![]() One of the main drawbacks of using a setup found in this guide is that your drivers will stop giving you useful radio feedback. Once you've configured your car's setup, using one of the setups shown above, you'll probably want to make some fine tuning adjustments. Leave it in the comments section below and we may add it here. ~ I haven't tested this myself, comment below with your results, if you do. "It doesn't matter if there's more wing on the front than the back to hit the sweet spot." Top speed - Used if the track has long straights or medium to fast corners.Īcceleration - Used if the track has lots of slow corners. A good setup would be stiff for slow coners, loose for fast corners. Pro tip: Your suspension is used to determine how fast you can go around medium speed corners. More oversteer will give a better acceleration, it's better for slower corners. Oversteer - Turns your car faster as your rear wheels loose grip, your back end drifts around the corner. More understeer will give better speed, it's better for fast corners. Understeer - Turns your car slower because your front wheels loose grip and slide around the corner. Personally I always keep the default gap of 10 degrees between the two. Pro tip: You car should always have a higher angle on the rear wing than the front wing. The more rear wing you have the faster you can go around fast corners. The more front wing you have the faster your car will go around slow corners. ![]() These are.įront wing - Used for slow corners. There are 3 main areas to your car's setup. If you're looking for a help with anything else, I'd recommend giving this guide a read. Smaller sponsor payments mean that profit margins are lower then the single-seaters, meaning that the player will have to make even tougher decisions on how to improve their team.This guide only covers ideal track setups and how to achieve those excellent smiley faces. GT teams are financed differently, with different car part prices to deal with. The top 10 cars have their tyre choices locked for the start of the race, forcing more care over tyre usage, as well as new qualifying and race-start strategies. Cars are eliminated after each qualifying round, meaning that getting through to the final stage is all-important. Meanwhile, Three Stage Qualifying makes its first appearance in Motorsport Manager, bringing a new challenge on Saturdays. A ballast system (exclusive to the GT series) changes up practice sessions, impacting the way that managers think about their drivers, with driver weight impacting how flexible your setup can be. It’s not just the races which have changed. The pack racing is much tighter, meaning that the first few laps are often white-knuckle thrillrides, with high speed overtaking action a regular occurrence. There are notable differences in braking and cornering speeds, tyre wear, pit stop times and the weight impact of fuel. ![]() The vehicles themselves operate on a modified version of the simulation model, so that they better reflect real-life GT cars. Rival teams will be boosting and enter hybrid mode as well, meaning that managers will need to keep on top of their opponents’ strategies in order to maximise their performance. The ERS can transform a manager’s approach to race strategy, adding a new layer of strategy. As the car moves around the track, it harvests energy, which managers can decide to use in two ways: Hybrid mode, which saves fuel, or Power mode, which gives your car an huge surge of energy, allowing for dramatic overtakes and defences of a position. Our beautiful GT cars utilise the brand new Energy Recovery System, which is a real game-changer. The GT Pack brings a fresh and exciting challenge, expanding our world of motorsport to the thrilling environment of closed-wheel racing! Managers can fight it out in two series, the proving ground of the GT Challenger Series and the prestigious International GT Championship, with both championships populated with new teams, drivers and staff. ![]()
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