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First initial announcement of F1 Manager '23. Figured it's okay to start a thread here. I'll add some details about it to this post, when some are actually revealed.
Official Announcement.
Gameplay trailer.
Game details: (from Reddit)
Inbox/Email Improvements
- Dillema Emails/curveballs.
- Unexpected events, different every season.
- Some forced, some have alternatives to outcome.
- Makes seasons more unpredictable.
- World building emails, informative emails about other teams. What they are doing, progressions, buildings, general information.
- Email chains, responses to things you do.
- Example - Development delay for parts.
- Example - Wind tunnel data concern. - Wind Tunnel + Design Shutdown for 10 days.
Car Development
- Made easier to build and design parts for future races compared to F1M 22.
- Added some elements: Durability.
- New attribute for all car parts.
- After every race, update on inspection and if your parts have failed or passed.
- Lower durability = more performance but higher costs in needing more parts, higher durability = lower performance but money saved on parts.
- Focuses are more finely balanced, tradeoffs more pronouced this season between presets.
Sporting Director and Pit Stops
- In charge of pit crew and pit crew performance.
- Four skills, Training, Aptitude, Leadership and Processes.
- Training is the ability to efficiently develop pit crew skills and the loss will be less between seasons.
- Aptitude allows for a pit crew mechanic reach their full potential.
- Leadership has an effect on high-pressure situations, lessens the delay from pit stop errors.
- Processes is setting up efficient training plans, basically lessens the effect of fatigue from training and race weekends. Means your crew needs less rest.
- Pit Crew Rework with a training schedule. Can use presets with particular focus areas. High fatigue means more risk of pit errors.
- DHL fastest pit stop award is now part of the game with rewards at end of season.
- Briefing at the end of the races in terms of pit stops, errors, comparisons to other teams allowing for you to have better control over what improvements are needed.
- Pit stop errors implemented.
- Several ways to approach pit stop practice, general lower times, focus on error areas, focus on minimizing time loss from errors.
Driver Development
- Affinity with a race engineer has more impact on both driver confidence and driver development.
- Development Focus, ask drivers to focus on certain aspects.
- Seven focuses - Balanced, Driving Standards, Pace (Long), Pace (Short), Race Strategy, Wet Track, Wheel-to-Wheel.
- Balanced (Every Skill Equaly)
- Driving Standards (Control, Overtaking, Defending, Reactions)
- Pace Long (Cornering, Smoothness, Adaptability, Reactions)
- Pace Short (Cornering, Braking, Adaptability, Accuracy)
- Race Strategy (Smoothness, Overtaking, Defending, Reactions)
- Wet Track (Control, Smoothness, Adaptability, Accuracy)
- Wheel-To-Wheel (Braking, Control, Overtaking, Defending)
- Development update every month, more organic development.
- Older drivers development rate will plateau, driver not performing, particularly older drivers will regress in stats.
- Younger driver develop quicker.
Facilities
- Did not notice any changes, let me know if I missed something.
Team Switching
- Coming in autumn, expected early September.
- At the start of the season you either stay at your team or try at a new one.
- Depending on your performance more teams will be avaliable to you.
- If you get sacked, you might have to go to a worse performing team. Once team switching is avaliable it seems you can get sacked without a game over.
- It is a meritocracy to it, you can work from the bottom to the top.
Race Day - Race Simulation
- Tyres now have a core temperature and a surface temperature, the core temperature is the important one. Running to hot or to cold will be negative.
- New tactics menu, consolidates 22 options into one place.
- Allows for more flexibility in terms of risks, attack, defending etc.
- Confidence will somewhat limit what you can do, as high confidence is allows for more risk, low confidence makes it more risky.
- Condifence gained from setting personal bests, overtakes, fastests laps and generally performing well.
- New ERS settings, TOP UP allows for recharching slower than recharge, a place between recharge and neutral.
- ERS Battle assist, basically automatically use of ERS efficiently from the driver.
- Pace mode rebalance. Can potentially keep tyres going for longer stints now on lower pace modes.
- Side by side action and racing lines has been revisited.
- Smoother recovery from incidents.
- DRS overtakes have been improved.
- Crashes and spins has gotten a rework.
- More dynamic races.
- Weather system improvements.
- Helmet Cam.
- Reworked damage system.
- Safe to touch lights implemented? (Basically F1 cars have a system to tell engineers/mechanics when the cars are safe to touch without getting electrocuted, greens means safe, purple means not safe. This has been implemented for more immersive pit stops.)
- Updated car liveries, chassis and materials in order to make the cars look better in simulation.
- Podiums will have new unqiue simulations.
- Car camera angles will be different from car to car.
Track Changes
- New tracks: Quatar and Las Vegas.
- DRS zone changes at some tracks.
- Barcelona updated, chicane removed.
- Marina Bay turns 16 to 19 changed.
- Updated 3D maps with DRS zones marked.
- Heat haze will now be visible on high temperature tracks where you would need to pay close attention to tyre temps.
Sprints
- 6 Sprint events.
- Sprint events will have less practice leading to potentially less confidence for sprint weekends.
AI Changes
- AI react to what you do depending on what they have at their disposal.
- AI will battle depending on if they have fuel, tyres and resources to battle you, will do their best to keep their position and battle you.
- AI Teams will react to weather, safety car and potentially change tactics to pull of undercuts/overcuts.
- AI pushing to chase you down, seems AI will be more of a challenge.
Audio and team radio.
- Team radio has been improved with additional lines, an estimated 3 to 4 times more lines.
- Engineer might tell you who you are gonna battle at the end of pitlane
- Updates on cars infront and behind you.
- A more immersive system.
- Engineer/Driver chatter from other teams during replays for more immersion.
QoL
- Midsession Saves.
- Updated Tutorial, more tutorial modes depending on your experience. More of a modular tutorial mode.
Starting Grid - New Mode
- Same starting grid as the real Grand Prix.
- Same position, tyres, weather, temperatures, performance as it was during the real race.
- Any of the 10 teams can be picked.
- Allows you to experiment with the race and see if you can do a better race.
- Upgrades will be reflected.
Race Moments - New Mode
- A particular moment from a race where you will be given a challenge to reach a certain positon or a certain amount of points.
Exlusive Scenarios
- Imagined scenarios that are somewhat believable.
- 3 Exclusive scenarios for preordering Standard Edition. (Viva Haas Vegas is one of them)
- 15 Exlusive scenarios with the Deluxe Edition.
- Equal Performance scenario. All cars equal.
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