BRC QuER - Hockenheim 1000 km 1976 [FINISHED]

based on my pit strategy for fuel and tire wear, fuel lasted nearly 2x as long as I planned for… so… that means its time for a more thirsty engine… right?

that was awesome :smiley: Laggator did 1 lap more than I anticipated! So it needs only 29 pitstops to finish the race :laughing:
Daaaamn that tyre wear…And I intended to add chamber for race.

So how do we estimate, based on this practise, how often to change drivers?
Are we allowed to keep 2 cars?
Is there a way to do endurance strategy based on laps instead of minutes. Because my cars do exactly 5 and 20 laps and there is no way to judge how much time exactly it will take.

Out of curiosity, am I the only one in the top 10 running an SUV + muffled exhaust with super comfy suspension? Its all about them creature comforts for my driver!

Mine have to put up with a bare bones interior and no noise reduction. I’m asuming you’ve got a leather interior, aircon, cup holders, 8 track, bang & Oulfsen speakers, the lot? :laughing:

So this test didn’t include our pit stops right? I had pits every 20 laps, but only got to 19. Just want to make sure before I notch it down a lap or two.

I am really impressed with Absurdist’s second car - lap time under 2:20 and minuscule fuel consumption. We may all be doomed.

[quote=“AirJordan”]So how do we estimate, based on this practise, how often to change drivers?
Are we allowed to keep 2 cars?
Is there a way to do endurance strategy based on laps instead of minutes. Because my cars do exactly 5 and 20 laps and there is no way to judge how much time exactly it will take.[/quote]

Hm, how do you estimate? Basically the choice is once or twice. If your driver fatigue goes up fast in comparison, make 2, else make 1. Or always gamble and make 1. :slight_smile:

There is no way to do strategy based on laps. The sprint strategy (percent based) and endurance strategy (time based) both allow for race seasons on tracks with different lengths. You don’t have to revise your strategy for each race. It’s a flexible and robust system. You can do what you like though: Just set your regular stop interval and emergency tyre wear threshold very (unrealistically) high. Then the driver will come to the pits when the tank is empty.

No, this was only a practice session. Engine failures, crashes, fights, damage from driver errors is deactivated in practise sessions, too.

Watching the footage, I am Very pleased with my fuel consumption figures. I was able to go over 45 minutes on a tank, which is what I was shooting for. I really need to work on tire wear though! 28/26% is not acceptable for me.

One note, if in-game automation gives us a time of say 2:24.35 on this track, does that mean my driver is really pushing the limits of my car when he gets a best time of 2:23.04 ? I was expecting the automation time to be an ideal, but it looks like more of a conservative average.

The Automation time is a standing start but with an empty fuel tank and tyres in perfect condition. The driver is at his limit in both cases.

[quote=“Der Bayer”]

[quote=“AirJordan”]So how do we estimate, based on this practise, how often to change drivers?
Are we allowed to keep 2 cars?
Is there a way to do endurance strategy based on laps instead of minutes. Because my cars do exactly 5 and 20 laps and there is no way to judge how much time exactly it will take.[/quote]

Hm, how do you estimate? Basically the choice is once or twice. If your driver fatigue goes up fast in comparison, make 2, else make 1. Or always gamble and make 1. :slight_smile:

There is no way to do strategy based on laps. The sprint strategy (percent based) and endurance strategy (time based) both allow for race seasons on tracks with different lengths. You don’t have to revise your strategy for each race. It’s a flexible and robust system. You can do what you like though: Just set your regular stop interval and emergency tyre wear threshold very (unrealistically) high. Then the driver will come to the pits when the tank is empty.

No, this was only a practice session. Engine failures, crashes, fights, damage from driver errors is deactivated in practise sessions, too.[/quote]

Fights!!!

prepares for battle

So, turbo car only slightly faster than the NA car (less than 1/2 second) and guzzles gasoline like a college kid at a frat party on a kegstand. On the upside, my fatigue didn’t seem as high as others were, and not a single driver error. NA car finished all 20 laps and could have easily gone 2-3 more if needed. Tire wear for both was horrendous, however. Decisions, decisions.

I’m basically asking, “is it normal for the BROBOT track times to be faster than the Automation times by a second or more?” Because my first car has an automation time of 2:24.35, and in BROBOT it’s 2:23.04

Sometimes. I think during practice for 1955, they were slower for some and faster for others. Or was that 1966? shrugs

In earlier versions the cars had less power, suffering a lot more under the fuel load. It is normal that the times are faster because of not having to do a standing start each lap :wink:

Just a suggestion or question to overpowered cars.
My car pretty much has wheelspin up to 180kph. So at 80kph it drives around in 2nd gear and the driver applies 30% throttle.
I think in real life a driver would choose a higher gear and apply 80-100% throttle, since that it way easier to control - and it also saves some fuel (i think?).
Same thing for racing in the rain.

Don’t know what Brobot does there …

In Brobot throttle losses are not modelled. So it depends on your torque/BSFC curve if you would be better off in a lower gear or not. I could see a way of calculating this, but it makes the whole driver model a good bit more complicated. At some point I would like to introduce a more intelligent driver model anyway, for example backing down when having a huge lead, being less aggressive in the final laps if no opponents are around, saving fuel to make the last laps without another pit stop, … There are many possibilites and each of these strategies could be controlled by the player for example by setting some threshold values. But it turns out pretty complex very fast. So maybe in a major update which only focusses on driver intelligence :slight_smile:

That makes sense. But seriously, FIGHTS!?

yeah, I had a brain fart. Forgot about the flying lap times

Slow, not significantly better fuel consumption, AND horrendous tyre wear. That’s clearly not how it’s done.

I think I’ve lost my Automation mojo these past few months. As I’m unable to spend much more time tweaking the car, I’m withdrawing from this event. I’d be happy to contribute something “different”, but something crap isn’t going to be helpful!

I believe something happened with pyrlixs polonez body soon before i submitted my car which messed something up so that my game didnt recognize the body for some reason which ruined all my stats for the practice session. Ive now recreated the car and its now slightly cheaper and has wider tires but my drivability went down at least 5 points somehow. It is slighly faster i just need to do more stuff to optimize it with the things that changed.

With this im wondering if not having a body lowered my fuel consumption for my car and was the reason i had lowest fuel consumption.

I did learn i have a lot of tire wear though so i will probably make changes for that. Will the wider tires change that as well?

Just a quikc one for someone new to the brobot system. I did a search but couldnt find anything… Could someone explain what it all means when it comes to the r/dmg/f column? I assume from what ive seen on here that F is driver fatigue? Dmg is car damage? So i can only assume R is tyre wear (rundenturnenwearenouten in german perhaps?? :smiley: )