LinksGoogle Sheet - See
all skills and stats here! (drivers, cars, tracks, relations, standings, etc)
Race viewer - not currently working for season 6
Car builder -
new! (Season 6)
WikiRecent updates:Season 6 update postQuick season 6 summaryDrivers
- You can make offers to drivers in the Driver Pool, your chance of them signing is dependent upon your Negotiating Power
- Drivers now upgrade automatically. 1 pt per team every 3 races. Bonus probability of a point based on each drivers' amount of championship points earned per race. You can set a skill preference for each driver to have a 75% chance of upgrading.
Cars
- Now made of four parts (Chassis, Aero, Brakes & KERS, and Engine) which each attribute their stats to the total car's stats (Turning, Top Speed, Braking, and Acceleration, as normal)
- You attempt to fabricate parts with a certain stat rating but they will usually generate worse ~60% of expected with 3 total Testing skill and ~90% with 30 total Testing
- You can copy parts from other teams that have hit the track! This increases the efficiency of part generation.
Season 4 pre-season update:
Weather
- New adaptability skill which affects your driver's skill in variable and wet weather.
- Everyone pits automatically to get wet tires if the track wetness is over 50%, or to get dry tires if track wetness is under 50%
- Rain affects lap times, crashes, and tire wear
- You're more likely to crash the wetter the track is, but less likely to crash than others if you have a higher adaptability skill (only applicable in wet conditions)
- Tire wear does not change for dry tires on wet track, but is significantly increased for wet tires on not-quite-wet track. This is not affected by your adaptability.
- Wet conditions affect your driver's lap times significantly less if they have a higher adaptability skill.
Stuff to consider updating later:
viewer:
- add option to set the speed of time (currently 10x)
- add the ability to pause
- user-tracked drivers with a checkbox or something
- you have to refresh the page after a race is over to watch another, make it not be like that
Strategy... basically pit strategies and weather prediction and stuff. this will require an entire revamp of how pitting works and it'll be your pitting skill. higher pitting skill = better strats = better results, also maybe rain will be able to end races early if conditions get too bad/for too long
Welcome to the first season of Formula Universalis, an eco-friendly racing league with electric cars that tour the planet of Universalis!
I have written a program which simulates a Formula Universalis race based on several variables... some of which
you get to choose! It calculates the lap times of every driver, every lap, includes features such as pitting, overtaking, and crashes, and through all this, determines the results for each simulated race.
This Formula Universalis season will contain 15 grands prix at 15 different tracks, the properties of which I will randomly generate after everyone has signed up.
Each race team is affiliated with a geographical region, whether this is a nation or area of a continent is up to the team manager. Each team has researched and constructed a car design which all of their drivers will be using. A team may hire three drivers to compete in races. The cars are electric, so there are no worries concerning fuel - just tires.
After everyone has signed up, I will simulate one race a day and post the results and championship standings. Before each race you will be presented with the statistics of the track (specifically: the length, how technical the course is, how difficult the corners are, and how many fast sections it has), so that, as team manager, you can adjust
one skill point in your car setup, if you choose to do so. All of these numbers will be given as a number from 1 to 10. Every three races, you will be able to upgrade two skill points of your choice on your team's cars or drivers.
To join:
- Create
one car construction for your team
- Create
up to three drivers
- Name your team, name your drivers, and give your drivers car numbers (one or two digit)
Fill out the sheet below:
- Your car can have a total of 12 skill points
- Each driver may have a total of 15 skill points
- While each skill ranges from 1-10, no skill (car or driver) can be given higher than 5
before the season begins. After the first race, cars may be upgraded beyond this.
-
Two points are transferable between drivers (for example you may have a 14-15-16 team or 13-15-17, but not 13-13-19)
Team Solea RacingCarTurning - (faster in corners)
Top Speed - (faster on straights)
Braking - (less time taken entering into corners and in technical sections of track)
Acceleration - (less time taken exiting corners and in technical sections of track)
Pitting - (your pit crew's skill, the better they are, the less time taken in the pit lane)
Driver #00 - Syele AdrodnivvrkCorners - (skill in corners)
Overtaking - (skill at passing people when near them)
Defending - (skill at preventing other people passing them)
Finesse - (skill at driving in such a way that reduces tire wear)
Technical - (skill in technical sections)
Adaptability - (skill in variable and wet weather)
Driver #12 - Kalassak Akani LapikCorners -
... etc.,
some features i might include next season after this testing:
weather
penalties
player-determined and ai-managed pit strategies
lapped cars
anyway, this season is just to see how people strategize and play the game