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):
| Column | Meaning |
|---|---|
| Part | Icon + name |
| Ver | The default design’s version badge |
| Quality | Its frozen loot tier — every copy inherits it exactly |
| Perf | current_perf on the 0–100 scale, with the hatched head-room to potential |
| Reliab | fiability × 100 |
| Stock | Unfitted spares you already own of that exact version |
| Cost / piece | production_unit_cost(component) |
| Default | Choose default (N) — opens the version picker, N = versions known |
| Action | Select — opens the Manufacture Order popup |
The header line also shows your available budget.
Per-piece cost
Production cost equals the reference new-part price:
| Component | Cost / 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. - Totals —
Standard: $X Rush (+50%): $Y. - A red warning line when the standard total puts the team into the red.
Delivery options
| Situation | Buttons | Delivery | Price |
|---|---|---|---|
Pre-season (current_phase ≤ TOTAL_PHASES) | Build now | Immediate, straight into spares | Standard — no rush fee |
| In-season, no loadout locked | Order (next GP) + Rush (+50%) | After the next GP / immediate | Standard / × 1.5 |
| In-season, weekend loadout locked | Order (next GP) only; Rush drawn grey and inert | After the GP | Standard |
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) amount —
unit_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_specraises a queued job’sinitial_perf/potential/fiabilityto 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
0once 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
- R&D — the Car App Hub — the pools and tab map
- R&D — Design — where blueprints come from
- R&D — Inventory — equipping what you built
- R&D — Repair — the emergency New $K path
- R&D — Improve — how improvements propagate to queued jobs
- Finance — what a build programme does to the budget
- Suppliers — why the engine has no design
- Weekend Loadout — the truck lock