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Tyre Economy Effects

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medal 5000
7 years 138 days ago
This needs toned down a lot, a level 6 team in rookie doing 9laps with supersofts at spa. Is very scary

https://igpmanager.com/app/d=resultDetail&id=3430575
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medal 5000
7 years 138 days ago
10 laps wow
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medal 5000
7 years 138 days ago
Dont know what his ratings are for TE but once we hit spa I gonna slap on a set and fill the tank with a full 120 litres and see how far they go
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medal 5000
7 years 138 days ago (edited 7 years 138 days ago)
This was Spa with I think level 5 and one of my drivers set on a 7-7-8 strategy on super softs. Push levels very low and low since even then the temp is in the red until wear lets cool them down at the end of the stints.

My other, faster, driver won with a 2 stints on soft strategy with about 3.3s lead.
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medal 5000
7 years 138 days ago
Nice info lap 8 you had 14% tyre life you could of done 10 or 11 laps as next wear rating would of been 3 or 4.

That is why I'm filling the tank to the limit. More Fuel = slower = tyre savings.
Think they forgot to add more weight = more wear
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medal 5000
7 years 138 days ago
Yes, 11 laps would have been possible, the 12th would be the big question mark. Usually the times get worse once the tyres are about to pass the 33% mark though and raising the push level just countersteers a bit. Here in the very low stints it made the car go faster right towards the end, though. Just not in the middle stint which was one notch up from the start to catch the car in front, and now I expected the tyres should be able to take the punishment.
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medal 5000
7 years 138 days ago
In practice out-lap + fast-lap + in-lap = tyre wear & fuel usage for the race.
If more weight = more wear to the tyres, then lap1 of a 6lap stint would of had 38% wear
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medal 5000
7 years 138 days ago
Yes, more weight = more wear sounds logical.

The other thing is, we do appear to use the tyre chosen for the first stint in qualifying but start with a fresh set. It appears to me the biggest advantage of the super soft are the first laps into the race, additionally to the better starting position. If the race starts with 1 or 2 laps on the tyres this could make the harder compounds more competetive in early race. I might be wrong though, I don't have much experience yet after all and the bit I do have is only with a low CP car.
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medal 5000
7 years 138 days ago
I would like to try a race where the wear from qualify is carried over to the race start, I went into this race with only 43 Tyre Economy


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medal 5000
7 years 138 days ago
@James : You cannot take tyre wear alone into consideration, under 50% the pace lost is more important than old igp making SS more interesting to use for 5 to 6 laps max thanks to their initial pace but then softs are faster.
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medal 5000
7 years 138 days ago
Interesting, only just but this would allow a 3 pit all super soft strategy on a 100% race (and those 120l slow you so much that a light car could pit every 2-3 laps and still stay in front :-) ), but not a such good an idea because below 11% the lap times suffered quite badly it appears. Are the faster lap times again after lap 8 & 7 the result of a higher push level?

Another thought, I somewhen heard that with the track getting cleaner and nicely 'rubberized' during the race this not only helps for faster lap times but to somewhat recover grainy overheated soft tyres as well. True or not for real F1, something like this could be used to balance softer compounds where harder compounds gain the upper hand towards the end of the race.
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medal 5000
7 years 138 days ago
should of been pushing a lot earlier but I waited until lap 11 and 12 as the tyres didnt go cold was 27 degrees

The game seems to be setup for it 100% racing
SS 4stops
S 3 stops
M 2stops
H 1 stop
Tyres are capable of doing it on their own, tyre economy is there to help the car from dropping off so much later in the season.
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medal 5000
7 years 138 days ago
Joey
@James : You cannot take tyre wear alone into consideration, under 50% the pace lost is more important than old igp making SS more interesting to use for 5 to 6 laps max thanks to their initial pace but then softs are faster.


The drop off isnt that big if you have another car with you to get DRS lol
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medal 5000
7 years 138 days ago (edited 7 years 138 days ago)
James

The game seems to be setup for it 100% racing
SS 4stops
S 3 stops
M 2stops
H 1 stop
Tyres are capable of doing it on their own, tyre economy is there to help the car from dropping off so much later in the season.

Yes, I think you're right.

James
Joey
@James : You cannot take tyre wear alone into consideration, under 50% the pace lost is more important than old igp making SS more interesting to use for 5 to 6 laps max thanks to their initial pace but then softs are faster.


The drop off isnt that big if you have another car with you to get DRS lol
On tracks where super soft are working the drop off under 50% was here usually still on par or better than soft and even if not it's still better to sacrifice a few tenth of your gained lead if you avoid to have to pit more often.

Another Edit: DRS works as well but I don't want to bet on that and using super soft I usually do it in the hope to be ahead of the ones on harder compounds. :-)
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medal 5145 CEO & CTO
7 years 138 days ago
This thread flows nicely in to something we are discussing internally at the moment.

How would you guys feel about tyre wear being scaled to the race distance? So the tyres would wear 4x as fast in a 25% distance race, 2x in 50% and 1x (standard rate) in 100%.
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medal 5000
7 years 138 days ago (edited 7 years 138 days ago)
Jack
This thread flows nicely in to something we are discussing internally at the moment.

How would you guys feel about tyre wear being scaled to the race distance? So the tyres would wear 4x as fast in a 25% distance race, 2x in 50% and 1x (standard rate) in 100%.


It's how it should always of been?
Someone in 25% can carry the info of the fastest strategy into 50% by doubling their stops win easy, then jump to 100% and double it again and win easy. Guess that's how old iGP got the way it was with so many pit stops

Have Jack puzzled lol

What you are suggesting is 4stop 100% 4stops 50% and 4stops 25% so what I said above cant happen
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medal 5000
7 years 138 days ago
It's something I thought about as well and wondered why it isn't already set up that way. The problem I came up with is that that way you'd have to justify a stop in a quarter of laps but the lap times are basically staying the same, besides things that the window where super soft are working really well would be 0.5 to 1.5 laps at most. Partially it would be solved if fuel consumption would be treated the same way, which would make sense then anyway. But now times would change quite heavily now from lap to lap making things like KERS and even more DRS a bit of a lottery since you'd have to sort of hope your half lap of an optimal working car includes the DRS straight or you're not running up to a quite slower car at quite the wrong moment like half a lap before the next straight long enough to successfully apply KERS, because else you're stuck for the equivalent of 2 laps behind it, longer if he's using it as well in defence. On the up side this opens up way improved tactical options, like using the 2nd car as a mobile roadblock.
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medal 5000
7 years 138 days ago
If set tyres where used for tracks you could copy F1 games on the console. 25% 1 stop 50% 2stops & 100% 3stops would be the default strategies. Then people would use their own strategy based on the tyres they are able to use for the track. Each distance would have 1 extra stop if someone wanted to use the softer compound twice in the race or because their driver is more gentle on the tyres they might could keep default strategy but still use the softer tyre twice.
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medal 5000
7 years 137 days ago
As I said in the other thread, doing the strategy is one of the very few areas where you as a manager really can influence things instead 'just' letting the leveling up doing its job. So I'm not in favour to put limitations here as a general rule.
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medal 5083
7 years 136 days ago
I think tyres should be kept as close to real life as possible. Tyres should be constant but affected by track (corners, bumpiness etc) weather and driver characteristics. The proposal above isn't an intuitive way of assessing tyre strategy. It creates a logic specific to the game itself. My opinion is you should keep certain things as close to real life as possible.
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