Pitwall news

Junior teams

This morning the junior team feature has been activated. This feature allows any team manager to create a junior team. This junior team is completely separated from the main team, but is restricted in some ways:

  • Division: junior teams cannot promote to higher divisions.
  • Facilities: junior teams can only have a 1 starred head quarters.
  • Suppliers: junior teams can only sign 'normal' contracts with suppliers.

This feature is available to all members for now, but will be only available to supporters in the future (you only need supporter to activate it).

The reason why this feature has been introduced now is because it should create more competition in the bottom divisions. As a new player it is not fun to compete against nobody else, and since this feature was easily implemented technical wise it was done so now.

If it turns out that there were certain strategic things that were missed in the beta, then there might be drastic measures against junior teams. These junior teams should be considered as fun in the first place. Feedback is of course welcome as always.

Season 16 changes

With a slight delay, this morning the game has been updated to the latest version. This update was focussed mainly on racescript changes, and other much requested features. The site has been in maintenance today due to slower than anticipated scripts.

Morale changes
First of all the only change that has nothing to do with the racescript: the base morale. Before we had the “team fit” mechanic, which was not the most popular mechanic of the game (to say it with an understatement) since it was completely unclear how it actually worked. The mechanic itself was not properly built either, and therefore the commentary was justified. Because of that I've just completely removed that mechanic, and replaced it with something that is very clear: the base morale. A person will always converge to their base morale, which makes it clear from the very start what kind of morale you can expect for a person. The morale is of course still influenced by other factors such as winning, retiring, etc. Speaking of the morale drop, an important bug has been fixed which caused

Tyre temperature
Before tires had a reliable rating, and depending on certain factors they would degrade. The kilometers that a tire would last were also influenced by this, and this made for a bit of a messy system. A new statistics has been introduced which is the tire temperature. The tire will degrade faster the higher the temperature is. Combined with this new statistic another new stat is introduced for each part called “condition”. This stat determines how good a part is, and it will now fail when it hits 0. No longer will the number of kilometers that it lasts be a determining factor, but it will be indicative. Tires also have a condition, and the tire condition is also influenced by the temperature. Once the tire hits terrible there’s a big chance that it will explode. Once the tire goes over the cliff, lap times will also increase quite a lot, just like driver errors.

Performance calculation
A few changes have been made to how the performance of a car is calculated on each part of the track. A car that has a good acceleration stat will make more difference in tracks with an emphasis on acceleration, and the same goes for all characteristics of a track such as braking and the speed phases of a track section.

New driver skills
Since the performance calculation has been upgraded, I also felt that drivers were pretty much the same at the highest level. They could use more distinctive factors. Because of this several new driver stats have been implemented: low speed corners, medium speed corners, high speed corners which should speak for themselves. The old corners stat has basically been split up in three separate stats. Further more we split up the speed stat in braking and acceleration. All the new stats have been generated based on the existing stats.
Management stats for drivers now define how harsh they are on the car. Drivers with a high car management stat will put a lower wear on the car, while a good fuel management will result in lower fuel usage. The new tyre warming stat will result in tires being warmed up faster, since wear is much higher when the tire has a too high or low temperature.
The technical stat has been split up in two stats: car setup (which is the old stat) and car development, which is a stat that will be used in the future for car development.
The mental stats have been generated already, but have not yet been implemented.

Person ratings
Last season we had an instance where a very experienced player (I won’t name names) was clearly confused by how good his (okay, it’s a ‘he’) designers were. He was overestimating them, and it made it clear to me that the way the stats worked in the past were not clear enough. Because of this I’ve decided that more transparency is needed, and I’ve made the talent, global rating and global talent visible. Talent was already known thanks to scouts, but the global rating and global potential are new. These sort of replace the old reputation system. The global rating states how good a person is compared to all other persons in the staff category. So a 5 star person is one of (or the) best in their category (designer, mechanic, …). The potential makes it clear how much talent the person has compared to the talent of all other persons in their category. Depending on the knowledge of the person, you will see 1, 2, 3 or 5 stars with stars being the highest knowledge.
This is also updated for the skills of a person, whereas the old skill types (terrible, very good, …) have been replaced by numeric values up to 20. Depending on the knowledge a higher maximum number is available.

Car setup split
The car setup statistic has been split into two: performance and tyre management. Performance is the same as the old car setup stat, but tyre management determines how good the car handles the tires. The better they are handled, the lower the wear. For the first time in Pitwall managers can now also change the setup of the car, but only in a limited way. It can be set up towards better on performance, or better on tyre management. This is possible on the same page as where cars are sent out. Do note that it’s never possible to get superb on both stats since it’s always a compensation between the two.
In order to improve either of the stats, a certain testing program can be chosen in the testing session. Either program will also always improve the other program, but only in a limited way.

Tyre handling stat
A new characteristic has been created for cars: tyre management. The suspension and diffuser now have a tyre management characteristic which determines how hard the car is on tires. The better the stat, the lower the wear will be on tires. All old and current parts have been updated so that they have roughly the same rating as the other stats.

Fixes
Several bugs in the race script have been fixed (but not all), such as feelings would only occur in qualification sessions, while it should’ve been in race sessions.
Another big bug that has been fixed is drivers who would DNF in a testing or qualification session would keep “coming back” for the remainder of the stint.

That’s all for now, work continues on the racescript just like on the car development. More fixes will be rolled out soon.

Racescript update on beta

Tonight I've released an updated version of the racescript on the beta server (beta.pitwall.org). This update includes the following changes:
* Time lost with terrible tyres is much higher. Note that the progression to the absolute worst value still needs to be made more progressive, that's planned for the next update.
* The various driver orders play an influence on whether a spin occurs. These have now been tweaked.
* Driver fatigue now has a higher chance of incurring a spin once the driver gets to very high levels of fatigue.
* The extreme lower levels of tyre grip now create a much higher chance of being in a spin.
* The chance of a collision at the start and ending laps were not always calculated correctly, this has been fixed.
* The chance of a collision at the start and ending laps has been increased.
* The chance of a collision in driver orders for both leading and overtaking drivers were not always correctly calculated, this has been fixed.
* A tyre with an extremely low grip level can now also cause a DNF or a tyre blowout. The chance of occurring is however much smaller than when the tyre has run out of its lifespan.

Also still to come: increase fuel wear over 100 litres of fuel, and all other planned fixes of course (just wanted to let you all know that I'm aware of that specific issue).

It would be great if I could get some feedback on some of these changes as they can be quite race changing. Thanks!

Racescript updates

At this moment the beta (beta.pitwall.org) is being restored to a copy of the main game of today. The beta will be merged with the main game tomorrow after the race if no problems arise tomorrow.

Some of the things that have been implemented in the beta:

Pitstop time calculation
The time to complete pitstops has been completely re-written. This should make the time for tyre changes more realistic, which is very visible this season.

Pitstop mistakes
For the first time in the game it's possible that the crew make mistakes when changing tyres. This will cause the pitstop to take longer than normal. The lower the pitcrew efficiency, the higher the chance of pitstop mistakes.

Pitstops in non-races
It's now possible to schedule a tyre change in a testing stint. This can be done from the scheduled laps section. Selecting a tyre at the end of a row will cause the driver to come in and change tyres. This will allow people to do race simulations.

Return to pitbox
During a stint it's now possible to tell the driver to box and cancel the stint. This will cause him to return to the pitbox as soon as possible and cancel all remaining laps.

Others
Several fixes such as tyres being double mounted, or medium tyres not selectable from the strategy page. Chat categories are now shown in buttons.

This is now available on the beta (once the restoring process is done). The race still needs to be tested since the pitstops have been re-done. If this is successful then it will be applied to the main game tomorrow.

Season 15, the race script season

Welcome to season 15 everyone! The season of the racescript you might say. This and the coming seasons will be focused on improving the race script as that hasn't received too much attention in the past as other areas required more attention.
There has been a lot of changes in the background already, and these have been integrated already in the current racescript as it was updated after the race last night. Many of these changes are technical and won't show up for the regular user, but it was a necessary thing to do.

Other things are more visible, one being the new medium tire compound. The tire wear values have been heavily tweaked, and softs should now give better grip but also wear much faster than before. This new compound should make things more interesting strategy wise. Do note however that it is not yet necessary to use 2 different compounds in the race.

Another change for season 15 is that in-race refueling is now banned. Fuel tank sizes have been increased, and the fuel usage has been lowered a lot for the lower engine modes. These engine modes are now also new, as they replace the engine management that we had before. In essence it's still the same system, but they are now pre-set values (being 70%, 85%, 100%, 115% and 130%) which is more realistic, easier for new members, and it allows me to tweak everything much better.

And finally the first 2 weeks of the season (called "pre-season";) every team is allowed to use as much supplier sets as they want. This means that the number of engines, tires and brakes are unlimited. In week 3 all these parts will be removed and the maximum number of sets per season rule will be respected.