Welcome to the first season of the new manager game, Racing Manager!
This post will go over the rules and gameplay mechanics very quickly.
Sign up
You can sign up with a custom team, simply state your team name and a main + secondary color.
You can still sign up despite the game starting! Just say it in the thread, or message me in private so I can add your team!
2. Drivers
If you want to sign up, you should pick 2 drivers from this list. The 2 drivers combined should not exceed 50 PP.
List of drivers:
3. Engines
You will send me your engine of choice. You can use 30 PP + leftover from signing drivers. If you want the better engines, you should spend no more than 40 PP on your drivers.
4. Car development
Any left-over budget should be used for car development. You will send me the packages you want in private, after I open a private message with you.
You will also receive bonus PP for each race you missed, so you can join right in the winning fight!
These 4 steps are enough to complete your signup and you can compete in the very next race.
Race weekend mechanics:
1. Qualifying
I will post the qualifying results, and a weather forecast for the race, together with the predicted strategies from Pirelli.
2. Race strategy
Players send me the strategies in private, containing the starting tyre and for each pitstop, the lap and tyre for that pitstop.
This is the correct format:
Usually the race is updated in one-day intervals, however I can delay it to a 2-day interval if asked to. For longer than 1 day, we can arrange a deal where I auto-manage the drivers with one of the default strategies.
2a. Fighting
On track fighting will give a performance penalty to both the attacking and defending cars.
You can tell your drivers to cease fighting only their teammate. Example:
I will allow conditional orders for pitstops only, such as:
I will stop the race in case of a major event like a safety car, or if a lot of action is happening at the same time, and allow teams to change their strategy.
Safety car will last 2 laps for one car, and an additional lap for each car involved. (edit: for now it's 1 lap always, until I develop this)
2d. Pace modes
Balanced
Push: 0,25s speed boost, -60 tyre saving PP, 2x chance of mistake/crash.
Tyre Save: 0,3s laptime penalty, +50 tyre saving PP, -100 overtaking PP.
Note that tyre saving PP is less effective at tracks with a low tyre wear stat and vice versa, the same is true for overtake PP.
2e. Safety car rules
During red flag, managers are allowed to change tyres.
During SC, the pitstop is 55% shorter, while during VSC it's 40% shorter. All drivers are put on "Tyre Save" mode.
3. Rewards
After each race the drivers get rewards based on their finishing position.
4. Car development
You can use the rewards to buy packages.
This post will go over the rules and gameplay mechanics very quickly.
Sign up
You can sign up with a custom team, simply state your team name and a main + secondary color.
You can still sign up despite the game starting! Just say it in the thread, or message me in private so I can add your team!
2. Drivers
If you want to sign up, you should pick 2 drivers from this list. The 2 drivers combined should not exceed 50 PP.
List of drivers:
3. Engines
You will send me your engine of choice. You can use 30 PP + leftover from signing drivers. If you want the better engines, you should spend no more than 40 PP on your drivers.
4. Car development
Any left-over budget should be used for car development. You will send me the packages you want in private, after I open a private message with you.
You will also receive bonus PP for each race you missed, so you can join right in the winning fight!
These 4 steps are enough to complete your signup and you can compete in the very next race.
Race weekend mechanics:
1. Qualifying
I will post the qualifying results, and a weather forecast for the race, together with the predicted strategies from Pirelli.
2. Race strategy
Players send me the strategies in private, containing the starting tyre and for each pitstop, the lap and tyre for that pitstop.
This is the correct format:
You don't have to send me the entire strategy at the start, as I will be stopping the race a few times so you can make orders on the fly.Leclerc:
Start Medium
Pit lap 24 Hard (for pitstops it's important to include the compound, and the lap)
Usually the race is updated in one-day intervals, however I can delay it to a 2-day interval if asked to. For longer than 1 day, we can arrange a deal where I auto-manage the drivers with one of the default strategies.
2a. Fighting
On track fighting will give a performance penalty to both the attacking and defending cars.
You can tell your drivers to cease fighting only their teammate. Example:
2b. Conditional ordersNorris, do not overtake Ricciardo.
Valtteri, let Lewis pass if he comes up behind you.
I will allow conditional orders for pitstops only, such as:
2c. Major eventsPit lap 24 Hard, but if Verstappen pits earlier then pit one lap after him.
Leclerc pit when the gap to 5th place is more than 25 seconds.
I will stop the race in case of a major event like a safety car, or if a lot of action is happening at the same time, and allow teams to change their strategy.
Safety car will last 2 laps for one car, and an additional lap for each car involved. (edit: for now it's 1 lap always, until I develop this)
2d. Pace modes
Balanced
Push: 0,25s speed boost, -60 tyre saving PP, 2x chance of mistake/crash.
Tyre Save: 0,3s laptime penalty, +50 tyre saving PP, -100 overtaking PP.
Note that tyre saving PP is less effective at tracks with a low tyre wear stat and vice versa, the same is true for overtake PP.
2e. Safety car rules
During red flag, managers are allowed to change tyres.
During SC, the pitstop is 55% shorter, while during VSC it's 40% shorter. All drivers are put on "Tyre Save" mode.
3. Rewards
After each race the drivers get rewards based on their finishing position.
4. Car development
You can use the rewards to buy packages.
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