Let me start off with I haven't yet tried your mod. I have played about 5 run through's the first 3 seasons of each patch so far so have an idea of what to expect in those seasons with Predator or other tier 3 teams.
So new patch decided I would try a new predator game to see what the differences are and here is my opinion for you.
Changes:
- Rod is still overpowered, first race in predator got a 4th place.
- Barring any incidents, Rod is still very capable in a car that only develops one average and one good part and giving him all the good parts. Landed up 6th overall at the end of my first season and Rod also never started any higher than 12th as he was always in the top 8 in the championship. Santa Anna was always first, she just did not perform well at all. Saying that I had to hire Sevilla for the last race to meet my Chairman goals or be fired. Landed up getting so many double points in the last race that my team jumped from 10th to 6th in the constructors from that last race. Sevilla ran away with the race including fastest lap.
- Blue Flags seem to be fixed, didn't notice any issues with overtaking and also couldnt hope for them to help bridge gaps, so this has increased difficulty in some aspects.
- Not one team got caught with a Risk part. This made it more difficult aswell because you couldnt rely on being promoted positions which was significantly better. However I need more testing as I ran one risk engine on Santa Annas car for half the season and never got caught wheres as i would have been caught within 3 races to my previous experience.
- Still some bugs in practice sessions with drivers going VERY slow when getting caught behind a car on an in lap. Could expect some issues with Qualifying still but will need further testing.
- Cars still run out of fuel at the end. It is just ridiculous and again makes things too easy. Rod often got bumped up 5-6 places than what he should have been because 5 cars ran out of fuel or had technical issues in the last lap or 2. This is my biggest gripe and should not be happening. sometimes its better than others but at a minimum I am noticing 2 cars running out of fuel or having technicial issues on the last 2 laps.
What would be cool is having randomized starting stats/abilities on drivers/staff. So for example. If a driver is capable of 4.5 stars and usually they start on 4 stars, randomize their stats to within 3 or 4 of what it usually is. So maybe this game they start on 3.7 stars and next game they are 4.2. This will still keep the best drivers the best but some other OP drivers might not be OP and essentially keep the player having to scout properly each game to find the real gems. It would need further thought but was just an idea.
Thanks for the info. I noticed in the weightings that the AI are now less prioritising the risky parts, so you should hardly see them at all now. It kinda makes me wonder if I've done the right thing by lowering the chance of detection rating.
I am surprised about the fuel situation, is it on certain races as I have hardly noticed it.
It can be quite easy to take the driver.txt and turn it into a csv, and randomise all the statistics if everyone in an 'alternate start' kind of way. The issue would be that all drivers who are signed for teams may be horribly unbalanced, e.g., Chapman may have 1 star. The AI doesn't seem to alter drivers until the preseason, so they'd run a whole season with him.
This is either a bad thing, or a good thing - depending on the level of randomisation you may want.
It's doable though, and I like the idea of randomised starts. Could also change all the cars starting stats too. Of course, the 'starting text' on the 'choose a team' screen will be meaningless but that's the only downfall.
If enough people are interested in this, I'll make one,
In the race I did, blue flags were definitely not fixed, the blue flagged cars to not slow down and often battle the car trying to overtake, which is incredibly annoying. Only 1 car ran out of fuel, but no cars should imo.
The blue flag behaviour now appears to be quite random. It's really good in some tracks and bad on others. I'll include one of hudsons fixes in my release, see if that helps a little - though I don't expect it to be 100% perfect - better will do though.
Could we begin listing tracks where the AI is bad at blue flags and fuel (and which ones it good at). May be able to get an idea what's going on based on the track type.
Been using this mod for a while now and all aspects are great.
I'm trying to use your mod with Enzoli's mod and Williams are just too fast which I know has nothing to do with either mod, just wondering if you have stumbled upon a text file which allows us to decrease/increase the performance of individual teams?
Thanks.
With my mod adjusting the importance of critical parts, and addding higher buffs and debuffs to the drivers, the team with the best 'driver/car' combo could well be different to the intended one, e,g, Garuda from Tier 3 used to always be the best, but with the drivers 'Old' trait being a -5 overall instead of -2, their drivers are not normally good enough to win that championship.
So it's likely my mod that is positively effecting Williams to be better then they should be.
,Default Parts, has all the starting 'numbers' for each part of each teams cars. You'll need the team ID from 'Teams' to match the team to the Parts. You can buff / reduce numbers there to make the car as powerful/not as powerful as you like.