If you need help with car setup confidence and practice sessions, check this video out - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-LYLwCAuND8w.html
Biggest tip I can think of when starting is when designing new parts: CFD MAU Hours and Wind Tunnel Hours are restricted per 'ATR' period (Aerodynamic Testing Restrictions period). However, these periods are around 50 days long (I think, definetly nowhere near half a season.) At the start of the period it resets your hours. Basically meaning, don't be too conservative with the 'CFD MAU Hours' and 'Wind Tunnel Hours'.
How do those periods work, and how to approach them then? Can I invest all of my hours at the beginning of the season, when they're resetted then anyways?
@@MrWuffels A design usually takes 30ish days or more and the ATR period is around 40-50 days. Depending on how many designs you're doing at the same time, you could invest heavily into one specific part if you want to.
Yes that's a very good point - those hours are just left on the table otherwise, and the way the game phrases it, it sounds more restrictive than it actually is
The game does make it feel very restrictive. I left a lot on the table for my first period. I haven't been looking forward based on development pace. It makes sense why the url teams drop "packages" partway through the season. Development and manufacturing took that long from the beginning of the season. Great tips!
Aaaaah, I was wondering about this. 6.5 MAU seemed tight for whole season. That makes more sense. Given limit to how many things on go at once, prob need to wind up my use hard!
As an F1 fan I have to say using Ferrari in you video to discuss pit and race strategy is a very funny choice. Have you made this video for them to help them out? 🤣
This game would be cool with multiplayer. People could set up there cars and have the AI go out an race each other even if it was different people each time or maybe a group of friends could set up their own lobby and have a full season together.
"for the love of God" haha I feel you Party Will definitely try to pick up this game. I've played Motorsport Manager in the past so I'm already familiar with the different mechanic but this is still a helpful video!
@@stpbasss3773 im actually surprised how well the game is to understand for someone with no clue about it. 2nd season with williams and albon got a 5th and 6th fnish xD
Yeah I guess my love of F1 isn't something I talk about all that often! Glad to hear it - I've definitely been wanting to check this out since it was announced!
This is my first time playing a game like this. I have no idea what I am doing and my have messed up to much both dev and negotiations and may have to start over 😂
I didn’t think this was coming out for a few more months. Put it this way…..I love soccer/futbal and I LOVE Football manager. I LOVE LOVE LOVE F1 racing. This F1 manager game looks so much more in depth than motor sports manager. I’m beyond excited right now. Just got this.
I did a text save with Ferrari and ended up getting to season 2 and my car in the 2nd season went from the best car on the grind in 2022 to the 5th best car on the grid. I was doing season research but for some reason my car dropped off massively 2nd season. I have a few questions regarding research and design. For a regular season, what’s the ideal MAU hrs and wind tunnel hrs you would recommend at least doing per project? Secondly, how do you successfully develop the following years car to be even better than the first seasons car with future designs and research?
I’m currently weighing up my team choices and scenarios for when I finally get the game: Aston - Try to get Vettel to stay on/get rid of Stroll and go for best of the midfield. Williams - Turn their fortunes around somehow. Mercedes - fix the car and get them back on top in 2023?
The real life rule of thumb is if you’re stuck in traffic, undercut; while in clean air overcut. From my limited experience in the game (3 races) seems to work well enough, but the out lap is a bit slower due to the tire blanket regulations, so it’s something to keep in mind
@@jackjon7763 before starting the race look at the time loss in the pit then during the race when you're close to the pit window keep checking if there is a gap for you to pit and come out in free air
this was a pretty damn good video but there’s so much more to be covered, like how do use the endgame race controls or how to harvest ERS.? Or a little things like what tires should you use during qualifying?. I just started getting into F1 this year and this game is fun a lot of fun but not knowing the things that I just mentioned and maybe others makes it a little frustrating.
So ERS is gathered on braking and spent when the driver wants/is told/reminded to use it. Setting it to overtake tells them to use it for immediate passing opportunity, defend is used when you may be outmatched by someone approaching from behind but you only need another lap or two to defend, Deploy is like telling them to use it heavily throughout the lap whenever they want, neutral is effecient use of it so they (hopefully) end each lap where they started ERS percentage wise. HARVEST basically stores more energy per lap. It wont be immediate, but lets say youre at 0%, you switch to neutral and let them drive three laps. It will usually be at 40% max for a lap and depleted by the end of a lap. If you start at 0% then set it to HARVEST and let them do 3 laps, it maybe be as high as 70-80%. At this point if you set it back to neutral, the driver will use and store energy equally and always have 30-40% to play with for a needed overtake later in the race. So ideally, your driver should be running in neutral with 30-40% left in the battery per lap for emergencies.
@@dylandog1289 thanks man, that was some really useful information that I will take into my next race. I have kind of figured it out since I wrote that post but still I hadn’t figured it out to that extent so that will really help. I’m just getting into F1 so there’s a lot that I have to learn but I’ll get there. But yeah man thanks for that info
@@levi6859 Hey no problem. Once you get the hang of it, it will certainly make watching the real life races a lot more interesting. One more tip for ERS is during your practice sessions, go to the track map and set ERS to "neutral" in "aggressive" and yellow fuel modes. This will show you how much is taken from the battery in the most common race mode (if you're not fighting for positions). You'll notice that from 100% ERS and running aggressive/yellow fuel, you don't come close to draining the ERS. This is your ERS cushion. For most of the race, you drivers should have an ERS cushion available, and once used, you should be looking for a window to set them up on "harvest" and gain it back (usually takes a lap or two). The most important part of ERS I think is using the practice sessions to spot which turns get you the most ERS (heavy braking corners), so you know when to put them on harvest, and when to put them on neutral so then you have your ERS cushion to deploy (usually about 30% to spend on overtaking/defending).
@@dylandog1289 again thanks man that's a really good peace of information. I won't lie there are times like during qualy I feel like the game cheats but for.now I'll say it all on me but I'll definitely try that during my next practice. I'm about to race at jedah so we'll see how that goes.
@@dylandog1289 maaaaan I just wanted to say thank you again. Because of the info you gave me i managed a top 10 finish. So definitely thanks again. Now I just godda learn how to nail qualy but it felt so good to make it to top ten.
partyelite a f1/racing fan? we gotta get a series on this, pick ferrari, sign goatifi so he can become the world champ or go through the pain of managing williams since they are easily the worst car also at 17:00 just summarize it as "dont be ferrari on raceday"
Thank you for the great video! Definitely subscribing. More detail about subjects would be great, maybe developing parts….I’ve seen some people mention developing high and low downforce parts to use throughout the season…maybe that’s something to do when you are a front of field team as opposed to say Williams. I liked the bit about pit and race strategies. I’ll have to put more thought in to it I think pre race, rather then choosing the top strategy for both drivers so they want to put on same lap.
I usually look at lap times of others. If a lap takes about 1.30 to go around... Wait until the 2.30 mark. Try to go out as late as you possibly can, because that is when the track has most grip due to all the other runs people have done. Ideally you will want to have your drivers start their fast lap just before the total qualify time ends. Meaning when that timer reaches zero they should have just started their flying lap. They will be allowed to finish that lap and the time will be counted, but grip will be massively improved.
Firstly, I never knew you were an f1 fan- great to hear! (Also love the lights out and away we go at the start) Secondly, I have enough money for the game but I don’t necessarily have the time for a full race (even with speeding it up) is there a way to ‘mid session save’ or something similar like in the main F1 games?
Thanks for letting me know! I got the game today and I had time so was going to play the full race anyway but 37 laps in, when I was having a GREAT race (for McLaren standards) and it crashed so now I have to restart the whole thing which is fantastic! Either way that’s a great thing to know thanks a lot!
F1 Series? Can Party fix Ferrari's incompetence? Or will he try to return Canada to its rightful place as a world driver's champion and taking over Aston Martin and getting Lance s Stroll that elusive WDC?
I am not clear on this. Do you actually have to drive yourself in this game or can you just focus on management (like in motorsport manager) and have both AI drivers, please?
It's just like Motorsport Manager in that sense, yes - you do not drive the cars, you simply give orders to your drivers (how much fuel to use, how hard to go on the tyres etc) and the AI does the actual driving!
@@PartyElite Excellent, because I really suck at driving games, do not enjoy them but love complex management and strategy options. I'll be watching this space with bated breath then. Thank you @PartyElite 🙂
Super useful thanks. Of top of head, intersted in more detail on practice options, Have left to auto so far. As Williams, very keen to get good young driver in, so need to figure out hiring and firing, and if there is a young driver academy system like real life to start using - having looked at some drivers it doesn't look like it's implemented yet. I'm also slightly confiued by fuel aggresion option - often I ask them to push harder then the fuel delta goes greener not redder.
Trying it out, I think the fuel changes like that depending on what’s actually happening. So you might be telling them to push but if they are stuck behind a car getting DRS and splipstreaming then that would use less fuel until they manage to overtake as less fuel is used when using drs etc. I may be wrong but it’s not an engine mode…it’s more telling then how to drive and not lift and coast before a corner.
Fuel aggression is heavily impacted by things like slip-streaming and the use of DRS, from my experience so far. The car has to put in less effort when it's driving within the slipstream of a car ahead, or when it's able to use DRS to reduce the drag it's fighting for the massive straights, and so you'll sometimes be able to stay entirely aggressive on fuel and stay in the green. If you're driving well ahead or well behind the pack, though, you won't have the benefit of those two elements, and you'll feel the fuel burn more. Also worth noting that fuel aggression settings are actually telling your driver whether they should "lift and coast" through the corners or power through them - "lift and coast" means to let go of the throttle and let momentum take you through the turn, reducing fuel burn by a bit at every corner. I hope that helps! And I've seen a lot of queries about the practice session, so I think it's worth making a video about that to get into more depth!
The yellow bar is how much the car is harvesting ERS each lap, and there is a limit of how much each lap, whereas the blue bar is how much ERS the car is using in the lap. I’m not sure whether the end of the bar is a limit as I haven’t got there yet. You don’t need to get more of each bar, and typically you get more yellow bar. Hopefully this helps
Question so do you know how to either change your reserve driver to driver 1 or 2 or do you have to wait? And how do you change the speed kph to Mph for speed?
Can anyone tell me how to keep your engines and gearboxes from failing? I cant replace them....they fix over time but so slowly that they dont keep up with the insane race schedule. Im about halfway thru my season and I have 2 dead gearboxes...a dead engine....and all my parts are around 40 percent. What am I missing?? Its frustrating me to no end. Side note....theres no way to upgrade your powertrain till you end the season right?
They're two very different kinds of games so it depends on what you're looking for - in F1 22, you drive the cars themselves while in this game you're managing your drivers, upgrading their skills, upgrading their cars, and telling them what to do rather than doing it yourself. You're also managing your staff, your pit crew, your facilities... I love strategy and sim games, and though I've enjoyed F1 22, if I had to pick between them, I'd probably lean towards Manager because it's among my favourite genres
You're unlucky F1 22 it's to expensive, and F1 2021 and 2020 suffered increased prices since EA took over. I've bought F1 2021 for 17€ in January, now you can't buy it for less than 40 € even F1 2020 is over 34€. I've already bought F1 manager 22 for 34.5 € and Cyberpunk for 14€.
My fuel consumption is a big problem in the race. Sometimes I save more fuel pushing than by conserving or balanced. Is there another factor that plays a role. I fuck up many races bacause of the fuel management.
Being behind another car gives the trailing car a slipstream - this means less fuel is used for higher speeds, but it means your cars "dirty air cornering" attributes are used in turns instead of your cars regular "cornering" attributes. DRS also has a large impact on the reduction of fuel consumption - if you've got DRS lap after lap, it'll make a noticeable impact
I just want a simple basic instruction step by step guide, like.. Step 1) do this Step 2) do that Step 3) set this to that Step 4) set that to this Without all the faffing around, is that too much to ask for?
I am considering pulling the trigger on this game. Is it worth the money in its current form or should I wait for patches? I do like racing simulations.
I've enjoyed it so far! I've had to force myself away from the draw of the game so I could get work done lol. It's definitely got room for improvement - I'd say the current state is a good foundation, and a few patches will take it a lot further. Some features could use a bit more depth (pit crew management was more interesting in Motorsport Manager for example), but idk if that kind of stuff is within the scope of patches - frontier have made huge patch improvements to planet zoo over the years though, so time will tell!
im in a ferrari save and i banged it out last night and in the new season the car is shit like 7th back ( after winning both titles) any ideas how to make the car good again
On race day for ERS, deploy mode vs Overtake mode which one is faster because I notice day when I use overtake mode my driver increase the gap to the car behind and with deploy mode my driver was actually losing time to the car behind even though it’s said that deploy mode is for closing the gap to the car in front which is not working with my game. Can you explain?
I always have them on overtake all race long. That in my experience is the fastest, more so than deploy. When there is a safety car, set everything to conserve until the safety goes back in. Then go full on aggro again
Setup of a car provides the driver with a confidence percentage. When the driver comes in during practice they will have feedback on said setup. Its bad, good, great, optimal etc... Depending on their feedback play around with your car setup, then send them back out again. Wait until they update you on confidence again, and rinse and repeat. You will want as high a confidence as possible.
I think the game is very well done. After 10 hours of playing, however, I have to say that a lot of things are just repetitive... The displayable racing accidents almost always look identical.