Hi everybody. Quick question FlamingRed. Is tyre wear supposed to be same when I use Pushing (orange) driving style in lower-half temp gauge as in upper-half temp gauge?
The wear should be more...
Basically. Tyre wear rate for orange is 1.2 (where 1.0 is normal). If your tyres were dead cold, orange will be 1.2 - 0.3 = 0.9 - so less wear then normal... of course, you're getting a sped boost from being on organge, but you're losing some lap time due to cold tyres....
At the max temperature, orange will be 1.2 + 0.3 = 1.5 so higher tyre wear then Attack at normal temperatures (1.4 + 0). And your lap times will be much better too for both the orange and
Obviously, if you're not at min / max the effects are less.
I took a closer look at the sponsors, comparing vanilla/FlamingRed to ICE and another workshop mod, 220 real sponsors. And I'm afraid there's some serious balance issues.
First things first, using 220 Sponsors alone with this mod seems to a bad idea:
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As you can see, this mod gives you a lot more income, and since it doesn't change anything else, you'll probably be drowning in cash.
ICE has a similar problem, but I don't know how much the costs have been changed, so I have no idea how the overall balance is. Anyways, don't do as I did and take just the sponsor files to be used with FlamingRed's mod or vanilla:
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Finally, comparison of all 3, if anyone is interested:
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Interesting info. Money is probably the second most important balancing in the game (with how the AI handles upgrading their car being the only thing more important). I'm currently busy increasing costs for the player without giving them much more money. I may be too harsh on WMC, only time will tell.
The issue is, too much excess money = more hq upgrades... and if you outpace the AI on this, you win no matter what. Less cash and harsher AI development means you can't turtle without falling far behind - so it evens out the hq building rate balance.
At less, those people who find the additional difficulty I've added too much, can at least use these mods to alieviate the difficulty slightly,
I'd like to add more sponsors someday, maybe with an interesting mechanic. But it's low priority
maybe a low prestige sponsor (a single one) might be a super sponsor. Low chance high reward.
Found a bug, It's not game breaking for now. But don't know if it's a game or mod bug.
As usually got the Choose a Vote mail and I choose Qualifying Grid (3th Season ERS).
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But when vote time came we did vote for Wide Slicks rule (normally one of this years rule votes).
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I looked at the GMA menu and it showed this
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So this time I waited until the Wide Slick rule vote time. And we voted for Qualifying Based Grid.
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I noticed something like this in vanilla. If I cancelled the offer after already selecting a rule, and go back and select a different one, there's a mismatch between what the rule and the messages. I assume you've encounter a related bug.
Is it just me or is the AI still pretty horrible in tyre selection? They can't seem to understand when to time their pits as the weather changes.
This happened during practice:
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This one had the AI pitting for inters 4 laps before it started to rain, they may have predicted it earlier but by the time it started raining their tires were already half-spent forcing them to pit for fresh inters again.
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This has been an issue since 1.23 ish. Ever since they took the pit strategy out of AISessionOrders and into the dll.
Any chance of making it so some spins lead to crashes and retirements out of the race?
I am happy with your positions, it's taken three years for you to get this far and you're not close to winning ERS which is good. Two crashes all season however is not.
I see that but it doesn't really ever lead to multi part failure or instant retirement from race
I've played with it
and it might happen one day. Problem is how to differentiate how the AI handles a collision after spin, and an ordinary collision.
only two crashes all season seems low i'm seeing the same in my third season. hence my previous suggestion.
Ah, 2 thing which may be contributing: 1. I raised the crash limit threshold. In vanilla, a lockup (used to be 500) points is now 1000 points. And spins and crashed were and still are 100 in vanilla. I've upped both in the mod
Thencrash proability distribution is vanilla in this edition too, I used to have different probabilities (so more crashes). I may Have to put back my old ones.