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We need to talk about HARDS

What should be done regarding the H/H strategy?

21.99% (73)
Equalise tyre strategies to work on all race lengths, so as to not advantage a particular strategy for the vast majority of race
60.24% (200)
Give League Hosts an option to force teams to use two tyre compounds during the race.
17.77% (59)
It's fine as it is, besides it's a free game, so relax bro!
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medal 4939
6 years 138 days ago

Mike
One option is, I think the operating window of all tyres should be changed, also matching the track tyre wear characteristics of course.
Running a race at 10C and putting the hard on, means u shouldn't be able to get that tyre upto any sort of temperature for a good few laps. And while those tyres are cold, you should be losing plenty of time to boot.
Another idea is, bring out more compounds, and the teams need to choose 2/3 compounds before lockout during practice, and then have to use both a prime and option in the race. Taking the idea from MM (Motorsport Manager), is making practice lap data more meaningful, so it should be giving u both Quali and Race % boost data depending on what program u choose to run, as well as % boost on the compound you using. So u might see someone focusing on doing qualifying runs on the softest compound for a race to improve their grid position, that kind of thing. It will shake the grids up alot more as well, instead of seeing 6 guys within the same tenth on the same compound kind of thing.Hey 



Hey Mike..that would make some very interesting race from varying strategies..And it will be good opportunity for the others to try and stop the Phoenix Sport domination..LOL
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medal 5000
6 years 137 days ago
Is there any graph or any evidence (due to experience) of how much the gap is between tyres with the same amount of fuel and tyre wear in a clean lap? In a race, not practice.

Like, starting the lap with 70% or 50% tyre wear and 15L.
How much is that between SS, S, M, H?

I tried yesterday a race using two differents strategies, and I was really impressed by the pace of one of my drivers with the hards, as someone said before in the thread "because Hards can keep up with FRESH Softs.", and I would add "even increase their speed vs them" as many of you said.

How it's going with the issue Jack? No pressure, just want a mini update from you, we already know you're on it and we appreciate that.
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medal 5000
6 years 132 days ago
Yes, agreed Alberto.
Mini-update please Jack!

p.s. Thanks for bringing the weather back.
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medal 5000
6 years 130 days ago
Something away from the H/H question. I would like to see the operating windows (water depth) for the W and I vary from track to track. For example tracks with a 'gripper' surface can run a slick for a bit longer than a smoother surface (or can switch from W back to I earlier etc). This will make it a bit more realustic than having the same changeover points at each venue
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medal 6098 CEO & CTO
6 years 129 days ago
Sorry for the delay looking in to this, we've been doing a lot of other updates and are working hard on finishing the big updates like the new car and garage. I can tell you we will be turning some of our attention to this next week and testing some solutions.

My preferred route at this point is:

  • Reduce the range of wear between tyres

  • Scale tyre wear to race duration (so they will wear 4x as fast in a 25% race as a 100% one)



The first change is a relatively minor one, a good suggestion put forward by Dea Male near the start of this topic. Making conservative changes like that with tyres makes more sense, because when people say "there's only one strategy that works", what they usually mean is the tyres are ever so slightly balanced in favour of a certain strategy. Even the people who claim it's "totally" broken are usually only referring to a minor balancing issue, because it only has to be a little bit off balance and it will always go one way. The current tyre balance came in to effect a long time ago because everyone thought Super Softs were too overpowered. We didn't make a huge change, but now the consensus is Hards are overpowered.

The second change is something I've considered doing for a long time, but originally put off for fear it could be confusing to have the tyres behaving inconsistently across the game. However, it would as least allow us to build a consensus on tyres and really balance them in an exciting way without compromise.

The limitation of uniform tyre wear across all race durations is that if we change something to balance a 50% race, it throws 100% off and vice versa, and we can never really achieve consensus. While one league is happy another isn't all the time, and our efforts to balance the tyres are always compromised and complicated by the need to balance them to all race durations. This would be resolved by scaling wear rates to race duration.

So, I think by adjusting wear rates and scaling wear to the race duration we'll be able to create a much more interesting balance. If further tweaks are needed beyond that then they can be implemented as well.
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medal 5000
6 years 129 days ago

Jack
Sorry for the delay looking in to this, we've been doing a lot of other updates and are working hard on finishing the big updates like the new car and garage. I can tell you we will be turning some of our attention to this next week and testing some solutions.

My preferred route at this point is:

  • Reduce the range of wear between tyres

  • Scale tyre wear to race duration (so they will wear 4x as fast in a 25% race as a 100% one)



The first change is a relatively minor one, a good suggestion put forward by Dea Male near the start of this topic. Making conservative changes like that with tyres makes more sense, because when people say "there's only one strategy that works", what they usually mean is the tyres are ever so slightly balanced in favour of a certain strategy. Even the people who claim it's "totally" broken are usually only referring to a minor balancing issue, because it only has to be a little bit off balance and it will always go one way. The current tyre balance came in to effect a long time ago because everyone thought Super Softs were too overpowered. We didn't make a huge change, but now the consensus is Hards are overpowered.

The second change is something I've considered doing for a long time, but originally put off for fear it could be confusing to have the tyres behaving inconsistently across the game. However, it would as least allow us to build a consensus on tyres and really balance them in an exciting way without compromise.

The limitation of uniform tyre wear across all race durations is that if we change something to balance a 50% race, it throws 100% off and vice versa, and we can never really achieve consensus. While one league is happy another isn't all the time, and our efforts to balance the tyres are always compromised and complicated by the need to balance them to all race durations. This would be resolved by scaling wear rates to race duration.

So, I think by adjusting wear rates and scaling wear to the race duration we'll be able to create a much more interesting balance. If further tweaks are needed beyond that then they can be implemented as well.


The scaling of the tyres is a great idea!!!

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medal 5000
6 years 129 days ago
Thanks for the update Jack.
This is awesome news, I look forward to you and your teams conclusions.
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medal 5001
6 years 129 days ago

Jack
Sorry for the delay looking in to this, we've been doing a lot of other updates and are working hard on finishing the big updates like the new car and garage. I can tell you we will be turning some of our attention to this next week and testing some solutions.

My preferred route at this point is:

  • Reduce the range of wear between tyres

  • Scale tyre wear to race duration (so they will wear 4x as fast in a 25% race as a 100% one)



The first change is a relatively minor one, a good suggestion put forward by Dea Male near the start of this topic. Making conservative changes like that with tyres makes more sense, because when people say "there's only one strategy that works", what they usually mean is the tyres are ever so slightly balanced in favour of a certain strategy. Even the people who claim it's "totally" broken are usually only referring to a minor balancing issue, because it only has to be a little bit off balance and it will always go one way. The current tyre balance came in to effect a long time ago because everyone thought Super Softs were too overpowered. We didn't make a huge change, but now the consensus is Hards are overpowered.

The second change is something I've considered doing for a long time, but originally put off for fear it could be confusing to have the tyres behaving inconsistently across the game. However, it would as least allow us to build a consensus on tyres and really balance them in an exciting way without compromise.

The limitation of uniform tyre wear across all race durations is that if we change something to balance a 50% race, it throws 100% off and vice versa, and we can never really achieve consensus. While one league is happy another isn't all the time, and our efforts to balance the tyres are always compromised and complicated by the need to balance them to all race durations. This would be resolved by scaling wear rates to race duration.

So, I think by adjusting wear rates and scaling wear to the race duration we'll be able to create a much more interesting balance. If further tweaks are needed beyond that then they can be implemented as well.



AWESOME news! Thank you!
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medal 5000
6 years 129 days ago

Jack
Sorry for the delay looking in to this, we've been doing a lot of other updates and are working hard on finishing the big updates like the new car and garage. I can tell you we will be turning some of our attention to this next week and testing some solutions.

My preferred route at this point is:

  • Reduce the range of wear between tyres

  • Scale tyre wear to race duration (so they will wear 4x as fast in a 25% race as a 100% one)



The first change is a relatively minor one, a good suggestion put forward by Dea Male near the start of this topic. Making conservative changes like that with tyres makes more sense, because when people say "there's only one strategy that works", what they usually mean is the tyres are ever so slightly balanced in favour of a certain strategy. Even the people who claim it's "totally" broken are usually only referring to a minor balancing issue, because it only has to be a little bit off balance and it will always go one way. The current tyre balance came in to effect a long time ago because everyone thought Super Softs were too overpowered. We didn't make a huge change, but now the consensus is Hards are overpowered.

The second change is something I've considered doing for a long time, but originally put off for fear it could be confusing to have the tyres behaving inconsistently across the game. However, it would as least allow us to build a consensus on tyres and really balance them in an exciting way without compromise.

The limitation of uniform tyre wear across all race durations is that if we change something to balance a 50% race, it throws 100% off and vice versa, and we can never really achieve consensus. While one league is happy another isn't all the time, and our efforts to balance the tyres are always compromised and complicated by the need to balance them to all race durations. This would be resolved by scaling wear rates to race duration.

So, I think by adjusting wear rates and scaling wear to the race duration we'll be able to create a much more interesting balance. If further tweaks are needed beyond that then they can be implemented as well.



Thanks for the update Jack
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medal 5292
6 years 129 days ago
Jack, thanks for the update!

By the way, think about the idea of being able to configure the league to use 2 tire compounds, because many already do this manually, but it always causes controversy because the screen that shows the compounds during the race has a bug and does not always show all the tires used.

Some leagues still use Excel controls parallel to the game to bring more competitiveness, like mine, and this automated rule in the system would help a lot.
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medal 6184
6 years 129 days ago

Jack
Sorry for the delay looking in to this, we've been doing a lot of other updates and are working hard on finishing the big updates like the new car and garage. I can tell you we will be turning some of our attention to this next week and testing some solutions.

My preferred route at this point is:

  • Reduce the range of wear between tyres

  • Scale tyre wear to race duration (so they will wear 4x as fast in a 25% race as a 100% one)



The first change is a relatively minor one, a good suggestion put forward by Dea Male near the start of this topic. Making conservative changes like that with tyres makes more sense, because when people say "there's only one strategy that works", what they usually mean is the tyres are ever so slightly balanced in favour of a certain strategy. Even the people who claim it's "totally" broken are usually only referring to a minor balancing issue, because it only has to be a little bit off balance and it will always go one way. The current tyre balance came in to effect a long time ago because everyone thought Super Softs were too overpowered. We didn't make a huge change, but now the consensus is Hards are overpowered.

The second change is something I've considered doing for a long time, but originally put off for fear it could be confusing to have the tyres behaving inconsistently across the game. However, it would as least allow us to build a consensus on tyres and really balance them in an exciting way without compromise.

The limitation of uniform tyre wear across all race durations is that if we change something to balance a 50% race, it throws 100% off and vice versa, and we can never really achieve consensus. While one league is happy another isn't all the time, and our efforts to balance the tyres are always compromised and complicated by the need to balance them to all race durations. This would be resolved by scaling wear rates to race duration.

So, I think by adjusting wear rates and scaling wear to the race duration we'll be able to create a much more interesting balance. If further tweaks are needed beyond that then they can be implemented as well.



Regarding scaling wear rate to race duration, I disagree if pit stop time not be scaled either, thus, creating inconsistent result to 100% race.
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medal 5000
6 years 129 days ago (edited 6 years 128 days ago)
Alan
By the way, think about the idea of being able to configure the league to use 2 tire compounds, because many already do this manually.



Good point Alan!


Jack, most of the votes are for leagues to have an option to force a 2 tyre compound race. Is this something you're looking in to, or does it have too many issues (push levels etc...) to be viable?

Saturday 10am.
We're at 200 votes in total!
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medal 5000
6 years 127 days ago
14°C 15 laps M on push level 3 is slower than 15 laps H on push level 4. 
H uses 1 litre extra fuel and uses up 2 points more of the drivers health.
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medal 5000
6 years 127 days ago
Alexi
Alan
By the way, think about the idea of being able to configure the league to use 2 tire compounds, because many already do this manually.



Good point Alan!


Jack, most of the votes are for leagues to have an option to force a 2 tyre compound race. Is this something you're looking in to, or does it have too many issues (push levels etc...) to be viable?

Saturday 10am.
We're at 200 votes in total!


This puts managers that don't manage in live race at a terrible disadvantage, unless all managers in a league are live managing.
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medal 5000
6 years 127 days ago

James
14°C 15 laps M on push level 3 is slower than 15 laps H on push level 4. 
H uses 1 litre extra fuel and uses up 2 points more of the drivers health.


Surely either way isn't the quickest as tyres would be in the red zone anyway 

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medal 5000
6 years 127 days ago
I need the SuperHard compound at least for Malaysia, it's too hot for Hard rubber.
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medal 5000
6 years 127 days ago
Another option would be a maximum number of each type of dry tire for the whole season.
15 SS
15 S
15 M
15 H

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medal 5000
6 years 127 days ago

Jon

James
14°C 15 laps M on push level 3 is slower than 15 laps H on push level 4. 
H uses 1 litre extra fuel and uses up 2 points more of the drivers health.


Surely either way isn't the quickest as tyres would be in the red zone anyway 




If you dont manage the push levels it surely will be in the red zone  and not quickest ;]
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medal 5000 Super Mod
6 years 127 days ago

Leandro
Another option would be a maximum number of each type of dry tire for the whole season.
15 SS
15 S
15 M
15 H




That's an interesting idea. Good suggestion but numbers would need to be changed. 100% race distance they'd run out of tyres half way through the season.
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medal 5000
6 years 126 days ago (edited 6 years 126 days ago)
Jon

James
14°C 15 laps M on push level 3 is slower than 15 laps H on push level 4. 
H uses 1 litre extra fuel and uses up 2 points more of the drivers health.


Surely either way isn't the quickest as tyres would be in the red zone anyway 




Your assumption would be wrong. 

Highlighted lap was where M had the faster lap time. Lap 36  M & H had Identical lap times.


Not much point in having 4 dry compounds, SS PL1, S PL2, M PL3 & Hard PL4. But in practice all use PL3 So the H tyre should be much slower than M not all nearly the same.

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