So great, and i followed your guide to add livery. It's to complex for me, everytime i get to the DDS section, im not understanding a thing. I can't find livery_d.dds and livery_s.dds. But anyway great work, and thank you for your hard work trying to explain it. Much appriciated
You point out the main difficulty to get a good balance for this kind of mod.
In fact, that was the case with my version for F1 2020, the hard / medium compounds were slower.
But in fact the "window" to set the grip, at race start is not that big. By reducing more the grip of hard ccompounds, the consequences were to have enormous difficulties to maintain a certain grip on HARD.
To give you a comparison, in this version, the C1 lose 6pts of grip at start-up compared to the original one, and will lose 2 times more grip after wear than the original C1 compound.
A lot of players weren't comfortable with it, but it was mandatory to be able to "waste" enough time saved by making 1 pit stop less, over a 25% race time. This means losing more than 3 seconds/laps compared to other cars with med or soft tires.
I tried to compensate by increasing the slipstream effets to help bots to overtake and let to the first 10 more chance to come back on second half part of the race.
The result today is not perfect, the bots at the start of the second half of the grid have a better chance of succeeding, especially on tracks with difficult overtaking.
So, i started this week to looking at a new version with only 1 pit stop only for all the grid but with a real challenge for the decision making for the undercut/overcut.
I think it's perhaps the best solution to optain an equilibrium, and to forgot the 2 pits stops vs 1 pit stops on a 25% race length.