Harder, Better, Faster, Stronger
By Jack Basford
Last updated: Sun, 28 Jan 2018 22:17
We’ve been working hard over the winter and this blog is a preview of some of the improvements in the next updates to iGP Manager, to be released in February. They are not in the game yet, they will be released over the next few weeks. There are also other updates which we are already working on but can’t announce just yet, and information on those will be released after the updates in this blog are released.
Improved Engines, Fuel and Tyres
Currently, suppliers of engines, fuel and tyres impact cars in a straightforward manner, adding points to a given area of car design. This will be changing soon. Instead of directly adding points, supplier impacts will be implemented as percentages, and impact car attributes both positively and negatively. This creates complex combinations of suppliers, and offers a wide variety of approaches to car design.
8K HD Circuits on All Devices
We’ve developed a state-of-the-art image tiling technology, whereby circuit maps are loaded in tiles as opposed to a single image. This provides the capability for ultra-high-definition visuals, even on low-end devices while using maximum zoom. When this is released you will be able to see your cars taking the turns and even rubber on the track.
New Car Shape
We have also been working hard on modernising the iGP Manager car shape. We will be running a poll soon on whether or not you think we should add ‘Halo’ head protection, to reflect the direction motorsport is moving in with safety technology. Stay tuned to the iGP Manager Facebook and Twitter for your opportunity to steer the direction of the new car shape.
Responsive Interfaces on iOS 9+
In the next update the experience of playing iGP Manager on iPhones and iPads will be transformed. We have optimised inputs and interactions to the point of eliminating delays on touch interactions. This will make all buttons, tabs and interactions respond instantly. In previous versions there has been a slight delay on such interactions, and the difference with the new version will be instantly recognisable. The whole experience feels much more connected and intuitive.
New League Promotion Tools on Forum
This is a really cool new feature which will allow anybody to embed a detailed summary of a league in the forum by using the following bbcode: [league]123[/league] (where ‘123’ is the ID of the league). This provides a convenient way for players to join your league and for hosts to advertise leagues to new teams.
Read more about this new feature here
Improvements to Free Parts
We’ve heard from several players around the globe that video ads were unavailable in your region, meaning you could watch less than 10 adverts to earn free parts. The new platform we are integrating should remove this limitation and provide more videos to view.
yes finally new update
Hi Jonathan, in February.
When will this update be released?
I really like this game!!
Introduction of a Pay Driver. Suggest on 2 levels:
Level 1 Pay Driver cannot progress past 50% of your current level (rounded up). Takes no salary but gives low money or 1 Token.
Level 2 Pay Driver cannot progress past 25% of your current level (rounded up). Takes no salary and gives higher money or 2 Tokens.
Reward for players that login daily and present their cars to the race in ‘Great’ condition. Starting after first 6 races in a season then 12, then full season.
Pit stops are too fast at the moment, it is possible to win races at most circuits by using only SS tyres and doing 2or3+ more stops than the rest of the field. Suggestion to add Pit crew to the HQ (and maybe also as a member of staff) to encourage investment of pit staff. (Possibly to replace the Doctor who offers minimal benefit for the salary and token cost.)
Have a compulsory 2 dry tyres rule (with auto-pit on final lap if it is not followed).
Introduction of a Scout as a staff member, dependent on level would reduce number of Tokens needed to use the Youth Academy and the very large number of tokens needed to sign a youth driver. (cost would be in scout wages instead).
Add accidents based on the handling stat of the car, the Composure/Focus of the Driver and the weather conditions. Also this would create a safety car option for a max number of laps (i.e. 2 to 5 laps).
I would not do gird penalties as these are usually for using excessive parts (and we pay in tokens for these already)
Removal of the Doctor, to encourage driver development through the simulator in the HQ.
Liking the look of the changes:
Hoping that the most expensive Engines, Fuel and Tyres offer more beneficial boosts and less (if any) negatives (and vice versa for the cheaper ones).
Regarding free parts. I understand that you make revenue from these adverts, but at the moment there is no need to build the Manufacturing part of the HQ. Maybe increase the advert limit to 12, but make 3 views equal 1 part (so that the HQ aspect is needed).
Przecież wyścigi deszczowe zależą od aktualnej pogody w rejonie toru.