Ideas
SalvatorMundi
Here, let me just give you the Edited Version. The Original is a lot of gasbagging Having seen how this "Slow Car" or "Tech Level" Bug has affected the Community personally, most notably as I play on PC, through Steam, and this is primarily a PC Player's Issue, I wanted to lend a hand. I've only been playing since the Steam Winter Sale, 3 months ago, when I bought the game, but I have almost 600 hours in and I've 100%'d the Steam Achievements. So without pretending to know how everything I'll talk about works, I'll share with you some of what I've learned, as concisely as possible, but in detail, for those who are interested. I play on Controller, so my experience may be significantly different from yours.
Without fully understanding how, this issue has affected my F1 World Car in every part of the game that I am able to use it, and aspects of this issue (Inner Tyre Carcass Overheating) affect Career Mode. From what I've seen, one of the largest factors is: The "Hidden Weight" added to Parts by their Tier and Stats, for both Vehicle and Team Parts. "Weight" would seem to be determined by Part "Quality." The Higher the Quality (Legendary +70 vs Uncommon +1) the Heavier the Part. Conversely: The Lower the Quality, The Lighter the Part. Arranging these parts in different configurations, at different Tech Levels will have different effects and yield different results. One of which being the Critical Overheating of the Inner Tyre Carcass, leading to: Increased Tyre Wear (in some cases); Extreme Loss of Traction and Straight Line Speed.
Simply Put:
Each Part has "Weight" (Like IRL Parts),
Each Part's "Weight" is determined by it's "Tier" and "Stats",
Tier: Legendary (Orange) Parts are Heavier than Uncommon (Green) Parts,
Stat: +30 is Heavier than +1,
Increased Weight Makes Cars Slower (Like IRL)
Car Weight Directly Affects: Rate of Tyre Wear & Inner Carcass Temperatures. The Hidden Weight added by Stats (+Downforce, +Engine Power, etc.), eventually causes a compounded runaway effect that greatly reduces car performance.
Simply Put:
The More Parts Equipped, The Heavier the Car,
Heavy Parts = BAD,
Light Parts = GOOD,
Now that we know those things, we can figure some other things out and eventually apply one of the Fundamentals of Physics that F1 revolves around: Lighter = Faster. There is no place for you to see your car's weight, but if you could, I imagine you would see significant changes as you apply various parts combinations
Deep Dive
What I've found is that Team Parts reach their Peak Performance at Tech Level 900. Due to a lack of Resources, I haven't yet found the the peak performance tech level for Vehicle Parts, because the system is very overly complicated, making it difficult to get large amounts of the various parts needed to test all possible options. The Tech Level of the Parts you craft is determined by the tech level of the parts you already have in each inventory slots (example: Having your inventory completely empty, no parts equipped in any slots and nothing stored, you can craft Level 100 Parts. Having any 1 slot with TL 100 parts, you can craft TL 100 - 120 parts. And having any 1 slot with TL 1000 parts, you can craft TL 200 parts. The more slots you have parts in, and the TL of the parts in each Inventory Slot, determines the TL of the parts you craft). This makes testing difficult because, since part stats are random, I've needed to craft as many parts as possible to create and obtain as many stat combinations as possible. Which also requires a disassembly of my entire inventory, to test new variations at different Tech Levels, because relying on random Invitationals to acquire large volumes of parts at specific tiers and tech levels is impractical
Team Parts: Directly Affect Inner Tyre Carcass Temperature. The exact mechanism isn't clear, yet, but what is clear is that Parts can be in 2 States: Active & Inactive. Active Parts apply their Stat Boosts during races, when stipulations are met. Inactive Parts do not provide Stat Boosts During Races. To solve part of our issue, we want our Parts to be INACTIVE, and as I said before: with the LOWEST stats possible. We do this by choosing parts that have stipulations such as: "Starting IN top 10"; "Starting with a Grid Penalty" & "After Pitting." This will make it so Parts can never be Active, during a 5 lap race. To further ensure that there is no passive activity happening, we assign 5 race contracts and let those contracts expire. Once the contracts expire, TL and Performance is retained, while eliminating the possibility of "Performance Leaks" due to Stat Boost Application
Vehicle Parts: Directly Affect Tyre Surface/Tyre Wear. Again, the exact mechanism is still being explored. Vehicle Parts seem a bit more simple, in the way that they are seen to Always be Active, despite stat stipulations such as "Wet Race." So, they Always decrease performance. In this way, we're just trying to limit the damage. We do that by just finding parts with the LOWEST possible stats, as previously described (+1 Downforce, etc.)
Simply Put:
Team Parts Affect Inner Tyre Carcass Temps.,
Make Team Parts Inactive through Stat Stipulation and Contract Expiration.,
Vehicle Parts Affect Tyre Surface/Tyre Wear.,
Vehicle Parts Negative Effects are reduce with Lower Stat Numbers
Concl:
Not only does my fix solve the problem of being able to run parts in every slot, while at the Highest Possible TL, Without Performance Loss, it also overcomes the loss of performance generally seen with increased tyre wear and increased inner tyre carcass temperatures over Short Race Distances.
(I did one 35% wet race at Brazil, intermediate tyres, no pitstop, +60% tyre wear, still gaining time over AI on final lap)
My Fix allows me to Beat the Fastest AI easily, at Tech Level Modification 150, in 5 Lap Races by at least 10 Seconds, Starting from 20th, with Lap Times 2 - 4 seconds faster than the Best AI Lap, by somehow bypassing Short Race Tyre Wear Truncation Compensation Mechanism and the Increased Parts Weight Bloated Coding Debacle. Overcoming these allows for Lap Times to Remain Constant and Not Drop Off significantly after the second lap, despite High Tyre Wear and High Inner Tyre Carcass Temps. I also easily beat 1000+ TL AI in 5 lap races, while my TL is under 600. Using an Xbox Controller.
(*Lap Times about 2 seconds slower than the fastest Players in Multiplayer Events)
My Fix
Vehicle Parts: Only Green, Below TL 300, Lowest Stats (+1)
Team Parts: Only Green, TL 900, Lowest Stats, Inactive Stipulations ("Starting with Grid Penalty"), Expired Contrats
Current Build:
Vehicle Parts
Power Unit: +1 Engine Power
Gearbox: +1 Weight Optimization
Breaks: +2 Tyre Wear (Couldn't get a +1)
Wing: +1 DRS Efficiency
Team Parts
Strategist: +23 Drog Opt. 30s starting with a grid penalty
R&D Head: +23 ERS Eff. 30s starting with a grid penalty
Principal: +15 Weight Opt. 60s starting IN top 10
Sponsor: +22 Downforce 60s starting IN top 10
The Most Notable Related Issues have to do with Fuel. Specifically the Lack of Fuel Consumption during races, and how ERS refills fuel as it refills the battery, under breaking, leading to finishing the race with more fuel than was started with, in most cases. My initial observations seem to imply that different Parts Combinations lead to different starting fuel amounts and that the amount of fuel that you start with has a direct correlation to Race Performance. The "Sweet Spot" seems to be 3.50 Laps of Fuel to Start. More is Slower, Less is Slower. Also the standing water drops covering the vehicles at extremely high speeds, indicating a physics error.
That's as far as I've been able to get, so far, due to a lack of Data (Track, Tyre, Setup). But my next course of Testing would be dissecting relationships between the separate parts categories and the specific part of the tyre (i.e. Vehicle Parts specifically affect Tyre Wear/Tyre Surface; Team Parts specifically affect Inner Tyre Carcass Temperature) and how manipulating those relationships more may yield greater results.
Passive Fix for Career Tyre Overheating: Set Tyre Temperature to Surface Only (NOT Surface and Carcass) in Simulation Settings.,
Good Luck to all the Players! I hope this helps =))