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Brian

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BrianUK

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  1. BrianUK
    BrianUK
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    17/03/2025

    n21 has just been released here on the Nexus. It will absolutely require a new save as I have added a few new properties to add new functionality to the game, and I have made it exposed in Championships.txt should anyone wish to make changes to them.

    There are also some important changes to reverse grids, which aim to eliminate the player strategy of simply swapping the reserve driver in when it is late in the season and they can cheese themselves more points. Drivers who miss races due to injury or illness are accounted for, so only those that missed races due to being manually swapped out are penalised.
    1. Tibirica
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      Thank you so much for the endurance update. You are AWESOME, man!!!!
    2. oizepvpnqesopn
      oizepvpnqesopn
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      hello, thank you for your continuous work!! :)
      it's indeed different from other mods in that the check options to see if the mod works are in the details (like in the game difficulty setting being now different), until ingame (where other things like lead designer experience shows, ...)
      all in all, i'm just starting now to play with it, coming from the fire mod series (vanilla overhaul).

      as a newbie, i appreciated having a guide with all relevant info/changes compared to the base game (like fire mod has), but as i've played the game for many years, and just checked all comments here, it's kinda fun to just go play and see if i figure the rest out :D

      cheers
      one more user
  2. mrsiCkstar
    mrsiCkstar
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    Do I need to use the Enhanced Graphics mod with this mod to see the HD car models on track or is that functionality included in this mod?

    Thanks.
    1. BrianUK
      BrianUK
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      You will need to get Enhanced Graphics separately.
    2. mrsiCkstar
      mrsiCkstar
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      Much appreciated, thank you!
  3. giucanever
    giucanever
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    Hello and thanks for putting the work on an awesome mod!
    I used to run it without problems, however, I recently redownloaded the game and tried to install Rebirth Redux once again, but after I put the "assets" file in MM_Data folder and run the game, it crashes and displays the error "MM.exe caused an Access Violation (0xc0000005) in module MM.exe at 0033:88aab3bf." 
    Do you have any ideias what might be causing this? Does the game needs to be updated to a specific version?
    Thanks!!
  4. pan31geo
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    Just installed the game or so I think. Is there any splash screen as when I am starting MM I just see the vanilla screen. The graphics and camera mods are they compatible. I have subscribed on steam to the logos but I get a few teams with no Logos/title only a white box. 
    1. BrianUK
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      Apologies for the late, and likely now useless, reply. The standout thing will be 12 teams in all series, except IEC-A, and IEC-A will have 10 teams.

      If you are getting white boxes, please check the logo pack is enabled before starting a new game. There are no known issues using this pack, we have had it for years at this point.
  5. Marxak
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    Wild question. I use the "Assistant" and "Race AI" mods from Nexus, can i use both or either of them together with this mod?
    1. BrianUK
      BrianUK
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      Before anyone thinks I am being rude and ignoring this question, the user came into the Discord and got an answer there.
  6. LuizFernando6Th
    LuizFernando6Th
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    It's my first time with the mod and the game crashs after I click to start a race. A black screen appears after the scenario loads and the game closes!
    1. BrianUK
      BrianUK
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      You will be best off doing the following:-

      1) Ensuring you copied all files over correctly
      2) Ensuring only the logo pack mod is active in game, and ensuring everything else is off
      3) If you are still encountering issues, after the game crashes navigate to ...steamapps\common\Motorsport Manager\MM_Data and find output_log.txt and send it to me, either through PM'ing me here or on Discord
    2. LuizFernando6Th
      LuizFernando6Th
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      Sorry for wasting your time replying. I just found out that the GT category doesn't work!
  7. nobrainer31
    nobrainer31
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    Hello!
    First of all, thanks for the awesome, and difficult, mod. :)
    Been playing with it for a bit now, currently on my 3rd season with a custom created team, and still racing close to the bottom of the pile in ERS. :)

    Have a few questions regarding the mod:

    1 - When we click the "Toggle Car AI" button we then have a number box with plus and minus buttons to the side of it. What does that number mean? Should it be higher? Should it be lower?

    2 - Does building a Helipad in HQ allows us to increase the cap on marketability? Or I am stuck at a max of 49% as long as I'm still on ERS?

    3 - Is there any document, manual, guide, wiki, anywhere that provides information on the various features of the mod? Most likely not, since it would take a lot of time to compile every change in a document, but it doesn't hurt to ask, right? :)

    Looking forward to the release of a different system for pre-season part suppliers that was mentioned in another post. Not gonna lie, the current system feels a bit "fustrating" in the sense that there's nothing that the player can actively do to try to influence better suppliers to be available just a bit faster. In the current system the "supplier availability progression" feels a bit "to slow".
    Just my two cents. ;)

    Thanks for all the effort on the mod.
    1. BrianUK
      BrianUK
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      Thanks for playing :D

      1) The number in the box is the lap your car will drive to - if it says 17, your driver will try to make the tyres and fuel last to the end of the 17th lap. The plus and minus buttons allow you to modify this lap based as you desire.

      2) The Helipad won't be helpful until you are in WMC, you will be capped in any series that is not WMC.

      3) Other than asking questions, or reading my badly written description, there are no resources to help with specific features of the mod. Don't feel afraid to ask about something if you are unsure, and I am usually around to answer questions on the Discord.
    2. nobrainer31
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      Thanks for the answers.
      I've done a few more seasons. Still can't get out of the bottom of the ERS. 😅
      A few drivers came and went. A designer and a race mechanic came and went. All part of the journey. 😁
      Got a few more questions to ask:

      4 - Does the mod make any changes to the logic behind saved setups? Are saved setups useful?

      5 - I've been maintaining the finances firmly in the positive and just finished a season with a car that had a +6 base modifier on the pre-season engine supplier. But then for the very next season all the engine suppliers that were available for me to choose had just a +1 base modifier with "very weak" in the other stats. Is this supposed to happen? Was it related to the fact that the GMA guy announced a "reset" on the performance of all car parts for that season?

      6 - In terms of contract negotiations, do the sentences that the drivers/staff give back to you ("very important", "fairly important", "not very important", etc.) still correlate to a certain "amount of clicks" on the plus buttons to reach the point where the negotiation is successful?

      7 - On the car part improvement window, in what way do the "old parts" influence the "starting car parts" we'll get? Are the new "starting parts" an average calculation of the previous season parts? Does part risk levels have an influence on that calculation as well?
      I'm also doubting that it will be possible to improve performance and reliability values on all parts if you have to build a bunch of them all the way up to great and epic parts, and with the factory upgrades giving just +5 staff in the mod compared to +10 in vanilla if I recall correctly. Or am I overlooking something here?


        I've also experimented a bit with toggling the car's AI and setting target laps and thought that it would be interesting to be able to have separate toggles and target laps for tyres and fuel. Instead of a "Toggle Car AI" having a "Toggle Tyre AI" and a "Toggle Fuel AI".
      Maybe something for a future version of the mod. 😏
        One thing that I've found weird when toggling the car's AI is that it seems the AI decides to push a lot on the tyres in the beggining of the stint, to the point of running some laps with the tyre temperatures well inside the overheating zone, to then switch the tyre strategy to the "conserve" and "backup" levels for several laps to try to cool them back down. I thought that the car AI would try to reach the target lap while trying the keep the temperature gauge "just on the limit" of the red overheating zone, unless it knew that overheating the tyre would still allow it to reach the target lap without having to revert to "tyre conservation" strategies. But maybe the "fastest" way is to actually push a lot on the tyres, I guess.

        Finally one other thing that occurred to me that could be useful in a future version would be the ability to "keep opened" the panels available in the top bar during a pratice/qualifying/race session without having to keep the mouse pointer over them. I confess that I've been caught of-guard a couple of times by some very late race weather change in the race due to forgetting to periodically hover the mouse over those top panels. 😅
        Maybe that feature could be locked behind an upgrade to the forecasting center.

      Well, sorry for the huge amount of text.
      Just food for thought. 🙂
    3. BrianUK
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      4) Nothing special was added to saved setups, although the Filter button was added by someone else years back which was brought forward into Redux, it just adds functionality that vanilla was missing.

      5) It is a random selection, independent of any performance related emails you may receive.

      6) Nothing has been changed here, it functions as vanilla.

      7) Your new starting parts are determined, at a basic level, as they are in vanilla. The critical change I made here was the 'performance catchup' system to maintain field spread across the current performance cycle - if the performance between the best and worst team on a part is too great, the gap will be closed up but maintains the percentage gaps - if you are 60% of the way between the worst at 250, and the best at 600, when the catchup runs you will be 60% of the way between the new minimum and 600.

      Everything you ever thought about tyre temperatures is a lie - penalties to wear are only incurred when the needle is at 100% or 0%, there are no penalties between those points. Penalties to pace are never incurred. The AI are set to push tyres to two different overheads - a higher one if no-one else is around, and a lower one to allow them to attack opponents if they are close enough. Both overheads are designed to allow lockups to happen and not leave the car excessively short.

      The AI toggle uses existing code, and I am not sure I want to spend the time creating my own code to split the tyres and fuel out, and I have to be aware of how little screen real estate some players have with regards to adding buttons about the place.
    4. oizepvpnqesopn
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      hi
      so am i correct to understand that this box toggle is an option for me to "delegate" this tyre and fuel management to the rider, rather than calculate and monitor it myself?
      i'll try it out anyway, and see if it answers my question :)
    5. BrianUK
      BrianUK
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      Yes, you are handing over the tyre and fuel management to the driver, and they will aim for the lap you give them.
  8. Rallimanletti
    Rallimanletti
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    Hello.

    I wanted to ask you, if you have any idea on why replacing the resources.assets file prevents the game from loading intro scenes in linux. As it gets stuck in a black screen. The game starts and navigates the menu with only DLL file replacement, but strangely .assets file swap is too much (I was expecting it to be the other way around). What a shame, this mod looked really fun, and I guess I need to setup a virtual machine to play it :D.

    E: Very quick correction! I looked at the file sizes, and the n20 version resources.assets was smaller than the original, and I found that strange. n19 versio again is larger than n20 version. n19 worked perfectly for me, so this has to be something exclusive to n20 file. That was 3 hours of my night gone trying to understand .dll file integration in linux :DDD. But it is not too bad. (I suspect SilentGunner13 was also right in his comment.)
    1. BrianUK
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      I did spot the size difference, but I am not sure why it would be the case. There is nothing I have deliberately left out. I will probably just double check things before I upload n21 when it is ready.
  9. 12340562
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    Hi! I have an idea for a mod, and I’m not sure if it’s already been implemented or not, as I haven’t played too many seasons yet. The idea is to simulate changes in technical regulations, where the stats of certain parts would be reset, similar to how it happens in real Formula 1. For example, every 3-5 years, a new set of technical regulations could be introduced.
    Additionally, there could be smaller technical changes that affect only one specific part. You could also add voting on these changes, as the current voting system is pretty boring and doesn’t lead to significant changes. With this update, for example, teams with weak gearboxes could vote for a regulation change specifically targeting gearboxes. The affected part stats for all teams could be reset to, say, 100, with bonuses applied based on the chief designer’s experience or the team’s development level.
    Without technical regulation changes, the game can become dull because, sooner or later, you end up being stronger than all other teams. I know you can adjust the difficulty by lowering the stats of the parts you develop, but that doesn’t make other teams more competitive with each other. With technical regulation changes, some teams could leap ahead by several positions, making the game more dynamic and interesting.
  10. SilentGunner13
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    Can't get this to work.
    Clean install of MM.
    Download the file and place the dlls and assets into the directories as stated
    Add the Rebirth Logos to subscribed lists
    Mod doesn't appear to work.
    Have all DLCs except the challenge DLC.

    Am I missing something?
    1. BrianUK
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      It is a simple copy and paste job, nothing more to it:-

      == Mod Installation ==
      Once you have downloaded the files, you need to place them in the following locations. This will overwrite the vanilla versions.

      Assembly-CSharp.dll & Assembly-CSharp-firstpass need to be pasted into ...\steamapps\common\Motorsport Manager\MM_Data\Managed
      resources.assets needs to be pasted into ...\steamapps\common\Motorsport Manager\MM_Data

      Also, how do you mean "doesn't appear to work", that is very vague.
    2. Jjuj66
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      I subscribed to the dependance on steam.
      I copied the files.

      I started a new game but it's a vanilla game, I mean nothing changed.
      DLC seems to be mandatory.
  11. coder1
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    I am finding there are too many lap-one collisions for comfort. This could be mollified by increasing the time penalty from 5 seconds. Frequently, the innocent driver suffers a puncture or major part failure and has to limp around a full lap before they can pit, leading to an effective time cost of around 60 seconds - putting them out of the race. At the same time, the perpetrator often gets away with just a single rank demotion.  One option might be to gate off lap-one collisions or apply a roll malus so that it's (say) 50% less likely on lap one. Or perhaps the penalty could be assessed based on the damage to the victim's car. 
    1. BrianUK
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      Funnily enough, I have been dropping the rate of car-to-car collisions and crashes this morning, because they were proving too disruptive.