Warning: TL;DR ahead.
Incredibly curious of exactly how the weather system works, I decided to systematically go through and analyze the weather system and patterns and here's what my research currently suggests.
There are 3 clocks running at all times in the game:
Real Time (RT),
Track Time (TT),
Weather Time (WT). The two common times are obvious, the
RT keeping track of your laps, and the
TT keeping track time of day and can be changed by using
Time Progression (TP)... nothing new there. However, what I hadn't fully had a grasp on was
WT (mostly because I hadn't really played with it before, I don't usually host races.)
From the two descriptions of
Weather (W%) and
Weather Changeability (WC), you can set the percentage of "Weather" at the start of the race from 0% (no weather) to 100% (monsoon), and it will stay there for "a while" before beginning to change "at random." The "at random" depends on
WC, which is vaguely described as the randomness with a higher number meaning more crazy weather changes... but that description is not entirely accurate... what it is, I've discovered, is the
TP setting for
WT. (Some of you may already know this, I did not, that's not entirely shocking but the implications of it are quite handy.)
If TP and WC are set to the same number, the rate of weather change will always be the same according to TT. For example, If you start a race with the following settings:
W%: 100
WC: 1
Surface Water (SW): 0
TP: 1
...the course will obviously start with a torrential downpour, and will gradually increase
SW to reach 100% after around
30m, with a slightly random variation of not more than a minute. However, if you change both the
TP and
WC to 60, it will reach 100% in
RT:30 seconds... which happens to be
TT:30 minutes. This is true across the entire 1-60 span of both options,
as long as they are the same, it will take around TT:30m for the SW to reach 100%.
You will note, that every time you double
TP, you halve
RT compared to
TT. This results in a non-linear graph with the largest differences between
RT and
TT being at the smallest
TP settings.
TT:24h takes
RT:24h at
TP:1, only
RT:12h at
TP:2, and
RT:6h at
TP:4, a difference of
RT:18h in the span of
TP:4... but the entire range of
TP:30-60 exists between
RT:48m-24m. Everyone knows this, but this exact same non-linear graph is how it works for
WC as well.
SW:100% only takes
RT:15m at
WC:2,
RT:7m30s at
WC:4... etc... This is why changing the
WC even slightly results in huge changes in the weather system... just changing
WC to 2 doubles
WT.
The other factor in the changing weather is the randomness factor. Again, from the description, initial weather will stay the same for "a while" before beginning to change at random. I do not know what exactly how long "a while" is... as it's likely a random
WT number and I have only spent 1 night researching this so far, it would require a much larger sample set of experiments than I currently have. However, I do think that this amount of
Initial WT is large compared to the rate of change after that time has passed. After this point has passed, it will begin to change based on a certain (or random) amount of
WT. The amount of change, I believe, is based on a probability bell curve.
Anyone familiar with dice based games will know that if you roll two standard 6-sided dice, the most likely number you will roll will be 7. 2 and 12 are the least likely numbers to roll (this isn't exactly a bell curve, but it is if you add more dice... not really the point... I'm digressing and trying to use an example...). To overly simplify the algorithm that GT is likely using, let's just say that after the
Initial WT is over, every random
WT sequence GT rolls a pair of dice. If the number rolled is 7, the weather stays the same. If the number is higher than 7, weather increases; lower than 7, decreases. The amount of increase or decrease is based on how far away from 7 the actual number rolled is, with 2 and 12 being the most extreme changes. (Again, this is an over simplification and not really how it works... it just works the same way in principle...)
Now, if you only roll the dice a handful of time, there's a pretty good chance you'll never roll a 2 or 12 and have some sort of extreme weather change. At
TP:1, you only roll the dice a handful of times. However, over a given amount of
RT, you will double the amount of rolls every time you double the
WC factor. Given a large enough number of rolls, it becomes increasingly likely that you will experience a few 2 or 12's... This is not to say that with
TP:1 you would never roll a 2 or 12, it's just not likely. If you do roll a 2 or 12, it's also not likely that you'll roll another, and even less likely that you'll roll the opposite. This is why a race could start with a low
W% and
TP:1, and end up having
TT:17h+ of rain, because perhaps a 12 was rolled so the weather spiked up... but then every roll after that just hovered around 7, and so the
W% never decreased.
Also, because the
W% can't go any higher than 100% or lower than 0%, if it ever reaches either of those extremes, it becomes exponentially more likely to stay there. If you have 100% weather, every roll of 7 or higher means the weather stays at 100%... if you have 0% weather, every roll of 7 or lower means the weather stays 0%.
As for testing, if you want to have an idea of what the 24 hour race will be like with
TP:1, just set the
W% to what you want, and set the
TP and
WC to 60. This will reflect the same number of "dice rolls" as it would with
TP:1 over 24 hours. If you set the same
W% and do it again, you will probably get a different weather pattern, because the changes are random, but roll frequency will still be the same. However, because you can't raise
WC any higher than 60, to represent
TT:24h at
TP:2 in the least amount of
RT, you need to decrease the
TP to 30. With
TP:30 and
WC:60, it will take
RT:48m to accurately recreate what the weather would be like over
TT:24h,
TP:1,
WC:2.
Now, as for my personal opinion, I think the best thing to run is a low percentage
W% (like 10-20%) with
TP:2. This makes it unlikely that a torrential downpour will happen... and quite likely that the weather would stay fine the entire time... but it still leaves the chance for rain. And, yes, there's even a chance that it will begin raining and never stop... but at least at
TP:2, it takes
RT:15m to go from
SW:0-100% in the event that it does suddenly become a monsoon. Cars become tough to drive on slicks around 20% (~3m) and next to impossible to drive at 50% (~7.5m), which is plenty of time to get around the track and back even if you were unlucky enough to literally have just passed the pit lane when it opened up... as long as you know not to slam down the gas coming out of every corner...
I encourage people to test this out or prove me wrong if you'd like... This just seems to be the most logical explanation based on the evidence that I've acquired thus far... I plan on eventually running some more tests... but now that I understand how it works I'm less curious and motivated.