F1ASR92 by F1 ASR Modding Team (car by car)

I love this mod, but man it is hard to get so excited about it after driving the 643. The physics on the 91's (McLaren as well) are just so much better than these. I really, really hope the '92's get an update after the '91's are perfected. It would be great to have the more accurate physics with such an otherwise wonderful full field.
 
I do have an issue driving these as I feel "disjointed." However, even for the league physics it would be nice to have that four wheel "lazy" slide to be reduced and for the front to bite more instead of have that lingering Indycar 2014 feel to it.
 
I love it when people post "accurate physics" when they have obviously driven a 1992 F1 car and know how it drove HAHAHA!
 
I love this mod, but man it is hard to get so excited about it after driving the 643. The physics on the 91's (McLaren as well) are just so much better than these. I really, really hope the '92's get an update after the '91's are perfected. It would be great to have the more accurate physics with such an otherwise wonderful full field.

Is it offline or online you're talking about? For offline, I guarantee you it's almost impossible to notice when you drive the 643 that your teammate has the newer one. So just take the '91 high detail cars into the '92 grid and don't add that particular driver to the field (i.e. you replace either Alesi or Capelli), you end up with a full grid and a perfect car to drive for yourself. Once the FW14B is here it will be perfect because you can just mix that car into the '92 offline grid with a perfect fit.

Of course, online is a different story.
 
Why is there an issue with AI performance for a league version when we could use talent to fix the off road issues on the gravel? Just wondering.
 
I know, it's hilarious. ;)

It's hilarious when the authors of the mod have explained that there is way too much grip and that they did this on purpose for league racing. They said all along that there may be a more accurate "historic edition" at some point. The 643 may not be perfectly accurate, but it is going down the path of more accuracy than the '92 mod. I happen to enjoy it more and find it both more fun and more satisfying to drive, even though it's a bit more difficult to keep on the track.

Enjoy your chuckling. But if either of you is clueless enough to think that the '92 mod is representative of a real 1992 F1 car, then I will have to cry for you rather than laugh at you.

Most people prefer dumbed-down physics. That's why console titles outsell sim titles 100 to 1 (or more). Don't confuse fun with realistic. The 92 mod is better than a console experience because it has rF2 underpinning it, but the design philosophy is closer to console than sim. And it's a ton of fun. I just happen to like the '91 approach even more.
 
Marc, would that explain why the AI in the '92 mod is about ten seconds faster than the AI in the '91 cars... I guess yes if they are running on grippier physics.
 
It's hilarious when the authors of the mod have explained that there is way too much grip and that they did this on purpose for league racing. They said all along that there may be a more accurate "historic edition" at some point. The 643 may not be perfectly accurate, but it is going down the path of more accuracy than the '92 mod. I happen to enjoy it more and find it both more fun and more satisfying to drive, even though it's a bit more difficult to keep on the track.

Enjoy your chuckling. But if either of you is clueless enough to think that the '92 mod is representative of a real 1992 F1 car, then I will have to cry for you rather than laugh at you.

Most people prefer dumbed-down physics. That's why console titles outsell sim titles 100 to 1 (or more). Don't confuse fun with realistic. The 92 mod is better than a console experience because it has rF2 underpinning it, but the design philosophy is closer to console than sim. And it's a ton of fun. I just happen to like the '91 approach even more.
This is my understanding of the situation too
 
Well this is going to be awkward, I sent talent files to ASR weeks ago which they agreed to include in the next update of the mod ...
 
Interesting, because the ASR guy I emailed with definitly said he'd appreciate them...

How did you set up yours? I don't mind better stuff :)
 
Interesting, because the ASR guy I emailed with definitly said he'd appreciate them...

How did you set up yours? I don't mind better stuff :)

Here is what I sent to them:

View attachment 15255

Driver speed is based on the drivers overall 1992 season result. Driver qualifying speed is based on a ranking of the drivers average qualifying position over the 1992 season (with a couple of minor adjustments).

For best results, set the practice and qualifying sessions to be private so the AI cars don’t get in each other’s way.
 
Sounds mostly like what I did, but I couldn't find qualifying results so easily - or did you add them up from Wikipedia entries?

I can't unpack the file right now - did you use a wide spread of AI speed (all 100 points of it)? What did you do with Startskill, Agression (personality traits...)?

I really don't care what ASR uses, yours sounds more detailed.
 
The spread was from 100 down to about 3 from memory. IE 32 drivers seperated by roughly 3 points each (with some tweaks for good measure). I put a spreadsheet together and looked up each rounds qualifying results and averaged them. I didn't do loads with startskill but I did make some usual strong starters have higher values. I'll probably end up reviewing this further for next version if I do one. Baked in a bit of video game logic for aggression, where the higher up you get the more aggressive the drivers are, similar for composure, the obvious drivers won't easily crack under pressure etc (Senna/Mansell/Schumacher).

I've tested it all pretty heavily, and I'm quite happy with the way it plays out so far.
 
The spread was from 100 down to about 3 from memory. IE 32 drivers seperated by roughly 3 points each (with some tweaks for good measure). I put a spreadsheet together and looked up each rounds qualifying results and averaged them. I didn't do loads with startskill but I did make some usual strong starters have higher values. I'll probably end up reviewing this further for next version if I do one. Baked in a bit of video game logic for aggression, where the higher up you get the more aggressive the drivers are, similar for composure, the obvious drivers won't easily crack under pressure etc (Senna/Mansell/Schumacher).

I've tested it all pretty heavily, and I'm quite happy with the way it plays out so far.

I noticed a few tracks the cars don't like hopping kerbs... and their avoidance of accidents and overly aggressive defense of a place to near ramming the player off the road, is that a track tweak or AI tweak?
 
I noticed a few tracks the cars don't like hopping kerbs... and their avoidance of accidents and overly aggressive defense of a place to near ramming the player off the road, is that a track tweak or AI tweak?

That's a track issue, AIW fastest path defines where they run. Sometimes the path isn't 'smooth' and causes eratic behaviour. Also If the cars run too much kerb they get upset (sometimes). Even with perfect fastest path I think their is a baked in variance ... might be track noise variable? I'm not 100% sure on that one.
 
Also overly aggressive defence could be to do with an overly aggressive block path in AIW ... but I haven't done much with block paths yet *shrug*
 
The spread was from 100 down to about 3 from memory. IE 32 drivers seperated by roughly 3 points each (with some tweaks for good measure). I put a spreadsheet together and looked up each rounds qualifying results and averaged them. I didn't do loads with startskill but I did make some usual strong starters have higher values. I'll probably end up reviewing this further for next version if I do one. Baked in a bit of video game logic for aggression, where the higher up you get the more aggressive the drivers are, similar for composure, the obvious drivers won't easily crack under pressure etc (Senna/Mansell/Schumacher).

I've tested it all pretty heavily, and I'm quite happy with the way it plays out so far.

Sounds like you invested more effort than me in the qualifying and startskill, our pure speed ratings should then be about the same (100/32). For agression and composure I did the same - the "known good drivers" have similar high values, whereas the less known the guy is, the more likely he is to be tame and inconsistent (min skill also).

I hope ASR includes yours, then I don't have to pack it manually :)
 
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