Kents tests and trials.
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Avin Wargunnson |
Posted on 23-06-2014 10:53
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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
Probably shitty to test, but it'll be interesting to see which effect FTR actually has.
FTR has no effect in 3D Jesleyh and in man-game it is pretty good visible. As i told you last year, high frequency of flashing for higher figher stat is just an illusion.
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SportingNonsense |
Posted on 23-06-2014 12:23
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Kentaurus wrote:
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.
I'm fairly sure the gradient makes no difference in terms of hill and mountain stat. The decisive factor is the H/M rating (from 0 to 100) that either the stage maker decides, or the game automatically decides. 0 means only hill stat matters, even on 10% slopes. 100 means only mountain stat matters, even on 1% slopes.
Cossack wrote:
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.
It is easy to do. Open the Stage Data of a stage using the Stage Viewer, and it will show you that value.
Edited by SportingNonsense on 23-06-2014 12:23
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Ad Bot |
Posted on 25-11-2024 00:56
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Lachi |
Posted on 23-06-2014 13:34
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@SportingNonsense: So you say that the gradient is not relevant?
On a hilly or mountain stage, the game uses the H/M ratio to calculate the "climbing" stat for each rider for this stage. And I believe that there also is a relation between the gradient of the street and the stats used (FL vs. that calculated "climbing", not HIL vs. MO).
I don't believe that the game switches from FL to the calculated "climbing stat" as soon as the slope is 1%. I think a factor is used (Higher gradient = higher importance of the calculated "climbing" stat).
To test it, we would need a specially designed stage where the gradient of the climb raises by 1% every 10km. And maybe a second stage, where the gradient raises by 2% every 10km (or 1% every 5km).
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Kaimelar |
Posted on 23-06-2014 13:53
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Lachi wrote:
I don't believe that the game switches from FL to the calculated "climbing stat" as soon as the slope is 1%.
In PCM 13 the game used flat stat from -5% to 5%, the stat itself weighted more the closer it was to 0%, as for hill/mo they started to make difference from 2% and it started to make more difference the higher the % was (sadly I don't remember what was the maximum). Downhill is same as mo/hill just from -2%. So for example at 3% road, game uses flat and mo/hill stats too.
I don't think they changed anything for PCM 14 other than RES.
Also an advice when you do the tests, separate them by some seconds, because the game has 'slipstream/sucking' effect when you're not alone so differences show theirself later, like with your stamina test. They started to separate after 190km, I bet if you seperate them by 10-20 seconds you will see the difference growing after 165-170km.
There's 1 thing I want to know, does green bar makes more difference now than it did in pcm13? Because that made breakaway wins way too easy in pcm13.
Edited by Kaimelar on 23-06-2014 14:05
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Kentaurus |
Posted on 23-06-2014 17:35
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Kaimelar wrote:
Lachi wrote:
I don't believe that the game switches from FL to the calculated "climbing stat" as soon as the slope is 1%.
In PCM 13 the game used flat stat from -5% to 5%, the stat itself weighted more the closer it was to 0%, as for hill/mo they started to make difference from 2% and it started to make more difference the higher the % was (sadly I don't remember what was the maximum). Downhill is same as mo/hill just from -2%. So for example at 3% road, game uses flat and mo/hill stats too.
I don't think they changed anything for PCM 14 other than RES.
This is correct, the percentage of hill/mountain stat that is used is set when the stage is made, and all grades over that 2% will use that value. (mixed in with some flat for grades under 5%).
Also an advice when you do the tests, separate them by some seconds, because the game has 'slipstream/sucking' effect when you're not alone so differences show theirself later, like with your stamina test. They started to separate after 190km, I bet if you seperate them by 10-20 seconds you will see the difference growing after 165-170km.
Very much aware. I'm putting them side by side, with both on dot, if there are no differences between riders, they will stay that way with neither getting a drafting position. As soon as there are differences you will see one fall back. As for the Stamina test, I was actually a bit surprised to see effect at 190 since I know Cyanide has actually commented on that and generally says from 200 to 220.
There's 1 thing I want to know, does green bar makes more difference now than it did in pcm13? Because that made breakaway wins way too easy in pcm13.
No idea, I hardly ever played 13 because I thought it was a worse game than 12.
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sobrano |
Posted on 24-06-2014 00:12
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Kentaurus wrote:
Resistance Test: Finished.
Test stage: Hoofddorp - Noordwijk (First half of stage), Olypmia's Tour.
Short Answer: Affects yellow bar only.
Test 1:
Test: Time to slow at 83 effort.
Results:
60 Rider: 25km
80 Rider: 33.2km
Both riders stayed side-by-side until 60 rider ran out of energy.
Notes: I call it time to slow, as riders would actually use their yellow bar, then deplete their red bar before slowing down. There was no difference in the time it took for them to use their red bars.
Test 2:
Test: Effect on Red bar using attack.
Results:
Both riders used red bar at the same speed when attacking and stayed side-by-side.
Test 3:
Test: Effect of Red bar using dot 99.
Results:
Both riders stayed side-by-side and depleted red bar at the same rate.
good job,
I have a test for you, pay attenction!!
I think resistence dont affect directly the red bar.
The red bar burn down more quickly when the yellow bar is almost empty, so the riders with bad resistence run out of yellow bar before and so the red bar start to be quickly burned before.
so resistence is not linked with red bar but it can affect the red bar indirecly by yellow bar emptying.
Can you test it pls?
Edited by sobrano on 24-06-2014 00:14
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Dancycling |
Posted on 24-06-2014 01:01
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SportingNonsense wrote:
Kentaurus wrote:
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.
I'm fairly sure the gradient makes no difference in terms of hill and mountain stat. The decisive factor is the H/M rating (from 0 to 100) that either the stage maker decides, or the game automatically decides. 0 means only hill stat matters, even on 10% slopes. 100 means only mountain stat matters, even on 1% slopes.
What I mean is, say the mo/hil coefficient is set to 1, At what gradient does the mountain stat begin to take its effect and at what gradient is it that the flat stat doesn't make a difference. |
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Kentaurus |
Posted on 24-06-2014 08:27
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Dancycling wrote:
What I mean is, say the mo/hil coefficient is set to 1, At what gradient does the mountain stat begin to take its effect and at what gradient is it that the flat stat doesn't make a difference.
The Mo/Hill coefficient doesn't matter what it is set at, anything over 5% road grade will be 100% based on Mo/Hill.
Example. The race stage is set with a mo/hill of .5. Anytime the grade of the road in the race is over 5%, the rider will be riding based on a stat that is equal to the average of their Mo and Hill stat. If the stat is at .3 they will be riding with 70% of their Hill stat, and 30% of their Mo stat.
The stage makers can also set a similar coefficient for uphill sprints which works the same way, determining how much of the sprint stat is used compared to the hill stat. (This is capped at .7 if I remember right).
Edited by Kentaurus on 24-06-2014 08:27
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Kentaurus |
Posted on 24-06-2014 08:30
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sobrano wrote:
good job,
I have a test for you, pay attenction!!
I think resistence dont affect directly the red bar.
The red bar burn down more quickly when the yellow bar is almost empty, so the riders with bad resistence run out of yellow bar before and so the red bar start to be quickly burned before.
so resistence is not linked with red bar but it can affect the red bar indirecly by yellow bar emptying.
Can you test it pls?
I'm not exactly sure what you are wanting me to test? I stated in the notes of what you quoted that the Red Bar does get used even at yellow effort if the rider is out of yellow bar. So yes indirectly resistance will hurt the red bar if a rider runs out of their yellow.
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sobrano |
Posted on 24-06-2014 15:34
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Kentaurus wrote:
sobrano wrote:
good job,
I have a test for you, pay attenction!!
I think resistence dont affect directly the red bar.
The red bar burn down more quickly when the yellow bar is almost empty, so the riders with bad resistence run out of yellow bar before and so the red bar start to be quickly burned before.
so resistence is not linked with red bar but it can affect the red bar indirecly by yellow bar emptying.
Can you test it pls?
I'm not exactly sure what you are wanting me to test? I stated in the notes of what you quoted that the Red Bar does get used even at yellow effort if the rider is out of yellow bar. So yes indirectly resistance will hurt the red bar if a rider runs out of their yellow.
you can test 2 riders 80RES and 60RES, both with yellow bar empty:
for me in this case the red bar burn up at the same speed, so this test can confirm that the red bar is not connected with resistence |
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tellico |
Posted on 24-06-2014 16:43
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Hmm, but Kentaurus says that red bar is connected with RES INDIRECTLY via yellow bar. So tested red bar drop rate with empty yellow bar make no sense. He should test what is the difference in red bar drop when yellow bar is full/half/empty.
If RES affects the rate of yellow drop AND legth of the yellow affects the rate of red drop THEN RES affects (indirectly) the red bar drop rate.
Edited by tellico on 24-06-2014 16:44
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Unguru30 |
Posted on 24-06-2014 18:18
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Can you check if the DO stat has any effect in a TT? |
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Kentaurus |
Posted on 24-06-2014 19:04
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tellico wrote:
Hmm, but Kentaurus says that red bar is connected with RES INDIRECTLY via yellow bar. So tested red bar drop rate with empty yellow bar make no sense. He should test what is the difference in red bar drop when yellow bar is full/half/empty.
If RES affects the rate of yellow drop AND legth of the yellow affects the rate of red drop THEN RES affects (indirectly) the red bar drop rate.
RES has no effect on the red bar at any time. What it does have effect on is the yellow bar. When a rider using yellow effort runs out of yellow bar, he will then use red bar instead (until it runs out). Higher RES does not effect how quickly the red bar is used at this point.
Also to quote my original post about this:
Notes: I call it time to slow, as riders would actually use their yellow bar, then deplete their red bar before slowing down. There was no difference in the time it took for them to use their red bars.
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tellico |
Posted on 30-06-2014 17:25
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How do you disable day form for tests? |
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Kentaurus |
Posted on 02-07-2014 23:30
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tellico wrote:
How do you disable day form for tests?
It is in the options menu.
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Kentaurus |
Posted on 02-07-2014 23:42
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Downhill TT test: Completed
Stage: Monaster io de Veruela - Borja (ITT, 34.5km, Hilly, Vuelta Espana)
Short Answer: Downhill does not take effect in time-trials.
Test:
Using riders of varying downhill ability, play stage with all riders at the same effort (68) and record results.
Rider | Int. TC | Finish | DH Time | 85DH: | 18'23" | 48'06" | 29'43" | 80DH: | 18'25" | 48'07" | 29'42" | 75DH: | 18'32" | 48'15" | 29'42" | 70DH1: | 18'24" | 48'25" | 30'01" | 70DH2: | 18'23" | 48'32" | 30'09" | 65DH: | 18'23" | 48'22" | 29'59" | 60DH: | 18'23" | 48'00" | 29'35" | 55DH: | 18'29" | 48'20" | 29'51" | 50DH: | 18'25" | 48'28" | 30'03" |
Order of riders: 80, 75, 85, 50, 70-1, 60, 55, 70-2, 65
For the times given a total of a 34 second difference between my worst and best times on the downhill section is negligible and considering that the best time was set by one of the lesser riders I'm lead to believe that weather (wind) likely was the difference.
I do think that if run in a real race, with a rider you want to win the GC with, 34 seconds could be quite a bit of time to lose simply due to wind. However, in general riders starting near each other tended to have like times.
As another note, downhill ability also did not have effect on the energy bar as all riders finished with the same amount of energy left.
Edited by Kentaurus on 03-07-2014 00:19
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lluuiiggii |
Posted on 04-07-2014 08:08
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I believe you can 'cancel' wind effect in a TT by setting every rider to 0 in the beginning until the last rider goes off, then trying to set everyone in the same effort? Obviously there might some milliseconds of difference between the time you re-accelerate one rider and the other, but that'll probably get a much smaller margin of error than random wind.
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Kentaurus |
Posted on 04-07-2014 15:37
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lluuiiggii wrote:
I believe you can 'cancel' wind effect in a TT by setting every rider to 0 in the beginning until the last rider goes off, then trying to set everyone in the same effort? Obviously there might some milliseconds of difference between the time you re-accelerate one rider and the other, but that'll probably get a much smaller margin of error than random wind.
Doesn't work, even at 0 effort they still ride on. Good thought though.
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tellico |
Posted on 04-07-2014 19:01
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Im pretty sure that this whole new feature - equipment research is a piece of crap beacause equipment have no matter in results like in past years but i dont know where disable day form I know that you guys mention that in options but i found this only for multiplayer mode... (Options - General options - under Deactivate feeling good in multiplayer mode is Deactibvate rider variables in multiplayer mode). Can you, please, explain where exactly is disabling day form for single mode??
EDIT: OK, I check this box and day form is 0 for single mode also. Even description is bugged...
Edited by tellico on 04-07-2014 19:12
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tellico |
Posted on 04-07-2014 20:19
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Milano - San Remo, 8 riders, the same values id DYN_cyclist_fitness and DYN_cyclists (attributes = 70), daily form disabled. All riders of course on dot (free effort).
4 riders (Anton, Capechci, Lobato, Intxausti) have "flat" equipment: aero-lightness-comfort 9,5-4-1
4 rider (Rojas, VV, Ventoso, Visconti) with "mountain" equipment: 0-13-3.
4 pairs with 2 riders, one for each equipment set.
I pair: Anton and Rojas with 55 sec between them, effort 53 (moderate green bar consumption)
II pair: Capechci and VV with 2min 10sec between them, effort 31 (minimal green bar consumption)
It should eliminate slipstream effect and shows if green bar length is important (maybe if rider is tired equioment is more important).
III pair: Lobato and Visconti, rides together, effort 53
IV pair: Intxausti and Ventoso, rides together, effort 31.
I pair: start, gap 0'55", 168km to go gap 1'07', 114km 1'15', 35km 1'15' finish: 1'10"
II pair: start gap 2'10", 168km to go, gap 2'21", 114km 2'33", 35km 2'37"
III pair: rides together whole race
IV pair: rides together whole race
So, maybe equipment have minimal influence if riders are separate but I doubt even with this.
If riders are in a pack (even minimal pack: 2 riders) slipstream is much stronger that equipment impact (298km rides together and not even 1 sec difference on the finish).
I choose Milano - San Remo beacause is longest stage. It is a small chance that in big mountains light equipment is more important (like wind is more important on the flat) but I'm so pissed off that once again we were lied to and ripped off that I dont want to do more tests.
It was one of the main new features highlighted in their advertising campaign, so I think that this is just robbery and they should be brought to some consumer court...
EDIT: DB: Basic_realname
Edited by tellico on 04-07-2014 20:32
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