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Author Topic: Formula Universalis [Season 5 - Post-season upgrades]  (Read 66720 times)

tuto99

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #660 on: August 25, 2018, 08:21:36 PM »
+1 top speed -1 turning

Darvince

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #661 on: August 26, 2018, 08:52:33 AM »
alt 8079

FiahOwl

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #662 on: August 27, 2018, 11:00:34 PM »
+1 top speed -1 turning

atomic7732

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #663 on: August 27, 2018, 11:09:31 PM »
Space Practice 1 (Default setup)



Space Practice 2 (Alternate setup)



TeamP1 DefaultP2 Alternate
Team Solea Racing2138.1982141.298
Dotruga Formula Racing2143.7142139.538
Cows Go Moo Racing2139.2272137.533
BONGATAR2147.8652148.333
Team V.V. Imperial2140.1342139.111
Team Diigikwk Racers2136.8332138.483
Team Vincent2148.8152149.446


blue indicates a driver's time was not included in the team's total time as a result of an incident
red indicates a team did not submit an alternate setup for practice

Teams that submitted an alternate setup will by default use the quickest setup determined by the team's total time in one practice session. If you would like your team to use the other setup for any reason, you may choose to by posting here.

Qualifying and the race will occur around the same time tomorrow.

atomic7732

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #664 on: August 27, 2018, 11:21:15 PM »
Space Qualifying



40K Grand Prix




Ifloenne Aya wins the 40K Grand Prix! And Philipe scores Team Vincent their first points since Teralm in Season 3!

Relation table



Championship standings



Team standings

Code: [Select]
Dotruga Formula Racing 388
BONGATAR 322
Team Solea Racing 318
Cows Go Moo Racing 318
Team Diigikwk Racers 258
Team V.V. Imperial 213
Team Vincent 1

Lap times attached
« Last Edit: August 27, 2018, 11:38:44 PM by atomic7732 »

atomic7732

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Re: Formula Universalis [Season 5 - Race 16 (Bielosia)]
« Reply #665 on: August 27, 2018, 11:40:24 PM »
Sago Aludetsei and Dotruga Formula Racing will be your Formula Universalis drivers' and constructors' champion for season 5!!!!!!!!!!!!!!! congrats tuto

Josh Wise and ketila lqa pavteka will round out the podium for the drivers' championship unsurprisingly.





retirements:



#3 Bob, #20 Mac, and #98 Gorga Motxev have decided to retire from the sport this year. Next season BONGATAR, Team Vincent, and Dotruga Formula Racing will need to hire (create) a new driver to replace them, or they can be convinced to stay on the condition that they lose 2 skill points at random and they cannot be upgraded.

also now it's time for post-season upgrades so you have the next 24 hours few days or so while i implement a few quick features to add the last 2 points to upgrade your car or drivers

bong can add 4 points

Remember: Your car setup will be reset at the beginning of next season to 4/5 of its skill, rounded down after race 18. If this yields a skill of less than 12 you will be allowed 12 skill points. Points allocated to drivers are permanent.

Season 6 will begin... well you know how this goes
« Last Edit: August 27, 2018, 11:50:43 PM by atomic7732 »

Darvince

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Re: Formula Universalis [Season 5 - Post-season upgrades]
« Reply #666 on: August 28, 2018, 12:06:06 AM »
car points

tuto99

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Re: Formula Universalis [Season 5 - Post-season upgrades]
« Reply #667 on: August 28, 2018, 12:11:10 AM »
Yaay I won ayy yo lmao
thx kalassak for this opportunity for me to show the world that Dotruga is #1 at racing and otximo ayy got em coach

atomic7732

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Re: Formula Universalis [Season 5 - Post-season upgrades]
« Reply #668 on: March 08, 2020, 01:10:50 AM »
SOON

i had originally planned some big new features to kind of spice things up but really i think there are some things that need fixing first

so, i have some ideas for this which will be fairly easy to implement and that i think will result in a significant improvement of the game

get ready

atomic7732

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Re: Formula Universalis [Season 5 - Post-season upgrades]
« Reply #669 on: March 08, 2020, 03:15:41 AM »
actually here's the plan:

for season 6 we're going to finally fix pitting once and for all. to accomplish this we are adding multiple tire compounds (basically, hard compounds which are slow and soft compounds which are fast, but you have to run at least two types per race or sth) and driver ai's which will calculate the optimal strategy. then, we'll rename pitting to 'strategy', and they will suck at determining the best (quickest) strategy for the race if your strategy stat is low. i will also update collisions a bit to add like front wing damage and tire punctures.  if you have a damaged front wing and a low strategy stat your team will let your drivers run for longer with a damaged front wing which reduces your cornering ability, thereby slowing you down. and related to collisions: maybe lock ups when trying to outbrake someone for an overtake, which would result in more tire wear. perhaps this is more likely with a lower overtaking stat or finesse or braking. idk.
i think i might also remove the relations. they don't really add anything to the game i don't think.

for season 7 i have some pretty grand ideas to redesign basically everything else, here's a rundown:
- i want tracks to instead of being defined by 4 values, have values that basically allow you to draw a track map. so a track will be a series of straights and corners with different properties. this would require a major update to the way lap times are calculated and i'd probably have to implement some rudimentary physics to determine how fast cars get through corners and accelerate and brake and such. idk this basically completely overhauls the main 'simulation' part of the game. this would allow for more realistic overtaking, defense, and collisions. also potentially a more detailed game viewer. skills would work better this way because then for each corner, for example, you would have a perfect theoretical time to get through it but your skills in different areas determine how close you can get and how consistent you are at it.
- i want a pool of drivers you hire from. this means you will no longer have to choose between upgrading your car or driver. drivers will decide to join your team (when you make an offer) based on your team's track record and what they desire. if they want to win championships they will probably only sign with a team that has won one (or looks really good), other drivers won't care as much where they go, but they might not be as good. then, they'll upgrade on their own, with some suggestion from you what skills to try to improve.
- i want car upgrades to work a little different. i want cars to be composed of a set of parts (say engine, front wing, chassis, suspension, etc) and they all have stats that would fall in line with the current ones, but may only contribute to a few. for example an engine might contribute to acceleration and top speed stats but not braking. you would have a set amount of points to allocate to all your parts (as you currently do for the whole car now) and you try to construct parts. but unless you're lucky you you don't get a part exactly as you want. usually it'll be worse, but sometimes it might even be a bit better in one stat or another. maybe have a mechanic stat that affects your skill at this, idk though. through this part creation you will come to have different part designs, which instead of moving points around to make setups, you can exchange parts mostly at will to adjust your car stats. i call this feature 'modular cars'. also, if a team has a particularly good part you can attempt to copy it (not just attempt to design a new part with the same stats) and you'll have a better chance at matching it... allowing teams with worse cars to catch up quicker!

i will hopefully be working on this stuff very soon so we can get season 6 up and going
« Last Edit: March 08, 2020, 03:29:51 AM by atomic7732 »