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Fuel for stint

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medal 5793
2 years 159 days ago
I think it could be helpful for a lot of players, correct automatically fuel according to push set in advanced strategy
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medal 5000 Super Mod
2 years 159 days ago
One of the marginal advantages some managers have over others is their knowledge of the FE design curve and the relationship between PL and fuel consumption.

IMHO, if the game were to give you precisely the correct fuel depending on the circuit, your prescribed stint length, FE design and advanced strategy would be another dumbing down of a management game.
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medal 5728
2 years 159 days ago

Simone 
I think it could be helpful for a lot of players, correct automatically fuel according to push set in advanced strategy


If you set push level 3 in advanced strategy but you would use an average of 3,4 in race, you would run out of fuel. And tyre wear also has its effect on push level and fuel consumption so you could also run out of fuel because of that.


I think this would be harder then it seems.

And indeed as Kevin said, this is a management game, so it’s something players need to manage. Those who manage it well get rewarded in race
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medal 5793
2 years 159 days ago
I think that giving an automatic idea of fuel is better for new players.
Of course, an expert manager can correct the quantity according to push he is going to use.
I noticed a lot of new players that think that it is a bug if he set 14 laps and his driver doesn't pit in lap 14 but in lap 15 arriving without  enough fuel at box.
It is also a non sense that if you need 1.6litres for a lap, a driver begins a further lap with less than enough fuel.. isn't it?
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medal 5005
2 years 159 days ago
Simone 
I think that giving an automatic idea of fuel is better for new players.
Of course, an expert manager can correct the quantity according to push he is going to use.
I noticed a lot of new players that think that it is a bug if he set 14 laps and his driver doesn't pit in lap 14 but in lap 15 arriving without  enough fuel at box.
It is also a non sense that if you need 1.6litres for a lap, a driver begins a further lap with less than enough fuel.. isn't it?


You could argue that they aren’t managing their race correctly (online races only).  Someone who is actively managing the race will manually pit rather than rely on game settings.  I get new mangers won’t work out the exact fuel they need for the race/each stint,  ut the Auto setting always overfuels so as Kevin says it would take away a key component of race management.

A better improvement would be the allowing fuel load to go to one decimal place

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medal 5793
2 years 159 days ago

Mitchell
Simone 
I think that giving an automatic idea of fuel is better for new players.
Of course, an expert manager can correct the quantity according to push he is going to use.
I noticed a lot of new players that think that it is a bug if he set 14 laps and his driver doesn't pit in lap 14 but in lap 15 arriving without  enough fuel at box.
It is also a non sense that if you need 1.6litres for a lap, a driver begins a further lap with less than enough fuel.. isn't it?


You could argue that they aren’t managing their race correctly (online races only).  Someone who is actively managing the race will manually pit rather than rely on game settings.  I get new mangers won’t work out the exact fuel they need for the race/each stint,  ut the Auto setting always overfuels so as Kevin says it would take away a key component of race management.

A better improvement would be the allowing fuel load to go to one decimal place




I tried to explain them this, but they continue to think that it is a bug..?‍♂️
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medal 5000 Super Mod
2 years 158 days ago
IMHO the best idea is to adopt the same pit trigger that the new "no refuelling" rule uses, you specify a lap number and the car pits on this lap irrespective of how much fuel remains.

You would set the lap number and tyres in the strategy tab the same as now and the game would load sufficient fuel to do the stint at full PL5 at whatever FE you have. This would obviously be a conservative strategy resulting in a slow and heavy car but for less experienced managers it  would ensure the car does not run out of fuel before reaching the prescibed pitting lap.

You would then have the option to override the default fuel load by trimming it back. The optimum would be to reduce the fuel so that you have less than 1 litre remaining when the car pits. Trim it back too far and the car will be light and fast but won't have enough fuel to complete the stint and you will run out of fuel and DNF.
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medal 6530
2 years 158 days ago

Kevin
IMHO the best idea is to adopt the same pit trigger that the new "no refuelling" rule uses, you specify a lap number and the car pits on this lap irrespective of how much fuel remains.

You would set the lap number and tyres in the strategy tab the same as now and the game would load sufficient fuel to do the stint at full PL5 at whatever FE you have. This would obviously be a conservative strategy resulting in a slow and heavy car but for less experienced managers it  would ensure the car does not run out of fuel before reaching the prescibed pitting lap.

You would then have the option to override the default fuel load by trimming it back. The optimum would be to reduce the fuel so that you have less than 1 litre remaining when the car pits. Trim it back too far and the car will be light and fast but won't have enough fuel to complete the stint and you will run out of fuel and DNF.



I think that this idea coukd create  more problem for expert managers.

It could be better  decrease the quantity of fuel for doing another lap.
Now there is a %, modifying it , you can solve or reduce this problem of the further lap. Isn't it?
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medal 5000
2 years 158 days ago (Last edited by Toto Troll 2 years 158 days ago)
If they think it's a bug after you explain them it's not so they are people that don't try to understand things in a manager game...so they can go play f1 clash and stay there 
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medal 4985 Moderator
2 years 158 days ago

Simone

I think that this idea coukd create  more problem for expert managers.

It could be better  decrease the quantity of fuel for doing another lap.
Now there is a %, modifying it , you can solve or reduce this problem of the further lap. Isn't it?


Tweaking the amount isn't easy as the exact amount per lap isn't fixed and for amounts quite on edge the system has to lean more towards running out, else we're back to the automatic pits ruining races by pitting one lap early.

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medal 5000 Super Mod
2 years 158 days ago
Simone

I think that this idea coukd create  more problem for expert managers.


In what way would it cause problems for expert managers?

Currently the trigger to tell the car to pit is low fuel.  In the strategy tab you set fuel in litres and the game estimates how many laps the car will do and displays this. It always errs on the side of caution which is what is confusing new managers because they adjust the fuel until they get the required laps... But this is too much and often results in the car doing an extra unplanned lap and usually runs out of fuel and coasts into the pits on this extra lap. Experienced managers know this so disregard the estimated laps that the game suggests.

The Devs have already had to remove the low fuel pitting trigger and replace it with "defined lap number" to allow for tyre changes in the "No Refuelling" leagues.

If in a "refuelling allowed" league it were also the lap number that you defined in the strategy tab, then providing the game offered a default fuel load that was more than enough for the stint length it would mean the car would ALWAYS pit on the lap that the manager set in the strategy. So no problems for the rookie manager finding his feet in the game.

The ability to trim fuel load down from the conservative value offered by the game would be what allows the more experienced managers to gain an edge by running a lighter and faster car.

Then we get into the risk/reward balance because if you go too low the car won't have enough fuel to reach the prescribed laps and will run out somewhere on track. If this happens, you can no longer blame the game for pitting on the wrong lap or giving you insufficient fuel, the fault would be entirely with the manager.

Personally I think this is much more intuitive and now the "no refuelling" rules are active means that the same logic and interface would be used regardless of whether the no refuelling rule is on or off.
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medal 5000 Super Mod
2 years 158 days ago
Simone


It could be better  decrease the quantity of fuel for doing another lap.
Now there is a %, modifying it , you can solve or reduce this problem of the further lap. Isn't it?


Modifying this value risks the car stopping a lap earlier than planned which is actually more damaging to your race than coasting for a few corners because it means you end up doing an extra pit stop at the end of the race. This is how it used to be a few years ago and then everyone complained that cars were pitting when they had just enough fuel to make it to the pitlane on the next lap.

In summary, using the amount of fuel remaining to trigger a pit stop is, in my opinion, wrong. The best solution is to allow the manager to define what lap to pit on and then fuel accordingly.

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medal 5646
2 years 158 days ago

Kevin
Simone

I think that this idea coukd create  more problem for expert managers.


In what way would it cause problems for expert managers?

Currently the trigger to tell the car to pit is low fuel.  In the strategy tab you set fuel in litres and the game estimates how many laps the car will do and displays this. It always errs on the side of caution which is what is confusing new managers because they adjust the fuel until they get the required laps... But this is too much and often results in the car doing an extra unplanned lap and usually runs out of fuel and coasts into the pits on this extra lap. Experienced managers know this so disregard the estimated laps that the game suggests.

The Devs have already had to remove the low fuel pitting trigger and replace it with "defined lap number" to allow for tyre changes in the "No Refuelling" leagues.

If in a "refuelling allowed" league it were also the lap number that you defined in the strategy tab, then providing the game offered a default fuel load that was more than enough for the stint length it would mean the car would ALWAYS pit on the lap that the manager set in the strategy. So no problems for the rookie manager finding his feet in the game.

The ability to trim fuel load down from the conservative value offered by the game would be what allows the more experienced managers to gain an edge by running a lighter and faster car.

Then we get into the risk/reward balance because if you go too low the car won't have enough fuel to reach the prescribed laps and will run out somewhere on track. If this happens, you can no longer blame the game for pitting on the wrong lap or giving you insufficient fuel, the fault would be entirely with the manager.

Personally I think this is much more intuitive and now the "no refuelling" rules are active means that the same logic and interface would be used regardless of whether the no refuelling rule is on or off.


Your suggestion will surely work with online race, but t could be a problem with offline league. 


Well, i have never tryed a race without refueling in offline.. so, i I could be in defect about it and i have not the right conprehension of your suggestion... however I will try it next week...
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