Motorsport Manager

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Schnitzelmaker
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Re: Motorsport Manager

Post by Schnitzelmaker » Tue Jul 25, 2017 6:57 am

Iamjaylyn wrote:
Mon Jul 24, 2017 9:00 pm
Hey In the Tyre the Destroy Enemies Tyre seem to not work for me or its not suppose to work?
Weird i'v tested it and it worked. Have you set the value to 1?
If it is not working can you give me details or a save to find the issue faster.


I also updated the table a little bit but the only change is that "Destroy Enemies Tyre" now a dropdown enable/disable for easier handling.

Iamjaylyn
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Re: Motorsport Manager

Post by Iamjaylyn » Wed Jul 26, 2017 8:28 am

Ok changing it to 1 did it thanks for the reply tho. But why not add it by itself so we don't have to activate the tyres. I only say cuss sometimes you just wanna cheat a lil bit 😁

Sinsor
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Re: Motorsport Manager

Post by Sinsor » Thu Jul 27, 2017 7:46 am

Great table Schnitzelmaker! Thanks for the effort you put into this :)

One question tho: I noticed the Fuel setting does impact performance (about 3 secs in laptimes), any chance this can be set to like 1/4 of a tank? or 2-3 laps of fuel? I tried myself but only got the game to crash :)

Dosamer
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Re: Motorsport Manager

Post by Dosamer » Thu Jul 27, 2017 4:43 pm

try replacing

Code: Select all

mov esi, [rcx+Fuel.mFuelTankLapDistanceCapacity]
with

Code: Select all

mov esi, (float)10000
in line 57
10000 shows 1.92 Laps for me.
To decrease it, just lower the 10000

EDIT: obviously in the Fuel script

Iamjaylyn
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Re: Motorsport Manager

Post by Iamjaylyn » Thu Jul 27, 2017 5:22 pm

Hmm, Anyway to change the Mechanics Components?

izumi64
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Re: Motorsport Manager

Post by izumi64 » Wed Aug 09, 2017 3:22 am

Thx for the table. it's working very well.
I just want to make a request if possible, can you add contract cheat of the driver, designer and mechanics (contract length, cost per race, bonuses, etc)

Pernicies
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Re: Motorsport Manager

Post by Pernicies » Fri Aug 18, 2017 10:14 am

Could you please use a code for the time of "parts improve"?

Schnitzelmaker
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Re: Motorsport Manager

Post by Schnitzelmaker » Fri Aug 18, 2017 2:02 pm

Currently i'm a bit busy, maybe in a few days i have time to look at it and add more options.

naigaxeon
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Re: Motorsport Manager

Post by naigaxeon » Tue Aug 22, 2017 11:14 am

i hope you can add version 1.4.1

Schnitzelmaker
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Re: Motorsport Manager

Post by Schnitzelmaker » Wed Aug 23, 2017 10:09 am

Updated for the 1.4.1 Version.

Changes:
Reduced Fuel to 1 lap.
Added cheat for Car Speed (Note there are some graphic glitches)
Added cheat for Fast Part Improvement
Added Contract Values (Wages, Bonuses) to Driver, Engineer, Mechanics


Contract length is a little bit problematic. The Time when the contracts end is a C# DateTime and complicated to show/edit it userfriendly.


Edit: Reuploded the table, there is a crash in Car Speed cheat. Probably due Safety car. Added another check.
Last edited by Schnitzelmaker on Thu Aug 24, 2017 8:44 pm, edited 2 times in total.

Synthespian
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Re: Motorsport Manager

Post by Synthespian » Thu Aug 24, 2017 6:04 pm

Brilliantly impressed.
I would like to learn from you, and that's just from the initial viewing of the traits. Wow. Simply wow. :)

Edit, and then I've delved into stats and contracts. ***k me. Wow.

Schnitzelmaker
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Re: Motorsport Manager

Post by Schnitzelmaker » Thu Aug 24, 2017 8:43 pm

Synthespian wrote:
Thu Aug 24, 2017 6:04 pm
Brilliantly impressed.
I would like to learn from you, and that's just from the initial viewing of the traits. Wow. Simply wow. :)

Edit, and then I've delved into stats and contracts. ***k me. Wow.
And not really hard to make.
CE bring a lot of tool with it designed for cheating in Mono/Unity Games.
In the beginning it takes some time to learn how monopipe works. Especially analying monoscript.lua from CE autorun folder where all the magic happens.

But then you only need a .net decompiler to get the source code of the game (from Assembly-CSharp.dll) to look at the classes and methods how something is working and then use CE dissect features to find the places in the memory.

The rest is copy and paste a lot of text.

Synthespian
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Re: Motorsport Manager

Post by Synthespian » Fri Aug 25, 2017 11:13 pm

Stop making it sound easy.
and move on to the engineers traits. find the points for each of the 5, and you've cracked it.

Schnitzelmaker
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Re: Motorsport Manager

Post by Schnitzelmaker » Sat Aug 26, 2017 8:40 am

Synthespian wrote:
Fri Aug 25, 2017 11:13 pm
Stop making it sound easy.
and move on to the engineers traits. find the points for each of the 5, and you've cracked it.
You mean the 5 known components (CarPartComponentBonus)?
Too much effort. They are saved as an instance of a class and hard to create/add one to the engineer.
It is only possible to change the values which is already provided via Part Design.

Iamjaylyn
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Re: Motorsport Manager

Post by Iamjaylyn » Mon Sep 11, 2017 8:56 pm

How does pay driver work because i don't understand it. I thought it was for those who are paid drivers with the 255k stuff but i don't get how to use it i have Edda Jonsdottir and she's always pay driver.

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