I am working on a bigger update to my ICR2Edit tool, including a torque graphing tool to make it easier to see what you are doing. In doing some tests to validate my tool, I managed to create a simulation of the 1994 Penske "Beast". It peaks at less than 10,000 rpm and overall has more power than the default cars. This is not a cosmetic mod - the game is really simulating using a different torque curve and I had to change my gearing to make it work, just like in ICR1!!
(07-03-2025, 04:12 PM)checkpoint10 Wrote: [ -> ]I am working on a bigger update to my ICR2Edit tool, including a torque graphing tool to make it easier to see what you are doing. In doing some tests to validate my tool, I managed to create a simulation of the 1994 Penske "Beast". It peaks at less than 10,000 rpm and overall has more power than the default cars. This is not a cosmetic mod - the game is really simulating using a different torque curve and I had to change my gearing to make it work, just like in ICR1!!
[Sorry Off-topic, I'll move it over to another thread]
As a guess, how far ahead is that building in feet? I dunno if it's possible to work that out but you guys kow your way around ICR2 tracks.
Yes - this was the Mercedes pushrod engine that had used a loophole in the rules to allow for more boost due to it being a "stockblock" style. These don't rev as high because the valvetrain can't keep up like in a dual overhead cam motor. I think they were allowed 52 inches of boost if I remember right.
New version of ICR2Edit!
0.5.0 includes:
- Torque graphing tool (from Tools menu). It will plot the torque in a blue curve, and also provide the curve from the default game so you can see if your curve makes sense.
- Import/export selected parameters (the example file "buick.csv" will load values to simulate pushrod engine). If you want to export parameters for later use, use the checkboxes to select what you want, and then File/Export.
- Comment box with helpful advice on what the values do (includes some of my own notes and Pavel's)
Windows binary:
https://skchow.com/icr2/icr2edit/icr2edit_0.5.0.zip
Python source:
https://github.com/skchow03/icr2edit
![[Image: attachment.php?aid=2441]](https://www.icr2.net/forum/attachment.php?aid=2441)
Minor update to parameters.csv:
https://github.com/skchow03/icr2edit/blo...meters.csv
Engine physics / torque cap (default value of 6000) seems to be some kind of "traction control" - making it higher will cause more instability accelerating from low speeds, maybe something like wheelspin.
I've finally found the bytes for changing the in-game limits on setting the "Draw Ahead" and "Draw Behind" settings
There are two bytes for each setting (Dos EXE):
Draw Ahead -> BC3E8 and BC3F1
Draw Behind -> BC438 and BC441
These are all set to "20" by default (32 limit). Increasing them to '28' will allow for selecting up to 40 for draw ahead/behind in the game.
In the Rendition EXE the bytes are as follows:
Draw Ahead -> A1124 and A112D
Draw Behind -> A1174 and A117D
(07-08-2025, 07:54 AM)jxeboy Wrote: [ -> ]I've finally found the bytes for changing the in-game limits on setting the "Draw Ahead" and "Draw Behind" settings
There are two bytes for each setting (Dos EXE):
Draw Ahead -> BC3E8 and BC3F1
Draw Behind -> BC438 and BC441
These are all set to "20" by default (32 limit). Increasing them to '28' will allow for selecting up to 40 for draw ahead/behind in the game.
In the Rendition EXE the bytes are as follows:
Draw Ahead -> A1124 and A112D
Draw Behind -> A1174 and A117D
Nice discovery! I wonder if you might be able to figure out where in the code the "draw ahead" and "draw behind" count is used, maybe it gets you close to where they keep track of the opponents' DLONGs and from there maybe you can find some functions related to AI.
(07-08-2025, 09:28 AM)checkpoint10 Wrote: [ -> ] (07-08-2025, 07:54 AM)jxeboy Wrote: [ -> ]I've finally found the bytes for changing the in-game limits on setting the "Draw Ahead" and "Draw Behind" settings
There are two bytes for each setting (Dos EXE):
Draw Ahead -> BC3E8 and BC3F1
Draw Behind -> BC438 and BC441
These are all set to "20" by default (32 limit). Increasing them to '28' will allow for selecting up to 40 for draw ahead/behind in the game.
In the Rendition EXE the bytes are as follows:
Draw Ahead -> A1124 and A112D
Draw Behind -> A1174 and A117D
Nice discovery! I wonder if you might be able to figure out where in the code the "draw ahead" and "draw behind" count is used, maybe it gets you close to where they keep track of the opponents' DLONGs and from there maybe you can find some functions related to AI.
I'm fixing my roof today and tomorrow and possibly later . If you guys haven't found it by then, I'll take a look.
(07-08-2025, 07:57 PM)sharangad Wrote: [ -> ]I'm fixing my roof today and tomorrow and possibly later . If you guys haven't found it by then, I'll take a look.
Funny you mention this- I am fixing my roof tomorrow!