well, times are a bit off actually.
I tested with standard setup all the time, and mostly it is because of the riddicoulous DRS-boost they gave the cars. I reduced that at first and came much closer to the real deal. Also edited the drag values to come to top speeds close to reality.
Edited all tracks to get 10-12 kph DRS boost. The game handles the different car setups (low, mid, vlow, vhigh) with different drags on DRS. Example: the same rear wing (means: open DRS) drag in china (low) results in a different topspeed-delta with DRS/without DRS than in texas (mid).
I also tried to reduce the brake distances, but came to no satisfactory improvement. What I tried there was fiddling with car inertia and brake torque, but gave not that much heart into it, as I find braking distances minor disturbing and in the left that part as is.
Since some here complained the car is to 'understeery' (which is not my opinion) I also tried to give the cars a little looser rear end, bit everything I tried affected (especially rear) tyre wear quite severly so I gave up on that.
Tyre wear can be adjusted in the database, but my guess is, that it affects the AI too, and that would mess up AI tyre wear and strategy I think. But I am not sure and have not so much craving for hours of testing on that part.
All changes I made affect the player's car only, no surface grip changes or engine power. Just aero and gear settings (final drive and 7th gear for the most part).
I played with a couple of values, especially the ones that affect the performance, so maybe I can answer some questions.
My plan was to give the setup of the red bull (RB and McL are now almost equal with my setups, the RB maybe .05-.1 seconds faster) to the AI cars and make new ai_vehicle_track files with that to match them to the player again. Cause my guess is, they will be too slow with the original track files.
Another thing: I tried playing with the ai_track files (the ones with the gates) on F1 2011 to alter the lines the cars take especially through the first corners after the race start, but wasn't able to get any changes to work since the game always crashed when loading the track. I guessed that the values determine the distance of the racing line from the left and right end of the tarmac and tried values that sum up to the same as the original values to put the racing line a bit further left or right on the track, but nothing worked in that regard. Maybe someone has a solution for that.
So long, I'll be happy to share any of my findings, but I can't actually do anything until the new year and then I probably also won't have much time