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General characteristicsEdit

The drivers are characterized by a unique identifier code ID with which the pilot is always detectable. Each driver has a set of visible information: name, age, however, nationality and DPI. Visible are also the information about current contract or the team where he races, the duration of the contract and the weekly salary received. Driver's skill form and experience are always visible while the secondary skill is only visible by the owner or if the driver is on sale. From driver's page you can also see the history of transfers and analyze his statistics. In younger drivers, cause this additional information was implemented few seasons ago, you can see some data on when the pilot was discovered by talent scouts including the team that discovered it, the age and born DPI. PM Users can add a photo to give a face to your driver or use the system F1Project faces even going to change the settings. PM can also add a nickname to the driver that will appear between the name on quotation marks.


The DPIEdit

The DPI or Driver Power Index is visible in the general information page of the driver and it's an index of the value of the pilot. Like PVI on pieces, the DPI is calculated according to the skill of the driver so ti is only an indicative index that does not mean that a driver with more DPI always go faster than one with less DPI.


AgeEdit

The age of a F1Project driver is expressed in years and months. Each week, the driver ages of one month (on Thursday update) and, there being 12 weeks in a season, every season ages a year. The young pilots hired by talent scouts have a minimum age of 19 years and 1 month while there is no maximum age as the drivers did not retire unless we fired them. From the 31 years the drivers begin to decline much more quickly if they have small talent and in few season they lose inexorably quality.


The weightEdit

All the drivers have a weight ranged from a minimum of 60 kg to a maximum of 80 kg. In weekly training the driver can lose or gain weight depending on the number of fitness coach in your team and teamwork of the staff. Without any fitness coach the driver increase by about 1,5kg of weight for season (130 grams per week), while with 20 fitness coach the weight drop of about 1,5kg for seasons. The balance is found with about 10 trainers. The drivers weight is not basic on drivers performance, however, in certain situations it may be also important.


CharacterEdit

Each driver has three adjectives that describe the three characteristics of catattere: courage, coolness and car using when overtaking. The courage of the driver indicates the propensity of the driver to overtake in race even at the expense of risking something. The possible adjectives are: timorous - temporizer - patient - reckless - daredevil. More the driver is saredevil and more he temptes to overtake; he also will travel more quickly the pitlane during the pitstop. Conversely a more timorous driver will attempt less overtake, but he is more reliable cause the courage of the pilot is one of the basic parameters on reliability calculation. The judgement in the use of the car is the character component that indicates how much the driver push their cars. The possible adjectives are: shrewd - careful - steady - aggressive crazy. A crazy driver will worn more car components but he will go a little bit faster on average. Conversely an shrewd driver will be slower on average but he will preserve better the car. The third component is the coolness of the driver when he has to avoid an imminent overtake in the race. The possible adjectives are: nervous - impressionable - quiet - impassive - cold. A nervous driver is more likely to be overtked when he is under pressure, otherwise a cold driver can resist to more attacks by the opponents but he has more risk to make a mistake. All the components of the character is in the formula to calculate the overall reliability of the car but in different ways.


The salaryEdit

In the general information of the driver there are the voices weekly salary and contract. The weekly salary means the salary is paid weekly to the driver and the contract indicates how many seasons is this long. All the contracts expire on week 11 regardless of when they were signed. If a driver has only one season left contract at week 11 will be put in the market of free driver and at week 12 will be awarded to the team that offer him the highest contract. If you don't want to lose your drivers you have to sign a new contract before week 11; four 3 weeks before week 11 a message in secretary will warn you if a driver's contract will end soon.

It's possible to sign a new contract for the driver any time - except on week 12 - but each driver can sign a new contract only once per season. The contract's duration ranging from a minimum of 2 to a maximum of 4 seasons. The duration of new contract must be greater than current contract duration: obviously, to a driver that still has a 2 seasons contract you can't offer a contract for less than 3 seasons. Negotiate a longer contract saves a lot of money on weekly salary as well as offer the possibility to freeze the salary for many seasons. In contrast for a long duration contract the penalty for the early contract interruption due to sale or license shall be very high. All the drivers that are purchased from the market, excluding free driver market, have a default contract for 2 seasons but you have the possibility to renegotiate a new contract immediately if you want to take out longer. The salary is calculated according to the DPI and the length of the contract. For default contract for 2 seasons the salary can be expressed by the approximate formula: salary = DPI / 1.3.

Tip: Sign a long contract with a driver only if you are absolutely sure of keeping it stable for the duration of the contract. Drivers that have long contracts sometimes has higher penalty than value on market so they are hard to sell.

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Statistics Edit

The statistics provide a collection of targets achieved by the driver:

  • number of contested GPs
  • number of points collected
  • number of driver titles won
  • number of contest won
  • victories
  • second places achieved
  • third places achieved
  • pole position
  • fastest laps in the race

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The history of transfer Edit

Clicking on the history of transfer from a driver's page you can see, if there are, all the trades of the driver through a list that indicates the date of tranfer, the DPI at the time of transfer and the cost of the transfer. The history of transfers may be useful to focus the growth in time of the driver and his value on the market.

Tip: before buying any driver in the market you should always look at the history of transfers, you maybe could deduce something interesting.


The driver's skill Edit

Form and experience Edit

The current form of a driver is a skill that depends on the race results of the driver. In fact it grows if the driver reach good results and falls if the driver comes in last places. Precisely the form grows a little bit when the driver comes to earn points and a lot in case of victory, otherwise the drivers from tenth to the twentieth position gradually lose form. This variation of skill as you can see in Sunday post race update, since it is the only skill that can change after the race, unlike the others skill are updated on Tuesday with the training. The skill varies from disastrous, can not go below it even with bad results, to some levels above insuperable, over insuperable there skill continue to grow and also the DPI for some levels and then stops also in case of victories. The current form is a skill that helps the rider in his performance and his increase / decrease is independent of talent, but only depends on the race results.

The experience of the driver is a skill that helps in overtaking in the race and especially rase up the reliability of the driver. It's the only skill that can not be train, but it grows every training and race and that never falls. A young driver stars from disastrous experience and with training and specially races he increase this skill. Besides being primary for the reliability is also very important if you want to convert the pilot in engineer because the experience reduces significantly the costs of transition.


The primary skill Edit

The primary skills are the most important skill of a driver and reflect the ability of the driver when driving in a circuit.

The braking skill is the ability of the driver in the use of the brakes. A high skill in braking is a big advantage in corner entry and reduces brake wear. This skill is also related to curb incidence aerodynamics of the car, plus the driver has the braking skill high and more he is confident with less aerodynamic incidende.

The change gear skill is the ability to use transmissions. High skill in change gear brings more speed out of corners and reducing the wear of the transmissions. Moreover, this skill is related to the regulation of gear; if the pilot is good with the change gear, the ratios can be lengthy.

The acceleration skill is crucial, however, when the driver comes to the straights and in the standing. It's linked to the adjustment of the torque as good as a driver that is good in acceleration skill needs less torque.

The skill following the trajectories is basic when the circuit has a high number of bends and that skill is linked to tyres pressure regulation. Plus the pilot is skilled in following the trajectories and less pressure he needs.

For detailed analysis of the adjustments, please read Setup Guide.


The secondary skill Edit

The secondary skill, unlike the primary phases that relate to travel in a circuit, come into play in certain situations. They are on average less important than the primaries ones.

The physical resistance is particularly important in the duration of the race especially if the circuit is in poor condition and in the circuits with many bends. The physical resistance of the driver can be very important in the last laps of a race but it's quite irrelevant in qualifying where there is only one lap.

The technical is a skill useful to the driver's performance in general but especially at the start and in case of wet race.

The reflexes skill is very useful at the start to gain some positions.

The mechanical knowledge skill of the driver slightly affect the average speed of the driver but are basic when you want to transform a driver into an engineer. Il's also important for the accuracy of the feedback that drives gives during test sessions.

The secondary skill does not directly affect any adjustment.


The trainingEdit

Talent Edit

Talent is a hidden skill essential to regard the growth of the driver through the workout. Being a hidden skill is only possible intuition mainly via 2 methods: the secretary message as a result of training or the evaluation with talent scout.


The Training Set Edit

On test & training page under training of the week we can choose up to 3 drivers to train. In addition to these also the drivers who run the race receive the training. The driver that not run the race and aren't in the list does not receive any training. During the championship then you can train up to 5 riders cause it is unnecessary to include the race drivers in training list. In addition to the choice of drivers you can also choose the training modes between 3 types: easy, intermediate and advanced. The easy training is lighter, it will increase the form of the driver but the skill will trains less. In advanced training rather form will decline but primary and secondary skills will have a good workout. Intermediate training is a middle way that allows a slight increase in form and a moderate training of skills. The drivers that have runned the race will receive the maximum training on primary and secondary skills (even more then advanced training) and the evolution of the form depend on the results achieved in the race so in thuesday training it doesn't change.

On drivers page instead you can choose in which skill to focus the training. You can select the primary skill and the secondary one that will be the two main skills to be trained by all the drivers. Also the other skills can grows but the selected ones will be trained more, and rise faster.


Tip: try to grow balanced your drivers training them on all the skills and care to not monoskill your drivers with a single skill too much high than the others.


Add-ons for PMEdit

Users who have activated the Project Manager, in addition to changing the face of their drivers, have the driver's page display slightly different. Next to each skill it is reported the number of levels that the skill increases form when the driver is in the team and in brackets the change of last week. If the number is green it means that the increase is positive and there was an increase in skill and if the number is red, there was a decrease in skill. Equally close to the DPI is shown the variation with respect to initial condition and in brackets the change on last week.

This add-ons is very useful because it allows you to monitorize very well the growth of drivers.


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