![]() Medium (Yellow) - Uses 1.0 Lap of fuel (per fuel gauge) for each driven lap and the engine has no impact. High (Orange) - Uses 1.1 Laps of fuel (per fuel gauge) for each driven lap, heats up the engine a bit and can wear it a bit faster than normal. Not recommended for low reliable engines. Overtake (Red) - Uses 1.3 Laps of fuel (per fuel gauge) for each driven lap, heats up the engine and can wear very quickly if used too much. It also hurts the engine in the worst way. Super Overtake (Pink) - A level beyond that of Overtake, only available as a mechanic knowledge perk and uses over 1.5 Laps of fuel (per fuel gauge) for each driven lap. (These numbers are a rough guide and have various modifiers which can and will affect the actual returns) Note that both tires used for Wet Conditions have to be at 0% wear to result in loss of speed/puncture. ![]() The effective range of wet tyres are between "k" (k meaning just below letter "k" in "water on track" text) to the end of the gauge. Wet tyres are not very often used and when it is used in an intermediate tyre range the car performance is impacted very negatively. When wet level is within range letter "o" and just before "k" in the "water on track" text, the intermediate tyres work best, however just before "o" seem to give you little advantage over slick tyres. Used for little to moderate rain condition. Wet Tires (Grooved) Intermediate (Green) High speed, low durability, Grip falls at 15%.Ībove average speed, below average durability, Grip falls at 10%.Īverage speed, average durability, Grip falls at 5%.īelow average speed, best durability, Grip falls at 0% while puncture is inevitable at the percentage. Very high speed, very low durability, Grip falls at 20%. Overheated tires will see loss of Driver Aggression and will be likely to see Driver Mistakes such as possible penalties for Collisions/Corner Cutting, Lockups, Running Wide, and even Crashes/Retirements.ĭry Tires (Slicks) Ultra Soft (Purple) Chances of getting to the end without a pitstop is almost impossible unless a strategic option is used. After reaching a certain low percentage, the car suffers a sudden loss of grip making the driver vulnerable of keep a certain position making a Pit Stop inevitable. Getting the most out of a certain tyre is vital to strategy, and when they reach a certain grip percentage, the lap times drop slowly. ![]() Aggressive Driving will result the tires to wear down faster while Calm Driving wears them less. I guess if you only make risky parts for next season then your progress from year to year could be too fast.Each track has 3 types of dry tyre compounds and 2 types of wet tyre compounds with the exception of some motorsports that have 2 types of tyre compounds. Game's system is ok regardless (though I haven't played long enough to form a solid opinion). For some reason it seems that technical regulations change every season because parts that were risky (forbidden) this year will be allowed next year. Other than spec parts, this game doesn't have any technical regulations you can view. If you don't make any risky parts then you are concentrating more on current year's car developement. That's like concentrating on your next year car's developement. When you make risky parts and don't use them on your current season you get improvements next season. Well you can make the game harder by not making any risky parts but that effects balance also. Still not sure if this is exploiding the game. "+risky parts that were never used can be carried over if they are one of the two best part of the a category and will have their +risky status removed, right?" A part gets banned after you get caught using a part with risk status.
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