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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And Information Needed:
  • I can change Rear Wing damage to Suspension Damange for the singleseater series. As I have only seen two rear wing damage crashes and can only remember one of those (Webber vs Erriccson - I think). Meanwhile, I have seen many suspension failures - sometimes causing race ending failures. Any Opinions?
  • I have worked out a way to set 'unforeseen catestrophic failure' - as in an Engine might be at 80% and seems to be fine.... but secretly there is a tiny, tiny, tiny, tiny chance that that the engine fails for no reason what-so-ever (which happens on occasion - as is the nature of racing). If I was to implement this feature, what do you think is the probability that a car would randomly fail in any given race (%).
 
And Information Needed:
  • I can change Rear Wing damage to Suspension Damange for the singleseater series. As I have only seen two rear wing damage crashes and can only remember one of those (Webber vs Erriccson - I think). Meanwhile, I have seen many suspension failures - sometimes causing race ending failures. Any Opinions?
  • I have worked out a way to set 'unforeseen catestrophic failure' - as in an Engine might be at 80% and seems to be fine.... but secretly there is a tiny, tiny, tiny, tiny chance that that the engine fails for no reason what-so-ever (which happens on occasion - as is the nature of racing). If I was to implement this feature, what do you think is the probability that a car would randomly fail in any given race (%).

I feel like the suspension damage makes a little more sense in context of the racing, as more crashes seem to damage that than the rear wing. But also, it takes longer to fix suspension than the rear wing in game, which might be a little too much of a handicap? But it'd definitely be more realistic. But, on the catastrophic part failure, I think that's a fantastic idea. Would there be any way to change the percentage depending on what engine you chose in the chassis design phase? Like how, in real life, Honda's engine doesn't seem like it's going to fair too well this year. Or how Renault engines has been having problems in testing so far, but Mercedes, on the other hand, has been solid as a rock (except for Lewis' engines last year).
 
I feel like the suspension damage makes a little more sense in context of the racing, as more crashes seem to damage that than the rear wing. But also, it takes longer to fix suspension than the rear wing in game, which might be a little too much of a handicap? But it'd definitely be more realistic. But, on the catastrophic part failure, I think that's a fantastic idea. Would there be any way to change the percentage depending on what engine you chose in the chassis design phase? Like how, in real life, Honda's engine doesn't seem like it's going to fair too well this year. Or how Renault engines has been having problems in testing so far, but Mercedes, on the other hand, has been solid as a rock (except for Lewis' engines last year).

Suspension; that is true - but then again, most of the time lost is on the way to the pits after the collision - as opposed to the extra few seconds of repair. What might be more of a hinderance, is that I don't know yet if collision damange can make someone retire (as Suspensions are set to be a 95% chance to retire if you run them into the ground).

Unfortunatly, critical failures can't be that complex. This is because the way condition loss is treated (as my critical failures are an adapation of that part of the code). Each of the 5/6 parts take damage every 10th of the race, and for each part, for each time damage is calculated, I can add that tiny % to trigger a massive drop in reliability (instant retirement). That code is all bundled together - so I cannot seperate an engine, to a suspension, to a front wing. There's not any seperation in that code.

The only seperation I can do, is make this Death Percentage Larger when a part is in the redzone (which is the only seperation).
 
Suspension; that is true - but then again, most of the time lost is on the way to the pits after the collision - as opposed to the extra few seconds of repair. What might be more of a hinderance, is that I don't know yet if collision damange can make someone retire (as Suspensions are set to be a 95% chance to retire if you run them into the ground).

Unfortunatly, critical failures can't be that complex. This is because the way condition loss is treated (as my critical failures are an adapation of that part of the code). Each of the 5/6 parts take damage every 10th of the race, and for each part, for each time damage is calculated, I can add that tiny % to trigger a massive drop in reliability (instant retirement). That code is all bundled together - so I cannot seperate an engine, to a suspension, to a front wing. There's not any seperation in that code.

The only seperation I can do, is make this Death Percentage Larger when a part is in the redzone (which is the only seperation).
Spent 12 races, no bugs. Works stably. Sometimes you do not have time to sort yourself out when you play at the speed of 7.5x, but this is my problem. How do you like my location
I did it for several days, indulged))))
Tessellation, parallax, 4K textures, HBAO+, Godryas
 
Suspension; that is true - but then again, most of the time lost is on the way to the pits after the collision - as opposed to the extra few seconds of repair. What might be more of a hinderance, is that I don't know yet if collision damange can make someone retire (as Suspensions are set to be a 95% chance to retire if you run them into the ground).

You know, thinking about it, maybe the suspension breaking would be a little more interesting in the context of the race, leading to more race ending crashes and retirements, since the rate of retirement is so high. You could also maybe add something into the interviews post-race about maybe defending your driver (if he crashed into someone and ended their race) or berating the other driver in the opposite scenario. You could also, in the end, add the Driver Rivalry trait between the two drivers if it gets bad enough, a la Vettel and Verstappen this past year. Also, it would actually give us race ending crashes between two drivers in MM, which is something I think it's been missing, instead of just a driver randomly driving themselves off the road.
 
Hi everyone. Again a after race interview, got this question:
3th Question.jpg
Choose the 3th (C) answer but although chairman pop up appeared there was a 0.0 negative effect so basically nothing changed. So is this what should happen?
No Changes.jpg

By the way 4th race so far and 50 laps (almost 12-20 laps on safety car)
Crashes.jpg

Had my first spinoff (not my driver). No one crashed in to the spinned car and the driver continued the race after the spin.

EDIT: Here is one question without effect too.
Question.jpg

Choose 3th(C) answer and chairman pop up appeared again without change
Answer without change.jpg

Also is this right, not choosing between my drivers give me -10 Marketability?
Question 2.jpg -10 Team.jpg

EDIT2: Okey this is not a bug just a observation. I got this dilemma about a practice run in a track that isn't in my league. Having so much severe (both prices and traits) effects for a track that isn't even in my calendar is weird. I don't want to spend money on a track that i don't race and I get a Mean (permanent by the way) trait. Doesn't sound right. At least that's my opinion.
Weird.jpg
 
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Suddenly failing parts, yes please!

The only seperation I can do, is make this Death Percentage Larger when a part is in the redzone (which is the only seperation).

Can you use the red zone value itself to alter the probability? Like Red zone / 10 would be the probability of sudden catastrophic failure as long as you are above it or something (for the whole race - obviously less likely if it's calculated by lap or something)?

I've been playing GT Challengers for half a season now, with some minor modifications of my own added (randomized drivers & staff, some tweaks to buildings and what they do), and encountered no weird bugs or problems whatsoever.

However, it has been the rainiest season I've ever seen in the game, with a bit of rain in EVERY race so far, most often also a quick shower during practise and qualify. I'm using the (new) medium race lengths, and especially the qualifying & practise rains seem a bit too rapid and short when they happen. Have I been just unlucky, or is there something to it?

All in all, the game seems a lot more challenging now (which is very good), the revamped interview system works beautifully, and I really love the more restricted scouting (especially in combination with randomized drivers list!). Increased car repair time is good, the red zone decreasing part components are now actually worth using, and giving more importance to designers and chassis stats seem very promising, even if it's a bit early to say much about them in my game yet.

Very good work indeed! This is gonna be my standard mod to use in all my games.

Some suggestions for the future:
-Do you know if it was possible to somehow add the staff scouting to the game? I remember reading something about bit of code for that already existing, but can't find it again.
-For driver scouting, would it be possible to have some of the driver traits always public? That would make sense for pay drivers & some more obvious traits.
-Would it be possible to tie the income from money-making buildings to the team quality/success somehow? I modded the car factory to have 3 levs in my game, and it would be great (and logical) if the sales increased when the team is doing well and so on.
-In GT, it would make more sense if the rear wing components are locked from wind tunnel rather than simulator (parts.txt). Unfortunately one of these buildings is always unused in GT. What I did in my own mod was tweak the simulator to be more useful in driver training instead (training almost all skills by a small amount), but the only problem is that the building info in HQ screen regarding the skills trained does not change accordingly. And of course that would also affect the single seaters.
-Could you reduce the tyre wear caused by lock-ups? At least until the game devs fix the problems with rain lock-up probabilities. Wet races are still eating away the tyres at an alarming rate.
 
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Did a few tests with the new patch, a new predator series. This is the 2nd race in the 2nd season:
woops.jpg

Now this didn't happen in the first season, yes people crashed and some mechanical failures but not this bad. This is however the season where we have stock engines and ERS 60 watt boosts.

Not sure if the ERS is killing those cars or the AI is just too lazy to increase reliability of their parts :p
 
How the question is meant? English isn't my main language. :)

For example the car on the pole position set a time of 1'30'791 and the car on the last place set a time of 1'36'851. Without this file there are only 3 seconds between them.
 
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