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.