A completely new game mechanic has been added in 0.17.0: Chemical Seeding
Enable it simply by toggling the "Use Chemicals" button on the career page. When it's enabled, every 100 samples you collect of a certain data type (Wind, PSI, Temperature, Dew Point) a chemical will be released into the atmosphere. The chemicals have the following effects:
Wind Speed: Increases tornado intensity
Pressure: Increases tornado size
Temperature: Slows tornado ground speed
Dew Point: Reduces tornado path deviance
However, no two tornadoes are the same, and some will respond more to one type of chemical than another. For example I just did a live stream where every 100 temperature samples slowed the tornado by 58%, but every 100 pressure samples only increased the size by 4%.
Now you can strategise: do you get the tornado as intense as possible as quickly as possible to get those F5 samples? Or do you prioritise temperature samples to slow the tornado first so you have more time to experiment? Or maybe dew point since that gives you a more predictable path and more precise intercepts?
This adds a whole new dimension to the game and I hope you enjoy!