Reducing Lap Times in Motorsport Manager

Ойындар

In racing, the difference between a podium and midfield can be just a couple of seconds, so you'll want to be squeezing every bit of performance out of your car on the track. With this quick guide to the mechanics of lap times in Motorsport Manager, you will understand exactly how to build a strategy to ensure that your team is shaving the fractions of a second necessary to finish at the top of the grid.
Intro: (0:00)
Car Parts: (0:12)
Driver Stats: (1:00)
Fuel Load: (1:56)
Engine Setting: (2:38)
Tyres: (3:21)

Пікірлер: 25

  • @petepeterson1240
    @petepeterson12402 жыл бұрын

    Hi! I spend a good amount of time going through all the resources I could find about the mechanics of this game, including reading (with my limited knowledge) the designdata.txt file and doing some testing my self. So, I'd like to add some things if you don't mind. Tires: You can always calculate yourself how much tire degradation per lap you are going to have. If it says (example) soft tire, 10-12 laps, you just take 100 (percent) / 12 (the bigger number. Now you know, if you drive on the yellow driving style you will have 8.3% tire dec per lap. for every step up or down (on the driving style) the dec will alter by 20%. If you hit the temperature max or min this is an additional +50%. The most efficient way to get fast: Engines. One of the sources I read through did a ton of testing on all the different parts. The test was to compare the lowest possible part (in f1 600) against the highest possible part (2800 (or so)) on the part index. The engine took 4.5 seconds off the lap time on average looking at all tracks. The test was done with a car with all parts on the minimum but the engine on the maximum possible points for the league. He did this test with all the parts on all tracks. The result: the engine makes 55% total difference to lap time, the gearbox 20% and the rest 25% combined. Except the rear wing. The rear wing does mostly nothing. In lap time this means: engine 4.5sec, gearbox 1.xx sec, everything else either nothing (depending on track) or up to 0.5 sec.) This speed boost is always applied to your car no matter if your part is ranked lowest or highest in your current league (compared to your competetors). I'm currently racing in the asia league, and for me this means that for every 280 points more on my engine I get around an 1 second lap time increase. This is very very handy to know. The crucial parts for each track, work entirely different. I don't want to go into to much detail, but the worst possible outcome would cost you around 1 second (0.9) per lap. Anyway there is much more information to share, but I already wrote an essay here so.. have fun and thx for your content Read this: steamcommunity.com/sharedfiles/filedetails/?id=903064154

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    *nods* If I recall correctly, I referenced that guide some while I was crafting this video. I figured that the players who were interested in the hard data would seek it out, and this guide was geared more towards players looking for the quick explanation. This is a fantastic post though for anyone wanting to dive into the details, so thanks for sharing and posting a link to that guide!

  • @joshuamills1296

    @joshuamills1296

    2 жыл бұрын

    "Tires: You can always calculate yourself how much tire degradation per lap you are going to have. If it says (example) soft tire, 10-12 laps, you just take 100 (percent) / 12 (the bigger number. Now you know, if you drive on the yellow driving style you will have 8.3% tire dec per lap. for every step up or down (on the driving style) the dec will alter by 20%." So on "push" tire mode you would be losing 28.3% tyre wear per lap?

  • @praeliator

    @praeliator

    Жыл бұрын

    ​@@joshuamills1296I think its 20% more from normal deg - so if normal deg is 8.3% pushing on high would be 9.96%. Dont quote me on that though.

  • @StarTrekGeek47

    @StarTrekGeek47

    Ай бұрын

    ​@@praeliator You are correct. It's a 120% multiplier. So 8.3% goes to 9.96% Not adding 20% That would be ridiculous.

  • @Biomirth
    @Biomirth2 жыл бұрын

    Do whatever you can to run in 'clear air' without having to defend or overtake. Yeah sure, there are advantages to engine modes and fuel loads, but if you're constantly stuck in traffic nothing else matters but getting out of there. What most fail to realize is that going slower than the pack is the most fuel and wear efficient strategy. Going faster than the pack is a good 2nd best strategy, if you can pay for your gains with good pitstops. If you can leverage that into timely pitstops you will win everything.

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    Just like real racing, proper use of the undercut and overcut can save you heaps of time in this game, as you point out! This is mostly true for cars that have similar performance, though, as the AI drivers don't seem to defend too hard when an overtaking car is significantly faster. I can't say I've spent too much time exploring deliberately running Low Engine and Conserve/Back Up together, so there's not much I can verify on that statement. I do think the Low setting is more competitive than people give it credit for when using the smaller fuel tanks. Great comment!

  • @Arizona9001
    @Arizona90012 жыл бұрын

    great video . i'll watch the next

  • @Fallout3131
    @Fallout3131 Жыл бұрын

    Thank you!!

  • @Housestationlive
    @Housestationlive2 жыл бұрын

    i didn't learned a single thing but thanks anyway, that's kind of you to make thoses tutorials. i'm starting with my own team from zero. in this configuration, the game is particularly hard ^^

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    I'm sorry I couldn't be more help. Thanks for watching my videos, though, and for your kind comment. :)

  • @Housestationlive

    @Housestationlive

    2 жыл бұрын

    @@Gubaji even if some basic tricks looks obvious, they're always some people happy to learn it.

  • @yousif428
    @yousif4282 жыл бұрын

    Great video :)

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    Glad you enjoyed it!

  • @iraf.official
    @iraf.official Жыл бұрын

    😎👌

  • @HerrmannStahl
    @HerrmannStahl2 жыл бұрын

    If you are looking at the comments, I can only see 4 of the 5 videos in the playlist: 1) Car Improvement, 2) Moneymaking 3) Tyres 4) Reducing Lap Times (this) The 5th is hidden for me. No idea if this is KZread acting up, or if this is done by you, nonetheless it would be great to know what it is about and why it's hidden. Thanks for the videos @Gubaji . Cheers

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    The fifth, hidden content is a new video due to release soon! I wish KZread didn't display its' hidden status like that, precisely because it can be confusing. I have no control over that aspect, unfortunately. I hope that you enjoy it, and thanks for watching my videos!

  • @HerrmannStahl

    @HerrmannStahl

    2 жыл бұрын

    @@Gubaji fair enough. Didn't realise it works like that. No worries. Just wanted to figure out, if the issue was on my end

  • @patrickbelanger3116
    @patrickbelanger311611 ай бұрын

    Does tyre pressure affect wear ?

  • @Mostwanted-nr7kx
    @Mostwanted-nr7kx2 жыл бұрын

    Tip for parts stats - Reliability of parts is recommanded +40%p above redzone, but critical parts requires 10%p more, and 5%p additional one to engine. Although if parts are in danger of failure, chequered flag is everything of whole raceday. - Someone think that weight strip is even more cruel to lower-ranked, as bigger teams have more space* to get 100% reliability, but this rule is *actually* on side of back marker. - If simulationous pit stop is allowed, you can sacrifice little of brakes' durability * like more money, better factory, less redzone or something else

  • @Gubaji

    @Gubaji

    2 жыл бұрын

    Are you running short races? It's possible to flirt with the red zone on even a 100% reliability engine if you are running longer races on higher engine modes, so when possible I'd just look to maximize reliability as a general rule.

  • @Mostwanted-nr7kx

    @Mostwanted-nr7kx

    2 жыл бұрын

    @@Gubaji Is makes sense, unless under-refueling amount of few laps. And it seems doesn't matter to length of race, as car's reliability drops in 8%~12% of race.(I've also played with medium and long length, and reliability decreses on each more laps than short one) And with standard redzone... Below 50%: unusable 60%: Non-critical parts. If not ask god of luck 65%: Engine when it's non-critical 70%: Critical parts 75%~80%: Engine when it's important

  • @laurynasz6013
    @laurynasz60133 жыл бұрын

    I think your fuel usage list on engine modes are wrong. I believe it's: low 0.9 ; medium 1 ; high 1.1 ; overtake 1.3 ; super overtake 1.5

  • @Gubaji

    @Gubaji

    3 жыл бұрын

    I don't think there is a consensus for fuel rate anywhere on the internet, I've seen all kinds of differing numbers posted. On top of that, it will be the base value which can be modified by car chassis and track conditions. (shrug) I know I've run in medium and drained less than a full lap of fuel from the car quite a few times.

  • @Shinny1338

    @Shinny1338

    3 жыл бұрын

    @@Gubaji Yeah I was just getting .9 per lap on medium settings in a race I just ran

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