Motorsport Manager

Motorsport Manager

143 ratings
New Parts, Car Chassis & Next Season's car
By zippy
A brief explanation as to how the numbers for new parts and chassis design work.
   
Award
Favorite
Favorited
Unfavorite
NEW PARTS
You will always get your Designer stat added to the new part (which currently is only x1, rather than x2 which the tooltip seems to suggest).

Then you get the component bonus, which will either be a base addition or a max addition. The base additions are always less, e.g. '+20 top speed' compared to '+25 to max'.

The max value above the base is also dependent upon car improvability (defined when building chassis in preseason, see other section of the guide below). Lets use 12 for the example.

Designer's engine stat = 10. Original engine base value of 20.

Choosing +20 top speed would make a component of final values 50/62
(20 original + 10 designer + 20 component)/+12 factory work

Choosing +25 max would make a component of final values 30/67
(20 original + 10 designer)/(25 component +12 factory work)

Therefore after a couple of races the engine with the +max stat is actually more powerful (67) than the one that chose the base component (62). So for the majority of the season the +max component will give you a larger advantage than the +base, but in the long run it won't help as it won't carry over to the following season.

TIP: After the 1.1 update whatever the performance of your part at the end of the season, that is the number that will carry over to the original part for the following season's car. So go for +max stats rather than the +base stats as they will give you a larger gain in the long run.
CAR CHASSIS STATS
Improvability:
A car's chassis is allocated a star rating.
Each star is worth 8 points of performance. This means a maximum of 40 points if you have 5 star improvability.

TIP: In order to catch up other teams you want to be able to improve your performance as much as possible. Therefore improvability is worth its weight in gold when building the new car in preseason. Any dilemmas that offer +1 improvability are worth breaking the bank for.

Fuel Efficiency:
Chassis fuel efficiency impacts how much fuel is burnt per lap compared to how much should be burnt. Cars are sorted into thirds based on their fuel efficiency rating and given a multiplier for fuel used.

Top third
Middle third
Bottom third
0.75
1.00
1.10

I.e. best teams for fuel efficiency will use 25% less fuel than they should per lap and the worst teams 10% more than they should use per lap.

TIP: Notice that you could invest a lot in to fuel efficiency and still not be in the top third of teams, as those teams could have invested more money in to fuel efficiency. If you want to be in the top third (75% fuel usage) group you will most likely have to go all out for fuel efficiency and hope for dilemmas to improve it further.

I also found the fuel more burn rates in the game code so will include them in the table below:
Mode
Burn rate
Performance
[color=BlueViolet]Super Overtake[/color]
3.0
1.0
[color=Red]Overtake[/color]
2.5
0.75
[color=Orange]High[/color]
1.4
0.4
[color=Yellow]Medium[/color]
0.8
0.2
[color=Aqua]Low[/color]
0.5
0.0

Tyre Heating (quoted directly from devs):
The tyre heating stat impacts the time it takes tyre temperatures to leave the optimum temperature zone. A car with a five-star rating of tyre heating will stay in the optimum zone for longer, allowing you to push the car for longer. Conversely, the tyres of a car with a lower star rating will heat up and cool down faster, meaning you have less time to push the car.

This again is split in to third just like fuel efficiency. The top third gain more time to push, the bottom third lose time.

TIP: If a car’s tyres are overheating, any performance boost from pushing (by setting the Driving Style to Attack or Push) is lost. On the flip side, if your driver’s tyres aren’t up to heat and you then attempt to conserve those tyres, they will start to grain, impacting the amount of tyre wear that you save.
NEXT SEASON'S CAR
A few tips for what to focus on for making sure the following season's car is more Brawn GP, less McLaren Honda.

Original parts base stats:
Since update 1.1 the end of season performance on car parts will be what carries over to the following seasons's car's original parts with the addition of your lead designers relevant part stat being added too. So focus on components that improve max perfomance, i.e. '+25 max speed' and make sure you have it fully improved before the end of the season.

Chassis stats:
Below is a table showing how much of a star you will gain to the various chassis stats when selecting engine, fuel, material & brake suppliers upon designing your new car.

Strength
+Star
Strong
+1.00
Medium
+0.75
Weak
+0.50
Very Weak
+0.25


Improvability:
As each star of improvability is worth 8 points of performance above base, it is well worth putting every penny you can in to this whilst in your catching up seasons.

Tyre Heating:
Low star rating means you have to spend more time manually flicking between driving styles to keep them in the optimum range. This will of course lower your lap times and involve more micromanagement. Given the choice between more stars for tyre warming or improvability, I would choice the later every time.

Reliability:
The reliability for next season's car does not carry on from last seasons. Since the 1.3 patch, the -redzone components parts no longer carry over either.

Risky parts:
Any risk factors that a component has disappears from the component on next year's car. This can be made use of by making a component to carry over for the following year's car, by selecting all the risky components, which usually give a greater bonus, and making a much higher stat part. Just make sure you don't use it and get it banned and lost before the new season.

73 Comments
domharrison69 Mar 12, 2022 @ 3:55am 
What about the base stat modifier?
zippy  [author] Jan 4, 2021 @ 9:45am 
The best parts. Haven't played this in years though, so they may well have changed it.
ZeroOne Jan 3, 2021 @ 9:43pm 
So a question about the car parts carrying over to next season's car...does it only use your best part or does it average the parts on your two cars? I'm in my first season. Apologize for the noobiness
xiddam May 15, 2017 @ 10:52pm 
Red zone reductions do not carry over.
I have not yet checked if red zone increases carry over.
I've never built a "redzone+30, reliability+60" part as I hate big red zones on my parts.
The default 20% is bad enough until you get around 85% reliability.
SquidBuzz May 11, 2017 @ 2:51pm 
@euvi It has been said that the red zone data gets transferred forward also. The only thing that I do not know is if you have 2 parts and they have different red zone values if that is averaged or what moving forward.
euvi May 10, 2017 @ 6:40am 
Regarding to red zone components, does the red zone affected part completely cannot be carried over? Is it a waste of money to develop a part for next year's car with this feature?
Or the performence of a red zone affected part is carried over just its reliability goes back to normal level?
I just ask because in some cases there is a large performance increasing possibility together with red zone effect.
Lujan May 3, 2017 @ 1:35pm 
I am currently in the season 2023 and somehow the car stats got resetted. I am in the WMC with an own build team. And the teams were around ~2.2k for the stats of the car. This season the cars suddenly got around 640 - 680. So i guess they got resetted that the values dont climb too much. The strange part is that i have a maximum reliability of 80. I cant make my parts better then 80%. Will that change again next season? Never experienced that and couldnt find any info on that.
jpinard Mar 28, 2017 @ 9:18am 
If I design a new part and it carries over, is the stat carried over its potential or what my mechanics actually got the number up to?
zippy  [author] Feb 25, 2017 @ 7:38am 
Guide updated for v1.3
SquidBuzz Feb 13, 2017 @ 10:37pm 
@Dazza08 No. The key is how you choose the options for each level. You can make a GOOD item with less stats than a AVERAGE one if you aren't paying attention and not choose the highest options on each level.