[WIP] 70's Formula 1

@bears
I am very happy to see you finished the 1970 mod I started, a great thank you.:)

I have a question; I noticed the '70s style car AIs very often crash out of the track (for example on Imola 1972 or CTPM 1.03 (Mosport); maybe there is any parameter on which to make modifications to have them "stay on track" ? I remember in the old days on the old rfactor 1 there were parameters that could be modified ... but I do not know how it works in Rfactor2 ... any help would be appreciated
Not a direct reply to your post, in the sense that I have not driven this mod for a while, BUT, do you have in the player.json file the AI Autocalibration changed to "2" and then run a long practice session for any new combo (car/track)?
In spite of the developers saying that it should not work, I and many others have found that the AI will effectively improve their knowledge of each new combo, become progressively faster (within reason) and crash much less.
Just recently someone was complaining about the AI piling up at the Casino, on Monte Carlo 66, with the F3 cars and once the above change was implemented, he said that they stopped crashing altogether.
 
@bears
I am very happy to see you finished the 1970 mod I started, a great thank you.:)

I have a question; I noticed the '70s style car AIs very often crash out of the track (for example on Imola 1972 or CTPM 1.03 (Mosport); maybe there is any parameter on which to make modifications to have them "stay on track" ? I remember in the old days on the old rfactor 1 there were parameters that could be modified ... but I do not know how it works in Rfactor2 ... any help would be appreciated
Hey mate, great to see you back, hope you like the car set, you provided a great foundation, I will eventually finish it properly, chief has given me permission to release it as a standalone mod but I am not ready to do that yet my brain has to think about it lol….My efforts have slowed a little due to a few health issues slowly getting back into it. I have found these cars are a bit wild at a few tracks, I am not sure if it’s ai related or a small issue with the car physics…. Sorry can’t help you with it.
 
@vava74, I did not remember it; I will try
@bears, well, health problems are the reason I stopped working on that mod ... unfortunately they are still there. But you did a great work I really like your cars
@atomed, I will try it, may you please remember me how to apply it to the track ?
 
@vava74, I did not remember it; I will try
@bears, well, health problems are the reason I stopped working on that mod ... unfortunately they are still there. But you did a great work I really like your cars
@atomed, I will try it, may you please remember me how to apply it to the track ?
Sure, you just download the file and put it in your rFactor2/Packages folder. Then open the modmngr app in rFactor2/Bin64 folder. Go to the track in the list and it should be highlighted because an update is available. Click on update. On track selection it should be named as 1.03a instead of 1.03.
 
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If you like those historical cars
this sunday 19 March sr4l friends have a 45 min. race with F1 70 Style “early” cars.
It could be a good chance for try mod and the new Kyalami Historic 1.3 version (updated to the latest rf2 technology -images below-)

Sunday 19 march
Practice: 17:25PM UK time - 120 minutes
Qualify: 19:25PM UK time - 30 minutes
Warmup: 19:50PM UK time - 5 minutes
Race: 20:00PM UK time - '45 minute' race

server is online 24/7 for test

Live Timing (Race and Test servers) https://simracers4life.liveracers.com/Live/?server=!SR4L-1 Sun League R5

sr4l website http://www.simracers4life.com/forum/index.php?forums/sunday-league-chat.64/

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Brilliant stuff @ChiefWiggum! We’re into the second half of an eight round season of Sunday races with v0.97 - can’t wait to see this mod updated (any chance of sorting the mirrors in VR by the way;))

The c-of-g for penalty ballast seems to alter the car balance too - not sure if this is intentional…?
 
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