MM Balance Mod


The Flaming Red’s

Motorsport Manager Balance Mod


Download Links: (1.31D1)

Download Assembly  Download Assets


If you have the 10th best car on the grid, your final finishing position is going to be an estimated 16-20th. You should no longer be able to hire drivers who will completely outperform the car by ridiculous levels (Yes! I’m looking at you Rafeal Rodrigues!). Nor will you be able to get Archer promoted in season 1!

While the player will now develop increased development costs in APSC (x1.2), GT1 (x1.4) and WMC (x1.6), the AI will have their development costs reduced by 80% over all series (effectively total costs of 20%, 24% and 32% in each tier respectively).

This frees up the AI’s money for sustained development, better chassis choices, better drivers and HQ development. This should decrease the chances that the AI becomes ‘bankrupt’ and stops developing altogether. Overall, this helps the AI be less bad with their money.

The chassis stats will now have secondary effects in regard to the makeup of your car.

  • Tyre Wear to become “Component Wear”
    This will now effect the base RedZone (vanilla 20%) when developing parts. It will go from having 30% Redzone (0* Chassis) to 10% Redzone (5* Chassis)
  • Heat Management to become “Vehicle Stability”
    This will now effect the base Reliability (vanilla 40%) when developing parts. It will go from having 25% Reliability (0* Chassis) to 65% Reliability (5* Chassis)
  • Fuel Efficiency is to become “Performance Efficiency”
    This will raise the BaseStat when developing a new part. This ranges from +0 (0* Chassis) to a +25 (5* Chassis)
  • Improvability becomes “Improvability”
    This does the same thing that it does originally, just better. By default, it increased the max performance (0-20) of a newly created part. This has now been increased to 0-50.
  • The Component Improvement based from Designer Stats has been increased by x3 making a good designer very important.

Note: Tooltip of the Performance Breakdown is no longer correct as the graphics were not designed to have these different values take place.

In your first season, and any season which you change teams, you and the will been immune to any Tech Decay. This represents the player bringing his “Expert Knowledge” to a new team. The AI will never suffer the same penalty.

On your second season with a team (after you have built a chassis) the player gets a “-x% Performance Decay” on the base stat of new parts. The Player will also experience a “-20*Team Star Level” (found on the info page) on base stat of new parts too. These effects are felt stronger in the top leagues and not felt much at all in the lower leagues.

How this changes the Balance

  • The AI is in a stronger position when it comes to developing their car, the player is now in a weaker position when it comes to developing their car.
  • Progression will now be slower. The Player must now develop lots of new parts to (1) Overcome the PLAYER DECAY and make performance progress. (2) Overcome the TECH BONUS for the AI. (3) Overcome the original increase in performance the AI develops.
  • Progression will be much slower the further away from the ‘performance reset event’ you get.
  • The AI may now actually be able to outpace you in development!!! Being the top team in a league will be very difficult over time – giving you more challenge as you hope to defend your championships while no longer having the best car!
  • ERS/ASPC/WMC are basically ‘Difficulty levels’ because the Decay amount increases with each league. WMC now being an actual CUT-THROAT CHALLENGING league, (as it should be!)
  • HQ Performance buildings now actually mean something in lower tiers – and are essential for the player in WMC!
  • In the first season with a new team, when you’re getting the “Expert Knowledge Boost”, it is essential the player takes as much advantage as they can, for things will only get harder from there on. This also actually encourages players to join other teams, to give that new team a years advantage of Expert Knowledge.

You can now choose your own difficulty, which will impact how quickly / slowly your team will progress. This changes the value of the “-x% Performance Decay” from the above feature and changes it to:

  • Very Easy (-0.0%)
  • Easy (-1.0%)
  • Normal (-2.0%)
  • Challenging (-3.0%)
  • Troublesome (-4.0%)

(NB: know that these have been reduced from previous versions because of the -20*star level of the team will provide between -10 to -100 starting stat amount, where as in the past, was only a fixed -25)

Currently disabled.

Drivers will now be a lot less happy about driving poor to mediocore cars. They want to drive for teams that win.

Unless you’re a top team, managing driver morale is now important. If you’re a backmarker team, keeping it up is going to be a huge challenge, next to impossible. It’s going to be very hard for a backmarker to hold onto good drivers.

For further strategies, see this post: http://www.racedepartment.com/threa…ta-testers-wanted.128938/page-21#post-2381255

The shortest game play mode has gone. Sorry to those who liked it.

The old medium option length is in the Short Gamemode
The old long option length legth is in the Medium Gamemode
in the Long Gamemode is Longer Open Wheel Racing and Endurance GT tacing available.

This was all thanks to Brian (who also added in some new traits and emails), so go say thanks to him on his development thread: http://www.racedepartment.com/threads/brians-mod-testing-testers-wanted.131875/

In 1.2, I fixed the problematic Interview system from always spawning the same negative questions. In 1.3, the developerss fixed and then re-broke them, implementing a newsystem which doesn’t work so well. Most of the time, you’re asked one question (which normally makes sense) but then the interview is done.

In this version, you should now get 4 Interview questions per race, including the two questions about individual performance which I fixed in 1.2, plus one new ones related to race strategy, plus another one regarding rumors or other events. This should keep the variety open a little more.

Dilemmas have also been extended and re-balanced, proving a little more variety there.

But I’m actively recruiting writers to design and submit their own interview questions and dilemmas, and add them into the game.

The Prestige of the team (Star Level on the main team page) is now taken into account when working out the team’s final sponsorship level.

The calculation is now:

This means that:

  • Worst teams in any competition will now be able to get high level sponspors
  • Teams doing well in a competition will be able to get high sponsors without even needing high marketable drivers.

Here’s an example of what is possible:

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Secondly, there is a longer version (x3) of each sponsor. Up front payments have been inversely balanced based on the sponsor star rating.

These changes allows for new strategies when determining choosing your drivers and choosing your sponsors.

As this mod changes both the base resource.asset and CSharpAssembly.dll. any and all workshop mods will install “on top of” all these changes. So you can play you’re preferred Real Name Mod, alternate start mod, or any other database change mod on top of all the changes found here.

If a workshop mod changes a file I’ve altered, then the workshop changes will take priority. See below for a full list of the asset files used.

There are a number of smaller changes. These include:

  • Track Grip Level has been included! See your laptimes go down as the level of rubber increases! Getting last over the line in qualifying may lead to great benefits! (it’s too overpowered right now – but let us bask in its existance before I tone it down next patch).
  • Your drivers may now SPIN!
[​IMG]
  • Increased the Design Facility -0.3 days per level to -1 day per level.
  • Increased the impact of Drivers personality traits.
  • Chassis Supplier have been rebalanced, so you have to make choices to priorities one state or the other, or have an average car.
  • Increase the duration of Safety Cars, Virtual Saftey Cars and Yellow Flag events.
  • Increased reserve driver stat boosts.
  • Increase the number of topics to vote on per season.
  • Reduce the amount of scouting slots available.
  • Reduce the amount of forecast you can see.
  • Random Part Failures:
[​IMG]
  • Below is the full changelog from vanilla if you wish to know the precise changes made.

 

ChangeLog from Vanilla
Assets
Assembly
Credits

Made the Factory less overpowered
I have decreased the number of staff available at level 2, 3 and 4. This is because Factory 2 was far too powerful, and factory 3 was so powerful that factory 4 isn’t worth the investment. This is particulary true in this mod where spending more on the chassis raises base reliability above the vanilla game.
Spins are a thing!
Your driver can now spinout! This can cause some interesting problems, including a massive chain reaction of chaos if the spin is in a lead car and several are following closely. Cars further back can react and avoid the spinning car, but those close by might not be so lucky
Suspension damage in collisions
Rear wings are very rarely damaged, so now suspension is damaged instead. I am interested in developing this further by adding some “randomness” to if a part is damaged and what part – but that will have to wait until a future update.
Marketability Adjustment
The Total Marketability is now a new rule…

So now the team will massively be more marketabile and appealing to sponsor, the better they are doing.

Random Total Part Failures
In the vanilla game, a component will only ever cause you to retire if you let it’s condition drop to 0 – relatively easy to manage. But there is now a new reason why your car may retire: Even if you have a 100% reliability based part… it has a tiny tiny percentage to just completely fail. This is to mimic the ‘completely unexpected’ failures – nothing you can do about it.

Randomised Conditon Loss events
If anyone counts, there is exactly 10 occurances of the condition loss that happens through a race. This tweak means that anywhere between 8 to 12 tic of condition loss will occur.

Randomised Political Vote Numbers
In the vanilla game, there was exactly 4 votes per season. In my previous builds, there has been 8, and more recently 6 when the addition of a player vote option became available. Now, there is a random number of vote to occur in any season (3-8) resulting in some seasons having more political events then others.

Punctures occurring when low on tread
As opposed to 60 seconds after 0% tread left, you may now find a puncture when tread is low and some other conditions are met.

When exiting the pits, the tyres will be cooler then normal
It may be random, at either each pitstop or at different race venues – depending if the game rolls this random trigger before the race or during.
Change of start of Chairman season objectives.
No longer can you choose to finish below you previous season’s constrcutors championship position! The chairman now demands that you maintain the position or improve!Also, no longer can you choose to finish 10th! Relegation is not an option!
Tweaked the Lockup/Spins/Crashes System
  • Set spins to take longer to occur as the race goes on.
  • Allowed lockup to occur more during the whole race (where they previously reduced as the race goes on)
  • Raised the Spin and Crash Thresholds.
  • Increased the importance of a drivers’ Focus and Fitness stats to increase / decrease the locks and spins chances.
  • Decreased the importance of rain slightly (as lockups and spins are far too abundant in the rain)
Tweaks on the Performance vs Critical Part ratios.
In the vanilla game, the car performance point total is king. In previous versions of this mod, having the best critical parts was king. This has been tweaked that both are now important (and the ratios vary depending on the series type). Work out the best way to build your cars.
Dilemma and interview tweaks – including a minor dll tweak.
As part of an ongoing project, a number of interview tweaks have been added to enable the (possibility) of different interviews spawning. It has also got some re-balanced and new custom preseason dilemmas and normal dilemmas. Please let me know if something isn’t spawning correctly – as this is the WIP file and will be expended upon in future updates.
Tyre Temperature Matters (and not just the extremes),
Tyre temperatures use to do nothing unless you were at the maximum or minimum. Anything in between did nothing…. Now Cold tyres will wear less then normal, but will also have less grip, increasing laptime. Meanwhile, Hot tyres will be all warm and rubbery so have more grip available, decreasing laptime.But they will also wear at an increased rate.

Managing your tyre temperatures is now more important then ever, and is a new variable for you to be concourse of during the race.