Misc Deleted for insults. Do it yourself.

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About MEDIUM:
initially in the game, this line-up withstood 23-27 laps at a normal pace, then the pace dropped significantly. With your changes, he began to withstand laps 19-23, then the pace starts to drop significantly. Great change, I like it, and corresponds to reality.
Now about the SOFT:
initially, its wear in the game was 10 laps at a fast pace, another 5 laps at the MEDIUM level, then there was a significant drop in pace. After your changes, the SOFT can withstand 15 laps at a fast pace and another 5-7 laps at a MEDIUM pace, in total you can ride it without losing time as much as 22 (more than MEDIUM on some tracks) laps. Then there is a strong loss of pace. This is absolutely not true (in reality, SOFT provides a fast pace for 5 laps, then 7-10 laps at MEDIUM speed, then there is a VERY severe loss of pace (with the exception of a few race tracks on the calendar with very low wear). Accordingly, your changes to the composition of SOFT completely break sprints and make it the main choice for AI.
Now about HARD:
initially, its wear in the game was 32-38 laps (the lap is 0.7-0.9 seconds slower than on MEDIUM, which allowed him to keep up with DRS and slipstream), after which the pace began to drop.
With your changes, HARD can withstand 35-40 laps, but each of these laps is 2-4 seconds slower than on MEDIUM. These changes make HARD incapacitated.
All these changes led to the fact that 4 pit stops became a permanent strategy for AI: 4 SOFT for 12-15 laps and 1 MEDIUM for 3-10 laps.
This does not correspond to reality at all, where more than 2 pit stops only occur in case of damage or safety car, but most often only 1 pit stop occurs.
During the entire racing season, AI used HARD only 2 times, and that was due to the fact that after 4 scheduled pit stops, he had to go to an additional pit stop due to damage.

Oh yes, I made all these conclusions for the whole season, spent from 100% of the race distance. With a lower % of the distance it was not tested, perhaps these changes work better there.
 
  • Deleted member 408599

About MEDIUM:
initially in the game, this line-up withstood 23-27 laps at a normal pace, then the pace dropped significantly. With your changes, he began to withstand laps 19-23, then the pace starts to drop significantly. Great change, I like it, and corresponds to reality.
Now about the SOFT:
initially, its wear in the game was 10 laps at a fast pace, another 5 laps at the MEDIUM level, then there was a significant drop in pace. After your changes, the SOFT can withstand 15 laps at a fast pace and another 5-7 laps at a MEDIUM pace, in total you can ride it without losing time as much as 22 (more than MEDIUM on some tracks) laps. Then there is a strong loss of pace. This is absolutely not true (in reality, SOFT provides a fast pace for 5 laps, then 7-10 laps at MEDIUM speed, then there is a VERY severe loss of pace (with the exception of a few race tracks on the calendar with very low wear). Accordingly, your changes to the composition of SOFT completely break sprints and make it the main choice for AI.
Now about HARD:
initially, its wear in the game was 32-38 laps (the lap is 0.7-0.9 seconds slower than on MEDIUM, which allowed him to keep up with DRS and slipstream), after which the pace began to drop.
With your changes, HARD can withstand 35-40 laps, but each of these laps is 2-4 seconds slower than on MEDIUM. These changes make HARD incapacitated.
All these changes led to the fact that 4 pit stops became a permanent strategy for AI: 4 SOFT for 12-15 laps and 1 MEDIUM for 3-10 laps.
This does not correspond to reality at all, where more than 2 pit stops only occur in case of damage or safety car, but most often only 1 pit stop occurs.
During the entire racing season, AI used HARD only 2 times, and that was due to the fact that after 4 scheduled pit stops, he had to go to an additional pit stop due to damage.

Oh yes, I made all these conclusions for the whole season, spent from 100% of the race distance. With a lower % of the distance it was not tested, perhaps these changes work better there.
Thanks. I'll look at it carefully, and make changes. The pit stops, I consult them here: https://www.motorsport.com/f1/results/2022/bahrain-gp-538697/
 
Interesting mod. I've been trying to adjust the grip of the Inters and Wets by using the tyrecompounds file but getting stuck with what to change. Have you experimented with these tyres in rain?
 
  • Deleted member 408599

  • Deleted member 408599

I'm curious about this mod but the download only includes the files for f2, not F1 would this be normal?
Hello. For F1, please download the previous version.
 
the issue with the mod is the xml states as hard medium soft supersoft and so on. they onlyl do that because codies dont change their codelines from previous years, and as we know years ago this was how they differentiated the tires. However now they use the C1-C5 format.

The issue comes that for one race a C3 or "soft" as it says in the xml, could be hards for one track, but soft for another track. So for some tracks softs or mediums would last way too long.

The only way I have thought of that could fix the issue would be to make seperate xmls depending on which track you go to, so that the grip and wear is accurate.
 
  • Deleted member 408599

the issue with the mod is the xml states as hard medium soft supersoft and so on. they onlyl do that because codies dont change their codelines from previous years, and as we know years ago this was how they differentiated the tires. However now they use the C1-C5 format.

The issue comes that for one race a C3 or "soft" as it says in the xml, could be hards for one track, but soft for another track. So for some tracks softs or mediums would last way too long.

The only way I have thought of that could fix the issue would be to make seperate xmls depending on which track you go to, so that the grip and wear is accurate.
Hello. The values that I have changed are the grip of the tire in the different percentages of wear. The general grip of each compound is what Codemasters put there :). Even leave the wear identical to the default. I do not change the general grip, but the type of grip according to wear. If you reach 100% wear before... not much happens... if you now reach 75% wear you suffer a lot to control the car. It's hard to explain the mod. I don't speak English.
 
Hello. The values that I have changed are the grip of the tire in the different percentages of wear. The general grip of each compound is what Codemasters put there :). Even leave the wear identical to the default. I do not change the general grip, but the type of grip according to wear. If you reach 100% wear before... not much happens... if you now reach 75% wear you suffer a lot to control the car. It's hard to explain the mod. I don't speak English.
ah ok, so im just waffling. Ill give it a test. Would you recommend changed the tire wear in the team xml's as well?
 
  • Deleted member 408599

ah ok, so im just waffling. Ill give it a test. Would you recommend changed the tire wear in the team xml's as well?
Don't worry. Using my Mod, it's better to leave the wear as it is since now it's harder to deal with the wear. Any opinion is always welcome. ;)
 
Ok so i did a 100% race in Mexico, cuz thats what i do lol. I didnt do a practice session so maybe ill do practice and see if it changes. But it should have been a very comfortable 2 stop S, S, M. But all of the AI did a 3 stop, S, S, S, M or M, S, S, S. There was even a couple of H, S, S, S.

Ill do another test with practice and short quali, that way they wont have 3 sets of softs for the race, and see what they do then. I use the harder tire allocation btw. I dont know if the allocation sets the AI's as well or not though.
 
  • Deleted member 408599

Ok so i did a 100% race in Mexico, cuz thats what i do lol. I didnt do a practice session so maybe ill do practice and see if it changes. But it should have been a very comfortable 2 stop S, S, M. But all of the AI did a 3 stop, S, S, S, M or M, S, S, S. There was even a couple of H, S, S, S.

Ill do another test with practice and short quali, that way they wont have 3 sets of softs for the race, and see what they do then. I use the harder tire allocation btw. I dont know if the allocation sets the AI's as well or not though.
If I add more wear and tear, the AI will come in too many times and it almost feels cheating to us as we would overtake the AI in the pits. You can add a little wear, and keep testing. Here you can see how many stops the teams made in reality: https://www.motorsport.com/f1/results/2022/bahrain-gp-538697/ I am looking for the same thing.
 
If I add more wear and tear, the AI will come in too many times and it almost feels cheating to us as we would overtake the AI in the pits. You can add a little wear, and keep testing. Here you can see how many stops the teams made in reality: https://www.motorsport.com/f1/results/2022/bahrain-gp-538697/ I am looking for the same thing.
This race was with the base mod, i didnt change the tire wear at all. They still are coming in more than they need to.
 
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