Hi Jack,
"Jack
We may revise the attributes (or their impact in the simulator) within a week, we'll be analysing the performance and feedback. Try to keep it constructive.
Shouldn't have the performance been analysed in testing? Isn't what the council was supposed to be doing?
At the moment of posting we haven't been explained why the old fastest combination is still the fastest combination for those who haven't changed. What does that mean that those who will revert to that combination?
All of this give me the feeling that we are doing some live testing of a new feature.
I am not going to assume what was done behind the scenes but maybe the sim developers should have a manager account to see for themselves the impact (or lack of) of their modifications.
I will add to Jason's theory with my own:
You seem to be using some sort of cache to prevent loading the data from wherever you store it (let's say it's in a database) if it hasn't changed. It's a good behavior because it saves you lots of useless access if the data hasn't changed. In the case of the new suppliers, for those who have changed the supplier, the entry in the cache is no longer valid so you load the new suppliers values from the database in the simulator. For those haven't changed anything the entry in the cache is still valid because nothing was changed, so you load the values from the cache which are the old values. Hence we have the behavior that we are seeing where the old combination is still the fastest.
The only thing that doesn't work with my theory is the fuel consumption which increased for everyone, even those using the Murk engine.
These were just my 2 cents, I hope you find it constructive.
PS: Good job on the sim stability, I haven't seen any postponed or restarted races in while.