I had to develop my car like crazy through the season just to get up from 6th to 2nd in the constructors championship, where I have the 5th best car and the best drivers in the ERS. It is the first time in my game I was given a chairman's ultimatum or I get fired, luckily I passed it, now I am second in constructors with 1 race to go. I installed your 1.2F version starting for the current year in my game and it has made this year in my current game more of a challenge. I have been complaining on the Steam forums that this game is too easy in Vanilla mode. These merge into my mod seemlessly and really makes the game more interesting, as you no longer know who you're going to hire in year 1 - as you can only scout 1 driver at a time. If you're going to use the Randomised Pilots mod, you need to take my asset file, use his utility and import his drivers, mechanics and engineers file into my mod (I believe he instructions on this). That should provide a good interaction between the two mods. You will have to leave out at least "Part Suppliers" and "Championship" as he changed those already. To merge my changes to The 2016 Mod, you're going to want to open his resources file, and then import (via plugins) my text files of the same name (which I denoted with a 'm' for modded). But as for the Assets, you'll need to get the Unity Bundle Extractor. To combine either mod with mine, you're still going to need to use my Assembly File. Replayabilty should be a yes! I do recommend Enzoli's mod or using the Randomised Pilots mod to alter the starting condition of the game, for further adventure (this prevents us all knowing to sign Rod). I've made some decent modifications to some areas of the code, so do let me know if you find a bug somewhere. That's all for now, as I have more time I'll sift through the rest. Suggest: +4 Adaptability, +4 Cornering, +20 Marketability Suggest: +3 Consistency, +3 Smoothness, +3 Braking, +3 FocusĬurrently: +6 Cornering, +20 Marketability Suggest: +10 Morale, +10 Marketability, -3 Fitness Suggest: -100 Marketability, -80 Morale, -65 Chairman Happiness Suggest: -8 Overall, less Fitness, when wet Suggest: -3 Consistency, -3 Smoothness, -3 Focus To back up my suggestions, most of the overall debuffs are based on what I feel the effects of a certain thing would have on a person in the real world, so I'm trying to eliminate nonsensical overall debuffs - looking at you, Affair Exposed - while also making some that only affect one stat also affect others at reduced amounts. As I'm back at work, most my time now is spent playing, but I have some time off again in a week, so I can have a proper go through of everything. Even for experience players this is likely to save them an extra stop meaning more time out on the track gaining knowledge.I've got a few suggestions for some changes to a handful of traits. Loading up last year's set up at least starts you off in the right direction, and if it was from a high % before the starting point is in 85-90% territory. Or they don't bother and stick with whatever they can get with a few stops. For less hard core players this process is harder and involves a lot more random guessing taking 4+ stops to get that high. Experienced players can intuitively work out what the optimal setup is and gets to >95% within 2-3 stops. Then you have to work your way up from there. In the game going out blind typically gets the average joe started in the 60-70% range. They have years of records of what set up worked in the past. IRL teams do this, they don't go into a track blind. Saving set ups came about because players wanted an in-game method of recording the previous year's set up instead of having to keep an irl notebook/scrap sheet of paper with all the data.
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