A beginner's guide to F1 Manager 2024 covering team creation, facilities, car performance, staff, drivers, powertrains, and game difficulty.
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Key Takeaways
- Starting with a balanced car and budget eases gameplay and board expectations.
- Prioritize upgrading factory and morale-related facilities over CFD simulator and wind tunnel.
- Staff quality significantly affects driver morale and performance.
- Mercedes powertrains offer the best durability, reducing costly repairs and part replacements.
- Young drivers with high growth rates can be a strategic choice for long-term success.
What the video covers
- Introduction to F1 Manager 2024 with a focus on the new 'Create a Team' feature.
- Explanation of starting balance and its impact on board expectations and gameplay difficulty.
- Guidance on selecting and upgrading facilities, with specific advice to avoid early upgrades on CFD simulator and wind tunnel.
- Overview of car performance ratings and their influence on race competitiveness.
- Advice on choosing staff and drivers, including the benefits of young drivers with high growth potential.
- Importance of staff quality for driver morale and overall stat boosts.
- Recommendations on powertrain selection, favoring Mercedes for durability in the first season.
- Customization options for car liveries, race suits, and helmets.
- Brief mention of game difficulty settings and encouragement to choose based on player preference.
- Additional in-depth guides available on the channel for advanced topics.
Full Transcript — Download SRT & Markdown
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Hello there, and welcome. In this video, I'm going to try and go over kind of everything that F1 Manager has to offer, a bit of a guide to the basics of everything F1 Manager. There's going to be annotations down below in the description and hopefully on the video line, so you can jump to the part that you are confused about. And as mentioned, this is going to be a basic guide that tries to cover everything. There is going to be more in-depth guides on my channel, so if there's something that you want to know more about after watching a certain part here, feel free to take a look at those. And with that said, let's just jump straight into it. If you do find this video helpful, it would help me out a ton if you would like and subscribe. And with that, let's just jump into create a team. So we get started off with here, we're going to go through the biggest new feature of 24, which is of course create a team. Create a team works pretty well. You can basically make your own team as you see fit. You can have your own origin, which means you can alter everything as you see fit. The other origins here are basically already preset for you to enjoy if you don't want to go through that, and it gives you different challenges depending on, well, the origin you choose. You can also choose your own name, but in this case, we're going to go through the custom origin and kind of talk a little bit about what you can expect with the different settings. So let's just get into it. First up here is starting balance, and this is basically how much money you have in the bank as you start. There's nothing magical about this, but before we get any further in, I do want to give you a quick warning here. The board is going to have expectations depending on your starting point. Basically, if you start with a lot of money, you start with a good car, the board is going to expect a top half finish, which can be difficult with create team. So if you're new to the game, I would advise you to play a little bit safer, maybe have a little bit of a mid-table car, as that will make your life a little bit easier. But basically, starting balance there is straightforward, just money. Facilities, this basically tells you how many levels of facilities you can have, and you can actually choose which facilities you want to get here. So we can, for instance, go ahead and click off things that we aren't interested in and basically click on to things that we are. Now, in terms of these buildings, I just want to give you a heads up: do not upgrade CFD simulator and wind tunnel. They are basically very much new traps. These two buildings should be the last buildings you ever upgrade, if you upgrade them at all. Factory, I would recommend level two factory because again, factory is basically how many car parts you can manufacture at any given time. As such, said, an extremely important building. The design center, while it does sound very ground, isn't super important. It's nice to have, but suspension simulator, car 10 center can be more valuable simply because of the high upkeep that the design center has. When it goes to staff facilities, team hub and race simulator are both very, very important as they develop your staff and drivers. SC department, you don't really need anything higher than level one. Creational facilities, spare room, I would generally just get rid of. Tour center two, I would level down. Helipad, I would level down. I would actually get rid of the weather center, and I would go ahead here and actually level up the hospitality area and the memorabilia room. Now, the reason why I'm doing these two in particular is because they are the most expensive buildings here. So the tour center is very cheap to upgrade, the helipad very cheap to upgrade, while the hospitality area is important for getting good sponsorships. Memorabilia room is important for morale, which we go over later. These two buildings are, well, not very, they're more expensive to upgrade than the others, so I would really recommend you start with those. Next up, we have car performance here, and the way that this works is that it gives you a set performance for your car. If you have one star here or one circle, you're basically going to be a backmarker. You're going to be the slowest car in the grid. At two, you're going to be slightly faster than the slowest car on the grid. You're still going to be a backmarker, but you are going to have a very slight advantage over others. If you pick this, you can sometimes score points on a good day. If you pick four, then you are expected to be in the points basically every race. And if you pick five, you should expect to be in the fight for a podium basically every single race, depending on your drivers. Next up, we do have staff and drivers, and honestly, there's not really much to say here. Pick your favorites, do what you want. You have extreme freedom in picking staff and drivers. You can take Verstappen, and you can take Alonso or Bap and Hamilton pairing if you really wish to. But do keep in mind that again, the better your drivers, the better the expectations are going to be from the board. So you could also be very, very cheeky here and pick some of the younger drivers that do have a good growth rate, like, well, Fauré is decent and Chelli once he comes of age or gets a super license. There's a lot of options here for drivers that are young that have very, very good growth rates. Bman is one of them. Doing as can imagine, you can start out with some younger ones. You can also go generated only if you don't want to steal drivers from the current teams, and you can find some pretty insane drivers, like 19-year-olds that are 88 rated, and because they're young, they're going to have maximum development. These guys are going to be probably 100 overall in a few years' time, so do keep that in mind as well. Now, next up is staff, and you can kind of do the same thing here. You can go generated, you can go real only, doesn't really matter. Take the staff members that you want, but remember the better your staff is, the better the morale of your drivers. And again, this is something I'm going to come back to a little bit later. You might want to jump into that in the video to get a little bit of an explanation of what that is. But basically, morale is a stat boost, and depending on how good your drivers are, your staff are going to get a stat boost. Depending on how good your staff is, your drivers are going to get a stat boost. So staff more important for stat padding than your drivers, but after the first season, you can generally get some good stuff from other teams, so it's not vital that you hire the best staff available to you. Next up, we have the powertrains, and generally for your first season, I would recommend Mercedes, and that is purely due to the fact that they have the best durability. By picking Mercedes, you are basically guaranteeing, as long as you don't have any big, big crashes, that the only thing that you're going to have to buy for your drive is extra ERS. Buying extra powertrain parts is expensive, and it comes out of your cost cap, meaning that it's going to limit what you can do. In theory, Red Bull is the quickest, but their engines and gearbox do tend to get to quite quickly. Ferrari second quickest, a little bit less destruction, and Renault is not only the slowest, but they also have less durability than Mercedes. The only benefit they have is fuel efficiency. Next up, this is straightforward. You can kind of set up your car liveries as you wish. You have presets, you have saved liveries. You can kind of create the car of your dreams to some degree. I'm not going to get too deeply into the editor right here, but you can edit your car livery, your race suit, livery, your helmet, and generally just have a lot of fun with it. But yeah, apart from that, just difficulty. You can put this to easy, you can put it to hard. It's honestly up to you what you want to do. And that is basically for create a team. Once you get in the game, whether you're playing create a team or a regular team, you are probably going to want to do the exact same.
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description and hopefully on the video line so you can jump to the PA that you are confused about and as mentioned this is going to be a basic guide that tries to cover everything there is going to be
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more in-depth guides on my channel so if there's something that you want to know more about after watching a certain part here feel free to take a look at those and with that said let's just jump straight into it if you do find this
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video helpful it would help me out a ton if you would like and subscribe and with that let's just jump into create a team so we get started off with here we're going to go through the biggest new feature of 24 which is of course
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create a team great team works pretty well you can basically make your own team as you see fit you can have your own origin which means you can alter everything as you see fit the other Origins here are basically already preet
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for you to enjoy if you don't want to go through that and it give you different challenges depending on well the origin you choose you can also choose your own name but in not case it we're going to
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go through the custom origin and kind of talk a little about little bit about what you can expect with the different settings so let's just get into it first up here is starting balance and this is basically how much money you have in the
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bank as you start there's nothing magical about this but before we get any further in I do want to give you a quick warning here the board is going to have expectation depending on your starting point basically if you start with a lot
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of money you start with a good car the board is going to expect a top half finish which can be difficult with cre team so if you're new to the game I would advise you to play a little bit
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safer maybe have a little bit of a mid-table car as that will make your life a little bit easier but basically signing balance there PR straightforward just money facilities this basically tells you how many levels of facilities you can have
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and you can actually choose which facilities you want to get here so we can for instance go ahead and and click off things that we aren't interested in and basically click on to things that we are now in terms of these buildings I
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just want to give you heads up do not upgrade cfd simulator and M tunnel they are basically very much new traps these two buildings these should be the last buildings you ever upgrade if you upgrade them at all Factory I would
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recommend level two Factory because again Factory is basically how many car parts you can manufacture at any given time as such said an extremely important building the Sign Center while it does sound very ground isn't super important it's nice to have but suspension
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simulator car 10 Center can be more valuable simp because of the high upkeep that the design center has when it goes to St facilities team Hub and race simulator are both very very important as they develop your staff and drivers
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uh SC Department you don't really need anything higher than level one creational facilities spard room I would generally just get rid of um tour Center 2 I would level down helip pad I would level down I would actually get
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rid of the weather center and I would go ahead here and actually level up the hospitality area and the memorabilia room now the reason why I'm doing these two in particular is because they are the most expensive buildings here so the
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tour Center very cheap to upgrade the helipad very cheap to upgrade while the hospitality area is important for getting good sponsorships memorabilia room is important for morale which we go over later these two buildings are very well not very they're more expensive to
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upgrade than the others so I would really recommend you start with those next up we have car performance here and the way that this works is that it gives you a set performance for your car if you have one star here or one
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Circle you're basically going to be a back marker you're going to be the slowest car in the Grid at two you're going to be slightly faster than the slowest car on the grid you're still going to be a back marker
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but you are going to have a very slight advantage over Saba if you pick this you can sometimes score points on a good day if you pi pick four then you are expected to be in the points basically
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every race and if you pick five you should expect to be in the fight for a Podium basically every single race depending on your drivers next up we do have staff and drivers and honestly there's not really much to say here pick
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your favorites do what you want you have extreme freedom in picking staff and drivers you can take besta and you can take alono or Bap and Hamilton pairing if you really wish to but do keep in mind that again the better your drivers
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the better the expectations are going to be from the board so you could also be very very cheeky here and pick some of the younger drivers that do have a good growth rate like uh well forare is decent and Chelli once he comes of age
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or get a super license there's a lot of options here for drivers that are young that have very very good growth rates bman is one of them um doing as can imag you can start out with some younger ones
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you can also go generated only if you don't want to steal drivers from the uh uh from the current teams and you can find some pretty insane drivers to like 19 year olds that are 88 rated and because they're young they're going to
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have maximum development these guys are going to be probably 100 overall in a few years time so do keep that in mind as well now next up is staff and you can kind of do the same thing here you can
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go generated you can go real only doesn't really matter take the staff members that you want but remember the better your staff is the better the morale of your drivers and again this something I'm going to come back to a
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little bit later you might want to jump into that in the video to get a little bit of an explanation of what that is but basically morale is a stat boost and depending on how good your drivers are
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your staff are going to get a stat boost depending on how good your staff is your drivers going to get a stat boost so St more important for stat padding than your drivers but after the first season you can generally get some good stuff
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from other teams so it's not vital that you hire the best sta available to you next up we have the power trains and generally for your first season I would recommend Mercedes and that is purely due to the fact that they have the best
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durability by picking Mercedes you are basically guaranteeing uh as long as you don't have any big big crashes that the only thing that you're going to have to buy for your drive is extra ERS buying extra power training pass is expensive
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and it comes out of your cost cap meaning that it's going to limit what you can do in theory Red Bull is the quickest but their engines as a gearbox do you know get to quite quickly Ferrari second Quist a little bit less
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destruction and Renault is not only the slowest but they also have less durability than Mercedes the only benefit they have is fuel efficiency next up this for straightforward you can kind of set up your car liveries as you wish you have
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presets we have save delies you can kind of create the car of your dreams to some the greedy I'm not going to get too deeply into the editor right here but you can edit your car liy your race suit
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liery your helmet and generally just have a lot of fun with it but yeah apart from that just difficulty you can put this too easy you can put it too hard it's uh honestly up to you what you want
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to do and that is basically for create a team once you get in the game whether you're playing create a team or a regular team you are probably going to want to do the exact same thing and that
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is to start developing the car we want you to do this as early as possible and we'll do that here under car parts development and as can see we have four slots for design and research there is an event that can give you six
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temporarily but you're going to have four for the foreseeable future depending on your Design Center you might have more than 10 Engineers or might even have less and basically way Engineers work is that they just speed up how quickly you finish a project so
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they're not super important they're nice to have but honestly they're not something that I would worry about once we're ready to design we want to choose one of the six parts in this case we're going to start with an underfloor and as
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I mentioned here this is going to be a basic guy so I'm not going to really go into the meta sliders there are videos on my channel going through kind of the meta builds if you will that kind of
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makes the game potentially a little bit too easy I'm not going to lie but in this case we're just going to go through the basics and we're going to start with the first screen here which has safety and wind tal time now generally what I
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prefer to do is put all of my safety wi internal in one part and you can split it among several there's nothing wrong with that but before you do that I just want to go over how cfd and win internal
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time works so each unit of cfd and win internal in this case this counts as 69 units this counts as 92 units add an extra day of experience gain for your engineers and your staff and the best way I can describe this is that that
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experience goes into a stat called expertise which basically translates into how good your team is at designing a certain car part in this case we can kind of see the expertise levels here we have drag reduction we have airflow
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sensitivity we have low speed medium speed and high speed which is a little bit hard to find the expertise on but generally the ru of th is 7 to8 is high speed so 36 here means 36% the low speed go from 3 to 5 which
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means that 72 here we actually just go split in half 36 again and medium goes from 5 to 7 so it's kind of a little bit harder to find your downforce expertise level but it can be done it's just a
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little bit convoluted so what I mean here by expertise gain is straight up that every every day you have a project running in this case it would be 33 days you gain a little bit of experience a little bit of
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expertise that will make your next part better now what cfd and wi tunnel time does is ADD each unit equals a day of that expertise game so basically I have 70 + 90 161 days worth of extra expertise gain basically half
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of year have expertise gain hidden in this wind tunnel and cfd time and the reason why I'm putting it all on one part is because the higher your expertise is the harder it is to get it up so by supercharging one part at a
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time you get six of these periods during the year you can put one safety time into each part if you want to and basically kind of equalize them over the course of a season but basically as I mentioned this
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safety the investment means that we are now putting basically once this project is done 194 days worth of experience and expertise into this compound and that's going to make it jump quite a lot in terms of uh terms of experience now this
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does not actually apply to this design it's going to apply to the next one so if you use cfd winter all time on a part make sure that you actually applied to or rather design another one right after
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because that is where you're going to see the big games next up we going talk a little bit about the sliders which is something you will be kind of getting a bit of a look at pretty early the sliders are
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basically very straightforward in the sense that they tell you what you want to focus on and in our case here for the under floor we probably want to focus on cornering or you might want to add a little bit of top
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speed but keep in mind here the way that the slide is work here and the way that each part works the rarng front Wing chassis suspension underfloor and your side pods they all have think they're good and they're bad at and as you
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figure that out your sliders are probably going to change a little bit generally though the under floor is pretty good at kind of everything so you can kind of do what you want here now the last slid here minimum lpan
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is basically how many races you can expect to be able to use a part until it needs replacement and we can up this or we can lower this but do remember that as you can see here lowering or upping
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it has a huge effect on our on our performance so you do want to be careful with this but generally I prefer minimum Lipan because even if it's two to four races you'll generally not have any Financial issues or factory issues to
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keep up with this unless you have a level one or level two Factory if you have a level three Factory you should be fine anywhere you go but yeah there's not really much to it when it comes to
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sign other than that place is is as you see fit try and figure out what the parts are strong at and if you do want to have a look at have a look at that I do have a video where I go into kind of
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the meta sliders if you will but yeah there's not really much else to say about the sign it it's pretty straightforward and simple place the sliders As You Wish uh see ify winnal time again uh view it as an extra boost
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to your growth and again we're going to take a look at this underfloor and the next underfloor after that and kind of compare a little bit about their performance last thing I want to do before we go to something different is
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talk about what your engineers do and also your design approach so projects take a certain amount of days in this case it is 44 you can use Affiliates to speed this process up a little bit by using car development but generally it's
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going to take 44 days for you froming and your rowing and 33 days for everything else your engineers however can be used to speed this up you can put a total of six Engineers on a project as maximum and that's going to speed your
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project up by about a third so basically we shave up 14 to 15 days off this project and similarly if we change from a normal to a rush approach that two shapes about 1/3 of the time now keep in
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mind that doing this with both engineers and the rushed approach it's going to lessen the amount of experience you're going to get because the experience gain is daily the expertise gain is daily so you're going to end up getting a little
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bit less out of the project is basically you're sacrificing future gains to get it a little bit quicker but do keep that in mind the Final Approach here intense basically means that you are paying three times the cost because as you can
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see we pay 1.8 Rush two does increase the cost quite a bit and if we go R intense it's five 5.4 million for this now the way intense works is that you get one and a half times the experience
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gain for three times the cost generally I would not use this it can be very useful when you're starting out but if you're going to use intense do not put any Engineers on it because you'll end up losing some of that gain some of
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that investment if you will but intense again very situationally useful wouldn't really use it it does triple the cost and in my eyes it would just be better to run the project normal three times it's going to take longer yes but you're
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going to get more expertise for your money and again the financial the cost cap is here this would be 5 million off the remaining cost cap and if we have a bad crash new engine ERS and a gearbox
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is going to cost you close to 10 million so do keep that in mind and that too goes under cost Gap that would probably stick to doing things normally maybe use Engineers They Don't Really cost anything if you want to speed something
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up like this using an engineer is okay but Rush approach should only be used if you really really need a part before a certain part before a certain point of the season so to speak in April you are going to get a
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regulation vote and this is basically going to affect your car next year and in this case the regulation vote that went through is for low speed downfalls changes and what we're seeing here is that on front Wing we're going to lose
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30% low speed 20% medium and 10% high speed this basically means we're losing 30% of our current expertise levels we're not losing actually 30% we're just losing 30% of our current so if we have 50% expertise in low speed we're
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actually losing 15% of that going down to 35 and similarly for medium and high speed as you can see the can also affect four of our parts the rear and front Wing the under floor and the suspension now if you want to see exactly what
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you're going to lose from a regulation change you can actually go into your boardroom and if you go into rules and regulations and click on the front wi currently we can't actually see it because it's very soon but it will show
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you kind of what you can expect to to lose really and the way to deal with regulation changes is going to be through research so as I mentioned it regulation changes take effect at the end of the year
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meaning that on 31st of December 2024 basically at the end of the season we're going to lose 30% of our low speed cornering on four of our parts and what that basically means is that if I were to say start a new design on the
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underfloor where I focused on say just the low speed here I would lose 30% of this game purely due to the fact that it's adding to my current expertise levels now research on the other hand Works quite differently when it comes to
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research the drop in expertise has already happened and the lower your expertise is the quicker it goes back up it might be a little bit hard to understand but the way that this works is that at the end of the year the
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calculation first removes expertise depending on the regulation change from your current level removes experience removes expertise and after that removal has happened it adds the expertise or experience gained from research so if I were to say do a
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research project for the underflo right now where I focus on what is just getting hit hardest which is the low speed cornering this would then get added to my expertise at the end of the year meaning that research is a way to combat
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these drops of expertise and make your car better for the next season now again if you if I were to do designs rather than research here I would lose some of the gains from the design but for research I'm not really losing anything
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I'm gaining more than I would then if I did the sign because well the car part expertise reduction has already happened and as such I get more of a benefit from doing research than if I do the signs
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it's kind again it's kind of hard to hard to explain in a way that makes much sense unless you try to it out for yourself but basically if a part is getting hit with a big regulation doing research is very very valuable in order
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to get the better car next year and generally as a rule of thumb if you are in a safe position basically if we go into the board here and take a look at the board expectation so the board wants us
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to finish sixth or above basically if we go into standings and we see that we are sixth and we feel like we're pretty safe here we don't think any of the other teams are going to catch us at that
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point I'd say you should switch over from doing the signs to Pure doing research probably not in April but probably closer to June July to get a better C next year the AI generally only do two to three research projects and as
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such if you do any more than that you are going to have an advantage over the AI going into The Following season so again research I'm trying to explain it in a way where I don't go super in depth
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here I do have a video on it on my channel that kind of explains it better uh so apologies but research is basically just making your car better next year and it doesn't really get a affected by regulation changes of
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research that you do it's the way to combat them so you don't lose any expertise going into nextd from those regulation changes hopefully that makes sense if not feel free to ask questions and I'll try and type out something that
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makes more sense lastly here before I focus on anything else I do want to talk a little bit about what the different stats do and basically here top speed as we can see it's basically top speed how what's
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the top speed your car can go and on this you can actually see here that the chass it contributes pretty heavily to your top speed as well ases your rear wi C underflow suspension but this kind of gives you a good idea what you can
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invest in if you're looking for a particular stat generally quartering is going to be the most important one top speed though is nice for overtaking the RS Effectiveness work in that very same way it's just how fast you can go under
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the RS how quickly you get up to that top speed and for cornering here how quick you through the low speed Corners the medium speed corners and the highp speed corners dirty at tolerance basically means how closely you can
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follow the car in front how easy is it for your driver to stay close to the car in front which is important while overtaking and while it's not super important honestly I wouldn't really focus this that too much it's pretty important during rain
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races because then you don't have DRS to help you basically DRS can help you to a point where you don't really need to rely on dir a tolerance and with the exception of being rain Ty preservation is basically how good your car is taking
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care of its tires it's actually pretty pretty important to stand for making sure you keep up to speed if you will because the quicker you eat through tires the slower you're going to be that's number one but you might need to
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add an extra pist up to a strategy that otherwise wouldn't need to and that can be pretty bad for your race Pace lastly we have engine cooling which basically has an effect on your powertrain components so engine cooling is actually
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really important because it basically if you have low engine cooling the durability of these three parts are going to go down a lot quicker than if you have higher engine cooling so basically it's something that can save you a lot of money and also if you keep
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these parts over 50 40 and 40% you're going to get a little bit of a performance boost it's very minor it's not something super serious but it's nice to keep the parts high durability because that way you can
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avoid having problems with a car getting into minor and major false territory once you get your design sorted the next thing you're going to have to do during the preseason is to get sorted with your sponsors and we can
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kind of see the total funding here and the level of our sponsorships so generally I would prefer to pick something that has well the highest number honestly so in this case FNG and you can pick up to five
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additional sponsors that will give you some will give you extra things here like a wind Turnal a which lower facility effectiveness but also gives you a staff development rate buff and that could be pretty good but generally here I try and pick uh funing that
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doesn't come with things attached driver Market ability isn't a bad one but anything that has to do with your driver's mentality and your driver STS you kind of do want to try and avoid but in this case we don't really have any
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bad ones as far as I can see and we're kind of just going to focus it on maximizing our funding and generally there isn't really much to do here just watch out for those additional claes try and get stay away
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from any bad ones again mentality is a huge one so I would try and avoid that like to play I would prefer race day engagement rather than uh regular engagement race day I is better than engagement up front is also pretty good
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because there's no strings attached and with that we now have our sponsorship set and that is also when you get well the spons on your car you can remove all these if you feel like they're not uh pretty or anything like
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that nothing wrong with that if you don't like him and it does not have any effect on your sponsorships now once you've actually chosen your sponsor you have to pick a bit of well engagement in this case as
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you can see the engagement that we're putting in here is going to have negative effects on our Factory it's going to have negative effects on our Design Center and generally it's not going to be a good time because even if
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we put in all of this effort we're actually not really making it till the uh which is barely making it till the engagement Target and with that we're going to talk about something new that was added in a recent patch and that is
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uh driver focuses so what you might want to do here is to go into your driver focuses and for your Affiliates we want to put them onto marketability and there is a negative with this but basically marketability means that we get a sponsor plan
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engagement bonus that is pretty big basically have three uh Affiliates on marketability can be huge for getting those B plan engagement bonus stun but it does come with a drawback of them losing training so don't do this for someone who has very
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high private development in this case ton saki here actually has Max development so I probably go ahead and try and find a couple of other uh a couple of other other Affiliates that we could put in their seed instead but
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there are a couple of things that we can consider and again driver development basically it's just a buff to training it allows them to grow as quickly as you could imagine car development slow standard training but increase the car
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part development speed which can be pretty huge and again a marketability which is just a marketing boost you can do this with your main drivers too but generally unless your main drivers are very old I would say keep them on
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private development because they will grow maybe this guy will not grow as much he only has high development rate but particularly if they have maximum that's when you want to keep them there but yeah I'd probably go ahead and in
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this case hire a couple more Affiliates put them on marketability we can only have I believe three on each of these so we'll put him on marketability we'll put you on car development and as see we can only have
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three on that car development is actually huge because of speed up your progression but generally here I would try and get three aili some marketability three affili and car development and maybe a couple to train for the future but it's going to be up
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to you and I might as well here do a little bit of a stop and talk about contracts and hiring new drivers so when it comes to contracts and hiring SL firing staff and drivers to get new ones we do have a couple of
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things to keep in mind now generally you're not going to get a lot of information unless you Scout them you're going to get some basic information which is basically how many they have left in the contract and how much it's
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going to cost you to break set contract so if we want to know the exact size of a staffing for instance we are going to have to go and uh well Scout him now generally here any driver that has less
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than a year left on his contract like you can see alono is going to be open to negotiation which means that as long as they only have a year left you can kind of pick up any driver or staff member as
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if he fit the exception of being Hamilton because he actually has more than a year left on contract because he's going to Ferrari so yeah can't really snatch anyone if they signed in a pre-contract but if they only have a
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year left like sence here which is someone you can actually snatch really early on in your first season you can snatch sence and Alonso by just paying as you can see a 12 million 12 million for both of them
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24 million total you can actually snatch them pretty easily and if I were to try and do that right now we can kind of do this just as an example we're going to go and propose a contract and what this
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means here is basically where we need to get to kind of pick him up and as you can see it's actually more interested in being an affiliate than driving the car which is insanity but generally here putting him
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in the car for more seasons is going to increase appeal paying him more money is also going to do the same thing depending on their overall they're going to want a bigger payday but if we really wanted to right now we could pay signs a
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6 a half million salary a year we could pay the buyout fee here of his Ferrari contract as you can see the current contract is 11.7 million but we only need to pay 3 million to to hire him
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here so not really as expensive as he would imagine we can also put them in the car but as you can see here the cost of break contract here is actually going to be our drivers so do keep that in
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mind uh but yeah we could actually get S as an affiliate on 6 and a half million a year for Four Seasons but just 3 million so even if the bio fee is very very high in the previous screen it can
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be a lot lower because the bio fee doesn't really take into account the that time has elapsed in most cases do keep that in mind even if it says a lot of money is going to need to be
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paid in most cases that is just not correct and we can kind of see it here too with alono just 5 million as a buyout fee but as long as you get to the far right side of the appeal you can
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generally guarantee that they're going to be signing for you so contracts like that it's not really anything hard to sign new drivers but if we were to say had go and look at staff as to see we have back here he has 10 months left
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we're not a good team by any means of the imagination but what we can do here is we can go next season we can give him a five season contract and as long as we pay him about four or five million he is
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going to happily come over here and again this guy's going to be a huge boost to our team so in most cases we do want to sign them up for next season it's going to cost us some money because
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we're breaking the contract with our staff member but generally here I would go ahead and do this in your first season it's very simple there's no real negatives to doing this it's going to boost you while hurting your Rivals it's
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not really realistic if you want to put it like that but anyone with a onee contract remaining you can generally pick up very very easily and very very cheaply provide that your staff members here don't have very long contract as you can
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see we actually started with some here that doesn't have long contract so I had a Dynamics uh PB say if we replace them they wouldn't actually cost anything if we give them a next year contract now while we're at that we
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might as well just go ahead and talk a little bit about how you renew contract and in this case we can't but generally it works the exact same way I would generally recommend you do a next season contract to avoid Buy fees although they
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have kind of removed them right now so you can do immediately next season just gives you an extra year but yeah contract signing there isn't anything really magical here it's just find once they are good propose a contract give
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them lock them in for a long as possible pay them what they want generally you're not going to have any financial difficulty paying 4 million for the staff members and they're going to more than make up for the uh for the
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cost they are they really are so I would recommend looking for upgrades where you where you kind of want them and I do want to talk a little bit about pit stops here and the Pit Boss but we'll get through that later on
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we'll talk a little bit about what each staff member does but contract Wise It's really really easy to again upgrade your staff members very very early on within your first year if you really want to sign them immediately and if we go into
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the second season here we're going to have tundi we're going to have weely we're going to have have uh we're going to have that which is again probably some of the best staff members that you can get the contract
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it's not really complicated in this game it's really easy to take advantage of and pretty easy to uh pretty easy to do a good job with them let's just put it like that since we' just covered contracts it might be a
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good idea to also go through what each staff member does and why they're important so let's start here with our car development a Personnel our head of aerodynamics and our technical Chief so our technical Chief here has stats
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related to each of the six car parts and basically they add a bit of a expertise boost or basically a snap boost to the parts of basically every 20 points equals 1% so a Max 100 overall staff member would give you 5% and Colette
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Simon here would give us about 4.25% across the board which is pretty good but generally the difference between a 70 overall rated staff member and 100 overall rated staff member is just 1 and a half% out of 100 so it's not a huge different the
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main reason why we want staff members is uh mentality which again I probably should get into a little bit earlier than this but we'll do that after staff members for your head of aerodynamics it works kind of the same but instead of each
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individual stat uh sorry each individual part here it is each individual stat and as you can see we're having a bit of a t performance rating because of a sponsor engagement so it would be pretty much the same here we're getting a 4.25%
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boost when we don't have this debuff to every stat and as you can imagine head of aerodynamics plus your technical achieve can amount to about 10% of your past performance if they are both 100 overall but again 80 overall is
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perfectly fine it's basically 8% versus 10% just not anything huge now your Pit Boss is a little bit more important because they have for training basically how quickly the viig cre gets better aptitude the skill cealing of your P
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crew the uh P cre training can't go over the aptitude of the uh sporting director leadership basically if you make a mistake it's going to be a very it's a better chance of it being a not taking as much time basically and
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processes basically ensures that your pick crew is fit and not exhausted or tired and we'll go into this a little bit more when we focus on the pck crew itself but yeah your spa director is very very important and you do want to
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get a good one fairly early on the other two staff members are going to be your race engineers and they have a couple of stat that are fairly important communication basically improves has an effect on how quickly the Affinity between your driver
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and your engineer improves and that definity is quite important because it has an effect on confidence in races and I'll talk about that once we actually get to the race weekend but generally a higher Affinity is going to mean that
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your driver is going to be driving better and having high communication level particularly when you have a fresh pair like we do it's going to be more important feedback when you do setups basically the better the feedback the
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quicker the setups get sorted and a better setup will again have an effect on your driving during the race generally the better the setup the better the performance and composure has an effect again on your driver all of the uh things with
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the race engine are kind of affects your driver for the most part and composure helps with maintaining a good level of confidence as it minimizes the loss from negative events and maximizes the gain from positive events so all of these are
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kind of important and generally you do want really really good uh race Engineers but if they already have a high level of uh inity I wouldn't really switch them out because I don't feel like that is worth it in this case
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though we could for instance go ahead now and say that kig he has 10 months left we want to replace him and it would be perfectly fine to snatch one of the good engineers at the start of the
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Season you can do that in that case particularly also if you're switching drivers and you want to upgrade your engineer that would be a good time now that we've talk a little bit about the staff and their stats we might
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as well take the opportunity to talk a little bit about the driver stats and they have nine different stat sa pace which basically is mostly tied to how quick they around the track with the addition of accuracy and smoothness
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basically cornering breaking and reactions all have an effect on uh how quick they are around the track accuracy has an effect on maintaining that for each lap of the race basically if you have high Pace but low accuracy you
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going to have some fast laps some slow laps you're going to be very uneven I guess you could say in terms laugh times and it is going to slow you down over the course of a full race and smoothness
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is also very important because that again has an effect on Tire Weare the higher your smoothness the longer your tires can last and the better condition of your tie the faster your car is basically as tires to grade you do lose
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a little bit of Lifetime control How likely it is for your driver to basically cause an incident lock up spin crash running wide basically very important as well adaptability basically amounts to if you're driver can handle being on the
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wrong tie for the occasion let's say you're running a slick while it's changing to into condition and basically how much time do you lose being on the wrong tire for the occas so it's not very it's not very important there are
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situation where it can be crucial but very few in far between wouldn't really focus too much on it and overtaking and defending is straight up how good they are overtaking others and the vending and also How likely they are to to get
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in an incident while doing either of these things generally though breaking is generally the most powerful stat for Speed cornering it's Al pretty good I say smoothest ranks up there but generally you do kind of want to have a
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balanced setup like this driver here when it comes to driver development um the way that they develop is actually pretty straightforward each driver has a development rate that can be somewhat boosted by just choosing driver development here training but basically
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this just keep them at the natural development rate if you car development and marketability they actually do lose temporarily some of their development rate you want to have a very high on Max and so that's going to allow them to
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develop pretty quickly and well you can go in here and kind of choose what you want to focus on if I want to focus on driving standards long runs short runs Trace strategy you have options here to select what exactly you want them to
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work on in general though if you want more speed Pace short runs or even Pace long runs can do the trick but do keep in mind that keeping a balance is also a acceptable way of doing things there are
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a couple of buildings that do have an effect on their training rate the memorabilia room has an effect on their mentality which basically keeps him happy High mentality has a small effect on training rate the team Hub increases
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the weekly development and also mentality again and the race simulator straight up boosts the weekly development of drivers so both of these buildings are very very important if you want your team to do well and raise drivers and staff for the
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future now when it comes to your pick crew and your pick crew practice that is going to be pretty important over the course of the season so as I mentioned B director is very important in this they have stats that will improve your pick R
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training but you're actually going to be managing their training schedules over the course of the year and you can make a full cost one you can use the pre-made one if you want to focus on certain aspects of
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the uh of the pit stops basically you can do whichever you feel Tres your fancy but I would recommend setting up a custom pick schedule because that way you can manage it to the best of your ability now there's a couple of things
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to keep in mind here every time you do something like say we want to do a couple of piss stop drills here you can see that we build up fatigue and if you press cumulative up here you can
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actually see the fatigue level and also training effect for that matter for each day and also as can see it over the course of race weekend we do build quite a lot of fatigue and it does have a
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negative effect on the uh chance of mistake the P of times everything and if we go ahead here and say build up that so it goes into uh the one territorial weary you can see that that adds an extra 20% chance of
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making a pist of error and if we go even further here and add a well whole another level awareness before we go to Australia probably start it over here to make my life a little bit easier but basically the higher the fatigue level
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the worse your pick R's performance is going to be and it is going to have a pretty negative effect on your race weekend and I just want to show you exactly what going into the red does for you and also one of the main reason Reon
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why you should manually manage this because as you can see if we reach exhausted here they're going to end up having about a 56% chance of making an error and let's face it that's not great so we want to manage fatigue and we also
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want to work on lowering the chance of mistake the piss of time and car building so what do each of these do well chance of mistake is pretty straightforward how like your pick are making an error you can get this down to
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3% later on and again you can see the after cap here so currently the skills of our pick here is about 60 to 65 and the max is 86 based on the aptitude now these five stats here basically have to
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do with the chance of making a mistake so if we say focus on training we're going to be lowering that chance of error a little bit and the main thing again as I mentioned here is that we want to make sure that we don't
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go over into warry territory before a race weekend so make sure that you allow your pick R some rest and also generally in the Blue Zone here they could a do get a small buff to their training rate
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so basically you can get that chance of mistake down pretty quickly generally I focus on that first I don't feel like saving a tent uh or two10 face stop time it's worth having a 12% chance of error but it's up to you you can work on your
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piss of times first you can work on your chance of mistake first it depends on what you want to do and in my case I do piss up drills they cause less fatigue than gy which would be how we get piss
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up time down so yeah keep that in mind generally chance of mistake and the P of times are what you want to focus on first car building basically it just means how quickly your pick can put the car back
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together if say you do different setups during practice it's not very important honestly so I wouldn't really focus on that for your first season I'd probably focus on these two stats and again there is not really any magic or anything too
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complicated just ensure that before you go into race weekend that you are probably below 10% fatigue and you'll be fine focus on what you want to do I like to focus a mistake but you can do piss of times again perfectly up to you and
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then you just confirm training and you do that every month yeah pck pick crew not really anything insane pretty straightforward and simple when it comes to facilities let's go over which ones are important why you maybe want to focus on them and kind of
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what they do so your factory is going to be incredibly important because it decides how many projects you can do at any given time and as you upgrade it you get access to an additional project meaning that you can basically
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manufacture one more part at any given time now parts manufacturing is going to be very important because if you car manufactur parts let's say if you crash a lot or if you only have two slots available it's going to get hard to get
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upgrades on the car and that's going to be a bit of a problem so getting a factory to level two as a minimum level three is kind of you know just nice to have three is a minimum would be really
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really good now when turn on sa Sim as I mentioned here these aren't actually any good they do have a lot of stats here that makes them seem really really good but the way that these work is that the
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stats applied here is to the current design that you are making and as I mentioned uh probably a little bit earlier on the design part the main benefit of cfd wial time is an increase in expertise and experience which makes your next part
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better and that next part is almost always unless you get very very high up in expertise it's going to probably take you close quite a few seasons to get there is always going to be better than the Boost from the wind tunnel and the
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cfd simulator so you don't want to upgrade these it's basically just a waste of money and again I'm just warning you very early on because they're basically just money traps The Sign Center has a effect on your engineer capacity mainly you
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upgrade it to basically level four will get add a few more but generally this is not a priority early on I'd say upgrade your suspension Sim your ca test center early on as they have very little monthly upkeep but these shouldn't be a
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high priority early on really but once you get started on the car development buildings these two should be your priority before anything else as long as you have a factory at least level two when it comes to sta Hub we want to
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maximize team Hub and also race simulator very early both of these are very very good as I mentioned and SC department is fine at just two again the monthly upkeep here does go under cost cab some Building Stone I don't remember
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exactly which ones in this case your scouting department does have monthly upkeep and you're not going to be scouting everyone out there really scouting also doesn't take too long so two Scouts are more than enough now under operations here we do want to the
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memorabilia room mainly because it does mentality boosts and we also want the hospitality area here because it GES gives us Team market ability and team marketability is important for getting better sponsorships so both of these buildings do a very good job in
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that regard now at the start of this in CR team I told you to not have the helipad as pre-built and that's because these are both very very cheap and honestly the helipad and the toour center we want to upgrade these as
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quickly as possible we want to upgrade the memorabilia room to level five we want to upgrade all three of these to level five very very early these are going to be your first three priorities and if you have the money uh available
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upgrading your team Hub and upgrading your rayim can also be very very valuable I try and keep probably at the minimum 10 million on hand 15 million is good enough that you have some wiggle room but yeah we want to upgrade Team Up
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Race them as well as memorabilia TOS into helipad before we start doing anything under the car development Factory level two is a priority though more so than anything else so do keep that in mind but yeah the facilities there isn't
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really too much to say there um they kind of work pretty similarly they will give you about a 5% boost to your car once everything has been built up so yeah not really much to say there next up we're going to talk a little bit
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about mentality it's one of the most important aspects to manage because it's an extremely powerful buff and just how powerful it is you can kind of see here already from the driver stats we have an 84 overall driver who has every stat
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above 90 basically the way that mentality works is that once you reach Peak mentality you get a plus eight to every stat and this goes for both your drivers and your staff so it's a very important buff to manage very powerful
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and it's also extremely easy to keep at enthusiastic at any given time so the benefits here are pretty straight up it increases the engineer Affinity basically makes it go up a little bit quicker development rate goes up meaning
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that the Improvement the driver will improve quicker development rate gets boosted more contract negotiation patience which generally isn't a problem and increase their performance by a plus eight overall and the mentality here is broken down into three different areas
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personal situation basically how well they're doing in races basically if they perform well they get a small mentality boost they also care about team performance basically how well or how poorly the team does not really much you can do about this other than performing
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well and also team principal which is basically you this is how you're getting judged so malys here would come from car performance and Facilities now upgrading just any facility will do the trick here so basically upgrading the helipad the uh
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cor Center cheap facilities will up this and also every time you start a facility upgrade or sign better staff in this case for the future you're going to get a bit of a buff now you can also get a
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plus three here to just have for just having good staff and also if you have terrible staff of terrible drivers it will act as a maler so what we want to do to boost the drivers's overall because drivers overall are far more
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important than say your staff's overall is again get better staff and we can kind of see it here the staff is unhappy with the drivers they're unhappy with the car un happy with the facilities these are all kind of things
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that we can manage over the course of the Season as you develop your car that's uh GNA get better but the higher the rated of Staff the more they're going to expect from your team so do keep that in mind there isn't really any
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trick H to management mentality it is just doing your best to perform well you can chease mentality by as I mentioned here starting construction of hel pads to sent re room and as you get these to maximum you should be getting three
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arrows up basically from facilities alone and if not just upgrade your team Hub upgrade your memorabilia room they come with a mentality buff as you can see so getting these up is definitely going to be helpful to your
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team and again if you really need to upgrade a cheap building to give youself a temporarily mentality uh up vote upd so to speak but yeah that mentality there isn't really much to say it's a pretty bare bone system honestly and
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you'll probably figure that out as you experiments with it and end up with a team that will always be enthusiastic it's a pretty strong buff so do keep that in mind when it comes to the race weekend itself it is in most races split into
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three practices three quality sessions and then the race itself the um exception is of course the Sprint weekends which we'll cover after this but basically practice is pretty straightforward the goal here is to figure out your car setup and also give
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your drivers enough time on track that they can actually build up a little bit of confidence so for this thing we're actually just going to jump straight into it there's nothing major here but before we go into practice I do want to
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make one thing clear the way that practice works is that after every practice session we are going to need to send two of the dry tracked tires back so basically the way that this works is that it sends your two most worn
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compounds out or back basically make them unavailable for further usage or they send back the two sofs compounds so if I were to say use two in in practice what's actually going to get sent back is the two soft compounds so if you want
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to say save softs for qual for the race itself or if you want to save a medium then make sure that you use two compounds during the practice session itself you can simulate practice but that's going to make it very hard to
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actually control the compounds get sent back I generally simulate it practice uh you're going to have to do a little bit of adjustment there's some tracks with mediums and also hards are very very powerful so do keep in mind there's some
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tracks you do want to keep some other other tires available but for this purpose of this right now we're just going to go through practice itself and show you what you can expect so we're going to go ahead and manage this
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practice session and while we do kind of want to probably reconfigure here generally we just want a run plan that has enough laps that will get a setup completed which I'll show you a little bit later but basically 15 to 20 laps we
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usually do it 15 Laps on most tracks is okay but some of the shorter track shorter laps like Austria to some degree uh Canada you might want to go ahead and put this up to 20 or even 25 it's not actually going
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to have a negative effect on your performance now the main thing that we're trying to go for is the setup satisfaction in practice the other two things here track alization is basically just how much time has your driver spent
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on track it's going to go up as long as they keep on driving uh laps carass knowledge works in the same way that it's going to go up as long as they do and every time you put a new carod on
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basically once we get that first Des sign finished we're going to be losing some carod knowledge but it's going to go up during the course of practice and honestly these two the only way you can really get them to progress quickly is
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by just doing laps so we're going to send both of our drivers out here nothing too major just get them on track like so and once they do go into practice we want to do two things here we are going
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to go ahead and put conserve on the tires we're going to go conserve on the engine and we're just going to keep the ERS here neutral we're also going to go ahead and click avoid High RIS curves driving clean air and don't find
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teammate now these orders are something you're also going to have in race so let's just go over what they actually do avoid highrisk curbs less heal power train wear which again is practice we don't need to push the power train we
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want to minimize wear we also want to minimize risks of puncture tire wear and honestly the Life Time doesn't matter in practice it has no effect on your race so it's just is positive doing this similarly clean air power FR wear and
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temperature goes down so the power FR wear is also tied to temperature so having lower temperature by running it light and also running clean air is only a positive and same here for tire wear in temperature the effect on lap times
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being again high is actually a negative because we don't care about lap times don't fight teammate is more so that our drivers don't stay lock up and run into each other more so than anything else so it's just a kind of defensive measure if
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you will and with that we can kind of just allow practice in now to run his course you can see here that we have dri preparation feedback I'm just going to turn up to 16 and as Paris here now is
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going to be doing laps we can see that his track acclimatization is going up his car bar knowledge is going up and he's now got one of the five setups sorted we're just going to we're basically just going to wait
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until it gets to five here it's going to take a little bit of time usually about 20ish minutes uh generally can take a little bit longer with some drivers but 20 minutes into practice you'll usually have your first setup
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sorted and then you'll be calling the car back in to do a little bit of a change again we don't care about lifetimes it's not actually important we're also making sure here that we are running the engine on a cool temperature basically P
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temperature you can see the lower this is the better the less wear we have hence why running conserve is so good and as we do things like Drac station as we get more car knowledge our driver preparation is going to go up and
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this is going to have an effect on confidence which I'll go what is a little bit later but yeah we are reaching the end here now of the setup just one more should be there very very soon and once
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you get five out of five you do want to call the car back in so so as can see here uh bo boo bko has gotten her setup sorted we're going to call the car in and as soon as Paris gets the same here
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we're going to go ahead and call him in as well and the reason for that is that we now want to tweak that bad out up into something that is a little bit better so there we go both of them are
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in the pits we now get an idea of the setup that we want to get now there are cheats well not really cheats there are um basically basic setups that do the job pretty well 80 to 100% but most likely you will not
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you might not want to use them immediately I'm just kind of trying to give you a little bit of an idea here of how you can manage the setups and basically what we're trying to do is by using all of these to get the setups
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somewhere in the middle we want to try and see what we can sort it we can see that we have two goods here and they were in the middle there and when you have two goods we want to kind of move
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them to one side of the order because we want to get them to great or even perfect and to do that we need to kind of tweak the setup a little bit so now that everything has been sorted we're
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just going to confirm and we're going to do the similar thing here to Paris we are going to take the two goods here that he have and we're just going to tweak them slightly uh kind of like so now both of
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them have been tweaked and then we just kind of try and sort the other ones like so that should do the job for now the breaking stability here is not perfect I would love to get a little bit
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more to the left but right now I'm just kind of speedr running this a little bit you can put in a little bit more effort in getting it done properly we could also do check the other side first so this is what we'll do both of
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them will reconfigure and then we'll do the process again and here we are the new setup now for Paris has been completed we're going to call them in and take a look for boo we're going to have to wait slightly
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longer there we go five out of five we're going to call her in as well Now changeing setup does take a lot of time as you probably realized it took 20 minutes for us to get the first setup
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but now it's taking 26 to basically get that second one finished because we had to make some tweaks so we don't really have time to get a full third setup sorted so we're just going to do a little bit of
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a we're going to do a little bit of a cheese here if you will and that is going to be to reconfigure the car and the only thing that we're going to be switching this time around is just the
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front Wing Angle now some of these things are going to be kind of far off but that's fine because the front wi angle configuration time is incredibly short just 29 seconds we are also going to go ahead and refuel and that should
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be enough to uh keep us going till the end just 30 seconds in the pits compared to the 5 minutes earlier and while you could do a full change here it's better to just in my opinion to tweak the front
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Wing if we can can't really do it for this guy uh because we're already perfect so we're just going to refuel him send him back out and allowed him to build that track colorization and also the carart knowledge so at this point we just
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sending them out we're going to allow them to run the last 12 minutes of practice and then we'll make some tweaks before we go into the second practice so the resells of the first practice session are as follows we go
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some promiz station we go some car knowledge and one of us has a little bit of setup satisfaction at this point you basically just continue this main game for two more uh two more practices or you need to get your car set up for
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qualifying if it is a spring weekend but now that we are in between sessions we can actually go ahead now and make some more well some bigger changes to the car itself we already know basically two optimals here kind of three with that
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one so what we're trying to do here is going to tweaking the car in such a way that we do get uh we do get everything where we kind of wanted here and that can be a little bit
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tricky sometimes we're very close here I think this is okay we might want to do yeah might want to try this this and this and for the other guy here we're going to go ahead and move this one in
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One Direction as we talked about earlier going to go ahead and get this one in the middle maximize that one and as can see we're not actually where we want to be so we might need to try and go the
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other way and as you can see now it looks a lot better it looks way more reliable than if we went to the right now for this one I'm just going to go ahead and simulate the session and
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simulating session does have the drawback that usually the AI is pretty bad at the initial one so particularly for spring weekends you do want to manage this but in most cases simulating it's not a bad idea as can see now we
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can kind of tweak the setup just slightly and that will in most cases be enough here that we will be able to get a good setup we'll try this looks pretty good for this guy all we need to do is tweak
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this a little bit like so that should be enough to almost get optimal we might want to do this as well do it a little bit like that that should be a 100% setup here simulate that final practice
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session again uh simulating practice session does come with drawbacks but in this case it shouldn't be a big issue but right it's a track with softs are generally the best TI you can be on and here we are both drivers have some
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pretty good setups before qual and if we just do a little bit of fixing ourselves here we can imagine that we're going to get two perfect setups here going into qual itself like so now we done practice qual is up next
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but I also want to take the opportunity right here to talk a little bit about confidence before we get started with qualifying session now when it comes to qualifying most of it is actually done by the AI your main job in qualifying is just
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going to be to choose exactly when to send the cars out and generally I do that immediately as a quality session starts and there are two reasons for this mainly you are going to have a pretty free track this usually going to
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be maybe one car in the way and while that car can get pretty nasty it's a lot better than managing well in this case 20 other cars the second benefit to sending your cars out first is that your
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drivers are going to get a pretty significant ific mentality Boost from generally qualifying pole and once they do actually do that we want to take manual control and the reason for this is this confidence boost is actually kind of valuable particularly in
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qualifying and if we take a look here we get now plus four to our driver stats so we're going to go ahead and go mental uh mentally take mental control take control basically and the re for that is very simple the cars
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drive a lot quicker when you're in control of them and basically it just allows them to get to the pit quicker we don't really lose anything in terms of tires or anything like that and what we want to do now is take advantage of that
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buffed confidence to try and set a better lap this is particularly more important when you further down the grid order like we are here but generally you're only Jobing poly as I mentioned is to find a good Gap to send your cars
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out in this time we haven't done that because we're just trying to again set a better time with the confidence boost probably not going to happen because of traffic but boo actually did improve a little bit Paris improved a little bit
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so while we did lose some time from traffic the mentality or confidence boost here definitely helped out a little bit but yeah again that's basically your entire job find a good window send your cars out try and set a good time and you
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also do want to manage tires generally a rule them for me is try and keep two soft for the race itself you do get another soft if you make it through to Q3 or after Q3 you're going to get
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another soft anyways so you can use a couple fresh sof here for your final run which is what we're going to do and we're kind of just going to wait until most of the cars that are getting sent
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out and we can kind of see it here if we click over here we're going to get the status in laap is pretty straightforward they're going to pit Out laap means they're about to start a fast lap and FL
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is well fast lap So currently bonus is on a fast lap the Sten is on a fast lap and and most are either on inaps or out laabs Alburn sergant Aon signs so honestly here we might actually just go
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out behind Paris and SS and try and find a good window to get our cast out here for this final run now you can manually take control of the entire quality session if you will but for me I
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generally just Lees it leave it in the hands of the AI and right now we've done a pretty good session here we're going to get through Q2 so all in all again quality isn't really anything difficult for you for
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you as a player if you want to take it easy it's just finding the correct window to send your car out in try not to again have two minute cars on a fast lap or a yeah basically on a fast lap or out in
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front of you it can be very very hard to do with the AI it's going to come to you with a little bit of practice I think when it comes to the pre-ra preparations after you're done with quality there's a few things to keep in
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mind and that is that you need to make a strategy but also the fact that every Tire treats each track a little bit differently meaning that on some tracks a soft tie can be amazing and on other tracks it can be absolutely
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terrible so if you want to have an idea of how good a TI is going to be the easiest way to do that is to go into report your pre-eras report and take a look at compound performance in this
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case we can see that the SS are about six times up quicker on average and the mediums are about almost 5 times quicker on average compared to a hard now if we want to figure out how much of an
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advantage a soft tire would have over a medium here we take this 610 difference and we divide that by the difference in degradation so a soft tire degrades with 900s a lap a medium with 600s a lap the
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difference would be 300 now 610 can also be translated to 60 hundreds and if we take 600s and split them on that 300 difference we get 20 basically what this translates to into is that at this track by rain the soft
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tire is going to be quicker than the mediums for 20 laps and after 20 laps the mediums are going to start being quicker however because of the fact that the durability of a soft tire is not the greatest around here basically around
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left 20 we would be pitting anyways which means that we want to stay onest soft tire for as long as possible during this race so we would very much like to stay on a soft tire for at least well 40
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laps because again they're going to be faster than the medium for 40 well for 20 laps for each tire now what this actually means is that if we have a medium start and a soft start at the same time the sofs are going to keep an
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advantage up until La 20 and if you both stay on the same TIR basically soft is going to start losing a little bit time to the medium and the medium is going to start gaining a a little bit but you
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should have built a pretty significant Gap during this passage of time now soft to medium isn't the only thing you can take a look at here if we go back to the reports and we take a look at basically
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the medium to hard it's about 510 are actually more like 4400s and 96 here to 40 44 so this the 4,400 difference between the medium and the hard and again we look at difference in degradation just 100 so the medium holding advantage over
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the hards again for 44 laps and if we really really want to we can do this math with the soft to hard as well there's almost a second difference actually more than a second difference so we're just going to say
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10010 sorry 100 hundreds to make our life a little bit easier again 100 is 100 of a second so 100 is a full second and the difference degradation here 0.9 to 0.5 400s basically 25 laps Advantage for the
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soft so in brain here what we have kind of established with this is that we do not want to use the hard at any given time and honestly there's nothing wrong with just taking a look at the pre-made
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strategies and take a look at their estimated race time here and if you don't want to do the math with the tires to figure out what is theoretically the best strategy you can do some other things as well like in this case we can go ahead
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and say mess around a little bit with uh aggressiveness we can move the laps around and what we we are hoping to find here is just straight up the lowest race time possible now as you can see we have kind
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of found it here now what this leaves us with though is a little bit of tie that isn't being used up this line down here represents once the tie hit 30% that's when it really starts to fall off and
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once it hits 20% it can puncture so you want to pit before you hit 30 most of the time however because the softs are so powerful around here running them on light or even conserve well that is going to be slower because we're not
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pushing them as hard it's actually going to be faster over the course of the full race length because this s are just so much quicker to begin with and taking better care of them is actually really really good some tracks life this some
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tracks this doesn't work generally you do want to keep your ti within temperature and what we can do here is run light so we basically get to the last four five laps and then run to full attack through use of the last remaining
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of the softs and that's kind of probably what we would end up doing here now you could also do the inverse of which start on a medium and then go over to sofs but one of the main benefits of starting to
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on a soft if you're going to run it light is that it already starts at temperature if you're running below temperature you're going to lose a little bit of race pace which I'll show you in the race itself but basically for
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the race strategy here just mess around with the with the strategy as you see fit and as you can see here if we switch this medium to a hard we already lose 9 seconds and even running full attack is
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not going to really allow us to regain that so as we saw on the map there hard is not really the play here we are going to be running two different strategies here just to compare during the race and
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the idea is very simple for Paris we want him to be strong towards the end of the race by being able to attack on the medium and for boo we want here to go full attack at the start of the race so
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we can pit before everyone else and honestly that probably would be a good idea for parents too because we're starting very far back and depending on where you start on the track you might want to change how you do the races
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themselves but for now we're going to start like this also just a heads up here under fueling can be very very powerful but for the purpose of this video we're not going to do it because it's kind of cheesy but keep in mind
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under fuel can be extremely powerful finally here we are going to set up the drivers before we start and in our case here we're basically just setting up the starting settings so we want them to deploy erss to be quick we want them to
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push fuel to be quick as well and want them to in this case for Paris to car the tires and for boo to just use them up as quickly as possible that is really about it is it 22 on
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the now when it comes to the start of RAC set I do like to put the overtake aggression too high and the reason that is very very simple it basically makes it more likely to pull off an overtake
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it does increase the risk of spin lockups and Corner c a little bit so if your driver has low control keep it at medium or if your driver is in the red in confidence it's also a good idea to
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keep it in medium but generally you'll be perfectly fine putting it to high at least for the first couple of laps if not for the entire race now inversely the low here less than the chance of overtake but minimizes risk so if your
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driver is very likely to crash putting them to low overtake regression and to rarely defend can be a very good way to avoid incidents always defend is not really recommended because means that they will sacrifice lap time in order to
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defend against the car behind it increases risk of crashes it can be very useful in the last couple laps if you really really desperately need to keep a car behind but generally I wouldn't use this really ever neutral is more than
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good enough similarly to practice here we have avoid highrisk curbs driving clean air and don't fight teammate don't teammate can be situationally useful driving clean air can sometimes be useful as well but generally uh I wouldn't use most of
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these other things to keep in mind here is going to be uh uh what was it I I missed well let's just do a couple laps here and then we'll make uh and we'll talk a little bit more about it but basically here the
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first couple laps are going to be pretty much the same it's just going to be a procession so to speak in our case here we have Paris trying to make a little bit of an overtake but what they only
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generally does particularly at high difficulties is if you compare paris's Tire degradation here to everyone else is some of them Paris signs to start in all the tires same with Hamilton but he has almost half the degradation of
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Sailor CLA and the reason for this is very simple the AI will always go full attack always go push always go Deploy on the first five or so laps of a race and that uses up a lot of TI really really quick
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and that's not really good particularly around this track but generally there isn't really much to do here your job is going to be to kind of micromanage fuel generally here if you do not under fuel or overfuel before
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the race start you can generally allow this to go up to 1.6 kg negative 1.7 kg negative before you turn them back up to normal and basically running with less fuel it's going to be beneficial in the way that your car is going to be lighter
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so you're going to be a little bit quicker so we do want to push fuel probably for the first five six laps here or again until we get to negative 1.5 1.6 and then we're going to slow things
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down a little bit for now there we are we're going to go balance now and generally by time you get to the end you are going to recover this fuel if you feel like you need to recover quicker running conserve will
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generally have you recover about 0.3 kg a lap now while we're here there's a couple other things I want to talk about mainly the tie temperatures because they are kind of important so as you can see our ties are currently red and over here
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Heating and you might think that is a terrible thing but as long as the ti attemp doesn't go over the maximum here you're actually fine while the tire wear rate is higher the performance is great too so as long as you don't go over 135°
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we don't really have anything to worry about there is one time you would like to worry about this and that is if this white line here does not correspond with the accepted uh sorry the predicted Tire we off if this forc down a little bit
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further we might need to go down to aggressive but generally here again just keep an eye on the tires and you'll be fine now as I mentioned earlier for Paris here he has 88% Tire remaining L at 77 with sainis and you know and out
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Li at 85 is kind of doing the same thing we are but most of the AI has actually burned off a lot more tire than we have meaning that right now while Paris is slow because he has a bad car he has now
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attained a bit of a tire advantage and this is very very powerful particularly at higher difficulties in this game so experiment with this but other than that for the race itself there isn't much else to do just pit when you are
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expected to pit there are a couple of things to keep in mind with that so we'll talk a little bit about that once we get to Boo's pit here so here we are we're getting close to P stop issue issue here for boo we
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are a little bit further off the grad because a lot of other cars have ped behind us and when it comes to pitting there's a couple of things to keep in mind and in particular that's going to be how long a pit stop takes around here
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so generally you can expect a piss up to take 23 seconds if you have no incidents well you can can have a bad pit stop that you know a problem but we expect to lose 23 seconds pitting and if we take buo here take a
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look at this we're 44 seconds behind the leaders we want to go 33 seconds further down the road and we're probably going to come out where Alban is so what this tells us right now is that if we pit now
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we're most likely going to come out somewhere between Albin and show and as such that's going to be a bit of a trafficked area but that's fine so for boo here we're just going to go ahead and pit we have a very slow car
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generally though so do keep that in mind but particularly later on when you when you p is going to become very very important because if you get stuck in a DRS train basically two three cars dsing off each other you could really really
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end up losing a lot of time kind of what we're doing to Russell here Russell has gotten onto a fresh set of sofs but we're holding him up and that's not really good for him he's losing a lot of
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time it's good for us but it is terrible for him and similarly here boo is currently holding up sod and Rick so while you can be a problem you can also get into a problem yourself if you pit at the wrong
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time but for boo now she's going to come out as estimate here between Alin and show and again just do a little bit of estimation of where you are going to come out when you pit try and do that
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basically now five six seven laps before you P sometimes even 10 would be a good idea to figure out do I need to push here in order to clear some of the cars that are going to come up behind me and
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what I think we're going to do here for Paris is that we are going to push he's going to come out basically with Bo but if we can say push here and get three seconds on Aon for instance that would
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put us in a very very good position because then we'd come out ahead of him we'd have some clear a to bouse and basically clean air equals less heat into tires less heat into the engine and it's generally a good thing unless you
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can stay within the RS of a fter car ahead so for par say now we're starting to push and this is going to give us a little bit of extra time that this strategy don't really didn't really show
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because we are switching to a full attack here but yeah apart from that there isn't really much to race strategy it's uh more learning just experiencing how the races work I'd say so with that in mind I think we're
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going to stop it with the races here pitting is very important again Ching your timings can be great but most of it is going to come down to your experience and I might make a video later on going
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more into race strategy itself there is some videos about pre-ra strategies but the race themselves are kind of going to act pretty different depending on your difficulty this is also going to be a situation that you'll probably have to
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deal with and that is one of your driv is getting crashed out or picking up damage and generally figuring out what to do from there so in that case here Paris has been abused by sergeant and that's a we've lost not only a lot of
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time but we've also lost confidence and this is a bit of a problem because very low confidence increase the chance of incident we lose a lot of stats we're going to slowly go back to up here by just doing nothing but with this we want
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to put him on low overtake agression and we want to put him on low defend approach because we want to minimize the risk of any other incident now sometimes you can pick up some pretty bad damage but in this case we just had some wheel
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banging but if you have damage uh particularly major damage serious damage you're going to have to consider if you need to retire the car in this case we didn't not need not do that we're not going to get a safety car or anything
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like that but it's also worth it to keep in mind now I don't know if I'm going to get a safety car for this video so I just want to give you an example if there was a safety car right now
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basically everyone would ender pitting for the most part boy could stay out because she's at 90% but anyone the the AI really really likes to pit when they're below 80 to 70% on tires and you are going to lose
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between 5 to 10% just sitting behind the safety car everyone is going to Bunch up so whenever you get a safety car unless it's very much towards the end of the race it can be a very very good idea to
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take advantage of it now I want to briefly mention how a Sprint weekend works and you can kind of see it here we only get one practice session before we start doing Sprint quales then the Sprint itself and then
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the qual for the race you only actually have just that single practice session to get things sorted so on Spring weekends it could be a very good idea to do practice manually now there also another thing that is kind of needed to
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mention here and that is going to be Park F how that works so let us simulate to the end of practice here and what's going to happen now is that this is your last chance to make any changes to your setup before
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the Sprint and and the way that this works is pretty straightforward when you think about it and best way I can describe it is let me just get that sorted is that once you get started with any sort of uh
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qualifying session that is when the car is locked you can no longer make any changes and that is it it's just how things are now because of that so to speak once we do the first Sprint qualifying session here we're
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going to enter something called Park FME I know the setup wasn't perfect there but it's more of an example here we're going to be entering Park FME and it will warn you here once the car goes out on track during any sort of qualifying
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we're no longer allowed to change any of these components and we're now no longer allowed to change anything but the front Wing angle and if we do change anything that we aren't allowed to do we are going to
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get a park firm of violation and that means we start in the pit Lane so if I were to say change this engine for a different one that's a park FMA violation that means we're starting in the pit Lane so do keep that in mind
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however once you finish the Sprint qualifying sessions and the Sprint itself you are actually going to be leaving Park F before you go into the regular race qualifying and I just wanted to show you this quickly here we're going to go
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ahead and simulate the Sprint we're still in park F at this point but once the Sprint is completed we've now actually left Park F itself and with that before we now go into FY we can do some changes to the
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setup if we feel like it and honestly at this point you probably will be and also as you can see here now we are starting to see some faults in this case we have minold in the gearbox we have a Yellow
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Engine and at this point you can probably start considering using a second engine but honestly I would try and use these parts until they kind of get more fults but particularly early in the season the AI will be slower than
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you in developing so I would recommend using fresh parts for at least the first half as much as possible and then maybe maybe use a war Parts towards the end of the year as that will be probably a okay
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but yeah basically here you can now change it before you go to race itself there's nothing more to it than that I want to just briefly mentioned mechanical failures as you can see here on the gearbox on Car 2 we have a F
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minor damage this is permanent damage It generally happens as the condition gets lower and there's different levels of Falls you can have a minor fault like this one which will have a small effect on your pace you can have a major fault
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or you can straight up have a fault that destroys the part so do keep that in mind as your pass get lower in Condition it's going to get more likely to develop faults and also if you put push your car
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in with high power train temperatures you're going to get more chance of getting fs and some of these can be pretty detrimental to your race so do keep that in mind if you certainly lose a lot of pace check if you have any Fs
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in your past generally the game is pretty good at telling you but there isn't really much you can do other than try and manage the condition and try and manage the temperature of your power train last thing I want to mention here
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is what happens at the end of the year where you're going to be given a lot of information but also an option and as you see here we now have we can accept the new Target from the board or we can
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switch teams so if you want to switch teams it's at the end of the year generally also it's very difficult to get fired so in most teams say you are going to make it till the end of the
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year and then you can switch to another team if you've had a bad season nothing to worry about in this case we're going to accept that new Target and going to talk a little bit about what you can
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expect so basically balance-wise here we do have a few things to talk about financially as you can see we don't have a lot of money you would expect yourself to have a bit more money because it is well it's price money some other things
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that you're getting paid out from but the way that it works is that price money is actually paid up paid out over 12 months so if you perform well say you win the uh win the uh the Championships
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you're not actually going to get a big payout you're going to get that money paid out over 12 months so do keep that in mind you're also going to be paying for your engine monthly so it's used it's very very good to have 20 to 30
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million in the bank as to go into a new season here you'll also get a summary over your research versus the losses from regulation changes The Current financial rules the sporting rule changes things like that and you can
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then choose also new power train unless you're playing as Mercedes Red Bull Ferrari or Alpine so basically if you are a Powertrain manufacturer you can't switch to a well Rivals but other than that there isn't really much else um
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I assume that I might have missed something here I'm not going to lie uh I try to make a basic guy to everything where I kind of likely go into everything that this game has to offer to try and explain and give you a little
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bit better Insight if there's something that you are stuck on I probably went a little bit too deep into some things probably didn't go deep enough into some things and as mentioned yet I might have missed some it's been a busy few days
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for me and I want to get this out before Christmas so if there's anything that is UN clear feel free to ask in the comments uh also you can as I mentioned if you go on my channel and just search
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up different things like research design you'll find guys that focus on them more deeply and as I mentioned here some things can break your enjoyment of the game once you understand how different systems work but there's not really much
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we can do about that honestly even so I hope you enjoyed this video thank you very much for watching please like subscribe and I shall see you next time Merry Christmas everyone have a good holidays bye-bye
Topics:F1 Manager 2024Create a TeamF1 Manager beginner guideF1 Manager facilitiesF1 Manager car performanceF1 Manager staff and driversF1 Manager powertrainsF1 Manager gameplay tipsF1 Manager customizationF1 Manager difficulty








![[Full Episode]Nothing Else Compares(English-dubbed)#cdr… — Transcript](https://i.ytimg.com/vi/YYJruShKWz8/maxresdefault.jpg)

