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#76 Olaf Lehmann

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Posted Feb 04 2016 - 02:58 AM

Quote

Does it work offline and with every mod? Does it apply to AI?


Principially all works offline and online - but only for the human drivers. The AI drivers do the same like in normal gpl, they would do no pitstops, etc. The patch is made for driving against human drivers. In my sight using offline makes only sense to practise and test the patch.

I have installed only two MODs and not the time to try every MOD.
But today I have made a short test with "my" two MODs (1965/1966). Both works with the 36fps version. To evaluate if the amount of wear is suitable I ought to drive many laps in different cars (and I haven't the time to do it), but after the three laps I have driven I think maybe it could be OK.

I think with 60fps version is simply a problem with barriers to entry. The 60fps version have a such thing to hide that nobody without the patch can join to a patched server. Maybe the MODs have a similar barrier and it makes a conflict.
Anyhow the no reacting of the first green flag point in this direction.

BR Olaf  




#77 leon_90

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Posted Feb 04 2016 - 03:11 AM

Thank you Olaf. I'll try it offline, as I think that, using a suitable wear option, it would bring even more fun with the AI :) thanks!

#78 maddog

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Posted Feb 04 2016 - 11:45 AM

Some words about pitstops and tyres :

Tyrewear in the pre-slick era was very different from what we observe today.  Our experts in this, would be those who raced using the best tyres during that time.  There are not many amongst us. :zz:   My experience comes from road rubber some years later, and as a spectator in the 1960's.

Tyres before the 60's did not 'go off'.  Sap from the Rubber tree was a high friction, slightly flexible substance, with good durability and some resistance to heat.  It was soon found to be better than using tree bark, and survived many 1000's of miles under normal use, and some 100's during normal racing.

Motor racing demands more - during the early '60's, a rubber that  turned to a sticky glue at a specific temperature was developed to give extra grip.  10C less and the rubber remained hard - 10C more and it made a cloud of blue smoke!   Only the surface was affected - tyres remained durable.  This remained so when slicks first arrived.

Too much heat has been the enemy throughout the history of tyres.  Too much heat and things start to come apart.    Treaded tyres actually perform better when worn to less tread, ( tires too!) as there's less tread movement, and less heat buildup.  Unless there is rain :duh: or soft compounds involved.

For 10 years on past the Papyrus model, pitstops for worn tyres were classed as tyre abuse.  But, as Companies competed through the 70's, Petro-chemicals replaced more of the simple rubber sap and tree bark, and pitstops entered the winning equation. With times passing, it's easy to assume racing tyres were always pitstop prone. Even modern Historic racers, use modern compounds which 'go off'.  Times change!

A tyrewear patch is a novel feature, and fun to have this option to add to our racing.  Historically, it's a '1980's but low grip' tyre option, with pit crew and wheels designed for better pitstops.  Now, what I want is the cars and the physics to go with it! :excited:

#79 fajanko

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Posted Feb 06 2016 - 05:24 AM

View PostOlaf Lehmann, on Feb 03 2016 - 11:00 AM, said:

....

Tire changing and repairing the car are different things now. The invisible pitcrew eighter change the tires OR repair the car.
You inform your pitcrew what they have to do by the gear you choice if you stand at their pit:
   Reverse gear = repairing of the car
   All other gears (neutral too) = changing tires
If you want to do both you have to wait the double time (2*15s)

....

How can I make the pitcrew to do both work? Should I wait till they finished with tires and put the car down, or change to reverse while the car is up? I tried both and they did either this or that.

#80 Olaf Lehmann

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Posted Feb 06 2016 - 06:44 AM

The pitcrew isn't working like a human pitcrew, because gpl is a computer simulation. This (by way invisibe) pitcrew works very spasmodic. About 14,9s they do nothing, but then they do the complete work very suddenly. So you have a very long time to decide what you want do.
So decisive is the moment straight before the car is bumping after the 15s (NOT before the very first bump after 0.5s).
If you want do both I think the most comfortablest way is at first to repair the car, because in the moment of repairing  the gear change to neutral automatically. So you have nothing to do after repairing, except to wait for the next (30s) bump.

Edited by Olaf Lehmann, Feb 06 2016 - 06:47 AM.


#81 Olaf Lehmann

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Posted Feb 06 2016 - 06:50 AM

I have given an incorrect information: It works with MOD 66 and 67 (other MODs I don't know) with 60fps too.
There was only an other problem in my GEM+ configuration, therefore 60fpsv2 patch generally doesn't work.

Edited by Olaf Lehmann, Feb 06 2016 - 10:14 AM.


#82 fajanko

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Posted Mar 04 2016 - 03:44 AM

A short season is running with Olaf's patch. If you are interested in something different, join our races!

https://freeleo.hu/we...&champ=GHOG-PW6

#83 Olaf Lehmann

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Posted Mar 29 2016 - 01:50 AM

"Why should I drive with PP/DGP? I don't understand what's the advantage?"

Preface for remebering: PP/DGB makes only sense if you're interested for online racing/leagues. All effects of the patch works offline too (and can be tested by this way), but it makes no sence to use the patch in AI races.  


Gpl has two sides with a big difference between both: Mode PRO (and GP) and mode INT.

1a: mode PRO
Gpl mode PRO is realistic, but a lot of drivers are "dying" during the race.
An exemple from my 2016 official mexico race: At the start we was all in all 39 participants. Because in one grid can be only 19 drivers, we had three grids. So in my grid was 13 drivers at the start. After 25% of this 1 hour race we was seven, after 50% we was three and only two drivers has finished the race.
I have had too many such races.

In PP/DGP mode PRO the cars can be repaired after 15s standing time if the driver can bring back the car at their pit...and go on. The cars stay at the pits - NO jumping from pit to track.


1b: mode INT
In the past I have had many races in normal gpl mode INT. Why I have lost my interest six years before now? My point isn't that the ShiftR procedere is to crazy and ghostly. My point is: I knew before the start of the race at which place I would be finishing (with a small deviation of maximum two places)...and it wasn't a surprise. Why?
How many time loose the driver at a ShiftR? Average 30s. An one hour race at an 1:30min track has average 40 laps. If your laptimes are 1s slower than a ShiftR driver you will be at the quecked flay behind him (40laps*1s=40s). 40s>30s.
At such a track with average 1:30min laptimes the difference between the fastest and slowest driver was average 5s or 6s. So crashing/ShiftR is like a drop in the bucket.
Racing with gpl INT mode is near by an hotlap competition or like an hundred-metres race. But car racing isn't an 100m race. A special thing in motor racing should be that mistakes/crashes can have devasting effects. Otherwise it isn't motor racing.

In PP/DGP mode INT you can do ShiftR but it have consequences (inter alia you get a gear problem for a longer time). You are under compulsion to do a pitstop with 15s waiting time.
Because you know that you'll get the gear problem you'll prevent ShiftR in most cases automaticly. So ShiftR is what it should be: An exceptional makeshift.


2: dirt effect
There are a lot of tracks that inviting for corner cutting, one exemple: First left right passage at Edmonton.
I think from time to time in all leagues will be discussed about that problem. And gpl leagues have no impartial and good-paying race commissioners like in real formula one.

In PP/DGP short cutting drivers loose grip distinctly...and automatically. They feel the disadvantage immediately.


These points are in my sight the main advance of PP/DGP.

3: Wear effect
is an additional improvement. It makes long races more exciting. Because it's very depentend from driving style and setup it adds a new dimension to gpl.


BR Olaf

Edited by Olaf Lehmann, Mar 29 2016 - 01:58 AM.


#84 leon_90

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Posted Mar 29 2016 - 02:56 AM

View PostOlaf Lehmann, on Mar 29 2016 - 01:50 AM, said:

but it makes no sence to use the patch in AI races.  

Why?

#85 Olaf Lehmann

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Posted Mar 29 2016 - 09:08 AM

...because the tires of the human driver decreases and the AI tires not.
But I want anyone hinder.

#86 Robert Fleurke

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Posted Mar 30 2016 - 11:19 AM

Again, thanks for your work Olaf. I will try to join next Groundhog Pre War Series race (7th of April), that uses your patch, and report back.

#87 Olaf Lehmann

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Posted Apr 04 2016 - 09:24 AM

Nice to hear that, Robert.

Because the pre war tracks are very long I have changed the engine failure. Now it's various. On tracks longer than 8000m the engine loose less power.
And I fixed a small bug (mistakenly refueling the car in case of repairing at the pits) that we has found on first pre war race.

So I recommend all to use the new version from today (4th of april). It's in your own interest.

BR Olaf

#88 fajanko

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Posted Apr 04 2016 - 09:54 AM

View PostOlaf Lehmann, on Apr 04 2016 - 09:24 AM, said:

Nice to hear that, Robert.

Because the pre war tracks are very long I have changed the engine failure. Now it's various. On tracks longer than 8000m the engine loose less power.
And I fixed a small bug (mistakenly refueling the car in case of repairing at the pits) that we has found on first pre war race.

So I recommend all to use the new version from today (4th of april). It's in your own interest.

BR Olaf

Same link as in post #1?

#89 Olaf Lehmann

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Posted Apr 04 2016 - 10:29 AM

Yes, it is.

#90 Robert Fleurke

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Posted Apr 06 2016 - 10:03 AM

Did a little offline test, using the BRM P83 at Carthage 1935. After reset having damage did pit for repair (in reverse gear), the car was repaired, but suddenly my 4th gear had the same ratio as my 5th gear! I watched the setup, and it showed both 4th and 5th the same gearings.

Back in GEM/setup manager he setup shows the normal/right gearings (I had setup)

Is this a bug?

I used the _NoBB version of the newest patch.

edit: tried with the new patch with brakebias option, now 3rd and 4th gear were the same after repairs.

Edited by Robert Fleurke, Apr 06 2016 - 10:23 AM.





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