Misc F1 2012 Realism mod

  • Thread starter Deleted member 137812
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  • Deleted member 137812

Does any other value effect ai retirements except mechanical failures in the ai driver tab?

1 means less likely to happen yes?
Yes there are other values to change according to AI mech failures. If you like to turn it off, you need to take the team round tab mech values to zero.
 
I want to use this mod but also the safety car fix. In both mods there is a "database.bin" file. How can i use both mods at the same time? Can someone sum the two files up?
 
I might've found a bug. There don't seem to be any mechanical retirements after the player retires. So far with this mod, I've done 3 races. In the first one, I retired early, and the only other retirements were a single car before me. In the second one, I competed the race and there were 10 retirements. In the third one, there were 4 retirements, then I retired early again, and there were no more AI retirements.

Also, is there a way to not make cars simply disappear as soon as they retire mid-race? Maybe give it a delay and, if there are debris, deploy the safety car until the damage is cleared. That's usually the reason a safety car comes out, hence why it doesn't come out much. I feel this would benefit the realism aspect of this mod.
 
  • Deleted member 137812

I might've found a bug. There don't seem to be any mechanical retirements after the player retires. So far with this mod, I've done 3 races. In the first one, I retired early, and the only other retirements were a single car before me. In the second one, I competed the race and there were 10 retirements. In the third one, there were 4 retirements, then I retired early again, and there were no more AI retirements.

Also, is there a way to not make cars simply disappear as soon as they retire mid-race? Maybe give it a delay and, if there are debris, deploy the safety car until the damage is cleared. That's usually the reason a safety car comes out, hence why it doesn't come out much. I feel this would benefit the realism aspect of this mod.
Yeah thats because the race gets simmed after player retires, its CM's fault! ;)
Your question about disappearance ain't possible yet, i believe some modders are looking into it.

nullsys im going to fix that soon
 
Hi, I need some advice on tier performance.

If I change the ai tier characteristics in the database so tier 1 2 and 3 have the same value of 1, will the performance and places of the teams still be realistic because of the engine performance etc?

I am trying to close the gap between the top teams and tier 2 and 3 in the race but still see the best teams have an advantage with power etc.
 
Hi again.
So I've seen some more issues.
India had 8 DNF's and 0 pit stops for the AI.

I've also noticed an issue with the tyres.
Over the past two races (India and Abu) I haven't been able to set my pit stops in the garage.
Plus the lap counter for the tyres in the selection screen is in the 1,000,000's.
 
  • Deleted member 137812

Update to v2.3

-Less mechanical failures
-Disabled High, Low, Medium aggression because high should work
 
  • Deleted member 137812

Hi again.
So I've seen some more issues.
India had 8 DNF's and 0 pit stops for the AI.

I've also noticed an issue with the tyres.
Over the past two races (India and Abu) I haven't been able to set my pit stops in the garage.
Plus the lap counter for the tyres in the selection screen is in the 1,000,000's.
tyre scaling does not work with career mode, you need to install the 100% version.

Nike619 have you got all patches?

drpoplove only quick races offline, and you should try 50% mod for 25% distances. I might consider do a 25% mod too
 
awesome mod. first time my tyre blows without some contact.
just maybe you can make 50% mod for career , it;s to long 58 laps with 100% distance.
 
You should only use the 100% version in career but this mean not, that you must make 100% race distance. This is only needed because tyre wear do not work in career
 

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