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LIVE NOW: Tyre update #3

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medal 5000
6 years 26 days ago
In 100% race distance, M and H are never viable because the weight of fuel prevents anyone from successfully doing fewer than 3 stops, and S can comfortably do a quarter of a 100% race. We should scale the fuel just as how we scaled tyre wear.
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medal 5349
6 years 26 days ago

Shaun
Frank
Shaun

Jack
Jack
Ross
Sounds like a good step, I still would like to see restriction on type of tyres for individual races and also force the use of at least 2 compounds per race.

Yes, and add Hyper Soft and Ultra Soft too probably? :P

I hear these suggestions every day, but we are not planning to implement them, not least because if we just copy F1 we are risking copyright infringement and other issues. Also, these kind of solutions are not really solutions, they are just artificial rules admitting that you can't make an interesting tyre balance in the first place. We don't have that problem. We can make it interesting to use all of the compounds.



I think a solution to the mix of tyres would be to find a way to automatically kick players who are inactive or do not turn up to the races every once in a while, since the 1 tyre stuff is caused by then since they dont have to attend to change push levels

I dont understand how kicking inactives is a solution because they dont change push Level? If your not changing push level in race you are at a disadvantage.

He tries to remove, or at least weaken, an obstacle to enforce a two compound rule. The objections against a mandatory 2 compound rule for all leagues are mainly:

  1. Managers that can't attend a race would be even less competitive because different compounds need different push levels which can't be set in the current strategy

  2. It limits the choice of strategies a manager can use

  3. It's more closely to real F1, which this game can't mimic too much because it isn't, and probably can't afford to be, a licensed game


1)Kicking the inactive even sooner won't help much though. It's not the real inactive players that need to be worried about, they're about to be gone anyway, but the players that can't attend races from time to time due to other obligations. So there's nothing else but to allow to set a push level per stint. After the tyre change after which supers and softs are less likely to be stuck to PL1 I think this would be a good change anyway now. The not attending manager still is on a handicap but would be slightly more of a challenge to beat for weaker teams and thus not necessarily to be written off from the start.

2)That's the part I don't like about it. Limiting the possibilities to race and game just for the sake to add a rule that looks like to be 'more realistic'. But as I wrote many times now, make it optional for the leagues to decide and all is fine. Currently we use a two compound rule in our league and it's fine as long as it's new and refreshing but I surely don't want to be stuck with it for forever, especially no matter what happens to the tyres in future.

3)That might be no problem here as real F1 currently not only uses more compounds but also offers only a selection of 3 out of them for every race. Might become more relevant if F1 really dumb down the compound names by just calling the tyres after their position amongst the selection of 3 instead of which compound type they really are (to be fair the names of compound types are somewhat arbitrary as well as a hyper soft in race A can be a slightly different compound as in race B, but at least it's a lot closer to describe the expected characteristics)


We have just put a poll up in our league to trial 2 compounds per race (currently in favour) I personally think it's a great idea as it's something we can do to liven up races without the developers having to do anything. 

I agree the way to go is adjusting other parameters and hopefully the developers will do that...soon.


i Read about that often and think it is a good idea.

how do you implement that, especially how do you control it? and how do you punish someone who isn't using two?
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medal 4987 Moderator
6 years 26 days ago (edited 6 years 26 days ago)
We actually haven't decided that and hadn't to do it as no one broke that rule (we also added that if you're not attending the race you're free to use only one compound), the only problem that arose was breaking the now dropped rule that hards are banned but it was by cars that were without chance way outside the points now and after the vote that the hard ban will be dropped next season anyway.

Other leagues I read of using such a rule use penalties as having to do an added extra pit stop at the end of the race (or the next if it was missed). If that's not done then ultimately there'd be kick of the offending player. He's allowed to return but of course the ongoing season is wiped.

The biggest concern was that doing such a rule means manager have to watch/police and possibly put penalties on other manager which we don't like the sound of. Having this as an optional league setting would ensure automatically that everyone follows it (aka if only one compound was used until into penultimate lap then the game either performs a forced auto-pit or if that would be too difficult to program then either no points for that race or a time penalty).
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medal 5003
6 years 26 days ago

Frank
We actually haven't decided that and hadn't to do it as no one broke that rule (we also added that if you're not attending the race you're free to use only one compound), the only problem that arose was breaking the now dropped rule that hards are banned but it was by cars that were without chance way outside the points now and after the vote that the hard ban will be dropped next season anyway.

Other leagues I read of using such a rule use penalties as having to do an added extra pit stop at the end of the race (or the next if it was missed). If that's not done then ultimately there'd be kick of the offending player. He's allowed to return but of course the ongoing season is wiped.



Thank you for your Information.

Sounds good, then a league just needs someone who is checking it, Overall a really good idea for a honest and active league.
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medal 5000
6 years 26 days ago

Jason
In 100% race distance, M and H are never viable because the weight of fuel prevents anyone from successfully doing fewer than 3 stops, and S can comfortably do a quarter of a 100% race. We should scale the fuel just as how we scaled tyre wear.



Whilst not strictly true as in long pitstop tracks like Germany a 2 stop was very competitive, Jason is correct in that now softs can do 25% or over there is no other competitive tyre choice. There is a lot of discussion about changing this or that. This is unnecessary as the wear levels before the changes had all compounds pretty balanced with the exception of mediums. Go back to the original wear rates and speed up mediums slightly. 
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medal 5000
6 years 26 days ago
Pit lane speeds are too high though been a long long time since you cross the line @ 118kph 
Pit lane speeds now are between 45-80kph Germany & Malaysia are the only 2 tracks close to real lol 
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medal 5000
6 years 26 days ago

James
All well and good saying the optimal tyre is Soft but that's only because of it's lifespan. 16 laps for example only uses 50% of the tyre in some places. That's why the tyre lifespans need adjusted, so that even Mediums and Hards are being used over 50% wear.

If SS does 12 laps and leaves 33% health 
S should do 16 laps and also leave 33% health
M should do 20 and also leave 33% health
H should do 24 and aslo leave 33% health

Brazil 25 laps the Hard tyre still has 63% health left to use, could take that same tyre to Abu Dhadi and reuse it instead of fitting a new tyre lol


I'm just giving examples, it's up to Jack what way he does it. If the wants to put 6 laps of a difference between M & S and only 2 laps of a difference between SS & S. Either way they are still ending up with the same amount of wear at the end of full stint.


if they lower fuel weights based off race distance, then someone could run the hard for 70% of the rave, its only not viable right now  (at least in 100% races) because fuel is so heavy.

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medal 5000
6 years 26 days ago
This new tyre update is the bees knees! 
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medal 5000
6 years 26 days ago (edited 6 years 26 days ago)
Simple solution

Give us a limited number of tyres per season and make us use them as we feel fit, that way you will Soon use all your soft tyres meaning you have no choice but to use others.

Strategy comes into play more this way too as you will need to decide when and where to use a possibly slower tyre but were you can also use a strategy that maxes that tyre.

17 races so say 3 stops at each track as an average, thats 51 sets of tyres for a whole season.

So give us 13 sets of each tyre, that way you have to use all tyres a few times to get through the season.
Picking when and where to use them is part of strategy.
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medal 5000
6 years 26 days ago
Dan
Simple solution

Give us a limited number of tyres per season and make us use them as we feel fit, that way you will Soon use all your soft tyres meaning you have no choice but to use others.

Strategy comes into play more this way too as you will need to decide when and where to use a possibly slower tyre but were you can also use a strategy that maxes that tyre.


Too artificial of an idea, in my opinion.

Racing, in iGP Manager, real life, or any other racing game, should be about who is the fastest, in the given conditions.

We want to see managers/drivers pushing to the limit ('Maximum attack, flat out' as Mika Hakkinen used to say) not races decided by selecting the right allocation of tyres over the course of the season.
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medal 5000
6 years 25 days ago (edited 6 years 25 days ago)
I have been messing around in 25% races in F1 game and I have found a nice balance with the tyres that may also work here.
 
Way it works if you pit with 30% usage you can use the next compound to finish the race with 30% usage on that tyre. 
If you stopped early & only used 20% you would skip the next compound and move to next, to finish the race with 20% usage on that slightly harder tyre.
Only thing weather is doing is increasing and decreasing the wear rates. But you always finish the race with the same wear you pitted with if you use the right tyre combination.

I tried it out last night in European iGP in 100% race and got the length of stints well off, not easy guessing a tyre that doesn't have a constant rate and it's counting down instead of up, by the time I gather up all the data needed to really try it out, Jack will have the tyres changed.
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medal 5000
6 years 24 days ago
I have found something interesting in Italy that iGP has close to  F1 game.

SS is 25% racing 
S is the same as 100% racing SS
M is the same as 100% racing S 

But the wear rates are a little off

25% racing with my driving style in F1 game
SS has 30% wear after 5 laps
S has 30% wear after 8 laps

100% racing with my driving style in F1 Game
SS has 30% wear after 12 laps
S has 30% wear after 17 laps

iGP has 40% wear 
12 laps S
17 laps M
5 laps SS has 38% wear
 
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medal 5000
6 years 22 days ago


Singapore iGP
67% usage of SS is fast it's only 12 laps
69% usage of S is slow it's 25 laps 
50% usage of S is fast it's 16 laps
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medal 5000
6 years 13 days ago (edited 6 years 13 days ago)
25% racing I don't like. 
I'm used to using 35% of this & 35% of that, or 20% of this and 20% of that. 
And it can't be done because of the way the wear rates are. For example, 35% SS would be 1 lap :D 
It well throws a buddy off what's he is used to.

Bring back some normality. 
Wear rates should be the same 25% 50% 75% and 100% we are using the same tyres after all, the only difference should be the lifespan of the tyre.

Delta times, tyres should be dropping off with every lap.
That's why what I used to, in Australia for example using 35% of SS & 35% of S over 14 laps, is equal to using 20% S & 20% M over 14 laps. In practice you should allow us to select between a new tyre and a used tyre to see the drop off.
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medal 5000
6 years 3 days ago
Tyres needs changing back. All I use is soft hards are to slow its rubbish how it is now. 
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medal 5000
6 years 2 days ago
I agree. This thread has been quiet for a while, but as I have always said, take 100% distance tyres back to how they were before any changes. In our league we have tried everything to beat an all softs strategy without success. We have several level 19/20 players and the race strategy variety has gone.
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medal 5000
6 years 2 days ago
As per Jack's recent developer blog, I think his idea to change to the F1 2019 style compounds is also the way to go here.  Having a 'dynamic' variability of the tyres per venue is better rather than have same 'static' tyres go to every venue.  This will in essence be a huge 'reset' for everyone, as we have to relearn the tyres and they will behave differently at every venue.  I am hoping this is indeed how I understand and I'm excited if this is the case.   
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medal 5000
5 years 365 days ago
Taking away the fourth tire makes sense, there will always be a tire compound that will be useless during the whole season. But what should they be called? hard-medium-soft tire or drivers terminology that they still use today! prime-option-qualy.
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medal 5000
5 years 365 days ago

Jack
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The tyre changes are live now (since 14:00 GMT, not 11:00 GMT as originally planned). All practice laps from the last 2 days have been wiped again to allow everyone to re-do their practice laps.

Tomorrow at 11:00 GMT we will be rolling out a further update to tyre wear and performance. These changes are aimed at increasing the variety of strategies in 75% and 100% duration leagues.

What has changed?

  • In 100% duration races, tyres will wear at the same rate as 75% duration races used to

  • In 75% duration races, tyres will wear at the rate of a "62.5% duration race" on the old scale. In other words, they'll be halfway between where they were before now and a 50% race in terms of wear.

  • Hard tyres will be made slightly faster to bring them more in to contention with the other compounds

  • Intermediate and Wet tyres will wear slightly faster overall



Our primary goal is to get the wear scaling to a level where there is a general consensus on the balance of the tyres and not this split in the discussions we see now between e.g. 50% and 100% leagues, with the former saying it's great and the latter saying it needs changing. From all the feedback we've received from 100% leagues, it's clear that Super Soft and Soft were overpowered due to their life cycle being too long. These changes are aimed directly at addressing that, by reducing the life cycle of tyres in those race durations the Super Soft and Soft tyre should become less dominant. Increasing the speed of the Hard tyre may also bring them back in to play.

As with all changes to the tyres recently, if any further tweaks are needed, we will read all of your feedback and respond accordingly. We accept that it's something that needs to be tweaked on an ongoing basis and can't just be handled in one update. After all, this is a debate which grips F1 too, the balance of tyre compounds. It's a delicate balancing act.



75% Good
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medal 5000
5 years 355 days ago
The tyres are rubbish as it is now. Only softs are any good I've not used hards since changes same strategy every race 
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