F1 1996 Mod by SliDe

Yes, wheels fall off, suspension falls off, front and rear wings fall off, suspension/wheels bend. And it does affect performance, you'll notice a great loss in front downforce if you knock the wing off, it'll feel like those late 70s cars with no front wings and you'll have massive understeer. I was a bit over 10 seconds off the pace in Brazil with no front wing, it should be a much larger impact on a track which depends on downforce like Catalunya or a longer track like Spa.

Not sure if I could add a visor. As you said, nobody has gotten it properly working in VR, and I myself don't have a VR headset so I can't test or anything. Plus I'd have to do a lot of Photoshop work to make individual visors for each driver because I'd want to be historically correct. So it'll be a pretty big job.

It already has a class called "F1 1996" with all the cars, did you want me to just rename that to "F1_1996_SL1DE"? Why does it matter? It's not like there's any other 1996 mod so it won't clash or anything?
Good news about damage :)
The issue is not with class name in opponent UI selection. Issue is with vehicle classes (easiest to see in garage):

upload_2018-8-9_21-49-43.png


Such names are not unique, and we can't include them with inbox mappings.
 
Yes, wheels fall off, suspension falls off, front and rear wings fall off, suspension/wheels bend. And it does affect performance, you'll notice a great loss in front downforce if you knock the wing off, it'll feel like those late 70s cars with no front wings and you'll have massive understeer. I was a bit over 10 seconds off the pace in Brazil with no front wing, it should be a much larger impact on a track which depends on downforce like Catalunya or a longer track like Spa.

Not sure if I could add a visor. As you said, nobody has gotten it properly working in VR, and I myself don't have a VR headset so I can't test or anything. Plus I'd have to do a lot of Photoshop work to make individual visors for each driver because I'd want to be historically correct. So it'll be a pretty big job.

It already has a class called "F1 1996" with all the cars, did you want me to just rename that to "F1_1996_SL1DE"? Why does it matter? It's not like there's any other 1996 mod so it won't clash or anything?
I thought I had set my classes correct all individual names. But the results and crew chief seems to use the folder name the car is selected by.
So in my case even though I had set the class in the veh file as eg AL_XA_T2. When selecting the car in game you go XA/Racing/1973. The results and crew chief would show the class as 1973 not the class in the veh file. The veh file class is used when selecting opponents to race with.
 
Too easy.

Version 1.5 is now uploaded to Steam.
*New more realistic sensitive damage
*Class Override for Crew Chief

Thanks SL1DE, mapping is now unique and groups class nicely. Just added mapping and next CC release will recognize this series natively.

I am currently enjoying Endurance pack, but in couple of weeks I'll move to this series, and I suspect for good :)
 
Brilliant work man! love the mod and its great that you're still supporting it one of the best mods for this game!
I try to whenever I get the free time and enough boredom.

One thing I hate about mod development is that it takes away all of the time I get to play rFactor. Instead of playing and enjoying the game I'm in Mod Dev for all that.
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Next on my to do list: Fix the fuel tank capacity.
Currently the fuel capacity is 200 litres. This results in the AI doing no-stoppers. Refuelling was a thing in 1996 so I'd like to get it down to a realistic capacity. I think back in the refuelling days of 2009 they had 90-100 litre tanks. I cannot find any info on the 90s. But I might just put it down to 150 litres, so you can go long but you'll have to pit maybe 10 laps before the end of the race.

If anyone here has any info on fuel tanks of the mid 90s, it would be a big help.
 
I try to whenever I get the free time and enough boredom.

One thing I hate about mod development is that it takes away all of the time I get to play rFactor. Instead of playing and enjoying the game I'm in Mod Dev for all that.
---
Next on my to do list: Fix the fuel tank capacity.
Currently the fuel capacity is 200 litres. This results in the AI doing no-stoppers. Refuelling was a thing in 1996 so I'd like to get it down to a realistic capacity. I think back in the refuelling days of 2009 they had 90-100 litre tanks. I cannot find any info on the 90s. But I might just put it down to 150 litres, so you can go long but you'll have to pit maybe 10 laps before the end of the race.

If anyone here has any info on fuel tanks of the mid 90s, it would be a big help.

From my research the fuel capacity ranged from 120L to 150L the 1996 Tyrell had the smallest tank, but most teams at the time i believe where in the region of 140-150L
 
I try to whenever I get the free time and enough boredom.

One thing I hate about mod development is that it takes away all of the time I get to play rFactor. Instead of playing and enjoying the game I'm in Mod Dev for all that.
---
Next on my to do list: Fix the fuel tank capacity.
Currently the fuel capacity is 200 litres. This results in the AI doing no-stoppers. Refuelling was a thing in 1996 so I'd like to get it down to a realistic capacity. I think back in the refuelling days of 2009 they had 90-100 litre tanks. I cannot find any info on the 90s. But I might just put it down to 150 litres, so you can go long but you'll have to pit maybe 10 laps before the end of the race.

If anyone here has any info on fuel tanks of the mid 90s, it would be a big help.
While I am all for realism based on data, this can be worked around by fuel usage multiplier.

I know modding and content creation takes up a long time. But you are making difference, adding nice series without all the electronic stuff, and great looking wide F1, to the most advanced simulation platform. Thanks for doing this, and I hope you find time just to race, and not only work.
 
From my research the fuel capacity ranged from 120L to 150L the 1996 Tyrell had the smallest tank, but most teams at the time i believe where in the region of 140-150L

Thanks for the info! I'll do some testing to see how it translates in-game. I think I'll meet it in the middle 135-140. Or I could go full simulation since f1technical.net seems to have that sort of information, Williams had 124L. Honestly, I think 135L should be perfect.
 
Yeah, it was very wet. He would've only been using half throttle for most of the race, resulting in a much lower fuel usage.

I made it 140L, if anyone wants to test a very wet Monaco to see if they can make it last... :p

A problem with rFactor that I noticed is that the AI don't really have strategy, they always go with the hardest tyre and most amount of fuel to get to the end without pitting.
 
Yeah, it was very wet. He would've only been using half throttle for most of the race, resulting in a much lower fuel usage.

I made it 140L, if anyone wants to test a very wet Monaco to see if they can make it last... :p

A problem with rFactor that I noticed is that the AI don't really have strategy, they always go with the hardest tyre and most amount of fuel to get to the end without pitting.
Yes this is the default compound specified. you can change the default compound in the HDV and they can start on the softest or even a wet if you want. but agree they really have no strategy its all based off whats in the HDV and away they go.

EDIT: this should be the line
FrontTireCompoundSetting=0
RearTireCompoundSetting=0
or simply TireCompoundSetting=0

where 0,1,2,3 relate to order in TBC. something like this from memory.
 
Yeah, it was very wet. He would've only been using half throttle for most of the race, resulting in a much lower fuel usage.
It had dried out by lap 30 but the 2 hour limit expired before the actual race end. Apparently he finished just in time as there was no fuel left to turn the engine over.
 
Yes this is the default compound specified. you can change the default compound in the HDV and they can start on the softest or even a wet if you want. but agree they really have no strategy its all based off whats in the HDV and away they go.

EDIT: this should be the line
FrontTireCompoundSetting=0
RearTireCompoundSetting=0
or simply TireCompoundSetting=0

where 0,1,2,3 relate to order in TBC. something like this from memory.

Yeah I could, but the problem is that they always start on that same tyre. It would be nice if there was variation. It would be nice to have some randomly electing to start on the soft tyre with less fuel, with some choosing going longer. One of the weakest areas of rF2.
 
Earlier (F1C, rF) it was possible to register in track GDB number of stops for each AI. But this does not work in rF2
 
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