Brian's Mod Testing - Testers Wanted!

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BrianUK

So blunt a hammer looks sharp
LAST MOD UPDATE - 02/04/2017

I'm going to be putting links to any and all txts I would like to offer for testing in this thread. I currently have a couple of mods I would like to offer up for testing.


Please Note: If you are using TheFlamingRed's Vanilla Balance Mod, then these mods are already included within that mod, either in entirety or in part. Details below:

Personality Traits mod - Version 1.13
Tyre & Race Distance Tweaks - Single Seaters - Version 1.2 (Long preferences only)
Tyre & Race Distance Tweaks - GT - Version 1.1 (Long preferences only)

Personality Traits mod - Version 1.22 (Updated 02/04/2017):

Link to txts: https://www.dropbox.com/sh/2c92zu4o1igc35h/AADCQQhoW_UZYLuGdAUhKE_Oa?dl=0

Compatibility 'patch' Frontend if you wish to use Personality Traits 1.21 with TheFlamingRed's Vanilla Balance Mod: https://www.dropbox.com/sh/aot4l118rkbx0yy/AABuwxyVuk94ZoE2U6moZ76za?dl=0

1.22 Changelog:
Corrected text for 'Resentful'
Corrected PSG for the last line of the 'Resentful' email

1.21 Changelog:
Added TheFlamingRed's Dilemmas and Interviews with permission, which are now adjusted to reflect the new trait numbers.

1.2 Changelog:
144. Training Young Drivers - Age > 21
241. Broken Metatarsal - -30 Improvability
242. Dislocated Shoulder - -30 Improvability
243. Whiplash - -15 Improvability
239. Sprained Wrist - -15 Improvability
177. Back Problems - -15 Improvability
180. Dodgy Neck - -15 Improvability, reduced duration to 4-10 weeks
178. Cracked Rib - -15 Improvability, reduced duration to 4-10 weeks
240. Eye Problems - -15 Improvability
176. Fever - -15 Improvability
175. Flu - -15 Improvability
174. Cold - -5 Improvability

Implemented 11 new traits, 4 of which are reserved for drivers who have been a reigning or ex- champion, 2 are currently unused:-
334. Ex-ERS Champ - "...and what a step it was." - Permanent, from ERS Champ - +20 Marketability, +20 Morale, +12 Mechanic Relationship, -8 Teammate Morale, +10 Chairman Happiness, +10 Potential, +2 Improvability, +100 Desired Earnings
335. Ex-APS Champ - "Just another step on the way to the top!" - Permanent, from APS Champ - +30 Marketability, +20 Morale, +18 Mechanic Relationship, -12 Teammate Morale, +10 Chairman Happiness, +12 Potential, +2 Improvability, +320 Desired Earnings
336. Ex-WMC Champ - "I reached the top...it was beautiful." - Permanent, from WMC Champ - +40 Marketability, +20 Morale, +24 Mechanic Relationship, -16 Teammate Morale, +10 Chairman Happiness, +14 Potential, +2 Improvability, +600 Desired Earnings
337. Ex-GTC Champ - "...and what a step it was." - Permanent, from GTC Champ - +16 Marketability, +20 Morale, +10 Mechanic Relationship, -6 Teammate Morale, +10 Chairman Happiness, +8 Potential, +2 Improvability, +160 Desired Earnings
338. Ex-IGTC Champ - "I drove 5,000 miles, and I'll drive 5,000 more." - Permanent, from IGTC Champ - +32 Marketability, +20 Morale, +20 Mechanic Relationship, -14 Teammate Morale, +10 Chairman Happiness, +14 Potential, +2 Improvability, +400 Desired Earnings
339. Race of Champions - "I feel honoured to have been invited!" - Temp, 6-10 weeks, can become RoC Champion - +15 Marketability
340. Race of Champions Champion - "I beat the best of the best...I'M UNSTOPPABLE!" - Permanent - +25 Marketability, +1 Improvability
341. Hall of Fame - "Forever to be remembered..." - Permanent - +50 Marketability
342. Building on Success - "There is more potential within me!" - Temp, 30-50 weeks - +25 Potential, +2 Improvability
343. Disappointed - "What?! I can't believe you said "No"..." - Temp, 2-6 weeks, can become Resentful - -10 Morale
344. Resentful - "I can't even look you in the eyes." - Temp, 30-50 weeks - -20 Morale, Won't have contract talks with you

Implemented new MediaReports to go with the new traits that needed them.

Archived changelogs - https://docs.google.com/document/d/1fN15iNTXFmE4YzPFnRIlVkN46M1RcgXrvZ2Wz2wL02Q/edit?usp=sharing

Tyre & Race Distance Tweaks - Single Seaters - Version 1.31 (Updated 02/04/2017):

Link to txt: https://www.dropbox.com/sh/b2qqosikcwrt8kc/AACQhASMjVwm24dG-3gZc_kNa?dl=0

1.31 Changelog:
Increased MinPerformanceTimeCost
- from 10s to 20s

1.3 Changelog:
Increased MinPerformanceTimeCost
- from 1s to 10s

Decreased CriticalPartTimeCosts
- from 7.8s to 4s

1.21 Changelog:
Increased Tier time costs
- Tier2 from 5s to 8s
- Tier3 from 10s to 16s

1.2 Changelog:
Decreased high performance laps for some compounds (medium)
- Softest - from 4 down to 2
- Hardest - from 5 down to 4
- Inters - from 4 down to 3
- Wets - from 4 down to 3

Increased medium performance laps for some compounds (medium)
- Softest - from 4 up to 5
- Hardest - from 10 up to 12
- Inters - from 8 up to 14
- Wets - from 8 up to 14

Reduced medium performance laps for middle compound (medium)
- Medium - from 8 down to 7

Decreased low performance laps for some compounds (medium)
- Softest - from 3 down to 2
- Medium - from 4 down to 3
- Hardest - from 5 down to 3

Tyre life increase for wet compounds (medium)
- Inters - from ~16 laps to ~21 laps
- Wets - from ~16 laps to ~21 laps

Tyre life reduction for dry compounds (medium)
- Softest - from ~11 laps down to ~9 laps
- Medium - from ~15 laps down to ~13 laps
- Hardest - from ~20 laps down to ~19 laps

1.1 Changelog:
Merged additional lines for the new ERS system

1.0 Changelog in the spoiler:
Increased all average race distances by ~15% (in miles)
- Short - from 50 up to 58
- Medium - from 80 up to 98
- Long - from 130 up to 150

Increased difference in miles for short/medium/long races in rules
- Short - from +-7 up to +-11
- Medium - from +-10 up to +-22
- Long - from +-15 to +-33

Increased tyre range in wet weather
- Slicks - from 0-0.12 up to 0-0.15
- Inters - from 0.10-0.65 up to 0.10-0.68

Decreased drop-off time loss
- Ultras - from 8s down to 5s
- Supers - from 8s down to 4.5s
- Softs - from 8s down to 4s
- Medium - from 8s down to 3s
- Hards - from 8s down to 2s

Decreased wrong weather penalty
- All dry compounds - from 20s down to 15s

Decreased high performance laps for some compounds (long only)
- Softest - from 9 down to 4
- Hardest - from 9 down to 7
- Inters - from 5 down to 3
- Wets - from 5 down to 3

Increased medium performance laps for some compounds (long only)
- Softest - from 7 up to 9
- Hardest - from 18 up to 22
- Inters - from 9 up to 16
- Wets - from 9 up to 16

Reduced medium performance laps for middle compound (long only)
- Medium - from 17 down to 15

Decreased low performance laps for dry compounds (long only)
- Softest - from 4 down to 2
- Medium - from 6 down to 4
- Hardest - from 9 down to 5

Increased smoothness bonus/penalty for some compounds (long only)
- Hardest - from 2 up to 3
- Inters - from 1 up to 2
- Wets - from 1 up to 2

Decreased smoothness bonus/penalty for some compounds (long only)
- Softest - from 2 down to 1
- Medium - from 3 down to 2

Increased tyre wear bonus/penalty for wet compounds (long only)
- Inters - from 1 up to 2
- Wets - from 1 up to 2

Decreased tyre wear bonus/penalty for dry compounds (long only)
- Softest - from 3 down to 2
- Medium - from 4 down to 3
- Hardest - from 6 down to 4

Tyre life increase for wet compounds (long only)
- Inters - from ~19 laps to ~26 laps
- Wets - from ~19 laps to ~26 laps

Tyre life reduction for dry compounds (long only)
- Softest - from ~20 laps down to ~15 laps
- Medium - from ~28 laps down to ~24 laps
- Hardest - from ~36 laps down to ~34 laps

Known Issues:
None yet, needs testing.

Tyre & Race Distance Tweaks - GT - Version 1.1 (updated 03/03/2017):

Link to txt: https://www.dropbox.com/sh/9ntizuchvjn899i/AADuFbhus6a-exoWANXw7NHwa?dl=0

1.1 Changelog:
Adopted TFR's changes to crucial part penalties

Increased Tier time costs
- Tier2 from 5s to 7.5s
- Tier3 from 10s to 15s

Reduced driver perfomance delta from 3s to 2.5s for all lengths

Reduced cliff time costs for all compounds
- Ultras - from 6s to 5s
- Supers - from 6s to 4.5s
- Softs - from 6s to 3.5s
- Mediums - from 6s to 2.5s
- Hards - from 6s to 2s
- Inters - from 6s to 3s
- Wets - from 6s to 3s

Reduced wet weather penalties for dry tyres
From 20s to 15s

1.0 Changelog:
Note: Short races in the rules are now the same distance that medium (less short, which is 9 miles shorter) was prior to my edits. The purpose of this is to enable both sprint and endurance GT championships, which means they are a different challenge from Single Seaters, with different strategies being added alongside the new hybrid systems and ERS.

The most balanced option is Long races, I used the percentages from my Long edits to balance the others as I never play them, and never will. Please let me know if anything is off, overpowered or just plain wrong.

Long races:
Corrected incorrect fuel cost per lap
Increased LongRaceLength from 130 to 240
Increased LongRaceLengthShortSessionRulesLapDelta - from -15 to -110
Increased LongRaceLengthLongSessionRulesLapDelta - from 15 to 110
Decreased Softest compound fast laps from 9 to 4
Increased Softest compound medium laps from 7 to 12
Increased Middle compound life from 28 to 34 laps
Increased Middle compound medium laps from 17 to 22
Increased Middle compound slow laps from 6 to 7
Decreased Middle compound slow laps drop-off from 3.5s to 3.25s
Increased Hardest compound life from 36 to 45 laps
Increased Hardest compound medium laps from 18 to 25
Increased Hardest compound slow laps from 9 to 11
Increased Inters life from 19 to 33 laps
Increased Inters fast laps from 5 to 6
Increased Inters medium laps from 9 to 20
Increased Inters slow laps from 5 to 7
Increased Wets life from 19 to 33 laps
Increased Wets fast laps from 5 to 6
Increased Wets medium laps from 9 to 20
Increased Wets slow laps from 5 to 7

Medium races:
Increased MediumRaceLength from 85 to 157
Increased MediumRaceLengthShortSessionRulesLapDelta from -10 to -73
Increased MediumRaceLengthLongSessionRulesLapDelta from 10 to 73
Reduced Softest compound fast laps from 4 to 2
Increased Softest compound medium laps from 4 to 6
Increased Middle compound life from 15 to 18 laps
Increased Middle compound medium laps from 8 to 10
Increased Middle compound slow laps from 4 to 5
Decreased Middle compound slow laps drop-off from 3.5 to 3.25
Increased Hardest compound life from 20 to 25 laps
Increased Hardest compound medium laps from 10 to 14
Increased Hardest compound slow laps from 5 to 6
Increased Inters life from 16 to 28
Increased Inters fast laps from 4 to 5
Increased Inters medium laps from 8 to 18
Increased Inters slow laps from 4 to 5
Increased Wets life from 16 to 28
Increased Wets fast laps from 4 to 5
Increased Wets medium laps from 8 to 18
Increased Wets slow laps from 4 to 5

Short races:
Increased ShortRaceLength from 50 to 92
Increased ShortRaceLengthShortSessionRulesLapDelta from -7 to -51
Increased ShortRaceLengthLongSessionRulesLapDelta from 7 to 51
Reduced Softest compound fast laps from 4 to 2
Increased Softest compound medium laps from 3 to 5
Increased Middle compound life from 11 to 13
Increased Middle compound medium laps from 6 to 8
Increased Hardest compound life from 13 to 16
Increased Hardest compound medium laps from 6 to 9
Increased Inters life from 11 to 19
Increased Inters fast laps from 3 to 4
Increased Inters medium laps from 5 to 11
Increased Inters slow laps from 3 to 4
Increased Wets life from 11 to 19
Increased Wets fast laps from 3 to 4
Increased Wets medium laps from 5 to 11
Increased Wets slow laps from 3 to 4
 
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- Do you think it (your new SSDD) will compatible with FlamingRed's new release?
- Can I just copy it (with AssetBundle) in to FlamingRed mod or do I have to merge the two files like I did it before to use both your changes together?

EDIT: You could update your entry post, so people who look just there to see that the new version is ready to download. (Just an idea ;))
 
Yeah, I was about to, but then I thought I'd get the other PT stuff in first. Do it all in one go.

You'll have definitely have to merge frontend for now. Should be easy as I put the majority of my stuff at the bottom. Only Chubby and the text for the 'only applies in qualifying' are actually up in there. MediaReports won't need any merging as far as I know.

As for SSDD, it should be, as I built straight off of Red's, so unless he's made any sweeping changes I don't know about it, you can just take my SSDD. As I was originally planning for these to be private mods, I built from Red's assets where I could to save myself the trouble later on.

EDIT: Going to take another 30 minutes or so on the PT, they made some truly bizarre buffs with these new ones.
 
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Nice, then I only have to compare the two files (Frontend and Player Traits) in notepad++ (absolutely happy that notepad++ had the compare ability, it makes the work really easy) and add your lines in FlamingRed's file.
 
I've had a thought - I could possibly make the Tier Champion traits build upon each other. So one year you get a permanent 'One Time X Champion', then 'Two-Time X Champion' which removes 'One Time X Champion' and so on, until maybe 5 at which it becomes 'Multiple X Champion'. Would make them better than the current year long buffs we have now. Make the driver want more cash, but also give them a buff to their max potential and/or improvement rate to keep them attractive as a driver choice, and means keeping a driver who was only a max 3-star and is now a max 4.5-star is an option. There is currently no need for driver/team loyalty, but if they are an investment, then you're more likely to have a long term driver. I mean, we never forgot about Fernando's 2 world championships because they happened so many years ago, right?
 
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Do you think about continuously winnings (year after year) or could the winnings be separately (one win this year the other in 2 or 3 years).

My opinion is that they should be continuously winnings (year after year). And if he miss a year trait should start all over again. So what I mean is it could temporary for the first 2 (if you thing 3 as max) or 4 (if you thing 5 as max) years and on the final year comes the permanent trait.
 
I could certainly make 1/2/3 time all temp traits, with the 4th becoming a permanent, so they need to win 4 back-to-back to reach the permanent buffs. Might be the better way to do it. I'll plan it out over the weekend.

Updates:
Personality Traits mod now updated to 1.11, and my Tyre & Race Length changes to 1.1, see OP for changelogs.
 
Hmmm, any thoughts about how GT races should differ to SS races? Their rave performances are similar. Main difference is wrong tyre and. Cliff penalties are different.

They have top speeds, acc, decell, corner speeds. - so they appear to race differently. But their relative performances are the same :)
 
Hmmm, any thoughts about how GT races should differ to SS races? Their rave performances are similar. Main difference is wrong tyre and. Cliff penalties are different.

They have top speeds, acc, decell, corner speeds. - so they appear to race differently. But their relative performances are the same :)

I think we need to find the inherent issues with them. I've played with SS so long I knew exactly what I wanted from it when I started messing about (as you know from the MILLIONS of Steam messages I've sent you since December, sorry!). I have a feeling tyre life will need a reduction, and fast/med/slow laps will need balancing in both time and number of laps, if the way SS was is anything to go by.
 
ERS isn't only in GT, its possible for all other series. Even more so if you propose the rule,

Then, ballast is the only thing (and lack of front wing) which seperayes them on race day... WO der what happens duru g non retirement collisuons
 
Hey Brian, wanted to start this off with awesome job. Anything to balance out this game to make it more interesting is fantastic.

Quick question, though. I made a new game with the new update and your new personality traits file. I have a driver with overtake specialist. So, with your update, it gave him +10 Overtaking. I played a race, everything was fine. Quit and restarted later, and now the trait is only +2 Overtaking. Any ideas on why?
 
Hey Brian, wanted to start this off with awesome job. Anything to balance out this game to make it more interesting is fantastic.

Quick question, though. I made a new game with the new update and your new personality traits file. I have a driver with overtake specialist. So, with your update, it gave him +10 Overtaking. I played a race, everything was fine. Quit and restarted later, and now the trait is only +2 Overtaking. Any ideas on why?

I've just had a look at my save (which I made last night and am playing now) and things are still as I set them.

Traits are baked into the save, so even though it's a silly question I need to ask it - are you using the correct save? I say this because you can't change trait effects (iirc) mid-game, so there should be no changes.
 
Hey brian, this is a bug a came across my self

http://steamcommunity.com/app/415200/discussions/2/133258092244630580/

wonder if you could work it out and add to your changes?

I have a feeling this is something in the dll, which the devs need to rectify. From my own playing, it seems to only affect Munich.

I have found an issue with my traits and the new dilemmas - there is one that should add Buttered Up (or it's opposite), but instead it's adding Facetious as that has taken Buttered Up's number. I'm going to do a little adjusting tomorrow with my numbers.
 
Hi Brian, I read at Steam that with Buttered Up trait the top teams drivers in there Series can easily transferred by the lower teams. Is there a variable that can be altered so that it is a little bit harder for transfer them?
 
It looks like it just allows you to open discussions with them, with no other variables. I mean, the best I can do, after having a quick look, is make them want higher wages as a result of you bigging them up, but then I don't know if any other employer looking at them will than have to pay these higher wages.
 
I've just had a look at my save (which I made last night and am playing now) and things are still as I set them.

Traits are baked into the save, so even though it's a silly question I need to ask it - are you using the correct save? I say this because you can't change trait effects (iirc) mid-game, so there should be no changes.

So, I did a little bit of testing of my problem, and I thought I'd get back to you. To set up, I was using modded in drivers into a created team in the GTCS, and one had overtake specialist, as is my example. I started a new career under the same parameters, and my driver had the Overtake Specialist from your mod that gave him +10 Overtaking. I then saved, quit the game, then reloaded the new career. It then said that Overtake Specialist was now +2 Overtaking, along with all my other traits I use that you've modded (like Racer and Wet Weather Pro) all going back to their original boosts.

So, I then thought I'd try the same thing, but without modded players in a created team. So, I started a brand new game with Steinmann. Chapman has Overtake Specialist, and it was +10 Overtaking. I saved my game, exited the game, then reloaded. The traits reverted to their vanilla state again.

I'm typing this up before bed, so I might tinker around some more tomorrow, but I just wanted to let you know and see if you had any possible solutions? Just thinking, though, if this could be the problem. I have been putting your Personality Traits.txt into the modding/databases folder instead of importing them directly into the resources.assets. Just thought it would work exactly the same, because everything else that I've put into the modding/databases folder has, but do you think that it's screwing up your mods somehow? I'll try importing directly sometime tomorrow. Cheers, and keep up the good work.
 
Then that must be the issue. Maybe Steam is wiping the manually placed mod or something? I don't know how Steam works in this instance, but I've been importing my txts right into the assets and I've had no issues like that, so going forward it's advisable you do too.

The fact you say that your stat changes are being reverted is interesting though, because before they would be baked into the save and would not reflect any changes until you started a new game. I'm wondering if they have made a change that means it's no longer baked in. Their statement that continuing 1.23 saves was fine and the only thing you wouldn't see is the GT series also seems to point to this.
 
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