I’ve had to make this name up, because there is no name for it mentioned in SSDD. This is an important thing to consider when deciding which compounds you will run in the race, as you will lose laps on a Hard tyre that you have to push all the time to keep the temps up, and gain laps on a Soft tyre you have to run the whole stint on Conserve. Ultras require the lowest ambient to warm up, and Hards require the highest. ![]() Until then, take this as purely anecdotal evidence and let me know if you find anything different.Ī further mechanic in play here that is neither seen nor mentioned is how the compounds react to ambient temperature (AT), and that is every compound has its own set of AT's (track temps, air temps) where it will gain and lose TT. I have not tested this with overheating tyres, but once I have solid evidence of this being the same, I will state it as such here. However, through my own gameplay, I have noted that when running the tyres on yellow there seems to be no wear penalty at all when running with freezing cold tyres. This means that if you are at the upper or lower extremes, your tyres will wear more quickly, by an dditional 50% on top of the wear rate of your selected aggression setting. The former is supported by the following line in the designdata: 0.5 The line which should apply the pace penalty does not appear to work. It should be noted, however, that there are NO PACE PENALTIES for running at the extremes. Therefore, if you hold the TT within these extremes, you will never suffer wear penalties. The temperature gauge has no effect EXCEPT for when the needle is either at the extreme top, or extreme bottom, of the gauge. This is another basic mechanic I am seeing being misunderstood. There are no driver stats, modifiers, or preferences which change these percentages they are fixed throughout the game. You also will not see a drop in pace exactly on 25%, which I will address later on. The number merely goes red to alert you to the fact your tyres are wearing out, but it has no bearing on whether the tyre is finished yet. I see people saying that you should always pit at 25% regardless of the compound, which is incorrect. These are the percentages you should go by when planning to pit. Therefore, whether you use Ultrasofts (Ultras) or Intermediates (Inters), it’ll always be 8 seconds.īelow are the C%’s for each compound available:. This means that shortly after hitting the C% an immediate CP of 8 seconds per lap is now being applied. Even for experience players this is likely to save them an extra stop meaning more time out on the track gaining knowledge.I’ll start off this guide with the easiest to understand information, and is one of the things that the game and UI don’t show reliably, and is different for every compound – Cliff Percentage.Įach compound has a specific percentage at which a ‘Cliff Penalty’ (CP) is applied, and is a flat 8 seconds across every tyre. ![]() Loading up last year's set up at least starts you off in the right direction, and if it was from a high % before the starting point is in 85-90% territory. ![]() Or they don't bother and stick with whatever they can get with a few stops. For less hard core players this process is harder and involves a lot more random guessing taking 4+ stops to get that high. Experienced players can intuitively work out what the optimal setup is and gets to >95% within 2-3 stops. Then you have to work your way up from there. In the game going out blind typically gets the average joe started in the 60-70% range. They have years of records of what set up worked in the past. IRL teams do this, they don't go into a track blind. Saving set ups came about because players wanted an in-game method of recording the previous year's set up instead of having to keep an irl notebook/scrap sheet of paper with all the data.
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