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The pit stop chief trait that reduces fuel consumption by 5 % seems really good, too.
i guess i would need an ideal track for practice, it would be a good idea for the game actually.
you could test the track in any condition, if in career mode it could be random or actually similar to qualifying laps, or something like quick race but to test the tracks.
Then you would see difference in various strategy, maybe because it would be like free roam in art of rally i guess. Anyway thanks for explaining!
According to the team, the engine push is acceleration, driving/tyre push is top speed and also overtaking. So sorry, i'm not english speaker by the way and language barrier doesn't help, but it seems maybe you were right and i'm confused by the difference in words
It's just that it's easier (maybe in my experience with this game that is probably long as yours, but i'm not expert in real F1 or motorsport) to see the effect of an engine push strategy expecially at start than the effect of speed strategy, but i agree than of course engine push is risky since you can't refuel (btw, was that the case in the 70s?)
thanks anyway for the time in explaining
so i'm confused, since it seems that you're right, but it's strange since acceleration (by logic) should be more for small "burst" in overtaking, while the other strategy should be right driving strategy in a track like Potenza...this according to what said by devs, but not confirmed by my observations.
Like i would use driving strategy to increase the gap, when i'm forward, like in 1st position, while i would use engine push in track like Montecarlo, with a lot of corners and when i need to overtake.
Overall i wasn't ever able to do a golden lap with only the red wheel (push tyre) but only with neutral driving strategy and engine push.
i mean it would be logic, i guess or not? On straight tracks, top speed matters, on tracks with a lot of corners, engine push and temporary acceleration is more important