12-14-2021, 12:56 AM
(12-14-2021, 12:34 AM)samsepi0l Wrote: [ -> ]Very true, tho in the case of Long Beach the last corner itself is well out of whack on the original version(12-13-2021, 11:54 PM)JR82 Wrote: [ -> ]This is amazing, i got so many questions i have been curious to know how/if they can be edited. For example how can we make the AI be able to overtake, incl backmarkers where they spend an entire 25 lap stint stuck behind them lapping 2 secs slower compared to the car in front. How can we make cars faster on ovals but hopeless in comparison on street tracks for example like Tracy '97. also the reliability of AI cars, why/how in a season does 1 car seem to finish each race while some can't seem to finish many races. Also how to increase car failures & accidents as per the real seasons of that era. with Overtaking i have tried many things with the Drivers2.txt values & have got nowhere with it.
Where/how do we find the cheat engine to be able to edit these values? since Windy was recently made available on here we can all pretty much use that to try certain things.
I think the overtaking is all an LP issue, not something you need to modify the exe to fix. I do think if we found a way to OBSERVE the LP (by reading live memory) cars are using and when they switch between pass/race/min/maxrace it would help us understand (reverse engineer) how papyrus wrote the instructions on how LPs work. I think cheat-engine can help us here!
I have made really bad LPs before (thinking my first try at homestead-96 config) where LPs could never pass. I have learned a little from my mistakes but I still am far from getting it "perfect" (if there is such a thing).
In most cases- I do not think the Papyrus LPs are perfect by any measure (especially Longbeach- think of how they take that wide hairpin approach for no apparent reason).