First of all, great mod! The idea itself is excellent, execution is almost flawless. Races are much more interesting.
However, there is a caveat. I said that execution is ALMOST flawless, because there are a few kinks in the system. First race of the season, Melbourne, dry track. Sergio Perez started on Soft and switched to the Hard compound after four laps. And that turned him into a sitting duck. He was 3 seconds (THREE MOTHERF***ING SECONDS) slower than everybody else!!! Sorry, but that's just a bit too much to be realistic. He dropped from P9 to P14 in less than three laps!
The way things are now, you switch to Hard tires, you're screwed, plain as that.
The same goes for the Soft compound. I noticed tire degradation of more than 20% per lap! After three laps, the tires were virtually ruined. Again, quite a bit much for my liking.
Overall, a really good mod, but I tend to think you overdid it slightly, both in terms of tire degradation as well as in differences in performance between the different compounds. It makes races interesting, yes, but only through punishing players who pit too late or pick a compound that's too hard. Right now, things are just a bit too extreme. If you could make tire degradation of the softer compounds a bit less harsh and grip levels of the harder compounds a bit less terrible, this might be one of the best mods for F1 2020.
Not completely possible :
- main part of tyre mod (grip/wear ...) are inside the tyrecompounds.erp. So, you can copy/past only this file if you want.
- but, the wear of each kind of tyres has been updated to be coherent with cars files. In each cars files, you have a value (UpgradeWear) which are set to 2.0 for the tyres wear. (instead of 1.0). Each cars files included others mods like slipstream, damages mod and puncture wear ratio.
--> if you keep only the tyrecompounds.erp file, you will have the tyres behaviour of this mod but
- with less wear than without this mod and the original game's wear (around -30%).
- and original strategic panels too.
Moreover,
- for pneumatic aspects at worn state, its content is otherwise in the common.erp file, in the texture part.
So yes it is possible but we have to deconstruct a lot of things.