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Need 75% race distance

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I think it was 2010 or 2011 had 75% option.  To me 50% seems a little to short for strategies to develop and 100% is too brutal so 75% was the perfect balance.  Don't know why they removed it if previous years had it.

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I seem to remember they removed it so they could focus on balancing the fuel and tyre simulation on the other race distances and 75% just happened to be the least used setting so was the one that got removed

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I am also hoping that they would add this back. We would use that race distance on our online league because most feel that 50% is too short but 100% is way too long. Have to settle for 50% for now. 

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I've switched to 100%, it's much more enjoyable/rewarding than 50% although it's very draining and you need to find the time.

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I agree, the older games like 2010 and 2011 had a lot more options, like 10%, 20%, 30%, 40%, 50%, 75%, 100%... Don't know why they would remove having more options, that's silly. 

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JamesG said:
I agree, the older games like 2010 and 2011 had a lot more options, like 10%, 20%, 30%, 40%, 50%, 75%, 100%... Don't know why they would remove having more options, that's silly. 
Because, as noted above, it's just hard to scale the tyre wear and viable strategies to all those different options, given that you can't change the length of time a pit stop takes.

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JamesG said:
I agree, the older games like 2010 and 2011 had a lot more options, like 10%, 20%, 30%, 40%, 50%, 75%, 100%... Don't know why they would remove having more options, that's silly. 
Because, as noted above, it's just hard to scale the tyre wear and viable strategies to all those different options, given that you can't change the length of time a pit stop takes.
How is it hard?  Seems very simple to me, eg 75% race has 75% scaled tyre wear, a very simple maths function.  AI pits when tyre wear is at a certain point, again very simple to implement plus the fact they did it in 2011 shows it can be done.

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Can't you just do 100% and use the mid session save feature? Stop when you want to and resume when you want to? 

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Why not have it completely adjustable? Surely it's possible and realistic to be able to adjust tyres/fuel to the distance in code. 

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aaron685 said:
Can't you just do 100% and use the mid session save feature? Stop when you want to and resume when you want to? 

You would lose your rhythm of the track and also have to do the same race in two parts. Not very efficient   

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I play 100% but i'm not surprised 75% was not played. If you calculate the ammount of laps and time remaining 75% doesn't make a lot of sense.

You are so close to finish a 100%. In a single race won't make sense but in career mode is a good balance between 50% and 100%.

It would also help people to train for 100%. I remember when i jumped from 50% to 100%. No assists and no flashbacks there's a big gap between 50% and 100%. In terms of mistakes and concentration. Plus both wheel and pad become a whole new level phisically. 

The gap is too big and it requires time to get used to the new lenght and have the endurance. 75% would help the transition...

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I think we need 87.56% as an option. That's what I would prefer. 100% too long, 75% not quite long enough.

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aaron685 said:
Can't you just do 100% and use the mid session save feature? Stop when you want to and resume when you want to? 
The thing with the mid session save is u loose ur car set up and reverts back to standard its the feeling ive getting know when I have used a save and come back onto it later the car feels completly diffrent to the set up I had dont see the problem putting an 75 percent race in it I do 50 as its all have time for really with all the practice programmes and 100 percent just feels a bit long to me that and I dont like saving half way threw a race like to get it done 

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Why not have it completely adjustable? Surely it's possible and realistic to be able to adjust tyres/fuel to the distance in code. 
Completely agree! If you have an AI slider then it's completely possible to have a race distance slider.

I will strongly disagree with anyone who says this is too hard for Codies to program. If it is too hard for Codies, then I would have to say that Codies are not programming the game correctly. Surely it's a case of saying @ 100% distance, tyre wear is x for each of the different factors affecting tyre wear (general distance of the tyre life, sliding, knocking objects, etc) and the same for fuel and wear, etc. Then the last calculation would be all these factors multiplied by what the race distance is. If it is 100% then multiply these factors by 1, if 75% then by 1.33 (as it would have to wear quicker), 50% by 2 and so on. If they are programming each different race distance separately, then surely the are creating more work for themselves and increasing the potential for something to go wrong.

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Balancing the race distance isn't as easy as you'd imagine. Not in terms of fuel and tyre consumption (those two are indeed just a matter of multiplying the "real life consumption" by 1/race length to get it right, so a race that is 25% long will have fuel and tyres wear 4 times faster than in real life) but in terms of pit stops (already mentioned) and lap times.
Pit stop strategies are way more decisive in shorter races than in longer ones: going for a 1-stop strategy instead of resorting to a 2-stops one is the go-to solution for 25% races but it may not pay off in 100% ones (because in 100% races you do have enough laps on the softer compound to make up for the time you lose on the additional pit-stop, a thing that is not always true with 25% races). In this case, it's not a matter of "let's scale it to a X percent" because it's not like Codies can alter lap times as they wish, they should stay more or less consistent with the ones you'd see in real life.

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ale85bg said:
Balancing the race distance isn't as easy as you'd imagine. Not in terms of fuel and tyre consumption (those two are indeed just a matter of multiplying the "real life consumption" by 1/race length to get it right, so a race that is 25% long will have fuel and tyres wear 4 times faster than in real life) but in terms of pit stops (already mentioned) and lap times.
Pit stop strategies are way more decisive in shorter races than in longer ones: going for a 1-stop strategy instead of resorting to a 2-stops one is the go-to solution for 25% races but it may not pay off in 100% ones (because in 100% races you do have enough laps on the softer compound to make up for the time you lose on the additional pit-stop, a thing that is not always true with 25% races). In this case, it's not a matter of "let's scale it to a X percent" because it's not like Codies can alter lap times as they wish, they should stay more or less consistent with the ones you'd see in real life.


All I can think to compensate the extra pit stops on shorter races is to increase the speed in the pit lane (although not realistic) depending on the percentage race distance you are doing so that your drive from the pit entry to box and box to pit exit is shorter therefore losing less time pitting that extra stop which you could potentially therefore make up. 

Only thing with this is that it would annoy people in that it's not realistic and true to F1, plus would FOM allow this although it is only a game? I mean why would people moan at this considering you can do unrealistic things like make the races shorter?!? Lol

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