The new one I downloaded works much better - it no longer crashes. I tried it on a few slots and had no problems, just a little bit getting used to a slightly different feel.
I don't know what we'd do without this rremedio... thank you very much!!!!
Slots and Tyres Editor 5.0
Re: Slots and Tyres Editor 4.21 beta
Hello Roberto! Did the 5.0 version fixed the saved game editor errors?rremedio wrote: ↑25.11.2024, 15:16So last weekend I was setting up some things to start new season (which I haven't done in a few years) and the editor was behaving weirdly, so I decided it was time to rebuild it with a more suitable development environment (and learn something along the way). I've already built all the "easy parts" (the Magic Data, Physics and Misc tabs, except for the session duration settings because they need a dll to be loaded, like the saved game editor does) and the track manager. Hopefully I can do the same for the saved game editor soon and release it.
I was wondering about the missing panels in the saved game editor. My idea for the "Computer Cars Pit Strategy" and the "Car Failure Probabilities" ones was to override values created by the game with something with a little bit more sense (like, making a driving have more stops more likely if they are on the front of the grid than if they are at the back or for car failures, follow the settings on the track files for the kind of failures more likely to happen). I'm thinking about scrapping those ideas and adding just the "Car Failure Assignments" which would work for car failures the same way the other two existing panels work for setups and strategies. Not sure yet.
I'm also not adding the "Turn CCs into Human Cars" option, at least for now, since the use case for that was something someone talked to me a long time ago but I really don't remember what is was for.
I'm probably finally adding the "Retire Cars From the Race" panel if I can find the old patch I used for that (which was an Excel vba macro of all things...).