GP3 Advanced Physics Editor v1.02 - Help
Intellectual property of Aubrey Windle - May 26, 2001
Installation
Copy gp3phys.exe and the help file to your Grand Prix 3 Directory. It must be run from the same directory as your gp3.exe file. The other files in this archive are just for fun, and can be copied anywhere you wish.
Disclaimer
You do not have permission to include this program in any retail software without the author's prior consent.
The author will not be held accountable for any problems caused by this application. Back up your gp3.exe file before using this program!
Notes
I do not believe it is possible to cheat in hotlap leagues with this program. GPxPatch logs some of the physics data, and any data that isn't logged prevents replays from working properly in GP3. For instance, if you try to load a replay with different tire grip, you will see the car crash in the replay. Please contact me if you find a way to cheat with it.
I do not claim to know for certain what the values you can edit with this program actually represent. Lots of
educated (more or less) guesswork was involved. I have put question marks after the ones that I'm most uncertain about, but maybe they should all have question marks. :) GP3 is the best modern F1 sim there is, but I wish it were a little more 'open' like say, F1CS2000, which keeps all of the physics data in simple text files.
So instead of editing text files, I had to undertake this crazy project. :)
What's new
Version 1.02, May 26, 2001
- Weight Distribution added.
- Wheelbase Length added.
- "Height" values are now known to actually represent front and rear track (width), and have been labelled
as such.
- CoG height added.
Version 1.01, March 16, 2001
- Bug fix: Qualy and Race power were reversed. :(
- New tabbed interface.
- Human mechanical grip is still implemented but no longer reccomended (it's not realistic).
- Flywheel inertia is now known to affect all cars.
- Final drive ratio, along with "optimize" button.
- Maximum RPM.
- "Actual" engine power values, with automatic calculation based on maximum RPM.
- Maximum torque display.
- Tire grip and slip angles for front and rear tires, along with "easy edit" feature.
- Help button.
Chassis/General
Downforce Coefficient
The important thing to remember here, is that this value should not really impact your
laptimes, except maybe on high downforce circuits like Hungaroring, or Monte Carlo. What this value does, is
change how much wing you are running. It doesn't actually change the aerodynamic efficiency of the bodywork.
I reccomend adjusting this after you have made all your other changes. It can be used to adjust the AI cars
straight line speed, because it's much easier than changing all the AI car setups.
Downforce/Drag Ratio
With this you can adjust the amount of aerodynamic drag. If you lower the value, you will get more drag with the same amount of wing. Raising it will give you less drag. It affects the aerodynamic
efficiency of the bodywork.
Mass
Fairly self-explanatory. More mass has a negative effect on every aspect of the car's performance.
X/Y/Z-Axis Rotational Inertia
This is a little tricky to explain. Basically, it's how much the chassis tends to
maintain it's current rate of rotation. Increasing X and Z will make the car more sensitive to bumps and curbs.
Increasing Y will make the car more stable but slower, your reaction time will not need to be as quick to catch a slide.
There's no easy way to estimate a car's rotational inertia. The larger a vehicle's engine, gearbox, and fuel
cell are, the more inertia it will have. I reccomend imagining the chassis as a uniformly dense "slab". That keeps things nice and simple, and you can use this equation to calculate rotational inertia for a slab:
Inertia = Mass * (a^2 + b^2) / 12
where a and b are length and width perpendicular to the axis of rotation.
I think GP3's default values are pretty close to the results you should get using this equation.
These only affect the human driver, and they will affect your laptimes.
Front/Rear Track
Silly me for thinking this represented the car's height. :) It's actually the track, or width between the insides of the wheels. Wider track means less weight transfer when cornering, and you have to be more careful not to run out of track.
Wheelbase
This is the length between front and rear axle. Longer wheelbase means more stable, less responsive handling, and less weight transfer when accellerating or braking. Formula 1 regulations don't specify wheelbase, so every car is different.
CoG Height
Center of gravity height. This affects how much weight transfer takes place during braking/cornering/accelleration. Lower means less weight transfer.
Braking Force
Self-Explanatory. See the included .g3p files to get some idea of how to use this.
Human Mechanical Grip
This is sort of like changing the car's weight, but not it's mass. Sounds weird, but I'm
pretty sure that's what it does. This is not reccomended anymore, since you can now edit the tire grip. If you need to make the AI cars more competitive you can use something like GP3Edit to increase "driver performance".
Weight Distribution
This is how much of the car's weight is on the front wheels compared to the rear, so now you can simulate a front-engined car or whatever.
Engine/Drivetrain
Human Race/Qualy Power
There is some cause for confusion here. This is not your car's actual power, but only the number that gets saved to the gp3.exe. The numbers that you use for AI power in GP3Edit or GP3Master should be comparable to this number. The actual power for both human and AI depends on what you have the rev limit set to. See below for further explaination. High values can cause nasty problems with something like a slipping clutch that I don't have a fix for yet.
Upshift "Penalty"
This is how much the car slows down when you upshift. I've heard a modern F1 car can change gear in milliseconds, so maybe it should be much lower. Higher values actually seem to have a braking effect.
Flywheel Inertia
This affects how twitchy the engine is. A larger flywheel will make the engine rev more
smoothly, and cause poor acceleration. Try 0.025 to make the engine note a little shaky as you go over curbs and bumps, which I
think is a really cool and realistic effect. 8o)
Final Drive Ratio
Basically, this changes how long the gearing is. If the AI cars are hitting the rev limiter before they reach top speed, you can increase this value to make the gearing longer. You can also use the "Optimize" button, which will calculate it based on your max rpm.
Max RPM
This changes the rev lights as well as the rev-limiter. It does not, however, change the torque curve of the engine. Maximum torque is always at 10,000 RPM no matter what. In a way this is a good thing, since it allows us to simulate a more narrow power band by lowering the rev limit. One common complaint about GP3 is that the torque curve is just too fat, so you can cruise around in 6th gear and still do reasonable laptimes. Personally, I have yet to be convinced that this is not realistic, but at any rate, you will probably want a more narrow power band for older F1 cars, and turbocharged cars in particular.
Acutal Race/Qualy Power
This is how much power you really have. It takes your maximum rpm into consideration. Power = torque x rpm, so more RPM means more power. The AI cars will be affected in a similar way. I believe this figure is accurate to within 15 horsepower. You can enter a number into this box and it will calculate and update the "Human Power" box automatically.
Maximum Race/Qualy Torque
You can't edit this one, it's read only. Provided for merely your curiosity. It simply calculates torque based on power at 10,000 rpm's.
Tires
Front/Rear Lateral Grip
This is how much grip you have when cornering. Don't get too carried away editing the grip. A small change has a big effect. See the 1970 .g3p file for an example of this.
Front/Rear Longitudinal Grip
Braking/acceleration grip.
Front/Rear Slip angles
I believe this affects how the tire flexes when you drive. With larger values the car will give more warning before it starts to slide, but the handling will be more sloppy. I think the original setting is too small, but who knows.
All-wheel Easy Edit
If you don't feel like editing front/rear and lateral/longitudinal separately, you can enter grip and slip angle values here, and it will do the calculations for you.
Thanks to...
René "SDI" Smit for his help and for GPxPatch, etc. Steve Young and Sven Mitlehner for inspiration.