INDYCAR IR18 2023 MOD!

Cars INDYCAR IR18 2023 MOD! 2.2

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I've noticed while using this mod the ai tend to pile up at one corner almost everytime I race, does anyone else have this issue? One example is T11 at longbeach on rolling start they always pile up there and get stuck for a good 30 seconds. another example is the corkscrew at Laguna.
 
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Hi all, I just found out a bug. If the race starting type is standing, the AI seems to be very slow when the light out. But it seems normal when starting type is rolling. Does anyone also have this issue?
It's because the Indy car don't start with standing start and don't have an antistall so it's kinda realistic (considering also the few time the real one started with standing start)
 
Here's a livery wireframe - for anyone keen to paint their 'MyTeam' car :geek:
(See the readme files included with the mod if you're not sure how to go about adding your own livery)

This'll be added to the main download in future versions:
 
I've noticed while using this mod the ai tend to pile up at one corner almost everytime I race, does anyone else have this issue? One example is T11 at longbeach on rolling start they always pile up there and get stuck for a good 30 seconds. another example is the corkscrew at Laguna.
What opponent aggression setting are you using? Not sure if changing that'll help you, but curious if there's a pattern with these pileups. Others reporting civilised AI racing at Long Beach, so it's not universal.
 
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Hi all, I just found out a bug. If the race starting type is standing, the AI seems to be very slow when the light out. But it seems normal when starting type is rolling. Does anyone also have this issue?
I've said same, here:
just one thing I found AI is rather slow on starts
but that's just a minor for me now, I just pretend I had a bad start also :D

last night I try these cars on Velopark (such a cool track, imho)
and they not only slow on start but almost half a lap
I mean... this is still great mod but it would be nice if it can be corrected at some point
I use middle aggression I believe


edit:
I also love wet starts so I make track wet or damp at least.
dunno if that's important...

I'll try dry starts now :)
 
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I've said same, here:


last night I try these cars on Velopark (such a cool track, imho)
and they not only slow on start but almost half a lap
I mean... this is still great mod but it would be nice if it can be corrected at some point
I use middle aggression I believe


edit:
I also love wet starts so I make track wet or damp at least.
dunno if that's important...

I'll try dry starts now :)

Standing starts and these cars do not mix... They aren't designed for them and due to the engine torque curve the gears have to be close together otherwise seconds are lost on track due to the engine dropping too low after a gear change...

Velopark is an interesting problem, most likely to do with Reiza's track design than anything that can be done on the mod side...

The AI tends to change their set ups if you run a practice session longer than 30 minutes before a race, maybe they'll lower the gearing for Velopark... As there's not really a straight long enough there for these cars to stretch their legs with a gearing that works for Long Beach...
 
Also noticed there may be something odd in the install instructions. When I updated the bootfiles today to 16.4.4, I followed the instructions for this mod so I could get the correct entries needed.

The instructions say:
a) In the "Bootfiles" subfolders, navigate to "vehicles\" folder and add the followig line to the vehiclelist.lst:

When I did that the mod did not show up. So I did as I have done with other mods and placed the vehicle list in the standard vehiclelist.Ist, not the one in the bootfiles folder. Showed up.

Just a hint if anyone else is having issue.
Where is this standard vehiclelist.Ist? Ive tried every video and I cant get it to show up after the latest patch 1.4.6.4
 
Here's a livery wireframe - for anyone keen to paint their 'MyTeam' car :geek:
(See the readme files included with the mod if you're not sure how to go about adding your own livery)

This'll be added to the main download in future versions:
Thanks very much for the wireframe - that's very helpful.

If I add a single car "My_Team" do I need to change the max liveries in all of the .rcf and hr.rcf files from 27 to 28?

Code:
<INPUT NAME="LIVERY" OPTIONS="27" />
 
Where is this standard vehiclelist.Ist? Ive tried every video and I cant get it to show up after the latest patch 1.4.6.4
In the MODS directory in your AMS install location you should see the _bootfiles_1.4.6.4 directory.

In there is a directory called "vehicles" and in there is a file called "vehiclelist.lst" or just "vehiclelist" if you have file extensions hidden.

1679976235697.png
 
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Thanks very much for the wireframe - that's very helpful.

If I add a single car "My_Team" do I need to change the max liveries in all of the .rcf and hr.rcf files from 27 to 28?

Code:
<INPUT NAME="LIVERY" OPTIONS="27" />

That controls the number of livery options per car, not per class... Will need testing but you should be able to add the livery ID 79 to the Myteam rcf files to have a team mate if you wish...

The IDs work per car, not per class, but as the livery overrides are set up with the class not per car there's a numbering order for the overrides from 51 up... So a 3 car MyTeam team would have the 3rd car as the livery ID 80...

With the oval versions the livery ID slots of the MyTeam cars will likely be moved down the order for the real life cars... But as long as the entries for the road courses stay at 27 the MyTeam ID will remain the same for the road version...
 
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Thank you!

Of course, this is all moot right now because I cannot get my team to work.

I added the line to vehicle list but in game the preview image of the car is just a white box and when I click showroom I see whichever car I was looking at before clicking on My Team.

I have the required .dds files in place and I know those are good because if I place them in another driver's file and rename them - 8_Ericsson.dds for example - I can get them to show up in game as that driver's livery.

I can also see the My Team preview car in the gui directory that should be showing in the AMS selection menu.

It feels like maybe one of the text files has a reference to a file that doesn't exist.
 
I've noticed while using this mod the ai tend to pile up at one corner almost everytime I race, does anyone else have this issue? One example is T11 at longbeach on rolling start they always pile up there and get stuck for a good 30 seconds. another example is the corkscrew at Laguna.
Yes, can confirm that.
Tried a race at Laguna Seca with AI set to 103% and medium aggression and they piled up at the Corkscrew. On the other hand official Reiza cars also tend to sometimes pile up (Bathurst 1983 after Forrest's Elbow).
 
Yes, can confirm that.
Tried a race at Laguna Seca with AI set to 103% and medium aggression and they piled up at the Corkscrew. On the other hand official Reiza cars also tend to sometimes pile up (Bathurst 1983 after Forrest's Elbow).
Also can confirm t3 @ Road America they pile up with cars on top of each other. a great mod wasted with AMS 2`s sh!t A.I
 
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In the MODS directory in your AMS install location you should see the _bootfiles_1.4.6.4 directory.

In there is a directory called "vehicles" and in there is a file called "vehiclelist.lst" or just "vehiclelist" if you have file extensions hidden.

View attachment 650742
Thanks for the reply. Thats where Im putting the edit. This is not working for me. It did work the first time and then since the patch I cant get it to work.
 
the AI looks weird playing daytona on the oval, AI and aggressiveness at maximum and I can open 1 second of the other cars in 3 laps.
Thanks for the feedback, but note this version is specifically intended for road/street courses, so weirdness is to be expected on ovals. An oval aero kit version is being worked on. Also worth noting that Daytona is fairly extreme in terms of banking and is not necessarily a good fit for IndyCars in general.
 
really can't believe people giving these guys a lousy 3 stars just cause they don't like gear ratios or ...something. EVEN THO mod itself specifically says it's (Road Version)
you gave them 5 or nothing and if you have any problems, remarks or advice you come here, on discussion section
c'mon !?
 

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