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 Syntax:
- Use spaces not tabs
- Use space indents to be safe and to be consistent with original weather.txt
- Check brackets
- End with empty blank line
Troubleshooting:
- Ensure Rainfall Changeable in-game
- Symptom: Conditions/Forecast Icons stop working reliably.
  - Advice: Check file structure and syntax
TBD: Forecast is the last minute of the session for Practice1 45min(?)
- I don't think so. It might be something like the next Conditions change (eg. Sunny to Rainy or Rainy to Stormy or any sequential combo of those)
  - There may be something weird about 'minimum threshold of change' to update the Forecast icon
- 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?
 
Are HAT files caching weather file data and we might need to enable rebuilding? -->
- Always Rebuild HAT="1" // Build HAT database everytime tracks are loaded (for development purposes)
- 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
- Minute=0.00{} is the initial conditions / It appears to be skipped / Must start with Minute > 0 or higher  (Minute=0.10 works)
Rainfall (in-game):
- Rainfall is not the same as Conditions
- No, doesn't seem to be: Does Rainfall specify max Conditions? Ex. Rainfall 80% means max Conditions=80?
- Rainfall:
  - 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
Session:
- Weather start offset by 30sec in sessions? Something's going on with a delay...
Temperature:
- Default Temperature Progression: Ambient 20+, Track: 22+
Conditions Icon (Conditions: Sunny/Rainy/Stormy):
- Conditions is not the same as Rainfall in-game
- Confirmed 240318:
0-61 Sunny (Sun)
62-90 Rainy (Cloud w/Rain)
91-100 Stormy (Cloud w/Rain and Lightning)
Forecast Icon (Conditions: Sunny/Rainy/Stormy):
- 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 (Dry/Damp/Wet/Flooded):
- Track wetness based on fixed Conditions (Confirmed 240318)
  - TODO: Confirm these do or do not progress over time (ex. 5 Dry eventually becomes 6 Damp?)
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)
- Track wetness does not progress (drier or wetter) by On/OffPathWetness in Minute{} progression.
  - It seems to be based on time, Conditions, temperature, 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
- Nope: 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
Real Time Weather and Time Scaled Weather:
- Time Scaled Weather does not seem to be related to Daylight Acceleration
- Time Scaled Weather does not seem to be have any effect for custom weather.txt files
  ^ This implies that Time Scaled Weather is for game generated weather files
  ^ Which means it's not the weather.txt Minute{}s being Time Scaled but the game weather generation algorithm scaling based on session length.
  ^ This probably means that a few weather events play out over longer rather than the game generating many weather events to fill in the time
  ^ Should be able to confirm by checking weather.txt for a 24h race with Real Time vs Time Scaled Weather
- For 24h Race Game Generated Weather Files
  - Real Time weather.txt has many more Minute{}s, a much more granular Minute{} progression, in steps of 1-2 minutes each
  - Time Scaled weather.txt has much less Minute{}s, a broader Minute{} progression, in steps of ~10 minutes each
  - Real Time weather.txt has more variability in Conditions (ex. 0-40)
  - Time Scaled weather.txt has less variability in Conditions (ex. 65-74)
  - AmbientTemp seems to have a +/- 10C range for both
- Conclusion:
  - Time Scaled Weather's purpose is to simulate longer weather patterns in shortened sessions
  - Nothing seems to suggest it allows for scaling up limited weather.txt Minute{}s to sessions with more minutes
  - It seems like Time Scaled Weather is only for 24H races
  - 24H generated weather.txt Race Minute{}s still only represent 180 Minutes so it seems the game is internally stretching that over the entire period or possibly looping it
    ^ Neither stretching or looping behaviour is seen in regular race sessions: In regular races, it loops through the Minute{}s until they're done and does not loop, stretch, or condense them based on the session length.
  - Used ChatGPT to see if it agrees and it agreed: https://chat.openai.com/c/a3af0967-5df1-45e9-87a9-cdbf1789c4bd
 
Weather seems to interpolate between Minute{}s in some fashion although it's difficult to say how or what ratio, curve, or function is being applied:
- In a 15min Warmup with Real Time Weather:
  - Stormy->Sunny Minute=0.10:  Becomes clear around --:--
  - Stormy->Sunny Minute=1.00:  Becomes clear around --:--
  - Stormy->Sunny Minute=2.00:  Becomes clear around 14:40
  - Stormy->Sunny Minute=3.00:  Becomes clear around 14:15
  - Stormy->Sunny Minute=4.00:  Becomes clear around 13:45
  - Stormy->Sunny Minute=5.00:  Becomes clear around 13:30
  - Stormy->Sunny Minute=10.00: Becomes clear around 11:30
  - Stormy->Sunny Minute=15.00: Becomes clear around 9:30
  - Stormy->Sunny Minute=20.00: Becomes clear around 7:30
  - Stormy->Sunny Minute=25.00: Becomes clear around 5:30
  - Stormy->Sunny Minute=30.00: Becomes clear around 4:00
  - Stormy->Sunny Minute=35.00: Becomes clear around 2:00
  - Stormy->Sunny Minute=40.00: Becomes clear around 0:00
  - Warmup{} in weather.txt:
    Warmup
    {
    Conditions=100.00
    AmbientTemp=20
    Minute=15
    {
      Conditions=0.00
    }
    }
  - Time Scaled Weather seems to act the same as Real Time Weather
  - Time Scaled Weather: 10min warmup, 5min weather: Stopped on minute 5 and held the weather
  - Real Time Weather: 10min warmup, 5min weather: ...
  - Pit camera and Conditions Icon seem to be in sync
  - Minute=0.00{} is the initial conditions / It appears to be skipped / Must start with Minute=1.00{} or higher
  - Session Length vs Minute{}s:
    - At the end of a session, when there are more Minutes{}s then session minutes, weather keeps progressing through Minute{}s
    - When there are less Minute{}s than session minutes, weather stops at last Minute{} and there are no other changes
    - Applies for Real Time and Time Scaled Weather
- Basically, weather always plays through right to the end
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
</nowiki></pre>
[[Category: Driving Sims]] [[Category: GTR2]]

Revision as of 00:24, 7 May 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

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