User:Shovas
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Shovas
“For God so loved the world that he gave His one and only Son,
that whoever believes in Him shall not perish but have eternal life.”
– John 3:16, Holy Bible. Visit selah.ca/free-gift to learn more.
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Mods
Misc Sims:
- SHO XD Style SimHub Overlays - SimHub Overlays work with all SimHub-supported sims (which is basically all of them including GTR2, etc.)
GTR2:
- SHO Specialfx - Custom Specialfx.tec tweaks for bumps, bounces, grip levels, etc.
- Real Weather for GTR2 UI Tools by Pixiv - Weather files to support Pixiv's GTR2 UI Tools
- Real Weather for the Crew Chief GTR2 Enhancements Plugin - Weather files to support CCGEP's Custom Weather Feature
- SHO PnG Retrofit - Power & Glory Historical Immersion Enhancements Mod including Era-appropriate Tracks
- SHO Competition AI - Extensive attempts to improve AI competitiveness
- SHO Competition FFB for GTR2 - Crowdsourced FFB profiles for many popular wheels
GT Legends:
Race 07:
Old:
- SHO Weather - Proof of concept command-line launcher for custom weather. Superceded by Real Weather for the Crew Chief GTR2 Enhancements Plugin
Simwiki Pages
- Watching Le Mans 24h Live - How to make your own free, live broadcast out of live timing screens, live radio commentary, and live onboard videos
GTR2:
Contact
- Discord:
- @shovas on Discord
- The Pit Stop Discord
- Crew Chief GTR2 Enhancements Plugin Discord
- Forums:
To-Dos
N/A
Plans
Ideas
- File Downloads Hosting
- If you already pay for a cloud drive, like Google Drive, Office 365, Proton Drive, Dropbox, Mediafire, or Mega, just use that if you're an individual modder. They're unlikely to completely cancel a paying customer even if they realize you're using it for download sharing.
- We all use free Mediafire or Mega cloud drives to distribute our mods
- That tends to work fine because each person has their own account and for each modder there's a limited audience so not too much of a risk of going over the transfer limit (but I've seen it happen)
- You can pay $6-12/month to Mediafire or Mega and get more space and more transfer limit
- But it still leaves the problem that Mediafire and Mega aren't really intended to be used for downloads the way we use them
- Shared Web Hosting is one cheap option, if you're willing to pay, as you can use the webspace for downloads instead of a website
- Often very cheap pricing and generous storage and traffic limits
- Pay hosting often says "unlimited" storage and traffic but it's usually always limited in some way in the terms
- But it's still often quite a bit of space and transfer, ready to go for HTTPS downloads, and cheap
- IONOS Web Hosting Offers "unlimited" storage and traffic. Not very intuitive but once you get ftp setup and understand your web address it's easy.
- Inmotion Hosting Offers "unlimited" storage and traffic, too. I've used Inmotion before for dedicated servers and they were fine.
- DreamHost Shared Unlimited plan is cheap and has "unlimited" storage and traffic
- Popular but not unlimited:
- GoDaddy has cheap hosting which isn't unlimited but for a single modder it's an option.
- SiteGround - Cheap, limited storage, unlimited traffic
- Hostinger Web Hosting - Cheap prices, generous but not unlimited storage
- BlueHost Web Hosting - Cheap-ish prices, fair but not unlimited storage
- Tom's Guide - The best unlimited web hosting in 2024 - Find articles like this for the latest best deals
- Gotchas
- Limits in Terms
- Search Terms for "limits", "transfer", "traffic", "visits", "inodes" to find our what their limits really are
- Web hosts often limit storage by limiting "inodes"
- You can still host a tonne of files, like tens of thousands, maybe a hundred thousand, maybe 600,000 (as limited on Hostinger's Business Plan), but it's something to be aware of.
- Beware web hosting "apps" you can install. I installed MediaWiki at IONOS and it took up a huge portion of my inodes limit
- Limits in Terms
Scratched:
- Ambient and track temperatures do not go down overnight: Can I modify the weather file to make that work?
- Weather files are simply a progression of minutes without regard to time of day. It would require a higher-level change that would be able to look at what time-of-day the user chose in-game and then selecting from a file that starts-at-that-hour. It's possible but pretty involved.
Notepad
...
Scratchpad
== 240926 - Scratched Locations - Bilster Berg Drive Resort [Scratch: No GTR2 track] - Zhejiang International Circuit [Scratch: No GTR2 track] - Azure Circuit [Scratch: Fantasy Circuit] - Cordoba [Scratch: No GTR2 track] - Cascavel [Scratch: No GTR2 track] == 240925 (2) - Are my weather stats under-representing rainy days now? Seems like I should be seeing more rainy sessions at Zuhai. == 240925 - Before Race, assume Warmup pushes water out of the OnPath and onto OffPath so OnPathWetness is slightly lower than OffPathWetness at the beginning of a race even before the race starts - Since I can't progress On/OffPathWetness in Minute{} blocks I don't have any other cases to worry about, the game will dynamically progress it Given two parameters, "OnPathWetness" and "OffPathWetness" that represent racing lines on a track, when it's raining, what your the wetness level relationship be between the two as rain floods the track and drains from the track? ChatGPT: In the context of racing lines on a track during rain, the wetness level relationship between "OnPathWetness" and "OffPathWetness" would typically be as follows: 1. **When it Starts to Rain**: Initially, the "OnPathWetness" (the wetness on the racing line) would be lower than "OffPathWetness." This is because the racing line is more frequently used, and the tires of the cars tend to clear some water away, creating a slightly drier path. 2. **As Rain Increases**: As rain continues to fall and the track becomes more saturated, both "OnPathWetness" and "OffPathWetness" increase. However, "OnPathWetness" might still remain lower for a time due to the continuous use of the racing line, though the difference could narrow. 3. **During Heavy Rain**: Eventually, if the rain becomes heavy and the track becomes flooded, "OffPathWetness" may become significantly higher than "OnPathWetness" because the water on the edges accumulates without being disturbed by tires. At this point, driving off the racing line could be risky, as the increased water can lead to aquaplaning. 4. **As Rain Stops and Drains**: Once the rain stops, the "OnPathWetness" may drain faster due to the movement of cars clearing the water, leading to a potential scenario where "OnPathWetness" decreases quicker than "OffPathWetness." Over time, as the track drains, both levels will begin to normalize, but the racing line may still maintain a slight advantage in terms of lower wetness. In summary, under rainy conditions, "OnPathWetness" is generally lower than "OffPathWetness" initially, but as rain intensifies and the track saturates, the dynamics can change, especially in heavy rain. After the rain, "OnPathWetness" may decrease faster as the track drains. == 240924 - Weather.txt needs On/OffPathWetness initial values in order for AI to pick the correct tyres *before* a race starts. Going to have to map out wetness vs track dryness/wetness in order to know what values to assign. == 240821 World Movement No TrackIR and 0% G-Force Simulation: 100% Camera locked to car, car steady, world moves. 50% Camera still locked to car, car steady, world moves but less I guess. 0% same as sefore, world steady, car moves, but camera must be fixed to something (I previously said 0% = lock to horizon so maybe it's that). Adding in G-force Simulation unlocks camera pitch but not yaw or roll it seems but I do have a heady physics mod active *but I think disabling g-force simulation disables the head physics mod since I didn't see any head physics movement I just asked ChatGPT if it had to guess how much your brain is stabilizing the visual from eyes in a race car situation with a driver bouncing around inside a bouncing car and it said 70-90%. I could bet it's north of 50% anyway. So < 50% World Movement, tune as desired == 240811 - Mallory mapping isn't correct: GDB is 09Mallory.gdb so need *mallory* ccgep-mapping line - AI Max Load isn't great, at least for GT's 2004 cars. You can hit cars and they don't budget but they can hit you and you fly off the track ^ Previously found this a good value: AI Max Load="30000.00000" // Maximum total load to set up theoretical performance tables == 270713 Quartiles Ex. 20 AI Grid - Blind: Unfamiliar Track + No Practice: 4th Qrtl (Ex. 20th) at AI 100 - Cold: Familiar Track + No Practice: 3rd Qrtl (Ex. 15th) at AI 105 - Competent: Familiar Track + Moderate: 2nd Qrtl (Ex. 10th) at AI 110 - Ready: Familiar Track + High Practice: 1st Qrtl (Ex. 5th) at AI 115 Quintiles Ex. 20 AI Grid - Blind: Unfamiliar Track + No Practice: 5th Qntl (Ex. 20th) at AI 104 - Cold: Familiar Track + No Practice: 4rd Qntl (Ex. 16th) at AI 108 - Warm: Familiar Track + Low Practice: 3nd Qntl (Ex. 12th) at AI 112 - Competent: Familiar Track + Moderate: 2nd Qntl (Ex. 8th) at AI 116 - Ready: Familiar Track + High Practice: 1st Qntl (Ex. 4th) at AI 1207 Notes: - Qrtl = Quartile - Qntl = Quintile - Assumes Familiar Car - Every grid can be split up into quartiles/quintiles to fit this - Eg. 30 Grid: 1st Qrtl = 30/4 = 7.5 = P8 - Eg. 20 Grid: 1st Qntl = 20/5 = 4 = P4 Tweaking Rules: - Goal: - Gain 4-8 spots OK but any more and should grid -5 (closer to front for more challenge) - Lose 4-8 spots then grid +5 (closer to rear for less challenge) Guidelines: - Take it easy on the first corner and first lap, don't pass too many by abusing the bunched up AI Tests: - 240713 GT's 2004, Imola GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Valencia GP 2004 (Cold), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Donington GP 2004 (Competent), Chrysler Viper GTS-R (Unfamiliar): Ahead raced away, behind stayed close - 240713 GT's 2004, Donington GP 2004 (Race Ready), Lam Mur R-GT 2004 (Familiar), Grid 30, AI 115: 8th to 6th, ahead stayed within reach, behind stayed close - 240713 GT's 2004, Zuhai GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 105: 32nd to 21st +11, ahead stayed within reach, behind stayed within reach - 240713 GT's 2004, Zuhai GP 2004 (Competent), Lam Mur R-GT 2004 (Familiar), Grid 42, AI 110: 21st to 13th +8, ahead stayed within reach, behind stayed close - 240713 GT's 2004, Oschersleben GP 2004 (Cold), Lam Mur R-GT 2004 (Familiar), Grid 32, AI 110: 26th to 19th +7, ahead stayed within reach, behind stayed within reach == Arcade Mode - Changes mirrors to virtual rearview mirror only - ...??? - Is this for controllers and gamepads? - "Arcade mode- with individual physics to suit every game fan." - "In addition to the most accurate racing simulation on the planet, GTR has a completely separate Arcade mode for those gamers who love to throw the car around with wild abandon. The arcade mode is all about fun with thumping music and forgiving handling - a perfect introduction to real racing for the average gamer." - https://worthplaying.com/article/2004/9/11/news/19162-gtr-the-ultimate-racing-game-xboxpc-screens/