Adjusting your front wing angle, rear wing angle, anti-roll distribution, tire camber and toe out is just scratching the surface when you factor in all of the different types of parts that also affect the ultimate results. Tweaking your set up is something you’ll be doing a lot, and it’s about as intuitive as it probably could be while still including the amount of variables it does. Learning how to adapt dynamically to events as they unfold and even prepare for them beforehand is where the most compelling experience lies. Changing conditions related to weather, surface conditions, and even changes to the leagues regulations can happen so mastering the ins and outs of how the game plays is really just the beginning. "Learning how to adapt dynamically to events as they unfold and even prepare for them beforehand is where the most compelling experience lies."įor those that do want a bit more control, you can affect the racer’s strategy in real-time with driver commands, scheduling pit stops, and just generally balancing out the pros and cons with being more defensive or aggressive in any given situation, which is the name of the game here. Cracking the code on this to get simulated races to turn out exactly how I want is likely something I’m probably not supposed to be able to do though, and would make the game less fun anyway. I never quite felt satisfied with the outcome of these simulations personally, as I felt I generally did a good job with preparing and training, but with the sheer number of moving parts that are likely factored into the algorithm here I very well might be missing something. Races can be completely simulated if you wish, with the practice, qualifiers, and races themselves all being executed automatically with results that are seemingly based on how well or poorly you managed your preparation leading up to the race. Also they degrade over time, so you’ll occasionally have to refurbish them if you don’t regularly upgrade them. Improving your wind tunnel or suspension simulator generally increases the amount of experience they offer in their respective areas and that can give you lots of incentive to focus on them early on. There’s not much there when it comes to designing them or customizing them but you can upgrade them on an individual basis. Same more-or-less goes for the facilities you train in. Still, this part integrates some nice RPG elements into the gameplay by developing each member of your team more and more as you do better in the races and accomplishing different tasks assigned by the board. It’s fine for what it is, but more depth here could have made this part of the process more impactful. Here, the list of drivers can be altered through poaching and some basic recruiting, but I never felt like choosing one candidate over another had much of a long-term impact once I got them into the pipeline of training them and getting them ready to take over for the old guard. Selecting drivers and staff isn’t as fun as it could have been, as it’s missing a lot of the depth offered by the talent acquisition mechanics in other games’ team management modes. "Selecting drivers and staff isn’t as fun as it could have been, as it’s missing a lot of the depth offered by the talent acquisition mechanics in other games’ team management modes." Plus different types of training facilities can also be used to compensate for most shortcomings. Choosing your pit crew, engineering team, scouters and more are all done one-by-one from a list of free agents, and doing your best to get the most promising talent is a little overwhelming at first with so many choices, but once you get your arms around the general stats you see for them, it really just comes down to what you want to put emphasis on. Once you select which of the ten teams you’ll be starting with, it’s off the races as it were. F1 Manager 2022 is an officially licensed F1 Management game though, and from what I can tell, it’s got a pretty good handle on what makes a competent management simulator despite rarely feeling like more than a sum of those parts. Demand has clearly outpaced supply though, as the modding communities around the few racing management games that do exist have been pretty busy trying to satisfy this niche. Despite not having a definitive annual franchise like the proper F1 series of racing games, the genre of racing management sims has been a thing for a while with a few sporadic releases over the last couple of decades.
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