Misc F1 2012 Realism mod

  • Thread starter Deleted member 137812
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So AI performance wasn't changed but at the same time AI pace was up to date according to 2012 season? How?
I think Demy wants to say that performance of AI is like 2012 in RL(virtual performace in database), not their pace(they are not making times from RL) . Hope you understood what I wanted to say.:)
 
Unfortunately I don't. :laugh:
Differences between "performance" and "pace"? Do you mean "behaviour" as a synonym of "performance"? I.e., how they drive?
If that's the case, I can't see how one can change the way they drive if the times don't change. And if it's possible, I don't see the point of doing that hahaha.

Anyway, when I've read "AI drivers pace is up to date according to the 2012 season" in mod description I expected changes in their qualy and/or race times. The keyword is "pace", which involves time/speed in its meaning.

Essentially I'm in that spot in middle of nowhere (like quite a lot of people is) in terms of difficulty.
That is too fast in Pro but too slow in Legend. And I don't mean beating top teams with my Williams, that's normal.
I'm talking about struggling really bad against team mate in terms of race pace (I out-qualifed him in every race, even got a couple of poles) and teams/drivers in same tier as me (ie Force India and Toro Rosso)
 
  • Deleted member 137812

sayonarap you are right with that, i should say pace but behaviour and virtual performance.

are there any things you guys like to see in the near future? so any improvement on this mod?

Kartik Sri Harsha sent me some files which I still have to check out!
 
Hello Demy, I've tested 2.4 version (only in spa) and it was good. Mod is really working how you wanted and that is great(because we all want it to work like that).:thumbsup: I have question about tyre wear. First: tyre wear works in career, I started career with 50% mod and it gave me three stops per race(50% distance).
But it looked to much for me to stop three times for 30laps, so I changed tyre wear as I already said(from 2 to 1.8). Tested that in QR and it gave 2stops in races, but in career I still have 3stops. My question: I guess I have to start new career with new values active if I want to get 2 stops? What I want to say, when I change tyre wear in middle of season, it want change until the end of that season. Is this correct?
 
  • Deleted member 137812

Hello Demy, I've tested 2.4 version (only in spa) and it was good. Mod is really working how you wanted and that is great(because we all want it to work like that).:thumbsup: I have question about tyre wear. First: tyre wear works in career, I started career with 50% mod and it gave me three stops per race(50% distance).
But it looked to much for me to stop three times for 30laps, so I changed tyre wear as I already said(from 2 to 1.8). Tested that in QR and it gave 2stops in races, but in career I still have 3stops. My question: I guess I have to start new career with new values active if I want to get 2 stops? What I want to say, when I change tyre wear in middle of season, it want change until the end of that season. Is this correct?
There are more values that change tyre wear, its not just the value you mean. Does the AI make normal pitstops, or less, or more?
 
I've already posted once in this topic asking for help on 50+ flashbacks not working and I was pretty much ignored, I managed to fix the issue by setting a default difficulty level (not the custom one) and not changing it.

Still, I'd like to say you've done a very good job with this mod, I'm using the 2.3 version, pilots are aggressive enough most of the times (not always), even tho AI is still dumb when I'm in blue flag and a pilot crashes right behind my back when I try to slow down to make him pass, losing his entire front wing. DNF can also happen in a regular amount each race now, finally. So, overall, very well done.

I'd like to ask you two questions: first, the damage file is edited, which scale did you set it on? Second, in your description you say your mod is compatible with the Safety Car Fix, but how is it possible if both edit the database.bin file?
 
  • Deleted member 137812

I've already posted once in this topic asking for help on 50+ flashbacks not working and I was pretty much ignored, I managed to fix the issue by setting a default difficulty level (not the custom one) and not changing it.

Still, I'd like to say you've done a very good job with this mod, I'm using the 2.3 version, pilots are aggressive enough most of the times (not always), even tho AI is still dumb when I'm in blue flag and a pilot crashes right behind my back when I try to slow down to make him pass, losing his entire front wing. DNF can also happen in a regular amount each race now, finally. So, overall, very well done.

I'd like to ask you two questions: first, the damage file is edited, which scale did you set it on? Second, in your description you say your mod is compatible with the Safety Car Fix, but how is it possible if both edit the database.bin file?
Sorry man might have overseen your quesstion. good to hear you fixed it.
I dont really know what scale its on, just turned it up until it felt right.
Its compatible with SC mod since you can use my database and it gives you the same result. SC mod isnt about the database
 
Thank you, I will install SC mod right away then!

BUT don't copy the database from the SC mod ;)

I've only change two things in the database to bring out the SC easier.
1: max safety car tab everything to 4 + safety car chance tab everything to 1
2: in the track model tab : max safety car to 4 and safety car chance to 1 exccept for singapore, monaco and valencia, there i've set the max to 0,75
 
There are more values that change tyre wear, its not just the value you mean. Does the AI make normal pitstops, or less, or more?
Almost all AI have pitted twice(instead of three times as it was), only Vettel and Hulkenberg pitted 3 times but they had collision. Interesting is that both Lotus drivers tried one stop strategy and made it into top ten.:) Will try more tracks to see if Lotus always has less stops.
 
BUT don't copy the database from the SC mod ;)

I've only change two things in the database to bring out the SC easier.
1: max safety car tab everything to 4 + safety car chance tab everything to 1
2: in the track model tab : max safety car to 4 and safety car chance to 1 exccept for singapore, monaco and valencia, there i've set the max to 0,75
Nice, thanks, I will edit these changes myself then; and yes, I knew already to copy all files from your mod except the database.bin and ai_driver_config.xml.

EDIT: I can't seem to find the one you call "max safety car tab". Do you mean safety_car_deploy_count? I will have a quick look at both database and compare them.

EDIT 2: All right, I compared both files and I edited the columns you told exactly as you did in your database.bin. I also edited the safety_car_deploy_count and set them to 4, even tho I'm not sure it's the one you meant.
Thanks again for your help, I appreciate it.
 
Hi all,

Just thought i'd give some feedback. Just installed v2.3 and when doing my career at malaysia there is a drawback from the damage being so sensitive and numerous ai cars are losing their front wings when colliding with bollards on the 2nd last turn before the long back straight. Is there any way this can be fixed as it is unrealistic so many ai cars are losing their front wing by simply clipping a bollard on track.....
 
Nice, thanks, I will edit these changes myself then; and yes, I knew already to copy all files from your mod except the database.bin and ai_driver_config.xml.

EDIT: I can't seem to find the one you call "max safety car tab". Do you mean safety_car_deploy_count? I will have a quick look at both database and compare them.

EDIT 2: All right, I compared both files and I edited the columns you told exactly as you did in your database.bin. I also edited the safety_car_deploy_count and set them to 4, even tho I'm not sure it's the one you meant.
Thanks again for your help, I appreciate it.

Yeah thats the one I mean (A)
 
Several thing to say and ask:

First off, great mod m8! I'm enjoying every moment. Finally the races got exciting. I always felt like I was cheating on myself, hitting walls and only getting a fender bender, when it would have been considered a race ending crash... this mod has actually led me to be more careful and make less mistakes. TL;DR : I believe in giving credit where its due, so congrats! The mod is fantastic.

Couple of questions though: 1) I played on professional difficulty before this mod, and now I sort of feel like it has gotten easier. Is that true, or is it just me getting better?
2) Do you have any plans to implement the mod for career? I just can't see myself sitting through a 100% race.
 
  • Deleted member 137812

Several thing to say and ask:

First off, great mod m8! I'm enjoying every moment. Finally the races got exciting. I always felt like I was cheating on myself, hitting walls and only getting a fender bender, when it would have been considered a race ending crash... this mod has actually led me to be more careful and make less mistakes. TL;DR : I believe in giving credit where its due, so congrats! The mod is fantastic.

Couple of questions though: 1) I played on professional difficulty before this mod, and now I sort of feel like it has gotten easier. Is that true, or is it just me getting better?
2) Do you have any plans to implement the mod for career? I just can't see myself sitting through a 100% race.
Might be possible, I've been thinking about that to and I know one value that causes that but that was changed on the 2.4 beta version. (Changed it back now)
Sparrow560 not yet, thats something I haven't checked out. Some say it works fine for career mode, some say it doesn't.
Kartik is helping me with that but im short on spare time lately which is a bad thing.

How is the merging of the AI on this movie guys? It looks improved to me because they normally just stay to the right?
 

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