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 |
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.
There are six tyre compounds. The use of these compounds is not restricted in any way.
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.
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.
Boost and DRS are available to all teams and are upgraded in the Technology HQ. They are used in the race only.