Just started this mod and man is it fun, my only complaint is that it's a bit to easy to cheese. Did few deliveries managed to get a used fullsize sedan and was able to dominate all bronze and silver with it with only a mild upgrade. I'm really looking forward to trailer deliveries.
I think events with more detailed requirements would be more interesting than making it harder to get money - if possible, restrictions could be on vehicle weight (minimum or maximum), engine type (V6, V8 etc) or tire type. This would require having several vehicles instead of just one, which would make the player use more money. As for the AI, it's actually quite weak, but you could definitely balance the races if the AI used faster cars than the player.
I'd agree with more variety of restriction, and I think part of the problem with the AI cars is they seem to just be using normal configs, many players will be using cars that are on racing slicks and that are riding on a knife's edge of class rating, I think it would be worth looking into before possibly throwing off the balance for tracks with long straights. I'd be willing to make some more competitive configs if you wanted.
Making the AI use better configs could improve its behavior, I think there's potentially ways to use a similar process to the used shop random part generation to look for and pick better parts automatically. Custom building configs takes a long time and has to be re-done whenever new parts are added like the etk800 in last update. There are also lua functions to artificially increase the output torque of engines, though it tends to blow up the engine quite easily some small values can be handled and give a bit of a boost to AI vehicles. Overall unless you're using weaker configs on purpose (which is the most fun imo) the issue of competitiveness will always be there until devs improve the AI's race mode driving. The AI doesn't understand racing line, brake zones have to be manually added in order to have the risk value high enough to prevent the AI braking for every curve, they gets spooked by the slightest proximity to another vehicle so will almost never overtake. Adding traffic into the mix seems to completely mess up pathfinding. The AI will forget it's racing and instead of avoiding traffic will get in line to wait for a turn (almost always happens on the utah highway race to the airfield). Sometimes it feels like if you're coming behind them at high speed, the AI will move out of an otherwise free lane and ram into traffic vehicles. Looks like it's trying to avoid you even though you're going pretty much the same speed.
If it's possible to generate a race grid of competitive configs in a reasonable time frame then that would of course be best but seems like it would also be a bit of an undertaking. Beyond that I'd mostly like to report a bug with the company specific race events, "Gravil" needs to be changed to "Gavril" as is the event is inaccessible.
Good catch, that's my bad. If you want to get it working for now you can change the track event file, just replace every instance of the incorrect name and it should work as expected.
I also want to ask, is there any other types of delivery missions? When selecting it, there is only an 'easy' option which sorta implies that there are more difficult ones to be unlocked.
Not in the current version. New trailer delivery missions will be added in next version. Parts can't be sold because you could use it for infinite money. If you sell your tires you can just remove the wheels and add them again. They spawn with tires attached like in freeroam part editor. Even if I can find a way to prevent that there would still be the issue of price scaling on parts pulled off cheap used shop cars, so all parts would have to sell for a tiny % of their value otherwise you can part out a 1k car for like 40k.
ahh gotchu, maybe one day we'll have a more slrr style part picker system so we can sell parts without exploits like that, anyway I cant wait for that next update!
Currently in this mod owned parts are just numbers next to internal part names so there's no distinction between old and new parts. To have a part inventory that works more like real life owned part would need to have individual attached data and odometer values. Part integrity lua isn't quite stable yet and throws errors when I try to set odometer values for individual parts. If it becomes more stable I'll probably get to play around with the idea after another content update as I'm planning to start working on west coast or italy after 1.11 releases.
Absolutely loving the mod, but a bit confused by the dealerships. Everything I've seen in the new car dealership is (as expected) a new car, and everything I've seen in the used cars dealer looks like someone took a randomizer to a derby config. That does kinda give a bit of an SLRR feel, but it would be nice to also see some normal/stock cars in the used dealer, kinda like the starter cars. Is there by chance another used dealership for normal older cars that I just haven't found?
Visual parts are randomly picked on all used cars, this is a feature that was recently added and it will be improved in a future version to be shop specific chance based so not every car has random parts, and certain shops will be more likely to sell randomized cars than others.
Pretty simple question. How do I access the map, or rather if I can even use the map in this SLRR mod? Edit: I used the sleep mechanism to skip time, and I don’t see any new races for nighttime. Plus I lost reputation. I’m new to this mod.
I found out about a mini map UI so that’s what I’ve been using instead. do you know if there’s special night races or 1v1 challenges like the original game? I honk my horn at cool looking cars but nothing happens.
You can go to markers on the map to start a challenge, the cars you're honking at are probably just random traffic cars. If you're on Utah you can go to the highway to find races at a floating marker, you need to look for those kind of markers for various features, like delivery missions or car dealers
Wait, does the city map not have those races at floating marker? That stinks if that’s the case. I assumed both maps had equal content as otherwise wasn’t stated