I remove the competitive braking mod and revised car performance mods and magically my game back to be competitive in all tracks. Just use your AI files and the database.
I remove the competitive braking mod and revised car performance mods and magically my game back to be competitive in all tracks. Just use your AI files and the database.
Try deleting only revised car performance mods. I have the impression that the balance folder settings make cars are very slow.You raced on every track?
I have a hard time believing removing the competitive braking mod actually made the game better...
The vanilla game.You're both using the competitive braking mod and revised car performance mods?
<trTrackCurveOfflineRatio float="0.6" /> (Thanks to Demy and Luke Weston for helping with this one. This controls how much of the track the AI uses outside of the predefined racing line. The problem, however, is that this parameter controls both outside and inside the racing line. So, setting this higher will allow the AI to cut corners more if the need arises (if they're avoiding someone for example), but it also causes them to run wide on corners much more frequently, resulting in loss of speed. It's best not to change this by much, if at all.)
Umm.. Like I've said on my Guide on 2011, I did change that to 1.0 for my AI mod for 2011 and it felt really good. Could be different for this game, but I don't think it will make any problems.
Try installing the competitive braking mod and see if that helps with how fast you are.The vanilla game.
I think it change the physics of your car (& ai too) for less understeer. Also change the gear ratio and the DRS effect, but as i did not try, i can't confirm !
The revised car performance was done by Johnny Dangerously. What he did was to adjust the aerodynamics, gearing, and grip levels for the AI and Player. With this mod the AI and player drive with the exact same car.
However, changing the aero and grip levels did cause the cars to have an "unbalanced" feel according to many (I agree myself).
So I spoke with Johnny and he graciously allowed me to edit and repost his CTF files from his mod.
The aero and gearing will remain the same as this produces much closer to real life top speeds (Johnny did an amazing job with this). I will be adjusting grip levels (for the Player and AI) on all tracks individually so as to keep the AI quick and competitive, but also provide a good level of competition when compared to the Player's CTF files.
As of 1:30am last night I've made adjustments to the following tracks with good results:
Hockenheim
Montreal
Brazil
This was done using the default car setup and racing on Legend difficulty, with a track_difficulty level for these tracks (all all other tracks to be tested) as a "1". The Player's grip levels get adjusted to the point where, with the default setup, I just can't quite keep up with the AI. This will (I'm hoping) force the Player to put more effort into setting up their car to find the extra speed.
As of right now I'm not sure I can correct the 1/1 wing, 1/11 spring "hack" that seems to be floating around, as correcting this would mean lowering front grip levels for the Player so much that it would probably lead to issues with balance. As well, not everyone uses the 1/1, 1/11 setup, so this is why I have to use the default setup during testing...it gives me a "default" starting point to work with.
So once these CTF files are done, everyone's competition should be much closer
Those high value gives some problem, for example in Melbourne they spin in the fast S-curve in sector 3. I think 0.6 is the right value, maybe a little bit higher.<trTrackCurveOfflineRatio float="0.6" /> (Thanks to Demy and Luke Weston for helping with this one. This controls how much of the track the AI uses outside of the predefined racing line. The problem, however, is that this parameter controls both outside and inside the racing line. So, setting this higher will allow the AI to cut corners more if the need arises (if they're avoiding someone for example), but it also causes them to run wide on corners much more frequently, resulting in loss of speed. It's best not to change this by much, if at all.)
Umm.. Like I've said on my Guide on 2011, I did change that to 1.0 for my AI mod for 2011 and it felt really good. Could be different for this game, but I don't think it will make any problems.
Agree on Breaking the Drivers used to break much later than we players used toWatching quite a few onboard videos I don't think the grip is far away from looking like real life. Where the main issues with car performance for me is:
- Top Speed; the game is about 40-50KPH slower than real life almost everywhere
- Accelration; the game is too slow by a fair bit
- Braking; not strong enough. The hairpin at China is a case in point. You have to brake at about 130 yard marker, I watched a video of Alonso on board and he was braking about 75 yards from the hairpin in real life.
- DRS; provides far too much advantage
All the above based on standard performance not Johnnys mod.
By the time people here got this game improved to real life there will be a 2013 game from CM and we have to start all over. Work is never done with CM hanging around.Agree on Breaking the Drivers used to break much later than we players used to
I don't think Acceleration is not there we have too much Downforce in the game and with Less wings also we can get Loads of Speed.With More Downforce we will lack More Straight Line Speed.
Top speed i don't think it was slow but in some tracks we just don't have perfect Final Drives