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.