Technical Regulations

2.1. Car Design

Current season design and research

  • Design points are generated per-race by the Design HQ
  • Research closes the gap between teams of varying levels within a league
  • Research gives varied rewards based on the level of the competing teams, and the staff of the team conducting research
  • The higher the star rating of the Chief Designer and Technical Director, the more effective research will be
  • Design upgrades are applied automatically once saved
  • Fixing cars to replace parts is not necessary to apply a design upgrade

Next season design

  • Generated per-race by the current active Chief Designer
  • Can reflect a mix of contributions from multiple Chief Designers (all those hired and made active across a season)
  • The higher the star rating of the Chief Designer, the better the gains will be at each race

Each car design has a limit to how far it can be upgraded within a given tier, with each tier making more levels available. The car design level cap for each tier is outlined below:

Tier Car design level cap
Rookie 50
Pro 80
Elite 100

2.2. Parts

Before each race it is recommended to fix the car and replace the parts for the best performance in the race. However, it is not absolutely necessary and you may choose to focus on a strategy which saves parts and engines for use at certain stages throughout a season.

It is not necessary to fix the car with new parts to get design upgrades.

2.3. Engines

  • You receive 10 engines per car for every 20 races you complete from your engine supplier
  • Engines may also be bought from the Shop if you run out of stock
  • If you already have more engines than the supplier is due to supply on the restock date, there will be no restock. This prevents huge surpluses of engines.

2.4. Tyres

There are six tyre compounds. The use of these compounds is not restricted in any way.

  • Super soft tyres - Best in cold, dry conditions
  • Soft tyres - Best in cool, dry conditions
  • Medium tyres - Best in warm, dry conditions
  • Hard tyres - Best in hot, dry conditions
  • Intermediate wet tyres - Rain tyre for a damp track
  • Full wet tyres - Rain tyre for a very wet track

2.5. Fuel

Fuel is measured in litres wherever it is added to the car, but a lap estimate is supplied with it. The accuracy of this lap estimate may vary. For example, in practice it is vital to collect fuel data before creating a strategy. The values returned from test laps will be used to calculate fuel consumption on strategy creation. During a race, the fuel estimate is calculated in real-time based on current consumption levels.

Fuel burn can vary based on driver push levels, so it's best to always keep an eye on the numbers, and if you want to run a high push level for a long time, make sure you have enough fuel to get to your target lap.

If a car runs out of fuel, the driver will attempt to roll the car back to the pit lane to get more fuel in a pit stop. If they fail to make it back to the pits then they will retire.

2.6. Ballast

Ballast is used in leagues to handicap teams which exceed the regulated performance for the tier (see 3.1 below for more on levels). In leagues, ballast is added as 1kg per level exceeding the tier level cap plus one additional kilogram. For example: a team that is 3 levels over the tier level cap would carry 4kg of ballast (3x1+1), a team that is 7 levels over would use 8kg (7x1+1) and so on.

2.7. Boost and DRS

Boost and DRS are available to all teams and are upgraded in the Technology HQ. They are used in the race only.

  • DRS (Drag Reduction System) - A driver-activated overtaking aid which makes the car accelerate faster by opening the rear wing on the car to reduce aerodynamic resistance
  • Boost - Boost is only charged once in iGP Manager and should be used strategically throughout the race. When the manager is present they will control boost, but when they are not the driver will control it.