 65 mod as that is included in the update.

(2) Did you try any of the test versions we tested before release? If so you should make sure you deleted the old gpl/mods/gem+/gpl65 folder and the gplc65.exe before applying the update since some file numbers were changed for the final release and could cause conflicts if the old gpl65 folder is not removed.

Other than that it is over to Nigel I am afraid.

Rob

samuelw

Posted 27 February 2009 - 07:55 AM

I never post very much but I want you to know I am out here and I do appreciate your efforts improving GPL. Thank you very much. The 65 mod is great (along with all the other mods.) Due to the continued labors of the modders there is no reason to drive any other sim.

Sam

paul skingley

Posted 27 February 2009 - 08:26 AM

View PostBorder Reiver, on Feb 27 2009, 01:25 PM, said:

View PostGinetto, on Feb 27 2009, 11:36 AM, said:

I've installed the new 65 patch and when I click on the green button in GEM+ I get a CTD with this message:
 pic010.jpg (11.72K)
: 66

Nigel, maybe now you can see what can be wrong.
Thank you!


Hi Ginetto,

Two immediate thoughts I have:

(1) Do you have the previous long track patch clicked in the GEM+ options? If so you should turn it off for 65 mod as that is included in the update.

(2) Did you try any of the test versions we tested before release? If so you should make sure you deleted the old gpl/mods/gem+/gpl65 folder and the gplc65.exe before applying the update since some file numbers were changed for the final release and could cause conflicts if the old gpl65 folder is not removed.

Other than that it is over to Nigel I am afraid.

Rob


Ditto what rob said.

If that does not work, try a clean install of 65 and then add the patch.


paul

grizzloursse

Posted 27 February 2009 - 11:19 AM

Yes wow , nice update thanks :thumbup:

Rudy Dingemans

Posted 27 February 2009 - 03:53 PM

View Postsamuelw, on Feb 27 2009, 02:55 PM, said:

Due to the continued labors of the modders there is no reason to drive any other sim.


Ummm, as much as I love GPL and its mods, that does sound like being stuck in the past. Even the once-lowly Need for Speed games are leaving us behind on all fronts these days.

Posted Image

Regards, Rudy
(GPLRank: -40)

Saiph

Posted 27 February 2009 - 06:19 PM

View PostRudy Dingemans, on Feb 27 2009, 09:53 PM, said:

...............
Even the once-lowly Need for Speed games are leaving us behind on all fronts these days.


On all fronts?? :rofl: Yes, I can see from that screenshot that they are really emphasising historically accurate circuits, open-wheeled cars and real motor racing. :rolleyes:

Rudy, I see from this and quite a few of your other posts, that you always seem to have this poor attitude towards GPL these days. You make it sound like GPL is history, like maybe it should be consigned to the rubbish bin because it can't keep up any more. That couldn't be further from the truth.

The whole point behind GPL is that it recaptures motor racing at its best. When the cars were fairly basic and needed real drivers to pilot them. Before technology, corporate sponsorships and massive budgets started to spoil it. It captures the spirit of those times wonderfully well, as do all the mods and other add-ons which have been released for it over the past ten years.

If you want to play games and krash around with the kool konsole kiddies, then you're quite welcome to do that. Even I like to engage in silly racing occasionally (Midtown Madness, various TrackMania versions, and others), just for a change. But when it comes to historical, flying-by-the-seat-of-your-pants racing, there's still nothing to beat GPL. So please don't keep knocking it. It doesn't help anyone. Thanks.

SteveC43

Posted 27 February 2009 - 07:29 PM

Modern racing cars suck and graphics only go so far.

GPL is still king in my book, flashy screen shots not withstanding. I get bored with every other sim I try and come back to GPL, even iRacing. I don't expect it to be that way for everyone else, but it is this way for me.

Being "stuck in the past" ain't such a bad thing if that is indeed what it is.

DennisT

Posted 27 February 2009 - 08:31 PM

View PostSteveC43, on Feb 28 2009, 12:29 PM, said:

Modern racing cars suck and graphics only go so far.

GPL is still king in my book, flashy screen shots not withstanding. I get bored with every other sim I try and come back to GPL, even iRacing. I don't expect it to be that way for everyone else, but it is this way for me.

Being "stuck in the past" ain't such a bad thing if that is indeed what it is.


Right on man. :iconcur:

I have friends that drive the modern stuff but when they try GPL they really struggle with the "flying-by-the-seat-of-your-pants racing".

GPL rules

Dennis

Rudy Dingemans

Posted 28 February 2009 - 12:20 PM

View PostSaiph, on Feb 28 2009, 01:19 AM, said:

Rudy, I see from this and quite a few of your other posts, that you always seem to have this poor attitude towards GPL these days. You make it sound like GPL is history, like maybe it should be consigned to the rubbish bin because it can't keep up any more. That couldn't be further from the truth.


Well, I think some of you need to get out more and see what's happening - outside GPL, that is. While it was great in its day, in some respects it indeed *CAN'T* keep up any more. In terms of graphics, physics models, tyre models and new hardware support it's simply outdated these days. No matter how much we'd try to deny it, in a lot of respects it was starting to get technically outdated by 2003, let alone 2009.


Make no mistake, me likee GPL mucho and it's still my favorite simulator - because it can still deliver thrill where a lot of newer software can't. :hat-tip: Parts of it code base are still up there with the best, especially its hypersensitive feedback to the driver. But a lot of it simply is not, and it's no use shutting yourself off from where things currently stand technically.

I chose the Need for Speed Shift pic not only to show GPL is *way* behind the times graphically by now (only its cockpits and car models can still kind of keep up in that respect), but also because with Shift, even NFS is now moving into real simulation territory: it's being made by some of the old hands of GPL, a large part of Simbin and Blimey, who were involved in GTR2 and GT Legends back in the day (which in itself is saying enough, I guess).
And you can bet they won't be sticking to old-school GPL-style graphics, sounds, physics or tyre models.

So yes, even NFS is simply surpassing GPL in some ways these days. I'm not saying it'll be better in all respects, (in fact I'm betting it won't), but in most technical areas, it probably will.

Sure, GPL still can recapture (some of) motor racing at its best - in terms of thrills and the subject matter. But in most other areas, forget it; much as I still love it, it's clearly outdated. Period. Only the mods kept it alive for longer than its generic lifespan as a sim/game, but there's only so much that can be done with a 1998 code base.

View PostSaiph, on Feb 28 2009, 01:19 AM, said:

[So please don't keep knocking it. It doesn't help anyone. Thanks.


Dear Keith and anyone else: if you're only expecting to hear hallelujah stories about GPL here and no criticism, feel free to overlook my posts altogether. I love GPL, but I'm not blind. We're way past NR2003 by now, let alone GPL, including its mods.
It's ten years old by now - and in some areas, it simply shows. It does *not* represent cutting edge sim tech any more in most respects, and stating that it still rules is just self-hypnosis imho, it's autosuggestion based on an illusory view of transposing past situations into the present.
This doesn't mean it's no good and no fun any more, but it's not exactly king of the hill anymore either. Simple as that.

Regards, Rudy
(GPLRank: -40)

TvO

Posted 28 February 2009 - 02:01 PM

It's still the king of the hill, there are tons of reasons why but the biggest one is that there's isn't anything out there quite like it. If Simbin, Blimey or the iRacing chaps would create a new game based on the sixties F1 cars, it would be another story. GPL is still unmatched.

:wave: Tommie.

Josef Paul

Posted 28 February 2009 - 03:20 PM

View PostSteveC43, on Feb 27 2009, 08:29 PM, said:

Modern racing cars suck and graphics only go so far.

GPL is still king in my book, flashy screen shots not withstanding. I get bored with every other sim I try and come back to GPL, even iRacing. I don't expect it to be that way for everyone else, but it is this way for me.

Being "stuck in the past" ain't such a bad thing if that is indeed what it is.


I like modern racing cars. I have great fun with something like the Lister Storm, but I agree with you, Steve. I keep downloading rFactor mods, and like them, but find most time is spent with GPL. I just discovered the 67 cars(!) and am having a great time working on my 67 rank.

Joe

Ken

Posted 28 February 2009 - 03:24 PM

Yes, still king I'd say. Fancy graphical reproduction is all well and good, but it's the feel of the drive that brings the real enjoyment. Once you are in the zone and concentrating on the driving most of the detailed graphics aren't processed by your brain anyway.

iRacing is the only thing I've tried that comes close, but I have left that for the time being because my PC can't run it.

Michkov

Posted 28 February 2009 - 03:29 PM

Thanks a lot for the patch

Just found out today, as always news reach me late

Ginetto

Posted 01 March 2009 - 07:10 AM

Thank you Rob and Paul for the replyes, i now did a whole fresh install of all GPL :blink:
and now 65mod works.
Only thing , now is 66 mod that kicks me out :confused:


paul skingley

Posted 01 March 2009 - 08:00 AM

View PostGinetto, on Mar 1 2009, 01:10 PM, said:

Thank you Rob and Paul for the replyes, i now did a whole fresh install of all GPL :blink:
and now 65mod works.
Only thing , now is 66 mod that kicks me out :confused:


Hi Ginetto, sorry you are having these problems.

Have you tried running the 66mod installer again ?



paul

Ginetto

Posted 01 March 2009 - 08:03 AM

yes I've reinstalled everything from scratch yesterday and i believe i've tried the 66 and was OK.
today I wanted to try monza 10k with a 66 car and it kicked me out, so i've reinstalled the mod and there was no change :(

paul skingley

Posted 01 March 2009 - 08:13 AM

View PostGinetto, on Mar 1 2009, 02:03 PM, said:

yes I've reinstalled everything from scratch yesterday and i believe i've tried the 66 and was OK.
today I wanted to try monza 10k with a 66 car and it kicked me out, so i've reinstalled the mod and there was no change :(


Try removing the gpl66 folder from Mods/Gem+ and run the installer again. Then remove the gplc66.exe and rebuild.
If that does not work we will have to get Nigel to look at the error report.

paul

Bentcam

Posted 01 March 2009 - 11:38 PM

Nice work, as usual!!

Thank you Gentlemen :)

Roo

Posted 03 March 2009 - 01:17 AM

Last night I had a problem hosting a 65's race at OultonV2 via VROC. When I tried to select the track in the dedicated hosting dialogue it was not available.
The track is in 67season.ini & I could load the track to go testing locally, no prob.

I had updated my server to 65v2.0.2 & it all seemed fine, until now.

Finally, after much head scratching, I 'rolled back' to 65v2.0.1 & all was fine & we could go racing.

Any ideas why this may have happened?
:cheers:

Edit:
Hmm, I've just gone back to v2.0.2 again & it all works fine, hosting & all.
Sorry to waste your time. :baffled:

DraftDancer

Posted 05 March 2009 - 07:08 AM

I installed the patch and deleted my 65 exe file. Started Gem which rebuilt a new 65 exe file, simulation crashes back to Gem. I tried a few more times, same results.

Knowing I have a backup hard drive with gpl. I delete mod files related to 65 mod. Delete 65 cars and 65 exe file.

Next I tried a fresh install of the 65 mod, mod works. I retry the patch again. Same results......

Guess this old dog needs some help!

Fresh 65 mod listed as 65_Mod_v2.0.1.exe Is this the correct exe file to use as a fresh install?
Read me says http://gplmz.bcsims.com/ :confused:

Downloaded from http://fp.gplegends....com/65modv2.htm

dangermouse

Posted 05 March 2009 - 07:44 AM

View PostDraftDancer, on Mar 5 2009, 01:08 PM, said:

Fresh 65 mod listed as 65_Mod_v2.0.1.exe Is this the correct exe file to use as a fresh install?
Read me says http://gplmz.bcsims.com/ :confused:

Downloaded from http://fp.gplegends....com/65modv2.htm

That is the right mod. (You'll find that the buttons at fp.gplegends.plus.com link to http://gplmz.bcsims.com ;) )



Try unselecting the mod in GEM, close GEM then restart it and add the 65 mod carset. :idunno:


:wave:

DraftDancer

Posted 05 March 2009 - 09:58 AM

65 Mod patch install fixed.

The problem WAS in my layout folder but I have it fixed now. Haveing a backup made of my existing layout folder. I deleted everything but the .dat file from my layout folder. I made a fresh install of 65 mod and it tested OK. Then patched it with the new patch, still testing OK. I now copied everthing back into my layout folder but not letting any of my old files overwrite anything. 65 mod still tests OK. I compaired layout folders and I have 3 new files I did not have before. For some reason 3 files were not installing???????

Maybe this will be of help to someone else at some point.

Ico Oliveira

Posted 06 March 2009 - 08:37 AM

Thank you guys for the patch! :thumbup:

LuckyLuke

Posted 06 March 2009 - 10:01 PM

Fantastic work, it looks and runs great. Thanks

Orpheus

Posted 08 March 2009 - 06:51 AM

Many thanks for the update! :thumbup:

EsKiMi

Posted 08 March 2009 - 05:14 PM

Great update for the 65 mod! I love to have those tiny bits like in 66 (track specific driver.ini, etc.)

I was just wondering... can I still use the "old" driver.ini with this update? What would/will happen if I do so? As much as I think, I can't seem to realize any possible problems, but I decided to ask before actually trying...

EDIT: I wanted to use the old driver.ini because in Silverstone (for example), the IA best time was 4 seconds quicker than before, so I thought it might be something related to the driver.ini but it seems it's not, since the old one runs just as quick. What might be the reason the IA became so quick? I thought slipstreaming at first, but even the leader in a race is way faster. Why is that?

Tato

Posted 09 March 2009 - 04:06 AM

View PostEsKiMi, on Mar 9 2009, 12:14 AM, said:

Great update for the 65 mod! I love to have those tiny bits like in 66 (track specific driver.ini, etc.)

I was just wondering... can I still use the "old" driver.ini with this update? What would/will happen if I do so? As much as I think, I can't seem to realize any possible problems, but I decided to ask before actually trying...

EDIT: I wanted to use the old driver.ini because in Silverstone (for example), the IA best time was 4 seconds quicker than before, so I thought it might be something related to the driver.ini but it seems it's not, since the old one runs just as quick. What might be the reason the IA became so quick? I thought slipstreaming at first, but even the leader in a race is way faster. Why is that?


I've tried it only for few time at Monza, but I agree with you, the drivers controlled by the AI are too fast (for me at least!), and certainly faster then in version 2.01. At first time I tought to slipstreaming too (or to some messy files on my install, who knows), but all the drivers are too faster, and it seem strange to me because in the readme I find: "This Patch will not change the 65 physics".
OK, I can read: "AI improvements" too, so I don't know if now the AI lap times are closer to real ones, the only thing I know is that now I have to rework the track.ini files.

But the most important thing that lead me to think "I prefer old AI" is that now the AI drivers are sometimes even faster in race than in qualify: not the best for a hardcore sim like GPL, imho (but again maybe something was wrong in my files). So I'm sure that now the 65 mod for GPL is better for online racer, but maybe not for the few people (like me) that race against the AI.

I also know that nothing is perfect in this world and that is impossible to please everyone, and I'm only talking about my personal taste/opinion, there's no criticism at all: so in any case many thanks to the authors of the patch.

P.S.: sorry for my very bad english

paul skingley

Posted 09 March 2009 - 08:23 AM

do you have AI Speed in gem+ set to "1" ?


paul

EsKiMi

Posted 09 March 2009 - 09:49 AM

I have the AI speed set to "0"...

Edit: for the record, Clark's best time in Silverstone was 1.37.** while the best time now is usually get by Hill, with a 1.33.4 or similar.

paul skingley

Posted 09 March 2009 - 10:58 AM

View PostEsKiMi, on Mar 9 2009, 03:49 PM, said:

I have the AI speed set to "0"...

Edit: for the record, Clark's best time in Silverstone was 1.37.** while the best time now is usually get by Hill, with a 1.33.4 or similar.


Try setting it to "1"


paul

Border Reiver

Posted 09 March 2009 - 12:35 PM

View PostEsKiMi, on Mar 9 2009, 03:49 PM, said:

I have the AI speed set to "0"...

Edit: for the record, Clark's best time in Silverstone was 1.37.** while the best time now is usually get by Hill, with a 1.33.4 or similar.


That sounds about right. I tend to get Clark and Hill qualifying in high 32s or low 33s at Silverstone in 65 cars, but then I don't race the AI much so they haven't got rehyped in my install to catch me up. (As I understand it, the AI they are meant to try to match themselves to your times with some appropriate scaling factor so that the goal is they are always just a little bit faster than you).

Something else that can go wrong, and will lead to the AI "learning" faster than you is the player.sts file. Sometimes the AI can log a much faster time it seems and "learn" from it so they get proportionally quicker than you in a way that wasn't meant to happen. Having now had the AI set times that are much faster than you, just changing that GEM setting might not slow them down much because they won't immediately unlearn the speed they now know.

Rob

EsKiMi

Posted 09 March 2009 - 03:01 PM

Paul, if you mean the option right over the Race Length %, I've done it, and they haven't gotten any slower. In fact, Clark got a new personal best of 32.81 there. I know I'm slow and have a long way to go, but I really was enjoying some close race with the AI, and I have no idea about how to regain that. Any ideas?

PS: wasn't there a way that the AI wouldn't scale themselves and would use a "neutral" level?

paul skingley

Posted 09 March 2009 - 03:06 PM

View PostEsKiMi, on Mar 9 2009, 09:01 PM, said:

Paul, if you mean the option right over the Race Length %, I've done it, and they haven't gotten any slower. In fact, Clark got a new personal best of 32.81 there. I know I'm slow and have a long way to go, but I really was enjoying some close race with the AI, and I have no idea about how to regain that. Any ideas?

PS: wasn't there a way that the AI wouldn't scale themselves and would use a "neutral" level?


If you increase to above 1 they should get slower. try 1.5 ?


paul

EsKiMi

Posted 09 March 2009 - 03:15 PM

Tried 1.5 there... and, indeed! Pole is now 34.69!! Only problem now is that Denny Hulme is 7th with 38.15 but I can try adjusting things... thank you very much, Paul!

EDIT: However, even setting it to "2", the AI would still get high 34. I still wonder how would it work? I also noticed that it's not cornering speed they have, but specially straight speed, and in the faster tracks is where the difference between the "old" 65 and the "new" 65 is bigger. I am no GPL editing guru, but I can't help but think it's strange that such a change came with this update...

Tato

Posted 10 March 2009 - 03:18 AM

View PostEsKiMi, on Mar 9 2009, 10:15 PM, said:

EDIT: I also noticed that it's not cornering speed they have, but specially straight speed, and in the faster tracks is where the difference between the "old" 65 and the "new" 65 is bigger. I am no GPL editing guru, but I can't help but think it's strange that such a change came with this update...


It's the new slipstreaming effect, I suppose.

I've also noticed that the AI drivers seems to be more aggressive than before (again, it's only a my impression/opinion, so certainly it's wrong): they have more accident each other and hit me more than ever, i.e. when I start to brake at the Parabolica, but I know, I'm not fast enough, and the fact that in this days I have to drive with the keyboard don't help me much.

I am not a GPL editing guru too, but based on my personal experience, if AI drivers are too fast (or slow) I suggest to edit driver65.ini and/or each track65.ini; it could take a long time, but usually you can get better results than simply changing the AI speed in GEM+ or in the ai.ini file.

Border Reiver

Posted 10 March 2009 - 03:40 AM

View PostTato, on Mar 10 2009, 09:18 AM, said:

View PostEsKiMi, on Mar 9 2009, 10:15 PM, said:

EDIT: I also noticed that it's not cornering speed they have, but specially straight speed, and in the faster tracks is where the difference between the "old" 65 and the "new" 65 is bigger. I am no GPL editing guru, but I can't help but think it's strange that such a change came with this update...


It's the new slipstreaming effect, I suppose.


I doubt it. Somewhere like Silverstone, tow is only worth about 0.3 to 0.5 secs per lap. That most certainly wouldn't account for the change you are seeing. With or without the update I saw no change in the pace of the AI on my PC, but....

View PostTato, on Mar 10 2009, 09:18 AM, said:

I've also noticed that the AI drivers seems to be more aggressive than before (again, it's only a my impression/opinion, so certainly it's wrong): they have more accident each other and hit me more than ever, i.e. when I start to brake at the Parabolica, but I know, I'm not fast enough, and the fact that in this days I have to drive with the keyboard don't help me much.


Yes, I would most definitely agree with this. While testing I found that the AI were pulling moves everywhere. Driving along the straight between Stowe and Club I was seeing AI cars veering to and fro across the straight in sudden violent manoeuvres, apparently with little regard for what is around them. I started some races from the back to see what would happen, and I found it very difficult to make it past the midfield runners simply because if I caught two cars going at similar speeds they spent the whole time weaving about across the road trying and failing to pass each other. I saw somewhere else that someone commented that the AI seem to be faster on the straights and slower in the turns to achieve the same lap times as the players. I also noticed this and again in the Silverstone example found the AI lethal in all of the fast left handers where they seem to brake mid turn. They are then really fast on the straights, so safe passing on the AI can be a bit dicey.

Rob

FloP

Posted 10 March 2009 - 06:30 AM

View PostEsKiMi, on Mar 9 2009, 10:15 PM, said:

EDIT: However, even setting it to "2", the AI would still get high 34. I still wonder how would it work? I also noticed that it's not cornering speed they have, but specially straight speed, and in the faster tracks is where the difference between the "old" 65 and the "new" 65 is bigger. I am no GPL editing guru, but I can't help but think it's strange that such a change came with this update...


The faster drivers aren'T affected by this very much, but the tail-enders are. So beyond 1.5 (or even less, I don't know) you won't see the pole times going down, but the field will spread out noticeably. You may not be able to challenge for the lead (yet), but you'll surely have someone to race with.

EsKiMi

Posted 10 March 2009 - 08:36 AM

I understeand... However (oh, I hate so much being so coc*y) no one seems to have found a reason why this is happening... I remember, however, that the slower drivers also raced at 1.40 at Silverstone, and they still do... maybe this could be helpful to try and discover the cause?

Border Reiver

Posted 10 March 2009 - 12:47 PM

I still think it is your player.sts file (or mod equivalent if there is one). I think you have to get the AI to unlearn their speed and then start training and learning again with you so that they become tuned to your speed again. For some reason they have learned that they can go faster and will continue to do so until the speed limit is reset and they start learning from scratch again.

I have had this before when I was making AI for a track that they would run normally and at my pace for a while and then for some strange reason they would do an insanely fast lap, and then all the AI would learn this and they would all be at it, 6 or 7 secs faster than me. Backing up and then deleting the player.sts file seemed to reset them to default speeds and they would then start learning again and gradually come back to driving at my speed again.

Rob

Rudy Dingemans

Posted 10 March 2009 - 03:16 PM

View PostBorder Reiver, on Mar 10 2009, 07:47 PM, said:

I have had this before when I was making AI for a track that they would run normally and at my pace for a while and then for some strange reason they would do an insanely fast lap,



I'm not sure, but it might be something that was introduced in the 66 Mod that broke the AI (or not, like I said, I'm not sure).

Personally, I've always had my player.sts file locked as soon as I heard about Global Hype since I hated the idea. Afterwards, I just sped the AI up a bit to more realistic levels using AITweaker.

With the 66 Mod, I noticed that at my regular Zandy AI races (which I often do at the start of some GPL'ing to get into the rhythm of things), the AI were quite a bit slower in the first lap - about 3 secs.
According to Nigel, this was probably due to the 'cold tyre' effect which may have been miscalculated for the AI (3 secs is a lot - will allow most experienced human drivers to just drive off into the distance on lap 1).

But, after a short while I also noticed that the AI were now relatively fast *after* the first lap had ended. At Zandy, in 66 the fastest AI were now doing 1.27's after the first two laps. :confused: About 3 secs faster than they ever did in real life, and way faster than most human drivers are doing in 66 (Rank avg is about 1:29).

So, first lap was extra-slow, but then the AI seem to pick up disproportionately quickly and do some real hyped-up times after an extra lap or so, even when the player.sts is locked. This behaviour seems pretty consistent.

I've reported this to Nigel on RSC and he should know about it, but have no idea if he made any progress figuring it out and maybe worked out a new AI version for the mods.
In any case, it seems that something had already changed AI-wise with the 66 Mod, and that locking the player.sts file may not have much effect on it - only in the amount of speed they keep on gaining. :huh:

Regards, Rudy
(GPLRank: -40)

EsKiMi

Posted 10 March 2009 - 03:46 PM

So,how can I lock this file so they do not use the Global hype scaling, Ruud?

Deleted the gpl65.sts file and used "1" on AI speed, and the fastest lap was 33 flat, in Silverstone. Seems I have some overwhelming strength, there!

paul skingley

Posted 10 March 2009 - 04:28 PM

View PostEsKiMi, on Mar 10 2009, 09:46 PM, said:

So,how can I lock this file so they do not use the Global hype scaling, Ruud?

Deleted the gpl65.sts file and used "1" on AI speed, and the fastest lap was 33 flat, in Silverstone. Seems I have some overwhelming strength, there!



You should be able to do 1:33s at Silverstone in 65. My PB is 1:31.97.



paul

EsKiMi

Posted 10 March 2009 - 04:33 PM

I can't seem to go faster than 1.35 with the Ferrari. I use auto gearing, though, so that could be the reason...

Border Reiver

Posted 10 March 2009 - 05:04 PM

View PostRudy Dingemans, on Mar 10 2009, 09:16 PM, said:

View PostBorder Reiver, on Mar 10 2009, 07:47 PM, said:

I have had this before when I was making AI for a track that they would run normally and at my pace for a while and then for some strange reason they would do an insanely fast lap,



I'm not sure, but it might be something that was introduced in the 66 Mod that broke the AI (or not, like I said, I'm not sure).
.....


Nah. This thing I noticed predates that by some time. I think it was not long after 65s were released, although it also affected 67 and other things too, so was not just 65 where one lunatic fast lap then made all the AI run very fast until resetting the player.sts.

The new 65 should have improved tyre heating behaviour so that they are less slow on the opening lap, and then tend to a more normal pace after about a lap and a half. In the tests I did for Nigel they certainly seemed much more normal to me, barring this ultra aggressive style they seem to have adopted of weaving about more than even the most average newbie iGOR user.

This correction should also be making it into the 66 mod update too. (The one about the more rapid tyre heating and less pronounced behaviour change from slow to ultra fast - I can't vouch for whether or not the AI will be weaving about more or less than before. It is a very long time since I had raced AI, so I have no idea what is considered normal for them, certainly I'd be unimpressed if I saw real people driving like that in an online league race).

Rob

Rudy Dingemans

Posted 10 March 2009 - 10:35 PM

View PostBorder Reiver, on Mar 11 2009, 12:04 AM, said:

Nah. This thing I noticed predates that by some time. I think it was not long after 65s were released, although it also affected 67 and other things too, so was not just 65 where one lunatic fast lap then made all the AI run very fast


Well, I know what you're talking about here, but the behaviour I noticed was / is much more consistent, at least in 66 (haven't raced 65 after the update yet).

It's not so much one ultrafast freak lap, as a sudden increase in speed after lap 1 and then going faster than usual so far (after only a lap or two) consistently - rather than ultrafast once, that is. :report:

I do hope a 66 update could adjust this. As for the 'sudden weaving syndrome' though, I have a feeling that's related to the (69-mod-and-later) AI having been programmed to race closer together.

Regards, Rudy
(GPLRank: -40)

metzgerov

Posted 17 March 2009 - 06:43 AM

Yeah I cant race the AI in 65 anymore as they are way too fast. I dont know what to do.

tried all the adjustments here but doesnt slow them enough ;(

Lee200

Posted 17 March 2009 - 07:55 AM

View Postmetzgerov, on Mar 17 2009, 07:43 AM, said:

Yeah I cant race the AI in 65 anymore as they are way too fast. I dont know what to do.

tried all the adjustments here but doesnt slow them enough ;(


I wasn't involved with the new '65 AI so Nigel is the one to ask for sure about what changed, if any, with the new code.

There are two main settings that affect the overall AI speed:

1. Npt Override. When set to 0, the AI speeds are based on the average of your last 10 laps at that track. As your average speed increases, so do the AI. When set to any setting above 0, the AI speed is no longer based on your speed at all. When Npt Override is set to 1.00, the AI use a baseline speed, when set .01 to .99, the AI are sped up, and when set more than 1.00, the AI are slowed down.

2. Global Hype Scaling. In addition to Npt Override, each AI driver's Global Hype Scaling setting affects how sensitive each driver is to changes in Npt Override IF Npt Override is set greater than 1.00. As most of us need to slow down the AI and use an Npt Override setting greater than 1.00, then the AI driver's Global Hype Scaling setting is still active. This creates a problem as drivers with low Global Hype Scaling settings are relatively insensitive to changes in Npt Override and will always be too fast.

Nigel and I have always had a philosophical difference over the use of Global Hype Scaling. Nigel prefers to use it while I don't. Neither method is right nor wrong. It's just a different way of approaching the problem.

If you find that you cannot slow the AI enough, reset all the driver's Global Hype Scaling setting to 1.00, then change Npt Override to control the overall AI field's speed.

Lee

FloP

Posted 18 March 2009 - 09:16 AM

View PostLee200, on Mar 17 2009, 02:55 PM, said:

If you find that you cannot slow the AI enough, reset all the driver's Global Hype Scaling setting to 1.00, then change Npt Override to control the overall AI field's speed.


Well, isn't G_H_S = 1 the setting which makes them react very little to npt_override changes? IIRC the drivers with much higher G_H_S values are also those who slow down more when npt_override is increased. This would mean that if G_H_S = 1 doesn't allow you to slow them down enough, you should try 2; 5; 10; whatever comes to your mind really. ;) Am I right, Lee? I haven't dealt with AI stuff for quite some time...

metzgerov

Posted 18 March 2009 - 10:33 AM

View PostLee200, on Mar 17 2009, 07:55 AM, said:

If you find that you cannot slow the AI enough, reset all the driver's Global Hype Scaling setting to 1.00, then change Npt Override to control the overall AI field's speed.

Lee


Lee you saved my life!!!

This worked and I can now scale them to any times I want.

Brilliant!!!

Clark is dominating the 65 season but my scraps for 2nd-6th are magic!

Thanks +10000

Lee200

Posted 18 March 2009 - 06:36 PM

View PostFloP, on Mar 18 2009, 09:16 AM, said:

Well, isn't G_H_S = 1 the setting which makes them react very little to npt_override changes? IIRC the drivers with much higher G_H_S values are also those who slow down more when npt_override is increased. This would mean that if G_H_S = 1 doesn't allow you to slow them down enough, you should try 2; 5; 10; whatever comes to your mind really. ;) Am I right, Lee? I haven't dealt with AI stuff for quite some time...


Hi FloP,

It's been a while since I tested all this too, but from my old notes, Global Hype Scaling does exactly what it says...it scales the driver's hype setting when the hype is not 1.00. Specifically, it scales the difference between the hype setting and 1.00.

What gets complicated is that GHS is only active when Npt_Override is set to 0.00 OR greater than 1.00. So if NPT_Override is set between .01 to 1.00, then GHS is NOT active and has no effect.

Now if GHS is active (which is normally the case as most of us earthlings must set NPT_Override greater than 1.00), then a GHS setting of 1.00 makes no adjustment to hype and you have a baseline speed for that driver. As you lower GHS below 1.00, then the driver hype becomes less sensitive to NPT_Override. This was the precise problem with the original Papy .ini file. Clark, for example, had a high hype setting and a GHS of only .05 which effectively made him invulnerable to NPT_Override. He just wouldn't slow down.

Setting Clark's GHS to 1.00 solves this as there is no scaling done.

I suspect as you raise GHS above 1.00, the driver would become even more sensitive to NPT_Override, but I don't recall testing that situation.

Perhaps Nigel can add some more, but this is how I remember it.

Lee

Lee200

Posted 18 March 2009 - 06:38 PM

View Postmetzgerov, on Mar 18 2009, 10:33 AM, said:

Lee you saved my life!!!

This worked and I can now scale them to any times I want.

Brilliant!!!

Clark is dominating the 65 season but my scraps for 2nd-6th are magic!

Thanks +10000


Glad to hear the new settings are working for you. :thumbup:

Lee

FloP

Posted 19 March 2009 - 05:02 AM

Thanks for the explanation, Lee! This fits in perfectly with what I remember - the obvious difference being that the insensitive value is 0 not 1. :)

Lee200

Posted 19 March 2009 - 07:14 AM

View PostFloP, on Mar 19 2009, 05:02 AM, said:

Thanks for the explanation, Lee! This fits in perfectly with what I remember - the obvious difference being that the insensitive value is 0 not 1. :)


Hi FloP,

Yes, the multitude of settings and how they interact can be very confusing and even after studying it for years, I have to refer to my notes to remember all the gory details.

To their credit, Papy's use of Normalized Player Time to adjust the AI speed is a great concept. It's just that they complicated it by adding Global Hype Scaling into the mix which muddies and often ruins the effect.

Lee

DavidG

Posted 19 March 2009 - 10:33 AM

Fantastic update everyone. I'm really looking forward to having the 69 mod, and particularly the 67 cars, updated to this standard (will the 67 cars get the expanded set-up options that all the other mods have?).

I do have one tiny request though. Whilst I like the idea of mod specific bwpics, in practice, because we only have mod specific files for a very small number of circuits, it just results in seeing the same picture over and over again. Would it be possible to change the behaviour so that, when there is no bwpicXX.pbf in the track folder, the game will use the track default file (i.e. bwpic.pbf), rather than the mod default file? After all, given that JB spends a lot of time creating these little images, it’s a shame if we only get to see them when racing with the 67 cars.

Thank you to everyone involved in these updates. We really do appreciate all your efforts.

FloP

Posted 21 March 2009 - 11:38 AM

When I reimported my old settings and times to my plac65.ini after the mod update, I discovered something not quite new: graphicsIndex. But I don't think I've heard about it before, nor do I have the slightest idea what it does. So my question is, what does my graphics index tell me and how is it used by GPL (or the mods respectively)?

Lee200

Posted 22 June 2009 - 06:40 AM

View PostFloP, on Mar 21 2009, 12:38 PM, said:

When I reimported my old settings and times to my plac65.ini after the mod update, I discovered something not quite new: graphicsIndex. But I don't think I've heard about it before, nor do I have the slightest idea what it does. So my question is, what does my graphics index tell me and how is it used by GPL (or the mods respectively)?


FloP,

The graphics index has nothing to with the physics, but merely tells the .exe which car skin to use for the AI. This way, a single car physics slot can have multiple car skins which are selectable through the .ini.

The '66 mod was the first mod to allow this feature.

Lee

paul skingley

Posted 22 June 2009 - 07:54 AM

View PostLee200, on Jun 22 2009, 01:40 PM, said:

View PostFloP, on Mar 21 2009, 12:38 PM, said:

When I reimported my old settings and times to my plac65.ini after the mod update, I discovered something not quite new: graphicsIndex. But I don't think I've heard about it before, nor do I have the slightest idea what it does. So my question is, what does my graphics index tell me and how is it used by GPL (or the mods respectively)?


FloP,

The graphics index has nothing to with the physics, but merely tells the .exe which car skin to use for the AI. This way, a single car physics slot can have multiple car skins which are selectable through the .ini.

The '66 mod was the first mod to allow this feature.

Lee


Actually this feature is not for the AI but for the player.
Even though 65 does not have any graphics options we included the code so that car options could be added in the future if and when they were made.
If you check out 66 you will see there are a few graphics options for the player by using the graphics drop down in the player menu. For example, there are two different Ferrari 312 you can choose from.
When you select your option it is recorded in the player ini graphics index section. So next time you use the 312 it will be the version you had previously selected.

Another clever aspect of this feature is that online others will see the car you have selected and you will see the car they have selected.
With 66 the car options are quite similar. The two 312 for instance look the same apart from the exhaust systems, but for other mods the changes may be quite significant.
In a different thread I mentioned the new 69mod we are working on. This has all the cars in one "cars69" folder.
The graphics options for the player are selected in the graphics drop down in the player screen and the AI use the correct cars via the track driver ini so you get the correct looking cars for each of the championship tracks automatically. This saves switching from Hwng to Lwng etc as you currently have to do.
As well as the current graphics options we have made many more new models which will fully cover the whole 1969 season. ( The cars69 folder will have over 40 different car folder )
Now if you were in an online race at say Kyalami and you and all other players had selected the Kyalami graphics option for whatever car they were driving you will see historically correct looking cars for that race online for you and your opponents.


paul

Lee200

Posted 22 June 2009 - 08:16 AM

View Postpaul skingley, on Jun 22 2009, 07:54 AM, said:

Actually this feature is not for the AI but for the player.
Even though 65 does not have any graphics options we included the code so that car options could be added in the future if and when they were made.
If you check out 66 you will see there are a few graphics options for the player by using the graphics drop down in the player menu. For example, there are two different Ferrari 312 you can choose from.
When you select your option it is recorded in the player ini graphics index section. So next time you use the 312 it will be the version you had previously selected.

Another clever aspect of this feature is that online others will see the car you have selected and you will see the car they have selected.
With 66 the car options are quite similar. The two 312 for instance look the same apart from the exhaust systems, but for other mods the changes may be quite significant.
In a different thread I mentioned the new 69mod we are working on. This has all the cars in one "cars69" folder.
The graphics options for the player are selected in the graphics drop down in the player screen and the AI use the correct cars via the track driver ini so you get the correct looking cars for each of the championship tracks automatically. This saves switching from Hwng to Lwng etc as you currently have to do.
As well as the current graphics options we have made many more new models which will fully cover the whole 1969 season. ( The cars69 folder will have over 40 different car folder )
Now if you were in an online race at say Kyalami and you and all other players had selected the Kyalami graphics option for whatever car they were driving you will see historically correct looking cars for that race online for you and your opponents.

paul


Hi Paul,

Yes, you are correct. I was confusing the graphics option with the .ini "skin" setting. ;)

Need to up the coffee level.

Lee

FloP

Posted 22 June 2009 - 09:05 AM

Thanks a lot for your replies!

Are these options only available through the player options in GPL or can they be selected in GEM+ as well? The reason I'm asking is that I've never actually noticed this possibility, even though I've driven a race or two. Whenever I did that, however, I made all selections in GEM+, so I might just have missed out on this. Either way, this is a great little feature which allows us to increase the historical accuracy even further - I really like this idea! :)

paul skingley

Posted 22 June 2009 - 12:34 PM

View PostFloP, on Jun 22 2009, 04:05 PM, said:

Thanks a lot for your replies!

Are these options only available through the player options in GPL or can they be selected in GEM+ as well? The reason I'm asking is that I've never actually noticed this possibility, even though I've driven a race or two. Whenever I did that, however, I made all selections in GEM+, so I might just have missed out on this. Either way, this is a great little feature which allows us to increase the historical accuracy even further - I really like this idea! :)


They are only selectable from the gpl player screen.
I agree it would be a nice feature to be able to select options through Gem+. That would be a job for Mr Thurston :)


paul

dario

Posted 24 June 2009 - 01:29 PM

Houston, we have a problem

I installed 65 update and went to test it.
AI retires too much only me and Hulme finished 27 lap race at zandrvoordt. I won.
But I was only 14th fastest car in the field others all retired. Thats not normal. Besides the fastest guys were doing 1:30 while me and Hulme were lapping 1:35 (with 1.90 AI speed set in GEM) Thats not normal.

Furthermore it was almost impossible to qualify as there was up to 10 cars limping along the track. Thats not normal.

What is our problem. I suppose its driv65.ini or something else?

Furthermore, loading screens are the same as in 1967 original

Furthermore, there aint track specific driver.ini

over

roger

:) :)

I posted exactly the same massage over at RSC but it seems the site is in problems again :( :(
Hope it doesnt crash again

miklkit

Posted 05 November 2009 - 08:29 PM

Tried to get better 65 sounds. The links in post #1 are dead. :hmm:

Bob Simpson

Posted 05 November 2009 - 10:13 PM

Check http://srmz.net/inde...i...ost&p=26037 for more 65 sounds.

dangermouse

Posted 06 November 2009 - 02:22 AM

View Postmiklkit, on Nov 6 2009, 02:29 AM, said:

The links in post #1 are dead. :hmm:

Which links in post #1? :confused:

Bob Simpson

Posted 06 November 2009 - 06:39 AM

I think that he means the 65 mod site has dead links to add-on sounds. Mostly links to RSC threads.

dangermouse

Posted 06 November 2009 - 06:51 AM

View PostBob Simpson, on Nov 6 2009, 12:39 PM, said:

I think that he means the 65 mod site has dead links to add-on sounds. Mostly links to RSC threads.

Ahhhh, RSC links....

kennoe

Posted 06 November 2009 - 06:51 AM

I need help. I have lost access to the GPL65 car set. Whenever I open GEM, it appears as inactive in the car set window. So I move it across to the active list but when I go to select it in the drop down, it does not appear.

I have reinstalled the 65 mod (v2.0.1) and the patch but this is having no impact. I deleted the gplc65.ini to allow GEM to rebuild it, again to no effect.

What am I doing wrong?

Cheers

Steve

miklkit

Posted 06 November 2009 - 09:44 AM

Yes. When I click on the links for sound files, RSC asks me to sign in. So I do. Then it asks me to sign in. Etc. RSC is stuck in a closed loop. :gaah:

Thanks Bob.

No ideer kennoe. I installed the 65s for the first time yesterday and that part worked fine.

Bob Simpson

Posted 06 November 2009 - 12:18 PM

View Postkennoe, on Nov 6 2009, 07:51 AM, said:

I need help. I have lost access to the GPL65 car set. Whenever I open GEM, it appears as inactive in the car set window. So I move it across to the active list but when I go to select it in the drop down, it does not appear.

I have reinstalled the 65 mod (v2.0.1) and the patch but this is having no impact. I deleted the gplc65.ini to allow GEM to rebuild it, again to no effect.

This sounds like you have a read-only file somewhere. Try using the CROA utiltiy for clearing read-only files at http://davidcrowell.com/croa/

Or else you're not letting GEM make changes somehow.

kennoe

Posted 06 November 2009 - 07:31 PM

View PostBob Simpson, on Nov 6 2009, 12:18 PM, said:

View Postkennoe, on Nov 6 2009, 07:51 AM, said:

I need help. I have lost access to the GPL65 car set. Whenever I open GEM, it appears as inactive in the car set window. So I move it across to the active list but when I go to select it in the drop down, it does not appear.

I have reinstalled the 65 mod (v2.0.1) and the patch but this is having no impact. I deleted the gplc65.ini to allow GEM to rebuild it, again to no effect.

This sounds like you have a read-only file somewhere. Try using the CROA utiltiy for clearing read-only files at http://davidcrowell.com/croa/

Or else you're not letting GEM make changes somehow.


Thanks Bob, but that wasn't it. Here is a screen shot. While the GPL65 car set is showing as active it does not appear in the drop down. If reopen the window and click OK, then reopen the window the GPL65 car set returns to the inactive list.

I have reinstalled GEM to see if this was the problem but no change.

I wonder if it has anything to do with the car sets I have created? The GPL65S and GPLSPT both use 65 physics and were created to use the Dino for Targa.

For the moment I can get around it by using one of the two car sets above, but I would like to get a permanent solution.

Cheers

Steve


Bob Simpson

Posted 06 November 2009 - 08:24 PM

Ah. You have modified things. Do you really use all those sets of physics, like 65FD and 65FG? Those classes aren't really needed now in the newest GEM as you just have to pick the Advanced or Basic Trainer in the options box in GEM at the bottom right.

I'd suggest putting a lot of those Carsets in the Inactive column as a test and see if the 65 cars run right. Maybe there's a limit to how many Carsets you can have active together.

kennoe

Posted 08 November 2009 - 04:34 PM

Bob, thanks for your suggestions. Reducing the number of car sets has not resolved the problem, so I have resorted to a partial rebuild of GPL. Part way through, but have a working 65 mod up and running.

BTW the 65FD and 65 FG set are created as part of the install of the 65 mod. I will leave them as inactive for the time being.

Cheers

Steve

orville944

Posted 11 November 2009 - 08:49 AM

Just downloaded the 65mod update, the Targa Florio track, and the Ferrari Dino skin.... three simple steps to happiness!!!

Many thanks to all involved in all this incredible work.

KyGPLGuy

Posted 01 December 2009 - 12:18 PM

The 1965 mod link is dead!!!

Can anyone send me a this mod in a ZIPfile?

Let me know ASAP!

Jeff

dangermouse

Posted 01 December 2009 - 12:50 PM

View PostKyGPLGuy, on Dec 1 2009, 06:18 PM, said:

The 1965 mod link is dead!!!

Can anyone send me a this mod in a ZIPfile?

Let me know ASAP!

Jeff


Changed link in the 1st post and at the aGPLtd

jgf

Posted 08 January 2010 - 11:19 PM

Just installed the '65 patch, did a few laps at a few tracks and noticed something odd: you repainted my Ferrari!
The cockpit sides are white, though the bodywork in the mirror is still red. In exterior view, the upper body is white, the lower body is blue, the mirrors are red, and the wheels are light blue. I don't think Scuderia Ferrari would approve.

paul skingley

Posted 09 January 2010 - 04:19 AM

Very strange, especially as there are no car files in the patch.

Try a different track and see if it is the same.


paul

jgf

Posted 09 January 2010 - 05:22 PM

Targa, Norisring, and Spa. Blue and white body, light blue wheels, red mirrors, white cockpit. I've done nothing but install the update, per instructions.

Frenchy

Posted 09 January 2010 - 09:55 PM

Not sure if this is related, but in a recent league race at Monza, Frank Gardiner's red brabham appeared a bit strange to all of us who had the full car set installed. Note rear tyres and steering wheel.

 Gardiners_Brabham_Online.jpg (54.54K)
: 38

It appears normal in offline races.

Cheers
David

jgf

Posted 10 January 2010 - 12:33 AM

at westwood, mirrors not red now, but my helmet should be blue


Lee200

Posted 10 January 2010 - 08:15 AM

View Postpaul skingley, on Jan 9 2010, 05:19 AM, said:

Very strange, especially as there are no car files in the patch.


Paul,

Yes; very strange.

I show the player car number is now #19 with the new patch. Wasn't the unpatched number #4?

That's the only possible change I see with the new patch that might affect the player car skin.

Lee

dangermouse

Posted 10 January 2010 - 08:31 AM

View PostLee200, on Jan 10 2010, 02:15 PM, said:

I show the player car number is now #19 with the new patch. Wasn't the unpatched number #4?

In the 67's it's #4, but in the 65's it is #19.

:wave:

Lee200

Posted 10 January 2010 - 04:59 PM

View Postdangermouse, on Jan 10 2010, 09:31 AM, said:

In the 67's it's #4, but in the 65's it is #19.


Has the '65 mod always used #19? Can't remember.

Lee

FloP

Posted 10 January 2010 - 05:23 PM

Yes, it has.

jgf

Posted 11 January 2010 - 03:04 PM

Watching my Ferrari in replays it is red in the distance then turns blue and white as it gets nearer; from some angles the cockpit sides will be red. Helmet changes color; watching one replay, the helmet was blue (correct color) as the car approached, turned green, then was red and white, then blue again.

Addendum: this isn't affecting any other cars.

bazjax

Posted 26 January 2010 - 03:08 PM

I've been trying to look at the Targa Florio for a few weeks now. I now have it running in 67, the update came from some other site. I conclude that the 65,66 and 69 long track updates hosted here are corrupt. I'm getting a .7Z file which does not look like an installer and windows confirms this by giving an error message? These files are apparently not available anywhere else. Help required!

jgf

Posted 26 January 2010 - 03:27 PM

View Postbazjax, on 26 January 2010 - 03:08 PM, said:

I've been trying to look at the Targa Florio for a few weeks now. I now have it running in 67, the update came from some other site. I conclude that the 65,66 and 69 long track updates hosted here are corrupt. I'm getting a .7Z file which does not look like an installer and windows confirms this by giving an error message? These files are apparently not available anywhere else. Help required!


I've installed all four patches without problems. Are you using a 7zip program to extract the files? (either 7zip itself, or a universal program like TUGZip)

paul skingley

Posted 26 January 2010 - 03:35 PM

I just d/l the 1965mod_PATCH_v2.0.2_Setup to check.
If you extract the file with ..7 or zipgenious you get an installer.


paul

bazjax

Posted 27 January 2010 - 07:49 AM

View Postpaul skingley, on 26 January 2010 - 09:35 PM, said:

I just d/l the 1965mod_PATCH_v2.0.2_Setup to check.
If you extract the file with ..7 or zipgenious you get an installer.


paul


Back in my office today I notice the files on my PC seem OK, It's when I transfer them to a data stick they change but today they didn't and they look OK. I'll try 'em when I get home. If not I'll try ..7 or zipgenious which I've never come across before.
Thanks
BJ

paul skingley

Posted 27 January 2010 - 08:02 AM

View Postbazjax, on 27 January 2010 - 01:49 PM, said:

If not I'll try ..7 or zipgenious which I've never come across before.
Thanks
BJ


I have been using zipgenious for years. It opens rars,zips,ace..7 and lots more. And its free.
http://www.snapfiles.../zipgenius.html

paul

Stefan Roess

Posted 27 January 2010 - 08:19 AM

View Postpaul skingley, on 27 January 2010 - 02:02 PM, said:

View Postbazjax, on 27 January 2010 - 01:49 PM, said:

If not I'll try ..7 or zipgenious which I've never come across before.
Thanks
BJ


I have been using zipgenious for years. It opens rars,zips,ace..7 and lots more. And its free.
http://www.snapfiles.../zipgenius.html

paul


ZipGenius Paul mentioned is a very good recommendation.

I can also recommend this freeware zip program: TUGZip http://www.tugzip.com/

It unpacks: ZIP, 7-ZIP, A, ACE, ARC, ARJ, BZ2, CAB, CPIO, DEB, GCA, GZ, IMP, LHA (LZH), LIB, RAR, RPM, SQX, TAR, TGZ, TBZ, TAZ, YZ1 und ZOO.

It packs to: 7-ZIP, BZ2, CAB, LHA (LZH), SQX, TAR, TGZ, YZ1, ZIP

Michael Valls

Posted 06 February 2010 - 11:16 AM

Hello all..

Only at Targa

I'm having a problem with my 65's and targa track. If I try to run on Targa online or against Ai in the 65's the # of turns shows 0 and total distance shows 0.0 km/mi. Also in setup page the # of laps I can go on x fuel is always 999 laps. If in the 65's against the Ai the pit lane is also moved up to just behind and right side of start finish line, which puts most of the field right on top or in a gaurd rail. When joining online in the 65's I am put in the norrmal 1/4 mile back from S/F pitlane but still don't get correct total distance or # of turns.

In the 67's everything apears normal. Number of truns 579 I think and distance per lap 73.xx or so and get the right pitlane with Ai so I think my problem lie's in my 65's.

So I reinstalled the 2.0.2 patch, removed the gpl65 folder from the mods folder and the gplc65 from the gpl folder, installed the patch and rebuilt the gplc65 with gem+, but am still getting incorrect distances and other problems.

Anyone have any ideas? :shrug:

All other tracks are fine and have the lates GEM+

FloP

Posted 06 February 2010 - 04:23 PM

This sounds like GPL loads an incomplete track.ini when you load this track with the 65 mod. You probably won't have these problems anymore if you remove track65.ini from the targa folder. However, this would limit your ability to change the AI performance. What's more, you should not play with the 'disable AI limp back to pits' setting in GEM+ as this is most likely the culprit here. Changing this setting would probably cause GEM+ to create a new track65.ini which contains only a single line and usually causes the problems you describe.

Michael Valls

Posted 07 February 2010 - 03:50 PM

Spot On.

I removed the track65.ini from targa folder and every thing is good :D . I even Have a pit board I didn't even relize I was missing. I'm not to woried about adjusting the Ai but if I need Im sure I can just get a new File to replace it.

Thanks again!