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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Hi FlamingRed, here is one more. :p

In Road Tyres Rules description it says that is the cheapest one and in Low Profile Tyres description it says it is the second cheapest tyre. But look at the pics. :confused:

Road Tyres.jpg Low Profile Tyres.jpg

Is this just a writing error or are the per race cost wrong too?:cautious:
 
  • Crash Director - OnSessionStarting. Increased the chances of (race ending) crashes occurring from the vanilla upper bound of 2. There is now a 5% chance of upto 5 crashes, 5% chance of upto 4 crashes, 10% chance of upto3 crashes, 30% chance of upto 2 crashes, 30% chance of upto 1 crash, 20% chance of no crashes occurring.

In which text file is this to be found? I'm using the mod from enzoli and want to use some of your changes.
 
Hi FlamingRed, here is one more. :p

In Road Tyres Rules description it says that is the cheapest one and in Low Profile Tyres description it says it is the second cheapest tyre. But look at the pics. :confused:

View attachment 177539 View attachment 177538

Is this just a writing error or are the per race cost wrong too?:cautious:

This is a good spot. To me editing, this is a list of 5 numbers without names.... it appears that they weren't just set smallest to biggest - but more random then that.... You reckon you could get screenshots of the other three descriptions? then i'll swap them around..

In which text file is this to be found? I'm using the mod from enzoli and want to use some of your changes.
This is in CrashDirector in the DLL. It's also a redundant quote - as the devs did the same thing and upped the number of maximum crashes to 5.
 
Hi FlamingRed, I couldn't find screenshots but I found this in the Rule Changes.txt. The ones in the brackets are from Frontend.txt. I am curiousness are normal width slick better then wide slicks or is that wrong too?

Tyres,Tyres,34,TRUE,Normal Width Slick Tyres,PSG_10004430,4,PSG_10006364,Source = TyreTypes,TyreSpeed(40); TyreType(Normal),,,TeamBudgetHigh,TeamBudgetLow
["Politics","RuleDescription","","HUDText","The second-highest performance tyres, slicks allow the teams to go very quickly around the track. This performance comes at a cost, however, with the tyres costing {TyreCost} per race.","PSG_10006364"]

Tyres,Tyres,35,TRUE,Wide Slick Tyres,PSG_10004431,5,PSG_10006365,Source = TyreTypes,TyreSpeed(30); TyreType(Wide),,,TeamBudgetHigh,TeamBudgetLow
["Politics","RuleDescription","","HUDText","The highest speed tyres possible, allowing teams to maximise their performance. These are the most expensive tyres to produce, and will cost teams {TyreCost} per race.","PSG_10006365"]

Tyres,Tyres,36,TRUE,Grooved Tyres,PSG_10004432,3,PSG_10006366,Source = TyreTypes,TyreSpeed(20); TyreType(Grooved),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","Average-speed tyres, these grooved tyres aren't quite as fast as full slicks, but offer a good compromise between performance and cost ({TyreCost} per race).","PSG_10006366"]

Tyres,Tyres,37,TRUE,Low Profile Tyres,PSG_10004433,2,PSG_10006367,Source = TyreTypes,TyreSpeed(10); TyreType(Low),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","These low profile tyres look phenomenal, but they aren't the fastest tyres around. On the plus side, they are the second-cheapest tyres available (at ({TyreCost} per race).","PSG_10006367"]

Tyres,Tyres,38,TRUE,Road Tyres,PSG_10006072,1,PSG_10006368,Source = TyreTypes,TyreSpeed(0); TyreType(Road),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","Closer to the type of tyre you'd see on a road car, these tyres aren't the fastest, but they are the cheapest available, costing {TyreCost} per race.","PSG_10006368"]

Also the price on the pit crews are wrong too.

6 Man Pit Crew.jpg Unlimited Pit Crew.jpg
 
Hi FlamingRed, I couldn't find screenshots but I found this in the Rule Changes.txt. The ones in the brackets are from Frontend.txt. I am curiousness are normal width slick better then wide slicks or is that wrong too?

Tyres,Tyres,34,TRUE,Normal Width Slick Tyres,PSG_10004430,4,PSG_10006364,Source = TyreTypes,TyreSpeed(40); TyreType(Normal),,,TeamBudgetHigh,TeamBudgetLow
["Politics","RuleDescription","","HUDText","The second-highest performance tyres, slicks allow the teams to go very quickly around the track. This performance comes at a cost, however, with the tyres costing {TyreCost} per race.","PSG_10006364"]

Tyres,Tyres,35,TRUE,Wide Slick Tyres,PSG_10004431,5,PSG_10006365,Source = TyreTypes,TyreSpeed(30); TyreType(Wide),,,TeamBudgetHigh,TeamBudgetLow
["Politics","RuleDescription","","HUDText","The highest speed tyres possible, allowing teams to maximise their performance. These are the most expensive tyres to produce, and will cost teams {TyreCost} per race.","PSG_10006365"]

Tyres,Tyres,36,TRUE,Grooved Tyres,PSG_10004432,3,PSG_10006366,Source = TyreTypes,TyreSpeed(20); TyreType(Grooved),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","Average-speed tyres, these grooved tyres aren't quite as fast as full slicks, but offer a good compromise between performance and cost ({TyreCost} per race).","PSG_10006366"]

Tyres,Tyres,37,TRUE,Low Profile Tyres,PSG_10004433,2,PSG_10006367,Source = TyreTypes,TyreSpeed(10); TyreType(Low),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","These low profile tyres look phenomenal, but they aren't the fastest tyres around. On the plus side, they are the second-cheapest tyres available (at ({TyreCost} per race).","PSG_10006367"]

Tyres,Tyres,38,TRUE,Road Tyres,PSG_10006072,1,PSG_10006368,Source = TyreTypes,TyreSpeed(0); TyreType(Road),,,TeamBudgetLow,TeamBudgetHigh
["Politics","RuleDescription","","HUDText","Closer to the type of tyre you'd see on a road car, these tyres aren't the fastest, but they are the cheapest available, costing {TyreCost} per race.","PSG_10006368"]

Also the price on the pit crews are wrong too.

View attachment 177551 View attachment 177552

This issue isn't the frontend here... {tyrecost} is simply the amount I set it to in the dll.... but I apparently didnt get the dll change right. I think I may have fixed it as it seems they are reversed, but without seeing them in the rules, It's hard to know.

Pit crews is correct at 30k. Refuel is 20K (so 50k if they are both there).
 
Known Bugs to fix in the next version: Update.
Green Means they are fixed and Working.

Part Components.txt
  • Accidentally uploaded an experimental version causing designer slots to be fairly random. (I've been looking at ways to make component slots and the car upgrade system as a whole more interesting. Never found anything which worked particularly well though)
    • This has been fixed and is ready for 1.3b
Frontend.txt
  • Investors text had "Tigre" instead of "Tiger"
  • Investors text has Stonewall's description unfinished.
    • Both are fixed ready for 1.3b
Interview.txt and Dilemma.txt
  • Brain's Personality Traits have had some ID conflicts with some interviews/dilemmas. He fixed them within his mod but I've probably copied over them with the vanilla interviews/dilemmas since then, as I had multiple issues with the file.
    • Need to sit and work out which ID's are mismatched and correct it.
    • I can't find which ones are incorrect. Anyone have a screenshot of the odd questions?
  • Had to remove non-localization text to fix things in both files. As such, anyone using non-english language is getting PSG errors. However, as I've modded/added text to each file in English... so I will EITHER
    • 1. Reinsert the old Localization text which was removed - but note that my changes in English won't be translated. And then for any added dilemmas (so they might not make any sense). Anything I have added myself (brand new dilemmas), I will simply copy over my English version for each and every language others translate the files. OR
    • 2. Simply copy across the English version to all the other languages for both my new. Unfortunatly for non english speakers this maybe a problem, but at least they won't be blank. Of course, I expect near 100% of the users to be at least partial english speakers because (1) RD is an English based forum and (2) to understand some of the large but subtle changes of the mod, you will have needed to read the mod description - which is in English. I;ve yet to decide which route to take.
Possible timer issue: https://gyazo.com/78278c895d7fbcfe5ea9097080d1a431
  • I can't repeat this problem, even with brake discs. As such, I cannot identify a cause. This maybe an isolated issue as the user is running a slightly modified version of the mod. But if anyone sees it, report it please.
Possible DLL issue
  • If I open up the dll HQsBuilding_v1, GenerateCalendarEvent{} - I get a decompiler error. I don't have this in the vanilla version of the dll, which means that my mod has dome something to this part of the file. However - checking the Opcode, mine is identical to the vanilla version (Play Spot the difference if you like: maybe I'm being blind https://cdn.pbrd.co/images/Fco5SN1xu.png).
  • However, this section of the DLL is only used when building a new building or upgrading an existing one - to which I have done both things in my test and have found no errors what so ever. Which leads me to believe that while there's now this odd decompile issue - if it's not broke, no need to fix it. (note: I never touched this file before - nor have I changed anything to do with building times for the HQ).
  • HOWEVER - if you notice anything weird when upgrading or building a building, let me know - as I consider this a 'possible breach' in the code that I'll investigate if the need arises.
Grip/Rubber Impact
  • I purposely made this extra strong to ensure that this is working. It's a tiny feature but I really like that its in the game now (odd that they took the trouble to make a grip graph but never used the grip level for anything).
  • At the moment, you can see several seconds come off the laptimes due to increase grip available (Can go from 1,17s in Cape town down to 1.11s). I'll be reducing it a little in 1.3b to be less overpowered (but still noticeable). .
Keep the tests going. If nothing major is found I'll try and get it out of this beta for early next week. So far, there's a lot less bugs in it then I thought.

Other Changes
  • Made some small adjustments to SSDD and GTDD.
  • Removed the Chassis Stars for the Investors - as it made little sense as its a blanket 3* no matter which tier you're in. The Road Car Factory is enough of a perk.
  • Change Simulation Settings so that Practice and Qualifying has less rapidly changing weather.
  • Change Part Suppliers to have move 0's in it (as there is a minimum amount of 0.2-0.6 anyway depending on each tier).
  • Downscaled Car Opinion Penalty to the 1,2g level. This might need adjusting further, and will be considered for future patches.
  • Removed the process of having so many AI make +1 minute pitstops to repair all parts.
  • Possibly fixed the costs for tyres being incorrect - Let me know if any are still incorrect.
 
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No Problem :) You think that's awesome, wait till you see what happens in the next version:

FZXvqioVu.png
interview work on my language. Designers have not lost the game after loading additional functions.

tell me please- complexity of the game will be developed? I can not understand, I know I have to score this question bored))) but the level of difficulty Challenging will or not? -3% Or -4% will or not? or now playing so that you need not. AI develops stronger.
 
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For one, awesome that we have an update to this. Also, really excited about you adding in spins to the system! Really freaking cool. But, is this still in a "beta phase" for the 1.3 versions? Because there's not any difficulty level assembly files yet, right?
 
For one, awesome that we have an update to this. Also, really excited about you adding in spins to the system! Really freaking cool. But, is this still in a "beta phase" for the 1.3 versions? Because there's not any difficulty level assembly files yet, right?
No need to consider this beta per say - but of course there's only been a few testers over the weekend - meaning there maybe bugs still unfound. It's always a risk - but we seem to have got rid of the majority of the obvious ones.

I've not added difficulties because I found a potential possibility to add spins into the dll - so working with a single file is better then working with 5 different ones. Dll's can be updated often and are fully save game compatable for the most part. So feel free to start playing and if I get spins working well, you can update the dll only and they'll begin appearing in your races.

Currently, if a spin happens, it causes a massive chain reaction behind it. Yellow flags don't work at all actually, so everyone just crashes into the spun car like a pileup. Looking to see if I can eliminate that behaviour (maybe with a cheeky blue flag to the spun driver) and then hopefully I can release it for testing :)
 
Pit crews is correct at 30k. Refuel is 20K (so 50k if they are both there).
Sorry, I just saw the 30k in booth and didn't read the description carefully (cheaper & increase). :redface:

The changes look good, I am downloading it now and will start as soon as I get the files. (Quick Note: In the download section it says 1.2b for part one)

Interview.txt and Dilemma.txt
  • Brain's Personality Traits have had some ID conflicts with some interviews/dilemmas. He fixed them within his mod but I've probably copied over them with the vanilla interviews/dilemmas since then, as I had multiple issues with the file.
    • Need to sit and work out which ID's are mismatched and correct it.
    • I can't find which ones are incorrect. Anyone have a screenshot of the odd questions?
What kind of oddities are we looking for. Spell errors, unlogical traits and effects, no text just PSG_xxxxxxx appearances? :cautious:

Did you use Brian's latest mods (Personality Traits mod - Version 1.2 EXPERIMENTAL (Updated 03/03/2017) & Tyre & Race Distance Tweaks - Single Seaters - Version 1.21 (Updated 03/03/2017)) or previous ones? Or non of them at all.
 
Sorry, I just saw the 30k in booth and didn't read the description carefully (cheaper & increase). :redface:

The changes look good, I am downloading it now and will start as soon as I get the files. (Quick Note: In the download section it says 1.2b for part one)

What kind of oddities are we looking for. Spell errors, unlogical traits and effects, no text just PSG_xxxxxxx appearances? :cautious:

Did you use Brian's latest mods (Personality Traits mod - Version 1.2 EXPERIMENTAL (Updated 03/03/2017) & Tyre & Race Distance Tweaks - Single Seaters - Version 1.21 (Updated 03/03/2017)) or previous ones? Or non of them at all.


Do you think you should start to play? or wait a little longer. Do not expect to correct errors or problems
 
Do you think you should start to play? or wait a little longer. Do not expect to correct errors or problems

As FlamingRed sad this are test runs to find possible bugs-errors, for a more stable version. If no one tries out then it would take FlamingRed alone a lot longer to find all the possible bugs-errors and release a complete version.

EDIT: FlamingRed is negative morale normal for a green face?

Minus Morale for Green Face.jpg

EDIT 2: It seems the 1 minute pits are still there (and it seems it's worse now, at least in my game). I never had this many 1 minute pit stoppers before.

+1 Repair.jpg
 
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Got my new game with your updates started, haven't run any races yet, but I did notice that with my created team in the ERS, there is only 6 rule change votes in the season, where it looks like in your change log that there's supposed to be 8. If I'm reading it right. It might say 4-8, like between 4 and 8. Just wanted to make sure.
 
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