F1® Manager 2024

F1® Manager 2024

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List of drivers and key staff in F1® Manager 2024
By jtarj
Link to a list of all drivers and key staff present in the game with their starting ratings and contracts and a breakdown of all attributes
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Link & Introduction
Last modified for: Build Build 1.11.0.498643
Last update: 25/02/2025
- Doc: Doc updated for patch 1.11
- Lawson, Bearman, Antonelli, Bortoleto, Colapinto and Hadjar have seen their attribute (and therefore overall) ratings buffed
- Antonelli got a small nerf to his development rate (from 94 to 90)
- Bearman and Colapinto got a small nerf to their starting mentality (94 to 84 and 45 to 40 respectively)
- Antonelli and Bortoleto have now the "Can Race in F1" flag set, allowing them to race in F1 from the start of the game
- Bearman, Doohan, Antonelli, Bortoleto and Hadjar use now their permanent race number (still not the case for Lawson and Colapinto for some reason)
- No outstanding changes for staff members
- Still to do: Write about the new driver development options that boosts car development or marketability

The full list is available on the following Link:
https://docs.google.com/spreadsheets/d/1CTNAxzLlrmNgHbs7zvc-dzRiQAYzTAdg6G5r1-9Nyog/edit#gid=0

This document contains ratings and contract details on all drivers and key staff that are currently on the game, I did the exact same thing the previous years and started to compile all the info I could gather as soon as I could for this year's guide.

I could have just put the link and let you see the data but while doing it I also have made some observations I wanted to share, so I made a few parts detailing those observations, this is not a complete and definitive guide by any means but hopefully it is helpful enough.
Most of the guide has been taken from last year’s guide, some parts have been slightly re-written, and new parts have been added about the new things in the game (mentality, affiliates, contracts).

Up to now, Frontier didn't add drivers or staff or rebalance ratings but this year they added a few drivers in Patch 1.6 and also changed starting mentality and dev rates, in any case, I will try my best to track those changes as they come.
General info on drivers
Note: Frontier added a few drivers in patch 1.6, the list and this part of the guide reflect those changes.

This year, there are 108 drivers at the start of the game, that includes :
  • The 20 F1 race drivers of the 2024 season
  • 22 F2 drivers, including those that are affiliated to F1 teams
  • 30 F3 drivers, including those that are affiliated to F1 teams
  • 29 ‘Affiliates’ that are not racing in either F2 or F3
  • 2 free agents
  • 5 new-gens (who start as free-agents)

One of the new things of this year’s game are the Affiliate system that replaces the Reserve drivers that we used to have in the previous years:
  • Affiliates can hold an affiliate contract AND race in one of the lower formulae at the same time (eg. Andrea Kimi Antonelli is a Mercedes affiliate AND races in F2)
  • A team can have up to 10 affiliates at the same time
  • A team can run any eligible affiliate in FP1 sessions

The new Affiliate system means that the driver list has expanded compared to previous years, that includes secondary reserve drivers that were not in previous games because of limitations (eg. Shwartzman, Vandoorne, Hirakawa) and also some juniors affiliated to an F1 team who are not racing in either F2 or F3, that includes some drivers racing in lower formulae such as Formula Regional or Formula 4 (eg. Ugochukwu, Nakamura-Berta, Lacorte) and also some (but not all) drivers from F1 Academy (e.g. Pulling, Bustamante, Weug). However some teams have incomplete affiliate line-ups and some drivers are missing (e.g. Pin and Block in F1 Academy and Mercedes and Red Bull juniors in lower formulae) because of what I assume is licencing limitations.

Finally we have two real-life free agents (James Hedley, who replaced another driver in F3 at Monaco and Tuukka Taponen, who also raced a round in F3, he is supposed to be a Ferrari affiliate but he is present in the game as a free agent because reasons...) and five new-gens at the start of each save, new-gens are fictional drivers randomly generated by the game, therefore those 5 drivers should be different in each save.

A number of drivers who were in F1M 23 are not in F1M 24 because they are not involved anymore in either of the licensed championships, however Frontier carried over the previous years’ databases in this year's game, meaning all the drivers that are in last year's game are still buried in this year's database with their previous ratings, and can be added into the game if you know how (but this is not the subject of this guide ;))

There are also a number of names that are hidden in the database for history purposes (either because they appear in previous years results as result history goes a few years back or because they hold a track record), I use the word "names" here because they usually have generic ratings.
Driver Base Ratings
There are two sheets for driver ratings:
  • One simple sheet with just the overall ratings (OVR)
  • A more detailed sheet with all attributes for every driver and other details
As a reminder, OVR is not an average of all attributes but that some attributes had more weight than others, I will detail the formula below but if you played one of the previous games just know that the OVR formula hasn't changed from what I could see.

Drivers also have the same attributes as last year, here's the breakdown of each attribute :
Attribute
In-game Description
Cornering
The ability to maintain speed through corners. This allows the driver to go faster through all corners to improve lap times, and reduces the chance of them running wide or spinning when they do
Braking
The ability to brake more efficiently. This allows drivers to brake later when approaching corners to improve lap times without running wide or causing racing incidents.
Reactions
The ability to respond to events at high speed. This allows the driver to accelerate faster out of corners, and to pull away faster when the lights go out at the start of the race
Accuracy
The ability to follow the racing line as accurately as possible. This reduces the chance of a driver losing time or their car taking damage from running wide while racing.
Control
The ability to prevent racing incidents. This reduces the likelihood of the driver causing lock-ups, spins, crashes, or running wide.
Smoothness
The ability to reduce tyre wear while racing. This allows a driver to push harder and run longer stints on each set of tyres.
Adaptability
The ability to adapt to poor weather on track. This improves the driver's acceleration and cornering speed on tyres not suited to wetter track levels.
Overtake
The ability to overtake other drivers. This allows the driver to attempt and successfully complete more overtakes while racing, and lowers the chance of causing a racing incident when they do.
Defending
The ability to defend a position while racing. This reduces the chance that another driver will be able to successfully overtake.
Most of the attributes are pretty self-explanatory, "Reactions" is basically the "Throttle" skill and "Adaptability" the "wet-weather" skill.

Those attributes can be separated into three categories:
Category
Attributes
Pace
Cornering, Braking, Reactions
Consitency
Accuracy, Control, Smoothness
Racecraft
Adaptability, Overtake, Defending
Basically, the “Pace” attributes are what make your driver go fast, the “Consistency” are what make your driver stay on-track and stay consistent over race distance and the “Racecraft” attributes are more situational attributes related to wheel-to-wheel racing or wet weather.

All those attributes are not equal when it comes to calculate a driver's OVR, some attributes have more weight than others, and the Cornering attribute is the one that has the most weight when calculating a driver's OVR:

Knowing all that we can determine the following formula to calculate any driver's OVR:
OVR=((Cor×1.00 + Brk×0.75 + Rea×0.50 + Acc×0.75 + Ctr×0.75 + Smo×0.50 + Ada×0.25 + Ovt×0.25 + Def×0.25) ÷ 5)

I also have added weighted ratings for pace, consistency and racecraft attributes in the "Detailed driver ratings".

You should not read too much into the OVR, despite being weighted it is not necessarily representative of how a driver will perform on-track (eg. someone can theoretically have 75 OVR but 50 Braking, making them essentially useless) and the overall rating will be only indicative of the base attribute ratings without taking mentality into account, but more on that below.
I have to run tests to see what effect has each attribute.
Mentatity
Mentality is a new system that replaces morale, it is affected by various factors such as the car, salary, facilities, results… and will significantly affect your drivers attribute ratings positively or negatively depending on their current mentality level.

Mentality is represented in the menus with five labels:
  • Pessimistic (red)
  • Negative (yellow)
  • Neutral (grey)
  • Positive (blue)
  • Enthusiastic (purple)
It is also divided into three categories: Personal, Team Performance and Team Principal

However Overall Mentality just like development rate and aggression (more on that below), mentality is represented by a hidden number going from 0 to 100.

At highest mentality (100), a driver will gain 8 points to all their attribute ratings (cornering, braking, accuracy, etc.) and at lowest mentality (0), a driver will lose 8 points to all their attribute ratings. Mentality can therefore have a huge effect on your drivers.

Note: In early builds mentality gave up to 10 points on attribute ratings, this has been changed in patch 1.5.

Do note that all attribute ratings shown in the detailed ratings table are base attributes, without mentality bonus/penalty applied. This is why the numbers you will see in the various drivers profiles in-game are not the ones you'll see on my table. However overall ratings are always calculated from base attribute rating values and will never change according to mentality.

For example, Verstappen has a positive overall mentality at the start of the game, he actually starts the game with 84 mentality.

With 84 mentality, Verstappen gains 6 on all his attribute ratings.

Logically, to improve mentality, you'd have to progressively improve your car, your results, hire better staff, etc. over time but there is one way to abuse that and quickly gain a lot of mentality: By building facilities! It turns out that each time you build or improve a facility it gives a positive pip to your drivers/staff and therefore building a lot of inexpensive facilities (like the helipad, tour centre, etc.) will give as many pips that will help build a positive, if not an enthusiastic mentality.
Attribute effect
I did some quick tests at Bahrain on six attributes :
  • Cornering
  • Braking
  • Reactions
  • Accuracy
  • Smoothness
  • Adaptability
For each of these attributes I did a 22-lap runs where I tested increments of tens (100, 90, 80, and so on...) for the tested attributes and left all the other attributes at 100. I'll detail the protocol as an appendix at the end of the guide.

I ignored the three remaining attributes as I didn't expect them to have a significant effect on lap times.

As the protocol is completely different to the one I used in the F1M23 guide, I cannot directly compare the results to what I got last year (in fact I probably should reproduce this protocol in '23), but this is what I got so far:
Attribute
Average gain per point
Cornering
0.010s
Braking
0.012s
Reactions
0.008s
Accuracy
0.006s
Smoothness
0.012s
Adaptability
0.008s
The differences I have compared to last year can be explained by the different protocol and therefore at the moment I think the driver attributes haven't changed from last year.

A few things to note though:
  • Cornering and Braking work in a pretty straightforward and progressive way: each 10 cornering/braking points you get will make your drivers 0.1s and 0.12s second faster per lap
  • Reactions and Adaptability seem to have a lower benefit when you already have a high value, the difference I got between a 60 and a 100 value in Reactions over the full run was less than a tenth, same with the difference between 70 and 100 Adaptability.
  • I think I need to do more tests on Accuracy due to the nature of the attribute, especially considering that with max stats you can have a difference of several tenths over a single lap
  • Smoothness will start have an impact on lap times from the middle of the run and it seems to have a progressive impact, so I think this is an attribute you shouldn't neglect. Also, tyre wear is about 4.4% more important per 10 units of smoothness (on mediums @ Bahrain).

Knowing that, we can give a rough estimate on the mentality effect on lap times: A maxed-out mentality can give up to 3 tenths every lap and a minimal mentality will conversely make a driver 3 tenths slower every lap.

The full results are available at the end of the guide.
Driver progression
The progression system introduced last year comes back in F1M 24, from what I could see, nothing changed on that front, you still are able choose a Development Focus which will focus your development points into 4 attributes (apart from the balanced focus that has no focus).

Here are all the Development Focuses available and the attributes they improve:
Development Focus
Attributes improved
In-game Description
Balanced
All attributes
Focus on training all skills equally, leading to more balanced development over time
Driving Standards
Reactions
Control
Overtaking
Defending
Focus on developing skills that reinforce core driving standards
Pace (Long runs)
Cornering
Reactions
Smoothness
Adaptability
Focus on developing skills that benefit longer runs on track
Pace (Short runs)
Cornering
Braking
Accuracy
Adaptability
Focus on developing skills that benefit shorter runs on track
Race Strategy
Reactions
Smoothness
Overtaking
Defending
Focus on developing skills that benefit shorter race strategy, namely gaining and defending race positions and managing tyres
Wet Track
Accuracy
Control
Smoothness
Adaptability
Focus on developing skills that improve tyre management and pace in wet track conditions
Wheel-to-wheel
Braking
Control
Overtaking
Defending
Focus on developing skills that benefit close wheel-to-wheel battling, improving the ability to gain and defend race positions and prevent racing incidents

Development Rate and Aggression are secondary attributes that don't contribute to a driver's OVR, they affect respectively driver progression and a driver's probability to attempt overtakes. Both attributes seem unchanged from last year.

Development Rate and Aggression are both shown on the menus with labels but Aggression and Development Rate actually have numbers hidden under those labels.

The Aggression labels values are unchanged compared to previous years:
Label
Aggression value
Low
0-39
Medium
40-60
High
60-100

Development rates labels have been reworked for this year's game, and you have now 6 labels for development rates:
Label
Development Rate value
Very Low
0-15
Low
16-30
Average
31-60
High
61-75
High
76-89
Max
90-100

Knowing the underlying is particularly crucial for development rate because this year almost all young drivers seem to have a “High” or "Very High" development rate, but a DR of 65 is not quite the same as a DR of 85.

After a quick test, it doesn't seem that mentality affects development rate or aggression, or if it does, the UI doesn't show it.

In this year's game, drivers seem to lose 5 development rating per year (from -6 last year), meaning that Max Verstappen will go from 46 DR at the start of 2024 season to 41 DR at the start of 2025 season.
Driver confidence
Driver confidence a mechanic that will give your drivers a bonus or a penalty depending on your setups, during the weekend from qualifying onwards each driver will get a starting confidence level depending from his preparation and a moving confidence level that will move around during qualifying and race sessions.

Driver confidence will have an effect on those 5 attributes: Cornering, Braking, Accuracy, Overtaking and Defending, in that order (meaning bonuses will first impact Cornering then Braking, etc.). Being at 0% driver confidence gives -4 to all aforementioned attributes and being at 100% driver confidence gives +8 to all aforementioned attributes.
Driver confidence will increase or decrease during qualies and races, usually because of either of one those 3 things
- Setting a personal best in any sector or lap
- Successfully overtake a driver/Failing to overtake a driver
- Successfully defending his position against another driver/Get overtaken by a driver

The race preparation that determines starting confidence will depend on three factors, all to be build up during the free practices sessions of the weekend:
- Track acclimatation account for 25%
- Car knowledge account for another 25%
- The remaining 50% comes from your car setup.

When you get maximum race preparation (ie. perfect track acclimation, car knowledge and setup) you’ll get 68% of the bar, so your driver will need to do actions on track to get his confidence higher, eventually reaching peak level if all goes well.

Driver confidence will take the form of a bar that has six sections:
- Very low (red)
- Low (red)
- Medium (white)
- High (blue)
- Very high (blue)
- Peak (purple)

While the “peak” section will always take the last 10% of the full bar other sections will depend of your driver morale and the driver’s affinity with his race engineer (I elaborate onto that in the RE section of the guide), both factors have the same effect on the bar, meaning a driver with a maxed out affinity but no morale will have the same bar as the driver who has absolutely no affinity but full morale.

A low combination of those two factors will mean bigger red sections and smaller blue ones, and the other way around if your drivers has max affinity and good morale, meaning a driver with good morale can have a starting confidence that is “Very high” instead of just “High”. So it is important to keep your drivers in good spirits.

A driver with max prep, max affinity but no morale at all will still get a High starting driver confidence which gives +3 Cor, Brk, Acc and +2 Ovt, Def, while having everything maxed out will give a Very high starting confidence and +4 to all five of the aforementioned attributes.
With the new mentality system, I feel like driver confidence might be not as important this year as a positive mentality can compensate a low driver confidence, however it can have a double-whammy effect where a driver with a positive mentality and peak confidence can simply become god-like even with modest base attribute ratings, the same is true the other way around where a top tier driver can become useless with a low mentality and confidence.
Contracts
Contracts are what ties drivers and key staff to your team for a set duration, you can negotiate contracts with drivers and staff so they join you either at the start of the following year or even immediately (for example if you want to make changes to your team immediately when starting a save).

In general, all contracts have two attributes :
  • End of contract date
  • Yearly salary
Driver contracts also have bonuses, which will be detailed in its own part.

This year, the rival AI teams now have the ability to poach drivers and staff from other teams and they now also have the ability to sign contract before the end of the year, therefore signing drivers and staff as the season go. The AI seem to only focus on people whose contract are ending at the end of the year though.

Negotiations are not instantaneous anymore either, while you can ask for an immediate reply on the negotiating screen, you can also give more time to the driver/staff you are negotiating with, you can give them up to 28 days to consider your offer and it actually makes your offer better.

If your offer is not good enough, the driver/staff will reply with a counter-offer, however the counter-offer mechanic seems to be broken on the release build, you can only sign with people you can convince on your first offer right now.

You also have to keep in mind that you have to scout a driver/staff to see his next contract. You won't be able to see the next team of an un-scouted driver/staff and you may have a bad surprise when you are finally able to convince a driver to join your team next year... only to notice a huge 35M$ breakout fee because he already signed elsewhere for next year.

The UI will also now show a little gauge showing how good is your offer.

All of that means that you cannot simply deal with transfers late in the year like in F1M23, you'll ideally want to have your driver and staff line-ups sorted before the summer break if you really want to sign your first targets. You now have to be active on the market by scouting people of interest and starting negotiations early, and this is particularly true in the first season of your save because a lot of people start with contracts ending on the 31st, December, 2024, expect a lot a movement in the second year.
Breaking contracts and breakout clause
When signing a driver under contract you have to pay the cost of breaking the contract of the driver you are replacing (if applicable) and a buyout fee, which is simply the cost of breaking the contract of the driver you are trying to sign.

A new thing for this year’s game is that you can negotiate the breakout clause, meaning any other team that would try to poach your drivers would have to pay more to sign them theoretically, however offering a higher breakout clause will decrease the attractivity of your offer.
With the new breakout clause system the formula of the cost of breaking the contract of one of your drivers is now roughly the following:
(days remaining) x ((yearly salary / 365) * (breakout clause))

The formula above won't give you the exact sum (it is a few $ off and you can see the exact sum for your drivers on the contract menu at any time anyway) but it gives the general idea.
Specific info on Drivers Contracts
Driver position

The "Driver contracts" sheet tells you the contract situation of every F1 driver at the start of the game.

This is the position of the driver within your team, from what I can see so far it doesn't seem there's any difference between Car 1 and Car 2 (apart from the T-Cam colour in-game), so if you want to sign Hamilton or Verstappen to your team and the driver you are looking to replace the driver who is currently driving Car 2 they won't mind.

Do note that if you promote one of your affiliate driver it will always be at the expense of the race driver you are replacing, the replaced driver will be effectively fired and not demoted to affiliate.

Driver eligibility

Not all drivers can sign in F1 at the start of the game, in real life drivers need a Superlicence to race in F1 which has a number of conditions to fulfil, and the game has a crude reproduction of that system.
In the game, a driver needs to fulfil two conditions to be eligible to sign for your team as a race driver:
  • Be 18 years of age or older
  • Have competed in two seasons of either F3 or F2
If you cannot propose a contract to a young driver it will be for one of those two reasons.
You can sign anyone as an affiliate but they need to fulfil both conditions mentioned above to take part to a FP1 session.

Six F2 drivers and Twenty-six F3 drivers are not eligible to race in F1 at the start of the game, you'll have to wait 2025 or even 2026 to attempt to sign them to your team. However a driver will be considered to have "competed" in a season if they took part to at least one round, meaning drivers in their second year in F2/F3 can become signable after the first round of the season.
Ineligible drivers cannot be chosen in the Create-A-Team mode, only eligible drivers are selectable for your custom team.

Driver contract bonuses

In addition of salary and duration you also can negotiate bonuses for drivers, there are two kind of bonuses:
  • A signing bonus, that will be payed only once when signing the driver
  • A race target bonus, which is accompanied by a position threshold, which will be payed every time the driver finishes a race in the position mentioned or better
Of course I would advise against giving bonuses if you can avoid it, especially race bonuses, and if you really have to only give the highest position and lowest bonus you can get away with.
General info on key staff
Each team has 4 key staff members:
  • A Technical Chief (TC)
  • A Head of Aerodynamics (HOA)
  • Two Race Engineers (RE), one for each driver
  • A Sporting Director (SD)

For all key staff the OVR is the average value of all their attributes.

The roster of RE contains 72 RE in total: 20 being in F1, 22 in F2 and 30 in F3 (1 per car basically), there are no free agents RE at the start of the game.

TC and HOA have each 13 people in their roster at the start of the game:
  • 10 in F1
  • 3 free-agents that are new-gens (ie. randomly generated)

SD have 26 people in their roster at the start of the game, including:
  • 10 F1 SD
  • 11 F2 SD
  • 5 free-agents that are new-gens (ie. randomly generated)
Key Staff progression
In general F1 key staff are better than their F2/F3 or free-agents counterparts, with a few exceptions.

Key staff also have the new development focus system as drivers, the number of attributes improved by their dev focuses will vary as some staff don't have as many attributes as drivers (eg. SD have 4 attributes and their dev focuses will improve 2 of those attributes).

Unlike drivers, key staff don’t have development rate which means their experience gain will rely almost exclusively on the level of your Team Hub facility and their mentality, they also only gain weekly experience and have no race experience gain unlike drivers.

All staff will gain 100 XP per week. The Team Hub facility will give a bonus of 20 % base-XP gain for your staff, up to +100 % at level 5, on the top of that your staff’s morale can give an additional XP-boost if they have high mentality, I have to check how much that bonus amounts, last year, a high-morale gave a 10% boost.

Free agents gain no XP.

I haven’t noticed changes on how key staff work compared to last year’s game in general, but like drivers I suspect they will be significantly affected by the new mentality system.
Race Engineer Ratings
Those are the Race Engineer attributes:
Attribute
In-game Description
Communication
The ability to communicate clearly and effectively. A higher rating means faster affinity growth between the race engineer and their paired driver.
Feedback
The ability to give and understand feedback on the car's set-up during practice sessions. A higher rating means quicker feedback on improving the car set-up during practice.
Composure
The ability the remain focused in high-stress environments, and to keep others focused. A higher rating means less driver confidence loss from negative events on track, and more driver confidence gain from positive events on track.

Each RE also has a driver affinity attribute depending on the time spent with the paired driver (in weeks) and his communication skill. At the start of the game, the engineers who just joined their team (eg. Benisi/Zhou) have 6 weeks paired with their driver and a low affinity, those who have spent a season with their team (eg. Stallard/Piastri, Cronin/Alonso) have 58 weeks and a good affinity those who have been with their team two seasons or more have a maxed out affinity. Some outliers who changed race engineers mid-season might be in-between.

The driver affinity is important because this is one of the two factors (with mentality, both have the same impact from what I can see) that impacts the “shape” of driver confidence bar during race weekends: The higher the affinity, the larger the high and very high confidence bars and the smaller the low and very low confidence bars will be. The good news is that it grows faster than the starting affinities suggest and you should be able to max out the affinity of any driver/RE pair in less than a season even if your RE doesn't have a great communication rating.

Race Engineers have 4 development focuses (including Balanced):
Development Focus
Attributes improved
In-game Description
Balanced
All attributes
Focus on training all skills equally, leading to more balanced development over time
Car Analysis
Communication
Feedback
Focus training on better analysing the car to improve set-up feedback during practice, and improve general communication with drivers throughout the race weekend.
Driver comms
Feedback
Composure
Focus training on better communicating with drivers during sessions, both in maintaining and increasing their confidence and in developing their feedback on the car’s set-up during practice.
Responsiveness
Communication
Composure
Focus training on communicating race events to drivers with clarity and composure in order to help manage driver confidence throughout a race weekend.
Technical Chief Ratings
Not much to say about Technical Chiefs' ratings as they are pretty straightforward, each attributes corresponds to a car part, the better the attribute the better the TC is at Developing the corresponding car part:
  • Chassis
  • Front Wing
  • Rear Wing
  • Sidepods
  • Underfloor
  • Suspensions

Tech Chiefs have 7 development focuses (including Balanced):
Development Focus
Attributes improved
In-game Description
Balanced
All attributes
Focus on training all skills equally, leading to more balanced development over time
Aero Principles
Chassis
Front Wing
Rear Wing
Focus training on the ability to design car parts that shape airflow over the car.
Bodywork
Chassis
Sidepods
Suspensions
Focus training on the ability to design car parts that make up the core body of the car.
Grip and Traction
Front wing
Rear wing
Suspension
Focus training on the design of car parts involved in generating grip and traction, either through aerodynamic means like the wings, or mechanical means like the suspension.
Ground Effect
Front wing
Sidepods
Underfloor
Focus training on the design of car parts involved in generating ground effect downforce, including car parts that help feed the underfloor airflow to improve downforce generation.
Downstream Airflow
Rear wing
Sidepods
Underfloor
Focus training on the design of car parts that heavily influence airflow behind the car, including airflow used to generate downforce via the underfloor and rear wing, and exhaust airflow from the sidepods.
Structure
Chassis
Underfloor
Suspension
Focus training on the design of car parts that influence the overall structural integrity of the car.
Head of Aerodynamics Ratings
Same thing as Technical Chiefs, there's not much to say, Head of Aerodynamics have an impact on car attributes, the difference being each car attribute are affected by different car parts:
  • Cooling: Tyre preservation (Front Wing and Suspensions) and Engine cooling (Chassis and Sidepods)
  • DRS Delta (Chassis and Rear Wing)
  • High Speed Downforce (Front Wing, Rear Wing, Underfloor and Suspensions)
  • Medium Speed Downforce (Front Wing, Rear Wing, Underfloor and Suspensions)
  • Low Speed Downforce (Front Wing, Rear Wing, Underfloor and Suspensions)
  • Drag Reduction (Chassis, Rear Wing, Sidepods, Underfloor and Suspensions)
  • Airflow Management: Airflow Front (Front Wing, Sidepods and Suspensions) and Airflow Middle (Chassis and Sidepods)
  • Airflow Sensitivity (Front Wing, Rear Wing and Underfloor)

Head of Aerodynamics have 7 development focuses (including Balanced):
Development Focus
Attributes improved
In-game Description
Balanced
All attributes
Focus on training all skills equally, leading to more balanced development over time
Aero Principles
Cooling
High Speed Downforce
Low Speed Downforce
Airflow Sensitivity
Focus training on the ability to design car parts that perform well in core aerodynamic areas, primarily low and high speed downforce generation, cooling and sensitivity to dirty air.
Bodywork
Cooling
DRS Delta
Low Speed Downforce
Airflow Management
Focus training on improving the aerodynamic performance of the car’s bodywork, especially in managing airflow towards the rear wing to improve DRS speeds, towards cooling ducts, and in optimising downforce generation.
Grip and Traction
High Speed Downforce
Medium Speed Downforce
Low Speed Downforce
Airflow Sensitivity
Focus training on the design of car parts that generate grip and traction through downforce, and lose less traction while driving in dirty air.
Ground Effect
High Speed Downforce
Medium Speed Downforce
Drag Reduction
Airflow Management
Focus training on the design of car parts that better manage airflow for the purpose of generating ground effect downforce.
Airflow Intake
Cooling
DRS Delta
Drag Reduction
Airflow Management
Focus training on the design of car parts that gain greater aerodynamic benefits from incoming airflow, while suffering less from the effects of drag.
Simulations
DRS Delta
Medium Speed Downforce
Drag Reduction
Airflow Sensitivity
Focus training on using aerodynamic simulation data more effectively for the purpose of improving DRS speeds and medium speed downforce, and reducing the effect of drag and dirty air on the car.
Sporting Director Ratings
The Sporting Director is responsible for training the pit crew, allowing it to do faster pit stops and to minimise pit stop mistakes.

Sporting Directors have 4 performance attributes:
Attribute
In-game Description
Training
The ability to efficiently develop the skill of the team mechanics. The higher the rating, the faster the pit crew develop through training sessions, and the less performance they lose between sessions
Aptitude
The ability to help mechanics reach their full potential. A higher rating means a higher upper limit to the pit crew's potential skill

The pit crew's attributes can only improve up to the Sporting Director's aptitude
Leadership
The ability to manage the team through high pressure situations. A higher rating means a greater chance to minimise the delay from pit stop mistakes
Processes
The ability to develop and refine efficient workflows. The higher the rating, the less fatigue the pit crew gains from race weekends and training sessions

The attributes names might not be straightforward but basically:
  • Training: Skill and Skill attrition between seasons
  • Aptitude: Max potential
  • Leadership: Time lost during pit stop mistakes
  • Processes: Fatigue

Sporting Directors have 5 development focuses (including Balanced):
Development Focus
Attributes improved
In-game Description
Balanced
All attributes
Focus on training all skills equally, leading to more balanced development over time
Communication techniques
Aptitude
Leadership
Focus skills that benefit meaningful communication, allowing them to develop the pit crew to a higher standard and to maintain their focus during pit stop mistakes
Drill planning
Training
Leadership
Focus on improving the ability to develop the pit crew through training sessions, increasing how fast they develop and their ability to respond to pit stop mistakes
Industry standards
Aptitude
Processes
Focus on reinforcing core industry standards, allowing them to improve the workflow and speed of the pit crew and the upper limit of the pit crew's skills
Innovation
Training
Processes
Focus on improving the ability to invent and test new workflows in order to increase the speed and the development rate of the pit crew
Pit crew attributes
The pit crews have their own attributes which are improved by the Sporting Director’s attribute and their training schedule.

I made a pit crew attributes sheet on the doc, all the visible attributes seem to start between 50 and 60, which means they’re still quite far from their sporting director’s aptitude rating (which is the attribute that limit their potential).

Most attributes will have an effect on pit stop mistakes rather than pit stop time, pit stop time seems to depend on a hidden speed attribute. Each speed point seems to give about 0.028s on pit stop time at the level where all pit crews sit around at the start of the game but it seems to have diminishing returns as the lowest pit stop time that you can theoretically achieve is 1.799s with a maxed out speed attribute.

Lastly fatigue will have an effect on pit stop mistakes chances, a tired pit crew will give a small penalty on mistake chances (less than a percent usually, which might not even be noticeable), but from weary onward the penalty becomes much bigger (about 20%) and even bigger (about 45%) when the pit crew is exhausted. Pit crew fatigue also reduces the gains made from training.
Appendix - Driver Pace Test: Experimental Protocol
This time I decided to change the protocol for my driver pace tests.

I am still doing the tests in Bahrain.

This time I am doing the tests in a practice session, where driver confidence doesn't kick in. I use a modified save made at the start of the first practice session where all other cars than mine are DNFed (so they don't cause traffic).

The tested attribute is tested by increment of tens (100, 90, 80, and so on). All driver attributes other than the one tested is set at 100, mentality is set at 50 so it doesn't give any bonus to my drivers.

The test consist of a single run of 22 laps (20 flying laps), on medium tyres (apart for adaptability), on default push levels (ie. medium push, medium fuel, and neutral ERS).

Each car is sent out on track 10 seconds apart.

The weather in that particular session is cloudy, with an air temperature of 21.4C and a track temperature of 33.6C and no rubber on track.

For adaptability, I managed to have a damp track but not a static level of dampness, track dampness varied between 0.97mm and 1.64mm, drivers did their run on intermediates.

The known weakness of these tests is that I tested each combination only once, which means that sometimes the run with a lower attribute can end up being better than the run with an attribute value that is a step higher. Even at 100 OVR drivers are not robots and there will be variations between two runs with the same attributes, for example for each attribute I did a 100 OVR run and did not re-use the same one five times, the difference between the average lap time of the best and the worst 100 OVR runs are 0.064s and the difference between the best fastest lap time and the worst fastest lap time is almost 4 tenths.
Appendix - Driver Pace Test: Cornering
Here are the obtained lap times for the cornering test:

Here are the average lap times for the cornering test:
Appendix - Driver Pace Test: Braking
Here are the obtained lap times for the braking test:

Here are the average lap times for the braking test:
Appendix - Driver Pace Test: Reactions
Here are the obtained lap times for the reactions test:

Here are the average lap times for the reactions test:

The average obtained for 90 REA was slightly faster than the one obtained for 100 REA, I need to repeat this test to try to obtain the actual gap between 90 and 100 REA.
Appendix - Driver Pace Test: Accuracy
Here are the obtained lap times for the accuracy test:

Here are the average lap times for the accuracy test:

As you can see, the average obtained for 90 ACC is actually better than the average obtained for 100 ACC, I need to make a bigger sample by repeating this test (maybe 5 or 10 times)
Appendix - Driver Pace Test: Smoothness
Here are the obtained lap times for the smoothness test:

Here are the average lap times for the smoothness test:
Appendix - Driver Pace Test: Adaptability
Here are the obtained lap times for the adaptability test:

Here are the average lap times for the adaptability test:

The "peak" you see in lap 4 is the moment where the track went slightly below 1.00mm (ie. was "dry"), I suspect the adaptability attribute was not, or at least was less relevant at that moment of the run.

Ideally I need to find a way to get a static track state (ie. 2.00mm during all the session for example) to make this particular test more relevant, but it would be interesting to see when the adaptability effect really kicks in and if it has more importance on a wet (ie. > 4.00mm) track.
8 Comments
SeeYouInHeLL 2 Sep, 2024 @ 2:31pm 
Thx
S 10 Aug, 2024 @ 8:15pm 
Thanks, this was very helpful.
Lord-Zap 28 Jul, 2024 @ 4:02pm 
In technical chief contract Rob marshall is listed as mclaren chief instead of Houdley
jtarj  [author] 26 Jul, 2024 @ 5:31am 
@Lord-Zap: It's fixed, thanks
yr-tva 25 Jul, 2024 @ 9:07am 
I believe Database Editor does driver transfers among lot of other things. Its great.
Lord-Zap 25 Jul, 2024 @ 8:42am 
Russell and Hamilton marketability are inverted
jtarj  [author] 25 Jul, 2024 @ 4:36am 
@Mark Yanning: https://save.f1setup.it/ has a save editor that's pretty straightforward to use:
- Go get your save from C:\Users\XXX\AppData\Local\F1Manager24\Saved\SaveGames (XXX being your user name)
- Drag that save file to the website
- Go to "Staff"
- Click on "unretire" on all the drivers you want to have
- Click on "Export savefile" on the top right of the screen
- Put the exported savefile back to C:\Users\XXX\AppData\Local\F1Manager24\Saved\SaveGames (XXX being your user name)
- Load the save you just modified

But that is for existing saves, so it doesn't apply to new games and you won't be able to add new drivers in CAT this way, you need a mod (that doesn't exist yet at the time of writing) for that.
Mark Yanning 24 Jul, 2024 @ 2:19pm 
Hei, how I add the buried drivers!? I really would like to have more drivers and free agents