F1® Manager 2022 Early Access Walkthrough

F1® Manager 2022 Early Access Walkthrough 1 - steamsplay.com
F1® Manager 2022 Early Access Walkthrough 1 - steamsplay.com

This is an Early Access version. Many of these things could (and absolutely SHOULD change.
 

Test results

Feel free to use/put into better formats/Youtube video vids/etc.
 
 
All efforts to minimize the impact of other areas and limit testing to just each area were made to the best of our abilities. There will be differences between tracks. Some tracks are longer than others. Some tracks have a lot more DRS zones than others. Others have very few. Tire wear, fuel usage, etc. This is the average track. Adjust a bit according to track requirements.
 
 
Pace:
 
-Aggressive gains between.5 and.6 seconds per lap. But the tyres will only last 90% of the time.
 
-Attack gains of.8-.9 seconds per lap, but the tyres won't last as long as 80%.
 
-I don't think it is worth going slower, as I don't see any other reason. I have made longer practice runs to gain track knowledge.
 
 
Fuel:
 
-High fuel will allow for a faster lap of.4-.6 seconds
 
I could go on and on about how fuel amounts make no sense. However, having several laps with -lap delta will give you more speed boost (. Your ACTUAL kg is nothing. Most importantly, if you keep the final 40% of a race on "normal", fuel burn, your driver can adjust and delta will recover, especially when you get stuck in an (train. That's 90% every race). If it is positive towards end, then the km remaining is more important. This is because you can still have laps of fuel delta left if that reaches 0. This is a short diatribe. A full diatribe is three times longer.
 
-Fuel is another important consideration. Better drivers will burn more fuel when they are turning corners faster. You may also need to slow down your speed to save fuel.
 
 
Tyre compounds
 
-Softs are.2 quicker than mediums. However, the falloff between them differs depending on track conditions and your driver's smoothness. It doesn't matter. If the cars are similar in power, new softs won't be able to outrun DRS of older hards, but it can help with pit stop variations.
 
Drys lose double the time in 1mm conditions or more, and vice versa for inters/wets in dry
 
Inters are.2 seconds faster in 1-4mm wetness than inters, and inters are.2 second faster in 4mm+ water. Yes, even though the track is almost entirely a lake, inters are still only.2 seconds slower. They can also last for entire races in wet conditions (. I have seen wets with 147 laps.
 
-Wets will wear more quickly if used in the 1-4mm area. Inters and Wets will rapidly degrade when dry.
 
 
Driver skill and set-up
 
-Approximately.1 second for every 2 ratings points. If you have a 90-skill driver against a 70-skill driver, they will lose a lap to you all other things equal.
 
-Setup was.1 second per 10 percent of confidence, so that's a difference between a 40% setup (or a 90% one).
 
 
ERS
 
-Harvest will lose 1 Second per lap in comparison to neutral
 
If the power is fully utilized, 1.5 seconds per lap can be used to deploy.
 
-Other modes gain 1 Second per lap if they can fully utilize the power
 
-All modes appear equal if battery is drained by (except harvest).
 
 
DRS
 
-It is completely stupid and it is also worth.5 secs for a standard zone DRS zone, little bit more for longer and little bit less for shorter. Depending on track, this means that you can gain anywhere from 1-2 seconds per lap on leapfrogging alone.
 
 
Basic strat calls
 
 
Track position is of paramount importance. If you want to stay ahead of the DRS train of slower cars, 1 stop is usually the best way to go.
 
 
-Always attempt to be undercutting. Push absolute maximum while the rest are petty. You might be capable of pulling away enough on your stop to not get a tow.
 
 
Technically, a full aggression race is faster even if it requires a two-stop. The time gain is negligible when DRS is broken. The slower pace cars can pa*s you and make it very difficult to get away. This is a track-dependent method that works well on tracks with minimal DRS, but can be problematic for tracks with multiple DRS tracks.
 
 
If you love pain, FULL ATACK can be even faster at tracks that have lower tyre wear. Even highly skilled drivers will make mistakes at some point during a race. They'll lose all the time gained by running wide or spinning.
 
 
-Regardless what strat you choose, your tyre selection doesn't matter so long you don't take them below 30% (1 second per lapping time loss!) is for two types.
 
 
-In rain, you will only need to swap tires once, from drys to inters/wets and back to drys. With only.2 seconds between inters/wets, you will never have enough laps for dry-Inter wet or vice versa. Even if they are running at a high pace, they won't be able to wear enough to justify it in almost every case.
 
 
-ERS can be dangerous and high-reward. If you are in harvest mode with a train of cars outcla*sing you, it can quickly become a death sentence. Your driver's strategy is also determined by the mode it's in, rather than fuel or pace. They will still try to get pa*ses/blocks in Neutral and deploy, but only standard effort. Even without a battery, they will be much more aggressive in attack/defend modes. Harvest mode makes them very cautious and they won't take pa*ses or blocks unless it is really necessary.

 
 

Written by Mike Takumi

 
 
Here we come to an end for F1® Manager 2022 Early Access Walkthrough hope you enjoy it. If you think we forget something to include or we should make an update to the post let us know via comment, and we will fix it asap! Thanks and have a great day!
 


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