Alive and kicking people . @ the first question of Associat0r: no, I do not know of a setting that can change the driveability of AI cars that don't have a F or R wing anymore. I agree with you that the AI can still drive very fast without (a) wing(s) (at least much faster than I can). But they are slower in corners than with a wing, so the effect is there. At least I noticed this in my F1_2013 mod.
To be honest, I don't really know. Due to a big lack of time, I only test mods with qualifying and 4 laps races. I turn on "time scaled mech. failures" to test the thermal properties, but never drive 100% races. In such a short race distance AI cars do not pit when they loose (a) wing(s).
I think I've seen them pitting when losing wings, even in very short races. Btw regarding thermal properties, on short slow tracks like Monaco the engine is really close to overheating even in short races with max radiator size.
Yes, done by purpose. Use lower rev limiter and/or short shift. And don't follow other cars too closely.
There used to be a bug, I do not know if it is still the case. Even though the AI cars would get repairs in the pits, graphically, they would still appear damaged. I believe it would last till the end of the session. TK
Curious, what exactly do you mean with "the engine is close to overheating"? Do you see (1) white smoke coming out of the engine in the mirrors, (2) the engine is on fire or (3) the engine just dies, without warning? In case (1) you can still drive about 10-25% of the race distance, if you drastically lower the revs. It only means your water temperature is too high. In case (2) and (3) it is game over, but if you see the engine on fire it means that your oil temperature is too high. Let me explain that case (1) is done by purpose to be very critical sometimes. But I might increase the cooling properties of oil without air flow (so if the car stands still).
I remember white smoke and the yellow temperature indicator, but don't let this affect you. Keep doing what's as realistic as possible.
Maybe here are some news for you http://isiforums.net/f/showthread.php/21973-ASR-Formula-Open-Wheel-Classic?p=348029&viewfull=1#post348029
There's a lot of interest in this mod out and about on the interwebz. A lot of people are looking forward to your next move, as am I.
Hmmm the undertray/ride height thing hasn't been fixed? Or in this instance it would likely be track related? View attachment 16255 View attachment 16257
Guimengo, is this with the normal, or the historic version of the mod? (as I have changed the values of the variables "DiffuserLimits", "FWMaxHeight" and "BodyMaxHeight" in the physics of the historic version. These 3 variables are related to the behaviour you see)
Hi all, Is anyone else experiencing invisible driver bodies with this mod? I know I'm cutting it close for my GFX Memory (2GB) to run 25 of these cars and the '91 Ferrari. But even on very "ugly" tracks where I have plenty of video ram to spare, after a few laps and external camera changes the driver bodies just disappear on SOME (not all) cars. Helmets remain floating above the empty seat. If I zoom really far out I can see the body coming back. Is it my setup or some general bug....? regards
It should be some lod setting of the car. I know what you are talking about and have posted in the ASR topic months ago.
Thanks Guimengo. If you saw it too then I can stop fiddling around as it's likely a mod issue and not install issue.
Thanks Frenky for this HE mod, it takes ASR's great work to the next level. Does anyone know how to get a custom helmet or skin into this mod? The traditional method doesn't work, it ignored althelmet and alt paints in the player subdir.