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True to Life AI 2013 Season 1.4

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As always, please read the updated overview page. There’s lots of important information there, especially in the DISCLAIMERS section.
http://www.racedepartment.com/forum/resources/true-to-life-ai-2013-season.50/



True to Life AI 2013 Season v1.4 release notes:
Sorry for the delay everyone, I know it’s been a bit since I posted an update, and I know there were few bugs in v1.3 so I really wanted to take my time and nail things down properly with this release. Since this is a rather large update, there will not be a patch link (sorry!)…I need to make sure everyone is using the same files so I can reduce the amount of issues that typically arise.
The focus of this release was (once again) tyres. Since they play such a massive role during the race weekend I really wanted to make that feeling come across, unlike in the vanilla F1 2012 where your tyres last a millennium. So I got a little creative with the database and added 6 more track wear levels to work with; by default there were 3, now there are 9 (the maximum). Tyre wear characteristics are now far more individualized per track, resulting in greatly increased wear rates, more interesting, and more realistic pit stop strategies for most tracks. As well, the longevity of the tyres have been drastically reduced. You’re really going to have to look after your tyres during a full race weekend as well as during the race now.



AI:
- Corrected an issue where the AI was having difficulty passing lapped traffic.
- Further increased AI DRS boost
- Improved AI’s blocking ability, giving them a smarter feel
- Slight adjustments to failure rates
- Slight adjustments to mistake rates to make them feel more realistic (less late braking & more brake locking, car behind is slightly less likely to make mistakes so as to keep the pressure on the Player, etc)
- Adjusted retirement and recovery parameters in an effort to reduce the likelihood of the AI getting “stuck” on the track.
- Increased sidepod damage sensitivity


CTF Files (“cars” folder):
- Lowered Player grip levels at Sepang
- Corrected an issue where the Marussia cars did not have KERS
- Slight reduction to Ferrari aerodynamics
- Adjusted rear wing aero force for Mercedes as it was higher than the other teams
- Adjusted top speeds for Player & AI at Monza as some cars were too fast


Database:
- Vastly reduced the longevity of the tyres in the 50% and 100% database
- Various adjustments to tyre wear rates per team
- Created more specific and realistic tyre wear per track for the 50% and 100% databases. This means each track will have more realistic and individual wear characteristics, as well as more challenging and in many cases more realistic suggested pit stop strategies.
- Various adjustments to individual AI driver performance
- Adjusted McLaren to a tier 2 team
- Reverted quick_car_setup table to default values (not sure why this was changed – was a remnant from the database in v1tek’s 2013 mod)
- Adjusted qualifying times at the following tracks during time acceleration:
o Bahrain
o Silverstone
o Suzuka
o Brazil
- Adjusted pit lane speed limit to match the 2013 regulations of 80kph (Except for Melbourne, Monaco, and Singapore where it remains at 60kph)
- Slight adjustments to pit stop times per team
- Reduced the penalty system’s sensitivity towards collisions (I was getting tired of being penalized for no good reason)
- Revamped & lowered AI speed for Professional difficulty on a per track basis by roughly 0.5 second/lap slower
- Revamped & increased AI speed for Intermediate difficulty on a per track basis by roughly 1.33 seconds/lap faster
- Adjusted tyre compounds for Korea, Japan, and Delhi to match the 2013 Season.
- Made an educated guess based on tyre selection so far this year as well as typical temperatures at each track and adjusted the tyre compounds for Texas and Brazil to what I believe the FIA will likely bring (Medium / Hard)


Alternate Team Mate Database (THIS WILL CORRUPT YOUR PROFILE):
I’ve included an “alternate team mate” 100% and 50% database. These databases allow you to be team mates with the team’s current primary driver in Career mode. In other words, when you get an offer from Ferrari, you’ll be team mates with Alonso. A Red Bull offer means you’ll be driving with Vettel, etc, etc (Mercedes stays the same - team mates with Hamilton, and I didn’t bother changing Marussia or Caterham because…who cares.) An excel sheet is included in the Alternate Driver Mod folder explaining who you will be driving with in Career mode.


Tracks:
- Included latest track sponsor updates from Barnes
- Adjusted braking points and/or corner speed at the following locations:
o Australia turns [race start], 4, 5, 9, 11, 12, 16
o Sepang turns [race start], 1, 2, 4, 5, 6, 7/8, 9, 11, 14, 15
o Shanghai turns 1 (the AI takes the wrong line through this turn, so the room for improvement is very little), 2, 11, 12, 13, 14, 16
o Bahrain turns 1, 6, 7, 8, 10, 11, 12, 13, 14/15
o Canada turns [race start] 1, 2, 3, 4, 5, 6, 8, 10, 13
o Silverstone turns [race start] 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16
o Nurburgring turn 15 (I tried fixing turn 3)
o Hungary turns 4, 5, 6, 8, 9, 10, 11, 14
o Spa turns [Eau Rouge complex], 5, 18
o Monza turns 4, 7, 8, 11
o Singapore turns 2, 5, 7, 8, 9, 10, 11, 12, 13, 14, 17, 18, 19, 20, 21, 22, 23
o Suzuka [race start]
o Abu Dhabi turns [race start], 7 (the AI just takes the wrong line through here; couldn’t make it better by much)
o Texas turns [race start] 1, 11, 12
o Brazil turns 1, 3, 4, 6/7, 12
o Hockenheim [race start]


raceload.jpk:
- Increased the maximum potential power loss of the engine to 40% (was 5% originally)
- Decreased damage accumulation rate to the KERS system
- Set DRS failure chance to 15% (was 40% originally)
- Set the chance of mix 3 failing rather than KERS to 33% (was 2% originally) in an effort to reduce the number of KERS failures.
- Numerous other small improvements to make the wear on the car more tangible


Frontend/text:
- Removed some leftover 2012 references in the language file
- Cleaned up some news clippings in Career mode which referenced Michael Schumacher to be more relevant and accurate
- Provided instructions in the “corrupt profile” dialog to retain your profile data, rather than having it deleted.
As always, please read the overview page. There’s lots of important information there, especially in the DISCLAIMERS section.

http://www.racedepartment.com/forum/resources/true-to-life-ai-2013-season.50/


The patch link on the overview page will always contain the latest patch files, Dry Weather mod, and 50% Database



True to Life AI 2013 Season v1.3 rollup release notes (release notes for everything from v1.0 to v1.3):

AI:
- Adjusted car removal parameters in an increased effort to make car removal more realistic (constructive feedback is welcome)
- Adjusted co-driver yield room to give less space (makes your team mate less wimpy around you)
- Decreased how much your team mate slows down when you (the Player) is trying to pass
- Small improvements to avoidance parameters
- Small improvements to blocking parameters

CTF Files (“cars” folder):
- Slightly reduced Player grip levels at Shanghai to increase competition

Database:
- ***A 50% Scaled Tyre Wear database is now available on the overview page (it’s working now, even in Career mode)***
- Increased wet weather performance modifiers in the ai_driver table in order to level out the AI’s wet weather performance.
- Slight, but important, adjustments to tyre wear rates (f1teams table)
- Created 50% scaled tyre wear rates per track (track_tyre_wear_level table) for 50% database only
- Adjusted track wear levels to achieve realistic pit stop strategies for 50% database only (track_model table > tyre_wear_level column)
- Slight decrease to AI qualifying times at Sepang during time acceleration.
- Slight increase to fuel usage for Nurburgring.
- Various small driver performance adjustments (ai_driver table)
- Adjusted team upgrade strategies for more realistic results in Career mode.
- Slightly lowered penalty sensitivity in “Realistic” setting


Tracks:
- ***Created a Dry Weather Only mod (clouds are still possible)*** Big thanks to Kartik Sri Harsha for his assistance with getting this to work and to Steffen Schaefer for pointing out the info! This can be found on the overview page. For those who care, this wound up being a royal pain in the ass because whatever parser is used to read the tod.xml files doesn’t recognize them if they’ve been converted with Ryder’s BXML converter. This wasn’t apparent in quick races, but of course Career mode wound up causing crashes when progressing to the next round. This took an entire evening’s worth of testing, troubleshooting, narrowing down options, and trial and error to figure out and then fix.s
- Included latest release of aagancia’s 2013 DRS zone mod (v1.0)
- Adjusted braking points and/or cornering speed at:
- Shanghai turns 1, 2, 9, 10, 11, 14, 16
- Bahrain turns 8, 9, 10, 11, 12, 13, 14, pit entry, pit exit
- Spain turns 1, 2

raceload.jpk:
- Increased engine and gearbox wear rates significantly to give a more legitimate feel of wear over the course of the race weekend
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As always, please read the overview page. There’s lots of important information there, especially in the DISCLAIMERS section.
http://www.racedepartment.com/forum/resources/true-to-life-ai-2013-season.50/


The patch link on the overview page will always contain the latest patch files and the 50% Database.



True to Life AI 2013 Season 1.1 release notes:
AI:
Adjusted car removal parameters
Adjusted Blue Flag yield room to give a little more space and co-driver yield room to give less space
Decreased how much your team mate slows down when you the Player is trying to pass
Small improvements to avoidance parameters
Small improvements to blocking parameters

CTF Files (“cars” folder):
Slightly reduced Player grip levels at Shanghai to increase competition

Database:
- A 50% Scaled Tyre Wear database is now available on the overview page.
- Increased wet weather performance modifiers in the ai_driver table
- Lowered chance of Heavy and Light rain for all tracks by roughly 50% or more (dynamic_environment_settings table)
- Slight adjustments to tyre wear rates (f1teams table)
- Adjusted track wear levels to more logical statistics (track_model table > tyre_wear_level column)
- Slight adjustment to AI qualifying times at Sepang during time acceleration.
- Slight increase to fuel usage for Nurburgring.

Tracks:
Included latest release of aagancia’s 2013 DRS zone mod (v1.0)
Adjusted braking points and/or cornering speed at:
Shanghai turns 1, 2, 9, 10, 11, 14, 16
Bahrain turns 8, 9, 10, 11, 12, 13, 14, pit entry, pit exit
Spain turns 1, 2

raceload.jpk:
Increased engine and gearbox wear rates significantly to give a more legitimate feel of wear over the course of 2 race weekends
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Recompiled the entire 2013 mod from scratch due to installation issues which arose from previously edited CTF files in the "balanced" folders for Nurburgring and Istanbul. Created step-by-step installation guide. Sorry for the large download size, but this now has everything you need for a complete 2013 Season. And most importantly - it works! I've followed the included installation instructions exactly, 3 times in a row before posting this, so I know it works.

Most importantly – please read the overview page. There’s loads of important information there now, especially in the DISCLAIMERS section.
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/
If you ask a question which is already answered on the overview page, don't expect a response from me.


F1 2013 True to Life AI mod release notes:
AI:
Slight increase to mechanical failure rates.

"Cars" folder:
Corrected issue with CTF files for Nurburgring and Istanbul which were causing the game to crash upon loading these tracks.
Adjusted color of Hard compound tyres from vlasovas' Pirelli mod to make them more orange.

Database:
Corrected missing entry in "track_difficulty" table for Istanbul.

Tracks:
Adjusted braking points for turns 3 and 9 in Melbourne.
Included 2013 track sponsor updates from Barnes (see overview page for details)




2012 Season True to Life AI files included for you die-hards.
Not everything in this mod is my work, for all authors see my overview page and v1tek's 2013 Season Mod overview page here:
http://www.racedepartment.com/forum/resources/f1-2013-season-mod.200/


I'm getting tired of people having installation issues, so this is a complete 2013 Season package. I hope all the authors realize I'm doing this purely for simplicity's sake so that we have a working package for a legitimate 2013 Season mod.
Please note this contains only the standard definition car liveries. Not High Definition (HD). The upload was just too big to have both sets. If you want the HD car liveries from v1tek's mod, go get them.


Changelog fom v4.1:
2013 Season:
AI:
Increased AI performance in wet weather conditions by about 3.5% (had been lowered by about 4%)


Database:
Corrected an issue where the AI would post impossibly quick laptimes at certain tracks when time is accelerated during practice and/or qualifying sessions.


Tracks:
Included latest release of aagancia’s 2013 DRS zones (v0.8) - thanks aagancia as always!!

Included all files needed from v1tek's 2013 Season Mod into one package combined with the True to Life AI mod. I hope everyone is ok with this and understands why I'm doing this. All credit to those who deserve it, you know who you are.



2012 Season:
No longer included, support phased out. Thank you for understanding.
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Version 4.1 Release notes: Tracks, Tracks, Tracks!

Important stuff first – please read the DISCLAIMERS section on the Overview Page. Lots and lots of important information there now.

http://www.racedepartment.com/forum/resources/true-to-life-ai.50/


2013 Season:
Database:
Adjusted database to allow for Derpish’s Nurburgring and Istanbul tracks. Nurburgring has replaced Hockenheim’s slot in the track selection menu, and has replaced Hockenheim for the German Grand Prix slot for the 2013 Career season.
Valencia, Istanbul, and Hockenheim are now all available in the track selection menu for quick races. Please note you cannot save your car setups for Valencia, Istanbul, and Hockenheim. You can save your setup for Nurburgring though.
Adjusted fuel consumption rate for Nurburgring as it was a little low.
Various small driver performance updates.

CTF Files (“cars” folder):
Added CTF files for Istanbul and Nurburgring from Derpish’s Mod. Adjusted CTF files to give realistic performance (aero, gears, grip levels)
Slight adjustments to McLaren, Force India, Sauber, Torro Rosso, Caterham, and Marussia car performance for Player (cars\[team]\track folder) in an effort to more closely match real life performance during a race.

Tracks:
Added Nurburgring track from Derpish’s mod. Overhauled AI cornering speed for Nurburgring & Istanbul (they were a mess).
***Please note there is a separate download for the Istanbul track files (see overview page > DISCLAIMERS section), or get it from Derpish’s download page.
Adjusted braking for turn 3 at Melbourne.

Raceload.jpk:
Slight increase to tyre failure rate
Slight decrease to KERS failure rate
Slight increase to terminal damage speed

Decals:
Increase to terminal damage thresholds

Loose_parts_settings.xml (damange sensitivity):
Slight decrease to Player/barrier damage sensitivity.

AI:
Slight increase to AI driving speed when damaged.


Updated installation instructions


2012 Season:
Support phased out***
Please note I have not adjusted the 2012 mod to allow for Nurburgring or Istanbul. If you want them, follow the installation instructions on Derpish’s posting, but use my
tracks\circuits\(nurburgring or Istanbul)\route_0\ai_vehicle_track.xml files.


Sorry, but I am not focusing any more attention on the 2012 portion of my mod. The 2013 Season is nearly half-way over now, so I’m focusing my efforts on the 2013 portion going forward. This is in an effort the make the 2013 mod good enough so that I (and you guys) don’t need to purchase F1 2013. I hope you all understand
Version 4.0 release notes
(This was a pretty massive update so we’re skipping right to v4.0)

2013 Season:
Included 2013 double DRS Zone mod by aagancia (v0.6) – HUGE thank you!! Excellent work :thumbsup:

AI:
Increased timeout parameters for when the AI disappears from the track.

Tracks folder (braking points):
Hockenheim turns 1, 2, 3, 4, 8, 11
Montreal turns 1, 8


Database:
Reverted back to Soft & Medium tyre compounds for Hungary as per recent 2013 regulation changes.
Adjusted track_model table to reflect changes needed for the 2013 double DRS Zone mod by aagancia.


CTF Files (“cars” folder):
This is where the meat of this update is. I reviewed the work done by Johnny Dangerously on the CTF files and found that there was far too much generalization for my liking. Thus began my “if you want it done right, do it yourself” escapade. I scrapped the CTF files Johnny made and created my own set from scratch.
I tested using a Ferrari as the benchmark and worked outward from there. With DRS, 80%+ KERS usage, low fuel load, a default setup for the gearbox, and some very minor suspension tweaks (remember the AI uses the default car setup, so I wanted to use that as the performance benchmark and induce a bit of car setup in order to be competitive against the AI), the following is the attained top speed for each track:
Melbourne – 195mph (314kph)
Sepang – 196mph (315kph)
Shanghai – 200mph (322kph)
Bahrain – 196mph (315kph)
Catalunya – 200mph (322kph)
Monaco – 175mph (284kph)
Montreal – 202mph (325kph)
Britain – 192mph (309kph)
Germany (Hockenheim) – 197mph (317kph)
Hungary – 191mph (307kph)
Spa – 200mph (322kph)
Italy – 212mph (341kph)
Singapore – 185mph (298kph)
Korea – 200mph (322kph)
Japan – 198mph (318kph)
India – 196mph (315kph)
Abu Dhabi – 200mph (322kph)
USA – 200mph (322kph)
Brazil – 200mph (322kph)

Now just like in real life, each team’s attained top speed will be different. So some teams may be up to 5mph faster than the above results, and some teams may be up to 5mph or more slower.

I also found that Johnny had modified the car_setup parameter for many of the tracks. I’ve reverted these back to default as these values help determine tyre wear for a given track. With so many tracks being set with the same car_setup parameter, it was hard to tell that the revised tyre longevity vales (to reflect the 2013 season) were taking effect properly. Tyre wear is more track specific now, but don’t cheer just yet…
I then continued endlessly trying to create working scaled tyre wear for the Player. Unfortunately it is easy to do with the AI by forcing them to pit more frequently with altered tyre longevity values, but it appears the tyre wear rates for the Player are calculated in the exe and/or with the CTF files. Therefore I would have to create a whole new set of CTF files just for scaled tyre wear which #1 I’m not convinced will even work, and #2 I don’t know what I would need to change in the CTF files to even achieve what I’m trying to do. Therefore I’ve done away with scaled tyre wear. It just doesn’t work, and with my adjust tyre longevity values for the 2013 season you’ll still have some interesting 50% races. Plus it’s less for me to manage, and less for you all to potentially gripe about ;)
Be aware that there may still be tracks where the Player’s tyre wear is less than the AI’s and you may find you can do a different pitstop strategy. I haven’t tested every track, but if this does happen please don’t complain because there’s nothing I can do about it since I don’t know what is determining the Player’s tyre wear. Either be happy you made one less pitstop than the AI, or pit with the AI to maintain the competition. I have to leave the adjusted 2013 tyre longevity values in place, otherwise the AI will not pit as frequently as they do in the 2013 season. So it is what it is, sorry…I tried.
Lowered grip levels for the Player are still in effect for some tracks, but with lower differences between Player and AI (resulting from the balanced CTF files, and me playing with a wheel and no assists compared to my old gamepad with full assists :thumbsup: ).

So what does this all mean? Well #1 congratulations if you've read this far, I’m sure some people haven’t. Anyway, this all means that you and your team mate drive identical cars. It also means that you will be reaching realistic top speeds at each track. It also means tyre wear is more track specific and consistent. Overall – a more realistic experience and more consistent competition.


As always, if you can find time to leave a review of the mod it’s always appreciated. This can be done by clicking the stars on the right side of the page here:
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/



Cheers
Version 3.2 release notes

2013 Season:

Database:
-Slightly lowered Force India tyre wear rates
-Adjusted individual driver performance for many of the “best of the rest” drivers in a continued effort to reproduce the random “wow” factor we see from weekend to weekend.
-Singapore tyres were super soft, soft --> super soft, medium to correct an issue where some teams, when driven by the Player, would not have a valid race strategy (and a hunch they'll do this in 2013...we'll see.)



2012 Season:

Database:
Corrected safety car chance in track model table to be 100% for all tracks
Version 3.1 release notes

Small 2013 season update only:
Adjusted tyre compounds for Silverstone from soft / hard --> medium / hard as per 2013 regulations

Adjusted tyre compounds for Hungary from soft / medium --> medium / hard as per 2013 regulations



As always, if you can find time to leave a review it's greatly appreciated! This can be done by clicking the stars on the right side of the overview page here:
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/

Thanks to everyone for over 50,000 page views, nearly 2,500 downloads, and for making this the highest rated and reviewed F1 mod on RaceDepartment!
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Just skipping right to v3.0 since its a sizable update.


Version 3.0 release notes:
Included 2012 and 2013 versions of this mod due to popular request ;)

Database (2013 version only):
Slight adjustment to tyre wear rates for each team (f1teams table)
Slight adjustments to driver performance stats (ai_driver table)


Decals:
Slight adjustment to damage thresholds, so you don’t have a race ending crash quite so easily.


Track folder
Corrected issue of AI box exit at Melbourne
Increased AI speed through Tabac (turn 12) at Monaco. They still defend poorly here – unable to fix that unfortunately.

Tried to correct the issue of slow AI box entry at Singapore but was unsuccessful – something odd with that box entry that I can’t figure out – may be a coordinate issue.
Version 2.7 release notes:

Tracks folder:
Minimized the loss of time the AI experiences through turn 1 of Shanghai. Please note I was not able to "fix" this problem, but I made the best of a bad situation, so now at least the AI doesn't lose quite as much time.
Increased AI speed through turns 5 & 6 at Bahrain.
Corrected AI speed through the chicane at the end of the Catalunya circuit, along with other minor adjustments throughout the track.
Corrected an issue where the AI was too slow in turn 14 at Hungary.
Corrected an issue where the AI was braking too late for turn 1 at Monza.
Corrected an issue where the AI was braking too late after the long back straight at USA.

CTF Files (cars folder):
Adjusted Player grip levels for Singapore to give a more competitive race (F: 1.05 R: 1.15 --> F: 0.98 R: 1.08)
Lowered Player grip levels for India (F: 1.05 R: 1.15 --> F: 1.02 R: 1.12)
Adjusted Player grip levels for USA (F: 0.97 R: 1.07 --> F:0.98 R: 1.0785)
Lowered Player grip levels for Brazil (F: 1.015 R: 1.12 --> F: 1.0 R: 1.1)

AI:
Slight adjustment to recovery parameter <rcRecoveryTimeOut float="10.0" /> --> 20.0 Allows AI more time to get back on track after an off, rather than retiring.
Tried adjusting <rearWingMaxCurvature float="0.005" /> to 0.01, and 0.1 but could not get AI to open DRS any sooner at Brazil. This appears to be a coordinate mapping issue.

Database:
Added 1% more grip to each practice and qualifying round for Korea in an effort to correct a discrepancy between qualifying and race times.
Corrected the Race Only default grid positions - Drivers (including you) should start Race Only events roughly where they would've qualified now.

Decals:
Slight adjustment to terminal damage threshold.


Updated overview page with details
As always, if you can find the time to give a review it's greatly appreciated (reviews can be given from the overview page by clicking the stars on the right side of the page here: http://www.racedepartment.com/forum/resources/true-to-life-ai.50/)
Version 2.6 release notes:

Database:
Adjusted Tyre longevity for all compounds - some 100% races locked you in to using the soft compound only once, which I found unrealistic and a bit unfun. This then lead to the 50% races getting pretty boring with the majority of them being scheduled as 1 stop races. So I gave in and made databases for 100% and 50% races. I'm not doing 25%, don't ask. Unfortunately, simply cutting the 100% tyre longevity in half gave me the same problem as before with the 100% races. So the 50% database actually has 60% tyre longevity - but trust, me it gives you some challenging strategies where you may be able to sneak in a stint on option tyres rather than the suggested primes, or change to a 1 stop strategy, if you manage your tyres well ;)

Changed tyre compounds for Korea from super soft/soft to super soft/medium (on a hunch the FIA will do this in 2013)
Changed tyre compounds for Hockenheim from soft/medium to super soft/medium (to make the race more interesting)

Remember - only install the database if you have v1tek's 2013 mod installed.


AI:
Slight reduction in mistake rate (ai_choreographer.xml)
Raised threshold for <rtModerateDamageThreshold (ai_driver_config.xml) in an effort to cause flat tyres to not result in a DNF for the AI. Lowered damage settings in loose_parts_settings.xml as well.


CTF files ("cars" folder):
Adjusted grip levels for Player for Silverstone
front 0.983 --> 1.0165
rear 0.1083 --> 1.1105


As always, if you like the mod please leave a review by clicking the stars on the Overview page :thumbsup:
Version 2.5 release notes:

AI:
Minor correction to overtaking (<ovMinCornerCurvature)
Correction to retirement settings of the AI (<rtModerateDamageThreshold)


database:
Correction to tyre wear levels as some races on 100% distance did not provide any pit stop strategies, causing the AI to never pit.


CTF files:
Adjusted mass of Force India car for Player from 650 --> 645
Adjusted mass of Ferrari car for Player from 642 --> 640


raceload.jpk:
Lowered chance of tyre punctures. This is done using the "punctureMinTime" value in the "standard.hdm" file within the raceload.jpk file.
Lowered KERS failure chance by decreasing the sensitivity of the KERS system to vibration.
Slightly lowered mix 3 failure chance from 15% to 10%
Version 2.4 release notes:

AI:
Slight increase to blocking ability & overtaking ability using the <ov and <bl curvature values.
Slight increase to mistake rates --> ai_choreographer file

CTF Files:
Adjusted mass of Force India cars for both Player and AI from 670 --> 650
Adjusted mass of Sauber cars for both Player and AI from 660 --> 650
You should see Force India and Sauber in the top 10 more frequently. Even Torro Rosso at times.

Also realized I accidentally had an extra "cars" folder within the cars folder. Removed that. You should check your cars folder to see if there's an extra "cars" folder within it. If so, it can be safely removed (woops).

Database:
Minor adjustments to individual driver performance in a continued effort to produce realistic results as per 2013 season.

Decals:
Corrected an issue with the line terminalDamageSpeed="50." --> 50.0
Terribly sorry for these annoying small updates everyone, but I just noticed the safety car chance values in the track_model table were not set to "1" or 100%

This has been corrected
Sorry sorry sorry!!! :redface:
Version 2.2 release notes:
The latest Competitive Braking Mod v4.0 from hill is included with this mod. THANKS HILL!!


AI:
No changes (don't worry I'm always looking for improvements)


CTF Files:
Slight adjustment to Montreal Player grip levels
Slight adjustment to Sepang Player grip levels
Adjusted Player's Ferrari mass from 645 to 642kg


Car livery:
theoriginalskunk (with the help of Ryder25's "Driver Specific Car Liveries" mod) has done a beautiful job managing to correct the issue of the 2 Lotus Renault cars not having each driver's name on them. Now Kimi's car will have Kimi's name, and Romain's car will have Romain's name.
Installation instructions are included in the .zip file.
EDIT: corrected specocc layer (car skins) for Lotus by theoriginalskunk

Database:
ai_driver table completely overhauled and revamped to give individualized performance per driver, rather than relying on global modifiers for each difficulty level. For example, mid-pack drivers have higher chances of good days, and each driver controls their own individual mistake, mind-game effectiveness, and control rates. Every driver now has between a 10-50% mechanical failure chance resulting in roughly 3-5 DNF's per race.

Hard compound tyre longevity adjusted as per FIA regulations
(http://www.formula1.com/news/headlines/2013/4/14508.html)
Please note on tracks using hard compound sets, you will see decreased pit stops for 50 and 100% races. For example a 50% race at Sepang will now be a 1 stop race again.

Adjusted tyre compounds for Spain and Montreal as per FIA regulations.

Lowered performance gap between each difficulty level (see overview page for exact details - database.bin section)
EDIT: corrected tyre compounds for Bahrain


raceload.jpk
Edited damage effects to give more realistic chances of damage, and changed what can be damaged. Raised probability of minor issues across the board. Included theoriginalskunk's work to allow for modified Lotus car liveries. The actual Lotus liveries were done by the originalskunk; all credit goes to him for those graphic files.
EDIT: slightly decreased failure chance for mix 3, DRS, and KERS


As always, if you can find the time, reviews are greatly appreciated as they help other people quickly see which mods people like the most :thumbsup:
You can leave a review by clicking the "Reviews" tab under the title of the mod, and clicking the stars on the right hand side
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/reviews

Thanks everyone, enjoy!
Version 2.1 release notes:
The latest Competitive Braking Mod v4.0 from hill is included with this mod. THANKS HILL!!


AI:
No changes (don't worry I'm always looking for improvements)


CTF Files:
Slight adjustment to Montreal Player grip levels
Slight adjustment to Sepang Player grip levels
Adjusted Player's Ferrari mass from 645 to 642kg


Car livery:
theoriginalskunk (with the help of Ryder25's "Driver Specific Car Liveries" mod) has done a beautiful job managing to correct the issue of the 2 Lotus Renault cars not having each driver's name on them. Now Kimi's car will have Kimi's name, and Romain's car will have Romain's name.
Installation instructions are included in the .zip file.


Database:
ai_driver table completely overhauled and revamped to give individualized performance per driver, rather than relying on global modifiers for each difficulty level. For example, mid-pack drivers have higher chances of good days, and each driver controls their own individual mistake, mind-game effectiveness, and control rates. Every driver now has between a 10-50% mechanical failure chance resulting in roughly 3-5 DNF's per race.

Hard compound tyre longevity adjusted as per FIA regulations
(http://www.formula1.com/news/headlines/2013/4/14508.html)
Please note on tracks using hard compound sets, you will see decreased pit stops for 50 and 100% races. For example a 50% race at Sepang will now be a 1 stop race again.

Adjusted tyre compounds for Spain and Montreal as per FIA regulations.

Lowered performance gap between each difficulty level (see overview page for exact details - database.bin section)


raceload.jpk
Edited damage effects to give more realistic chances of damage, and changed what can be damaged. Raised probability of minor issues across the board. Included theoriginalskunk's work to allow for modified Lotus car liveries. The actual Lotus liveries were done by the originalskunk; all credit goes to him for those graphic files.

As always, if you can find the time, reviews are greatly appreciated as they help other people quickly see which mods people like the most :thumbsup:
You can leave a review by clicking the "Reviews" tab under the title of the mod, and clicking the stars on the right hand side
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/reviews

Thanks everyone, enjoy!
Version 2.0 release notes:
AI: no changes

CTF Files: no changes

Database:
The database has been converted to work specifically with v1tek's 2013 mod. Do not install the database unless you have v1tek's 2013 mod installed (link in the overview page).

Database Changes:
track_difficulties table -->
Legend remains the same
Expert is 5.33% faster than default
Medium is 27.875% faster than the semi-pro values
Easy is 43.75% faster than default

-Graphic/Livery values from v1tek's database (done by AlexandrX1). Please note this is not me "stealing" their work. The IDs and livery values must remain the same, otherwise the graphics won't match with the associated drivers in v1tek's mod, so these values must be identical - which is why they are identical. All credit goes to AlexandrX1 for IDs and liveries within the database. The ai_driver, ai_engine_power_per_tier, difficulty, driver_rank_required_points, f1drivers_f1teams (default grid position values only), f1teams (front/rear_tyre_wear values and tier values only), rule_ticket_values, safety_car_chance, safety_car_deploy_count, track_model, and tyres tables were all edited by me.

All this work equates to Marussia & Caterham not being drastically slower than the rest of the field like they were with v1tek's database, sets the teams to perform as they do in 2013 (for performance and tyre degradation), and results in a much closer field spread (no more back marker cars being 4+ laps down after a 50% race). See the overview page for more details of what is included in the database.

Please note that if you had Mr. Pibb's 2013 mod installed with my previous database, your profile/savegame will be corrupt. This is because changing IDs within the database causes a mismatch between the database and your profile/savegame. The IDs are setup differently between Mr. Pibb's database and v1tek/AlexandrX1's database, which is why your profile will become corrupt.

Please leave a review if you enjoy this mod on the review page :thumbsup:
http://www.racedepartment.com/forum/resources/true-to-life-ai.50/reviews
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Version 1.9 release notes:

Huge thank you to hill for allowing me to include his Competitive Braking Mod with my mod. This was simply an inclusion, nothing was updated.

Adjusted grip levels for Player for Bahrain to provide closer competition and encourage Player car setups to find more speed.

Included a database with semi-pro values as well.


Please leave a review in the review section if you enjoy the mod!
Version 1.8 release notes

Safety Car Fix Included!
Huge, HUGE thank you to the following people for their exceptional work on this mod, and for graciously allowing me to include it with my mod:
Roberto (Bob Back)
remydeleeuw
Wills
driveroz247


AI:
Lowered damage settings (loose_parts_settings.xml) as the previous release was leading to AI cars getting flat tires from simple taps, which lead to them circulating around the track extremely slow. The first lap at Monaco lead to absolute chaos, for instance.

Other minor AI adjustments in a continued effort to reduce needless rear-ending.


Database:
Changed tyre sets for Bahrain from soft/medium to medium/hard as per 2013 season.
Penalty system slightly reduced.


CTF Files:
Slightly adjusted mass of some cars for the Player only (in the "cars\[team]\track" folder), to give the Player a closer to real life performance feel - for instance Williams was too quick of a car when the Player drove it compared to 2013 performance. Thanks to Riley Preston for pointing this out.
Other slight adjustments to Player grip levels per track in order to encourage car setups for the Player to find more speed rather than blow the AI away (see overview page for exact details).

Corrected the "camera movement" issue when driving a Red Bull car. The camera will remain steady now just like with all other cars.



A quick note on AI KERS usage:
I made a rather valiant effort to adjust where the AI uses KERS from within the triggers_pit.xml file by remapping the coordinates under the "KERS" sections (BIG thanks to driveroz247 for showing me how to make sense of the coordinate system). Unfortunately I did not see an ounce of difference no matter what I tried. After some tweets with Lee Mather (a programmer for CM), he mentioned that the AI uses KERS "rather intelligently in order to attack or defend", but that he was not a member of the department who did the KERS programming. He did mention that a number of AI components are, in fact, hard coded. As well, a number of AI components have changed from being coded within files to being hard coded as patches have been release. Given this, I am [intelligently] guessing that KERS usage is hard coded since I cannot find any other means to adjust KERS usage.

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