Qualification & Race Orders
From F1TimeWiki
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| This page has been updated to be version 3 compliant and may contain information that is incorrect for the current game. If in doubt, please ask on the game forums. |
Contents |
Setup
To find out where you will start the race you need to qualify. Your first task is to ensure you have the right DRP and setup values for qualifying. Remember to check the weather for qualification as it may have changed from practice earlier.
Qualification
Next you must decide on a qualification strategy. In F1TIME there are 3 qualification sessions, each lasting 10 minutes. All the managers in your group will start the first session. At the end of each session the 10 slowest managers will be eliminated, leaving 20 to start the second session and only 10 in third. You must submit orders for all three sessions in the hope you are able to advance to last session. You must pick the minute of each session you plan to go on track which is not as simple as it seems. Every minute you wait to go out means more rubber on the track, which will give you a slightly better lap time, but if you go out with too many other cars at the same time you are bound to be blocked and possibly lose even more time. You must also pick the qualifying tyre compound and the fuel load which will also be used for the start of the race. You may choose any dry compound to start the race if qualifying is on rain tyres, or conversely, you may choose a rain tyre for the race start if you qualify on a dry tyre.
Race Orders
After you have setup your qualifying strategy you need to set your race orders. Your final preparation for the race is to set pit stops, boost laps, tyre choices, fuel loads, and special options.
Pit stops
For each pit stop you choose the lap at which you will stop, the type of tyre to fit, and the amount of fuel to add to the car. The fuel added at each stop will be added to the current fuel remaining in your car. The pit stops must be entered in the proper order or you will receive an error message.
You can not add more than 150 L of fuel at any pit stop or the beginning of the race. You can however add 150L to whatever you currently have in the car. In this sense, your car's fuel tank has no capacity limit, but, it will make your car extremely slow to carry so much fuel.
Boost laps
Boost laps are 3 sets of 3 laps each when your driver will push extra hard and go faster than normal. A good race strategist knows when the best times to use their boost are as they can make the difference between winning and losing the race.
Expected place
This setting is used to tell the driver where you expect him to finish. If your driver is below the expected place he will push harder to try and make up positions, but he may end up pushing too hard if you set unrealistic goals.
Overtaking and blocking risk
The overtaking and blocking risks tells your driver how aggressive to be with overtaking other cars or defending their position from other drivers. The higher the value you use the more aggressive they will be, but more likely to get into an accident that could destroy your race strategy. As team manager you must weigh the risks versus possible reward.
Engine HP and shift delay
These two settings allow you some control over the performance of the engine and gearbox. You can make them both better by adding horse power and lowering the shift delay, but it comes at the cost of much reduced reliability. Conversely you can lower your performance a little in exchange for greater reliability. Finishing first means you need to finish the race!
Advanced settings
Change tyres when worn
New players often blow tyres through inexperience and wreck their races. Using this option will force your driver to pit as soon as the tyres start to wear out. This is not always the best strategy, but it is safe, and will get your car to the finish much quicker than on 3 wheels.
Treat emergency stops as regular
By turning on this option you can choose how the pit crew handle an accident. If the car comes into the pits the selected number of laps before a regular stop then the crew only fix the damage and send the car back out, retaining the normal strategy. If an accident occurs within the window the stop replaces the normal planned pit stop.
Let teammate pass
Activating the option to let your team mate pass (if you are in a team) means that you will let your team mate pass you easily if they catch you on track. This can be useful when two team mates are running differing strategies or simply so not wish to impede each other. You should discuss this option with your team mate before the race through PMs to decide if it is something you want to use.
| Once you submit your tyres and fuel load for qualifying you can no longer drive any practice laps. You should never wait until last second before submitting your qualification and race orders or you may miss the race if your connection to F1TIME is not available at the last moment before offices close. |
