Grip - First priority. All else being equal, the car with the highest grip will be fastest and this should generally be your number one priority with setup. While virtually every setup option will have some effect on grip, the two that are basically a no-compromise setting should be camber and tire pressures. Race 1 testing requirements, setup configuration and qualifying instructions. You use money to pay for your;. Engine Supplier. Tyre Supplier. Driver Salary. Designers (along with the reliability level of the engine) helps reduce car wear.
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The Race Strategy Page
Car Setup
This will most probably be the setup you used in qualifying (or one of them if it started or stopped raining). Also if qualification was wet and the race is dry or vice versa you will need to amend your setup.
Fuel Strategy
In GPRO you will never run out of fuel.
You will pit as soon as either you do not have enough fuel to complete another lap or if your tyres will not complete another lap. This means that rather than input laps you want to pit on, you input the amount of fuel that you want put in the tank and that will determine how many laps you can do.
The amount of fuel is the amount for your tank to be topped up TO, rather than topped up BY. For example: if you pitted due to your tyres wearing out, had 15 litres remaining in your tank, and your strategy stated 60 litres - this means that 45 litres will be added to your tank at that stop.
You also don't have to give a value for each and every pitstop - as by entering a zero, then the previous fuel amount will be used. For example: if you wished to perform an even 2-stop strategy of 80 litres for each stint, you can simply put 80 for your starting fuel, and then zero for the remaining stints (as shown in the image to the right).
Tyre Strategy
Tyre Strategy is next.
You have two choices - dry tyres or rain ones. As mentioned in the previous section, just because the race may start wet, it doesn’t necessarily mean you want to start on rain tyres.
There is a VERY important second section to the tyre strategy section - the number of laps before you pit for a weather change. In real F1, when it starts raining there is usually a couple of laps before the track is wet enough for the Rain tyres and the same applies when it stops raining. NOT IN GPRO! when it starts raining in GPRO the whole track is immediately wet and you need your rain tyres, and when it stops raining the whole track is dry and you need your dry tyres again. This means that in most circumstances you will want the 'How many laps until driver stops' for starting or stopping raining to be ZERO.
One other thing to mention here is that when you stop to change tyres because of the weather your car will be refueled. This can cause you a problem and ruin you fuel strategy so it is something to be considered.
Driver Strategy
First decision to make are your driver's race risks. Rookies should remember that a value of 40 is considered very high, and should keep in mind that the higher the driver risks the more wear the car will sustain during the race - which are likely to lead to a smoking car, parts needing to be replaced, or even crashes.
Also within Driver Strategy there is the option to let a teammate past. No harm in this being set on if you have a teammate in your group.
If the car has a problem, it makes sense to get it fixed if possible. However, there are some circumstances where you might not want to fix the car (for example: if there are only a handful of laps left, and you would prefer to stay out and smoke opposed to come in for a timely pitstop). To control this, you can select how many laps of the race must remain for you to enter the pits.
You can also decide whether you wish to refuel when stopping for a technical problem.
Finally, you can give your driver starting instructions. These are similar in style to the ones for your qualification laps.
Confirmation!
Once happy with your race strategy, ensure you click 'Confirm Settings'! You should also confirm that a green tick appears on your main office page alongside the 'Race Setup and Strategy' link.
Frequently Asked QuestionsI can’t make any changes to my setup but the race isn’t for another hour. Why is that?
The race setup page is locked 1 hour and 30 minutes before the start of the live race so the game script can do some calculations for the race.
On the weather forecast what does the time 0h – 0h30m and so forth represent?
This time is based upon the race lap time, not the time for a lap click in the live race. For example, with an average lap time of 1:30.000 the driver will cover 20 laps in that 30 minute period.
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Wet Super Wet Deadline: Thursday 5th May @ 20:00 CET This is it. The goddesses of speed stand upon the start.
Nowhere to run, nowhere to hide as the screaming sound of science reverberates around the grid before the lights go out. Hire a driver, sign crucial supplier contracts, develop the car and adjust the setup to within a fraction of perfection at every race. Squeezing every last throttle crunching drop of performance out of the car to produce a machine that has the chasing pack screeching for mercy with every smoke filled lockup and circuit spinning mistake, leaving them trailing in a cloud of dust. This is pure pleasure in motion at 15,000 revolutions per minute. This is Grand Prix Manager 2005.
SETUP STAGES 01. Joining Phase and all Team Principals to list in the thread the teams they'd like to join in 1 to 10 order of preference 02.
Driver Market 03. Team Principals choose preferred team mate. Engine Supplier payment is also made at this point for EACH manager. Tyre Supplier choices for all players 05. Team Principals setup base staff skills and any factory changes to make for the season ahead.
Players can order part sets from the factory. Players can make additional staff investments. Driver skills allocation for all future pedigree drivers. Race 1 testing requirements, setup configuration and qualifying instructions. 2005 Participants Team Principals 01.
John Ibbotson 02. Tim-Oliver Wagner 03. Rimantas Sagatas 04. Martynas Brazenas 05. Stefan Gommans 06. Peter Willmore 07.
Sebastian Jozwiak 08. Rocco Stallone 09.
ALihan Zor 10. Josh Clark 11. Mike Baston 12. David Jundt Team Members 13. Ethan Littlejohns 14.
Jens Frostrup 15. Chew Kai Wen 16. Pedro Freire 17. Kshitij Sharma 18. Phil Wade 19. Theo Panag 20.
Jeff Pumphrey 21. Chris Oldham 22. Kyle Morris 23. Matthew Clous 24. Sam Wainwright Waiting List 01. Paul Williams Roll of Honor Grand Prix Manager S1 Champion: Rimantas Sagatas Grand Prix Manager S2 Champion: John Ibbotson Jack Brabham Trophy Winner: Williams (Tim-Oliver Wagner & Stuart McIntyre) Senna Cup Winner: John Ibbotson What's changed since GPM 2?
+ The new game allows players to approach the game in one of two ways. Either signing a driver to be competitive right away to try and win the title, or train one up. The choice is yours.
+ New Qualifying format (using the current RL 3 phase system). All previous multiplier boosts have been removed (only staff boosts will remain) and replaced by a single race multiplier depending on where you qualify for the race. The higher you qualify,the better the multiplier will be for your total race score. + Simplified budgets - players and teams will now have season budgets instead of race by race income and expenses - which will reduce a fair amount of frustration that existed in the previous game where players had negative money - that will no longer be possible and means all players can be competitive on any given season + Team objectives, with the opportunity to improve the fortunes and reputation of a backmark team aswell as sustain the pedigree of a top one. Team Principals have a bigger role this time, giving them absolute control over all team decisions - including the distribution of base staff skills, acceptance of team mates to work with aswell as engine supplier contracts (at non-manufacturer teams). + Players will retain some car points from testing into successive seasons as before, and some of their money balance too. Sponsors pay you money at the end of the season now, depending on results, success of objectives aswell as the drivers and fanbase.
In 2006, players will start with a lower base budget, with sponsor money loaded on top based on 2005. (Group ) Topic mod Posts: 10287 Country: Certified.
() () posted Jan 13th 2016, 19:00:56 (last edited Jul 17th 2016, 21:40:07 by ) Money Each player starts their first season in the game with a season budget of 100m. Players starting a successive season in the game will start the next with a 50m payment from the FIA + the sponsor money paid to them at the end of each season (worth upto 50m). Money left over from the previous season will be carried forward, but taxed once your balance suprasses 100m. You use money to pay for your; * Engine Supplier * Tyre Supplier * Driver Salary * Parts * Additional Staff investment * Specialist Driver Training You don't have to spend your entire budget at the start, you can make additional investments during the season. Furthermore, you may also carry money from one season into the next. You'll keep 40% of all money over 100m at the start of a season, upto a maximum season budget of 125m.
The game is designed to make for comfortable management for a new manager or manager's who saved well in one season and carried more money into the next. Manager's with 100m or more will more easily be able to invest money without having to compromise somewhere with their budget. Ultimately sponsor money will determine success for manager's going from one season into the next. Engine Supplier Is decided by the Team Principal and both managers pay the required contract fee for their car, depending on the reputation of the team. A typical engine supplier is likely to cost in the region of 20m of your budget.
Teams with a lower reputation aspiring for more expensive equipment will find the fees increase. That is because the engine manufacturer needs to make up for a short fall in expected tv and media exposure from a team not expected to be a front runner. Tyre Supplier Each manager may choose his own tyre supplier. Suppliers have a range of pricing from as little as 3m to as much as 30m. The choice is very much down to each manager, and its worth bearing in mind that the success of any supplier does also depend on weather. Meaning a particularly dry or wet season could end up making a supplier an expensive mistake or poor (unlucky) choice to make. Driver Salary Drivers with a higher pedigree will have higher demands and will sign shorter contracts as a result.
Younger drivers with a lower pedigree will sign multi-season contracts. A top driver is likely to fetch upto 30m salary, though a good driver should be afforded for much less.
Manager's looking to have to make less compromise in other parts of their budget should seek to spend not more than 20m on a driver salary. Thrifty manager's even less than that. Parts A set of car parts costs 5m. The typical life expectancy of a set of parts, excluding any testing you may do, and based on average risks and average wear multiplier, is 3 races.
Managers can purchase a maximum of 7 sets of parts. Specialist Driver Training A season's worth of specialist driver training sessions can be purchased for 10m. Available only to driver's who entered the game as a future pedigree driver and who are with the same manager or without a contract. Sponsor Money You'll be paid sponsor money at the end of each season depending on; 1) Driver season standing position 2) How your driver fared with his season objective 3) How your driver is perceived in public 4) Team Season standing position 5) Reputation of the team 6) Fanbase of the team (Group ) Topic mod Posts: 10287 Country: Certified. Driver levels Fanbase level0.511.522.533.544.55 1 --+1+1+2+2+3+3+4+4 2 ---+1+1+2+2+3+3+4 3 -1---+1+1+2+2+3+3 4 -1-1---+1+1+2+2+3 5 -2-1-1---+1+1+2+2 6 -2-2-1-1---+1+1+2 7 -3-2-2-1-1---+1+1 8 -3-3-2-2-1-1---+1 9 -4-3-3-2-2-1-1--- 10* -4-4-3-3-2-2-1-1-- Ferrari excluded from fanbase change. Team Attributes Reputation The prestige rating of the team within the sport. A higher reputation gives a team a better multiplier for testing and also the teams end of season sponsor revenue.
The reputation of a team changes only between seasons, depending on both performance in the game and any real life shift for the team. Which means it will be certainly possible to turn a back mark team into a strong outfit. Reputation also partly dictates the COMBINED pedigree level of your drivers. So, if your team has a driver pedigree level of 7.5 then the OA total of BOTH drivers must not exceed it.
Fanbase The better the global reach and support for a team, the better the team's revenue from merchandise, fan club subscription and hospitality packages. This stat determines the Base Staff skills of the team (aswell as part of the driver pedigree total). A team with 20 staff attribute points is therefor able to allocate 20 levels to their 6 Staff areas (where 1 level = 1 square block).
Your fanbase level can change, especially signing a particularly high profile driver! Also, a driver who is popular in the media can help increase your fanbase as he'll bring both more and positive press to the team due to his persona. Fanbase can grow at the end of the season depending on how successful the team was in meeting or exceeding its objectives. Max Driver Pedigree This is the maximum combined total pedigree level that both drivers must not exceed. It will go up or down between season's depending on the combined value of the team's reputation and fanbase. Testing Multiplier Is the multiplier applied to your test points, which convert into car points by way of this multiplier, which depends on your team's reputation.
Base Staff Skills Your fanbase size dictates the base level amount of staff attributes, before any additional investment made by yourself. Base Test Laps Base test laps are configured depending on your factory level, multiplied by 100. I'm a Team Principal, Can I setup another team besides these? Yes, you can. You can pick a team from ANY future F1 Season you like but there are some ground rules and things to be aware of: 1) All teams outside of those in the current (2005) Season will start with weaker attributes than the weakest team from 2005 (Red Bull).
2) If the team you want to pick is a manufacturer, they will refuse to enter the sport this season if - at the point your team preferences are reached in the order of priority - they already signed a works contract with another team for the current season which has a reputation of 5 or more. That's because it will be more financially beneficial for them to operate with an established team than enter as a complete newbie themselves. 3) The 'future' teams which are selectable are: Scuderia Toro Rosso, Super Aguri, Midland F1, Spyker, Brawn GP, Lotus F1 Team, Team Lotus, Hispania Racing Team, Marussia, Caterham, Mercedes F1, Manor F1, Haas F1. It looks like the team I want to pick folded in Real Life at the end of this Season, what are my options? Players can continue with the current team no matter if they folded as long as they keep meeting (or exceeding) their objective in the game. A team will only become defunct when 1) It has become defunct in real life and 2) When it fails to achieve its goals in the game. Players can also choose to adopt the team that takes over the team at the choosing of the Team Principal (who will have first option on doing so if the team is available).
If the Team Principal feels doing this will give the team a better platform than it currently has or is likely to have for future seasons, then that is his right to execute the option if it is available. Is the Base Staff Skill total and Factory level adjustable? Team Principals may trade Base Staff Skills to improve the Factory level at a 2:1 rate. That's 2 staff skills become 1 factory level and vice versa. What happens if I underspend or overspend on my team's Driver pedigree budget? Each 0.5 saved from the driver pedigree budget will give Team Principals 1 additional staff skill to distribute to the base amount that each manager will start with.
That's because teams estimate every 0.5 difference in driver pedigree to be worth 2 million - the equivalent cost of two staff skills. Team's who will go over their Driver Pedigree, have two options; 1) The manager of either driver can change drivers to fit into the budget the team has available upto a maximum of 0.5 over their driver pedigree budget. The new driver will cost M1 value + 1m. 2) Keep the driver and pay a supplement of 3m if the team will not exceed more than 0.5 over their driver pedigree by signing him.
This can be a shared payment by the Team Principal and Team Member OR paid entirely by one or the other - however you'd like to arrange it. Drivers making a team go even further over budget than 0.5 above their driver pedigree, either the Team Principal or Team Member MUST change drivers.
This will be determined by 1) the manager of the weakest driver out of the two must change or, If both were the same pedigree then, 2) the Team Principal assumes liability and must change his driver. (Group ) Topic mod Posts: 10287 Country: Certified. () () posted Jan 13th 2016, 19:01:03 (last edited Jul 29th 2016, 00:27:46 by ) Staff Attributes Technical Director The level of the Technical Director adds a multiplier to your car performance total. PR / Marketing A good marketing team and strategy helps raise awareness of the team and good press, which helps boost revenue.
Each increased level to your PR / Marketing team will add 100 test laps - so a level 10 Marketing team will allow the team to run 1,000 extra test laps in the season. Designers Better designers build more reliable parts. The level of your designers (along with the reliability level of the engine) helps reduce car wear. Wear multipliers. Designer Level Eng. Reliability012345678910 4 1.3331.31.2661.2331.21.1661.1331.11.0661.0331 5 1.2771.2441.2111.1771.1441.1111.0771.0441.0110.9770.944 6 1.2221.1881.1551.1221.0881.0551.0220.9880.9550.9220.888 7 1.1661.1331.11.0661.03310.9660.9330.90.8660.833 8 1.1111.0771.0441.0110.9770.9440.9110.8770.8440.8110.777 9 1.0551.0220.9880.9550.9220.8880.8550.8220.7880.7550.722 10 10.9660.9330.90.8660.8330.80.7660.7330.70.666 Mechanics Each team has limited time to prepare their cars for each race. Therefor having good mechanics is vital as better mechanics are more time efficient.
As a base, each team is able to move 50% of their car points each race. Each Mechanic level adds 5% to the amount of points you'll be able to move. Strategists Good strategists get the maximum out of race strategy, especially the tyres. The level of your Strategists adds a multiplier to your tyre performance.
DCA Driver Coaching Aids - such as Simulator hire, PT's, Nutritionists and Sports Psychologists - Your DCA level adds a multiplier to driver performance. Staff which add a multiplier to performance will range between 0 (Level 0) and 0.25 (Level 10) Managers should also be aware that the Car Performance and Driver Performance multipliers also depend on your engine supplier's development attribute and your driver's momentum attribute. How do I Improve the levels of my Staff? Each team has a base amount of Staff Skills which are pre-determined and adjustable by the team principal.
The base is worth a maximum of 50% of the total amount of staff attributes. Anything else ontop of the base levels once set by the team principal will come out of each manager's own budget. Each skill invested costs 1 million.
Do I retain any staff skills from one season to the next? You'll retain 40% of the skills invested.
(Group ) Topic mod Posts: 10287 Country: Certified. () () posted Jan 13th 2016, 19:01:06 (last edited Feb 6th 2016, 21:32:34 by ) Engine and Tyre Suppliers Engine Supplier Priorities Engine suppliers with both a Works slot and Customer slot available will offer the works slot to the highest Independent team that 1) has them listed in a higher priority and then 2) highest reputation. The customer slot will go to the Independent team that 1) has them listed in a higher priority and then 2) The deal that is worth the most money to them. Engine Suppliers with a higher performance rating in either Wet or Dry conditions will have a higher base for their Car Performance. Works teams get an additional boost to this. The development attribute will this season offer the benefit of more qualifying tokens, and also upto an additional +0.1 ontop of the Car Performance multiplier (engine development level/100). Tyre Suppliers Manager's should bear in mind that whilst a tyre supplier with greater performance has a better chance of scoring more highly, weather does have an impact.
The temperature in races will very between 1-50C and each tyre has a perfect temperature within a 7C or 8C range. (Group ) Topic mod Posts: 10287 Country: Certified. () () posted Jan 13th 2016, 19:01:11 (last edited Jan 30th 2016, 14:35:40 by ) Drivers 2005 Drivers and Future Drivers 2005 drivers are all drivers on the 2005 entry list OR with a test/reserve seat over the age of 25.
These drivers are untrainable - forthwith known as 'generic' drivers - with skills pre-determined. Please do not ask me why Driver X is rated differently to Driver Y when Driver X is better (in your opinion).
The ratings in the game are nothing more than a guide set out by the host and you shouldn't believe they are intended to be realistic, as many stats have been applied by random distribution and not necessarily with realism in mind. Future Drivers are 2005 test/reserve drivers OR 2006 drivers aged 25 and under. These drivers have an assignable amount of skills (depending on age) which can be applied to their Concentration, Stamina, Pressure, Technical, Aggression, Intelligence and Charisma attributes. Talent and Experience are not trainable nor are they included as part of the assignable amount. These drivers can be trained up during the season,at a cost of 10m (the cost of this decreasing by 1m each season after he turns 25), using one of 7 sets of specialist coaching sessions designed to improve each of the 7 trainable attributes.
Driver Market There are THREE driver market phases, and at each one where a driver remains available, all drivers will reduce their minimum acceptable salary (found under M 1, M 2 and M 3 on the listing). The maximum any manager may offer is 50% of his budget, though managers should be aware that spending that proportion of their budget will leave them seriously disadvantaged in almost all other areas. As a guide, managers shouldn't spend more than one third of their budget on a driver, though ideally below 25m. Market 1: Saturday 23rd January 00:00 CET thru til Monday 25th January 20:00 CET Market 2: Tuesday 26th January 00:00 CET thru til Thursday 28th January 20:00 CET Market 3: Friday 29th January 00:00 CET thru til Saturday 30th January 20:00 CET Driver Offers • You may bid on ONE driver in Market 1. You may bid on TWO different drivers in Market 2 and 3 in Market 3.except in the third market • The first offer you make in Market 1 is FREE, The first TWO in Market 2 are FREE and the first 3 in Market 3 are FREE.
• In Market's 2 and 3, please state priorities if bidding on more than one driver. Priority 1 = first choice, Priority 2 = second choice. • Subsequent offers outside of the above FREE offers will cost 1m per offer made.
Offers must be sent privately via pm to me. However, before doing so you must post in the thread 'Offer made to 'Driver name here' '. If your offer is in my mailbox BEFORE you posted in the thread, it will be invalidated. DO NOT include the amount you offered in the thread, you only need to post the notification with the name of the driver.
The winning bidder Drivers will sign for the manager who makes the highest offer. If two offers are the same, then he will sign a contract with the manager who made the most number of (improved) offers for him - because persistence pays!
If two managers made the same number of offers, he will sign a contract with the manager whose last offer was made soonest. Extending the contract of a driver Drivers whose contracts can be extended: • Generic Drivers (those with visible attributes) who have a pedigree lower than 4. • Trainable 'Future' Drivers (those with less visible attributes).
The conditions of an extension being; Drivers aged over 17 will sign for +1m of his previous season salary. Drivers aged over 25 will sign for +2m, or +1m if you met his objective. Drivers aged over 30 will sign for +3m, or +2m if you met his objective. Drivers aged over 35 will sign for +4m, or +2m if you met his objective. You may execute the extension any time after the final race of the season up until the market re-opens in the next season.
If you havn't extended by that point, the driver will return to the open market. Driver Rating changes (Generic and Trainable Drivers) Talent (all drivers) = won't ever improve or go down. Pedigree (generic drivers) = changes between seasons based on performance in the season being played out, depending on the competitiveness of the team he was in, his previous rating and performance compared to his team mate. So, looking ahead to future season's is indeed worthwhile.
Generic drivers do not change at all depending on their game performance, which ensures the market can always be competitive, and good drivers won't suddenly become bad ones. Pedigree (trainable drivers) = changes between season's with a multiplier applied to the skills trained each season depending on their talent and game performance. What this means is managers with trainable drivers who are trying harder for better results will get rewarded, and does mean a lower talented driver could gain more skills than a higher one over a season if he's outperforming him. (Group ) Topic mod Posts: 10287 Country: Certified.
() () posted Jan 13th 2016, 19:01:16 (last edited Feb 5th 2016, 16:57:55 by ) Distribution of Initial Car and Driver Points Car Components Each car is made up of 10 components which added together make up the 4 car characteristics of Power, Handling, Acceleration and Downforce. At the start of the season a new manager has 150 engineering points to distribute to the car as they wish. The maximum level for each component is 100. Brakes Chassis Cooling Electronics Engine Gearbox Hydraulics Suspension Underbody Wings Driver Attributes Each Driver is made up of 10 attributes in total, 7 of which are assignable and trainable for 'Future' drivers up to a maximum level of 100. Talent - Not trainable. Concentration Stamina Pressure Technical Aggression Intelligence Experience - Not trainable, increases per race. Charisma Momentum - Not trainable, can increase each race.
Initial Car and Driver Points Form Please copy and paste and fill in the form below to make your initial distribution of car points. Driver: (ONLY Manager's with a Future Driver need complete this) Concentration: Stamina: Pressure: Technical: Aggression: Intelligence: Charisma: Driver Momentum Your driver will gain momentum each time he outperforms his team mate in the below criteria: • Beat your team mate in a Race (+4 gain). • Beat your team mate in Qualifying (+3 gain). Superstar Chefs Keygen Serial more. • Have a better car setup than your team mate for a race (+3 gain).
• Complete your race orders faster than your team mate (+2 gain). Momentum adds an additional pace gain to the performance multiplier for each driver (up to 0.1) - momentum/1000.
(Group ) Topic mod Posts: 10287 Country: Certified. () () posted Jan 13th 2016, 19:01:21 (last edited Mar 27th 2016, 15:25:06 by ) Calendar All track characteristics are based on normal surface conditions and before any driver influence. Therefor, manager's should expect to prepare their car differently when changing or different conditions are experienced that can dramatically change the track surface. It's down to each individual or team to determine any set-up adjustments they might need to make when presented with a track where surface conditions stray from normal. A track with normal surface conditions can be determined as follows: P * 1 H * 1 A * 1 D * 1 Track multipliers will change depending on driver and weather. Two cars with the same characteristics may not have the same perfect setup.
Weather Temperature The temperature for a race is determined by using a 6 sided Dice with 3 or 4 rolls: First Roll: 1 = 01-10°C 2 = 11-20°C 3 = 21-30°C 4 = 31-40°C 5 = 41-50°C 6 = Within the temperature range of either the season's MOST popular tyre pick. Second Roll: (If 1 to 5 was rolled) 1 = 1 or 2 2 = 3 or 4 3 = 5 or 6 4 = 7 or 8 5 = 9 or 0 6 = Re-roll Third Roll: 1,3,5 = odd numbered choice from second roll 2,4,6 = even numbered choice from second roll Race Conditions The chance of rain is track dependant, some have a higher chance than others. Unlike GPRO where rain saturation / intensity is constant, this game has varying levels of rain. How this effects your setup is dependant on the saturation level. To give you a basic understanding: 20% saturation = light rain, many parts of the track are dry, some parts of the track are covered in surface water. 40% saturation = rain, some parts of the track are dry, many parts of the track are covered in surface water.
60% saturation = persistent rain, most parts of the track are covered in surface water with puddles in some places. 80% saturation = heavy rain, almost all parts of the track are well covered in surface water with puddles in most places. 100% saturation = very heavy rain, extreme amounts of surface water in many parts of the track, with large puddles in many places. The conditions for a race is determined by using lottery numbers 1-100. Each track has a unique rain chance attribute and ONE of the 5 lotteries below will draw the result depending on that. A manual lottery (bingo) machine is used rather than random.org to ensure of 100% pureness with the outcome.
This is because random generators have a tendency to not be absolutely random and work in sequences and/or binary to generate a result that is not 100% pure lottery. () () posted Jan 13th 2016, 19:01:30 (last edited Apr 3rd 2016, 18:05:05 by ) Race Orders Your race orders are critical for making car upgrades thru testing, re-balancing car points, replacing/switching car parts and any risks you want to use for the upcoming race. Manager's are advised to take their time and NOT rush thru sending their instructions and check thru them carefully. This season players will submit race orders via their personal sheet.
You can edit and make changes to your orders any time up til the deadline for the race, but obviously this will impact on your qualifying tokens if you edit your sheet more recently than others. Failure to send any orders will result in a start crash • If you intend to not re-balance the car or do any testing, training, then the minimum requirement is to fill in the comment box with 'no changes'. If you fail to at least do that then the mechanics will not perform critical 'routine' tasks to prepare and fine tune the car for the race. Failure to send anything is quite literally instructing your mechanics to do absolutely nothing and they will do exactly that until their manager turns up. What happens if I miss the deadline but still sent my instructions before the result was published? The first time you do it, I'll accept it as a free gesture.
If Qualifying already started though, you will be starting the race from last place. Each time after that which you send late, will cost 1m. This can be paid for either by you or your team mate, but your team mate will need to confirm by pm that he accepts being liable for it. Can I 'Holiday' for my team mate if he is absent?
Yes, but you BOTH must send me a confirmation pm. Furthermore, holidayed results will score at 95% of the total. Car Character Development • With each test you must develop ONE of your 10 car components. • Each component can only be used in THREE test sessions per season. • If a manager makes an invalid choice of test laps (i.e 110 laps), the laps run will be rounded down to the nearest valid amount (i.e 100 laps).
• Testing will not be carried out if the task cannot be completed under any other circumstance. Laps Test Points CCP's #TEST 2525 laps 9 ▲ #TEST 5050 laps 12 ▲ #TEST 7575 laps 15 Test #TEST 100100 laps18 Points #TEST 125125 laps21 * Team Testing Mulitplier #TEST 150150 laps24 ▼ #TEST 175175 laps27 ▼ #TEST 200200 laps30 ▼ Car Balance You can change the Balance of the car between races in order to bring the setup closer to the track characteristics. The combined total of the positive and negative values of your re-balance MUST equal Zero.
A basic level of mechanics are able to move 50% of the total amount of CCP's you have BEFORE any testing you might do. You can move a greater amount of CCP's than by investing money in them (See Staff in post #4).
What you must Also consider when balancing your car: • You CANNOT re-balance the component that you used for development in testing for the upcoming race. So, if you perform testing on the Brakes, you CANNOT also re-balance them.
• Component gains from testing will be added to the car BEFORE the upcoming race, NOT after it, so you need to consider that they will impact on your overall CCP for the race. I.e: If you tested the engine and gained 20 points from it, those 20 points will be added to the Engine for the upcoming race. If car points are not correctly balanced, or fail to comply with component limits, it will result in the following: 1) If a car has an over balanced amount of points or it exceeds component limits then it will enter the race with the same setup as the previous one because the mechanics won't start working on a car that has more points added to it than is available. They also will not start working on a car that becomes over balanced as a result of manager error. Test points will be added if they can and the rest of the car will be sent out to race on the same balance as the last race. 2) If a car has an under-balanced amount of points applied to it then it will enter the race under balanced and you will lose any car points that you under balanced. If any player under balances a component (giving it a negative value) then the mechanics won't start working on a car that requires more points taken off than is available.
Test points will be added if they can and the rest of the car will be sent out to race on the same balance as the last race. 3) If you attempt to re-balance a component that you test on, the mechanics will not be able to re-balance the car as all tested parts are scrutineered by the FIA after each test and again at the race weekend.
Therefor the test points will be added if they can and the rest of the car will be sent out to race on the same balance as the last race in order to conform with the regulations. Car Parts The FIA restrict ALL managers to a maximum of 7 sets of Parts for the season. Each set you purchase will cost 5m EACH. Your available parts will be displayed on your own sheet with the Wear level of each set and as this rises, the performance loss impact also grows. How many races will a set of parts last?
It is possible to destroy your car in 2 races, depending how you manage. An average driver using average risks will get 3 races out of a set of parts. Car's with a lower overall level will be less destructive on how quickly the parts gain wear. The reliability of your engine supplier and also the level of your designers will attribute to how quickly the car becomes worn. Will Parts gain wear in testing?
Components will wear differently when you test on them, and also depending on your car's reliability and the amount of laps run. Your car's reliability depends on the engine supplier and the level of your Designers. Are there any restrictions on the selection of parts? You can select any set of parts for a race or test session as long as its wear is below 100% when you submit your orders. THe FIA will not allow cars to enter a race week with wear of 100% or more wear on the parts.
If you do not inform the mechanics which set of parts you'd like to be fitted to the car or make an illegal or invalid choice they will leave the current set of parts on the car as long as they are below 100%. If you choose a set of parts that is 100% or more worn then the next highest wearing parts will be chosen by default. Driver Risks There are 11 driver risk levels available for you to use. You will get a boost to your Driver's Performance, though this also comes with the negative value of driver error from the result of using those risks.
There are numerous factors involved with this, for example driver attributes, car setup and track characteristics. • If a player chooses an invalid Risk level (i.e they request 55 risk) then the risk used will be rounded DOWN to the nearest - in this case, 50 risk. (Group ) Topic mod Posts: 10287 Country: Certified.
() () posted Jan 15th 2016, 18:43:49 (last edited May 31st 2016, 19:06:38 by ) Qualifying The result of Qualifying determines the multiplier you will have for the race from the sum of all 3 areas of race performance (Car, Driver and Tyres). Qualifying itself is a very simple process that takes place AFTER everyone has sent their orders.
The qualifying system will involve the 3 phase knockout system that is used in modern F1, and the tokens you have will need to last you ALL THREE phases. There's as many as 300 tokens up for grabs from the qualifying disciplines which decipher how many you'll have for the qualifying session of each race, and those are: upto: 75: Depending on your NET setup closeness compared to others. 40: Depending on your driver pedigree. 40:Depending on your car level. 15: Depending on your car wear. 15:Depending on your overall staff level.
40: Depending on your tyre rank for the race. 42:Depending on your engine suitability to the conditions.
30: Depending on your qualifying performance in the previous race. 03: Works team bonus. Compound Selection The FIA have stipulated that from Race 2 this season, 3 dry compounds and 3 wet compounds of the same grade must be made available for qualifying at each race by tyre suppliers. Dry compounds must be handed back as soon as they've been used once and therefor may not be chosen more than once.
Manager's will be entitled to 2 sets of each Wet compound in wet weather races. If any car is fitted with the same dry tyre more than once, they will be disqualified from qualifying entirely and start the race from the pit lane. Along with that, all cars will be moved up one place who were below the last legal time set by any driver that is Disqualified. Note: As grip improves on the track with more rubber laid down, so too does the performance of each compound, but at differing levels of improvement. Tyre compounds to be made available for each circuit.
() () posted Jan 15th 2016, 19:40:58 (last edited Apr 9th 2016, 23:36:06 by ) Race Results Race results are determined by points scored in 3 disciplines (Driver Performance, Car Performance and Tyre Performance) with multipliers for driver and car characteristics dependant on race conditions and track characteristics. These are added together to give you a score for the race and the winner of each race is the player whose driver and car scores the most performance points. Driver Performance A driver's race performance is broken down into 7 areas.
Physical - Warmer temperatures takes it's toll on all drivers physical condition and the physical performance attribute multiplier is stronger in cooler temperatures than warmer ones. Mental - A driver's ability to retain and maintain focus becomes critical in hot temperatures. The mental performance attribute multiplier is stronger in warmer temperatures than cooler ones. Overtaking - A driver's ability to force his way thru the field and make passes can be critical to being just outside or inside the points or even a podium.
The Overtaking attribute multiplier is stronger on circuits which favours overtaking. Defense - Blocking is one of the most difficult attributes to master, requiring a driver to not only have great awareness and presence of mind of the car behind but also to be able to react instinctively to him changing direction. The defense attribute multiplier is stronger on more complex circuits.
Race Coniditions - Differing conditions bring the best out of driver's who possess a greater natural ability behind the wheel. Driver's who've been around longer are also able to handle these tricky conditions better. Race Craft - Drivers who possess a greater dexterity and smooth driving style are able to preserve the life of their tyres in order to get the optimal performance out of them. The Race Craft attribute multiplier is stronger on higher tyre wear circuits.
Driver Error - This category is a negative score that is deducted from the total. A driver makes more mistakes when asked to push harder than he is able to cope with. Either because he lacks the ability,the knowledge of the circuit, or even self belief.
The more demanding the circuit, the more mistakes a driver is liable to make if he is severely lacking in certain attributes. Car Performance Your car scores performance points in 7 categories - Power, Handling, Acceleration, Downforce,Car Base,TD Boost and a negative in the form of Performance loss.
Each car has 10 components where a variety of them make up its PHAD total. Each category then has a multiplier effect which can be smaller or bigger depending on the characteristics of the track.
Therefor, the better your car is setup in relation to the track, the better you will score. A car with less total characteristic points can score more than one with many if it was setup more accurately. Your Car Base can total up to a maximum of 600 and is calculated considering 2 things; 1) The strength of the engine in relation to the conditions (Dry or Wet) which is worth upto 250 of the total.
2) The Development rate of the engine supplier. That calculation is: Dev rate/10 * (CCP total *0.6). The largest amount of CCPs possible is 724 and that is how the dev multiplier against your CCPs is ascertained (350/724 = 0.6). The total of this is therefor worth upto 350. Car Performance loss is deducted from the total score of your Power, Handling, Acceleration and Downforce for the race and the loss is greater the more wear that is on the parts that you request the mechanics to fit to the car.
Car components and how they effect performance Brakes >The principle of braking is simple: slowing an object by removing kinetic energy from it. Brake balance is critical in an F1 car to ensure minimal 'lock-up' potential in order to brake and manoeuvre as smoothly as possible to minimize time loss. Chassis >A good chassis must do two things; It must be structurally sound in every way so that nothing will break under normal conditions and secondly it must be as light as possible in order to maximize performance thru the corners. Lighter and more flexible chassis generate better grip and the confidence to accelerate faster out of the corners without having to 'fight' with the car. Teams will usually make the Chassis as light as possible, allowing them to add ballast to the car in order to make up the weight - so that it can be applied track specific. Cooling System >The purpose of the cooling system is to protect the engine from overheating under the extreme pressure of 200km/h speeds. A stronger cooling system maximizes the output so that the engine doesn't have to be turned down in order to prevent it from bellowing a cloud of smoke!
Electronics >Electrical components include the ECU and steering wheel buttons used by the driver to aid his performance on track. A driver has various controls at his disposal including engine mode settings to increase or decrease performance when the driver has the confidence in his tyres to run 'hot laps'. The driver also has other electrical buttons such as 'Diff' (differential) controls which reduces spin when accelerating out of corners. Engine >The Engine is arguably the most important component in an F1 car, provided by a 3.0-litre V10 engine producing around 900bhp. Gearbox >Gear ratios vary from circuit to circuit to ensure of an optimal amount of acceleration vs top speed. Tracks with more corners and lower top speeds require much narrower ratios to improve speed out of the corners. Tracks with higher top speeds and less corners require much wider ratios to improve straight line speed.
Hydraulics >Hydraulics play a crucial part in every F1 car. Like a typical road car, the steering and clutch are the most obvious beneficiaries.
Because of the huge loads placed on an F1 car, it's extremely difficult to turn the wheel without some kind of assistance, so hydraulics are used to ease the strain on the driver. Also, because they tend to be lighter than electrical ones, hydraulic systems are used to control other elements - such as the gearshift, the amount of pressure that is applied to the brakes and actuators such as the DRS flap on the rear of the car. Suspension >The suspension is critical to how a car behaves around the many different circuit types. Tracks with many corners require a softet suspension, while faster tracks with less corners require a much harder suspension for greater resistance to bumps at high speeds. Underbody >The underbody is a surprisingly vital part of a car with the aim of maximising the amount of airflow that can pass thru it and be used for performance gains. The design and shape of these are constructed with extensive CFD and wind tunnel testing to direct airflow around the car in order to maximize the aero package.
Wings >The Wings can be adjusted to create more or less aerodynamic grip. On more powerful, faster tracks teams will use skinny rear wings, while slower tracks or tracks with a greater complexity of corners, much larger rear wings are used to generate more aero and improve traction. Tyre Performance An expensive tyre contract can propel a weaker driver towards the front in more races, but this can be a viewed as merely a short term measure for success.
A car and driver that is prepared correctly for each race on a mid-range (or budget) tyre choice can out perform those on more pricey rubber. Your investment on tyres is entirely your choice. Tyres score performance points from the below criteria. Operating Window - The measure of the temperature type that a tyre performs at its best (Very Cold, Cold, Mild, Moderate, Warm, Hot, Very Hot) Construction - The measure of the quality of the tyre for the conditions (Dry/Wet attribute). A better quality tyre will maintain its optimal performance for a longer period.
Degradation - The measure of a tyres ability to avoid losing performance rapidly. Degradation becomes more rapid when a tyre is further away from its ideal grip level.
Tyres with more suitable grip for the track will degrade at a slower rate and with a slower decline in performance. Instant Pace - tyres which 'light up' or 'switch on' by warming up more quickly hit their optimum performance much more rapidly and avoid the tricky opening period of a stint that tyres with a longer warmup distance suffer from cold tyres that have to work much harder and take much longer to reach the optimum. Wear - Wear is the measure of how far a tyre can travel before it 'hits the cliff'. Not to be confused with degradation, which is how fast a tyre loses performance. Tyre wear is natural deterioration of the life of a tyre.
A tyre will travel further the more robust it is. Tie breakers In the event of two (or more) manager's finishing a race with the same points total, ties will be settled with the below priorities for the higher placing(s): 1) the manager with the closest setup. If still a tie then; 2) the manager with the least CCPs. If still a tie then; 3) the first player that sent their orders Race Points + Season Standings Driver's & Constructor's Championship The top 10 driver's who score the most performance points in each race will score Championship points as below: 1st: 25 2nd: 20 3rd: 16 4th: 13 5th: 10 6th: 8 7th: 6 8th: 4 9th: 2 10th: 1 Manager's tied on points will be separated firstly by the HIGHEST POSITION they've achieved. If both manager's have the same highest position then the next tie break is AVERAGE POSITION. The final tie breaker is the manager who has the best net setup closeness for the season.
(Group ) Topic mod Posts: 10287 Country: Certified. () () posted Jan 15th 2016, 20:23:03 (last edited Apr 10th 2016, 01:15:58 by ) Your Sheet Your sheet will show all Car and Driver related gains on one and performance totals in the other. Your driver will give you setup feedback based on the strength of your car's 4 CCP's in relation to each track you race.
The feedback types you can get are as below: The digits next to the feedback type are an indicator of whereabouts in a feedback type your setup was. If it is a 5 then you were only just inside the boundary of that feedback and very close to the next 'worst' feedback (i,e if your feedback was 'Good, 5' then it was almost close to being in the 'OK' range.
If a feedback type reads with a 1 next to it then you were close to the next 'better' feedback type (i.e if your feedback was 'Good, 1' then it was almost in the 'Great' range. Race / Sheet Corrections All queries about possible errors will be looked at and corrected if required.
However, players should bear in mind that a correction does have the possibility for a negative outcome and not just positive. You should let me know as soon as possible. Illegal race actions If a mistake is spotted before the race is run, then appropriate action will be taken to minimise the effect on the race. However, there will be occasions when some illegal actions may not be spotted until after the race. The below course of action will proceed any infringement that is spotted post-race.
That being anyone who is found to have over-balanced their car setup, exceeded component limits, tested and re-balanced the same part or overspent qualifying tokens. Exceeded component limits; Automatic disqualification. Tested and re-balanced the same part: Automatic disqualification. Over-balanced car setup: Automatic disqualification. Overspent qualifying tokens: The race will be re-run with a Pit lane start for the overspender + grid adjustment for all players who were below him. (Group ) Topic mod Posts: 10287 Country: Certified.
() () posted Sep 20th 2016, 23:23:04 vlad in the announcements wont a feedback for this beautiful and request change. Every managers wont overtakes, good graphics, sponsor management whit a true reponse, ecc. This request for you are shit, but energy change is ok. From 2 race you change the calculation because energy change is not made of an intelligent thought, but it's all born by the fate or a roll of the dice when you are drunk the game now is a lottery, by a manager whit great driver and manager naked my feedback is not about the game, is a suggest for you: participates in a cosplay contest as a lookalike bernie ecclestone, surely win even without white hair and glasses (Group ) Posts: 940 Country: Certified. ( Michael Winkley @ September 20th 2016,23:24:19 ) Quote ( Paolo Belleggi @ September 20th 2016,23:23:04 ) roll of the dice when you are drunk Almost the words that I used in a PM earlier.;p all player have they thought that qualify immediately with energy 0 was an advantage, in five minutes I thought ALL managers, but not vlad!!!! If this change is not hurt and hastily I wonder what could be. But the thing that is annoying is that the community is asked another, without being heard.
It means that the time, the capacity and the ability to change the game exist, there is no excuse for not doing what we would like. It is not correct and it is a joke (Group ) Posts: 69 Country: Certified. ( Dan Altobelli @ September 20th 2016,23:44:06 ) Go to the pits so that it remains 6 percent gasoline with 14% of tires, one race to another we win or lose 3 or 4 seconds in the supplies. This game is getting ridiculous and it has the F1 as the picture! 1) What you see in race is the situation a lap before pit.
You don't go into pits with 6% fuel and 14% tyres unless you have rains in dry. 2) In real life tyre suppliers were really important too 3) Where is F1? (Group ) Posts: 243 Country: Certified. ( Claudio Szynkier @ September 20th 2016,23:23:21 ) you simply don't know what is happening yet. ( Guilherme Di Franco @ September 21st 2016,00:59:15 ) Quote ( Claudio Szynkier @ September 20th 2016,23:23:21 ) you simply don't know what is happening yet.
( Guilherme Di Franco @ September 21st 2016,00:59:15 ) - everybody running close to it other; this will make one of the biggest problem(blockers) from the game, even bigger - more blokers (prosessions) in race; - create problem with drivers; it will be harder to control OA of driver, and make it worst to develop a prospect - create problem with sponsors; with more blockers and no risks, it will be harder to keep ur sponsors 'happy' I strongly disagree with these. Usually close racing is seen better. It's not fun if there is no other car within half a minute (unless you are leading).
About blockers, maybe I would do very slight adjustments, but mostly I think overtaking difficulty is good. ( Virgis Lyss @ September 21st 2016,01:10:37 ) Before this race a lot of people were using argument 'Oh man, Singapore is the most difficult race, all the others will definitely allow elite to go ct100 easily'.
What do we have now? 2nd race in a row the energy usage is at the same level (same drivers with the same risk used the same amount), so the argument became invalid. Guys, you have to get a new one quick!:D Singapore and Baku were quite similar in GPRO terms. I thibk I did a fraction better with energy, which is what I expected.
Also conditions were rather similar. (Group ) Posts: 940 Country: Certified.
( Guilherme Di Franco @ September 21st 2016,00:59:15 ) Quote ( Claudio Szynkier @ September 20th 2016,23:23:21 ) you simply don't know what is happening yet. ( Jukka Sireni @ September 21st 2016,01:13:07 ) Quote ( Guilherme Di Franco @ September 21st 2016,00:59:15 ) I strongly disagree with these. Usually close racing is seen better.
It's not fun if there is no other car within half a minute (unless you are leading). About blockers, maybe I would do very slight adjustments, but mostly I think overtaking difficulty is good. I agree about the close racing. Watched my teammate race and he finished 2nd. But him and the leader were right together the second half of the race and the last 10 laps they past each other 3 or 4 times with in those 10 laps.
Exciting racing because you didn't know who was going to win and if there was going to be a last lap pass or not. (Group ) Posts: 26 Country: Certified.
() () posted Sep 21st 2016, 01:24:57 With this new feature, we have removed the not so popular, but often reoccurring technical problems related to high risks, which many of you liked to call 'randoms'. I have one randon with very low riskof clear track. 141:50.30827HardPartially Cloudy43°40%- 152:00.92828HardPartially Cloudy43°40%Car problem, Pit 162:37.44035HardPartially Cloudy43°40%- Technical problems Lap 15The fuel pump was malfunctioning and had to be checked out removed ramdoms or not? (Group ) Posts: 247 Country: Certified.
( Wagner Miranda @ September 21st 2016,01:24:57 ) With this new feature, we have removed the not so popular, but often reoccurring technical problems related to high risks, which many of you liked to call 'randoms'. I have one randon with very low riskof clear track. 141:50.30827HardPartially Cloudy43°40%- 152:00.92828HardPartially Cloudy43°40%Car problem, Pit 162:37.44035HardPartially Cloudy43°40%- Technical problems Lap 15The fuel pump was malfunctioning and had to be checked out removed ramdoms or not?
I don't consider that a driver risk random. Which this energy feature was put in for.
They said they didn't take out the tech random with i consider that one is. (Group ) Posts: 26 Country: Certified. ( Marco Verati @ September 21st 2016,01:54:27 ) energy to limit high risk at each race and add another parameter to take care =>good idea (except if higher risk is no longer possible.) Spa training to restore high energy =>very very bad idea, suppress all the avantages of the first idea i see your point on the spa but they can choose to either send driver to spa or train your driver.
So choosing the spa has it benefits for next race but in long term for driver is bad because they don't get train. But that will be that is manager choice.
Higher risk well you can use high risk, but if your driver can't handle it then it will go to 0. (Group ) Posts: 556 Country: Certified. ( Wagner Miranda @ September 21st 2016,01:38:34 ) if there is random relating to high risk, so I can use 100 risk that there will be more random and risk 0 is random? What is the point of that? I do not see any logic.
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If it is withdrawn the randoms high risk, it will be logically drawn low risk? It´s been explained before, for myself too. What happened to you it´s a case of, let´s call it, pure tech problem random.
You have to take it as it is, sometimes things get damaged for no reason, just like in real life some people like to think. However, due to this new change, a lot more reasons will be stopping people from using the standard OBP strategy, which mainly implies going from 100CT(or just a high CT risk for a certain level of the game) to 0CT from one race to another, or the other way around, and so on.so this sort of 'punishment'(this term is no longer true for high risks as they finally found an interesting solution with this energy feature ) seems to me a bit hursh, it did before too.There should always be a 'safe mode' allowed, for people who decide not to take any risks, or just low risks. Real life has nothing to do with my opinion on this matter, in fact, in real life each similar problem brings probably the same stress, but it doesn´t cost you at the end. Each sloppy manufacturer pays for the caused damage, not you by ending the race with a full wear sometimes,besides unhappy sponsors and so on. For as long as we play a management game, there should be no tech random factor allowed, that minimizes your right to manage your risks towards 0 or a safe mode, especially if you get one of the many safe risk combinations for a specific track! It´s either they turn this into pure randoms, flat tyres and so on, or open a refund option in the car parts upgrade menu:P But this is quite a different subject and maybe, at some point -maybe already exists-, will need a separate approach.
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