Suggest parts usage to be reviwed

, 47 days ago Reply #21

James
You seeing it my way now?
Level 10 only need 50% reliability to make 2-3 parts
Level 11, 55
level 12, 60
level 13, 65
14, 70
15, 75
16, 80
17, 85
18, 90
19, 95
20, 100


I missed reliability factor so if its like that then need to experiment with it as well from now on
thanx James
, 47 days ago Reply #22

got it
, 46 days ago Reply #23

It might not be like that though it's just what I thinking. You will know before me, you just get it up to 70, I need 95 to find out.
But my last race was 8 parts to fix one car with 50% reliability
, 46 days ago Reply #24

I'm curious to know how anybody is having an issue with this? I have 51 in reliability, and it cost me only 4 parts to fix one car. The car was brand new before the race. Although, this is at Monaco. I'll have to check in and see how much it costs after a regular race, since Monaco is an easy going race.
, 45 days ago Reply #25

I don't know if this is the final version or needs to be refined, surely we passed too quickly from a system where level 4-5 in manufacturing was enough, to, too often, your design level + ~2.
For those who are playing ever since might not be a huge problem in the short term because of stock, but for those who started late and focused only on design to catch up, especially in leagues where you race daily, this is too taxing. It takes 2 days to raise a level and lots of money.
I'm level 13, i needed 15 parts to repair my cars in the last race and I started rising manufacturing only when this update happened, i'll still need 11 more races to reach Manufacturing 13 to get close to even the demand, my stock has already halved ever since and basically I halted my progress for 1 entire season just to upgrade manufacturing.
To me this change happened just too quickly.
, 45 days ago Reply #26

Not sure about that, there was a warning posted. I think 11/12 days ago, that's roughly 6/7 levels increase to manufacturing.
, 44 days ago Reply #27

James
Not sure about that, there was a warning posted. I think 11/12 days ago, that's roughly 6/7 levels increase to manufacturing.


Folks also need to allocate design points to reliability... Have they forgotten this?

, 44 days ago (edited 44 days ago) Reply #28

Reliability stat is just there for show
It's meaningful for new users and people that would have missed the notice of changes.
But also parts can be bought in the shop, so there is no real reason for anyone to get worried about a shortage of parts.

I just got my reliability up to 100 for tomorrows race in Brazil. I have lvls 19 design and 17 manufacturing, so I will still be using more parts than someone that has both facilities at the same level.
, 44 days ago Reply #29

What worries me is once all the building work is done, what do I do with all the tokens?
Hire youth drivers and edit them & sell them or buy engines to fit a new one every race.
Cooling stat will likely be the next thing on Jacks hit list, to make it mean something more.
, 44 days ago Reply #30

Well, it's called managing your resources. (it is igpMANAGER after all)
If every race you made enough money and parts to repair your car(s) to 100%, where is the management?
If they made it so you needed 10 parts to repair your car and you made 10 parts, what would be the point in having parts in the first place.
, 44 days ago Reply #31

James
Reliability stat is just there for show
It's meaningful for new users and people that would have missed the notice of changes.
But also parts can be bought in the shop, so there is no real reason for anyone to get worried about a shortage of parts.

I just got my reliability up to 100 for tomorrows race in Brazil. I have lvls 19 design and 17 manufacturing, so I will still be using more parts than someone that has both facilities at the same level.


James once race done pls share the reliability effect on the part consumption for repair
, 44 days ago Reply #32

Blunion
I'm curious to know how anybody is having an issue with this? I have 51 in reliability, and it cost me only 4 parts to fix one car. The car was brand new before the race. Although, this is at Monaco. I'll have to check in and see how much it costs after a regular race, since Monaco is an easy going race.


Blunion what was the next race parts consumption in turkey, was it low .....
, 44 days ago Reply #33

I'll find out tonight. I'm betting it won't be more than 6 parts per car.
, 43 days ago Reply #34

Brijesh
James
Reliability stat is just there for show
It's meaningful for new users and people that would have missed the notice of changes.
But also parts can be bought in the shop, so there is no real reason for anyone to get worried about a shortage of parts.

I just got my reliability up to 100 for tomorrows race in Brazil. I have lvls 19 design and 17 manufacturing, so I will still be using more parts than someone that has both facilities at the same level.


James once race done pls share the reliability effect on the part consumption for repair


10 parts for a car doing 71 laps, it's not too bad. An idea if it was changed to a life bar so that you could add parts as you see fit, it would be handier, instead of a fixed number you add to the car.
i produce 17 a race i need 20 to fix both cars fully.
driver one i add 9 parts and driver two 8 part to keep them as equals or just fully fix driver one and give driver two 7 parts and be a one car team.

I know I have lots of extra parts that I can use, but if I didn't it would be a nice option to have.
, 43 days ago Reply #35

Brijesh
Blunion
I'm curious to know how anybody is having an issue with this? I have 51 in reliability, and it cost me only 4 parts to fix one car. The car was brand new before the race. Although, this is at Monaco. I'll have to check in and see how much it costs after a regular race, since Monaco is an easy going race.


Blunion what was the next race parts consumption in turkey, was it low .....


It took me 9 parts to replace one car. That gives me a reason to train reliability now! Which is currently 51.

I wonder how many parts would be needed to replace a car after two races. Would it be 18? Or would it be less...

Also, James, great idea.
, 40 days ago Reply #36

I have no many spare parts because I started not long ago. Have you seen how many tokens would it cost every race to full repair your cars if you had no spare parts at all? That's not sustainable.
, 40 days ago Reply #37

Balancing Design and Manufacturing lowers the count.
I have come across a new variable, maybe there is ongoing work in the background.
Some drivers wear the cars more than others?? Australia with 43 Reliability came home with 11 for one car and 10 for the other.
, 40 days ago Reply #38

This is getting ridiculous, reliability at 79, manufacturing at 10, I'm level 13 and i should pay 17 parts to fix my cars, even if I'd have maximum manufacturing (that is 13) I should still pay 5 tokens per race to be able to repair my car for the next race, as it stands, at 5 tokens per race it makes no sense to continue to play.

, 40 days ago Reply #39

17 in total, 7 for talent 1 driver and 10 for talent 12 driver? or are you saying 17 for each car?
, 39 days ago Reply #40

Marco
This is getting ridiculous, reliability at 79, manufacturing at 10, I'm level 13 and i should pay 17 parts to fix my cars, even if I'd have maximum manufacturing (that is 13) I should still pay 5 tokens per race to be able to repair my car for the next race, as it stands, at 5 tokens per race it makes no sense to continue to play.



Excluding reliability, which is probably the largest factor that affects how much parts wear, the wear rate seems to be different at each track and may possibly be different for drivers as well. I last reported needing 9 parts to repair a car entirely. The race after that caused my cars to need 8 parts each to repair them to 100%. Again I only have 51 reliability and my design and manufacturing facilities are level 14.

This is all important data, everybody should be taking note if these values are changing from race to race so we can get some answers. It may give us insight into just how essential it may be to develop reliability and force season strategies to change (e.g. Replacing parts every other race rather than every race) or require players to properly budget tokens earned from Sponsorship.

That said, my B-team needs 6 parts to replace a car entirely from the last race's wear rate, and I won't be replacing parts on that team's cars tonight to see how the wear rate moves after two races.
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