Every sim racer probably knows that unpleasant feeling that sets in when things go wrong early in a racer: A collision in turn one, an unforced error just a few laps in or a backmarker not paying attention getting lapped result in a damaged car and wondering whether continuing is worth it. Our...
Corbyy submitted a new resource:
Modular adaptation of Poubelle's "Tyre performances (and cars) improved - Unified Version" - Modular adaptation of Poubelle's "Tyre performances (and cars) improved - Unified Version"
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Original mod: https://www.racedepartment.com/downloads/f1-2021-tyre-performances-and-cars-improved-unified-version-patch-1-10.44545/
Noting Poubelle is not connected since September 28th, I preferred to update the mod by myself and make it compatible with Modular Mods
Base files are required...
Hello,
Main tests done (included 1.18 patch).
The 25% setting has been fully checked (2022/04/04). The 50% by me (several races) and several gamers (thanks to them :p).
This mod is an update of my previous one (made for 25% & 50% race length).
It's a unified version with some upgrades (Sparks...
I just wanted to have a no pit stop race against the AI just to fine tune the difficulty strength and aggression since I mainly play single player (I'm not good for online play hehehe), but even if I placed the fuel consumption to 0x, tyre wear to 0x, and mechanical damage to 0% in Content...
Hey. I'm not new to Codemasters F1 games, as I have 3 (2009 on Wii, 2011 on 3DS, & 2012 for Xbox 360. My question is this. I'm just now starting my first career & season, with custom difficulty settings (so I can set up the race & driving assists to my liking, & only have to turn up the AI...
Ok, so I'm trying to have a somewhat decent racing experience with the AI. Today I started a custom championship with the cars from the DRM mod and some classic tracks. I have fuel consumption and tyre wear enabled, both to their default 1x setting. With Esotic's fuel app I figured out how far I...