Coming in a couple of days :
- Added missing teams (and a BIG thanks to the guys who have done this - this begins to be a great
community)
- New tires (more polys, less angles)
- New rear (Exhaust, wing attach)
- New***pit paint (again thanks for the author - canetoads)
- New tires physics (read after list)
- New aero settings (read after list)
- Shorter upshift delay
One thing was still a big issue in my opinion, the aero settings. In reality, you just CAN'T have
the same aero settings at a fast track like Orchard and a track like Mills Short. Anyway, almost
everyone is running full wings at every track, and this is wrong.
With the V1.2 you must adjust different aero settings for each track, you can't run Orchard with
full aero or you will be slow, and so on.
Thanks to this aero change, the car could be less tricky to drive with more lift, but if you push
too hard, watch your tires !
The new tires settings concern the temperature and wear. You will have to manage the races (not the
very short 5 laps races) and watch your tires.
If you block your wheels at every brakings, they will became too hot and degrade. If you spin it is
the same, you will have to be easy on a couple of laps to decrease tire temp.
Now you can have real qualify setups very different to race setups, and this is also a step towards
reality.
These changes add a lot more realism, I have been helped by experienced sim racers and real race
drivers, and it seems to be much better with this update.
"Yes, I have the chance to get the mod tested by a couple of real open wheel drivers, and for the
physics part i have the real values given by a F3 team engineer. All is a lot more closer to reality
now."