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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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?

View attachment 177579

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.

View attachment 177587

That's odd, as I played 2 full races to test, and I only had 1 car do a 1 minute stop near the end of a race, and they started with red zone parts.

The 'fix' is literally making them do stops like they did in 1.23 and below.
 
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Almost all the drivers in the bottom of that picture had a over 1 minute pitstop whenever they pitted.

I used FlamingRed's latest 1.3b mod + EddieStyle's MM Randomizer 1.3 BETA2(for generating random drivers).
 
Then Red may have uploaded the wrong dll as we tested two last night. One with 1.23 pitstops and another with modified 1.3 code. The latter didn't work, and the former worked as expected.
 
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?

View attachment 177579

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.

View attachment 177587

Can you give me the time and date of your current dll file?

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.
:) Oh yes, I reduced it to six like I said i was going on on the update thread for 1.2a.
 
On another note, I seem to have made Spins less of a gridlock. Some cars will still get 'stuck' behind the spinner but a lot more drive right past.

It's not a perfect feature - but for something hidden in the files and not worked on since November, it's a good little feature.

Will probably release a new dll with it in tonight as an 'experimental' option - so you can use either the original dll or the one with spin outs (which are imperfect)
 
GameTime
  • Changed the race play speeds to 1.5x, 7.5x ,15x
Do not you think that the speed of the game 7.5x high? can do in the region of 6.0x-7.0x? or all right?
. I haven't noticed, but then I've not been playing, I actually used Coops speed and time dll as a base for mine :) it saved me making the speed code again - and his zoom is good, not to strong, not too weak - so I didn't change anything in it
 
Thank you. I have probably looked in the wrong place. :p



This can also be found in the DLL?
Yes. Think of Assets as mostly a database for stats and names. The only exceptions being SingleSeaterDesignData and GTDesignData, which impact race performances and details.

All other gameplay elements changes are all in the dll.
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.
bascially and outcome trait which didn't make sense -

I'm using a version of Brian's mod, but I think The experiment update is more recent then my release, and now my dilemmas and interviews are quite a bit different that I am developing them myself, then basing them from Brian's mod.

Same with me DesignData - I merged his Longest settings only, and kept the old Long and Medium (removing short) incase users didn't want the +100laps GT races - it might be too much for some but they enjoyed the old long or old medium.
 
To be honest I love the new long. :inlove:

With all the changes you people made; pit strategies, stint lengths, tyre choices, mechanic bonuses, driving style, engine mod, player stats are more important and impact-full then before. The old go with the softest tyre and red/red isn't the best choice anymore. I now enjoy watching the races much more.
 
:) Added a new "1.3b Part 3 - Assembly with Experimenal Spinout"

Spin-outs are now a thing in the experimental folder. It works quite well! Cars which are battling with another car that spins will probably have their race ruined as well, but cars further behind who have some distance to react, should avoid the spinner and race on past!

If you rather not have spins occur, then no need to redownload - keep using the normal file.
 
I try it out know. :D

Then one in the experimantel folder right?

The other one is the old 1.3b dll file I guess?

EDIT: Okey, after race in the interview I got this 3th question:
Question 3.jpg
I choose the third (C) answer and the other teams driver got this trait:
Outcome.jpg
Being involved in a crash and getting that trait doesn't sound right, or is it?

Also is this number of retirement normal?
Many Retirmens.jpg

So far no Spinouts :(
 
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I try it out know. :D

Then one in the experimantel folder right?

The other one is the old 1.3b dll file I guess?

EDIT: Okey, after race in the interview I got this 3th question:
View attachment 177699
I choose the third (C) answer and the other teams driver got this trait:
View attachment 177698
Being involved in a crash and getting that trait doesn't sound right, or is it?

Also is this number of retirement normal?
View attachment 177697

So far no Spinouts :(

The interview thing is exactly the kind of info I needed :D I can use the screenshot to find the question and modify the trait. Let me know whenever you find one :)

That number of retirements used to happen in early races in the 1.2 version - and given I have changed how the repairs work back to their old behaviour - the AI are willing to take more risks and possibly retire more. This should decrease as the season goes forth.

Spinouts are quick and easy to miss. If you see a yellow flag, then pause and look in the commentary to see where and who. But they use the same information as Tyre Lock Ups and Crashes. They are more popular in some tracks then others.
 
Okey then if I see any more odd interviews I will get you a pic.

And by the way Eddie is preparing a new randomizer mod. Drivers are okey but he asked if there are new engineer or mechanic traits. Do you now if there are any changes with engineers and mechanics personal?
 
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