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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)
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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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12-18-2021, 04:56 PM
(This post was last modified: 12-18-2021, 05:19 PM by checkpoint10.)
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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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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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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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.