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MotorSport Manager Balance Mod (Part 1) 1.31d

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1.31d - Log for upcoming patch
  • Fixed a string error in a Legendary Part.
  • Fixed a dilemma issue which had a missing ; and left the dilemma bascially pointless.
  • Fixed a dilemma whis had the wrong trait ID attached
  • Fixed 15 dilemmas which gave you money instead of take it away.
  • Added Brain's other Trait text to the frontend.txt.
  • Corrected the text shown in the Resentful trait.
  • Increased the wear/time changes from being on colder/hotter tyres so the effect is a little more noticable.
  • Fixed an Interview question (default 3) where it would ask you about signing your own driver, when in fact it was talking about another.
  • Fixed a pretty major issue in the Interview System in the .dll where #2DriverRacePosition was actually triggered to be identical to #1DriverRacePosition - resulting in dozen of iquestions being prevented from spawning (and causing a crash in question set 5 when a player won a race). Expect Set 2 and 4 to have a few more variations in the next version now this has been corrected.
E.g., this kind of interview would never spawn:
P7sM9BCB0.png
  • Now using a new 5 question Interview file (its part of the WIP build) but it should at least work!
  • Hopefully fixed a couple of dilemma issues.
  • Fixed an issue with sponsorship not being worked out correctly.
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Just cleaned up some iday 1 release issues. Recommend redownloading all 3 parts.

New Features in 1.31a
(from 1.3b normal edition)
Will update the original post in time

Made the Factory less overpowered
I have decreased the number of staff available at level 2, 3 and 4. This is because Factory 2 was far too powerful, and factory 3 was so powerful that factory 4 isn't worth the investment. This is particulary true in this mod where spending more on the chassis raises base reliability above the vanilla game.

Spins are a thing!
Your driver can now spinout! This can cause some interesting problems, including a massive chain reaction of chaos if the spin is in a lead car and several are following closely. Cars further back can react and avoid the spinning car, but those close by might not be so lucky

Suspension damage in collisions
Rear wings are very rarely damaged, so now suspension is damaged instead. I am interested in developing this further by adding some "randomness" to if a part is damaged and what part - but that will have to wait until a future update.

Marketability Adjustment
The Total Marketability is now a new rule...



[Driver 1 + Driver 2 + Team Marketability ] / Current Constructors Possition


So now the team will massively be more marketabile and appealing to sponsor, the better they are doing.

Random Total Part Failures
In the vanilla game, a component will only ever cause you to retire if you let it's condition drop to 0 - relatively easy to manage. But there is now a new reason why your car may retire: Even if you have a 100% reliability based part... it has a tiny tiny percentage to just completely fail. This is to mimic the 'completely unexpected' failures - nothing you can do about it.

Randomised Conditon Loss events
If anyone counts, there is exactly 10 occurances of the condition loss that happens through a race. This tweak means that anywhere between 8 to 12 tic of condition loss will occur.

Randomised Political Vote Numbers
In the vanilla game, there was exactly 4 votes per season. In my previous builds, there has been 8, and more recently 6 when the addition of a player vote option became available. Now, there is a random number of vote to occur in any season (3-8) resulting in some seasons having more political events then others.

Punctures occurring when low on tread
As opposed to 60 seconds after 0% tread left, you may now find a puncture when tread is low and some other conditions are met.

When exiting the pits, the tyres will be cooler then normal
It may be random, at either each pitstop or at different race venues - depending if the game rolls this random trigger before the race or during.

Change of start of Chairman season objectives.
No longer can you choose to finish below you previous season's constrcutors championship position! The chairman now demands that you maintain the position or improve!Also, no longer can you choose to finish 10th! Relegation is not an option!

Tweaked the Lockup/Spins/Crashes System

  • Set spins to take longer to occur as the race goes on.
  • Allowed lockup to occur more during the whole race (where they previously reduced as the race goes on)
  • Raised the Spin and Crash Thresholds.
  • Increased the importance of a drivers' Focus and Fitness stats to increase / decrease the locks and spins chances.
  • Decreased the importance of rain slightly (as lockups and spins are far too abundant in the rain)
Tweaks on the Performance vs Critical Part ratios.
In the vanilla game, the car performance point total is king. In previous versions of this mod, having the best critical parts was king. This has been tweaked that both are now important (and the ratios vary depending on the series type). Work out the best way to build your cars.

Dilemma and interview tweaks - including a minor dll tweak.
As part of an ongoing project, a number of interview tweaks have been added to enable the (possibility) of different interviews spawning. It has also got some re-balanced and new custom preseason dilemmas and normal dilemmas. Please let me know if something isn't spawning correctly - as this is the WIP file and will be expended upon in future updates.

Tyre Temperature Matters (and not just the extremes),
Tyre temperatures use to do nothing unless you were at the maximum or minimum. Anything in between did nothing.... Now Cold tyres will wear less then normal, but will also have less grip, increasing laptime. Meanwhile, Hot tyres will be all warm and rubbery so have more grip available, decreasing laptime.But they will also wear at an increased rate.
Managing your tyre temperatures is now more important then ever, and is a new variable for you to be concourse of during the race.
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