Magic addresses
#31
I have downloaded the files, but only to look into the whole files and cheat engine stuff. Haven't changed or tested anything yet.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
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#32
I'm still a few steps away because I don't have Windy. So I need to get that running on my PC first, and then get Cheat Engine. Been a busy week so unfortunately not enough time to look into this yet.
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#33
I have done a quick experiment with @sandro_nunes Cheat Table "INDEX CAR.CT" to test the "MORE SPEED" parameter 004F3996. I did my favorite "scientific" test by running a race at Elkhart Lake from a standing start, holding down the throttle and seeing how fast I could go before I hit the wall. The results are as follows:

"More speed" value...........Maximum speed before hitting wall
1000............196
5000............196
7500............196
8675 (default)............189
10000............ 173
11000............157
12000............133
15000............73

It almost seems like this is actually a "drag" parameter because the lower the value (to a certain extent) the higher the top speed. Setting the value above the default quickly results in a car that struggles for top speed.

And I also played with the ("MORE SPEED/STABILITY/BRAKE/ACCEL") or 004F3A33 with the following results. Hard to say what is going on here, and remember I have not tried to turn the car during these tests:

32000.....175 (very quick acceleration to terminal velocity, driving is completely unstable like it's all fast-forwarded)
31000.....194
30749 (default).....189
30000.....172
20000.....186
17500.....137
15000.....0 (car doesn't move)
12000.....0
10000.....201 (strange that the car works again below this threshold)
9000....178
7500....152
5000....0

Conclusion: This is again an incredible development and I am happy to have confirmed at least a couple of Sandro's discoveries. We can definitely play with the values to simulate many different types of cars and perhaps after extensive testing, we can agree on the optimal values to simulate each year of IndyCar.
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#34
(12-18-2021, 04:56 PM)checkpoint10 Wrote: I have done a quick experiment with @sandro_nunes Cheat Table "INDEX CAR.CT" to test the "MORE SPEED" parameter 004F3996. I did my favorite "scientific" test by running a race at Elkhart Lake from a standing start, holding down the throttle and seeing how fast I could go before I hit the wall. The results are as follows:

"More speed" value...........Maximum speed before hitting wall
1000............196
5000............196
7500............196
8675 (default)............189
10000............ 173
11000............157
12000............133
15000............73

It almost seems like this is actually a "drag" parameter because the lower the value (to a certain extent) the higher the top speed. Setting the value above the default quickly results in a car that struggles for top speed.

And I also played with the ("MORE SPEED/STABILITY/BRAKE/ACCEL") or 004F3A33 with the following results. Hard to say what is going on here, and remember I have not tried to turn the car during these tests:

32000.....175 (very quick acceleration to terminal velocity, driving is completely unstable like it's all fast-forwarded)
31000.....194
30749 (default).....189
30000.....172
20000.....186
17500.....137
15000.....0 (car doesn't move)
12000.....0
10000.....201 (strange that the car works again below this threshold)
9000....178
7500....152
5000....0

Conclusion: This is again an incredible development and I am happy to have confirmed at least a couple of Sandro's discoveries. We can definitely play with the values to simulate many different types of cars and perhaps after extensive testing, we can agree on the optimal values to simulate each year of IndyCar.
checkpoint10

Eu achei os endereços abaixo os mais efetivos para testar variações comportamentais do carro, seguem alguns resultados que obtive.


Quando você informa o valor 15 para o endereço 004F3A33, o carro fica extremamente grudado no solo (Quase impossível derrapar), se você trabalha com as demais variáveis citadas, o comportamento do carro muda bastante, como você pode ver nas simulações abaixo.

SIMULATION #1 TORONTO                                                               

0043BEA6      9000   9000   9000   9000   9000   9000   9000
004F3996       1        1        1        1        1        1        1
004F3A33       15       30       30       50       15       15       15
004F3AE2       65535 65535  65535  65535  65535  65535 65535
004F3A32       15       15       200     15       50       100     200
004F39A4       15       15       200     15       50       100     200
BEST LAP              53.190        1.00.827    1.01.910  1.09.089    54.202      54.375   53.221

SIMULATION #2 TORONTO                                                               


0043BEA6      9000   9000   9000   9000   9000   9000   9000

004F3996       4500   4500   4500   4500   4500   4500   4500

004F3A33       15       30       30       50       15       15       15

004F3AE2       65535 65535  65535  65535  65535  65535 65535

004F3A32       15       15       200     15       50       100     1

004F39A4       15       15       200     15       50       100     244
BEST LAP                54,48     1.01.056    1.01.874    1.09.082  54.070     55.194       53.197
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#35
Translated from Portuguese:

Quote:I found the addresses below the most effective to test behavioral car variations, follow some results that I got.

When you tell the value 15 for the address 004f3a33, the car gets extremely stuck in the soil (almost impossible to skip) if you work with the other variables quoted, the car behavior changes a lot, as you can see in the simulations below.

I wonder if we can make it more slippery in the grass, like grandprix 2 is. I think ICR2 allows too much grip in the grass compared to GP2. If you accelerate with a tire on the grass in GP2 you will most certainly spin- where ICR2 is a little too forgiving in my opinion.
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#36
(12-18-2021, 11:59 PM)samsepi0l Wrote: Translated from Portuguese:

Quote:I found the addresses below the most effective to test behavioral car variations, follow some results that I got.

When you tell the value 15 for the address 004f3a33, the car gets extremely stuck in the soil (almost impossible to skip) if you work with the other variables quoted, the car behavior changes a lot, as you can see in the simulations below.

I wonder if we can make it more slippery in the grass, like grandprix 2 is.  I think ICR2 allows too much grip in the grass compared to GP2.  If you accelerate with a tire on the grass in GP2 you will most certainly spin- where ICR2 is a little too forgiving in my opinion.
samsepi0l

The car becomes more difficult to drive when the address 004F3A33 has a value equal to 50.

But I don't know if we have any way to set the type of grip off the circuit.

For those who build strokes maybe know how to unravel the puzzle because when you create the track, you must establish the level of adherence through the .lp files, is not it?
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#37
Guys

An important information!

Some addresses need to be locked (Active option), otherwise the game will return to the previous value, the ratio of them are:

004F3996
004F39A4
004F3A32
004F398E.
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#38
The track surface and grip would be related to the TRK file, not the LP file. The TRK file comes from the SG file when you create it by establishing the track geometry.
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#39
(12-19-2021, 02:16 AM)samsepi0l Wrote: The track surface and grip would be related to the TRK file, not the LP file.  The TRK file comes from the SG file when you create it by establishing the track geometry.
samsepi0l

And where is this file?

Does it generate values?

Typically these values are the grip indexes that we can increase or decrease.
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#40
I don’t think the TRK file would have levels of grip coded in there, rather it just tells the game where is grass/dirt and where is asphalt. I am guessing the game has the level of grip hard coded.
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