Hello,
As requested, i updated the 50% version with the new tyres models i made
for the 25% version .
It's a big update, with a priority on a new and more realistic tyres models, with different strategies used by bots.
All details explained on 25% version.
This version (50%) is easier than the 25%. Why ? Because in fact for a question of balance of the curves, the grip of the tyres at the start is higher than for the 25%. And for hard compounds, the loss will be lower at the end of their life than for the 25%.
Personally I prefer the 25% but a lot of people want the 50% so ....
For this new version, you can use the
full version i made for myself which contains other changes like improved slipstream effects and new tire skins after wear, or the reduction of wear upgrades effects.
But if you just want the tire models, to use them with other modes without having to do file merging, you will find in the directory a
light version with only tyrecompounds.ERP files for F1 / F2 cars
.
I succeed to make a version that only uses the tyrecompounds.erp file for the 50% race length (this is not possible for the 25% because I need to touch the car files for) .
Thus the light version could be merged (without habing to merge files) with other mods of new skins for cars or others (damage mods ...). In fact, all mods that will not touch tyrecompounds.erp files.
About the tyres behaviour :
The new wear/grip curves :
I tried to find a balance to keep a good feeling and having 1 or 2 stops strategies used by bots during each races.
For example :
Example of results for the bots :
You can see that the 1 stop strategy will be mainly better ... (And it's voluntary !!!) without possibility to use the softer tyre in fact . So the last 10 will take it ... for a part. And so, the first 10 will have something very close with a softer one at start. The results will be to several behaviour between bots and many fights after the first pit stop ...
Some tracks will mainly keep a 1-stop strategy like the Silverstone or SPA due to their length.
The big difficulty for me was to keep this diversity of strategies used by bots and performances close between 1 and 2 stops ... and my new tyres modelisation.
Compared to the previous version and the original game, the performance you will get will be less, but this is the price to pay to have a more relevant behavior in the race for each tires. I think it's more realistic.
All training goals are achievable, I checked them too.
By default, the game offers a very "flat" tire behavior, without real feeling, it's too simple. You can overperform with tyre at end-of-life, you can overcut without consequence ...
I did the mods for F1 & F2 cars/tyres (for all game modes,
not online as usual)
For this version, I made the decision to focus on the 1 and 2 stop strategies available and effective for bots on the same race.
I didn't choose to increase strongly the number of pit stops.
I think it's more fun having different strategies on the same race than having only 2 pit stops for everyone. (and I like overtake the others ...
)
In fact, it could be a problem to have 3 pit stops because we have a strong limitation on tyres availability now in 2021. So the diversity of strategies will be poor with too many pit stops.
Have fun
And do not hesitate to give me feedback, I tried to test a lot of tracks, but I did not check everything, especially the wear.