Overview
Things to know before you play Motorsport Manager Guide
Before you play Motorsport Manager !
Driver Stats explained:
– Braking “Impacts how late a driver brakes for a corner, and how liable they are to lock up the tyres.”
– Cornering “Impacts cornering speeds, and the driver’s accuracy of hitting the racing line.”
– Smoothness “Impacts tyre wear rates. A smoother driver will keep the tyres in better condition.”
– Overtaking “Impacts the amount of overtaking possibilities that a driver can see, and also their skill in being able to make an overtaking.”
–Consistency “Impacts the variability of a driver’s lap times (eg. a less consistent driver may put in some great laps, but won’t necessarily do it consistently)”
–Adaptability “A more adaptable driver will be able to jump into any car and feel at home. This stat influences a driver’s confidence with the car when there are various setup and part changes being made.”
Also affects driver skill in changeable weather conditions. Especially on intermediate tyres
–Fitness “Impacts how a driver’s performance level drops off during a race. A less fit driver may see their performance drop more during the later stages of a race.”
–Feedback “Impacts how useful and accurate a driver’s feedback levels are during a race weekend.”
This influences the amount and accuracy of a driver’s radio messages and also how fast a driver generates points during the Practice.
– Focus “Impacts a driver’s mindset, and their chances of making a mistake.”
Also relates to car crash.
–Morale “This shows how happy the driver is. Happy drivers are more likely to perform well, whereas unhappy drivers are more likely to want to leave their current team.”
–Marketability “A high Marketability will attract better Sponsors.”
Tire Strategy:
Each track has 3 types of dry tyre compounds and 2 types of wet tyre compounds with the exception of some motorsports that have 2 types of tyre compounds. Aggressive Driving will result the tires to wear down faster while Calm Driving wears them less. Getting the most out of a certain tyre is vital to strategy, and when they reach a certain grip percentage, the lap times drop slowly. After reaching a certain low percentage, the car suffers a sudden loss of grip making the driver vulnerable of keep a certain position making a Pit Stop inevitable. Chances of getting to the end without a pitstop is almost impossible unless a strategic option is used. Overheated tires will see loss of Driver Aggression and will be likely to see Driver Mistakes such as possible penalties for Collisions/Corner Cutting, Lockups, Running Wide, and even Crashes/Retirements.
Dry Tires (Slicks)
Ultra Soft (Purple) – Very high speed, very low durability, Grip falls at 20%.
Super Soft (Red) – High speed, low durability, Grip falls at 15%
Soft (Yellow) – Above average speed, below average durability, Grip falls at 10%
Medium (White) – Average speed, average durability, Grip falls at 5%.
Hard (Orange) – Below average speed, best durability, Grip falls at 0% while puncture is inevitable at the percentage.
Wet Tires (Grooved)
Intermediate (Green) – Used for little to moderate rain condition.
When wet level is within range letter “o” and just before “k” in the “water on track” text, the intermediate tyres work best, however just before “o” seem to give you little advantage over slick tyres.
Wet (Blue)
Only for heavy rain condition.
Wet tyres are not very often used and when it is used in an intermediate tyre range; the car performance is impacted very negatively.
The effective range of wet tyres are between “k” (k meaning just below letter “k” in “water on track” text) to the end of the gauge.
Note that both tires used for Wet Conditions have to be at 0% wear to result in loss of speed/puncture.
Fuel Strategy:
Super Overtake (Pink) – A level beyond that of Overtake, only available as a mechanic knowledge perk and uses over 1.5 Laps of fuel (per fuel gauge) for each driven lap. It also hurts the engine in the worst way.
Overtake (Red) – Uses 1.3 Laps of fuel (per fuel gauge) for each driven lap, heats up the engine and can wear very quickly if used too much. Not recommended for low reliable engines.
High (Orange) – Uses 1.1 Laps of fuel (per fuel gauge) for each driven lap, heats up the engine a bit and can wear it a bit faster than normal.
Medium (Yellow) – Uses 1.0 Lap of fuel (per fuel gauge) for each driven lap and the engine has no impact.
Low (Blue) – Uses 0.9 Laps of fuel (per fuel gauge) for each driven lap and cools down the engine and wearing it at half speed. Engines that have 40%/50% Reliability are required to use this strategy.
Fuel manufacturer chosen during pre-season car construction definitely affects fuel efficiency. There are certainly other less obvious things which also have an impact on fuel efficiency.
Car parts:
Brakes is related to how fast the car can decelerate, thus high brake performance relates to longer high speed retained before the brakes have to engage to prepare for the corner. 0% Reliability will mean that the brakes overheated too much and will force the driver to retire.
Engine is related to the top speed of the car. It is not clear if it relates to the car acceleration. 0% Reliability will cause the Top Speed to fall suddenly and will force the driver to retire.
Front Wing is used for slow corners. The more front wing you have the faster your car will go around slow corners. 0% Reliability will cause the car to lose momentum in terms of cornering but can still be repaired.
Gearbox relates to the acceleration of the car. It is important for the maps involving multiple corners. 0% Reliability will cause the car to see a sudden loss of Performance but can still be repaired.
Rear Wing is used for fast corners. The more rear wing you have the faster you can go around fast corners. 0% Reliability is repairable, but the Car’s Performance will Collapse afterwards.
Suspension relates to the maximum speed of the car going around the corner. Higher suspension stat is useful for outside overtake around the corner. 0% Reliability will represent the car to lose Speed dramatically but still repairable
Base Stat Improvement
When a season has ended the parts with the best base value at this time become your new season’s base parts. They don’t have to be necessarily installed. Risk levels will be removed, thus you can use those parts as your new season’s base parts and alter your parts development strategy at the end of a season accordingly. This is only counting for the performance, but not for the durability of the car’s parts. Also, when being promoted or demoted to a new division, you’ll receive new “basic” parts. Ergo, there is no need to plan parts for seasons when that happens.
Staff:
Designers:
Stats – “The Lead Designer has a stat associated with each part of the car. This stat is then added as a flat bonus (x2) when developing a new part. For example a Gearbox stat of 20 will add 40 to your new Gearbox’s acceleration.”
Known Components – Designers knows different components. These components can be added when building new parts for your cars.
Mechanic Stats: Race/Non-Race
Race – Concentration – The higher this stat the the lower the chances of mistake during a pit stop.
Race – Part Fixes – Determines how fast a Race Mechanic will repair a part during a pit stop.
Race – Pit Stops – Overall speed of changing tires and re-fueling the car during pit stops.
Non-Race – Reliability – The higher this stat, the bigger the daily bonus he can apply to Reliability during part improvement.
Non-Race – Chemistry – How fast your Mechanic will bond with your driver.
Non-Race – Performance – Same as reliability, the higher the stat, the bigger the daily bonus he can apply to Performance during part improvement.