Great mod, very hard for me on a controller but its fine! But can you tell me what lines are edited? I want to merge it with my own perfomance mod (personal uses only) so im not going to copy or reupload your mod
Thanks.
Many lines. So I think the best thing to do it(s to compare the tyrecoumpounds .erp with the original one.
Moreover, i changed some values in car files too. (for tyres wear for example but not only, aero and many others things).
You can use notepad++ with a compare plugin for that.
I dont know if this is just me, but so far the mod has been great fun except that every race im getting unrealistic results like getting a podium and then a win on an alpha tauri because almost everyone is doing 4 stops or even 5, stopping in the very last lap which ruins the race completely
Amazing mod, is their any possibility to add the new q2 tyre regulation into career mode? Would be great to be able to pick what tyre to start on like in real life.
Hello, thanks for the feedback,
This is a question I've often received, but unfortunately I don't think it's possible (or I haven't found). It must be inside the game's main binary (therefore not accessible via mods).
My main tests are done for 25% stroke length, some tests for 50%. I have never tried it 100% personally but other players have (check in the mod discussion).
I was on Australia and the mod was behaving weird. I was getting insanely high tyre wear and the AI seemed a bit too fast. It was mush faster than unmodded AI.
Hello,
I think there is a problem on your side, you are the first feedback in 6 months with an AI too fast than the original game. It's strange because the tyres grip in all cases is less than that of the original game. So, cars are slower with all types of tyres.
So maybe you have other mods installed.
After, the speed wear is higher .. yes it's one goal of this mod.
Great Mod! I was wondering if there was a way to jut get the sparks as a mod since I already have another mod which is affecting the cars performances? Thanks
Makes the racing so much more enjoyable, only wish Jeff was more help with strategies lol. Also despite what other people have been saying I’ve been running this with 100% race length and have been having an excellent time. The wear might be a little too much but honestly this just makes it way more fun and strategic. If you actually look after your tires I have never gone above 70% even on stints longer than the recommend (29 lap stint on Mediums and was ~70%). So for anyone wondering you can totally run this mod on 100% race length you’ll just have to manage your tires like drivers do irl.
I like this mod very much. For a 50% race I think that a wear factor of 1.2 instead of 1.4 makes it more balanced so this is what I did. I love so much the fact that tyre wear + this tad bit of dirty air and slipstream makes room for more AI mistakes. I just increased the damage sensitivity a little bit for suspensions and found the perfect match. Use this mod and You won't be disappointed!
Really good mod, I absolutely love it, but for 100% races the tyre wear is too high. I did a race at Portimao, after only 14 laps mediums were at 85%, while hards lasted 27 laps and then had a puncture (at 95% wear)
Not really, i never checked it on 100%, it was not the purpose at start. Sorry. I think the main issue could be the tyre wear which will be too high with this mod. And so, too many pit stop@100%.
Thanks for the review,
Not at the same time. Several files are affected by both mods.
The car files in particular, included common.erp.
But it's not a big job to merge them, the main action is to re-import each xml part of car files inside new ERP files of the 2021 project (to keep the new skins of 2021 Project and the xml cars paramters of my mod).
To do that, yes, EGO ERP Archiver is mandatory.