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iGP Manager : Advanced guide (July 2017)

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medal 6103
2 years 0 days ago
A bad cooling system has two side effects:

1) The engine consumes more faster, and in the last laps of a race you will have a car with lower power.

2) The bad cooling system makes the car more hot, and you will have a major tyre degradation
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medal 5989
1 year 365 days ago
Improve cooling system don't have a big impact in engine wear rate. It's better to spend tokens in a new engine every race.
It's non sense to say cooling have an impact in tire temperature. 
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medal 6103
1 year 365 days ago
Alejandro
Improve cooling system don't have a big impact in engine wear rate. It's better to spend tokens in a new engine every race.
It's non sense to say cooling have an impact in tire temperature. 



Trust me.


I change the engines after every race, I always have fresh engines in every race.
But with a bad cooling system, at the end of the race your engine will be more consumed than the engines of your opponents.
So, you will have lower power.

Furthermore, with a bad cooling system you always have high temperatures in the car.
The tyres will overheat more faster, and as a result you will be forced to decrease the push level.

I have won only two races in these conditions: Australia (with 9 grades of temperature) and Germany (with 11/13 grades of temperature).

I'm not writing this without knowing what I'm saying.
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medal 6689
1 year 365 days ago
Cooling does not affect tyre temperature in the slightest. If it did it would become one of the most important areas to develop.
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medal 6103
1 year 361 days ago
From what I can read, it seems that using two CDs during the season can give you two attributes at 50% and two weakness at 33% instead of 21%.

So, I've two questions about it:

1. You have named it as "swapping strategy": in other words, switching the CDs in the team during a season.
So I need to have at least 2 CDs in my staff, better if the two strongness are in two different quality of the "big 4" (and the two weakness in the other 4, top if reliability and cooling).

To have the 50%, a CD needs to be "in charge" for 6 races: but you mean 6 races in total, or for 6 races in a row? Because it's a lot different.

2. Which are the percentages for his best attribute if a CD rest in charge for less races than 6?
1 race -> ???
2 races -> ???
3 races -> ???
4 races -> ???
5 races -> 48% ???

Thanks in advance for your help.
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medal 6138
1 year 361 days ago
6 Races in total, and he/she needs to have 4.5 or 5 stars. The CD who is in charge for the remaining 11 races should also have 4.5 / 5 stars.
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medal 6103
1 year 360 days ago
6 races in total? You mean 6 consecutive races, or even 1 race with a CD and the race after with the other CD, switching them in every race?

And how much is the effort with 5 races or less?
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medal 6138
1 year 360 days ago
Alessandro
To have the 50%, a CD needs to be "in charge" for 6 races: but you mean 6 races in total, or for 6 races in a row?


That's the question I answered, 6 races in total... any six. But I reiterate, all CD's have to be 4.5 or 5 star. If any are lower you won't hit the cap in 6 races and your other attributes will also not achieve 43 points.

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medal 6389
1 year 333 days ago
The swapping strategy (2 CDs) also is the best because thanks to the starting cap (50) you can get 2 attributes at 50 if you have two 4.5 stars CDs and your 2 weaknesses will be at 33 which is better than 22 in the case you cannot get a "good weakness". Those + 7 points will help you a little but keep in mind getting a better CD will give you more than 7 points in "the big 4" with more points in the other attributes 

i can't figure out this part of how to get two 50 cap design points during start of season and also 33 weaknes? please can anyone elaborate? why do i need to swap them mid season? can't i buy a cd at the end of the season and get similar outcome?      
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medal 5844 MODERATOR
1 year 333 days ago
You have to swap them because only the one active CD is contributing to the next seasons car, and this happens a little bit for every race of the ongoing season. That's also the reason why it'd be too late right at the end of a season, depending on the rating of the CD they need at least 6 races to achieve the full effect, so you'll have to hire a 2nd CD and make him active before Belgium (if 4.5 or 5 stars, but don't bother with anyone having less anyway) or you won't hit the 50 points in his strength. For the weakness you'll have to switch already halfway through the season to make them about equal.
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medal 6043
1 year 332 days ago
Do you know if there are any translations of this information?
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medal 5307
1 year 309 days ago

you want to help me out and I can not make a video ... so it's hard to play
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medal 5838
1 year 288 days ago

Tony
Do you know if there are any translations of this information?



No there aren't, I am very sorry, we maybe can look into doing that one day.
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medal 5000
1 year 251 days ago

Joey
4th part : Other things to know (Manager level, traffic effect & pit blocks)

Your manager level is quite important because it determines a couple of things in iGP all linked to the "level cap" feature. This level cap prevents you to buy drivers & staff over your team level as well as improving your buildings (Headquarters) over it, you can train drivers over this point but that will be slower (3% gain per session). The max possible level is 20 and each level takes more and more time to reach, roughly it will take you 400 races in the best conditions to reach it. Also there is another kind of level cap linked to tiers themselves this time : Level 8 in Rookie & Level 14 in Pro, over that level teams receive a "ballast", that means they will be heavier in weight to compensate for their better drivers and buildings to keep the competition fair enough for other teams.

About experience you earn a base 40 exp per race with a 20 exp bonus for each level difference with the highest level team in your tier, here is an example of how dynamic experience is awarded :
- level 16 elite team with level 19 team => 40 + 3 * 20 => 100 exp per race
- level 12 pro team with level 16 team (cap is 14 in pro) => 40 + 2 * 20 => 80 exp per race

You can (re)check your last race review (results, exp gained and reputation changes) thanks to this link :
https://igpmanager.com/app/d=raceReview

Also, here is a brief tab to recap the total experience required per level :



(* optimal conditions with a level 8 team in rookie, level 14 team in pro and a level 20 team in elite / 2 seasons in rookie, 3 seasons in pro and the next seasons in elite)



Traffic effect also mentioned as "clean air" is easy to understand and important to master as this is where you can save a lot of KERS or force your opponents to use their KERS : It simply prevents 2 cars to stay close together even if they have a similar pace, most of the time you don't have to worry about it because the DRS will be enough to compensate the time loss the previous lap but for urban tracks with a lot of slow corners this effect is more important and it's almost impossible to stay in DRS range each lap without using a little bit of KERS, the extreme case is Monaco where it's not possible at all.

Let's take an example with this track because this is where I noticed it the first time : If we take 2 cars together the gap between them will go up to 1.8s / 2.0s after a fuel laps (already 1.2s in average after 1 lap), this is why in this situation it is best to quickly use your KERS to take the lead and benefit from clean air or to save your KERS avoiding heavy KERS battles during the first laps, still don't let too much cars overtake you or you won't be able to overtake them back. Another example with 3 cars together : The 1st one will create a gap thanks to clean air, the 2nd and 3rd cars will be affected by traffic effect so they'll lose DRS range from the 1st car but they'll stay together for a few laps before the same effect happening between them, if you have read carefully you know that will happen when the first car will have created a 1.8s / 2.0s gap.



Let's finish this part with pit blocks also known as "pit rapes" or "prapes" if you aren't afraid by this word, for those who don't know it can happen during a pit stop when 2 or more cars enter the pit lane together, usually a car with a low number entering the pit lane in 1st position will have an important chance to being blocked by a higher car number, this happens because there is no left lane priority but rather than a right lane priority in iGP so the other car can harshly block you and get out of the pits in front of you (this is true for regular pit positions). In the other way (higher car number entering the pit lane first) the same won't happen (unless this driver is blocked by a 3rd car). It was a real problem in the previous version of iGP because up to 32 cars were able to stop together and it was possible to lose your gap (over 1.5s were needed to be quite safe) with 1, 2 or even more positions lost in a single pit stop !

Don't worry as things are differents now, still pit blocks can happen but they are rarer and affect cars less. This is due to the fact 2 cars of the same team cannot stop together or the second one will have to wait 5 seconds so less cars pit together now. The other reason is that boosts (especially the DRS) are more powerful now, in the past DRS was only used to follow a car in front with almost no chance to overtake him without KERS (the exception was Italy). Now you can just follow the car that blocked you in pits and get that position back the next lap because DRS is more powerful, Brazil is an exception because it has a really short DRS zone.


how do you do qualifying still dont know and i have been playing for a while


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