I'm trying to simulate the 1995 F1 season
(Using this mod) - The mod needs you to download the 412T2 seperately, but I've noticed that the performance seems slower compared to IRL (Brazil Round). Top qualifying times at Mo were taken by a Benetton, at 1:15, while the 412T2 qualified best at 1:19 - Putting it slower than even the backmarker teams.
Is it best to just give up on this 1995 mod or is there some kind of fix?
You can't really take one particular track out of the blue and say the cars are wrong. That track might have a bad fastlane. You don't say what track you used. However ACU Interlagos and Shi's 1992 ASR tracks both have good fastlanes.
It's very difficult to balance the lap times for all 16-20 tracks in the season. For example I adjusted the 1988 SD traction lower and more realistic, the cars crashed all over the place. I had to keep a bit exaggerated traction and compesate that by increasing a bit of aero drag in order to keep them perform correctly on most tracks.
I'd say their laptimes are almost spot on at 11 tracks out of 16. In Spa and Monza for example they're dead on accurate +/-0.5 seconds. But then they're a few seconds slower on Monaco for example. Nothing wrong with 1988 Monaco track fastlane... it's just how the cars are designed.
The most important part in the season is that the individual drivers perform correctly. The 1995 season was a two drivers' deal: Hill and Schumacher. If you want to make the season realistic I strongly recommend using the championship.champ file and define both Schumi and Hill ai level to 100.
You can't emulate, say, Hakkinen's McLaren unreliability to the game. Well you can actually... I experimented that a lot with the 1982 cars.. you can create ai engine failures but those cause bad traffic issus on AC. You just have to make the "second tier" cars/drivers Berger, Hakkinen, Coulthard etc. at level 94 or so. Of course Hakkinen was a top driver but his car reliability was total garbage (10 DNF's) so his AI level should be around 92-94'ish.
Most 90's F1 seasons were two-driver battles and those two should always have a significant ai level advantage over others in order to achieve realistic results.
If the ai drivers/cars are generally slow compared to the user/driver (whatever driver you're controlling in the game) you can always go to your car data and the easiest way to make relative performance changes is the CD gain. You can easily give the AI cars top speed advantage there. Of course this doesn't work if the season is skin based (and uses only 1 base car). Decreasing CD gain is the easiest way to make AI faster without tinkering the driving feel at all. I have no idea what those 1995 cars are but if the cars are actually too slow, that is a good trick to increase the overall performance too.
Test with another track and see how they perform in that one.