Sorry if this has been suggested before but I couldn't find it in the Log.
NR2003 and rFactor/F1C have options to increase fuel and/or tire wear rates beyond normal values (up to 4x in NR03, up to 7x in rF).
These would be IMO a better way to force pitstops than just the current system where, if it's a short race, a driver can fuel up for the whole distance and simply stop for 1 second and be done.
With multiplied rates drivers in shorter races would have to preserve their tires better AND plan their fuel strategy. Pit stops would actually mean something, and provide an added challenge to drivers. It would break up the somewhat dull action of the faster cars and make longer races (ie. 20 lappers) more appealing than the short 5 or 10 lappers we see now.
What do you think?
It doesn't add to the realism of the game, but it does compress all of the action of long real-life races (meaningful pitstops and fuel/tire strategy) into the shorter races that us LFSers drive in.
NR2003 and rFactor/F1C have options to increase fuel and/or tire wear rates beyond normal values (up to 4x in NR03, up to 7x in rF).
These would be IMO a better way to force pitstops than just the current system where, if it's a short race, a driver can fuel up for the whole distance and simply stop for 1 second and be done.
With multiplied rates drivers in shorter races would have to preserve their tires better AND plan their fuel strategy. Pit stops would actually mean something, and provide an added challenge to drivers. It would break up the somewhat dull action of the faster cars and make longer races (ie. 20 lappers) more appealing than the short 5 or 10 lappers we see now.
What do you think?
It doesn't add to the realism of the game, but it does compress all of the action of long real-life races (meaningful pitstops and fuel/tire strategy) into the shorter races that us LFSers drive in.