Motorsport Manager

Motorsport Manager

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Vanilla Plus Rebalance
   
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Oct 18, 2021 @ 12:40pm
Oct 18, 2022 @ 5:23am
14 Change Notes ( view )

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Vanilla Plus Rebalance

Description
This mod aims to improve the mechanics and realism of Motorsport Manager, to the extent that one can without DLL changes.

- Top speeds have been slashed to more believable levels; WMC cars will have trouble reaching 370km/h at first. Acceleration, braking and especially corner speeds have been boosted a lot to compensate, but lap times will nonetheless be slower than vanilla. Also, cars in lower championships are more noticeably slower than their tier 1 counterparts in each series.

- Whilst it's still the most important part governing speed, engines no longer give a disproportionate benefit compared to money and resources spent, whilst handling-based parts are a lot more important in this mod. Car performance has a more noticeable effect in GT series compared to vanilla, where the scalars in GT series were suppressed.

- Supplier costs when building a new chassis have been changed, to provide a more linear benefit between money spent and chassis quality. Hammer and Shimizu are now stronger engine suppliers to better reflect the lore of them being champions in GT and Endurance. Minor fixes have also been made to ensure that suppliers are giving discounts to the teams they're actually supposed to be.

- Part/HQ costs, along with build times, have been revised to better match relative benefits. The Design Centre for example is cheaper, since it offers little benefit beyond unlocking more buildings. Also, the Road Car Factory and Theme Park have been halved in revenue generated. This is to prevent teams that own one or both from trivialising financial management. In return, they only cost half as much to build (less than half in the case of the Theme Park).

- Various changes to the DesignData files result in more consistent game behaviour and fewer bugs, regardless of race length or series. ERS has been changed to drain slower, but provide more realistic and subdued benefits. Wet tracks will now see lap times drop off a lot more. There's no more tyre cliff, but tyre degradation past 50% is a lot heavier, and an attempt has been made to make harder tyres more useful in endurance series especially.

- The WMC rulebook follows that of modern F1 more closely, with three stage qualifying, ERS (power mode only), and a race length equivalent to Grand Prix distance. I also decided to make the initial points system in APSC and IGTC top 8, and limit the ability to turn WMC, IGTC and IEC-A into full spec series. Random grids and points for top 5 have been removed entirely as I find both rules to be quite silly (and random grids can crash the game if voted in).

Additional thanks to Lonewolf and Pyrasaurus for helping me make sure the new files don't crash the game.
20 Comments
Gin N Rum 5454 Jul 29, 2024 @ 6:32am 
I agree, in the base game errors were more rare than they should be, but this seems too frequent.
Regarding number 2, I've tested it over 20 times and every time it fully charges (no charging animation plays) and it says like 2 billion percent charge (not actually 2 billion, still the regular 100%)
3, makes sense, realistically it is hard to keep temps high

side note: let me know if you need any logs or anything from my game, thanks for clearing up those questions.
Ohayoghurt  [author] Jul 29, 2024 @ 6:04am 
@Gin regarding comment 1, it's plausible that certain numbers I fiddled with in the designdata files that I didn't think did anything actually changed the way the game handles lock up and crash thresholds. If so, this might actually be useful for future modding efforts as there are players who believe the final vanilla build made driver errors too rare.

However, I can't think of why #2 would be happening off the top of my head. I'll look into it but maybe you just had a good run of luck with the ERS charging. #3 is intentional behaviour; I made the softer compounds just a little bit easier to push on, and also increased the benefits of a high tyre heating rating on Short/Medium race length.
Gin N Rum 5454 Jul 28, 2024 @ 9:03pm 
oh one more thing, sorry keep remembering different things. the tyre temp is way different,. is that supposed to be like that
Gin N Rum 5454 Jul 28, 2024 @ 8:15pm 
Oh also does it bug out the ERS? I can fully charge the battery without it ever "overcharging"
Gin N Rum 5454 Jul 28, 2024 @ 5:35pm 
Does this mod mess with the chance lock ups and crashes because they are happening multiple times every race?
Unfinished Legacy Jul 20, 2024 @ 8:52pm 
will there be a mod that makes the endurance race longer?
Bridger Jan 11, 2023 @ 2:25pm 
Is there a way to balance how long pitstops take vs. mistake chance? It seems like "Fast" pitstop is *always* the best choice. Rarely have I ever seen a mistake that cost me more time than the extra 4-6 seconds (or 10-12) that it would take to finish with the "medium" or "slow" options.
Finarfin Sep 24, 2022 @ 10:01am 
Thanks for the explanation, Ohayoghurt. And for the nice mod, of course.
Ohayoghurt  [author] Sep 24, 2022 @ 9:02am 
It means that you can use all tyre compounds down to 0% without experiencing a sudden drop in pace. However;

a: the natural levels of degradation in this mod will make worn tyres produce slow lap times regardless.
b: you still get a puncture once the tyre actually hits 0%.

My opinion is that you'll typically want to pit well before 0% in this mod, but the option to stretch a stint out is there if you need it.
Finarfin Sep 24, 2022 @ 8:10am 
What does it mean about there being no more 'tyre cliff?' Could you explain a little bit. Does that mean that we can no longer, for example, assume that Softs are still valid up to 10% left, and that they are actually have more wear than in the standard game?