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Motorsport manager cheats 1.53
Motorsport manager cheats 1.53








motorsport manager cheats 1.53

It’s immediately clear that, despite the version 1.5 nerf, engines are still the most important part in the game. Munich sector 1 and Singapore sector 1 were other problem areas, though the time loss was much smaller. Most notably, 2850 brakes dropped roughly 9 tenths in Beijing sector 3, and a second in Tondela sector 3, the latter of which resulted in a lap time that was 0.456 slower. – There were instances of 2850 brakes actually hindering the car around some corners, resulting in slow sector times. The 2850 rear wing was only 0.007 slower at Cape Town and 0.028 slower at Doha, but… These times were ‘adjusted’, since it doesn’t make sense for a better car to be slower.

motorsport manager cheats 1.53

Lap times in italics were originally examples of 2850 cars that recorded a slower lap time than the all 600 car. The longest version of each track was used, and a minimum of six attempts is made on each tested combination to ensure that the best lap is close to being ideal each time.

#Motorsport manager cheats 1.53 driver

A custom DesignData file is used to eliminate additional variables like critical parts and driver skill, making performance scalers the sole remaining factor determining pace.Īnd because I felt like it and had nothing better to do… I ran these tests for all 16 locations in the game. To do so, I did one test with an entire car of 600 rated parts, and six where one part each was rated 2850. A big block of dataīut knowing this above information means little if we can’t quantify it. In vanilla, the critical part values are somewhat low, especially on long race length where the rank 24 value is 0.41. Each critical part is ranked separately and assigned their own TimeCost, and then the average of these 2-3 values is taken to determine the overall TimeCost. There’s 24 of these, corresponding to ranks 1-24. This is then used to apply an additional performance reduction, known as a TimeCost Each track has 2-3 parts that are considered ‘critical’, and the game ranks the field based on ratings in each critical part. With that being said, part rankings still matter. So for example, if I have an engine rated at 1050 in the WMC, the top speed reduction ends up being 80% of the maximum, because it is 1800 points below the MaxStat, and the WMC uses a 2250 point scale. This means that anything rated 600 or lower is considered base level, and anything 2850 or higher is ‘perfect’. For all six parts in the WMC, the MinStat is 600, and the MaxStat 2850. The ChampionshipMinStat and MaxStat values in the Parts.txt file are used to create a scale, from which part ratings can be compared to. The bottom set tells the game what the maximum reduction to these stats is for a base level car compared to a perfect one. The top set of values determine how fast the ‘perfect’ car can possibly be in game. This is a myth, and the calculations are more complex How parts affect paceĪ different guide once stated that car pace was determined solely by where each cars parts were ranked relative to the grid, and that the ratings didn’t matter beyond determining said rankings. All of the below information is currently accurate for version 1.53. Under the right circumstances, qualifying laps are fairly consistent, as long as the lap isn’t hindered or helped by traffic. Over time, the test has gone from only using Doha A, to a combination of Doha and Dubai A, to now the comprehensive test in this latest version of the guide. To determine this, I use qualifying sessions to test various ‘modded’ variables. As such, they are important parameters, but how big of an impact do they actually make? This guide focuses primarily on the DesignData files, specifically the various TimeCost values in them, which govern how fast each car is at any instant. An in-depth look into how the game determines the speed that a car should be going at any given time.










Motorsport manager cheats 1.53