New iGP: Update
By Jack Basford
Last updated: Sun, 08 Nov 2015 15:53
We're working hard on getting the new iGP finished as soon as possible. We hope to have closed Alpha testing (with a few invited individuals) beginning in January 2016, with Beta testing starting soon after that.
In this blog I just wanted to show you the changes that have been made to the Race preparation screens shown in the last blog, based on your feedback. The new features implemented in race preparation since the last blog are as follows:
- Fuel was a hot talking point in the last blog. Fuel values have been returned to liters, but with a lap prediction count which updates in real-time as you adjust the fuel levels
- You also requested greater setup variety, so Aerodynamics in car setup has been converted to Wing Level, with a wide range of values, re-introducing skill in to car setups
- Five practice laps are now allowed instead of three
- Also to add depth, weather has been re-introduced in to practice, and the current conditions can be seen on the "Try setup" button
- Drivers now give textual commentary and feedback to the manager on their setup and strategy preferences
- Car compatibility with the circuit is shown on the Race tab - e.g. if you have a car which is great at producing downforce, it will rate highly at circuits with fast corners
- Tyre compounds are now colour-coded for clarity
- There is a total laps estimate displayed beneath the strategy page - this shows how long all the stints of your strategy combined are estimated to last
- Fuel levels for each stint are now automatically adjusted if you change the number of stints, saving time
- The + and - buttons on the number spinners accelerate as you hold them down, making it easier to make big changes quickly
Here are the screenshots:
We'll be keeping other areas of the game under wraps until testing begins in a few weeks, as we have many other significant announcements to make. Thanks to everyone for being so direct with us in your feedback and what you want to see from the new iGP. It has made some of our decisions easier and is now helping to steer development, which for the longest time was carried out in private. This cycle of feedback and improvement will only continue once the Beta is launched, before things become a bit more steady after the live launch.
@James - As liters of fuel are increased laps go up by decimal amounts e.g. 15.3, 15.5, 15.8 laps etc. (rounded to the nearest single decimal place).
@Ignatius - The first screenshot is from a desktop PC. On desktop there is normally a sidebar visible too, with quick access to every page. We have hidden that in these screenshots to avoid giving away what all the pages in the game are.
@Maurizio - We're not planning on adding any more tyres, we think there are plenty already!
Looks promising, great job!
I wouldn't aim for the last drop but as it's a indication, pretty sure after some races we'll find out what the fuel realy does.
But I like what is being shown and written here. Great job so far Jack and coworkers. :)
Can you change the estimated laps to 15.4 or 15.5? Anytime I have used dead on 4L per lap of fuel auto-pit always brings me in a lap early cause it's worried I will run out of fuel beside the pit-box & having the extra 0.4 or 0.5 of fuel will stop that happening :)
Looks good :D
To think I ever doubted this. But being critical and generally a very evil person I need to think of something wrong.
Can you apply team,radio into the races themselves? Also, can you update the track list pls. Maybe make it so the league manager picks a certain bunch for a season. You could then have short season leagues, long season leagues, leagues with all the most historic tracks, leagues with the current calendar, leagues with old race seasons, even progression eg 2010 to 11 to 12 etc.
This is an improvement over the last preview. Good luck with Alpha testing! I can't wait for the Beta launch.
Jack Basford you can even embed the ultrasoft tires? :)