Sollmann_1993 said:
Tberg said:
Restrictor penalties changed, to:
1st = 50%
2nd = 45%
3rd = 40%
etc.
I discovered a mistake in my testcalculations, making a 100% restrictor far too invasive on laptimes, when the idea is to shave off a maximum of 1% pr.lap.
This is really confusing to me. If you are "Fast", do crazy good laptimes, are consistant etc. but finish outside of Top 10 or get Last due to a crash, you still get a huge amount of Ballast/Restrictor. In my Opinion this does not work.
In my opinion, it would be less confusing for everybody, if you give a certain Ballast for the Top 10 Overall after both Races.
1st 100 Kg
2nd 90 KG etc. etc.
Exactly. If you're crazy good, do fast times, but crash out, maybe not even your own fault, you'd be flying by everyone the next race if you didn't get ballast/restrictor, based on how good you "actually" can be.
Ballast overall top 10: this is basically what we're doing, but we're using restrictor instead. This is because ballast have influence on the car handling, restrictor does not. So, we use the "normal" type of penalizing the grid without hurting the handling.
Then, because this is not real life, where top 10-15 drivers easily are within 1-1½sec in laptimes in the same car, we're dealing with a wider spread in laptimes, regardless if the more skilled and/or consistent drivers finish higher. For the reason mentioned earlier, the system looks at who is potentially a fast driver, and if he's faster than the average lap, he's gets ballast.
For this season, my goals were:
[ul]
[li]bring the grid as close as possible, regardless of skill levels.[/li]
[li]get more drivers/teams to complete the season, as often in simracing, teams just stop if they're too far behind and reality hits them.[/li]
[li]get the top 3-5 drivers to battle much more intense, while getting the midfield to be competitive a few rounds in. [/li]
[li]kill the prediction of who wins a season after the 1st week/round[/li]
[/ul]
The system may look confusing, but really you should just look at your restrictor value as a success "penalty" and look at ballast as a "speed" penalty.
Two values that will swing up and down till hopefully it evens out the grid so much, that everything is desided on the track: slipstream overtaking, P2P management, pressure, multiple battles and overtakes, etc.
Look at how close the real Audi TT cup is in laptimes and how mixed the results are during the season:
https://www.audi-mediacenter.com/en/audi-sport-tt-cup-2017-8033/results-and-point-standings-8161
In simracing, with a wide spread in speed/skills, you can often look at the round 1 results and see top 10 of the whole season. Drivers will be racing against the same team/drivers most of the time, if not entirely alone around the track. This is not F1
@Aksu, I thought I changed the setup-file on server to accomodate that rideheight, as I have the same problem on my car. Must have forgot to save or upload it from my own rig.
The height will be adjusted 2 clicks up on both front and back for all cars, nothing that will affect times much but will allow for high ballast.