Since i will replace other mods, can I reinstall mods for these 3 teams like livery mods and the engine one will still be in use?
You just shouldn't change the VTF/xmL files. Just the textures file. A manual installation with the Ego Erp would then be necessary.Since i will replace other mods, can I reinstall mods for these 3 teams like livery mods and the engine one will still be in use?
![Developed for game patch 1.15.843175]!
Mod v1.01 MyTeam Release Update log
- Implemented the new power units into MyTeam mode along with performance changes and new audio to the mode.
- Ferrari PU choice is replaced by Ford.
- Mercedes PU choice is replaced by Porsche.
- Honda PU choice is replaced by Aston Martin.
- Changes take effect on current saves (uninstalling mod reverses the changes back to the base game).
- Replaced the UI graphics on the...
this is my first time making a performance mod, thanks for all the advice! Also I released a MyTeam Update check it out! The performance values are subject to change. I will hopefully get more feedback over time. And no, the JSON files from 2020 will not exactly work in my theory because theres a lot of new code this year for changes like the damage model etc.Yes, it will certainly quickly become too technical. I'm just trying to understand how this works.
To test whether it works with the MyTeam.
But to put it so simply. You mixed the PU behavior. With the original values from the game. For example, the Mercedes engine has the PU behavior of the Honda. And the same with the json files that are responsible for the sound.
Would it be possible to take json files from F12020? I know there is a json file for an alternative Mercedes sound. But that's definitely against the RD Rules.
Yes, I mean R&D upgrades. There are different upgrades for each engine manufacturer. Which also differ in value. So that the engines remain roughly in their performance tier. tier one Mercedes Honda tier two Ferrari etc.
Because for F12020 I created performance mods. And that's why I know that you should pay attention to it. Otherwise a motor becomes too powerful.
Or did you calculate the performance values yourself?
I find that kind of thing very exciting. That's why I'm so interested in it.
Of course I'll try it.this is my first time making a performance mod, thanks for all the advice! Also I released a MyTeam Update check it out! The performance values are subject to change. I will hopefully get more feedback over time. And no, the JSON files from 2020 will not exactly work in my theory because theres a lot of new code this year for changes like the damage model etc.
With ERP. F12021 > 2021_asset_groups > f1_2021-vehicle_package > teams > Haas (for example) > wep, open. In ERP > PKG Files.Where do i put the JSON files?
The mod is great! The ERS "evaporates" really quick with the Porsche engine (2022), is it normal? If it is, could you nerf it please ?HeskeyBoy21 submitted a new resource:
More Power Units F1 2021 - Porsche, Ford & Aston Martin PUs!
Read more about this resource...
- Adjusted sound of Ford & Porsche Power Units to mimic level of pitch of other Power Units at higher revs (11-12k especially).
- Updated certain details to ensure compatibility with game patch 1.16.
- Attempt to rectify issue in v1.01 when damage to wings would not affect performance until entering replay mode at any point.
This really does thank you!! I am still getting my head around the details and why teams in some aspects share the exact same specs in the code. There is a lot to go over here and experiment with :oMaybe we can change something here.
<EnergyRecoverySystem numCommonTypes="1" numModeTypes="4">
<Common>
<MaxDeployPower value="120000" />
<HarvestLimitMGUK value="2000000" />
<DeployLimitMGUK value="4.0e6" />
<EnergyStoreCapacity value="4.0e6" />
<EnergyHarvestEfficiencyMGUH value="2.3" />
<EnergyHarvestEfficiencyMGUK value="0.72" />
<MaxBrakeTorqueMGUK value="1680" />
These are values that affect the MGUH of the engine. As far as I looked, unfortunately the same for everyone.
In F12020 it was different values.
<Common>
<MaxDeployPower value="120000" />
<HarvestLimitMGUK value="2000000" />
<DeployLimitMGUK value="4.0e6" />
<EnergyStoreCapacity value="4.0e6" />
<EnergyHarvestEfficiencyMGUH value="1.05" />
<EnergyHarvestEfficiencyMGUK value="0.4" />
This is the R&D update value. For F12021.
<Upgrade name="radUpgradeERS">
<EnergyRecoverySystem numCommonTypes="1">
<Common>
<EnergyHarvestEfficiencyMGUH value="1.95" op="*" />
<EnergyHarvestEfficiencyMGUK value="1.5" op="*" />
As far as I've looked. Also the same for every engine. * means multiplication.
Perhaps, according to the MGUH, you can give each engine something of its own.
I was looking for these values for the MGUH because I wanted to give Ferrari a better MGUH. Last season, towards the end, Ferrari improved it. But I don't think Codemaster differentiates between the MGUH for each engine.
I'm also in the process of improving the Renault engine. This 2022 season, Renault improved it. Layout of the turbo as in Mercedes. Renault has gone for performance instead of durability this time. Let's see if I can get a not too op Renault engine. A Hulk Renault.
The idle of each engine is also different. Mercedes and Ferrari have 450.xx, Renault 367.xxx and Honda 365.xxx.
I hope this can help you.
Sorry for the confusion. The ones that are of file type bdl. The ones that end in bak. are not important. These were just generated by my method when making the audio mods. These bak. files don't affect the game itself.With the manual installation. In your ReadMe it says "bdl" files in audio/2021/bundels.
Do you mean the files that have .bdl at the end or those that are of the file type bdl?
As an example file with .bdl: aston_yesImKazuma.bdl. Or as bdl files file type: aston_yesImKazuma
Thanks for the help.