Vanilla Balance Mod Beta - Testers Wanted

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This mod has now been released. All the changes are listed in the above link. If a Forum Admin is reading this, if you could remove the "Testers Wanted" and change it to "Development Discussion" thread, it would be appreciated.

UPDATED TO WORK WITH 1.3

Note: In attempts to fix the interviews and dilemmas, I have temporarily removed all non English languages from those two files. I hope to reinsert them into a later version (but when I do, they'll still be the vanilla text as I am unable to translate in any other language).

 
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This idea sounds very good.

U mean f.e.a 1 star in tyre wear = good tyre wear advantage but no improvement to red zone?

If i understand u i think that will be a fine solution. If I played a worse team I cannot buy the best parts but I have a good pace in the race. In This case every star must be a Great advantage,because I save my money get a good pace and spend it to the parts.

Flaming if u change that in dll can u make a new dll which only have changed the Chassis to test it.
 
This idea sounds very good.

U mean f.e.a 1 star in tyre wear = good tyre wear advantage but no improvement to red zone?

If i understand u i think that will be a fine solution. If I played a worse team I cannot buy the best parts but I have a good pace in the race. In This case every star must be a Great advantage,because I save my money get a good pace and spend it to the parts.

Flaming if u change that in dll can u make a new dll which only have changed the Chassis to test it.

It's a possible option. I've got lots of options at the moment though - it's gonna take some time to find the best solution. Remember that the tyre/heat/fuel race boosts are really minor. I can hardly tell the difference between the best fuel effiecney and the worst. The other two are more noticeable but aren't as impactful in vanilla.

I've already changed it in my working dll which has all my changes. I'm still fiddling with it.
 
Since the AI is pretty crappy at race management and having better stars in Tyre/Heat/Fuel Efficiency will only give the player more advantages to exploit during race day. Might as well replace this with features that affect broader stats like reliability and red-zones which affects car development and has a higher impact on the race. Have you figured out how to add custom components in the car development screen? Like add fuel efficiency when building a new engine? or improve tyre heat/wear when developing brakes or suspension perhaps? I'm just guessing they're related.
 
Since the AI is pretty crappy at race management and having better stars in Tyre/Heat/Fuel Efficiency will only give the player more advantages to exploit during race day. Might as well replace this with features that affect broader stats like reliability and red-zones which affects car development and has a higher impact on the race. Have you figured out how to add custom components in the car development screen? Like add fuel efficiency when building a new engine? or improve tyre heat/wear when developing brakes or suspension perhaps? I'm just guessing they're related.

While the first idea is certainly something I'll have to work out a nice balance for, the latter point is simply not Not possible.

You see, your component upgrade is only for one part, applied on only one car.
Meanwhile, the chassis effects of tyre is for both cars equally.
The game code won't be able to look at 20 cars with different fuel effiencies when it's designed to look at 10 cars only.

Can't see a way for it to look at HQ buildings either, as it's looking at completely different area of the game. We're still quite limited on what we can code, hence I've had to make features with draw backs.
 
It's a possible option. I've got lots of options at the moment though - it's gonna take some time to find the best solution. Remember that the tyre/heat/fuel race boosts are really minor. I can hardly tell the difference between the best fuel effiecney and the worst. The other two are more noticeable but aren't as impactful in vanilla.

I've already changed it in my working dll which has all my changes. I'm still fiddling with it.

If u like I can test it today evening. I have some save games before the pre season begins. I think the dll file will work with the savegames so I can tested ur changes.
 
If u like I can test it today evening. I have some save games before the pre season begins. I think the dll file will work with the savegames so I can tested ur changes.

It's far too early to test it. I haven't sat down and analysed what I want to change things to, and how much I want them to change. The thing with testing is, you're seeing if things have a desired outcome. I've tested to know the code works. I've don't know how I want things to happen in the game yet, with regard to long term games and develop points over many seasons.

I really need to write a quick simulation of the AI and player, and let it run over dozens of simulated seasons.
 
Another new feature... Actually, this is in the vanilla game but was used just once. it's taken me up until today to bother testing it. It works as intended so will be making a rather broad addition soon.

Can give all temporary Driver's Personalty Traits a variable duration. i.e., the flu can be set to last anytime between two values, e.g., 4-12 weeks, instead of it being a flat 8 weeks. Working as intended, just need to slog my way through all 250+ entries in the file.
 
Another question.

Is there a opportunity that f.e. the 2-3 critical parts in a race can randomly fail to 0% and u are out? Monza that every lap is a chance on the straight that the motor spun off. (A dice roll with a chance from 1% every round the motor give up)
 
Hi FlamingRed. Love the mod. I've made it to the WMC and it took 2 more seasons than normal, no that I'm there it's really tough to catch up, the rebuff makes it tough... love it! just an FYI the reigning champ traits aren't repeatable in the default assets

I'm also trying to learn some coding and do some modding of my own. One thing I've been trying to get the camera zoom to work, trying to mimic the gametimer adjustment, with little success.

Any chance you could add that to the assemblies for the next version? even if it's redundant and I can go in change it with reflexil. mainly want to change the simcar mask to add a bit more color to the cars, but difficult to line everything up from so far out.

Thanks for leading the charge in all things MM Mods
 
Hi FlamingRed. Love the mod. I've made it to the WMC and it took 2 more seasons than normal, no that I'm there it's really tough to catch up, the rebuff makes it tough... love it! just an FYI the reigning champ traits aren't repeatable in the default assets

I'm also trying to learn some coding and do some modding of my own. One thing I've been trying to get the camera zoom to work, trying to mimic the gametimer adjustment, with little success.

Any chance you could add that to the assemblies for the next version? even if it's redundant and I can go in change it with reflexil. mainly want to change the simcar mask to add a bit more color to the cars, but difficult to line everything up from so far out.

Thanks for leading the charge in all things MM Mods

:o What team did you start with to only make it last 2 seasons longer to promote to WMC then normal? If you've come from ERS then I've probably made the lower tiers a little too easy (maybe I should be giving the AI a higher flat boost). Balance issues are to be expected really - I changed the balance quite blindly in 1.2e and I'm still only beginning to see the effects. But I am glad to hear that the debuf at WMC is really tough.

I'll have a look at the trait - I worked out the other day that temporary traits can have min/max random durations so I plan on adding that to all the temporary traits, and adjust some of them too.

Camera zoom is odd! I changed it in the Injector, and that still works fine (though you still have to get it running during the first race each time you restart the game). But when I changed it in the dll, in the same place as the injector changes it, that doesn't work, you just get default camera zoom. So that variable is being fed the 'default' values actively from elsewhere in the dll - maybe the save file. It's been a mystery to me. I've not gone to war over it though, as I still use the injector (admittedly, the 0 days one) and some people dislike the advanced zoom - so it's easy for me to keep it there. You should be able to do the same for your colour testing.

And no problem, I am glad you're enjoying the mod.
 
public float GetSimulationTimeScale()
{
if (this.mSpeed == GameTimer.Speed.Medium && GameTimer.debugSimSpeed != 0f)
{
return GameTimer.debugSimSpeed;
}
return this.speedMultipliers[2, (int)this.mSpeed];


sorry i cannot find a number to Change?
 
That's because you're not using my mod. In my mod, I changed that file to:

// GameTimer
public float GetSimulationTimeScale()
{
if (this.mSpeed == global::GameTimer.Speed.Medium && global::GameTimer.debugSimSpeed != 0f)
{
return global::GameTimer.debugSimSpeed;
}
if (this.mSpeed == global::GameTimer.Speed.Slow)
{
return 1.5f;
}
if (this.mSpeed == global::GameTimer.Speed.Medium)
{
return 5f;
}
return 10f;
}
 
I started with re-badged Predator, took 6 season instead of 3-4. getting a designer with 3 known components including the "random legendary component" means I can still have the best car in 3 seasons at the lower levels where the rebuff doesn't have as much effect. I find that is a really overpowered known component, especially at the lower levels, I thought about making it cost an extra mil to stop me crushing through it. it's a grind though and I think it works as expected. definitely didn't feel comfortable selecting the chairman's #1 goal. Also negotiating with a sick driver who's house just burnt down gave me some very good drivers.

I'll try out the injector and see if that helps with the camera zoom. Thanks!
 
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