F1 2017 Modding Questions Thread

1) Does somebody tried to change the side team car icons that are showed in menus for example in constructors championship table etc? (because if you use a new skin in the game, so that icon corresponds with it). It looks like it should be easy but i wonder in what format should the custom icon be saved? in DXT 5 with alpha i guess ? or DXT1?

2) Can you change chassis, or aero performance in XML files the same way you can change engines? So just copy and paste engine/chassis etc from one team XML file to another? or does it work differently?
thanks for answers
1) It's BC7 with alpha for those
 
1)
2) Can you change chassis, or aero performance in XML files the same way you can change engines? So just copy and paste engine/chassis etc from one team XML file to another? or does it work differently?
thanks for answers

Yes pretty much the same, the values below are the main differences between team’s chassis and aero performance.

Mass value

m_aero_cd_min value
m_aero_cd_max value

m_aero_front_cl_maxf_maxr
m_aero_front_cl_maxf_minr
m_aero_front_cl_minf_maxr
m_aero_front_cl_minf_minr

m_aero_rear_cl_maxf_maxr
m_aero_rear_cl_maxf_minr
m_aero_rear_cl_minf_maxr
m_aero_rear_cl_minf_minr
 
Keep us informed, dude! I'd love to see how the results come out.
For now I've reached a bit of a standstill. I can't find a way around the suit-issues.

Why the problem itself occurs is obvious (as I'm applying the entire model and mapping from Hamilton onto my career driver), but I have no idea how to fix it. At least not using the method I'm using. Funny thing is, it uses the livery_d just fine (overall color/design of suit), but it messes up with the logo_01_d.

Until someone smarter than me comes along and lets me know how to seperate the ways the helmet and suit are textured, I'm going to give this a rest and use a wingless Bell-helmet. :(


Oh, and if you do manage to successfully redo the XML, type how in here, I'd love to see how it's possible!
Basically, you can export the .xml from incardriver.erp and it'll give you a rundown of all the regular drivers + career/custom drivers per team. Find the team you're running as, change the DriverHelmet "mesh"-path from the basic Arai to the path of whatever brand helmet you want to use, find a texture from a driver that uses that helmet to get all of the holes and vents in the right place, and boom.
 
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For now I've reached a bit of a standstill. I can't find a way around the suit-issues.

Why the problem itself occurs is obvious (as I'm applying the entire model and mapping from Hamilton onto my career driver), but I have no idea how to fix it. At least not using the method I'm using. Funny thing is, it uses the livery_d just fine (overall color/design of suit), but it messes up with the logo_01_d.

Until someone smarter than me comes along and lets me know how to seperate the ways the helmet and suit are textured, I'm going to give this a rest and use a wingless Bell-helmet. :(



Basically, you can export the .xml from incardriver.erp and it'll give you a rundown of all the regular drivers + career/custom drivers per team. Find the team you're running as, change the DriverHelmet "mesh"-path from the basic Arai to the path of whatever brand helmet you want to use, find a texture from a driver that uses that helmet to get all of the holes and vents in the right place, and boom.
Don't worry, I appreciate your services all the same, mate!:)

I mean, if you can do what you're saying, then it's only a matter of time before someone does find a way to separate the ways the helmet and suit are textured. ;)
 
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Yes pretty much the same, the values below are the main differences between team’s chassis and aero performance.

Thank you so much for this! It helped me a lot :) I am trying to make the second season of my career bit more interesting and make red bull closer to Mercs and Ferraris and make the rest of the field closer to each other but just with the engines swaps it wasnt good enough, but now with few aero and chassis tweaks i can balance it lot more. Sadly not possible to use anything else than one-shot qualification because otherwise the performance changes doesnt work if you are not directly on the track with the AI, but thats the way it is :(
Thanks again
 
For now I've reached a bit of a standstill. I can't find a way around the suit-issues.

Why the problem itself occurs is obvious (as I'm applying the entire model and mapping from Hamilton onto my career driver), but I have no idea how to fix it. At least not using the method I'm using. Funny thing is, it uses the livery_d just fine (overall color/design of suit), but it messes up with the logo_01_d.

Until someone smarter than me comes along and lets me know how to seperate the ways the helmet and suit are textured, I'm going to give this a rest and use a wingless Bell-helmet. :(



Basically, you can export the .xml from incardriver.erp and it'll give you a rundown of all the regular drivers + career/custom drivers per team. Find the team you're running as, change the DriverHelmet "mesh"-path from the basic Arai to the path of whatever brand helmet you want to use, find a texture from a driver that uses that helmet to get all of the holes and vents in the right place, and boom.
have you tried just changing the 3D model idf files for the helmet? In incardriver like helmet_bell_01.idf?model and helmet_bell_01.idf?render and then importing them over the career one's files (they probably are in incardriver too).
 
have you tried just changing the 3D model idf files for the helmet? In incardriver like helmet_bell_01.idf?model and helmet_bell_01.idf?render and then importing them over the career one's files (they probably are in incardriver too).
Yes, that was one of the things I tried. But since the basic helmet models lack any kind of fin, that wasn't what I was looking for.

A funny side-effect of this method is that gloves and suit are cleared of any sponsor logo's. This solidifies the idea that even though I'm just replacing helmet files, somewhere in those helmet files are sections dictating how livery_logo_D is applied, and which one to apply. When I open them in a texteditor, everything seems to be either generic (IE, it lists all helmet-brands, different kinds of visors etc) or gibberish. I tried to edit some of them through notepad, but that seemed to just break the game.
 
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How i can make mclaren faster (about same as red bull)?

Replace these lines of code in your mclaren.vtf
It will give you the same performance as Red Bull

<RevsPowerSpline numVertices="31">
<SplineElement x="0" y="0" op="=" />
<SplineElement x="70" y="2029.5626220703125" op="=" />
<SplineElement x="140" y="9245.7822265625" op="=" />
<SplineElement x="212.591751" y="32231.21875" op="=" />
<SplineElement x="295.8333" y="70407.0625" op="=" />
<SplineElement x="361.4883" y="111088.6953125" op="=" />
<SplineElement x="412.06366" y="157825.46875" op="=" />
<SplineElement x="462.826965" y="197277.5625" op="=" />
<SplineElement x="518.12616" y="236581.5" op="=" />
<SplineElement x="608.595459" y="291592.03125" op="=" />
<SplineElement x="713.6179" y="356111.46875" op="=" />
<SplineElement x="820.261169" y="421794.28125" op="=" />
<SplineElement x="906.4629" y="475429.1875" op="=" />
<SplineElement x="1011.35474" y="543186.9375" op="=" />
<SplineElement x="1116.22375" y="605116.3125" op="=" />
<SplineElement x="1179.73413" y="623290.125" op="=" />
<SplineElement x="1257.3158" y="633845" op="=" />
<SplineElement x="1323.57019" y="622221.125" op="=" />
<SplineElement x="1376.08923" y="608845.375" op="=" />
<SplineElement x="1414.877" y="579954.5" op="=" />
<SplineElement x="1466.705" y="544715.875" op="=" />
<SplineElement x="1518.67737" y="523402.1875" op="=" />
<SplineElement x="1580.99048" y="500859.28125" op="=" />
<SplineElement x="1680" y="0" op="=" />
<SplineElement x="1750" y="0" op="=" />
<SplineElement x="1820" y="0" op="=" />
<SplineElement x="1890" y="0" op="=" />
<SplineElement x="1960" y="0" op="=" />
<SplineElement x="2030" y="0" op="=" />
<SplineElement x="2100" y="0" op="=" />
<SplineElement x="2170" y="0" op="=" />

<Mass value="732" />

<m_aero_cd_min value="0.7446" />
<m_aero_cd_max value="0.76" />

<m_aero_front_cl_maxf_maxr value="1.5" />
<m_aero_front_cl_maxf_minr value="1.5" />
<m_aero_front_cl_minf_maxr value="1.31" />
<m_aero_front_cl_minf_minr value="1.33" />

<m_aero_rear_cl_maxf_maxr value="1.7028" />
<m_aero_rear_cl_maxf_minr value="1.6335" />
<m_aero_rear_cl_minf_maxr value="1.9107" />
<m_aero_rear_cl_minf_minr value="1.881" />
 
Does somebody know if its possible to change the career performance chart / table (in laptop where you see the teams sorted based on performance) to reflect performance changes in XML files? If not to actually reflect the changed performance then at least visually? Thank you
 
I see the same error with "NetFramework". Yesterday I downloaded the latest version of "Ego Archiver 6.1" with my Windows 10 and asked me to download "Net Framework 4.7.1", but there is only offline version.
There is no online version, what difference is there? Because when I installed it, I upgraded F1 2017 to version 1.10 and it started to fail and F1 was not going
Thank you
A greeting
 
why.png
patch 1.10 f1 2017 is now uneditable again...
my car is disappeared when I edit force india livery.
 
View attachment 220043 patch 1.10 f1 2017 is now uneditable again...
my car is disappeared when I edit force india livery.

Did you used the correct export settings in photoshop? Because since 1.10 i have edited lot of liveries, helmets, language files, performance, almost everything thatn can be edited and no problems and game works without problems. Or perhaps try using ERP 5.1 because some people had problems using 6.1 when importing stuff.
 
View attachment 220043 patch 1.10 f1 2017 is now uneditable again...
my car is disappeared when I edit force india livery.
I think your right about the patch 1.10. yesterday i tried my classics suit online and all works properly. Today i tried an online race and i was ban for cheating.... after some test i found that i was ban because i have modified the number on the mclaren 2017 to have my name on it which doesn't work anymore. yesterday this stuff was installed on my game and i was able to go online. so i uninstall it and everything works again... i thing every change on a car won't work again... it's a shame... it was too good that we can change the livery... all the other things like helmets, suits, pictures in menus works, but not the cars....
 
I think your right about the patch 1.10. yesterday i tried my classics suit online and all works properly. Today i tried an online race and i was ban for cheating.... after some test i found that i was ban because i have modified the number on the mclaren 2017 to have my name on it which doesn't work. yesterday this stuff was installed on my game and i was able to go online. so i uninstall it and everything works again... i thing evevery change on a car won't works again... it's a shame... it was too good thazt we can change the livery... all the other thongs like helmets, suits, picture in menus works, but not the cars....
Online was never meant to be allowed with modded files. You can still do offline in 1.10 fine as far as I know.
View attachment 220043 patch 1.10 f1 2017 is now uneditable again...
my car is disappeared when I edit force india livery.
That's just not modded correctly, you've probably used the wrong type of dds file
 
Did you used the correct export settings in photoshop? Because since 1.10 i have edited lot of liveries, helmets, language files, performance, almost everything thatn can be edited and no problems and game works without problems. Or perhaps try using ERP 5.1 because some people had problems using 6.1 when importing stuff.

I use GIMP because i can't afford to buy photoshop.
Is there any methods to mod in f1 2017 without photoshop??
 

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