I think both games (WRCG and EAWRC) have a "generic", simplified, global implementation. The technical directive is pasted below for everyone to read. There are actually six maps (three for throttle and three for braking) but both games use only three. I will summarize here:
- Stage Start Mode: only available at the start line. Full boost power is deployed for 10s or until the driver brakes or lifts off the throttle.
- Stage Mode regen: boost regen through engine braking (coasting) and and pedal braking.
- Stage Mode deployment: personalized maps depending on stage characteristics and driving style.
#3 does not specify anything about thresholds, lifting off the throttle, or hitting the brakes. Only that "to reuse hybrid boost, drivers must accumulate enough regeneration energy to create what is called a ‘valid regen’. After each valid regen and the next time the drivers press the throttle, they will have electric power available, depending on the parameters selected by their choice of map."
So it is possible, within the rules, to create a map that gives less boost, but does not cut the boost when lifting off the throttle. Further compounding the confusion, there are actually six maps: three throttle maps, and three braking/engine braking maps. The latter is not modeled in either game, or maybe both KT and Codemasters decided to package the throttle and regen rules into one single map for simplicity's sake.
The three WRCG maps are:
- Most power, least time deployment
- Mid power, mid time deployment
- Least power, longest time deployment
In all three of these cases, lifting does not cut off the boost. I suspect KT decided to ignore engine braking altogether, which is why their maps do not cut boost when lifting completely off the throttle. Lifting and coasting also does not count towards regen in WRCG. So it seems to be the most simple, least confusing implementation they were looking for: ignore off-throttle regen, therefore also there is no boost cancellation when off the throttle, and no throttle threshold governing when boost activates and when it cuts off.
EAWRC on the other hand, models it slightly differently and, like KT, also fits into the technical directive.
- Most power, strictest threshold, least time deployment
- Medium power, medium threshold, mid time deployment
- Least power, most permissive threshold, longest time deployment
So it seems Codemasters also decided to ignore the three regen maps, and probably incorporate them into the three throttle maps. If this is true, then I would expect EAWRC, unlike WRCG, to generate regen when coasting (engine braking). I haven't seen anyone do this in the preview videos yet.
To summarize, it seems both games have taken valid, yet different, approaches to how the Stage Mode maps work. In the real WRC each driver uses his own customized maps, six in total (three throttle and three brake). In the games, both WRCG and EAWRC use a global, generic throttle mapping that is applied to all cars, and does away with the brake maps entirely (or more likely stuffs them into the throttle maps as a generic combo).
Here is the technical info:
During the special stages, two modes will be available:
1. At the start of each special stage, the full power of the hybrid system will be available for approximately the first 10 seconds, or until the driver releases the throttle or presses the brake.
2. During the special stage, the 100kW (134 hp) hybrid power will be available, but teams and drivers will have to create up to three personalised ‘maps’ to decide how to deploy them. The extra power can be very strong over a short period of time or medium over a longer period of time
According to FIA, these maps will be based on driver input only (throttle pedal and brake). They will allow the release of energy in a way that is tailored to the driver’s style and the road conditions. The amount of power released with each press of the throttle will be decided by the length of the stage and the state of charge (SOC) of the battery.
l) the hybrid unit automatically recovers electrical power when the throttle pedal is released and under braking (regeneration phase or ‘regen’), with the accelerator set below a certain level (no energy is recovered if brake and accelerator are pushed simultaneously). The MGU additionally brakes the car and charges the battery.
m) to reuse hybrid boost, drivers must accumulate enough regeneration energy to create what is called a ‘valid regen’. After each valid regen and the next time the drivers press the throttle, they will have electric power available, depending on the parameters selected by their choice of map.
n) drivers can create up to three maps for the regeneration phases as well. This offers a chance to tailor how and when the regen is utilized as this will have the same effect as engine braking on the car.
o) The hybrid unit will be pre-programmed according to each individual stage distance in kilometers and will manage the duration of power available to try to ensure there is power accessible throughout the stage.