Motorsport Manager

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Brian

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BrianUK

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About this mod

Large scale overhaul of the vanilla Motorsport Manager experience, adding more challenge and intrigue to the race days with balancing and AI enhancements. Continually being worked on to make Motorsport Manager the best version of itself.

Requirements
Permissions and credits
Changelogs
Current Rebirth: Redux feature list as of 1.52n12, including carried over Rebirth: Phoenix Edition features (explicitly noted, credit TheFlamingRed)

This list is not exhaustive because I am very old (over 30) and probably forgot things.

This mod is a work in progress which I do in my spare time, therefore there may be slightly long periods between updates. I try to maintain one update per month, but burn out, lack of enthusiasm, or size of the current update may block this.

Updates will be posted here 1 week after they have been posted on the Discord, which allows me to find any remaining critical issues and give those who are following the project closely some kind of benefit. This will end once the current 'nightly' updates are finished and we return to the normal schedule.

If you wish to actively follow development (I constantly spam what I am doing), you can join the Discord - https://discord.gg/yfqyTGjxjf

== Playable Series ==
ERS
APS
WMC

It is critical you follow the above. I have stripped back AI logic for everything else so GT and Endurance will function either not at all or very strangely. You must also play the above series on LONG PREFERENCES and REALISTIC AI as this is where the balancing is. Anything else will also give strange behaviours.

== Mod Installation ==
Once you have downloaded the files, you need to place them in the following locations. This will overwrite the vanilla versions.

Assembly-CSharp.dll & Assembly-CSharp-firstpass need to be pasted into ...\steamapps\common\Motorsport Manager\MM_Data\Managed
resources.assets needs to be pasted into ...\steamapps\common\Motorsport Manager\MM_Data

Make sure you have the Rebirth Logo Pack from the Workshop, otherwise you will have white boxes in place of the logos of the new teams

This mod is NOT COMPATIBLE with other mods, ensure all other Workshop mods are deactivated before starting a new game.

This mod is also NOT COMPATIBLE with the save editor, it will absolutely mess up some of the properties I have added and break your save.

== AI ==
- Tyre selection at pit stops has been entirely re-written
- Fuelling levels have been entirely reworked
- Driving Style choice has been entirely re-written
- Engine Mode selection has been entirely re-written
- Changeable weather behaviour has been entirely re-written (multiple times at this point)
- Created the Desired Lap system to allow the creation of more competent pit strategy logic and double stacking avoidance, also allowing reaction to stints lasting longer or lock ups ruining tyres
- Created new logic for AI reactions to the Safety Car and Virtual Safety Car
- Entirely re-wrote AI lookahead logic for deciding when to leave the pits in qualifying. They will look for a slick lap, inters lap, then wets lap
- The AI will select the tyre for their intended flying lap, not the one that is correct for right now
- AI cars will try to defend against active attackers if they have the tyre temperature, tyre life, or fuel delta to do so
- AI teams have the ability to cut a stint short if they are stuck behind slower cars

== Car Degradation ==
- Cars no longer lose reliability on parts during a race, except for the engine which reduces at 50% of the vanilla rate
- Instant Failure system implemented so that a part has a flat chance to fail at every condition loss check based on the current reliability, which ends the bizarre need to repair cars endlessly in race 1 of every season
- Chance to retire immediately from an instant failure is vastly increased
- Every discipline has a bespoke instant retirment chance, Endurance has the lowest to allow repairs more often
- Repair times are now bespoke to the discipline, Endurance has the longest
- The amount of condition loss checks in a race are randomised (Rebirth)

== Car Performance ==
- Performance of a car on track is no longer simply scalar based
- Performance is now directly translated into a time cost on a linear scale for every part except brakes, which remain scalar based
- Critical parts are no longer a fixed time penalty based on rank, and are instead direct multipliers on the time cost
- All series base their time cost on a 0 - 1,300 point scale
- All series now start at 0 for their car performance ranges, but each has their own reset point
- The invisible wall that caused excessive field spread and extremely random results has been removed, and a new system that allows for battles across the race distance implemented
- Part reset performance spread is now 200, and your new starting stats are loosely based on your car at the time of the reset, with some further randomisation
- Added slipstream, the effect is greater the closer the car is to the one ahead, but the effect is reduced linearly with track wetness. This is active in Race and Qualifying sessions

== Championship Rules ==
- Created new rule that sets Endurance to have fuel tanks that last for roughly one hour
- Created new rule that gives Endurance 30 sets of dry weather tyres to allow for the 24-hour races. Endurance also gets more wet weather tyres.
- Created custom, relatively restricted, rulesets for singleseaters to create a more tailored experience. No longer can you mould the ruleset to
your advantage.

== Circuits ==
- All circuits now have a time cost multiplier that tailors the spread per lap to the circuit currently being raced on
- All circuits have session start times which make use of the day/night cycle, rather than always being at 1pm
- All circuits now have an overtaking difficulty attribute that influences the outcomes of all overtake rolls

== Crashes ==
- Crashes are no longer tethered to the old points system
- Crash chance is now calculated from driver stats, current tyre tread compared to recommended, tyre condition, track conditions, and driver activity

== Drivers ==
- Drivers will look for other driving opportunities if they are too skilled and experienced for ERS, regardless of morale
- Driver marketability is modified based on race results (Rebirth)
- Driver experience is no longer an unused stat, and directly modifies driver pace (Rebirth)
- Driver experience is gained by participating in any session, or having a Simulator present in your HQ. Some traits and driver age also boost experience gain.
- Driver experience influences the chances for a successful overtake roll, lock up, crash, and car-to-car collision
- Driver experience decays when they are unemployed
- Driver peak age and duration adjusted to stop all regens from retiring in their early-30's, still undergoing monitoring to get values correct
- Driver Aids no longer reduce the pace deficit of poor quality drivers (it will instead be used for other calculations)
- Regen drivers have a severly lowered starting marketability
- Regen drivers start with very low experience
- Drivers with greater than 60 experience can no longer be hired in ERS
- Driver morale losses from car quality are now scaled to their rating and current series

== HQ ==
- Build times for all HQ buildings increased by 70%

== HUD ==
- Tyre life remaining is now displayed in laps, rather than percentage
- Tyre life text colour is dependent on how much life that tyre has remaining, starting green and eventually going red (alternating red/black on the driver pop up display)
- Fuel delta when refuelling is off has different text colour depending on the current delta - high positive delta is green, low negative delta is red
- The player can no longer see the tyre condition of an opponent's tyres in the driver pop up display
- The player can no longer see the tyre condition of an opponent's tyres in the standings tower
- The player can no longer see the current engine mode of an opponent's car
- The driver with the fastest lap in the race is now highlighted purple in the standings tower

== Lock ups ==
- These can now happen in more locations at every circuit with this one easy trick
- Lock up chance has been entirely decoupled from the old points system, and is now calculated from driver stats, track conditions, tyre condition, and driver activity
- Driver Aids halve the chance for a lock up to occur

== Others ==
- Full day/night cycle implemented, which works in every session
- Retired or pitting cars turn their lights off (if they have any)
- Removed the text that tells the player exactly how many laps the SC will be out for. They will only be notified when it has 1 lap remaining
- Removed the text that tells the player exactly how long the VSC will last for. They will only be notified when there is less than 10 seconds remaining
- Overall marketability is now capped based on the current tier for the team - ERS/GTC are 2 stars, APS/IEC-B are 3 stars, IGTC/IEC-A are 4 stars, WMC is 5 stars
- Tyre temperature has been reworked - setting a driver to Neutral will have their tyre temp return to 50% where it will remain until any other mode is used
- Tyres cool faster when over 50% temperature while on a straight and using Back Up or Conserve
- Tyres warm slower while on a straight and using Attack or Push
- Cars only emit smoke on retirement if the engine is the reason for retirement
- Cars emit thinner black smoke if they have a repairable engine problem
- Pit crew contract lengths are now set to double the number of races in a season, plus 1
- Time costs for everything have been rebalanced (a million times by now)
- Tyre life has been rebalanced (also a million times)
- The chance for a risky part to be found has been reduced to 5% per risk level

== Parts & Part Components ==
- Entirely rebalanced and recreated
- Most designer components now act as augments to your built part, allowing you to still maximise performance while being able to utilise designer component bonuses
- Part components only have their days to build cost applied the first time you use them that season - a Great part will only add 3 days the first time, every other time will have 0 days cost
- Cost per component entirely rebalanced, components are more expensive in line with their quality and current championship - it is more expensive in WMC than ERS to build parts
- Car parts have had their base build price rebalanced based on championship and type - brakes are cheaper to develop than engines, ERS is cheaper to compete in than WMC
- Adjusted base part development times - ERS produces parts faster than WMC
- Maximum reliability of a part is now calculated differently - a base of 45% plus bonuses from the Design Centre and Designer stat for that part
- Part ranking is now saved prior to pre-season so that part resets give you new parts that reflect your place in the field and allow the whole 200 point reset range to be used
- When parts are reset, they also go through some small randomisation so some teams may move up while others may drop

== Personality Traits ==
- Entirely rebalanced, traits are more impactful
- Redundant traits from Rebirth removed
- Added four new special cases for traits, and a set of traits that utilise them

== Practice Sessions ==
- The starting setup knowledge for a driver is now based on their experience, with a bonus for drivers who have been with their current mechanic for over 52 weeks

== Qualifying Sessions ==
- Cars not on flying laps will now yield for those who are (this still requires some work, but works at a basic level)
- Cars will try to split up before starting their flying laps (this still requires some work, but works at a basic level)
- Cars on an inlap are now classed as finished when the session ends

== Race Sessions ==
- Added a new time penalty level - 5 second penalty
- Reworked all potential reasons for a penalty to have either drive-throughs or time penalties added at any point in the race
- Drivers are more likely to get time penalties than drive-throughs
- Pit mistakes have a small chance to be a big or huge mistake, which increases the mistake time even more when they happen
- Race starts no longer boost car performance for the whole first sector, which also prevents unbeatable laps being set on lap 1 by the slowest car in the field
- Car-to-car collision crash damage and blame apportionment have been adjusted. The car behind is more likely to get blamed, damage is related to which car is ahead or behind, both can get punctures or instantly retire
- Safety Cars have a slightly adaptive maximum length based on lap count
- Cars no longer use the rain lights for low engine mode
- Added the ability to have the AI control your driver's Driving Style and Engine Mode at will, allowing you to just do pit strategy (only specific resolutions right now)
- Safety Car chance is reduced as a race goes on, resulting in more yellow flags later in races
- Overtaking rolls have had their conditions adjusted - nonsense items have been thrown out, more relevant items added

== Rebirth: Phoenix Edition Bug Fixes ==
- AI teams will now only select livery templates that are for their model of car
- Corrected spelling of *Lagro Banco*
- Corrected spelling of *Mansfoort*
- Removed the Rebirth added backstory as it could crash the game at the first interview
- The player should no longer be left with no supplier choices at very low player stats

== Sponsors ==
- Rebalanced sponsors to reduce the severity of the income curve
- 5-star sponsors are no longer required for financial stability, and loss of them will no longer cause catastrophic losses
- Added more race placement sponsors for the star ratings that lacked them

== Teams ==
- 12 teams in all single seater and GT series (Rebirth)
- Around 50 new teams added (Rebirth)
- Teams can be rebranded at the end of the season (Rebirth)
- Merged in Rebirth 1.54 code that now allows all added teams to have proper loading screens
- Created colour palettes for all Rebirth added teams

== Vanilla Bug Fixes ==
- Corrected *Struggles Under Pressure* triggering in the opposite conditions
- Inverted handling feedback radio messages should now be the right way around
- Fixed various typos
- Fixed bug that caused a driver to look at the wrong car when comparing performance, which left them moaning they had a worse car than themselves
- Fixed bug that caused a main driver to use the wrong slot in practice, sometimes resulting in duplicates of themselves taking part in the session
- All drivers no longer become eligible for singe seaters when loading a save (MrRandom)
- AI teams should no longer have their cars yo-yo'ing when requesting one passes the other, and the car to be passed is faster. They will only swap if the car being asked to allow the other through is slower
- Fixed bug that could cause cars to not return to the pits at the end of their practice or qualifying runs
- Fixed bug that was causing the VSC timer to not be reset between races