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Kents tests and trials.
Avin Wargunnson
Kentaurus wrote:
Lachi wrote:
Kentaurus wrote:
Test 3:
Test: Riders at side-by-side paces entering cobbles.
Results:
60 rider pulls away from 80 rider.

Did you make an error here or does the FL stat really slow down a rider on cobbles?


Guess I need to explain it better...

Before they go onto the cobbles they are riding side by side (at a constant speed). The 60 rider is at a higher dot effort than the 80 rider to accomplish this. (33dot and 30dot respectively).

So when they enter to cobbles the 60rider at 33dot is faster than the 80 rider at 30dot. Essentially meaning that flat takes on less of a role on the cobbles than it did off the cobbles.

So 3 point differential in effort has much more impact than 20 flat stat differential, when riding on cobbles?
Edited by Avin Wargunnson on 20-06-2014 11:19
I'll be back
 
Kentaurus
Avin Wargunnson wrote:
So what is actually flat for? Only for "speed" and energy usage in flat sections?


Correct. There is still some debate it may also have an impact on cobbled sections as well, though it is minimal at best.
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Kentaurus
Try this again...

While on non-cobbled sections.
Rider A (60 Flat) has to ride at 33 dot to equal the speed of Rider B (80 Flat) at 30 dot.

While on cobbled sections.
Rider A (60 Flat) still riding 33 dot, is now faster than Rider B (80 Flat) at 30 dot.

(A is not a lot faster, but does start to creep forward relative to B)
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Lachi
Great testing so far.

Kentaurus wrote:
While on non-cobbled sections.
Rider A (60 Flat) has to ride at 33 dot to equal the speed of Rider B (80 Flat) at 30 dot.

In other words, on a flat road, the heart rate is linked to the FL stat directly.
Do you know what the max speed is for a rider with 60 FL, 70 FL and 80 FL?
Or do all riders reach the same max speed, which means at a certain point only the yellow (or red) bar are depleted faster. In this case, what would be that threshold speed.
 
Ollfardh
Very nice, thanks for that Kentaurus Smile
Changed my sig, this was getting absurd.
 
Kentaurus
Lachi wrote:
Great testing so far.

Kentaurus wrote:
While on non-cobbled sections.
Rider A (60 Flat) has to ride at 33 dot to equal the speed of Rider B (80 Flat) at 30 dot.

In other words, on a flat road, the heart rate is linked to the FL stat directly.
Do you know what the max speed is for a rider with 60 FL, 70 FL and 80 FL?
Or do all riders reach the same max speed, which means at a certain point only the yellow (or red) bar are depleted faster. In this case, what would be that threshold speed.


70FL seems to be right around 65kph (assuming perfectly flat road). Not sure on the others, though speed should adjust to rider ability.
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Rammus
Can you test if equipment actually works this year ? Grin

i.e Does a different star rating change the performance of a rider.
 
Jesleyh
Could you check at what km stamina kicks in, and how big the effect is?
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Kentaurus
Stamina Test: Finished
Stage: Milan - San Remo

Short answer: I started noticing minor differences after about 190 km. The differences became bigger the longer on the road.

Test: Put both riders in middle of peloton for 160km of race. Then dropped both and effort dot to 35.

Result: At ~190km in had to increase 60 rider effort to 36 to keep up with 80 rider.
Result: At ~200km in had to increase 60 rider effort to 37 to keep up with 80 rider.
Result: At ~210km in had to increase 60 rider effort to 38 to keep up with 80 rider.
Result: At ~220km in had to increase 60 rider effort to 40 to keep up with 80 rider.
Result: At ~230km in had to increase 60 rider effort to 41 to keep up with 80 rider.
Result: At ~240km in had to increase 60 rider effort to 42 to keep up with 80 rider.
Result: At ~250km in had to increase 60 rider effort to 43 to keep up with 80 rider.
Result: At ~265km did not increase effort of 60 rider. Maintained speed at 43 effort.
Result: After ~250km, same effort required.

Result: At higher effort levels, more difference is needed. ~250km+, 60 Rider must use 78 effort to match 80 rider at 65 effort.

On climbs adjustment to effort level is also needed, requiring even more effort from 60 rider (had to go up to 81 effort), however less effort is needed on descents.
Edited by Kentaurus on 21-06-2014 01:30
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Dancycling
Nice job here. Would it be possible for you to test at what gradients the hill/mountain stats kick in and at what gradient the flat stat becomes irrelevant.
 
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Kentaurus
Dancycling wrote:
Nice job here. Would it be possible for you to test at what gradients the hill/mountain stats kick in and at what gradient the flat stat becomes irrelevant.


Probably not, simply because no climbs are consistent enough to actually get a testable situation. Once things get a little more settled that is one of the things I was going to ask the stagemakers for, a climb with a constant grade.
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Wilier
I have a question, though maybe this is common knowledge already in which case I apologise. If not, it could be worth testing.

Is it known how difficulty level affects the 3d gameplay? Does it just make your riders stats less effective and the opponent ones more effective?

Thanks in advance.
 
lluuiiggii
Wilier wrote:
Is it known how difficulty level affects the 3d gameplay? Does it just make your riders stats less effective and the opponent ones more effective?

Yes, it's just changing the stats. In easy difficulty, the AI riders have 96% of their normal stats, in normal it's 100%, in hard 102,5% and finally 105% in extreme, while the user riders have 100% of their stats in all levels. These numbers can even be changed in the Local.cdb Wink
 
Cossack
Could you check:
1. Does FTR stat has any impact on a rider's performance when attacking?
2. Does COB stat has any impact on a cobbled race outside a cobbled section (preferably after passing a few before)?

Also, I don't think there is any way to check MO/HI rate, as I think it's set by a stage maker in the stage file.
 
Kentaurus
Fighter stat: Finished

Short Answer: In 3d mode it appears to have no effect.

Test 1
Test: Attack off the front from a side-by-side position.
Result: Both riders attacked for the same length of time at the same speed, and finished right next to each other.

Test 2
Test: Attack side-by-side from behind the peloton.
Result: Both riders used red bar at same pace, and stayed side-by-side.

Test 3
Test: Front of peloton attack (side-by-side again) with only 15km left in race.
Result: Same as previous.

Notes: Ran the third test just to see if high fighter stat would have any effect towards the end of a race, it does not.
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Kentaurus
Cobble Stat on Road: Finished.

Short Answer: Yes, cobbles stat does affect riders over the whole stage, even when not on cobbles. Effect is based on amount/difficulty of cobbles on the stage.

Test 1:
Test: Set 80 and 60 riders side by side. On Rutland - Melton stage (4 very small cobbled sections), before entering a cobbled section.
Result: 80 Rider just slightly faster than 60 rider on the roads.

Test 2:
Test: Same as 1, after first cobbled section.
Result: Same as test 1, before and after seem to have no difference.

Test 3:
Test: Same as test 1, except on Paris - Roubaix stage.
Result: Speed is very noticeably different. 60 Rider had to maintain an effort of 67 to keep side-by-side with 80 Rider who was riding at 50 effort.

Notes: I was amazed and surprised at test 3. That is a huge difference and was on the roads before ever hitting the first cobbled section.
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Jesleyh
@FTR stat:

1. Can you (somehow) check if a 80 FTR has more ''flashing red bar'' moments than a 60 FTR?
2. Can you test AI, and see whether high FTR riders go in the break/go for late attacks often?

I always thought both of these things are true, but it was more a feeling than that I tested it Wink
Probably shitty to test, but it'll be interesting to see which effect FTR actually has.
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ContadorFreak
I think the fighter stat only have an effect how much the AI riders attack.
 
Kentaurus
Jesleyh wrote:
@FTR stat:

1. Can you (somehow) check if a 80 FTR has more ''flashing red bar'' moments than a 60 FTR?
2. Can you test AI, and see whether high FTR riders go in the break/go for late attacks often?

I always thought both of these things are true, but it was more a feeling than that I tested it Wink
Probably shitty to test, but it'll be interesting to see which effect FTR actually has.


1: It could be done, but would require just doing the same things over and over again. I don't plan on doing it.
2: Again would just be a repetition thing, but also there are way too many other variables, like rider ability, ability of leaders, teammates, etc. that may affect whether a rider attacks or not.
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Jesleyh
Yeah, I already thought so.
And for 2, if you give every rider all 70s except for FTR(half 60, half 80), we might find out Wink
(And yes, with the Excel Editor, it's very easy to give everyone 70s Wink)
But if you don't want to do it, that's fine, you're doing great work anyway Wink
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