Fantasy Extreme Mod

Fantasy Extreme Mod 4.21

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A new erp for tyres with revised wear values for no extreme speed
This update should fix finally the fuel problem; now there should not be AI cars ranning out of fuel in the last 2 laps. There are also some small changes. I removed the folder 2020_vehicle_package from the new skins folder becuase it was the heaviest folder and I think it's not actually needed, because the skins are included in the erp of each team but tell me if there is any problem with that because I don't really know. Another small change is that WearGrip Mod option for the tyrecompounds.erp is now the default one. You can find the previous version in tyrecompounds options folder.
This update changes the values of the tyres to make used tyres performance more similar to when they were new. The new tyrecompounds.erp is stored in WearGrip Mod, so just replace the one you had with this one to use it. This affects mainly to soft and medium tyres but it can vary depending on the track. The tyre's life is a bit longer. Since the car will feel better, you will spent more time in each lap at full throttle, getting faster laps but also decreasing the % of the ERS. Now it won't be always at 100% but I shouldn't be a problem anyway. Another thing is that cars will feel more drivable even at 80% of tyre wear.
Another fact about the mod that I forgot to comment in the description, (and it was there since version 1.0) is that punctures won't happen behind 95% of tire wear so if now even at 60%-70% the car will feel like 20%, then you can use that tyres for 1 or 2 more laps without loosing time and you don't have to worry about punctures.
Ok, now the mod contains a new folder, which contains two more folders, more extreme and less extreme. Each one contains a tyrecompound.erp, less and more extreme wear is compared to the one I created at first for the mod but even the less extreme still have bigger wear values than the original one (the original game, without mod).
For those who already got the mod and want to get this update, you will have to dowload the full mod again. (I'm sorry, but I think there's no option here to upload just the new files without the rest of the mod and for you to dowload just that new files).
This update finally enables MyTeam mode on the mod, changing the erp files of each engine, (the fom car was already modded)
This should be the last update but testing it I realised that some cars ran out of fuel at the last lap so it might be some changes with the fuel consumption
This new version changes the wear values of some tires because after qualifying, when starting with used soft tires, depending on the track, tires won't last until the end of the first lap. Now they should last even without being quite carefull. The other important change is in the damage values. The chassis damage is now 1/4 the original, which was almost the same as previous version because there were no cars remaining at lap 8 in Baku. Now after 13 laps, even though Baku or Vietnam are the worst tracks for the mod, there will be cars crossing the line.
The mod now contains the two options: Original skins and new skins. There are also some changes in the McLaren and Red Bull liveries. The behavior of the mod is the same as the previous version.
McLaren2.png
op2.png
Finally I was able to change the Williams skin so now ALL the skins are made by me. Basically, it keeps the same design than in the previous version of the mod but with a darker blue, more similar to what Williams livery looked like between 2008 and 2013.
Just changes the number font/style of the Ferrari. Only the numbers 5 and 16 are affected. If you already have the mod, you can download just the updated livery here.

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