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Post by tyred2010 on Apr 24, 2010 0:12:40 GMT
The attached utility will patch/mod an existing executable (like "F1.exe"). It won't over-write your old exe, but create a new file named "f1game.exe" that can be used to start the game. It should only change the options that are chosen, leaving the rest of the executable the same as the one that's being "patched." It *should* work with both cracked and non-cracked "F1.exe"; "jogar.exe"; and any "f1game.exe" the utility itself has previously created. List of current options (all, some, or even none can be chosen): * Change the names of fictional drivers (e.g., Netois becomes Fangio, Thomsen becomes Brabham, Kluever becomes Stewart, etc.) * Change the points system. For first place, you can award 10 points, or 25 points, or whatever you like (<255 anyway.) Same goes for 2nd to 6th place finishes. * Reduce cash received from sponsors, for added difficulty. * Clean up the mangled English in the original game * Although not highly recommended, it can also change the starting date of the executable (it won't create a new strinfo.dat; and using a strinfo.dat with different dates can create glitches.) Attachments:
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Post by tyred2010 on Apr 26, 2010 16:14:48 GMT
NEW VERSION: Some extra options, most notably the ability to apply Hybrid's no-CD crack to an executable. Attachments:
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Post by tyred2010 on May 1, 2010 0:11:54 GMT
Added option to patch in new weight system: * Minimum weight of car (without driver) increased to 550kg. * This version includes a copy of DSR's 0.92 motoren.dat, but with engines reduced to 85kg. * Modules tend to have a base weight that is higher (i.e., heavier when all dimensions are at absolute minimum) * Rear-Body and Groundplate will significantly increase in kilograms as their size is increased. * Sideparts increase in kilograms somewhat less rapidly than before. * The wings are a special case, and will become LIGHTER as their size is increased. I could give some contrived rationale, but the real reason is to make module design more interesting; previously, it seemed to me obvious that wing-size should be kept tiny because the benefits were too small compared to the negative effects of air resistance. Maybe that will still be the case, but I really have no idea what might be best now. Attachments:
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Post by tyred2010 on May 1, 2010 0:44:30 GMT
Bad memory on engine weight. 95 kg engines, monocoques 10kg less Attachments:
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Post by DSR on May 2, 2010 19:52:53 GMT
This is good stuff. I plan to include these weight changes, or at least some version of it, if I have your permission.
How much heavier did you make the parts? Will the cars be overweight at the start of the game, even with 95kg engines? Have you noticed any bugs or downsides to this, such as the way sponsor relationships revert to default after the first race?
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Post by tyred2010 on May 2, 2010 20:37:35 GMT
They seem to be ~550kg, right about at new FIA weight limit.
Not yet, but I haven't gotten around to playing through a game properly to test. At least it seems stable, as far as I can tell.
One thing that's obvious is that you get different types of AI-team results by skipping races altogether (missing them and staying at home) than when you go to the track. But that's probably always the case, and I just never investigated.
easy to change, but as of last release:
Air Inlet: was 1kg to 2kg here 2kg to 3kg
Nose: was 3 to 4 kg here 4 to 5 kg
Tank: was 28 to 48 kg here 35 to 55 kg
F. Wing: was 2 to 3 kg here 21 to 1 kg (backwards)
Groundplate: was 9 to 11kg here 10 to 21 kg
Sideparts: was 10 to 14kg here 10 to 11kg
Rear Wing: was 12 to 14 kg here 18 to 5 kg (backwards)
Rear Body: was 11 to 13 kg here 20 to 45 kg
Monocoque: was 90 to 120kg here 110 to 140kg
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Post by tyred2010 on May 18, 2010 20:56:43 GMT
Changed in this version: FINANCE: If chosen, this option should alter the cash received from sponsors. You'll be prompted to enter a difficulty level between 1 (similar to vanilla) and 10 (insanely difficult.) Increasing difficulty should cause extremely weak teams to lose little or no income; it's more successful teams that will earn much less. Note that decimal values are acceptable; and values <1 could be used if someone wanted to give stronger teams an even bigger surplus (don't know why anyone would want to). Values over 10 will work in a strange way, but I can't see anyone wanting even a 10 difficulty rating anyway. DRIVER SALARIES: If option chosen, new fictional drivers will want higher salaries. Attachments:
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Post by tyred2010 on May 19, 2010 18:38:24 GMT
Tweaked the weight system: Cars weigh a little more, making it closer to vanilla in trying to get to weight limit. It was too easy to exploit lower weights for front wings and rear wings, by using experience to move the slider bar to the right. So the difference between max and minimum part weights is greatly reduced. Attachments:
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Post by DSR on Jun 5, 2010 16:55:57 GMT
I think it might be more satisfying to bump the minimum weight to 620kg. After all, there's nothing special about the number that car+driver has to approximately equal it. This way, 620kg appears in scrutineering, and if the difference between drivers' weights has a marginal influence it can be justified as greater freedom in ballast placement - as in real life.
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