![]() The second number is grip while braking and the third is grip through the corner. lowering the first number is a solid way to stop the AI from drilling you into the corner, (not really an issue in SCE), because it makes their brakepoint earlier. The braking figure is to change the AI behaviour in the corners. You can probably work out what setting power and torque to less than 1 does. This is for the other Privateer Mitsubishi car. HDV=AIPerfUsage=(0.963, 0.973, 0.985) // PLR file overrides for (brake power usage, brake grip usage, corner grip usage) used by AI to estimate performance - only positive values will override, see PLR for defaults Here's the inside of one of the upgrade.ini files :Ĭode: Select all UpgradeType="Engine Power Changes" hdv file that are specific to only this car, rather than to all cars, (which would happen if you modified the. Then in the same folder is a the file mentioned, (in this instance, Petrobas_Upgrades.ini), and inside that are modifiers to the. veh file has a line added that looks like this : Upgrades="Petrobas_Upgrades.ini". So I have that set to a very low value, just to satisfy that check, so that the minracingskill works. I also have some drivers who are not so fast, but the variance between their best and worst possible speed is pretty narrow, so they're consistently quick.īut it turns out that the minracingskill only does something if the "AI Limiter" value in the. In some races they'll be lucky and it'll turn into an event where they're really on it and fast every lap. I have guys who are just genuinely fast, but also some who have a very high speed and low minracingskill - meaning they can vary significantly from race to race. The easy thing to do there is to make the "SPEED" number higher to make the drivers faster, but I also changed their aggression, composure and minracingskill to try to give the drivers some personality. I have 1.004 for Donnington and 1.006 for Knockhill, for example. You'll need to test and see what ratio works for each track. This makes the AI faster in qualifying than in the race, by the ratio you specify. let's base it on the running gear of a 1963 Volkswagen Beetle!" is exactly the sort of thing I come up with in the pub.Īs for the mods - this isn't something I've downloaded it's a series of modifications I've made myself to a number of files.įor example, I added "RaceQualRatio=1.004." to the track. "Hey! Let's make a spec racing series, but. Mr Bismarck wrote.behind the world's best drunk idea - Formual Vee.ĭo you have a link for the mod site that hosts the files for the mods you mention in the video description? Sounds interesting. UPDATE: There's a YouTube video posted with actual in-car coverage of what it looks like. I used a 360 controller which worked OK, and there are pre-sets for a zillion racing wheels out there. It appears to be a really detailed racing sim like the Race 07 series, with all the options for car set-up and in-race controls like brake bias. It looks a lot like the old Race 07 series, although the graphics are a bit better. ![]() It was actually released in late 2014, but now it's on Steam. This official game reproduces the thrill of competing wheel-to-wheel with 300 HP, FWD touring car models from various automakers in some of the main Brazilian race tracks such as Interlagos, Curitiba and the newly reformed Goiânia.Īpparently it's part of Reiza's Stock Car Extreme racing game and as noted above, it's being provided for free, which makes it kind of a demo for the full game. Petrobras, as the title sponsor of the competition and strong supporter of the sport offers the Game as a free download for all gamers and racing fans alike! COPA PETROBRAS DE MARCAS is the new release from Brazilian developer Reiza Studios, simulating one of the main series of Brazilian motor racing.
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