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Folks,
Changes made in the file “drivers2.txt” only take effect when the game is closed and then opened or when we change the carset.
In the case of engine cheats the thing is simpler, because we can make changes in training and also before starting the race.
I also remember that the data generated by the drivers2.txt file is not accurate, as the game defines the position of the pilots, so the tendency is always the pilot with the best numbers to be first in training.
If we think about the 1998 CART season. Zanardi won one of the most relaxed titles in history, but he didn’t win any pole position, if we use only the data from drivers2.txt, it will be very difficult to repeat that.
I was searching the cheat engine and realized that some data when they are changed within the game, they cause it to fall, an example is the power item in the file drivers2.txt, if we change the maximum value, the game goes down, if we just change the minimum value item, nothing happens and the effect is noticeable.
I would like to take the opportunity and ask the great masters of Indycar racing 2, such as Pavel, Tjerk, etc to speak up this case.
I think this program, in the right hands, could cause a real revolution in the way we play and edit this game.
Good week,
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Several years ago, back when IIRS was active, someone posted that they had found a value in the .exe code that could be changed to increase the power of the player car. It was discussed and decided to not publish the information in order to deter cheating in the race series.
I realize that the situation has changed; there is no longer an off-line racing series, at least at this time. But using this program to make these changes ensures that there will never be another.
This is an individual game; we race only against the clock and the AI and we all decide how we, as individuals, play. So I don't have a problem with how anyone chooses to play - if they can't abide a certain AI car being on the pole, fine. And if they can't race competitively by adjusting the values in the various .txt files and game settings, then I suppose it's ok that they use this tool to hack the .exe. Just personally, my ego doesn't need such stroking, but of course YMMV.
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(03-09-2020, 09:39 AM)BRUNO DANIEL Wrote: Folks,
Changes made in the file “drivers2.txt” only take effect when the game is closed and then opened or when we change the carset.
In the case of engine cheats the thing is simpler, because we can make changes in training and also before starting the race.
I also remember that the data generated by the drivers2.txt file is not accurate, as the game defines the position of the pilots, so the tendency is always the pilot with the best numbers to be first in training.
If we think about the 1998 CART season. Zanardi won one of the most relaxed titles in history, but he didn’t win any pole position, if we use only the data from drivers2.txt, it will be very difficult to repeat that.
I was searching the cheat engine and realized that some data when they are changed within the game, they cause it to fall, an example is the power item in the file drivers2.txt, if we change the maximum value, the game goes down, if we just change the minimum value item, nothing happens and the effect is noticeable.
I would like to take the opportunity and ask the great masters of Indycar racing 2, such as Pavel, Tjerk, etc to speak up this case.
I think this program, in the right hands, could cause a real revolution in the way we play and edit this game.
Good week, While doing my "Drivers2.txt" season files i found that with engine/grip especially (these the main 2 parameters the performance is based on) that the higher value is the maximum performance while the lower value is minimum performance. With the files i did, for example all the guys that won a race share the same max value so "on thier day" they'd win a race but the champion (De Ferran) had the highest ave finishing position (which is what i based the minimum value on) & therefore was the more consistant. With '98 for example as u say Zanardi never won a pole but had a few 2nds & was close to a pole so while in the game even with a lesser top power value (which tends to affect the default grid) he does get pole it's not as often as he wins races as he has by far the best ave finishing position.
These performance files aren't perfect but generally it's the right guys that win races/compete for the title in each yr. The only thing that stops a driver competing for a title that was a contender in that given year was reliabilty which i have no idea how to edit.
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(03-09-2020, 11:18 PM)CowtownBob Wrote: Several years ago, back when IIRS was active, someone posted that they had found a value in the .exe code that could be changed to increase the power of the player car. It was discussed and decided to not publish the information in order to deter cheating in the race series.
I realize that the situation has changed; there is no longer an off-line racing series, at least at this time. But using this program to make these changes ensures that there will never be another.
This is an individual game; we race only against the clock and the AI and we all decide how we, as individuals, play. So I don't have a problem with how anyone chooses to play - if they can't abide a certain AI car being on the pole, fine. And if they can't race competitively by adjusting the values in the various .txt files and game settings, then I suppose it's ok that they use this tool to hack the .exe. Just personally, my ego doesn't need such stroking, but of course YMMV.
Very interesting. My motivation for using such a "cheat" (if there ever is one) would simply be to make it possible to simulate different types of cars from different seasons, even to reduce power! For me it's just changing the game to make new games, rather than trying to make it easier to beat.
Now I barely know what I am talking about here, but I wonder if the key to finding the power parameter is to turn the boost up and down and observing what happens in the memory using the Cheat Engine. And then maybe you can crank it to 11, haha.
If there is a revival of this game and off-line racing returns, I'm guessing there could still be a way for the league to detect such a thing (maybe they could force a competitor to run the game in a specific emulator that prevents cheating from a modified exe file or memory trick).
I have now seen so many things with ICR2 that were previously only dreams, such as racing at Miami, the old Laguna, and modern carshape among my favorites. If it could be made to simulate, say, the 1994 Penske "Beast" or if someone finds a way to turn on the rain mode (all the tracks already have the palette for it...) well any of those would be wonderful.
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(03-10-2020, 04:47 PM)checkpoint10 Wrote: Very interesting. My motivation for using such a "cheat" (if there ever is one) would simply be to make it possible to simulate different types of cars from different seasons, even to reduce power! For me it's just changing the game to make new games, rather than trying to make it easier to beat. Ah, ok. Guess I was just being in grumpy old guy mode.
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My dream is finding a what effects reliability & being able to edit it
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Folks,
I'm sure one of our friends will find the address of the reliability index and teach us how to change the values.
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03-12-2020, 04:28 PM
(This post was last modified: 03-12-2020, 04:54 PM by checkpoint10.)
I have spent a little time to learn the basics of the Cheat Engine, and applying it to ICR2, I was able to do the following (based on testing at Michigan):
- Decrease the amount of boost below the minimal level (i.e. when knob set to 1), all the way until the car can hardly move due to lack of power. Subtle changes to this parameter may make it feasible to simulate lower formula cars such as Indy Lights.
- I am unable to use the above method to increase boost beyond knob 9, because the parameter I am changing is already at the maximum number possible for that memory value.
The Cheat Engine appears to be a powerful debugger program that would allow a more skilled person to discover more things. I am only at the beginning but I will continue to work on this and report findings.
To add to the above, I was also able to change the parameters affecting the front and rear downforce to levels beyond the allowed range. Here's what I did:
- I established a baseline for lapping at Michigan at maximum wing (18 degrees front and rear) and a boost of 1. I achieved a top speed of 167 mph with such a setup.
- Then, I used the Cheat Engine to increase the two wing-related parameters to the maximum amount possible. I observed that I was only able to complete a lap at 117 mph average.
I do not know whether these changes affected downforce, drag or both.
In any case, perhaps we now have a way to simulate anything from the Marmon Wasp to modern cars.
By the way, I am not publishing the memory addresses and values at this time, 1) because I found them to be inconsistent from one play session to another, and 2) unsure of the legality of doing so. But for now, I can tell you that, by watching a couple of basic tutorials on the Cheat Engine, anyone should have the skills required to find everything that I described.
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03-13-2020, 01:54 AM
(This post was last modified: 03-13-2020, 01:59 AM by CowtownBob.)
Does this affect all the cars or just the player car?
edit: sorry, just started my 1st coffee - of course AI cars are controlled by the .lp files.
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Personally, what I want to be able to do is increase the gear ratio limit. I think (if I remember right) the shortest gear ratio you can have for first is 11.9?
I would like to be able to make first gear even shorter, say 12.5 or 13.0.
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