Point is: there are two new things to come with next weeks update. First there is 'tyre compounds', no doubt there. The second isn't Imola. Although it's a new track in R3E, it isn't a novelty. Because it was active in this test race, chances are good that the second thing is a rating system. Seems to be more than a wild guess
It was visible in Georg's streams on test-build since around beginning of this year, so I wouldn't get my hopes too high.
What could be the second thing, then? While my excitement about minorating is lowered now, I'm still convinced it's not content but gameplay related
Well we know they are working on - ranked MP (that is supposedly delayed) - fixed setups - SP multiclass - warm up session for multi race formats.
Quick question: Is there any way to select tyres for AI? I just did a 10 lap (approx. 18 minute) FRX-17 race at Spa. The default set-up had me on softs and the 19 x AI on mediums. It would seem better to me that the default set up is the same for user and AI... especially if you can't change AI. It would also be good to have an option where AI was on a mix of compounds (or not). No big deal really - just wondering.
If im not mistaken the AI chooses the optimal compound depending on race length. And it remains your choice to select the appropriate compound for your car.
It's planed for cars for which it makes sense... so definitely only for a few cars but there will come a few more...
it depends... There are only very few Racing-series in real life that feature different tire-compounds as option... So would it be right to have such an option in a simulation then?
Indeed it is like said by @m.bohlken. Multiple compounds during racing weekends are almost excusively reserved to top tier race competitions (F1, Indy, F2, WEC to name a few) Almost every other competition is single compound during raceweekends and even more so during the whole season. The fact that you can choose other compounds in other racing games doesn’t always (well, mostly not) reflect the true nature of the regulations. For instance Blancpain GT is limited to one dry compound and one wet compound predetermined by Pirelli. In reality it depends on the circuit and climate as it’s determined at least 14 days before a raceweekend takes place. So a true sim should stick to this kind of principles. The tyre should depend on what the manufacturer had used for a circuit. And for most of the time you can bet the hard compound is the obvious choice because focus is mainly on limiting running costs (though it’s sometimes just relative obvious ).
As another example... WTCC cars run sprint races of 25-30 mins. They dont make pit stops to change tires, so adding multiple compounds for them doesnt make any sense.
having more tyre compounds give more possibilities and options, especially to those who manage legues to create different format. and without taking away from you the ability to run with only one choice
who cares? the train typical of sim racing, where the qualification has already decided the winner, is totally boring. i'm running a DTM legue with races of 59 minutes using 2x tyres and fuel. this guarantees 2-3 pits each races with total different strategies choice in the grid. the last race was won by the driver who was last in the first corner just because he made the best strategy (and he is a fast driver). with 3 different compounds I would not have to spend hours and hours to choose the best combination of minutes / tires / fuel to guarantee situations variety on the track during the race.