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myracingcareer · 1 year
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Rally Racing Redesign
The rally system of our game as was implemented at the beginning is not ideal. With no real obstacles and almost useless driver employees, except codriver, the competition becomes soon kind of boring. Therefore we decided to bring more features and change the current system too.
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RALLY STAGES BROADCAST
One of the often complaints is a missing rally broadcast. Managers would like to watch the action instead of waiting 30 minutes after the race to see the result.
The broadcast similar to our qualification broadcast is already under development.
MORE DRIVER MISTAKES AND TIME LOST
Using the same time penalty for very low risk for racing on circuits and rally stages is also an unrealistic feature of the current system. Obviously running again and again on the well-known circuit is different from going through a forest road with many unexpected obstacles, even with the assistance of a co-driver. Therefore from now the time penalty for low-risk will be much higher.
Also, the time lost in the rally stage for any significant driver mistake will be higher than the effect of the same mistake on the circuit. The reaction of the driver will be understandably better in a familiar environment of the circuit, while the reaction in the middle of the forest should be more self-protective rather than minimizing time loss.
This change is already tested and used in the stages during the last days of season 49 and will be used in all stages from now.
CAR DAMAGE
While the current system does not know the damage to the car which would slow down the car during the stages after the one where the damage was caused, the new system offers a variety of car parts that can get damaged, and all of those damages will be inherited to the following stages during that racing day.
The damage can be caused by on-the-track or off-the-track hazards.
on-the-track hazards, like rocks, jumps, road holes, or irregularities on the roadside, are specified separately for each track section.  Those should be noted by the co-driver therefore more skilled co-driver can decrease the probability of hitting such obstacles. Also, driver skills adaptability, reaction, and concentration in a combination of risks taken during the stage have an effect. Usually, if the driver does not make any mistake in the section, he will pass all the hazards untouched.
off-the-track hazards, like trees, barriers, irregularities around the tracks, or objects close to the track are also specified separately for each track section, but in this case, they can be hit only if a driver makes a mistake that results in a car going out of the track. Driver attributes and also damage level specified for each section plays a role here.
All of these hazards can cause damage to predefined car parts.
front suspension
rear suspension
engine
gearbox
aerodynamic parts
windscreen
left window
right window
tyres (puncture)
Damages are summed during the stage and have an effect as they are "collected".
This part is also implemented, was tested during the last days of season 49, and will be used in stage races from now on. Collected car damage on the own car can be easily tracked in the race report.
CAR REPAIRS
Currently, all cars start each stage without any damage. As was already mentioned damage is collected and used in the following stages.
After every stage day, there will be an option to fix some of the damages. Each repair will have predefined time and financial costs adjusted by the driver's mechanics skills. They can make as many repair steps as possible during the limited time between racing days. That means the influence of the employees will be greater in the case of rally drivers.
This part is not yet implemented. For now, all the damages are repaired automatically before each racing day. We will first wait to see the stats of the damages as they are defined now. Maybe we will make some adjustments to how the dagame is generated. After that new feature - repair car - will be available for the driver's manager after every racing day except the last one.
PLANS FOR THE FUTURE
Of course, there are more plans for how to improve rally racing in the game for the future.
puncture repair during the stage options - in the current system the tyre puncture results into forced stop of the car and tyre exchange by the driver and codriver. In the future, there will be option to select minimum distance to the finish when tyre change will not be performed and driver will try to finish the stage with flat tyre (driving significantly slower). Time lost for the tyre change will be calculated based on drivers and codrivers mechanic and fitness skills.
new racing systems - besides the current stage races there should come tournament systems usable for rallycross, long rallies based on navigation, etc.
new season series - inspired by Rallycross, Extreme-E, Dakar, etc.
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myracingcareer · 2 years
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Formula 1 Tanking
It is time to address probably the last issue with F1 - TANKING. In general I am ok with tanking, but it should be at a reasonable level. Teams needs to provide certain performance to avoid sponsors leaving the team.
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POSITIVES OF TANKING
- Gives weak teams chance to regroup and spend finances effectively when they are ready.
- Few teams tanking gives opportunity for better results to others. Creates possibility of rotational system, where each team have chance for good results when not tanking while some other are tanking.
NEGATIVES OF TANKING
- Saving too much money for many seasons with bad results without punishment is unrealistic
- Too much money might give high chance to be successful for more seasons and grow the rating to become one of the top teams for even longer period.
BIGGEST PROBLEM
Teams can save enormous amount of money if they tank for many seasons and then they can spend much higher budgets for projects than top teams which would give them unrealictic advantage.
SOLUTION - REASONABLE TANKING
1. Tanking decision will go back to gap in qualification, if both drivers are too slow comparing to the winner, team will be considered to be tanking. So the chassis minimum level condition will be removed.
2. There will be 2 levels of tanking - soft and hard tanking - both will lead to different penalties.
a) HARD TANKING - both drivers slower than 104% of best time in Q1. If the best time is 01:40.000 the 104% time would be 01:44.000. if the best time is 01:10.000 the 104% time would be 01:12.800. (worst times without error in current F1 are at around 103.5%-103.7%).
b) SOFT TANKING - both drivers slower than 103% of best time in Q1. if the best time is 01:40.000 the 103% time would be 01:43.000. If the best time is 01:10.000 the 103% time would be 01:12.100. (4 cars = 2 teams are currently slower but just barely).
3. Penalty for tanking
a) no short term sponsor offers - applied when last race was evaluated as tanking by the team (soft or hard tanking) REASON = team is not attractive for sponsors
b) lower percentage to maximum share issue at the end of the season - applied if team was tanking for at least 5 races during whole season - 65% max share issue - normal without penalty - 55% max share issue - soft penalty if team was hard tanking during no more than 4 races (others only soft tanking) - 40% max share issue - hard penalty if team was hard tanking during 5 or more races REASON = team is not attractive for new investors
c) current sponsor deal cuts - applied if team was tanking in 2 races during previous week - 5% cut - soft penalty if team was hard tanking during no more than 1 race - 50% cut - hard penalty if team was hard tanking in 2 or more races REASON = sponsors are not happy with the team performance
SOLUTION - SAVING TOO MUCH MONEY
Luxury Tax will be introduced. Will be paid every day team financial balance is above certain level.
a) SOFT BALANCE CAP = 160M - 0.2% tax from the difference between balance and soft cap. So if the team has 165M balance, the tax will be 0.2% from 5M which is 10k every day (770k per full season)
b) HARD BALANCE CAP = 180M - additional 5% from the difference between balance and hard cap. So if the team has 185M balance, the tax will be 0.2% from 25M which is 50k every day (3.85M per full season) + 5% from 5M which is 250k every day (19.25M per full season)
Altough these figures might seem very high I cannot do radical change to mess with BMW strategy they decided to do with previous rules and I certainly do not want to avoid other teams to go similar way. The balance cap will be lowered in long term horizont, probably next time when new engine rules are introduced.
SOLUTION - OVERSPENDING ON DEVELOPMENT
There will be spending limits introduced for teams which were above certain balance in previous seasons.
CHASSIS + AERO PARTS DEVELOPMENT BUDGET Development budget limit will be 22M for parts valid for certain season if the team was above 80M during current or previous season.
ENGINE DEVELOPMENT BUDGET
Development budget limit will be 40M for parts valid for certain rules if the team was above 80M during the last season before new engines can be developed.
Initially limit for gearbox and energy store is not planned. Might be added later.
ADDITIONAL CHANGES
There will be changes to mechanical parts which does not need to be rebuilt currently. I am talking about steering system and cooling system, 
These parts will be only available for 1 season like chassis. But there will be option to create adjusted part suitable for next season for free with quality lowered by 2% (0.98*original quality) and potential lowered by 0.2% (0.998*original potential).
This means teams will have to improve the part at least once after 2-3 seasons. Managerial decission when is the right time to do it.
WHEN?
Teams will have rest of season 46 and full season 47 to adapt to these changes. Then from the beginning of season 48 all of these changes will be started to be used.
CONCLUSION
The goal for this changes is clearly not to remove tanking from the game. I just want to set the initial borders for teams to set their long term strategy.
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myracingcareer · 2 years
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New Car for the Racing Clubs
There are some changes to the racing clubs performed during last few days and there are some more changes comming soon. 
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From now there is not one but 2 different car bases. In addition to NSM - Nissan Micra inspired carset new CLI - Renault Clio inspired car is comming. It comes with 4 levels of chassis and many design items which are similar to all items we already had for NSM.
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So we will have 2 options for front, side and rear of the car, 3 options for roof and hood and 4 options for wings.
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New Card Sets
Adding new car means it would be too difficult to build car of one type therefore new Card Sets have been added. They have just one simple function and that is to exchange card part suitable for one car type for the same part of the same level but for the other car type. This parts have only visual effect on the car and does not affect car performance therefore this exchanges are for free.
Changes to the Challenges
Among new features for Racing Clubs there will be improved challenges system.
option to set number of laps in the race
option to assign additional tyre sets which will be useful for very long races
option to create 2 races event with reverse grid
option to make knockout qualification
Other Racing Clubs Improvements
Some more improvements are planned.
revise effect of boost cards - boost card should have greater effect and minimize disadvantage of young weaker drivers.
club helmet for members
correct car in club history
moderate club forum by the club management
better promotion of successful clubs
nations cup style of races (weekly races with 1 participant per club)
Further Future
special Racing Club Races - 24 hours of Le Mans, Daytona, Nurburgring, 1000 miles of Sebring, 6 hours of Spa - always raced on the same day of the MRC season
cards with LMS type of cars used only for special club races - 1 card means 1 time use for 1 car in the race, Other cars by the club will be the current club cars. 3 drivers per car.
Tripple Crown of Motorsport
With adding the 24 hours of Le Mans race we will finally have an option to recognize the Tripple Crown of Motorsport achievement, which means driver is the winner of 3 races - F1 Monaco Grand Prix, IndyCar Indy 500, 24 hours of Le Mans.
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myracingcareer · 2 years
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Formula 1 Teams Rating
One of the disadvantages of the current F1 system is that the team rating is not changing so dynamically when bad rated teams build good car, have good results during the season. Let me explain how it works now.
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Every qualification and every race gives rating points based on the results and then all team ratings are decreased to preserve 1000 average team rating. Qualification gives 10% of rating points compared to the races.
Current System
The basic system calculates rating points (Rat) based on position (P) as follows:
Rat = 30 - P
That means the winner gets 29 pts, driver on the 10th place 20 pts and 30th driver gets 0 for his team.
Then there are some small adjustments:
9th position ... +0.5 pts (total +21.5 pts) 8th position ... +1.0 pts (total +23.0 pts) 7th position ... +1.5 pts (total +24.5 pts) 6th position ... +2.0 pts (total +26.0 pts) 5th position ... +2.5 pts (total +27.5 pts) 4th position ... +3.0 pts (total +29.0 pts) 3rd position ... +4.0 pts (total +31.0 pts) 2nd position ... +5.0 pts (total +33.0 pts) 1st position ... +7.0 pts (total +36.0 pts)
Then we count the sum of the team ratings (SUM) and calculate coeffcient (C) as follows:
C = 15000 / SUM
This coefficient is then used to recalculate team rating (NewRat) which would lead to average rating of all teams equal to 1000.
NewRat = Rat * C
After this small adjustment is done  to teams with rating under 500 and 2 previous steps are repeated to get average team rating 1000.
Changes for Season 45
There are few cornerstone goals:
Reward weak teams for results wich are great from their point of view. Something like when real life Williams or Haas would end in top half of the race (equal to top 15 result in the game).
Reward average or worse teams for results which are great from their perspective. Something like when Aston Martin or Alfa Tauri got top 6 result in real F1 (equal to top 10 result in the game).
Reward average and bit better teams for results which are great from their perspective. Something like when Ferrari or McLaren gets to the podium.
Limit the rating gains for top teams. When Mercedes win a race that is far less valuable than win by Red Bull or Ferrari. Thanks to their long time dominance.
Change cannot shuffle team ratings. Teams with better results long term must have better rating. But the difference between top teams rating and bottom teams rating should be smaller.
Details of the Change
In order to fulfill first 3  goals there will be additional bonuses:
If team rating is 750 or worse and their driver gets top 15 result team will get bonus +5.0 pts to the rating
If team rating is 900 or worse and their driver gets top 10 result team will get bonus +5.0 pts to the rating
If team rating is 1100 or worse and their driver gets top 3 result team will get bonus +10.0 pts to the rating
In addition to that teams with high rating will get point gains lowered:
If team is above 1700 rating then points they get is lowered by 20% (multiplication with coefficient 0.80)
If team is above 1600 rating then points they get is lowered by 15% (multiplication with coefficient 0.85)
If team is above 1500 rating then points they get is lowered by 10% (multiplication with coefficient 0.90)
If team is above 1400 rating then points they get is lowered by 5% (multiplication with coefficient 0.95)
If team is above 1300 rating then points they get is lowered by 2% (multiplication with coefficient 0.98)
Examples
If team with rating of 700 gets the 3rd place in the race they will get base +31.0 pts and additional +5.0 +5.0 +10.0 pts which means +51 pts for this one race (plus points for the result of second driver). *
If a team with rating of 1750 gets 1st and 2nd place they will get base +69 pts (+36 +33) multiplied by the coefficient 0.8 and that means +55.2 pts. *
If a team with rating of 1550 gets 1st and 2nd place they will get +69 pts mulitpied by the coefficient 0.9 which is +62.1 pts. *
If a team with rating of 1750 gets 5th and 6th place they will get +53.5 pts multiplied by the coefficient 0.8 which is +42.8 pts. *
In the old system the winning but weaker team from example 3 would gain 15.5 pts on the top team from example 4, while in the new system the difference would be almost 20 pts.
* deduction to maintain average coefficent of 1000 will be applied after.
Conclusion
New system is not a revolution, and should not drastically change the system, but should help teams with low rating doing good job close tha gap to the top teams faster. In the long term it should make gap between ratings of bottom teams and top teams smaller, and that means little smaller difference in sponsor income.
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myracingcareer · 2 years
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Formula 1 Shareholders
Changes to the team ownership is coming to F1 from next season. The reson for this is simple. Situation and the game dynamics are changing and the current system is not working as designed many years ago.  
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Maybe the biggest disadvantage of the current system is that it penalizes teams which are more successful while those at the bottom gains most benefits. 
Formula 1 is the key source of the My Racing Career income and pays most of the game expenses. This income is much needed. But the current situation allows teams to purchase newly issued shares very cheaply through the auction.
While I am big hater of the “Pay to Win” games, the idea to generate income through F1 comes with some similarities. But I would rather call it “Pay to Close Gap”. And yet the game is about career of drivers so obviously if driver is best, he might be hired by the top team and the chance to win without paying is secured.
Changes in F1 Team Ownership
Current system allows even the smallest shareholders to cause troubles within the team. Everybody remembers attempts to forcibly overtake team Ferrari or WIlliams using extremely high amount of coins to do so.
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The change
1. All F1 team owners will be divided into two groups - MAJOR and MINOR shareholders. 2. Major shareholders owns at least 8% of the team and must all agree on how the newly issued shares will be split if purchased directly. 3. Minor shareholders owns less then 8% of the team and does not have to agree how shares will be split. They need to build good relationships with other team owners to be allowed to take bigger role within the team.
Changes in Share Issue System
Current system penalizes second best team when it is forced to issue 10% of shares of the more valuable team to receive much less money than a team which is doing worse.
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The change
1. There will be 2 share issue moments during the season. 1.a First share issue will be similar to the current system and teams will be able to receive maximum 3M each season. 1.b Seconf share issue will be also similar to current system but the teams will be able to receive maximum of 65% of the difference between their earnings and the earnings of the best team. 2. In both cases percentage of issued shares will be calculated as  <money_received>/(8*<season_income>)* 3. Unassigned shares can be purchased directly by the team owners for 10 coins per 1M received by the team for these shares. 4. If team does not want to purchase all directly they can place shares to the auction with minimum bid value equal to 8 coins per 1M received byt he team for these shares. 5. If nobody purchases shares via auction they stay unassigned and team can again purchase directly or place to the auction again. 6. If there are unassigned shares in the team, no other share issues can be requested.
*last season income is used for first share issue
Examples
Example 1: That means if team have income of 25M and gets 32.5M (top team income was 75M), they will have to pay 325 coins to purchase directly and issue 32.5/8*25 = 32.5/200 = 16.25% shares. Minimum bid in auction would be 260 coins.
Example 2: Another team with income 50M  which gets 16.25M will have to pay 163 coins to purchase directly and issue 4.06% shares. Minimum bid in auction would be 130 coins.
Example 3: Another team with income 65M which gets 6.5M will have to pay 65 coins to purchase directly and issue 1% of shares only.  Minimum bid in auction would be 52  coins.
Example 4: Team issues shares to get 3M and their last season income is 60M. Estimation of the team value is 8*60M=480M, so the team needs to issue 100*3/480=0.625% of the shares. They can purchase directly for 30 coins or place to the auction with minimum bid of 24 coins.
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myracingcareer · 3 years
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My Racing Career Racing Clubs
The Racing Clubs are a new feature to the game. It creates opportunity for managers to group in teams formed by them regardless of their nationality, age or skill and create races against each other.
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At the moment racing clubs are in BETA version, which means they look to be fully working, BUT some defects can be expected and will be fixed when reported. After BETA is closed all created clubs will stay in the game with all the cards and rating achieved. So it BETA does not mean we will start from the beginning when it ends.
Races
At the beginning we will have simple club wars or challenges. There can be up to 4 clubs participating in one club war.
At first one club has to challenge 1-3 other clubs and nominate drivers. Other clubs have to accept the challenge and once all clubs agree, race is created. There is a club ranking which will be always updated based on the results of these races. Winner of the club war will be based on points earned by drivers for each club.
In the future there will also be Nations Cup type of races which means there will be only one driver per club and ranking will be based on the results the same way as in Nations Cup.
The Third category of races will be endurance races. There will be races like 24 hours in Le Mans created during the season. And drivers will be substituted during the race as you know it from this type of races in real life.
Cards
There are more types of cards.
car performance parts - parts with quality which affects attributes of club cars
car visual parts - parts which affect the look of the car but not the performance
boost cards - cards which affect driver performance and lowers the gap between good and bad drivers
upgrade cards - cards which can be used in card sets to exchange for better cards
Cards can be combined in Cards Sets and other cards can be gained in exchange.
Cards Expiration Date
Cards which affect the performance of the car better than bronze level have the expiration date. The expiration date is set when the card is used on the car for the first time and the card will last for next 6 weeks. Cards with expiration date cannot be used in Card Sets.
Card Purchase Limits
To avoid unlimited coins purchases which would grant pay for win principle there is a limit to purchase card packs.
Every user can purchase packages with a value equal to 200 activity points (voting points) or 100 coins per week. In addition to that, the club can purchase packages for its own coins.
Clubs with less than 16 members have a limit increased by 60 activity points for every member missing to 16.
Card Sets - Exchanging Cards
Every manager can use his own cards in Card Sets and exchange them for new cards. In addition to that Club Managers can use cards whioch belongs to the Club.
If card which belongs to the club is used in the Card Set, the exchanged cards will also belong to club, even if manager used also his own cards.
Cards you previously placed to Card Set, but never submited, so they are not exchanged, are still assigned to the card set. They must be removed from the set to be available for another use.
Cars
In the future, new cars will be available. Similar performance but different look.
We also plan to add Motorcycle vehicles for the clubs and separate ranking for cars and motorcycles.
LMS type cars will be available too, but only for usage in endurance races. Cars can be built from cards owned by the club. Managers can give their own cards to the club. On manage car screen a star on a card means there is a card with higher quality available.
Races
Besides to classic circuit races and motorcycle races we also plan to add option to create rally races with standard club cars.
Club Rating
Club rating is based on results in races but not all races gives winner same amount of rating points. If highly rated club wins against low rated one the winner gets significanlty less points than win over higher rated club.
After some time it will only make sense to race against clubs at about the same level.
Club Management
Club is managed by the Club Manager or his assistants.
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myracingcareer · 3 years
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Formula 1 Future Cars
In new Formula 1 system there will be 3 types of car parts to be purchased or developed - engine, aerodynamic parts  and mechanical parts. This is no change to the current system. What will be changed are the details.
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The most important change is that thanks to costs cap we will have better estimations of what teams would be able to build. Currently the teams are building parts with quality around 93-95% and close to potential. So it does not make much sense to continue development to gain some advantage during the season like we have in real life F1.
The target of new cars system would be that when teams spends all the money from the costs cap quality for the parts should be little above 85% and potential still closer to 95% than 90%. So it should be possible to do side projects to improve current car at a cost of next season`s car development.
Since there will be many options it will be necessary to plan long term and take smart decisions. Remember, there will be costs cap implemented.
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Engine
The problem with the current engines system is that it is difficult for us to find balance between price/quality of independent engine suppliers. (but also gearboxes which are not used from suppliers at all). New system should fix this issue and independent suppliers will be removed, while feature to sell engine built by teams to other teams might be added.
Besides the controversial suppliers the feedback from managers is that the new engines system is a pretty good and interesting thing. So this system will be the same in the future with some small adjustments.
rules cycle - fixed 8 seasons (no coin flip)
building new engine will be possible for 4 season before they can be used and then 4 seasons to improve when they are already in use before new engines will have to be implemented
energy store and gearbox are mechanical parts but they are optimized for engines therefore the same rules cycle will be used for them as for engines so the 4 years before engines can be used is also time to develop engine, gearbox and energy store.
independent suppliers for all 3 parts will be removed from the game
every part will have information about level of main facility stored (highest value during development) - downgrade of the facility will require fee to be paid to maintain quality of the related part equal to maintenance fees until new engine can be developed - or significant downgrade of the parts.
OPEN TOPIC FOR DISCUSSION It is realistic from real F1 that one team (Mercedes) can supply engines to few more teams (Aston Martin, McLaren, Williams). So we are thinking of reasonable system to allow this.
maximum 3 customer teams per supplier team
customer teams cannot tune engines, receives combination of best parts designed by the supplier team, and this engines will have lowered handling attribute (not natural integration penalty)
supplier team will set budget for full engine development at the beginning and the engine price for the customer teams will be based on this, so it won’t be possible to build super engine and sell it cheaply to friendly team (in general price for 8 season payments would be similar to budget spent on the engines)
supplier will decide whom to sell engines, agreement between teams will be reported and stored in agreement register
supplier cannot cancel the deal during rule cycle (to avoid teams being left without engine)
customer can cancel the deal after any season unless agreement have the minimum seasons clause (so if supplier makes bad job, customer can look for better)
Gearbox and energy store can be supplied too.
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Chassis and Aero Parts
Building chassis and aero parts is too straightforward at the moment. Concept of aero parts will be modified to create more influence on management analysis and decisions.
Every chassis is good for 1 season but can be used in the next season after being downgraded. New element to development strategy will be added as sometimes it might be more efficient to evolve old chassis (cheaper option to get quality result) but when the time says so, it will be better to start from scratch. It is also realistic in real F1. Teams can reuse old chassis to have funds for other projects.
chassis will be the same as current system - build chassis and get basic aero parts
concept of aero parts will be modified - every aero part will influence performance of other aero parts - for example in real F1 front wing affects the flow of the air therefore performance of diffuser, vanes or side pods is limited
so the first aero part to be upgraded from base parts will be the main part and potential of the part will stay at maximum. But the second part to be upgraded will only have potential reduced to 90% from the original part, the third part 80%, the fourth part 75% and others to 70%.
that will require some analysis and smart decisions taken.
importance of aero parts will be modified after 7 seasons - so teams will have 7 seasons to decide optimal order to upgrade aero parts
so it will be similar to the real F1 rules change to the new F1 2022 cars
every part will have information about level of main facility stored (highest value during development) - downgrade of the facility will slightly downgrade parts and parts potential will be lowered to the quality level so it is not possible to upgrade anymore.
Development options
start from scratch - chassis will be built from the scratch and new aero parts to be generated 
adjust car from previous season - chassis quality downgraded by 20% and potential unchanged, chassis can be upgraded - that means chassis quality will slowly drop each season. this option should give worse result than start from scratch BUT should save some money. Aero parts for downgraded chassis (or further upgrade) will be generated.
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Mechanical Parts
Mechanical parts are too straightforward as of now. Once built no more development is needed. That will be changed.
Cooling System
developed by team
quality decreased by 1% every season as a result of changes in aerodynamics parts
potential stays the same every season
teams can upgrade the downgraded part or
teams can start development from scratch (and 100% potential)
Steering Wheel / Brakes / Suspension
can be developed by team or from suppliers
in case of developed parts - same system as cooling system (dropping quality)
in case of suppliers there will be only cheap but weak options available
Electronic Control Unit
purchased from the independent supplier ONLY
Every part will have information about level of main facility stored (highest value during development) - downgrade of the facility will slightly downgrade parts and parts potential will be lowered to the quality level so it is not possible to upgrade anymore.
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myracingcareer · 3 years
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Formula 1 Future Costs Cap
Current real life Formula 1 implemented Costs Cap to reduce expenses of top teams and give better chances to bottom teams.
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In real life the problem is that 3 top teams have “unlimited” resources from their mother companies and everybody else works with much less money. There are new investors which can help stabilize team budgets but the financial deficit to top teams is too big to match their budgets. The cost cap would limit the expenses of top teams while average and bottom teams would still need to find resources. Benefit for top teams will be higher profit as there is no need to invest money to match other top teams expenses. Bottom teams should become competitive. Races should be more equal and exciting which should generate better revenues for the series which will then result in more income to all teams and should raise the profits.
In My Racing Career the top teams do have limited income, but the bottom teams are even more limited which makes racing for drivers in bottom teams very unattractive. That is also unrealistic as we know that in real life we have investors who can fill the budget to the levels of the costs cap. Top teams do not need to make profit because there is no way to use it. Therefore we do not need to limit or lower the expenses of top teams, but we need to allow small teams to fill their budgets to become competitive.
So the goal of the costs cap in My Racing Career will be to limit the expenses of car development and give small teams the option to fill the budget to the costs cap level thanks to “external” investments.
Here are key ideas:
top teams should not need coins to fill the capped budget
bottom teams will have to pay reasonable amount of coins to fill the budget
successful teams should get reasonable bonus as reward for the good work
management of employees should have higher effect
car development should be much more difficult, good analysis and decisions should result into better results
knowledge gained by managers should be protected so the way for success cannot be copied that easily by other teams (that means only minimum information about car parts and investments should be public)
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TEAMS INCOME
Teams income is supposed to be cleaned up and questions related to the amount of money earned for issuing shares should not be raised anymore.
Simplified Income System
Income of the teams will consist of following
1. series revenue share for teams - fixed 10M per season 2. constructor championship reward - from 0 up to 10M 3. sponsors income - 3 sponsor types
headline sponsor
2 main sponsors
3 minor sponsors (signed for whole season instead every 3 weeks)
estimated top sponsor income - 40M
estimated bottom sponsor income - 20M-25M
4. merchandise sales - new type - income 2M-5M 5. activity points conversion (user donations) - same as now maximum 5M 6. driver contract investment (driver donations) - only from signed drivers maximum 5M 7. facility sale 8. development cancelation 9. supplier income (selling parts to customer teams) 10. share issue (simplified)
Income Estimation
In general the maximum team earnings possible would be 75M while minimum income would be 32M. We expect 46M income for all teams to be easy to achieve.
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COSTS CAP
Costs cap should cover all expenses on car performance improving projects but should not affect other expenses.
1. base costs cap set at 60M 2. capped expenses
facility maintenance (except team museum)
project budgets
employee salaries who participates on developments
employee signing bonus who participates on developments
driver salaries and signing bonus
supplier costs
financial penalty (depending on commissioner decision)
3. uncapped expenses
facility upgrades
team museum maintenance
commercial department salaries
commercial employees signing bonus (contract will specify commercial or technical employee - commercial guys cannot be used for technical tasks)
commercial budget
4. increased cap
development cancelations (only difference of investment and refunded value counts against the cap)
cumulated bonus for results in previous 2 seasons - this give small boost to the teams who were successful
1st team in constructor championship gets +2.5M to costs cap for next 2 seasons
2nd team gets +2M to costs cap for 2 seasons
3rd team gets +1.5M to costs cap for 2 seasons
4th team gets +1M to costs cap for 2 seasons
5th team gets +0.5M to costs cap for 2 seasons
5. cap exceeding - only employee salary up to 1M can be spend over the team cap for the season and will be deducted for cap next season (this is only a security blanket for cases like team signs quality employee from the market) 6. cap rollover - whole part of the unused cap during one season will be transferred to cap next season up to maximum 2M (this should be reasonable amount so it can be changed after discussion - teams should have little security gap in case of unexpected expenses)
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UNCAPPED BUSINESS
We spent hours of thinking how to avoid teams to give up on commercial department and simply fill the budget for development by issuing shares. That is still the option, but it will not come cheap. The benefit of having success in commercial department will have no other benefit, then to lower the need to invest real money and coins into F1 team.
At least the top teams will have bigger income than the costs cap. All the commercial activities which then lead to increased team income will not be capped as the result of this activity can be replaced by simple coin investment.
The key team measures will stay in the game:
1. team rating -  is realistic indicator of the team quality and is gained by the results - have effect on sponsor deals and merchandise sales - can be gained by the good results
2. team popularity - is the real indicator of popularity among other MRC users - have effect on sponsor deals, merchandise sales, activity points revenue - can be gained by attracting managers to join fan club and selling team helmets, liveries, suits or real merchandise in MRC shop
3. team image - virtual indicator of team popularity among virtual motorsport fans - have effect on sponsor deals and merchandise sales - can be gained by commercial department projects (will be changed a lot from current system and will be explained in future article)
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SHARE ISSUE LIMITS
Limit for the total season income of the team is 70M and is applied only if the team decides to issue shares. That means if a team gets more money from sources other than from issuing shares it is ok but they cannot request issuing shares.
Teams can only issue as much shares as is needed to get up to 70M.
Season income of every team is finalized in the morning of day 71 unless the team is supplying parts to customer teams.
Team can request to issue shares anytime during the season but:
1. during days 30-70 of the season - maximum 10M 2. during days 71-77 of the season - maximum difference between real season income and 70M limit 3. if on day 77 of the season the season income of the team which issued shares is higher than 70M, amount above this limit is taken from the team`s balance for no compensation. It is the responsibility of the team to manage this, final check will be performed and actions taken automatically. This will happen only in this 2 cases:
the team requested a share issue during days 1-70 and they got more money from constructor championship reward or activity points conversion than expected.
the team requested share issue during days 1-72 and they sold engine or parts to more teams than expected
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myracingcareer · 3 years
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Formula 1 Future Introduction
F1 has a long history at My Racing Career and the current system seems to be at the end of its road. Team managers found the way to optimize team management and the result is that there are too many teams with very competitive cars. Top teams are unlikely to make mistakes and lose their positions at the top of the rankings.
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It seems like the only reasonable option to get at least temporary success is to save money and then use them all for one or two season development. It seems like spending more money means having a better car.
There are some exceptions and some teams are able to slowly climb the ranks but in general it seems too slow and too easy for top teams to maintain the top position.
We tried to make changes to the system to improve the game but it seems that it did not help much and sometimes changes led to degradation of the system instead of improvement. Good example of such change is new F1 engines system. Altough it looks like the base idea is a big success for managers there is trouble with the supplier engines. First trouble is with the engines price while second is with those engines quality, because it was too hard to estimate how good would be newly built engines by the teams.
All these changes were just minor and I would call them evolution of the system. But after a long consideration I decided to do a revolution this time. To rework the whole system. Change the financial system and also change the development of cars. And maybe also make it a little bit more realistic since real life Formula 1 is also changing.
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Key Features of the New System
Here are the key features of the new system. The details will be finalized and published in following articles.
Know How Protection - team management decisions should be protected to the maximum to avoid other teams simply copying the team management strategy.
Costs Cap - team expenses for car development will be limited by certain amount of money.
Remove the direct impact of team earnings on car quality
Top teams should not need to spend any coins
Bottom teams will have option to fill the budget up to costs cap for reasonable amount of coins via share issue
Employee management, development analysis, distribution of resources should dictate car quality and team success, instead of just amount of money earned and spent for development
Other expenses will stay uncapped  to avoid teams focusing on development only and purchasing enough shares to fill the budget
Simplified Team Income - all the finances coming to the team should be more transparent and easier to understand
Simplified team income sources
New income type - merchandise sale
Share issue reworked (once per season, limited)
Car Development - base car development should produce parts of much lower quality while keep margin to potential to allow teams fighting for the title to do more improvements.
Engines building to stay on same system as now.
No independent engine suppliers but teams can supply other teams with their own built engines (under discussion at the moment)
Chassis and aero parts will have more complicated architecture.
Chassis development options - new from scratch or rework old chassis to work next season (penalty to car quality)
All mechanical parts will need to be developed by the teams except ECU and all of them will lose quality over seasons so they will need to be developed again or just improved from old seasons.
Employees will need more specialization - one specialized on chassis while another should be specialized on Engines.
Team Shareholders - this will be changed
Major and minor shareholders - some actions will not need minor shareholders approval.
Share issue rework - possibility to purchase shares for coins directly will be adjusted.
Other Changes
Qualification changes will be considered to implement if differences between top teams will be very small which means random effect too high. If differences between teams grows then we will keep current season system.
Changes to rules regarding using loopholes. If manager tries to use some new approach, he should ask whether it is legal to commissioner or creators. Commissioner decides to handle issue.
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myracingcareer · 3 years
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New Formula 1 Engines Details
It was already announced that the new F1 engines in our game will be different than those before. We will copy current real world F1 rules. Every team which wants to use own not suppliers engine will have to develop 5 new parts. So here are some details what can you expect.
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4 Parts of F1 Engine
As you can see on attached picture there are 4 key parts of the engine (plus separate part Energy Store). These 4 parts have to be developed as separate projects and then combined to one engine.
Combustion engine - key part of the engine
MGU-K -  Motor Generator Unit–Kinetic - previously known as KERS, from now part of engine
MGU-H -  Motor Generator Unit–Heat - new part of engine
Turbocharger - another part of the engine
Combined costs for these parts should be similar to costs of building current engine. But you should expect lower quality in general as there will be effect of employee experience to build engines. I am not sure how many teams do have employees with engines building experiences.
Be beware of analytics skill by team management being needed. Some parts might be more difficult and costly to build in high quality but their effect on overal engine performance will be lower. So identifying early what to focus on should give better result in long run.
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Engine Tuning
Key part of custom made engines will be possibility to tune engine. There will be 3 tuning parameters. Effect of these parameters will be same and different to all teams.
The ideal value of every parameter will be different for every engine parts combination.
The effect of having parameter set +5 (or any other difference) from ideal parameter value will be same for all teams. So there will be no advantage for any team.
Teams should set parameters and result will be calculated once per day. Worst tuning parameters should decrease quality of engine by around 5%. Playing with these parameters can improve engine performance in specific situations. So for example you can get engine with worse maximum speed but better acceleration which should improve your lap times in Monte Carlo.
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Supplier Engines
It was already announced that quality of suppliers engines will be dynamically adjusted after each season. And they should be better than best built engines during first 2-3 seasons, then they should be worse. That is the basic idea but of course if any team develops too good engine before first season starts then it will not be possible as we cannot decrease quality of suppliers engine during the later seasons.
More details on this topic was already announced in previous article - https://myracingcareer.tumblr.com/post/614931463020969984/new-formula-1-engines-idea
Energy Store
Energy Store will be the new part and will just simply replace our current KERS part. It will work the same way and every few seasons we will have coin flip and decision to build new part from scratch. These technologies are developed fast these days so reworking this part will be needed. You can expect similar cost to build this part as we had with KERS.
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myracingcareer · 3 years
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Formula 1 S39 Current Standings.
Yeah, I know... A while since I wrote something here but understand I have a life, and with all of this a tough school time to pay attention to as well so, I guess I will be returning from time to time or maybe more frequently.
Whatever this is not something about my life, let’s get onto the topic then, shall we? 
Well, this current season of Formula 1 in the game has been quite... Shaking, I guess, like normal but with a lot of teams falling down, others have been coming from what were good seasons for them into now really good ones... Drivers showing their pace and others dropping down the order.
Now after all of that, let’s first get into the Drivers Championship.
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Here it is... With current championship leader being Dare Atelsek so far in 8 races completed, being the most consistent driver out of the top ones as you can see, despite having 1 race win less than the current 2nd driver in the championship that is the french driver Chloe de Saint-Germain but with consistent so far, being on the podium on almost all the races excepting Bahrein. Then in 3rd we have Novikov, last championship winner, that has had a tough time so far, maybe it can change later on. Closing the top 5 are Morgan and Szabo, the russian driver having a good start then dropping down excepting some races, and the hungarian driver being a nice surprise I guess, on paper he didn’t appeared to be in there but he is at the end so, nice for him.
Now moving into the Constructors Championship where I guess some surprises as in.
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Not really big surprises, Red Bull keeps leading it as usual, with Porsche, who jumped so far McLaren and Ferrari from last season in 2nd, then McLaren itself who got jumped by Porsche as well, Ferrari in 4th and Ford in 5th so far, 2 seasons now if they finish in there as well this one that they’ve been in 5th place after having seasons that weren’t so good.
Some teams that’ve kind of fallen from what they’d showed last season are so far, BMW only I guess, since the others are in somewhat near positions from last season at the end of it.
Nothing more to say, I guess I will be more active or not starting now, whatever, see you next time that can be soon... Or not.
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myracingcareer · 4 years
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Manager Substitute for Holidays
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After some more complains during the summer I just launched long awaited possibility to let other manager to manage my own driver - Temporary Substitution.
You can setup your substitute in account setting. For that you need to find out your friend`s USER_ID which can be found in his user profile.
For example if DebiK set Arskap as my substitute he will be able to login to my account using his own password. He just needs to use Arskap@DebiK as username for login. That basically means Arskap is logged in DebiK`s account.
Conditions
Substitute logins are not unlimited. 
User who wants to set his substitute needs to be Superlicense holder.
Substitute can login to User`s account for limited time only which is set to 21 days since first login. This is also called Substitute Login Window.
After Substitute Login Window another Substitute login is possible after 30 days. This is also called Substitute Login Cooldown.
User can close Substitute Login Window earlier than 21 days after first Substitute login. In such case Substitute Login Cooldown starts immediately.
User can login to his account anytime during this Superlicense Login Window.
Examples
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Standard Case User goes for holiday and set his substitute. Substitute logins for the first time which triggers Substitution Login Window for 21 days. After this 21 days Substitute Login Cooldown is started and substitute login is blocked. Next Substitute login is possible after another 30 days which means 51 days after first login. In such case new Substitute Login Window is started.
Case 1 User goes for holiday for 30 days. He prepares instructions for his Substitute how to handle situation and sets everything possible for his next races. Substitute logins only after 5 days and starts the Substitute Login Window which closes after 26 days since User left for holiday. Substitute sets up everything possible for next races. Then there are only 4 days left until User returns from holiday.
Case 2 User goes for 10 days holiday but then after another 31 days he goes for another one. Substitute logins to the game and starts Substitute Login Window. After 10 days user comes back, goes to settings manually, closes the Substitute Login Window which immediately starts Substitute Login Cooldown. After 30 days Cooldown if done and when user leaves for another holiday after 31 days Substitute can login to the game again and starts new Substitute Login Window.
Restrictions
Some pages will not be available for Substitute.
Settings
Formula 1
Forum
News Article
Press Releases
Warning
Thanks to this any login to other than your own account is prohibited! No exceptions!
Also setting up your substitute means that these 2 accounts will be monitored closer by our gamemasters. 
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myracingcareer · 4 years
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Trophy of the Champions Upgrade
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After few seasons without any change in the Trophy of the Champions we finally decided to make some changes to improve the series with the best drivers of the previous season.
Most important change is that there will be 4 races every season. One race each on permanent racing circuit, on fiction track designed by one of our managers,  on real street track and on real oval track.
List of tracks will be updated every season. For example next season there will be 4 tracks from South Africa used, then later another 4 tracks from United Kingdom, and so on.
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Altough Marussia B2 cars were pretty cool during the past few years it is time to move on to another car. The decision was taken and I can tell you it was not easy. But the next Champions car will be Pagani Zonda 760. That is another piece of art produced by the Italian sports car manufacturer Pagani.
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The Zonda 760 Series is a custom line-up built for special customers from existing Zonda chassis. These models have a 7.3-litre M297 engine but with a power output of 760 PS (559 kW; 750 hp) and 780 N⋅m (575 lb⋅ft) of torque.
Lineup for next Trophy of the Champions series have been already selected.
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myracingcareer · 4 years
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Formula 4 Coming to My Racing Career
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We finally decided to add Formula 4 cars and series to the game.
At the time when our game was started Formula 3 was suitable to serve as a starting point for the career but since then real world formula racing have been changed.Almost all national level formula series moved from F3 to F4 and also some smaller regional series.
Unlike modern more powerful formula cars there is no halo in F4. In real world there are 4 chassis manufacturers Ligier Crawford, Dome, Mygale and Tatuus, 6 engine manufacturers Abarth, Ford, Geely, Honda, Renault and Toyota and 4 tyre manufacturers Dunlop, Hankook, Kumho and Pirelli. 
In our game drivers will be free to select any combination of these producers and build cars together with no restrictions.
Let`s introduce the cars.
Ligier Crawford 16
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Crawford Composites is an American manufacturer of carbon fiber and composite parts company based in Denver, North Carolina. Crawford designs and manufacture structural and non-structural composite components in industries such as aerospace, aviation, motor sports, health care, defense and structural construction. At the end of 2016 Ligier Automotive took over Crawford Composites' competition department. The Regional F4 cars sold by the French manufacturer are now the exclusive models in the American championships where these cars work exclusively with Honda engines and Hankook tyres. 
Dome F110
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Dome Co. Ltd (株式会社童夢, Kabushiki Gaisha Dōmu), literally "child's dream", is a Japanese racing car constructor involved mainly in open-wheel and sports car racing. Dome was contracted to design and build all the cars for Japanese Formula 4 Championship and works there exclusively with Toyota engines and Dunlop tyres. 
Mygale M14
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Mygale Racing Car Constructor (Mygale SARL) is a French racing car manufacturer that specialises in the production of single seater chassis for use in formula racing. It is most notable for its Formula Ford chassis. Mygale also produces the chassis used by in Formula Renault, Formula BMW, Formula Three and Formula Four. The company was established in 1989 by Bertrand Decoster and its factory is based in the Technopole of Magny-Cours, France. They built their F4 car in 2014 to support various national F4 series most notably British, Chinese and French Championships. Unlike other chassis which works exlusively with one engine supplier, Mygale works well with Ford, Geely and Renault engines.
Tatuus T014
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Tatuus is an Italian chassis manufacturer for a series of formula racing series, being first founded in 1980. The company is known for its association with Renault Sport for its production of the Formula Renault chassis. For 2014 Tatuus was contracted to build all the cars for the Formula 4 Italian Championship, a new class under the rules of the FIA Formula 4. Currenty Tatuus supplies 6 Formula 4 series. In all of them Tatuus works exlusively with Abarth engines.
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myracingcareer · 4 years
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Formula 1 Championship Update (Race 8-14 + Standings)
I’m back here after a while, to go back into doing the flashbacks of the races that happened, from Paul Ricard to Monza and to show the current standings as well. So now, let’s get onto it.
Let’s start with the 8th race of the Formula 1 Championship, at Paul Ricard.
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This race started normally, with Novikov being able to make the pole a victory at Paul Ricard, despite having lost the 1st place at the start to Thomazini. (Who DNFed like 20 laps before the end) In the podium with Novikov went Atelsek for Porsche and Morgan for Red Bull, with the fastest lap being set by the Red Bull driver at lap 47 of 53. Now we move onto the next race to come, the 9th race of the calendar was the Austrian GP at the Red Bull Ring.
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Atelsek got pole and won demostrating the pace he had at the Red Bull Ring, almost not losing the lead excepting for some laps. In 2nd and 3rd we got both Red Bulls of Morgan and de Saint-Germain, with the Russian driver defeating his teammate, having started behind her. The fastest lap of the race this time was set by Rushman III from Ford at the last lap of the race. The 10th race of the calendar was at Silverstone, in the UK. The race had a weird looking, mostly after the weird qualifying we had the previous day, leaving the podium chances wide open for teams like Trabant. Ford or both Porsches to get into the podium, this chance was there mostly for Red Bull and some other regular  top drivers making mistakes on qualifying and not getting into Q3 in some cases.
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Novikov got pole and the win losing the lead just 1 lap in all the race. Thomazini came in 2nd, and was the one that leaded the race for 1 lap only from Novikov.  And as I said,  the podium chances were wide open for the midfield teams and Trabant made the most of it with Eichenschild getting it, and apart from that, he got the fastest lap of the race, making even more out from the chance and for the team. Race 11th, Germany, at the Hockenheimring.
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Qualifying got some surprises here, such as Jarbas seeming to repeat his stadistic of when qualifying in a high place, getting a podium. The top 2 were the same on quali and race with Morgan winning for Red Bull and Atelsek coming home 2nd for Porsche, with Jordan’s Zatacka getting the 2nd podium so far in the season for his team.  The fastest lap of the race was set by Jarbas way at the start of the race. Race 12 of the F1 championship came at the Hungaroring.
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At the Hungaroring, we saw de Saint-Germain winning for the first time despite being on pole 4 times counting this one. The podium was almost the same we saw at quali with these positions, with the difference of Vaara defeating both his teammate and Novikov as well. Both Ferraris got into the podium with the Red Bull driver. The fastest lap went for Pabouckova from Jordan. We had Race 13 of the F1 Championship in Belgium, at the circuit of Spa-Francorchamps.
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This time top 3 was almost the same excepting Jarbas finishing way at the bottom of the field and de Saint-Germain making it from 13th to 3rd, making a Red Bull 2-3 with Morgan in 2nd, and Novikov getting another win for Penske. Fastest Lap was made by Zatacka at the last lap of the race. Round 14 of the F1 World Championship took place at Italy, in the Monza Circuit.
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This race was a total surprise, With Szybki winning for Sempre Senna. We had a rain qualifying, where the top 3 was a normal one, but in the race everything went weirder. Szybki qualified 5th for the race and took the win, with Thomazini who started 7th and got into 2nd almost getting the win and Vaara who qualified 10th got into the last podium position in a race with a total unexpected result, but that was clear it was gonna be unpredictable for the rain quali.
Now, I’ll show both the Drivers and Constructors Championships, going firstly with the Drivers one.
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At the moment we’ve a draw at the top of the leaderboard between Penske’s Novikov and Red Bull’s Morgan, with the Penske driving leading at the moment for the wins difference. 3rd is so far de Saint-Germain, with Atelsek from Porsch in 4th, and Vaara from Ferrari in 5th.
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In the Constructors Championship there’s not a lot of a surprise, with Red Bull leading it with 334 points, Penske is 2nd with 240, then Ferrari with 190 points, 1 point behind in 4th comes Porsche, Sempre Senna is in 5th, Jordan in 6th, Ford in 7th, Williams in 8th, Trabant in 9th, BMW in 10th, Pegaso in 11th, WAR in 12th, Koenigsegg in 13th and then the non scoring teams so far of Skoda and Mercedes. That’s all for  this turn so I will leave  the resume here. Next up is Singapore coming in the calendar, so let’s see how it goes.
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myracingcareer · 4 years
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Formula 1 Championship Update (Race 4-7 and Standings)
The last time we did this review of the Formula 1 Championship in the Season 37 of MyRacingCareer, we saw the first 3 races of the season.
Now, after other 3 races in, we have once again, the updates about the races that happened (Azerbaijan, Spain and Monaco), and both the Constructors and Drivers championships.
The first race to see is the Azerbaijan GP, in the Baku Street Circuit.
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Franciszek Bum, the Polish driver, took the win for Penske, in what was and keeps being, his only win this season so far, in 2nd place came pole sitter Chloé de Saint-Germain, the french driver, who couldn’t keep it on the race and finished in 2nd place. Penske did a 1-3 this race with Novikov coming in 3rd.
Later on, we have the Spanish GP on the Circuit de Barcelona-Catalunya.
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Bartolomeu Jarbas for Ferrari, took his 2nd victory in the championship and what was until there, Ferrari’s 2nd victory on the season and the 2nd time Jarbas finished on points in the championship. Red Bull came with both drivers on the podium, doing a 2-3 with Chloé in 2nd who once again had claimed pole and couldn’t convert it into a victory.
For Round 6 we had Monaco in the well known street circuit, a historic one.
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Red Bull made their 2nd 1-2 of the season in the principality, with Morgan, the Russian driver, leading his French teammate, with Jordan claiming their first podium of the season with Zatacka, the Czech driver, claiming the last step on the podium.
For Round 7, the Championship travelled all the way to Canada, for the Canadian GP in the Circuit Gilles Villeneuve.
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For this race, we had a wet qualifying, and since, we couldn’t know what was going to happen on the race. Chloé once again, couldn’t claim victory from pole, and it was Lumi Vaara for Ferrari who claimed his 1st victory and the 3rd in the season for the Italian team, having started in 7th place, with Chloé who claimed pole and couldn’t convert it into a victory, and 3rd came the Trabant of Eichenschild who started 14th on the grid. 
After seeing the races, it’s time to take a look at the Drivers and Constructors Championships, heading into the 8th race in Paul Ricard for the French GP.
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Now Chloé de Saint-Germain is currently leading the Drivers Championship, mostly because she has finishes races ahead of both Morgan and Novikov, or because both of them failed to score or retired from races and she took the chance to score good amount of points. 
Red Bull is doing a 1-2 on the standings with Morgan being 2nd 10 points away from his teammate, and in 3rd comes Novikov for the Penske team.
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In Constructors, the thing comes almost the same as in Drivers, with Red Bull leading the standings with 170 points, 24 points away from Penske, and 67 points from Ferrari in 3rd place, in 4th is Ford currently, and in 5th place we have Jordan.
With the French GP incoming, that’s all we have for now.
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myracingcareer · 4 years
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New Driver Skills
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Some of our long time managers already accompanied few drivers during their careers and finding motivation to start another driver becomes harder and harder. Some of them already left the game and that is not a big surprise. But can I do something to keep them in the game  longer? Maybe! But surely that must be something different than what they already experienced in the game.
After longer consideration I decided to add more career paths than just formula circuit racing we had from the beginning. We already have MotoGP style series in our game but at the moment they does not seem to be very cool as there are only 4 series and building career in general is not much different.
The long term plan is to add more motorcycling series but also rally championships. There are already 2 special skills which are valuable for drivers to have success in motorcycle races and in rallies. But that does not seem quite enough. Therefore we are going to add more attributes. And here is the introduction to them.
Riding Finesse
This new skill will be specifically useful for motorcycle riders and represents ability to use advanced riding techniques like trail braking, throttle/brake overlapping and some more.
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Trail braking is a motorcycle riding technique where the brakes are used beyond the entrance to a turn, the rider gradually releases brake pressure between turn-in and the apex of the turn. The term trail braking refers to the practice of “trailing off” front-brake pressure gradually as you progress into the corner. 
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Throttle/Brake Overlapping is another dangerous technique. The idea is to think about the throttle and brake as actually one apparatus and not two - so when the brake gradually comes off, the throttle gradually comes on and vice versa. Smooth on and smooth off.
Both of this techniques are dangerous but in our game higher finesse skill will not lead to more errors. Mastering this skill will lead to better lap times and also easier overtaking on motorcycles.
Body Positioning
The way a rider has their body positioned has a great effect on their center of gravity, overall stability and their lean angle when performing a turn. By shifting body weight to the inside of a turn, however, the rider's center of gravity helps to reduce the lean angle and better stabilize the bike.
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Knee dragging as well as Doctor`s dangle (leg dangle) is also part of proper body positioning. Mastering proper body positioning also improves speed in corners but also helps a bit with braking.
Space Awareness
Space awareness is special skill which is useful in tight position battles.
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Helps defending position and also overtaking allowing to keep more speed in side by side battles due to being well aware of opponents location and not being worried of collisions. This gives significant advantage in NASCAR racing.
In-race Adjustments
Track conditions are changing during a long race and ability to do some in-race adjustments to car in combination with drier feedback can avoid losing performance or even improve the performance of the car.
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Of course this skill is useful only in cars which allows to do adjustments during the race.
Smoothness
Smoothness is a special skill useful on soft surfaces where smoother approach to throttle and brake is needed.
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Can be called also pedal feeling but is also applicable on bike handles.
Adaptability
Adaptability is another attribute which is not useful in circuit racing. There is enough time to spend in testing and on simulator that it is easy to remember where the racing line and braking points are and drivers are following the same line lap after lap.
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That is not the case in stage races where drivers does not have perfect knowledge of every corner and kind of improvisation is needed. Adaptability is skill which allows drivers to go faster and don`t lose time due to track  unfamiliarity. Good co-driver also helps.
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