Stat changes looking good!
Was this connected to the after race repair times? If it wasn't, can it be (also, on top of the race repairs)?
Definitely Focus.
Do you know if there any differences between how this is single seater and GT? I like to see a lot of overtaking in GT.
Is there a chance of using this to modify the happy range for tyres? More adaptability = more overlap between dry/intermediate zones & intermediate & wet zones?
As Bey says, that after race repair is from a different part of the file, it has a maximum and minimum time and as the season progresses, the Tim eti repair goes down and down.
So the mechanic repair does something else. Definatly not time, as after testing it, I learned that as a part gets more wear, it's time to repair in race goes up slightly. I am wondering if it actually doesn't repair something all the way to MAX (which is a word stated when you start the race on condition) but rather to 90-95%? It's hard to tell.
Long story short - and I don't know how I never realised it before - it really isn't doing anything significant.
I realise my 0-10s (now I've slept in it) is probably far too harsh as a flat bump. I think I'll change it so that if you have 0 in it, then all repair times are doubled, and a 20 they're default or a little quicker then normal (. I think that's fairer. (I was taken aback by how little the stat did... I thought I knew what they all did so was just going to boost them).
As for the repair time being changed to incorporate the stat, I can probably add it in. Though it would need to be an average of both stats as there are two mechanics. So the effect of their stats is demijsihed via it being shared. It's not a bad second use though as half the races in the series you may not need to repair anything.
I a also wondering if reliability and performance need a tiny 0.5% boost now, because some of these chnages really result in massive pit stop changes! (Time, risk, repair - 1 minute pitstops may be back again for a standard repair Job now if the mechanics aren't good! - but generallythe AI are quite good at hiring decent staff)
(Wonder if I can get a commentary feed to tell me if a driver has had a problem in the pits, or comes innto repairs something's).
Not looked at gt/SS overtaking. The profile of gt cars is different (less top, acc, bra, msc, lsc, hsc. That might be making an impact.
I guess you mean the race starts and I agree completely. I would think that Overtaking-Focus (and maybe Adaptability, to coop up with the chaos of the race start ) stats are well suited for this job. But If you need only one I would choose Focus.
The Mechanic Stat changes look promising.
Normally the Part Fix stat improves the repair process in pit stops (I don't think it has any effect for the after race repair time, the reliability status of the parts on the race end effects the after race repair times). But I am not sure if it speeds up the repair speed or lowers the needed time for the repair. I had one with yellow and one with green Part Fix stat and the pit stop times where different for repairing same parts. It's been a while so I can't remember specifically the time difference.
Starts: having now slept on it, and I definatly see focus being a good idea,,, buy I wonder if ''feedback" should be used - as an actual 'during race skill'. It's both about communication (getting the right cluck he settings) and 'feeling the car'... it's also about trying to give feedback something race related, even if it's only a few seconds, while focus is already used the entire race at every gate. Focus is logical, but feedback might be the most appropriate game mechanic choice,
Having done a race to test this, the profile of the pitstops for both my cats is massively different.
One can only do a fast pitstop with +3s while the other only has fast at 1s.,, but the 1s one has poor concentration so the mistake % is 50... while the 3s one sits one sits at 11%. Repairing an engine for one takes 25s the other about 16s. These changes are massively increasing pit stop time in ERS - as there are more repairs, and the less good mechanics are available. But it has really nice follow on effects, get one good engineer and a quick driver, and do lots of quick stops. If the other engineer is rubbish, but if he has a tyre wear perk and the driver has good smoothness, try and do less stops to prevent all the time penalties. It's a lovely bit of race (season) strategy based entirely of the mechanics (who were not all that important originally).
The player can game this and get a good advantage in ERS, but again this advantage will disappear as you ascent the tiers and the chassis and mechanics get better. - and I kind of like that too... atm ERS, ASPC and WMC is a "get your car better then the oppositions'" affair, with ERS being a little easier by design because reliability is low because of chassis stats.
Now it might be "good strategy" will get you further in ERS quicker, but the same strategy won't work in ASPC and WMC where chassis and mechanics are better. And so long as ASPC and WMC are challenging series, I'm okay with ERS being an easier proving ground which you can escape in a few seasons (instead of needing 8) before really having to slog it out with the higher tiers,