F1 2016 WIP Thread

Strange, never tested the wet though.

Yes, the downside of modding this is the virtual times are not affected, just the on track lap times of the AI. I usually test with one shot qualifying in quick race.

Also sometimes faster can mean slower as the cars start running wide off the track. Otherwise I don't know.
 
Ah, that's where I was going wrong. I was testing in Career and x30 fast-forwarding the pitlane monitor. Restarted and left the session running in realtime and all times are 2 seconds quicker now.
 
Hey! I keep on working with '' fantasy season '' with driver transfers and small changes in the skins, if someone could make some little Reskin and Responsor, I would have been super happy
PM
 
been working on mapping the Ferrari to take out the blacks for red. It's really complicated but I think I will be able to do it
 

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Evening all.

I have been working on overhauling "Not Created Equal" with the intent of adding several new features.
  1. Allowing players to customise the starting performance of a New Season's Car by both the amount and the areas they wish to invest in (based on Resource points earned). In fact, all teams are given a very very slow basic car template - and each teams standings and resource points are used to build on this template to create a faster car.
  2. Engine Selection - meaning you are not stuck with a Honda Engine forever if it continues to be really bad - you can sign up to have a different engine (including new engines)
  3. Engines Develop Independently from the teams each season - meaning that the disaster that is a Honda Engine may well become the best engine in F1 come 5 Seasons in).
  4. Phasing out the vanilla in game research each season (making vanilla RnD less of a big deal - and...).
  5. Replacing RnD with a separate system for you to provide upgrades to your car on a race by race basis (though some upgrades may take many races to develop - and performance of the upgrades will vary). Use your experience and teams infastructure to determine which upgrades are worth investing in or not.
  6. Using the new upgrade system, most components added will be lost at the end of the season, meaning you will have to keep investing in this new RnD to keep current for all 10 seasons, not just the first few.
  7. 2nd Driver Penalty - If you are the second driver for a team, your teammate gets priority over upgrades which add performance. As such, your car will naturally be a few tenths slower then his, until you become the team leader.
  8. Car to Track Suitability - Depending how you build your car at the start of the season, some tracks may benefit your car more then others. A small additional penalty / bonus is applied if your car is really suited or unsuited to a track.
  9. Creating random / scripted events which impact the teams (e.g., Manor get a new owner who invests heavily into the team, improving their starting performance next season. e.g., Mercedes withdraw their engines to all other teams who will have to run different engines next season. e.g., Williams have added an upgrade to their car which makes them untouchable for the first few races of a season, but the FIA deem this as unfair so ban this system for the remainder of the system. etc., etc.,)
The Bad News
While I have the Infrastructure to make all this possible, It's probably gonna take about 5 months for me to do when I consider how much work I have going on naturally, the holiday season coming up and the fact I'll actually be playing games as well as building the mod.

Because of the complexity of the mod, I am designing it in an external program which the player can then use to determine their builds etc, and Petar Tasev has already helped the project hugely by providing me a custom erp compiler so that builds, research and events can be exported to F1 2016 between each and every race, instead of you having to manually move about files at the end of a season.

However, if you want to help me reduce that time frame, there's a couple of areas which others who are modding may be able to help me.

  1. A User Interface / Graphic Creator - I make no illusions to my graphical design skills; it is Zero - I am neither quick at it, nor will be able to make it anyway pleasing to a persons eye. I can happily code putting a button into the program and making it do things, I simply cannot create any sort of astetic button to save my life. So if someone out there wants to come and make screens, buttons, icons, bars for charts - and can suggest ways to display data, information and inputs so that they're intuitive, then all help is welcome.
  2. A Content Writer - I can do this, but alas, it takes time which I could be spending implementing features. The Research Items, the Random Events and a couple of other bits and pieces would need to be given at the very least, flavour text such that they make sense. So if you're feeling creative and know a bit about F1 tech, then help is indeed welcome.
There will probably be some other bits and pieces as I go through the development of this, so I'll keep ya'll posted if something comes up.

Final note: If someone can work out a way to rearrange the order of the tracks each season - that would be an awesome as it will let me add an extra feature to this mod.

Just an update - this is still progressing slowly. I'm at a point where having some buttons to attach code to would be useful so...

I can do some design with photoshop.

... thanks for the offer. I have attached the following handwritten sections of my design document involving graphics. Don't make extra work for yourself, if you can put things on a screen using the same buttons/bars/backgrounds then please do so. As I said, I am no UI expert (or novice) so suggestions and freedom to design is entirely yours.

http://share.pho.to/AP2H5

Hello, I'm interested to know if anyone wants to take a crack at the old "Mistakes and Bad Luck" mod from previous generations!?

I've been looking at this more and more. I can reliably implement:

  • Have Engine temperatures steadily (or rapidly) increase (either on Rich Setting and if applicable Standard fuel mix). Once a threshold is hit, engine power begins to diminish. The performance returns though once the temperature is reduced. This is displayed on the MFD temperature screen [There is a option to have permanent wear - but this isn't told to the driver either by the engineer or in the MFD - so I tend to leave it alone because].
  • Have over-revving effects on engine wear heavily increased (which if un-managed, can both lower engine power permanently or at worse, blow the engine entirely) - [I don't believe this is the same as the Manual Gear Power Loss Issue - as this over-revving wear does show on the engine wear MFD - while the gear damage does not].
  • Increase chances of Stuck Gears, Missing Gears and Lag between gear changes - with adjustments on the min and max times that these temporary issues hamper you.
As I have never encountered any of the above naturally in a few seasons now, it's nice to see they all work well - and engineer radio reports reliably about each of these.

I am also looking into and having unreliably success with DRS jams (an event I have naturally encountered just once), and tyre blistering (though, where as wear simulations goes from 100% - 0 %, tyre blistering simulations goes from -100% to 100% - so I am not entirely sure how I am meant to be making this work)

I am now seriously adding these into the mod. I.e., you can take a high-performance, high-risk set of upgrades, which will increase the odds of the above happening.

As I am generating new files every race automatically, I can also set a tiny tiny random 'DOOM' chance, where you're race, no matter what you do, is almost guarenteed to have some major failure resulting in either a heavily disabled car or an all out retirement - as at the moment I never have a DNF that wasn't caused by a (normally self inflicted) physical incident. I realise this may not be everyone's taste so may allow this as an option.

Questions:

Would people be interested in: Each season, the tyre wear profile of all 5 dry tyres change slightly? Some seasons make them closer together time wise, sometimes spread them out, some years make every other trye wear out faster (SS + M or US + S + H) etc etc? This means Practice (doing the trye degregation mission) would be beneficial a few times each new season instead of knowing instantly a) all tyres life and b) all best strategies for all 10 seasons.

Also - I am interesting in how people are doing with their tyre temperatures during a weekend? Are you finding managing tyre temperatures to easy? to hard? What about break temperatures? I am interested in how others play the game.
 
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Just an update - this is still progressing slowly. I'm at a point where having some buttons to attach code to would be useful so...



... thanks for the offer. I have attached the following handwritten sections of my design document involving graphics. Don't make extra work for yourself, if you can put things on a screen using the same buttons/bars/backgrounds then please do so. As I said, I am no UI expert (or novice) so suggestions and freedom to design is entirely yours.

http://share.pho.to/AP2H5



I've been looking at this more and more. I can reliably implement:

  • Have Engine temperatures steadily (or rapidly) increase (either on Rich Setting and if applicable Standard fuel mix). Once a threshold is hit, engine power begins to diminish. The performance returns though once the temperature is reduced. This is displayed on the MFD temperature screen [There is a option to have permanent wear - but this isn't told to the driver either by the engineer or in the MFD - so I tend to leave it alone because].
  • Have over-revving effects on engine wear heavily increased (which if un-managed, can both lower engine power permanently or at worse, blow the engine entirely) - [I don't believe this is the same as the Manual Gear Power Loss Issue - as this over-revving wear does show on the engine wear MFD - while the gear damage does not].
  • Increase chances of Stuck Gears, Missing Gears and Lag between gear changes - with adjustments on the min and max times that these temporary issues hamper you.
As I have never encountered any of the above naturally in a few seasons now, it's nice to see they all work well - and engineer radio reports reliably about each of these.

I am also looking into and having unreliably success with DRS jams (an event I have naturally encountered just once), and tyre blistering (though, where as wear simulations goes from 100% - 0 %, tyre blistering simulations goes from -100% to 100% - so I am not entirely sure how I am meant to be making this work)

I am now seriously adding these into the mod. I.e., you can take a high-performance, high-risk set of upgrades, which will increase the odds of the above happening.

As I am generating new files every race automatically, I can also set a tiny tiny random 'DOOM' chance, where you're race, no matter what you do, is almost guarenteed to have some major failure resulting in either a heavily disabled car or an all out retirement - as at the moment I never have a DNF that wasn't caused by a (normally self inflicted) physical incident. I realise this may not be everyone's taste so may allow this as an option.

Questions:

Would people be interested in: Each season, the tyre wear profile of all 5 dry tyres change slightly? Some seasons make them closer together time wise, sometimes spread them out, some years make every other trye wear (SS + M or US + S + H) etc etc? This means Practice (doing the trye degregation mission) would be beneficial a few times each new season instead of knowing instantly a) all tyres life and b) all best strategies for all 10 seasons.

Also - I am interesting in how people are doing with their tyre temperatures during a weekend? Are you finding managing tyre temperatures to easy? to hard? What about break temperatures? I am interested in how others play the game.
I'll see what I can do. I know I can do stuff like buttons and small designs but I'm no expert on these
 
Also - I am interesting in how people are doing with their tyre temperatures during a weekend? Are you finding managing tyre temperatures to easy? to hard? What about break temperatures? I am interested in how others play the game.
Even with no assists, tyre temps seem to be very easy to manage, same with brakes.
 
Even with no assists, tyre temps seem to be very easy to manage, same with brakes.

In terms of tyre data: grip levels vs temperature are optimal between (dry)
96.85 degrees (99.5% available grip)
101.85 degrees (100% available grip)
106.85 degrees (99.25% available grip)

So its a huge region to have the temperatures working, and in my experience, I always sit between 96-101 degrees without any effort what so ever (safty car, massive wheelspin and locking up a trye excluded).

It would be quite easy to modify this band to be smaller as a quick fix. But I can also modify heat transfer and heat generation rates which maybe a better way to simulate tyres working. What I'd really like is track temperature to actually mean something in the game (and actually have an impact on the different compounds (as so far, its a stat I have completely ignored)

I am no Sim Racing Expert - CW, how do you think the tyres should be operating? (and breaks too, though I haven't looked as much into those yet).
 
Would people be interested in: Each season, the tyre wear profile of all 5 dry tyres change slightly? Some seasons make them closer together time wise, sometimes spread them out, some years make every other trye wear out faster (SS + M or US + S + H) etc etc? This means Practice (doing the trye degregation mission) would be beneficial a few times each new season instead of knowing instantly a) all tyres life and b) all best strategies for all 10 seasons.

I'm excited to hear this is progressing nicely!
For me the tire issue sounds very complicated to modify. Temperature is just one of many factors that affect life. I'm most dissatisfied by two things so I will speak to the cause and not what I believe the solutions might be: 1) Tire wear >70% is easy to drive- meaning I still have a very confident race car and my lap times are not falling off what I would consider substantially. 2) I seem to puncture anything over 80%- in other words, I think the programming is misleading because the tire life is really about 85-90%, not 100%(absolute value).
 
I'm excited to hear this is progressing nicely!
For me the tire issue sounds very complicated to modify. Temperature is just one of many factors that affect life. I'm most dissatisfied by two things so I will speak to the cause and not what I believe the solutions might be: 1) Tire wear >70% is easy to drive- meaning I still have a very confident race car and my lap times are not falling off what I would consider substantially. 2) I seem to puncture anything over 80%- in other words, I think the programming is misleading because the tire life is really about 85-90%, not 100%(absolute value).


Actually, temperature doesn't alter wear by the looks of it (if it foes, I can't change that) - temperature just gives you s grip penalty if they are not optimal.

As for 1) that's surprising, as I can reply del the differences between 100% and 80%. Its not much, but it is noticeable. I kinda like thpse laps though before I have to start feeling the under steer.

2. Punctures are probability based. I've seen 91% worn front left surjive the final laps. Othertimes I've seen a puncture at 75%. The puncture thing seems to be mdable but I've not looked at it.

When looking at grip vs wear, the tyre cliff begins at 60%, so I can see why a tire ma die at 75% and... I think its based on how you drive as to if you get a puncture. Its aomthig to test one day :)
 
Hello there!

after finishing two seasons the game becomes repetitive!
Now i restart mi career and im using not created equal mod and it seems to be different, more funny! but i still think that upgrades are too cheap so I wonder if anyone knows how to change the cost of it!
Thank you all for all the mods and all the effort!
 
Upgrade costs cannot be changes as of yet as they are in a file we cannot yet decompile.

In Not Created Equal, use the Challenge Mode Tab. What this does, is makes you save Resource points to use for next seasons car development levels. I.e., the less points you use in game, the more chance you have of having a better car all around next season.

This was my method of artificially balancing resource points (the best bit is you won't know precisely how many you need to save as the amount needed depends on your final constructors position)
 
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