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Test Mod Version B00.0


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#21 brr

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Posted Sep 02 2010 - 12:00 AM

View PostJohn Woods, on Sep 01 2010 - 08:36 PM, said:

identiti_crisis,

I meant, how do you go from data generation, as you explained above, (and I agree we all best have our own way of doing that), to presenting results with all these nifty graphs? Is there a utility that reads selected data and makes them? Is this part of the test mod? That would truly blow me away, but I'd want to use it with all of Grand Prix Legends OEM-version and mods.

The test mod optionally generates the data into a log file. It is simply a few integer values per line, separated by spaces. Cut and paste into a separate file and then read it with a suitable program (spreadsheet software, scientific computing such as Matlab or R, etc...)

#22 brr

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Posted Sep 02 2010 - 12:15 AM

View PostM Needforspeed, on Sep 01 2010 - 05:08 PM, said:

not a critic, I ' ll like to know what Brr think can be a reasonable scaling for putting values on tyre wear

I'm trying to get the tyre wear to a level where changing the tyres during a race might be a good idea. 15 laps at Kyalami is a bit over 20 minutes, which might be too short.

#23 brr

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Posted Sep 02 2010 - 01:48 AM

Here's another test, Ferrari/Kyalami with default setup. I drove as long as it seemed reasonable to stay on track considering the tyre wear, and it turned out to be 18 laps (best lap 1:23.4, at the end laptimes were 2.5-3 seconds slower).

Some observations: brake fade can be noticed in the first couple of corners. Tyre wear comes first, noticeable at about 10 laps. Later heavy braking starts to feel a bit difficult, causing a couple of spins in T1. Laptimes get slower, and after 18 laps it seems driving is difficult enough that it would make sense to change tyres.

The brake fade model as such seems to be quite good. Tyre wear is currently based on total slip velocity (i.e. how fast the contact patch is moving relative to track surface) but in a linear way. I have not yet run into a proper explanation how tyres actually wear.

Testing physics at this stage does not need to be that extensive, since future changes to tyre wear and tyre grip probably affect other things so its an iterative process. There are also non-physics things to be tested: online, laptime security (can these laptimes somehow end up in GPLRank as 67 laptimes?) etc..


http://dl.dropbox.co..._def_18laps.jpg
http://dl.dropbox.co..._def_18laps.txt

#24 brr

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Posted Sep 02 2010 - 08:48 AM

The tyre wear will be changed significantly in the next version, so no reason to test the current tyre wear. I found a shortcut to implementing it which should be fairly accurate (within limits of the tyre model of course). Its coming in the next major version. Here's a few laps around Kyalami, ending with tyre-destroying doughnuts just to check that tyre abuse really shows in the wear levels. The wear rate is too high, but fixing it is just a matter of tweaking one parameter.

Attached File  tyrewear.jpg   48.35K   50 downloads

Edited by brr, Sep 02 2010 - 08:49 AM.


#25 brr

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Posted Sep 03 2010 - 03:06 AM

Does a tyre puncture actually affect driving in GPL? It happens so rarely that I don't remember anything else than noticing it as the listed damage after retiring the race. Tyre wear needs some sort of a graceful exit, otherwise the car becomes a hovercraft after too much tyre wear.

#26 John Woods

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Posted Sep 03 2010 - 12:42 PM

Would not a race host admin perhaps prefer a configurable wear variable enabling rough specification of reasonable number of pit stops over given race? Or maybe a range of user choices, like hard, soft, inters. Posted Image

Edited by John Woods, Sep 03 2010 - 12:45 PM.


#27 brr

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Posted Sep 03 2010 - 01:05 PM

View PostJohn Woods, on Sep 03 2010 - 12:42 PM, said:

Would not a race host admin perhaps prefer a configurable wear variable enabling rough specification of reasonable number of pit stops over given race? Or maybe a range of user choices, like hard, soft, inters. Posted Image

Different tyres are easy to do so that will probably be implemented. Anything that involves passing messages between server and client is probably too complicated, at least at the moment.

#28 John Woods

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Posted Sep 03 2010 - 03:45 PM

Yeah, wasn't thinking again. Except that a fixed not infinite tire wear mode might be less appropriate at shorter or longer tracks. How to deal with Targa where a driver might wear out tires half way round? And, some racing organizations have mandatory green flag pits stops, (even if unnecessary otherwise). So working with both of those possible circumstances prompted curiousity. For instance, a mandatory pit stop rule could offer an advantage of refreshing tires or choosing not to, depending on user selection of "compound" and race strategy. But as I think may have been noted previously, advantages of more grip with fresh tires may not necessarily recover time lost from stopping?

Edited by John Woods, Sep 03 2010 - 05:16 PM.


#29 Burnsy865

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Posted Sep 03 2010 - 04:56 PM

View PostJohn Woods, on Sep 03 2010 - 03:45 PM, said:

How to deal with Targa where a driver might wear out tires half way round?

I often think while lapping at Targa how good it would be if we could call into one of the various service areas and fix things, I doubt this could be implemented and it is more of a track thing than a mod thing, just a thought, maybe a silly one but you never know with this community that never ceases to amaze.

#30 John Woods

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Posted Sep 03 2010 - 05:19 PM

Maybe tire wear could be based on fixed by marque coefficient of selected race length/compound selected/track length? Or something like that...then only required to factor car, what track its on, and race length to set tire wear variable.

Edited by John Woods, Sep 03 2010 - 05:27 PM.


#31 brr

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Posted Sep 03 2010 - 11:53 PM

It should be enough to have a couple of different tyres available. A hard compound would last long enough, but would also have less grip.

#32 John Woods

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Posted Sep 04 2010 - 07:47 AM

Maybe the "hard" spec'd at oem-gpl, so the long track issue is resolved and accomodated, and more than a couple softer compounds. On the shorter tracks lots of grip and tires that wear after several laps seems like fun, like Cerne, or do three or more laps at the Ring without stopping, or three at TargaPosted Image (Like I could do that).

Edited by John Woods, Sep 05 2010 - 07:48 AM.


#33 gringocordoba

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Posted Sep 04 2010 - 04:50 PM

thanks brr!!!!

Did I tell you that you re my love?  :lol:

#34 robin_j

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Posted Sep 06 2010 - 06:06 PM

Hi brr (Petteri)

Thank you very much for all you effort to improve GPL, it is much appreciated.

I have only done a few test sessions. Here are my impressions so far.

Cooper @ Kyalami with Logitech G25
10 gals of fuel (20laps), 46% brake bias, all aids disabled.

I used my own setup as I am as able to run consistent times with them, which I thought would be better for "feel" impressions.

As you stated, brakes come good within just a few corners, by lap 6 I had done my fastest time of the session. Laps 3 to 7 were all within 0.20 seconds. However from Lap 8 to the end of the
session, times gradually became slower. With the exception of two laps EVERY subsequent lap was slower than the previous one, with my last clean lap (Lap 19) being approx 4.25 seconds slower than
the fastest lap.

There was no noticeable stage when tire/brake performance deteriorated, just a slow and gradual reduction of grip. However by the end of a 23 lap session if was quite difficult to keep the car
on the track. Braking distances became longer with noticeable understeer in corner entry and excessive oversteer on corner exit.

I hope these “impressions” are useful.

rob

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#35 brr

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Posted Sep 07 2010 - 12:32 AM

View Postrobin_j, on Sep 06 2010 - 06:06 PM, said:

Cooper @ Kyalami with Logitech G25
10 gals of fuel (20laps), 46% brake bias, all aids disabled.

Thanks for testing. Looks like the brake temps are almost stabilized at the end, although slower laps generate a bit less heat in the brakes. The brake fade seems to behave in a reasonable way, there isn't too much of it on average but it affects the end of heavy braking when brakes are hot.

#36 jonelsorel

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Posted Sep 09 2010 - 10:39 AM

Hi brr,

The game doesn't start for me, and my log looks like this:


Physics mod version b00.0 by Petteri Pajunen, © 2010
Build time: Aug 30 2010 17:21:47
GPL version 1.2.0.2 non-us 1, 60 fps
gpl.exe error code 9


Fresh GPL install, patched to 1.2.0.2 manually (no All-in-One or GPLPS Installer). Carsound and mod enabled for the exe, nothing else. I've attached a pic of my mod exe.

Any tips?

Thanks!

Attached Files

  • Attached File  1.jpg   134.74K   45 downloads

Edited by jonelsorel, Sep 09 2010 - 10:41 AM.


#37 brr

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Posted Sep 09 2010 - 10:50 AM

View Postjonelsorel, on Sep 09 2010 - 10:39 AM, said:

Hi brr,

The game doesn't start for me, and my log looks like this:


Physics mod version b00.0 by Petteri Pajunen, © 2010
Build time: Aug 30 2010 17:21:47
GPL version 1.2.0.2 non-us 1, 60 fps
gpl.exe error code 9


Fresh GPL install, patched to 1.2.0.2 manually (no All-in-One or GPLPS Installer). Carsound and mod enabled for the exe, nothing else. I've attached a pic of my mod exe.

Any tips?

Thanks!

It seems to fail a physics check. Maybe gpl.exe has been patched with something which affects physics.

#38 jonelsorel

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Posted Sep 09 2010 - 11:09 AM

The gpl.exe before applying the 1.2.0.2 was right as it came off the original CD..  :\

I've attached a shot of the original.



PS: @ identiti_crisis:  could you please tell us how you patched your game (what patches and in what order) and, if possible could you post a screenie of your mod's exe's in gplinspector ? Appreciate it!

Attached Files

  • Attached File  2.jpg   128.37K   24 downloads

Edited by jonelsorel, Sep 09 2010 - 11:20 AM.


#39 brr

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Posted Sep 09 2010 - 11:22 AM

View Postjonelsorel, on Sep 09 2010 - 11:09 AM, said:

The gpl.exe before applying the 1.2.0.2 was right as it came off the original CD..  :\

I've attached a shot of the original.

GPLinspect reports that your gpl.exe is version 1.0.0.0, which probably explains the problem. Maybe someone can advise how to get a 1.2.0.2 version, all-in-one installer might be one possibility.

Edit: sorry, you did mention patching to 1.2.0.2. It seems the end result is different with respect to physics anyway. Maybe someone who has been around before 1.2.0.2 (not me) could comment. Is it known that the all-in-one installer gpl.exe has different physics than going from 1.0.0.0 to 1.2.0.2 by patching?

Edited by brr, Sep 09 2010 - 11:32 AM.


#40 jonelsorel

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Posted Sep 09 2010 - 02:56 PM

Not as far as I know..

Here's the thread to the All-In-One v2 patch:

http://srmz.net/inde...?showtopic=2621

Would posting a working modded gpl.exe go against any rule?




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