Why is it that public tunes don’t have any actually useful information about their performance available? The info is all there, but locked behind “can’t modify this tune”.
The 0-10 scale of speed, handling, etc. is not remotely reflective of actual performance, and it makes it impossible to determine whether a tune is good without a bunch of manual testing.
As I read all the complaints about how hard this game is - trials, seasonal championships, etc. - it occurs to me that this simple issue drives a lot of it.
Learning to tune is non-trivial; I presume only a small minority will ever attempt it, and fewer will get good at it. So why not give that majority of the player base sufficient info to determine whether a tune will suit them? Doesn’t need to be all tuning info, but Gs, acceleration times, top speed, brake settings, and suspension /tires used are all pretty necessary.
When I learned to tune, I went from having trouble beating unbeatable drivatars (and a ton of time testing tunes) to beating them easily, even before fine-tuning.
I agree that all three data screens should be available to make an informed decision about a shared tune, particularly the simulated performance results as you mentioned. I’ve learned how to reverse-engineer a lot of information from shared tunes in an effort to learn what makes them out-perform my own setups, and in the process I’ve learned how massively important it is to be able to view real data over the often-inaccurate PI numbers.
EDIT: To be clear, I do not share any tune of my own which was built on information I learned or settings I used from another player’s tune. I appreciate how much effort and knowledge goes into these tuning setups, and I’m not interested in profiting–even virtually–from someone else’s work. I just want to get better at it myself.
A system that incentivises huge numbers of people to create useless tunes in an attempt to become able to sell cars for 20m in the auction house.
No viable way of working out which of those tunes is the best, or even not completely useless, as many of them are. Nobody has time to test every tune for each car.
The lack of facility to download tunes from rivals leaderboards.
Even if you could download tunes from rivals leaderboards, the fact that the game doesn’t even have rivals leaderboards for all the online racing combinations of class and track.
The 0-60 etc information is useless IMO, and doesn’t reflect performance. For a short period of time I was attempting to tune based on optimising those measures, and my car went slower. The only true measure of performance is the time the car can do around a track.
Agreed that track times are all that matter, but they should all be reflective of a cars acceleration, ability to carry speed through corners, and braking distance.
0-60 and 0-100 aren’t enough, because 100-200 is more relevant on our tracks, but it certainly reflects performance.
The 0-10 numbers, however, aren’t reflective of anything at all - I have cars with 6.5 speed and 7.2 accel scores that smoke cars with 8 and 10 scores in the same class. Cars with 8.2 handling that pull .1g more than cars rated 9.0, cars with 9.0 brakes that stop 50’ shorter than cars with 10.0 brakes.
Fixing the system so it doesn’t incentivize spamming poor tunes would be great, but is probably unlikely. Showing useful detail should be easy. For that matter, even showing some “best lap times” associated with a tune would be a huge improvement.
I didn’t find they did. I tuned some parameters to optimise those measures, but the car seemed to accelerate more slowly.
I’m not even convinced the game correctly models such simple things as power and weight. I have an A class tune that performs pretty decently and comfortably beats cars that supposedly have 60% higher power to weight ratio. Another example is the Aventador FE top speed vs the standard Aventador, it just doesn’t reflect the much higher power.