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I'm noticing this bug on contract sides because i'm providing engines
- Formula 3 in 1979 (Currently it's where i am) the cylinder requirement changed into 13079 and Induction to 13126
- European Formula in 1979 also having this bug where cylinder requirement changed into 13079, Fuel Type to 13103 , Induction to 13126
- Formula 1 in 1950s having also crazy contract requirements from the contracts side, privateers asking for an engine in 1950s following the rules with 1.5L NA that produces 296 HP, like most of the AI competing is not even putting that high much horsepower and i don't know why the privateers contracts always have this massive HP requirements when it's literally impossible even when you crank all the engine technologies & all possible tuning to 100% it won't hit that number unless it's in 1970s and by then it's a different rules
- Super Formula Japan racing contract shows the wrong fuel type and induction requirement, it shows as number 13013 and 13126
- Formula 2 and all of its series (European, Australian,etc) have an impossible target with 2L NA in 1960s that it needs to hit 384 HP and the AIs competing in the series are cheating with using engine that has higher than 2000 CC displacement
- Formula 3 and all of its series (European , Australian , etc) also have an impossible target in contracts more eggreiously by having 4 cylinder limit, 2L NA that needs to hit 384 HP in 1950-1960s , then i went to check how the AI competing in this categories and turns out they using V8 and V10 in a racing series with 4 cylinder max
@Plotz, 2nd Gear is a crowdfunded DLC for GearCity. Currently, only contributors have access to it. Once we complete the development of that DLC, I'll release it to everyone for free.
I recommend unsubscribing and resubscribing. Not sure if it is viable to mix and match with any other assets and mods, as it would definitely require merging some xmls.
"European Formula 3 Championship" and "Formula 3 Europa" both have the "id=46"
"Rolex SportsCar Championship" and the "12 Hours of Magny Cours" both have the "id=104",
"id=159" and "id=203" aren't used at all.
I didn't yet play long enough until these series are active at the same time, but I can imagine, that this might lead to some kind of trouble.
I like your mod.
If you're overwriting the files, Steam will write over them anytime it validates your files. So you will need backup copies or make a new mod.
Beyond that, the game settings also give bonus money to the AI based on the "AI Starting Funds" slider, in "Options 1" when creating a new game. If you slide that slide all the way to "Less" that should start them with the amount entered exactly in the .xml file.
...\Steam\steamapps\common\GearCity\media\Mods\RealAIs Plus
and either use the mod tools or any xml editor.
I have no plans for an update as of now, even though I have some ideas for more brands and market effects, as well as a few technologies that I feel the game lacks so far.
Will keep you posted, should I get around to updating the mod!
I tried out an earlier version of this mod and while it was fun seeing real life companies, with only 70 of them world feels pretty empty and competition is seriously lacking.
Beyond that, plotz will have to do the debugging, since it's not my mod.
Hi @jfblake90: Click on GearCity, open the "Video Settings Editor", navigate to the tab "Modifications" (on the far right), select RealAIsPlus and save your settings.
I just want the real logos with the base game with 300 AI. Full credit will be given of course.
Or use the old RealAIs mod, which came with logos, names and racing series only.
I would like to be able to choose a real company and be able to compete against real companies?
Everything can be default except for names and logos
Will try to sort this out with you if that still does not help.
the save is new, i'm trying to start a new campaign, but some parts don't work properly
And the reply: https://psteamcommunity.yuanyoumao.com/app/285110/discussions/0/3342162929519713346/?ctp=3#c2945873244416384714
I have a hotfix coming out soon that should fix the issue, but if the same game is damaged you will lose sub component and vehicle type selection data. If you have an copy of the old save game, feel free to email it and the new one, and I will pull the data needed from the old save to the new one.
Please note, legally I am not allowed to test or use mods. Doing so would lose my DMCA safe harbor status and I would have to moderate all content that is posted. Use of mods is at your own risk.
2) Open up the Video Settings Editor. This should be in your launch editor when you click "Play" in Steam. If not, you can right click the game in Steam and select it from the Context Menu.
3) Click the Modification's tab.
4) Select the mod from the drop down.
5) Save
That being said, the quickest way to copy over the changes made to the turn events files would be to open two instances of the mod tools, one with your turn events file, one with the default. Then follow the Car Price Rates for inflection points, (where the rate changes from going up to going down) you then simply enter the two points into your file, and apply it with the interpolation tool.
Some data did change in the turnevents files for some maps. I suggest using winmerge to copy over those changes.