![]() >200 instances of racing series with changing rules over time. ![]() Alternate starting mode: Less Cash AIs, leading to volatile companies in the early years (much smaller ones, too!) >70 AI companies with their respective names for the Base City Map Over 2000 subscribers (August 2019) already enjoy these "Real AIs core features": These changes will probably be carried over to the original Real AIs mod, too. I am still missing some GT2/GT3/GT4 series, that I would like to be in the game, too. More of the Real AIs core features: In the course of time, I will add more AI marques and logos, more Names for components and vehicles. ![]() This will spawn idfferent and more types of contracts. The popularization of Diesel engines in the early 2000s is reflected. This means: Two-Stroke engines finally stand a chance for light vehicles until the 1950s due to higher rev limits, DCT transmissions do not pop up in game until much later, recent developments and government steering efforts in for Electric mobility are taken into account. Rebalancing of some components, starting dates, requirements and popularities. This will be the focus for this modification. Introduction of new components - starting with a proper Wankel rotor count mechanism. (+fix: updated city alignments to newest base city files from game)įirst version: 0.5, counting one major up from the last Real AIs version (0.43) Previous: 0.51 - adding CVT mechanics and Watt's Linkage, as well as a Semi-Active Solenoid suspension option. This is Real AIs Plus - the updated, enhanced and amended edition of the RealAIs mod.Ĭurrent version: Fix 0.52 - Car type popularities fixed
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