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When the car gets out of the pits and goes for over 1 and half lap with the engine option at Low is really bad.
Or at the first Lap goes with Low at tires and Push at the engine.
Or at 30% of tires enabling the conserver i mean why?It's time for Pit stop burn the tires.Attack is the option.
Especially when you are in a challenge.I have real OSD with me 16 wins whatever is the challenge and I am 2 races away from unlocking the Motorsport Legend Trait to see what is this new Trait when creating a character and Sharp make ♥♥♥♥♥♥ decisions inside the race.
In ernie's challenge it has ERS in F1 and it's really a cheat plus the sprinkles that the Ai don't know when to go inside to change tires and messing around in wet track with soft medium etc etc.
You don't want the Gone Rogue Trait you want to get inside the Pit fast recharge the maximum 100% with the battery if it is possible if not reload before the pit stop and try again with the 75% change the tires to inter or wet depends.The Attack/Overtake enable hybrid mode and win the race simple.
I don't want for 2 laps the driver to go Low at engine with fuel to spare.
Each to their own, However... the reason that I love this micromanagement change is we that we are not actually telling the game what we want it to do for us on the track but rather we are telling the computer to race our cars exactly the same way as it races the AI cars. It removes the player's skill at actually racing from the equasion for better or for worse and gives the perfect level playing field to test a players skill at recruiting the best drivers, making the best car etc... If your playing the game from the Macro management level then this change is more about adding emphasis and meaning to your decisions off the racetrack.
I do understand some things the AI have done are not practical, the best example is when a part hits red the car will go into limp mode and conserve itself until pits. If your at the start of a season or stripping the car back for speed then limp mode on red is a tactical nightmare. Consider however if I told the game to put all AI cars in limp mode on red parts but if the player hits red keep going full speed; all I've achieved then is writing a better ai for the player.. if i made several of these changes all it will ultimatley do is makes the player faster than the AI, the level playing field is gone and for all my changes i've effectivly just said if the AI can go 100% fast then make the player 130% fast.
Racer +2 at all stats
First Lap Hero +4 to all stats for the 1 Lap
wet weather pro +2 to all stats
Timesheet and Quali +2 to all stats during Practice and Quali
Renewed Passion +1 to all stats
Refocused +1 to all stats
And let then all the job to the AI.
You know what is the funny thing let me tell you an example for those who don't know.
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6 Simple screenshots for a Qualification round what do you see here?Let me explain at the 1st ss Chapman get out of the pits the most important here he is BEHIND Nina.
2nd out of the pits max out the sliders so the tires goes red also the brakes.
3rd and 4rth keep the sliders maxed out until you reach the maximum red when you are close slow down to push or normal.
The most IMPORTANT ss is the the 5th why?Do you see the grey line that you approaching at the end of the truck that is exactly above the Letter <<S>> of the word Speed Up??Then it's time to make the sliders at the Lowest.
SS 6 you see the result.
You will start to wonder why the Chapman is behind Nina??Well SLIPSTREAM yeah slipstream.
In this last turn Chapman will manage to pass Nina with slipstream and will start a perfect lap even if you hit overheated on tires or good and when he pass Nina will also benefit from some slipstream because she is behind.
Perfect 1-2 Quali epsecially when you start at the last 3 min when the Grip is High on the track.
Try it and if you are not get better lap times from the ♥♥♥♥♥♥ Stimulate Option i will <<go Rogue>> HAHA
And here come the Question does your Mod do all these??
Does your mod when there is a Quali and it's rainy but there are these 2 random minutes inside this Quali that the Rain will be lower and the track is not so wet and allow you to make faster Lap with Inter??
Does All of these do it??If it does i will install it but it doesn't sorry my friend.And there are other more awesome tips if i want to continue that will benefit the player inside the Race.
So for players that have mastered the mechanics of the game is not an option.My opinion my gameplay don't get upset about this :)
Not upset at all; this mod is designed to do something completely different to what your looking for, it suits a different niche of players. Im sure someone out there will create a mod more suitable for your needs in time.
You really need to make the practice with only one and only one tire.Why?
Simple answer 3 Quali rounds.You don't want the Ai to make test and change tires you will not then have tires for the race.
So Practice run all the practice with one Ultra Soft if it is possible.
Take the traits +15% for Ultra Soft performance and the +15% for race and Quali.
Inside the 3 Quali rounds always get out on the last 2.5 to 3 minutes always use one tire per Quali.
Final Result you will have more Ultra Soft tires inside the race from the other teams.
Again does the mod do all these?Don't get upset again my opinion my gameplay.
There will be no mod never to master all of these trust me on that :))
Plus i don't know if any of these guides i mentioned above there are anywhere on steam community or anywhere else.
If i was a Youtuber i will made guides like these to help some people who love the game.
you are barking at the wrong place
this mod doesn't even call for pit etc, it only mod how the driver style works without the need of player clicking it
for 3step quali, you can still simulate session on 1 and 3 then do it manually (to save chosen tyres) on 2
what you ask is not even implemented in game, what this mod does is only take the A.I behaviour when controlling the A.I teams then implemented it in player teams when it's racing time
dont post them here, make your own thread for this.
i use this mod cause im just not interested in the "training minigame", i wanna run a raceteam, the setup is the problem of the driver and his mechanic in my oppinion.
i also have just a little sparetime cause i have a reallife and a job so this mod takes the tedious time consuming slidergame away from me. the devs should rework that whole setup system cause it just lacks of realism and is not fun at all...
big thanks to OddessaX for updating this :)
No probs :) I'm playing destiny 2 at the moment but I'll keep an eye out for the patch drop and update the file again if the devs dont return.
1. One of my drivers has super overtake mode, will the mod take this in to account and use it? Or is it not worth selecting.
2. Can i override the mod and select a different mode?
Or
3. Will it always use the best mode for the part of the race/position that the driver is in.
Once again many thanks for the mod
Ok lets see what I can answer here; Im not sure about overtake mode easiest way to tell would be just to watch a race. If it gets selected then you have your answer. From what I can see this trait is not factored in... but not really sure.
2. You can override a mode but the second it wants to change to a different one it will overwrite you... so not really. Im playing around with some controls to turn it on and off during the game but have no idea how successful that will be.
3. Its not really a case of whether its using the best or worst mode for the race; truth is it could be on slow mode for the entire race and it wouldnt make a difference because the AI cars follow the exact same rules as the player. If the player slows down when tirewear hits 15% then the AI will slow down when it hits 15%. As they make the AI better in the game the player will get better but they will always be exactly the same.
In general these are the rules the player and AI follow
IF the car is in the PITS or has seen a checkered flag or is under a yellow light then it will change the drive style to backup and engine to low
IF a car condition part is RED it will change the engine to low but not touch the tyres.
IF the car is not under any of the above situations then it will actually go through a metric tone of formulas (I mean really its impressive) to judge wether the car needs to slow down speed up, burn tires or concerve them based on factors of distance, fuel, position, estimated finish time, estimated number of stops needed to take the race, weather etc... basically you car becomes an AI car and it takes on every single calculation that they do to determine the best course of action.
So I can override AI orders but it takes control as soon as it wants to make changes again, ok. But doesn't this mean that if AI uses yellow mode and I want order my driver to attack (overtake situation or critical moment in the race) then AI will just ignore the order because it has choosen yellow mode as the best option already?
There was an interesting thread where I suggested a system that would reduce micromanagement but would still keep you in control as manager should be able to:
http://steamcommunity.com/app/415200/discussions/0/1471969431588254086/?ctp=4#c1471969431601804968
many thanks for your answer, it really is a impressive work
hey I tried the
141 - No Micro, Zoom & Speed, Perfect Setup
https://www.dropbox.com/s/8tp1gq84h8thktg/Assembly-CSharp.zip?dl=0
but my team was micro managed during the race automatically..
zoom speed mod part works fine as is perfect setup
then I had a mod warning crash after race..
in qualifying or creating best time, the A.I will select that if it's available
but for race mode, it will be selected if some condition are met like when the driver want to catch the driver in the front, if super overtake available, that one will be chosen but if not, then only overtake ( red one) get chosen