3/16/2024 0 Comments Mods project cars 3![]() ![]() An ability to skin wheels (beyond the alternative base liveries, where available) and tires via xml overrides. If car/team attributes were in a separate xml from the drivers, it could have some car performance modifiers, the existing vehicle_reliability attribute and maybe things like team/crew competence, which could influence pit stop speed and errors. Being able to fully separate car and driver attributes would make it much easier to switch AI drivers between teams and series, which could be useful in the context of a future career mode. It would also mean relative car performance would not need to be factored into the driver skill attributes, which is a compromise. If this was possible at xml level if would provide accessible tools to those not inclined to get into full car/series mods, and would help a lot with recreating historical seasons or BOPing in general. Include separate attributes to scale team/car performance in custom AI xml files. Anything that would help accommodate/facilitate scratch track modding ZModeler3 is a good/useful tool, but is somewhat dated and not free. Blender) for prepping meb, mtx, vhf, etc. Some sort of integration with a free 3D tool (i.e. Provide some/any basic documentation to minimise the trial and error approach that has been required up to this point, and hopefully open up some areas of potential that have not been figured out/accessible so far. Remove the need to hexedit to modify physics parameters as much as possible. As soon as you need to edit text files or specify paths you start losing people. Ideally some sort of GUI drag & drop interface. Append driveline/vehiclelist/tracklist entries automatically Make installing/managing mods as easy as possible, e.g.: I appreciate much of this may be optimistic, but I am optimistic. That may be outside the intended scope of the OP, but it's all part of the broader modding experience equation as I see it. My two cents on this - some of which will echo good/sensible suggestions already made above, with a few extras re: what I will refer to as 'light' modding, for want of a better term, such as skinning and custom AI files. I completely agree about checks and the need for mismatches to kick the player in the entire system. And the info on physics that you would want to change to cheat is already out there such as lift/downforce and engine power. Now this doesn't stop the documentation of the physics being used to cheat by hacking the base game files, but as the guy that did the radar showed, that's an issue across multiple titles still. So if the names and pointers are changed your game crashes. I'm not sure if it crashes for the rest of the server as well. If 1 person on the server doesn't have the mod car the game will crash for those with the modded car. Making it a lot harder to cheat the game this way.Ģ. it's the same if you use a replacement line for a texture, if it's the same as the base game it will pick up what is in the base game files first. If the names and pointers are left unchanged, say for the Formula V12, any changes in the mod folders are ignored for what the base game has. The creation of a mod car has 2 things that will stop the modded version from being a cheats best option to cheat.ġ. ![]() ![]() I've been doing some research on this front.
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