From what some of you have said, it is obvious that I have a slightly different view to some of you on when to start using finetune vs parts based from. I'm currently running one of the fastest cars in the game, but how much of that is due to the way I develop and how much is due to the skills of my designers I'm yet to work out.
It's still good to see that maybe there isn't one set way that is the best way to develop your car. The different staff skills and our differing opinions make for a game with many ways to get to the front.
Yeah, MCR is my worst one this season, because they don't have high speed stat this season. Yet still with that, I have a potentially great car (compared to what I'm racing, I still see plenty of room for us all to improve yet)
Matthew we will see as the season as I have a huge development push set to take place. I have a chassis upgrade ready for next week and this should continue through the season.
But I agree the development script is a huge improvement from previous Pitwall 1.0 as it way more complicated and I really don't think there really is a set way to develop.
I am guessing what you are doing is more develop part, get potential; fine tune if worth it until it states not worth it and then work the larger stats. In theory that would work as well or maybe even better since you get a base part then fine tune it before upgrading it; which would require fine tuning before upgrading again. Thus increase the total base performance as your not leaving any potential on the shop floor where my way would leave potential on the floor since I am more interested in larger gains quicker then large, small then large.
My thoughts right now on development are, since I started with the designer I wanted right away and got a good car out of the box, that I just want to keep improving with every development. If I can keep pushing and getting faster each development, then I'm happy going forward.
Sorry that I'm a little bit late to this party, but thought I'd add some info to clear it up.
Every part is based on a chassis. There is some mechanism in the part that defines how well the part works together with the chassis. Some parts are working well together, other parts are not at all. By finetuning you make sure that the part is working well with the chassis.
If all your parts are not working well with the chassis, then you should see the difference compared to when they aren't. As the name says, this should usually be the last step of the development cycle.
Stuff like this will be added to the help pages really soon.
Frank, is there a way we can determine the effects of this synergy mechanism?.. ie. if a part shows 'Huge' or 'A Lot' of finetune potential then we can assume that it is not working well with the chassis it was originally designed for?
Of course that would mean there's no way of telling how parts work with chassis' they were not designed for too. Well other than trying to compare lap times between parts.
I'm impressed that the game is more realistic and complicated than I expected. I've thought about how it would be good to have aero parts affect one another but I always thought it would be too hard in practice to implement so never suggested it, but this is great! Good work Frank.