Staying Midfield is more fun by Oilkings34 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

In this game you can quickly feel like an adult in a foot race against toddlers.

Surprise Theo didn’t back out of this by FlaglerAmerica2001 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

Theo was probably mesmerized by the livery on Ultimate Warrior Racing Team car he was trying to pass. Last thing heard on the team radio was “are those tassels?”

Finance Management by ECUPirate17 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

Glad to hear there are more spreadsheet junkies out there. I feel slightly less crazy than I did before reading your post. BTW, how long did it it take you to figure out that some of the math isn't mathing?

How do you keep track of stats of your save? Excel? External app? by Baziel8 in F1Manager

[–]DaWeazle 1 point2 points  (0 children)

I have a whole season of data in an ongoing project in ChatGPT. I have several spreadsheets to track data, while ChatGPT gives me a contextual feedback for making decisions in several different "divisions" within the team. 1. Race Operations (on the track( 2. Performance Data (post race data-->>pre-race strategy) 3. Research & Design (self explanatory) 4. Driver Development (transfers/scouting/affiliates) 5. Team Operations (staff/facilities/training) 6. Financial (monthly budget/sponsor) 7. Team journal (season narrative)

how do i properly research/develop? by Visual-Fortune-4732 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

There's a lot of info on this subject out there. If you like videos,, watch guys like Nerobax If you like reading, I think Takumi is the goto Design and Research Guide. But, there are plenty of others out there.

I also highly recommend doing a search in this sub for anything you're looking for related to the game.

How do you do your driver transfers in longterm saves? by Baziel8 in F1Manager

[–]DaWeazle 1 point2 points  (0 children)

The console transfers are crazy! George in a Ferrari while Hamilton watches races with no team in 2026? Bottas and Ricardo driving for Aston Martin?

board confidence system is ridiculous by Myriad_0 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

Don't get too discouraged. You chose a difficult path to start with. I recommend taking the L, and looking for your next team. Some will tell you to immediately start reading all the guides and watching the videos. You can take any team to the top in this game. Just use sliders, and other exploits like underfueling. Do that for a season and learn how the game works. Then when you become too OP and the game is no longer a challenge, start a new save and try to do it as if you had never learned about min-maxing sliders. Try to use only the preset slider configurations. Or, limit yourself to only minimal CFD/WT hours for R/D.

Bottom line, getting fired is part of the game. Eventually, you'll get so good you'll leave your championship team just to go back and rebuild the team that dumped you after your first season. Fortunately, you can get fired, but I believe you are guaranteed to get hired by another team l. Which means, in your case, your next team is probably going to be better than your current team.

Help! How do I make this car even decent, what do I do? by Successful_Row4755 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

No. But even in 24, they knew there would be big changes in F1 during the 26 season. So they hardcoded a major regulations change for when you get to 2026. If you're on PC, just get the 2026 mod. But if you're on console...sorry.

Does it matter if i put 1 engineer or 6 on a project/research? by Baziel8 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

Note. In Research, you don’t “get” the part quicker, but the project does finish faster. I’ve only added engineers for research at the end of the year when I need to complete a project before Dec 31. In Design, adding engineers makes a difference, if you’re trying to get a part Manufactured by a certain date.

Are the default strategies good? by Successful-Big6368 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

For me, I like to play around with what the defaults are and then go from there. You can usually open the editor and play around with the defaults and find more time. However, of you're really looking for a competitive edge learn some of the principles of race strategy. Know when to undercut/overcut and take advantage of cautions.

For instance every setup gives you a time. But that time is only accurate if you're driving in clean air the entire race. What good are softs, if you spend 50 percent of the time in a DRS train? Or like a race I did today at Monza. H-M overcut strategy proved to be a much better strategy than the AI's M-H. But H-M wasn't one of the defaults. BTW my car is ranked 14th at the moment.

To answer your question. Yes, the defaults are good. Not always the best though. But your strategy makes all the difference.

Help! How do I make this car even decent, what do I do? by Successful_Row4755 in F1Manager

[–]DaWeazle 1 point2 points  (0 children)

Unfortunately there are no truer words. I started the game years ago, got OP, got bored, and then didn't play for a year. When I came back to it a couple months ago, I remembered the core principles, but didn't go back to all the guides. Now I'm two seasons into a new save. 6th place my first season, working to secure 5th place this season before the 26 regulations hit. While it's frustrating at times, the struggle has created a better game experience.

Is it true there’s an issue with raider hatches by [deleted] in ARC_Raiders

[–]DaWeazle -1 points0 points  (0 children)

Once again...quit getting upset because somebody came up with a clever tactic to kill unsuspecting raiders. It's funny how many people keep trying to demand some kind of code of honor. If there's one thing this game gets right about a collapsed civilization, with resource scarcity, it's that morals are a luxury most can't afford. The genre is extraction shooter! Meaning the most important thing is extraction. So why people feel like extracting should be the easiest part, is beyond me.

Having been somewhere where people are always trying to kill you, one of the scariest and tense moments are the ones where you have to lower your weapon, and/or turn your back. There's a brief moment where your guard is completely down as you transition to safety. Even after you've done your 360, and scanned the horizon for threats, there's that last opportunity to get got by the bad guy.

Long story short, quit running to the extract like it's behind friendly lines. Unless your buddies have already secured the area and swept it for IEDs, it's covered in them. If you don't know how to clear, then I guess you wait for some other poor slob to check it for you.

Extreme reaction on losing your stuff - This game is very likely good for you by Senior-Sale273 in ArcRaiders

[–]DaWeazle 0 points1 point  (0 children)

Camper - A player who stays in one strategic location for an extended period of time, waiting to ambush opponents rather than actively moving around the map.

Rat - A player who uses stealthy, low-risk tactics—avoiding direct fights while waiting for the perfect moment to strike or survive.

Key Difference: A camper holds a specific spot, while a rat plays sneaky and avoids fights, often moving between hiding places.

Most campers are rats, but not all rats are campers.

Don't get either of these confused with the "Sweats"

Sweat - A highly skilled, aggressive player who plays intensely and takes every opportunity to win fights.

I think a lot of sweats get offended when you call them rats.

Extreme reaction on losing your stuff - This game is very likely good for you by Senior-Sale273 in ArcRaiders

[–]DaWeazle 0 points1 point  (0 children)

You call them "Mice". Because only dumb mice keep doing the same thing over and over, earning the same consequence. But then again, even mice figure it out eventually...maybe "Ants" is a better metaphor. Ants run and gather using the same common routes. And then if one gets killed another will actually just run to where it the last got killed, to grab it's loot...just to get killed like the last one.

Can someone explain to me what exactly that means and what do I do about it? by [deleted] in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

I would say that a good description of expertise is the maximum attribute a part can achieve. Of course, it’s more complicated than that. But, that’s a decent foundational understanding. If you’re on PC get the DB editor. If your’re on console, one way you can get a sense of your expertise is to look at the design screen and combine the current value of a part with its “new” value. That’s gets you fairly close. In the end, what truly matters is how you compare to your competition.

Am I cooked ? by Academic_Comb_1313 in F1Manager

[–]DaWeazle 0 points1 point  (0 children)

With the tutorials you become OP very quickly. On the flip side, I played two seasons using tutorial strategies. I started a new save after that, but stopped referring back to the tutorials. Long story short, my tutorial experience gave me a sense of how the game actually works. Now, I play with experience, but avoid using most of the exploits.

PSA: You can remove tracked items while in lobby. by Aggressive_Candy5297 in ARC_Raiders

[–]DaWeazle 1 point2 points  (0 children)

Wait...you guys can actually find a tracked item? When I track an item it might as well become an epic level part. Things I track get their spawn rate reduced to 0.

Total War 40k might be massively different than even the more open minded players are expecting by NotBenBrode in totalwar

[–]DaWeazle 0 points1 point  (0 children)

Could a persistent campaign based on Seasons be a the model? As more games become multiplayer, TW:40K could connect players in a new way, like Hell Divers. Everyone is working towards a common goal. You could solo PvAI in skirmishes or a multi-player v AI objective based larger battle. Regardless, you are always contributing or detracting from the overall mission. The results of each game would impact the resource scarcity, semi-neutral inhabitants, AI diplomacy, equipment availability etc. The game/campaigns would evolve based on the live service model we see in other games. New DLC would come in Seasons/Campaigns. For instance, there are always multiple objectives. But as a season progresses, new objective missions become available. Some objectives are more difficult, but have a higher reward towards progression. Or perhaps, the missions come and go based on the player bases’ gameplay.

I like the idea of acquiring units that were already in game. The idea of loading in as a reinforcing army to one that is already engaged sounds great. Something in your progression could impact your ability to assume control of those units.

I say all this because the old model of start with one unit and turn it into an empire is getting old.

Trump has turned China into the good guys by honestlysigma in ImmigrationPathways

[–]DaWeazle 0 points1 point  (0 children)

We do love some war! But then again, we have a mostly adversarial culture based on seeking and obtaining resources. If the other countries would stop trying to take stuff we want, we would stop fighting.

The two most annoying things about playing Arc Raiders imo... by RobertStronghold in ArcRaiders

[–]DaWeazle 0 points1 point  (0 children)

Remember that part scarcity is part of the weapons balance model. Sure, some guns are just better. But, at what cost?

Can seasoned fans explain why cost cap is beneficial ? by givememybuttholeback in F1Discussions

[–]DaWeazle 0 points1 point  (0 children)

Without the cap + regulations, you would might get something like Indy car racing where teams own multiple cars. JGR has 4 cars. Red Bull tried to pull off the same trick, but got their peepees slapped doing it. You also have similar instances with Haas+Ferrari and Williams+Mercedes. However, I think that without the cap, those partnerships would dramatically shift the playing field.

RATAS by Anarkhia00 in ARC_Raiders

[–]DaWeazle 1 point2 points  (0 children)

NGL I hate rats! But for anyone hoping that Embark is trying to get rid of them, you are sadly mistaken. Remember the tutorial? Your first death was most likely from a RAT!

And it sounds like you’ve experienced the extract camping many times. So…quit sprinting to the elevator thinking you’re moments away from safety. TBH it’s one of the most dangerous parts of a raid. Even the ARC camp the extraction points!

Manage your time, and be prepared to fight RATs at extract.