Global Formula Automobilista accelerates ahead in time again, as we descend on the Formula V10 mod for early-2000's F1 cars for the third season! Lewis Hamilton and Kas Racing became champions in their second season, can they keep it up for another year?
We are staying as a managers game as numbers didn't increase, hopefully we'll be able to go for drivers soon. All races will be simulated by me, the host @Jimlaad43 on my personal copy of Automobilista.
Users will run a team, signing drivers, choosing sponsors and developing the car to gain an advantage. Rewards will be given out at the end of each round which can be reinvested into your car and/or drivers to increase the stats, and therefore your chances.
All changes from the previous season are highlighted in purple.
Race Calendar
The Cars
The cars used are the default Formula V10 (F1 2000's). The template can be found here - http://www.mediafire.com/file/vshxg1mmi82qck3/GFA_S3_Template.psd/file. Please feel free to download this template and edit it as much as you like to create your unique livery for your team. You will have two cars in the team, but they must have about 90% of the livery the same. You can change small things to make it nice and easy to identify the different drivers.
The drivers
The drivers all have unique talent files, which will be randomly generated upon purchase. Each attribute that can be edited will be randomly generated, with the range of numbers depending on how much you want to spend on it. You will have a budget for both drivers, which you can spend on reducing the range or moving it for each attribute. All numbers are percentages out of 100.
- Aggressiveness - How aggressive the driver will be on overtaking and defending
- Composure - How often a driver avoids making mistakes
- Speed - How quick a driver is in general
- Crash - How often a driver will crash on his own
- Start Skill - How good a driver is off the line and into the first turns
- Min Racing Skill - How consistent a driver's speed will be over a race
Driver names are first come, first served. You can pick any racing driver from any period of time or (big) racing series. Make sure they have a Wikipedia page if you're going obscure (more than just a page in their native language, they need to be notable enough to be translated at least once).
Car
The Car has two upgrades: Downforce and Gearbox.
For Downforce, everyone will start with Low Downforce level, which can be upgraded to High Downforce only.
For Gearbox, everyone starts with short gears, and can upgrade to longer gears later.
Each upgrade is permanent and for both cars.
Engine
Engine performance will be determined through a power multiplier. Engines will be edited with a multiplier to 2 decimal places. The default engine generation will be centred on 0.90 with a range of 0.08 for the randomiser. You will be able to spend money to adjust the range or centre.
Engine reliability is also simulated. This is formed by a standard variation curve which I have setup so that your engine has a 25% chance of failing after 1hr 30mins hours of driving, and a 50% chance after 2 hours. When that 25% chance time has passed in a race, it is colloquially known as "Squeaky Bum time". Each credit you spend on reliability adds a second to the average , and therefore moves the 25% and 50% time along by however many seconds you buy. So for example, if you spend 600cr, you'll push the 25% failure to 1hr 40mins and 50% to 2hr 10mins.
Engine Power is capped at 1.10x. At this point you are no longer able to buy power for your engine.
Pre-Season
Random Generation
Talent and Engine power will be randomly generated within a range of values at the start of the season. The randomiser is designed to make sure that all drivers on the grid should have different skills at the start, especially if a lot of people make the same buys.
The centrepoint and the range can both be edited. A centrepoint of 60 and a range of 10 means the value can be generated anywhere between 55 and 65. A centrepoint of 61 with a range of 15 will be generated between 54 and 69 (odd numbers will give the extra value to above). The range can be increased and decreased for slightly different prices. Reducing the range is more expensive.
Prices
Mid-season
To preserve competition and reduce runaway or fall away teams, there will be a price change depending on your Constructors Championship position for buys once the season has started. Range and randomisation is not a thing after this point.
Sponsors
Sponsors will give teams targets to reach in a race. if they are met, you will be given the bonus reward they say. You may switch sponsors at any time you want, but the cost of this is 500cr. You must swap your sponsor for something different after round 5, it must not be a straight swap for double the same thing (eg, you can't swap from Top 10 to Double Top 10 or vice versa).
Season Start
Once your team and drivers are created, you will be given 4000cr to spend on your cars and drivers. For everything except downforce, you can spend it to change your midpoint and range for the skills randomiser.
Rewards
Between races you will be able to spend your winnings to upgrade your car or driver. Credits will be awarded for finishing position. 500cr and 1 Point will be awarded to the driver on Pole Position.
Any buys made once the season starts will not be randomised. If you buy 5 Speed or 0.03 Power, you will get those values.
If you fail to make buys, or don't spend everything in your account before randomisation, you will lose half of that money once the randomisation occurs.
Late joining
If you decide to join mid-season, you will follow the same process as the original teams, except your budget will be 4000cr + 200cr for each race missed. Your values will be randomised as normal for the first round you are able to enter. Mid-season teams must have a livery prepared before your first race.
Carryover to next season
No team will carry any money over between seasons. You must spend all your money before the last race if you don't want it to go to waste. Any money earned in the final race of the season will be converted into an automatic reliability buy for next season. That is, every 100cr you get from the Automobilista Grand Prix will equate to an extra 5 seconds of reliability before any buys.
All teams will once again start the season with 4000cr to spend on your drivers and car for the same range randomisation process as we had this season. There is a small amount of Prize Money for constructors championship standings.
All teams will once again start the season with 4000cr to spend on your drivers and car for the same range randomisation process as we had this season. There is a small amount of Prize Money for constructors championship standings.
- 1st: 250cr
- 2nd, 3rd: 200 cr
- 4th-8th: 150cr
- 9th, 10th: 100cr
- 11th+: 50cr
- New team: 0cr
Grid Size
The grid will be limited to 32 cars. In the event that we have more than 16 managers signed up, Pre-qualifying will occur in Practice. The slowest of the drivers in the bottom 10 of the championship after the Practice session will be declared as Did Not Qualify and will therefore not take part in the race. As many as are required to be kicked out will be depending on the number of drivers. If the grid is full and a new team joins, the new team's two drivers will be guaranteed to start their first race at least without needing to Pre-Qualify. Every driver that fails to qualify will be awarded 400cr as compensation.
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