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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Got one more bug. My background is Financial and normally the vote price is 3 Mil (except politico background) right. I choose one rule to vote so far everything is alright.
View attachment 179678

But after I confirm this screen pops up. Vote Proposal 1 Mil?
View attachment 179679

I did check out my Finances page too and it confirms that the vote price was 1 Mil.
View attachment 179680

So I guess this is a bug too, right?

Well, I guess vote price will now be 1M ;)
 
Hi FlamingRed;
1- I know that you changed rear wing damage with suspension damage. But every time a crash happens it hits instantly "0%". Is that normal? :O_o:

2- How can I turn off the spins? :coffee:
It's not that I don't like it. I remember you saying that the spins are calculated the same as the lockups (or something similar). And now with Brian's modifications races are longer (which is also great and races are more exciting now). But with increased race length also comes more spins (sounds like Uncle Ben :p), in an 50 lap race my drivers (best in driver ranking) spins 10-15 times (even worse in rain). I get half the time part damage which must be then replaced. It's not realistic and ruins the fun for me in the game. I would appreciate if you could help me with it. :D
 
Hi FlamingRed;
1- I know that you changed rear wing damage with suspension damage. But every time a crash happens it hits instantly "0%". Is that normal? :O_o:

2- How can I turn off the spins? :coffee:
It's not that I don't like it. I remember you saying that the spins are calculated the same as the lockups (or something similar). And now with Brian's modifications races are longer (which is also great and races are more exciting now). But with increased race length also comes more spins (sounds like Uncle Ben :p), in an 50 lap race my drivers (best in driver ranking) spins 10-15 times (even worse in rain). I get half the time part damage which must be then replaced. It's not realistic and ruins the fun for me in the game. I would appreciate if you could help me with it. :D

1. I thought 0 was normal, isn't it?
2. Go back to the non experimental version? It's something I thought the devs would adresss in the beta, but I may have to do my own fix in the next version.
 
1- I mean I have front suspensions too. So maybe 50-50 I thought :whistling:

2- That sounds fine, I just thought I could try the other modifications without the spins.;)
Oh, but I am sure when it's hits 0% it means 'there's something wrong here costing us time.... I don't assume that at 1% all four wheels are held together and then the next fix, all 4 suspension struts explode.

I can set it to a different number,,, say 5%... but then we'll get odd things... like being on 1% suspension condition and then getting hit causes your spuspension to increase to 5%..

2- I can't remember what the other modifications were, but other then spins I don't think anything was amazing. All in all I think random failure rate was too low... I.e., no one has complained about it = I'm being too nice...

This is basically how I determine balance now,.. if someone complained it way to hard I eventually maybe persuaded to tone something down... if it's all silent, everything is too easy. ;)
 
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Oh, but I am sure when it's hits 0% it means 'there's something wrong here costing us time.... I don't assume that at 1% all four wheels are held together and then the next fix, all 4 suspension struts explode.

I can set it to a different number,,, say 5%... but then we'll get odd things... like being on 1% suspension condition and then getting hit causes your spuspension to increase to 5%
No problem, without the spins it's better now. ;)

2- I can't remember what the other modifications were, but other then spins I don't think anything was amazing. All in all I think random failure rate was too low... I.e., no one has complained about it = I'm being too nice...

This is basically how I determine balance now,.. if someone complained it way to hard I eventually maybe persuaded to tone something down... if it's all silent, everything is too easy. ;)

You being to nice...:O_o:..... I can't imagine that. :p

Complain... maybe a riot :sneaky: or a coup d'etat :devilish:

Qualify EDIT: It looks like there is a Qualify bug. 2nd Season with Firebird first race, in practice everything is normal. But when I start the qualify session the cars were too slow. Tried to go out at last but no one could make the Out lap before time ran out.
Qualify-1.jpg Qualify-2.jpg Qualify-3.jpg

I load up the qualify session again and tried to go out early this time. First the cars did stuck behind my cars in the pitlane. And again no car could make even the out lap.
Qualify2-1.jpg Qualify2-2.jpg

So I tried the original Assembly-CSharp.dll file and everything went normal.
Original-1.jpg Original-2.jpg

I guess that the devs did something to the game time system that is used in the qualify session. I am not 100% sure but it felt like the cars were using the old Game timer while the clock in the lower screen used the modified timer.

Here is a save right at the start of the qualify.(I am using the 1.3b Assembly File)
https://www.dropbox.com/s/4e5sc2ze0d5ea81/Firebird MRT - Qualify.rar?dl=0

Retirement Edit: AI still gets big retirement problems at Season starts.
Retirements after 1st race.jpg
 
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Hey guys just here reporting my latest bugs again from play session.

I've seen another situation where for the first race of the season the AI is starting a car that has parts already in the red zone.
Capture.JPG
Any chance we can make AI smarter part pickers one with reliability for example. this driver had two extra pit stops than standard by the end of the race.

Nest one is one of the dilemmas having a odd trait. Theres a positive trait for the driver for choosing a negative option (3).
upload_2017-3-19_16-47-41.png
Had a similar question for black sea later on and it had negative trait on option 3 correctly.
 
Back from a weekend of work - so time to catch up.

Okey here is a good one. My drivers estimated position was 5th. He crashed and finished the race at 18th place. After answering this interview he got +52 morale. Wow :confused:. Is that normal?
View attachment 179612

This is where things get interesting... The responce you got was actually from the Data Modiftier of "#2PlayerDriver:ReactionToPerformance = Unhappy;"

There's an Average and Happy varient for several of these questions. it seems that your 'Answer' effects the driver different based on.... something (traits maybe). As far as I can see, if you had chosen a different driver to do this responce to, you may end up with a different morale boost (or loss).

I believe the devs are using these new triggers to create "you need to handle drivers differently... some responde better to a challenge, and other better to the 'sholder over the arm approach" - which was something that was mentioned once upon a time. I have no real idea how this system works, but I like it - it means you can't always just see what the 'best' answer is and then choose it all the time....

so How it triggered a +52 I still have no idea. But hey... you now have a new tool to raise morale of a driver who is in a bad car.


Got one more bug. My background is Financial and normally the vote price is 3 Mil (except politico background) right. I choose one rule to vote so far everything is alright.
View attachment 179678

But after I confirm this screen pops up. Vote Proposal 1 Mil?
View attachment 179679

I did check out my Finances page too and it confirms that the vote price was 1 Mil.
View attachment 179680

So I guess this is a bug too, right?

I did want to increase this, and I found the variable that I thought was setting it to 1M so changed it while I was doing other changes. I am not too worried and won't look at increasing it if its more work then its worth. I think i'll let the player have this.

No problem, without the spins it's better now. ;)



You being to nice...:O_o:..... I can't imagine that. :p

Complain... maybe a riot :sneaky: or a coup d'etat :devilish:

Qualify EDIT: It looks like there is a Qualify bug. 2nd Season with Firebird first race, in practice everything is normal. But when I start the qualify session the cars were too slow. Tried to go out at last but no one could make the Out lap before time ran out.
View attachment 180078 View attachment 180079 View attachment 180080

I load up the qualify session again and tried to go out early this time. First the cars did stuck behind my cars in the pitlane. And again no car could make even the out lap.
View attachment 180081 View attachment 180082

So I tried the original Assembly-CSharp.dll file and everything went normal.
View attachment 180083 View attachment 180084

I guess that the devs did something to the game time system that is used in the qualify session. I am not 100% sure but it felt like the cars were using the old Game timer while the clock in the lower screen used the modified timer.

Here is a save right at the start of the qualify.(I am using the 1.3b Assembly File)
https://www.dropbox.com/s/4e5sc2ze0d5ea81/Firebird MRT - Qualify.rar?dl=0

Retirement Edit: AI still gets big retirement problems at Season starts.
View attachment 180301

coup d'etat :O You can't overthrow me!

Qualifying - I have no idea. Other's please investigate and let me know potential triggers and maybe I can see a fix? Otherwise, it might be that you ave to watch qualfying at a more normal speed.

Retirements. I plan on adding a few extra %, but again, this is more of an ERS and GT2 issue - and kind of a feature of a lesser league.

Hey guys just here reporting my latest bugs again from play session.

I've seen another situation where for the first race of the season the AI is starting a car that has parts already in the red zone.
View attachment 180185
Any chance we can make AI smarter part pickers one with reliability for example. this driver had two extra pit stops than standard by the end of the race.

Nest one is one of the dilemmas having a odd trait. Theres a positive trait for the driver for choosing a negative option (3).
View attachment 180186
Had a similar question for black sea later on and it had negative trait on option 3 correctly.
Dilemma - this has been patched, and the track dilemma have been reworked anyway.

Redzone - much like the low reliability - and starting with redzone is kinda a feature of the low league and is less of an issue in higher ones. The small boost to reliablity I intend to add may bring some components above the redzone anyway :)
 
Before the GT DLC & Create Your Own Team DLC there wasn't any problems with modified game speeds on having such effect to qualify. Could they have changed the codes for speed and its effects on different areas of the game (practice, qualify & race)? Did you saw anything different in the game speed code from earlier version of the game?
 
None at all...

However I didn't modify speed this time so it didn't look, I built my dll on Coops changes.

Which reminds me. Can you test run the ame test with my, the original and Coops' dll?

If the issue still exists for mine and coops - but not the original, then it means it's a game timer issues.

If it's an issue for my dll, and both coop's and the original Are fine, then it's a problem be created elsewhere.

I also assume the error exists on the highest speed. Are the middle speeds okay? What type of qualy is it too? Is it the new 3 stage?
 
With yours do you mean 1.3a or 1.3b or any of the experimental ones?
For Coops you mean the one on his thread I guess.
And as original you mean the unchanged 1.3 dll.
:) pick any of mine. If you suddenly see mine working now when it diddnt used to, then we can narrow mine down further,,,,

Coops one for v1.3 (not beta),

And yes, the original is the one you changed it too and it worked fine.
 
Now I am really confused. I tested the original, 1.3a, 1.3b, 1.3bexp1, 1.3bexp2, Coops1.0. (The game crashed when I tried Coops 1.3b). And everything was normal. The bug happened at Black Sea on a rainy qualification day. I tested all dll's at Munich on a no rainy day.

Maybe it was either the track or weather.

I will try it on a rainy qualification day. If the bug doesn't appear on a rainy qualification day then I will try a Black Sea track with rainy qualification day.
 
Okay :) sounds like quite asolateed cident then.

I realise now that your screenshots are of a short qualy in. Changeable conditions. I am wondering if people started their outlap of fast lap, but the rain hits (quickly as the session is short) and they all abandon to change tyres, and then can't get their second lap on...

You mention everyone was really slow and that could have been because of the rain on wrong tyres on an outlap maybe?

I would have thought the AI may have been okay at his and not abandon laps. Your final screenshot while you have 1/2 it does seem lots of AI are on fast laps.
 
Ooooh, new patch is out!

Glad I waited, there is a couple of changes between the beta and the main patch,

As such, I'll be looking to update the mod over today and tomorrow, so expect a Wednesday update from me...

Dilemmas and interviews are still being worked on, so expect some changes but not all planned changes to appear. (They are files which are save compatable so these can be updated later).
 
Even on US-SS-S-M-H in raining (or storm) conditions it don't take 6 min to complete a lap. No, while I changed the game speed from 1-2-3 the cars where like in slow motion. The clock did speed up but the cars didn't. Well it was either a one time bug in my game or next time when I have the same conditions (Black Sea - rain - short qualify) I will test it again.

Finally the new patch. Will see soon how the devs did it this time. :)

Info Edit:
And if you want here are some other screenshots from interviews and dilemmas
MM Interview Screenshot Archieve 2
MM Dilemma Screenshot Archieve
 
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Even on US-SS-S-M-H in raining (or storm) conditions it don't take 6 min to complete a lap. No, while I changed the game speed from 1-2-3 the cars where like in slow motion. The clock did speed up but the cars didn't. Well it was either a one time bug in my game or next time when I have the same conditions (Black Sea - rain - short qualify) I will test it again.

Finally the new patch. Will see soon how the devs did it this time. :)

Info Edit:
And if you want here are some other screenshots from interviews and dilemmas
MM Interview Screenshot Archieve 2
MM Dilemma Screenshot Archieve

Thanks, I actually think all the dilemmas work (balancing issues aside). But some are interesting in that, having one type of dilemma seems to stop a subset of other dilemmas from spawning - which is another reason why the 'track' dilemma occurs more often still (despite the 16/42 chance)

Ps, I'm still recruiting for a flavour text writer :) we could create a whole set of questions to talk about practice and qualifying :)
 
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So that means that very 3th dilemma that I get is a track related one.

There is a interview question where one of my dirver crashes in to (or get crashed by) another teams driver. And when I blame the other teams driver he/she gets a +40 marketability trait (Sponsor Add or something like that). Is that normal? If it is I think he/she also could get offended or something like that.
 
So that means that very 3th dilemma that I get is a track related one.

There is a interview question where one of my dirver crashes in to (or get crashed by) another teams driver. And when I blame the other teams driver he/she gets a +40 marketability trait (Sponsor Add or something like that). Is that normal? If it is I think he/she also could get offended or something like that.

No, again that's the Perk ID conflict with my (actually, Brian's) Persnality Traits with the my Dilemma.txt which I didn't merge properly. Should be fixed for 1.31
 
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