F1 Failures and Puncture Mod

Misc F1 Failures and Puncture Mod 5.3 with new Experimental Version

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Edited lines found:

209-210
<MissingGearDurationMin value="2" />
<MissingGearDurationMax value="7200" />

435-436 / 482-483
<BlowoutMinTime value="0.100000" />
<BlowoutMaxTime value="320.000000" />

438-439 /485-486
<DebrisPunctureMinSpeed value="5.0" />
<DebrisPunctureMaxSpeed value="400.0" />

699
<DRSFailTimeMax value="7200" />
 
Hi! I must admit I am a bit confused by many versions of this mod, so I have a question:

Which version is closest to RL and DOES NOT include brake wear changes? Thanks!
 
When codemasters release a new patch they replace the mod files. If they change anything in the files then reloading an old mod wont have these changes. I am updating the latest version of the files released by Codemasters will the mod changes. This is the new versions released.
The version without brake wear is v2. But this wont be the latest version of files released by codemasters.

The brake wear doesnt reduce braking over time. More it increases damage to a breaking point and then they will fail completely. Unless you are extremely hard on brakes you will see wear but no performance decrease.
 
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Sorry its taken so long to do but here is the full list of changes so you can make your own versions

85 <CoefHeatTransferConstant value="500" />

209 <MissingGearDurationMin value="2" />
210 <MissingGearDurationMax value="7200" />

353 <MaxSpeedForWobble value="200.000000" />

Brake Section Rear/Front (complete in both)

386 & 405 <CoefHeatTransferLinear value="0.8" />
387 & 406 <CoefHeatTransferQuadratic value="0.0035" />
389 & 407 <MinDamageBrakeLoss value="0.80" />
390 & 408 <MaxBrakeLossPercent value="1.0" />
391 & 409 <DamageAccretionRate value="0.00012" />

428 <PunctureWearMin value="0.80" />

435 <BlowoutMinTime value="0.100000" />
436 <BlowoutMaxTime value="320.000000" />
438 <DebrisPunctureMinSpeed value="5.0" />
439 <DebrisPunctureMaxSpeed value="400.0" />

441 <DebrisPunctureProbabilityAtMaxSpeed value="0.4" />
442 <DebrisPunctureInvulnerabilityPeriod value="0.5" />

698 <DRSFailTimeMin value="60" />
699 <DRSFailTimeMax value="7200" />
 
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changes for 4.6


85 <CoefHeatTransferConstant value="900" />
86 <CoefHeatTransferLinear value="12" />

209 <MissingGearDurationMin value="2" />
210 <MissingGearDurationMax value="7200" />

353 <MaxSpeedForWobble value="200.000000" />

Brake Section Rear/Front (complete in both)

386 & 405 <CoefHeatTransferLinear value="0.8" />
387 & 406 <CoefHeatTransferQuadratic value="0.0035" />
389 & 407 <MinDamageBrakeLoss value="0.80" />
390 & 408 <MaxBrakeLossPercent value="1.0" />
391 & 409 <DamageAccretionRate value="0.00012" />

428 <PunctureWearMin value="0.80" />

435 <BlowoutMinTime value="0.100000" />
436 <BlowoutMaxTime value="320.000000" />
438 <DebrisPunctureMinSpeed value="5.0" />
439 <DebrisPunctureMaxSpeed value="400.0" />

441 <DebrisPunctureProbabilityAtMaxSpeed value="0.4" />
442 <DebrisPunctureInvulnerabilityPeriod value="0.5" />

698 <DRSFailTimeMin value="60" />
699 <DRSFailTimeMax value="7200" />
 
andyandy989898 updated F1 Failures and Puncture Mod with a new update entry:

F12020 Puncture & Failure Mod v5.0

Hi All

New improvements to punctures.

Changes make punctures from debris more realistic.

E.g hitting a barrier and break part of front nose will cause puncture to tyre if run over. Puncture will occur no matter on speed. There is still a chance you can run over debris and not get puncture but it has increased from vanilla.

Feedback welcome

Read the rest of this update entry...
 
sure, new changes below

440<DebrisPunctureProbabilityAtMinSpeed value="0.8" />
441<DebrisPunctureProbabilityAtMaxSpeed value="0.8" />
442<DebrisPunctureInvulnerabilityPeriod value="0.0" />

487<DebrisPunctureProbabilityAtMinSpeed value="0.8" />
488<DebrisPunctureProbabilityAtMaxSpeed value="0.8" />
489<DebrisPunctureInvulnerabilityPeriod value="0.0" />
 
no i dont think so, I think they are treated as 1 part, the only thing is folding the tyre against the arms.

I am just testing changes to grip when you have a puncture or burst tyre. Proving quite interesting so far
 
changes for v5.1

430 & 478<PunctureSpringConstantMultiplier value="0.100000" />
431 & 479<PunctureSpringDampingMultiplier value="0.100000" />
432 & 480<PunctureRadiusMultiplier value="0.000000" />
433 & 481<PunctureGripMultiplier value="0" />
434 & 482<PunctureResistanceMultiplier value="0.0" />
438 & 485<BurstGripMultiplier value="50000000" />
455 & 502<SplineElement x="10.0" y="0.01" op="=" />
456 & 503<SplineElement x="40.0" y="0.1" op="=" />
 
For who was wondering, after trying the 5.0 version I could luckily confirm that AI drivers are affected by puncures as well. Flashbacking after a crash with another car, I clearly saw that the left rear wheel of the car I made contact with was punctured. I double checked to be sure it was not my front right tyre but no doubt as I was on mediums and the other car on softs. That should be evening out the field even more.

As a disclaimer, I use this mod merged with realistic damage from StrongestFish which makes crashed and subsequent debris more likely.

Today I will work on updating manually to 5.1 and maybe I will lower puncture probability from 0.8 to 0.7 just for punctures not to happen too often as in my testing. If the mod creator has some disclaimers gameplay-wise about this, please I want to hear! I do not understand how modifying something will affect gameplay, I only know what lined to edit ahah!

Edit to the creator: beside the numeric values, I would be interested to know in more detail what the last 5.1 edited lines mean for punctures and gameplay. Thank you very much!
 
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Thanks for the update. Good to hear it also effects ai.

The changes for 5.1 change how the car behaves after getting a puncture. A puncture should now be fairly drivable but when the tyre blows out it will be more explosive and very difficult to drive. Keep speed low and getting back to pits is the way to do it. Just like you see in real life.
If the tyre blows out at the wrong moment it can now caused an instant uncontrollable crash
 
Thanks for the update. Good to hear it also effects ai.

The changes for 5.1 change how the car behaves after getting a puncture. A puncture should now be fairly drivable but when the tyre blows out it will be more explosive and very difficult to drive. Keep speed low and getting back to pits is the way to do it. Just like you see in real life.
If the tyre blows out at the wrong moment it can now caused an instant uncontrollable crash

Thanks, AndyAndy! So it will behave differently according to the case and to what happens? In example I am thinking about Hamilton at Silverstone 2020 who was able to drive the car for a lap nonetheless, would it be possible that you can still control the car?

And in your opinion, a 0,8 probability of puncture from debris may be too high if merged with realistic damage? I just managed to merge the mod together but did not try with 5.1, tried yesterday with 5.0 and almost every time AI and I touched each other I got a puncture. I am fine with it as long it affects the AI as well, it is true that yesterday I witnessed a puncture on the car that crashed into me but I have no way to know whether their puncture probability is managed elsewhere or in the standard VTF files that we use to change numeric values. I will keep you up to date.
 

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