Guapore Wet Test in GTR2
HTML-код
- Опубликовано: 4 фев 2025
- Testing a flooded Guapore track using default settings to compare to previous video with custom rain racing settings
Rainfall 80% aka Storming (80% Constant On and Off Path Wetness)
Constant path wetness is not really how weather works. It defeats the purpose of wet and dry racing lines. In reality, weather would change and preferred racing lines with more grip would form.
AI 115% (Top 10 have roughly competitive dry laptimes with me)
I pass a few in the top 10 but can't crack the top 5. This seems within the ballpark of my realistic wet performance level.
I was noticing AI were too slow in corners but at default settings (ie. lower grip for me) it makes sense of their cornering speed. That is, I corner at about their speed now.
Additionally, my wheel inputs more closely resemble real world rain racing onboards, such as this one: Onboard: BMW M3 racing VERY WET Spa - HQ sound: • Onboard: BMW M3 racing...
I'm not sure what's changed. My previous concerns about not having an immersive, enjoyable driving experience don't seem to apply anymore. I find realistic wheel inputs for rain racing immersive, and I now find I enjoy a more realistic rain racing challenge.
It might be a change in the force feedback since I've been doing rain racing in GTR2. At some point, I switched over from original FFB to RealFeel FFB powered by the Crew Chief GTR2 Enhancements Plugin (CCGEP) and this may be why I feel rain racing is more approachable now.
It might have to do with CCGEP's decoupled FFB which allow FFB to run higher than the frame rate. I have it at 400hz right now.
A part of it may have to do with a new sound mod I'm using which changes the original scrubbing sounds to a sharper chirp-like style that I find more "informative" about what's happening. I don't think this is a major part but it might play a minor part in my preferences changing.
I've repeated this with the Saleen S7-R and Ferrari 575 GTC at Guapore and Donington Park with the same favourable results.
Conclusion? I think I just convinced myself that default settings are actually driveable and realistic in GTR2 than I had previously thought.
This is a test of GTR2's original wet grip values, which I had previously increased, and I think I now prefer the original values as they make sense of existing AI behaviour, provide more realistic wheel inputs, and tend to match real life wet onboard videos more closely. See description for my full thoughts on this as I try to understand why I've changed my mind on this.
Hey Bro, can you teach me how to install and add crewchief to my gtr2? In which folder to put it, like a step by step.
@@davibarrosgamer1035 I've tried my best to write all the steps on the GTR2 Simwiki, let me know if there's anywhere it could be improved, good luck. Join on us the Simwiki discord if you prefer. : www.simwiki.net/wiki/Modernizing_GTR2_with_the_Crew_Chief_GTR2_Enhancements_Plugin
Out of curiosity: do you also have the Get Real Physics Mod on?
It is a great Mod but I sometimes suspect it makes the cars behave weird when I am not driving on 100% dry conditions.
Wow. I have the same question lol. Was also wondering if there is a good way to swap out the physics mod without a complete reinstall of the game. I like it, but I find some cars are incredibly tough to handle using it.
@@gordobot24 I honestly have a full copy around of the steam installation and I move it around/copy stuff for these things(e.g.: a third copy is for Power and Glory).
If I were you, I'd do something like
- Make sure you can reinstall GTR2 (e.g.: if yours is a Steam copy, once the folder is not at the default position I believe Steam will show an Install button)
- rename the installation folder, then do a full copy of it somewhere else in your disk (as a backup for this process).
- From that renamed installation folder, I'd remove GameData/Locations, GameData/Talent, GameData/Teams and UIData.
- Reinstall GTR2(to it's original path), run it once (create a user.PLR file with it).
- After that, you copy over those GameData and UIData Folders (see step 3) from the new installation to the renamed folder.
- Last but not least, you can restore your PLR by copying over the [Game Options] part from your new user into the one at the renamed folder. More specifically the following variables:
AI Driver Strength
AI Power Calibration
AI Brake Power Usage
AI Brake Grip Usage
AI Corner Grip Usage
AI Max Load
AI to AI Collision Rate
Player Car Equal
AI Disk Glow Multiplier
If one of those variables don't exist on the new PLR, remove it from the old one.
- Rename your new installation folder to something like "Vanilla_GTR2", for future reference.
- Now back to your "renamed" folder, rename it back to it's original name, by now it should be a restored copy.
This guide comes with no warranty 🤣 other than the copy at Step 2
BTW I believe the Get Real Physics also messed hard with the overtake challenges at the Driving School. I am still testing and I hope it's not the case, because the Modder(s) seem to have put a lot of hard work on it.
I do have that mod and I really like it in the dry. I can't remember trying it in the wet, though. I have a lot of respect for NFS's systematic and detailed approach to improving the realism of the data the game is based on. I'll try to give GRP another go in the rain and see what happens.
@@ÁngelAlonsoFonseca Good guide. I call these dedicated GTR2 folders "drops" and have some info about them on Simwiki.
@@shovas completely agree, the amount of data (and effort required) that Mod comes with is...simply amazing. Despite my comment I blame my own skills first (or lack thereof) for not understanding well how the car should behave.
I will probably find some more time this week to test after "rolling back" the mod myself. If the rollback removes what I feel weird, I will try to go through the whole game (and get better), and then re-apply the mod to do it again.
Interesting you prefer the original settings, How are you finding the AI on making correct tire choice at the start of a race, So half or more don't pile into the pits to change. How are the AI handling changes in weather mid-race. Thanks for the video.
Well, using the Crew Chief GTR2 Enhancements Plugin, we've been doing weather work and have had a "Real Weather" system. One of the most recent improvements was a change that ensures all AI always pick the same tyre to avoid some of them having to pit early because they chose wrong. You can see more about CC, CCGEP, and the Real Weather feature on Simwiki: www.simwiki.net/wiki/Modernizing_GTR2_with_the_Crew_Chief_GTR2_Enhancements_Plugin#Real_Weather
So gtr2 dont simulate the part of when wet the fast line its less grippy than offpatch as a lot of pleople say its should be realistic that this happens
But instead its simulate when dry line appears and you are in inters or in wet then you should avoid dry line due to overheating no?
Good observation. Yes, I've noticed GTR2 doesn't handle the preferred wet line when it's raining. Only when it's drying out does the dry line become preferable.
So, when it's raining and flooding there's no preferred line.
When it's drying, or raining and draining, the usual dry line is the preferred line.
You definitely have to look after your tyre temps, though, when you're on inters or wets, they will overheat as the track dries out.
Thanks for stopping by!
@shovas i think however its posible to "simulate" this. Im thinking if you look into original tracks. They have defined in special fx the low grip and marbles parts. Maybe if you put higher numbers in the wet part more than the road and leave the dry one alone then maybe you can simulate this?
Sadly for mods tracks would required edit the road mesh and cut to parts to define each material