1) Career mode Features
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· qualifying sesions for each career race (class D and class C so far)
· custom made posters for the new event sets by Nachtwache and me
· 11 to 16 cars on the grid in each career race
· ai uses racing vinyls for the season and league events
· slower profile leveling
· limited edition events unlocked as you level up
· limited edition cars to buy in the car lot
· the money you get from quick races was multiplied by 10 so 2000 for 1st place 1400 for 2nd and so on
· a league chamionship for modern c and retro c classes unlocked after you finish enough events in that class
· disqualification for reckless driving in races
· you won't be able to continue the race if you smash your car hard against the wall or another car
· limited edition, eliminator and hot lap gauntlet fully integrated into their performance classes (meaning that class d performance LE races are selectable from class d etc.)
· dlc legend , dlc 3 cars are in the car lot and have prices
· dlc speedhunters cars unlocked as you level up and unlocked for winning league championship and season races
· drag and standing mile career events made a lot tougher and with increased prize money
· 58 races on 37 different tracks in class D
· 104 races in class C on 49 different tracks
· all vinyls and paint kinds unlocked from the start of career to costumize your car, also there are a few additional vinyl categories available that couldn't be unlocked in the original game for some reason
· reworked carrer layout:
-1st branch - Class D, Drag, Standing mile, Legends
-2nd branch - Class C invitational
-3rd branch - Modern C, Drift, Retro C
-4rd branch - Class B Invitational
-5th branch - Modern B ,TimeAttack
-6th branch - Muscle, Class A invitational
-7th branch - Modern A, Endurance
-8th branch - GT3, Works, Retro GTX
-9th branch - GT1
-drag, standing mile and legends will appear under class d when you reach :
-level 5 for drag
-level 6 for stanfing mile
-level 8 for legends
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2) Physics Features
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· real torque, hp, weight, gear ratios, for all the game cars
· updated menu stats reflecting the above + 0-62 acceleration, 62-0, top speed values
· recalculated inertia values based on the real car weight, it's wheelbase, front track, rear track and engine placement
· updated performance index values for stock, upgraded, race, engine swapped cars
· individuall upgrade files for each car
· engine related upgrades are less powerfull and adjusted towards the PI rating increases
· updated menu stats for all the upgraded cars and race cars ,when upgraded each value will show what the car can actually do right now(0-62; 62-0; top speed) and its new power
· Fixes all the upgrade issues reported for the game, like the broken J-port upgrade for rotary engines
· if your car hits the top speed too fast with the stock gear ratios, buying a level 3 trany will add new adjusted gear ratios for an optimal top speed (ex. engine swapped golf mk1)
· reduced the global tire grip from 1.20 to 1.05
· adjusted aerodynamics to match each car and the aerodynamic parts it has installed
· more realistic settings for the aerodynamics in the tuning screen ( less "ticks" for the front wing vs rear wing + if you can't see any aero parts on a car then no adjustments are available.
· increased tire stiffnes for a more responsive handling
· new slip curves for car tires
· adjusted tire heating values for each car to ensure that the tires don't overheat with the new slip curves and tire stiffness values
· car left right sway (oscilation effect) greatly reduced for all the game cars
· increased curb grip (so you can use them to corner)
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3) AI and other Features
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· keep in mind that the only playable events in this version are the class d events, modern c invitational events and retro c events
· best line adjusted to show the fastest path around the tracks
· adjusted AI paths
· adjusted AI braking distances and cornering speeds for each turn of each circuit
· improved AI starting reactions
· The Hard Ai is adjusted to match my racing performance both for career mode and quick race
· the AI was adjusted individually for each car and track to accurately match the players performance (AI adjustments per track are not finished yet - some tracks not included yet)
· new scenes for the race ending where the driver shows a winning gesture when won or a loosing gesture when lost
· removed speed depth of field(optional)
· removed collision greyscale(optional)
· removed collision stickiness
· better naming system for the cars: ex. 1983 Volkswagen Golf GTI 1800 (Mk1)
· Nitrous replaced with KERS - 6.67s of boost time, recharges after 2-3 mins)
· works cars added as new standalone race cars
· race cars added to the GTX class, so you can have a race against "race cars only" in quick race mode when selecting "same class" option
· All Race cars can have KERS installed via upgrades (doesn't include gt3 and gt1)
· All Race cars use slick tire textures (Michelin, Dunlop)
· All cars above class C can have KERS installed
· many texture fixes for vanilla game cars
· adjusted tire sounds
· adjusted transmission sounds
· a fix for the broken speedometers of the audi cars, the vw cars, seat leon cupra, bentley continetal
· added a body part to the alfa 8c spider which was missing when upgrading to level 3 cockpit
· a fix for the flickering interior guages of the dlc3 cars
· each valvetrain upgrade will increase your revlimit + adjusted engine sounds to go with it
· menu stats don't show a torque and hp increase from installing a flywheel
· menu stats don't show a torque and hp increase from installing KERS
· new hud KERS icon that looks like a battery instead of a NOS bottle
· The AI has been overhauled on the following tracks:
- alpental
- ambush canyon
- autopolis lakeside
- autopolis gp
- brands hatch gp
- brno
- dijon-prenois short
- dijon-prenois gp
- zolder
- catalunya national
- catalunya gp
- spa
- Dakota gp
- donington national
- donington gp
- dubai club
- dubai national
- dubai international
- dubai gp
- ebisu west
- ebisu touge
- ebisu south
- enna pergusa
- hockenheim short
- hockenheim national
- hockenheim gp
- hockenheim 1982
- london club
- london river
- london royal mile
- london embankment loop
- laguna seca
- miami biscayne boulevard
- Miami bayside run
- monza jr
- monza gp
- oschersleben b
- oschersleben gp
- bathurst
- nuerburgring sprint
- nuerburgring gp
- monte grande
- road america
- rouen gp
- shanghai road circuit
- shanghai najing
- shanghai gp
- silverstone international
- silverstone bridge gp
- silverstone gp
- suzuka east
- suzuka west
- suzuka gp
- Tokyo dockside
- tokyo circuit
- tokyo westbound expressway
- willow spring horse thief
- willow springs gp
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4) Important info about the new AI adjustment feature
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The latest mod version includes six optional AI strength increase packs. Ultimately it will allow a player to adjust the AI strength to any value from 86%-100%.
100% stands for hard, 86% stands for easy and 93% stands for medium. Now it is very likely that your skill level doesn't ideally fit any of those 3 levels and you require something in-between.
Let's say you find hard as too much while medium is too easy. In that case select your in-game difficulty to medium, exit the game, launch JSGME and choose one of the optional packs, experiment with them to
find your perfect AI level. Remember to disable the previously used pack before enabling a new one. Once you get a hang of it you'll be able to customize the AI to anything you want.