Motorsport Manager

Motorsport Manager

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alann2009 Dec 31, 2019 @ 3:13am
Pitcrew
Is there a (or can somebody make a mod that stops my pitcrew getting tired as its kinda annoying when you get good crew then after a year they no good.
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Showing 1-6 of 6 comments
shortshifted78 Dec 31, 2019 @ 5:23am 
Are you comfortable editing a xxxDesignData file (where xxx stands for singleseater, GT, or endurance)? There is a section at the end of each race distance that deals with the pit crew; their costs, when they peak, and how much morale/stamina they lose per mistake and per race.
When originally implemented, the pit crew members didn't last a season and felt like a way to just burn through money. After the last patch it was a little more reasonable.
alann2009 Dec 31, 2019 @ 6:37am 
Never done it and dunno how, easy?
bchrac Jan 2, 2020 @ 5:31pm 
I use the automanage to ensure my pit crew members have their contracts renewed, if they are not burnt out. When new hires show up in the pit crew, I reject any I don't care for so they never get hired by the auto management. I do sometimes override deployment but only if my ranking seems low.
bchrac Jan 4, 2020 @ 9:00pm 
pitcrews are such a miniscule part of the game hope you find a solution you can live with. peace out
shortshifted78 Jan 5, 2020 @ 11:43am 
If you are using a mod, then it is as "simple" as going to the folder of the mod, opening the DesignData sub-folder and finding the xxxDesignData.xml file related to the series you want to look at. Open the .xml with notepad or preferably notepad++.
There will be 3 pitcrew sections, one for each race distance option. First thing you want to look for is
<!-- Regen Rules --> <!-- How many months before the pit crew reaches peak age and retire --> <MinMonthsToPeakAge>30</MinMonthsToPeakAge> <MaxMonthsToPeakAge>120</MaxMonthsToPeakAge>
This deals with how long a crew member can last on a team, prior to version 1.51 (or around there) had something like 12 or 18 months for the maximum. meaning you couldn't keep a good find for more than 1 season. My mod for example uses the values above.

The other thing you want to look at is
<!-- Confidence Impacts, for decrease and increase rate at the end of every race --> <!-- Confidence is a stat from 0 to 1 --> <FrontJackConfidenceDecrease>0.03</FrontJackConfidenceDecrease> <RearJackConfidenceDecrease>0.03</RearJackConfidenceDecrease> <TyresConfidenceDecrease>0.04</TyresConfidenceDecrease> <FixingPartsConfidenceDecrease>0.03</FixingPartsConfidenceDecrease> <RefuellingConfidenceDecrease>0.04</RefuellingConfidenceDecrease> <!-- Additional confidence hit when making mistakes --> <FrontJackConfidenceDecreaseMistake>0.05</FrontJackConfidenceDecreaseMistake> <RearJackConfidenceDecreaseMistake>0.05</RearJackConfidenceDecreaseMistake> <TyresConfidenceDecreaseMistake>0.10</TyresConfidenceDecreaseMistake> <FixingPartsConfidenceDecreaseMistake>0.08</FixingPartsConfidenceDecreaseMistake> <RefuellingConfidenceDecreaseMistake>0.10</RefuellingConfidenceDecreaseMistake>

These numbers are much higher in vanilla leading to a lot of jockeying of pit crew members around or requiring to have a deep "bench" of reserve pitcrew members to swap around with.

Keep in mind there are 3 of these in each designdata and you will need to adjust each one.

Now, if you don't have a mod and are running vanilla, you need to download the unity asset bundle extractor (UABE), make a backup of resources.assets, use UABE to open resources.assets, find the text asset that has the right designdata name, hit the plug-in button to export to txt. Find the exported txt file and change txt to xml and open with notepad or notepad++ as noted above. HOWEVER, you then need to save the file and then use the UABE to then IMPORT the .xml back into the resources.assets file. You then need to start a new career to guarantee that the changes take effect
Last edited by shortshifted78; Jan 5, 2020 @ 11:44am
alann2009 Jan 7, 2020 @ 1:19am 
Thankyou :)
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Date Posted: Dec 31, 2019 @ 3:13am
Posts: 6