GTR2 Weather: Difference between revisions

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*** [https://www.racedepartment.com/downloads/toban-raceway-rfe.53746/ Toban Raceway RFE] -  Unofficial conversion of the Toban Raceway track to "Plugin RFE Weather" adding weather effects.
*** [https://www.racedepartment.com/downloads/toban-raceway-rfe.53746/ Toban Raceway RFE] -  Unofficial conversion of the Toban Raceway track to "Plugin RFE Weather" adding weather effects.
*** [https://www.racedepartment.com/search/36043717/?q=weather&t=resource&c%5Bcategories%5D%5B0%5D=103&c%5Bchild_categories%5D=1&o=relevance More Race Department "weather" search results for rFactor downloads]
*** [https://www.racedepartment.com/search/36043717/?q=weather&t=resource&c%5Bcategories%5D%5B0%5D=103&c%5Bchild_categories%5D=1&o=relevance More Race Department "weather" search results for rFactor downloads]
== Shovas's Weather Scratchpad ==
<pre><nowiki>
weather.txt
File Structure and Synatx:
- Confirm Rainfall Changeable in-game
- Use spaces not tabs
  ^ Symptom: Conditions/Forecast Icons stop working reliably.
- Use space indents to be safe and to be consistent with original weather.txt
- Check brackets
- End with empty blank line
?Forecast is the last minute of the session for Practice1 45min
~ Practice2 45min
~ Qualify1 30min
~ Qualify2 30min
~ Warmup 10min
~ Race 60min: Forecast is Minute 1
  - Race is special: Time is stopped until you start race, then you can't get back to the timing screen with the weather forecast
  - Any Minute with a different Conditions?
- There's something weird about 'minimum threshold of change' to update the Forecast icon
 
SCRATCH: HAT file caching appears to cache weather file data so consider enabling auto rebuilding:
  Always Rebuild HAT="1" // Build HAT database everytime tracks are loaded (for development purposes)
 
  ^ SCRATCHED: Nope, still happens.
Minute{} Blocks:
- Must specify numeric minute Minute=1.23 or else GTR2 seems to think the last Minute is the initial conditions and the other Minutes are ignored
Rain:
- Rain is not the same as Conditions
- No, doesn't seem to be: Does Rain specify max Conditions? Ex. Rain 80% means max Conditions=80?
- Rain:
  - Can't test because Rainfall < Changeable doesn't generate weather.txt
Rainfall: Track, Conditions, Forecast
None: Dry, Sunny, Sunny
10%:  Damp, Cloudy w/Rain, Cloudy w/Rain
20%:  Damp, Cloudy w/Rain, Cloudy w/Rain
30%:  Damp, Cloudy w/Rain, Cloudy w/Rain
40%:  Wet, Cloudy w/Rain, Cloudy w/Rain
50%:  Wet, Cloudy w/Rain, Cloudy w/Rain
60%:  Wet, Cloudy w/Rain, Cloudy w/Rain
70%:  Wet, Cloudy w/Rain, Cloudy w/Rain
80%:  Flooded, Cloudy w/Thunderstorm, Cloudy w/Thunderstorm
90%:  Flooded, Cloudy w/Thunderstorm, Cloudy w/Thunderstorm
100%: Flooded, Cloudy w/Thunderstorm, Cloudy w/Thunderstorm
Conditions Icon (Conditions):
- Conditions is not the same as Rain
- Confirmed 240318:
0-61 Sunny (Sun)
62-90 Rainy (Cloud w/Rain)
91-100 Stormy (Cloud w/Rain and Lightning)
Forecast Icon (Conditions):
- Requires Minute{} block
- When no Minute{} blocks are specified or if there are no more Minute{} blocks remaining then Forecast seems to be the next closest dry/wet level (not sure if it goes up or down or why)
  - Maybe it assumes a return to initial session conditions
    - This seems to be confirmed 240319
- Forecast seems to change 30sec ahead of Minute{} with the change or maybe it's 1 Minute{} block ahead
- Confirmed 240318
0-61 Sunny (Sun)
62-90 Rainy (Cloud w/Rain)
91-100 Stormy (Cloud w/Rain and Lightning)
Track Wetness (On/OffPathWetness):
- Confirmed 240318 ... actually this may have been just dynamically progressing based on Conditions
0-5 Dry
6-35 Damp
36-75 Wet
76-100 Flooded
- Track wetness (Dry/Damp/Wet/Flooded) is not the same as Conditions (Sunny/Rainy/Storm)
- Related to:
  - OnPathWetness
  - OffPathWetness
- Track wetness does not progress (drier or wetter) by On/OffPathWetness in Minute{} progression.
  - It seems to be based on time, Conditions, and number of laps (the more AI the faster)
- Track wetness floods dynamically based on Conditions and un-floods dynamically
  - Dry->Wet->Flooded->Wet->Dry then:
  - 0 AI 50min still flooded, ...
  - 1 AI 50min still flooded, ...
  - 10 AI 60min flooded->wet, ...
  - 20 AI 70min flooded->wet, ...
  - 29 AI 75min to wet, never dry
- Scratch: I bet I could include and progress any of the parameters inside Minute{} blocks (eg. OnPathWetness, OffPathWetness)
  ^ Scratched: Wetness does not seem to progress in Minute{} blocks.
    - But Wetness does progress so it seems it's a function of time-conditions-temperature and those do progress in Minute{} blocks
Default Temperature Progression: Ambient 20+, Track: 22+
Weather start offset by 30sec in sessions(?)
5 Minute{}s +20 steps:
2.5m to Rainy, 4m5s to Stormy for both Real Time and Time Scaled Weather
- Minute 3 = 60 Conditions
- Minute 4 = 80 Conditions
10 Minute{}s +10 steps:
6min to Rainy, 9min to Stormy for both Real Time and Time Scaled Weather
- Minute 6 = 60 Conditions
- Minute 8 = 80 Conditions
15 Minute{}s +6.666 steps:
9min to rainy, 13min to Stormy for Real Time and Time Scaled Weather
- Minute 9 = 60 (59.994) Conditions
- Minute 13 = 80 (86.658) Conditions
30 Minute{}s +3.333steps:
Never gets to rain, never gets to Stormy on Real Time or Time Scaled Weather (
- 10m45s to *Forecast* rainy but never gets there
  - Minute 18 = 60 (59.994) Conditions
Real Time Weather and Time Scaled Weather:
- Time Scaled Weather does not seem to be related to Daylight Acceleration
- Case: No acceleration of Damp to Dry in 15min warmup
  - I had no Minute{} blocks and only the initial Wetness params so no progress of Wetness I guess
- ? Time is scaled down but not up
- ? If you have less minutes in weather.txt than the actual session then the weather plays out in real-time. It doesn't get stretched to the length of the session.
  - ? If you have more minutes in weather.txt than the actual session then the weather plays in in compressed time so that it can complete in the length of the session (TODO: Confirm)
</nowiki></pre>


[[Category: Driving Sims]] [[Category: GTR2]]
[[Category: Driving Sims]] [[Category: GTR2]]

Revision as of 06:49, 19 March 2024

Weather.txt

  • Weather.txt is in UserData\Log
  • It is automatically generated every race session
  • To prevent it from being re-generated, set it read-only: Right Click > Properties > Attributes: Read-only
  • Game generated weather.txt files are pretty boring and rarely exhibit any changing weather, even when Changeable weather is set in-game
  • Use an app like Autosim Weather Generator for GTR2 to generate more plausible weather scenarios. It has a rather nice and intuitive visual, drag-and-drop style interface that anyone can grasp.

Autosim Weather Generator:

Gtr2-autosim-weather-generator.jpg

(1) Autosim Weather Generator Demonstration, (2) Using the Autosim generated weather.txt in GTR2:

Changeable Weather

  • Setting Rain to Changeable in-game is the only setting which will use Weather.txt

Threads

Apps

Car Setups

Modding

Related

Shovas's Weather Scratchpad

weather.txt

File Structure and Synatx:
- Confirm Rainfall Changeable in-game
- Use spaces not tabs
  ^ Symptom: Conditions/Forecast Icons stop working reliably.
- Use space indents to be safe and to be consistent with original weather.txt
- Check brackets
- End with empty blank line

?Forecast is the last minute of the session for Practice1 45min
~ Practice2 45min
~ Qualify1 30min
~ Qualify2 30min
~ Warmup 10min
~ Race 60min: Forecast is Minute 1
  - Race is special: Time is stopped until you start race, then you can't get back to the timing screen with the weather forecast
  - Any Minute with a different Conditions?
- There's something weird about 'minimum threshold of change' to update the Forecast icon
  
SCRATCH: HAT file caching appears to cache weather file data so consider enabling auto rebuilding:

  Always Rebuild HAT="1" // Build HAT database everytime tracks are loaded (for development purposes)
  
  ^ SCRATCHED: Nope, still happens.

Minute{} Blocks:
- Must specify numeric minute Minute=1.23 or else GTR2 seems to think the last Minute is the initial conditions and the other Minutes are ignored 

Rain:
- Rain is not the same as Conditions
- No, doesn't seem to be: Does Rain specify max Conditions? Ex. Rain 80% means max Conditions=80?
- Rain:
  - Can't test because Rainfall < Changeable doesn't generate weather.txt
	Rainfall:	Track,		Conditions,				Forecast
	None: 		Dry,		Sunny,					Sunny
	10%:  		Damp, 		Cloudy w/Rain,			Cloudy w/Rain
	20%:  		Damp, 		Cloudy w/Rain,			Cloudy w/Rain
	30%:  		Damp, 		Cloudy w/Rain,			Cloudy w/Rain
	40%:  		Wet,		Cloudy w/Rain,			Cloudy w/Rain
	50%:  		Wet,		Cloudy w/Rain,			Cloudy w/Rain
	60%:  		Wet,		Cloudy w/Rain,			Cloudy w/Rain
	70%:  		Wet,		Cloudy w/Rain,			Cloudy w/Rain
	80%:  		Flooded,	Cloudy w/Thunderstorm,	Cloudy w/Thunderstorm
	90%:  		Flooded,	Cloudy w/Thunderstorm,	Cloudy w/Thunderstorm
	100%: 		Flooded,	Cloudy w/Thunderstorm,	Cloudy w/Thunderstorm

Conditions Icon (Conditions):
- Conditions is not the same as Rain
- Confirmed 240318: 
	0-61 Sunny (Sun)
	62-90 Rainy (Cloud w/Rain)
	91-100 Stormy (Cloud w/Rain and Lightning)

Forecast Icon (Conditions):
- Requires Minute{} block
- When no Minute{} blocks are specified or if there are no more Minute{} blocks remaining then Forecast seems to be the next closest dry/wet level (not sure if it goes up or down or why)
  - Maybe it assumes a return to initial session conditions
    - This seems to be confirmed 240319
- Forecast seems to change 30sec ahead of Minute{} with the change or maybe it's 1 Minute{} block ahead
- Confirmed 240318
	0-61 Sunny (Sun)
	62-90 Rainy (Cloud w/Rain)
	91-100 Stormy (Cloud w/Rain and Lightning)

Track Wetness (On/OffPathWetness):
- Confirmed 240318 ... actually this may have been just dynamically progressing based on Conditions
	0-5 Dry
	6-35 Damp
	36-75 Wet
	76-100 Flooded
- Track wetness (Dry/Damp/Wet/Flooded) is not the same as Conditions (Sunny/Rainy/Storm)
- Related to:
  - OnPathWetness
  - OffPathWetness
- Track wetness does not progress (drier or wetter) by On/OffPathWetness in Minute{} progression.
  - It seems to be based on time, Conditions, and number of laps (the more AI the faster)
- Track wetness floods dynamically based on Conditions and un-floods dynamically
  - Dry->Wet->Flooded->Wet->Dry then:
	  - 0 AI 50min still flooded, ...
	  - 1 AI 50min still flooded, ...
	  - 10 AI 60min flooded->wet, ...
	  - 20 AI 70min flooded->wet, ...
	  - 29 AI 75min to wet, never dry
- Scratch: I bet I could include and progress any of the parameters inside Minute{} blocks (eg. OnPathWetness, OffPathWetness)
  ^ Scratched: Wetness does not seem to progress in Minute{} blocks.
    - But Wetness does progress so it seems it's a function of time-conditions-temperature and those do progress in Minute{} blocks

Default Temperature Progression: Ambient 20+, Track: 22+

Weather start offset by 30sec in sessions(?)

5 Minute{}s +20 steps:
2.5m to Rainy, 4m5s to Stormy for both Real Time and Time Scaled Weather
- Minute 3 = 60 Conditions
- Minute 4 = 80 Conditions

10 Minute{}s +10 steps:
6min to Rainy, 9min to Stormy for both Real Time and Time Scaled Weather
- Minute 6 = 60 Conditions
- Minute 8 = 80 Conditions

15 Minute{}s +6.666 steps:
9min to rainy, 13min to Stormy for Real Time and Time Scaled Weather
- Minute 9 = 60 (59.994) Conditions
- Minute 13 = 80 (86.658) Conditions

30 Minute{}s +3.333steps:
Never gets to rain, never gets to Stormy on Real Time or Time Scaled Weather (
- 10m45s to *Forecast* rainy but never gets there
  - Minute 18 = 60 (59.994) Conditions

Real Time Weather and Time Scaled Weather:
- Time Scaled Weather does not seem to be related to Daylight Acceleration
- Case: No acceleration of Damp to Dry in 15min warmup
  - I had no Minute{} blocks and only the initial Wetness params so no progress of Wetness I guess
- ? Time is scaled down but not up
 - ? If you have less minutes in weather.txt than the actual session then the weather plays out in real-time. It doesn't get stretched to the length of the session. 
  - ? If you have more minutes in weather.txt than the actual session then the weather plays in in compressed time so that it can complete in the length of the session (TODO: Confirm)