ios-personmd-notifications md-help-circle

Profile

  • Guest
    medal 0
  • Posts: 21
  • Post Likes: 3765

Notifications

  • No Unread Notifications

Official
ADVANCE NOTICE: Car development & Setup changes - coming soon

warning
This thread is closed. Threads older than 6 weeks are closed automatically. To continue this discussion, create a new thread.
md-lock This topic has been closed by the moderator
medal 5082
4 years 365 days ago
I hope the Number of Races will increase again with this because even now with cap at 100 it's impossible to Max out your Car, increasing that to 200 will make it almost ridiculous. Once again, this is another thing that benefits Top Level Players
md-quotelink
medal 5000
4 years 364 days ago
We should give real importance for secondary car stats, so people would develope their cars in different ways. Make Fuel and Tyre Economy to really impact season strategy, so Medium and Hard tyres can be more competitive and larger stints can be an option for players. 

About Qually randoness I think it's about time for Drivers weight to make difference on car performance, and you need to keep constantly training your drivers even if only on Physical, at cost of losing Stamina. Drivers don't just stop training and keep good forever. Same thing if they don't race, they should lose ability points. 

A simple, but crucial, change is limiting % of KERS use per lap. It's just ridiculous, and it's a majority of leagues, where people just watch 20-30-40 min of boring race to just spend 90-100% KERS at a single lap, usually last lap and see who press the button harder (sarcasm) and finish first. KERS durations goes from about 6 to 8s and needs to be recharged after activated. So we could eigher have a sort of Cooldown system to recharge the KERS power that would change according to tracks cornering types (a strenght rate fonctioning similarly to how DRS do right now in the game), or we could simply limit the % of the total 100% energy we have available to use during the race.
md-quotelink
medal 5000
4 years 363 days ago
We've just introduced a boosting ban for the final 15% of the race. It's amazing the difference that its made, the races are now edge of the seat stuff right up to the end. OK, the same teams are winning but at least the racing is close and being clever with PL can really make a difference. 
The boost ban relys a lot on trust but so far, it seems to be working, I've had no reports of anyone, even those who thought it was a bad idea, breaking the ban. 
Of course, it would be a lot easier of the host had a boost ban button where he/she could select the lap at which boost stops working, but for now trust works.
While I'm begging for toys for the host, a two tyre compound selection button wouldn't hurt, either ?

As for drivers weight making a difference, it would just make female drivers faster because almost all drivers are trained to their minimum weight. Incidentally, how come a 6'2" driver can weigh in the same as a 5'2" driver? Surely height should have some affect on weight - and on drag or engine efficiency, don't designer's dislike taller drivers for that very reason? But I know I'm now starting to get very picky about things, just the buttons would help. Please ?

Merry Christmas ???
md-quotelink
medal 5000
4 years 362 days ago
Hello I have a problem in the league setting holiday days instead of December 26 l set January 26 And now there will be a break until January 26 can you delete it in my league? Best regards and thank you 
md-quotelink
medal 5000
4 years 356 days ago

Jack
Ovih
It's ok. If you said that you posted the poll on the blog I believe you... But I don't remember it. I'm very active and I write frecuently on the forum too. You put a link on the blog to watch the results on Twitter, right? It's still the same. Players can watch the results, but if they don't have Twitter they can't vote... Or am I wrong?

It's correct that only people with Twitter could vote. It was just easier for me to tweet the poll, and it's also slightly strategic to boost our presence on social media. It helps to bring new people to the game when they see the poll or friends voting on it. So I combine a bit of marketing with development (win-win). When I said it was in the blog, you can see it's in the blog I linked in the post, as a link within the post where I directly ask people to vote.

Joao
I think Dome's request is about maximum starting value, the maximum design at the first race of the championship. If not I say it now.

This has been requested by a few people. Would you really be happy if people started the season with an advantage from R1 though?



Jack, is there a timetable for this update? Has been two weeks since your advance notice
md-quotelink
medal 5000
4 years 356 days ago

Simon
Agreed, unless set up each year differs we will end up in same place and the car development will just give those with better CDs more advantage.
Qualifying is still a complete lottery.

Really needed a change in car setup (instead of just ride height and wing maybe have 3 attributes etc)

Good to see some effort to change the area that really needs updating but I feel this is just change for the sake of change

Also find it always hilarious that my driver with less experience has been faster than the ones with 20 experience for the last 5 seasons (with exact some stats), maybe another area to look at


Yes, we have level 20s being dominated by a level 16. How does that work?

md-quotelink
medal 5000
4 years 356 days ago

Felipe
We should give real importance for secondary car stats, so people would develope their cars in different ways. Make Fuel and Tyre Economy to really impact season strategy, so Medium and Hard tyres can be more competitive and larger stints can be an option for players. 

About Qually randoness I think it's about time for Drivers weight to make difference on car performance, and you need to keep constantly training your drivers even if only on Physical, at cost of losing Stamina. Drivers don't just stop training and keep good forever. Same thing if they don't race, they should lose ability points. 

A simple, but crucial, change is limiting % of KERS use per lap. It's just ridiculous, and it's a majority of leagues, where people just watch 20-30-40 min of boring race to just spend 90-100% KERS at a single lap, usually last lap and see who press the button harder (sarcasm) and finish first. KERS durations goes from about 6 to 8s and needs to be recharged after activated. So we could eigher have a sort of Cooldown system to recharge the KERS power that would change according to tracks cornering types (a strenght rate fonctioning similarly to how DRS do right now in the game), or we could simply limit the % of the total 100% energy we have available to use during the race.



this is absolutely impossible, everyone has the right to enjoy it as much as they like, even to get a world record.
md-quotelink
medal 5000
4 years 353 days ago
This all sounds great but why not introduce pre-season testing to allow teams to improve (Or not) their cars - currently if your design is poor you get locked in at that level and always playing catch-up, this is especially tough when joining elite where many of the other teams are well established and have greater design increases. Make it a slight random calc to improve a finite number of areas, or open it up to teams at the lower end of the tier?
md-quotelink
medal 5000
4 years 353 days ago

Jiří

Felipe
We should give real importance for secondary car stats, so people would develope their cars in different ways. Make Fuel and Tyre Economy to really impact season strategy, so Medium and Hard tyres can be more competitive and larger stints can be an option for players. 

About Qually randoness I think it's about time for Drivers weight to make difference on car performance, and you need to keep constantly training your drivers even if only on Physical, at cost of losing Stamina. Drivers don't just stop training and keep good forever. Same thing if they don't race, they should lose ability points. 

A simple, but crucial, change is limiting % of KERS use per lap. It's just ridiculous, and it's a majority of leagues, where people just watch 20-30-40 min of boring race to just spend 90-100% KERS at a single lap, usually last lap and see who press the button harder (sarcasm) and finish first. KERS durations goes from about 6 to 8s and needs to be recharged after activated. So we could eigher have a sort of Cooldown system to recharge the KERS power that would change according to tracks cornering types (a strenght rate fonctioning similarly to how DRS do right now in the game), or we could simply limit the % of the total 100% energy we have available to use during the race.



this is absolutely impossible, everyone has the right to enjoy it as much as they like, even to get a world record.


My league now has a boost ban. No one is allowed to use boost for the final 15% of the race. Use it before then or lose it..

Its working brilliantly, its making the races incredibly tight and exciting 

md-quotelink
medal 5000
4 years 352 days ago (Last edited by James Greer 4 years 352 days ago)
How will the changes make races tighter?

There is little between current car setups of drivers but in this example I'm showing you at Monaco the driver with the slower time will finish a full 5 seconds behind the other driver with higher ride-height.




The setup changes you should of made, should of been remove Ideal Setup. Implement an Ideal Setup for each circuit that does not match any of drivers preferred  car settings.

Reason for edit: To ask this question.
Why does the driver with the lower ride-height not want a slightly stiffer suspension to better balance the car to stop it bottoming out? 
md-quotelink
medal 5000
4 years 352 days ago

James
How will the changes make races tighter?

There is little between current car setups of drivers but in this example I'm showing you at Monaco the driver with the slower time will finish a full 5 seconds behind the other driver with higher ride-height.




The setup changes you should of made, should of been remove Ideal Setup. Implement an Ideal Setup for each circuit that does not match any of drivers preferred  car settings.

Reason for edit: To ask this question.
Why does the driver with the lower ride-height not want a slightly stiffer suspension to better balance the car to stop it bottoming out? 



In general i think we should remove the connection of ride height and the driver. For example at Monaco that you have posted the base ride height is 22 for a driver with 1.70 height. Every 5 points of height the ride height change in a way taller driver gets lower ride height and shorter higher ride height. For example a driver with 1.90 height will be at 18 and a driver with 1.65 height
will be at 23.
 
md-quotelink
medal 5000
4 years 352 days ago (Last edited by James Greer 4 years 352 days ago)
Sam

James
How will the changes make races tighter?

There is little between current car setups of drivers but in this example I'm showing you at Monaco the driver with the slower time will finish a full 5 seconds behind the other driver with higher ride-height.




The setup changes you should of made, should of been remove Ideal Setup. Implement an Ideal Setup for each circuit that does not match any of drivers preferred  car settings.

Reason for edit: To ask this question.
Why does the driver with the lower ride-height not want a slightly stiffer suspension to better balance the car to stop it bottoming out? 



In general i think we should remove the connection of ride height and the driver. For example at Monaco that you have posted the base ride height is 22 for a driver with 1.70 height. Every 5 points of height the ride height change in a way taller driver gets lower ride height and shorter higher ride height. For example a driver with 1.90 height will be at 18 and a driver with 1.65 height
will be at 23.
 



They can keep the Ride-height as the connection thou.
Change suspension to numbers & Implement Perfect setup that not one driver likes, but they are all close to perfect in one of the 3 area's: 

4.9 suspension range 0-5
20.9 ride-height range 18-23
20.9 wing range 16-21

Lowest range ride-height driver wants more suspension and less wing. Better on straights
Mid range ride-height driver wants everything balanced. Average all rounder
Highest range ride-height  driver wants less suspension and more wing. Better in corners
md-quotelink
medal 5000
4 years 352 days ago


They can keep the Ride-height as the connection thou.
Change suspension to numbers & Implement Perfect setup that not one driver likes, but they are all close to perfect in one of the 3 area's: 

1.9 suspension range 0-5
20.9 ride-height range 18-23
20.9 wing range 16-21

Lowest range ride-height driver wants more suspension and less wing. Better on straights
Mid range ride-height driver wants everything balanced. Average all rounder
Highest range ride-height  driver wants less suspension and more wing. Better in corners


I mean to remove the connection with height and use with something else but as we don't have unique
characteristics for drivers is hard to use something as base. Could be experience + driver abilities in combo.

I do like more detail on setup too that why i suggested Gear ratio.
I am not sure how it work at the moment but i do like to be able to play with those more in a way to affect speed on tracks.
For example if you have max development on Downforce won't need so much wing (higher wing = Less Acceleration too + Less Braking needed). Anyway big talk ;)
md-quotelink
medal 5000
4 years 352 days ago
I agree in some parts :)

The only change in drivers setup is their driving ability attributes. Once maxed it's same thing season after season. :( 

1. Mental attributes need to be linked to something. My suggestion was make it change as the drivers Experience grows, they get closer to optimal setup.

2. The design should also be linked to the car setup in some shape or form, to make each team unique.

3. The driver's themselves need input on the car setup. We currently have, but they need more differences. 
md-quotelink
medal 5000
4 years 350 days ago

Will it affect the normal set up for tracks
md-quotelink
medal 5000
4 years 350 days ago (Last edited by James Greer 4 years 350 days ago)
Christian

Will it affect the normal set up for tracks



maybe for the first 2 seasons, but once you know the correct setup and write it down, it be the same setup the next season and the following season after that. 

Really need do something that generates a completely different setup every season.
md-quotelink
medal 5000
4 years 349 days ago
Maybe something related with wind during the race that forces adjustment of wing level.
md-quotelink
medal 5000
4 years 349 days ago
James
Christian

Will it affect the normal set up for tracks



maybe for the first 2 seasons, but once you know the correct setup and write it down, it be the same setup the next season and the following season after that. 

Really need do something that generates a completely different setup every season.       




It takes only one season to write it down, if tere is random tracks it will certainly take a couple of seasons
md-quotelink
medal 5000
4 years 348 days ago
penalty is needed on IGP
md-quotelink
medal 5000
4 years 347 days ago

Narciso
penalty is needed on IGP



It is already there mate
md-quotelink
md-lock This topic has been closed by the moderator

You must be logged in to post a reply.