Id like to think that i have an idea of what feels realistic between the game and real life. Kuno's offices sit in the middle of vallelunga racetrack so id like to think they have done their fair share of data aquisition on what feels right and wrong.. tbh the presets feel pretty close to what i think they should be anyway.
the only thing you could add from a gameplay perspective is the amount of time it takes for the track to rubber in which is why i said test what grip_gain is needed to go from starting grip to start of race with 100% transfer rate.
These are the presets that you say feel close to what they should be. Note the session transfer values....
[DUSTY]
SESSION_START=83
SESSION_TRANSFER=50
RANDOMNESS=10
LAP_GAIN=18
DESCRIPTION=A very slippery track, improves fast with more laps.
[OLD]
SESSION_START=86
SESSION_TRANSFER=80
RANDOMNESS=30
LAP_GAIN=50
DESCRIPTION=Old tarmac. Bad grip won't get better soon.
[SLOW]
SESSION_START=94
SESSION_TRANSFER=80
RANDOMNESS=15
LAP_GAIN=60
DESCRIPTION=A slow track that doesn't improve much.
[GREEN-]
SESSION_START=92
SESSION_TRANSFER=90
RANDOMNESS=20
LAP_GAIN=10
DESCRIPTION=A clean track, gets better with more laps.
[FAST]
SESSION_START=97
SESSION_TRANSFER=80
RANDOMNESS=20
LAP_GAIN=20
DESCRIPTION=Very grippy track right from the start.
[OPTIMUM]
SESSION_START=100
SESSION_TRANSFER=100
RANDOMNESS=
LAP_GAIN=1
DESCRIPTION=Perfect track for hotlapping.
But those presets are different to what you are suggesting here....
we already know to set it at 92%-94%% grip, enable grip transfer at 100% but have gain per lap set to a number where by the time the race starts its at about 97/98% that way the track starts the most realistic for a green track in summer and the buildup during practice and quali still be a challenge. (ill say it again, this is based on my own real life racing experience taking track temps, tyre temps and compounds into consideration) not having grip transfer between sessions is silly, the guys on teamspeak were a little disgruntled about it and it was the reason for 2 dropouts.
I can't imagine any track retaining 100% of the grip it builds up over a race weekend. Different tyre compounds from support races will affect that let alone the affect of changing day/night conditions.
Let's see how this setting works out for next week...
SESSION_START=92
SESSION_TRANSFER=90
RANDOMNESS=
LAP_GAIN=10
With 10 cars on track, that should increase grip by 1% per lap and transfer 90% of that increased grip to the following session (which I still think is a bit high for what it's worth). We'll need to monitor how much gain there actually is from the end of one session to the beginning of the next to check if this is actually doing what it's meant to do.
Edit: had to put a - after the GREEN heading as the text editor turned the rest of the post green