Motorsport Manager - Be the Boss of your own Race Team!

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jztemple2
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Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

Six hours ahead of the posted schedule, Motorsport Manager has been released on Steam. I pre-ordered and downloading it now. So much for my plans to play Transport Fever the rest of the afternoon :wink:

The up top blurb:
Become the manager of a high-performance motorsport team. Motorsport Manager is a highly detailed, best-in-class management game for fans of motorsport. You’ll hire the drivers, build the cars and embed yourself in the dynamic world of motorsport.
And the more detailed blurb:
  • The ultimate management game for fans of motorsport.
  • Feel the thrill of race day. React in real-time and make split-second decisions to gain the edge on your rivals.
  • Master advanced technology to customise every aspect of your car’s performance.
  • Create a top racing team composed of drivers, managers, mechanics and designers.
  • Step into a living, breathing world of motorsport with you at the centre.
Have you got what it takes to become the manager of a high-performance motorsport team?

Motorsport Manager is a highly detailed, best-in-class management game for fans of motorsport. You’ll hire the drivers, build the cars and embed yourself in the dynamic world of racing.

Every single detail will need to be considered in order to push your way to the championship title. Split second decisions on the race track combine with carefully laid pre-race plans; everything from building and customising your car to race-day tactics will affect your path to either ultimate victory or epic failure.

Stop watching, start winning and take control as the manager of your own motorsport team.
For clarification, while this does come from the folks who did the mobile version of Motorsport Manager, but it's a complete re-write from the ground up, as you can tell from the various YouTube previews.

I'll be posting impressions once the 5.3 GB(!) download is complete.
Last edited by jztemple2 on Wed Nov 23, 2016 6:22 pm, edited 2 times in total.
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Re: Motorsport Manager available now!

Post by jztemple2 »

My impressions after a couple hours of play...

Much, much better than the mobile game. Seriously. Very seriously. I think I spent the first hour just going through the tutorial that puts you right into the first race of the season and then walks you through every menu screen and option. Really top notch presentation.

There are some compromises, because it is game that has to be actually played by a single player rather than a huge team of technical specialists, but wow the developers certainly tried to give you the feel of running a race team. Little things like how your driver develops a relationship with their mechanic which improves over time. Or that you can build parts that might not pass scrutineering, which happens after each race and could get your results invalidated. Or that the series rules change over time, like different tires or removing fueling. And there was even a case of a track changing it's configuration from one season to the next.

Truly an awesome effort, and this is from someone who started back in nineties with different racing management games. And so far (two hours), no glitches or crashes.

UPDATE: If you are a real F1 fan, this is definitely going to float your boat:
Enlarge Image click to enlarge
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Re: Motorsport Manager available now!

Post by tjg_marantz »

Cool. I finished the mobile game a while back. I'm hoping a real teams and drivers mod comes out soon. Then I'll dive in.

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Re: Motorsport Manager available now!

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Steam Workshop support isn't there now, but it supposed to be coming.
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Re: Motorsport Manager available now!

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Honestly, the things I have to deal with as Team Principle! :D

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Re: Motorsport Manager available now!

Post by tjg_marantz »

Bobble heads for everyone!
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Re: Motorsport Manager available now!

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jztemple2 wrote:Steam Workshop support isn't there now, but it supposed to be coming.
Sorry, not sure what that means. Can't mod the game without it?
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Re: Motorsport Manager available now!

Post by jztemple2 »

tjg_marantz wrote:
jztemple2 wrote:Steam Workshop support isn't there now, but it supposed to be coming.
Sorry, not sure what that means. Can't mod the game without it?
Oh, I'm sure it can be modded, I was just noting that while they have been mentioning Workshop support, it shipped without it, but is supposed to be coming.

I've finished the fourth race of the first season I'm playing, starting off with a really lackluster team (think Manor) and I'm really having a blast. I've been running a couple of races with a "dubious" new brake part and after this latest race, I got caught by Scruntineering:
Enlarge Image click to enlage

Since that car finished at the back of the field I figure I could care less about the two positions lost, and even the $100,000 isn't too bad, but dammit I also lost the part! :doh:.
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Re: Motorsport Manager available now!

Post by tjg_marantz »

Nifty. I definitely recognize the look of the mobile game but it looks a heck of a lot more in depth. Cool beans.
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Re: Motorsport Manager available now!

Post by Harkonis »

I loved the mobile version though I kept forgetting to go back to it. Really tempted to pick this up but money has been super tight. The controls work ok? Seemed a good fit for touch controls on mobile.
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Re: Motorsport Manager available now!

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Harkonis wrote:I loved the mobile version though I kept forgetting to go back to it. Really tempted to pick this up but money has been super tight. The controls work ok? Seemed a good fit for touch controls on mobile.
The controls are fine, I just use the mouse plus the space bar on the keyboard to pause things so I can think about it.

I have about twelve hours on it now and I'm continuing to enjoy it. I've been a Formula 1 fan for almost forty years and the PC really gives the feel of running a race team in a similar way. There are simplifications for the sake of making it a game, but this does NOT mean the game is just a PC version of the mobile game. No, they really threw in everything including the kitchen sink. For instance, there are six components that affect the performance of the car on the track;

front wing = low speed corners
rear wing = high speed corners
gearing = acceleration
brakes = deceleration
suspension = medium speed corners
engine = top speed

Now it's important to understand that these components are separate pieces you install on each of your two cars. At the start of a season you have two of each component, one for each of your two cars (teams have two cars each). And each part has it's own current and max rating in both performance and reliability (so four ratings each). Both current ratings can be improved by assigning a mechanic to work on it, but only to a max value that is also a rating for each part. And the improvements aren't that great and take time.

What is a better way to have better components is to assign your designer to make a better version of a component. Based on the skill level of your designer and the facilities you have available, the time it takes to make a new part and how much better that part is from an original one varies. Also the component may have special attributes, like it works better (or worse) with certain compounds or tires. Or the part is "slightly" illegal and if you get caught in post-race scrutineering you will have your component confiscated, be fined and lose some positions on the race just completed.

Also, this new component is added to your stock of components. You might be going to a track that is hard on brakes and so you might swap out a brake component that has better performance but less reliability with one that has the opposite.

I'm not sure what happens at the end of a season, as I haven't gotten there yet. I don't think you carry over all the parts to next season, as it would make the parts screen really awkward to use. I think that the game must somehow reset the parts situation in some way, so that the new season starts with a somewhat blank slate. I'll post when I get there and see what's what.

Everyone still following me? :D

For now I'll just mention another fun (a relative term to be sure) part of the game, setting a car up for a race. In the lower series I'm running, there's limited practice time, but you still can send out your two drivers and get some feedback on how the car is set up. And as you can see from the screen below, there are six areas of adjustment on the left side, but they do not correlate to the six component parts. Instead, they affect the three Car Balance values on the right. Altering the wings affects the downforce, but altering the camber will change the handling and the speed balance. I'm still pretty much lost on how to adjust what, since that Optimum Balance value on the bottom right doesn't change with the playing around with the sliders, instead it's a judgement by the mechanic based upon the practice stint. Or at least I think it is.

And just to make things just a little more complex, different drivers have different levels of feedback, and the feedback isn't an objective value, it's more of a subjective call over the radio, like "Tone down the aero, it's too high". The smiley faces also give you a clue as to what is working and what's not.

Image

Did I mention that there are seven different compounds of tires? In the junior series I'm running right now, you'll only have four types at a race, two wet weather and two dry weather compounds.

And all this complexity is just in one area of the game. Drivers have as many stats as a ballplayer in Out Of The Park Baseball, including Morale and Marketability. And you might get a driver that doesn't get along with his team mate, or doesn't like to do publicity shoots, or doesn't like to race in the rain. And you have to make contracts with them.

Oh, and the rules under which a series runs a season can change one year to the next. For instance, in the junior series I'm in now, we just voted to raise the pit speed limit from 40 to 60, which will make pit stops faster next year, which may make you want to alter your race strategy...

OK, enough for now, I have to get some sleep :doh:
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Re: Motorsport Manager available now!

Post by Reemul »

I really want this, gonna have to wait for pay day, shame it came out so late in the season as well.

Great write up as well.
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Re: Motorsport Manager available now!

Post by mori »

I am going to have to check this out. On the first pic, the teams used 3 tire compounds. Was there some rain?
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Re: Motorsport Manager available now!

Post by tjg_marantz »

In f1 there are 3 dry compounds per race, then inter tyres and then wet.

Softest tyre for two stops, even three.

Second softest for two stops, one if you are really careful.

Hardest for a single stop, have to be somewhat careful.

I'm guessing you can also manage aggressiveness and fuel management like in the mobile game?
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Re: Motorsport Manager available now!

Post by Inverarity »

jz, it sounds like you picked the Euro championship. Correct? What made you start there instead of higher up? I'm just curious.

I pre-ordered this and installed it last night, but only had about 20 minutes to play. Just from what I saw in those 20 minutes, the depth is incredible. I do wish you could start your own team, though. I bet they add that later.
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Re: Motorsport Manager available now!

Post by jztemple2 »

OK, some answers to questions posted above.

Yup, in that first image three types of compounds were used, the green "I" (eye) is for Intermediates (aka "Inters"), the yellow S is for Softs, and the red S is for Supersofts. This naming convention is taken directly from Formula One (aka Formula 1, aka F1) and the FIA naming convention. We had some rain in the middle of the race.

Actually in F1 there are five compounds per race weekend, which consists of the standard two rain tyres (Intermediates and Wets) and three of the five dry weather compounds, which range from Ultrasoft, Supersoft, Soft, Medium and Hard. The F1 governing body assigns three of the five compounds several weeks before an event and teams then chose how many of each type they want allocated to them. The body which also say which two of the three tyre compounds are mandatory, IE you must run at least one lap with that compound.

Yes, I'm in the Euro championship because it's the level the game starts with in the tutorial. I opted to continue with this team and level for the rest of the season, but you don't have to if you don't want to, you can always restart. Also, you are the Team Principal, the top employee working for an owner. Just like in Out of the Park Baseball, where you are the General Manager, you can get a job in another team in the same or other championship level; the quality of your job offers will depend on how you are doing with your current team.

This is me in the game:
Image

This weekend is the real world Brazilian Grand Prix. It's being telecast by NBCSN and is also available through their web site, with practice today, practice and qualifying tomorrow and the race Sunday. The NBC announce team does a pretty good job of giving background and details, like the tire compounds. If you have time give it a look.
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Re: Motorsport Manager available now!

Post by mori »

jztemple2 wrote:OK, some answers to questions posted above.

Yup, in that first image three types of compounds were used, the green "I" (eye) is for Intermediates (aka "Inters"), the yellow S is for Softs, and the red S is for Supersofts. This naming convention is taken directly from Formula One (aka Formula 1, aka F1) and the FIA naming convention. We had some rain in the middle of the race.

Actually in F1 there are five compounds per race weekend, which consists of the standard two rain tyres (Intermediates and Wets) and three of the five dry weather compounds, which range from Ultrasoft, Supersoft, Soft, Medium and Hard. The F1 governing body assigns three of the five compounds several weeks before an event and teams then chose how many of each type they want allocated to them. The body which also say which two of the three tyre compounds are mandatory, IE you must run at least one lap with that compound.

Yes, I'm in the Euro championship because it's the level the game starts with in the tutorial. I opted to continue with this team and level for the rest of the season, but you don't have to if you don't want to, you can always restart. Also, you are the Team Principal, the top employee working for an owner. Just like in Out of the Park Baseball, where you are the General Manager, you can get a job in another team in the same or other championship level; the quality of your job offers will depend on how you are doing with your current team.

This is me in the game:
Image

This weekend is the real world Brazilian Grand Prix. It's being telecast by NBCSN and is also available through their web site, with practice today, practice and qualifying tomorrow and the race Sunday. The NBC announce team does a pretty good job of giving background and details, like the tire compounds. If you have time give it a look.
I was wondering because in current F1 rules you have to use two tire compounds unless it rains then if you switch to Intermediate or Wet then that rule no longer applies. I assume that is a weather icon in the upper right and that displays it is sunny and I see no display that it actually rained during the race.
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Re: Motorsport Manager available now!

Post by jztemple2 »

That image showing tyre usage is showing the current weather at the end of the race, which was indeed sunny. The main race display page does show a history of the weather during race. Additionally, that drop-down also shows the expected upcoming weather during a race, which is limited to so many minutes ahead until you build a weather forecasting facility back at your HQ.

The junior series I'm currently racing in doesn't have a mandatory tire rule, so I tend to let Sevilla run on Softs since she manages them better. That series also had a high allowance of tires of each type so that there aren't issues with using up your allotment of a certain compound. Here's an image of the tyre allocation at the last race, which btw doesn't show the rain tyres:
Enlarge Image click to enlarge

By the way, here are the current rules for the series I'm running in (click to enlarge):
Image

Obviously I'm wildly geeking out about his game :D
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Re: Motorsport Manager available now!

Post by jztemple2 »

As team principal, I'm always having to deal with crises

Enlarge Image

Enlarge Image

But when it all goes right, it's worth it! My first win:

Enlarge Image
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Re: Motorsport Manager available now!

Post by jztemple2 »

For those who were looking forward to this, there is now a mod to replace the fictional teams and drivers with real world names and logos, here.
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Re: Motorsport Manager available now!

Post by tjg_marantz »

Oooh

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Re: Motorsport Manager available now!

Post by Inverarity »

I am loving this game so far. I think it's a great first effort for a Management sim. I just finished my first season with ZRT in the European league. My 2nd driver ended up 4th in the overall standings while my 1st driver finished 9th. Combined that made us the 5th best team, which is pretty good for the team with the second smallest budget.

We are into the off-season and I'm trying to deal with my horrific staff. And it's here where I feel the game has some weaknesses. First of all, I thought there would be more staff to manage. To have just 3 staff members ( ne designer and two mechanics) is a little simplistic (it's the same number as the iOS app). I wish I was managing a whole team of folks. Heck, even 5 would be better. The second issue is how contracts work. There is no way to sign a driver for next year without dumping your current driver (same with the designer and mechanics). I feel this is an oversight. A third issue is with negotiations. There's no way to know what wage a person would consider. I don't think we need the exact amount, but to not know a range limits how negotiations work. For some, you get 2 shots at offering a deal: the initial shot and then the one-time feedback on what you offered. If the prospective team member comes back to the table and is angry about what you offered, you get one additional shot to offer a better number, with little idea of how much to offer. Sometimes you get additional negotiations, but I don't understand why we can't get a hint of what they might take.

Even so, it's refreshing to play a motorsport sim. I think it has legs, and I'm looking forward to what they plan to add. In the mean time, I need to get back and see if I can make ZRT a contender next year.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

New update released today:
What's changed?

- Improved weather simulation
- Fixed car water spray appearing too early, it now appears when the track is wet enough for inters or wet weather tyres
- Improved blue flag AI
- Improved AI switching to intermediates and wets
- Fixed a standings demotions bug relating to parts being banned
- Fixed an issue where maximum performance was not being taken into consideration on new season car parts
- Fixed initial game car stats
- Fixed a bug where if practice ended with rain, the first screen that showed the race was also raining, even if the weather was sunny
- Fixed an issue where changes to the livery were not reflected in race (still showed the default livery)
- Fixed an issue where cars would repeatedly jump positions in standings without overtaking cars
- Fixed an issue where if a driver won a race, but got demoted due to illegal parts being discovered, the social media still thought they had won.
- Fixed issues with promise traits
- Extra Wide screen support for car design screen
- Fixed incorrect team orders commentary message where driver who is allowing the other to pass actually overtakes the other driver.
- Fixed the triggering of the "Blag Flag" achievement
- Fixed an issue where the safety car would sometimes not return properly to the pit
- Fixed an issue where the celebrity dating trait thread had missing variables
- Fixed instances where the financial graph stopped working
- Fixed an issue where the 5% discount for the player financial background wasn't being taken into account when calculating whether or not the player could afford something
- Fixed an issue where the chairman would expect unrealistic placement targets after a promotion
- Fixed cars clipping underneath the pit floor in Black Sea
- Fixed AI braking sharply when going past a car exiting the pits
- Fixed Drivers giving opposite downforce feedback during practice
- Added a lap counter for selected driver
- Can no longer vote for a new race location if that location already appears twice in the race calendar
- Fixed an issue where the chairman's happiness would decrease even if the race was won
- Fixed an issue where the game music would stop after saving and autosaving
- Removed redundant votes (e.g voting to increase qualifying time even if the series doesn't have qualifying)
- Fixed an issue where the race would not end with two cars in the pitlane
- Fixed multiple game crash bugs
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Inverarity »

Now that's a healthy update. I believe all the bugs and glitches I've seen are on that list. Very cool.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

I finished my first season in the top tier of racing, heading Windsor (Not-Williams) Racing. I had to dump the older Brazilian (not-Massa) driver to the reserve status and pick up a decent prospect, while my Finnish (not-Bottas) star finished the season fifth in the championship, including an awesome final race at Dubai where his second place became a first when when the winner got a 16 place penalty for having an illegal part. And he wasn't the only one to cheat, my newly promoted replacement for not-Massa got promoted from eighth to third(!) when four others from the front of the field were demoted for illegal parts, including one driver who was found to have three illegal parts and was demoted 48 places :D

I'm definitely still enjoying the game but I'm going to take a break for a little while. I've put in 48 hours on the game, which was one and a third seasons with a team in the bottom tier and one full season with Windsor in the top tier.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Inverarity »

Did you start over or did you quit your job in the Euro league for the top tier? Just curious how that mechanic plays out.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

Inverarity wrote:Did you start over or did you quit your job in the Euro league for the top tier? Just curious how that mechanic plays out.
I just started a new campaign but kept the old save just in case.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by gbasden »

How accessible is this game for someone who doesn't really know F1? It sounds interesting, but I'm fairly clueless as to the intricacies of the sport.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

gbasden wrote:How accessible is this game for someone who doesn't really know F1? It sounds interesting, but I'm fairly clueless as to the intricacies of the sport.
It does rely on having some knowledge of formula racing, or at least automobile racing, otherwise you are going to flounder a bit. It would be like trying to pick up Out of the Park Baseball without knowing anything about the game; you can go through the mechanics but you won't know when to bunt or why you would want to have relief pitchers.

There is a very extensive tutorial system built into the campaign as you play it, so you will learn as you go along, so I guess in that way it is better than OOTP Baseball. There are also several excellent Steam guides already available. I would very much recommend "General guide on running a race team". It is pretty extensive, but well worth the trouble to read.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

New news on Motorsport Manager, Huge new DLC packs announced!
The GT Series DLC will be ready to download on Wednesday 22nd February for £5.99/$7.99/€7.99. The GT Series expands the world of Motorsport Manager by adding the thrilling new challenge of managing a closed-wheel racing team. Managers can fight it out in two series, the proving ground that is the GT Challenger Series before stepping up to the prestigious International GT Championship. Both championships will be populated with new teams, drivers and staff.

On Wednesday 22nd February there will also be free DLC that allows players to Create Your Own Team. The player will be able to customise their team colours, name, logo and uniform. The update gives the player greater control by allowing them to create and personalise their very own team, and to be their own chairman. And did we mention it's free?

Players will need to visit the Motorsport Manager Steam Store page to download the new pieces of content. We’ll also be delivering Patch 1.3 that will be automatically downloaded to all players of the game, that will deliver a range of much-requested balancing and stability fixes.
Also, the game is on sale on Steam for the next twenty-four hours.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

The two new DLC are out and pretty nice, but the game now is really awesome with the 1.3 update. This is what I added to my Steam review of the game:
I've just played a couple of hours with the new 1.3 update. Some excellent changes have been added, the top in my mind is the change to qualifying to allow you to have the driver do the outlap warming of brakes and tyres rather than having you (the player) do it. Really a change that makes the whole game much better since your role in qualifying is now that of the team manager rather than also the driver too. And now there is a rules option for qualifying to change it to be like Formula One with three segments where after Q1 and Q2 the slowest part of the field is eliminated. A third, more minor but still important change is to the emails that ask for interviews from you. They now have actual effects on the drivers or team and so really mean something. And there are a host of other great changes. Makes the game even better.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

For those who might be interested in the game, but balk at buying it, well you are in luck. The game is free to play all this week till next Monday. And if you like it, it's also on sale for 50% off.
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Paingod
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Paingod »

I know squat about racing or auto mechanics, but I enjoy a steep learning curve. I might pick this one up.

One question, though. Aside from all the game mechanics, do you actually get to watch the race play out - or are you simply given a results page?
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

Paingod wrote:One question, though. Aside from all the game mechanics, do you actually get to watch the race play out - or are you simply given a results page?
You don't just watch the race play out, you actually manage your drivers during the race. You tell them when to push, when to hold back, when to come in for tires and/or fuel, etc. And since your the team manager, you also think about the big picture... prize money, salaries, parts development, sponsors, cranky drivers, all that good stuff. This is pretty much like the FIFA games put out by SEGA or one of the other sports management games.

There is quite a learning curve, but the game has a lot of tutorial advice on your first play through. Just accept that on the first campaign you're going to screw things up, but it's the best way to find out what not to do. And hey, it's free to play, so might as well give it a look :D
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Paingod »

I tend to just buy if it looks interesting. What's got me is the tie between "Mostly Positive" feedback on Steam and here, and the fact that I have nothing like this already.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

Paingod wrote:I tend to just buy if it looks interesting. What's got me is the tie between "Mostly Positive" feedback on Steam and here, and the fact that I have nothing like this already.
Well, not to belabor the obvious, but it is free this week... :roll:
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Paingod »

I know :wink:

It looks like something I'd enjoy and has been on my wishlist for a while. The sale and more info here cinched it for me.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Paingod »

When Space Run Galaxy decides to dump you on your ass by disconnecting you from the server mid-mission, thus losing it, it's probably time to give the game Steam just notified me as being done downloading a shot.

So far I give it positives across the board. I don't know anything about racing or race management (as in "NASCAR is a show about car crashes, right?"), but the tutorial explained things well enough that I placed first in my second real race, though the other driver made 11th after getting hit by another car and losing his rear spoiler along with having repeated brake issues that caused him to pit an extra couple times. Apparently when you develop a new part, you should never -ever- use it in the next race with 40% durability.

My winning car had a small illegal mod to its brakes, but those were from the first race and had been improved between the two and were actually reliable now. I managed to hit "Excellent" across the board for his fine tuning during practice and Qualifiers. It was a rainy track and everyone had to start with Intermediates. When everyone else was pitting to change tires and half were getting back on with Intermediates again, I looked at the weather and decided to push his tires another couple laps - gently - and then switch over to Softs. With rain letting up and the track drying, only needing tires, he didn't lose his momemtum and came out with 4 seconds ahead of the 2nd place car. I thought I had made a mistake when every other car was racing with Intermediates, Medium, or Hard tires. Knowing they'd wear quickly, but performed better, I just had to keep my lead and told him to go easy on the tires. It slowed their wear down considerably and with 16 laps left (out of 42), I switched over to Mediums and still came out of the pit 6s ahead of the next car. He went on to finish the race with something like a 9 second lead. The Scrutinizing had a "Medium" chance to find something but came back clean.

The other driver was a clusterfluff from the start. He didn't communicate well during practice and qualifiers, but still ended up with a car that was "Great" in one spot and "Excellent" in the other two. I dropped my fresh new "legal" brakes on his car, despite only having 40% reliability, which made him happy and the other driver (who won) disgruntled. He tried to follow the same pattern as the first driver, but several laps before my first pit, he lost his rear spoiler in an accident and I was forced to replace his Intermediates with Intermediates since the track was very wet. His brakes went as the track dried, so it was a good time to switch tires too and I gave him Mediums for longer staying time. His brakes went again, and I replaced his tires with Softs. His brakes went again and he got a final set of Softs. He placed 11th. Sponsors were not amused. I tried to be gentle with his brakes, but couldn't just let him ride easy the whole race in last place.

The only thing I'm really struggling with is the Qualifier laps. I get that I'm supposed to tinker with the slider to force more or less power to keep the tires/engine hot but not overheated. There's a green band in the middle that seems impossible to stay on. When I use "Auto" it does a better job than I can of watching two cars at once. Either I need to just leave it on Auto, or I need to Pause every 5 seconds to make fine adjustments to the power on both cars. It's a problem for me right now and I'm going to look into what I need to do.

Knowing the generals of the game now, I'm probably going to restart and build my own team and not pick a premade team, though it seems "Predator" is the "Hard Mode" of team selection.

I like how every step of the process affects the chain of events that follows, but isn't necessarily the end of the world. Getting a good string of Driver skills/mood, parts quality, practice runs to zero in on Excellent performance, a good Qualifier (3rd place), and gently abusing my first set of tires longer than anyone else led to what seemed like an easy victory, but it was all of those parts put together that did it. Cool.

I don't regret the purchase.

*Edit: Okay, I've been reading guides and tips and a lot of it makes perfect sense. One thing I'm still trying to work out is the Mechanic portion, where they can improve performance and reliability. One tip said this improves daily, but I was wondering if it's a fixed percentage spread out across all the parts - like 10% per day, across 5 parts, gives 2% to each - or 10% per day, for 2 parts, gives 5% per day. If there's no benefit to leaving slots empty, I'll fill them - but if individual parts are improved faster if you focus on them, that seems like a benefit early on to maybe get two stock engines improved while crafting a couple sets of brakes and increasing general durability on everything else.

*Edit: Okay, so, starting your own team makes Predator look like an easy start. My cars are complete zeros, I have no usable Mechanics (skills are all 1-3), my Designer is useless (half star), no buildings (level 1 Factory), and I get to pick a start between a 3-star car, a indie sponsor with low expectations, or a pre-built base with high expectations. I opted for low expectations. I promised to place 10th. I brought on a high quality unemployed Designer, replaced both Mechanics with a couple fairly good ones, and built out a few essential structures. After one race, I'm in 9th, so it might be doable. The only shining light is a female driver with "Beautiful - +30% Marketability" who learns quickly and communicates well about her car. She placed like 15th in her first race and gained 21% Morale after starting in the 19th spot after qualifying. My other driver flubbed and slammed into a wall in his first 5 laps.
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by Paingod »

As I read through guides, they really start to break down different things like tire pressure, camber, heat, etc. I've been playing based strictly on the driver's feedback and doing "okay" as far as I can tell (always gaining placement from where I Qualify). Do the drivers generally give feedback that will align you with the right set of component adjustments naturally, or should I actually be looking at a "hot" track and thinking "more tire pressure" and then trying to find other ways to adjust to reach "Excellent" performance ratings?
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Re: Motorsport Manager - Be the Boss of your own Race Team!

Post by jztemple2 »

You can use the driver feedback as an indication, the better the feedback rating of a driver, the more information he gives to you. However, if you really want to get those "Good" and "Excellent" settings, go to this Steam guide, General guide on running a race team, and scroll down to the section labeled "Setup". The author really lays it out on what the settings mean and how to get the best set up each time. It does take some time and attempts to get the methodology right, but you can always save before the practice starts and if you aren't happy just reload the save.

The methodology is a bit "gamey" but this game isn't a physics simulator, those sliders you are adjusting are really just modifiers to a hidden formula that mimics the real world. However, as you mentioned, if you approach the settings with real world concepts in mind, like a "hot" track, you'll do OK.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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