Hello and welcome to another update.
While all F1 teams are on their break, we’re still around beavering away in the garage.
There are mainly some bugfixes in this update, but there may be a few slight hiccups with laptimes this round
- Fixed a bug that allowed alliance and personal liveries to be sold on.
- Made some adjustments to the Manager Ranking algorithm so that your Equipment Level is taken into account when determining how well you performed. Also made an adjustment so that no-active managers are penalized for not racing.
These changes should help to remove the managers who are unjustly higher up the tables.
Race Development Adjustments
- Fixed issues with punctures selecting new tyres earmarked for a strategic pitstop later in the race.
- Adjusted the ability to race at over 100% pace if you want or just at beginning of race.
- Adjusted the wrong compound code slightly, so it’s a bit more clear if you are using the wrong compound.
- Adjusted the Yellow slider code so that it is more driver independent in most races, to stop some exploits.
- Adjusted the overtaking code AI to allow KERS-type function if needed.
- Lower mistake/crash percentages from overtaking errors.
- Storing more data about the setup of the car to help analyse race in more depth
Usually, the code adjustments are seamless and only manifest themselves in the next round of the competition, however there are some cases where this hasn’t gone as planned and you may see a increase in pace during the current round if you have.
If you have made runs and this has affected you, please contact us via feedback stating the competition and driver id and you will get your fast runs given back.
All affected competitions will have 24hrs added to their time for the current round
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