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Misc True to Life AI 2013 Season 1.4

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Thank you so much snthennumbers for your mod. It makes ​​the game much more attractive.

1. I would like to report an issue with tire puncture (though it may not be related to your mod).

After 3 races at 100% in career mode with Sauber, I had about a dozen punctures. It happened almost systematically when the tire is worn to two-thirds and beyond, mainly with regard to medium and hard tires (it happened to super soft and soft tires as well, but only when the worn rate were close to 100%). Once, I even had a triple puncture in an interval of 5 seconds. As far as I know, I did not drive through debris, and AI drivers were not affected by tire punctures even if they used their tires beyond the wear rate of 66%.
For information, I am using v1tek's mod with TTL2.4 and a little modification of my own (increase tire wear to avoid 4 or 5 pits per race).
Has anyone already suffered multiple punctures? Which file may I modify to reduce the number of punctures per race?

2. I also had an "issue" with Kers failure
Again, after 3 races at 100% in career mode, I suffered about 3-4 kers failure per race. Maybe it is too much (don't know in reality).
I just would like to know the file/line to modify to reduce the risk of kers failure.

Thanks in advance to snthennumbers or to anyone who could provide solutions to this 2 issues.

I also drive with Sauber in career. 3GPs so far, had 2 punctures. The first time was a set of 60% primes, the other time was a 2 laps old option. And for KERS and DRS, I have KERS and DRS failure almost every race, but they are usually fixed within minutes.

I think they are part of this mod, editing the line VEHICLEHANDLINGDAMAGE in raceload.jpk might help:geek:
 
Thank you so much snthennumbers for your mod. It makes ​​the game much more attractive.

1. I would like to report an issue with tire puncture (though it may not be related to your mod).

After 3 races at 100% in career mode with Sauber, I had about a dozen punctures. It happened almost systematically when the tire is worn to two-thirds and beyond, mainly with regard to medium and hard tires (it happened to super soft and soft tires as well, but only when the worn rate were close to 100%). Once, I even had a triple puncture in an interval of 5 seconds. As far as I know, I did not drive through debris, and AI drivers were not affected by tire punctures even if they used their tires beyond the wear rate of 66%.
For information, I am using v1tek's mod with TTL2.4 and a little modification of my own (increase tire wear to avoid 4 or 5 pits per race).
Has anyone already suffered multiple punctures? Which file may I modify to reduce the number of punctures per race?

2. I also had an "issue" with Kers failure
Again, after 3 races at 100% in career mode, I suffered about 3-4 kers failure per race. Maybe it is too much (don't know in reality).
I just would like to know the file/line to modify to reduce the risk of kers failure.

Thanks in advance to snthennumbers or to anyone who could provide solutions to this 2 issues.


For punctures - how frequently are you going off track? There's more of a chance of puncture if your tyres are worn, and you go offline into the grass or gravel. This may be contributing to your issues if you're going off track frequently.

For KERS - again, are you going offline/off track frequently? Or riding the kerbs a lot? KERS failure is determined by vibration the car incurs. Are you using those 11/11 suspension setups? This, along with going offline and kerbs usage may be contributing to how frequently you're seeing these problems.

I will adjust the tyre failure chance to decrease that, and I'll adjust the KERS sensitivity with regards to vibration, but just keep these other driver-related variables in mind :thumbsup:
 
I've just had an amazing race at Shanghai (50%).
Starting from 8th, had to fight my way up until the Red Bull wall (Vettel 3rd-Webber 2nd ), meanwhile Alonso was flying on 1st. Finished on 2nd place, after passing Vettel and because Webber goes wide on the first curve after pits......:confused:
Thanks for this mod, man :thumbsup:.
 
For punctures - how frequently are you going off track? There's more of a chance of puncture if your tyres are worn, and you go offline into the grass or gravel. This may be contributing to your issues if you're going off track frequently.

For KERS - again, are you going offline/off track frequently? Or riding the kerbs a lot? KERS failure is determined by vibration the car incurs. Are you using those 11/11 suspension setups? This, along with going offline and kerbs usage may be contributing to how frequently you're seeing these problems.

I will adjust the tyre failure chance to decrease that, and I'll adjust the KERS sensitivity with regards to vibration, but just keep these other driver-related variables in mind :thumbsup:

Thank you hei and snthennumbers. Just ran on Catalunya with default set up car (not using 11/11 suspension set up).

1. For tire punctures
- 1st set : got 2 punctures at lap 16 and 18 (did a pit stop at the end of lap 20; I flashbacked to cancel previous punctures). I was quite careful, running on kerbs and green parts maybe 10 times for 20 laps (far lesser than AI drivers who got on green parts 2-3 times per lap - and so many times on kerbs - without tire issues).
- 2nd set : 2 punctures at lap 38 and 40. Was excessively careful (standard fuel, cooling driving, touching kerbs 10 times but only briefly and the soft part, never ran on green parts).

In my opinion, tire punctures occured too often compared to what AI drivers can suffered. It is not rewarding at all to drive carefully; even being extremely careful, I had a big disadvantage in terms of tires compared to AI drivers who could run on kerbs or green parts many many times without issue.

Of course, I could change my tires before lap 16 (before worn rate of 66%), but it would reduced my strategy's options while AI drivers could benefit longer runs without issue.

2. For kers
Being careful as written above allowed me to suffer no kers failure on Catalunya. ;)

I tried to adjust the tire punctures' sensitivity myself as written by hei, but I could not find the vehiclehandlingdamage line... snthennumbers, could you share with us how/where you modified tire puncture rate?

Thanks in advance.
 
snthennumbers updated True to Life AI with a new update entry:

tyre longevity corrected, tyre pucture rate reducded, KERS failure chance lowered

Version 2.5 release notes:

AI:
Minor correction to overtaking (<ovMinCornerCurvature)
Correction to retirement settings of the AI (<rtModerateDamageThreshold)


database:
Correction to tyre wear levels as some races on 100% distance did not provide any pit stop strategies, causing the AI to never pit.


CTF files:
Adjusted mass of Force India car for Player from 650 --> 645
Adjusted mass of Ferrari car for Player from 642 --> 640


raceload.jpk:...

Read the rest of this update entry...
 
snthennumbers, thank you very much for this update.

Good to see the puncture reduced to a rate close to the original game (which was fine - maybe too fine - with me because I had suffered puncture only when I went beyond 100% worn rate).

Good idea to slightly reduce kers failure chance too, because 3 failures during one 100% race may be too much.

I will try again an 100% race and give you my feedback.
 
Feedback with TTL2.5 on Catalunya (100%, career mode) :

With medium tires with a 24-lap life span , I got a puncture on my left front tire (the most used) at the beginning of lap 28. I drove "normally" (using sometimes kerbs and green parts like AI drivers). It is fine to me since:
- I usually have a cooled driving style,
- the puncture occured only when tire was red on the mini-map (and not orange),
- I am now on a equal foot against AI drivers (not an advantage foot either: I may manage only 1 pit stop during the race, but certainly with a great cost of time and a high risk of puncture. 2 pit stops are still the best/fastest strategy)

No issue with kers as well during 28 laps (but no real reason to have one since I don't use kerbs exaggeratedly).

snthennumbers,thank you very much for your reactivity. I will stick to this version for my career mode.
 
only on Mala GP. now but had 1 flat in second race none in the first. other than that no issues. I am going to ad 2.5 and continue. no KERS problems at all
 
Hi, i've downloaded the v1tek mod and installed then downloaded your's and installed, had some issues, but now its all good, the only thing is:
I can't start a season career with mclarem red bull etc... but when i got the problems i did start with mclaren
can you help?
Thanks
 
Hi, i've downloaded the v1tek mod and installed then downloaded your's and installed, had some issues, but now its all good, the only thing is:
I can't start a season career with mclarem red bull etc... but when i got the problems i did start with mclaren
can you help?
Thanks

This mod doesn't include making top teams available at Career start. It does a more stable variation of that mod and makes you get all team offers by the end of Career Season 1. Making top teams available at Career start involves changing team IDs, which opens up a whole can of worms of you're not careful...so I didn't include that mod with this mod's database.
 
Feedback with TTL2.5 on Catalunya (100%, career mode) :

With medium tires with a 24-lap life span , I got a puncture on my left front tire (the most used) at the beginning of lap 28. I drove "normally" (using sometimes kerbs and green parts like AI drivers). It is fine to me since:
- I usually have a cooled driving style,
- the puncture occured only when tire was red on the mini-map (and not orange),
- I am now on a equal foot against AI drivers (not an advantage foot either: I may manage only 1 pit stop during the race, but certainly with a great cost of time and a high risk of puncture. 2 pit stops are still the best/fastest strategy)

No issue with kers as well during 28 laps (but no real reason to have one since I don't use kerbs exaggeratedly).

snthennumbers,thank you very much for your reactivity. I will stick to this version for my career mode.

Remember, you can update to version 2.6 and keep going, as long as you're not altering the database. If you change any IDs in the database, that's what corrupts your profile. But since I'm using the same database over and over again, just with minor altercations as the 2013 season progresses (not changing any IDs), you're safe to upgrade as new versions come out.
 
This mod doesn't include making top teams available at Career start. It does a more stable variation of that mod and makes you get all team offers by the end of Career Season 1. Making top teams available at Career start involves changing team IDs, which opens up a whole can of worms of you're not careful...so I didn't include that mod with this mod's database.

Oh ok no problem,
Two more thing, has u say to download v1tek mod where do i put pirelli folder?
And my albert park fps are very low, and inm the rest of the tracks its quite good, and i put the bad computers folder, what should be the problem?
 
Oh ok no problem,
Two more thing, has u say to download v1tek mod where do i put pirelli folder?
And my albert park fps are very low, and inm the rest of the tracks its quite good, and i put the bad computers folder, what should be the problem?

I think the fps thing has been discussed on v1tek's forum. I haven't experienced it, so I don't know what it is.
To install Pirelli mod I think you just need to choose one type of tyre to install. You don't install everything in the Pirelli mod folder.
 
Hello @snthennumbers . First of all, thanks for this amazing mod, it makes the game just a lot more real, no more boring 100% races, action from the first corner until the last one.

I don't really know much about moding and editing database, so this is more like a question and not a request since I don't really know if it's possible to do that. I think the pit stop times on this game are not real at all, my fastest pit stop of all time was 2.8 seconds and usually they go from 3 to 4 seconds all the time. In real life teams do 2.5 sec pit stops a lot and when its more then 3 seconds it's like a really slow pit stop and thats the normal pit stop time on this game. Is it possible to make pit stops times faster? I think it would make the game even more realistic considering that on 100% races we must 3 to 5 pit stops, and if it starts raining we can say 5 to 7 pits stops. So, is it possible to do this?

Only giving an ideia to improve your already awesome mod. Thanks bro for your work, stay nice. Cheers!
 

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