Quick update after a weekend of testing...a bit wordy but there's solid information in here so please read lol...
I've been looking at adjusting acceleration of the cars as some people have brought to my attention that the acceleration in F1 2012 is not as close as it should be to real life for gears 1-4. While I have technically been able to increase the acceleration by adjusting the gear ratios in the CTF files, the problem I'm running into is making these changes notable enough so that the Player can pick up on them.
Certainly I can lower the gear ratios for gears 1-4 to make the car accelerate faster, but then you run into an issue of there being this
huge shift from 4th to 5th gear...to the point where the engine actually bogs down as the RPM shift from 4th to 5th is so dramatic. Normally you'd shift at let's say 18,000 rpm's, and when the next gear engages the rpm's drop to somewhere around let's say 16,000 rpm's (for simplicity's sake). With the adjusted ratios the rpm switch from 4th to 5th gear is more like going from 18,000 rpm's to 10,000 rpm's...you see what I'm getting at.
Now on the other hand I can adjust all gear ratios slightly so as to maintain being in the power band for all gear shifts. but in doing so you lose the sensation that the car is, in fact, accelerating any faster than it does with the default ratios since the changes to each gear ratio is so small.
I run into the same issue from the previous paragraph if I only adjust the ratios for gears 1-4 slightly so as to prevent a giant shift from 4th to 5th gear. In other words, it's proving difficult to get any notable effects of faster acceleration while still maintaining the power band from shift to shift.
Lastly, I started checking into braking distance issue. This one is going to be very difficult to correct, if possible at all. I can raise the brake strength (brake_torque value in the CTF files), but then the wheels lock up too easily. I can adjust the inertia of the tires (wheel_inertia_front/rear), but then steering becomes a problem as the tires have too much "weight". I don't want to have to adjust the weight of the cars as this will lead to numerous issues.
Now here's the interesting part,
and I could use some other people to verify this:
According to the F1 website (
http://www.formula1.com/inside_f1/rules_and_regulations/technical_regulations/8695/)
, a Formula 1 car is roughly 463cm (~15.19 feet) long. This means, when you do the math, that your Formula 1 car should be able to fit into a 150 meter braking zone about 33 times (32.8 to be more exact). I went to the big straight in Abu Dhabi and counted how many car lengths it took for me to get from the 150m board (with my rear tires at the 150m board) to line my front tires up with the apex of turn 8 at the end of the straight. Obviously I can't be precise down to the centimeter, but I didn't get 33 car lengths. I got 30. This means there appears to be a discrepancy of roughly 42.5 feet (12.95 meters) in measured length.
So either the cars are too big, or the circuits are too small...or both for that matter. My guess is different departments at CodeMasters worked on designing the cars vs designing the tracks...
At any rate, assuming I'm not losing my mind at midnight on a Sunday, this may be at least one reason why we see differences in braking distances in the game when compared to real life.
Any feedback or confirmations would be greatly appreciated