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Wear, TCD gaps, pit times

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medal 5000
5 years 89 days ago
The lack of progressive TCD gaps relative to temperature (tire compound difference) results in very little strategy adjustments, in addition to fairly simple in/out pit gaps.

What I mean by this is that the TCD on a cold day (say 5 celsius) from a ss to a hard compound should get progressively and exponentially larger the harder the compound. They seem to be too consistent right now between the compounds, which when combined with fairly simple in/out times in the pits, means that there is very little variance in strategies that will be successful, or could make for interesting racing.

For instance between a soft and ss, on a cold day maybe a .375 second a lap difference, or whatever based on track length and combination of slow and fast corners. For that same race, to mediums maybe 1 secs a lap from softs and 2 to hards. 

Example - last race temps were at 25 def give or take, but the TCD gaps were all roughly the same. Not realistic. It was a relatively high wear track, so how is it that ss were wearing at 12%, softs at 4 and mediums at 3? Makes no logical sense.

There should always be about 3-4 options for evenly matched teams to compete, and from what I can tell, everyone seems to be running pretty much the same strategy, so how is this a strategy game? Additionally by effectively creating 3-4 strategies due to compound differences, that would mean that we would also see more variance in race results due to mistakes made by managers in strats.

Example, longer stints would make sense for someone having to come from deeper in the pack, but right now that doesn’t seem to be an option, as the TCD differences are too linear.

Tracks with more turns would naturally favor the softer compounds, and maybe reduce the TCD’s but the wear component is also not varied enough to make an effective difference. 

thoughts?
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medal 4994 Moderator
5 years 89 days ago (Last edited by Frank Thomas 5 years 89 days ago)
Yes, on general I agree and the devs wished to do that on the last tyre update. However:
Jack
We also wanted to change the 'ideal temperature' of each tyre, however for technical reasons this was not possible without an app update, so instead we opted to adjust the way all tyre compounds generate heat. This was something we could do without updating the app and put live immediately. This achieves almost the same effect and should allow more push options on tyres other than Hards. In addition to the tyre performance changes, this will hopefully have the effect of balancing the pace between the tyres more evenly.

The good news is:
Jack
FYI - We have also made it so that in a distant future update (after everyone has updated the app) it will be possible for us to make wider ranges of adjustments to the tyres. This won't be relevant to the current changes and may not show itself for months even, but it gives us more options in the future to work around the limitations I described earlier in this thread. We've essentially removed those restrictions from future versions of the app.

Since that was some months ago enough time might have passed to bring it into the game, once the plans for the next tyre update and then programming them are finished and tested that is. I hope it's not too long from now on.

That said there is already some possibility to adjust strategies. The problem is that straying from a thoroughly tested formula is the more dangerous approach, especially since getting DRS is often mandatory for success. So people generally rather play it safe as risk is only reward if they get it right both in plan and live in action (race).
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