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When to stop research (Non-Elite)

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medal 5000
5 years 263 days ago (Last edited by Nick McLaughlin 5 years 262 days ago)
Sorry to make a new thread about it. But since mod closed last one..
A continuation of https://igpmanager.com/forum-thread/20465

In Elite levels, you cannot go above 100 stat. 
Simple enough. 

What about the other leagues? 
Should this not be more clearly written somewhere in game?

From readings I’ve done, I’m under the impression a Rookie league (like the one I host) is capped at 50. However, with supplier bonus I’m able to surpass this marker. (I presume similar for Pro level at their cap)

So is that bonus given? Can we have 64 accel in rookie?
Or just misleading the managers?

Cheers in advance. 
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Best Solution -- Selected by Yunus Unia Blunion

medal 5836
5 years 262 days ago (Last edited by Yunus Unia Blunion 5 years 262 days ago)
The design caps in Rookie and Pro are base caps (I call it a base cap because designs are limited to 50 and 80 assignable design points for Rookie and Pro respectively). 

If a supplier's bonus raises a design attribute past the base design cap, it is not negated or useless, the benefit is still there. 
The only time the supplier's bonus is meaningless is when in the Elite tier because is no way to have performance past 100.

Additionally, in the current format of iGP Manager (post 2016), choice of push level in the pre-race strategy no longer affects qualifying pace. A lot of veteran players can attest to this as the difference was felt in the changeover.
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medal 5000
5 years 263 days ago
100 Elites, 80 Pros and 50 Rookies
Thats the caps and if you go past them you get no advantage whatsoever
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medal 5000 Super Mod
5 years 263 days ago
Hi Graeme and Nick.

Graeme is correct with repect to "core" design but you can exceed the design cap in Rookie and pro tiers by utilising supplier strengths.

The developers have informed us that the underlying race simulator doesn't take into consideration any design greater than 100 so this is the cap for Elite regardless of supplier. In other words, 100 core design with no supplier bonus, 90 core design with 10 supplier bonus and 100 core design with 10 supplier bonus are all treated as 100. In the last of these three scenarios you are wasting 10 dp.

This isn't the case with Rookie and Pro tiers. You can maximise your core design up to the cap of 50 or 80 respectively but additional supplier bonuses which take you above the cap are recognised by the race simulator and will make a difference.

AFAIK you cannot over design an attribute to compensate for supplier weaknesses in any of the three tiers.

So Nick...
"So is that bonus given? Can we have 64 accel in rookie?
Or just misleading the managers?
"

The answer is Yes, you can have 64 in acceleration providing you are prepared to peak at 42 in Fuel Economy.
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medal 5000
5 years 262 days ago
Kevin,
What you are saying may be officially what the game says but from running may teams now and lot of stats etc here now once you get above that 50 or 80 it make zero difference to your car whatsoever!!! I understand what you are saying and agree that it should be this way and it was the way i though it was but the stats now say the opposite!! 
Example: Top Speed in the rookies once you hit the 50 cap will not get any faster and the car will not accelerate and faster either. They car will how ever get faster is you get to your cap and then add to your others, as it should also. 
Personal opinion on this one and have done it both ways is that bring you car up evenly and the driver for some reason respond better. Imagine having your F1 car with the brakes of push bike!! Its all good to be going fast but if you cant stop then going that fast is pointless! Balance is what i aim for!
I know people will have there own thoughts and will disagree with mine but hey thats what forums are for!! Main thing is to enjoy the game as thats what we do in our league!!
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medal 5000
5 years 262 days ago
This is where my confusion stemmed from lol, everyone seems to have a different opinion of how it works.
While most underlying mechanics of the game should stay hidden from managers to work out, I believe this is something that should be written somewhere so players know if their points are actually being used or not. 
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medal 5000 Super Mod
5 years 262 days ago
Nick

The response I gave was information that the iGP team provided at the time the supplier bonuses were introduced. TBH I have taken this at face value because there are so many variables to consider I don't know how anyone can categorically state that points over the design cap have no benefit.

The iGP developers inform us that qualifying is done using stint 1 tyre compound at neutral push with minimum fuel. Again I take this as a fact because that's what the devs have told us and I'm a trusting sort of guy for the most part (excludes second hand car salesmen LOL)... but I also note that in the majority of cases my driver with the lower stint 1 fuel load tends to outqualify his team mate. Hmmm???

I have asked for one of the developers to confirm/deny the benefit of designing over the cap in Pro and Rookie, whether we get a response is anyone's guess because they're quite cagey about the game mechanics.
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medal 5000
5 years 262 days ago

Kevin
The iGP developers inform us that qualifying is done using stint 1 tyre compound at neutral push with minimum fuel. Again I take this as a fact because that's what the devs have told us and I'm a trusting sort of guy for the most part (excludes second hand car salesmen LOL)... but I also note that in the majority of cases my driver with the lower stint 1 fuel load tends to outqualify his team mate. Hmmm???


This is super interesting, I was going to try running some experiments similar. While the driver with lower fuel for stint one over qualifies, if they have a default push level higher than the other would have an effect also?

Kevin
I have asked for one of the developers to confirm/deny the benefit of designing over the cap in Pro and Rookie, whether we get a response is anyone's guess because they're quite cagey about the game mechanics.


Most excellent, hopefully we can get a confirmation from this!


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medal 5000
5 years 262 days ago
Qually is based on stint 1 in total, so your total fuel for that stint is used.

I have tested this many times running drivers with equal stats in equal cars the only difference is stint 1 fuel.

I am positive there are hidden things in this game, in a league race recently 1 driver did 217mph as his top speed yet no other team did this, he did not even have the most dev car,lol

Its like an episode of the x files on this game right now,lol
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medal 4983 Moderator
5 years 262 days ago (Last edited by Frank Thomas 5 years 261 days ago)
Wondered about the PL for qualifying as well, but leaving one driver on PL5 and setting the the other to PL1 or neutral made no difference. Also my qualifying luck generally means that if I choose different tactics for the drivers, in rain mostly, then the heavier car tends do the better qualifying time, so if weight makes a difference then heavier is better. At least for me. :-)
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medal 5836
5 years 262 days ago (Last edited by Yunus Unia Blunion 5 years 262 days ago)
The design caps in Rookie and Pro are base caps (I call it a base cap because designs are limited to 50 and 80 assignable design points for Rookie and Pro respectively). 

If a supplier's bonus raises a design attribute past the base design cap, it is not negated or useless, the benefit is still there. 
The only time the supplier's bonus is meaningless is when in the Elite tier because is no way to have performance past 100.

Additionally, in the current format of iGP Manager (post 2016), choice of push level in the pre-race strategy no longer affects qualifying pace. A lot of veteran players can attest to this as the difference was felt in the changeover.
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medal 5000
5 years 261 days ago
Awesome, thank you for the reply Yunus! Much appreciated.

And the confirmation PL does not affect qualifying. 
But no decline about first stint fuel.. hmm :O
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medal 5836
5 years 261 days ago

Nick
Awesome, thank you for the reply Yunus! Much appreciated.

And the confirmation PL does not affect qualifying. 
But no decline about first stint fuel.. hmm :O



The first stint's fuel has no impact on qualifying. You can find this in the in-game help guide, under section 1.5.

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medal 5000
5 years 261 days ago
Well I feel kind of silly now, I'm just finding the in-game help guide.. 
I'll just be over here in a corner with my head hung :(
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medal 5000
5 years 261 days ago

Kevin
Nick

The response I gave was information that the iGP team provided at the time the supplier bonuses were introduced. TBH I have taken this at face value because there are so many variables to consider I don't know how anyone can categorically state that points over the design cap have no benefit.

The iGP developers inform us that qualifying is done using stint 1 tyre compound at neutral push with minimum fuel. Again I take this as a fact because that's what the devs have told us and I'm a trusting sort of guy for the most part (excludes second hand car salesmen LOL)... but I also note that in the majority of cases my driver with the lower stint 1 fuel load tends to outqualify his team mate. Hmmm???

I have asked for one of the developers to confirm/deny the benefit of designing over the cap in Pro and Rookie, whether we get a response is anyone's guess because they're quite cagey about the game mechanics.


I don't know how anyone can categorically state that points over the design cap have no benefit. 

That quote is pretty silly when someone is saying that they have data that says it doesnt!!! Pretty stupid statement that one!!
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medal 5000 Super Mod
5 years 261 days ago
Like I said, with so many variables to consider I don't know what data can categorically prove that dp over the cap has no effect. Especially when your data contradicts the people who code the game who say that these points are effective in improving performance.
Like you said earlier, it's a forum and we're all entitled to voice an opinion, just because I'm not as clever as you doesn't make me stupid.
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