Manual
Manual
Contents
Contents 2-3
Introduction 4-5
Overview 5
For Content Creators (Streams/Videos) 5
Installation 6-8
Introduction 6
Installing the .dll and .asset and videos 7
Checklist/Troubleshooting Guide 8
2
Featured Racing Series 30 - 35
Single Seaters Series 30 - 31
GT Series 32 - 33
Endurance Series 34 - 35
Create-Your-Own-Team 36
Investors 36
Player 37
Limitations and Workarounds 37
July Patchnotes 38
Appendix: Features 41 - 43
Appendix: FAQ 44 - 45
Credits 46
3
INTRODUCTION
FIRE Fantasy 22 is the most recent and advanced mod ever produced by the members of
Mods of ICE&FIRE. It allows players of the PC Game “Motorsport Manager” by Playsport
Games to start their managing career of a racing team in 2022 in seven different racing
series including the most famous: Formula One.
This Manual provides instructions to install the mod correctly, how to use certain additions,
and presents inside views and expanded information about its features.
Changing your CYOT team name manually is not necessary anymore since FF21.
Please note that the content of this manual may change during the days after release, you
will notice that this is the final version once this sentence is not longer included.
4
Overview
The brand new FIRE Fantasy 22 Mod features Formula 1, Formula 2 and Formula 3, GT3 World
and GT3 Cup as well as GT3 World Endurance and GT3 Cup Endurance.
For the Single Seaters you will find the 10 real F1 Teams as well as 10 real F2 Teams and 16
Teams that were/should be or could be running Single Seater Teams. The F2 and F3 models are
based on real F2 cars. Every Team has their own list of engine Suppliers, for F2 and F3
Mecachrome will be the only engine supplier. For the GT Series and Endurance you will find 48
GT3 teams.
Different to other mods we have made so far (since FF21), the changes to gameplay to
encourage more long-play and replayability. Introducing a yearly reset will make things more
interesting and every season is a challenge in itself. For FF22 this reset will also use the team’s
designer skills and be generally different to the one used in FF20.
Players will not be able to dominate multiple years in a row with ease, drivers will develop
differently and more individual than ever before, the GT and Endurance Series receives a brand
new style of balancing, making racing much more close and exciting. Endurance series won’t
race together anymore, allowing us to have 12 new teams that focus on developing young
drivers.
We are very proud to introduce complete new systems, from Part Design and new Components
over to new Driver Skill calculation in Qualifying and Race, an expanded Data Export Feature
and Sheet to import your data, expanded tire simulation, expanded chassis stats calculation and
many more. Since new traits and texts are using the english language, it is advised to play the
game in english, otherwise you will have your set language mixed with english or worse things
may happen..
The first season is to get to know this Mod, in season two it will be a bit tougher.
This mod is not compatible with existing careers unless it’s a historic FF mod which releases in
the future.
At this stage we do not currently have access to 2022 F1 car models at an acceptable
quality to offer accurate models for the real F1 teams, or have a suitable generic option for
fantasy and Formula 2 teams to use once in Formula 1. Because of this, we have opted to
use 2021 models with updated liveries at this stage. We aim to patch the mod to include
2022 models in the future, once we have the required models. Early access to the real
Formula One team's 2022 will be found on our discord and you can install three preview
models on your own to be found in the mod folder.
If you want to follow future projects or enhancements for FF22 share career stories or find
community files made for FF22, visit the discord.
https://discord.gg/pKyAU75
If you want to make sure that we are able to spend time and money on features and keep
producing mods for Motorsport Manager, make sure to toss a coin to your modders via
https://www.paypal.me/ICEMOD17
5
Installation
Introduction
To prevent zooming through the ground, go to ‘Video Settings’, deactivate the ‘Expanded
Camera’ feature.
Single Races and Challenges will not work with this mod.
6
Installing the .dll and .assets and videos
Important to know: If you just installed Motorsport Manager, please run it once and restart
Steam/your PC, otherwise Steam might overwrite the mod files again. This has happened for
~5 people that we know of, we can’t be certain why Steam is doing that, but the workaround
works.
If your game is located on a different location, please adjust by using the technique shown
above, not choosing the right folder is a very common error.
Within the FIRE Fantasy 22 folder, you will find a folder called ‘00_installation’. Usually it is
sorted on the very top of all folders. Inside you will find a folder called ‘MM_Data’.
You will now copy that folder right into your Motorsport Manager folder, where is a folder with
the same name. If you get asked if you want to overwrite the files, you choose ‘Yes’.
Now you have installed the required dll, assets, videos and config files for the data export.
Installation complete.
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Checklist
As soon as you can notice this, you know that the mod has been properly installed.
We highly recommend to use the Enhanced Graphics and Expanded Camera mods which
can be found on Nexusmods. The Enhanced Graphics mod will make sponsors appear
during the race which is a very, very useful addition to the game and increases immersion by
a lot.
We do not offer support on how to install them or having problems, info how to install them is
included over there:
https://www.nexusmods.com/motorsportmanager/mods/3
https://www.nexusmods.com/motorsportmanager/mods/1
Troubleshooting
If you can’t save or launch a game, check if you got enough page file, increase if necessary.
Loading times increase if you haven’t installed the game on a SSD, do not click around while
the game loads.
If you encounter other problems you are invited to fix it by yourself by installing the mod
properly or make a detailed report on our discord. A detailed report is needed in order to
help you. We are not able to help you via steam comments or invitation.
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Expanded and Invented Systems (FF20, FF21 and FF22 combined)
Driver Skills
We build a complete new balancing system which uses certain skills of drivers to influence
lap times in a race and the qualification. Driver skills are not used as a whole anymore,
Certain driver skills will now be used for certain situations. For example “consistency” now
influences how “consistent” a driver's lap times are, lap times in a race based mostly on
braking and cornering, “focus” is used together with other skills during a qualifying lap or for
the race start.
All nine skills are now used for certain situations and really make a difference. This is a
completely new system that will make races and driver behaviour more accurate than ever
before. Over 900 real drivers included in the mod have been completely rerated for FF21 to
use the 25 skill system properly and to reflect real life performances even more accurately.
We also added 1308 generic drivers with cgi faces made by the community to make them fit
for a long term playthrough. You will notice that there are drivers who are less than 16 year
old, you may hire them as soon as they turn 16, before that they won’t get any potential
anyway.
Cars will now be able to crash into each other, either by spin, or lockups. The conditions for
lockups have been completely overhauled and changed. Certain skills of drivers now
influence if a car lock ups, spins, crashes, runs wide, collisions. Drivers now collect points
during a race until they show a “reaction”. This “reaction” can be a driver error like crash, run
wide, lockup or spin. Driver skills impact that as well as rain, worn tires, wrong tires for the
current conditions, pushing with tires and fuel, driving time, fitness etc.
Lock ups are more frequent and dramatic than before, are less heavy on tire wear and the
length of the lock up is now dynamic and uses a new smoke effect. It can be a short lock up,
losing almost no time or a big one, slowing the car down significantly. The visuals of the lock
ups have been changed, they will now leave a cloud of smoke behind them.
If two, or more cars, are close together while they lock up under braking, the chance for
them to touch is very high. These contacts can lead to punctures, broken wings and
suspension damage. This will happen more frequently to rookie drivers, but even veterans
crash their cars sometimes. Chance for damage on contact has been reduced.
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Penalties will be visible as soon as incidents are under investigation. This does not mean
that any penalties were spoken out. Actually, the chance for a penalty to happen is reduced.
Drive Through Penalties will now, if spoken out, only affect the earlier stages of a race, after
a certain number of laps there will be only 5 second penalties added to a drivers’ total driving
time. Drivers are able to make errors during training and even crash out in qualifying. A
yellow flag in qualifying can ruin your run as you’d expect from real life.
For FF21 we made significant changes to the tyre wear and tyre heating. Instead of having
three different levels of wear (example: 8 Laps with 0 seconds time loss, 10 laps with 1
second time loss, 2 laps with 2 second time loss) we now have seven different levels of tyre
wear. The tyres will behave differently to any other mod or vanilla now, their performance is
more depending on how you handle them, under- or overcuts are more likely to work when
done right. Tyre heating is now divided into fifths instead of thirds, allowing a greater range in
difference for car chassis overall.
You will not be able to see the tyre status of opposing cars anymore, that is no bug, that’s a
feature. It’s part of the immersion that you can’t really tell if the opponent is going to pit or
not. If you really want to know these values, you can get info about them through the ingame
Data Centre.
Safety Car
Lapped cars may now pass the Safety Car. Most of the time it works very well, we have seen
situations while beta testing where it looks a bit funny, nevertheless that happened less than
once per season, beta testers and mod developers decided that the feature is very worthy to
put in.
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Simulating Races
It’s now possible to simulate races, just click on the “simulate Race” button, just as you
would for training or qualifying.
Point Systems
A greater variety of Point Systems have been included in FF21, known from for example
Super Formula or F2/F3 sprint races. Most of them are locked to player vote in mid season,
F2/F3 use the sprint race point system now.
Initial Reliability
Every season your car parts start with a certain amount of base reliability, this reliability is
now different per series and influenced by the Chassis stat of “Improvability”. The better your
improvability, the more extra reliability you will gain. The maximum reliability of a part has
been adjusted to be at 90% for season start and 100% for every new part you produce.
Perfect Setup
The Perfect Setup feature is included with this mod by default. Having this feature activated
makes the game more of a challenge, as it removes the unfair pace advantage the player
can have over the AI due to the setup minigame. This feature also prevents crashes, as it
removes the need to save setups (too many saved setups can lead to game crashes). It will
put your setup to 99-100% once you left the pits. No need for activation, it’s just there.
Cannot be deactivated.
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Part Design
You can increase the maximum count of these Slots by purchasing HQ updates of the
Design Center and the Factory. Design Center and Factory Level 3 grant 1 Slot each, same
with Level 4, making it 7 Slots in total.
You may invest as many Slots as you wish in “Chassis & Driver” and “Reliability”. For
“Performance” and “High End Performance” the maximum of Slots is set to two. You may
only invest 1 Slot in “Facility Boost”.
The first 3 Levels are already unlocked from the very start. To unlock level 4 you have to
build a part with at least one level 3 component, to unlock level 5 you have to build a part
with at least one level 4 component. Also you need the linked HQ Facility at the correct level,
in case of engine, you need a level 2 test track to match the condition of having access to
High End Performance Parts. How many slots you invest is completely up to you, you don’t
have to use all slots available and it might not be the smartest decision to do so based on
your current situation.
All components, except for Designer components, have been made from scratch.
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Let’s look at a team that got a Level 4 Facility and a Level 3 Design Center:
We already build a part that contained a component from the “Performance” category, we
also have a test track at level 2, allowing us to produce a High End Performance part next.
Other examples that shows how different you can use slots to design a part:
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This part will give us access to facility boosts as well.
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This part will give us access to facility boosts as well.
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This part will not give us access to facility boosts.
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This part will not give us access to facility boosts.
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Part Decay
Part Decay is a new feature affecting the Engines and Gearboxes of the Single Seater
Series. After each race you will lose between 2% and 4% of maximum reliability on these
parts.
Example: You have an engine with 100% maximum reliability, let’s now imagine you are
doing 7 races with that very engine -> your maximum reliability dropped from 100% to at
least 84% or, in the worst case, 72%. By now you should have built one or more backup
engines if you don’t want to get reliability issues for the next race. An engine needs to be
around 60-70% to make it through a race, depending on how well you handle it.
Since Fire Fantasy 19 it’s a feature of our mods to have 12 teams per series, last year we
have added a whole new Endurance series on top, increasing the team count from 72 to 84
teams. The reason why we want to have 12 teams per series is that we prepare FF22 to
work well with planned historic mods and to bring historic, mainly F1 Teams, in line with
today.
Liveries
The way liveries interact with the car models has been changed, rather than projection they
will now use UV Mapping - That allows cars to look as perfect on track as in the menu -
rather than having them looking slightly shifted on track which is a disadvantage of the
vanilla method. Choose a livery from the “Workshop” Tab ingame. Be advised that certain
Liveries will only fit certain models. Some teams have individual sponsor placement in the
single seater category and/or have permanent decals to increase immersion, car brand
logos or other sponsors, these are only visual features. Please note that liveries and colors
in the menu won’t update using this technique, they will look just fine in the menu.
You can find a list of all liveries here once the table has been finished.
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Potential
Drivers do not have any potential pre-set in FIRE Fantasy 22. The Potential system was built
to make all careers different in terms of driver development. The system will trigger on good
and bad race results and grant or take away potential points. The chance for a young driver
to earn potential is higher than for a driver in their mid 20’s and there is also a small chance
that they can still profit from a bad race. Drivers can also get ‘Academy’ traits to get better.
Drivers older than 31 years can only gain potential through winning a championship and
through reward traits.
Please note, a driver who gained potential (you get an e-mail about it) might use it up before
the next race. That means after a race “the driver won’t get better” because he already got
better and has no potential left. The stars graphic is not able to properly represent that, we
advise to track yours and other drivers via the exporting data feature.
Reward Traits
Drivers are now able to gain temporary or permanent traits through good and bad races.
This will happen about once in one to two seasons for permanent traits and more frequently
for temporary ones. Examples for positive traits are the temporary “Chaser” trait, this one
gives the driver a boost when placed 2nd in a race or the permanent trait “late breaker”
which will improve the drivers braking stat by one point.
An example for a temporary negative trait is “Dangerous Dueler” which will increase the
drivers overtaking skill but with the cost of reducing the consistency and focus. Already
existing traits of the vanilla base game have been adjusted and rebalanced for this system.
25 Skill Points
In the past, drivers were able to improve their nine skills to a maximum of 20 points each, up
to 180 points in total. That system has been changed to one that allows more individual
progression for drivers. The new system allows drivers to achieve a total of 207 points
through plain training now, an average of 23 points per skill.
However, it is possible for drivers to achieve 25 points in a single skill, but that comes with a
cost. All skill points that are over the average of 23 will lead to the worst skill reducing its
maximum value.
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Here is an example: A Driver achieved 25 points in “overtaking”, he is now 2 points over the
average of 23, that means the driver will forfeit 2 points, for example 2 points for “focus”, or a
different skill.
The only possibility to achieve 25 points (225 points in total) for all skills is by acquiring
temporary or permanent traits.
The calculation of the graphical representation via golden stars has been changed as well, a
driver will now be shown as a 5 star driver as soon as he achieved to set 207 skill points.
Instead of 36 points, a star is now worth 41.4 points. That will also change your “old way of
looking at drivers”, a former 4 star driver is now worth 3.47 stars and top drivers will be more
individual than you are able to see via the star graphics. A Driver who got more than 207
points in total will still be a 5 star driver to encourage you to scout and compare top drivers
and to choose the best option for your team.
Individual Sponsors
Each series has now their very own list of sponsor offers, allowing to adjust sponsor
payments and contract lengths to each of the 7 series. An offer from a 5 star sponsor will be
much better for a team in F1 than it would be for a team in F3 in both the amount of money
paid and the number of races. This is critical for Teams that are up for promotion and just
lost a sponsor for the last races of the remaining series and have to make a decision if they
want to go with a low level sponsor contract or wait till they get new sponsor offers in the
higher ranked series. The way sponsors are chosen has also been changed, rather than
picking the same sponsors after list sort, the current method will allow you, in theory, to see
all sponsors sending you offers throughout a career.
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Individual Design Datas
The game originally uses different Design Datas for each class, like single-seater, GT and
Endurance. We achieved to have different Design Datas for each series, like F1, F2, F3.
That results in having different physics, car-performance-effects, tyre wear, critical car parts,
importance of drivers and much more individuality for each series. Players will now notice
that each series has its own “rules” in terms of car behaviour, an example could be that the
engine in F3 is not as important as in F2 but the driver matters more - or that top speed and
acceleration in F3 is much slower than in F1. Also the Design Datas have been expanded in
terms of tire and chassis simulation. Usually a tire got three stages of life - we expanded it to
seven. This will greatly influence your strategy, overheating tires will heavily wear, a perfect
managed tire can live longer than expected. The possibilities for “undercuts” has been
improved. Chassis effects on tire wear and tire heating have been expanded from thirds to
fifth to allow a greater range for these effects.
Since ICE/FIRE 18 there is a feature that restricts the age of drivers from series to series,
this feature has been enhanced this year. AI teams will only hire the drivers fitting the series’
age window and additionally they won’t renew a drivers contract as soon as they are out of
that very window - that means “old” drivers will now be thrown out allowing more movement
on the drivers market and AI top-tier teams are now forced to hire new talents out of the
feeder series.
Instead of having a part reset every 3-4 years, we now have part resets that happen every
year which is hard coded since FF21. The intensity of a reset is not as much in terms of
reshuffling all teams and swapping bottom with top teams, but it is possible for the best
teams to drop 3-4 spots, depending on how many other teams make serious progress in the
pre season. The better your parts, the higher the chance to have good parts next season.
How good your car is will be calculated from last year’s car and the skill of your designer,
that means if you struggle with a specific part, you will, most likely, not be able to overcome
that. Sometimes your engineers are able to identify the problem and improve the part
nevertheless, but you shouldn’t count on that.
This system will allow to play more seasons in a single career and extend playtime and fun
while playing by a lot - since players will not be able to dominate as they used to. Every year
can now be a challenge, critical car parts have more influence on a cars’ performance and
pre-made plans can shift very quickly.
If you don’t like the reset, just reload a savegame from before building the chassis (season
end not the autosave from pre-season start) and go through the process again. The reset
will be different.
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Balancing
The AI teams will now make smarter decisions regarding tyre selection for the weekend.
The behaviour of critical car parts has been changed, not only by value but also by way of
calculation. This means that having a car fitting the track just right can now decide about
winning or losing a race, in some locations you may be able to win by a big margin, but on a
different location you might even struggle for a podium. The overall balancing style has been
adjusted to work with yearly resets, all cars will have a performance between ~200 and ~500
points per part for every season. The importance of drivers is different from series to series
and important parts are weighted differently.
How slow the worst car is in contrast to the fastest on the grid is different from series to
series and depends on weather as well. In a wet race, top teams won’t be able to be as fast
as on a dry track giving the midfield teams a slight chance for more points than usual.
Headquarter building and part building time has been balanced as well as an AI that will be
able to keep up with you producing parts. The minimum upgrade time for part-departments is
now one year, for factory and design center it can take longer. You are encouraged to make
decisions (car vs HQ) every year and you will need longer to have a ‘complete’ HQ build.
This is a design decision which worked out really well for testers.
The first few races of a series you are not active in may look weird, that will fix itself while the
season is going on, latest for season two the simulated race results will look ‘realistic’.
For FF21 we introduce a complete new prestige system. Each team starts with a certain
amount of prestige and based on season results, teams will gain prestige on top of that.
Prestige is used for driver negotiations and engine worksteam/partner support (see below).
A Driver will accept a cut of 70% of his current team's prestige when asked to negotiate.
Teams like Mercedes, Ferrari or Porsche have a higher Prestige than Scuderia AlphaTauri or
March Engineering for example. If you don’t have enough Prestige, the driver will respond
with “Sorry but your Team is below my standard”. This will result in having top drivers mostly
driving for top teams, unless they were free agents between seasons, then they may join any
team. Drivers from a lower series will almost always accept an offer from a team of a higher
division. The Prestige of a team is not visible, it’s more of a subliminal influence on the world
around you.
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Prestige System (Engine Suppliers)
The Prestige System is also used for engine suppliers in Single Seaters and the GT Series.
Based on your prestige you will get different offers from engine suppliers.
There are three different contracts that engine suppliers offer, each color coded:
Each deal has their individual duration and bonuses. If you get an offer to become a
worksteam, you will be tied to that supplier for 2-5 years. That means you will only be able to
purchase engines from that very brand. The ingame tooltip will give you additional
information, have in mind that Customer deals are always one-year-deals.
If you engage a worksteam deal, you will also have access to their Partner and Customer
engines in case you are short on money.
All engine suppliers are divided into tiers, lower tier engines will send offers to lower prestige
teams. The higher your prestige, the better the offers. But be aware that every engine
supplier can only have a certain number of partner and worksteam deals. Most private teams
start with low prestige but with the ability to have potential access to every engine
manufacturer there is, teams like Mercedes or Ferrari can only choose their brands.
The best engine suppliers will only support one worksteam, the other teams might steal that
deal from them once it expires if their prestige is high enough. There is always a fallback
option of “Cosworth” engines or “Spark” in GT if a team does not have enough money, for
single seaters there is also the option of having “Tag Heuer” engines, a generic ‘okay’
engine. In the GT Series you choose a powertrain rather than engine.
Teams that finish at the bottom of a championship on a regular basis will loose access to any
good engines deals since the expectations of manufacturers will increase through a career.
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Data Export
Summary
The FF21 Data Exporter is meant to be used as part of the **FIRE Fantasy 22** Mod for the
game Motorsport Manager.
It currently provides data exporting functionality for the following types of Data:
- **RaceResults**: this contains the information presented in the race results screen
- **DriverData**: this contains information about the proficiencies of all drivers taking part in
a race
- **LapData**: this contains information about track conditions, car conditions and events in
each sector of each lap of a race
To enable or disable data saving, use the **config.txt**. (this file is already prepared for you
via installation)
Functionality
After each race, at the moment the Results Screen is displayed, the FF20 Data Exporter
grabs various data. This data is can then be saved to the
**WARNING**: Using the standard **config.txt**, the data exporter creates LapData files for
each driver after each race. Make sure to clean out the save directories regularly to avoid
clutter. Alternatively, disable LapData saving using the **config.txt**. (see below)
Configuration
The behaviour of the Data Exporter can be configured to enable or disable saving of specific
results or to change the save directory names.
To change the default configuration, make sure the **config.txt** is placed inside the
FireFantasy20 directory inside your game folder (we have prepared that for you)
Then, provide any or all of the below key-value pairs within the config file:
- `saveRaceData = {true/false}` to toggle RaceData saving
- `saveLapData = {true/false}` to toggle LapData saving
- `saveDriverData = {true/false}` to toggle DriverData saving
- `oneFolderPerRace = {true/false}` to toggle saving of all data in one folder per race
- `raceDataFolderName = {MyFolderName}` to save RaceData under "MyFolderName"
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- `lapDataFolderName = {MyFolderName}` to save LapData under "MyFolderName"
- `driverDataFolderName = {MyFolderName}` to save DriverData under "MyFolderName"
- `baseFolderName = {MyFolderName}` to set the root folder for all Data to "MyFolderName"
Examples
The following example config will set the Data Exporter to the default settings and **is
equivalent to not providing a config file** at all:
saveRaceData = false
saveLapData = false
saveDriverData = false
baseFolderName = Data
oneFolderPerRace = false
driverDataFolderName = DriverData
lapDataFolderName = LapData
raceDataFolderName = RaceData
The following config will enable complete data saving including a dedicated folder per race:
saveRaceData = true
saveLapData = true
saveDriverData = true
oneFolderPerRace = true
The **config.txt** file is read after every race, so changes can even be made during
gameplay.
If you don't have the config file download it from here: https://tinyurl.com/FF21configfile
Log
To see how the Data Exporter interpreted the provided *config.txt*, see the **log.txt**.
It gets automatically placed inside the FireFantasy20 directory and overwritten after every
race.
Data Format
Data is saved in *.csv* files.
Cells in the files are separated by the "|" (pipe or vertical bar) character.
The first row of each file provides excel-specific metadata, setting the cell separator
(`SEP=|`)
The second row of each file provides the header for each
column of data.
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For FF21 we also introduce the ability to export the whole driver database and car strengths.
To do that go to your HQ Tab and hit the “M” key. WARNING: Doing that directly after a race
where the parts are still being repaired will lead to a crash, wait 1-3 days after a recent race
to export that data. This feature will not work if your game is not set to the English language,
and will cause a game crash if you attempt to export data whilst your game is set to a
different language. The files are stored in:
“Motorsport Manager\MM_Data\StreamingAssets\InfoDump”
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Data Sheet
To gain the most insight into your career, we have created a spreadsheet which utilizes the
data from the Data Export. This spreadsheet is capable of displaying the championship
standings, individual race results, the driver development over the season and driver
statistics. This allows the player to track the development of your team and the entire series
over the course of your career.
How to use
It’s still only needed to fill teams and drivers, all other information will be pulled as long as
you upload data to the “DriverDatabaseCSV Import” and “CarPerformance CSV Import”
tables, these use ‘Comma’ as a separator different to all other data we export. You can read
below how to import data and adjust accordingly for these new files. The sheet is build to
use only one set of “DriverDatabase” and two sets of “CarPerformance”. You should import
the driver database and car performance before the first race of the season. When you are
done with the season, you should delete the imported driver database and put in the one
from after the season if you want to save all data provided, podiums, wins etc. for that very
season. As soon as you put a second set of car performance data in, you will see a
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calculation of how much a team has gained throughout the whole season. We also added
the ability to show all drivers existing in the database as well as a lineup evaluator. When
using the car performance data, please scroll to the very right of the ‘Start’ table and put in
all 84 names of the teams competing in your career to make sure it works. The ‘Racing
Worldwide’ table will show you all drivers contracted by team and their respective stats. Take
your time to understand everything or look at sheets from other users on discord.
To use the sheet you have to import the RaceResults and DriverData files exported from the
game. This should be done as follows:
1. Move to the respective tab in the sheet, either DriverData CSV Import or
RaceResults CSV Import.
2. At the top, click File, then select Import in the drop-down menu.
3. Now select Upload and locate the CSV you wish to import on your PC.
4. In the menu that appears after uploading make sure to check Append to current
sheet and insert "|" (pipe or vertical bar) as a custom separator.
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This procedure has to be repeated for every race and for both the driver data and the race
results to get access to data from the whole season. The sheet is only usable for a single
season, it is recommended to create a copy of the sheet if you are advancing into a new
season and to edit the copy accordingly.
If you want to change the year, just edit the ‘2020’ in ‘Start’.
If you want to change the logo of the series, doubleclick on the ‘F1’ Logo in ‘Start’.
Template:
FF22_Datasheet_Template
Journalists
Thanks to the community we were able to put in a lot more Journalists (78) and Outlets (34)
in. They can also expire now which is important for historic mods, for FF21 we included the
german “RTL” TV Station which will not show any F1 in 2021 anymore, they will expire after
the 2021 season instead.
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Featured Racing Series
Very important to know is that all teams, except for F1, will start without any drivers hired and
the car strengths for all teams, except for F1, are randomly set for every career start. That
means that the bar of driver quality is completely irrelevant. Every career can now be
different. If you join a team, except for F1, F2 and GT World, you will need to hire drivers and
staff first. Please have in mind that by negotiating with drivers, you “block” them from getting
hired by the AI, that means you should have your drivers hired a few days before the first
race. You should hire a reserve driver to prevent certain problems.
For Single Seater Series it makes no difference if you choose ‘short’, ‘medium’ or ‘long’
races. The balancing and race length is the same for all three settings. Each series is
different in terms of race length, tyre behaviour, fuel management, driver importance, part
importance, car performance and physics.
Formula One
Formula One is the pinnacle of Motorsport. The age for drivers to be allowed in the series is
18 - 37. It’s a very competitive series where it’s critical to have the best car, drivers, staff and
HQ in order to win a championship. F1 cars make use of a 1.6 litre V6 engine. Pit stop
strategies vary from 1-3 stop races. F1 makes use of a 3-Stage-Qualifying, after each stage
7 drivers get eliminated until the Top 10 fight for pole in Q3. Cars which made it into Q3 have
the freedom to choose any tires for the start of the race, that’s new in FF22 to fit irl rules.
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Formula 2
Formula 2 is the most competitive feeder series in the game, competitors are mostly works
teams and very skilled young drivers. The racing is tighter and faster as in Formula 3 and the
general driver level is much higher. The age for drivers to be allowed in the series is 16 - 23.
F2 teams use a 2.4 litre V8 engine. A single Pit stop is usually the most efficient strategy. F2
uses a simple qualifying format.
Formula 3
Formula 3 is the lowest single seater feeder series, it allows rookies to do their first steps to
greatness. Racing style can vary from close to more spread out, chances for drivers to crash
into each other are very high. The best drivers will advance to F2. The age for drivers to be
allowed in the series is 16 - 21. F3 cars use a 2 litre v4 engine. Zero to one stop strategies
are the meta in F3. F3 uses a simple qualifying format.
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GT Series
In contrast to Single Seaters or Endurance, it actually makes a difference if you start your
career with ‘short’, ‘medium’ or ‘long’ races. The GT Series aims to be very different from the
Single Seaters Series. Each series is different in terms of race length, tyre behaviour, fuel
management, driver importance, part importance, car performance and physics.
Short Races are very much a sprint race, only racing 40 miles till the chequered flag. This
length is made for GT experts who like to manage their cars and drivers to the limit. Despite
being a no-stop race, strategy still plays a key role in these sprint races. Cars starting on the
softest tyre will often pull ahead in the early stages, with drivers opting for harder tyres
closing the gap nearing the end of the race. Every lap counts, and just one error can end a
driver's race.
Medium Races are for having the ‘original’ challenge, a pit stop is almost mandatory, racing
is not as intense as in ‘short’ races and strategy can be a bit more flexible.
Long and medium races are certainly different challenges, but equally difficult. Medium races
are most typically a one-stop, with teams aiming to take their initial set of tires as long as
possible into the race, then pitting at the perfect time to finish the race strong. In a Long
race, there are more chances for things to go wrong or right during the race distance, and
each stint is typically a different challenge, which is why Long may not be the easiest for a
beginner, but maybe the better learning experience.
GT World
In the GT category teams from DTM, ADAC GT Masters and other GT3 series compete
together, this is the top tier GT Series. Drivers from 16 - 50 are allowed to race in GT World,
allowing former Single Seater drivers to find a spot after retiring from open wheel racing. Pit
strategies depend on race length, generally spoken 0-3 pit stops per race.
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GT Cup
GT Cup is the lower GT series. Drivers age 16 - 40 are allowed to race in this series. Pit
strategies depend on race length, generally spoken 0-3 pit stops per race.
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Endurance Series
For Endurance Series it makes no difference if you choose ‘short’, ‘medium’ or ‘long’ races.
The balancing and race length is the same for all three settings. GT3 World Endurance is
racing 6 hours per race, Cup for 3 hours per race. Also, rather than having 12 teams divided
into two groups with 6 teams each, a full field of 24 cars will now fight for the race win in
Endurance, allowing a whole new series, GT3 Cup Endurnace. Each series is different in
terms of race length, tyre behaviour, fuel management, driver importance, part importance,
car performance and physics. The UI is not made for the amount of cars in Endurance, at
the moment there is nothing we can do about it.
This series is filled with teams competing with GT3 cars from all kind of GT3 Endurance
series. The age window for this series is age 16 - 50, allowing former Single Seater drivers
to find a spot after retiring from open wheel racing. A driver can be able to do multiple stints
on the same set of tyres, when managed very well, a driver can drive up to 2 hours with 3
stops, two for fuel only and one with a full service. That depends on driver stamina, tyre
wear, fuel consumption and general race strategy.
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GT3 Cup Endurance
This series was founded to support young driver development. Drivers aged 16 - 27 are
allowed to compete in this series, allowing drivers to qualify themselves for a Formula 2, or
even Formula One seat. Error chance with three young drivers per car is quite high, but not
less entertaining. Managers and drivers are able to learn about endurance driving in this
series, since they only do three hour races, it’s not as exhausting as a GT3 World Endurance
race. The races are designed to allow each driver about one hour driving time, usually on
one set of tyres and two stints of fuel.
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Create-Your-Own-Team
Investors
In FIRE Fantasy 22 there are five different Investors to choose from when creating your own
team.
Players not looking for too many problems choose Flex’N’Gate or byKolles, players who like
a challenge go for Abarth.
Depending on the series, you get a car that is at the bottom of the grid, but with a chance to
not finish last in your first season.
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Player
It’s also possible to choose your year of birth from between 1830-2020 now, just in case you
are very young or want to play as Albus Percival Wulfric Brian Dumbledore, we won’t judge.
When creating your own team in GT or Endurance, you will notice you have a base game
car (or some F1 car) model as preview. This is because the game has yet to decide which
team you will overwrite. As soon as you complete your team’s information, you will be given
a FF21 car model.
Each F1 Team got their individual model with only limited liveries to choose from. Read
about the “Model Override” below.
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July Patch Notes
- New Generic Model for F1 including liveries and individual carbon parts for
every team
- New liveries for some individual F1 models
- Changes to team colors
- Please note that opponent cars may look weird in the career menu of an existing
career, they will look perfect on track, do not worry
- You might need to change the livery of your own team since they are all new
- Slightly changed tyre simulation model for F1, also tyres will need to adjust to
temperature before showing performance coming out of the pits, the outlap can be
much slower now
- Livery List has been updated
FIRE Fantasy 22 Single Seater Liveries
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Model Override
As of the July Patch, you can now override models for Single Seater Teams. This is a feature
prepared in the DLL provided in the last patch and the current FF22 build (you install it). If
you did not install/reinstall the mod after Mai 17th, you should quickly do that, it’s not
harming anything. We recommend only doing this with having the enhanced graphics
mod installed.
You will find instructions and subfolders. If you want to play with F1 Models in F2 and F3,
simply delete or move the file “00_F2_F3” out of the “Vehicle Folder”. It will look like this:
As explained earlier, you can also override any Single Seater Model. To do that, open the
“Extra F1 Models” folder:
You will find a picture showing you the ID of every Single Seater Team in FIRE Fantasy 22
which you will need later. Now let’s do an example together on the next page.
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Example:
I am playing my own team in F1, my own team is using the Porsche chassis. The rims got
Vodafone on them, big Porsche logos, these don’t fit my team. What I want to do now is to
override that Porsche Model. I look at the TeamIDList.jpg and notice Porsche is ID “15”.
Oh, that’s why I need the ID right? Yes! I click “00_team15” and copy it. But where to put it?
Right in the Vehicle folder so it looks like this!
And now if I start up the game, the Model previously acting like a Porsche is now clean of
any logos disturbing my own Team. Fantastic! And it will also work with any real F1 team!
Please notice that certain liveries only fit certain models, as it always has been in the
last years. You are overriding the model for all three Single Seater Series, F1, F2 and F3.
FIRE Fantasy 22 Single Seater Liveries
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Appendix: Features
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- Series based age restriction, Teams will not renew contracts with drivers who turned
too old for the series
- Yearly part resets with designer influence
- More margins between teams after reset and a more ‘natural’ evolution
- Starting year is 2022
- better Simulation results and regen drivers have 0 potential to fit in the trait-potential
system and will be age 14-17 and between 1-3 stars
- Spins, less chance as than in FF20 (higher chance to spin in the rain)
- lock ups and spins can happen in Quali and Race (higher chance in the rain and
when drivers push a lot)
- collisions between cars have more impact on part reliability
- Base Game driver preference bug fixed, touring drivers can't drive in
SingleSeaterSeries anymore after reloading a savegame
- breaking FIA Part Rules will now cost 250.000 (instead of 100.000) and 23 places
demotion (instead of 2)
- Sponsor offers will stay for only 1 race (Base Game = 2)
- Sponsors will not longer be read from top to bottom and variance of offers is Team
marketability -1 Star (Base Game = -2)
- New dilemmas
- New messages about traits
- Overhauled Create Team Defaults (real suppliers for CYOT in Season 1)
- Track Locations reworked, all option tracks are now different to the main track in
terms of climate, grip, tyre/fuel behaviour, tyre choice, critical car parts, SC/VSC
Behaviour
- SC unlapping
- New rules for more point systems/Fueltank sizes
- Yellow Flag time increased
- Blue Flags can be noticed early or too late by backmarkers
- Introducing chaos values to race weekend performance balancing to simulate wind,
different tarmacs and various other things
- Improved AI management and focus
- More morale hit on bad car parts
- Drivers under age 16 won’t receive traits anymore
- Part Suppliers.txt and Team Names are reloadable for a running career now
- A lot new driver skills compared to FF21
- Base team marketability adjustments
- Higher wages for drivers and increased buyout amount
- Export of Race Data, Race Sector Times, Driver Skills, Car Strengths, complete
Driver Database
- A prepared Google Sheet to interpret Race Data and Driver Skills and Car Strengths
and the complete Driver Database
- New lockup smoke effect
- Prestige system
- Part supplier manufacturer Works/Partner/Customer system
- Drivers are now upset as soon as their Morale is lower than 50% allowing players to
loose drivers after a bad season (simulating modern driver contracts)
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- Endurance overhaul to introduce realistic pit strategies and multiple stints on one set
of tyres
- Pit Crew contracts last 36 instead of 12 races
- Descriptions for each team
- Lower Chairman target to prevent too much frustration
- It’s easier to find a job after getting fired
- Custom Team Radios
- Increased part building time/more bonus on Design Center
- Rossi Cap available for Manager Outfit
- Stuff we forgot to add here
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Appendix: FAQ
Q: Do I need DLC's?
A: If you want to use features of the DLC's, like batteries or series - Yes.
Q: Parts of the mod don’t work or for example, pictures don’t fit the drivers?!
A: Please verify your game files via steam and disable all other mods, install the mod
properly again.
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Appendix: FAQ (continued)
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Credits
Thanks to all Beta Testers and to all discord members helping to improve our mods through
career stories and discussions.
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