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PCM.daily » Pro Cycling Manager 2006-2020 » Pro Cycling Manager 2018
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Understanding rider attributes
eiriksg
Okay, I have been playing the game for a few years now, but I have to admit that I don't have a 100% understanding of what every attribute does, and I expect not all of have either, so I would love if people helped explain all the attributes. here is what I think/have learned so far:

EDIT: I'm adding answers I get into the post, so it's easier for people to get info quickly!

Flat: Speed per effort on the flat. Flat effects up to 5% gradient (It's in combo with Mountain/Hills from 3%), and down to -5%(Downhill counts more and more until -5%)

Mountain: Speed per effort in climbs higher than 5% gradient, but only up to 85 % effort.

Hills: Speed on efforts above 95 % in climbs above 5% gradient. (Hills and Mountain both effects between 85 and 95%)

Time Trial & Prologue(By distance):
-5km = 100% Prologue
10km = 80% Prologue & 20% TT
15km = 60% Prologue & 40% TT
20km = 40% Prologue & 60% TT
25km = 20% Prologue & 80% TT
30+km = 100% TT

Cobblestones: Speed per effort on cobbled terrain, have some minor effect on non-cobbled terrain on cobbled stages.

Sprints: Top speed when Sprinting

Acceleration: Change of pace when attacking or sprinting, does not effect very steep slopes

Downhill: Speed per effort in downhills. (Mixed with flat until -5% gradient)

Baroudeur: Deciding how often riders attack/go in breakaways for the AI, Im not sure if this effects controlled riders in any way...

Stamina: Used to only effectriders after 170/180 km, but now effects from 0 km. Very little at first, but has a bigger and bigger impact the further your rider has "traveled"

Resistance: Consumption of the yellow(and blue) bar(More specifically the amount of energy in the bar)

Recovery: How quickly a rider recovers between stages, mostly useful in three week tours

As I said, clarifications on what is wrong or correct about what I said would be helpful to lots of people!
Edited by eiriksg on 30-06-2018 00:06
 
jandal7
A couple of notes:
Flat: Is used up to 5% gradients (I think from 3-5 is a combo)
Hills: Is above 85 iirc
TT/PRL: Is used in different ratios from 5-35 (or similar) km ITTs. Not a black and white thing. With a bit of digging on daily you can find the exact numbers.
Cobblestones: I think (at least in PCM15 it did) it has a small effect on the non-cobbled sectors in cobbled stages as well.
Stamina: Yes, only above 170/180.
Resistance: Exactly that!
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Thatguyeveryonehates
eiriksg wrote:
Okay, I have been playing the game for a few years now, but I have to admit that I don't have a 100% understanding of what every attribute does, and I expect not all of have either, so I would love if people helped explain all the attributes. here is what I think/have learned so far:

Flat: This is obviously speed per effort on the flat, but Im not sure what separates Flat and Mountain in terms of % climb.
Mountain: Speed per effort in higher % climbs, but only up to 80 or 85 % effort i think.

Hills: Speed on efforts above 80 or 85 % (not sure which) in higher % climbs


Downhill: Speed per effort in downhills(again I do not know the % descends this starts counting)
[/quote]

0% - flat matters

-5% or more downhill matters

between 0 and -5% its a percentage of each
as slope increases from 0 to -5% it uses progressively more downhill and less flat

+5% or more the climbing stat matters

between 0 and +5% its a percentage of each
as slope increases from 0 to +5% it uses progressively more climbing and less flat


now you ask but which stat is the climbing stat?
i dont know if they changed it but last year heres how it worked

if effort is 96% or more the climbing stat is hill

if effort is 84% or less its mountain

between 85 and 95 its both
as effort 85% to 95% it uses progressively more hill and less mountain


eiriksg wrote:
Time Trial: Speed per effort in TT's above 20 km

Prologue: Speed per effort in TT's less than 20 km


close but no
5km or less its only prologue

30km or more its only tt

between 5 and 30 its both
again it uses a percentage of each with prologue decreasing and tt increasing as the distance gets longer

if the stage is 17.5km long it uses exactly 50% prologue and 50% tt

eiriksg wrote:
Cobblestones: Speed per effort on cobbled terrain


it also affects speed on asphalt in cobbled stages but the developers said last year that they reduced that effect to almost zero

eiriksg wrote:
Sprints: Top speed when Sprinting


yes

eiriksg wrote:
Acceleration: Change of pace when attacking or sprinting


yes but has no effect on very steep slopes


eiriksg wrote:
Baroudeur: Deciding how often riders attack/go in breakaways for the AI, Im not sure if this effects controlled riders in any way...


who knows they change it every year
probably changed it again since most of their changes this year were to breakaway ai


eiriksg wrote:
Stamina: I've read that this only affects riders after about 170 km into a race


not since pcm17
now it starts having an effect at km 0

the effect is almost none at first but gets bigger and bigger as the kms go by
it literally increases through the stage unlike the tt and prologue stats

eiriksg wrote:
Resistance: I think it affects consumption of the yellow(and blue) bar


its the amount of energy in the bar
you can think of it as how fast the bar empties

eiriksg wrote:
Recovery: How quickly a rider recovers between stages


not sure
but i know it affects daily feelings in stage races
the effect is only really big in the third week




this is what i know from reading developer posts on the official forum
with some luck maybe one developer will show up here and explain more
 
eiriksg
Thanks for answers, Im updating the OP as you answer!
 
Jacky Durand
And what is on hilly TT's or a mountain TT? Does anybody know how this is affected by the mountain and hill stats of a rider?
 
Thatguyeveryonehates
Jacky Durand wrote:
And what is on hilly TT's or a mountain TT? Does anybody know how this is affected by the mountain and hill stats of a rider?


tt is the same as a road stage except the tt or prologue stat replaces flat
 
Kaimelar
Looks like Resistance barely have any effect now, zero effect in TT, even in normal 3D racing it's minimal (it should have much bigger impact on the yellow bar), it does work as it should in simulation though, that's like PCM2013 when it didn't work at all.
Of course it has to be tested more.
Edited by Kaimelar on 01-07-2018 00:09
 
Maddrengen
Somewhere in the PCM13 forum, there's a guy, who did some serious testing. It's probalby changed since then, but gives a nice image of the primary stats.
i.imgur.com/vR8EVAA.png
 
Kaimelar
Maddrengen wrote:
Somewhere in the PCM13 forum, there's a guy, who did some serious testing. It's probalby changed since then, but gives a nice image of the primary stats.


It was me, but it changed so much since then that it's better not to even check it anymore Grin
 
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cio93
Thatguyeveryonehates wrote:
Jacky Durand wrote:
And what is on hilly TT's or a mountain TT? Does anybody know how this is affected by the mountain and hill stats of a rider?


tt is the same as a road stage except the tt or prologue stat replaces flat


Meaning, what is in my opinion a bad concept, that practically all TTs regardless of profile completely ignore the hill stat.
Makes it even tougher for pure TTers to win them, especially when they come late into a stage race. It also makes it tougher for riders like Roglic or Dennis to make up time on GC riders there.
 
clamel
Baroudeur/Fighter has always troubled me.
In several DB this stat has been high on riders like Lars Bak, Geschke and other riders more often pulling the peloton and not too often go on breakaways.

Such peloton "puller" and sometime also in a sprint-train should perhaps have this stat lower, lets say below 70 perhaps. I think their stamina and flat is the more important factors.

In the matter of these two guys have seen much to often Lars Bak go on breakaway and fight even for KOM points.

Sorry if this is based on older versions than pcm18, so perhaps not relevant.

What's the general opinion on this perhaps two-folded stat. Is it plain fighter or is it only breakaway eager intentions?
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ruben
ACtually no @Ciao93: The TT speeds and differences have been made more real.You can really smash a TT with an excellent TT rider, even if the course is slightly hilly. Not like PCM 2017 were bardet could beat Dumoulin in a hilly TT.
 
trekbmc
I always thought acceleration was the rate at which the red bar decreased.



"What done is, is one." - Benji Naesen
 
mikulitsi
guide.letour-games.com/en/2018/pc/bas...alisations

TT stats come after 20+km and prologue is under 20km
Edited by mikulitsi on 03-07-2018 17:51
 
Conardo
the site has a wrong safety certificate.
 
TiemenD
ruben wrote:
ACtually no @Ciao93: The TT speeds and differences have been made more real.You can really smash a TT with an excellent TT rider, even if the course is slightly hilly. Not like PCM 2017 were bardet could beat Dumoulin in a hilly TT.


one of the best improvements so far, finally a TT can have an effect in grand tours
 
Conardo
What is the difference between hard and normal - 2 Pts?
 
Ollfardh
trekbmc wrote:
I always thought acceleration was the rate at which the red bar decreased.


Think they changed that after PCM11
Changed my sig, this was getting absurd.
 
jensi251
What about a mountain TT. Still the same as for a flat TT + MO and HI stats?
 
marcoplv95
Reading your post and replies i've made a note for myself to have an overall view depending on road, I share with you if you need it.

STAT USED DEPENDING ON GRADIENT:
< -5% = Downhilll
-5% - 0% = Downhill + Flat
0% - 3% = Flat
3% - 5% = Flat + Mountain/Hill (depending on effort)
> 5% = Mountain/Hill (depending on effort)

MO/HIL DEPENDING ON EFFORT:
< 85% = Mountain
86% - 95% = Mountain + Hill
> 96% = Hill
 
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