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The laps given for each band have no meaning in terms of that specific band, instead all the laps are added together giving the life of the tyre in laps to 0% condition. Then laps are added or removed based on the chassis tear wear, circuit tyre wear and driver smoothness ratings.
So your base tyre life is just the three numbers added together.
1. what about tyre cliff? if 0% is low perf. but earlier we have cliff 11% for ultrasoft.
2, what about tyre life performance on tyres where high/med/low performance are 15/21/6 ?
I still don\t get that :( . Why we have this values in SingleSeaterDesignData.xml file ?
<HighPerformanceLapCount>12</HighPerformanceLapCount>
<HighPerformanceTimeCost>0</HighPerformanceTimeCost>
<MediumPerformanceLapCount>12</MediumPerformanceLapCount>
<MediumPerformanceTimeCost>1.2</MediumPerformanceTimeCost>
<LowPerformanceLapCount>2</LowPerformanceLapCount>
<LowPerformanceTimeCost>1.5</LowPerformanceTimeCost>
or
<HighPerformanceLapCount>15</HighPerformanceLapCount>
<HighPerformanceTimeCost>1</HighPerformanceTimeCost>
<MediumPerformanceLapCount>21</MediumPerformanceLapCount>
<MediumPerformanceTimeCost>1.3</MediumPerformanceTimeCost>
<LowPerformanceLapCount>6</LowPerformanceLapCount>
<LowPerformanceTimeCost>3.5</LowPerformanceTimeCost>
How to calculate this values?
The tyre performance is just a linear relationship between 100 and 50 condition and then another linear relationship between 50 and 0 tyre condition not easy to describe without a diagram.
In code the individual HighPerformanceLapCount and MediumPerformanceLapCount and LowPerformanceLapCount are only used added together so in the example you give that is 12+12+2 = 26, then the tyre condition lost per lap is 100/26 = 3.85 %
So you don't get a set number of laps on each band, it is now tied to the tyre condition. So harder to calculate but paraphrasing the code:-
if tyreCondition >= 0.5 (ie 50%)
timeCost = MediumPerformanceTimeCost + ( HighPerformanceTimeCost - MediumPerformanceTimeCost) * tyreCondition / 2
else
timeCost = LowPerformanceTimeCost + (MediumPerformanceTimeCost - LowPerformanceTimeCost) * tyreCondition *2
Actually I think they may have a bug in the bit for tyreCondition >= 0.5!!
The cliff I gather kicks in at that tyre condition and adds an extra 8s timecost (on top by the looks of the code).
"Tyre wear and heating are no longer banded into thirds, but are instead a direct reading."
So looks like the tyres used to have set bands of several laps but were then changed so the tyre performance is directly related to tyre condition and almost certainly in the hurry to patch the game they didn't change the comments in the SinglesSEaterDesign.xml
The effective result of the code is that tyre performance actually starts halfway between High and Medium at 100%, and only degrades to 25% away from Medium by the time it reaches half wear. At which point you hit a mini-cliff as the formula changes to the Medium-Low scale, which works as intended.
In which file did you find that formula?
I'm trying to build a bit of a spreadsheet for myself and dig a bit more into the underlying game mechanics. I've looked through the SingleSeaterDesignDate.xml but can't see that formula? Or is that something you've kinda pulled together from different parts of the code in that sheet?
**Update**
So I think I figured out which dll file you were talking about (Assembly-CSharp) but having some trouble locating that specific formula.