snthennumbers Awesome Job mate like you always do !! I hope you make the same in the 2013 game, whitout your mod is not the same.. that's the true ! you create what the game doesn't have, is a masterpiece dude !! keep it up !!
Hello Snthennumbers, I would first like to congratulate you for the wonderful update that you realize, this is a work of high quality, the games is now a very high accuracy, so close to reality.
Glad you like it so much! Thanks!
I want to ask you a question as you did for the database of 50%, how would you reflect the same tire wear mode for 25% race? do you need to double the values of tire_wear front and rear of the F1Teams table or double the wear_level of track_tire_wear_level table or both. I try to limit to one pit stop in the race with the same critical tire wear of your v1.4 database.
I noticed that the new rate of wear you added does not appear in the track_model table in the 50% database.
Don't adjust the tyre wear rates in the f1teams table from what I've set them as...you'll just create a massive headache for yourself.
I'm not sure if 25% wear can be done because the game gets more and more picky as you set the max_distance values lower in the tyres table. But in theory what you would do is lower the max_distance values in the tyres table by some amount (it's not straight forward like you would expect. In other words, cutting the max_distance values in half for a 50% race does not give the expected results...so you'll need to play with these values a bit. Then you'll need to adjust the values in the track_tyre_wear_level table. Higher values mean the AI stays out longer (I don't think going higher than 0.99 is a good idea...1.0 and above seems to create some weird results...but I'm not 100% sure that you can not use values higher than 1.0, so again...play around with it.) You'll then probably need to adjust the track_model table > tyre_wear_level column as you test the wear values you've created to ensure the AI is pitting how you want them to pit for each track.
Next, the challenge is getting the max_distance values in the tyres table to play nicely with the wear values in the track_tyre_wear_level table. Then, once you finally have all of that worked out for quick races and have the AI pitting when you want them to pit, you'll probably need to make further adjustments to the max_distance values in the tyres table so that the pitstop strategy in Career mode is the same as in quick race mode - remember that wear rates in quick races are lower than they are in Career mode due to the cars in Career mode not being fully developed.
.......see why it took me so long to release version 1.4?
Nice Job with the 1.4! That's a long list of improvements. Quick question, can I apply 1.4 on top of 1.3 and continue with my career mode o do I need to start a new one so that the changes are in effect?
Hi snthennumbers, hope I'm not going to fall into to the 'not having read stuff' camp...(!) but having installed the 1.4 Mod on a vanilla F1 2012 install as per the instructions, the DRS will only work for me in the DRS race zones when I'm in Practice of Q1-Q3 for a GP weekend in career.
Any help will be much appreciated!
Yet another person who clearly hasn't read the overview page...I love singling you people out
The question that I asked is not in the overview page. I know the new update won't corrupt my profile but I just wanted to be sure that it will work with an on going career mode without any weird issues.
Btw really nice that you give me this "hasn't read overview page" crap when you know I have been closely following this mod and even offered my help with version 1.4...
Hello snthenumbers ! just a question : can i just use your ai files in the 1.4 2013 mod if i still running your 2012 mod (v4) ? thanks
Dave Morgan said:Hi snthennumbers, hope I'm not going to fall into to the 'not having read stuff' camp...(!) but having installed the 1.4 Mod on a vanilla F1 2012 install as per the instructions, the DRS will only work for me in the DRS race zones when I'm in Practice of Q1-Q3 for a GP weekend in career.
Any help will be much appreciated!
Thats how it was in 2013, and it's due to aagancia's DRS mod which is included with this mod. That's normal behavior.
hi
i just notice same issue with DRS like "Dave Morgan".
Usally in Practice and Q1-Q3 you can use DRS on all track NOT only in DRS zones.
Pls can we have some fix on DRS in Practice and Q1-Q3 to can be use on all track
or just way we can turn off that DRS mod.
THX for help