racer
idk what the 10 seconds slower comment has to do with it being easy to pass. If you're ten seconds slower on any track, whether it be in real life or a game, you're going to be overtaken.
And in my opinion the difficulty to overtake is fine if not a little too difficult. In iGP we tend to get trains of cars just waiting for drs to get overtakes done and I think this is terrible. Push levels are only used for tyre temps and better pace in clear air, but wouldn't it be good if they could also be more influential in overtakes too? It should be made a little easier to overtake in addition to the power of kers and drs (the drs' effect in Brazil in elite is pretty much perfect, it just brings you close and usually not enough to pass) being reduced. I think this would also contribute to the backmarker issue but anyway, this has nothing to do with the main suggestion about the "hards" issue so let's stick to the subject
The 10 seconds thing is related to asking how long your races are - as I say, in my league it's 100% distance and we stop 3 or 4 times. Why? Because fueling for a 1 stop over that distance will make you 10 seconds a lap slower so many short stints are quicker, over that race distance. Now when I did that experiment in Monaco I obviously didn't know I would be THAT much slower, maybe a couple of seconds slower, but as Monaco is supposed to be so hard to pass I took the risk. As demonstrated at Monaco this year - you know, the real F1 this game is based on - cars were running several seconds off ultimate pace because they didn't want to stop BECAUSE YOU CAN'T PASS.
So please answer my actual first question, how long are your races if you're only stopping once? Cos in my experience, at 100% distance races, only an idiot would stop once when a 3 or 4 stop strategy is miles quicker.