Hey there, welcome to this post, This post will provide you with information regarding the F1® Manager 2023 – All key staff and ratings, and we hope you will find this material helpful.
A comprehensive list of drivers and key staff present in the game with their starting ratings and contracts as well as a breakdown of attributes.
Race Engineer Ratings
Those are the Race Engineer attributes, do note that the Pit Crew Management attribute from F1M 22 has been replaced by Composure (as pit crew management is now under the scope of the new Sporting Director role), this new Composure attribute will affect driver confidence:
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 way. |
Each RE has a driver affinity attribute that is determined by the amount of time spent with the partnered driver (in weeks) and his communication ability. Drivers who have just joined their team (e.g. Alonso, Gasly) have 6 weeks paired with their RE and a low affinity at the start of the game, those who have spent a season with their team (e.g. Albon, Bottas) have 52 weeks and a good affinity, and those who have been with their team two seasons or more have a great affinity. Kevin Magnussen is the only outlier, as he received a new Race Engineer in the middle of last year, and this is reflected in the game.
Driver affinity is more essential than ever in F1M 23 since it influences the “shape” of the driver confidence bar during race weekends: the stronger the affinity, the larger the high and very high confidence bars will be, while the lower and shallow confidence bars will be smaller.
Here’s an example with De Vries (who just joined the team and therefore has a low affinity with his race engineer) and Tsunoda (who has been with the team for 2 years and enjoys a maxed-out affinity with his race engineer). They both have similar race preparation but De Vries has a lower confidence which gives him lower attribute bonuses for the rest of the race weekend.
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 analyzing 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 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
I haven’t noticed any changes on how they work compared to last year’s game.
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 designing 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 has an impact on car attributes, the difference being each car attribute are affected by different car parts:
- Cooling: Brake cooling (Front Wing and Suspensions) and Engine cooling (Chassis and Sidepods)
- DRS Delta (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)
I haven’t noticed any changes on how they work compared to last year’s game.
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
A new role in F1M 23, the Sporting Director trains 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 attribute’s 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 |
After looking at what the different attributes do and the pit crew starting attributes, I would prioritize Training and Processes, using the Innovation development focus, because the pit crew attributes are low enough at the start of the game (they all sit between 50 and 60) that Aptitude should not be a concern in the short term, and I believe that the Leadership attribute can be ignored because if you have pit stop mistakes, it is better to minimize their occurrence rather than eliminate them.
Pit Crews attribute
The pit crews have their own characteristics, which are enhanced by the Sporting Director’s characteristics and their training regimen.
On the doc, I created a pit crew attributes sheet; all of the visible attributes appear to begin between 50 and 60, indicating that they are still fairly far from their sports director’s aptitude rating (which is the attribute that limits their potential).
Most attributes affect pit stop mistakes rather than pit stop duration; pit stop time appears to be determined by a hidden speed attribute. At the stage when all pit crews lounge about at the start of the game, each speed point appears to yield roughly 0.028s on pit stop time, but it appears to have diminishing returns since the lowest pit stop time that you can theoretically attain is 1.799s with a maxed out speed attribute.
The Car Building attribute has no effect on pit stops but does affect setup changes during practice sessions. However, as of version 1.5, this attribute is BUGGED and does the opposite of what it should do, which means that the better the Car Building attribute, the longer it will take to make setup changes.
Finally, fatigue has an effect on pit stop mistakes. A tired pit crew will give a small penalty on mistake chances (less than a percent usually, which may not even be noticeable), but as the pit crew becomes weary, the penalty becomes much larger (about 20%) and even more significant (about 45%) when the pit crew is exhausted.
We are grateful that you took the time to read through the F1® Manager 2023 – All key staff and ratings, and we sincerely hope that you discovered it to be beneficial. Feel free to call out any problems or provide suggestions for improvements in the comments box below, and we will answer them as quickly as possible. Today, I’d want to send you my warmest wishes. This piece was motivated by the author and creator jtarj. Also, if you like the post, don’t forget to add us to your bookmarks; we publish new posts every day with additional material, so be sure to check back with us frequently for more posts.
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