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Misc True to Life AI 2013 Season 1.4

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Hi, first of all congratulations for the mod. Works really nice and I am actually enjoying F1 2012 now. However the is still one issue that is bothering me. In general, the whole wet weather system doesn't work very well but the worst part is when it stops raining and the track starts to dry. As soon as a small dry line appears, the AI switches to dry tires and start lapping extremely fast given the conditions. If I change to slicks, it's very hard to control the car since the track is still wet. This transition between wet and dry looks nice on paper but the AI just jumps directly to dry time without a progression. Now my question, is there a value in the data base that can be modified to fix this? Is there a value for AI level in mixed conditions or is it only dry/wet settings?

Thanks
 
Hi, first of all congratulations for the mod. Works really nice and I am actually enjoying F1 2012 now. However the is still one issue that is bothering me. In general, the whole wet weather system doesn't work very well but the worst part is when it stops raining and the track starts to dry. As soon as a small dry line appears, the AI switches to dry tires and start lapping extremely fast given the conditions. If I change to slicks, it's very hard to control the car since the track is still wet. This transition between wet and dry looks nice on paper but the AI just jumps directly to dry time without a progression. Now my question, is there a value in the data base that can be modified to fix this? Is there a value for AI level in mixed conditions or is it only dry/wet settings?

Thanks

Glad you're enjoying it :thumbsup:
To answer your question - no this can't be changed from what I know of unfortunately. I have adjusted the AI's performance in the wet to slow them down slightly once they're on inters or wets, but the transition periods from dry to wet along with wet to dry is a known issue with the game.
So far I haven't seen any parameters which govern the amount of grip the AI has during these transition periods. It's frustrating, believe me I know - especially in Career mode where you're forced to have dynamic weather.
If anything, I believe somewhere around the forums there's a discussion about weather settings and actually making Career races all dry races. Might be worth a look, sorry I can't be more help.

Happy to hear you like the mod
 
Is this compatible with the Update 1 FLTDOX? I'm playing the carrer and i'm stuck at Canada and it doesn't saves. So I tried to install the update 1 FLTDOX and it doesn't works. Anyone can help me?
Sorry for my bad English, I'm from Argentita
I'm not sure but your account is indeed 100% compatible to my ban hammer. Signing up to a fansite and introducing yourself by making a post about piracy and how to steal software isn't appreciated.

You want to play the game? You want support from the community? Buy the game.

Tom
 
Hello, I'm having a problem and I think it's related to this mod. During the carrer you have this test on the first weekend's day, in Spanish it's called I+D,. Basicly you have and objective an if you achieve it, your car perfomance will improve.
My objective now, I'm on Spa (Belgium), it's to finish 3 laps at a certain time and using the DRS on the 47% of the track. As in 2013 rules you don't have persmission to use the DRS whenever you want, I can't achieve this objective.
My question is: There is a way in which I could change this DRS rule?

Thank you
 
Hello, I'm having a problem and I think it's related to this mod. During the carrer you have this test on the first weekend's day, in Spanish it's called I+D,. Basicly you have and objective an if you achieve it, your car perfomance will improve.
My objective now, I'm on Spa (Belgium), it's to finish 3 laps at a certain time and using the DRS on the 47% of the track. As in 2013 rules you don't have persmission to use the DRS whenever you want, I can't achieve this objective.
My question is: There is a way in which I could change this DRS rule?

Thank you
You need to replace the modded ...F1 2012\tracks\circuit\spa...\route_0\triggers_pit.xml with the original file, then do the task and put the modified file back
 
Just wanted to keep you all in the loop of what I've been doing behind the scenes these past few days:
I'm working on an update to v1.1 of this mod which is going fine, but the main issue I'm having right now is with the 50% scaled tyre wear database.

Right now I have the front/rear tyre wear values in the f1teams table set to roughly 65% higher than default. However, I've had to increase Lotus and Force India's wear rates by slightly more than 65%, and lower Mercedes' wear rates to slightly lower than 65%. Once you start multiplying the wear rates, the difference between say, Mercedes with high wear, and Lotus with low wear becomes way too apparent when racing. Lotus/Force India wind up getting assigned 1 stop races while Mercedes and others will be on a 2 stop. This sounds all well and good and pretty realistic, but Lotus/Force India actually wind up losing out because their tyres are so worn by the time they pit that any advantage to having a 1 stop strategy over a 2 stop is completely lost.

On top of that, changing the values in the track_tyre_wear_level table has some interesting effects too. Initially as per @aagancia 's instructions I had these values all set to 1.0. This wound up causing an issue where no pitstop strategies were given during some Career Season races (at least season 2 for me anyway which is where I'm at, driving for Ferrari). I then set these values to 0.99 and got pitstop strategies in Career mode, but found during the race the AI didn't actually pit at all.

So these past few days I've been working on balancing out the values in the "tyres" table, the front/rear_tyre_wear values in the "f1teams" table, and the values in the "track_tyre_wear_level" table since it appears there is some discrepancy between Career mode tyre wear, and quick race tyre wear (possibly due to upgrade paths of the teams in career mode? but it's odd that the game thinks the tyres last longer in Career mode...meaning Career mode would have less tyre wear which contradicts the concept of upgrade paths being the culprit). At one point my Career race at Shanghai gave me a 1 stop strategy, but with the same car and track during a quick race I'm given a 2 stop strategy...weird stuff.

So that's where I'm at...stay tuned.
 
i have a problem. i make 2 pit stops in career race but the other car make only one pit stop. for me is absolutely required doing 2 pit stops
 
I am using the entire contents present in the new mod. the rest is spectacular. there is only a slight discrepancy with the names of pilots who are last year's and cars do not have a vanity panel. but this is minimum problem. the biggest is pit stop strategy other opponents.
 
I am using the entire contents present in the new mod. the rest is spectacular. there is only a slight discrepancy with the names of pilots who are last year's and cars do not have a vanity panel. but this is minimum problem. the biggest is pit stop strategy other opponents.

More details bud...are the driver names wrong in the driver selection menu? Or are the driver tags during the race wrong?

Vanity panels can't be done because that involves making new 3d models of the cars.

As for pitstops - what happens when you do a quick race?
Also, what year Career season are you in?
 
in second year season. I dont play with quick race.

Oh thank god! I'm not the only person then! Hooray!!
You're doing 50% races I'm assuming, right?

This is the issue I'm having with this damn 50% scaled tyre wear database I'm trying to make, but apparently it goes further than that since you're using the default database.

There's something weird going on with tyre wear rates between quick races and career races. The first Career season I don't believe this is an issue, but in your second career season I'm seeing the same thing:
I'm driving with Ferrari right now, in my 2nd career season, doing 50% races. I'm at Shanghai and I do a race and it gives me a 1 stop strategy.
I do a quick race with Ferrari, at Shanghai (50% still) and I get a 2 stop strategy...

I thought I was going out of my mind, but I'm so glad to hear you're experiencing this too.


Now I'm stuck...idk if I'm going to be able to make this 50% database work.
@aagancia you have any ideas? The values you change in track_tyre_wear_levels, f1teams, and tyres tables all do make a difference in the Player and AI's race strategy, but we can't have an entire career season where the AI is staying out way too long on their tyres. I've been seeing this happen and the AI loses a boat load of time trying to make their strategies work - their tyres just get too worn and they can't maintain a good speed.

My only thoughts is that there's something going on with the upgrade paths/strategies with the teams in Career mode that I'm not aware of. It's very strange because Career mode assumes the tyres either last longer, or the wear rates are lower...since 2nd year Career races are suggesting 1 less stop than quick races. Why the tyre wear would be considered lower while the cars are still being developed is beyond me...


Anyone have any insight?
 
Oh thank god! I'm not the only person then! Hooray!!
You're doing 50% races I'm assuming, right?

This is the issue I'm having with this damn 50% scaled tyre wear database I'm trying to make, but apparently it goes further than that since you're using the default database.

There's something weird going on with tyre wear rates between quick races and career races. The first Career season I don't believe this is an issue, but in your second career season I'm seeing the same thing:
I'm driving with Ferrari right now, in my 2nd career season, doing 50% races. I'm at Shanghai and I do a race and it gives me a 1 stop strategy.
I do a quick race with Ferrari, at Shanghai (50% still) and I get a 2 stop strategy...

I thought I was going out of my mind, but I'm so glad to hear you're experiencing this too.


Now I'm stuck...idk if I'm going to be able to make this 50% database work.
@aagancia you have any ideas? The values you change in track_tyre_wear_levels, f1teams, and tyres tables all do make a difference in the Player and AI's race strategy, but we can't have an entire career season where the AI is staying out way too long on their tyres. I've been seeing this happen and the AI loses a boat load of time trying to make their strategies work - their tyres just get too worn and they can't maintain a good speed.

My only thoughts is that there's something going on with the upgrade paths/strategies with the teams in Career mode that I'm not aware of. It's very strange because Career mode assumes the tyres either last longer, or the wear rates are lower...since 2nd year Career races are suggesting 1 less stop than quick races. Why the tyre wear would be considered lower while the cars are still being developed is beyond me...


Anyone have any insight?
I don't know if this helps or not but i believe it worth a try. In the Tuning.Tng File there is a line called Season Upgrade/ Tyre wear. I really don't know whether it was for the Single season or the Next seasons. To Open the Tng file you need Ryder TNG editor
 
Oh thank god! I'm not the only person then! Hooray!!
You're doing 50% races I'm assuming, right?

This is the issue I'm having with this damn 50% scaled tyre wear database I'm trying to make, but apparently it goes further than that since you're using the default database.

There's something weird going on with tyre wear rates between quick races and career races. The first Career season I don't believe this is an issue, but in your second career season I'm seeing the same thing:
I'm driving with Ferrari right now, in my 2nd career season, doing 50% races. I'm at Shanghai and I do a race and it gives me a 1 stop strategy.
I do a quick race with Ferrari, at Shanghai (50% still) and I get a 2 stop strategy...

I thought I was going out of my mind, but I'm so glad to hear you're experiencing this too.


Now I'm stuck...idk if I'm going to be able to make this 50% database work.
@aagancia you have any ideas? The values you change in track_tyre_wear_levels, f1teams, and tyres tables all do make a difference in the Player and AI's race strategy, but we can't have an entire career season where the AI is staying out way too long on their tyres. I've been seeing this happen and the AI loses a boat load of time trying to make their strategies work - their tyres just get too worn and they can't maintain a good speed.

My only thoughts is that there's something going on with the upgrade paths/strategies with the teams in Career mode that I'm not aware of. It's very strange because Career mode assumes the tyres either last longer, or the wear rates are lower...since 2nd year Career races are suggesting 1 less stop than quick races. Why the tyre wear would be considered lower while the cars are still being developed is beyond me...


Anyone have any insight?

Sorry man, it looks like I opened a can of worms for you :redface: I only tested mainly in quick races and just a few season 1 career races. I don't really play career, so I did not get farther than season 1.

I also don't know of any way to modify how career alters the car's performance.
 
I don't know if this helps or not but i believe it worth a try. In the Tuning.Tng File there is a line called Season Upgrade/ Tyre wear. I really don't know whether it was for the Single season or the Next seasons. To Open the Tng file you need Ryder TNG editor

You might have just found it. By the way .tng looks, it appears that it contains the range of a car setup parameter or upgrade parameter. Each parameter that can be expanded has 2 identical sub parameter. It seems that one is the extreme low and the other is the extreme high.

@snthennumbers
If my guess is correct, under F1/Season Upgrade/Tyre Wear. If you make the 2 sub parameters under it identical, you should be able to keep tyre wear the same for all seasons. Its just a matter of finding which of the 2 sub parameters will give your desired result.

I'm guessing you have to make the 2nd entry same as the first entry (Infold:305; Val:0; Val2:2; Num:2).

Of course this is all in theory, I'm mostly just guessing.:D I wish I can help you test, but I just can't find time at the moment. Just sharing my thoughts.
 

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