Hello,
Sorry for the delay, I'm out of time .
After some testing, here is a new update after version 1.3 .
Comments :
- The option for cold tires at start-up is removed.
- Aero settings are stable now : small increase of dirty air and speed inside slipstreams are the right values for a realistic challenge (-5% vs original values for F1 cars, -10% for F2 cars).
- The Damage mod is now installed by default, still based on ilja23mia's suggestions.
- This...
what line do you have to edit for this???Hi! By using this mod only, not merging it with any other mod, I found that the AI has the issue of pitting during the last 3 laps in a 50%, mounting a soft tyre because they are not able to reach the end with their hards. IMOLA, Second round of a 1st season career so no significant upgrades or changes in performances.
I also tried to lower the tyre wear factor from 1.4 to 1.3 but the issue kept happening: I will try and see if with 1.2 the balance is right for 50% races and will let you know!
(Lap 30 of 32 HAM pitting H -S previous pit stops lap 5 from M to M due to front wing damage and then lap 16 from M to H front wing damage. Would be good if the hards lasted more so he could finish the race.
Lap 31 of 32 RIC pitting H - S, lap 6 S to M and lap 17 M to H.
Double checked, they did not pit due to front wing damage
Was running full quali
The line is called "upgradewearfactor" in each car performance file, not in the common tyre compounds file. There are 2 to edit, one for rears and one for fronts. Vanilla game has it at 1.0, Poubelle at 1.4. I will try 1.2 and won't change what he did in the other filewhat line do you have to edit for this???
Yes try for distanceThe line is called "upgradewearfactor" in each car performance file, not in the common tyre compounds file. There are 2 to edit, one for rears and one for fronts. Vanilla game has it at 1.0, Poubelle at 1.4. I will try 1.2 and won't change what he did in the other file
Hello,Can you make a 100% length version pls
Hello EnriqueBanderas ,Hi! By using this mod only, not merging it with any other mod, I found that the AI has the issue of pitting during the last 3 laps in a 50%, mounting a soft tyre because they are not able to reach the end with their hards. IMOLA, Second round of a 1st season career so no significant upgrades or changes in performances.
I also tried to lower the tyre wear factor from 1.4 to 1.3 but the issue kept happening: I will try and see if with 1.2 the balance is right for 50% races and will let you know!
(Lap 30 of 32 HAM pitting H -S previous pit stops lap 5 from M to M due to front wing damage and then lap 16 from M to H front wing damage. Would be good if the hards lasted more so he could finish the race.
Lap 31 of 32 RIC pitting H - S, lap 6 S to M and lap 17 M to H.
Double checked, they did not pit due to front wing damage
Was running full quali
Hi Poubelle, thank you for your detailed answer. And thank you for your amazing work, if I provide you feedback it's because I admire it so much and I want the mods to be perfect for everyone to use!Hello EnriqueBanderas ,
About the wearfactor : it's a parameter difficult to set. I tried many values, from 1.0 to 2.0, with variation of 0.1 sometime.
Globally,
- if the value is too small: soft compounds will always be better.
- if the value is too high: soft compounds will be too bad especially on tracks like Spain, the first 10 will stop quickly, and some of them will be clearly disadvantage.
Based on this, there is a balance between this factor, the wear factor of each tire (inside the compound.erp) and the grip.
For example : if you set the wear factor on cars side to 1.2, global wear will be reduced. However, the advantage of hardest compounds after 25-30% of wear will disappear.
As a result, you can increase the grip of hard tyres .... but at this step, it's will be also very close to the original settings and hard gums will become the best solution.
Additionally, I tried to have a consistent 1 pit strategy for all tracks and with a mix of soft / hard tyres strategies for all grid. The strategy of the first 10 will not be the same than for the last 10.
But, if you reduce the wear factor, the last 10 will take soft compounds each time. And if you adapt after the wear with the tyres wear settings, the wear estimate at start will be wrong ... that's why everything are link
All of this equilibrium is very tricky to set, especially if you want take into account ALL tracks. For example, spain or SPA tracks are very different. And when you optimise a setting for a track you can optain a weird result on another.
Obviously, you can modify my mod for your playstyle. That's why i shared it on racedepartement.com
I use different nonlinear numerical algorithms to compute differents values (wear, grip wet/dry for each tyres), combine with several tests ingame obviously.
And an Excel board to build each curve, because by just touching one or 2 values directly without having the view all the curves and behavior for wear, grip ... could be a trap and you will spend too much time.
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