Motorsport Manager

Motorsport Manager

Vanilla Plus Rebalance
23 Comments
★MrDragon★ Oct 8 @ 6:33am 
hi quick question does the mod have a randomizer possiblity? what i mean is that the drivers are in random teams at the start of a new season
Ohayoghurt  [author] Jun 27 @ 7:25pm 
The game has long since been considered 'done' by the developer, so this mod will work exactly the same as it did when I last updated it in 2022. It should still do everything that is advertised in the description.
Andre Ruas Jun 27 @ 4:13pm 
Is this mod still worth using today? Or have game updates overcome these shortcomings?
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?
BabyBatBoy 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?
Ohayoghurt  [author] Sep 17, 2022 @ 3:32am 
This mod should make the game more difficult, but in a way that remains fair to the player. The key is that the more 'broken' strategies you can use in vanilla have been rendered a lot less effective here, and the cost adjustments also mean there are fewer 'bad' choices for the AI to make in regards to how they invest in their car and facilities.
Roel Sep 16, 2022 @ 1:01pm 
Do any of these changes increase the difficulty / make AI teams more competitive? Thanks
Ohayoghurt  [author] Jan 9, 2022 @ 9:32pm 
Unfortunately not. Much of the database is "locked in" on new game start so to speak.
Ghost in the Kas Jan 9, 2022 @ 6:51pm 
Is there a way to make it work on a save?
CQR Myles Oct 29, 2021 @ 5:32am 
I found the problem, the 'Better Progression X3' mod was preventing it from working.
Nexxus Drako Oct 29, 2021 @ 4:38am 
It’s not the AI. It’s the changes that the AI can’t cope with. It’s fine though, it ends up settling down after a few races. The ERS just starts with garbage parts.
Conqueeftador Oct 28, 2021 @ 11:48pm 
Okay, i need to know, what does this mod do to the AI? I started a new save in the ERS and every single race thus far cars have gone flying (not quite literally) resulting in half the grid needing to pit for repairs, often before lap 4.

This is not a complaint, this is legit fun, but i wanna know how you achieved this: it's glorious.
Ohayoghurt  [author] Oct 28, 2021 @ 7:54pm 
Sorry, but I'm unable to reproduce. Please make sure that the mod is set to active and doesn't clash with any other mods you might have active (as other mods may overwrite the championships.txt)
CQR Myles Oct 28, 2021 @ 1:16pm 
I installed the mod but when I start a new WMC save the series doesn't start with ERS or knockout quali.
Nexxus Drako Oct 19, 2021 @ 3:11pm 
Honestly, this is what Nexxus Mega Mod should have been. Thumbs up, glad to have helped the vanilla mod scene!