Brian’s GT Endurance & Endurance+
Screenshots 2 screenshots
About this mod Machine translation
Simple mod can increase GT race distance to make it more like an endurance race. Tire life, ERS system, critical section increments, and performance increments have been adjusted to create a closer field.
Endurance replaces the medium preference with a medium race length rule of 265 miles and short/long removal adding 135 miles each.
Endurance+ replaces Long preference, with a 400-mile mid-race length rule, and short/long removal adding 200 miles each.
Once he updates the current version of the game, it will work seamlessly with TheFlamingRed's Balance mod.
This time, the numbers I put in were speculative numbers because 1.5 completely changed everything and made all my spreadsheets pointless. I've used what I learned in the single-seat rebalancing, so the numbers should be roughly correct. However, fully testing everything would take hours and hours, and I just don't have the time and work hours.
Summary of changes:
- Lowered top speed to more realistic levels (280 mph to 230 mph)
- GTC is now 7 seconds slower than IGTC
- Dramatically increased the time cost of each single point of performance, then used scalar rebalancing to make the suspension and rear wing important
- Increased intersection size for dry to inside and inside to wet
- All components except wear and tear penalties if incorrect tires are fitted to the vehicle
- Increased time cost for lost wheels
- Increased maximum time for wheels to become loose
- Increased number of wet weather compounds available
- Reduced tire cliff time loss for all compounds
- Reduced wrong weather penalty for all dry weather tires ((mainly to help the AI) from 20s to 15s)
- Slightly increased weather penalties for errors
- Increased the number of weather bars
- Greatly increased the charging time of ERS
- Reduce the discharge rate of Push 2 Pass
- Push 2 Pass power reduced
- Reduced fuel savings in hybrid mode
- Reduce discharge rate in mixed mode
- Increased component failure time costs
- Critical part time cost increased for each part - if you have the 24th best part, up to 2.69s penalty
- Reduced time cost associated with driver forms (0.0 form penalty 1 second, now 0.5 seconds)
- Reduced volatility in format changes during matches
- Slight increase in driver time cost, with or without driver aids
- Reduced time cost between running in attack and spare tire modes
- Reduces aggression and boosts tire wear rate
- Improved save and spare wear rates
- Reduce time cost between running in Super Overtake and Low engine modes
- Increased time cost of running out of fuel
- Reduce fuel time cost per lap
- Reduce overtaking fuel rate
- Increased medium and low fuel burn rates
- Reduced car setup time costs
- Rebalance repair station time costs to achieve balanced and safe shutdowns
- Slightly increased time cost per lap of fuel put into the car at stops
-Increase tire replacement time
- Added setting adjustment time cost
- Reduce the time and cost of trimming and replacement
- Increased time cost for tracks without rubber down
- Extends the life of all tire compounds
- Adjusted tire belt time cost
- Increased minimum and maximum time for pit crew to reach peak age
- Maintenance crew stamina loss per game increased
- Reduction in new maintenance staff costs (from £200,000 to £35,000)
NOTE: Do not use the Short preference with this mod, you will see no difference from vanilla as it is currently the vanilla value.
Known issues:
Sometimes other series will show added laps, it's an unavoidable issue that when a race occurs on the calendar you get the race distance even if you're not in the race.
I had to use a dummy Media.txt to upload this because PlaySport is dumb, so if you have a mod that uses this txt you might have conflicts. This will be the way it is until the bug is fixed.
The AI went a little crazy and they used Endurance+ for pitching strategy at the Phoenix Oval
I also have a SingleSeater Rebalance mod!
This also applies to Chris and Falko's FIRE, as I tested that as well …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.