Hello, I am curious about pit road speeds in IndyCar Racing 2. Is it 80 mph on all tracks? Also, is there a way to change them? I read on Wikipedia that you can convert the pit.lp to a text file (which I have using the converter from the archives) and then edit it in there. However, I'm a bit confused on what to change. Anyone know how to change it? Or is it not dependent on track but by another file?
Thanks in advance for any help.
Once you've converted a *.lp file to text, you only need to change the speed. You can insert any pit speed in the pit.lp, it can be slower or faster than 80mph if you like.
Bazmeister Wrote:Once you've converted a *.lp file to text, you only need to change the speed. You can insert any pit speed in the pit.lp, it can be slower or faster than 80mph if you like.
What do I change though? This is what I'm getting in the converted Michigan pit.lp:
Rec. No Speed[mph] Coriolis Position[ft]
1 77.43 0.06 106.72
2 77.39 -0.03 106.75
3 77.39 -0.03 106.76
And it continues on through 968 with the Speed, Coriolis, and Position all changing. Are those the pit road speed traps or something?
You are right, values 1 to 968 are speed traps, or records going all the way around the track. Value 1 represents the start of a new lap and value and 968 is when a car crosses the S/F to end a lap.
I'm guessing the AI start their entry onto pitlane around record 850 and exit the pits around record 109, you'll notice the speeds gradually increasing again.
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More on SPEED, POSITION & CORIOLIS by Robert Szikszo copied from his EDIT45 readme:
SPEED:
The SPEED graph simply shows the ideal speed in [mph], which AI-cars try
to reach at that point of the racetrack; if it is too much in a corner
they maybe spin out. Here you can edit the AI-cars' acceleration.
POSITION:
The POSITION graph shows the transversal position in [ft] of car on the
track. The more positive position means that car drives on the left, and
more negative position means that car drives on the right from the center-
line. On an ideal track, the zero position should be represent the
centerline. BUT THERE ARE ONLY A FEW TRACKS OF ALL WHICH ARE IDEAL!
If this graph is nearly constant, the car drives on a straight line. If
this looks something like a sinus wave, the car is probably in a long
corner, or just changing the side to prepare for the next corner . If the
sinus wave is transferred to a narrow peak, the car is probably in a
sharp corner. The corner's type mainly depends on the actual speed values.
A left-hand corner is a "hill", and a right-hand corner is a "valley" in
the graph. You should know well enough the tracks to identify what kind of
moving you see on this graph; the best would be if you had a track-map.
A good cornering produces a nice sinus wave in the graph (car moving
from one side of the track to the inside of the corner, and back).
CORIOLIS:
The CORIOLIS graph shows the coriolis force, probably. It is positive
when car comes closer to the centerpoint of a corner, and negative when
car moves farther from it. In straights, this value should be zero, or
unsignificantly low. I THINK these values do NOT need updating, but I have
created a function - called ACC (Automatic Coriolis Correction), which
can calculate out the right coriolis value from the position and speed
datas by pressing the <ALT> + <A> keys.
So, changing how fast the A.I. tries to go down pit road would change the speed limit?
Correct, however if you set the speed limit at 55mph the player can still legally travel at 80mph.
On the other hand, if the speed limit is 100mph the player will receive a penalty while the AI do not.
Ah, so technically it's not changing the speed limit just changing how fast the A.I. goes down it. No matter what the player will always have a 80 limit. Thank you for the help.