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F1 Challenge PLR file

5 posts by 2 people · 21 Jul 2003 20:26 UTC - 22 Jul 2003 21:52 UTC

Nats 21 Jul 2003 20:26 UTC#60912
Hi I'm messing about with the PLR file and was wondering if anyone knows what these lines mean in the [Game Options] part. Im particularly interested in the last line here, which was originally set at '1'. What does it do in the game? AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the following: 1=power, 2=gearing, 4=fuel) AI Additional Fuel Mult="0.99000" // Additional fuel multiplier for AIs because of their driving style AI Brake Power Usage="0.99000" // Fraction of theoretical brake power that AI attempt to use AI Brake Grip Usage="0.99000" // Fraction of theoretical brake grip that AI attempt to use AI Corner Grip Usage="0.97000" // Fraction of theoretical cornering grip that AI attempt to use AI Max Load="40000.00000" // Maximum total load to set up theoretical performance tables AI Min Radius="20.00000" // Minimum radius turn to set up theoretical performance tables Player Car Equal="0" By raising thea bove AI settings up to 0.99 it seems theres a lot more failures and more exciting races in general as cars tend to drive to the extreme of their driving abilities more. Also what does the following do? Sounds like an interesting mouthfull but what does the F.U.N. do? Im particularly interested also in the last line here which was originally set at '0'. What happens if you autocalibrate the AI mode? Fidelity Unilateral Neutralizer="1" Autocalibrate AI Mode="1" Also further down theres this setting. Ive tried lowering it from 1.000 but cant say yet what effect this has on the races. Anyone know what it does? AI Realism="0.90000" Any help would be greatly appreciated, thanks ahead. -- Nigel 'Nats' Stutt [email hidden] "Its life, Jim, but not as we know it." Remove NOSPAM to respond please.
Nats 22 Jul 2003 19:56 UTC↳ reply to Nats#60816
Oh Ive actually found out what the line Fidelity Unilateral Neutralizer="1" does - it removes all the season data on tracks and drivers etc and mixes them all up. Interesting though comparing all then seasons different cars and older drivers from the past on todays tracks etc. Well worth a try for fun. Also Ive found out how to get sparks now. If you follow the instructions in the Terrain.ini file to enable sparks on the roadways you can get sparks from the bottom of your car when you go over bumps etc and hit your car on them (usually when to have a very low ride height) You can also set these for car to car collisions in teh PLR file once enabled in teh terrain.ini file but for me sparks on car collisions looks very false. But try the ride height sparks and try lowering the ride height of your car and drive around a bumpy track like Silverstone - great effects. I always did like this effect in GP3 actually. -- Nigel 'Nats' Stutt [email hidden] "Its life, Jim, but not as we know it." Remove NOSPAM to respond please. "Nats" <[email hidden]> wrote in message news:bfhi9h$fpa$[email hidden]... > Hi I'm messing about with the PLR file and was wondering if anyone knows > what these lines mean in the [Game Options] part. Im particularly interested > in the last line here, which was originally set at '1'. What does it do in > the game? > > AI Power Calibration="7" // Adjustments with AI strength (0=none, or add the > following: 1=power, 2=gearing, 4=fuel) > AI Additional Fuel Mult="0.99000" // Additional fuel multiplier for AIs > because of their driving style > AI Brake Power Usage="0.99000" // Fraction of theoretical brake power that > AI attempt to use > AI Brake Grip Usage="0.99000" // Fraction of theoretical brake grip that AI > attempt to use > AI Corner Grip Usage="0.97000" // Fraction of theoretical cornering grip > that AI attempt to use > AI Max Load="40000.00000" // Maximum total load to set up theoretical > performance tables > AI Min Radius="20.00000" // Minimum radius turn to set up theoretical > performance tables > Player Car Equal="0" > > By raising thea bove AI settings up to 0.99 it seems theres a lot more > failures and more exciting races in general as cars tend to drive to the > extreme of their driving abilities more. > > Also what does the following do? Sounds like an interesting mouthfull but > what does the F.U.N. do? Im particularly interested also in the last line > here which was originally set at '0'. What happens if you autocalibrate the > AI mode? > > Fidelity Unilateral Neutralizer="1" > Autocalibrate AI Mode="1" > > Also further down theres this setting. Ive tried lowering it from 1.000 but > cant say yet what effect this has on the races. Anyone know what it does? > > AI Realism="0.90000" > > Any help would be greatly appreciated, thanks ahead. > > -- > Nigel 'Nats' Stutt > [email hidden] > > "Its life, Jim, but not as we know it." > > Remove NOSPAM to respond please. > >
"Nats" <[email hidden]> wrote in message news:bfk4sm$pl6$[email hidden]... > Oh Ive actually found out what the line Fidelity UnilateralNeutralizer="1" > does - it removes all the season data on tracks and drivers etc and mixes > them all up. Interesting though comparing all then seasons different cars > and older drivers from the past on todays tracks etc. Well worth a try for > fun. I havent tried it but I think you can also set it to like 100 opponents or something. > Also Ive found out how to get sparks now. If you follow the instructionsin > the Terrain.ini file to enable sparks on the roadways you can get sparks > from the bottom of your car when you go over bumps etc and hit your car on > them (usually when to have a very low ride height) You can also set these > for car to car collisions in teh PLR file once enabled in teh terrain.ini > file but for me sparks on car collisions looks very false. But try theride > height sparks and try lowering the ride height of your car and drivearound > a bumpy track like Silverstone - great effects. I always did like this > effect in GP3 actually. Thanks for the sparks tip ill go try them
> > Also Ive found out how to get sparks now. If you follow the instructions > in > > the Terrain.ini file to enable sparks on the roadways you can get sparks > > from the bottom of your car when you go over bumps etc and hit your caron > > them (usually when to have a very low ride height) You can also setthese > > for car to car collisions in teh PLR file once enabled in tehterrain.ini > > file but for me sparks on car collisions looks very false. But try the > ride > > height sparks and try lowering the ride height of your car and drive > around > > a bumpy track like Silverstone - great effects. I always did like this > > effect in GP3 actually. I cant get it to work..... what did you do?
This is what is says in the circuits/terrain.ini file: Enable sparks by increasing the "Max" variable for Reaction=spark. Also set // "Sparks=1" on appropriate terrains. Also check player file entry "Vehicle Sparks". To get them to work you have to do three things: 1. Set sparks=1 on the roadways terrain further down in the terrain.ini file as follows: // Roads [FEEDBACK] Dry=RoadDryGrip Wet=RoadWetGrip Resistance=0.0 BumpAmp=RoadBumpAmp BumpWavelen=RoadBumpLen Legal=true Spring=0.0 Damper=0.0 CollFrict=0.4 Sparks=1 Scraping=1 Sound=dry 2. Change the 'max' variable for reaction=sparks at the bottom of the terrain.ini file to something large, 256 seems to be the usual figure used as follows: // Other loose special effects [LOOSE] Reaction=spark Tex=spark Max=256 Duration=1.0 Scale=(0.1,0.1,0.1) Color=0x00ffffff Particle=Plane+Deformable 3. If you want to get sparks on vehicle collisions (not recommended) you will also have to change the PLR file to show vehicle sparks=1. And thats it. Save the file and it should work. You also have settings for sparks flow in the PLR file but I cant see any real difference changing these. Good luck. -- Nigel 'Nats' Stutt [email hidden] "Its life, Jim, but not as we know it." "frederickson" <[email hidden]> wrote in message news:88iTa.50033$[email hidden]... > > > > Also Ive found out how to get sparks now. If you follow the instructions > > in > > > the Terrain.ini file to enable sparks on the roadways you can get sparks > > > from the bottom of your car when you go over bumps etc and hit your car > on > > > them (usually when to have a very low ride height) You can also set > these > > > for car to car collisions in teh PLR file once enabled in teh > terrain.ini > > > file but for me sparks on car collisions looks very false. But try the > > ride > > > height sparks and try lowering the ride height of your car and drive > > around > > > a bumpy track like Silverstone - great effects. I always did like this > > > effect in GP3 actually. > > I cant get it to work..... what did you do? > >

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