![]() ![]() TheFlamingRed once stated on RaceDepartment that all 9 skills affect driver speed equally (yes, even feedback), and having looked at the relevant area of the assembly file myself, I can confirm this was and still is true. TimeCost factors are used extensively in the DesignData to simulate many things that can slow a car down, such as fuel load, driving style, driver skill, water on the surface, and so on. The results show that you can expect to lose an average of 0.495 seconds per TimeCost point. What I did was turn CriticalPartTimeCosts back on, set the TimeCostForRank to 2.0 for ranks 19-24, and made sure my cars were ranked 19th and 20th on the grid. However, they still fare much better than the rear wing, which struggles due to a lack of corners that are considered 'high speed' by the game.Īs for the 600 +2 TimeCost column, the purpose of this is to figure out the severity of the performance reductions I mentioned earlier. To a lesser extent, gearboxes are also vital around every track in the game.īy contrast the brakes, suspension and front wing all have tracks where they excel, and tracks where they barely make an impact at all. Aside from TimeCost modifiers, they provide the largest boost to car performance regardless of location. It's immediately clear that, despite the version 1.5 nerf, engines are still the most important part in the game. In vanilla, the critical part values are somewhat low, especially on long race length where the rank 24 value is 0.41. Each critical part is ranked separately and assigned their own TimeCost, and then the average of these 2-3 values is taken to determine the overall TimeCost. There's 24 of these, corresponding to ranks 1-24. This is then used to apply an additional performance reduction, known as a TimeCost Each track has 2-3 parts that are considered 'critical', and the game ranks the field based on ratings in each critical part. With that being said, part rankings still matter. So for example, if I have an engine rated at 1050 in the WMC, the top speed reduction ends up being 80% of the maximum, because it is 1800 points below the MaxStat, and the WMC uses a 2250 point scale. This means that anything rated 600 or lower is considered base level, and anything 2850 or higher is 'perfect'. For all six parts in the WMC, the MinStat is 600, and the MaxStat 2850. The ChampionshipMinStat and MaxStat values in the Parts.txt file are used to create a scale, from which part ratings can be compared to. The bottom set tells the game what the maximum reduction to these stats is for a base level car compared to a perfect one. The top set of values determine how fast the 'perfect' car can possibly be in game. This is a myth, and the calculations are more complex A different guide once stated that car pace was determined solely by where each cars parts were ranked relative to the grid, and that the ratings didn't matter beyond determining said rankings. ![]()
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