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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Hello all,

Introduction

This is my first mod (and sorry for my English). At the beginning I wasn't satisfied with the management of the tyres proposed by the game if the race length is set at 25%. There is always only the same strategy proposed (1 stop), and the IA stayed on the same strategy everytime.

Moreover, i was very happy to discovered some excellent mods like F1 2020 TyreTempMod :p from andyandy989898 . His mod inspired me and i tried to update it for my own game experience. Thanks andyandy989898 !

So I made my own mod for the tire performance for a 25% run, with some other changes for the Wet and Dry tires to be more realistic but not too harsh, especially with the realistic rain mod!

I also use a lot of other mods. Some of them concerned game mechanics and graphical improvements, like reworked sparks, real tire damage….

I decided to build a package to merge some of them and my own mod so that I could reinstall everything quickly.

Content of this mod

This mod contents the core part of the package that i use before adding others skins. So, my personal tire compounds and vehicle settings, combined with some other mods.

Tire Compounds part

Tire compounds adapted for a 25% length races and multi stop strategies, to keep a consistent AI behavior, and with a properly updated strategy panel. I updated too the Wet and Intermediate tyres to have more specific (and limited) use. For grip a standard curve is use to keep performances with an acceleration of wear with several phases.

The grip curves (depending of wear) :

Grip at worn state 2.JPG


As a result, if you (or IA) try to hold your tyres on for too long, the grip will drop quickly and you or them will waste a lot of time. You can easily feel the grip start to disappear at 20% -30% depending on the tyre. So take care of your tyres. The strategy tables are ok*.
(* some mods only change the "tire wear rate" on tyrecompounds.erp for a 25% race lenght but without any impact on the pit stop tragety, so the AI behavior become inconsistent)

Starting grip of each tyres :

Grip at new state 2.JPG


The grip(wetness) globaly :

Wetness Grip 2.JPG


The wear (wetness) globaly :

Wetness Wear 2.JPG


The result
Different strategies are proposed and used by the bots which are globally effective, also depending on your position (being in the first 10 on the grid or not), and so depending on the condition of the soft tyres you used during qualifying, and for each configuration (C1 C2 C3 tracks, C2 C3 C4 ...) :



Multi stop 2.JPG


Capture2.JPG



1, 2, or 3 stops on some races are offered and may be relevant, for first 10 or not drivers.

Others mods and changed included
Special thanks to them their mods are just awesome and I couldn't play without them now ! :laugh:

Some other changes:
  • Puncture wear is set to 95%. Why? because IA doesn't have puncture. I have updated the tire mixes to have a strong degradation of tire grip, so you will have to make the right decision whether or not to keep your tires after 65-75%….:cautious:
  • Wear are modify through :
    • teams vehicle files : <UpgradeWearFactor value="2.0" /> , for IA, FOM & My Team vehicles.
    • tyrecompounds.erp file (around 25%, depending of kind of tyre) to adjust the wear in the race with the strategy estimates.
  • Aero slipstream effect is slightly increased to help for overtake. Lift effect stay globally raisonnable, so keep control of your car when you will try to overtake a slower car which did 1 pit stop only with hard compounds !
It is these two developments in the wear data (along with the new tire grip curves) that give me a good balance for a race length of 25%, with good tire wear during the race compared to the predictions made by strategic panels.. Obviously the 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…
The original grip of each tire is also updated, as the grip curve to achieve a good balance between each strategy, the selection of tire compounds and the tracks.

Some tips
  • There are now several strategies. Sometimes more than 2… and obviously depending on your position on the grid. Sometimes the 1 or 2 stops could be the best… or not, it will also depend on the traffic and the behavior of the hard compound on the right track. Try playing with the strategic panels to check out other options. Temperatures could be a real issue on some tracks for hard tyres ... :sneaky:
  • Because of the damage mods, and because the AI will take so many different options, you'll get a lot of traffic… and sometimes crashes. You need to take care of your pit stops to find the optimal settings and maybe avoid traffic. Starting by soften tyres is not always the best idea, for example.
Examples here with 4 different options with less than 5s between for a 25% race lenght

Capture1.png

Capture1b.png

Capture1c.png

  • Use your soft tires wisely during the qualifying phases ... :sneaky: ... this will have a more or less strong impact on your options after, at the start or during the race. You will no longer be able to do half of the race with soft tires.
  • 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. Hard compounds are clearly more difficult to use. It's always possible to come back from the bottom of the grid with this strategy but it will take a lot of effort and defensive skills :cool:.
Concerning F2 races (2019 & 2020) :
Work in progress but too many issues with IA and tyres/pit stop strategies for 25% race length, with a main race and a sprint. :mad:

Installation

It's a copy & paste installation:
Just copy and paste the directory /2020_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.

This mod is made for a 25% race time ... so at 50% or 100% I think it could be a nightmare with too many pit stops ... :confused:

Recommendation (s)
  • I recommend using this mod with a small qualifying phase (18 min). (to keep coherence with the soft mixes wear updated).
  • Desactivate the Safety Car. It dont make sense for a 25% race lenght, especially with Damage Mod.
AN : It is difficult to find a good balance for each track without penalizing the top 10 drivers on the grid and keeping a good fight between each strategy on a 25% race lenght. The main problems relate to tracks like Singapore and C3/C4/C5 compounds. But I preferred to keep a little potential on the soft tires to avoid pushing the drivers to pit stop after only 1 lap ...

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.

- You made a copy or your original 2020_asset_groups directory. Nice ! ;) You are careful.

This Mod not works in multiplayer (online).

There might still be some weird behavior, I tested it for several weeks (and many My Team seasons) 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 ...
  • Multi stop F2 1.JPG
    Multi stop F2 1.JPG
    230.8 KB · Views: 557

Latest updates

  1. Final update for F1 2020 (25%)

    Small and last update : - Puncture Wear set @ 90% - Reduced tire wear gains over seasons to...
  2. Update for HARD Compounds and INT/WETt Tyres (F1)

    My last version i think, for F1 2020 :sleep: . Based on some feedback (thanks all :p), update...
  3. Final update for F2 cars.

    Final version specially for F2 cars. Despite many bugs on the strategies taken by the bots in...

Latest reviews

Is there any external link for the download? direct download is too slow for my internet sadly
Poubelle
Poubelle
Hello,
No, sorry. I know download performances on Racedepartment can vary significantly.
It depends on the moment.
The mod is really good! I tested it on 5 races in career mode (1st season) and I found a pattern, at the end of the race, the top 10-11 drivers only pitted 1 time, soft to medium or soft to hard. Everyone else that pitted 2 times were all top 12-20.
That's kind of a problem because the only strategy that works for AI is to pit 1 time, all races were won by a ferrari and then a team like alfa romeo or haas.
Bottas and Hamilton always pitted 2 or more times and finished below top 10 even though they qualified top 3. I really liked it anyway because it swapped some teams around.
Спасибо за мод мой дорогой друг)) но есть просьба ,не мог бы ты сделать такой же только без мода на повреждения машин,был бы благодарен тебе за это
Hello friend, your mod is fantastic, one caveat is that, in 25% mode the AI stops 2 times without needing, like Hamilton stopping for the 2nd time with 3 laps to go, or Verstapem stretching the first stop until lap 9 with soft tires and putting on medium and then stopping again putting on medium tires again, it was meaningless, in short, in 25% everyone made 2 stops except me, tested track italia and spilberg
Excellent mod, recommend to anyone who wants to make the game much more fun
Poubelle
Poubelle
Thanks for your feedback, very appreciate it :)
First of all, great mod! The idea itself is excellent, execution is almost flawless. Races are much more interesting.
However, there is a caveat. I said that execution is ALMOST flawless, because there are a few kinks in the system. First race of the season, Melbourne, dry track. Sergio Perez started on Soft and switched to the Hard compound after four laps. And that turned him into a sitting duck. He was 3 seconds (THREE MOTHERF***ING SECONDS) slower than everybody else!!! Sorry, but that's just a bit too much to be realistic. He dropped from P9 to P14 in less than three laps!
The way things are now, you switch to Hard tires, you're screwed, plain as that.
The same goes for the Soft compound. I noticed tire degradation of more than 20% per lap! After three laps, the tires were virtually ruined. Again, quite a bit much for my liking.
Overall, a really good mod, but I tend to think you overdid it slightly, both in terms of tire degradation as well as in differences in performance between the different compounds. It makes races interesting, yes, but only through punishing players who pit too late or pick a compound that's too hard. Right now, things are just a bit too extreme. If you could make tire degradation of the softer compounds a bit less harsh and grip levels of the harder compounds a bit less terrible, this might be one of the best mods for F1 2020.
Poubelle
Poubelle
Hello TheCatWeazle !

Thanks a lot for your feedback.
Difficult to find the good equilibrium for a short race in fact ^^ .

In my last update, i increased HARD compounds grip (C1) +4% to help.
However, i didn't touch the wear of soft tyres. It's very very sensitive at this level, and quickly it's will set the soft tyres as the only one solution. And in carreer mode, after 1 or 2 seasons, for sure it's will be the only one option for all cars.

I appreciate your feedback and details. Thanks :)
Hey, ich habe probleme beim installieren der Mod. Es funktioniert alles bis auf die Mod im Spiel. Die Reifen Balance ist immernoch gleich. also die Mod hat nichts gebracht. Kann mir da jemand weiter helfen? LG Jan
Poubelle
Poubelle
Hallo,
Ich spreche sehr wenig Deutsch, tut mir leid.
Um den Mod zu installieren, lade den Mod herunter und entpacke die Zip-Datei.
Dann müssen Sie das Verzeichnis / 2020_asset_groups in das Spielverzeichnis / F1 2020 kopieren.
Dieses Verzeichnis existiert bereits, es überschreibt normalerweise vorhandene Dateien.

Thanks to google translate, because my german is very bad xD
I only want tyre mod not the other mods. Can you extract tyre mod only? Thanks.
Poubelle
Poubelle
Hello,

Not completely possible :
- main part of tyre mod (grip/wear ...) are inside the tyrecompounds.erp. So, you can copy/past only this file if you want.
- but, the wear of each kind of tyres has been updated to be coherent with cars files. In each cars files, you have a value (UpgradeWear) which are set to 2.0 for the tyres wear. (instead of 1.0). Each cars files included others mods like slipstream, damages mod and puncture wear ratio.

--> if you keep only the tyrecompounds.erp file, you will have the tyres behaviour of this mod but
- with less wear than without this mod and the original game's wear (around -30%).
- and original strategic panels too.

Moreover,
- for pneumatic aspects at worn state, its content is otherwise in the common.erp file, in the texture part.

So yes it is possible but we have to deconstruct a lot of things.
just thank you
Great mod but I think the hard compound tyres do not feel right. They are pretty much unusable because of its very low grip. Is there a way to change it?
Poubelle
Poubelle
Hello,
You can quickly update the first value of the wetness Grip inside the tyrecompounds.erp.
I explaine :

- you need the EGO ERP Archiver 7.0 to be able to open, export and reinport the xml part inside ERP files.
EGO ERP Archiver : https://p2t5r.itch.io/ego-erp-archiver

- before, you need to download NET. Core 3.1 to make it turned (NET CORE 3.1)
NET CORE 3.1 : https://dotnet.microsoft.com/download

- after, you can open the ERP files of tyre compounds for F1 cars which are here :
\F1 2020\2020_asset_groups\f1_2020_vehicle_package\tyrecompounds
you open the file typecompounds.erp.

- you export the xml file
- you modify the xml files as you want,
For your question : you can increase the first wetnessgrip value of HARF and HARR tires for example. This is the grip value for dry conditions (0% humidity). The higher this value, the more grip you will have on dry ground.

<Wetness>
<WetnessGrip numVertices="33">
<SplineElement x="0.000000" y="0.8400" />

For example : 0.88 or 0.99

- you import after the new xml file inside the ERP files
- don't forget to make backup
- you can use tools like notepad++ to modify easily xml files.

2 key points :
- changing this value could change heavily the strategies proposed ... the HARD compounds will became some time the only one solution used because clearly the fastest.
- Don't forgot that tracks don't have the same HARD or MEDIUM or SOFT compounds. So sometime changing the HARD will not change anything for exemple for tracks that use C2/C3/C4. Because the C2 WHITE is in fact the MED tyre compounds.

That's why finding the equilibrium for every tracks and having 1 and 2 pit stops strategies is not obvious ^^

Good luck :)
Absolutely fantastic! Strategies work, AI choose different strategies, some 2 stop, some 1. Mixes everything up just like a 100% race. Perfect!
Poubelle
Poubelle
Nice, thanks for the feedback.
Love this mod!
Poubelle
Poubelle
Good ^^
Great for those that don't want to do 50 or 100% races stupid Codemaster's still have cars pit just after saftey car returns to pits stupid idiots great mod though. you cant beat the idiot company's of this world.

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Author
Poubelle
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File size
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Views
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User rating
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