F1 2020 Work-In-Progress Thread

So, special thanks to @ML2166 I was able to use a few decals more clean and have a RedBull sidelogo as I liked. In the end I chose to not use the white area around, as I felt it looked like a sticker.

1613635976896.png


So I keep that in my grid, but still can't release it in public, due to missing permissions for the design in the back (might be just 6 lines but ain't mine originally) and the top bull :D
 
So, special thanks to @ML2166 I was able to use a few decals more clean and have a RedBull sidelogo as I liked. In the end I chose to not use the white area around, as I felt it looked like a sticker.

View attachment 446614

So I keep that in my grid, but still can't release it in public, due to missing permissions for the design in the back (might be just 6 lines but ain't mine originally) and the top bull :D
You really do need to change those tyres though :roflmao: :roflmao:
 
Thy shall not pass. (Yes, I am standing still with my Vodafone Art car)

1613767802559.png


Oh, dang, that is not my crew - but they are white?

1613768172795.png


Well, these are my boys - but that other guy's leg is not my fault, really.

1613768253091.png


But sorry about the unsafe release :D

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Manual pit stop mod? Sure, at least most of - as much technical possible and what makes sense. (no speeding this time and after the pit until before the exit remains an automated sequence ... I could avoid that with creating a second pit lane, but there are other issues coming with that, I'm afraid)

E: Maybe I found a way for the time after the pit stop sequence, too. Then the speeding would be possible again :D

1613772061262.png


E²: Alright, I found a nice way to manual control for before and after the stop and still being forced to have the speedlimiter on, no speeding for fancy kids.
E³ Nah, that has some annoying bug for the A.I. so I better keep the limiter on at least near the team boxes.
 
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I wonder if anyone would be interested in a reverse grid mod, where the race start order is the exact opposite of the qualifying. I mean, the A.I. does not know about it, so it will still try their best to be "first" :D
 
  • Deleted member 1031992

I wonder if anyone would be interested in a reverse grid mod, where the race start order is the exact opposite of the qualifying. I mean, the A.I. does not know about it, so it will still try their best to be "first" :D
I am absolutely interested in this! I love to play the sprint championship
 
Oh, there is one big issue though. As codemasters has no ui id for the 1st slot, I need to remap the grid slots on the track like shown above. BUT this means, there must be no inlap, else the car with 1st place, which is on grid no. 22 on the track, will start the inlap but most other drivers will move and get DSQed.

So, if I just swap the IDs in the table - it would work for 2-22 but 1 will always remain 1st on the track, but then the inlap would work again.

I'll try to see if there is some way around, but for now I am not sure.

I mean, I could be funny and create a new grid slot on the track right in the middle :D and I thought about creating four slots in one row on wide tracks, but that would be too hilarious.
 
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  • Deleted member 1031992

Oh, there is one big issue though. As codemasters has no ui id for the 1st slot, I need to remap the grid slots on the track like shown above. BUT this means, there must be no inlap, else the car with 1st place, which is on grid no. 22 on the track, will start the inlap but most other drivers will move and get DSQed.

So, if I just swap the IDs in the table - it would work for 2-22 but 1 will always remain 1st on the track, but then the inlap would work again.

I'll try to see if there is some way around, but for now I am not sure.
Either you make 2 versions, or you specify it in the mod description

I prefer no inlap personally
 
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Either you make 2 versions, or you specify it in the mod description

I prefer no inlap personally
Yeah, I got the other method working, the game accepts a new ui id for 1 but a comma was missing :D
Anyway, it is the same issue then. So, yeah. For that mod an inlap should not be activated (I mean, I had a successful try right now ... 1 out of 5 :D).
 
Some Renault R27 WIP :D

P.S
The yellow will be changed to a little bit darker
 

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Also, could anybody help me? I'm working on the jburon72 3D models. When I turn off the decals texture, i should see the paint, but instead i"ve got white car. like in the picture :( :mad:
 

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Finally done it. I know it's not 100% accurate because the model limitations, but I think I nailed it ;)
 

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As I had to move my game ot an other drive, Steam automatically verified the game files after moving and deleting all installed mods.
So I have to reinstall all mods again, but which did I install and what did I edit additionally?
Going through all my mods and recopy and repaste? ... nah, there must be an easier way to handle this - even without an 3rd party mod manager.
I have found a way to setup and handle modular mods even more easier than before.

The only original game file I will need to edit, is ... only one single file. Yes, one only.

I'll rework all my mods and will also put the mods regarding circuits in one pack, due to compatiblity patches.

Note, that way also allows to load a performance template for Mercedes without touching the common.erp file any longer.

Don't fear, I have not forgotten about the reverse grid mod and to complete the MyTeam package. ;-)
I know, almost noone cares, but I'm just happy again.
 
Thy shall not pass. (Yes, I am standing still with my Vodafone Art car)

View attachment 447180

Oh, dang, that is not my crew - but they are white?

View attachment 447185

Well, these are my boys - but that other guy's leg is not my fault, really.

View attachment 447186

But sorry about the unsafe release :D

View attachment 447184
View attachment 447183

Manual pit stop mod? Sure, at least most of - as much technical possible and what makes sense. (no speeding this time and after the pit until before the exit remains an automated sequence ... I could avoid that with creating a second pit lane, but there are other issues coming with that, I'm afraid)

E: Maybe I found a way for the time after the pit stop sequence, too. Then the speeding would be possible again :D

View attachment 447200

E²: Alright, I found a nice way to manual control for before and after the stop and still being forced to have the speedlimiter on, no speeding for fancy kids.
E³ Nah, that has some annoying bug for the A.I. so I better keep the limiter on at least near the team boxes.

This looks amazing. I've got to ask if you're thinking of releasing it when you've finished it. I'd love to check it out. Actually, I'm sure there's a LOT of people who'd like to check it out. :D
 
This looks amazing. I've got to ask if you're thinking of releasing it when you've finished it. I'd love to check it out. Actually, I'm sure there's a LOT of people who'd like to check it out. :D
It is even more work this year than it was for F1 2014, where I did only Melbourne, because of how time consuming it was/is and how little is actually being changed. (I mean, in the end you can steer freely in the pits and can stop - but a limiter will be force applied a few times.)
Also if the A.I. crashes in the box, they will be instantly reset on the straight, which could lead to another crash outside.

So, yeah, well. Originally I wanted to avoid focusing too much on modding and, after all these years, at least finish one single career season in an F1 game.

I had this year's Melbourne manual pit stop published in the modding discord, but there was noone trying it out it seems. I don't want to release a W.I.P mod with a few minor issues.
 
It is even more work this year than it was for F1 2014, where I did only Melbourne, because of how time consuming it was/is and how little is actually being changed. (I mean, in the end you can steer freely in the pits and can stop - but a limiter will be force applied a few times.)
Also if the A.I. crashes in the box, they will be instantly reset on the straight, which could lead to another crash outside.

So, yeah, well. Originally I wanted to avoid focusing too much on modding and, after all these years, at least finish one single career season in an F1 game.

I had this year's Melbourne manual pit stop published in the modding discord, but there was noone trying it out it seems. I don't want to release a W.I.P mod with a few minor issues.

Ah right, ok. I forgot it would be a track-by-track edit and a lot more work than one simple file, no worries. And I know what you mean about modding distracting from actually racing, I remember spending a solid month modding F1 2012, and then immediately getting F1 2016 on release and not even getting round to properly enjoying what I'd done. :D
 
a lot more work than one simple file
In the end it would be one simple file (for each track :D), the main amount is to gather all coordinates from different files, create it into Autocad, calculate the splines as they are set in percent. Create a new spline in Autocad, calculate more points ... well, yeah :D
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