Aquí me imagino que solo eres un mero espectador que veras como la máquina hace y organiza las carreras y tu como manager tomas las decisiones mientras ves las carreras como la máquina las televisa o algo asi.
Entrevista al diseñador líder del juego, en el 3:27 se puede ver el modelo 3D de Baku, en el 3:51 el modelo 3D de las caras de los pilotos, en el 3:58 la captura de movimiento, se podrán votar los cambios de reglamento. https://www.youtube.com/watch?v=JQKavo4sBOA
Now available on all platforms across PC, Xbox, and PlayStation.
Gameplay Adjusted tyre performance deltas, degradation rates, and performance during degradation for all compounds, across all weather types Updated behaviour of backmarkers and slower-moving cars, so they move aside more effectively when required Further adjustments to car part development focus and attribute trade-offs to help balance player progress vs. other teams Updated fuel delta display to improve readability and stability. Fuel delta is now measured in kilograms (KG) and is relative to the expected fuel load at the current point in the race Improvements to car behaviour when racing side-by-side, reducing instances of unnecessary slowing and ‘concertina effect’ Improvements to AI strategic behaviour during wet weather conditions Fixed an issue where the Safety Car would pull aside to let cars pass by if the race leader entered the pits Fixed an issue where saving on a specific screen would cause all 20 cars to appear during Q2 Added super-wide monitor support, including fix for gameplay UI appearing in the centre of the display Minor adjustments to starting car performance, starting Facility levels, and board performance expectations for a small number of teams to align with their real-world performance (will only take effect in new saves created after this update is installed)
General Stability Fixed multiple crashes caused by various events, including invalid qualification grids and tyre types Fixed instance of hard-lock when changing stint compound type to a compound the player has run out of in Strategy View Fixed multiple reported soft-locks and progress blockers in the tutorial sequence
Drivers & Staff Multiple corrections made to staff information, including age and accompanying photos Fixed an issue where drivers would remain in a bookmarked slot after retiring
Achievements & Trophies Fixes for multiple instances of Achievements/Trophies not triggering correctly, including ‘Constructors’ Champion’ and ‘First of Many’. Achievements/Trophies that players have earned, but not triggered, should unlock after the player finishes their next race, after installing Update 1.8
Cars Fixed a small hole in the car model for several cars
Cinematics Fixed an issue where tyres would sometimes appear duplicated in cutscenes Stopped instances of rain passing through the ceilings of pit buildings Fixed a soft-lock when opening the Options menu during some cutscenes Reduced instances of major garage reactions to minor race incidents, such as a car running wide
Circuits Updated Miami International Autodrome track map in the 'Circuits' menu to add tags for corners 17,18, and 19
Facilities Controller: Fixed bindings for right shoulder buttons not working in ‘Overview’ and ‘Usage’ tabs
Pit Stops Resolved an issue where unattached tyres would appear in pit lane Fixed trackside camera focus for second car when ‘double stacking’ cars for pit stops
Steam Added on-screen keyboard support for Steam Deck and Steam Big Picture Mode Resolved issue causing the game to launch Steam VR when a VR headset is connected
Now available on all platforms across PC, Xbox, and PlayStation.
Improvements made to fuel usage, reducing instances of both player and AI drivers running out of fuel during a race Improvements made to AI behaviour during wet or mixed conditions races, reducing instances of unrealistic or unnecessary pit stops Fixed issue causing dilemma pop-ups to not be clickable on ultra-wide screens when ‘enable widescreen UI during sessions’ is enabled
Gameplay Updated calculation for ‘Estimated Race Time’ in Strategy view and adjusted preset strategy suggestions to be more competitive Fixed an issue where cars could run out of fuel on their second run in Qualifying Fixed an issue where race engineers would warn drivers about low fuel during Qualifying Fixed an issue where changing the length of a run plan, then reverting the change, would lead to the car having a different quantity of fuel Fixed an issue where AI would not refuel cars after a red flag in Qualifying, resulting in DNFs Resolved rare instances of crashes when transitioning between race view and replays Resolved rare instances of a crash if AI ran out of wet tyres and attempted another pit stop Resolved rare issue causing a soft-lock if the game is closed before completing the new season period Fixed an issue where cars in Practice could retire with 0kg of fuel, but still display a positive fuel delta Fixed an issue where replays would sometimes end before the commentary finished Removing instances of Team Radio lines not matching their subject matter
Cars Updated multiple car models and liveries, for more variance through the grid and closer alignment with the real-world cars
Circuits Resolved an issue causing the 3D Map to appear incorrectly when using ultra-wide screen monitors Updated signage and track-side sponsors at Monaco Updates kerbs at Circuit Paul Ricard, turn 8
Race Simulation Updated VSC/SC/red flag rules in Free Practice sessions, including removal of DRS restrictions after a red flag Resolved instances where driver commands would affect speed under Safety Car or Virtual Safety Car conditions
Display EULA will no longer reappear during startup if the player resets their game to default settings Resolved an issue causing position change arrows to display in the Drivers’ Standings page during Qualifying
Sponsorships Resolved issue where the 'Position Gain' sponsorship guarantee did not take grid penalties into account
Update 1.11 for F1 Manager 2022 is now rolling out across all platforms. All changes made in Update 1.11 will apply in existing saves, unless stated otherwise in the patch notes below.
Gameplay
Updated Safety Car procedure to allow lapped cars to unlap themselves, when appropriate Updated overtaking behaviour to allow cars to unlap themselves in normal race conditions, when they demonstrate sufficient pace compared to the car on the lead lap Reduced strength of DRS performance Increased effective range of slipstream, meaning that following cars will be affected by slipstream at greater distances behind a leading car Increased effective range of ‘dirty air’, meaning that following cars will be affected by dirty air at greater distances behind a leading car Added ‘Aerodynamic Balance’ option to the Settings Menu, under the Gameplay tab. This option allows players to choose between the “recommended” setting, featuring all the aerodynamics balance updates in Update 1.11, or the “original” setting, in which those changes will not be active. After updating to 1.11, all players will default to the “recommended” setting. Players can only change between these settings when they are in the Headquarters or Main Menu screens; changing this option will not be available during the Race Weekend. Weather
Resolved issue causing unintentionally inaccurate weather predictions in the ‘Track Condition’ areas Race Simulation
Increased the tyre wear threshold for AI cars to pit under safety car conditions Razer Chroma
Support added for Razer Chroma peripherals. This covers team colours, racing flags (red, yellow, chequered), replays, and ‘lights out’ sequence. Car Part Development
Updated the description of rushed manufacturing to remove incorrect information Performance gap for the ‘DRS Delta’ stat is now more significant, increasing its potential effectiveness Fuel Usage
Updated text string on pre-session screen to remove inaccurate details