That's not exactly what I meant. What I tried to suggest was to leave the normal redzone failures working as they are now, but to use the red zone value also to calculate the probability of the new unforeseen catastrophic failures. That would further increase the importance of red zone, which is getting kinda irrelevant towards the end of the season, when reliabities are already high.
As for my other suggestions, shame that the staff scouting isn't possible. And regarding the car factory etc, I have to admit that I haven't tried them in 1.3 yet.
Oh, and the medium weather curves in practises/qualifys certainly could use some tweaking, situations like the ones in the attachment are rather commonplace.
Ah, well I was thinking that a catestrophic failure will simply have a higher % occurance when a part is in redzone.
that's already done (I'm useing 2% per race when in the normal zone and 4% when in redzone). (1/25 or 1/12.5 for one of your cars to randomly fail maybe too low - I'm still playing with which % works best)
Those practice weather curves are always gong to be an issue due to it treating 100 laps and 10 minutes similarly. Not sure if I can add new curves, will have to have a look.
Hi everyone, I can confirm that Fan Base (and Team Star Rating) rises up. After my 7th race (Guildford) I noticed that my Fan Base was 0.1 mil up (a new created team starts with 0.8 mil fan base if I am correct).
View attachment 178008
EDIT: I am not sure if this are bugs or intended to be, so here they are
1- Material & Brake Supplier have different names (ECU & Chassis Materials) on the tooltip box
View attachment 178028
2- Material & Brake Supplier have the same info.
View attachment 178025 View attachment 178024
Not: Double Spin; same time same place.
View attachment 178027
EDIT AGAIN: No bug, just a little bit fine adjustment. Isn't he too young to be training young drivers. Maybe you could add a age restriction to this trait.
View attachment 178032
QUICK EDIT: 2. Season after 1st Race Fan Base. So It works.
View attachment 178062
Yay! Fanbase is a thing
now to see if it does anything!
If you build a Tour Center
take note of if the income changes as your fanbase changes.
Brake Supplier has always been called the ECU Supplier in the Supplier.txt, so it's just the on screen information which changed. It seems they left out that change in a couple of tooltips - but it's a vanilla issue (which I could fix). I am surprised more people haven't noticed.
Those statements are nearly the same - but let's be fair - they do exactly the same things. I removed the "brakes are good at one thing and chassis the other" balance - in favour of "Choose one stat or the other to improve" to diversify chassis choices.
Double spins happen like multiple lock ups
I feel there needs to be a bit more Of the Drivers Stats involved in the situation, but editing the "will I lock up calculation" is s pain as it's very complex. Good to see those three other cars avoided the incident though.
Brian is doing some more PT work I think, so it might be something he'll add in
I sometimes find myself when i hit red zone thinking well its not going to tick over enough times for it to fail before end of race, so I'll not bother going to pit. Then i'm using a game mechanic to play the game.
But thinking further with the now added random failure of any part its not a guarantee to finish anymore.
Your thought process is fine though
experience helps you make that decision. But thinking about it, there is currently 10 tics per race.... I wonder if I can add a randomness aspect into it... I.e it might be 8 tics to 12 tics.... that might produce some interesting elements
Another idea/suggestion:
Would it be possible to change the number of those bonuses that you can choose for each qualify/race? Having only 2 slots for the race kinda limits the possibilities one has with tyre compounds etc, now it always makes most sense to just max out one tyre set, since you don't want to waste both slots for crappy +5%.
IMO it would be more fun if there was 3 or even 4 slots, beside tyre tactics and making choises made in practise more important that'd also make the mechanic skills more prominent.
Alternatively, if the number of slots cannot be changed, would it be possible to count the race trim bonus automatically? That'd of course at least free one slot for something else.
Bonuses are okay being at 2: the thing is there aren't that many bonuses to gain knowledge on anyway. There used to be more 'trim' settings in the preview build but those were removed.
On the discussion of staff, the game has always stated that Lead Designers can learn new skills overs time but this has never happened in any careers I played. Is there a possibility in the code to re-enable this? Why was this not working in the first place?
. Has this not happened? I though I read somewhere it did. I'll check side by side later from a new game to a season 4 game and see if anything changed. Then have a look