F1 2012 [EGO Engine APP] CTF (Car Performance) Editor

F1 2012 The Game (Codemasters)

Petar Tasev

Ryder25
After a lot of hard work from Miek and I...

Ryder CTF Editor

version 1.2.2013.0106
With this program you can edit CarTuningFile (CTF,CSV) files for the EGO engine games. These files contain car performance data.

Features:
  • Intuitive GUI -- The graphics user interface has been built to allow maximum ease of use when editing files.
  • Easy Compare -- Aside from the files' data being lined up side by side, with the click of a button the program will show you all the differences between the files.
  • Community Involvement -- Schema files for each game are in xml format so that modders can edit descriptions of their findings for the file's values and share them with each other.
  • Open With -- Allows you to choose "Open With" and select this program to open CTF files.
Changelog
  • 1.2.2013.0106
    • Improved Error Checking
    • Changed FloatList Unknown to Step
    • DragDrop Feature to Open Files
    • Small Update to Schema Files
    • Added Support for Race Driver Grid
  • 1.1.2012.1005
    • Improved UI in Column Filter and FileDialog areas
    • Added Support for Dirt Showdown, and F1 2012 games
  • 1.0.2012.0606
    • First Release
Credits
  • Ryder25 - For creating the program. (tasevp(at)yahoo(dot)com)
  • Miek - For figuring out the schemas for the files which make all of this possible.
  • luh-koala - For creating program icon.
  • famfamfam.com - For the "silk" menu icons.
DOWNLOAD MIRROR

RCE10.png

Let me know if there are any problems. I encourage you to do the "community involvement" thing that way we can all figure out what certain values mean!
 
Last edited:
Interesting. Could you define in more detail how far the performance difference will be?

It will be double.

With the files in the balanced folder, all are the same for all ai cars, so the differences are made up by the database (tier characteristics , 1 0,92, 0,88 and so on). The track folder files the better cars are faster so you'll get double the difference. You need to set your speed_In, speed_out and control all to 1 if you want to use the track folder files for the ai.

By doing this you get rid of the whole tier changing effect. This is the way I play:D
 
It will be double.

With the files in the balanced folder, all are the same for all ai cars, so the differences are made up by the database (tier characteristics , 1 0,92, 0,88 and so on). The track folder files the better cars are faster so you'll get double the difference. You need to set your speed_In, speed_out and control all to 1 if you want to use the track folder files for the ai.

By doing this you get rid of the whole tier changing effect. This is the way I play:D

Thanks for your help :thumbsup:
So far I just copied the track folder files to the balanced folder and left the database untouched as I want to keep the tier changing. Tested it during my next career race in Montréal where it seemed that the performance of the teams in general is as the same as the races before.

Will see what further races will show. For now I'm happy to know that my teammate has to deal with the same car than I do... :)
 
First you'll want to look in the database at f1_teams and ai_engine_power_per_tire (or something like that). In F1 teams change the tier accordingly and look around at other values you may want to change. In the other table for each team set it up how you want for future season in case they get better or worse.

As for the ctf files. It gets complicated a bit. The files in the track folder are used by the player, and in the balanced folder the AI, and player online with balanced option.

I suggest you just shuffle around the files in the track folder for each car. Like if you want Renault best car then copy and rename the files from rb1/track to re1/track. After that just edit the engine_power_scale to proper amount. In the database the Renault apparently has 730 bhp from the original game, and you want 750 because that's the best car in original game. So you would divide 750 by 730 and put that number in the power scale.

You don't need to shuffle around the balanced car files but you do need to put that engine_power_scale number the same as track folder.

These edits are just for simple shuffling around of car order. Not for matching car performance to the REAL 1994 season. That requires a lot more work.

THANKS!
 
Schifty031
For Driver Performance Go to Database then Decrease his Bad day chance near to Zero and Make his good day chance as 1 or .99 like that. Remember this makes driver to be at his best and next was in the Hand of how the car performs
Then go to CTF editor change a Team's aero_cd_max to low value than other teams on all the tracks. This makes your Selected team to be at the Front of field and can get Poles. Higher Value means Means Not able to get Pole etc.
Also if you go to less than .49 then the team will be Monster on the track.
 
Schifty031
For Driver Performance Go to Database then Decrease his Bad day chance near to Zero and Make his good day chance as 1 or .99 like that. Remember this makes driver to be at his best and next was in the Hand of how the car performs
Then go to CTF editor change a Team's aero_cd_max to low value than other teams on all the tracks. This makes your Selected team to be at the Front of field and can get Poles. Higher Value means Means Not able to get Pole etc.
Also if you go to less than .49 then the team will be Monster on the track.

Great its will be helpful

thanks
 
Hmm, does this look right? Would be nice if someone can find info like this on internet. This is what I made from the ctf files:



I got this curve from the balanced folder. The green line is the fuel_optimal_revs and the red line is the rev_limit. I'm not sure what the fuel_optimal_revs mean, could it be the right RPM to change gears and save fuel?

f12012-curvepower-balanced_zps708e7199.png


Just started with this tool and it's great, you heard this hundreds of times already, but, nice job Ryder.
 
Yeah, there's a lot of great stuff in those files to play around with. It's just a matter of testing things out, and seeing what effects in has in the game. It's also a great learning experience about cars to use these values, and make those graphs. I've also made graphs for speed progression based on gears. Really fun stuff if you like messing with all these values and data.

Maybe could even be helpful for those who play in the online race leagues.

btw, that was a very early rendition of my attempts, and at that point I was still figuring out what values meant. So yeah, your graphs are correct, mine aren't.
 

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