(12-13-2021, 03:02 AM)samsepi0l Wrote: [ -> ]Quote:I don't know if you've seen this before, but there is a possibility that we could change the original game sounds for other engines.
I have an engine sound for the player car based on the late 90's honda CART engine that I really like, you can hear it in my youtube channel.
I've never done this, but someone once experimented with drivers2.txt and put in additional engines other than the selections 0,1 and 2 which come with the game. I think they were trying to add Toyota like CART actually had in 1996. The problem apparently is that the cars given option 3 (which is created since the game only comes with 0,1 and 2) had a super high pitch because apparently the EXE was never given a sound for a value of 3 in drivers2.txt.
All of this being said- It gives me a reasonable conclusion that the EXE must look at driver2.txt to approximate the pitch of the opponent cars.
When I make my carsets, I give every single opponent a Reynard chassis, and honda engine. Quite frankly I just wanted to make sure that they all perform to the numbers (power/drag/grip, ect) that I choose for them. I manually typed the appropriate chassis and engine in another field so you can see what cars are which engine/chassis if you click in the "opponents" menu to look at the other cars (you can see this in my youtube videos where I review my carsets) That being said- since all of the cars technically in my carset only use 1 engine choice, maybe we can use the other 2 for different pitches and actually give them different sounds? I wonder if there is a value stored at a memory location that we can hard-code change in the EXE which will make say 3 choices work like this:
Option 0 (original cosworth engine) - Half pitch - sounding like a typical nascar engine, used for the big v8 chevy stockblock
Option 1 (original mercedes engine) - 3/4 pitch - sounding like a Menards V6, or Buick v6
Option 2 (original honda engine) - regular unmodified sound. Used for all of your typical "run of the mill" indycar engines. (everything on the grid that was a 2.65L Turbo v8)
samsepi0l,
Did you create a sound for your game based on the 90's honda engine? Would it be possible to make the file available? What is your Youtube channel? Can you create sounds with other machines?
This happens even if you put an extra engine in the drivers2.txt file the sound of this car is different, by the way it is quite annoying.kkkkk
From what I could see in the code, things are much more complex than just pulling information from text files, an example is the random breakdown index.
I always made sure that this information was contained in the drivers2.txt file or in the track. txt, but that's not what happens, another example is the power of the car, I always thought that the data contained in drivers2.txt had some influence on the power or stability of our car, but unfortunately, there is no link, everything is calculated based on index contained in the game code.
From what I was able to ascertain (After doing many simulations) that the chassis, engine and tires do not have a very relevant impact on the performance of the AI, what makes a difference is the force data that are in drivers2.txt. One thing is for sure, when we put values with large variations between the minimum and the maximum, the AI performance tends to be more irregular, if the values are close, the AI will have more consistent results.
I am absolutely sure that there must be several algorithms that calculate totally different results, this is easily verifiable when we are in a championship that a certain driver is dominant, while in other championships that same driver may be less dominant.
This variation happens because the game must run several routines that lead to different results, if the Drivers2.txt values have large variations between the minimum and the maximum and few differences between the values between the drivers, surely this situation will be clearer, now if the values that are assigned to the AI are with little difference between the minimum and the maximum and there are big differences between the pilots, of course, the championship will always be decided in the natural order.
I like to compete with the maximum level of reality so if I'm going to compete in the year 1986 I want to make sure that my biggest opponents are Bobby Rahal and Michael Andretti, if I'm going to compete in 1999, I'll definitely have to beat the Montoya and Franchitti.
To compensate for these large variations I use Cheat Engine to create several drivers2.txt files. We can create a file for the first half of the championship and another for the second half, or create a file for the three types of tracks we have which are oval, street and roadcourses, that way the competition will be more realistic.
Creating the files can take a little more work, but once they're ready, just one click without leaving the game for the new parameters to take effect.