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Refuelling/Qualifying

Changes to Refuelling/Qualifying

23% (23)
Keep Qualifying and Refuelling the same
51% (51)
Make fuel effect Qualifying
26% (26)
Take away refuelling
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medal 5249
3 years 173 days ago
I bring this up every so often and it just seems to get ignored, never been rejected or approved.

Too many races, in my opinion, are ruined by the fact that fuel levels don’t effect qualifying. For example at the moment, when someone want to do a 3 stop over a 2 stop, but when both strategies start on softs, the 3 stop could quite easily qualify 10 places worse off, ruining their race before the lights go out. 

A solution to this could be either one of two options - 

1) Have fuel loads effect qualifying, meaning that the lighter cars will always qualify higher and not ruining their strategy

2) Take away refuelling. This won’t change the qualifying however will mean that the undercut would work most of the times, especially on the softer tyres, pretty much like F1 currently. So even if you do qualify lower down, you can make the 3 stop work with the undercut.


I just feel these options will lead to more variations in strategies, and make the game more realistic. You would obviously need to take away the option to change your fuel load in wet races. I would be interested to see what people think about this, so I’ve created a poll. Let me know what you think.
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medal 5002 Super Mod
3 years 173 days ago
I like both of the alternatives to the current situation and find myself indecisive as to which I prefer. I suppose easiest to implement would be fuel load affecting qualifying because it is the fuel remaining that ultimately triggers the auto-pit and if the cars didn't need to pit for fuel a different trigger would need to be coded into the game.

A side benefit to option 2 would also be that development of FE would be more influential to qualifying.

A bit off-topic but along the same lines... In addition to the fuelling changes I would also like to see the tyres be much more sensitive to ambient or track temperature, not just push level but grip and wear. Personally I think this would add another strategic dimension to the game meaning it would not just be a case of copying last season's winning strategy. A different temperature this season would require a re-think. It would also mean a strategy that works in the afternoon would require a different approach to a race running in the middle of the night at the same circuit.
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medal 5000
3 years 173 days ago
Definitely take out refuelling, it just limits strategy in my opinion as you can’t go for an undercut or a long stint at the start. Also like you said it affects qualifying.
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medal 5000
3 years 173 days ago
the ideas are good in the options you could also add that of having the possibility to change the amount of fuel at the beginning of the race as happens in rainy races. completely eliminate refueling honestly I don't know if I like it or not .... I participate in a league that prohibits refueling in the race but after two races I still haven't figured out if it's something I like or not ....
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medal 5000
3 years 173 days ago
Fuel should effects your quali result. Option 2 is the best for me. This suggestion need to get approved as soon as possible.
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medal 5000
3 years 173 days ago
I just say take out refuelling you lose way to much time if you pit like 10 laps earlier when you have to making that time I lost like 15 secs to a car that was 6 secs behind after he pitted like 8 laps later it just ruins everyone's race!
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medal 5249
3 years 173 days ago
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 
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medal 5000
3 years 173 days ago
I'd like to take out refueling all together
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medal 5000
3 years 173 days ago

Mark
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 



because they are rightly afraid that each update brings with it too many bugs
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medal 5249
3 years 172 days ago

Dome

Mark
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 



because they are rightly afraid that each update brings with it too many bugs


I get that but there are updates happening all the time. To say you want the game to remain exactly how it is because you’re worried about  bugs happening is a bad idea in my mind

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medal 4887 Moderator
3 years 171 days ago (Last edited by Frank Thomas 3 years 171 days ago)
Dome

Mark
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 



because they are rightly afraid that each update brings with it too many bugs

No, it's not bugs, it's just that refueling works as a strategic tool. Without it it's not unlikely that just car performance, especially in qualifying, matters most as long as the selected strategy is close to mathematically perfect. 


It needs quite some tyre wear for the undercut to reach the lap time strength of weight, also the overcut supports you most (DRS) when you're weak and leaves you out alone in clean air when you play your weight card (albeit possibly weakened by tyre wear depending how you prepared the move). The undercut doesn't come with an initial weakness, but is likely to place you amidst the lower midfield right when you play the wear card (plus more remaining distance to cover for the following stints). Well, compound performances (wear vs performance curves, compound base wear) could be tweaked and the effect of push rethought (push more affecting wear and a more delayed effect on the temperature/performance relationship instead a temperature and thus performance hit pretty much immidiately), also the effect of FE and push on consumption could be tweaked to give the fuel planning more weight, but still I'm not convinced it'll match the choice options refueling offers.

That said I wouldn't mind an added option to remove refueling as new strategy problems to wrap the mind around to try to make it work for my advantage would be welcome, but I'm not seeing it as the primary race mode and not thrilled by the thought of having it as the sole way to race.

As for the auto-pit trigger, it probably has to be setting up compounds and a fixed number of laps in strategy, and full race fuel either seperately or in stint one only. Like auto-boost auto-pit is perhaps better deactivated then if a manager is online.
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medal 5249
3 years 147 days ago

Frank
Dome

Mark
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 



because they are rightly afraid that each update brings with it too many bugs

No, it's not bugs, it's just that refueling works as a strategic tool. Without it it's not unlikely that just car performance, especially in qualifying, matters most as long as the selected strategy is close to mathematically perfect. 


It needs quite some tyre wear for the undercut to reach the lap time strength of weight, also the overcut supports you most (DRS) when you're weak and leaves you out alone in clean air when you play your weight card (albeit possibly weakened by tyre wear depending how you prepared the move). The undercut doesn't come with an initial weakness, but is likely to place you amidst the lower midfield right when you play the wear card (plus more remaining distance to cover for the following stints). Well, compound performances (wear vs performance curves, compound base wear) could be tweaked and the effect of push rethought (push more affecting wear and a more delayed effect on the temperature/performance relationship instead a temperature and thus performance hit pretty much immidiately), also the effect of FE and push on consumption could be tweaked to give the fuel planning more weight, but still I'm not convinced it'll match the choice options refueling offers.

That said I wouldn't mind an added option to remove refueling as new strategy problems to wrap the mind around to try to make it work for my advantage would be welcome, but I'm not seeing it as the primary race mode and not thrilled by the thought of having it as the sole way to race.

As for the auto-pit trigger, it probably has to be setting up compounds and a fixed number of laps in strategy, and full race fuel either seperately or in stint one only. Like auto-boost auto-pit is perhaps better deactivated then if a manager is online.


You are talking in great detail about the strategy behind the undercut etc, but I think that you’re missing the point on the fuel effecting qualifying. The qualifying just gives you the option to try and if you’re stuck behind heavier drivers straight away, that chance is gone. 

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medal 4887 Moderator
3 years 147 days ago
Not missing it but ignored it completely as I was comparing no refuel to refuel (also long enough post as it is). Fuel affecting qualifying is difficult, it might turn out better, it might be worse or just another flavour of the same with running heavy then often getting stuck behind backmarkers and the new ruined race from the start. I think it'd open up more opportunities making light more viable without killing off starting heavy, so I voted for it, but in the end we'd have to try to see if that's correct or some programming work in vain.
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medal 5249
3 years 147 days ago

Frank
Not missing it but ignored it completely as I was comparing no refuel to refuel (also long enough post as it is). Fuel affecting qualifying is difficult, it might turn out better, it might be worse or just another flavour of the same with running heavy then often getting stuck behind backmarkers and the new ruined race from the start. I think it'd open up more opportunities making light more viable without killing off starting heavy, so I voted for it, but in the end we'd have to try to see if that's correct or some programming work in vain.


Yeah that’s what I think, but I’ve been saying it for ages and although it appears the majority agree, they’ve never decided to go for it. It still just sit here being a suggested post until it’s forgotten about. Would be interesting to know why they won’t do it, whether it being too hard to program into the game or they just don’t like the idea 

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medal 5000
3 years 147 days ago

Mark

Frank
Not missing it but ignored it completely as I was comparing no refuel to refuel (also long enough post as it is). Fuel affecting qualifying is difficult, it might turn out better, it might be worse or just another flavour of the same with running heavy then often getting stuck behind backmarkers and the new ruined race from the start. I think it'd open up more opportunities making light more viable without killing off starting heavy, so I voted for it, but in the end we'd have to try to see if that's correct or some programming work in vain.


Yeah that’s what I think, but I’ve been saying it for ages and although it appears the majority agree, they’ve never decided to go for it. It still just sit here being a suggested post until it’s forgotten about. Would be interesting to know why they won’t do it, whether it being too hard to program into the game or they just don’t like the idea 



It’s probably easier to program as you just have to take out code rather than add it 🤷 

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medal 5000
3 years 145 days ago

Mark

Frank
Dome

Mark
I’d be interested to hear peoples thoughts for it remaining the same as it is now? 



because they are rightly afraid that each update brings with it too many bugs

No, it's not bugs, it's just that refueling works as a strategic tool. Without it it's not unlikely that just car performance, especially in qualifying, matters most as long as the selected strategy is close to mathematically perfect. 


It needs quite some tyre wear for the undercut to reach the lap time strength of weight, also the overcut supports you most (DRS) when you're weak and leaves you out alone in clean air when you play your weight card (albeit possibly weakened by tyre wear depending how you prepared the move). The undercut doesn't come with an initial weakness, but is likely to place you amidst the lower midfield right when you play the wear card (plus more remaining distance to cover for the following stints). Well, compound performances (wear vs performance curves, compound base wear) could be tweaked and the effect of push rethought (push more affecting wear and a more delayed effect on the temperature/performance relationship instead a temperature and thus performance hit pretty much immidiately), also the effect of FE and push on consumption could be tweaked to give the fuel planning more weight, but still I'm not convinced it'll match the choice options refueling offers.

That said I wouldn't mind an added option to remove refueling as new strategy problems to wrap the mind around to try to make it work for my advantage would be welcome, but I'm not seeing it as the primary race mode and not thrilled by the thought of having it as the sole way to race.

As for the auto-pit trigger, it probably has to be setting up compounds and a fixed number of laps in strategy, and full race fuel either seperately or in stint one only. Like auto-boost auto-pit is perhaps better deactivated then if a manager is online.


You are talking in great detail about the strategy behind the undercut etc, but I think that you’re missing the point on the fuel effecting qualifying. The qualifying just gives you the option to try and if you’re stuck behind heavier drivers straight away, that chance is gone. 




Especially important in places such as Monaco, or in wet races. Qualifying is a bit of a weird area of the game, and I still can't work it out completely. I've won the last 3 championships in my very competitive elite league, and more than half of the races overall, and in that time I've only got 2 pole positions. The last couple of seasons I'd generally qualify between 5th and 12th, this season it's dropped a little and I'm between 10th and 15th. The fact that I'm still winning races from there means there's some sort of disparity between qualifying pace and race pace, one that I can't work out. Fuel having an effect on qualifying pace would open up opportunities, giving potential advantages to going light for the first stint, as well as the overcut benefits of going long 
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medal 5249
3 years 144 days ago

Jack



Especially important in places such as Monaco, or in wet races. Qualifying is a bit of a weird area of the game, and I still can't work it out completely. I've won the last 3 championships in my very competitive elite league, and more than half of the races overall, and in that time I've only got 2 pole positions. The last couple of seasons I'd generally qualify between 5th and 12th, this season it's dropped a little and I'm between 10th and 15th. The fact that I'm still winning races from there means there's some sort of disparity between qualifying pace and race pace, one that I can't work out. Fuel having an effect on qualifying pace would open up opportunities, giving potential advantages to going light for the first stint, as well as the overcut benefits of going long 


I’ve always said that, like a secret trait for the driver that either makes them good at qualifying, overtaking, better on tyres etc. 

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medal 5000
3 years 144 days ago

Mark

Jack



Especially important in places such as Monaco, or in wet races. Qualifying is a bit of a weird area of the game, and I still can't work it out completely. I've won the last 3 championships in my very competitive elite league, and more than half of the races overall, and in that time I've only got 2 pole positions. The last couple of seasons I'd generally qualify between 5th and 12th, this season it's dropped a little and I'm between 10th and 15th. The fact that I'm still winning races from there means there's some sort of disparity between qualifying pace and race pace, one that I can't work out. Fuel having an effect on qualifying pace would open up opportunities, giving potential advantages to going light for the first stint, as well as the overcut benefits of going long 


I’ve always said that, like a secret trait for the driver that either makes them good at qualifying, overtaking, better on tyres etc. 




There's definitely hidden abilities. One of my drivers is brilliant on the first laps of the race, always makes up ground. And he has this ability where if he gets to the front of the pack, he almost always manages to pull a slight gap. It makes people use boost to keep up with him, which wins him so many races 
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medal 5249
3 years 128 days ago
Obviously fuel effecting qualifying clearly won the poll, can anyone say whether this will be considered in an update?
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medal 5000
3 years 125 days ago (Last edited by Paulo Maldini 3 years 125 days ago)
In real F1 I was always a big fan of refuelling because it added a much greater degree of strategy and timing so the first solution to keep refuelling and make fuel loads effect qualifying really appeals to me. In modern day F1 there's a huge emphasis on tyre management simply because everyone is on the same boat as regards fuel loads so tyre wear, longevity and overall management play a major role in determining car performance and position on track. If they were to do away with refuelling in this game then they would have to do a whole new rework on tyre performance and wear simply because tyre performance/degradation does not have enough of an impact on the game in its current state as compared to real F1 to make it a strategically viable and exciting solution which could actually improve things. 

Tbh though I don't think IGP would be too keen on these changes, simply because it would probably take too much time and effort in rebuilding. I made a post a few months back about a proposal for optimum tyre temperatures and degradation within the game which seemed to be welcomed by the community in general but unfortunately was not at the time approved, but neither was it rejected. I will re-list this post today because it is now out-dated and no longer in view due to it expiring after so many days up. I will put the link here so you can have a read of it and tell me how you feel about the proposed changes. Personally I think it would add a whole new layer to the strategy of the game and really improve things. 
https://igpmanager.com/forum-thread/41240

Getting back to fuel loads and refuelling, I think it just makes perfect sense for fuel loads to have more of an effect on qualifying. If you run a lighter car at the start of the race then of course you should have an advantage over the guy who may be running a much heavier car. You gain the speed while he gains the distance, then after your first pit he gains the speed while you gain the distance. This just strikes a fair, realistic and sensible balance which I think would be satisfactory to all players involved. As regards refuelling I think this game would lose way too much of its strategic elements if refuelling was ever abandoned. There's just way too much to play around with refuelling and I feel without it the game would suffer strategically. There would be a lot less to think about in set-ups and on track and that's a big part of the satisfaction and enjoyment of the game.
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