GTR2 Weather: Difference between revisions

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[[Category: Driving Sims]] [[Category: GTR2]]
== Real Weather with Crew Chief GTR2 Enhancements Plugin Custom Weather Feature ==
<span style="font-weight: bold; color: DarkGreen;">Much better alternative: The [[Modernizing_GTR2_with_the_Crew_Chief_GTR2_Enhancements_Plugin#Real_Weather|Crew Chief GTR2 Enhancements Plugin Custom Weather]] feature with real weather data and quasi-realistic weather scenarios is now available.</span>
== Weather.txt ==
== Weather.txt ==


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** "What I still wonder ... does the track really gets dry after rain finally ?" [https://www.racedepartment.com/threads/cant-really-see-the-dry-line-after-a-rain.170824/post-3007443]
** "What I still wonder ... does the track really gets dry after rain finally ?" [https://www.racedepartment.com/threads/cant-really-see-the-dry-line-after-a-rain.170824/post-3007443]
*** "yes the track does indeed get dry but it takes some time but the more wet the track is the faster it will dry out..."
*** "yes the track does indeed get dry but it takes some time but the more wet the track is the faster it will dry out..."
**** ^ What they're trying to say is it relatively quickly moves from flooded to wet, then takes ''more'' time to move from wet to damp, and even more time for damp to dry
* [https://www.racedepartment.com/threads/rainfall-settings-observations.265643/ Rainfall Settings Observations]
* [https://www.racedepartment.com/threads/rainfall-settings-observations.265643/ Rainfall Settings Observations]
** List of '''Rainfall, Track, Ambient, Conditions, Forecast, Tyres Autoselected''' at various rain levels
** List of '''Rainfall, Track, Ambient, Conditions, Forecast, Tyres Autoselected''' at various rain levels
Line 73: Line 80:
*** [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, not just "Minute" 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->damp_>wet->flooded—>wet->damp-dry:
    - 20C Amb 30C Track
    - 90min Practice:
  - 0 AI 40min still flooded, ...
  - 1 AI 40min still flooded, ...
  - 10 AI 30min flooded->wet, ...
  - 20 AI 20min flooded->wet, ...
  - 29 AI 15min flooded->wet, never dry
- 180min Practice:
      - Damp ~65:00 (-115min)
    - 300min practice
      - Wet 285:00 (-15min)
      - Damp 185:00 (-115min)
    - 600min practice 1
  - 29 AI
  - Cars stop lapping 485:00 (-115min)
  - Wet 585:00 (-15min)
  - Damp 486:00 (-114min)
  - Dry ~275:00 (-325min)
- 600min practice 2
  - 3 AI
  - Cars stop lapping 515:00 (-85min)
  - Wet 548:00 (-52min)
  - Damp 472:00 (-128min)
  - Dry 253:00 (-347min)
- 600min practice 3
  - 0 AI
  - Cars stop lapping  N/A
  - Wet 515:00 (-85min)
  - Damp 393:00 (-207min)
  - Dry 248:00 (-352min)
    - Start Flooded > Wet (Minute 0.10)
      - 600min Practice, 0 AI
      - Wet 516 0C
  - Wet 541 10C
  - Wet 552 20C
  - Wet 564 30C
  - Wet 568 40C
  - Wet 573 50C
- Flooded Time to Wet by AI Count and Temperature
  - Starts Flooded, and immediately dries out at Minute=0.10{}
  - 600min Practice
    - 0 AI
  - Wet 516 0C
  - Wet 541 10C
  -  Wet 552 20C
  - Wet 564 30C
  - Wet 568 40C
  - Wet 573 50C
    - 10 AI
      - Wet 584 0C
      - Wet 584 10C
      - Wet 586 20C
      - Wet 587 30C
      - Wet 587 40C
      - Wet 588 50C
    - 20 AI
      - Wet 588 0C
      - Wet 587 10C
      - Wet 587 20C
      - Wet 588 30C
      - Wet 588 40C
      - Wet 589 50C
    - 29 AI
      - Wet 590 0C
      - Wet 590 10C
      - Wet 591 20C
      - Wet 591 30C
      - Wet 591 40C
      - Wet 591 50C
- 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]]

Latest revision as of 01:23, 8 September 2024


Real Weather with Crew Chief GTR2 Enhancements Plugin Custom Weather Feature

Much better alternative: The Crew Chief GTR2 Enhancements Plugin Custom Weather feature with real weather data and quasi-realistic weather scenarios is now available.

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

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Modding

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