Should PD do away with wear multipliers?

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SpacedustDaddy
I just completed two Custom races at Catalunya. Gr.3(11 laps) and Gr.4(9 laps). Set the wear to 3x fuel, 10x tyre. No cars pit in either race.
HUD was off, no BOP for the Gr.4 race. I did notice my tyres going off in Gr.3, with some AI slowing down way sooner, than during the early laps. Other than PD refining the tyre model, are the multipliers even needed?

Would using a track surface rating of: Abrasive, New, Bumpy, Patchy, Dusty, etc, be more useful, than what's indicated in GTS? Reason being, I can't set my Custom Race to mimic an FiA scenario at "15x tyre" wear. Many players like to test their cars. Getting an understanding of how the tyres behave on varying surfaces, even artificially, could be advantages for players. Instead of leaving it to what car performs best at what multiplier. Casual players only need see that this or that track is hard on tyres, so,

Fuel. Some races in the Virgin Australia Supercars Championship, have a mandatory fuel drop. During the race, each team must fill their cars to a set limit. Could be 120L. the fuel tank only holds 110L. Teams may start with light, heavy, or average fuel load. Pit for a short fill or long fill and pit again for the remainder. I understand most FiA races in GTS, are Gr.3/Gr.4 and may have no such rules in real life(correct me if I'm wrong). Thing is, if every player has to put in a mandatory amount, it evens the playing field of some players doing no stops. Fuel economy could still be a variable with tyre wear.

Share a thought.
 
If I remember right, you can set higher multipliers in a lobby to test with. Get a bunch of mates or set the maximum drivers to two in a friends only lobby and away you go.

You're asking a lot with differing surface friction though. Keep it uniform and let the layout of each track's corners dictate the wear.

I think PD made a good decision with FIA races not needing a fuel stop but the tyre wear ruins the realism in my opinion. If they insist on tyre wear, as they should, halve the multiplier and double the laps or set a multiplier to make no stopping much harder to achieve.
 
I liked it for awhile but now it feels stale. Race C has a lot of focus on fuel saving, which is fine. But when some cars can no stop while others can't it just leads to disparities between the cars, the Megane Trophy is an example of this. I could say the same for the tires.

I'm sure PD won't do away with these multipliers, so I would like to see them much lower with longer races instead. It would also be nice if they gave us more freedom with our strategy. Like choosing the fuel load at the start, or having more than one tire compound to choose from.

And im sick of the racing hard compound with such a short life span, and how easy it is to jump someone in the pits by short shifting in their slipstream. It just feels over the top for me at this point.
 
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If I remember right, you can set higher multipliers in a lobby to test with. Get a bunch of mates or set the maximum drivers to two in a friends only lobby and away you go.

You're asking a lot with differing surface friction though. Keep it uniform and let the layout of each track's corners dictate the wear.

I think PD made a good decision with FIA races not needing a fuel stop but the tyre wear ruins the realism in my opinion. If they insist on tyre wear, as they should, halve the multiplier and double the laps or set a multiplier to make no stopping much harder to achieve.

I liked it for awhile but now it feels stale. Race C has a lot of focus on fuel saving, which is fine. But when some cars can no stop while others can't it just leads to disparities between the cars, the Megane Trophy is an example of this. I could say the same for the tires.

I'm sure PD won't do away with these multipliers, so I would like to see them much lower with longer races instead. It would also be nice if they gave us more freedom with our strategy. Fuel load at start, more than 1 tire compound, etc.
I'm meaning: Multiplier=track surface.

If the tyre is sped up for wear, just label "Soft tyres" race. There are races that have RH and RM If you get my understanding. In real life, a tyre can wear faster by track surface/surface construction. Tyre compound, is different to what PD are multiplying. Yeah, it's most likely PD speak for "time", but they could do away with that. Hence, label what surface the track is.

I definitely agree about longer races. That's a doable option. So, multiplying compared to what? A 1x wear lasts the whole race. I just did another 11 lap at Catalunya. 10x tyre/fuel. At full power, I pitted Lap 5 and set fuel at 4, to just finish ahead of the M6 on my nearly half worn front RMs.
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Both times AI pitted, they only took fuel. RH tyres were used.

I'm trying to remember if GT6 had fuel/tyre wear with race time or a Slow fast setting.
 
Using AI in your example might be flawed as they'll hang onto tyres way after they've dropped off the proverbial cliff. They're also pretty badly way pointed at Catalunya as they drive it very aggressively (running wide a lot) and there's a good chance of the AI using boost, skewing what you saw in your race. I believe the extra speed and the worn tyre grip they get doesn't affect them as much as it does a human opponent. Could be wrong but I get that impression from other AI events. Gr1 at Interlagos springs to mind with its extreme rubber banding.

If your race was all human opponents, I think you'd see similar wear rates to yourself.
 
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