Tips for beginners. Review of the game Motorsport Manager Motorsport manager real teams

Motorsport Manager pleasantly surprises with its depth and detail. Everything you need is here. And split-second decisions on the track, and preparation for the race, tuning, management, construction and much, much more. Everything will influence the result and show who is worthy of a bright victory with champagne on the podium, and who will have to experience the bitterness of defeat.

Best boss ever

If in the real world the path of a car club manager is thorny and complicated, then in the virtual world things are much simpler. Motorsport Manager will make your childhood motorsport dreams come true. Before starting the game, we are offered to undergo training, however, here it is not the best. My debut race took place in Sochi, and when my mentor appeared on camera for the first time, he looked more like a typical southern taxi driver. True, he was bombarded not with “fresh anecdotes,” but with various kinds of information, which more often turned out to be obvious than useful.

After selecting the currency and time format, we are given the task of creating an avatar. We choose gender, appearance, nationality and biography. The biography provides some initial bonuses. If you, for example, were a professional racer in the past, you will get an increase in the mood of the pilots. The former financier has fewer problems with money and has discounts. And for the most serious-minded, there is a mode without bonuses, where only you and your motorsport knowledge enter the battle for a place on the podium.

The local editor allows you to create a real Lenin, be careful.

Next, we are given the opportunity to choose one of three racing series: World Championship, Pacific Cup or European League. The difference is quite noticeable. Different rules, payments, opportunities, and overall levels of the championship. Then we decide on the team we will supervise. They differ in many ways: the condition of the cars, headquarters, personnel, etc. Everything is logical here: the stronger the team under your care, the more sponsors, fans and the chairman expect from you. The latter obviously shouldn’t be upset. He can send everyone home.

The greater the power, the greater the responsibility. You should choose your team carefully.

Time for business, time for fun

The game immediately throws you into the thick of things. You will have to comprehend all the sciences on your own and very quickly. The interface is largely friendly, so it’s difficult to get lost. Fortunately, we will not lead everyone to victory alone. The team has enough AI personnel to help.

And there is something to help with. The manager has a lot of responsibilities off the track. There are many tasks, as well as opportunities, and you need to calculate everything correctly so as not to go into the red. Working with staff, we can either spend money on the development of our clients or hire a professional for a large fee. This applies to designers, mechanics, and pilots.

At the same time, we still have to improve the headquarters, adding new buildings that are too expensive for the pocket, and unlocking improvements for car parts. If you build a telemetry department, you can, for example, improve a component such as a gearbox, and on the test track, pilots will be able to hone the smoothness of turns and all engine settings.

When creating parts, you can cheat a little by adding more properties and improvements. True, there is a risk that the commission will notice this.

You will also have to determine the details for the design and indicate which car to install them on. It won't be possible to stick all the improvements on one person; the pilots will begin to grumble and resentfully wonder why their teammate's car is better.

Pilots, by the way, have a character that changes during the game. For example, a “Schumacher” ward can be gambling, which will give a bonus to overtaking, or smart, and this will help him learn the track faster... or acquire a bad habit, reducing concentration. Also, sometimes you have to participate in interviews, choosing answers that influence the attitude of the pilots towards the boss-manager (that is, towards you). And also - take an active position in voting on changes to the championship rules, such as increasing the speed at pit stops... or increasing bonuses.

Motorsport prodigies

Like a real racing team manager, we constantly check the calendar events of the current tournament and go to the country where the race will be held. There are a lot of tracks presented in the game, and all of them, of course, look exactly like in life. The geography is vast: the USA, China, Portugal, Italy and many other countries, including Russia with the Sochi highway.

Depending on the chosen championship, the race consists of two or three parts. At the first stage, we are given time to break in the car. By listening to the pilots' opinions, we adjust settings - for example, gear length or downforce - and also get to know the track. The next stage is the qualifying stage, where we win our place at the start of the race. And the third stage, accordingly, is the race itself, where it will become clear who trained and who was idle.

We have two pilots at each race. If you don't play in a team, you can forget about high positions in the standings. The interaction between partners is built as in real races. We can order one of the team pilots to allow the leader to overtake him or, for example, to delay the opponents so that the team leader, who is lagging behind them, can eliminate the gap and join the fight.

No “I” in the pilot collaboration. Team performance is as important as a good car.

Before the race you have to choose the type of driving. You can either burn the tires aggressively or rev the engine, but then the fuel will start to melt before your eyes. The choice of tires also influences the route. You will have to calculate your actions and the actions of other pilots. Harder rubber is stronger and wears out more slowly. But with soft speed will be higher.

Naturally, you can “change shoes” at pit stops, and in some championships, running in sets of different degrees of hardness is a completely mandatory condition. In addition, it is imperative to refuel and repair worn-out parts. Additionally, the weather may suddenly change during the race (dynamically, yes), so be sure to keep an eye on the forecast. If rain is coming, it is better to change your tires to “intermediate” or “rain” tires.

As a result, the more tasks you assign to the pit stop team, the longer it will take to complete them. Therefore, such repairs may not work in your favor - you need to look for a compromise in everything.

If you take the settings carelessly, then during the race a breakdown will occur or you will not be able to get the maximum out of the car.

* * *

Anyone can learn how to handle racing games well, be it arcade games or hardcore simulators. Whereas racing managers have always been a niche genre for the most dedicated motorsport fans. The genre has remained as such, but the threshold for entry is Motorsport Manager this time it does not require replacing the blood with antifreeze in your veins. Everyone can figure it out, and then it’s pure pleasure.

I apologize for the constant cough. Damn this cold)
Link to setups for each route. I decided to re-record the video. We watch, we learn, we remember)

Support the channel: Yandex wallet 410012814457046 Thank you.

This part of the video covers everything except the racing.

Motorsport manager complete guide for beginners | how to play and where to start? survive at any cost


Today on our channel we have a new video on the game motorsport manager (training video for beginners)

The first guide to the game Motorsport Manager in which I will tell you what to do in the first minutes of the game, which perks are good, which are not so good, which personnel to sign contracts with, in what sequence to build your own headquarters, how to optimally spend your time, how to properly produce parts and what you need to know about the game and how not to burn out in the first season.
Detailed video description:
1:00 – career settings
1:40 – creating a manager (analysis of manager perks)
5:35 – choosing a general sponsor (pros and cons)
8:45 – work space
9:20 – headquarters | factory
10:15 – team composition
11:37 – chief engineer | chief designer | search for a new prospect
13:10 – stars
13:45 - chief engineer | chief designer | search for a new prospect
15:05 – mechanics and their characteristics
16:50 – pilots and their characteristics
18:28 – chain letter
19:00 – team at pit stop
19:30 – creation of parts and their improvement (upgrade) pumping tactics
26:22 – headquarters, order of construction and upgrade of buildings.
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Horror Knight Cut

Motorsport Manager

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About the game










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About the channel



1) F1 2018 (Formula 1 2018)

5) Turkey (Indie games)

Motorsport Manager guide to rapid development

One of the most effective and cost-effective options for developing a car in the Motorsport Manager game

Motorsport manager guide to creating your team

I share my experience on the game Motorsport manager)

Motorsport manager complete guide for beginners #2 | how to play and where to start? survive at any cost

#mm #motorsportmanager #iseman3d
Today on our channel we have a new video on the motorsport manager game (training video for beginners, or Motorsport manager guide)
Motorsport manager in Russian - a complete guide. How to play, what to do, where to start?
(Dream projectionist) A complete guide to tires in the motorsport manager game -
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The second guide for the game Motorsport Manager in which I will tell you what a race weekend consists of, how to set up a car, how to build tactics for a race, what is the difference in tires, we will also look at how to properly build your team at a pit stop, how to properly negotiate with free agents, look at the preparation menu, driving styles, etc.
Detailed video description:
0:10 Introduction
1:25 Pit stop team, fatigue and correct formation
4:08 Signing free agents, negotiating
9:06 Sponsors, analysis of sponsorship offers
15:54 Track guide, pre-stage menu, tires, key components
20:02 Training menu “Practice”, pilot selection, information exchange
21:10 Car setup
22:00 Wing tuning, downforce, aerodynamics, front/rear spoiler
23:05 Suspension setup
23:18 Gearbox settings, gear ratios
23:30 Tire camber
23:55 Tire pressure
24:36 Choosing tires
24:39 Slicks
25:12 Intermediate tires
25:24 Rain tires
25:40 Training run / Practice
26:56 Choosing tires for practice
28:00 Driving style, tire wear, tire warming up
29:07 Feedback from pilots, tweaking the settings
30:05 Engine modes, fuel consumption
30:48 Training menu “Qualification”, perks, abilities
31:52 Optimization of air purification, warm-up lap in qualifying
32:24 Menu preparation “Race”
32:57 Saving car settings
33:33 Choosing tactics for the stage, choosing tires
36:28 Fuel adjustment
37:38 Driving style / engine mode before the race
38:12 Condition of the car, condition of the components
38:30 Team tactics, order to let a team partner pass
40:02 Pit stop speed selection
41:48 Ending
The video is a Guide (instructions, guides, tips, game guide)
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Horror Knight Cut

Motorsport Manager

F1 2018

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Support the channel
WMR - R196121578934
Donationalerts-
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→ Discord -
→ VK Group -
→ Twitter -
→ Steam -
→Twitch-
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Motorsport Manager (Motorsport Manager, f1 manager) -
Modification Fire17 -
Motorsport manager mobile 3 -
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Programs involved
1) ShadowPlay
2) Photoshop (Adobe Photoshop CC)
3) Audition (Adobe Audition CC)
4) After Effects
5) Premiere Pro (Adobe Premiere Pro)
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About the game
Become the manager of a high-performance racing team. Motorsport Manager is a best-in-class sports manager for racing fans. Managing a team, creating cars and completely immersing yourself in the exciting world of sports
A modern sports manager for car racing fans.
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About the channel
Hello everyone, this is Ice, aka Vasily Khrustalev
On this channel you will see videos on games and movies, and more specifically: walkthroughs, guides, tips, recommendations, movie reviews, streams, horror knights and bad movies.
For easier navigation, use playlists.
I try to publish a couple of videos a week, usually Tuesday and Thursday at 15:00 Moscow time. From time to time, the channel releases unscheduled videos, which we will call bonuses. In addition to videos, the channel hosts streams every Wednesday and Friday.
On Wednesday there is a stream without a specific theme, and on Friday there is everyone’s favorite horror video dedicated to passing, or playing, a scary game.
Key directions on the channel.
1) F1 2018 (Formula 1 2018)
2) Auto arcade (Forza motorsport 7, Wreckfest)
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4) Games from Blizzard (Hearthstone, Heroes of the Storm, WOW)
5) Turkey (Indie games)
6) Horror games
7) Unsuitable Cinema (humorous reviews)

Motorsport manager guide to finances and sponsors

Trying to save money in the Motorsport manager game

Motorsport Manager Ver1.31+ Guide to the latest updates

Finally, the long-awaited video on the latest updates in my favorite manager.

A detailed analysis of the tactical elements of the game "Motorsport Manager": tires, fuel, rain (#41)

In this video, we take a detailed look at the elements of the game, the data for which is hidden from the player, but is very useful when making both tactical and strategic decisions: the critical percentage of tire wear, their life cycle, fuel consumption, tire performance with different amounts of water on the track and much more.

The starting point for the research was this material:

Motorsport Manager walkthrough for your team from the very bottom #1

The first season of the Motorsport Manager game, a complete overview of each training session and race. I hope that you enjoy the passage, and for someone it will serve as a kind of guide

TERRIBLE QUALIFICATION AND GREAT BREAKTHROUGH IN RACE #6 - Motorsport Manager

TERRIBLE QUALIFICATION AND GREAT BREAKTHROUGH IN RACE #6 - Motorsport Manager
Season 1 / Formula 3 / Stage #6
Motorsport Manager Real team lineups mod FIRE17
Progressing through the career of a Motorsport manager for your team
Mod FIRE17 -

Author support
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Motorsport Manager
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Motorsport Manager - Formula 1 Real team lineups 2017

Motorsport Manager - Modification for real Formula 1 team lineups 2017
In the video I show an updated mod for the game motorsport manager, which adds the Formula 1 class of royal auto racing to the game, as well as real teams and real pilots corresponding to the 2017 season, i.e. this season, real f1.
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Link to addon (mod) Ice Mod F1 2017

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Playlist of our co-op championship with Alex Shelik!

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Say thank you to the Author, or throw it in for a beer.
WMR - R196121578934
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Dj Ars (Ars) - Ionic Trance Motion (Evgeny Lebedev Guest Mix)
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AIR-
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Author of the channel and his contacts
→ VK -
→ VK Group -
→ Twitter -
→ Steam -
→Twitch-
→ GoodGame -
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Programs involved
1) ShadowPlay
2) Photoshop (Adobe Photoshop CC)
3) Audition (Adobe Audition CC)
4) After Effects
5) Premiere Pro (Adobe Premiere Pro)
===========================================
About the game
Become the manager of a high-performance racing team. Motorsport Manager is a best-in-class sports manager for racing fans. Managing a team, creating cars and completely immersing yourself in the exciting world of sports
A modern sports manager for car racing fans.
Feel the excitement of the race. Make split-second decisions in real time to snatch victory.
Master advanced technologies, customize all the characteristics of your car.
Create the best team of drivers, managers, mechanics and designers.
Immerse yourself in the living world of motorsport, become its center.
Want to test yourself as the manager of a high-performance racing team?
Motorsport Manager is a best-in-class sports manager for racing fans. Manage a team, create cars and completely immerse yourself in the exciting world of sports.
There are no minor details in the fight for the championship title. Split-second decisions on the track and careful preparation for the race, car creation, tuning, race tactics - everything affects your result and predetermines a brilliant victory or bitter defeat.
Stop watching, start winning. Take control of a racing team.
===========================================
About the channel
Hello everyone, this is Ice, aka Vasily Khrustalev
On this channel you will see videos on games and movies, and to be more specific: walkthroughs, guides, tips, recommendations, challenges, movie reviews and bad movies.
For more convenient navigation on my channel, use playlists.
A video on the channel is published every: Monday, Wednesday, Friday at 18:00; one video is also released on Sunday at 12:00
From time to time, the channel releases unscheduled videos, which we will call bonuses.
Key directions on the channel at the moment.
1) F1 2016 (Formula 1)
2) Hearthstone (Heartstone)
3) Heroes of the Storm (Heroes of the Storm / Hots / Hots)
4) Xcom 2 (X com 2)
5) Horror games
6) Indie games
7) Unsuitable Cinema (humorous reviews

RAM: Corsair Vengeance RGB PRO 16 Gb (8x2)
Video card: Gigabyte GeForce GTX 1060 3 Gb
Power supply: Thermaltake Toughpower Grand RGB 850W
Case: Thermaltake Core V71
SSD: Samsung 860 EVO 250 Gb
Hard drive: HDD Seagate ST1000DM003‎ 1 Tb

ENTERED ENDURANCE RACING #1 - Motorsport Manager PC

ENTERED ENDURANCE RACING #1 - Motorsport Manager PC
Let's start a new playthrough in the old Motorsport Manager PC, let's see how everything goes this time
Don't forget to like, subscribe and comment!
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1) ShadowPlay
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Motorsport Manager || Career || #1 || We create our team from scratch!

Enjoy watching everyone)

Motorsport Manager 2016 Car setup

The video shows in practice how to adjust the balance of the car to 95% and above.
Game group:
The group contains instructions and guides on game editing and modding.

Motorsport Manager: Predator where to start?

Motorsport Manager: Predator where to start?

Become a Patron of the channel and help in development - Podcast - The whole truth about Patronage -

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So you've decided to become a manager

Career Settings


Enable training
I recommend it to everyone who plays Motorsport Manager for the first time, since the training covers in detail all the main points of managing a team and conducting a race.
Race length
The playing time that needs to be spent completing the game, as well as the complexity of each race, will depend on this.
Short races (12-20 laps) mainly depend on the quality of the car and the skills of the pilot. Most likely, you will be able to do it in one pit stop, which means that you will need to pay less attention to selecting tires for the session and planning fuel consumption. The average time to complete one race at maximum acceleration time is 10-15 minutes. This is the easiest option to manage.
Long races (50-60 laps) highly dependent on the choice of tires, fuel balance and will require very precise planning of pit stops. Time for the race is more than half an hour. This is the most difficult option.
Medium races (30-40 laps) constitute a golden mean between the first two. For your first playthrough, I recommend choosing this option.
Finally, select the currency and date format of your choice and enable auto-save.

Creating a Manager


On this screen you configure and fill out everything as you like, after all, this is your avatar. The only thing worth paying attention to is the choice of biography. The most powerful perk is financier, will give you a 5% discount on EVERYTHING, this can save you up to $3 million per season, which will give you some advantage. The remaining options have virtually no effect on your career, so you can choose any one.

Division selection


The game has three divisions: World Championship (F1), Asia-Pacific Cup and European League. They differ in rules and costs per team. If a team finishes first in the season, they can move up to a higher division, so the most interesting option is to start with the European League and go all the way to Formula 1, vrooom?.

Team selection


In patch 1.3 they added the ability to create a team of your choice. Or you can choose any of the existing ones. Teams differ in the division in which they compete, as well as in finances, base preparation, pilots, and so on. But all this changes and improves over time, so choose a team with beautiful colors or play for your favorite country. It is more difficult to play for weak teams, but not impossible.

Team management

Your main task as a manager is to constantly improve the car, select the right personnel, develop your home base and maintain a positive financial balance.

Personnel Management

Your team consists of you (the general manager), the chief engineer, two main pilots, one reserve pilot and two chief engineers.

Characteristics
All characters have characteristics ranging from 0 to 20. Each parameter affects the effectiveness of a certain skill, the more the better. Try to select personnel so that their characteristics are approximately at the same level. It will not be good at all if your pilot makes excellent overtaking with skill = 12, and burns tires into smoke due to the skill smoothness = 4. To get a hint on a skill, hover over its name, the pop-up will describe it in detail, at that it influences.
Stars
Each character has a rating in stars from 1 to 5, which are awarded based on the totality of all characteristics, that is, a character with all characteristics of 20 will have 5 stars. If the stars are not filled in, then this means the potential to which the character can develop.
Development
Pilots develop after successful races, the rest of the team develops through the “Human Resources Department” building. After reaching a certain age, a character may begin to age, then his skills will decrease over time.
You can compare two characters by clicking on the "compare" button. To get a hint on developing a skill, hover your cursor over the skill scale, you will see its increase.


To be successful in the championship, you will need a strong primary pilot and an average co-pilot. The reserve pilot will be practically unused; if you have financial problems, it is better to fire him immediately.

When choosing a pilot, look for the following skills:
Exchange of information – improves tips for setting up the car, gaining experience with tires and the track faster.
Smoothness - characters with low skill burn tires faster, skill less than 10 will create significant problems when passing the track.

Pilots have traits (also “characteristics” in Russian translation). They can be permanent or temporary. Traits can change over time and arise as a result of various game events.
An interesting and useful trait is sponsor pilot. This pilot will pay you money after each race. The amount of money depends on the division your team plays in, and will be higher in the higher divisions.

The market value of a driver will influence your team's attractiveness to sponsors.

Morale affects the success of a pilot's performance. Unhappy drivers are more likely to want to leave the team. In addition, a very low morale score can give the pilot the "uncontrollable" perk. He will stop listening to your commands on the track and will, according to his own understanding, change the car’s modes on the track and enter the pit. But the game has an achievement to win a race with an uncontrollable pilot.

Also be careful when hiring two pilots of equal strength. If their victories alternate throughout the season, they may become "rivals", which will ultimately lower their morale greatly and most likely one of them will want to leave your team.

Mechanics


Basically, the mechanic's skills affect the speed of the pit stop, as well as the likelihood of making a mistake during it. Mechanics also have two perks that are activated when they reach good understanding with the pilots.
Also, two mechanic skills will affect the speed of improvement and repair of spare parts. Therefore, your team should have one mechanic with a high Reliability skill and one with a high Performance skill.

Constructor

The choice of engineer greatly influences the development of new parts; to better understand this topic, carefully study the relevant section of the manual.

The chief designer has parameters for each of the 6 basic parts of the car. These parameters are added to the basic parameter of the part that was at the beginning of the season. That is, the difference in creating parts between the lowest 0.5 star graduate of a vocational school and a 5 star engineer from NASA will be on average 18 efficiency units during one season. The constructor's skill is supposed to be doubled, but at the moment (patch 1.3) this does not happen.

The main benefit of a designer is his knowledge of special Components that can be used to create a part.

  • Such Components do not require additional money or time to create.
  • They allow you to create parts of a higher level, which cannot be achieved without constructing the corresponding research buildings.
  • In turn, higher levels of Components open up additional Part Cells, which allows you to further fill them with Components to achieve maximum effect.

Design Tips:

  • The skill (stars) of the designer are too overrated. If you have financial problems, the designer should be fired next after the reserve pilot. It’s better to hire a designer with knowledge of Special Components for 50k than to pay 500k to a top designer, because even the very first basic Mid-level component adds 15-20 efficiency units to the part, that is, at the skill level of a top engineer.
  • The set of Basic components of a part is generated randomly at the beginning of the season for all quality levels and does not change when changing the designer, only special Design components change.
  • Look for an engineer with knowledge of components from High level onwards, since Medium and Good parts are created without building additional buildings.
  • Do not hire an engineer with knowledge of Components that only work in special conditions (for example In qualifying or with Intermediate tires). Not only does this limit the potential of the part's parameters in the current season, but also these parameters DO NOT TRANSFER into the next season. That is, the “+60 in Qualification” component will simply disappear from the base part of the new season.
  • Particularly effective Designer Components in my opinion:
    = -1 to Risk
    = Creates two parts without wasting time or money
    = Additional Legendary Component
    = +X% reliability for each day of production
    = Max. characteristics instant improvement
  • Parts created using special Components are marked with a green (+) icon. If you fire an engineer or their contract ends, these parts will no longer be available for installation and will not carry over into the new season.

Recruitment, contracting and pilot studies

As time goes on and you progress into the higher divisions (if all goes well), you will need to hire an increasingly stronger team.

To do this, open the “Talent Search” tab, select someone from the list who suits you. You can use various filters when searching.

When you open a character's page, under his portrait there will be a "Enter Negotiations" button. The characters may not want to deal with you if you are in the lower divisions or for other reasons. In addition, salaries make up a significant portion of your expenses, so do not try to immediately hire the best, focus on the budget and your goals for the season.

If you are preparing to move to a higher division, then enter into a medium or long-term contract, since the higher the division, the higher the salary expectations of your subordinates, and the terms of the current contract will not change until its end. Also, when renewing your contract, if your team is performing well, you can reduce your salary and bonuses, since everyone wants to be among the winners and is willing to make some sacrifices.

The building "Pilot Search Department" after construction "opens" in the list of new pilots who otherwise cannot be "seen". Each level unlocks even more pilots. Engineers and mechanics are always available and are not affected by this building.

When concluding a contract, you need to make an offer that suits the character. Pay attention to the tips, this will help you figure out what to offer more and what less. If the character already has a valid contract with another team, you will need to pay a penalty for early termination, but you can look at all the current conditions and focus on them. When you fill out all the parameters of the offer, send it and wait for a response.

You will receive a letter in a few days.
Agreement
All parts of the conditions suit the candidate, click sign to hire him. Keep in mind that spots on your team are limited, so you will have to kick someone out to free up the position (if the previous employee's contract has not expired, you will pay compensation for early termination).
Desire to continue negotiations
Something in your proposal did not suit the candidate. Increase the offer for those parameters that caused dissatisfaction or cancel the negotiations.
Resentment
If you offered too little, the character's patience level will fill in red; if it is completely filled, then you will not be able to negotiate for a while until he calms down. Different people have different levels of patience. Please pay attention to this when offering a contract.

Try to search for personnel in the off-season, then you will have more time for negotiations. It is better to wait until the end of the contract than to pay a large penalty for termination.

Renew your contracts before the last race of the season if you change divisions, as you will receive a promotion offer letter immediately after. If you accept it before the contract is renewed, your staff may ask for a salary increase.

Look for new employees after changing the division, as the best personnel will simply refuse to play for the team in the lower divisions.

Most of the pilots at the start will be unknown to you. You will only be able to see their characteristics approximately and will not be able to recognize their perks. To see complete information about the pilot, click on the "Study the pilot" button. After some time, you will receive a letter and will be able to view all the information. Add pilots with good characteristics and traits to your “favorites” so as not to lose them.

The number of pilots you can study at the same time depends on the level of the “Pilot Search Department” building. In addition, upgrading the building will unlock new pilots on the roster that otherwise simply cannot be seen.

Remember to queue up pilots until you've unlocked them all so you have every opportunity to recruit the best characters. Start by studying all pilots aged 16-22, as they will not be ending their careers anytime soon and can greatly improve their skills over the course of a few seasons. First, study all the available pilots, then all the best pilots of the current season. Look at the expiration date of the contract, perhaps the pilot will soon be “released”.

Mark all drivers with the "sponsor" skill as favorites, as this can be useful for teams with a small budget.

Parts development

Continuous improvement of details is the path to success. On the contrary, if you don't improve your car throughout the season, you'll start losing races, making less money, and eventually getting fired in disgrace.
In addition, the two best parts of the season in terms of efficiency carry over to the next season as base ones, so it is very important to have two parts improved to the maximum by the end of the year.

On the car development screen you can see which parts are available for production. Depending on the season rules, some details may be "special", they are the same for all teams and cannot be improved.

Try to maintain a balance and improve all the details sequentially, first everything to an average level, then to a good level and so on. Also pay attention to the summary table of the car's characteristics. Here you will see how each of your parts compares with other commands.

On the part creation screen you will see the available development levels. All teams start at an average level at the beginning of the season. Select one of the available components and after manufacturing the part, its next level will open. In order to create parts above a good level, you will need an appropriate building at the base or an engineer skill. For choosing a component of each next level (filling a cell), you will pay an additional cost and increase the time to manufacture the part. You can select two cells of the previous level at the same time if the next one is open, but then you will not learn the new level of the component. For example, if you have a medium and good part level open, you can select two middle level slots, but the excellent level will not open after creating the part.

At each part level you can choose from three basic components (to select above a good level you need the corresponding building) and one choice is possible depending on the knowledge of your engineer, but keep in mind that if you fire him, he will take all the parts , which were created using his special knowledge.
On the other hand, the knowledge of an engineer will allow you to create parts of an excellent and higher level, even if you do not yet have the necessary buildings built at the base, and choosing engineer components does not add time and cost to the part.

Bonuses when choosing a component

Each component you select when creating a part will provide certain bonuses or penalties.
Let's take an example of creating new brakes.
All parts have a base efficiency potential, which will be the value of your starting part and will not change until the end of the season. There is a current and maximum indicator; to achieve the maximum indicator, the part will need to be improved.
For example, let's take part 100/110. That is, at the output we will get a part with parameters of 100, and the ability to improve it to 110.
Your chief engineer will add his skill to this part x2, for example, if our engineer’s knowledge of brakes is 10, then we will receive an increase of 20 to the basic parameters, that is, the part will already be 120/130.

  • The efficiency parameter improvement will be added to the base parameter and its maximum value.
    For example +20 will create a part 140/150 = (120/130 base + 20)
  • The improvement to the maximum efficiency parameter will only be added to the maximum value.
    For example +20 to max will create a part 120/150 = (120/130 base + 20)
  • Reliability will increase the base reliability of the part immediately after creation. The default part reliability is 40%. That is, +20 to reliability will create a part with 60% reliability. This way you can start using it faster. Otherwise, you will have to improve its reliability first.
  • The red zone affects the possibility of a spare part failure during the race, which will lead to the car leaving the track. For example, a part with red zone parameters of 20% and reliability of 40%. During a race, the reliability of the part will decrease over time and under aggressive engine conditions. After reducing reliability by 40%, the part will be in the red zone, that is, it can fail at any time after this mark.
  • Manufacturing time will reduce or increase the delivery time of the spare part.
  • Risk is the likelihood of breaking the rules. The higher the risk, the higher the chance that after the race you will be fined (usually about $100 thousand and -2 places), in addition, this part will be taken away from you and you will not be able to use it. If the part is not found, then next season (if its parameter is maximum) it will become the basic one and the risk will completely disappear.
  • You may also see the parameter “For... (qualification, race)” - the parameter will be added ONLY at this stage. "For... tires" - the parameter will be added ONLY for a certain type of tire. If the part becomes basic in the new season, the parameters for it will disappear, that is, they will not be transferred.

Spare parts strategy


If you don't have buildings to create high-level parts, try hiring an engineer with component knowledge. It is ideal for the engineer to have better than good knowledge of all components.

At the beginning of the season, select components that increase the base efficiency rate, then the reliability percentage and then the maximum efficiency increase, since to achieve maximum efficiency and reliability the part needs to be improved, and there will rarely be time for this.

Towards the end of the season, focus on maximum efficiency at the expense of reliability, as the maximum achieved will carry over into the next season. But do not forget that only the indicators that you will actually achieve by improving the part will be transferred. That is, a part 110/130 will be in the new season as base 110, and if it is improved to 130/130, as 130.

When transferred to a new season, risky parts will no longer be risky, so at the end of the season you can select all risky components, they usually give very good increases. But don’t put these parts into the race, if they are found, they will be taken away and will not be available in the new season.

Indicators that do NOT carry over into the new season

Maximum values ​​to which parts have not been upgraded
Reliability (it drops at the beginning of the season for all spare parts to 30-40%)
Components with conditions (for qualification, for tires)
Red zone (will always be 20% in the new season)
Risks

Upgrading to a higher league will also give you brand new parts, so if you're planning on upgrading, you can save some money on upgrading your base.

Improvement of details

Over the course of the season, you need to improve the parts you have created to achieve maximum performance.

The percentage by which a part will be improved per day consists of the following components:

  • Influence from the level of your engineer.
  • Influenced by the "Characteristics" and "Reliability" parameters of your mechanics, they can be swapped, put them in positions in accordance with their skills.
  • The level of your factory (it also adds slots for parts).
  • Personnel distribution slider. Note that even if you move the slider to maximum, the Efficiency improvement will still be about 1% per day of the Chief Engineer's influence. For example, if you move the slider all the way to Reliability, leave 1 spare part to improve Efficiency and vice versa.
At the beginning of the season, all your parts will be in poor condition. Move the slider all the way to Reliability and increase it in the first car to about 70% for each part, otherwise they may fail during the race. First, improve the engine, gearbox and brakes, as they are under heavy loads and take a long time to repair at a pit stop. Do not improve the Reliability of the parts of the second car, as you will immediately begin to create new parts that you will put on the first car, and the second will receive old, but already improved parts.

By the middle and end of the season, rebuild the process to improve Efficiency indicators, since the achieved indicators will carry over into the new season, but Reliability will drop for all parts.

Please note that the improvement percentage is divided equally among ALL parts that you supply at the same time. That is, if you have an improvement amount of 8%, and there are 4 parts for improvement, they will each receive 2% per day. And if there is one part, then it will receive all 8%, so place fewer parts at the same time to increase the speed of their improvement.

Base development

Developing a base is important, but it costs a lot of money and takes a lot of time. It is optimal to build improvements in the off-season using prize money.

In principle, everything is quite simple here, each building opens up certain opportunities and affects the development of your staff.

At the beginning of your career, upgrade your plant and design department to level 2 as soon as possible, without this you will not be able to move forward effectively.

Then start building buildings to upgrade the parts to an excellent level.

You can build an excursion department, it gives about $60 thousand per race and will pay for itself in about 2 years.

A helipad is only needed if your team has the ability to attract a level 5 sponsor. Build it at a team market value of 80%.

Weather forecasting and pilot search department are the most useless buildings, build them only if you have nowhere to invest money.

Sponsors

The race weekend is the culmination of our long preparation and the most fun part of the game. Here the team understands what its pilots are capable of and the achievements in developing the best parts. Forward!

Preparation


Races last several days and consist of training, qualifying (if provided for by the rules) and the race itself.

Before you click Continue and proceed to the race, you need to do a couple of things:

Check the sponsors tab, and make sure you have ALL sponsorship spots filled before the race starts. Remember, empty advertising space doesn't make money.

Select a sponsor, who will pay for participation in the race, out of three possible ones. The sponsor sets conditions on your place in the race (and qualification), if these conditions are not met, you will not receive a payment. If there is a qualification, then the total payment is divided into 2 parts and paid separately for the final places, half for qualifying, half for the race itself. Some sponsors increase payments at the home track several times. Choose the sponsor who will give the most money, but taking into account the places that you can actually take. It is better to receive a smaller payout for 10th place than not to receive any for 1st place.

Choose a set of tires for the weekend, if provided for by the rules. Take soft tires in a ratio of 3/4 to hard, since the speed bonuses of soft tires are very large, and it is often more profitable to stop at an extra stop than to drive on hard ones.

Check the spare parts installed on the cars, do not forget to install new ones, if any. Choose parts with a Reliability of at least 50%, preferably 70-80%. The bonus you get from a more efficient spare part will not be so important if you have to use it for 20 seconds. fix it on pita or she will refuse altogether.

Look at the track characteristics, there are 3 parts listed that will have the most important impact on the performance of the car; these same parts will wear out faster during the race. The weather forecast for all stages of the race, the type of tires used and the expected impact of the route on tire wear and fuel consumption will also be indicated. Take these parameters into account when preparing.

Click Continue and let's go.

Training

During the training, the optimal settings for both cars are selected, and you also gain knowledge (perks) about the track and the types of tires.
How strong the influence of settings and perks on the performance in the race has not yet been studied, I will try to conduct tests in this regard. However, according to subjective observations, they have a very small impact compared to the level of the pilot and the quality of the car.

The higher the level of the "Information Exchange" perk for both pilots, the faster you will receive perks for training, and the better the tips for setting parameters will be.

You can choose a reserve pilot to undergo training, then he will gain some skills and, if he is a sponsor pilot, will pay you 50% of the amount for the race.
But, the skills of a reserve driver grow very slowly to upgrade him in this way, and 50% of the sponsor driver's amount is usually less than his salary per race, so the benefit from the reserve driver is zero.

Preparation


Before starting your workout, you can make preliminary settings so as not to waste time on the track. The settings depend only on the parts installed on the car, and not on the pilots (their weight added in patch 1.3 is slightly affected). Thus, the optimal settings will be quite close for both machines.

Optimal settings are considered good at values ​​above 90%. If you received this indicator or higher, then you don’t have to bother and leave it like that.

If you complete a training session on a simulation, the settings will usually be around 70-75%, also the tire wear and perks during the training may not be very good, but you can save an extra 10 minutes of your life =)

Car setup


Your mechanic will tell you the adjustment range indicated by the green area. Real indicators may be in the middle of the area, or at its very edge, and even a little outside, but for an initial reference point it will do. Since the settings cannot go much beyond the recommended area, you can start adjusting from the edge closest to the center, and move further as you receive feedback.

Do not set the same presets on both machines. Make them a little different, then if you hit the optimum on one, then on the second the setting will be approximately the same. Since there is no scale on the balance, I focus on the letters. For example, the setting of the turning indicator is approximately 50% under the letters CHI, and 60% under the letters AE. It may not be precise, but it’s a little easier to navigate this way than by eye.

First part of the setup

Downforce Adjustable only by the position of the wings. The higher it is, the better cornering will be at the expense of maximum speed.
Wing angle values ​​are typically in the range of 14-18 degrees for the front wing. Just put the rear one in position = front + 10 degrees.
Values ​​of 14-15 degrees for an almost straight track with gentle turns, values ​​of 17-18 for a large number of sharp turns.

Second part of the setup

Steerability is mainly regulated by setting the Suspension Stiffness. If there are a lot of turns and they are sharp, you need to make the suspension softer to increase steering and vice versa.

Speed ​​balance is regulated mainly by setting the Gear Ratios. If the track has a lot of turns and few long straight sections, then short gears are needed for acceleration, and vice versa.

Third part of the setup

Tire camber slightly changes the balance of speed and steering, use at the end of training to slightly adjust the values. I very rarely touch this setting, its optimal interval is 1.6 - 2.4 degrees (default 2).

Tire pressure has almost no effect on the parameters, I never change it. If you do tune, do it after camber for super fine tuning.

Training and adjustments


Immediately after loading the track, you must manually press the Send button for both pilots. Check the "Workout" tab. If you qualify, you can select Qualifying or Race Settings. Depending on the choice, experience will be accumulated for the corresponding perk. The number of laps determines how much fuel will be added.

Turn on fast forward and wait. Please note that if it rains and the track humidity is more than 20%, you will not improve the tire performance for a dry track and vice versa, so stop and change your shoes.

After completing the first lap, the pilots will begin to give comments regarding the settings, you can rely on them to understand what to change. Drive 2-3 laps and force the pilots into the pit. If you have selected the Practice settings for Qualifying and you have already taken the 1st level of the skill, it is time to turn on the settings for the race.

Wait for both drivers to pit. The faces show how close the settings are to optimal. There are gradations: Very bad - Bad - Good - Excellent. If one pilot has an excellent parameter, then the second one will have it very close.

Adjust the balance settings, first the wings, then the box and suspension. The previous setting will be marked with a white marker. If one of the parameters was excellent, it may change after adjusting the others. Put it back using the white marker as a guide. Let the pilots out for a couple more laps.

Further settings are quite simple. On the right side of the screen you see the indicators that you received when entering the pit, the higher the percentages, the better. If you hover your mouse over the Use Setting button, the balance panel will highlight the values ​​that were in that setting. If you click on it, the sliders will return to their previous value.

The general principle for changing the settings for faces to excellent performance. If we imagine that the yellow circle that is located on top of the setting indicator is one, then:
Red face (Very bad) - you need to shift the balance by 5-6 units
Orange face (Bad) - by 4-5 units
Yellow face (Normal) - by 2-3 units
Green face (Excellent) - no more than 1 unit

Every time you enter the pit you spend about 25 seconds entering and exiting and up to 40 seconds adjusting the settings. While you are in the pitlane you are not improving your track skills. Therefore, do not try to improve everything to the maximum if you have already achieved 90+%. It’s better to ride around the track and earn perks, perhaps they will be more useful in the race than a couple of extra percent of settings.

If there is Will, there will be a holiday

Driver Will Evans should win the race

Driver William Evans co-pilots for the Predators in the EHL. The easiest option is to hire him at the beginning of the season at Garuda as a co-pilot and give him the best parts.

Notes:

Part of the lyrics from Helga En-Kenti's song "Dark Horse" was used.
LightChamp - emulates in my version of the world Motorsport Manager IndyLights, the youth series of IndyCar. Let me remind you that IndyCar is emulated by MotoChamp. Like Eddie Carver in the text, this is the very real Ed Carpenter, the boss of his own team in IndyCar.

I feel the need to explain something.
Firstly, after patch 1.3 (and DLC with team creation and GT series), this save began to glitch. Not critical, but not very pleasant.
Secondly, I finally felt that I was interested in playing the management of European races, but not very interested in writing about this management. Watching them generally bores me to death - compare Monaco and this year’s Indy 500, you’ll understand. But no one has yet made a normal IndyCar emulation for MM (the well-known mod gives only cosmetic changes, almost without taking into account either the rules, the tracks, or the specifics of managing a team).
Thirdly, my heroine also refused to continue to stew in the “purse race”.
Based on all of the above, I decided to change the format starting with the 2021 season. If I honestly write down the 2020 season in the litstream format, then 2021 will already be a full-blooded AU. Stella is moving to the local Indycar - which is a VERY different race.
This is also due to the name change. IndyCar (or MotoChamp, as in the text) is not the Great Circus. This is a completely different beast, for my taste - much more interesting.

In 2019, we started - as usual, as always - with breakdowns and feverish “finishing” of the car. We screwed up the first three stages very seriously - but it was predictable and I didn’t even think about repeating the enchanting beginning of last season, especially since Antonov was frankly no longer pulling the role of a pilot.
It will seem strange, but there was a very positive side to technical problems. The fact is that Laura always piloted very... aggressively, perhaps. This “wild” driving style is spectacular and good for overtaking, but creates serious problems when you need to get to the finish line “at least with glasses.” I was like that myself and saw that Laura had the same problems - and in the 2019 season she began to act much more carefully.
In reality, there isn't as much difference between "wild" and "cautious" racing styles as it seems - and the better a driver is at balancing the two, the better chance he or she has of winning. Both the filigree calculation of the trajectory and the tough attack on the verge of elimination are part of the work that I once did. But in practice, most people lean towards one of these styles - and only those who find the balance become great.
At the beginning of the 2019 season, Laura was just looking for this line - and I was happy about it. I understood that now it would go up.

In America, stationary tracks, familiar to European racing, are called “road tracks”. Just the “road” configuration of Phoenix was the fourth stage in the calendar.
After the first pit stop, Laura took the lead. And she did not give up this position. We proved that last year's results were not entirely accidental.
However, Sergei clearly gave up. He could no longer attack or even hold on. Therefore, I transferred him to the reserve until the end of the season, and put Simone Santore, our test driver, in first place in the team. There was no fundamental difference in the results - but Simone progressed at least a little, and Sergei was clearly finishing off the season.

Several finishes in the points, two podiums - by the time of the Phoenix roundabout we were in fifth place in the Cup and were going to fight further. Neither Simone's flight to Rio, nor Laura's technical difficulties (fortunately, which did not lead to retirement) in several races, nor the "consistently mediocre" driving of Simone - who was great as a test driver, but simply did not like to drive in combat conditions - nothing stopped us from clinging to this place with our teeth.
However, we didn’t do anything good at the legendary “mile oval” in Phoenix - and couldn’t do it. Not because Laura or Simone didn’t fight - that’s just the nature of the tracks.
In general, the Federation made a very strange decision by including a classical track in the calendar. The fact is that in MotoChamp everyone has the same chassis - only different engines (from two or three companies) and some modifications to the body kits are allowed. That’s why MotoChamp implies a wildly intense fight - everyone there is on an equal footing.
In the series of the “European school”, as the EGS and ATK are traditionally called, and the so-called “world motorsport championship”, the teams develop the chassis and parts themselves (different series have different regulations, but this does not help). And on the track it turns out that too much is influenced by the amount of money spent on the car.
It has too much influence on city and stationary (road, as we say in America) routes - but on the track it becomes decisive. Although Anne MacLeod in Phoenix 2019 managed to clearly demonstrate that even a top-end car with a driver who does not understand the specifics of the track cannot help - she finished only ninth, behind Simone Santore's rear spoiler - there was still no talk of points for us.
It was after this race that Laura approached me at the airport and asked if I would mind if she went to MotoChampion in 2021.
I was somewhat unsettled there - at least by the fact that I knew perfectly well that if Laura had the same car as Shah or Batista, we would have won this stage...
In general, I said that I wouldn’t be against it, provided that I became Laura’s racing strategist. And that I will try to drag Nellie Parker, whose contract also expired in 2021.

Realizing exactly what I blurted out, I dropped out of active life for a couple of days - as much as the ATK team manager can afford, of course.
The fact is that in MotoChamp (I am writing this for my European readers who are not familiar with the specifics of American racing) there is no concept of “team manager.” The team is headed by a boss - usually a former racer (sometimes a real one, like Eddie Carver in those years). But each driver has a racing strategist - a person who helps with advice on tactics, determines, within reason, the pit stop strategy... and everything else that can be meaningfully determined from the command bridge.
Actually, this is roughly what I did for my pilots during the races in the EGS and ATK - but at the same time there was too much hanging on me. The strategist at MotoChamp works much more closely with the rider.
I was afraid both of not being able to pull it off and of too personal, too close contact with Laura. I was afraid - and I wanted it.
But I thought less about personal things. I was afraid that I would not be able to become a good strategist - but I also wanted to go there. A championship in which, despite high prize money and salaries, pilots race for the sake of racing. Once again the snakes of old doubts raised their heads - and I was not at all sure that at sixteen I did the right thing by accepting the offer from the Archers. Maybe I should have gone to LightChamp...

However, this was all a distant prospect. The season had to end.
Laura, as if spurred by the prospect of a transition, snatched fifth place and the best lap time in Belgium (just don’t ask me what Belgium has to do with the Pacific Ocean and Asia - I don’t know, I just don’t know! But the WFA included this track in the ATK) and sixth locations in Vancouver and China. Veksala finished the season in 5th place. Exactly what we were aiming for.
Antonov decided to stop performing - he had lost motivation. And he was too old for European school racing (35 years old - in MotoChamp this is middle age, but in European racing he is already old). I signed Alexia Permet to replace Sergei, and Simona happily returned to the status of test driver.
Nellie Parker herself came to me, saying that she was tired of the pathos of the European series - and would like to stop working after the expiration of the contract. I told Nellie about our preliminary agreement with Laura - and was even somewhat surprised at how Parker seized on the idea.
Everything was ready for a conversation with Claudia. Difficult, difficult - but necessary.

I came to Kuyara for a completely ordinary reason - to decide on tasks for the next season. However, in addition to the same fifth place (to aim for more would be an outright gamble - our material base did not allow us to enter the major leagues), I was dumbfounded by Claudia with the news that from the end of the 2020 season she will have to work with a new manager, a new driver and a new senior mechanic
Looking ahead, I note that many perceived such a collective transition as a betrayal. But not Claudia - she turned out to be unexpectedly sensitive. When I explained why this idea came to us specifically after the Phoenix track race, she proposed an unexpected move - in the 2021 season, to provide sponsorship for Laura and her team in the first season in MotoChamp. In fact, we were talking about performing “under a double flag” - this is usually practiced in MotoChamp if teams cannot field as many cars as they wish. Then one of the machines turns out to be “common” and goes in the protocol under a double name. In our case, Veksala was supposed to act as a debutant team.
This was a great idea - primarily because parting with Vexala would be difficult for all of us. But this also eliminated some of the problems with finding sponsors - which was also important.
However, there was still a whole year left until this moment - a year in ATK. Laura and I are in our last year in the “European” series. A year of hard struggle. A year that changed a lot.
However, first things first.

From the 2019 racing press:
"Vestnik Motorsport", 06/2019.
"Dark horses take the lead"
After the unsuccessful first stages of the season, the Finnish team "Veksala Motorsport" had a fantastically strong race. Although Miss Star, the team manager, was much criticized for replacing Merya Vaanamen with Laura Ingelev, it was Miss Ingelev who snatched victory at the North American Grand Prix in a bitter fight with the McNeil Racing pilots, thereby proving that Stella Star has a nose for talent.
“Laura is a very strong racer,” Stella Star said after the race in a short interview. “She already knows how to combine delicate cornering and line retention with a fantastically aggressive overtaking style. It is from pilots who know how to combine the incongruous that great racers grow - and Laura has every chance of this.
The joy of victory for the Veksala manager could not be spoiled even by the ninth place of Sergei Antonov, who had clearly lost his form this season.

Stella Star's comment:
I still don’t have the slightest idea what they did with Vestnik Motorsport in 2019. I didn’t exactly send them any money, and I don’t know what methods of persuasion the fans used against them after 2017, and somehow I’m not even too interested. It's entirely possible that I shouldn't know...
In any case, this was one of the few comments I made during management at Veksal, when I could be almost completely truthful. “Almost” - because it would be unreasonable to talk about the technical side of the work. Kelly did what he could - but we simply did not have enough money for a top-level chassis.
This is the reality of the Circus Maximus - European open-wheel racing. Three-quarters of what can be done comes down to money.
Perhaps I should have taken the place of manager of one of the teams to understand the underside of the Circus. When I was racing, I, with all the naivety of my youth, believed that my talent and my will to win would be enough to compensate for the shortcomings of a car... not of the first echelon. And this really was the case - at some races, when I was especially lucky.
Laura had the same thing - only angrier and tougher than me. She had no illusions - she simply refused to acknowledge the reality of the struggle, which is determined primarily by the team's money. This is why Laura Ingelev, even in ATK, looked much better than others - and this is what later made her the “Mad Warhead” that she became. But there will be time and place to talk about this...

“Weekend with Motors”, Channel 6. 08/19/2019.
Hosted by Elizabeth Daly.
...Let's move on to a review of last week's Asia-Pacific Cup race, the only stage in the series calendar on the classic American oval track.
It should be noted that my colleagues from American publications are very skeptical about the idea of ​​​​putting cars with different chassis in a track race, calling the Phoenix Grand Prix “a race of the thickness of wallets.” In many ways, they are right - indeed, in World Series championships, the team’s budget determines a lot. But they are mistaken in many ways, and we will now illustrate both statements with the help of pilots of the same team...
On the screen, the studio panorama is replaced by a recording of the race.
Both Veksal Motorsport pilots are walking side by side, just outside the scoring zone. Laura Ingelev cannot maintain the pace of Shah, who is in sixth place - she loses somewhere around twelve to thirteen hundredths of a second per lap, although my American colleague, MotoChamp columnist Jack Erlington, called Laura’s aerobatics “ideal”. Which is indirectly confirmed by how far behind Laura Simona Santore, who replaced Sergei Antonov in the middle of the year, is behind Laura - Miss Ingelev is lucky for her partner by three tenths of a second per lap!
And notice the blue and white formula behind Simone - that's Amy MacLeod from MacNeil Racing! Amy easily overtakes Simone in most races, but on the track the Scottish pilot is simply helpless, all attempts to attack are easily blocked! Even a much more powerful car does not help MacLeod pass Santore. Erlington, commenting on this point, was so sarcastic that I simply do not dare to quote him on air...

Football managers, which give players the opportunity to try themselves as a coach of a major league team in one of the European championships, are no less popular than football simulators of the FIFA and Pro Evolution Soccer series. Until recently, racing fans did not have an economic sports simulator like Football Manager, but, fortunately, the Playsport Games studio has corrected this situation with the Motorsport Manager project.

Moreover, Playsport Games started from afar, from mobile platforms. The original Motorsport Manager, released in 2014 on iOS and Android, was an incredibly addictive casual sports manager with short play sessions and easy-to-learn mechanics. The championship in this game could be completed in just a couple of hours, and the average race lasted no longer than 10 minutes. The mobile version still plays great, and it costs only $1.99. Inspired by the success of the project for smartphones, Playsport Games announced the development of a version for PC, which was supposed to be not just a port, but a completely new game with redesigned graphics and significantly expanded and complicated basic mechanics. And so it happened. If the mobile Motorsport Manager was casual and very fast, then Motorsport Manager for PC is a leisurely, comprehensive sports manager, comparable in complexity and depth of simulation to the same Football Manager.







A novice racing team manager faces a difficult choice: start with the basics and a simple championship, or immediately plunge into the fight for the title of royal racing champion? Playsport Games does not have an FIA license, so this is a somewhat conventional racing series. World Motorsport Championship, corresponding to Formula 1, Asia-Pacific Supercup - conditional GP2, and European Racing Series - analogue of the FIA ​​European Formula Three Championship. However, despite the fact that the developers do not use the names of real teams and race tracks, the tracks and stables are easily recognizable. Racing fans will be able to tell at a glance which race is the Munich Grand Prix, which is the Guildford Grand Prix, which is the Ardennes Grand Prix, etc. The racetracks are similar to real ones, right down to the location of the grandstands, paddocks and chicanes. The situation is the same with teams, at least in the “major league”. If you are into Formula 1, you will undoubtedly guess which teams are encrypted under the names Rezzato Corsa, Windsor Racing, Steinmann Motorsport or Scuderia Rossini. “Luigi only supports Rossini!”







In addition to choosing a team, your own background (former engineer, racer, financier, etc.), before starting the game you must also set the length of the race. From a short simulation of 12-20 laps (depending on the series), to a full simulation of 50-60 laps. It is worth keeping in mind that the new Motorsport Manager is no longer a casual game; even for a short racing weekend you will spend 35-40 minutes; if you increase the number of laps to the maximum, each race will take more than an hour of time - which means that you will have to spend 10-16 hours on the entire championship. And the path from the very bottom to the top of motorsport will take at least 30 hours of playing time.

In addition to the open championship, you can practice completing specific races under different conditions or take on a task. The latter is the same career, but with some restrictions: you need to lead a certain club to victory, you cannot move to another team, etc.







Participation in a racing series involves many aspects. This includes the development of our own training base and design department, searching for talent, concluding contracts with drivers, designers and mechanics, keeping pilots in shape, designing a car, improving it during the season, fighting for reliability, answering tricky questions from sports journalists, searching for sponsors, communication with the team boss, etc. Well, the culmination is the race weekend. Training and searching for the ideal car settings, rolling in different sets of tires, determining tactics. Qualifying with precise timing of the car entering the track to avoid traffic and the track was moderately dirty. Proper warming up of tires and brakes before going on a fast lap. And finally, the race. Tire selection, pit stop strategy, fuel tank quantity, use of team tactics, careful handling of tires, race penalties, traffic, etc. All this is in Motorsport Manager and everything, taking into account some conventions, is simulated quite deeply. I can't even believe it, to be honest.







But more importantly, Motorsport Manager has the emotion of real motorsport. There are incredible last-corner overtakes in Milan; bad decisions that ruin the entire race; fantastic luck to qualify on soft tires between two rainstorms in Yokohama. There is admiration for a perfectly working mechanic-pilot pair, delight in beautiful overtaking, happiness in finding a promising newcomer and concluding a long-term contract with him. The joy of victories, the bitterness of failures, the anger of sports - everything that makes us love motorsport!

Here the racers are almost living people. Moody, going to nightclubs, demanding a raise, having famous fathers, launching their own clothing lines, quarreling with rivals and mechanics, etc. Each driver, in addition to the characteristics that influence the control of the car, may also have personal traits that sponsors like or dislike. And your income depends on sponsors, and therefore the ability to invest money in the development of the car.







Here, too, everything is not so simple. Improvements depend on the money you have and the buildings you have - wind tunnel, test track, etc. In addition, they are influenced by the parameters of the main designer. You can develop components to comply with GMA (local FIA) rules, or try to work around them in the hope that your car can pass inspection. Sometimes it is very profitable to cheat, despite a possible fine, loss of position and a ban on using this component. Although losing first place can sometimes be a shame.

I will describe my experience playing Motorsport Manager. Starting in the lower division of the European Racing Series, I led my team to the podium several times, although we had no chance of winning the 2016 championship. But the bosses of other teams noticed me, and after six races I moved to the top Asia-Pacific Supercup team. Having successfully improved the car, we managed to win several races, but at the end of the season the team took second place. In the new season, I decided to replace a good, but already losing form, old rider with a promising newcomer.







Unfortunately, the newcomer simply did not have time to skate, and the results shown in the first races of the season were worse than last year. The team boss lost his temper and threatened to fire him. Fortunately, competitors just had a vacancy. In a fierce struggle with our former team and the same young driver who had already gotten into shape, we barely snatched victory in the Constructors' Championship and received an offer to move to the major league, the World Motorsport Championship.







Despite the good rewards for first place, there was hardly enough money to develop a car according to WMC specifications. In addition, our base could not compete with the bases of senior championship teams. But the worst thing was that our generally good racers were absolutely not interesting to advertisers, so there was nowhere to wait for money to come from for the development of the car. I made the difficult decision to retire the riders and take on newcomers who were attractive to sponsors. Well, now the most prestigious brands are knocking on our door. Most likely, in the current year, 2018, according to the game time, we will not have a high place, but the prospects for 2019 are already quite good. Motorsport is not a sprint, it's a marathon. Let's see what will happen next.







Compared to the mobile version, the “big” Motorsport Manager looks much better. The miniature tracks are filled with tiny figures of spectators, there are even girls with umbrellas on the starting line. Plus there are a lot of little cute details: team trailers, spectator buses, flags in the stands, yachts in the harbor, trees around the tracks. Well, the cars themselves have finally become like racing cars - now it’s not a conventional dot running around in circles, but a real car in its coloring, raising clouds of spray when it rains, flashing brake lights, smoking when it breaks down. You watch the bustle of cars on the track with your heart skipping a beat, just like watching a real race.







Motorsport Manager has a lot to offer, and the off-season is just as exciting as the racing season. Development of a car, selection of suppliers, creation of a unique livery, negotiations with potential employees and racers. By the way, the contract negotiation system is quite a quest. Each candidate has his own requirements, level of sensitivity and a very good memory. If you offend one of the racers, it’s not worth approaching them with new offers for a couple of seasons. Etc. and so on. There's a lot to this game. Just when you think you know everything about the game's mechanics, Motorsport Manager throws something new at you. This is a very multifaceted game.

Site evaluation

Pros: Simulation of most aspects of racing team training; racing simulation; nice visualization; features of riders, sponsors, team owners, etc.

Minuses: No

Conclusion: Motorsport Manager is Football Manager for big racing fans