A little message to the developers

Bismuth

New member
A quick note to the developers from a fan: your fuel consumption and tire wear multipliers are honestly not fun and far from a true simulation. When I play your game, I want a real simulation experience, not something like Gran Turismo. Doing 10 laps at Sebring on a full tank is really neither fun nor realistic. Please, leave that to the competition and to simcades, thanks. 🏎️🏎️
 
WOW - 16 liter per lap on Sebring - cool !! no fun to drive when u think pls no lockup next corner ......
LMU 16l p Lap.jpg
 
I think when they use fuel and tire multipliers, they are trying to simulate the entire endurance simulation in a compressed time period. After all, there are zero tracks/races where the cars never pit. So, if they have a short race, they force multiple pitstops because in the normal race....you would have multiple pitstops....
 
They're here to stay, forcing a pitstop to make the occasional race more interesting given the lack of tracks and how often they will repeat in very similar conditions online. This weeks inters races feature a strategic element, do you fuel save like a madman or go flat out and take the stop - both are possible winning strats I have seen streamed this week already.

For the already "unrealistic" sprint races that take place in online in an Endurance title, adding some more elements "far from a true simulation" shouldn't bother you that much. Need I mention the tag line under the logo, shown in multiple places in marketing, in-game, & here on the forum is "The official game of the FIA World Endurance Championship" as such you should expect some gamification to certain elements.

If you want to play the realism card, every race online should be:
at least 100mins long (the IMSA minimum length, if you demand WEC accuracy then 4hrs),
feature driver swaps,
and races should only happen at each individual track once a year,
with a 8 events placed throughout the year where you can only test in between? :p
 
They're here to stay, forcing a pitstop to make the occasional race more interesting given the lack of tracks and how often they will repeat in very similar conditions online. This weeks inters races feature a strategic element, do you fuel save like a madman or go flat out and take the stop - both are possible winning strats I have seen streamed this week already.

For the already "unrealistic" sprint races that take place in online in an Endurance title, adding some more elements "far from a true simulation" shouldn't bother you that much. Need I mention the tag line under the logo, shown in multiple places in marketing, in-game, & here on the forum is "The official game of the FIA World Endurance Championship" as such you should expect some gamification to certain elements.

If you want to play the realism card, every race online should be:
at least 100mins long (the IMSA minimum length, if you demand WEC accuracy then 4hrs),
feature driver swaps,
and races should only happen at each individual track once a year,
with a 8 events placed throughout the year where you can only test in between? :p

Wow, easy tiger :LOL:
 
They're here to stay, forcing a pitstop to make the occasional race more interesting given the lack of tracks and how often they will repeat in very similar conditions online. This weeks inters races feature a strategic element, do you fuel save like a madman or go flat out and take the stop - both are possible winning strats I have seen streamed this week already.
Having just done the Sebring intermediate race and coming within a whisker of running out of fuel (0.1 laps left) it was excellent fun.
 
I should also say of course, when the proper Online Championship system is here, I would expect minimal use of the multipliers in those races, and keep these multis to daily. (Not promising zero use 😅)

2x/3x tyre have a habit of making lockups feel unbearable as well rn, so the fuel multi is the best way to force pits w/out some code to force a pitstop.
 
Don't forget AI races ....they make lockups too.
Unlike other engines ISI AI are dynamic not robots.
Agreed ?
Then by simple deduction tyre wear and fuel load will and does affect AI outcomes.
Or you rather robot AI, up to you.

Not as true in LMU but in rF2 with wide range of content these settings can greatly affect how the AI actually race.
Heavier fuel loads help with traction and tyres heating which can help starts of races particularly.

It's in all other sims where AI is not dynamic is where I don't see much of a point to it.
To be honest I don't see the point of a offline sim does not have dynamic AI, deja vu, too boring.
 
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I should also say of course, when the proper Online Championship system is here, I would expect minimal use of the multipliers in those races, and keep these multis to daily. (Not promising zero use 😅)

2x/3x tyre have a habit of making lockups feel unbearable as well rn, so the fuel multi is the best way to force pits w/out some code to force a pitstop.
There's a difference between race duration since not everyone necessarily has time to do 2-4 hour stints and the fact that the car consumes 12 liters per lap. Note that I didn’t say anything about the time multiplier for the weekly 2h24 Le Mans. I gave my feedback because I see the duration of weekly races decreasing with the increasingly frequent implementation of fuel and tire consumption multipliers (probably to handicap those who race without ABS, I imagine). I understand your point of view, but I’m concerned this could be overused; today it's x3, and next Tuesday, why not x5? Even in future championships, this fuel and tire multiplier option should be banned in a simulation, just like ABS and other assists in multiplayer, in my opinion. Repetition isn’t an issue I bought this game for what it is, and more content will come anyway. I’ll bring up a sore subject, but iRacing has never implemented this kind of unnecessary 'toothpaste' feature. In the meantime, your game is great, and I hope you overcome your financial difficulties. Thank you for responding, and drive fast but carefully on the track!
 
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