igra formula medal 5000 6 years 71 days ago (edited 6 years 71 days ago)
Peter
On average in race settings, you can push HARD tyres +1.5 Push levels higher than MEDIUM tyres. This equates to around -0.750s/lap in laptime.
Bearing in mind that Pirelli took the HARD tyre compound only 4 times in 2016 F1 season, once in 2017 F1 season(Spain), and so far, only once in 2018 (Great Britain), I believe the HARD tyre should be optimum in specific conditions, ie high temperature races such as iGP Bahrain, iGP Abu Dhabi, where a MEDIUM tyre will simply overheat.
This would reflect accurately the fact that Pirelli have chosen HARD tyres only 6 times in the last 55 F1 races (Just over 2 and half years)
To have 2 type of tyres with 2 different names and same wear rate for different temperatures is the same as one type of tyre that is usefull for both temperarures. The problem with medium against hard is that their wear rate 2% 3% or 4% allows to reach maximum reasonable fuel load (the level from which adding more fuel slows down the car too much). You can say that in some races medium has 5% wear rate and you want to do 16-18 laps but this don't change the overall picture. When there are more then one tyre in the maximum reasonable fuel load only the strongest survive. With the incoming change the soft tyre will also join the maximum reasonable fuel level so there will be 3 tyres and two of them will be eliminated from usability.
Two tyres can be defined as different only if they have different wear rate and this difference is actualy reflected in a race strategy in that stints with different tyres are different lengths. The actual strategy stints with both hard and medium are same length so thay are in fact same tyre strategycaly.
All my previous posts are about why the direct scaling is bad idea and only make balance harder. The better way is to go with small changes separately for different lengths. Somthing like : soft faster 0.1; hard slower 0.1 ; Malaysia supersoft wear from 17 to 14 ; soft from 8 to 7; . then wait some time to see how it goes before deciding more changes. But there is one core problem in tyre balance which I will describe.
Balancing grid race for more then two types of tyres is impossible.
Proof:
Assume we have 2 types of tyres: tyre A and tyre B. To be defined as different they must have different wear rate. So tyre A wears faster then tyre B. Since tyre A wears faster then tyre B it will make different number of pit stops during the race (otherwise they are the same tyre strategycaly). Since tyre A has to do more pit stops then tyre B it must have more speed to achieve same time over the whole race. Then since tyre A has more speed it will have the grid advantage. This grid advantage has to be compensated so we give tyre B a little bit better pace for the long run. Now tyre A and tyre B
are balanced.
Then we try to add tyre C. Tyre C has different wear rate and represents different strategy. Lets say tyre C wears slower then tyre B and will do less pit stops. We balance tyre C against tyre B in the same way that we balanced tyre A and B. We give tyre C more pace to compensate for the worse grid.
After this the best strategy is to use tyre A which is best grid/first stint tyre and then continue to the end of the race on tyre C which has the best pace. Tyre B becomes useless.Note that tyre B need the whole race to catch up with the grid
advantage of tyre A but tyre A is used only for the first stint and for the rest of the race tyre B cant catch up with tyre C because tyre C is just faster in pace.
And if you add more types of tyres the outcome will be the same - one tyre will be best first stint tyre and one tyre will be the best pace tyre. And this is the good scenario.
The bad scenario is when one type of tyre is both best for the first stint and for the pace.
This can easily be observed in the game H-H-H-H SS-SS-SS-SS-SS-SS SS-H-H-H SS-H-H-H-H.
Because of this to have more variety in strategy the best way to go is probably to have some restrictions in tyre use (this along with small changes like +0.1 sec on some tyre; -1% wear on some tyre on some track ect. with the aim for slighty better balance)
Possible example:
generate random number 0,1,2 before the race
-0 all tyres are allowed
-1 one type of tyre is randomly chosen and cannot be used in the race
-2 two types of tyre are randomly chosen and cant be used in the race
then generate one more random number 0,1,2
-0 no obligatory tyre
-1 one of the remaining tyres is randomly chosen and is obligatory to use for
at least one stint in the race
-2 two of the remaining tyres are chosen and its obligatory to use them in the race
Another example:
-limited number of tyre sets given for one full season or sets generated per race
In any way at some point tyre restrictions will very likely come into the game because of the above described problem.
The other way to go is dynamicaly randomized wear rates and lap times for the race so this season lets say Germany has this strategy but next season wear rates/speeds are different and is different strategy.