Real-time telemetry project
#11
(09-29-2025, 04:31 PM)checkpoint10 Wrote: I appreciate your thoughts on this. And I agree with you that if I were to actually play ICR2 I would want as much immersion as possible. But my hope for these projects is that we can understand the sim better so that, for example, we can make better LP lines or something else that increases the realism. But I also know that part of this exercise may take away the magic - and for me, the old Papy sims have a certain quality to them that makes them seem alive and with personality. So, if we get close to understanding all the algorithms (like if we discover that a car switches to PASS1 or PASS2 when it's within 100 feet of the car in front), does that take away the mystery and the joy of playing the game? Maybe a little bit, but for me I think I gain a greater sense of appreciation for the game if I knew how it worked.

And since the game is so old and it is effectively only single player mode nowadays, at least there needs to be no discussion about the ethics of competing (against real people) using these add-ons. And whether it would be good to see streamers with all this information overload - if I may give GPLaps a shout out, I believe he has always brought good taste and classiness to his productions and I don't think that would change no matter what we come up with on the modding side!

The other angle I've thought about is, if we look at the track map and the live timing, your race engineer probably has access to all of this information in real time. So maybe this project could spark other projects like a virtual race engineer who gets a continual feed of this data and talks with you on the radio (like they did in real life) and you get your information like that instead of through these overlays. Or maybe we want to simulate the older eras and all you get is a pitboard every few laps, but reflecting strategic decisions being made in the background from all the data.

@sandro_nunes We haven't seen you in a while but thanks for starting all the research with magic addresses. It has led to some interesting things.

I couldn't have said it better... this isn't necessarily a "mod" for playing as it can be used as a tool for understanding. Without understanding we are limited in what we can achieve.

Think of it like using 3doedit for track editing... sure you can view your track creations in the game directly, but it is easier and faster to do things with a good tool like 3doedit, or OPE.
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#12
I have negative examples. I know people who coludn't race GPL without Pribluda. They couldn't set fast laps without knowing sector times, they need all the time tyre temp data. In online races they need live standing all the time just to know who is around. For me it's killing the whole game spirit. Because, for example, when I run qualifing laps at Nurburgring I don't know if I'm doing well till I cross start/finish line and run around Sudkehre. But Pribluda users know mid lap if something is wrong and can abandone running. With ICR2 I'm afraid knowing where is leader and AI cars strategy will spoil race experience and will make game looks primitive.
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#13
(09-29-2025, 05:48 PM)samsepi0l Wrote:
(09-29-2025, 04:31 PM)checkpoint10 Wrote: I appreciate your thoughts on this. And I agree with you that if I were to actually play ICR2 I would want as much immersion as possible. But my hope for these projects is that we can understand the sim better so that, for example, we can make better LP lines or something else that increases the realism. But I also know that part of this exercise may take away the magic - and for me, the old Papy sims have a certain quality to them that makes them seem alive and with personality. So, if we get close to understanding all the algorithms (like if we discover that a car switches to PASS1 or PASS2 when it's within 100 feet of the car in front), does that take away the mystery and the joy of playing the game? Maybe a little bit, but for me I think I gain a greater sense of appreciation for the game if I knew how it worked.

And since the game is so old and it is effectively only single player mode nowadays, at least there needs to be no discussion about the ethics of competing (against real people) using these add-ons. And whether it would be good to see streamers with all this information overload - if I may give GPLaps a shout out, I believe he has always brought good taste and classiness to his productions and I don't think that would change no matter what we come up with on the modding side!

The other angle I've thought about is, if we look at the track map and the live timing, your race engineer probably has access to all of this information in real time. So maybe this project could spark other projects like a virtual race engineer who gets a continual feed of this data and talks with you on the radio (like they did in real life) and you get your information like that instead of through these overlays. Or maybe we want to simulate the older eras and all you get is a pitboard every few laps, but reflecting strategic decisions being made in the background from all the data.

@sandro_nunes We haven't seen you in a while but thanks for starting all the research with magic addresses. It has led to some interesting things.

I couldn't have said it better... this isn't necessarily a "mod" for playing as it can be used as a tool for understanding.  Without understanding we are limited in what we can achieve. 

Think of it like using 3doedit for track editing... sure you can view your track creations in the game directly, but it is easier and faster to do things with a good tool like 3doedit, or OPE.

Checkpoint10,

Thank you very much for your kind words.

I am a bit shy, but I always follow the posts.

When I shared my discoveries four years ago, I was sure that people like you would find even more utility in them, and it seems I was right.

Know that I didn't just settle for what I shared; after some time, I became interested in learning programming and currently have knowledge in Python, especially in its wonderful library called Pymem.

This library allows us to access and manipulate game memory.

This opened up a range of possibilities. I have already created a code that makes certain AIs abandon the race, allowing me to perfectly recreate historical races (something I have always aimed for in this game).

Another project I am working on is reproducing the conditions of the era in the player's car.

So, if I choose to race with Mario Andretti's car from 1987, I will have a fast but fragile car.
This is also something I have always sought, and I succeeded by creating a code in Python and modifying the constant data in the drivers2.txt file of the player's car.
I have done some tests that worked, and I even managed to feel Mario's frustration during the 1987 Indy 500 or Michael's in 1992 after a flawless race ended due to mechanical issues. Haha!

Additionally, I managed to create a code that allows me to use whatever scoring system I want. For example, I have tested the system adopted by USAC from 1946 to 1977, and it worked, but I haven't shared it yet because there are still many adjustments to be made, and I haven't taken the time to learn how to use GitHub. Haha!

My research continues, but I am still far from finishing because, despite having a set of codes, I still need to create a unified code that is viable to share with everyone and that works well.

I hope to present more news in the near future, and I also dream of the day when creating tracks will be so simple that anyone can enter and make a track. Perhaps friends who have more aptitude for this activity could develop ideas that allow track creation with the support of AI and modern tools.
Sandro Nunes
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#14
I personally disable all the non-original overlays whenever I play GPL, but sometimes it's really cool to see what the engine is doing, to have an overlay of positions on the screen, etc. At the same time, I also know people who will never play GPL without them all on and visible.

As long as I can disable it, I really really don't care what other people are doing with their own sim.

I know this is a big leap, but a lot of mods were smaller jumps that got us here.

IMHO, unlike GPL, drivers in 1995 did have pit to radio communications. It's actually more realistic, somewhat, to have this information.

Just give people an easy way to disable things.
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#15
ICR2 Timing App v0.5.0
===============
Sorry for the lack of updates recently, but I have been working on this tool and here I am releasing v0.5.0 of the live timing overlay app. The screenshot below shows all the things this app can do, but you are free to use any of these widgets or turn them off or move them wherever you want. I tried to keep all these things customizable either through the app or in the ini files.

Refer to the readme.txt file for more information on running this app.

[Image: attachment.php?aid=2473]

[Image: attachment.php?aid=2472]

Binary: (Superceded by v0.5.1)

Source: https://github.com/skchow03/icr2timing

An older version of this app appeared in GPLaps' latest stream: https://www.youtube.com/live/K-FGQXIVEko


Attached Files Thumbnail(s)
       
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#16
v0.5.1 - fixes an issue with the error logging

Binary: https://skchow.com/icr2/icr2timing/icr2t...v0.5.1.zip

Source: https://github.com/skchow03/icr2timing
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