Wiki in costruzione. Molti concetti qui descritti provengono dall'alpha 0.2 e possono ancora cambiare. La wiki sarà finalizzata per la versione 1.0 — per ora serve ad aiutare i tester chiusi e, più avanti, i giocatori dell'accesso anticipato a orientarsi. Per le informazioni più aggiornate e affidabili, entra nel Discord — è lì che le novità vengono annunciate per prime e dove puoi chiedere direttamente.

Entra nel Discord per le ultime novità

R&D — Production

The factory floor that turns a blueprint into a physical part — the one R&D tab that spends money instead of Work Units.

Non ancora tradotto. Questo articolo per ora è disponibile solo in inglese. Stiamo traducendo la wiki articolo per articolo — Discord resta il modo più rapido per fare una domanda nella tua lingua.
In lavorazione. La prima bozza è online, ma i contenuti possono cambiare e gli screenshot sono ancora in arrivo. Hai notato un errore? Segnalacelo su Discord.
In questa pagina

Designs are blueprints, not parts. The Production tab is the factory floor where a blueprint becomes a physical unit you can bolt onto a car. It is the one R&D tab that spends money instead of Work Units, and one of only three tabs open during pre-season — where you build all three cars.


How to open it

  • Car icon → Production (tab 6).
  • Design-ready emails carry an Open R&D → Production button that lands here directly (RndScreen::new_production()).
  • Reachable during pre-season, alongside Inventory and Private Testing, while the rest of R&D is greyed out.

Known Designs — one row per component

The table lists one row per component, showing that component’s default design (not every version):

ColumnMeaning
PartIcon + name
VerThe default design’s version badge
QualityIts frozen loot tier — every copy inherits it exactly
Perfcurrent_perf on the 0–100 scale, with the hatched head-room to potential
Reliabfiability × 100
StockUnfitted spares you already own of that exact version
Cost / pieceproduction_unit_cost(component)
DefaultChoose default (N) — opens the version picker, N = versions known
ActionSelect — opens the Manufacture Order popup

The header line also shows your available budget.

Per-piece cost

Production cost equals the reference new-part price:

ComponentCost / piece
Engine$1,500,000
Body$1,200,000
Floor$500,000
Gearbox$200,000
Rear wing$120,000
Brake$110,000
Electronics$100,000
Cooling system$100,000
Front wing$90,000
Fuel system$50,000
Suspension$50,000

Choosing the default design

best_design_for auto-picks the highest version number for a component — the one carrying the cumulative improvements and any trait-fix version bump. Choose default overrides that with a specific version.

The default design is not cosmetic. It is what gets reproduced by:

  • the Production tab’s Select flow (the popup still lets you page to another version);
  • the Repair tab’s New $K emergency purchase;
  • the “Fix a Problem” list in the Design tab, which reads the default design’s traits, not the fitted part’s.

The chooser lists every known version newest-first with its spec; a per-row Set button commits it.

The engine has no design. It is supplier-rolled once per season into a shared vintage — every customer of that motorist gets the identical unit. It never appears as a designable part, and a replacement engine is cloned from the best engine you already own (same version, same traits, pristine), not re-rolled.


The Manufacture Order popup

Select opens a modal over the tab:

  • Part name + quality badge.
  • Version picker< vN > with an (i/n) counter, so you can build an older spec deliberately.
  • Performance and Reliability preview bars.
  • Quantity[−] n [+], clamped to 20 pieces per order.
  • TotalsStandard: $X Rush (+50%): $Y.
  • A red warning line when the standard total puts the team into the red.

Delivery options

SituationButtonsDeliveryPrice
Pre-season (current_phase ≤ TOTAL_PHASES)Build nowImmediate, straight into sparesStandard — no rush fee
In-season, no loadout lockedOrder (next GP) + Rush (+50%)After the next GP / immediateStandard / × 1.5
In-season, weekend loadout lockedOrder (next GP) only; Rush drawn grey and inertAfter the GPStandard

The locked-weekend line spells it out: “Race weekend — rush unavailable (the truck is packed); orders deliver after the GP.” An instant part could not reach the circuit, so the +50% would buy nothing.

There is no budget wall

Production never refuses an order for lack of cash. The team simply goes into the red. Bankruptcy only triggers after 3 consecutive GPs with a negative budget, so short-term build debt is a legitimate strategy — especially in pre-season, when income arrives before the first race. The Repair tab’s emergency New $K purchase follows the same philosophy.


In Production — the pending queue

Standard orders appear in a second panel, “In Production — arrives after the next GP”, listing part + version, quantity, and a Cancel button.

  • Queued jobs deliver in the post-race pass: each copy is pushed into inventory as an unfitted spare and an email is sent (“3× Front Wing v4 delivered”).
  • Cancel refunds the standard (non-rush) amountunit_cost × count. Cancelling a rush order is impossible (it delivered immediately), so the refund can never exceed what was charged.
  • Pending jobs are lifted by later improvements: propagate_improvements_to_spec raises a queued job’s initial_perf / potential / fiability to the improved spec. Ordering early and developing afterwards is not a trap — the parts arrive at the current level.

Advanced

  • Order before the improvement, not after. Because pending jobs are lifted to the improved spec, a spare ordered on Monday and improved on Wednesday arrives at Wednesday’s level. There is no reason to delay an order to “wait for the upgrade”.
  • Copies are exact. A design’s stats are frozen at delivery of the project (quality + traits rolled once). Every piece produced from it is byte-identical: same quality tier, same traits, same potential. There is no per-piece luck.
  • Build spares of what breaks. A destroyed part is swapped for the freshest spare free of WU cost. With no spare, your only path is a rush purchase at 1.5× — $2.25M for an engine. One $500K floor spare pays for itself the first time a floor is destroyed.
  • Pre-season is the cheap window. Instant delivery at standard price and no rush fee, every order. Build the two race cars and the mule there — the mule is what makes Private Testing run at all.
  • Watch the Stock column, not your memory. It counts spares of the default version only. Four v2 wings in stock show as 0 once v3 becomes the default.
  • Version-paging is a real tactic. An older, cheaper-to-build version with a better trait set is sometimes the right spare. The popup’s < > arrows exist for exactly that.

Common mistakes

  • Believing a finished design means a finished part. A completed project only registers a blueprint. Until you produce a copy in this tab, nothing changes on the car.
  • Paying the rush fee in pre-season. Every pre-season order is already immediate at standard price. The Rush button is not even shown there.
  • Rushing during a race weekend. The button is grey; if you want a part at this track it had to be in the Weekend Loadout.
  • Ordering 20 engines because the button allows it. The clamp is 20 pieces, not 20 sensible pieces — that is $30M.
  • Forgetting to re-pick the default after a trait fix. A trait fix creates a new version that automatically becomes the newest — usually what you want — but if you had manually pinned an older default, it stays pinned and the fix is never produced.
  • Cancelling a job you already improved. The refund is the original cash; the improvement WU spent lifting that job’s spec are not recovered.

See also