Beginner guide

deprecated guide - needs update - handle with caution - ask in the chat/forum to get information

1, team: go to team/career. there you can create a new team or, if available, hire at a existing team without a manager. Only division 4 teams can be taken over by new managers (might change when we have only 3 divisions)
On that page you can choose a team name and in which division you want to start. you will have to start in the lowest division

2, select a division. look at the standings to find out where active teams are, if you want competitions, or where no active teams are if you dont want competition and a "easy" win

3, build a 1 star facility to start basic work
later you can build a higher rated facitlity, but as long you have no facility you can not build parts/cars

4. hire basic staff:
Chief designer: he or she will be responsible for the design of the parts, the better the diploma she/he has the better the outcome of the parts designed. so the theory..

Chief mechanics:
needed for pitstops - the better the mechanics the shorter the pitstops

Commercial manager: needed to sign contracts with suppliers and sponsors

try to get some, hard to say who is fast and who is slow since most of them never drove in a race.

Staff: you can hire some workers. the limit is the limit of the facility. Personnel space 100 for a 1 star facility.

once drivers/main staff have signed contracts you can assign them to their position in team/staff or team/driver

design you first car: team/design
the first itteration of delevoment/production is quite fast
when you plan to race as soon as possilbe you can start designs and finish them by setting a name, amount of designers, aproach and focus (e.g. chassis 1, normal, weight, 5 designers, season 4)

you will have a "blueprint" for the mechanics to build parts.
These quick designs are not very reliable and slow, but you can race with them.
When you plan to participate at races later you can wait until the designs are developed more

Build car: team/production
when you have blue prints you can produce this parts. set a number of mechanics and amount of pieces.
the first itteration of parts a team build will be done in 1 hour

you will need engine, brakes, fuel and tires to race. therefore negotiate with suppliers.
when negotiations stuck change the focus (normal, partner, ...) or the supplier
Suppliers would love to have sponsorship spots on the car, however that is an extremly expensive move and not recommanded in any way.
A sponsorship spon can generate 40k (lowest level) up to 52 millions/season - givin such a spot to a supplier decreases the possible income of a team, depending on the spot. Many teams got bankrupt or were forced to sell shares to survive because of giving sponsorship slots for free.

sponosors: will generate money. the more the better.
there are a ton of indicatiors
section - the higher the section the more the sponsors are willing to pay
Wealth- the better the more they can pay
Intrest- 0 to 5 stars, the better the more likely they will sponsor your team, it is almost pointless to negotiate with a sponsor with less than 2 stars in intreresst.
div (the division you are in), when it is a red cross they most likely wont sign for a team in that division.
to negotiate with a sponsor you can select one by clicking negotiate..

Parts are ready:
to assemble the first car go to session/car
there you can create a new car and assign the driver/parts to the car

Guide from staff page:
When we talk about staff in Pitwall sadly we are dropping the most important tag. What we mean when we say staff we for the most part are talking about the head staff members on our teams. Not the every day workers on the team; which we also need to assign but they take their leads for "The Staff" or "heads"

So we have five main staff with three having staff personnel under them. The first three are vital to your team success while the other two lead towards your teams future success. The staffs are as follows:

1. Designer - Design all aspect of your car (blueprints)
2. Commercial - Responsible for negotiating contracts with suppliers & sponsors.
3. Mechanic - Responsible for pit crews & production of parts
4. Coach - responsible for developing your youth drivers into future stars.
5. Scout - searches for the next great staff member or youth driver.

First things first you must sign at least the first three staff members to do this you must head to [Divisions] tab and [Job Market]. When starting a team sign any staff member will do until you can hire a scout and start looking at more stats for each staff. Sign them as cheap as possible (red = good) and short term contracts like a season or two most since you will want to replace them once you find better staff members.

Do this now and come back !!

Now that you have staff signed you will see the Staff Pool at the top of this page. This table shows all the staff that you have signed, contracted role, if assigned a role, wage, length, if willing to talk new contact, morale, motivation & experience. This is simple a quick over view of your signed staff members.

We must assign them to the roles that you have hired them to do. This is done right below this table on the left side of the page where it states Roles; you will also see the five main staff listed here and you can assign them their roles by clicking the box that states [No designer]. Click this will list all your staff members including sadly drivers. Find your designer and select his/her name. Make sure to click [Update roles] otherwise they will not be assigned.

Repeat this for any of the staff members that you have signed from designer, commercial, mechanic, coach & scout. Again make sure to click [Update Role]

Okay, now lets talk about a very important part of the staff page. The Levels table on the right side of the page. This is where you the manager set the level of focus for your team from design, mechanic, commercial, coaching & scouting. If you have all five staff signed they will not perform their task if they have 0% focus on their department. Keep this is mind for scouts & coaches if & when you sign them.

You have 100% focus that can be split between these five staff members. So what do they do you might be asking? Well, I am getting there!!

These are auto set when your team is first created to the three most important aspects of your team: Design, Mechanic & commercial at 33%. So let me explain quickly which each means:

Design focus means stronger & quicker designs that your designer can make speeding through the different development cycles. Good for season long development push if set high but set to low will effect overall development.

Mechanic focus means the production speed of parts and how fast your mechanics preform at the track during pit stops. Set high means quick production & stops but set to low means long production & slow stops. Could mean the difference of winning or finishing last.

Commercial focus means the speed at which sponsors gain interest in your team, sign contacts and suppliers sign contracts. Set high means higher chance a success of sign the suppliers & sponsors your team needs verus to low and not having a chance.

Coach focus means the rate in which youth drivers develop. An high potential driver may never reach his full potential if he isn’t given the right amount of coaching. Cannot really be set to high other then effecting the more vital areas above.

Scout foucs means the amount of scout reports that you will receive in a week. Drivers are different, as they must race before as scout report will be generated usually Tuesdays. All other staff can be scouted throughout the week. Again cannot really be set to high other then effecting the more vital areas.

So how do most set-up their levels? Good question, it depends on what your goals are for the season or short/long term.

Quick development & race results: 60%, 30%, 5%,
Future development & staff finding: 20%, 15%, 5%, 30%, 30%
Starting a team & signing Sponsors: 10%, 10%, 70%, 5%, 5%

Play around with these to find out what works best for your goals and your team as no one answer is correct. Everyone uses what they feel is best for their own team.

Last part of the page before I go more into details about the staff; is Staff Personnel. These are the foot soldiers of your team as they work under your staff (heads). Here you have the three vital parts of your team from again designers, mechanics & commercial. When you are starting up a team you should have more commercial then designers & mechanics to help you sign the sponsors and suppliers that you need. As your commercial aspect balances out you can always fire staff members from your commercial and hire into design or mechanic as you see fit.

If you haven’t built your HQ yet you will need to do this first before being able to sign staff members. Please head to [Facilities] tab and click [build HQ] button. HQ will build instantly and allow you to sign 100 personnel. This can be increase by building larger HQ & Modules in the future.

To hire designers beside the word hire is a [blank box] type in the amount you want to hire and click [update] button below the designer heading. The page should refresh and show “currently have X amount of designers in our team” below the designer heading.

Repeat this for the three areas: designers, mechanics & commercial. Normal start-up breakdown of staff is: 20 designers, 20 Mechanics & 60 commercial. Adjust as needed.

Okay, now for more detail about the staff. This is after your team is up & running with stable sponsorship income. You can now start looking for better staff members to start pushing your team progress forward to becoming the greatest team ever!!

This starts with a Scout; yes, I know I said he wasn’t that vital but to fully understand the staffs stats; he becomes important and this will take time.

You must start looking or a new staff member by scouting as many as you can but before you do that understand what clues & each stat means:

First you will need to hire any scout that you think looks good again this is done on [Divison] tab and then [Job Market] tab.

Once you have a scout signed make sure to assign focus to his department otherwise his reports will come back empty. First role to scout is a scout!! You scout cannot scout him/her self but you will want to find the best scout available before hunting for other staff members as they may give inaccurate data if they are not that good.


All staffs are made of three main stats with experience always being one, with the two others being the key focus for each staff. Scouts have determine & Professionalism.

Determine: is the scouts ability to determine if the staff or driver is any good. He will give a star rating but as far as we have figured out this is based only on the drivers ability so when scouting staff this should be ignored. This also means how many times he might need to scout someone before he shows clear & accurate stats.

Professionalism: means the likely hood that your scout is give accurate information about a staff member or driver scouted.

The higher the better; these stats are displayed 1-3 or Terrible, Okay & Superb but they are actually rated from 1-8 or terrible, very bad, bad, unsure, okay, good, very good & superb.

After time you have found a good scout so now scout some other staff members:
This is done by either the [Scout] tab if random scouting or [Job Market] tab then select staff that you would like to scout by clicking on their [name] and [Add to scout queue] button near the top of the page.

Now it's best to understand what each staff does and how each stat represents what he actually does.

Let me expand on the three vital staff members since they play such a large role in the success of your team:

Designers like all staff are made of three key attributes starting with experience, reproductive & inventive. These stats are hidden when you first look at the designer with the exception of experience. So what does these stats mean?

Experience simple means the amount of knowledge or starting point that your designer has. This will grow every time he create more designs so having a superb experienced designer isn’t a must but does play a role in the starting point of your designs.

Experience is rated from 1- 5 or Terrible, Bad, Okay, Good & Superb

Reproductive: is the rate that a designer & his personnel can create blueprints. This is limited by the fact that you will need to produce parts & test them to know the design/blue prints potential before you can continue development of this part. But this means short time in design to production to potential to new design. Again like experience this will grow after time so having an all superb reproductive isn’t a must but again it plays a role in the start base of your designs.

Inventive: is how creative your designer will be with the design and sets the potential or base of each part. This is by far the most important stat but alone will not help you design a superb car.

Reproductive & Inventive are rated from 1-3 or Terrible, Okay & Superb but they are actually rated from 1-8 or terrible, very bad, bad, unsure, okay, good, very good & superb. With these stats hidden you are only given a hint as to where your designer stands.

Further clues are in his Personality: If he is superb across the board in personality & Gifted then he is almost always an all superb but may take time to develop due to his inexperience or age.

Key clues for Designer are as follows:
1. Intelligence – smart he is the more likely the has high stat in inventive
2. Ambitious – willing to prove him/her self so good combination of inventive & reproductive
3. Motivation – Higher the motivation means faster or more effective work
ie. Reproductive.
4. Morale – Effects the overall mood of the staff and ability to perform at the top of their level; more a driver stat but still something to consider since it will effect other departments with synergy.


This staff is by far one of the most if not the most important staff member in the game as they bring in the cash from the sponsors but also work out cheaper deals with the suppliers limiting the cash flowing as well.

Again staff members are made of three key stats for commercial they are experience, contracts & persuade.

is basically the same for all staff members. The more experienced they are the better the do their job to their abilities. This builds up over time.

Contracts: is the ability to negotiate from a set starting point or ability to start at all since not all sponsors or suppliers will allow any team to talk to them.

Persuade: ability to increase sponsorship amount and decrease the amount of suppliers cost. Ability to no offence persuade each into what you want rather then what they want.

Contacts & Persuade are rated from 1-3 or Terrible, Okay & Superb but they are actually rated from 1-8 or terrible, very bad, bad, unsure, okay, good, very good & superb to stop managers from simple finding an all Superb commercial. With these stats hidden you are only given a hint as to where your commercial stands.

Key clues for commercial are as follows:
1. Charisma – people simple like him/her means so will the sponsors or suppliers. High persuade & contracts
2. Ambitious – willing to go the extra mile for the supplier or sponsor means greater persuade
3. Intelligence – smart & won’t settle for less then the worth, maybe even out wit the other negotiator for the supplier or sponsors.


Mechanic produces your cars parts and hopefully produces in the pits when they fuel your car & change tires. They are also made of three stats again experience, disciple & pit stops.

Disciple is simple how well your mechanics work together means faster produced parts & faster pit stops.

Pits Stopsis simple how well they perform at pit stops during the race.

Both stats are shown in the same format of 1-3 or Terrible, Oaky & Superb but really are in the format of 1-8 or terrible, very bad, bad, unsure, okay, good, very good & superb.

Key clues for Mechanic are as follows:
1. Professionalism – ability to keep a disciple crew
2. Ambitious – willing to go the extra mile for the supplier or sponsor means greater persuade
3. Motivation – ability to complete the work in a timely manger and to motivate his crew.


Last is the coach and they only have two stats; Coaching and Judge ability. Coaching indicates his ability to coach the youth drivers and help them develop. Apart from coaching youth drivers, coaches can now (see this article) show you an indication of the skills of your staff who are currently employed by your team. This doesn't substitute scouting but gives a basic idea of the staff member's skills without having to scout the staff member multiple times. The higher the experience of the coach and his judge ability the better the indication of the skill members will be.

Hopefully this helps you understand the complex nature of the staff and what their stats means. Hopefully you also find some good staff members!!

If you need any further help be sure to ask question in the forums as other managers are always willing to help!!

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