Nice timing, Monday evening we start our new season. :-)
I have to say that basing everything on the 50% races is a bold move. For 100% it means that in most cases the soft should be now able to reach the distance from which on fuel weight makes going longer unwise, although indeed super softs should gain most from it as they can go now even slightly longer than softs. Softs have still that 'problem' that hards often enough would still beat them in performance on some tracks/temperatures, which at least means that hards probably won't follow the mediums fate. But now enough theorycrafted, let's test this and see what happens.
In 100% races Soft, Medium and Hard will all be limited by maximum reasonable fuel and essentialy become same tyre. Obviosly the only tyres that will be used will be supersoft(almost evrywhere unless super high temperature) and whatever tyre comes fastest of the other 3 types (which will be all same role - long stint) in the rare case where SS cant be used whole race.
If this causes any imbalance among tyres we will quickly address it, within days. If SS become overpowered in 100% races then we'll just bring the tyres closer together on pace and/or wear. I don't see anything in the concerned posts so far that we can't address quickly within a couple of rounds of revisions.
The main thing I notice in any concerns is the implication that we think this is the end solution to everything - that's simply not the case and I'd call it a misunderstanding. We think it's the start, only one piece that we will build upon.
Thank you very much for your reply
What I was talking about with my post was this: the target group should still be the 100% race distance.
With the current speed of the SS, there will be a lot of jammy in winter (next 2-5 months). As you have spelled correctly, not too many and too radical changes.
In winter everyone cries the SS are op.
It's your game and make the changes. But please do not go to the cost of players who play 100% race distance in real time.
Me parece una gran idea para que los duros no sean los dominadores en distancias del 100% sin poder usar otra alternativa. Estoy con vosotros chavales!!!
In my humble opinion, same tyres lasting differently depending on race length is just fake.
Different race lengths offer different challenges as they require different types of strategies, but just like sprint races and endurance races do in real life. What's wrong with that?
Scaling wear to race duration is the best choice for me. I have a suggestion about it. It should be implemented just like in racesims, for example rFactor:
- 100%: tyre wear x1 (the base model)
- 75%: x1.5
- 50%: x2
- 25%: x4
BUT the Hard tyres duration should be decreased of about 30% or increased the performance loss per-lap fitting them - or (better Solution) change the working temp range. Untill 20-25°C should be almost impossible warm up them: in this case M, S and SS should be able to be used with warmer temps than now (overheating now is too much).
And also:
- (!!!) compulsory compound change for the race;
- fuel scaling = the same of the tyres;
- pit stop time should be affected by refuel time, based on effective liters;
- (!!!) quaifying time should be determined not only by the compound choice but also by the fuel put in the car for the first part of the race (this should discourage a first long stint with H tyres).
Off topic:
- (!!!) Android and iOS app should admit simultaneous use of KERS by user for both drivers like on PC (serious problem, in my opinion);
- consider the possibility to admit kers planification in strategy for AI use
(for example, grant the manager to decide to let AI use a certain percentage of boost until lap X - with 3 different possible indications). Will be, for example (let we hypothesize a 30 lap race):
1. untill lap "10" (defined by user) use "25%" (defined by user) of boost
2. from lap 11 to "20" (defined by user) use another 25%(defined by user)
3. from lap 21 to the end use the remaining 50% (defined by user)
- (!!!) free practice should admit to do lap times with user-defined fuel. If I have to ideate my strategy, how can I predict the fuel impact on my lap times?
- add team orders like "let the driver behind you pass", like the old Grand Prix Manager for PC :P
:)
Will this fix the livery editor too? Because I'm getting tired of not being to paint my cars. I'm on an iPad mini 1st gen, and the rest of the game works just fine, most of the time.
Scaling wear to race duration is the best choice for me. I have a suggestion about it. It should be implemented just like in racesims, for example rFactor:
- 100%: tyre wear x1 (the base model)
- 75%: x1.5
- 50%: x2
- 25%: x4
BUT the Hard tyres duration should be decreased of about 30% or increased the performance loss per-lap fitting them - or (better Solution) change the working temp range. Untill 20-25°C should be almost impossible warm up them: in this case M, S and SS should be able to be used with warmer temps than now (overheating now is too much).
And also:
- (!!!) compulsory compound change for the race;
- fuel scaling = the same of the tyres;
- pit stop time should be affected by refuel time, based on effective liters;
- (!!!) quaifying time should be determined not only by the compound choice but also by the fuel put in the car for the first part of the race (this should discourage a first long stint with H tyres).
Off topic:
- (!!!) Android and iOS app should admit simultaneous use of KERS by user for both drivers like on PC (serious problem, in my opinion);
- consider the possibility to admit kers planification in strategy for AI use
(for example, grant the manager to decide to let AI use a certain percentage of boost until lap X - with 3 different possible indications). Will be, for example (let we hypothesize a 30 lap race):
1. untill lap "10" (defined by user) use "25%" (defined by user) of boost
2. from lap 11 to "20" (defined by user) use another 25%(defined by user)
3. from lap 21 to the end use the remaining 50% (defined by user)
- (!!!) free practice should admit to do lap times with user-defined fuel. If I have to ideate my strategy, how can I predict the fuel impact on my lap times?
- add team orders like "let the driver behind you pass", like the old Grand Prix Manager for PC :P
:)
You cannot do forced multiple tyre compounds until there is the option to change the push level either per tyre or per stint.
Having to run multiple tire compounds would be fucking SHITTY, YOU BETTER NOT EVEN THINK ABOUT ADDING THAT KIND OF BULLSHIT INTO THE GAME. ESPECIALLY NOT UNTIL YOU FIX THE LIVERY EDITOR FIRST!!
The tyre wear rates at the moment are just right for 50% races so it seems pretty logical to make that the base number.
Can you imagine the tyre wear rates at the moment then becoming the base rate for 100% races then everything else is calculated upwards.
Take Hungary for example, the 10% wear rate of supers will cover you 9 or 10 laps which meant you were doing 7 pit stops on a full distance super soft race which is what everyone does anyway. People ask for some sort of realism yet are happy enough doing 7 pit stops! Having that wear rate scaled down for 100% distance would then set supers to run about 20-25 laps which is probably the right amount, thus giving the full distance race a more believable 3 stops.
Now think of it the other way, if the base level was 100% races then those super soft tyres would only last 5 laps of a 35 lap race @50% and that then becomes a 7 stop race.
If I understand correctly, do you confirm that in the 50% races with 10% wear on tires, with the change made, consumption is reduced to 5%?
Andy Craig 5000 6 years 295 days ago (edited 6 years 295 days ago)
Marco
If I understand correctly, do you confirm that in the 50% races with 10% wear on tires, with the change made, consumption is reduced to 5%?
From what I understand reading the announcement: If you do 50% races at the moment then the tyre wear %'s you currently see will stay the same after the changes are made.
Base rate is set from the 50% distance tyre wear values so for Hungary as an example using Super Soft they will become:
100% distance = 5% tyre wear
75% distance = 7.5% tyre wear (rounded up or down?)
50% distance = 10% tyre wear - stays the same as this is the base level value
25% distance = 12.5% tyre wear (rounded up or down?) EDIT: that should be 20% but personally think that is too much
Edit: just read that 25% distance will be 2 times the wear rate of 50% distances which seems like a punishment for doing those types of races