F1 80's Mod project seasons pack (historical demo released)

Hi all, i'm in the last straight for the next update!

I have good hopes to finish my work this weekend.
I don't want to tease you too much but i'm very proud of what i've achieve now and the next update will be huge.
i have pass alot of time to fine tune some details ans this is why i've taken so much time.
Some would not see big differences of course but trust me, the experience is much, much better with the next update.

Cheers and stay tuned ;)
 
I dont forget them but i will see if i can do them all before release. In any ways, they will be adressed of course. (Or at least all those i know how to correct lol)
 
Hi all of you.

First sorry for the delay but i was sick those two weeks and couldn't work on this mod as i expected.
Another point was the number of small bugs that i needed to adress before release.

So, now it's ready !!


But PLEASE, PLEASE, READ THIS BEFORE !! lol
Follow these rules to make this mod work as intended.

There is a number of different upgrades that you must use to make ai and your car behave as expected.
(I told you that this update wil be huge ;) )
Thes upgrades are available via the carselection menu in the ui when you click on "customize" and "force setup".

Now, you have to choose FOR EVERY TEAM, what kind of upgrades you want to have.
Both for your team as for others.
The upgrades are divided in different parts :
- The tyre strategy
- The engine power
- The different tracks base setup.
(there is also some choices like H shifter or sequential but this is not mandatory)

1 : The tyre strategy selection affect only ai drivers and means that drivers for this team will use this pitstoptrategy.
They can have some "early pit" philosophy, "normal", "late" or even try to go for a non stop race.
As for Mansell at Adelaide, this is a very risky bet because even if tires will not explode ( rf2 limitation), the car could end up the race with very poor performances on the lasts laps.

2 : The engines are available in 4 setups.
The conservative, the competitive, the performance and qualyfying.
The 3 first engines are build from the engineers to make the car more or less powerfull but also more or less reliable.
Of course, the fuel consumption is also a factor to take acount of.
Last but not least, Honda or Tag engines as an example, have more room than a Motori Moderni in terms of reliabality.
The Qualifying engine is of course the engine dedicated for the qualy session only and is pushed by the engineers to the max potential. It's not build for a race lenght in any way.

3 : The base setups by track are made to give a good behavior for every ai on the mandatory track (Hockenheim or monza don't have the same base as Monaco or Jerez. This upgrade reflect this )

HOW TO ACTIVATE ?
Before a new weekend

A: Select for every team the upgrade you want via "car selection", "customize" and "Force setup"
B: Do your practice session and don't forget to reccord replays (menu options in UI)
C: After pratice, start your qualy session and wait for 10 or 20 seconds to let the replay of this session be reccorded.
D: Quit the qualy and get back to car selection, change the engine to qualy for every team via customize foncton and force setup.
E: Resume from last replay but don't let the cars quit the pit. Resume from the first second of replay. (If you don't do this, game will crash because of file mismatch obviously )
F : After, qualy, go to warmup (activate warmup is better lol ) and do the same manipulation backward for race.

It's a bit boring but trust me, this is the only way to have the correct settings for ai drivers and let them use the real qualy engine.

Last but not least, the boost power is also based on two factors.
Mainly, 4 boost setups are available on the fly via cockpit for the driver, but the whole power of an engine is based on the engineers settings.
So to resume, engineers with drivers choose what strategy to use before the race via upgrades menu, then, during the race, the driver can push or reduce a bit the power to manage fuel or fight.
This is exactly what was historicaly done, drivers was not able to pass from 2 bars to 5.3 on the fly in the cockpit.
But still they had some room and this room is also fine tuned from team to team.
Don't forget that true fuel calculation is also a determining factor for a good strategy. Lift and coast was a new technique just created in 1986 for this problem. Now all drivers use it but this is historicaly one of the moment where f1 drivers has started to use it intensively.


Hope you will have pleasure with this mod.


Cheers all.
 
Thanks a lot.
I really appreciate all the hard work.
I'm very happy too see that you changed the tv cams. I can drive the Lotus now. :)
Could you tell me, which engine mode is the standard for the ai drivers? So what mode are they using if i don't force any setup?
 
Thanks a lot.
I really appreciate all the hard work.
I'm very happy too see that you changed the tv cams. I can drive the Lotus now. :)
Could you tell me, which engine mode is the standard for the ai drivers? So what mode are they using if i don't force any setup?
For now you must force them because i just saw that hdv default engine is missing. I will correct that. If cars are still working, maybe it's the first in the list of the upgrade but that make no sense for me because when no upgrade forced, hdv is mandatory and the engine name in hdv is the old one, so didn't exist anymore lol.

But, in another sense of your question, the engines are for ai and you as a driver. The type of engine is self explanatory but differences are not big. This is just some tweaks from conservative to performance to push a bit the limits. You won't have the double of bars of course (maybe depending of teams, something like 0.15 bars to 0.3)
 
Hi all of you.

First sorry for the delay but i was sick those two weeks and couldn't work on this mod as i expected.
Another point was the number of small bugs that i needed to adress before release.

So, now it's ready !!


But PLEASE, PLEASE, READ THIS BEFORE !! lol
Follow these rules to make this mod work as intended.

There is a number of different upgrades that you must use to make ai and your car behave as expected.
(I told you that this update wil be huge ;) )
Thes upgrades are available via the carselection menu in the ui when you click on "customize" and "force setup".

Now, you have to choose FOR EVERY TEAM, what kind of upgrades you want to have.
Both for your team as for others.
The upgrades are divided in different parts :
- The tyre strategy
- The engine power
- The different tracks base setup.
(there is also some choices like H shifter or sequential but this is not mandatory)

1 : The tyre strategy selection affect only ai drivers and means that drivers for this team will use this pitstoptrategy.
They can have some "early pit" philosophy, "normal", "late" or even try to go for a non stop race.
As for Mansell at Adelaide, this is a very risky bet because even if tires will not explode ( rf2 limitation), the car could end up the race with very poor performances on the lasts laps.

2 : The engines are available in 4 setups.
The conservative, the competitive, the performance and qualyfying.
The 3 first engines are build from the engineers to make the car more or less powerfull but also more or less reliable.
Of course, the fuel consumption is also a factor to take acount of.
Last but not least, Honda or Tag engines as an example, have more room than a Motori Moderni in terms of reliabality.
The Qualifying engine is of course the engine dedicated for the qualy session only and is pushed by the engineers to the max potential. It's not build for a race lenght in any way.

3 : The base setups by track are made to give a good behavior for every ai on the mandatory track (Hockenheim or monza don't have the same base as Monaco or Jerez. This upgrade reflect this )

HOW TO ACTIVATE ?
Before a new weekend

A: Select for every team the upgrade you want via "car selection", "customize" and "Force setup"
B: Do your practice session and don't forget to reccord replays (menu options in UI)
C: After pratice, start your qualy session and wait for 10 or 20 seconds to let the replay of this session be reccorded.
D: Quit the qualy and get back to car selection, change the engine to qualy for every team via customize foncton and force setup.
E: Resume from last replay but don't let the cars quit the pit. Resume from the first second of replay. (If you don't do this, game will crash because of file mismatch obviously )
F : After, qualy, go to warmup (activate warmup is better lol ) and do the same manipulation backward for race.

It's a bit boring but trust me, this is the only way to have the correct settings for ai drivers and let them use the real qualy engine.

Last but not least, the boost power is also based on two factors.
Mainly, 4 boost setups are available on the fly via cockpit for the driver, but the whole power of an engine is based on the engineers settings.
So to resume, engineers with drivers choose what strategy to use before the race via upgrades menu, then, during the race, the driver can push or reduce a bit the power to manage fuel or fight.
This is exactly what was historicaly done, drivers was not able to pass from 2 bars to 5.3 on the fly in the cockpit.
But still they had some room and this room is also fine tuned from team to team.
Don't forget that true fuel calculation is also a determining factor for a good strategy. Lift and coast was a new technique just created in 1986 for this problem. Now all drivers use it but this is historicaly one of the moment where f1 drivers has started to use it intensively.


Hope you will have pleasure with this mod.


Cheers all.
Wow... PURE and complete dedication.
Thanks soooo much.
ps. Hope you are feeling better.
 
great update thank you very much great driving feel with the rs50 steering wheel one question is there a different sound engine in the 86 year formula than in the 88 year mod the 88 year mod has a 3 d sound i.e. the engine sound comes from the back in the 86 year mod from the front?
 
great update thank you very much great driving feel with the rs50 steering wheel one question is there a different sound engine in the 86 year formula than in the 88 year mod the 88 year mod has a 3 d sound i.e. the engine sound comes from the back in the 86 year mod from the front?
Yes, 1988 has the old sound engine method, i need to update later.
 
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