07-29-2022, 01:03 AM
Hey ya'll - I was working on ratings for a carset I'm using and wanted to get to the bottom of the effect of the Drivers2 ratings. I thought some people might find it useful.
THE EXPERIMENT
36 races (9 each) on 4 speedway tracks:
* Fontana
* Indianapolis 2000
* Michigan 2000
* Pocono
(Thanks to Pavel for the great work on these tracks).
Accelerated Time races of 25% length (long enough to see the effects, but short enough that DNF's didn't pollute the results too much). Damage set to Arcade to reduce crash DNFs, since I was not testing Aggression in this experiment.
ICR2 is version 1.0.2 on DosBox on a Mac.
30 cars.
Each car was initially set to:
500 501 500 501 500 501 1 2
And then modified by changing a single value, as indicated by the name. For example, listed below, "Trac510" means that car's ratings were:
500 501 510 511 500 501 1 2
With those parameters, here are the results:
CAR STR AVF SD
Trac590 9 1.12 0.33
Trac570 10 1.94 0.76
Trac550 12 3.03 0.72
Trac530 14 3.67 0.53
Trac510 15 7.58 3.65
---
Powr950 1 8.42 4.66
Powr850 3 9.26 5.13
Powr650 7 10.44 4.71
Powr750 5 10.56 5.19
Drag050 2 11.29 5.67
Drag150 4 12.89 5.63
Powr550 11 13.03 5.70
Powr350 23 14.31 4.88
Powr450 18 14.38 5.54
Drag350 8 15.39 4.70
Drag250 6 15.42 4.78
Drag450 13 15.52 4.66
Drag550 20 16.35 5.68
Powr050 29 16.86 4.69
Powr250 25 16.91 4.69
Powr150 27 17.63 3.48
Drag750 26 18.33 4.84
Drag650 24 18.34 4.86
Drag950 30 19.37 4.30
Drag850 28 19.62 5.49
---
Trac490 16 20.26 2.92
Trac470 17 24.69 3.07
Trac450 19 26.15 1.23
Trac430 21 27.13 1.38
Trac410 22 27.97 1.40
NOTES/OBSERVATIONS
Qualifying is determined EXACTLY by the average of Power, Traction, and (1000-Drag), so starting grid was always exactly the same - and for example, Power 550 had the exact same qualifying speed as Traction 550 and Drag 450 - with the tie appearing to be broken by driver order.
I separated out the Traction cars to emphasize the observation that traction rating overpowers all else. I initially started this experiment with Traction spread just like Power/Drag, but it was so clear that traction had such a large impact that I condensed it to a smaller range of variance. However, even a ten point boost in traction outperformed a 450 point boost in power, while starting from much farther back in the grid. And the reverse was also true, with a ten point loss in traction sending a car all the way to the back.
Increases in power outperformed reduction in drag, but at the same time, reduction in power outperformed increases in drag. While one car being out of place in the rankings can be attributed to noise, a group of five cars outperforming another group of five cars that was expected to be similar can't. We would need further testing, but either:
* Drag and/or power is somehow non-linear - for example, could be plausible that lowering drag beyond a certain point has limited impact, while raising it to higher values has a much greater impact.
* The starting grid position has some lasting impact (seems less plausible)
* There are things hardcoded into the driver slot that are not captured by these editable driver rating values
* Chassis/engine/tire has an impact. I did not pay attention to these values at all when conducting the experiment, as I assumed they were only cosmetic.
CONCLUSIONS & FURTHER QUESTIONS
When setting up your carsets, use traction as the car's race pace, and use power/drag as adjustments for qualifying pace relative to their race pace. Can create strong qualifiers that fade during races or vice-versa.
I'm not confident in our ability to tweak these values to make drivers stronger weaker on ovals vs street tracks - more testing is needed (next up for me would be street tracks), but based on how little impact drag has even on large ovals, it seems unlikely.
As mentioned above, might need some additional testing to tease out the impact of engine/chassis/tires, if there is one.
Hope people find this valuable!
THE EXPERIMENT
36 races (9 each) on 4 speedway tracks:
* Fontana
* Indianapolis 2000
* Michigan 2000
* Pocono
(Thanks to Pavel for the great work on these tracks).
Accelerated Time races of 25% length (long enough to see the effects, but short enough that DNF's didn't pollute the results too much). Damage set to Arcade to reduce crash DNFs, since I was not testing Aggression in this experiment.
ICR2 is version 1.0.2 on DosBox on a Mac.
30 cars.
Each car was initially set to:
500 501 500 501 500 501 1 2
And then modified by changing a single value, as indicated by the name. For example, listed below, "Trac510" means that car's ratings were:
500 501 510 511 500 501 1 2
With those parameters, here are the results:
CAR STR AVF SD
Trac590 9 1.12 0.33
Trac570 10 1.94 0.76
Trac550 12 3.03 0.72
Trac530 14 3.67 0.53
Trac510 15 7.58 3.65
---
Powr950 1 8.42 4.66
Powr850 3 9.26 5.13
Powr650 7 10.44 4.71
Powr750 5 10.56 5.19
Drag050 2 11.29 5.67
Drag150 4 12.89 5.63
Powr550 11 13.03 5.70
Powr350 23 14.31 4.88
Powr450 18 14.38 5.54
Drag350 8 15.39 4.70
Drag250 6 15.42 4.78
Drag450 13 15.52 4.66
Drag550 20 16.35 5.68
Powr050 29 16.86 4.69
Powr250 25 16.91 4.69
Powr150 27 17.63 3.48
Drag750 26 18.33 4.84
Drag650 24 18.34 4.86
Drag950 30 19.37 4.30
Drag850 28 19.62 5.49
---
Trac490 16 20.26 2.92
Trac470 17 24.69 3.07
Trac450 19 26.15 1.23
Trac430 21 27.13 1.38
Trac410 22 27.97 1.40
NOTES/OBSERVATIONS
Qualifying is determined EXACTLY by the average of Power, Traction, and (1000-Drag), so starting grid was always exactly the same - and for example, Power 550 had the exact same qualifying speed as Traction 550 and Drag 450 - with the tie appearing to be broken by driver order.
I separated out the Traction cars to emphasize the observation that traction rating overpowers all else. I initially started this experiment with Traction spread just like Power/Drag, but it was so clear that traction had such a large impact that I condensed it to a smaller range of variance. However, even a ten point boost in traction outperformed a 450 point boost in power, while starting from much farther back in the grid. And the reverse was also true, with a ten point loss in traction sending a car all the way to the back.
Increases in power outperformed reduction in drag, but at the same time, reduction in power outperformed increases in drag. While one car being out of place in the rankings can be attributed to noise, a group of five cars outperforming another group of five cars that was expected to be similar can't. We would need further testing, but either:
* Drag and/or power is somehow non-linear - for example, could be plausible that lowering drag beyond a certain point has limited impact, while raising it to higher values has a much greater impact.
* The starting grid position has some lasting impact (seems less plausible)
* There are things hardcoded into the driver slot that are not captured by these editable driver rating values
* Chassis/engine/tire has an impact. I did not pay attention to these values at all when conducting the experiment, as I assumed they were only cosmetic.
CONCLUSIONS & FURTHER QUESTIONS
When setting up your carsets, use traction as the car's race pace, and use power/drag as adjustments for qualifying pace relative to their race pace. Can create strong qualifiers that fade during races or vice-versa.
I'm not confident in our ability to tweak these values to make drivers stronger weaker on ovals vs street tracks - more testing is needed (next up for me would be street tracks), but based on how little impact drag has even on large ovals, it seems unlikely.
As mentioned above, might need some additional testing to tease out the impact of engine/chassis/tires, if there is one.
Hope people find this valuable!

