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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Because this file raises the effects of how good or bad the cars are. In the vanilla game you could almost catch up to the top cars with a backmarker team in one or two season easily. You even get upper league positions in the first season. So FlamingRed made the changes so to make the game more challenging (and in my opinion more realistic).
 
Here is another weird thing FlamingRed. The lap counts before race and while in the race weekend don't match. From 39 to 35.
View attachment 177835
View attachment 177836

This is an odd one that I spoke to Red about. It seems for whatever reason to alternate between using the GTDD and SSDD for the mileages regardless of the series you are in. It's unknown as to why it does this. I noted that right before, and right after, a race weekend the laps will be displayed correctly for every series, but when in between races, it swaps about for no apparent reason. I've put it down to a limitation, and as it has no ill effects beyond showing the incorrect laps it's not a priority.

As for car retirements - I'd suggest maybe setting the AI's minimum reliability before repair a little higher at 25-30%, as a part can easily jump from 21% to 0% and cause a DNF.

Great news about the random chance for a DNF! I can't remember the last time I didn't have a car finish through breakdown.
 
Did a few tests with the new patch, a new predator series. This is the 2nd race in the 2nd season:
View attachment 177831

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

Wow! Yes, thanks for this - yes, I'll need to have a new look at the starting reliabilities :) I've never seen a race on that level, I kinda don't really understand how the AI let that happen - or if they change their pit stop behaviour when they have ERS batteries.

Either way, thanks for reporting this and I'll tone down my reliability severity.
 
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
l

Good. I like a lack of bugs.

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

I think that there is kinda an interview like this, whether it has these consequences already I don't know. But I intend to add to the interview system at one point and build on it. Will need people to write questions, responses and suggest outcomes though. As a community, it's an easy way to expand the game.

Hi everyone. Again a after race interview, got this question:
View attachment 177812
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?
View attachment 177814

By the way 4th race so far and 50 laps (almost 12-20 laps on safety car)
View attachment 177813

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.
View attachment 177821

Choose 3th(C) answer and chairman pop up appeared again without change
View attachment 177819

Also is this right, not choosing between my drivers give me -10 Marketability?
View attachment 177820 View attachment 177818

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.
View attachment 177830

Hmmmm, I'll check out those interview questions - it's good to see lots of them (the interviews in general) are working well. I can see the balancing of it is gonna take a while to get sorted - but it's to be expected as they're not all that developed,

I'll probably tone down those dilemmas. It's a shame there's a 'not track expert' or 'strugggles at this track' to be opposite the 'expert at track' PT. I'll probably bring down the costs :) now I have played a few races I can see the prices are a little extreme.

Suddenly failing parts, yes please!

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.
There's not much reason to do little redzone adjustments - as you can lose upto -15% condition in a normal redzone tick anyway. Redzone still adds more unpredictable condition loss anyway.

As for the suggestions.
- staff scouting doesn't have enough remnants left to recreate it - I checked. There's not enough tags to prevent seeing the stats (and I can't create new tags). That's a no go for our current tools.
- nor do I see a real way to see a specific traits unscouted, it's an all on all off thing.
- the RCF idea is good. I believe (though not seen the code) that it's tied to fanbase - which is tied to success. However, with fanbase having never worked as it constantly decreased (I still don't know if it does or not) I've never seen it in action. The effect myou ask may already be in the game,
- never thought about the GT rear wing building thing. It needed needs to be considered, as I am sure the AI will build the thing! It's something to consider
- I can increase the limit needed of tyre locks up, to reduce the chances of crashes, spins and lock ups, lockuos are set to 500 and spins and crashes are at 1000 (with crashes limited to a set number). I can increase these limits, but the problem is, some tracks are better and worse then others,


Without the SingleSeaterDesignData.txt the times between the cars are lower. For example in Australia from 1'30'791 to 1'33'654. With this file the times are from 1'30'791 to 1'36'851. Is it wanted like that?

Yes, that's because this mod inscreases soerformance spread to make it so you can't win in a lower tier car.
 
Mod is broken, Evans overtook 3 cars off the line and then made the fastest first lap:

https://gyazo.com/03a1e50957ad4c7506aa1dee59df509e

EDIT: There is a Struggles At X Track trait which was cut that I didn't bring back. I could look at bringing it back to be used in some dilemmas.

We are getting a large amount of track related dilemmas right now because there are so many of them, if we get together and add some more non-track related dilemmas, we can give a larger pool of non-track related dilemmas to spawn. I have 2 written up that I will work on adding tonight, and I have some traits to add as dilemma results.

@TheFlamingRed I need to ask you about your Dilemma.txt and if I can get your permission to integrate it into my PT mod.
 
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Mod is broken, Evans overtook 3 cars off the line and then made the fastest first lap:

https://gyazo.com/03a1e50957ad4c7506aa1dee59df509e

EDIT: There is a Struggles At X Track trait which was cut that I didn't bring back. I could look at bringing it back to be used in some dilemmas.

We are getting a large amount of track related dilemmas right now because there are so many of them, if we get together and add some more, we can give a larger pool of non-track related dilemmas to spawn. I have 2 written up that I will work on adding tonight, and I have some traits to add as dilemma results.

@TheFlamingRed I need to ask you about your Dilemma.txt and if I can get your permission to integrate it into my PT mod.

God Evans! Yes! The mod is completely broken! He shouldn't be overtaking anything, even things which are broken.

And yes :) feel free to use dilemmas and add and edit them. The 'patters' is easy to see... I'll send you my 'excel' file if you like as it's really easy to add new ones :)
 
Could be that Evans car is better then the others? I saw at steam that with 1.3 even a low star drivers could beat a high star driver if the car was better.

Nope, I had the worst car on the grid by a distance, he just got off the line well while the other 3 got themselves either a bad start or tangled up.
 
Mod is broken, Evans overtook 3 cars off the line and then made the fastest first lap:

https://gyazo.com/03a1e50957ad4c7506aa1dee59df509e

EDIT: There is a Struggles At X Track trait which was cut that I didn't bring back. I could look at bringing it back to be used in some dilemmas.

We are getting a large amount of track related dilemmas right now because there are so many of them, if we get together and add some more non-track related dilemmas, we can give a larger pool of non-track related dilemmas to spawn. I have 2 written up that I will work on adding tonight, and I have some traits to add as dilemma results.

@TheFlamingRed I need to ask you about your Dilemma.txt and if I can get your permission to integrate it into my PT mod.

Haha! Yeah the Evans thing is a joke ;) Seeing where Evans end up in a race is normally a good judge of balance. :) if he finishes in the top 10 ;) it's normally broke.

That little GIF was quite good :) there should be highlight packages like that post race :)
 
You mentioned the tick rate of part condition in the races is every so often.

Can the number of ticks be increased but the impact of each tick reduced to make it more gradual?
 
Suddenly failing parts, yes please!



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.


I missed this!

Wet weather! Well, this is happening because I did ask for more storms in some climates... but I realise there's another reason why you're getting it... I changed old long to medium and old medium to short,,,,

But I didn't change the weather curves to match the new race length. So you're playing the old medium using the Shortest curve, resulting in quickly changing conditions,


You mentioned the tick rate of part condition in the races is every so often.

Can the number of ticks be increased but the impact of each tick reduced to make it more gradual?

I could and have experimented with this. But... then redzone becomes meaningless. Being in the redzone now means that your parts are quickly degrading more then they do normally. If I increase tic number but reduce impact, while you'll end up with the same 'loss' redzone isn't a scary area as each increment is small
 
1.3c List of things to do: - I don't plan on getting out another update this week as I want to work on this one for a while (and there aren't too many issues)

- Random Total Part Failure.
- Increase the Short/Medium weather Curves.
- Change rear wing damange to suspension damange.
- Increase initial reliablilty (currently 20-60 based on chassis - but if someone can have 12 retirements in a race, I need to change that slightly)
- Work on Dilemma and Interview system
 
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