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  • Deleted member 147278

I may have done something wrong, but I normally play with short qualy (1 session, 18 minutes) and 25% race, and tryed to set a weekend to qualy (12 minutes) and race 35%. I did it from main menu, then got into the career menu, that was before getting into the weekend, and when I got in the race menu, I saw that qualy was set to 1-shot and race still 25%. Do you know what could have gone wrong?
Did you enable the database values from the database toolbox ? Like i mentioned few post ago, changing just the weekend structure for the game mode is not enough and for most part is not required. You mainly have to enable the database values for the extra session options and then you can access the values in-game and the game can load them, otherwise it uses 25% and One shot for those specific values.
 
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Did you enable the database values from the database toolbox ? Like i mentioned few post ago, changing just the weekend structure for the game mode is not enough and for most part is not required. You mainly have to enable the database values for the extra session options and then you can access the values in-game and the game can load them, otherwise it uses 25% and One shot for those specific values.
****... haven't noticed that, thank you, sorry for my fault.
 
Did you enable the database values from the database toolbox ? Like i mentioned few post ago, changing just the weekend structure for the game mode is not enough and for most part is not required. You mainly have to enable the database values for the extra session options and then you can access the values in-game and the game can load them, otherwise it uses 25% and One shot for those specific values.
I tryed but still don't work, maybe I'm missing something or I did it wrong, but still the format changer doesn't apply properly, so I think changes are not reflecting at all, maybe because of what @ParkYoungLee said. Step by step:
- I created a new career save.
- Before the first race, from career menu, open the tool and perform almost everything I can do.
- First some driver swaps including non-2022-season drivers such as Devon Butler, that seems now doesn't fail as before.
- Edited the calendar, making it start on Austria.
- Checked that the changes applied and go back to the tool, set the database values at the top, both of them, to 1.
- Then, changed the qualy and race options to short (12 min) and 35%. (Originally in the game the values were "Full" and "25%" respectively)
- Also changed the format to "Race".
- Go back to the game and get into the weekend. Once there, the menu shows the correct format but qualy is set to one-shot and race to 6 laps (just like a 25% sprint).
- I went into the qualy and then it was not one-shot, but full, as it was originally.
- Go into the race and it was a 6 lap race with one mandatory stop.
- Finished the race and I was sent back to career menu, and then realized the race was computed as a Sprint, and sprint points were awarded. Also, in the calendar standings, results are not showing, as it does not compute as a "race".
- Reviewed the toolbox and found out that when pressing twice on the box "Loha's F1...", a message appeared, so maybe it meant that now the changes were applied properly, but got into the next race and the qualy was set again to 1-shot and race to 25%. Didn't play it, so don't know but I guess it will be a full qualy and a 25% race.

Anyway don't worry, I will keep investigating.
 
  • Deleted member 147278

I tryed but still don't work, maybe I'm missing something or I did it wrong, but still the format changer doesn't apply properly, so I think changes are not reflecting at all, maybe because of what @ParkYoungLee said. Step by step:
- I created a new career save.
- Before the first race, from career menu, open the tool and perform almost everything I can do.
- First some driver swaps including non-2022-season drivers such as Devon Butler, that seems now doesn't fail as before.
- Edited the calendar, making it start on Austria.
- Checked that the changes applied and go back to the tool, set the database values at the top, both of them, to 1.
- Then, changed the qualy and race options to short (12 min) and 35%. (Originally in the game the values were "Full" and "25%" respectively)
- Also changed the format to "Race".
- Go back to the game and get into the weekend. Once there, the menu shows the correct format but qualy is set to one-shot and race to 6 laps (just like a 25% sprint).
- I went into the qualy and then it was not one-shot, but full, as it was originally.
- Go into the race and it was a 6 lap race with one mandatory stop.
- Finished the race and I was sent back to career menu, and then realized the race was computed as a Sprint, and sprint points were awarded. Also, in the calendar standings, results are not showing, as it does not compute as a "race".
- Reviewed the toolbox and found out that when pressing twice on the box "Loha's F1...", a message appeared, so maybe it meant that now the changes were applied properly, but got into the next race and the qualy was set again to 1-shot and race to 25%. Didn't play it, so don't know but I guess it will be a full qualy and a 25% race.

Anyway don't worry, I will keep investigating.
One simple thing, Format / Distance aka the pink/magenta database values get applied to saves from main menu, so in your instances you had to exit from the career menu to main menu after making the save and doing your initial changes.
This is related to the same issue as the calendar swapper had when switching sprint with non sprint for race 1, the format got re-adjust when reloading the save.
 
  • Deleted member 147278

Yeah same here, because in general in CE to activate sth. means to tick it, not to set a record from 0 to 1.
Would've been more clear @Derpish if you said to change the value from 0 to 1 at the database record.
My bad on wording that, but i prefer to use value fields over the value 'activate/freeze' button, as in those instances you would either have no option to disable the entry, or it would disable upon closing CE, just preference thing and wording... maybe would have been less confusing if binary values that dont start at 0 had their dropdowns display description as other dropdown cases.
 
One simple thing, Format / Distance aka the pink/magenta database values get applied to saves from main menu, so in your instances you had to exit from the career menu to main menu after making the save and doing your initial changes.
This is related to the same issue as the calendar swapper had when switching sprint with non sprint for race 1, the format got re-adjust when reloading the save.
Thank you so much, now finally worked. Sorry for taking your time. There were a lot of things to take into account to make it work; your older scripts were way easier.
 
  • Deleted member 147278

Thank you so much, now finally worked. Sorry for taking your time. There were a lot of things to take into account to make it work; your older scripts were way easier.
Not really, because even with the old calendar swapper you had to do the exiting to main menu and back into career if you did a sprint with non sprint weekend swap otherwise similar issues would arise. + The extra steps to get the table generated in first place.
I can understand the bit of confusion regarding main menu stuff, and that's purely because, for once I rather have the game handle the setup instead of me guessing which values should be changed.
>Good example of best for me to not guess values is Driver transfers and the potential issues they still cause with non functioning acclaim and contract period issues.

With weather stuff it was easier, that's why it can be done from career hub and so on. But distance / structure has a lot of moving parts behind the scenes so its easier to have the game handle it, and me simply giving the toggle for enabling the access to the options.

And with the purple/magenta entries, like extra session options, they are global, not save specific, so you can even enable them before making the save, and if you do so, you don't have to change weekend setup entry for session/qualy length, as you get access to those values from the in-game weekend setup menu.

But enough of me rambling, either way no worries, lots of things did get shifted around so I can understand the initial confusion, but overall once you get used to it, the experience is 10x better, just my fault for not having the tutorial up yet :whistling:
 
  • Deleted member 147278

Last thing is, I might just outright remove session/qualy length options due pure redundancy of them and not really providing anything more than, what just having the extra session options ingame provide. Instead just end up causing extra confusion :laugh:
 
  • Deleted member 147278

Hi! I was trying this in coop career but when I activated the toolbox, the game said unable to verify the files and got removed from it.
The script does not generate a table for coop career's or any other online modes, due the headache that is figuring out what values get synced between the players and what values are local.
In the past for example using calendar swapper, the host would end up on the swapped track while the connected player would still load into the original track.

In regards to enabling the extra sessions options, as it patches the language localization so that 35% races have the "Medium Plus" localization, otherwise its empty entry. Having a patched language memory region blocks you from accessing online modes.

But there is a way around this but its a 'use at your own risk' type of thing.
You can disable the localization patch by right clicking the script and editing to find the line
Code:
patchDistance(readPointer(sessionLen + 0x10))
and commenting it out by changing it to
Code:
--patchDistance(readPointer(sessionLen + 0x10))
After which enabling extra options won't block you from online lobbies*, but I haven't tested if hosting 35% lobbies will function for other players, BUT I do know that 1 lap lobbies function for what its worth...
But again, no plans to make a coop career table due the previously mentioned synchronization issues.

*I might have forgotten to include a way to remove the patch if its already been applied to the game, so game restart is required to remove the language patch if it was enabled during that play session.
 
Hey mate, great job with the table
I have one question though. If I replace my Car ID with another car in career mode, is it only visual or does the car performance also change to the car I picked?
 
  • Deleted member 147278

Hey mate, great job with the table
I have one question though. If I replace my Car ID with another car in career mode, is it only visual or does the car performance also change to the car I picked?
Honestly, bit clueless on this front myself, I'm aware that the car itself uses the performance of the picked car, as example if you take a F2 car it will have the F2 performance, BUT I have 0 idea on how the upgrades work, if its using the upgrades from the team the car currently is in, or if its using the upgrades from the team the car is taken from.

I purely included the CarID swaps to have ability to un-assign cars from reserve drivers when manually re-assigning drivers, but ofc you can also mess around it for other reasons, but I haven't done that much testing in possible side-effects.
>Tho i remember my game crashing whenever finishing using supercars, hence I haven't included them yet.
 
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