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You are right essentially. There is no reason to do 2 attempts. The only reason teams do 2 attempts (ingame) and IRL is because of the following:
Let's say you only want to do 1 attempt. You know the best times will come near the end of the session when the track is fastest. So, you are going to wait until the last moment to start your attempt.
Now, imagine if suddenly during your run or before your run, there was a yellow flag or an accident. Your attempt is ruined, and either you didn't set a good time or didn't set any time. Now you are last in that session and eliminated.
That is the risk you run of 1 attempt.
If your car is fast enough, you can do one run at the start of the session and go sit inside the pit for the rest of the session. At the end, when the track is fastest, other cars will go and set their times, but they are still slower than you. No need for you to do another run. However, for this to work, you need to make sure your car is fast enough in that one attempt that none of the others will pass you and move you into elimination zone.
The tires for both of my drivers were brand new when I sent them out in Q1. So yeah, they did have one lap's use prior to their second run. (I told my drivers to do two laps, and not having them go out for a lap, having them come in, and then sending them back out.)
Now I tried experimenting in Q3 at Imola. I did two "for real" laps and my drivers' were faster in their first lap than in their second lap despite zero interference.
I'm now at the conclusion that F1 Manager 2022 is like Racing Team Manager in that remaining tire life is faster than car weight.
so you basically go for 1 run in Q1, use the used tyres in Q2 and use a fresh set in Q3. then you have 2 sets of fresh softs for the race.
Because what you said in brackets above suggests that you told your drivers to make 1 attempt of 2 laps. That is: go out for an outlap, then do 2 consecutive runs, and then come back into the pits.
If that is the case, then yeah, your second lap will always be slower because your drivers have used up most of the ers on the first lap. Even though it has less fuel in car, the difference isn't significant enough to make a change.
For those who talk about "grip and faster laps":
Each quali session has constant grip throughout. There's zero change.
ONLY thing that matters is the condition of tyres you use and in what traffic you send your drivers out.
One run per session:
Always send out your drivers when the last AI is finishing the flying lap of their first attempt. This ensures you'll have absolutely clear track for your flying lap and will finish before the AI starts their 2nd run.
There's some risk that if your driver makes a mistake you won't have a good time set, but that rarely happens.
Two runs per session:
Send out your drivers at start of the session on used softs just to set a "safety time" in case they screw up on the real run (2nd one). They might get blocked with the "out lap cars".
For 2nd run... same thing as "one run per session".
He isn't always run on the record line, lap times of 1st and 2nd trying are different. So one is better than the other.
Track temperature is changing through qualifying session by the weather or heat other cars produced. Because tyre performance is affected by temperature, lap times of 1st and 2nd are different.
Every lap time of qualifying runs is different with new soft tyre, only one is the best.
2nd run is wasteful to pass next session if you have enough lap time margin to cut-off. But if competitors follow you in 0.100 ~ 0.300 when you are on cut-off line or in the Q3 session, another soft tyre set for 2nd trying is a good expendable.
I usually make one run in Q1, aiming to do just before everybody gets out for the last attempt, while the track is empty, and get easily inside Q2.
In Q2 I always make immediatly one attempt on the used softs, and then follow the situation if I need to make a second attempt or not, always trying to save at least one set of new softs for the race. You might need it and you never know.
In Q3 i repeat the same run on used softs initially, and then run a new softs for the last run.
Then on that basis why not just sim qualy then....and on that basis you can never out perform as team for extra bonuses because faster cars will always win? and on that note selecting creative strategy's wont work either because development dictates performance.....that's a weird way of making a strategy game.....I wonder who they listened to when making this game.
I ended up playing free practice 3 only to tweak setup on car, all other sessions simulated up to race. There is 0 gain in spending over an hour playing the mini game and sending your drivers out every qualifying in the same AI pre-programmed gap in traffic just so linear.
Now I am looking for data to my previous qualifying session positions and race finish positions for each track, I can't even find that anywhere.. I have no idea why I cannot view such basic information or why it would not available to my team..
You let AI do practice and quali and you'll be in the same position.
Also, not sure i agree with mighty.
If you qualify high, you can stay with the faster runners using DRS train to stay with faster cars. You'll lap much faster and can mean you're race time is 10 - 30 seconds better depending on stint length and track.
In my current season, i'm qualifiying 4 - 5th with Red Bull and Ferrari having much quicker cars.
I start the race using deploy for about a lap and a half. Often getting a >1sec gap on the cars behind.
Spend the entire first stint in DRS train with quicker cars pulling me along.