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
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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:
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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?
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By the way 4th race so far and 50 laps (almost 12-20 laps on safety car)
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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.
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Choose 3th(C) answer and chairman pop up appeared again without change
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Also is this right, not choosing between my drivers give me -10 Marketability?
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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.
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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.