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ERS

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medal 5000
8 years 339 days ago
I think this is too big of an ask for the next iGP update but aybe a future one. Basicially I was thinking input ERS into the gae because atm all it seems is that it's mostly UI improvements and maybe a few ore minor things. So iwas thinking this si supposed ot be a stratgey game so why not input kersa s it rings the gaem up to date and also adds alot more staragey to it.

So my idea was in the setups section you can choose where ERS is deployed and then where it is harvested, so there is like a map thing where you can like choose where to match everything up and the more harvesting you do per lap the more deployent that you can do. I think this would really make the game alot more strategic because it would be balancing eing too slow whle harvesting and then being too slow but not harvesting enough. I also think it would also could add alot more out of race dara collection as you would want to know where you can gain the time and shave off the smallest un-needed bits of harvesting as possble and findng the bets places to gain that time. I just think it would requie alot ore stratagey maths and skill to be fast at this gain rather than luck and just been playing it for several years and have the best drivers and car now.
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medal 5000
8 years 339 days ago
Also, an idea COULD be where you unlock KERS at L6, but at say L9 (to add more point to that level) you unlock the more efiicient and faster ERS system. Also, as part of the recovery, you'd need to make sure MGU-K is recovered in braking zones and MGU-H not. 

As a part of this, I think overtaking should be easier WITHOUT these buffs. Like right now DRS and KERS are too OP, so you either make normal overtaking easier OR you make DRS and KERS worse, and by that point it would be easier to overtake a rainbow than a car on hard tyres 5 seconds a lap slower than you.
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medal 5000
8 years 338 days ago
Overtaking is a tricky thing I guess as you can't make it to easy also. You don't want to have a huge load of overtakes each lap as the only one enjoying that is the one in front who's not losing time because of it. Somewhat easier might be good though as right now many overtakes are made with DRS or because of lower fuel or a softer compound. It does happen you get stuck in the first two laps after a driver that blocks obsessively,creating a big gap to those in front.

That said, replacing the current KERS by ERS and giving it some options as to where you harvest and deployed could be nice. You will have to have to balance your speed during the race would give some nice addition.
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medal 5000
8 years 338 days ago
All well and good.
But all this talking about harvesting & not harvesting has me confused. Harvesting is generated by rear braking, how can you select where to harvest?

Deployment of ERS is taking us back to the age old problem of the push levels. SS is the faster tyre plus they use the lowest push level increasing the length of time ERS can be deployed over a lap. Strategy in the game is already suffering without ERS adding to the problem.

The Push Levels of all tyres needs to be reworked for each track and changing to having only 3 push levels maybe the answer. you should be able to heat & cool any compound on any track even SS tyres.

Back off - cools tyres & has low component wear.
Maintain - slowly heats the tyres & has average component wear.
Push - Heats tyres quickly & has high component wear.

All tyres will have the same fuel usage BUT lest Hard tyres will have a fighting chance because they can Maintain or Push for longer than Super Softs. Once again bring more strategy into the game & allowing ERS to be safely introduced without causing to many headaches.
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medal 5000
8 years 338 days ago
I instead think we shouldn't make the game have less control over push, but instead MORE.

This adds more strategy to the game because you have more customisation in what you do.

This could be done through adding FUEL MIXTURES which I have elaborated on many times before.

As for how ERS LINKS to PL, I don't see it as much and I think MGU-H is harvested differently to MGU-K (braking).

And yes, I think overtaking shouldn't be TOO easy though easier as in real life you don't see drivers deliberately letting their opponent through just before DRS, like would be ideal in the game for many right now.
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medal 5665 CEO & CTO
8 years 338 days ago (edited 8 years 338 days ago)
"Jason
I think this is too big of an ask for the next iGP update but aybe a future one. Basicially I was thinking input ERS into the gae because atm all it seems is that it's mostly UI improvements and maybe a few ore minor things.

Reading that took me by surprise, but then I suppose you can't see the game I'm playing around with behind the scenes at the moment. It's very similar in the races especially, but it's much more than a tidy up and a few minor things. :P

If you have that impression then we've done a bad job of explaining it so far. We've essentially rewritten the entire game from scratch. Although, we tried to keep everything that was good about the current iGP in the process which is why a lot of it will seem familiar.

Regarding some of the suggestions, this info might be of interest:
In the new iGP Manager ERS and DRS are unlocked from the beginning of the game, everybody has them. But, now you can upgrade your facilities as you level up (no more wondering what to do beyond level 10, the challenge continues right up to level 20 now).

Also, as you upgrade the research facility, you can unlock higher levels of ERS and DRS research, which increases their duration and effectiveness respectively. This will give higher level managers an advantage, without totally disadvantaging lower level users as in the current version, where the gap between the haves and have nots on ERS/DRS is significant.
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medal 5000
8 years 338 days ago
lol We already have 5 push levels and only 1, 2 & 3 are used until you go to Monaco, WHY would you add more just for not to be used?
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medal 5000
8 years 338 days ago (edited 8 years 338 days ago)
"James
lol We already have 5 push levels and only 1, 2 & 3 are used until you go to Monaco, WHY would you add more just for not to be used?

Well, no, more ARE used than that, and I wasn't actually saying more PLs should be added, just more strategic parameters like fuel mixes

Also everyone, MGU-H is recovered through wasted energy from the turbo, say if you are only in a small acceleration zone; THAT is what me and Haydn (Jason) were getting at!
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medal 5000
8 years 338 days ago
I beleive you can harvest or atleast save energy in a straight line as irl the red flashing fog light thingy is to warn drvers behind that the car maybe slowing down even though his foot may still be flat to the floor. To go into more detail what happens is any non-used energy by the turbo is collected and then sent to the MGU-H and then is further delivered to the drivetrain. MGU-K is the sae just non-used energy by the rear brakes. You can tell  it is rear brakes if ur not sure as of Hamilton Austria 2014 Q3 T2 and Germany 2014 Q2 T12. Also I agree with the fuel micture thing it may slightly affect tires but no too much to the point where the over-heat!
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medal 5000
8 years 338 days ago
"Jack

"Jason
I think this is too big of an ask for the next iGP update but aybe a future one. Basicially I was thinking input ERS into the gae because atm all it seems is that it's mostly UI improvements and maybe a few ore minor things.


Reading that took me by surprise, but then I suppose you can't see the game I'm playing around with behind the scenes at the moment. It's very similar in the races especially, but it's much more than a tidy up and a few minor things. :P



If you have that impression then we've done a bad job of explaining it so far. We've essentially rewritten the entire game from scratch. Although, we tried to keep everything that was good about the current iGP in the process which is why a lot of it will seem familiar.



Regarding some of the suggestions, this info might be of interest:

In the new iGP Manager ERS and DRS are unlocked from the beginning of the game, everybody has them. But, now you can upgrade your facilities as you level up (no more wondering what to do beyond level 10, the challenge continues right up to level 20 now).



Also, as you upgrade the research facility, you can unlock higher levels of ERS and DRS research, which increases their duration and effectiveness respectively. This will give higher level managers an advantage, without totally disadvantaging lower level users as in the current version, where the gap between the haves and have nots on ERS/DRS is significant.


oh cool. That would be partially my bad for not really fully reading all posts tbf
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medal 5000
8 years 338 days ago
"James

"James
lol We already have 5 push levels and only 1, 2 & 3 are used until you go to Monaco, WHY would you add more just for not to be used?

Well, no, more ARE used than that, and I wasn't actually saying more PLs should be added, just more strategic parameters like fuel mixes

Also everyone, MGU-H is recovered through wasted energy from the turbo, say if you are only in a small acceleration zone; THAT is what me and Haydn (Jason) were getting at!


The other push levels are used in some leagues. But even when using Hard tyres in Turkey, Spain & Japan they over heat in half a lap using PL4, there-for you only use PL4 on the straights. The rest of the lap you are PL 3 to cool the tyres down.

The whole focus of having an optimum temp in the tyres seems to have got lost somewhere, I for one hope it's back.
You may have notice the only time SS is at equal speed to optimum temp H is when the SS is dark red & are over 9 laps old & by that time the hard tyres are coming up to the 50% wear level which is going to be slowing them down even more lol
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medal 5404
8 years 338 days ago (edited 8 years 338 days ago)
We don't need less push levels. I fluctuate through all the push levels throughout the season and each race. Taking away push levels would have my strategies limping to their death.

I also need five push levels because I work to have consistent fuel consumption so that my cars can get their potential put down to the track. I need fuel to be consumed so the car can be as light as possible when the tyres are in their grip range without adding heat to the tyres until necessary without having the car running out of fuel before pitting.

I agree there needs to be a way to keep all tyre compounds cool no matter the track temps. But taking away push levels will make it easier to manage, rather than making it a challenge, which gives managers like me the benefits of micro management on the push levels.
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medal 5000
8 years 338 days ago
"Jack
Reading that took me by surprise, but then I suppose you can't see the game I'm playing around with behind the scenes at the moment. It's very similar in the races especially, but it's much more than a tidy up and a few minor things. :P

If you have that impression then we've done a bad job of explaining it so far. We've essentially rewritten the entire game from scratch. Although, we tried to keep everything that was good about the current iGP in the process which is why a lot of it will seem familiar.

Regarding some of the suggestions, this info might be of interest:
In the new iGP Manager ERS and DRS are unlocked from the beginning of the game, everybody has them. But, now you can upgrade your facilities as you level up (no more wondering what to do beyond level 10, the challenge continues right up to level 20 now).

Also, as you upgrade the research facility, you can unlock higher levels of ERS and DRS research, which increases their duration and effectiveness respectively. This will give higher level managers an advantage, without totally disadvantaging lower level users as in the current version, where the gap between the haves and have nots on ERS/DRS is significant.

Fantastic to hear!

I guess you could've done a better job of explaining, but your reply in this thread just cleared any "enigma" around the new iGP :)
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medal 5000
8 years 336 days ago
I personally think on the push levels mix of things that maybe there could be more push levels and the refine them more so PL1 is HRT Pace and then for example PL7 is flying lap pace. We need push levels for sure but maybe to make the game a bit more strategic which is what I think is needed to level out the field a bit more ,at least within the active managers, is the fuel mixtures as James P said because you can still get the car light but keep the tires cool, however there will need to be a way so you can't put the push on PL1 and fuel on FM5 (Fuel Mixture) and just heat up the tires by having the car on the edge of it's downforce down the straights. Also since we'r hear now maybe a greater alternative to on and off seasons in dev (haven't really thought of any ideas yet but say some if u want em ;) )
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medal 5000
8 years 336 days ago
Really strong conversation going on here, every suggestion is high-quality! Agree with Haydn
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