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The main problem in the game is that the game is focused on micromanagent in races. You need to constantly tell your stupid drivers what to do. Over 90% of the playtime goes for micromanaging your drivers' engine and tire usage... if you want to get best results.
But there are 2 edits to the dll to chose from to get rid of that if desired.
1. The no micromanagement option that allows the manager to decide when to pit and what to do during the pit stops, you can even control the ERS if you want, but the AI controls the drivers otherwise.
2. The Macromanagement option that has the AI fully control the race. The manager just sits back and watches in frustration, horror, or joy as to how the race unfolds before going back and handling bugets, staff, sponsors, etc
Aviticus Dragon and Loki Doki are two youtubers who I know have some MM videos out there. Not saying they're particularly well-played, but certainly good enough to get the gist of what the game offers. Tons of others, of course.
compared to more recent f1 management games like pole position manager, this is far more fairer then those pieces of crap for games.
all in all it is very much likw gpm2, but a lot more updated.
What this game boils down to as it is now, is primarily setting up the car during practice and choose which tyres and trim to focus on unless you got time to get everything maxed. So there's some strategy involved there. Both in terms of picking drivers with decent feedback (or relying on yourself and external information) to set up the car properly, or go with other drivers and risk having less optimized set-ups for each track. Then there's the qualifying mini-game, which I always let the driver handle themselves, and lastly make a plan for tyre changes to find the optimal lap to pit and so forth. Then, due to weather change, scrap all plans and make the best plan-B and C. This part is quite realistic.
The micro-management of the drivers during the race can for some be a bit too much. I enjoy it, though.
Aside from creating a new car before each new season, everything between races is quite simple and shallow. I don't really know what they could've done to make it more interesting, though. The nature of F1 propably sets this part of the game aside from other sports-management games since you have a fairly small staff to worry about compared to a hockey or football team.
PS. I could go into detail about what I mean about "qustionably shallow" but since you can just extract the ***DesignData-files yourself and have a look, I will spare everyone the spoilers. These "shallow" choices do actually work to create an illusion of deep gameplay, so the less you know about it, the better.
PPS. I noticed I over-used the word "though"... though I'm not a native English speaker, so I'll let it slide.
That sounds awesome!
I was wondering if there was any mods of that type, but I couldn't find on the workshop.
Where did you find them?
Thanks in advance!
MACROmanagement under ConsoleCommands
No Micromanagement under SessionStrategy
I would have directed you to my mod and the discord link in it, but as of last week, I now have a heavily updated dll that likely won't work with the current designdata files (explaination on the mod page)
As a managment game, could it be better? Hell yes it could
As a Racing Mangment game, Could it be better? No its the best on the market.