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Also, tyre thresholds vary depending on which hardness you're sporting, 15% is approx the limit for softs.
I don't know how much of the game you have played but here are a few things that helped me:
In the lower leagues drivers make a huge difference so if your pair are well below the european league level then get a new one.
To offset the cost, get a pay driver for your reserve and run them in practice, it's a good source of cash.
Your team is probably going to be fighting in the midfield in your first season. It's a bit disapointing at first but if you accept that and set acheivable goals (usually meeting the lower sponsor objective each race and the chairman goal for the season are sensible) then it is really fun.
There are some other great guides which go through things like choosing sponsors, setting up your car and more.
The only decent thing the Create a Team has going for it, is the drivers, where you're basically rated as Average on the Grid).
With the ERS you start in Reverse Grids, but in the first race of the first season drivers are 'ranked' in alphabetical order by first names. Not sure if future seasons take into account the driver's previous season ranking, or if it goes back to alphabetical first names.
Your drivers stats will influence how they perform on the track. A driver with a high Overtaking will see overtaking opportunities more often, and be able to act on them more often than a driver who has low overtaking. Just because you're on an Attack Driving Style, and the AI is on a Neutral driving style doesn't mean you don't have to worry about being overtaken. What's your driver's fitness and focus stats? Cornering Stats? Maybe your drivers are losing focus which the other drivers take advantage of.
I've often seen races where drivers who start at the front of the grid with a weak car stay out front for a short time, only to begin the tumble back in places, as the drivers with the better cars start making their way to the front of the Grid. It's to be expected. The weaker drivers/teams start at the front of the grid, while the stronger drivers/teams start at the back of the grid. The inevitable conclusion is that by the first set of pit stops, the stronger drivers eventually make their way up to the front.
It's ♥♥♥♥♥♥♥ ♥♥♥♥♥♥♥♥♥. So many lost sponsership targets because of absolute ♥♥♥♥♥♥♥ AI garbage.
As I'm typing this now, I just lost a ♥♥♥♥♥♥♥ race because I ran out of fuel on the last lap. I was sitting behind an AI car, crawling all over his arse, but couldn't, in 7 ♥♥♥♥♥♥♥ LAPS, OVERTAKE HIM.
♥♥♥♥ that race, I'm save scumming. Like, what in the ♥♥♥♥ is wrong with the AI? This isn't fun, it's actually a piss-take. How can I not pass someone I'm clearly faster than in 7 laps but 2 AI cars can double overtake me and him? Nah, no dice bub. You're pulling my leg.
My previous post hinted at a driver problem though, not a car problem.
Am I getting this wrong?
https://steamcommunity.com/sharedfiles/filedetails/?id=853332410
What about risk parts? Are they still risky after the new season?
Edit: Also, does "best" part care about the reliability metric or can I just ignore that?
Also, does it take the full stat and become the standard part or is it just the "whatever you got", like 350/400, so 350 would become the new stock part instead of 400?
Won't be risky and ignore the condition.
Improving parts makes up ~80% of your cars performance compared to others, chassis doesn't mean a lot in this game atm though it has some importance. You usually need to be at least on push modes to overtake unless you have a lot better car, a lot better driver, lighter car and/or softer tyres (possibly with less wear).
Look at the performance values of your parts and not their names and you will see they don't just dissapear.
Base performance is what carries over, not the max stat. Reliability will drop to ~40% at beginning of each season.
Risky parts carry over if they are among the best 2 parts of your car in their part category and they won't be risky anymore. Banned parts doesn't carry over.