Misc F1 2012 Realism mod

  • Thread starter Deleted member 137812
  • Start date
Hi Guys,
I have a problem of kicking the ai ass in qualifying all the time on intermediate but then i cant get up to their pace on pro,
so i'm trying to put my own custom ai difficulty settings for intermediate into this realism mod,,which database values should i play with ?
thanks.

Great mod Demy !! many thanks :)
 
  • Deleted member 137812

Hi Guys,
I have a problem of kicking the ai ass in qualifying all the time on intermediate but then i cant get up to their pace on pro,
so i'm trying to put my own custom ai difficulty settings for intermediate into this realism mod,,which database values should i play with ?
thanks.

Great mod Demy !! many thanks :)
Hi guys? Im not multiplied haha :p

The values you need to edit are at track_difficulties > if you want pro pick the "hard" column, intermediate is "medium" column. Good luck and thank you!
 
  • Deleted member 137812

v3.0 -

Game is even more steady now, small adjustment to the front wing loss and did some other adjustments. Front wings won't be lost due to other front wing particles flying around.

I recommend to use my damage models since this mod might not work the way it's supposed to with higher settings. (Mine are high enough I think, just try it!)

If there occur any problems please inform and I will probably fix it.
 
installed your latest version, but when I want to start a race the game crashes and steam tells me there is another instance of the game running, it happens in every mode I try :(

And I didn't backuped every file.
Can you send me the original car_materials.xml and decals folder. Send me a pm :)
 
Demy just to be clear, the only difference between ALL the files in the 50%, 75%, and 100% are the values in the "tyres" table in the database.bin file, correct? AI, failures, loose_parts, decals....all that stuff is the same for 50%, 75%, and 100% versions right? Just the tyre wear rate in the "tyres" table is changed?

Or are the failure rates and things like that different for each race length version (50%, 75%, and 100%)?


AKA what exactly are the differences between the 3 versions of your mod?

Thanks!
 
  • Deleted member 137812

Demy just to be clear, the only difference between ALL the files in the 50%, 75%, and 100% are the values in the "tyres" table in the database.bin file, correct? AI, failures, loose_parts, decals....all that stuff is the same for 50%, 75%, and 100% versions right? Just the tyre wear rate in the "tyres" table is changed?

Or are the failure rates and things like that different for each race length version (50%, 75%, and 100%)?


AKA what exactly are the differences between the 3 versions of your mod?

Thanks!
The only difference is the tyre wear!
Mechanical failure rate will be exactly the same in every version
 
Hmmm Demy I'm not in exact agreement. For instance I just found differences between your 50% database and 100% database in the "f1teams" table.
I see in the 50% database the front_tyre_wear and rear_tyre_wear values for all teams is 2, vs in the 100% database all these values are 1.

I'm not sure why these values were changed. The "tyres" table determines the wear rate of the tyres themselves for Player and AI. This, combined with the values in the "Level" column in the "track_car_handling" table determine how fast the tyres will wear on a given track.

Setting all the values to be the same for front_tyre_wear and rear_tyre_wear in the "f1teams" table takes away the differences in tyre wear rates from team to team. Therefore what you've done in the f1teams table makes the game less realistic wouldn't it?
I would expect there to be differences in tyre wear rates depending on what car you're driving. We see this in real life too...for instance like CM says the Mercedes was harder on its tyres than the Sauber.

So I'm curious why you changed these values :)




There also seems to be some confusion over using this mod along with the Safety Car mod (RC1 I guess?).

Could you (or anyone else) possibly shed some light on the best combination of files (or values from xml and database files) from your mod to use with the SC mod in order to get the most realistic feel from the game? AKA front wing loss wont mean a DNF, but just a slow AI car as it makes it way to the pits. Same with a flat tire, etc



Thank you sir!
 
Hmmm Demy I'm not in exact agreement. For instance I just found differences between your 50% database and 100% database in the "f1teams" table.
I see in the 50% database the front_tyre_wear and rear_tyre_wear values for all teams is 2, vs in the 100% database all these values are 1.

I'm not sure why these values were changed. The "tyres" table determines the wear rate of the tyres themselves for Player and AI. This, combined with the values in the "Level" column in the "track_car_handling" table determine how fast the tyres will wear on a given track.

Setting all the values to be the same for front_tyre_wear and rear_tyre_wear in the "f1teams" table takes away the differences in tyre wear rates from team to team. Therefore what you've done in the f1teams table makes the game less realistic wouldn't it?
I would expect there to be differences in tyre wear rates depending on what car you're driving. We see this in real life too...for instance like CM says the Mercedes was harder on its tyres than the Sauber.

So I'm curious why you changed these values :)

Thank you sir!

If you just change "tyres" values (tyre life), you most change tyre_wear_level and rear and front_wear_level for every team, to made right tyre wear scalling.
 
Could you (or anyone else) possibly shed some light on the best combination of files (or values from xml and database files) from your mod to use with the SC mod in order to get the most realistic feel from the game? AKA front wing loss wont mean a DNF, but just a slow AI car as it makes it way to the pits. Same with a flat tire, etc

In my game I play with the SC mod and Demy's Realism mod together, and they work perfectly together. I use all the files in Demy's Realism mod, but the AI_driver_config.xml I use from the SC mod. It works fine together - the AI cars still pit for punctures or broken wings.

So, I suggest use all files from the Realism mod except for the AI_driver_config.xml. Use the AI_driver_config.xml from the SC mod. At least that is what works for me:thumbsup:.
 
  • Deleted member 137812

In my game I play with the SC mod and Demy's Realism mod together, and they work perfectly together. I use all the files in Demy's Realism mod, but the AI_driver_config.xml I use from the SC mod. It works fine together - the AI cars still pit for punctures or broken wings.

So, I suggest use all files from the Realism mod except for the AI_driver_config.xml. Use the AI_driver_config.xml from the SC mod. At least that is what works for me:thumbsup:.
But the ai_driver_config file is the file that makes this mod worth to download? That's the one that makes the ai most aggressive!
 
Thanks Demy, have played around with the difficuly values and have found a 'sweet' spot :thumbsup:

I've been using your mod with the competitive braking mod which i think is working great but ive had to remove the SC mod.
When i tried to load the SC i got an error from JSGME so i tried to load only the tracks folder from the sc but i dont think this done anything.

I been reading tru this thread trying to figure out what others have done but im still a little confused,, any chance you could tell me were im going wrong ?
 
Oh one more question i've been wondering about....
I thought F1 2012 was a pretty good game without mods,, the graphics are good, the cars feel good to drive blah, blah....
But now with your mod it actually 'FEELS' like an F1 race, i was praying for the pitstop to come around yesterday in Budapest so i could catch a break from Webber who was biting at my rear wing since lap 1
I cant even explain just how Intense the races are now,,,,,Absolutely Brilliant !!!!

Why don't you work for codemasters ?
 
So Demy,
does the "rtModerateDamageThreshold" value in the ai_driver_config.xml file determine how much damage the AI takes before deciding to pit for repairs? Or is it the value that determines how much damage the AI takes before deciding to retire? I'm confused on this since its called "moderate damage"

Thanks for any insight you can give!
 
So Demy,
does the "rtModerateDamageThreshold" value in the ai_driver_config.xml file determine how much damage the AI takes before deciding to pit for repairs? Or is it the value that determines how much damage the AI takes before deciding to retire? I'm confused on this since its called "moderate damage"

Thanks for any insight you can give!

The lower the value means they will retire earlier. So we've made the value higher and they won't retire when they've lost their wing or got a puncture
 
If I got it right, only values from SC mod changed in ai_config are for retirement and sc lines. I am using ai_config from this mod with those values taken from SC file.:thumbsup:

Thank you Sasha.

In the words of my Engineer.. "We'll make the changes you've requested.":p

I see how it works now, and maybe this was the cause of your Canada pile ups and I had none?

I'll edit my own ai_driver_config xml using the BXML converter with the values from both mods.
 

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