- 1,187
- Virginia
- The__Camel
I thought in the past, you stated using the "Request Pit Stop" prior to your planned pit stop was quicker then just ducking in the pits on the lap you planned on pitting? I planned on pitting every 9 laps last night and used the "Request Pit Stop" at the start of the 9th lap each time, should I not have?
I'll say it like this........me and a couple of guys from the league that I run spent around 3-4 hours one night testing pit stops and how they work and what might cause the 1-2 second delay sometimes from your crew starting the pit itself and what might cause the 1-2 second delay of actually being able to leave your stall after the work is completed.
What we found were that by not using "Request Pit Stop" would save on average 3-5 seconds of total time on pit road across the board at numerous tracks with different length pit roads.
We also tested the pit errors process as well. When we had a pre planned strategy we had somewhere around 2-3 dropped lug nuts or whatever out of 100 pit stops. We we didnt we had issues almost 40% of the time......so it was a huge difference.
In the league I run we have 7 races in a 5 week season. All of them but 2 require multiple pit stops to be able to make it to the end because we limit fuel loads. So that's why we tested so extensively.
Also we have found that even though one uses accelerated tire wear as a setting the tire wear can also be affected by how much fuel is in the car. This game seems to wear the tires more the less fuel the car has and wears the tires less the more fuel the car has. Maybe the game wants to even those two things out....not sure.
What I do know is all games are written by computer codes and what not and have their little nuances. As much as we want to treat this stuff like real world......and I feel Project Cars 2 is the closest thing we have on console.......there are still little things that dont exactly work like the real world.