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Pit stops

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5000
3 years 208 days ago
I need some clarification about pit stops. Which factors affect the pit stop time, or it is just random?
Besides, can you add some features related to "pitstop time improvement" like the crew, the wheelgun, etc to make pitstops more predictable and decisive to race results?


5000
3 years 208 days ago
Pit-stops are roughly predictable and are proportional to the amount of fuel, so if you pit for 50L of fuel you'll take longer on the pits than someone fuelling in 30L.
And on that, if you pit for less than 23L, it caps the pit time in 3s, which is the time the pit-crew takes to change the tyres.

About the improvement on the pit times, it would hurt low level managers in Elite even more, they already suffer with low level DRS/Boost + fewer Design Points (DPs) because the HQ developments are slow and capped at their level.
5000
3 years 207 days ago
I don't think that hurt is important, what league we choose all depends on us, so it is the low level managers'fault to participate in a league where they are overpowered
5002
3 years 207 days ago
Minh
I don't think that hurt is important, what league we choose all depends on us, so it is the low level managers'fault to participate in a league where they are overpowered



Pit stops are predictable if you put in the time to research each track.  You do this through analysing past results, doing quick races and keeping notes/spreadsheets. You could also argue that not understanding pit stop times and how they impact strategy is the fault of those that don’t put in the research.
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