Manual
Table of Contents
1 Driver Creation
Driver creation is one of the first tasks for a new manager and it is a very easy task. You will only have to pick a driver's name, select his age and then distribute skill points for his attributes. Don't worry about attributes distribution. Just follow your instincts and pick the attributes you want. You will be able to improve his attributes during his career, but if you believe you have made a mistake, you can always retire your driver and create a new one.
1.1 Driver Name
We want to make the game realistic and a big part of that are the driver's names. Your driver must have a real first and last name from your country. No 'Terminators' or 'The Doctors' or 'JoHnSmItHd1999'. If a Gamemaster thinks that the name you picked is not real, it may be changed. You have the right to prove that it is a real name and if the Gamemaster is satisfied, your chosen name will stay.
1.2 Driver Age
The driver's age determines how mature your driver is when starting his career. The older the driver is, the more skill points you can assign at the beginning. That means he will be better than younger drivers now, but he will improve his skills slower, so one day a younger driver can become better.
1.3 Driver Skills
Every driver interaction in this game is influenced by his skills. You can create a balanced driver with all skills equal, or a specialized driver strong in some areas but weak in others. There are different approaches to distributing skills and making a successful driver. We recommend that you read the manual carefully following the skills description's and use your instincts to create your driver.
- Driving Skills
- Pace
- Racing Line
- Overtaking
- Blocking
- Wet Weather
- Mental Skills
- Bravery
- Reactions
- Concentration
- Composure
- Patience
- Technical Skills
- Feedback
- Technical
- Mechanic
- Personal Skills
- Intelligence
- Charisma
- Man Management
- Physical Skills
- Fitness
- Special Skills
- Balance
- Drifting
- Riding Finesse
- Body Positioning
- Space Awareness
- In-race Adjustments
- Smoothness
- Adaptability
Skills in this category are used during the driving attribute only and determine how good his driving technique is.
This attribute represents a driver's overall ability to drive fast. It does not take into account the conditions on track.
This attribute represents a driver's feel for selecting a good racing line (path) and the ability to stay on it. A driver can be fast overall, but if he/she is unable to maintain a good racing line he/she will lose time.
This attribute represents a driver's ability to pass slower cars. Losing time behind a slower opponent(s) can be detrimental to a race results.
This attribute represents a driver's ability to block faster drivers trying to overtake. Fighting for position is key for solid race results.
On a wet track, a driver needs to use a different approach to driving. This attribute represents a driver's ability to be fast in wet conditions.
These skills are used during driving only and describe a driver's mental strengths.
The more bravery a driver has, the less intimidated they will be of fast chicanes and sweeping, challenging curves. Drivers with a high degree in this attribute negotiate them at higher speeds.
Drivers with good reactions have a better chance to avoid losing time or crashing when something unexpected happens.
Full concentration helps drivers to avoid mistakes. It is extremely useful in a sport where every mistake (especially when the driver does not have good reactions) will lead to losing time or crashing out. It is even more beneficial in the second half of longer races.
There are moments in races when a driver's heartbeat increases and adrenaline flows through their bodies. Can you keep your composure when the going gets tough?
Knowing when to take a risk or make a move in a race is key to survival on the track. Drivers with a high patience attribute make less mistakes while overtaking an opponent.
Technical skills are valuable in car preparations for driving, like searching for good setups, developing or repairing the car.
This attribute represents a driver's ability to feel the drive and find the weakness in the current car setup.
When a driver feels the weakness of the car, he still needs to decide which setup parameter can be changed to improve the car performance. Technical knowledge allows him/her to decide best. It also helps the driver to understand the car theoretically.
In some situations a driver must make changes to the car by himself. Especially when nobody else can do it for him. It is also good to understand the car mechanically.
Personal skills are important for all off track interactions, like working with employees, negotiating with sponsors or improving the skills.
Intelligence can help a driver learn new things faster.
Everybody likes charismatic people. Drivers with good charisma usually have more fans which is of course good for sponsors.
Drivers have to cooperate with their staff. Good man management skill helps to improve employees motivation and is also useful during contract negotiations with them.
Physical skills are very important, especially when the driver has to handle the car with hard steering, high levels of g-force and during long races.
This attribute represents a driver's overall physical well-being. For most drivers, stamina is the most important fitness aspect which helps drivers feel good even at the end of long races.
Special skills are a set of attributes which are more specific to certain racing type, such as rallying or motorcycling.
More detailed description of these attributes can be also found in our blog.
This attribute is used only for racing on motorcycles. It describes the ability of a driver to keep a motorcycle in a right angle on track.
This attribute is used mostly for racing on bad quality tracks, for example on gravel, dirt or sand. It describes the ability of a driver to keep the best possible speed and prevent spin-offs.
This attribute represents advanced motorbike riding techniques such as trail braking and throttle/brake overlapping. Mastering this attribute will result in better lap time and easier overtaking.
The way a rider has their body positioned has a great effect on their center of gravity, overall stability and their lean angle when performing a turn.
Space awareness is a skill which is useful in tight position battles, such as the ones seen in NASCAR series.
Track conditions can change during a long race and the ability to do some in-race adjustments to the car in combination with driver feedback can improve the performance of the car.
Smoothness is a special skill useful on soft surfaces where a smoother approach to throttle and brake is needed.
Adaptability is a skill which allows drivers to go faster and not lose time due to track unfamiliarity. Good co-driver also helps.
2 Races
Races are what this game is all about. Drivers can join public Single Races every day and can participate in Season, Custom and Private Series races. Regular drivers are allowed to participate in up to 2 Formula Single races, 4 Private Car Single races and 3 Private Motorbike Single races at the same time, and drivers with a Superlicense can do up to 3 Formula Single races, 4 Private Car Single races and 3 Private Motorbike Single races at the same time.
2.1 Racing Weekend
A racing weekend consists of at least 4 basic stages:
- Free Practice
- Qualification
- Warm-up
- Race
Every racing event starts with testing before qualification. You can make test runs up to at least 10 minutes before qualification starts. These runs help you to improve your setup, but the lap times do not count for qualification itself.
Qualification is a single event after practice, which is calculated at the same time (10 minutes before official qualification time) for all drivers participating in the event.
Warm-up is just another practice stage to improve the setup before the race itself. In case the racing event consists of more than one race, there is a warmup held before every one of them.
The race is a single event after warm-up, which is calculated 10 minutes before official race time.
2.2 Car Setup
Car setup is one of the most important parts of race preparation. A good setup makes you drive faster even if your driver's attributes are not so great. But without at least an average setup, even an elite driver would be slow. Testing stints during free practice or warm-up helps you to improve the setup. After every stint your driver gives you his feedback and his recommendation of how to change setup parameters to make a faster lap.
It is important to understand that the perfect setup for tracks with same characteristics would be similar. On the other hand it is also good to know that drivers in the same race do not have the same ideal setup.
Anyway, keep in mind that even if you do use the same car setup in different races on the same track, you won’t obtain the same performance. This is mainly caused by the different air or asphalt temperatures or small changes on track that generate different performance.
The advice always evaluates setup parameters independently. That means all setup parameters except wings and gears are simple, but wings and gears are trickier. For example if you take more fuel or make a suspension setup adjustmet, your overall downforce will be worse and that might affect the ideal gear setup. Or if you set your front wing too high and the rear wing too low, the handling of the car will be difficult in fast corners, so the driver's advice will say put the front wing lower and the rear wing higher, even if the ideal setup for both wings is higher than the current setup on front wing.
It is also good to decide on the right number of testing laps in every stint. More laps gives you better feedback, but raises the chance of a crash. If you do not finish your full stint, you will lose your next stint and get worse feedback. Take care of your tyres to have enough for qualification and race.
2.3 Qualification Tactics
Setting tactics for qualification is simple. Just select the tyres and your driving style.
2.4 Race Strategy
A good race strategy is very important for your race result. First you have to select the number of pit-stops. Then just type in which laps those pit-stops will be made and which tyres will be used. The amount of fuel will be calculated automatically.
2.4.1 Pitstop Window
If the Safety Car enters the track before your driver has made his planned pit-stop, it`s very useful to anticipate the stop precisely when the Safety Car exits from the pit, just a few moments before it slows down the cars. At the option 'Pit-Stop Window', you can set the maximum number of laps your driver will anticipate his/her stop in if the Safety Car comes into action. For example, if you planned your pit-stop at lap 15 and you set the Pit-Stop Window at 4, your driver will anticipate his/her stop if the Safety Car exits from the pit between laps 11 and 14. The number of laps set in the Pit-Stop Window will allow your driver to anticipate his/her planned refueling and tyre change even if he/she must go to the pit in order to fix any repairable damages. If the pit-stop is anticipated (due to safety car or other unexpected and forced pit-stops), your planned pit-stop will be obviously cancelled.
When slowed down by the Safety Car, fuel consumption and tyre wear is significantly lowered. It is a good idea to set-up the Postpone Pitstop parameter for such cases. This parameter determines how many laps will be added to the scheduled pitstop in order to get the most from the current set of tyres. Postponing the pitstop will occur every time safety car comes to the track. Be very, very careful with this parameter!!!
The Push Before Pitstop parameter determines how many laps before a scheduled pitstop your driver will push in order to gain an advantage during an opponents pitstop. It increases the risk by 10 points to a maximum of 100 during these laps.
2.4.2 Driving Style
High risk gives you extra speed but increases the probability of a crash. High use of tyre aggression also gives you significant extra speed, but your tyre wear will be much greater. A high mechanical aggression gives you a small speed bonus, but increases the probability of a mechanical failure.
The Driving Style can be set on the Tactics and Strategy screens which are available for every race, changing the values of the following parameters. Risky Drive, Tyre Aggression and Mechanical Aggression. From the Strategy screen the Risky Drive parameter can be set specifically for dry conditions and wet conditions, since during the race the asphalt conditions could change due to weather changes. The values you can set for Driving Style parameters are from 0 (minimum risk or lowest stress for tyres and engine) to 100 (maximum risk and highest stress for tyres and engine).
In races there are 3 various driving style elements. Standing Start Aggression determines how aggressively a driver will use the throttle from the start. High aggression can result in a faster start to the race but also brings a higher probability of mistakes and loosing time. Overtaking and blocking aggression is used when a driver is fighting for position. Higher aggression helps to overtake or block an opponent more often although it increases the risk of contact.
2.4.3 Max repairable damage
Maximum allowed repairable damage. During a race, contacts between drivers can happen, and the result almost always leads to damage to your car. Sometimes the damage will be so bad, that your driver is forced to retire immediately. In other cases, the damage can be minor and sometimes possible to fix during the pit-stop. After a collision, the game calculates the percentage of the repairable damage your car has collected. If this percentage is higher than the value set in the Max Repairable Damage parameter, your driver will anticipate his pit-stop according to the value set for the Pit-Stop Window. If the percentage is lower, your driver will remain on the track until the planned pit-stop.
2.4.4 No repairs level
All repairs on a car takes some time. Often the damage is so low that it is not worth wasting time with repairs. Only if the damage is higher than the No repairs level will the car be repaired while it is in pit lane. WARNING! If you put the Maximum allowed repairable damage lower than this, your driver might still go to the pits even if the repair is disabled for the current level of damage. Your driver will lose time and no repairs will be made.
2.4.5 No Pit-Stop Laps
Number of laps at the end of the race during which driver does not go for pitstop due to unnecessary actions like repair damage or high tyre wear.
2.4.6 Race Goals
Race strategy options allow changing a driver's driving style during a race based on the situation and current driver position. If the position during the race is worse than the Target Position or worse than the position of a driver's Main Rival, 10 points will be added to the Risky Drive setting to the maximum of 100. A driver can also let his faster teammate pass him.
2.5 Driving on the Track.
Driving on the track is pretty interesting. Check the following example of how the calculation of a lap time works.
The track is divided into 11 sections with different characteristics. For example section 11 is the main straight and section 1 is the first corner of the track. The base characteristics of every section can be described as of importance to basic car attributes like maximum speed, acceleration, braking and handling. Let's start in section 10, a tight hairpin where good braking is important when entering and good acceleration on exit. Then there is section 11, a long straight where good maximum speed and some acceleration at the beginning is important. Then there is section 1, another hairpin where good braking and acceleration is needed, and then there is section 2, a short straight, where acceleration is most important and of course some maximum speed. Then there are sections 6 and 8, fast curves, where handling and downforce is also very important. The system calculates all sections separately, so you can be faster in one section than other drivers, but slower in another section. This makes every track unique, although there can be some similarities found.
3 Weather
Weather is a very important feature. It affects downforce of the car, especially when the track is not dry. There are more weather parameters in the game. The most important is track condition, which is directly affected by possible rain or sunny weather.
To provide fair conditions for all drivers, the weather is always the same for everyone during qualification. It is not 100% realistic, but in the interest of fairness this is the only way. The race is a completely different story here. The race starts with announced weather, but this can change during the race. Of course you will get some weather forecasts, but that is not always perfectly accurate.
3.1 No Rain
Sunny
Sunny weather is the best friend of drivers who like a dry track. Sun quickly drys up a wet track and increases the temperature of asphalt and air. If the weather is sunny with no rain coming any time soon, the only possible weather change is to Mostly Sunny.
Mostly Sunny
Mostly Sunny weather is very similar to Sunny, but the wet track drys slower and temperature is not so high. The probability of rain is still very low. This weather type can change back to Sunny or to Partly Cloudy.
Partly Cloudy
When the weather type is Partly Cloudy, it is still not raining, so the wet track is drying slowly, but the temperature is not very high. This weather type can easily change to Mostly Sunny, Cloudy or to Light Drizzle.
Cloudy
Cloudy weather means there is no sun visible therefore the wet track drys very slowly. The temperature is dropping. This weather type can change to Partly Cloudy or to Light Rain.
3.2 Rain
Light Drizzle
Light Drizzle is a very tricky weather type. There is light rain while the sky is partly cloudy, so the dry track is getting little bit wet, but there is a good probability that the rain will stop soon. This weather type can change to Partly Cloudy, Shower or Light Rain.
Shower
Shower is the kind of rain when the sky is partly cloudy. The dry track is getting wet and there is some probability that the rain will stop soon. This weather type can change to Light Drizzle, Local Storm or Heavy Rain.
Local Storm
Local Storm is a heavy rain when the sky is not fully cloudy. The dry track is getting wet quickly and there is considerable probability that this rain will stop soon. This weather type can change to Shower or Storm.
Light Rain
Light Rain is the weather type when the sky is fully cloudy, so the dry track is getting a little wet, and the probability that the rain will stop soon is smaller. This weather type can change to Cloudy, Light Drizzle or Heavy Rain.
Heavy Rain
Heavy Rain is the weather type when the sky is fully cloudy, so the dry track is getting wet, and the probability that the rain will stop soon is very small. This weather type can change to Shower, Light Rain or Storm.
Storm
Storm is the weather type when the sky is fully cloudy, so the dry track is getting wet quickly, and there is only a tiny probability that the rain will stop soon. This weather type can change to Local Storm or Heavy Rain.
3.3 Weather Evolution
The above image illustrates how weather can change throughout a race in detail.
3.4 Track Condition
The track condition in the game is represented by a number in the range: 0 to 100, where 0 means absolutely dry conditions and 100 means maximum possible wet conditions. In the game you will usually not see an exact number, but you will see one of these four states.
Dry
Dry track allows your tyres to provide best possible mechanical downforce.
Number range of dry track is from 0 to 10.
Moist
There is not much water visible on the moist track but it is still a little slippery , so it is more dangerous and the mechanical downforce is less.
Number range of the moist track is from 11 to 30.
Wet
Wet track is very difficult to drive on due to low downforce provided for cars and is very slippery.
Number range of the wet track is from 31 to 70.
Flooded
This is the most difficult condition for racing. There is a lot of standing water on the track and in modern motorsport, races are often brought to a halt. In this game however, the race continues, so drivers must be very careful.
Number range of the flooded track is from 71 to 100.
3.5 Temperature
- Air Temperature
- Track Temperature
Air temperature does not directly affect the performance of the car, but it has an influence on the driver`s speed of energy drop and also improves the speed of a wet track drying out.
Track temperature has a small influence on the mechanical downforce of your car.
4 Tyres
4.1 Tyres Weather Usage
As previously mentioned, the track condition in the game is represented by a number in the range from 0 to 100, where 0 means absolutely dry conditions and 100 means maximum possible wet conditions.
In your Garage screen, you can set the default parameters related to the usage of your tyres relative to track condition. You can set a Weather Usage parameter for every tyre type determining the track condition limit where by your driver will use his tyres and the tyre type he chooses during a pit-stop.
The system works as explained in the following example. If Weather Usage for Slick tyres is set to 15 and Weather Usage for Wets tyres is set to 75, then during the pit-stop the driver will pick Slick tyres if the track condition is lower or equal to 45, which is the average of two considered tyre usages, otherwise he would take Wet tyres.
The default value for Weather Usage parameters can be changed for a specific race from the Race Strategy Screen.
4.2 Weather Tolerance
The track condition at the start can change during the race based on weather, therefore it is good to pick the right time for the pit-stop to be earlier than planned. Sometimes the track conditions could change frequently around a specific and short range of values, for example from 42 to 48. Settings from previous example would force the driver to change his tyres many times, passing form slick tyre to wets tyres and vice versa every time the critical value (45) is crossed.
To avoid this, in the Race Strategy Screen you can set a specific value that determines a tolerance which will permit for the race of your driver not to be affected from the situation just described.
For example, if Weather Tolerance parameter is set at 10, the track condition limit is reached when the gap from Weather Usage parameter for current tyres and the track condition is higher by 10 units acknowledging the gap from Weather Usage parameter for other tyres and the track condition.
Thinking of the previous example, if your driver currently drives on Slicks he would go for a pit-stop to change tyres to Wets when track condition changes to a value greater than 50. He would then switch back to Slicks when the track condition drops to under 40.
4.3 Min tyre condition
Minimum allowed tyre condition. Due to weather change and early pit-stop or any other unexpected reason, current tyres can be used for many laps without being changed. This could lead into huge tyre wear and radical drop of tyre performance or possibly a puncture. This can occur especially to Wet tyres used on dry or moist track, when the tyre wear is very big. In your Garage screen you can set the Min Tyre Condition parameter that permits to force a change of tyres when they are greatly deteriorated. For example, if the value set for the Min Tyre Condition parameter is 30, your driver will make a pit-stop to change his tyres when they reach the 30% point of their life.
The default value for Min Tyre Condition parameter can be changed for each specific race from the Race Strategy Screen.
5 Series
'Series' are basically championships where drivers can compete against each other through a predetermined number of races on specific dates. There are two different type of series:
- Season Series
- Custom Series
5.1 Season Series
5.1.1 Basic Information
The Season Series (Official Game Series) are championships articulated through a defined number of races during the whole season. They are the most important and prestigious competitions in My Racing Career. There is quite a high number of Season Series, and drivers can apply to them in order of two main factors: being able to pay the requested entrance fee and their rating at the moment of the Series start. The list of all available Season Series are published on the main page of the Series section.
5.1.2 Applying for series
At the main page of the Series section, you can see the list of Season Series. Every driver can find and choose the most suitable series for him regarding his skill, experience and budget. Some series are really prestigious and difficult, what most top drivers want. Other ones are quite popular and easier, an ideal stage for a rookie’s debut.
Beside every series you will see the logo, the series title, the eventual sponsor, the number of signed drivers and the eventual minimum rating needed to apply to the series. You can easily see which series your driver can apply for here and you can do so here.
Your driver can apply for any series, even if he does not meet all the requirements or doesn't have a good enough rating. You can also change your decision and apply for another series at any time. Of course, all other applications will be cancelled because a driver can only apply for one series at a time.
A very important element of every series is the Series Rating. The series with the highest rating is exceptionally celebrated and prestigious. Obtaining good results, drivers who take part in these series will see an increase in their own rating more quickly than drivers engaged in minor series. But a high Series Rating also means a higher Entrance Fee.
Within the Series Info page you will find more detailed information like the current applicants, calendar, Race Days and the Point System. In order to determine the ranking of the applicants and the possibility to take part in the series, useful info is the Preferred Nationality.
Applicants with their nationality included in the list of 'Preferred Nationality' will get a 20% bonus to their rating. This is definitely advantageous in order to reach a higher rank to obtain one of the limited number of seats. To make the choice of a series which includes the nationality of your driver easier in the list of the Preferred Nationality, on the Series main page you will find the button that automatically recommends the most suitable series for your driver! It will show only the series that permits your driver to increase his rating.
In order to be accepted to the series, the driver must have a good enough rating and also has to have enough money in his account to pay the Entrance Fee.
5.1.3 Series Start List
During the last week of every season all series will announce which drivers will officially be accepted to the final start list. The highest rated series will be finalized first. With decreasing order of rating, the next days will see the finalization of the other series. In this way, after every series is finalized, managers who have unsuccessfully applied their drivers to that series, will have enough time to try to apply to another open series. Drivers without seats in the official series will be automatically assigned to the Rookie Series. Inactive drivers won’t affect the assigning system, since they will be automatically excluded from the applicants list in whatever series.
5.1.3.1 Driver Acceptance Priority
Drivers are accepted to the season series with following priority:
- Active drivers with sufficient financial balance sorted by their rating.
- Inactive drivers with sufficient financial balance sorted by their rating.
- Drivers with insufficient financial balance sorted by the balance. They will pay maximum possible amount from their balance immediately and the rest will be paid from future sponsor income automatically.
5.1.4 Racing in Season Series
Depending on the category of the series, there will be specific Race Days where drivers will have to participate in qualifying sessions and races. Some series will see only 1 race for an event, others will have 2 races.
Any qualifying session is a single event calculated at the same time (10 minutes before official qualification time) for all drivers who have entered into the series. In order to find the best setup for qualification, drivers will have a certain amount of stints to use in free practice. The qualifying result will determine the starting grid position in the first of the following races. Starting order for the second race will be based on results of the first race, but it can be varied depending on series rules.
Before each race, drivers can use a single stint to find the best setup during the warm-up. Every race is a single event after the warm-up session, which is calculated 10 minutes before the official race time.
5.1.5 Rewards
There will be three kinds of rewards in Season Series: Rating Rewards, Financial Rewards and Trophies.
5.1.5.1 Rating Rewards
The best 20 drivers in every race will see an increase in their own rating, with large improvements for the best ones and no negative deductions in case of bad results. The normal score gained by a driver, in fact, will be multiplied by the Series Rating. So, a higher score gained will mean a very high number of points which will strongly increase the driver rating. The driver’s rating will be recalculated at the end of every week, keeping in count all the results obtained during the week. Series rating points from races older than 3 seasons will not be calculated to the actual driver rating, points from races older than 2 seasons will be multiplied by a coefficient of 0.33 and points from races older than 1 season will be multiplied by a coefficient of 0.66, so the good results by a driver will not be forgotten after one season.
This calculation is valid for series with 30 drivers. In case of different number of participants the number of rewarded drivers is different. Two thirds of participants are rewarded.
5.1.5.2 Financial Rewards
At the end of every season, there will be some financial rewards related to the position reached in the rankings.
5.1.5.3 Trophies
Drivers who occupy the first positions in Season Series will receive appropriate trophies visible for licensed drivers.
5.1.6 Rookie Series
Drivers without seats in official series will be automatically assigned to the Rookie Series. The drivers in the Rookie Series will be randomly divided to groups for every race. Drivers will get points from these races to one Rookie Series table. The score and financial systems are also similar to the Official Series but the rating points and the purses obtained from the Rookie Series will be lower. The Rookie Series enables new drivers created during a season to get important points to increase their rating, overtaking inactive drivers easily in the standings to start their careers faster.
5.2 Custom Series
5.2.1 Basic Information
The Custom Series offers the feel and the taste of a challenge in a championship with different length and different number of events instead of competing in only single races.
5.2.2 Joining a Custom Series
From the main page of the section 'Series', you can access the Custom Series page by the button placed on top of the screen. The page shows all the Custom Series planned (finished, in action, ready to start) displaying the most important info about each of them. You can join series directly from this screen if there are empty seats available in the series. Keep in mind you can only join in one Custom Series at a time. You will be able to join another one only after the latest series is finished.
You can also proceed to detailed series info page where you can see additional info, signed drivers, calendar and detailed points system. You can also find links to standings and other interesting data. If the series has not yet started and there are some seats still available, you can join the series from here too!
5.2.3 Racing in Custom Series
As shown in the calendar published in the Series Info page, there will be Race Days where drivers will have to be involved in qualifications and races.
Any qualifying session is a single event calculated at the same time (10 minutes before official qualification time) for all drivers who have entered into the series. In order to find the best setup for qualification, drivers will have a certain amount of stints to use in free practice. The qualifying result will determine the starting grid position in the first of the following races. Starting order for the second race will be based on results of the first race, but it can be varied depending on series rules.
Before each race, drivers can use a single stint to find the best setup during the warm-up. Every race is a single event after the warm-up session, which is calculated 10 minutes before the official race time.
5.2.4 Rewards
Drivers who win a Custom Series will receive the appropriate trophies visible in their driver profile if he owns a superlicense. There is no special driver rating reward, drivers will receive regular rating points similar to those received in Single Races.
6 Driver Rating
The driver rating is a very important part of the game. It is the main indicator of a driver`s success. The driver rating increases after good results and decreases after bad results. It therefore influences many aspects of the game like sponsor income or invitations for drivers to series or races.
The overall driver rating is a sum of two components:
- Season Series Rating
- Single Races Rating
The Season Series Rating is a major component of the driver rating. It is calculated at the end of every week depending on points awarded during the last 3 seasons. There are no negative points in this rating, the driver loses this rating in case that he did not get as many points during the last week as he did during the same week in the previous seasons.
Single Races Rating is a minor component of the driver rating. It is calculated after every race and it can be increased or decreased depending on the result. The better half of the race participants get positive points and the others get negative points. The amount of rating points gained in the race is dependent on the difference between average rating of race participants. The better rating a driver has, the less points he gets for good result or the more points he loses for a bad result.
6.1 Specific Racing Driver Rating
To see the difference between drivers in specific areas there is also specific driver rating. This rating works the same way as the overall driver rating. The only difference is where driver can gain this rating. While general driver rating is calculated from all races, specific is calculated only after the specific race type. So the circuit rating is specific for 4 wheel cars on circuits, motorcycles is specific for motorcycle races and rally is specific for rally events only.
7 Finances
Finances are a key feature of the game. Every driver have his own financial balance, which you as his manager needs to keep in positive numbers. You can use finances for various boosts for your driver.
7.1 Donation
After a driver is created he receives a donation from a family member or another friendly person. The amount of this donation is 500,000. This initial donation may be lower if the season is already underway and there is a significant part of the season finished. A Driver can use this to cover his expenses at the beginning of his career. The same donation is received by a driver at the end of every season to prepare for the new season.
7.2 Sponsors
Sponsors are an integral part of the game. Drivers need income to be able to take part in prestigious series, to pay salaries to their employees and to pay for extra training schedules.
7.2.1 Sponsor Offer
The sponsor deal consists of the signing bonus, which is an amount of money a driver receives after signing the deal, plus a weekly payment. Every once in a while the driver will receive a sponsor offer from another company. If you think that the offer is good enough, you can accept it. Every driver can have up to 3 sponsors at the same time, so don`t accept every offer that comes your way, right away. The sponsor offer value depends mostly on driver rating and his charisma. It is also influenced by management skills of the employees.
8 Driver Training
Driver training is a very important aspect of the game. The drivers considered to be the best right now, may not be in a few seasons as other drivers could improve quicker. There are two different types of training and in both cases your driver can participate in all races.
8.1 Regular Training
This is daily training. You can pick one attribute which will be improved every day. The speed of training is mostly affected by driver`s intelligence. Driver with intelligence 100 trains two times faster than driver with intelligence 50. Another important thing is the value of trained attribute, the better the attribute is the slower is the training. Drivers with age under 25 or equal train fasts, but as driver gets older he trains slower and slower until the age of 33 when driver cannot improve his attributes anymore. There is also a good influence on training speed based on coaches employed by a driver. Coaches can improve training speed by maximum of 50%.
8.2 Extra Training
This is occasional training. You can send your driver to a special school where he can improve some of his skills. You must pay for this training. The Training outcome is also affected by a driver`s intelligence, but not as much as in regular training. Drivers will continue to improve their skill right up until they reach 40 years of age. However, as the improvement rate slows down after each year by the time a driver reaches 39 years of age the improvement rate is really small. Extra training improvements are at their maximum best when a driver is at the age of 18. The current attribute value also influences the outcome.
Driver can participate in races during this training.
8.3 Racing Simulator
Drivers gain track knowledge by racing in different series, but you can accelerate knowledge of a certain track by using the Racing Simulator. Use of the Racing Simulator is free, but you will have to buy the tracks for your driver to train. Once you've bought track, you select it and click 'Start Training'. Your driver will train that track until you change him to another track. Racing Simulator can be useful to gain an advantage over rivals in closely-fought Season Series, as it will reduce mistakes and make it easier to reach the limit in practice sessions.
9 Employees
Employees are another important element of the game. Every driver can have an unlimited number of employees. They help him to improve his attributes, to make faster pit-stops, to help find a better setup, to get better sponsor offers and also to design better cars.
9.1 Employee Contracts
If you want to sign an employee for your driver, you have to pay him. You always have to pay signing bonus when signing new contract and you have to pay his weekly salary. You can terminate existing contract if you want to save some money if you don`t think your driver will benefit from employee services anymore. You don`t have to pay any fee or rest of his weekly salaries to him but the employee will keep the whole signing bonus. COntract will be terminated automatically if your driver does not have enough money to pay his weekly salary.
9.2 Employee Attributes
Employees have 9 different attributes to describe their skills.
- Driving Coach
- Mental Coach
- Technical Coach
- Personal Coach
- Fitness Coach
- Mechanic
- Car Designer
- Race Engineer
- PR Manager
- Project Manager
- Special Coach
This attribute describes the teaching skill of the employee. It affects a driver's training speed when learning driving skills.
This attribute helps employees to prepare a driver mentally for all racing situations. It also increases the training speed when learning mental attributes.
This attribute describes how well the employee can explain race technology to a driver. It also improves the training speed while learning technical skills.
This attribute describes how well an employee can help assist driver in improving his personal skills.
This attribute describes the employee`s ability to improve the driver`s fitness.
This attribute describes how skilled a mechanic is. It affects the speed at which pit-stops are made and how fast changes to a car setup can be made.
This attribute is not so important for helping a driver, as they drive in default cars. This attribute is much more important for an F1 team who develop their own cars.
This attribute describes an employees skill to help in-race preparation. To understand the data collected in testing stints, and to prepare a good setup for the race.
This attribute describes an employee's skill to improve a driver`s image in the eyes of their fans and to aid the driver in obtaining better sponsor offers.
This attribute is not important for drivers. It describes an employee's ability to lead other members of the working team.
This attribute describes teaching special skills to drivers. It affects driver training speed of special skills.
9.3 Employee Training
While the person (employee) is employed by any driver his attributes will slightly improve as a result of gaining experiences with using the skills. An Unemployed person does not improve any attributes.
10 Auctions
Through the auction system it is possible to purchase many things in this game. By going to the auctions page you can view a list of current auctions, as well as a list of previous auctions held. Additional details regarding specific auctions can be found when you click the 'details' link.
Auctions can be observed on the details page. Bids can be made on active auctions. Bids on 'F1 Team Shares' can only be made by those who are either currently involved with that team, or those who are not shareholders of any other F1 team.
To modify a bid, you simply click on the 'information' link. There, you can increase your own bid, accept an application from another manager to join your bid, or apply to join another managers bid.
An auction's deadline will be moved forward by 1 minute if a new bid is entered within the last minute. After an auction has ended, the winner will receive his/her item(s), and the transfer of coins will go to the auction organiser. Owners of all losing bids will have their coins returned to them also.
11 Driver Gear
In the menu you will find the Driver Gear page. There, you can customize your helmet and overalls using either one of the free helmets, the F1 helmet you're a fan of or use a combination of preset designs and colours. If you have a Superlicense, you can upload your own designs and also participate in the ribbon themes each month. You can change your designs as often as you want.
12 Livery Shop
In the menu you'll find the Livery Shop. On the main page, called Designs, you will be able to search and buy for car, helmet and overall liveries and buy them for your use (Superlicense is required). There are 4 more areas in the Livery Shop. Templates is where you'll find car and bike blank designs to paint; Designers is where you can go straight to a manager's shop as well as rate him/her; My Items is where your bought liveries will appear, and My Shop is where you can create and manage your own livery shop and earn coins by selling your liveries.
13 Activity Points
Activity Points are points earned mainly by logging in on consecutive days as well as by voting for our game in the Promoting The Game menu. These points are useful for in-game play in either Racing Clubs or to help your favorite F1 team get more funding.
14 National Motorsport Association
National Associations are visible in the World page in the menu. Some countries do already have National Associations, but some don't. A certain number of continuously active managers is required for a country to be granted an Association. The main purpose of National Associations is to participate in Nations Cup, but they also serve as a place to encourage participation as well as deciding some things concerning the members of the country. Associations elect a President at the end of each season who in turn may name a Secretary.
14.1 Nations Cup
National Associations race against each other in the Nations Cup. This is similar to a season series, but there are three categories (Senior, under 25 and under 21 years of age) and drivers can't enter by themselves but instead they are nominated to race by the President or the Secretary of their National Association. There are 6 races each week, two per category, and all points scored by a country's drivers count towards the Nations Cup, where each yeah a National Association is crowned. There are also standings for each driver category.
15 Game Mods
The game interface is built with the respect to the intellectual property and copyrights of third parties, therefore some game items do not look like they are from the real world. This behavior can be adjusted by the user, who can redefine some standard in-game names, images, etc.
15.1 Car Names Pack
To change standard car names, the user needs to activate the game mod on the settings page by creating the definition of the alternative names.
Each line of the definition represents one name replacement and consists of 3 parts separated by the colon and there should be a semicolon at the end of the line. The first part identifies the car part (e.g. chassis), the second part specifies the part key (e.g. f3_m2) and the third part is the new name. The part key of the chassis can be easily found in the car image shown in your garage (e.g. f3_m2_default.png). The whole line should then look like the following example:
chassis:part_code:Part Name;
15.2 Car Logos Pack
To change standard car logos, the user needs to activate the game mod on the settings page by creating the definition of the alternative logos.
Each line of the definition represents one logo replacement and consists of 3 parts separated by the colon and there should be a semicolon at the end of the line. The first part identifies the car part (e.g. chassis), the second part specifies the part key (e.g. f3_m2) and the third part is the new logo filename. The part key of the chassis can be easily found in the car image shown in your garage (e.g. f3_m2_default.png). The whole line should then look like the following example:
chassis:part_code:image_url;
15.3 Sponsors Pack
To change standard game sponsors, the user needs to activate the game mod on the settings page by creating the definition of the alternative sponsors.
Each line of the definition represents one name replacement and consists of 3 parts separated by the colon and there should be a semicolon at the end of the line. The first part identifies the sponsor key in the game (e.g. smell), the second part specifies the alternative name of the sponsor and the third part is the alternative sponsor logo filename. The sponsor key can be easily found in the current sponsor image shown in your finances (e.g. smell.png). The whole line should then look like the following example:
sponsor_key:Sponsor Name:image_url;