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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I've got a few suggestions for some changes to a handful of traits. As I'm back at work, most my time now is spent playing, but I have some time off again in a week, so I can have a proper go through of everything. To back up my suggestions, most of the overall debuffs are based on what I feel the effects of a certain thing would have on a person in the real world, so I'm trying to eliminate nonsensical overall debuffs - looking at you, Affair Exposed - while also making some that only affect one stat also affect others at reduced amounts.

  • Erratic
    Currently: -5 Consistency
    Suggest: -3 Consistency, -3 Smoothness, -3 Focus
  • House Fire
    Currently: -5 Overall
    Suggest: -8 Focus, -80 morale
  • Good At Feedback
    Currently: +5 Feedback
    Suggest: +8 Feedback
  • Addicted to Videogames
    Currently: -5 Focus, -15 Morale
    Suggest: -3 Focus, -3 Fitness
  • Crazy
    Currently: -80 Mech. Relationship
    Suggest: -60 Mech. Relationship, -5 to -8 Feedback
  • Flat Spotter
    Currently: -5 Smoothness
    Suggest: -4 Smoothness, -4 Braking
  • Overtake Specialist
    Currently: +5 Overtaking
    Suggest: +8 Overtaking
  • Crash Happy
    Currently: -5 Focus
    Suggest: -8 Focus
  • Wet Weather Struggler
    Currently: -8 Overall when wet
    Suggest: -8 Overall, less Fitness, when wet
  • Fun Runner
    Currently: +20 Marketability
    Suggest: +20 Marketability, +2 Fitness
  • Affair Exposed
    Currently: -5 Overall
    Suggest: -100 Marketability, -80 Morale, -65 Chairman Happiness
  • Aggressive
    Currently: +5 Overtaking
    Suggest: +6 Overtaking, -3 Smoothness
  • Burglary
    Currently: -5 Overall
    Suggest: -60 Morale, -8 Focus
  • Chatty
    Currently: +5 Feedback
    Suggest: +3 Feedback, +20 Mech. Relationship, +20 Marketability
  • Clubgoer
    Currently: +10 Marketability
    Suggest: +10 Morale, +10 Marketability, -3 Fitness
  • Stable
    Currently: +5 Consistency
    Suggest: +3 Consistency, +3 Smoothness, +3 Braking, +3 Focus
  • Rally Champion
    Currently: +6 Cornering, +20 Marketability
    Suggest: +4 Adaptability, +4 Cornering, +20 Marketability
That's all for now, as I have more time I'll sift through the rest.
 
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1.2g Released.
Lots of changes. Be sure to read the Mod Page again to see what on earth is going on! Feel free to continue save games!

Other then some bug fixes or an update from the devs, this will be the last update for a few weeks. I have now implemented a large amount of things which I desired on my wish list from when I started this mod. I need to begin to do a long term save of the game so I can see the longer term effects this mod is having. - and get some inspiration on ways to further improve the mod/game.
 
I'm hoping this would add more stability and replay ability to the game in the long run. I'm hoping to continue my current save long term since I seem to already be invested in my current team. Since I started using your mod, I have had much a better experience compared to vanilla. Thanks for all your hard work @TheFlamingRed ! BTW Any ideas how I could incorporate your balances to Enzoli's f1 mod? Which tools do I use to copy your modded texts into his mod? Thanks.
 
TheFlamingRed - just signed up to say thanks very much, your work is appreciated! I had a brief look at the previous version but decided to wait for this update before beginning a new game.

The 10x speed is a godsend, the myriad other changes seem like a reasonable way to add some depth. Thanks again for the mod.
 
Okey downloading it now and as soon its finished starting a new game with Archer. And using the Randomizer for Driver and Staff from EddieStyle.

PS: I am pretty sure that its a typo error but in the Version History for Part-1 the latest edition says 1.2f Fixed. Isn't it?
 
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I'm hoping this would add more stability and replay ability to the game in the long run. I'm hoping to continue my current save long term since I seem to already be invested in my current team. Since I started using your mod, I have had much a better experience compared to vanilla. Thanks for all your hard work @TheFlamingRed ! BTW Any ideas how I could incorporate your balances to Enzoli's f1 mod? Which tools do I use to copy your modded texts into his mod? Thanks.

Hopefully it's stable. I've made some decent modifications to some areas of the code, so do let me know if you find a bug somewhere.

Replayabilty should be a yes! I do recommend Enzoli's mod or using the Randomised Pilots mod to alter the starting condition of the game, for further adventure (this prevents us all knowing to sign Rod).

To combine either mod with mine, you're still going to need to use my Assembly File. But as for the Assets, you'll need to get the Unity Bundle Extractor.

To merge my changes to The 2016 Mod, you're going to want to open his resources file, and then import (via plugins) my text files of the same name (which I denoted with a 'm' for modded). You will have to leave out at least "Part Suppliers" and "Championship" as he changed those already. That should provide a good interaction between the two mods. They are mostly compatible.

If you're going to use the Randomised Pilots mod, you need to take my asset file, use his utility and import his drivers, mechanics and engineers file into my mod (I believe he instructions on this). These merge into my mod seemlessly and really makes the game more interesting, as you no longer know who you're going to hire in year 1 - as you can only scout 1 driver at a time.


TheFlamingRed - just signed up to say thanks very much, your work is appreciated! I had a brief look at the previous version but decided to wait for this update before beginning a new game.

The 10x speed is a godsend, the myriad other changes seem like a reasonable way to add some depth. Thanks again for the mod.

Thanks very much, I hope you enjoy it. Come back and let us know how you're getting on!

Okey downloading it now and as soon its finished starting a new game with Archer. And using the Randomizer for Driver and Staff from EddieStyle.

PS: I am pretty sure that its a typo error but in the Version History for Part-1 the latest edition says 1.2f Fixed. Isn't it?

A fine mod to accompany a new game, here's hoping the game provides you lots of new challenges.

And yes, I was busy editing the thread while the upload happened and the change to make the 'word 1.2f to 1.2g' was cancelled. Any file you have had since 3am last night (when I posted here) is indeeed the new 1.2g regardless of the visible version number.
 
Hi TheFlamingRed. So far so good. Didn't raced yet. But saw 2 things I wanted to say.
1- When I choose a Component (anything but -10% Red zone and Lead Designers) the +10% Red Zone works fine. But when I choose -10% Red Zone component the red zone drops. Shouldn't it stay the same. I mean +10 / -10 equals to 0.
2- There is a Legendary Component which gives +20% Reliability for each Good Component. Isn't it a bit useless by the time I can build Legendary Components. I mean even if I choose 2 Good Components (without Lead Designers component) for +40 Reliability(which isn't actually great by the time, because by that time I am sure that my Factory and Design Centers would be Level 4), there would definitely better choices in Great, Epic and Legendary components. Plus the 20% Red Zone for two Good Components is a downside too. I think it is a weak Designer Component for a Legendary Level.

Nothing else for the moment. Going for my first Race in Black Sea. Thanks again for your hard work.
 
Hi TheFlamingRed. So far so good. Didn't raced yet. But saw 2 things I wanted to say.
1- When I choose a Component (anything but -10% Red zone and Lead Designers) the +10% Red Zone works fine. But when I choose -10% Red Zone component the red zone drops. Shouldn't it stay the same. I mean +10 / -10 equals to 0.
2- There is a Legendary Component which gives +20% Reliability for each Good Component. Isn't it a bit useless by the time I can build Legendary Components. I mean even if I choose 2 Good Components (without Lead Designers component) for +40 Reliability(which isn't actually great by the time, because by that time I am sure that my Factory and Design Centers would be Level 4), there would definitely better choices in Great, Epic and Legendary components. Plus the 20% Red Zone for two Good Components is a downside too. I think it is a weak Designer Component for a Legendary Level.

Nothing else for the moment. Going for my first Race in Black Sea. Thanks again for your hard work.

1. As noted in the changes, anything that already has a 'redzone adjustment' was left as default. My +10 redzone is only in parts that do not modify redzone in any way.

2. While there are many Component Slots changes I'd make, I'm not making any others. This is because the 'descriptions' are graphics, and don't reflect my changes (hence why the +10 redzone isn't described). I am not going to begin changing individual parts but not being able to tell the player that. The graphics are (a) something I don't edit, I'm not graphic editing enclined and (b) I have no idea where they're stored anyway. I haven't been able to find them.
 
1
2. While there are many Component Slots changes I'd make, I'm not making any others. This is because the 'descriptions' are graphics, and don't reflect my changes (hence why the +10 redzone isn't described). I am not going to begin changing individual parts but not being able to tell the player that. The graphics are (a) something I don't edit, I'm not graphic editing enclined and (b) I have no idea where they're stored anyway. I haven't been able to find them.
1- I don't mean graphically. I mean the Designers Legendary Component itself. Isn't it weak for such a High End Component.

2- The Send Out and Call In trick at Practice still works. So completing a full stint isn't ideal at the moment.

3- I am not 100% sure (because I haven't an old another save that I can compare), but it looks like the setup changing in practice take way more time than normal. I barely get 4 pits (with the Send Out and Call in Trick) in 10 min. Before I could make at least 6 pits that way in practice. Did you change the setup fixing times too, are the new time speeds effecting the fix times different or is it just my imagining.
 
1- I don't mean graphically. I mean the Designers Legendary Component itself. Isn't it weak for such a High End Component.

2- The Send Out and Call In trick at Practice still works. So completing a full stint isn't ideal at the moment.

3- I am not 100% sure (because I haven't an old another save that I can compare), but it looks like the setup changing in practice take way more time than normal. I barely get 4 pits (with the Send Out and Call in Trick) in 10 min. Before I could make at least 6 pits that way in practice. Did you change the setup fixing times too, are the new time speeds effecting the fix times different or is it just my imagining.

1. But I cannot change the description. It's mean of me to change the mechanic of a single component and be unable to tell the player. I am already sad that I can't get new tooltips over the chassis stats to work.

3- is the deterrent of 2-
You can go out and come straight back in again, but you'll lose 40 seconds to change your setup now instead if 5. If you want your race/qualy/tyre perks, you're going to need to do longer stints and not come in to change setups so often.
 
Really good mod!

I have been complaining on the Steam forums that this game is too easy in Vanilla mode. I installed your 1.2F version starting for the current year in my game and it has made this year in my current game more of a challenge. It is the first time in my game I was given a chairman's ultimatum or I get fired, luckily I passed it, now I am second in constructors with 1 race to go. I had to develop my car like crazy through the season just to get up from 6th to 2nd in the constructors championship, where I have the 5th best car and the best drivers in the ERS. Just out of interest, I will tell you I am still playing on with my current gamesave in the year 2022 in my game.

When I finish this final race of 2022 in my current game, before I begin the next pre-season I will install your latest mod version 1.2G. I really like the changes in this which you have mentioned, especially the crash cars percentages you have increased per race and the chassis changes you have made impacting the player car.

Also, one more thing or suggestion for a future release mod development which I would like to see in this game which would make it really exceptionally great. A "fog of war" between the teams, or a player inability to see where they rank alongside the AI teams. What do I mean? I mean that all rankings for car parts and HQ building development in your car and HQ section are blanked out, so the player has no idea where their car is in terms of parts development against the other AI teams. The only way a player can find out where they truly are with their car development and where they rank against other cars in their league is on the racetrack. This would be the closest to reality, as in the real world teams don't really have much of an idea where their cars rank against the other teams until they hit the racetrack and then their race results and their lap pace give them an idea of where they are in comparison to their rival teams on the grid. The same would be the case for buildings in HQ development and also the stats rankings on the main front page where you see where your car, staff, sponsors, HQ and your drivers are ranked in comparison to all the other teams in your league. The ranking stats on these I would like to see gone, so the player does not know where they are ranking in relation to other teams, not knowing how good or bad they are. The only way a player is to find this out would be through their results on the track, truly like what happens in the real world.

I hope you understand my suggestion above and that it makes sense. I don't know if what I mentioned above is possible at all and how this can be done, but I think it would be a fantastic addition either to your mod, or made in another mod that can work together with your mod.

Thanks for all your dedication and for your fantastic work and effort put into changing this game for the better to make it more realistic and challenging.
 
1. But I cannot change the description. It's mean of me to change the mechanic of a single component and be unable to tell the player. I am already sad that I can't get new tooltips over the chassis stats to work.

3- is the deterrent of 2-
You can go out and come straight back in again, but you'll lose 40 seconds to change your setup now instead if 5. If you want your race/qualy/tyre perks, you're going to need to do longer stints and not come in to change setups so often.

1- Sorry my bad. I thought that you created the Legendary Component from zero because I never saw it in my old games.
2-3- That's great. Really loved it.
 
3- I am not 100% sure (because I haven't an old another save that I can compare), but it looks like the setup changing in practice take way more time than normal. I barely get 4 pits (with the Send Out and Call in Trick) in 10 min. Before I could make at least 6 pits that way in practice. Did you change the setup fixing times too, are the new time speeds effecting the fix times different or is it just my imagining.

This has been a feature since one of the first iterations. Essentially, you are sending the car out on an installation lap, which we see in F1 practice regularly. The extended times for altering setups put emphasis on your own track knowledge and stop you spamming installation laps. It has been one of my favourite features of the mod so far and forces me to trade perfect setups for track time.
 
Okey I got it and it's good. But I think different changes could have different times. I mean F. Wing R. Wing +20 sec okey but tyre Pressure is +20 sec too. It seems a bit much. What are your thoughts about it?
 
If you're going to use the Randomised Pilots mod, you need to take my asset file, use his utility and import his drivers, mechanics and engineers file into my mod (I believe he instructions on this). These merge into my mod seemlessly and really makes the game more interesting, as you no longer know who you're going to hire in year 1 - as you can only scout 1 driver at a time.

Thanks for pointing me to this mod, I didn't about know this mod before and this seems like another perfect setup for your balance mod. You guys make this game better and better and I don't regret spending money purchasing this game at all. Will your new balance mod affect the random drivers perks like from +/- 2 to +/- 5 too?
 
Really good mod!

I have been complaining on the Steam forums that this game is too easy in Vanilla mode. I installed your 1.2F version starting for the current year in my game and it has made this year in my current game more of a challenge. It is the first time in my game I was given a chairman's ultimatum or I get fired, luckily I passed it, now I am second in constructors with 1 race to go. I had to develop my car like crazy through the season just to get up from 6th to 2nd in the constructors championship, where I have the 5th best car and the best drivers in the ERS. Just out of interest, I will tell you I am still playing on with my current gamesave in the year 2022 in my game.

When I finish this final race of 2022 in my current game, before I begin the next pre-season I will install your latest mod version 1.2G. I really like the changes in this which you have mentioned, especially the crash cars percentages you have increased per race and the chassis changes you have made impacting the player car.

Also, one more thing or suggestion for a future release mod development which I would like to see in this game which would make it really exceptionally great. A "fog of war" between the teams, or a player inability to see where they rank alongside the AI teams. What do I mean? I mean that all rankings for car parts and HQ building development in your car and HQ section are blanked out, so the player has no idea where their car is in terms of parts development against the other AI teams. The only way a player can find out where they truly are with their car development and where they rank against other cars in their league is on the racetrack. This would be the closest to reality, as in the real world teams don't really have much of an idea where their cars rank against the other teams until they hit the racetrack and then their race results and their lap pace give them an idea of where they are in comparison to their rival teams on the grid. The same would be the case for buildings in HQ development and also the stats rankings on the main front page where you see where your car, staff, sponsors, HQ and your drivers are ranked in comparison to all the other teams in your league. The ranking stats on these I would like to see gone, so the player does not know where they are ranking in relation to other teams, not knowing how good or bad they are. The only way a player is to find this out would be through their results on the track, truly like what happens in the real world.

I hope you understand my suggestion above and that it makes sense. I don't know if what I mentioned above is possible at all and how this can be done, but I think it would be a fantastic addition either to your mod, or made in another mod that can work together with your mod.

Thanks for all your dedication and for your fantastic work and effort put into changing this game for the better to make it more realistic and challenging.

Fog of war is interesting on a mechanics level too. A lot of psychology exists in knowing 'I have the third best car so I should be aiming for x position' in the normal game vs 'I think I have a good car but I'm not sure'.

The former is good for insight and how you use that knowledge. The latter is interesting because you'll be blind to how good your car is,

One big problem is knowing you have the 7th best car but are able to win a championship. If you didn't know what kind of car you had, would it matter if you are able to win the championship?

There's some interesting questions and something which is probably possible, as all I'd have to do is disable some UI. But do I want to go down that avenue? I don't know. I'll need to think about it.

Okey I got it and it's good. But I think different changes could have different times. I mean F. Wing R. Wing +20 sec okey but tyre Pressure is +20 sec too. It seems a bit much. What are your thoughts about it?

My thoughts are: I don't care really about changing the individual time for part setups. The way I've changed this was to introduce a mechanic to prevent setup span, rather then realistically taking the time to adjust a tyre or suspension. To introduce such a level of detail which you are suggestion is not worth my time to code - given the outcome impact (which would in effect be to create an effect opposite of wanted) would be negligible. That level of detail is not necessary.

Will your new balance mod affect the random drivers perks like from +/- 2 to +/- 5 too

Yes. This has been a feature of the mod since about version 1.00
Edit: oh, I see what you were enquiring about! Yes, the random drivers will be given random traits. But his mod will read my trait changes so these new drivers will have the +\- 5 stats
 
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My thoughts are: I don't care really about changing the individual time for part setups. The way I've changed this was to introduce a mechanic to prevent setup span, rather then realistically taking the time to adjust a tyre or suspension. To introduce such a level of detail which you are suggestion is not worth my time to code - given the outcome impact (which would in effect be to create an effect opposite of wanted) would be negligible. That level of detail is not necessary.

I understand. ;)
Past half the Season with Archer. So far so good
Archer Standings Half First Season.jpg Archer Car Half First Season.jpg
 
In-game screenshots would also be a welcome addition in the download page to give the users a clear example of the changes you made in-game rather than have them speculate if this was part of the mod change or something from a recent official patch.:)
 
In-game screenshots would also be a welcome addition in the download page to give the users a clear example of the changes you made in-game rather than have them speculate if this was part of the mod change or something from a recent official patch.:)

Except that 80% of the Major changes have to do with p:
(1) How the AI gets new advantages to help them. E.g., the fact the AI now spends less on parts then the player. That the AI gets some performance points boosts.
(2) change of numbers, some of which are 'felt' and not 'seen'. Such as Chassis numbers, Designer impact numbers, differences in difficulty setting numbers, votes per season, setup change time costs.

What this leaves is perhaps 3/4 screenshots of anything Visual. E.g., tiny weather forecast, seeing 5 crashes in a race, one scouting slot. But all these are Minor Features which are made to add some flavour, and none of them are spectacular to look at.

I don't think many people need to speculate if I've made a change or a change has been made in an official patch either. Both me and the devs provide patch notes, and I have some relatively detailed descriptions on the changes.

In short, there isn't much to be gained by screenshots for this mod. Like almost all balance mods, the changes are mostly 'statistical' rather then visual.
 
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