Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I do it this way because I usually start by having race mechanics with the perk for no condition loss on high engine modes. That allows me to run the car at max power, without fear of popping the engine. This means I run short stints in the races, which works well in changeable conditions and tracks with short pit-lanes.
It allows me to maintain some measure of performance from a weak engine, and with a good driver the car can be very competative on some tracks. From there its the usual iteration till I get parts that are properly competative a few seasons in.
Once I have a car thats not stone dead last in the ratings, I tend to end up either getting close to, or making it to promotion where the shenanigans start over again.
I like to start with the engine, and then build on the weakest parts from there.
You can start on next year's parts in a season, and they'll carry over, just so as long as they're one of the two best parts in each category.