#free practice review

19 messages · Page 1 of 1 (latest)

neat zinc
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  1. test programs; race stints, qualifying, new parts testing and more
  2. setup that affects the car's performance (choose more speed or more downforce)
  3. more complexity and more variables
cedar bloom
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I'm going to steal your post to add in what I wrote up days ago

Practice needs a lot more to do in it than the little minigame that seems a bit controversial. IRL F1 teams use practice to run a variety of different programs for different benefits. They might use a stint to run tire testing to better understand degradation at the track, or a stint to simulate a qualifying run, or a race run. Or they'll use it for testing/development of parts. And of course for honing the setup for the track.

This could be incorporated into the game as a selection for what kind of practice run you're setting out to do and work similar to the knowledge bars for various benefits (and those can still exist as normal for other bonus points, though this may negate the need for them)

-Race program: Run this to gain extra stats/speed that only benefits for raceday pace
-Qual program: The same, but helps for qualifying
-Setup program: Will provide feedback from the driver for getting the setup accuracy better (all programs could provide setup gain, but much less than this would, or this could be the only program to provide it, either way)
-Tire test: Provides extra smoothness bonus and/or better tire temp management to the driver for the race weekend
-Flowvis run: Gives extra Expertise gain for car development

It should not be possible to max out more than 2 of these in a race weekend. Probably 2.5 bars at max, but that's for designers and testers to figure out exactly. The goal should be providing players a choice with no right answer, where they can focus just on giving themselves the best chance for the race weekend by doing qual/race/setup focus, or by giving strategy options by doing a tire run, or thinking long term with a development focus.

The setup minigame seems to bother a number of people for a variety of reasons, whether they just don't like the minigame, or they want the setup to directly impact how the car functions (adjusting wing angle giving more corner ability for less straightline speed, etc). Replacing the setup minigame with just a bar for setup progress based on runs would be a simple way to negate those complaints, and doing programs is much more involved and thought inducing than sending a car out for a few minutes, sliding some bars, and repeat half a dozen times.

neat zinc
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nothing to add, just perfect. ❤️

past jackal
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Im up with you!!💪🏻 good idea!!

wicked marsh
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Motorsport manager has some of that aspect, quali run buff Vs race pace bonus and it seemed like a reasonable point as it should be a trade off in setup being perfect won't necessarily mean it's best in race or qualifying.

The setup minigame is just as much of a pointless faff this time round, it needs expanding to be better and Mike lays out a pretty comprehensive solution!

neat zinc
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in a regular weekend you could also have tested everything with both riders but that weekend where maybe you have reliability problems or pilot errors or other variables (such as rain) you will have to make choices or start at a disadvantage as in reality

boreal rose
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Everything you've both said is perfect. People have complaints about car models not looking accurate or whatever but issues like this are what matter for players who enjoy simulation and management games. I hope the devs focus on this side of the game in the future rather than making it just look good

nimble cradle
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Hey folks, have noted this feedback down, much appreciated!

neat zinc
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hope they do something for free practice already from this game this part is boring and useless

halcyon swallow
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If you go for a low downfroce package then the rear wing should change like similar to momza

errant granite
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I think Mike’s idea is definitely the way to go. This is a platform to be build upon. The range of programmes can be (should be) increased and developed over time. For instance, testing parts that are being designed or researched could accelerate / improve results, but that takes time away from race and qualy preparation. That compromise is what management is all about. Can’t wait to see this in the game! 😊

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Just replicating here my previous post in “add depth to the game”:

Make practice sessions more meaningful. Instead of just playing a setup mini game, the sessions could be made of programmes. Each programme takes x minutes and gives points towards specific things. Example: track acclimatisation gives confidence points; setup trials gives setup points; race simulation gives tyre knowledge points (impact strategy accuracy); qualy simulation gives qualy points; and so on. The programme durations should be as such there is not enough time to nail everything, se we have to make compromises (like focus on qualy for Monaco). Staff and drivers ratings in certain area influence how much information you get out of the programmes. You could set the schedule for the whole session and fast forward, or watch the session if you like.

neat zinc
# errant granite Just replicating here my previous post in “add depth to the game”: Make practic...

I agree that this is the right way, much faster and more variable. it would also integrate very well with random breakdowns and accidents which complicates you even more on what to focus on. furthermore, if the setup (which can be done by the AI, personally, or with some configurations to choose from) changed the car's performance and the wear of the tires (it must be an attribute of the car) we would have a lot of fun.

neat zinc
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Example of free practice program test

steep viper
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My ideal free practice set up would be

zenith sage
steep viper
neat zinc
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tire wear must be part of the
car attributes