Motorsport Manager

I'm going to go up to Tier 2 after this season. I narrowly won last season due to 2nd place having a nightmare in the last two races but this season I've won half the races. I've only got £10mill in the bank, so not sure if that's enough to go up though.
 
I'm going to go up to Tier 2 after this season. I narrowly won last season due to 2nd place having a nightmare in the last two races but this season I've won half the races. I've only got £10mill in the bank, so not sure if that's enough to go up though.
The chassis in tier 2 is about £30m, so make sure you have enough for that. The prize money is also much better, so if you struggle financially in the 1st season, the money at the end will help.
 
The chassis in tier 2 is about £30m, so make sure you have enough for that. The prize money is also much better, so if you struggle financially in the 1st season, the money at the end will help.

Hmm, How much prize money do you get for winning tier 3? Which my money for next season, end of season prize money and the stuff in the back I might be around that much.

Just looked it up, it's £13 mill. I reckon I should have enough money for the new car.
 
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2.3 g patch heres the patch notes (LONG!)

Patch notes:

Realistic AI Game Preference: If enabled, AI teams make smarter decisions on when to pit during races and adapt to wet weather conditions more effectively. (haha great was on my wishlist :D)

Run Wides & Corner Cutting: Cars can now run wide and cut corners in all tracks, the liklihood of a driver running wide or cutting a corner is increased by the pressure they're under from nearby cars.

Weight Stripping: Teams can now remove reliability from parts to increase their performance before practice, qualifying and race.

Lap Chart Screen: Availaible in the data centre, the new lap chart screen provides detailed information for every lap of the race.

Expanded Camera Preference: If enabled, increases the zoom of the raceday camera, allowing you to see the cars up close. (nice i used a mod for this)

Ability to save and load setups for each track.

When leaving for a race weekend, the player now has the ability to force a driver to sit out the weekend if they are injured.

The driver who sits out the race weekend will recover faster and the reserve driver will take their position.

Injuries now show an icon on the driver's portrait. The icon can be moused over to reveal more information.

Player now recieves a mail when a driver recovers from an injury trait.

The race report screen has been tweaked to better inform the player about gained traits and traits that have ended.

Various UI tweaks to the title screen and race day screens.

Session HUD now shows when teams are fixing parts.

Tyre wear and heating are no longer banded into thirds, but are instead a direct reading.

Car crashes have been rebalanced to provide a more even spread of crashes throughout the race.

Driver’s adaptability stat impacts the threshold at which they can change onto wets/slicks/inter.

The two different tyre suppliers have different wet/inter threshold points.
Fixed a bug where the tyre supplier wasn't correctly affecting speed and wear.

Fixed a bug where the track rubber wasn't correctly affecting the lap times.
Street circuits (Cape Town, Sydney) take longer to achieve a full ‘Rubber on Track’ to imply that they have less grip then a standard track. (ohhh interesting :D)

Underfuelling the car is now possible when no-refuelling is active.

Tyres left overheating for too long cause blistering, dropping the wear at a faster rate.

Tyres left underheating for too long will cause graining, dropping the performance of the car.

Cars who have retired will now keep their standings position if they cross the finish line.

The standings tab has been expanded to show live Team/Driver Championship standings and tyre history.

New personality traits.

New dilemmas with unique personality trait event chains.

Fixed issues with AI teams being able to perform pitstops faster than they should.

^^^ (see i wasnt mad after all guys :p happened to me a few times those dem cheator ai!)

AI teams now make smarter desicions on when to use 'safe' pitstops.

AI team setup percentages now reflect their mechanics' stats.

Downforce setup setting affects car performance during wet sessions.

During pre-season, AI teams can gain an additional star in up to two different chassis stats. This is to mimic the player’s dilemmas.

Vehicles that are experiencing critical issues ( broken part, out of fuel, etc ) will now pit regardless of whether it causes stacking.

New radio messages.

Grammatical fixes to existing dilemmas.

Signifcant performance improvements to minimise game crashes.

Chassis Suppliers availaible to edit with Steam Workshop.

Single Seater and GT design data available to edit with Steam Workshop.


***

See you on the pit wall.

^The Motorsport Manager Team

Whether it can drag me away from Witcher 3 is debatable.
 
2.3 g patch heres the patch notes (LONG!)

Whether it can drag me away from Witcher 3 is debatable.
I've spent 500+ hours on this game. Despite its numerous problems, I really enjoy it, so this change list looks excellent and starting again at the bottom of the ladder will be interesting. However, I've just got into PUBG and I'm enjoying that so not sure when I'll get back into MM.
 
I just picked it up. I like it, but I always seem to do terrible no matter what I try. I love the track graphics and styling, but the gameplay doesn't seem all that improved from F1 manager on the speccy :D

 
Had a few races with the new patch and things have changed for the better. The AI isn't quite so stupid in weather changing situations, and I think they've been give a bit of a boost in general as racing feels a lot closer. Tyre wear appears to have had a big change, it now seems like it requires a lot more heat management to get them to last. At the end of this season, my 15th, I'll start again from the bottom :).
Still plenty of other game and AI changes required but I've got my fingers crossed for Motorsport Manager 2 which I hope will be out towards the end of the year.
 
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A lot of these charges had already been available in FlamingRed work but it is good to see offical work still be done on the game.

Fire mod is very good check it out also check out FlamingRed work (this is not workshop mod)
 
I'm very much enjoying the changes. Nice to see lap rubber making a difference now (in qual and race) and also seeing cars go wide, spin, retirements etc. Although i have seen (reported) a couple of crashed but no safety car was out (one instance of the virtual safety car). Also enjoying the slightly more adaptive ai e.g. to weather conditions. Timing of pitstops is absolutely crucial. I still think the player has an edge regarding weather/water on track and when to pit or go out in qualifying.
 
Decided to carry on with my original save, and now into season 19 and still enjoying it. Last season I set myself the challange of using the same parts the whole season. It was a bit of a struggle for the last 4-5 races as other teams finally caught up but I still managed to win the drivers championship. In a race last night I had an AI car crash on lap 34 of 42 and the safety car came out. Hadn't seen a safety car after lap 4 prior to the patch, so that was good and it made the end of the race a little bit tighter.
I'll probably start from the beginning once the updated FlamingRed mod is out.

I don't expect a lot more changes as I like to think version 2 will be out towards the end of the year with more significant additions and improvements :).
 
Its a big one people!!!!!1


Stirred by the thrilling title-clincher in Mexico, Motorsport Manager is back!
Meet the Endurance Series DLC – the massive new mode we’ve been dying to add to the game, bringing a whole new, thrilling Endurance Championship to your MM experience.

With six drivers per team to manage, an entirely new stamina system and some of the most beautiful cars in racing, we’ve taken this one up to the top step of the podium. What’s more, it’s out now!

Alongside, to mark coming up to a year since Motorsport Manager launched and thank our loyal and incredible community (that’s you!), we’ve released the Anniversary Update – a large, free add on which will bring fully-fledged pit crews to the game.

More info and buy on Steam -> http://store.steampowered.com/app/736770

Free update patch notes:

• Players can now manage the speed and safety of their pitstops through the new pit crew feature

• Pit crew members have 5 core stats: Tyres, Part Fixing, Refuelling, Front Jack and Rear Jack. Their stat levels determine the speed at which they can perform each task

• Crew members will become fatigued after each race and will need to be placed 'In Recovery' to regain their stamina. Tired crew members are more likely to make mistakes

• As well as time mistakes, there are now new, job-specific pit mistakes: Wrong tyre compound fitted, underfuelled, front and rear jack damage and part fixing red-zone increase

• Catastrophic mistakes are new, rare mistakes that can drastically alter the outcome of a race. There are 2 catastrophic mistakes: Loose wheel and pit fire (only if refuelling is active)

• If a pit fire occurs, there is a chance that the car will be retired from the race. Pit fire retirements can have a psychological impact on the driver

• The pit crew can be automanaged by your mechanics. A mechanic's Pitstop and Concentration stats impact how effectively they will auto-manage your pit crew

• Car cornering stats impacting the simulation have been re-worked to reduce emphasis on the top speed of the engine. This makes low, medium and high cornering speeds more dependant on the Front Wing, Suspension and Rear Wing

• Driver form now has a larger impact in a race weekend's performance. During a race, a driver's form will fluctuate depending on their consistancy stat

• A driver's current form is now displayed on their portrait during the race

• Added a new x12 speed during races

• Added a preference screen for the new x12 speed that allows players to customise when the game automatically slows down to show important events

• Reworked the Tyre Heating chassis stat: Now, a high star rating will cause the temperature gauge to move away from the center slowly, but return quickly

• New Part Design components

• The mechanic's 'Part Fixing' stat now impacts both raceday part fixes and fixing parts when returning from a race weekend

• Added keyboard shortcuts for engine modes, driving styles and swapping the camera between drivers

• Weight Stripping is now a rule that can be voted in or out per series

• Spec Parts can no longer be weight stripped

• Weight stripping is now banded per series to improve balancing

• Improved saving and loading during a race event

• If autosave is enabled, the game will now save at the end of a race before returning to the frontend

• Pit stop strategy now does not add a fixed amount of time to the pit stops, but instead adds a percentage of the expected time

• Fixed instances where the driver "Sammy White" would appear in the frontend

• New interview questions

• New media messages

• Reworked and rebalanced existing interview and media messages that were not triggering

• New radio messages

• Fixed an issue where the personality traits 'Boring Winner', 'Losing Hope' and 'Top of the World' were not triggering

• The personality trait 'Media Trained' now removes more negative media-related traits if the target driver possesses them

• Fixed a bug where new mechanic hire mails would be blank if the player was unemployed

• Fixed an issue where AI teams would not be charged for mechanic and designer race bonuses

• Fixed a bug where qualifying bonuses would be deducted three times if the series had three-stage qualifying

• Improved how AI cars use the ERS system

• Improved how AI cars refuel during a race

• Improved how AI cars interact during the first lap of the race

• Fixed a bug where temp drivers would retain previous morale debuffs and traits from working with other teams

• Fixed an exploit where the player could press the ERS boost button as it breaks in a pitstop, leading to an infinite boost until the end of the race

• Increased the rate at which drivers and staff improve when influenced by HQ buildings

• Improved the regen system to have more varied 'drivable series'

• Improved the AI team intelligence on when to build a new car part

• Fixed a bug that was preventing the activation of corner cutting

• UI improvements to front-end menus

• UI improvements to the scouting screen

• When refuelling, the player can now also add fuel in increments of 5 or click to fill the whole tank

• Can now view each team's chassis supplier information from the Choose Team screen

• Fixed an issue where the player couldn't click the 'traits' button in the post-race screen if no new traits had been assigned

• Added the current track and the current layout information to the load setup popup

• New 'Choose Series' screen

• Updated the challenge medal icon

• Optimised the 'Lap Chart' screen performance when loading for the first time

• General performance improvements

• New Personality Traits

• New Achievements

• New tooltips

• The weight stripping reliability to performance ratio is now editable in the Championships.csv ( if set to zero the AI will not use the feature )

• Each series now has 'restricted rules' which are editable in the Championships.csv. A 'restricted' rule can never be voted in by the player or AI in that series

• Championships now handle having between 6 to 12 teams
 
Awesome!!!!!!! Still playing this, and it's my most played game by a long way this year. I was waiting on the updated Flamng Red mod to come out before starting a new career, but I guess that will be affected by this update.
 
Awesome!!!!!!! Still playing this, and it's my most played game by a long way this year. I was waiting on the updated Flamng Red mod to come out before starting a new career, but I guess that will be affected by this update.

Id be tempted to remove mods for now. I've spotted a few bugs.
 
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