F1 2020 - Tire performances for 25% race length and others mods

F1 2020 - Tire performances for 25% race length and others mods 2.3

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Small and last update :
- Puncture Wear set @ 90%
- Reduced tire wear gains over seasons to keep balance
My last version i think, for F1 2020 :sleep: .

Based on some feedback (thanks all :p), update for the F1 cars :
  1. increase of grip for HARD compounds (+4%) on dry tracks (C1).
  2. update of grip vs wetness
    • slick tyres loose less grip < 10% of humidity than previous version
    • but still a little higher than the original one on the optimal phases.
So , the curves updated :

Grip at new state 3.PNG



Wetness Grip 3.PNG


I haven't touched the MED and SOFT tyres, the balance is ok for me if we consider the rule of the first 10 and the increase in wear obtained in career mode on My Team.
Moreover, if i decrease wear speed of soften tires will make them the best tyres on many tracks, able to make 50% or more of the track length at start, or on first seasons, and it's will be an issue.

In addition, I increased the grip of the HARD compounds on dry tracks, especially below 50% wear to be less hard to use on first laps.

If you want to update / customize the curves for your own experience, don't hesitate ! ;)
Final version specially for F2 cars.
Despite many bugs on the strategies taken by the bots in F2, I tried to do my best to have 25% and 50% strategies not too stupid., and for the 50% races, I aimed for 2 pit stops.
For 25% & F2 ... I tried to do my best but honestly the bots do **** :poop: with their stupid strategy regularly on the original game so on F2 side ... I tried to correct some behaviors. :O_o:

For this version :
I reviewed all the grip, wear and behavior curves, for dry and wet conditions.

I worked in wet conditions because, from my perspective, the behavior of tires and car in wet conditions for the F2 is sometimes ... uncontrollable (and mysterious). :cautious:

Wetness grip for Wet tires on F2 :
1625097354617.png

More grip, but it's still difficult to drive in wet conditions.
For wear, wet compounds will melt quickly on dry conditions now (like F1 cars).

The wear rate is slower than the original curves below 50%. After ~ 50% the rate of wear will accelerate very quickly now ... :laugh:

1625097882833.png


I succeeded to have different strategies used by bots, on some tracks. Sometime :rolleyes:. And overall, you can have 2 suggested strategies that have more similar performance.

Finally, it might not be 100% satisfactory, but with the weird behavior of bots in F2 mode, I don't see how to do better. :cry:

The main other mods included for the F1 part are also activated on F2 side. (not the visual tyres damaged mod, which will works only on F1 side)
Some comments :

Concerning slip/drag values for cars :
In my last version I used for F1 cars 0.8 for drag, 0.95 for lift.

For F2 cars, 0.7 for drag, 0.95 for lift. The F2s are slower so I needed a higher value to have a good and useful drag effect for a 25% race length.
For F1 cars I often used 0.85 in the past. But I decided to reduce it to 0.8 to amplify the possibility for bots to overtake, especially when you have the top 10 cars with a 2 pitstop strategy versus slower cars with 1 pitstop.

Overtakings takes less distance and are faster with 0.8 and remains realistic.
A value less than 0.8 is dangerous for F1 cars due to the speed, especially with the damage mod. (too many crashes.)

I didn't increase the lift effect too much. Because it became less realistic and I wanted to keep the drag effect as a counterpart. i.e. less grip when inside the slitstream effect. :sneaky:
It is therefore dangerous to try to zigzag inside the slipstream if you have hard tires or less grip (realistic).
Hello,
A new release !
Version 2.0 :

F2_small.png


- works with F2's cars (2019 & 2020) ! With 25% race lenght with sprint or 50% race lenght ! :p
You can now feel a real difference between soft and hard gums on F2 cars, just like on F1 cars. Maybe more, F2 are more difficult to master with hard compounds, like in real life (they are slower than F1 cars but much less downforce and almost as much torque on the rear axle :confused:).

- Damage Mod works too on F2's cars !
- Slipstream effect updated for F2 cars and F1 cars. Be careful when you are going to overtake !
- Puncture set at 95% for F2 (as for F1 cars).
- For F2 & 25% race lenght :
  • Stratregic panel for pit stops are not available. It's a quick game mode, so i tried to set the stratergy like that :
    • For main tracks, you will have 1 mandatory pit stop with soft compounds. Harder compounds will be kept for the final sprint.
    • For some shorter tracks, harder compounds will be take for main race, without pit stop, the softer tyres will be kept for the sprint.
  • For the 50% race length, you can choose your strategy before you start. As for the F1 part, several strategies proposed based on the two slick tires selected for each track. Unfortunately, AI will often take the same for all bots.. :cautious:
Capture2a.png


I have tried testing each setup on many F2 Championship tracks, but maybe I missed a few points. Sorry in advance.

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