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 ).
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
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 :
Real grip comparaison :
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 :
Grip at start :
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 :
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.
First 10 drivers are no more penalized with soft compounds.
For 50% and 100%, 2 pits stops :
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.
Final result :
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 :
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
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 ...
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 ).
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.
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 :
Real grip comparaison :
The new grip(wetness) globaly for F1 and F2 cars :
Grip at start :
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 :
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.
For 50% and 100%, 2 pits stops :
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.
Final result :
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 ... 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 ...
- 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.
- 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 . 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 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
- Real tire damage for Slicks, Inter and Wets is included by default. I added too a special version for F2 and slick tyres. The appearance of the sidewalls of the tire have also been slightly reworked.
- 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 ...