Posted Jan 24 2018 - 10:19 AM
One more time on this issue: "The default player #4 now clashes with an AI car number at several circuits...."
When the 55Mod was being developed we did not anticipate making race-specific carsets. So, we chose the old stand-by of player car '4'.
You can make a player carskin with another number. You could, for instance, make a player car #99 by painting a blank (default) carskin with that number and saving the file as XXX99.mip. Then you would need to make a XXX4.3do file (or modify a default 3do file) that has the 'call' for that XXX99 mip file. This would give you a different player car with the #99 visually ... but the 55Mod would still list the player car as #4.
G.P.L. can be modded to change the player car number ... but that requires even more work, like making the new player car # files (both mip and 3do) for all car types. Plus, if you race online, you would need to change back to player #4 for that.
My viewpoint was made clear on that issue. There is nothing that I am willing to do on that.
I can change the Player car number to something else .... along with making new Player car 3do and mip files with this new number. That all can be done. The big problem is that the Player number would need to be changed within the GPL exe file. That can be done. That would cause much confusion with people trying to login to online races - with two possible 55Mod exe files. Not gonna happen.
The other method is to change the #4 AI driver conflicts to non-historic car numbers. Again, I am not going to do that.
The 55 Mod Race Specific Carsets were given to the community to use as they wish. You may change them using either method described above ... or any way you want.