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New safety car and race flags - Update 3.600

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medal 5948
141 days ago
This update is a very welcome step, but only a step, away from the train and sprint tactic's complete and totally unrealistic dominance. The single biggest fault in this game is that it is so difficult to win a race unless you follow the peloton and go superfast with boost on worn tyres. That is NOT how motor racing is. This update is a chance to start to move away from that. 
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medal 5682
140 days ago
after several races after the update, what do we have? Yes, in fact, nothing interesting. The conclusions are as follows. A safety car (+ virtual) enters the track ONLY! if an inactive player leaves the race. Which is generally not a competitor to the rest, and is only an overclocking drs. And appears only on the last laps of the race! There will be NO SC at the beginning of the race or in the middle of the race!Only at the finish line, and only at bot crash. All! 
There is certainly an exception. Namely, if active players mess up with fuel, and the pilot does not go to the Pete Stop at the right time. It turns out that he will slowly drive the whole circle slowly, provoking the SC. The second scenario of the appearance of the SC is a frank saving of engines and parts for repair, an active player.Which, for a number of reasons, cannot repair every race. Or collects reserves for the future. I see no other reasons for the appearance of SC.
All this suggests whether we need an artificial SC from the bot every race,And just to finish the race? I think no.
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medal 6181
140 days ago
Can not play races since the update can do all set up just not the races
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medal 5832 MODERATOR
140 days ago
Dave
This update is a very welcome step, but only a step, away from the train and sprint tactic's complete and totally unrealistic dominance. The single biggest fault in this game is that it is so difficult to win a race unless you follow the peloton and go superfast with boost on worn tyres. That is NOT how motor racing is. This update is a chance to start to move away from that. 

Actually doing that last lap like that is not doing it right. You seem to have not noticed it but the game actually does somewhat respect physics here (It's not that accurate in doing it as it has to rely on quite simplified rules to be able to calculate such many cars in such many races at the same time). Boost is actually applied on accelerating, so you can make up slightly more time on worn tyres through boost as you have to do more accelerating from having to go slower through the corners but you're still better off doing that boost lap on tyres not worn as you loose less time in the corners by being able to go faster through them.
BoMo
after several races after the update, what do we have? Yes, in fact, nothing interesting. The conclusions are as follows. A safety car (+ virtual) enters the track ONLY! if an inactive player leaves the race. Which is generally not a competitor to the rest, and is only an overclocking drs. And appears only on the last laps of the race! There will be NO SC at the beginning of the race or in the middle of the race!Only at the finish line, and only at bot crash. All! 
There is certainly an exception. Namely, if active players mess up with fuel, and the pilot does not go to the Pete Stop at the right time. It turns out that he will slowly drive the whole circle slowly, provoking the SC. The second scenario of the appearance of the SC is a frank saving of engines and parts for repair, an active player.Which, for a number of reasons, cannot repair every race. Or collects reserves for the future. I see no other reasons for the appearance of SC.
All this suggests whether we need an artificial SC from the bot every race,And just to finish the race? I think no.

It's a first step. There had been suggestions to both somewhat spread those failing bot cars and also prevent the same cars failing every race and also introduce possible active cars retiring by giving Cooling and Reliability real weight and thus have managers balance performance and reliability. While this still would be something random and has the chance to ruin ones race by taking out either your strongest opponent or yourself it'll be at least somewhat based on choice and who knows, maybe the system we get even works out and allows a good manager to be fast enough in races for results allowing him to become champion while, and probably sometimes because, still managing to always produce reliable cars.
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medal 5948
140 days ago

Frank
Dave
This update is a very welcome step, but only a step, away from the train and sprint tactic's complete and totally unrealistic dominance. The single biggest fault in this game is that it is so difficult to win a race unless you follow the peloton and go superfast with boost on worn tyres. That is NOT how motor racing is. This update is a chance to start to move away from that. 

Actually doing that last lap like that is not doing it right. You seem to have not noticed it but the game actually does somewhat respect physics here (It's not that accurate in doing it as it has to rely on quite simplified rules to be able to calculate such many cars in such many races at the same time). Boost is actually applied on accelerating, so you can make up slightly more time on worn tyres through boost as you have to do more accelerating from having to go slower through the corners but you're still better off doing that boost lap on tyres not worn as you loose less time in the corners by being able to go faster through them.
BoMo
after several races after the update, what do we have? Yes, in fact, nothing interesting. The conclusions are as follows. A safety car (+ virtual) enters the track ONLY! if an inactive player leaves the race. Which is generally not a competitor to the rest, and is only an overclocking drs. And appears only on the last laps of the race! There will be NO SC at the beginning of the race or in the middle of the race!Only at the finish line, and only at bot crash. All! 
There is certainly an exception. Namely, if active players mess up with fuel, and the pilot does not go to the Pete Stop at the right time. It turns out that he will slowly drive the whole circle slowly, provoking the SC. The second scenario of the appearance of the SC is a frank saving of engines and parts for repair, an active player.Which, for a number of reasons, cannot repair every race. Or collects reserves for the future. I see no other reasons for the appearance of SC.
All this suggests whether we need an artificial SC from the bot every race,And just to finish the race? I think no.

It's a first step. There had been suggestions to both somewhat spread those failing bot cars and also prevent the same cars failing every race and also introduce possible active cars retiring by giving Cooling and Reliability real weight and thus have managers balance performance and reliability. While this still would be something random and has the chance to ruin ones race by taking out either your strongest opponent or yourself it'll be at least somewhat based on choice and who knows, maybe the system we get even works out and allows a good manager to be fast enough in races for results allowing him to become champion while, and probably sometimes because, still managing to always produce reliable cars.



Re: physical limits... The ones I was referring to are the limits of grip. To be clearer, unless every car is going five seconds slower than it needs to, we can assume that the standard laptime includes going fairly close to the tyres grip limit whilst cornering. If that is the case, if you suddenly shave five seconds off a laptime on worn tyres the chances of not spinning off through lack of grip are going to be very slim. That's the ridiculous spectacle that often ends a race under the current systems. Add that to the observed iGP fact that it is quicker to lapin a drs train than not, as contrasted to real life where strategists workhard to put their drivers in clean air whenever possible, and you get the 'breaking of the laws of physics' that I was complaining about. Hope that clarifies my meaning. Yes, boost does take account of where and when it is used, but that was not my issue. 
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medal 5832 MODERATOR
140 days ago (Last edited by Frank Thomas 140 days ago)
I'm afraid it clarifies not much as the link between how shaving off quite a bit of lap time due to greatly improved acceleration on straights makes cars spin off in a corner just makes no sense to me. Worn tyres or not. The only thing making sense here would be asking if the delta between maximum grip and the one needed to transmit the torque from the engine would allow such an increase in acceleration without making the tyres spin helplessly but that is entirely possible within the scope of physics.

Same with the train and dirty air. There's no link but for the fact that with too much dirty air there's no train as the second car can't keep up well enough to stay within a second. The first car in a train has no dirty air and why should it, it's running in clean air, so why should it go slower than cars of similar performance not leading a train? The ones behind are in dirty air and this is clearly visible as the gap between the first car and second car increases as it can't run the same lap time anymore, while the third and following are still stuck at a gap because they can't get closer and overtake as coming closer to the car ahead increases their own dirty air above the one the car ahead suffers from. This behaviour is also not against physics. 
Now the train enters DRS and given they managed to stay within a second all but the leading car are allowed to reduce their drag drastically which results in greater acceleration allowing them to cover that distance in, give or take, one good second less on average than the leading car and thus allowing the second and sometimes third car to overtake it. The second car can overtake the leading car because its total lap time is faster than the one of the leading car in clean air as it gained more from DRS than lost from dirty air. Thus cars alternating logically have a lower average lap time than a single car that isn't loosing (less) time through dirty air but also isn't gaining (more) time with DRS every second, or even better, two out of three laps. That's also fully in the scope of physics.

The 2 biggest questions here that I see are: First, could dirty air be really such different between the tracks. Well, no-one said that the cars of an iGP formula don't have to use, or are allowed to use, different aerodynamic properties on certain tracks. So yes, even greater differences are possible without bypassing physics in any way. 
The second would be the advantage the DRS gives, but that's also perfectly realistic and in scope of physics if, for example, the iGP formula requires the use of air brake elements for just this purpose, something Formula One also did in a milder, less effective form in the specifications for wing elements, or the DRS also allows things like opening a bypass of the engine air restrictor for a some extra power.

Bonus question: Couldn't the game take tyre wear into account for how much boost the car can use as the grip needed, while not impossible, seems a bit high, especially from accelerating out of slow corners and using low wings? It could and I think I would like it if it would.
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medal 5948
140 days ago

Frank
I'm afraid it clarifies not much as the link between how shaving off quite a bit of lap time due to greatly improved acceleration on straights makes cars spin off in a corner just makes no sense to me. Worn tyres or not. The only thing making sense here would be asking if the delta between maximum grip and the one needed to transmit the torque from the engine would allow such an increase in acceleration without making the tyres spin helplessly but that is entirely possible within the scope of physics.

Same with the train and dirty air. There's no link but for the fact that with too much dirty air there's no train as the second car can't keep up well enough to stay within a second. The first car in a train has no dirty air and why should it, it's running in clean air, so why should it go slower than cars of similar performance not leading a train? The ones behind are in dirty air and this is clearly visible as the gap between the first car and second car increases as it can't run the same lap time anymore, while the third and following are still stuck at a gap because they can't get closer and overtake as coming closer to the car ahead increases their own dirty air above the one the car ahead suffers from. This behaviour is also not against physics. 
Now the train enters DRS and given they managed to stay within a second all but the leading car are allowed to reduce their drag drastically which results in greater acceleration allowing them to cover that distance in, give or take, one good second less on average than the leading car and thus allowing the second and sometimes third car to overtake it. The second car can overtake the leading car because its total lap time is faster than the one of the leading car in clean air as it gained more from DRS than lost from dirty air. Thus cars alternating logically have a lower average lap time than a single car that isn't loosing (less) time through dirty air but also isn't gaining (more) time with DRS every second, or even better, two out of three laps. That's also fully in the scope of physics.

The 2 biggest questions here that I see are: First, could dirty air be really such different between the tracks. Well, no-one said that the cars of an iGP formula don't have to use, or are allowed to use, different aerodynamic properties on certain tracks. So yes, even greater differences are possible without bypassing physics in any way. 
The second would be the advantage the DRS gives, but that's also perfectly realistic and in scope of physics if, for example, the iGP formula requires the use of air brake elements for just this purpose, something Formula One also did in a milder, less effective form in the specifications for wing elements, or the DRS also allows things like opening a bypass of the engine air restrictor for a some extra power.

Bonus question: Couldn't the game take tyre wear into account for how much boost the car can use as the grip needed, while not impossible, seems a bit high, especially from accelerating out of slow corners and using low wings? It could and I think I would like it if it would.



1....two words...entry speed.

And as to the train. I was contrasting the speed of the train with the speed of a car running alone around a lap. Just try this next time you have a car at the head of a train boost a few seconds ahead of it. Your car, if of similar base speed to the cars in the train will be caught without any need for them to boost within a few laps. Why? Because the train as a whole benefits in exactly the same way that a cycling peloton does and a F1 train of cars doesn't.
It's not difficult you just need to watch to see this in operation. 
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medal 6700
140 days ago
I can understand that you have wasted a lot of time adding the safety car and the yellow flags, and if you don't want to put a button to disable them, this is your choice ... although it is very questionable.

However, I would like to ask you to do something for the desktop version, because it is really difficult to notice when the yellow flags or the safety car appear.

Normally we look at the lower left corner of the screen (for the temperature and quantity of fuel), while the yellow flags are located in the upper right corner.

You have to put something that attracts attention .... being a danger, it must appear very clearly.

I ran about 3-4 races and there were about 20 yellow flags and I didn't see any. My rivals have seen about 3-4 of them ... but they use the app.
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medal 5832 MODERATOR
139 days ago (Last edited by Frank Thomas 139 days ago)
Dave

1....two words...entry speed.

And as to the train. I was contrasting the speed of the train with the speed of a car running alone around a lap. Just try this next time you have a car at the head of a train boost a few seconds ahead of it. Your car, if of similar base speed to the cars in the train will be caught without any need for them to boost within a few laps. Why? Because the train as a whole benefits in exactly the same way that a cycling peloton does and a F1 train of cars doesn't.
It's not difficult you just need to watch to see this in operation. 

One word: Brakes

I know what it looks like, but even though less drag is the reason for the advantage for both the train and that cycling peloton the workings are pretty opposite, though. The cycling peloton gains its advantage through power conserving in slipstream in a larger group with leading and lone cyclists having the hardest time. A small group of cars (in a train its usually the first 2-4 cars giving it its speed, the rest just sticks to them by getting DRS every lap) gains from its cars getting DRS more often than lone ones but fight dirty air most of the time, with the leading and lone cars having the easiest time and being the fastest there. It's just that DRS on one straight usually outweights all the rest of the track. In F1 that isn't the case, which so often makes its races so boring as it does have the dirty air.
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medal 5401 COMMUNITY MANAGER
139 days ago
Hello,

Please remember this topic is to talk about the new SC and race flag system. We already have a topic about random events!
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medal 6618
138 days ago
José
Hello,

Please remember this topic is to talk about the new SC and race flag system. We already have a topic about random events!



Where? 
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medal 6348 MODERATOR
138 days ago

Jim
José
Hello,

Please remember this topic is to talk about the new SC and race flag system. We already have a topic about random events!



Where? 



Random Events in iGP
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medal 5380
86 days ago

That will be fun! After all , it will be fun to see how strategy will change as it does in real races. 
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medal 5264
11 days ago
who is watching F2 so there is a virtual SC the same is here too because here on the track you will not meet a flashing car Safety Car and to get here and the players and after driving the SC to the box to restart the race. with virtual SC, no one loses any points and doesn't even have to slow down. slows down only at the given accident site
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