Motorsport Manager

Just discovered that you can get race mechanics with two key perks - engine reliability that isn't affected by how hard you run them and a super overtake option. I managed to find one unemployed mechinic with both of these.
 
Just discovered that you can get race mechanics with two key perks - engine reliability that isn't affected by how hard you run them and a super overtake option. I managed to find one unemployed mechinic with both of these.

I'll be interested to see how effective those are because I think you'll need to slot them before the race. That'll mean you loose the possible 2x +10% performance slots you gain with a decent practice session. I wonder how they balance?

For example, engine reliability is null after the first few races if you concentrate on reliability upgrades (you only need to get to about 65-70% reliability on the engine before fuel use will become more of an issue in any race).

So, does super overtake balance with the loss of a +10% overall performance?

I have a feeling that fuel use and tyre wear perks are more important but I may be wrong!

Strategically speaking, you want to be able to run further than the rest of the field (fuel use and tyre wear) and/or be faster in the pits than the other teams (faster fuelling, faster tyre change) because any other performance or reliability issues you can influence off the track. That's my thinking anyway.
 
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OK for practice sessions (the short 10 minute sessions in the low level league) I have been doing this.

Easiest way to get your perfect setup - 90%+ all times is to:

1, Select the 2no highest feedback drivers,
2, Set up each car slap bang in the middle of the green bars.
3, Send out, and hit bring in as soon as button comes up, out and in, no time posted.
4, You should have the smile/sad faces next to each set up.
5, Adjust based upon both drivers feedback faces - NOTE - both cars will end up with the same set-up!!!
6, Send out again, hit bring in as soon as button comes up.
7, Repeat 5 and 6 - normally now, only takes me 3 returns to pit to tweak the set-up. Leaving me with a good 5-6mins of the session to get a couple of timed laps in and gain the bonus' for tyre/race trim.

I am on I think my 5 season with ZRT Motorsport, and I have been fighting hard for the top spot in the European for last 2 seasons. Hopefully next time round my team will be in the right place for a top spot finish.

A few of other pointers:
- When designing a new part go for instant performance over max, then all you have to do is improve the reliability - and be careful with using 'risky' parts sometimes the gain is only minimal with potential both positional and monetary punishment, oh and then the part is banned.
- Sometimes, the most expensive selection when building a new car is not always the best pick - choose wisely.
- Pick sensible sponsors, if you have to wait a race to get the right one, it's worth it e.g. if your struggling and finish low...no point taking 3no main sponsors with 6+ finish!
- Use your scout - my best driver, I have had in the team for the last 4 seasons, she's only 22 and is now 3 and almost half a star with still at least potentially 1 more to be gained - 2 seasons as the reserve, then promoted to 2nd then 1st driver (24 month left on contract) - she only requires a 221k salary, which is nothing compared to trying to sign an older 3 plus star! no2 Driver he has been with me 3 seasons, and is almost 3 star.
- Don't be in a rush to improve your HQ, especially in the Euro league. At this point in my game, due to politics, I can only spec my own engine and gearbox!! Which means my brake and suspension research facilities are now at the moment have no use!
 
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wow I've only just done 2 races, just havent had the time to put some proper time into this, but can see me putting mega hours into this, been waiting for a game like for ages, not a fan of football, so the footy management game never interested me, but i like how they have put some proper time into creating a realistic management sim
 
Great tips. Factory seems pretty useful?

Not sure, still only have mine at level 1...£15m to upgrade!


A few of other pointers:
- When designing a new part go for instant performance over max, then all you have to do is improve the reliability - and be careful with using 'risky' parts sometimes the gain is only minimal with potential both positional and monetary punishment, oh and then the part is banned.
- Sometimes, the most expensive selection when building a new car is not always the best pick - choose wisely.
- Pick sensible sponsors, if you have to wait a race to get the right one, it's worth it e.g. if your struggling and finish low...no point taking 3no main sponsors with 6+ finish!
- Use your scout - my best driver, I have had in the team for the last 4 seasons, she's only 22 and is now 3 and almost half a star with still at least potentially 1 more to be gained - 2 seasons as the reserve, then promoted to 2nd then 1st driver (24 month left on contract) - she only requires a 221k salary, which is nothing compared to trying to sign an older 3 plus star! no2 Driver he has been with me 3 seasons, and is almost 3 star.
- Don't be in a rush to improve your HQ, especially in the Euro league. At this point in my game, due to politics, I can only spec my own engine and gearbox!! Which means my brake and suspension research facilities are now at the moment have no use!

Another one to add:
- Don't forget you can design and improve parts as soon as the pre-season test is finished! I forget this every time...loose a few days on improving reliability of those new parts.
 
Is this good?

Played a bit of microprose's F1 manager game back in the day (forget what it was called...). Was great fun

Does anyone here play GPRO? It's an online f1 manager - I put an absurd amount of time into it until 3 or 4 years ago and just went back to it a week ago.
 
copied from steam:

What's changed?

- Improved weather simulation
- Fixed car water spray appearing too early, it now appears when the track is wet enough for inters or wet weather tyres
- Improved blue flag AI
- Improved AI switching to intermediates and wets
- Fixed a standings demotions bug relating to parts being banned
- Fixed an issue where maximum performance was not being taken into consideration on new season car parts
- Fixed initial game car stats
- Fixed a bug where if practice ended with rain, the first screen that showed the race was also raining, even if the weather was sunny
- Fixed an issue where changes to the livery were not reflected in race (still showed the default livery)
- Fixed an issue where cars would repeatedly jump positions in standings without overtaking cars
- Fixed an issue where if a driver won a race, but got demoted due to illegal parts being discovered, the social media still thought they had won.
- Fixed issues with promise traits
- Extra Wide screen support for car design screen
- Fixed incorrect team orders commentary message where driver who is allowing the other to pass actually overtakes the other driver.
- Fixed the triggering of the "Blag Flag" achievement
- Fixed an issue where the safety car would sometimes not return properly to the pit
- Fixed an issue where the celebrity dating trait thread had missing variables
- Fixed instances where the financial graph stopped working
- Fixed an issue where the 5% discount for the player financial background wasn't being taken into account when calculating whether or not the player could afford something
- Fixed an issue where the chairman would expect unrealistic placement targets after a promotion
- Fixed cars clipping underneath the pit floor in Black Sea
- Fixed AI braking sharply when going past a car exiting the pits
- Fixed Drivers giving opposite downforce feedback during practice
- Added a lap counter for selected driver
- Can no longer vote for a new race location if that location already appears twice in the race calendar
- Fixed an issue where the chairman's happiness would decrease even if the race was won
- Fixed an issue where the game music would stop after saving and autosaving
- Removed redundant votes (e.g voting to increase qualifying time even if the series doesn't have qualifying)
- Fixed an issue where the race would not end with two cars in the pitlane
- Fixed multiple game crash bugs
 
Is this good?

Played a bit of microprose's F1 manager game back in the day (forget what it was called...). Was great fun

Does anyone here play GPRO? It's an online f1 manager - I put an absurd amount of time into it until 3 or 4 years ago and just went back to it a week ago.

Much better than the old F1 manager. This is great.
 
Great Patch to be honest, pretty much dealt with most of the deal breakers. I'm 50 hours in and still feeling that I have barely scratched the surface. I chuffin' love this game. Fantastico!
 
The number of races I've lost from the winning driver being demoted 20odd places and yet still ending up in first place with me in 2nd....

This patch should stop that. :D

YAY!
 
c
- Improved AI switching to intermediates and wets

:rolleyes:
Na can't have done...had a practice last night that went from extreme wet to dry in 2/3laps. Half of the AI cars continued to run around on wets for the remaining 5mins of the session. Completely buggering it up for those cars on dry tyres. They literally tip toe around the track...3-4min plus lap times.
 
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