hi! first of all thanks for all your work making these tables acido
with the 1.04 update i seem to have an issue where the game will crash to desktop (dx12) when i change the (player) set consumption setting for fuel, is there anything i can do about that?
Also remember that both ABS and Traction control got nerfed in F1 2019 compared to last years game so its not as good at keeping the brakes not locked or the car stable in the corners (causing more sliding and thus reduced tyre life). Also, the DX12 table not working too well is probably more because the DX12 mode in F1 2019 is not that stable to begin with. I would just use DX11 mode/table.
EDIT: Okay, i did some extra testing and this is what i found:
The following scripts work for me on 1.04 table(DX11 only):
Engine Performance
Fuel Consumption (replacing it with the 1.03's script makes the increased fuel consumption issue return so, the issue is confirmed fixed for 1.04 table)
ERS consumption
Engine Wear
Tyre Temperature
Tyre Wear
The following scripts do the opposite of whats intended on 1.04 table:
Grip Level (125% grip is actually 75% grip and vice versa) (when replaced with the 1.03 table version's script of these functions, this works fine)
The following scripts do not seem to have an effect at all on 1.04 table:
Brake temperature (works fine when replaced with 1.03's script.)
When i say "replaced with 1.03's script", i mean that everything from say, using the brake temp script as an example:
copying and replacing the script from "BrakeTempMem:" down all the way to the end of the script at "dealloc(BrakeTempMem)" with the version of the same script from 1.03's table. (lines 13 to 54)
Everything above "BrakeTempMem:" (lines 1 to 12) is unchanged.
Yeah it's turning into a real struggle to separate the Player/CPU cars. The offsets that worked in 1.03 no longer works in 1.04 and vice versa, or they may work in 1 particular race or team but not another. I'm analyzing some data to see if i can find some better offsets, and if that fails I'll have to do some more debugging to find some other pointers to use.
Just an fyi about when you say using the 1.03 script works, it may work but it will most likely also work the same on the CPU cars as the Player, which may or may not be okay with you, but ideally they should be separated.
The 1.03 Brake temp script affecting AI probably wouldn't help them much as they're still restricted in terms of their braking points and turn-ins via their AI scripts/performance values set by the game's AI files + track files.
I dont really notice the 1.03 grip script affecting the AIs too but then again i use relatively small values (1.05 or 1.1 to represent one or two tyre compounds higher grip) and i have the AI in my campaign set to 100-105 anyways.
I think some of the "NPCs may be affected too" problem might be because of Butler and Weber in the career mode, they arent affected (or affected as much at least) by increasing/decreasing the AI difficulty and thus seem quite OP in lower difficulties (and even in higher difficulties, but not to the same extent) which may skew testing. But then again, i dont know what game modes you use for testing, whether Grand Prix mode or Career so i could just be talking out of my ass on that.
EDIT - Did more testing on the Grip level script, seems my testing was skewed by my worn tyres so no idea if it actually works lol.
Last edited by York2016 on Thu Jul 04, 2019 12:48 am, edited 1 time in total.
Well you are right about Temps not mattering much for CPU cars, something like grip however will. Still i have this OCD for wanting it done properly and that means not affecting CPU cars If it doesn't matter to you then by all means.
As for mode of testing. I try to test in both career mode and Grand Prix mode. But now you mention Butler and Weber. In my current test save, i started a new save and skipped over the F2 intro so they are not present.
Fixed Fuel Consumption crashing the game under DX12
Fixed Brakes & Tyre Temperature & Grip Level (Both DX11 & DX12)
Added Engine Temperature override & Min/Max
Yeah i found a proper pointer to separate the player/cpu cars, even the game itself is comparing against this very same offset in some places so i recon it should be golden