With 2 reference points on each balance you can theoreticaly pinpoint where ‘excellent’ should be (ok-good-great-excellent-great-good-ok). Once back in the pits, you can compare feedback from the 2 laps per driver. Send your drivers out on a second same (race trim) installation lap. Adjusting in the wrong direction isn’t a bad thing in this phase. Make sure you get a different placing on each balance (except when excellent). Usually adjust one click of ratio/stiffness or 3 degrees angle at a time, more when it’s way off. Combine feedback from both drivers to adjust the settings in the right direction. Bring your drivers in immediately after releasing them for first setup feedback. Start a 1 lap stint in race trim (most important trim imo). Ok, now send your drivers out for some installation laps. Use a (slightly) different setup for both drivers. High speed corners and straights require less wing angle and more top speed. Low speed corners require higher wing settings and more acceleration. If you don’t have a previous setting, then look to the track characteristics. Remember that your car changes and so do your settings. I keep track of all previous settings in a notepad. Setting it upįirst thing tot do is get a reference setting. In the game the effect of both wings on the downforce balance is the same. In real life increasing front or rear wing angle would either lower understeer or oversteer. I always keep both front and rear wings the same angle and get a good setup. Wing angle setting is the most important setting as it influences all 3 balances and is not influenced by another. It doesn’t matter how you achieve it using the different settings. Tyre pressure setting -> handling and speed balance (increase: less understeer and less top speed, small effect)Īny given track/car combination has an optimal downforce, handling and speed balance. Tyre camber setting -> handling and speed balance (increase negative: less understeer and less top speed, medium effect) Gear ratio setting -> speed balance (shorter: more acceleration) and handling balance (shorter: more oversteer, small effect) Suspension stiffness setting -> handling balance (softer: less understeer) and speed balance (softer: less top speed, small effect) Feedback is welcome! Basicsįront and rear wing angle setting -> downforce balance (higher angle: higher downforce), speed balance (lower angle: more top speed, medium effect) and handling balance (higher angle: more oversteer, small effect) But there is an easy step by step way to get optimal setup en knowledge each race (98% on average). Drivers sweep around the flat-out right hander at Pond before diving into the chicane at Festival which leads back onto the start/finish straight.Different track and car stats: there are no fixed 3-smiley setups in Motorsport Manager. Cars then brake sharply for the 180° Church Bend (named after the nearby church) which can be a good overtaking spot for those brave enough, and line themselves up for two technical double corners, the right/left of Sega and the left/right of Depot. The track gently curves right, then left before cars reach the Runway complex, a tricky left/right/left combination that sets them up for another left hander ( Playsport, after the local company who sponsor a large billboard there) which leads to the fast right/left of the Esses. From there drivers head down a short straight, then take the fast right-hander at Brutus (named after the sponsor of the tyre bridge), then up a straight to the medium-speed Tower chicane (for the nearby airfield control tower) and to the slowest corner on the track, the Fire Station hairpin. From the start/finish line there's a short run to the first corner, a fast, left/right chicane ( Oak - named after the large tree in the infield). At 3.47 miles, Layout A is one of the longest tracks in the game and is the main layout for the track.
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