Board Thread:Game Discussion/@comment-25956839-20150505095336/@comment-144.24.20.228-20150514114328

Re the calculation - I suspect/hope that it's slightly more complex than a simple additive measure. They've come up with some kind of algorithm to determine performance rating based on the mix of (at least) the 4 published factors. (And I do sometimes wonder if there's additional information - eg acceleration above 100mkh because that does not seem linear to the 0-100mkh rate).

So anyway: adding a to downforce and b to kmh will - in isolation - increase your PR by x.

Adding c to downforce and reducing braking distnace by d will (again in isolation) increase your PR by y.

But increasing downforce by a+c, reducing braking by d and adding b to kmh doesn't increase by x+y because the formula calculates the combination slightly differently.

From a programming perspective that seems a lot easier than "deciding" that a particular combination increases PR by a certain amount - because then you have to double check that the PR stays "balanced" for all the other possible cars. Plus when working out the upgrade path for a car you can tweak the elements more easily rather than just arbitrarily saying +5kmh and +0.1g = PR x.

And I think you can see this by looking at the stats between 2 cars that have different specs but the same PR. The 2013/14 Porsche 911 is a good example as well with 10kmh difference at hte top end, and the KTM crossbow is another one where you can see the massive influence of downforce on the calculation.

So the uncertainty comes on cumulative addition not on individual addition of upgrades (single upgrades are fine because the game knows what you're upgrading to and can make the calculation).

Personally I think you could have the PR there in the main if you set up guidelines on what the PR increase means. But it would mean a lot more information would be required to go into the tables.

I'd recommend a grid layout with upgrade type across the top and level going down and putting in the info in "bands". Will need to sign up to post a screenshot so will need to do that later.

PR improvement shown against level 1 upgrades is the PR improvement against the base car for that upgrade only.

You should then show the cumulative effect of applying all level 1 upgrades

PR improvement shown against level 2 upgrades is the PR improvement for that 1 upgrade over a fully level 1 upgraded car. And again then show the cumulative effect of applying all level 2 upgrades.

And so on. You could add further complexity by showing the R$ only and gold only cumulative increase for a band.

For each level are the following bits of information:

Cost R$/Gold; Duration

PR upgrade

After each level is a row which shows PR after applying all upgrades to that level and cost (using the new green/red/black format which I really like); then another row showing PR if applying only R$ at that level.

I think this answers the need for keeping out non-variable information and actually provides better planning information in terms of which cars to upgrade and how.