Should be still working on v1.17.I've not been able to get this to work on version 1.17. Should it be?
Alright so, after bit of a slumber, I have returned from... or I guess back to my basement, to bring you all another update to one of my scripts. And this one is bit of a doozy, so strap in and prepare for the change log:
- Added support for GP mode.
- Added Base focus.
- Use this instead of the focus boost, I have kept the focus boost entry purely for people who used 0.1 and want to switch over to using Base focus.
- Added Default stats.
- These are...
Alright so, I kind of want to jump back at this theory crafting on what each value represents ... and while you are very close. What I believe is happening is, well let me first show you the tyre grip xml file:Some tips for players who wanted a long term teammate from F2 and see them realistically grow into a top F1 driver, you can try to do this:
- You can keep the vanilla 2nd & 4th values of each rating vanilla, to make them feel like a proper rookie who is still not up to F1 standard.
- No need to touch value 5th because it represent the current phase of their growth cycle, for F2 drivers this value is almost always higher then 0.8 at new game (The closer to 1, the earlier their growth cycle), unless you wanted them to be already at a more mature state earlier in your career.
- Set 6th value high enough to match the top F1 drivers (like 0.90+). This value represents their potential ceiling of each stat. For example, if you set this value to 0.95, it would means the peak of this specific rating of this driver would be 95. Because the vanilla rating of F2 driver is so low, so if you set this value high enough, you'll be able to see them grow quite rapidly throughout the seasons.
- Set value 8th close to the modded value of 6th but slightly lower than it, unless you want them to decline like an old man right after reaching their peaks.
You can check the values of other top F1 drivers as a reference of where the peaks roughly are.
Like I stated in the update post, I will record a video in the upcoming days.Any video tutorial guys?
(PH3) is a multiplier... that makes the value given in (PH2) override all other values. It also cancels the growth cycle (PH5) you can put in PH3 0.001 that will work the same.Alright so, I kind of want to jump back at this theory crafting on what each value represents ... and while you are very close. What I believe is happening is, well let me first show you the tyre grip xml file:
So the takeaway from that is, how the game uses X/Y points to for having the wear / grip curve, and I strongly believe the values we have access to through this script are as well the X/Y spline elements, so for example:
In this instance for Perez:
On a fresh save he will start at 93 Racecraft (PH3, PH4) and have his value move toward and hit 91 Racecraft (PH6) as the growth cycle goes to 30% (PH5), and so on it will move toward 85 Racecraft (PH8) as the cycle maxes out at 100% (PH7). And this is purely based on the fact that PH5 itself does not change as the season progresses so it can't be the current growth cycle, it just a growth point in the overall curve.
The real question now becomes figuring out how long does it take for it to go from 0% to 100% in the growth cycle, for my current test save that's in S1 R12, the drivers currently are around 5% in their growth cycles... so maybe its roughly 10% per season, maybe bit more to have that 100% by season 10
An assigned value between 0 and 0.99 in (PH1) accelerates the growth/decline cycle of the driver, to the point that a rookie with a value of 0.9 in PH1 reaches his maximum potential in the following season.Alright so, I kind of want to jump back at this theory crafting on what each value represents ... and while you are very close. What I believe is happening is, well let me first show you the tyre grip xml file:
So the takeaway from that is, how the game uses X/Y points to for having the wear / grip curve, and I strongly believe the values we have access to through this script are as well the X/Y spline elements, so for example:
In this instance for Perez:
On a fresh save he will start at 93 Racecraft (PH3, PH4) and have his value move toward and hit 91 Racecraft (PH6) as the growth cycle goes to 30% (PH5), and so on it will move toward 85 Racecraft (PH8) as the cycle maxes out at 100% (PH7). And this is purely based on the fact that PH5 itself does not change as the season progresses so it can't be the current growth cycle, it just a growth point in the overall curve.
The real question now becomes figuring out how long does it take for it to go from 0% to 100% in the growth cycle, for my current test save that's in S1 R12, the drivers currently are around 5% in their growth cycles... so maybe its roughly 10% per season, maybe bit more to have that 100% by season 10
Can I start my new career and perform rating changes later? Or do they have to be done at the beginning?Like I stated in the update post, I will record a video in the upcoming days.
They can be done at any point in the season.Can I start my new career and perform rating changes later? Or do they have to be done at the beginning?
An assigned value between 0 and 0.99 in (PH1) accelerates the growth/decline cycle of the driver, to the point that a rookie with a value of 0.9 in PH1 reaches his maximum potential in the following season.
I do actually have disagree with these 2 statements as it doesn't match what I experienced from my personal testing.(PH3) is a multiplier... that makes the value given in (PH2) override all other values. It also cancels the growth cycle (PH5) you can put in PH3 0.001 that will work the same.
Thing I wanted to add to this, you might end up experiencing weird ingame values, if you have the 0-1 curve out of order, since the game doesn't expect them to be out of order, and especially if you change the first nodes x value (PH1) to anything than 0 due it not having a stat to grow from, as it intended to be the starting node.I do actually have disagree with these 2 statements as it doesn't match what I experienced from my personal testing.
All the testing I have done with the values have suggested that all the current PH values are X/Y pairs of growth points for each drivers growth curve.
Also on side note, I've seem to have missed some pairs, as I now have a better understanding of the data structures, some stat entries having more than 4 pair entries.
This post kind of explains it.So... What are the specific placeholders doing?
ThanksThis post kind of explains it.
TLDR , they are X,Y pairs to create a stat growth curve over time, 1 season is roughly 0.10 for career modes, haven't dwelled on GP mode growth if even has any.
I will release version 0.3 later this week with the placeholders being replaced with the X,Y pairs and a video explaining it.
While I did promise this update last week, kind of got carried away away with unrelated stuff, as usual. Was also bit apprehensive on releasing the update today due just being tired, and not trusting myself to test for bugs... but hell with it.
Change log which ain't as long this time:
- Removed placeholder values and replaced them with X,Y pairs (Time, Rating) as stat growth points.
- TLDR; Time represents when will the driver reach a certain rating. Time value of...
If you force the game to autosave after making the edits, the edited values should stay on the savefile.Wow what an amazing mod, I only have one question if I restart my game how do i load the old script with the ratings i made?