Street Legal Racing: Redline v2.3.1

Street Legal Racing: Redline v2.3.1

Street Legal Racing Redline v2.3.1 Rebalance Mod
42 Comments
g13ba 15 Jul, 2024 @ 1:55am 
@[author] About "Engine Swaps+", if you want to make this compatible to it, have it installed when creating/modifying racer cars and clarify in the description that it is required and needs to be installed before this.
Torosaurus  [author] 9 May, 2024 @ 2:40pm 
Oh ok
g13ba 7 May, 2024 @ 3:54am 
Opening square bracket in filename caused an error because it's part of the wildcard syntax of Powershell's -Path parameter. The program now uses -LiteralPath instead.
Torosaurus  [author] 6 May, 2024 @ 7:07pm 
Ok thanks, what was with the mod that prevented that from being the case before?
g13ba 6 May, 2024 @ 1:07pm 
FYI, the custom workshop installer should work with this again.
Torosaurus  [author] 12 Jan, 2024 @ 3:38pm 
If you do not want the updated textures and songs go here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3137978988
Rinkk 11 Jan, 2024 @ 8:02am 
Would be nice if there was a version of this mod with just the rebalances and not all the other stuff. Not a fan of the loading screens nor just about everything else.
Darkcrul 4 Sep, 2022 @ 5:03pm 
Thank you so much
white text is better now
Torosaurus  [author] 4 Sep, 2022 @ 3:33pm 
I use this mod with the white text in catalog mod by g13ba to see the catalog images. Also it is possible to change the catalog images, to do so take a different image save it and convert it to a either jpg or png (I don’t remember which one but I am sure it is one of those) and rename it to page_index, page_body, page_engine, page_runninggear, page_interior, page_audio, or page_decals depending on which one you want to change. If you want to use the vanilla catalog images, delete the modded ones and rename the .back files to page_(catalog section).
Darkcrul 4 Sep, 2022 @ 9:40am 
can i change the catalog images?
I don't know where the photos are

but i want to buy parts in game
I can't read the descriptions

photos are too black
and the texts are black
psevdodoctor 21 Aug, 2022 @ 12:58pm 
My man, you could just make my mod required or at least ask me:)
DiMiD777 21 Jun, 2022 @ 12:14pm 
Demolished the game and reinstalled it again. The game no longer crashes. I would advise you to make the opponents in the green club in the first places weaker. And it is better to make a gradual increase in the power of opponents' cars in clubs. Where in the green club there will be stock engines, engines with superchargers and turbines without settings. The blue club will already have cars with visual tuning, and with detailed engine tuning. And already in the red club there will be top-end equipment, cars with detailed tuning not only of the engine, but also of the suspension for better handling, as well as supercars.
g13ba 21 Jun, 2022 @ 11:30am 
Maybe it does crash only for some players, like my "classic traffic vehicles" mod.
Torosaurus  [author] 21 Jun, 2022 @ 11:05am 
try i meant
Torosaurus  [author] 21 Jun, 2022 @ 11:05am 
Ok, so Idecided thry this on an opponent car which uses a Japanese I4 car with the mod and not the vanilla game, and that is "NFKRZ", their car is a Codrac GT in the vanilla game and a Ninja Tourer in the mod, and the does not crash, it's just that they do not move at the start of the race. I also took a peek at the engine of the car and saw that every part has disappeared except for the block.
Torosaurus  [author] 21 Jun, 2022 @ 10:47am 
I decided not to use the "Engine Swaps+" mod, because it reverts some opponent cars back to vanilla.

The opponent car filenames and the kind of car it is in the mod that get reverted back to vanilla are:
cerhi (Sunstrip 1.8 DVC)
"Smertokog" (Axis 200s)
"Boost" (ST9 Challenge)
"Maresz
"Hard" (Remo GTi)
"Cecil" (Focer RC 300)
"King" (SuperDuty 500)
"RallyBally" (140 DTM)
"MadSlipknot" (MC GT)
"OwnerKen" (Sunset E001SL)
"Gorgoil" (Codrac SuperSport Turbo)
"EvilMcSheep" (Teg T267)
"Supercar" (Racing Sunstrip 2.0 CDVC)
"TunerBoy" (Axis ZX360)
"Forester" (CoupeSport DTM)

In addition the same will occur to the 2 ROC cars with the Japanese I4 engines.

There some opponent cars with Japanese I4s that are not reverted to vanilla, their filenames are:
"Racko" (Enula WRZ)
"einimas" (Coyot T1800S)
"NFKRZ" (Ninja Tourer)
This is because their cars do not use Japanese I4 engines in the vanilla game.
g13ba 21 Jun, 2022 @ 9:45am 
...so they either won’t move during races or attempting to race them will crash the game.
So could this be the problem, are you using this mod with “Engine Swaps+”?
DiMiD777 20 Jun, 2022 @ 3:00am 
You can generally make this build based on the pirated version 2.3.1 and upload it, for example, to a torrent. I have a bunch of mods incompatible with the build, and I have to constantly remove them for a stable game. Otherwise, I would play pirate. After all, there is still no modified version of SLRR 2.3.1, and you can just make a patch to install on a pirate.
Torosaurus  [author] 18 Jun, 2022 @ 1:04pm 
As for the new opponent names, when the mod was first realeased they were separate from the “sl” folder, so I fixed it later on. So to get them you would have to uninstall the mod, unsubscribe from it, resubscribe and install it again
Torosaurus  [author] 18 Jun, 2022 @ 12:38pm 
feel I meant
Torosaurus  [author] 18 Jun, 2022 @ 12:38pm 
I could do it, but I don’t fell like doing so at the moment. I could do the “Engine Swaps+” mod, but it will change some opponent cars back to the vanilla ones and even if it didn’t, the engine parts on the opponent cars with Japanese inline 4 engines will have their parts disappear so they either won’t move during races or attempting to race them will crash the game.
DiMiD777 18 Jun, 2022 @ 9:56am 
And you can use g13ba to optimize the assembly for mega car dealer, engine swap+ mods and embed these mods into the assembly itself. With these mods, you can experiment with racer cars. Swap them new engines, or put compressors with eintvagen on other motors. You can also embed the classic event browser into the assembly. After downloading modek, you can check the racers' cars for errors through the opponent cloner item. It is so convenient to check for departures and the integrity of the car. I checked your build from May with this mod, but I didn't save the names of the riders and the log, and then I scored at all.
DiMiD777 18 Jun, 2022 @ 9:40am 
Later.
Torosaurus  [author] 18 Jun, 2022 @ 8:35am 
@DiMiD777
Was the error you showed me the last one in the log? If not can you post the other errors in multiple posts.
g13ba 17 Jun, 2022 @ 11:45pm 
Is that the last error from the log? Let's continue here:
https://gtm.steamproxy.vip/workshop/filedetails/discussion/2800653916/5260781909050647329/
Torosaurus  [author] 17 Jun, 2022 @ 12:55pm 
ok, for some reason, the game did not crash for me, try a clean reinstall and see if that helps, if not, try skipping them and racing the 16 place guy instead. I have asked g13ba for help
DiMiD777 17 Jun, 2022 @ 12:53pm 
In fact, there are a lot of errors in the scripts. Due to the 1000 character limit, it is not possible to copy the error log completely.
DiMiD777 17 Jun, 2022 @ 12:43pm 
---
!Script error

Thread: Ljava.game.Valocity;<1a7901a0>
Error: Thread::evalName: null.methodcall()

java.game.parts.Part:createFromFile (line:125)
java.game.Vehicle:load (line:462)
java.game.Bot:getCar (line:98)
java.game.City:startNightRace (line:1339)
java.game.City:handleMessage (line:2851)
java.lang.GameType:run (line:167)
Torosaurus  [author] 17 Jun, 2022 @ 12:33pm 
Also for some reason I did not get the game to crash when I raced the 17th opponent in the green club
Torosaurus  [author] 17 Jun, 2022 @ 12:06pm 
@DiMiD777
What does the error log say?
DiMiD777 17 Jun, 2022 @ 10:10am 
My game just crashes on the 17th opponent in the green club who has duhen 200s
Torosaurus  [author] 13 Jun, 2022 @ 11:58am 
I am aware of the unnecessary files causing conflicts with script mods, but I will strip away a portion of them in an update for this mod.
g13ba 12 Jun, 2022 @ 11:30pm 
With the next update the transmission will not change anymore,
Anyways, about the plenty of unnecessary files again, besides causing the mod taking a while to install, they cause a lot of conflicts, basically the mod conflicts with every script mod. Just add me for further discussion.
Torosaurus  [author] 12 Jun, 2022 @ 4:37pm 
I decided to try that, and while the game crashing car now works without the engine swaps mod, the transmission still changes to the FWD one with the swaps mod installed which slows it down.
g13ba 11 Jun, 2022 @ 6:45pm 
That's the transmission, and you must have bought it with Engine Swaps installed.
So to make that car work without Swaps mod: sell that transmission, then with removed Swaps mod, buy and install it again. By the way, it doesn't matter wich one of the duplicates you buy.
Torosaurus  [author] 10 Jun, 2022 @ 9:27pm 
Honestly I am not sure as to what you mean by that. As for the game crashing car, it is a Kurumma Z35C with the adjustable AWD transmission for the V6 that has a duplicate in the vanilla game. The one I got was the one that changes to the V6 FWD manual transmission.
g13ba 10 Jun, 2022 @ 5:06am 
About the Engine Swaps dependency: the mod restores one v6 and adds one v10 transmission, supposedly the game crashing car has either of them installed.
Torosaurus  [author] 25 May, 2022 @ 3:14pm 
If you downloaded this mod prior to 5/16/2022. to get the new names and event restrictions, go to the sl folder, delete the game folder and then move the new game folder (the one outside the scripts folder) into the scripts folder.
g13ba 15 May, 2022 @ 1:52pm 
Well, that's over 100 MB and over 10k of files.
Torosaurus  [author] 9 May, 2022 @ 2:37pm 
Admittedly I have added some unnecessary files, however I was too lazy to remove them though.
Torosaurus  [author] 9 May, 2022 @ 6:34am 
Oh ok them
g13ba 9 May, 2022 @ 4:37am 
Looks like you have uploaded too much, the complete "cars" and "sl" folders.