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Misc True to Life AI 2013 Season 1.4

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that's a shame :(
On the tyre wear: did someone try out changing the values in the "wear_level"-column of the the track_tyre_wear_level tab?
I think I tried something like "-0.3" once and it felt like something was changing to the actual tyre wear, not sure if it was an illusion though.

Yes I used to do that when I played on a pad. I'm pretty sure negative numbers increase wear. Just not sure how that plays in with the "tyre_wear_level" values in the "track_model" table.
I'm pretty sure the front/rear wear rates in the "f1teams" table only effects the AI...for whatever that's worth.
 
Alright, I tried this last night and did a 50% race-only event at Canada, started in 5th as Alonso. Engineer said I should stop on lap 5 to switch off of the Super Softs. Started the race, AI went into the pits around lap 5/6. By lap 5 my rear tyres were browning, fronts were a light brown. I could have easily done another 5 laps on them without batting an eye though. Tyres weren't anywhere near orange like @Melphiz is saying.
I use a wheel with no assists if that makes a difference...

I'm still convinced scaled tyre wear settings only effect the suggested pitstop strategy for Player and AI :unsure: I have yet to see any setting that causes my tyres to wear out quicker than normal. Frankly I'm not even sure if my adjusted tyre longevity values in this current release even has an effect besides making the Engineer suggest more pitstops.

With a good setup and smooth driving, the player tyres can be conserved as you have experienced. With an aggressive setup, its easy to get the tyres to be orange at the end of the suggested stint.

Canada is a bit different, of all tracks, it is easiest to conserve tyres on this track. I had thesame experience in F1 2011.

If you want more tyre wear at the end of the stint. You can try the following...

f1teams- multiply front_tyre_wear and rear_tyre_wear by 1.6 (instead of the 2)
tyres- set max_distance to 40% of default (instead of 35%)

engineer will suggest 2 stops on a 50% race, but the player tyres will have more wear at the end of the stint (compared to my initial values). you can decrease the max distance if you want it to have 3 stops or your preferred wear level.
 
This is the BEST mod of F1 2012 I've ever seen. Just the fact that Istanbul and the Nurburgring are available now makes it even more epic. Although the addition of the tracks in F1 2012 maybe was 'easy', since F1 2011 and 2012 uses the same engine, it makes the game even more fun now. 500000000 stars for this mod (and all who are involved in creating it)
 
As you guys are going depth in CTF editing Is it Possible to create realistic Handling of cars like Lotus has Strong Front end, Merc and RBR more Rear end with better Drivability. Ferrari has not too good balance etc
It more or less is possible but it depends on the user's steering hardware. There are limits for gamepads where it is almost unplayable but which would fit excellent to a steering wheel (aagancia and I had this experienced while testing .ctf for 2007 season)
 
It more or less is possible but it depends on the user's steering hardware. There are limits for gamepads where it is almost unplayable but which would fit excellent to a steering wheel (aagancia and I had this experienced while testing .ctf for 2007 season)
So can we only change Drivability for cars so that it wont effect Pad Players but Will give some worry to drive like Mclaren or Williams has.
 
So can we only change Drivability for cars so that it wont effect Pad Players but Will give some worry to drive like Mclaren or Williams has.

Kartik what you're talking about won't be easy to do. You're talking about changing the "feel" of the car. I could change the feel of Williams for example (maybe) to what I think it should feel like, but then you drive it with my changes and you may feel the car is way too loose, or too fast, or has too much/too little grip, etc.
That's why this probably won't be implemented because it's simply too hard to test.

What I have done at least is to make the back marker cars slower by increasing aero drag, adjusting 7th gear ratios to lower the top speed, and increasing the mass. So at the very least, back marker cars will actually be slower for the Player. However getting the feel of these cars "just right" is very difficult. As well, no one here has driven any of these cars in real life, so how would we know what the balance issues Ferrari have, or the drivability of Mercedes actually feels like...

As well, there's no way to modify the CTF files and have it only apply to a specific input device. Also, I'm not going to start making versions of this mod specifically designed for a pad or a wheel separately. It becomes far too much work to manage all the files, especially CTF files since there's so many of them...having twice as many CTF files with a wheel version and gamepad version...it'd just be a nightmare.

As it is, there are already differences in the feel of the cars from team to team (just maybe not as noticeable as you'd like lol). I typically drive the Ferrari, but during testing I race with lots of other teams and I personally find there to be notable differences from team to team. For instance I don't mind the feel of the Lotus compared to Ferrari, but the Mercedes feels quite different to me, with Red Bull falling somewhere in the middle of that.

Hope that helps clear things up, sorry I can't be more help
 
@snthennumbers I understood that Mate But i should have mentioned you but due to new system the Edit was off after some time and i too forgot to add. I saw the Property rear_drive_proportion with #234. I want to add this Point to the Post before and Discuss about it. So do you know any thing about this one
 
hi i am new here...first of all sorry for my bad english...

i want thank all the guys who had make this mod...but iam little confused....in which order i have to install this mod???do i need all the updates???in installed only the 711MB mod called "F1 2013 True to Life AI ".....but after the qualifiyin when i want to start the race i have only stopstrategy for 15 rounds....later that i instaslled the update 4.1 and now i got stop strategy for 100% race length (3stops) but theree are new problems...kobayashi is driving for force india and senna drives for williams....please can you help me....thanks to everybody and have a nice weekend....


forgot to tell...it was an clean install of F1 2012...no mods at all..only the mod here...
 
hi i am new here...first of all sorry for my bad english...

i want thank all the guys who had make this mod...but iam little confused....in which order i have to install this mod???do i need all the updates???in installed only the 711MB mod called "F1 2013 True to Life AI ".....but after the qualifiyin when i want to start the race i have only stopstrategy for 15 rounds....later that i instaslled the update 4.1 and now i got stop strategy for 100% race length (3stops) but theree are new problems...kobayashi is driving for force india and senna drives for williams....please can you help me....thanks to everybody and have a nice weekend....


forgot to tell...it was an clean install of F1 2012...no mods at all..only the mod here...


I've removed all previous versions of this mod so there's no longer any confusion.
Once you have your files verified through steam, read the PDF included in the mod for installation instructions.
 
Hopefully you all see this posting.
Please see the overview page for a link to a 50% scaled tyre wear database.

Notes on this 50% database:
- Big shout out to @aagancia for his assistance with getting this to actually, legitimately work. My values wound up being slightly different than the values he's posted on this discussion, but I think you'll appreciate the work and balance I've created :cool: My changes were in order to give a legitimate sensation the tyres were wearing out twice as fast, while keeping it so that the tyres weren’t completely falling apart by the time you reached the pit window. I had tinkered with very low tyre longevity values mixed with high wear rates, but found the AI’s pace was dropping off too rapidly so I had to create a more balanced set of values to achieve the desired effect. As well, I wound up having an issue where Lotus and Force India were put on 1 stop strategy when the rest of the field would be on a 2 stop strategy. This sounds all well and good, but the 2 teams wound up losing dramatic amounts of time during the end of their stints.
So what I did was to make nearly every race a 2 stop race by customizing the values in the “tyres” table and comparing the strategies given to Mercedes (with the highest wear rates) vs the strategies given to Lotus (the lowest wear rates). Lotus and Force India still maintain their reduced wear rates which keeps the realism going since these teams do in fact have reduced wear rates, but it keeps the advantages in the Player’s hands to maintain the tyres just enough to be able to push a little longer and use the advantage of those teams’ reduced wear rates. In other words, it’s up to the drivers in the Lotus & Force India cars to make use of the reduced wear rates on the track, rather than being gifted one less pitstop. This applies to both Player and AI ;)
 
I've removed all previous versions of this mod so there's no longer any confusion.
Once you have your files verified through steam, read the PDF included in the mod for installation instructions.


thank you for the answer...but in the update section still 24 files for download...can you tell me exactly what i have to download???
 
Those are release notes from previous versions. Just click the download button at the top of the page and you're good to go


ok thanks but see my first posting...i have install only the mod fromt he bottom here and i have this problems with the stopstrategy in the race (startegy only for 15 laps) and the senna and kobayashi problem...well i give another try fit a clean version again....thank you for help
 

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