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
 
Last edited:
So, after staying up way after my bedtime, I think I have some solid tyre figures to use, where using a mix of compounds is entirely viable (and encouraged), and they have extended life (S-unchanged, M-34 from 28, H-45 from 36) to allow for endurance racing.
 
Crashes are determined when you start the weekend, so you could have 1000 laps, but if only one race ending crash has been rolled, that's all you'll get. Other crashes, with vanilla blue flags are race ending, but withthe blue flag fix and the longest races (in the end, the intention of this mod is an add-on to Red's mod), the fastest cars have ample time to recover. Mechanical failures are something I'm thinking about. The AI seem to be generally better at looking after their parts now, which shouldn't prove too troublesome. I have a lot of time today, so I'm going to run a single 350 mile race and see how it pans out.

In other news, I am currently planning out the new championship winner traits, which are going to be permanent, and offer increasingly big bonuses to the more passive stats (marketability, morale etc.), with increasing wage demands, potential bonuses and improveability bonuses as a driver becomes more successful. This should mean that keeping hold of a driver will be more of an option as they turn into a long term investment. There is only one limitation I can think of, and that is when another trait is chosen at the last race of the season, which means you may lose out on the next stage of the trait. I also have a final trait that I want to implement when a driver has won a single championship in every discipline, although it will need a lot of work to ensure it triggers correctly (it'll have a lot of combinations of championship winner traits to look for), so it may not ever be included.

https://gyazo.com/5134bb9df1e4ad1eb7cc1352b62df069
 
Currently testing the 350 mile races with GT - part degradation appears to scale, fuel tanks scale (as expected), and hybrid mode is a real game changer here. You can underfuel and run hybrid mode, which makes you use about 0.2 laps of fuel per lap as long as you have charge, which makes long stints very attractive, with stints on the faster tyre being used to charge your battery or undercut. You can also use hybrid to run a higher engine mode while you cool your tyres off, to offset the time loss.

I'm at 34/113 laps at Yokohama right now.
 
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Confirmed - part deg scales to the increased race lenghts, only one retirement. I have attatched images of tyres, pit strats and finishing results. (Yes, I played this at regular speed :D)
 

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Confirmed - part deg scales to the increased race lenghts, only one retirement. I have attatched images of tyres, pit strats and finishing results. (Yes, I played this at regular speed :D)
Part deg occurs ten times per race :) mostly in even intervals. Doesn't matter if it's 100 laps or 3 (it's fun watching my predators Break down in 3 laps - which is what I use in my test seasons).
 
+1 vote for F1 :)

Saw a problem in the interview.(Not your mod, original game 1.3 )Apparently they are boot drivers for the same team but still got this Interview question. (By the way pic isn't from my game).

Bugged Interview?
(cries)

The new system involves IS rather then your driver specificially (IS = Is Subject). I don't entirely know how the IS is generated and who it will be. It's probably somewhere in the DLL where I had to fix the old interview system.

Type = Question1; ISPosition > 1; ISPosition < 6; is the code for this one to spawn.

And thats it... No other information needed. Interestingly, it only appears as a Question 1... but there is no Question 2.... all the answers turn into the "conclusion" code.

I like the new Interview system, for it add traits and takes into account lots of new things (crashes, etc) but man is it a mess.
 
I like the new Interview system, for it add traits and takes into account lots of new things (crashes, etc) but man is it a mess.

I agree on that. It's better. Not simpler but better.

And saw the line in Interviews.txt too. ISPosition > 1; ISPosition < 6 so those that mean 2-5 place or are ISPosition refer for 2 drivers? One is 2-20 the other 1-5?
 
No problem I did look into file and saw the fixed line.

By the way there is a lot of talk in steam about a massive increase in lock ups? Is that true? I did only a few races and didn't pay attention.
 
Only track I've done where I've seen 20 lockups per lap was a damp race at Munich, and fewer (but still high) at Black Sea. I've seen Beijing also being mentioned, specifically T1, which is a lock-up point.

Wet weather seems to be the trigger.
 
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