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Misc True to Life AI 2013 Season 1.4

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I have a little question: Is the 2012 version of the mod fully updated or you are only working on the 2013? I'm making this question because in the changelog are listed some modifications of the database that I can't find in the modded database.bin of the 2012 mod. For example I'm talking about the 99 flashback mod or the safety_car_chance that is suppose to be setted to 1 in all tracks. I've checked the 2013 databes.bin and the changes are all there
 
I have a little question: Is the 2012 version of the mod fully updated or you are only working on the 2013? I'm making this question because in the changelog are listed some modifications of the database that I can't find in the modded database.bin of the 2012 mod. For example I'm talking about the 99 flashback mod or the safety_car_chance that is suppose to be setted to 1 in all tracks. I've checked the 2013 databes.bin and the changes are all there


I'll check it this weekend when I push out v3.2 after the British GP
 
snthennumbers updated True to Life AI with a new update entry:

"Best of the rest" adjustments

Version 3.2 release notes

2013 Season:

Database:
-Slightly lowered Force India tyre wear rates
-Adjusted individual driver performance for many of the “best of the rest” drivers in a continued effort to reproduce the random “wow” factor we see from weekend to weekend.
-Singapore tyres were super soft, soft --> super soft, medium to correct an issue where some teams, when driven by the Player, would not have a valid race strategy (and a hunch they'll do this in...

Read the rest of this update entry...
 
Hi there,
first of all thanks for the great effort to bring to us such a great all-in-one mod!
second, I've been testing your mod yesterday (3.1) installed over v1tek's 2013 mod, and I got some strange behavior. I tested only in a new career, 50% length, Pro AI.

1) Tyre scaling "works", and I'm quoting because you can see that the strategy is on 2/3 stops, you clearly see the graining on the tyres, you can see the tyres becoming red in the car status... but there is absolutely no change on the feel and on the grip. I've started losing grip and time during lap 15 on Melbourne on supersofts (instead of the suggested 5th lap for the box), exactly as it was supposed to be with no tyre scaling at all. So it seems like the tyres are wearing just in the UI but not in the game...

2) AI has a really weird behaviour.
P1 and Q1 I've been leading (on a Sauber) doing 1:29 and the AI being half a second slower than me.
then suddenly on Q2 they started pulling out super-fast laps (or at least the lap times they were supposed to pull out since the beginning) lapping in 1:25/1:26.
then on Q3 they started being slow again, so I got a pole with a second and a half of advantage over the second.
Then during the race they had some strange behavior... they've been quite slow for the beginning of the race (I got 10 seconds of advantage during the first 5 laps), then I didn't pitted cause the tyres were doing pretty fine (but they did, so I had one pit less but no time loss during to tyres wear) and during the central part of the race they had on hard tyres my same times. I have to say that I flashbacked a couple of times before their pit.
But during the last 3 laps I hit the car, so I flashbacked again and they started pulling out super-fast lap as during Q2, setting fast laps as 1:26 whereas before the flashback the fastest lap was 1:29.
so it seems flashbacks are definitely the trouble here... what's going on?
how do I fix those two bugs?


thanks!!
 
Hi there,
first of all thanks for the great effort to bring to us such a great all-in-one mod!
second, I've been testing your mod yesterday (3.1) installed over v1tek's 2013 mod, and I got some strange behavior. I tested only in a new career, 50% length, Pro AI.

1) Tyre scaling "works", and I'm quoting because you can see that the strategy is on 2/3 stops, you clearly see the graining on the tyres, you can see the tyres becoming red in the car status... but there is absolutely no change on the feel and on the grip. I've started losing grip and time during lap 15 on Melbourne on supersofts (instead of the suggested 5th lap for the box), exactly as it was supposed to be with no tyre scaling at all. So it seems like the tyres are wearing just in the UI but not in the game...

2) AI has a really weird behaviour.
P1 and Q1 I've been leading (on a Sauber) doing 1:29 and the AI being half a second slower than me.
then suddenly on Q2 they started pulling out super-fast laps (or at least the lap times they were supposed to pull out since the beginning) lapping in 1:25/1:26.
then on Q3 they started being slow again, so I got a pole with a second and a half of advantage over the second.
Then during the race they had some strange behavior... they've been quite slow for the beginning of the race (I got 10 seconds of advantage during the first 5 laps), then I didn't pitted cause the tyres were doing pretty fine (but they did, so I had one pit less but no time loss during to tyres wear) and during the central part of the race they had on hard tyres my same times. I have to say that I flashbacked a couple of times before their pit.
But during the last 3 laps I hit the car, so I flashbacked again and they started pulling out super-fast lap as during Q2, setting fast laps as 1:26 whereas before the flashback the fastest lap was 1:29.
so it seems flashbacks are definitely the trouble here... what's going on?
how do I fix those two bugs?


thanks!!


simple...dont use flashbacks. you screw up you deal with it right?
 
  • Deleted member 147278

Hi there,
first of all thanks for the great effort to bring to us such a great all-in-one mod!
second, I've been testing your mod yesterday (3.1) installed over v1tek's 2013 mod, and I got some strange behavior. I tested only in a new career, 50% length, Pro AI.

1) Tyre scaling "works", and I'm quoting because you can see that the strategy is on 2/3 stops, you clearly see the graining on the tyres, you can see the tyres becoming red in the car status... but there is absolutely no change on the feel and on the grip. I've started losing grip and time during lap 15 on Melbourne on supersofts (instead of the suggested 5th lap for the box), exactly as it was supposed to be with no tyre scaling at all. So it seems like the tyres are wearing just in the UI but not in the game...

2) AI has a really weird behaviour.
P1 and Q1 I've been leading (on a Sauber) doing 1:29 and the AI being half a second slower than me.
then suddenly on Q2 they started pulling out super-fast laps (or at least the lap times they were supposed to pull out since the beginning) lapping in 1:25/1:26.
then on Q3 they started being slow again, so I got a pole with a second and a half of advantage over the second.
Then during the race they had some strange behavior... they've been quite slow for the beginning of the race (I got 10 seconds of advantage during the first 5 laps), then I didn't pitted cause the tyres were doing pretty fine (but they did, so I had one pit less but no time loss during to tyres wear) and during the central part of the race they had on hard tyres my same times. I have to say that I flashbacked a couple of times before their pit.
But during the last 3 laps I hit the car, so I flashbacked again and they started pulling out super-fast lap as during Q2, setting fast laps as 1:26 whereas before the flashback the fastest lap was 1:29.
so it seems flashbacks are definitely the trouble here... what's going on?
how do I fix those two bugs?


thanks!!

about the second one , i know the weird AI behavior happens because how the manage their fuel ... they usually are on lean mix during races first few laps and go on rich at the end .
 
about the second one , i know the weird AI behavior happens because how the manage their fuel ... they usually are on lean mix during races first few laps and go on rich at the end .
ok that would be fair... but 3/4 seconds of difference between lean and rich?
 
Hi there,
first of all thanks for the great effort to bring to us such a great all-in-one mod!
second, I've been testing your mod yesterday (3.1) installed over v1tek's 2013 mod, and I got some strange behavior. I tested only in a new career, 50% length, Pro AI.

1) Tyre scaling "works", and I'm quoting because you can see that the strategy is on 2/3 stops, you clearly see the graining on the tyres, you can see the tyres becoming red in the car status... but there is absolutely no change on the feel and on the grip. I've started losing grip and time during lap 15 on Melbourne on supersofts (instead of the suggested 5th lap for the box), exactly as it was supposed to be with no tyre scaling at all. So it seems like the tyres are wearing just in the UI but not in the game...

2) AI has a really weird behaviour.
P1 and Q1 I've been leading (on a Sauber) doing 1:29 and the AI being half a second slower than me.
then suddenly on Q2 they started pulling out super-fast laps (or at least the lap times they were supposed to pull out since the beginning) lapping in 1:25/1:26.
then on Q3 they started being slow again, so I got a pole with a second and a half of advantage over the second.
Then during the race they had some strange behavior... they've been quite slow for the beginning of the race (I got 10 seconds of advantage during the first 5 laps), then I didn't pitted cause the tyres were doing pretty fine (but they did, so I had one pit less but no time loss during to tyres wear) and during the central part of the race they had on hard tyres my same times. I have to say that I flashbacked a couple of times before their pit.
But during the last 3 laps I hit the car, so I flashbacked again and they started pulling out super-fast lap as during Q2, setting fast laps as 1:26 whereas before the flashback the fastest lap was 1:29.
so it seems flashbacks are definitely the trouble here... what's going on?
how do I fix those two bugs?


thanks!!


This has already been discussed a number of times. You guys need to read before you go thinking you're the only person with a "unique" problem. Sorry to be an asshole but I'm tired of answering the same questions for 50 pages over and over again.

But I'll do it again anyway, since I'm a nice guy...
First season career races have cars that are not fully developed, so the performance is inconsistent. For whatever reason Season 1 at Australia gives the player a pretty sizeable advantage over the AI. Do a quick race there and you should find that racing in a Sauber will be a little more difficult to win since the game will be using fully developed cars.

Now go read to find the rest of the details which have been covered on this topic already :rolleyes:
 
This has already been discussed a number of times. You guys need to read before you go thinking you're the only person with a "unique" problem. Sorry to be an asshole but I'm tired of answering the same questions for 50 pages over and over again.

But I'll do it again anyway, since I'm a nice guy...
First season career races have cars that are not fully developed, so the performance is inconsistent. For whatever reason Season 1 at Australia gives the player a pretty sizeable advantage over the AI. Do a quick race there and you should find that racing in a Sauber will be a little more difficult to win since the game will be using fully developed cars.

Now go read to find the rest of the details which have been covered on this topic already :rolleyes:

I'm sorry, it's 50+ pages of comments and it take A LOT of time to read everything... I think I gave up after page 20.

Maybe it would be nice to improve the FAQ section in the description for the mod? I can help you though, if you need a hand.

But thanks again for the answer, and yes, I've run malaysia today and the performance felt absolutely real!

Now I think I'll have to read the remaining 30 pages to find out what to do with the tyre scaling... :p
 
Awesome results :)

Regarding tyre wear: the tyre longevity is set the way it is because if they wear any faster, or last any shorter, you wind up with races where you're using the softs to start, but are forced to use the hard compound to make the race distance. So the way the tyres are set to wear now results in some races where you'll actually need to force a 2 stop strategy despite being put on a 3 stop.

For instance I did a 50% race on Legend at Canada earlier today. The game put me on a 3 stop strategy: super soft to start, medium, medium, super soft. I start racing and come lap 5 when I'm supposed to pit, my race engineer comes on saying Vettel is going to pit in a couple laps. So I stay out and pit on lap 7 with Vettel...laps later I found the AI is on a 2 stop strategy: super soft, medium, medium.
So I adjust and race on their strategy, and barely held off Vettel at the end of the race with a 0.6 second lead.
So some races you'll pit according to schedule, and some you'll need to adjust in order to stay competitive ;)

However, if you really want to increase tyre wear:
Open the database.bin file located at F1 2012\Database
Find the "tyres" table and adjust the max_distance values for each compound. Don't go too much lower than my values though, or the AI will not be able to make it to the end of the race, and will never pit.
To confirm you're not setting the values too low, you can do a quick, race only event and check the race strategy screen. if no pitstops are scheduled, you've set the tyre compounds too low.

Cheers


So I assume this is the post that explains my issue right?
But what I'm saying is that I don't feel any change at all in the grip of the car, and my times stay competitive anyway.

Example:

today, malaysia.
I've been suggested with a 2 stops race: starting with options, then prime and prime again.

I was supposed to pit at lap 5, but I didn't feel any difference in the grip so I stayed out. Tyres started to be orange and then almost red and I kept on improving until lap 15, where I started feeling the degradation and I started spinning consistently if I didn't drive with caution.

And all of this being into battle for 2-3 positions for the whole race, constantly driving behind other cars, defending, overtaking, braking hard etc.

I started feeling the grip loss at exactly the same moment where I would start feeling the grip loss on the 100% race.

Yesterday with melbourne it was the same, the tyres were completely red, and I was expecting a puncture soon, but the car was solidly gripping on the tarmac, and I kept flying on the track and doing consistent times. After the 15th lap, I started feeling the lack of grip and I had to pit to stay on track. But as you know you start feeling the loss of grip when the tyre is browning... when it's red it's almost impossible to have traction on the exit of the corner.

I've also tried to uninstall everything (I'm using ryder mod manager), make steam check the local files to be sure everything was vanilla, then reinstalling v1tek 2013 mod (WITHOUT their AI mod), then I added your mod, 50%, and then I added the D cars from v1tek (sorry, forgot to put them first, but they shouldn't change anything but graphics.)

What do you think?
I'll run another test anyway and see how it goes.
 
I started feeling the grip loss at exactly the same moment where I would start feeling the grip loss on the 100% race.

Yesterday with melbourne it was the same, the tyres were completely red, and I was expecting a puncture soon, but the car was solidly gripping on the tarmac, and I kept flying on the track and doing consistent times. After the 15th lap, I started feeling the lack of grip and I had to pit to stay on track. But as you know you start feeling the loss of grip when the tyre is browning... when it's red it's almost impossible to have traction on the exit of the corner.



So hang on, you're using the 50% mod and you get your tyres to last until lap 15 or so - thats fine (I'm assuming mediums at Melbourne?). but have you done a 100% race to see how long you can make your tyres last? e.g. can you make it to lap 30 on the same track, with the same compound, with the 100% database?

I've only just gotten myself a wheel, are you using a wheel? Before with my gamepad I found I was pretty hard on my tyres, but now I think I'm a bit easier on them.

After trying the above, one more thing you could test for me is this:
Open the 50% database > f1teams table
Find the front/rear_tyre_wear columns and double the values I have there. So for example:
Ferrari has a front_tyre_wear value of 0.96, so set this to 1.92. Same for the other teams.

Then check how the grip levels feel for the car during the race. Also before the race, check the race strategy window to confirm you still are being provided a valid race strategy.

Let me know...
 
Hello everyone.
I have quite a bit of a problem with this mod. I personally think the game looks great and it's definitely better than the original AI Version. Still, before installing it I played on "Professional" level (just before Legendary) and found my car performance similar to what a williams in real life would be.
With this mod installed I get about 2-3 secs from every other car (the AI also get times Waay lower than real life F1) and most of the times I don't even qualify to Q2. If I try to lower the difficulty I win all the races with a considerable margin, which I find quite unrealistic for a Williams :p ... plus..the game it's definitely not fun that way.
Do you have any tip about setting the database or the difficulty to the right level where the AI controlled cars would do pretty much the same time as real life F1 do?
Thanks a lot for you awesome work, keep it up!
 



So hang on, you're using the 50% mod and you get your tyres to last until lap 15 or so - thats fine (I'm assuming mediums at Melbourne?). but have you done a 100% race to see how long you can make your tyres last? e.g. can you make it to lap 30 on the same track, with the same compound, with the 100% database?

I've only just gotten myself a wheel, are you using a wheel? Before with my gamepad I found I was pretty hard on my tyres, but now I think I'm a bit easier on them.

After trying the above, one more thing you could test for me is this:
Open the 50% database > f1teams table
Find the front/rear_tyre_wear columns and double the values I have there. So for example:
Ferrari has a front_tyre_wear value of 0.96, so set this to 1.92. Same for the other teams.

Then check how the grip levels feel for the car during the race. Also before the race, check the race strategy window to confirm you still are being provided a valid race strategy.

Let me know...

yes, you got that right!

actually I'm using a Microsoft speed wheel, since I have a ms ff wheel for the Xbox (I've been playing all the f1 titles on Xbox till three days ago, when I found it on sale on steam) and guess what?! not compatible with pc...

but I'll run these tests tomorrow for you :)

today I tested it again as I said, still on Malaysia, and I think I started understanding what you meant on your old post.

I started on option, got suggestion for 2 stops race (1st prime 2nd option), 28 laps race. so first stop was around 8 if I'm not wrong and the second around 17 maybe...

so at lap 10 I still had fresh tyres, so I decided to go for a 1 stop race instead. lap 13 I pitted for prime.
options were doing pretty fine, I was fast and consistent and was gaining positions.

when I used the primes instead, after 7-8 laps (in which I was NOT involved in any battle and was driving mainly by myself) I started to struggle, until lap 26 where I got overtaken by bottas (impossible to keep him back) and I had to repeatedly block Maldonado. I finished 11th.

so this time options were doing pretty fine, and primes were terrible.

I guess I'll run another test on Melbourne tomorrow, to see if the problem is with the primes or it's me.

ps. I also have to admit that I never raced a 100% race with 2012 before... so maybe I don't have clear how codemasters thought the tyres were supposed to react... but still, no difference between 50% database and vanilla database, for the options at least...
 
I wanna add also: prime tyres, when I felt the loss of grip, were just starting to get brown on the UI... while the options were almost red on lap 13 and I could see heavy graining on them but they were performing ok.
 
So I just made another test, quick race, 50% race and database, on sauber.

this was the suggested pit strategy:

2013-07-02_00002.jpg


I ran all the race on mix2 so to not screw up timings.

this was the suggested lap for the first stop:

2013-07-02_00004.jpg


the UI was showing tyres quite torn, but I had no issues neither with handlin nor times. (in fact, I wanted to make a screenshot of my laptimes, but I suddenly had guests at home so I had to quit the game forgetting to take the screenshot. damn! I'll try again later)

2013-07-02_00005.jpg


this was lap eleven. still doing pretty fine, and improving my laptimes (except for this one, I was in a battle). but you can see it in the personal best.

2013-07-02_00006.jpg


L14.still improving, although visually the tyres were looking pretty destroyed.

2013-07-02_00007.jpg


now, around L18, I started having some real trouble with the tyres: no grip on the exit of the last two corners (the hairpin and the corner to the straight). also, my times were not improving anymore.

2013-07-02_00008.jpg


I still had issues with those two corners (and the other semi-straight where you usually use the kers - sorry I don't memorize turns numbers) but it was starting to get pretty rough with the handling and by not improving and being quite slow compared to the others who were running in 1:30/1:29

2013-07-02_00009.jpg


and at the end of lap 21 I lost the car on the exit of the hairpin and found myself with a puctured tyre! can't say though if the puncture was the reason or the result of the bad hairpin.

and here my guests showed up and I had to shut down everything.

I'll run another comparison test with vanilla F1 later, and hopefully with laptimes this time! :p
 
With this mod installed I get about 2-3 secs from every other car (the AI also get times Waay lower than real life F1) and most of the times I don't even qualify to Q2. If I try to lower the difficulty I win all the races with a considerable margin, which I find quite unrealistic for a Williams :p ... plus..the game it's definitely not fun that way.
Do you have any tip about setting the database or the difficulty to the right level where the AI controlled cars would do pretty much the same time as real life F1 do?
Thanks a lot for you awesome work, keep it up!


Do you use prime or option tyres in Q1? This part has been discussed already with regards to grip levels.

Overview page states that all difficulty levels have been increased, so Professional with my mod is quicker than the vanilla Professional difficulty, that's why you're probably struggling a bit. As well, for the 2013 version of my mod, I made Williams considerably slower since they're not doing very well this year. Are you using the 2012 or 2013 version of my mod?

Lastly, getting the game to reproduce realistic laptimes is beyond the scope of this mod. While there is some focus on realism, this mod was made primarily to improve the competition of the game. Personally (and I think a number of people would agree with my logic here) I'm not terribly concerned if my laptimes are a few seconds off from real life times, so long as I'm fighting to win a race, and have the pressure on me that if I make a mistake, the AI is going to be on me making me pay for it. That's the scope of this mod...to make it harder to win, not necessarily to make the game into a complete simulator. I just want that part to be clear.
 
Hi snthennumbers, thanks for the quick reply.
Do you use prime or option tyres in Q1? This part has been discussed already with regards to grip levels.
Yes, I read the discussion on the grip levels :) I use option tyres in Q1 and do my setups trying to increase grip as much as possible

Overview page states that all difficulty levels have been increased, so Professional with my mod is quicker than the vanilla Professional difficulty, that's why you're probably struggling a bit. As well, for the 2013 version of my mod, I made Williams considerably slower since they're not doing very well this year. Are you using the 2012 or 2013 version of my mod?
I'm using the 2013 version. I know all levels have been increased but the real problem is that, for my skill, Intermediate level it's a bit easy and Professional it's impossible (at least with the nerfed Williams) :)

Lastly, getting the game to reproduce realistic laptimes is beyond the scope of this mod. While there is some focus on realism, this mod was made primarily to improve the competition of the game. Personally (and I think a number of people would agree with my logic here) I'm not terribly concerned if my laptimes are a few seconds off from real life times, so long as I'm fighting to win a race, and have the pressure on me that if I make a mistake, the AI is going to be on me making me pay for it. That's the scope of this mod...to make it harder to win, not necessarily to make the game into a complete simulator. I just want that part to be clear.

I see your point and partly agree with it. I know it might be hard to get the AI to do real-life-like lap times but my point was that in the Professional level they're considerably lower and seem impossible to reach (maybe this is related with the grip discussion as well.

Thanks a lot for your work once again. If you have any suggestion please let me know.
 

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