» League Structure
» Qualification and Race
» Staff - Driver
» Staff - Designer
» Staff - Commerce Director
» Staff Markets
» Staff - Mechanics
» Staff - Design crew
Game has two types of leagues: private and public.
Public leagues are interconnected leagues where you can promote and relegate between different levels called classes, with Class 1 (C1) being the highest possible level of play. League structure is like pyramid, each lower level having two times more groups: C1 - 1, C2 - 2, C3 - 4, C4 - 8, C5 - 16, C6 - 32. In each public league up to 40 managers can play. You always join the game at the lowest level - Class 6, but at the end of the season best 4 managers promote to a higher class, while 12 people relegate based on their results during the season.
Private leagues are created by one of the players just like you, with custom settings and they cost a few credits per race to participate in. It is great place to fight it out with friends and other managers.
Let's overview some elements of a game play. There are four major things you need to take care of: Car, Staff, Sponsors and Testing. Each of them is very important as success in each of them will define your overall performance.
To participate in a race, you need to build a car, but first, you have to design your car. Spending Research and Development (R&D) points helps you improve your car's design. Your car has few crucial rating that defines its performance:
- Reliability: shows how often your car will break down during the race (higher reliability means lower chance of mechanical breakdowns)
- Weight: heavier car will be slower in the race. But there is a minimum weight (typically around 605 kg.) so every car bellow that limit will carry extra weight ballast. Note that during the race amount of fuel in your car is not weighted against minimal weight limit. Only driver, car parts, supplier parts (engine, gearbox and tyres) makes up your total weight.
- Speed: this is a total of your speed points gained from technologies with speed points gained from selecting parts to build a car.
- Handling: this is a total of your handling points gained from technologies with handling points gained from selecting parts to build a car.
- Efficiency: Sum of speed and handling points.
During the season there are two ways to invest your points: Technologies and Developing next season's car.
Technologies. They will give you immediate performance boost, but will last only current season, due to new rules and regulations that are evolving and changing every season, you lose technologies at the end of the season and have to start from 0 again next season.
Developing next season's car. You can improve your reliability for next season by investing in it this season and the same way you can reduce weight. When season starts, you cannot change those things for your current years car anymore as your team in the factory already is working on next years car.
After every race you gain some R&D points based on designer innovation skill and your design crew. You can accumulate those points from race to race and spend them when you want. You only lose those points at the end of the season.
You can gain more R&D points by testing. Those points later can be spent on design or improving suppliers' parts. There are 3 types of testing:
- On the track: allows you to test up to 5 days on the track while concentrating on the car, you also can improve one driver skill.
- In the wind tunnel: allows you to test up to 3 days in the wind tunnel while working on a scaled down version of a car and its performance.
- Simulator training: allows you to test for up to 2 days in driving simulator, while working on virtual car parameters, but improving 3 driver skills at the same time.
To race you need to build your car. Since track characteristics change for each race, car will perform best if it is close to track's speed and handling rating. There are 10 levels of parts available, but lower classes do not have high level parts available, while highest classes do not have lowest part levels available. Better parts will give you more speed and handling, but will cost you more. Also, specialized speed or handling parts (those that not even speed to handling ratio) are more costly. You will need to find the right balance to manage your money and achieve best results.
Practice is used to find best car settings as well as for your driver to establish best way around the track, braking points, etc.
Depending on your class, you have different number of laps available to you in each of two practice sessions. Number of laps can be increased by hiring more and right kind of mechanics.
||Laps per session
||Total per 2 sessions
You have to find best Driver Racing Points (DRP) distribution on 5 key areas: Acceleration, Braking, Top speed, Kerb use, Racing line. After each lap you may get a feedback if you need to increase or lower number of point assigned to certain area. Higher driver's feedback skill will increase the chance of getting feedback. Green arrow point up will show that you need to increase number of points, while red arrow point down, will show that you need to decrease number of points assigned. Only the value that is furthest from the optimal setting will get feedback.
You also need to setup your car in five areas
- Front wing: 0-50 with low number indicating low downforce for higher straight line speed and less grip.
- Rear wing: 0-50 with low number indicating low downforce for higher straight line speed and less grip.
- Suspension: 0-25 with low number indicating soft suspension for bumpy tracks.
- Gears: 0-25 with low number short gears selection for fast acceleration.
- Tyre pressure: 15-25 with low number indicating low pressure for more grip.
Higher mechanics' setup skill will increase the chance of getting car setup feedback.
Depending on the weather conditions on the track, you have to pick your tires, with all types of tyres being available to you in Practice.
You can also see how your laptimes vary with different fuel levels. After completing a lap your team will measure amount of fuel used and will report that too.
- There may be laps where you will not get feedback at all, this is normal and it may depend on many factors, you may also get more than one feedback arrow at times.
- Settings may change with weather.
- You will get feedback on how good your DRP is, but only two times, at the end of both practice sessions.
Qualification happens right before the race, so you have to set your qualification settings together with race orders. While you select same Driver orders and car setup like in practice, you also have to other settings specific for the race:
- Qualification is split in 3 parts, 10 minutes each, you must select at what minute your driver will attempt his fast lap. Obviously the later, the more grip you get, the faster the track is, but at the same time you risk to get into traffic, which may ruin your lap and leave you behind competition. After first part of Qualification one third of the drivers will drop out, after second part, again, as many managers will drop out and only fastest third will remain to fight for top grid positions.
- Your starting fuel is the same amount of fuel you qualify with. If you qualify on dry tyres, you will only be able to select same dry tyres compound for the race. YOU can use only one dry tyre compound in the race, but both wet and intermediate tyres are available to you at all times.
- Pits. You also select at what laps your car will pit for new rubber and to add fuel.
- Boost Laps: three times during the race your driver can push (3 laps each time) for very fast laptimes, something that is very demanding and usually only done during qualification. You can select 3 laps when driver will start pushing, so if you select 1, 5, 10, your driver will push on laps 1,2,3 - 5,6,7 - 10,11,12. Overlapping laps will not give you extra speed.
- Expected finishing position: position that your driver will try to achieve. If you select something unreasonable, much too high or much too low, he may lose motivation, but if you set right expectations, he may give you a little extra performance on the track.
- Overtaking risk: how much risk your driver should take when attempting a pass. Higher risk - bigger chance of crash, but he may also pass opposition in places where they do not expect.
- Blocking risk: how much risk your driver should take when defending from a pass. Higher risk - bigger chance of crash, but he may be able to longer keep competition behind him even in a slower car.
- Engine HP: For each race you can set up your car engine to give you more or less performance (horse power) than normal pushing engine past its design limits will reduce reliability, while doing the opposite will increase it.
- Shift delay: You can fine tune your gearbox to increase or reduce shift delay (measured in milliseconds) which changing gears. Reducing shift delay will reduce reliability of your gearbox, while increasing shift delay - will increase reliability, but will make your car slower.
- Advanced settings - Pit when tyres start to wear: When checked, this will ensure that your car pits as soon as tyres start to wear, this may seem an easy option to chose, as you do not want to explode a tyre and lose lots of time, but sometimes couple extra laps is all that separates you from victory. This is not considered an emergency pit stop, just rescheduled regulat pit stop.
- Advanced settings - Emergency stop as normal pit within: When checked, your car will pit in emergency, but will take settings from next scheduled pit stop putting on new tyres and adding fuel as well as not pitting on the scheduled lap as long as it is within selected number of laps.
- Advanced settings - Let my teammate pass: When checked, your driver will let your team mate pass without blocking him, but only if your team mate is behind you and trying to pass you.
Your sponsors are your financial lifeline. Once you run out of money, you have to take extreme measures to get back into black, so do not forget about them. Each season you are negotiating with sponsors for the next season. They will offer you three things:
- Amount per race: This is amount to be paid to you after each race no matter what your results are.
- Goal for the next season: This is what your sponsor wants you to reach for next season. This can be very simple, like competing in all races or almost impossible like winning all races.
- Bonus in case you reach the goal: when and if you reach the goal your sponsor will pay you a nice bonus for matching and exceeding expectations. You will not receive partial bonus for completing only part of the goal.
During negotiations your sponsor will increase/change its offer, but his mood will decrease, the lower the mood, the more likely it is that your sponsors will cancel the offer.
Number of sponsor offers that you can "hold" at the same time is determined by your commerce director's "offers" skill. Once that number is reached, you will not get new offers unless you sign sponsor or sponsor cancels contract offer based on your negotiations.
Driver has five stats that when summed will give you his Driver Racing Points (DRP): Concentration, Speed, Racing line, Stamina and Experience. The more points driver has, the faster he/she is. On top of that, each skill does something extra to make driver unique. There are also secondary skills that are used only in special situations, like Starting only at the start of the race, or Pole only during qualification.
Favourite track is one track where your driver drives a little bit faster than any other tracks.
You can extend your driver's contract before it expires for another season with 15% salary increase. An option to extend contract will appear with less than 6 races left on the active contract, but only if you do not have another driver signed already (from driver market). If you extend active contract any bids in the driver market will be deleted.
Inovation skills determines how many R&D points you gain after each race.
Higher Designer skills means that certain technologies will require less R&D points to research.
Commerce Director helps you in sponsor negotiations:
- Negotiating: gets higher offers from sponsors as you negotiate with them.
- Initial offer: gets better initial sponsor, so you have to negotiate less.
- Relations: makes sponsors keep better mood even as you negotiate hard with them.
- Marketing: shows how many extra sponsors you can have for next season (0-3).
- Offers: show how many sponsor offers you can have at the same time (1-3).
There are markets for all 3 types of staff: drivers, designers and commerce directors. Markets run (are executed) approximately 24 hours before each race, including before first race of the season, there are no markets after season ends.
Each staff member has minimum asking salary (shown) and maximum salary (which is 5 times the size of minimum, this is done to keep bids reasonable). If your balance is negative, you can not offer more than $750,000. There are also class restrictions on maximum bids. See table below.
Mechanics help you to setup your car and improve pits stop times.
Design crew will give you extra R&D points after each race.
Your team produces is self suficient in every way except it has to buy engine, gearbox and tyres, that is where suppliers come in. At the start of every season you have to sign a contract with one of suppliers that are available to every manager in your league. You will be charged agreed amount after every race and there is no way to break a contract before season ends.
After signing a contract you can still improve every part by working together with supplier to customize part specifically to fit your needs. You have two specifications (spec): "Current" and "Development". After you invest R&D points, your "Development" spec will improve, but "Current" spec is the one mounted on your car at all times, so to upgrade your part, you have to "Upgrade to 1.X revision".
- R&D rating: the higher the rating, the faster your part will be improved while investing R&D points. This rating basically represents how willing supplier is to work with you and help you.
- Revisions: how many times you can upgrade part from "Development" to "Current" spec.
- Power: how many horse powers engine can produce.
- Weight: how heavy in kilograms your engine is.
- Fuel consumption: how much fuel engine will consume - the higher the number, the more fuel will be consumed.
- Reliability: rate of breakdowns in the race. The higher the percentage, the higher the reliability is.
- Shift delay: time in milliseconds between gear changes that engine does not generate any power. Lower number is better.
- Weight: how heavy in kilograms your gearbox is.
- Reliability: rate of breakdowns in the race. The higher the percentage, the higher the reliability is.
- Optimal temperature: temperature that your tyres will perform best at. Cooler or warmer temperatures will make tyre lose some grip.
- Wear: shows wear rating of your tyre in race conditions. Lower number is lower wear - longer distance before it will start to lose grip and performance.
- Performance: indicates how fast and how much grip tyre will produce in dry conditions.
- Wet performance: indicates how fast and how much grip tyre will produce in wet conditions.