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Rebirth Redux
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Versionn18
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This page was last updated on 03 February 2024, 11:03AM
- Changelogs
-
-
Version n18
- [AI Logic]
- - Cars now ignore those who are out of the race, when working out how many places they expect to lose with the given delta (SessionTimer -> GetPositionLossAtDelta())
- - Created new refuelling logic for 40% tanks (SessionStrategy -> CalculateDesiredFuelLaps())
- - Removed bottom bound for fuel saving when refuelling is on (Fuel -> SetRacingAIEngineMode())
- - Added modifier for setting new desired pit laps for when the Safety Car is on track (SessionStrategy -> SetDesiredPitLap())
- - Added modifier for updating the desired pit lap for when the Safety Car is on track (SessionStrategy -> UpdateDesiredPitLap())
- - The AI now do an update to their desired pit lap when the Safety Car is initially called (SessionStrategy -> OnSafetyCarEvent())
- - Reduced the strength of the adjusted aggression multiplier (Team -> GetAdjustedAggression())
- - The AI will now only do an update for their desired lap when they are 10 gates from the pit lane entry (SessionStrategy -> OnEnterGate())
- - The AI will do a check for making a pit stop when they are not in the Safety Car train and are 10 gates from the pit lane entry (SessionStrategy -> OnEnterGate())
- - Reworked AI lookahead when selecting tyres on 40%, which should allow them to be more accurate and cover more marginal situations (SessionStrategy -> TyresForSmallTanks())
- - Decreased the estimated maximum outlap time when calculating AI wait duration in qualifying (GaragePathState -> SetWaitDuration())
- - Added new method to some strategy calculations (SessionStrategy -> UpdateDesiredPitLap(), SessionStrategy -> SetDesiredPitLap(), SessionStrategy -> CalculateDesiredFuelLaps())
- [Gameplay]
- - Returned car-to-car collision chance to n16 levels (Vehicle -> UpdateCollisionWithVehicles())
- - Tyre time cost curves are now normalised whenever bonus laps are awarded for the chassis Tyre Wear stat, or driver Smoothness (SessionStrategy -> SetPerformanceLevel(), SessionStrategy -> AdjustTyreTimeCostBandsForExtraLaps())
- - Adjusted some tyre time costs (Assets -> SingleSeaterDesignData)
- - Reduced the slipstream bonus gains by 30%, the maximum bonus is unaffected (DrivingStyle -> SetSlipstreamBonus())
- - Reduced the minimum distance before a car starts gaining the slipstream bonus (DrivingStyle -> SetSlipstreamBonus())
- - Increased the minimum speed before a car starts gaining the slipstream bonus (DrivingStyle -> SetSlipstreamBonus())
- - Successful overtake rolls are now immediately cancelled if the Safety Car comes out, or the sector has a yellow flag (AIOvertakingBehaviour -> SimulationUpdate())
- - Reduced performance catchup maximum spread to 200 points per part (CarManager -> PerformanceCatchup())
- - Reduced the trigger point of performance catchup to 250 points per part (CarManager -> PerformanceCatchup())
- - Increased the distance slightly at which a car will try to move off line to overtake when a successful overtake roll has been made on the car ahead (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Increased the distance before the next braking gate slightly at which a car will try to move back in behind the car ahead when they have more speed on a straight but have not made a successful overtake roll and are not beside an opponent (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Driver car opinions will now change when the other car has parts fitted or removed to prevent abuse of the car opinion system (credit someone2040) (Car -> refreshDriverOpinion, Car -> UnfitPart(), CarManager -> RefreshOpinions())
- - Reduced the required tyre time cost delta to score maximum points for this factor in overtake rolls (OvertakeDirector -> CalculateOvertakeAttempt())
- - Cars should no longer move off line if the car ahead is already trying to avoid an obstacle, and they have not already moved off line (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Reduced the cornering speeds of both cars when a successful overtake is occuring (TrackLayoutSpeedController -> GetCorningSpeed())
- - Cars on their in or out laps, but not currently yielding, will corner at a lower speed (TrackLayoutSpeedController -> GetCorningSpeed())
- - Reduced the range at which dirty air will slow the car behind (TrackLayoutSpeedController -> GetCorningSpeed())
- - Reduced the cornering speed of cars on their flying laps if they are next to a yielding car in a corner (TrackLayoutSpeedController -> GetCorningSpeed())
- - When a car is next to the defending car at the moment an overtake roll is made, their score is doubled (OvertakeDirector -> CalculateOvertakeAttempt())
- - Slightly increased the range for the 40% bonus to an attacker's score when making an overtake roll (OvertakeDirector -> CalculateOvertakeAttempt())
- - Reduced the time cost multiplier at Black Sea E (Circuit -> SetTimeCostMultiplier())
- - Slightly decreased the overtake attempt rejection rate for Medium, Hard, and Extreme rated tracks (OvertakeDirector -> CalculateOvertakeAttempt())
- - Cars passing those being blue flagged are now slowed down less (TrackLayoutSpeedController -> GetCorningSpeed())
- - Cars being blue flagged are now seen as potential obstacles and passing cars should now be less likely to be obstructed (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Overtake rolls are now only done 15 gates before the next braking gate (AIRacingBehaviour -> OnEnterGate(), AIRacingBehaviour -> OnEnterStraight(), AIRacingBehaviour -> OnEnterCorner())
- [Bug Fixes]
- - Added a condition so that cars which are considered to be experiencing a critical issue are no longer considered for speed reductions in corners when they are the car ahead (TrackLayoutSpeedController -> GetCorningSpeed())
- - (Bug fixed long ago, not sure if it was in a changelog) The leader will no longer randomly follow the safety car into the pits when it pulls into the pits at the end of the safety car period (CircuitScene -> SetPathIDs())
- - Erikson now has the correct pip colour on the standings and in menus (Assets -> Team Colours)
- - Penalties that were ultimately not given are now not shown on the post-race results screen (better fix than I did for n17, credit someone2040) (SessionPenalty -> SetState())
- - Season form comparison between drivers now works (credit someone2040) (DriverForm -> GetAverageFormForYear(), UIDriverPerformanceWidget -> CompareSeasonForm())
- - Corrected radio messages about other cars using the incorrect short team names (credit someone2040) (TeamManager -> OnStart(), TeamManager -> ValidateTeamData(), TeamManager -> TeamRebrand())
- - Team nationality flags are now correctly generated at game start for the randomised Rebirth teams (credit someone2040) (TeamManager -> OnStart())
- - AI should no longer fit bad parts that they end up endlessly repairing (credit someone2040) (CarManager -> AutoFit())
- - Fixed game crash that would happen when a specific trait was rolled on new drivers (credit someone2040) (PersonalityTraitSpecialCaseBehaviour -> CanBeApplied())
- - Spec parts should no longer gain additional max performance when parts are adapted for the next season (CarManager -> SetMechanicsContribution())
- [Other]
- - Created new method to calculate laps remaining on the passed tyre, rather than manually calculating it every time it is required (TyreSet -> CalculateLapsRemainingOnTyre())
- - Added a new property onto Vehicle to enable tracking whether a car is avoiding an obstacle (Vehicle -> isAvoiding)
- - Converted slipstream bonus gains to a Lerp so that it builds linearly with decreasing distance when the car is within range of the one ahead (DrivingStyle -> SetSlipstreamBonus())
- - Removed attempted fix to stop penalties that were, ultimately, not given from being shown on the post-race results screen (PenaltyDirector -> SetTimePenalty(), PenaltyDirector -> SetDriveThruPenalty())
- - Created method to allow the AI to work out whether the current tread can be used to get to the end of the race (SessionStrategy -> CanTreadRunToFinish())
-
Version n17
- [AI Logic]
- - None
- [Gameplay]
- - Reduced time cost multiplier at Vancouver A (Circuit -> SetTimeCostMultiplier())
- - Increased time cost multiplier at Singapore (Circuit -> SetTimeCostMultiplier())
- - Decreased time cost multiplier at all Yokohama layouts (Circuit -> SetTimeCostMultiplier())
- - Reduced slipstream power at all locations (DrivingStyle -> SetSlipstreamBonus())
- - Slipstream power at Phoenix is now set to Milan levels (DrivingStyle -> SetSlipstreamBonus())
- - The AI Difficulty slider now instead applies a nerf to all player built parts (0% nerf at 0, 50% nerf at 20), rather than a boost to AI built parts, as it was causing extreme performance spread (CarPartComponent -> OnPartBuilt())
- - Removed all additional bonuses from the chassis quality (CarPartDesign -> SetBaseStats(), NextYearCarDesign -> UpdatePartsReliability())
- - Implemented initial code to allow lapped cars to unlap themselves when the safety car comes out (AISafetyFlagBehaviour -> SimulationUpdate())
- - Reduced the scalars for cornering stats and brakes (SessionPerformance -> CalculateCarStats(), Assets -> SingleSeaterDesignData)
- - Reduced car-to-car collision chance (Vehicle -> UpdateCollisionWithVehicles())
- - Downgraded the overtaking difficulty at Phoenix C to Easy (Circuit -> SetOvertakingDifficulty())
- - Newly generated starting parts at the performance reset are now identical for both cars (CarManager -> ResetParts())
- - Agreed contracts now have their expiry date set to the number of days remaining in the year, plus 7 days (ContractManagerPerson -> EvaluateContract())
- - The player should not get the hurry up email when an agreed contract is about to expire until 3 days before the expiry date (ContractManagerPerson -> EvaluateContract())
- - Reduced dirty air strength (TrackLayoutSpeedController -> GetCorningSpeed())
- - Increased successful overtake roll minimum and maximum duration (AIOvertakingBehaviour -> SimulationUpdate())
- - Added the fast pit lane rule to the banned list for every series - track specific speed limits take the place of this rule (Assets -> Championships)
- [Bug Fixes]
- - (n16) Corrected issue where the performance catchup method was creating and then destroying a part (CarManager -> PerformanceCatchup())
- - (n16) Corrected issue where the performance catchup would run every month (Team -> OnDayEnd())
- - (n16) Corrected issue where cars would be reported as close to another even though they were on the other side of the track (PathController -> FindNearbyObstacles())
- - Penalties that were ultimately not given should no longer be shown on the results screen (PenaltyDirector -> SetTimePenalty(), PenaltyDirector -> SetDriveThruPenalty())
- - Maximum performance values used for catchup are now reset prior to running catchup (Team -> OnDayEnd(), Championship -> ResetPerformanceMinMaxBeforeCatchup())
- [Other]
- - Removed WriteLine from AIRacingBehaviour -> OnEnterGate()
- - Removed WriteLine from PathData -> CalculateCorners()
- - Removed WriteLine from SessionStrategy -> CalculateDesiredFuelLaps()
- - Removed WriteLine from SessionStrategy -> DoesVehicleNeedToPit()
- - Removed WriteLine from Team -> OnPreSeasonStart()
- - Erikson Turismo Team now have a unique colour palette, all Rebirth teams have now been done (Assets -> Team Colours)
- - The 'Fuel Burn' information for tracks has been changed to show the expected overtaking difficulty (credit someone2040) (TravelArrangementsScreen -> OnEnter(), UIEventCalendarTrackInfo -> SetDetails(), UITopBarTrackDetailsWidget -> Refresh())
- - Added line to enable 'Overtake Difficulty' to be displayed where required (Assets -> Frontend)
- - Moved acceptable livery layout lists for each car type out of the rebrand method so they are not always being defined whenever the method runs (GameStatsConstants)
- - Created a new method to handle the livery selection for the new season (Team -> SelectNewLiveryForSeason())
- - New livery selection will now occur on the day pre-season ends (Team -> OnPreSeasonEnd())
- - Sessions now start with the track lighting on if the weather conditions or time of day warrants it (EnvironmentManager -> ControlStormyWeatherLights(), EnvironmentManager -> PrepareForSession())
-
Version n16
- [AI Logic]
- - The AI will stop using excess tyre life when they have 1 lap overhead and there is no-one nearby to attack or defend from (DrivingStyle -> SingleSeaterAIDrivingStyle())
- [Gameplay]
- - The player can no longer see the current ERS charge of other teams in the standings (StandingsEntry -> SetVehicle())
- - The player can no longer see which ERS mode opponents are using (SimpleStandingsEntry -> SetVehicle(), StandingsEntry -> SetVehicle())
- - Adjusted distance at which a car's cornering speeds are adjusted by an attacking car (TrackLayoutSpeedController -> GetCorningSpeed())
- - Adjusted distance at which a car's cornering speeds are adjusted when attacking another car (TrackLayoutSpeedController -> GetCorningSpeed())
- - Decreased pit lane speed at Doha (Circuit -> SetPitLaneSpeedAdjuster())
- - Increased pit lane speed at Phoenix (Circuit -> SetPitLaneSpeedAdjuster())
- - Decreased pit lane speed at Singapore (Circuit -> SetPitLaneSpeedAdjuster())
- - Turned runwides back on (RunningWideDirector -> CanRunWide(), AIRacingBehaviour -> OnEnterGate())
- - First corner runwides are now decided using the same logic as normal runwides (RunningWideDirector -> CanRunWideOnFirstCorner())
- - Runwides will happen at increased rates during flying laps in qualifying (RunningWideDirector -> CanRunWide())
- - Implemented system that controls field spread by performance - if the performance gap becomes too great for a part, it will be automatically closed back up at season end. All new values maintain the percentage progress within the new performance range so that teams do not gain or lose relative to each other (Team -> OnDayEnd(), Team -> UpdatePerformanceSpreadValues(), CarManager -> PerformanceCatchup()) - This is an experimental feature, expect it to break...
- - Collisions are now disabled in qualifying so cars do not get stuck on each other (Vehicle -> CreateCollisionBounds())
- - Lapping cars are no longer slowed as much when doing so in a corner (TrackLayoutSpeedController -> GetCorningSpeed())
- - Cars passing traffic in corners during their flying laps now take a small reduction in cornering speed while doing so (TrackLayoutSpeedController -> GetCorningSpeed())
- - Overtake rolls are immediately rejected if either the attacker or defender is in a sector that currently has a yellow flag (OvertakeDirector -> CalculateOvertakeAttempt())
- [Bug Fixes]
- - Corrected distance calculations for overtake roll proximity bonus (OvertakeDirector -> CalculateOvertakeAttempt())
- - Corrected code where the AI would fuel for the laps remaining when they should not (SessionStrategy -> CalculateDesiredFuelLaps())
- [Other]
- - Changed the steering avoidance conditions for overtakes to force cars to only move offline to overtake if they have rolled a pass (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Added a specific condition for steering avoidance when a car is yielding (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Changed the steering avoidance for speed difference to only be active on straights and require a lower speed difference (AvoidanceSteeringBehaviour -> ShouldWriteAvoidanceToMap())
- - Reduced medium speed corner speed range (SessionPerformance -> GetSpeedForCorner())
- - Tier specific time costs are now subject to the time cost multiplier for the current track (SessionPerformance -> CalculateCarStats())
- - Rebalanced WMC stats so they fit into the intended 0 - 200 range at game start (Assets - DefaultParts)
- - Increased time costs across the car now that performance spread is more controlled (SessionPerformance -> CalculateCarStats())
- - Removed some redundant code (CarPartDesign -> SetSeasonStartingStats())
-
Version n15
- [AI Logic]
- - Added circuit overtake difficulty into the chances for AI teams to choose "Aggressive First Stint" as their starting stint choice (SessionStrategy -> SetDesiredPitLap())
- [Gameplay]
- - If a car is very close to the one ahead and has not rolled an overtake, they will have their brake power reduced (if it is better than the car they are following) and cornering speed set to that of the car ahead (if it is greater) (TrackLayoutSpeedController -> GetCorningSpeed())
- - Removed the defender bias from driving styles in overtake rolls (OvertakeDirector -> GetPointsForDrivingStyle())
- - Overtake difficulty is now a percentage chance for each overtake roll to immediately fail (OvertakeDirector -> CalculateOvertakeAttempt())
- - The total overtake attempt score of the attacker is now multiplied based on proximity to the defending car (OvertakeDirector -> CalculateOvertakeAttempt())
- - Reduced maximum overtake duration (AIOvertakingBehaviour -> SimulationUpdate())
- - Increased critical part time cost multipliers for the engine and gearbox, added a multiplier for them when they are 'Useful', and increased the multiplier for them when they are non-critical (CriticalCarPartPerformance -> PrepareForSession())
- - Slightly increased time costs for all areas of the car except brakes (SessionPerformance -> CalculateCarStats())
- - Increased car-to-car collision cooldown on lap 1 to prevent excessive collisions (Vehicle -> UpdateCollisionWithVehicles())
- [Bug Fixes]
- - Initial code to fix the "power moves" where cars will sometimes fly around corners and overtake multiple cars despite not even rolling an overtake (AvoidanceSpeedController -> CalculateDesiredSpeed())
- [Other]
- - Changed the way adjusted aggression is calculated (Team -> GetAdjustedAggression())
- - Took off one buffer lap by default if tyres are the limiting factor for a player car's stint when using AI control (SessionStrategy -> SetDesiredPitLap())
- - Returned overtake rolls to their original locations (AIRacingBehaviour -> OnEnterGate(), OnEnterCorner(), OnEnterStraight())
-
Version n14-v2
- [Bug Fixes]
- - Corrected issue where the AI would ignore the laps until the weather change and instead run the stint to the lap count if the tyre they currently had fitted was able to do so
-
Version n14
- [AI Logic]
- - Expanded the possible refuelling levels when 80% tanks are active (SessionStrategy -> CalculateDesiredFuelLaps())
- - Added extra outlap overhead in qualifying to account for the incorrect tyre for the weather on the outlap, or a busy track(GaragePathState -> SetWaitDuration())
- - Increased minimum aggression requirement to use Attack when using up tyre overhead (DrivingStyle -> SingleSeaterAIDrivingStyle())
- [Gameplay]
- - Reduced the benefit of weight stripping to 1 performance per 1% reliability (CarPartStats -> performanceGainedPerReliabilityPointWeightStripped)
- - Reduced slipstream bonus at Phoenix A (DrivingStyle -> SetSlipstreamBonus())
- - Removed slowdown for 'corners' at Phoenix A (SessionPerformance -> GetSpeedForCorner(), TrackLayoutSpeedController -> GetCorningSpeed())
- - Reduced possible SC duration to a maximum of 5 laps (AISafetyCarBehaviour -> OnEnter())
- - Reduced the difference between the minimum and maximum completion times of various pit tasks (Assets -> SingleSeaterDesignData)
- - Player vehicles no longer set their pit lap to a weather change lap when under AI control, only fuel, tyres, or lap count (SessionStrategy -> SetDesiredPitLap())
- - Tyre life readouts are now tied to Telemetry Centre level, you will get more precise information as you upgrade it (TyreSet -> GetConditionText())
- [Bug Fixes]
- - Cars that retire while under SC will no longer break the whole thing (AIRetiredBehaviour -> OnEnter())
- [Other]
- - Minor refactoring to the logic that handles double stacking avoidance (SessionStrategy -> UpdateDesiredPitLap())
- - General refactoring to the logic that handles setting pit laps to reduce repetition and improve both game and AI performance (SessionStrategy -> SetDesiredPitLap())
- - Weight stripping values will now be reloaded on game load, to allow changing the value mid-career (Championship -> OnLoad())
- - Created a new method for adjusted aggression so it can be used more easily elsewhere (Team -> GetAdjustedAggression())
- - Added GetAdjustedAggression() calls to three methods (SessionStrategy -> GetTyresForRaceStart(), DrivingStyle -> SingleSeaterAIDrivingStyle(), SessionStrategy -> SetDesiredPitLap())
- - Halved the time gain per point of performance for engines and gearboxes (SessionPerformance -> CalculateCarStats())
-
Version 1.52n13
- [AI Logic]
- - Removed the ability for the AI to choose the "Soft Final Stint" strategy if 40% tanks are in use (SessionStrategy -> SetDesiredPitLap())
- - The AI will now have a chance to fuel for half of the remaining distance if double the fuel tank can reach beyond the end, resulting in 2 shorter stints (SessionStrategy -> CalculateDesiredFuelLaps())
- - The AI now have the ability to use the "Aggressive First Stint" strategy when 40% tanks are in use (SessionStrategy -> SetDesiredPitLap())
- - The AI now have the ability to use the "Stretch Fuel" strategy when 40% tanks are in use, and double the fuel tank plus 20% can reach the end (needs wider testing to ensure proper functionality) (SessionStrategy -> SetDesiredPitLap())
- - Fully refactored AI driving styles (DrivingStyle -> SingleSeaterAIDrivingStyle())
- - Further reworked AI tyre selection at race start (actually using my brain this time) so they should be more likely to pick the softer tyre the further up they start (SessionStrategy -> GetTyresForRaceStart())
- [Gameplay]
- - Brakes are now considered when making overtake rolls - being alongside a car when making the roll will negate the penalty for having worse brakes than the defending car (OvertakeDirector -> CalculateOvertakeAttempt())
- - Reduced car-to-car collision chance on lap 1 (Vehicle -> UpdateCollisionWithVehicles())
- - The 60XP limit for ERS has now been removed as overskilled drivers will look for other drives before the end of their contract (Person -> GetInterestedToTalkReaction())
- - Adaptability is no longer skewed to the defender when making overtake rolls in the wet (OvertakeDirector -> CalculateOvertakeAttempt())
- [Bug Fixes]
- - Corrected a messed up calculation when scaling aggression to chairman happiness and position (DrivingStyle -> SingleSeaterAIDrivingStyle())
- - Tyre condition is now set to a low value on the puncture collision event to prevent the AI picking that tyre again later (TyreSet -> AddPunctureOnCollision())
- - Corrected code that was causing the AI to use a softer tyre even when the fuel and the middle tyre could reach the end when using the 40% tanks rule (SessionStrategy -> TyresForSmallTanks())
- [Other]
- - Removed various output log calls
- - Added a force reload of the suppliers when pre-season is starting to trigger an update on the available suppliers (let me know if this still isn't working properly) (Championship -> OnPreseasonStart())
-
Version 1.52n12
- Rebirth Redux 1.52n12 Changelog:
- [AI Logic]
- - The AI will try to stretch a tyre if their stint will be decided by tyre life, but stretching an additional percentage will get them to half distance (SessionStrategy -> SetDesiredPitLap())
- - The AI no longer take off 'buffer laps' for their tyre selection at pit stops, this is handled by the desired lap system (SessionStrategy -> TyresForNoRefuelling(), TyresForSmallTanks(), TyresForLargeTanks())
- - The AI now use a different method to calculate their laps remaining when deciding to make a stop close to the end of the race (SessionStrategy -> DoesVehicleNeedToPit())
- - Reworked AI driving style logic (DrivingStyle -> SingleSeaterAIDrivingStyle())
- - The AI can now designate their first stint in a race as an aggressive stint to allow more attacking actions (SessionStrategy -> SetDesiredPitLap())
- - Adjusted AI tyre selection at race start, cars starting high are more likely to select the softest tyre to start (SessionStrategy -> GetTyresForRaceStart())
- [Gameplay]
- - Slightly increased the chance for a car to crash (CrashDirector -> VehicleWillCrash())
- - Slightly decreased the chance for a car to suffer mechanical issues (CarPartCondition -> GetNextConditionLoss())
- - Decreased the chance for a lockup (TyreLockUpDirector -> IsTyreLockUpViable())
- - Decreased the speed of cars on an in-lap during qualifying (InOutLapSpeedController -> CalculateDesiredSpeed())
- - Decreased the cornering speed of cars on an in-lap during qualifying(TrackLayoutSpeedController -> GetCorningSpeed)
- - Cars no longer have their cornering speed influenced by the car behind if they are simply within the overtaking zone (TrackLayoutSpeedController -> GetCorningSpeed())
- - The minimum range to the car ahead in qualifying prior to starting a flying lap is vastly reduced in the last minute of the session (DrivingStyle -> YieldForVehicle())
- - Tyres cool faster when over 50% temperature while on a straight and using Back Up or Conserve (TyreSet -> ExpectedTyreDrivingStyleTemperatureChange())
- - Tyres warm slower while on a straight and using Attack or Push (TyreSet -> ExpectedTyreDrivingStyleTemperatureChange())
- - Part deg steps now range from 8 to 16 in a race session (CarConditionPerformance -> PrepareForSession())
- - Cornering speeds for cars with broken front wings, rear wings, or suspension have been reduced (TrackLayoutSpeedController -> GetCorningSpeed())
- - Reduced the direct time cost for broken suspension and rear wings as they now suffer cornering speed penalties (Assets -> SingleSeaterDesignData)
- - Removed some redundant or nonsensical elements in the overtake rolls (OvertakeDirector -> CalculateOvertakeAttempt())
- - Created new condition requirements for overtake rolls (OvertakeDirector -> CalculateOvertakeAttempt())
- - Added an overtaking difficulty attribute to every circuit that influences the outcomes all overtake rolls (Circuit -> SetOvertakingDifficulty())
- - Pit lane speeds with the low speed rule are now adjusted based on time cost to lap time to allow more strategies (Circuit -> SetPitLaneSpeedAdjuster())
- - Reduced speed penalty for cars who are currently running wide (PathTypeSpeedController -> CalculateDesiredSpeed())
- [Bug Fixes]
- - Cars with punctures are now less likely to obstruct other cars (TyrePerformance -> SimulationUpdate())
- - Re-normalised time cost for incorrect tread type across all tyres (Assets -> SingleSeaterDesignData)
- [Other]
- - The time costs for car performance, driver stats, current fuel, and tyre performance are now being collected and used in a new method for driving style considerations (SessionStrategy -> EstimatedLapTimeForDriverAndCar())
- - Time now stops fast forwarding when part reliability or performance improvements are complete, although it is temperamental at times (PartImprovement -> SetEndDate())
- - Created new method that will set a part to 0% reliability if retirement level damage is rolled in an accident (Car -> OnCollisionRetirement())
- - Refactored some of the code when car-to-car collisions happen and damage is applied. Damage to endurance cars is no longer checked when in single seaters, for example (RaceDirector -> ProcessCollisionDamage())
- - Refactored some vanilla code to include additional behaviour types when checking if a car is able to participate in a car-to-car collision (RaceDirector -> VehicleInCorrectStateForCollisionDamage())
- - Added crash roll for each car while processing collision damage to have cars retire on track from collision damage if applicable (RaceDirector -> ProcessCollisionDamage())
- - Cars are no longer declared as retired as a result of crash damage, they are instead pushed through the standard crash logic and will crash if they are put into a crash lane before getting to the pits (RaceDirector -> ProcessCollisionDamage())
- - Added getter to allow access to the queued status so that a car can crash even if they plan a pitstop before it happens (the crash would be negated normally) (SessionStrategy - queuedStatus, PathController -> EnterCrashLane())
- - The crashing status is now wiped at pit exit if it is queued, as the crash status is caused by crash damage that is now fixed (SessionStrategy -> OnExitPitlane())
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- Author's activity
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February 2024
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03 Feb 2024, 11:03AM | Action by: BrianUK
Attribute change
'Description changed.'
January 2024
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26 Jan 2024, 7:28PM | Action by: BrianUK
Attribute change
'Description changed.'
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26 Jan 2024, 7:27PM | Action by: BrianUK
Attribute change
'Description changed.'
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17 Jan 2024, 4:02PM | Action by: BrianUK
Attribute change
'Mod version changed to n18.'
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15 Jan 2024, 3:58PM | Action by: BrianUK
Changelog added
'Change log added for version n18'
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15 Jan 2024, 3:57PM | Action by: BrianUK
File added
'Rebirth Redux Nightly n18 [version n18]'
December 2023
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31 Dec 2023, 11:24AM | Action by: BrianUK
Changelog added
'Change log added for version n17'
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31 Dec 2023, 11:22AM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly n16\' category changed to Old versions.'
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31 Dec 2023, 11:21AM | Action by: BrianUK
File added
'Rebirth Redux Nightly n17 [version n17]'
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18 Dec 2023, 9:37AM | Action by: BrianUK
Mod image added
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07 Dec 2023, 3:51PM | Action by: BrianUK
Changelog added
'Change log added for version n16'
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07 Dec 2023, 3:50PM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly n15\' category changed to Old versions.'
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07 Dec 2023, 3:50PM | Action by: BrianUK
File added
'Rebirth Redux Nightly n16 [version n16]'
November 2023
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26 Nov 2023, 11:05AM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly n14 v2\' category changed to Old versions.'
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26 Nov 2023, 11:04AM | Action by: BrianUK
Changelog added
'Change log added for version n15'
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26 Nov 2023, 11:03AM | Action by: BrianUK
File added
'Rebirth Redux Nightly n15 [version n15]'
October 2023
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04 Oct 2023, 5:49PM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly 1.52n13\' changed to \'Rebirth Redux Nightly n13\'.
File \'Rebirth Redux Nightly n13\' version changed to n13.'
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04 Oct 2023, 5:49PM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly 1.52n12\' changed to \'Rebirth Redux Nightly n12\'.
File \'Rebirth Redux Nightly n12\' version changed to n12.'
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04 Oct 2023, 5:37PM | Action by: BrianUK
Changelog added
'Change log added for version n14-v2'
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04 Oct 2023, 5:35PM | Action by: BrianUK
Attribute change
'File \'Rebirth Redux Nightly n14\' category changed to Old versions.'
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- Mod page activity
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May 2024
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20 May 2024, 5:48PM | Action by: TheMavicxd
Endorsed
'Rebirth Redux'
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12 May 2024, 11:58PM | Action by: hottt3
Tracked
'Rebirth Redux'
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12 May 2024, 11:09AM | Action by: Walt9
Tracked
'Rebirth Redux'
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04 May 2024, 5:45PM | Action by: Emercaster
Untracked
'Rebirth Redux'
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04 May 2024, 5:45PM | Action by: Emercaster
Tracked
'Rebirth Redux'
April 2024
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29 Apr 2024, 6:46PM | Action by: BasedMania
Tracked
'Rebirth Redux'
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29 Apr 2024, 6:46PM | Action by: BasedMania
Endorsed
'Rebirth Redux'
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28 Apr 2024, 7:47PM | Action by: BLACKcOPstRIPPa
Tracked
'Rebirth Redux'
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27 Apr 2024, 3:55PM | Action by: binolus
Endorsed
'Rebirth Redux'
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26 Apr 2024, 3:25AM | Action by: frozentousen
Tracked
'Rebirth Redux'
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22 Apr 2024, 11:04PM | Action by: BlissfulTardy
Tracked
'Rebirth Redux'
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19 Apr 2024, 10:29PM | Action by: donaldpalmer210
Endorsed
'Rebirth Redux'
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16 Apr 2024, 7:59AM | Action by: Kartti
Tracked
'Rebirth Redux'
March 2024
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27 Mar 2024, 4:29PM | Action by: lonelylion1952
Endorsed
'Rebirth Redux'
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27 Mar 2024, 4:12PM | Action by: marcogib
Tracked
'Rebirth Redux'
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21 Mar 2024, 2:53PM | Action by: FireflyFallout400
Tracked
'Rebirth Redux'
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21 Mar 2024, 12:47AM | Action by: Excelsior89
Endorsed
'Rebirth Redux'
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12 Mar 2024, 5:25PM | Action by: Flopris
Endorsed
'Rebirth Redux'
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12 Mar 2024, 5:24PM | Action by: Flopris
Tracked
'Rebirth Redux'
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06 Mar 2024, 5:09AM | Action by: chapseven
Tracked
'Rebirth Redux'
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