Does that mean we can safely start a new career save as further tweaks will be "save game friendly"?
Well, for the most part. No one has reported massive crashes, and a few major issues are easy to fix.
But this mod is forever going to be WIP until the devs stop working on it. Something will always need balancing better - which I'll only know by playing several season myself and getting feedback from testers. And that's a process that takes weeks (and the devs are reliably updating the game monthly). There's still issues in the Vanilla game which may prevent some enjoyment. As Brian said, the AIs repair strategy is woeful - making progression easy. There's also issues with the AI and their tyre choices in intermediate conditions. Both are allowing Predators to get unusually good race results. And as such, the races aren't balanced how they should be.
These issues should be patched by the devs, and my balance changes will be patched my be. Both our patches are save game compatable, so it should be safe to start - but the experience isn't as perfect as it was in 1.2g (which was a great experience because there were no massive bugs and the patch had been out a long time allowing me to make the balance tweaks needed).
I have done 2 seasons of testing with Predator and 2 seasons with my own team. I notice that when you make your own team the first choice now gives you a 5 star chassis, is that correct? Because you just sail without issues to the APC and it isn't really a challenge. Can even set your car to attack without burning through your tires.
I have noticed that in both play-through that driver morale is messing around. Both my Predator drivers had 90/80 morale at the start of the race, we finished 3rd and 4th. My first driver went to 100% my second driver dropped down to 10%
So during the after-race interview I just say my 2nd driver is the best driver since sliced bread to get him back to 50% morale. Next race he finishes 5th with my 1st driver 4th and he goes back to 10%. Result is I keep losing my 2nd driver mid season because he is an unhappy twat.
Not sure if this is one of those Motorsport bugs or comes from the mod.
The starting chassis issue is a pain, as for some reason, your starting Chassis in a create your own team is generally good anyway, I think I may get rid of any and all chassis from that file p, as the RCD is enough.
70% morale drop is unheard of though. It's major.
Can you confirm that your Second Driver "leaves" during the season? Because that's never happened before! (They only get poached at the end of the season as far as I know). If that's true, I may have to look at Morale a bit closer - as that's game changing.
Some feedback from my playtime:
The starting chassis for Dragon, Predator, the Create Your Own Team and other bad teams largely sucks the challenge out in the first season. This is a total swing from before where starting as Predator meant getting 16th place finishes was hard, but now I'm back to deliberately gimping myself to keep from overperforming. Maybe the starting chassis needs rebalancing.
Although it's a vanilla issue, it might be something worth looking into - AI fixing every part every time they pit for part fixes. They spend over 60 seconds there every time and they can never recover. I remember Zampelli from a previous playthrough having hilariously unreliable but fast cars, and while they pitted 2 or 3 extra times in a race, they still remained competitive - they were the team that should have won the championship for 3 years straight, but their reliability kept them from reaching it yet they still remained top 3. Right now, once the AI pits for part repairs, their race is done. We did talk about this last night and you came up with a potential remedy.
Safety car is a little too common and the tendency to have a large amount of crashes is a little high.
The first two combined I think is the main issue right now, as you have a midfield car even with 0 in every non-spec part, which starts off with high reliability, and the AI spend forever in the pits. Even with my drivers being up to 4.6 seconds slower on most tracks in ERS, I'm able to repeatedly get into the top 10.
There's a new element to crashes that if it's wet, the crash amount increases, I'll look to dial it back. And odd about SC amounts, they reduced the Chance by 50% and I only raised it by 35% - meaning it should be less frequent then it used to be.
That pit stop for repair issue needs to be looked at.
Hi everyone, hope all of you are fine.
First this is not a bug, just a opinion. I think that the negative morale effects are too much stronger then the positive effects. For instance; APS - MRT Valbuena they are the 4-5 team in car aspect. There driver gets 30-39 negative morale for finishing in the middle while gets only 9 positive morale for comming 1. in race. I looked up all the other team drivers and approximately 80% of the drivers have morale under 60 (even the top three teams in their own leagues).
Also I think that the negative temporary traits probabilities are high. Again around half the drivers had one or two (a little group even 3) negative traits before the start of the 3rd race.
Are the morale changes consider the teams and drivers estimated positions? For example I got a new team that is expected to be 10th. Drivers who are expected as 19th and 20th. Most parts are in the 1 digit number area. Even so I manage to come as 4th team and my drivers came 10-11 and get only +5 morale. As the MRT Team mentioned above if you miss even by 1 or 2 place you get 30-39 negative morale.
I don't think that is right. But as I said before it's just an opinion. I can keep some how my drivers morale above 50 but from what I saw the AI definitely can't handle that.
I wonder if I've made the car opinion too strong, I'll check with the previous version to what numbers I used exactly - as it was spot on last time. If it's the same, then there is a different morale change system going on - I'll have to look at that.
As for negative trait occurances, I've not had a chance to test the game yet, I'm not overly worried at this early stage, as negative traits of drivers always bring in obsticals for the player to deal with, but I'll keep my eye on it.
Thinking back to the climate curve changes, and just wanting to clarify
You say curves are split into 1=short 2=medium 3=long
unless I miss read you said the curves are more gradual on 3 and you applied them to 1 and 2
Surely the default game has them the wrong way around.
A more flucentent curve should by on 3 (as over a longer period it will get from dry to monsoon and dry tack again.
But a gradual curve going from wet to remain inter for rest of curve, would be better for short.
Hope this makes sense i couldn't think of a batter way to explain.
Well, I guess it depends on how they define weather change and weather 'blocks'.
When weather is generated, it is generated minute by minute I think.
Let's say that the game decides that in a short session (curve 1) it decides to rain heavy every few minutes, and the dry completely... so in the time it has, itwill start dry, and there will be two short storms and then finish dry. Quick up down up down of drain amounts,
Let's say that in a long session, the same weather pattern, minute by minute pattern is used. But it has three times as much time to fill... so rather there being two storms... there'll be six... which is probably by curve 3 exists, to prevent there being so much of s change on a mo invite by minute basis.
If it was generated by blocks, then you're explanation makes sense. But I really think it's minute by minute, as the bars of the weather don't a
Start exactly at the start of the lap.
Another note, it would be awesome if the weather report was wrong sometimes.