F1 2021 Tyre performances (and cars) improved - Unified Version ! (patch 1.18)

F1 2021 Tyre performances (and cars) improved - Unified Version ! (patch 1.18) 6.4

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Hello,

Main tests done (included 1.18 patch).
The 25% setting has been fully checked (2022/04/04). The 50% by me (several races) and several gamers (thanks to them :p).
This mod is an update of my previous one (made for 25% & 50% race length).
It's a unified version with some upgrades (Sparks reworks, teams balance, tyres skins ...).

I reviewed the performances of all tyres and adapted the F1 cars to achieve a good balance between wear and pit stops. Globally wear is increase, grip is more dynamic between each compounds than original game.

Due to some limitations in having a good balance over 25% of race length with multi-stop strategies, i tried to find a more relevant balance with 1 pit stop for the whole grid in order to have an key decision making phase for the strategy to used. The pit stop timing as under / over cut phases will be more decisive during the race, to overtake or to defend.

For 50% race length, 2 pit stops will be mainly used. Assuming that a complete qualifying phase is used with this mod, a (S) compound will not be always the best solution to start for all tracks.
For 100% it can work but it was not check with a full race, i just check it quickly through the strategic panels at start.

V6.X
  • Some modifications for the DRS & Drag and lift effets are included, from Shoya_525, thanks to him ! ;) This version bring a feeling more in line with the new 2022 season.
  • Modification of the mass of chassis for several teams has been made too. (check readme file for current details of the last version).
  • Sparks have also been reworked to have more sparks and a better visual.
Tire Compounds part
The rubber part of the tyres is strongly impacted by this modification.
F1 cars on all game mode (not online ! ) are ok, as F2 cars. ;)
This mod impact F1 & F2 cars, for Career & My team mode, standard races ...
(not story mode & not online obviously)

For the grip curves after wear :
Grip Wear.PNG

Real grip comparaison :
Real Grip at wear state2.PNG
Compared to my previous mods, the inflection point between compounds is reached faster. I designed the properties of the compounds of the tyres to have an interesting balance between each life phase. Depending on the condition of your opponents' tyres (the visual surface of tyre wear will also change as a possible indicator), some timings will be more interesting than others for pushing. It's one of the main change vs my olders mods.

The new grip(wetness) globaly for F1 and F2 cars :
Wetness Wear boxes.PNG

Grip at start :
Grip at start.PNG

By keeping the same number of pit stops for all grid, it's easier to keep a realistic balance at the start and avoid reducing too much (or not enough) the grip of harder compounds.

The wear (wetness) globaly :
Wetness Wear.PNG

Conseqences on strategies :

Example @ 25% : 1 pit stop for all cars, not the same for the first 10 and others. There is a window of several laps for possible undercut/overcut.
Bahrain_25%.PNG
First 10 drivers are no more penalized with soft compounds.

For 50% and 100%, 2 pits stops :
Bahrain_100%.PNG
It is still possible to use 1 pit stop from the bottom of the grid on some tracks, but not without consequences on tire grip and with some risk due to the SC.

Example for 50% race length for the Austin track with full qualifying phase :
Hamilton not first each time*, Mix of (S) & (M) for the first 10.
Texas_Grid_withfullQ.PNG

Final result :
Texas_FinalGrid_withfullQ.PNG
2 cars made 3 pit stops (and not 4 : bug on final report** ...) to repair front wing after a collision.


New grip make cars more difficult to drive when tyres are closed to end of life.
It will be more difficult to "push" than with new tyres, combined with the slipstream effects and loss of grip, you will have (or see) more surprising trajectories.



And now, with damage sensibility increased (~+30%), simulation settings (view of a bot that has lost grip due to kerbs and dirty air) :


List of other changes & tips :
  • Puncture wear is set to 90%. Why? because IA doesn't have same puncture as player. I have updated the tyre mixes to have a strong degradation of tyre grip, so you will have to make the right decision whether or not to keep your tires after 65-75%….
  • Obviously the tyres wear prediction is not 100% correct, depending on your skills and your driving behavior, the settings of the car, the weather, the development of the team too…
  • Use your soft tires wisely during the qualifying phases ... :p this will have more or less impact on your options after, at the start or during the race. With a 50 to 100% race length and a full qualifying phase, the softer compounds for the race start will not always be the best option. With someexperience, you will be able to identify on which tracks ...:sneaky:
  • Wet and dry tyres have a very small box of optimum performance. You could be severely penalized with wear or grip if you don't react quickly. :whistling:
  • Focusing on a strategy with only 1 pit stop mainly ... is no longer the only one and best solution in every race.
  • Season wear upgrades effets has been reduce to keep a good balance after several seasons.
  • Wet conditions are clearly more difficult to control than with the original set, for F1 and F2 cars. So caution :roflmao:. I tried to keep a behavior relevant with a certain progressivity. The F2 is clearly more difficult to master than before but remains a little less difficult than the F1 on wet ground due to the speed.
  • A version with a higher damage sensibility (~30%) is included for front wing and for front/rear chassis (F1 & F2). (updated 2021/08/23 with ilja23mia proposals)
  • V6.X : DRS is essential for overtaking. More than in the past, DRS is the key to defending or attacking at the right time. The drag effect is less than in the past when tracking an opponent, so DRS will be mandatory sometimes . However, you can stick more easily your opponent below 0.5s.
  • V6.X : drag and lift effets are set to 95%. (5% of effect). It's more in line with the new season 2022. DRS effect is adapted to.
Thanks to LS_Tech for the particle rate settings
Thanks to ilja23mia for the update of weight and damage settings.
Thanks to Shoya_525 for the DRS effect, new sliptstream effects value, more in line with he season 2022.


Others mods and changed included
Try Wear Compil.png

  • Sparks have also been reworked to have more sparks and a better visual (beta test).

Installation

It's a copy & paste installation:
Just copy and paste the directory /2021_asset_groups in the directory of the game. That’s all.

XML file of all cars is included. This can be useful if you want to add (for example) a skin mod for My Team. It's for who wants to work on it with EGO ERP Archiver. A quick pdf "howto" is include to help if you want to add a livery.

To uninstall


Steam have special option for it :
Click on game by right mouse button in Steam library
Choose Properties - Local files - Verify integrity of local files. After this Steam will start checking game files and will restore modded files to originals.

This Mod not works in multiplayer (online).

There might still be some weird behavior, I tested it for several days but difficult to check everything.

I made this mod for myself at the start. But if it can help other players, so much the better ...

Latest updates

  1. Reliability and My Team mode

    Now I'm starting to look at the reliability effect on my team mode for the gearbox and overall...
  2. Team Balance

    I think my goal is achieved for the balance of the team (v6.4). Example : Throughout Season...
  3. Minor update

    - small update of Ferrarri chassi mass (again). The overall balance of team performance may...

Latest reviews

can you do for F1 22?
Poubelle
Poubelle
Unfortunately I didn't buy F1 22. Sorry.
Great mod, very hard for me on a controller but its fine! But can you tell me what lines are edited? I want to merge it with my own perfomance mod (personal uses only) so im not going to copy or reupload your mod
Poubelle
Poubelle
Thanks.
Many lines. So I think the best thing to do it(s to compare the tyrecoumpounds .erp with the original one.
Moreover, i changed some values in car files too. (for tyres wear for example but not only, aero and many others things).
You can use notepad++ with a compare plugin for that.
I dont know if this is just me, but so far the mod has been great fun except that every race im getting unrealistic results like getting a podium and then a win on an alpha tauri because almost everyone is doing 4 stops or even 5, stopping in the very last lap which ruins the race completely
Poubelle
Poubelle
Hello,
Which race length ? other mods installed ?
Amazing mod, is their any possibility to add the new q2 tyre regulation into career mode? Would be great to be able to pick what tyre to start on like in real life.
Poubelle
Poubelle
Hello, thanks for the feedback,
This is a question I've often received, but unfortunately I don't think it's possible (or I haven't found). It must be inside the game's main binary (therefore not accessible via mods).
Great mod! And the spark mod is damn great!
Poubelle
Poubelle
Thanks for your feeback ^^
Looks really nice, gonna test it for sure but I have a question.
Does anybody know how this mod works on 100% race distance?
Poubelle
Poubelle
My main tests are done for 25% stroke length, some tests for 50%. I have never tried it 100% personally but other players have (check in the mod discussion).
I was on Australia and the mod was behaving weird. I was getting insanely high tyre wear and the AI seemed a bit too fast. It was mush faster than unmodded AI.
Poubelle
Poubelle
Hello,
I think there is a problem on your side, you are the first feedback in 6 months with an AI too fast than the original game. It's strange because the tyres grip in all cases is less than that of the original game. So, cars are slower with all types of tyres.
So maybe you have other mods installed.
After, the speed wear is higher .. yes it's one goal of this mod.
Hey, i have a question, sparks works on MyTeam mode?
Poubelle
Poubelle
Hello,
Yes. All mode with F1 cars i guess (not the history mode and not online).
Great Mod! I was wondering if there was a way to jut get the sparks as a mod since I already have another mod which is affecting the cars performances? Thanks
Poubelle
Poubelle
Hello ! Thanks for your feedback. I will try when i will more feedback/tests done. But, yes, i confirme the sparks part modified all cars files.
Makes the racing so much more enjoyable, only wish Jeff was more help with strategies lol. Also despite what other people have been saying I’ve been running this with 100% race length and have been having an excellent time. The wear might be a little too much but honestly this just makes it way more fun and strategic. If you actually look after your tires I have never gone above 70% even on stints longer than the recommend (29 lap stint on Mediums and was ~70%). So for anyone wondering you can totally run this mod on 100% race length you’ll just have to manage your tires like drivers do irl.
Poubelle
Poubelle
Thanks a lot for your feedback with details, i appreciate.
love it. way more fun to see different tyre strats for the race. makes it more fun
Poubelle
Poubelle
thanks, great :)
wow I just finished now a race with this mod at 50% and my tyres went at 96% at the last lap making 2 pitstops. Nice mod :)
Poubelle
Poubelle
Thanks :)
I like this mod very much. For a 50% race I think that a wear factor of 1.2 instead of 1.4 makes it more balanced so this is what I did. I love so much the fact that tyre wear + this tad bit of dirty air and slipstream makes room for more AI mistakes. I just increased the damage sensitivity a little bit for suspensions and found the perfect match. Use this mod and You won't be disappointed!
Poubelle
Poubelle
Thanks for your feedback :)
5/5 from the thumbnail alone
Poubelle
Poubelle
lol xD
Love this Mod. Keep Up the good work.
The Fact that its way more strategic now is a lot of fun.
Poubelle
Poubelle
Thanks :)
Really good mod, I absolutely love it, but for 100% races the tyre wear is too high. I did a race at Portimao, after only 14 laps mediums were at 85%, while hards lasted 27 laps and then had a puncture (at 95% wear)
Poubelle
Poubelle
Hello, thanks for the feedback. Not surprising. With a 1.4 wear factor, the mod is not adapted for a 100% race i think.
is it good for 100% race lenght ?
Poubelle
Poubelle
Not really, i never checked it on 100%, it was not the purpose at start. Sorry. I think the main issue could be the tyre wear which will be too high with this mod. And so, too many pit stop@100%.
Hello, buddy, can this MOD be used at the same time as PROJECT 2021? Do you need to use EGO ERP Archiver?
Poubelle
Poubelle
Hello !

Thanks for the review,
Not at the same time. Several files are affected by both mods.
The car files in particular, included common.erp.

But it's not a big job to merge them, the main action is to re-import each xml part of car files inside new ERP files of the 2021 project (to keep the new skins of 2021 Project and the xml cars paramters of my mod).
To do that, yes, EGO ERP Archiver is mandatory.
Bro I dont know but for me I get so much degradation, my opponets not, I suffer all the time with the tyres at lap 3 already
Poubelle
Poubelle
Hello,
Strange,
I just finished my season 6, and i didn't see any wear gap between me and others especially.

You combined this mod with other mods ?

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Poubelle
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User rating
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