Motorsport Manager

Motorsport Manager

(HighQuality-Mod / WIP) Ultimate F1 Retro Season Mod - Season 1995, 1996, 1998, 2000 and 2002
Showing 1-10 of 37 entries
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Update: Jun 7 @ 3:18am

- mod version is now 0.44.20a
- fixed a database bug causing the game to crash in pre season in 2006

Update: Apr 2 @ 1:06pm

- mod version is now 0.44.20
- if you change your team name and logo throughout a team event you will now also get the correct chassis logo
- updated HQs for all seasons
- drivers will have significantly fewer accidents if the "driver aids allowed" rule is active
- added a new rule that reduces the crash chance massively when active (advanced driver aids allowed)
- teams no longer have to run on the set of tyres from Q2 if they have made it into Q3
- at the start of a new career, the chief designer will send an email with the most important information about car design
- fixed a bug that made AI teams built an enormous amount of equal parts and wasting a lot of money
- added a lot of sponsors for 2003 until 2025

Update: Feb 26 @ 9:09am

- mod version is now 0.44.16
- fixed a bug with the ‘Gone Rouge’ personality trait - the driver will now change his race and engine strategy
- difficulty settings have been changed as it did not make sense to use a difficulty level above 10. We have halved the steps so that difficulty level 10 now corresponds to the previous difficulty level 5
- added all existing suppliers from 2003 to 2025
- added a lot of new sponsors from 2003 to 2025
- minor database changes

Update: Jan 25 @ 2:29am

Update: Jan 25 @ 2:27am

Update: Oct 30, 2024 @ 4:25am

- mod version is now 0.44.13
- the calculation of the driver potential has been corrected
- fixed a bug that named an incorrect part in the test report email, which was not improved at all
- fixed a bug that showed incorrect results in testing report mail
- fixed a bug that did not show some driver's history entries
- fixed a bug that allowed the team to have a 10/10 chassis, even though the conditions for this were not met
- if you change a car part, both driver will now evaluate their cars (no exploit anymore)
- offers from main sponsors are now only available after the start of the season
- removed all remaining vanilla tracks for the voting of the rule changes
- maximum account of tracks changed to 16 to 20 per Season in F1
- FIA will present a provisional race calendar for the years 1995 to 2001 (will be based on the original race calendars) - this can then be adapted by rule changes
- we have reactivated many rule changes (e.g. qualifying rules, points system, driver aids) - they will be selectable a year before they actually appear in F1
- expectation of the chairman: you will now receive a -15 discount on marketability if you choose the worst option for the current Season
- team marketability is now capped by last seasons championship result; first place means 100% and is reduced by 3% per place
- when changing teams, the account balance of the target team is now retained in any case
- the staff centre no longer increases the capabilities of the pit crew
- reworked components for engine design
- reworked the way AI teams build new parts
- components provided by designers can now only be built if the corresponding building also has the appropriate level
- HQ buildings no longer support driver development for non-F1 teams. This is to prevent young drivers from developing to their maximum too quickly
- rebalanced 1996 season
- added special team events for 1996 season (Sauber, Minardi, Forti, Footwork, Ligier)

Update: Jul 31, 2024 @ 12:10pm

- mod version is now 0.42.30
- fixed a bug that caused a fourth driver slot to be created for Team Simtek when using the Simtek database version in the 1995 season

Update: Jul 5, 2024 @ 2:40pm

- mod version is now 0.42.28a
- hotfix: fixed missing button in email when a Paydriver looses his sponsor
- corrected nationality of Jean Todt ;)
- rebalanced building costs for most of HQ buildings

Update: Jun 19, 2024 @ 2:25am

- mod version is now 0.42.28
- new Season 1995
- implemented special team events for 1995
- changed some interview cosequences
- calculation of AI difficulty levels changed; range now from 0 to 20; 0 = normal and 20 = most difficult mode; every level will reduce player car performance for 0,15% up to 3% max
- bug fixed that Vanilla game did not use any tyre or session bonus ahcieved during practice; time influence from bonuses rebalanced
- refueling bonus from mechanics now decrease refueling time by 25%
- fixed a bug in the creation of parts, where the component selection was not performed correctly by the trait (designer) "Adds a random component"
- at the end of each season, the system now checks whether a actual F1 driver's personal sponsorship contract (paydriver trait) will be renewed or not; stronger drivers are more likely to have their contract expire

Update: Mar 7, 2024 @ 9:40am

- mod version is now 0.41.9
- fixed "resource hog"-trait - this will no longer affect drivers who have reached their peak age
- fixed a bug that showed unfilled stars when drivers reached peak age
- fixed race counter of endurance series
- corrected "Income per race" display - payments from paydrivers who do not participate in races are not taken into account
- added a missing preseason dilemma
- adapted how AI designs risky parts
- AI teams will change their liveries for next season
- AI teams will now update their behavoir how they select part components every season
- change time for repairing wings during a race
- adjusted pitstop times
- first steps of rebalancing tyre wear and ai pitstop behavior
- corrected track lenght and race laps for every track (besides Monte Carlo as their are special conditions)