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Blubbering


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#1 Pete Gaimari

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Posted Dec 12 2015 - 11:07 AM

I love the 66 F1 cars. There's one thing I never liked. It's the bubbering at low rpm they have. I know it was put in to be realistic, and i have no problem with that. The problem is it's fine for online racing, because everyone will have it. That's fair. The problem is the AI don't do it. They pull away off every turn, because they get instant acceleration. It's very frustrating.

So, my request is for any editor than can either remove it for the player, or give it to the AI. So, we're both at the same level.

I get around it sometimes by slipping the clutch off turns, but that is so unrealistic. In real life i'd burn up the clutch in one lap.

Can anybody help?

#2 TurboMan

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Posted Dec 12 2015 - 11:19 AM

Can you explain as detailed as possible what is bubbering? Had a quick search but nothing related to cars/mechanics appears. English is not my native language, i'm always learning.

#3 gliebzeit

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Posted Dec 12 2015 - 11:51 AM

I'm pretty certain that Pete means the Player-driven '66 F1 cars stutter or lose slight power when trying to accelerate hard out of a corner.

#4 ACHIM KRAFT

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Posted Dec 12 2015 - 04:55 PM

Hi all !


I am also not a native english speaker. Let my try to give a hint what the problem is.

The editors of 66-mod designed a massive "hole" in the powerband of "any" 66 car physic.

As an example: if you get down with rev. under 5500 you lost more then half power of th engine. So it take very long to get the rev. high again. Or you must gear down and begin at rev. level over the "hole".

Personal comment: this is the reason i never like this mod. I stop driving after some testing and find this "hole".

If i understand or describe something wrong, please corret me.


Greetings

Achim

#5 Pete Gaimari

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Posted Dec 12 2015 - 08:29 PM

Sorry for the brain fade. I meant to say blubbering. It's suppose to simulate the cars running rich on the low end, or just being out of tune a bit. So, the motor loads up, and massive power is lost until it clears out.

#6 ezechiel47

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Posted Dec 13 2015 - 02:31 AM

Hi all,

1/about the massive hole in the rpm, i would say its realistic. I like it and as for Pete, 66'mod is my favorite (with F2)

2/Pete, you can try this :
in the gpla66.ini (in the gpl root), increase the values of the following lines.

base_gearshift_hiatus = 6.000000         ; base time (in ticks) engine is disengaged for a gear shift
base_race_start_hiatus = 18.0000 ; base time (in ticks) of driver reaction at start of race

ticks=1/36 seconds

it will increase the time the engine is disengaged during a gear shift. its not strickly a massive hole but the result will be a bit the same.

hope it helps

Ez

#7 Pete Gaimari

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Posted Dec 13 2015 - 08:42 AM

Thanks EZ, but i'm not sure it will help. It's not during a shift that's the problem. It's coming off turns. The tighter the turn the worse it is. I'm already in the gear I want before the apex.

I'm also not so much interested in taking it away from me as much as giving it to the AI. It's so frustrating to watch the AI in front of me accelerate away while I sit there trying to get my motor to clean out.

#8 FloP

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Posted Dec 13 2015 - 09:04 AM

Pete, the only real cure for this problem must be creating new AI files (i.e. *.lp files) using '66 physics to get the acceleration rates right. As long as GPL has to adapt the speeds from '67 AI files, the character of the '67 power bands will shine through. However, you will realize that creating specific '66 AI files for all tracks is such a big effort that nobody is going to take it on. Do you feel any difference when racing on tracks which were supplied with '66 AI files, especially those where the '66 championship rounds were held? For those, specific AI files were supplied with the '66 mod IIRC.

#9 Pete Gaimari

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Posted Dec 13 2015 - 10:38 AM

I almost always race on the championship tracks for the different cars.

#10 M Needforspeed

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Posted Dec 13 2015 - 05:48 PM

the great return of a Flop ??  Hello, how are you ?

#11 fastmule

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Posted Dec 14 2015 - 06:58 AM

Anyone ever figured out a way to pause the racing and come back to it successfully at a later time?

#12 Saiph

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Posted Dec 14 2015 - 07:04 AM

If the '66 mod was deliberately designed with this "blubbering" at low revs (and I can remember some of the debate at the time), then it indicates that you're taking the turn with your engine revs too low Pete. Why don't you either shift down, or adjust your 1st gear ratio so that you can keep to a proper rev range through the turn? Isn't it a realistic part of GPL that we should adjust car setups to suit particular tracks?

#13 Pete Gaimari

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Posted Dec 14 2015 - 07:24 AM

That doesn't work coming off hairpins. Trust me, I have my setups and driving style modified as much as possible to help the blubbering. That's not the problem. The problem is the AI don't have any blubbering at all. Is that realistic?

I just want a level playing field.

#14 Pavel

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Posted Dec 14 2015 - 12:41 PM

Never had such problem with 66 mod AI. I have completed several championships with 66 mo and never noticed anything bad in AI acceleration. But I had problems with slow acceleration at some tracks :D




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