REFLAP: does not open...

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DavidGrim

Member
Hot Pass Member
Feb 6, 2020
9
18
Hi all,

I am trying to modify LP files for some tracks, and found Reflap tutorial (Youtube, here).
The issue is I cannot open Reflap while on track (in testing)... I do not know if it comes from my french keyboard (AZERTY, not QWERTZ) or a Reflap/NR2003 issue. Thus:

Anyone with a AZERTY (french) keyboard who ran Reflap, which key do I need to hit? ("~" is obtained in AZERTY with a combination with Alt Gr... And I even tried all the keys with Ctrl Alt Shift...)
I know there is an alternative method using RplyToLp, but I do not really like it as it saves the speed (so you must run both hot and smooth laps) and it requests to cross the line at the exact same position...

Thank you very much,

David
 
Last edited:

fortine_oo

Active Member
VIP
Hot Pass Member
Jul 28, 2021
54
18
I know you said, "... And I even tried all the keys with Ctrl Alt Shift..", but on the off chance, did you try...

Azerty_Fr. keyboard.gif

---------------

So, if no-go for reflap, try "RplyToLp" using this driving method.

Preface, nothing associated with NR2003 ai is simple. It's not necessarily hard, it just requires some knowledge of all the interacting parts.
To get you started, I'm going to try to give you only the very basic, minimally required information.

Note:
When driving/creating an lp, all the physical attributes (the speed, braking, steering wheel movement, car sliding, etc) are recorded, but the race.lp is the only lp that utilizes this information. However, the exe does not assign those exact values to the ai driving, it interprets the values and the exe assigns priorities (speed, speed reduction, driving line, etc) via the NR2003 game code.
The other lp's only use the location/path information.


The race.lp:
1 ) Every wheel, throttle, and brake movement is recorded. The exe knows what series exe you used to make the lp, so you can't get away with using gtp at a slower speed thinking it will make the other series faster, it's all relative. It also knows the grip level, so you can't jack up the grip for more control and thinking that you've gone faster so you'll get a faster result with less grip, it's all relative.
2 ) The best advice, no matter the series you run, no matter the grip level, no matter the speed you run the lap, be smooth on the wheel, throttle, and brake (although braking is the most forgiveable). The biggest factor in creating a good race.lp is to use a continuing, increasing throttle as you accelerate out of a corner, and avoid on-again-off-again throttle movement everywhere. If you have to lift due to pushing over oversteering, forget saving that lap, the exe will magnify that action and the ai will slow dramatically exiting that corner.
3 ) Keep steering to a minimum. Use a pressure lean on the wheel (like steering a bike) when that's all that's required, and by all means, no opposite direction steering, just throw that lap away. When it's necessary to brake, do so a little earlier than you would normally hit the binders; the ai usually end up braking a little later than where you began anyway. Don't slide the car, that action gets magnified by the exe and the ai end up slowing dramatically at that spot. While driving through esses, use as little wheel input as possible.

Which series to use to make the race.lp?
1) use the series your most familiar with, you'll probably have a better setup and drive more confidently.
2) Disregarding #1, drive the series that adhere's to the road better, IMO, gtp, pta, cts, gns, and finally cup. You don't want the car sliding around or breaking loose on acceleration.


A backround to creating a good/encompassing race.lp using a "controlled driving" method.
I once operated under the premise that a very good race.lp made at (racing) speed is superior to a race.lp made at moderate speed. The application of these "race speed" lp's proved the validity of this idea in most instances.
I believed, assuming that if it was extremely well done, the "moderate speed" race.lp could hope to be "as good" as a very well done "full speed", but certainly not better, and for the most part required many more attempts to achieve the desired result.
I never considered creating a race.lp where the actual speed was inconsequential.

Now, having made many "Controlled speed" race.lp's that out perform good "full speed" race.lp's, I've made the "Controlled speed" method my normal "go-to". [This method is particularly suited for a RC, where smooth driving, car control, and the driving/racing line is a premium for good race.lp creation. This method does not require real race speed, however, technique is critical.]

"Controlled Speed" Technique:
[This explanation is more for a RC, where slowing and acceleration occur regularly. Ovals?... I think I may have done 1 or 2, but IDK what this method would yield when it comes to plate tracks.]
1) When acceleration is required, apply the throttle gingerly and keep applying the throttle and gaining speed until it's time to slow for a corner. It's easier to stay in control if you never reach the "actual" top speed for the straight. You may have to reduce the rate of throttle application to keep the speed down. The rate of throttle application isn't paricularly important. What's critical is to continually increase the throttle and continually increase the (car's) speed until it's time to slow down. AVOID on/off/on throttle application, this causes the ai to slow (dramatically) when it occurs in an acceleration zone.
2) Let off the throttle to reduce to corner speed; you can lift early and coast into the turn. Only apply the brake if necessary (and apply it as gingerly as the throttle). Release the brakes as soon as possible and begin to apply the throttle prior to the corner apex. Again apply the throttle gingerly and keep applying the throttle until it's time to slow for the next corner. NEVER apply the throttle and then get out the throttle because you've misjudged your speed or lost control of the car, this will only cause the ai to checkup dramatically and lose momentum at race speed.
 

DavidGrim

Member
Hot Pass Member
Feb 6, 2020
9
18
I know you said, "... And I even tried all the keys with Ctrl Alt Shift..", but on the off chance, did you try...

View attachment 108354

---------------

So, if no-go for reflap, try "RplyToLp" using this driving method.

Preface, nothing associated with NR2003 ai is simple. It's not necessarily hard, it just requires some knowledge of all the interacting parts.
To get you started, I'm going to try to give you only the very basic, minimally required information.

Note:
When driving/creating an lp, all the physical attributes (the speed, braking, steering wheel movement, car sliding, etc) are recorded, but the race.lp is the only lp that utilizes this information. However, the exe does not assign those exact values to the ai driving, it interprets the values and the exe assigns priorities (speed, speed reduction, driving line, etc) via the NR2003 game code.
The other lp's only use the location/path information.


The race.lp:
1 ) Every wheel, throttle, and brake movement is recorded. The exe knows what series exe you used to make the lp, so you can't get away with using gtp at a slower speed thinking it will make the other series faster, it's all relative. It also knows the grip level, so you can't jack up the grip for more control and thinking that you've gone faster so you'll get a faster result with less grip, it's all relative.
2 ) The best advice, no matter the series you run, no matter the grip level, no matter the speed you run the lap, be smooth on the wheel, throttle, and brake (although braking is the most forgiveable). The biggest factor in creating a good race.lp is to use a continuing, increasing throttle as you accelerate out of a corner, and avoid on-again-off-again throttle movement everywhere. If you have to lift due to pushing over oversteering, forget saving that lap, the exe will magnify that action and the ai will slow dramatically exiting that corner.
3 ) Keep steering to a minimum. Use a pressure lean on the wheel (like steering a bike) when that's all that's required, and by all means, no opposite direction steering, just throw that lap away. When it's necessary to brake, do so a little earlier than you would normally hit the binders; the ai usually end up braking a little later than where you began anyway. Don't slide the car, that action gets magnified by the exe and the ai end up slowing dramatically at that spot. While driving through esses, use as little wheel input as possible.

Which series to use to make the race.lp?
1) use the series your most familiar with, you'll probably have a better setup and drive more confidently.
2) Disregarding #1, drive the series that adhere's to the road better, IMO, gtp, pta, cts, gns, and finally cup. You don't want the car sliding around or breaking loose on acceleration.


A backround to creating a good/encompassing race.lp using a "controlled driving" method.
I once operated under the premise that a very good race.lp made at (racing) speed is superior to a race.lp made at moderate speed. The application of these "race speed" lp's proved the validity of this idea in most instances.
I believed, assuming that if it was extremely well done, the "moderate speed" race.lp could hope to be "as good" as a very well done "full speed", but certainly not better, and for the most part required many more attempts to achieve the desired result.
I never considered creating a race.lp where the actual speed was inconsequential.

Now, having made many "Controlled speed" race.lp's that out perform good "full speed" race.lp's, I've made the "Controlled speed" method my normal "go-to". [This method is particularly suited for a RC, where smooth driving, car control, and the driving/racing line is a premium for good race.lp creation. This method does not require real race speed, however, technique is critical.]

"Controlled Speed" Technique:
[This explanation is more for a RC, where slowing and acceleration occur regularly. Ovals?... I think I may have done 1 or 2, but IDK what this method would yield when it comes to plate tracks.]
1) When acceleration is required, apply the throttle gingerly and keep applying the throttle and gaining speed until it's time to slow for a corner. It's easier to stay in control if you never reach the "actual" top speed for the straight. You may have to reduce the rate of throttle application to keep the speed down. The rate of throttle application isn't paricularly important. What's critical is to continually increase the throttle and continually increase the (car's) speed until it's time to slow down. AVOID on/off/on throttle application, this causes the ai to slow (dramatically) when it occurs in an acceleration zone.
2) Let off the throttle to reduce to corner speed; you can lift early and coast into the turn. Only apply the brake if necessary (and apply it as gingerly as the throttle). Release the brakes as soon as possible and begin to apply the throttle prior to the corner apex. Again apply the throttle gingerly and keep applying the throttle until it's time to slow for the next corner. NEVER apply the throttle and then get out the throttle because you've misjudged your speed or lost control of the car, this will only cause the ai to checkup dramatically and lose momentum at race speed.
Thank you very much for those detailed pieces of information and advices.
I will try to follow all of these!

(for the keys in green, yes I tried this combination... I will give a try again, but I think I have to use RplyToLp)
 

Riviera71

Well-Known Member
Hot Pass Member
Jan 19, 2022
217
43
Old thread but you are correct about the keyboard. I normally have a swedish keyboard layout but whenever I'm going to do something with lp-files I switch to the English US layout. Shortcut is left ALT + SHIFT https://www.digitalcitizen.life/keyboard-language-shortcut/
You might have to activate English US somewhere, it's been a while and I don't quite remember but when I toggle keyboard layout I only toggle between SWE and ENG, not all available languages.
 

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