Improve is in-season development: you spend Engineering Work Units to push a fitted part’s performance toward its potential, or its reliability toward the 1.20 ceiling. One confirm upgrades the part on every car you own, mule included. And when a part’s potential reaches past the 100-point mark, Improve becomes overdrive — real pace at escalating cost.
How to open it
- Car icon → Improve (tab 1).
- Locked during pre-season (
current_phase < 6) — the pool is reserved for the Development phase. - Not available in the between-sessions repair-only window.
The table
One row per component, read from the part fitted on car 1 (the row is representative; the confirm applies to all cars).
| Column | Meaning |
|---|---|
| Part | Icon + name |
| Rarity | Quality chip; the row is tinted by tier |
| Perf | Green bar + number: the as-built spec (initial_perf), not the race-worn value. Blue segment = queued gain. Hatched tail = true potential |
| Headroom | potential − initial_perf in display points. Coloured blue in the ×2 band, purple in the ×4 band |
| Performance | The queue button: +X.X Perf, +X.X Perf ×2, +X.X Perf ×4, Max, or Max OD |
| Reliab | fiability × 100 (85–120) with its own bar |
| Reliability | +N% Reliab queue button, or Max |
Display scale everywhere: pts = (perf − 0.92) / 0.16 × 100. 0.92 = 0 pts, 1.08 = 100 pts, 1.16 = 150 pts, 1.24 = 200 pts.
The tab deliberately shows
initial_perf. A destroyed wing (current ≈ 0) used to read “0 PERF” here, as if the development work had been lost. The spec is intact; the wreck is Repair’s business.
Performance steps
gain per step = (0.004 + dept_level × 0.002) × rnd_dev_rate_multiplier [default ×2.0]
cost per step = 15 WU × band multiplier
fiability cost = 0.006 × rnd_perf_fiability_tradeoff_multiplier × band [default ×2.0]
dept_level is the department responsible for that component, not Engineering:
| Component | Department |
|---|---|
| Front wing, rear wing | Aero |
| Floor, body | Chassis |
| Suspension, brake | Handling |
| Gearbox, electronics, fuel system, cooling | Engine |
| Engine | Engine dept level is used, but the part itself is supplier-driven |
At the shipped multiplier (2.0):
| Dept level | Raw gain / step | Display points / step | WU (green band) |
|---|---|---|---|
| 1 | +0.012 | +7.5 pts | 15 |
| 3 | +0.020 | +12.5 pts | 15 |
| 5 | +0.028 | +17.5 pts | 15 |
| 8 | +0.040 | +25 pts | 15 |
| 10 | +0.048 | +30 pts | 15 |
The step cost is flat; the gain is what infrastructure buys. A level-10 department turns 15 WU into four times the development a level-1 department does. This is the single strongest argument for depth over breadth in Infrastructure.
The reliability trade-off
Every performance step subtracts 0.012 raw fiability (default tuning), multiplied by the band. That is roughly −1.2 percentage points of displayed reliability per green step, −2.4 in blue, −4.8 in purple. Fiability is floored at 0.70.
The tab’s static header line still reads ”⚠ −0.3% reliab”. That is the pre-multiplier constant; the shipped configuration applies the ×2 multiplier, so read −1.2 points per green step. Both are tunable in Settings → Career (
rnd_dev_rate_multiplier,rnd_perf_fiability_tradeoff_multiplier).
Reliability steps
gain per step = 0.007 + engineering_level × 0.001 (lv1 +0.008 … lv10 +0.017)
cost per step = 12 WU (never multiplied by the overdrive band)
ceiling = MAX_FIABILITY = 1.20
Reliability is a slow grind: from a fresh 0.85 to the 1.20 cap is roughly 20 steps at Engineering 10, 44 at Engineering 1 — 240 to 528 WU. It is the counterweight to a perf rush, and the only lever that moves fiability upward.
The reliability bar maps 0.70 … 1.20 onto 0–100, which is why the queued blue segment looks twice the size of the displayed percentage gain — it is the same number in different units.
The ceiling: a part’s own potential
part_dev_ceiling(potential) = min(potential, 1.24)
Development never exceeds a part’s potential. There is no mechanic anywhere that pushes past it. Head-room is measured as:
headroom = potential − initial_perf ← NOT − current_perf
Measuring from current_perf made phantom head-room appear on a maxed part right after every GP (70/70 before the race, “+4” after) — race wear is Repair work, and Improve would have charged 15 WU/step to buy it back. Every part of the Improve flow — row display, button gating, queue validation, Auto Perf, Queue All — measures from the as-built spec. A maxed part reads Max no matter how worn it is.
(The apply loop is still current-based, because mechanically a step raises current toward potential too; a damaged part with real margin remains improvable. Repairing first is simply optimal.)
OVERDRIVE
Overdrive is not a way past the ceiling. It is what happens when the ceiling itself sits above the 100-point mark.
What makes a part overdrive-capable
part_has_overdrive(potential) ⇔ potential > 1.08 (100 display points)
A part whose potential tops out under 100 pts never sees the overdrive — the bands simply do not apply to it. Head-room past 100 comes from three places:
- The rolled design base —
potential = initial_perf + 0.03 + norm(rnd_level) × 0.12, capped at 1.18 (≈ 162 pts). A high R&D department is the main structural source. - The quality roll — the tier budget’s head-room share, plus the guaranteed floor (Perfect +0.026 ≈ 16 pts).
- Free Practice and Private Testing development programs — they add potential directly, capped at the same 1.18 ceiling.
OVERDRIVE_PERF_CAP = 1.24 (200 pts) is the display scale’s absolute maximum, deliberately left above today’s 1.18 potential ceiling as head-room for future eras.
The bands
The premium is purely positional — it depends on where the step starts from, never on how close you are to the ceiling:
| Band | Starts at | Display pts | WU / step | Fiability hit / step | Button colour |
|---|---|---|---|---|---|
| Green (normal) | — | < 100 | 15 | −0.012 | Blue-grey |
| Blue | initial_perf ≥ 1.08 | 100 – 150 | 30 (×2) | −0.024 | Blue, tagged ×2 |
| Purple | initial_perf ≥ 1.16 | 150 – 200 | 60 (×4) | −0.048 | Purple, tagged ×4 |
Reaching a part’s potential simply ends development; it never costs more for being close.
Pricing a stack
queued_improve_cost walks the queue step by step, pricing each one in the band it actually lands in and stopping at the ceiling. A stack that crosses the 100-pt mark is billed partly at ×1 and partly at ×2 — the Work Order total already reflects that. The same walk runs in validate_improve_queue, so an over-ambitious stack is trimmed down rather than rejected.
How the bar renders it
win95::draw_perf_bar accepts values above 1.0:
- Green fill for 0 → 100 points.
- At 100, the blue lap refills over the green across the full width (100 → 150).
- At 150, the purple lap refills over the blue (150 → 200).
- Queued steps draw as a translucent white span eating into the hatched head-room.
- The hatched mark always sits at the true potential, so you can see exactly where development will stop.
When a part is finished, the button reads Max — or Max OD in purple when its potential was actually above the 100-pt mark, i.e. it genuinely used its overdrive.
Quick Queue
| Button | Behaviour |
|---|---|
| Best Perf | Auto-queues one performance step on every fitted part that still has head-room |
| Best Reliab | Auto-queues one reliability step on every part that can still gain |
| Queue All | Every available perf and reliability step at once — the fastest way to empty a pool |
| Clear | Empties the improve queue |
All three queue single steps. The deep overdrive push — clicking the same row three, four, five times — stays a deliberate manual act.
Clicking a row’s Performance button repeatedly stacks: the button turns green and reads ×3 +52.5, and one Confirm applies all three steps.
What Confirm actually does
For each queued step, in order:
- Read the band multiplier from the fitted part’s
initial_perf. - Check
step_costagainst the spendable pool; stop the stack if it does not fit. - For every part of that component fitted to any car (slot 0, 1 and the mule at slot 2): raise
initial_perfbygainclamped to the ceiling, raisecurrent_perfby the same amount, subtract the banded fiability cost (floor 0.70). - Deduct the WU once.
- After the whole batch,
propagate_improvements_to_speclifts the design, every same-spec shelf spare, and any pending production order to the new level.
That last step is why you never have to re-develop a spare, and why ordering parts before improving is safe.
What the AI does
Each AI team’s finance model exposes an overdrive_appetite(posture) — how deep into the premium bands it will pay:
| Model | Comfortable | Tight | Critical |
|---|---|---|---|
| Aggressive | 4 | 2 | 1 |
| Balanced | 2 | 1 | 1 |
| Conservative | 1 | 1 | 1 |
Appetite does not change the ceiling (always the part’s own potential). It caps the part at min(potential, band limit), prices each step by band, and refuses to overdrive a part whose fiability is already at or below 0.85.
Otherwise the AI improves its weakest fitted parts first (sorted by current_perf ascending), up to 4 stacked steps per part per round, using the same improve_gain formula and the same 15 WU base. It cannot do reliability work at all — that lever is player-only.
Advanced
- Overdrive is a fiability bonfire. Four purple steps cost 240 WU and −19 points of reliability. Budget reliability steps alongside, or accept the DNFs.
- The 100-pt line is a decision point, not a wall. Two green steps on a second part often beat one blue step on your best part — same WU, more total pace, no reliability cliff.
- Quality decides who can overdrive. A Poor part gets a +0.004 head-room floor (≈2.5 pts). It will never reach the blue band. A Perfect part with a low perf-split lands “raw” with a large ceiling — that is your overdrive candidate.
- Development programs are how you create overdrive. Free Practice and Private Testing dev runs raise
potentialdirectly (up to 1.18). Pointing them at a part you intend to push is how a mid-grid team gets a 130-pt component. - The percentage scale saturates, the sim does not. The display maps 0.92–1.08 to 0–100, but
compute_speed_multiplierreads(current_perf − 1.0) × COMPONENT_SCALElinearly with no clamp. Perf 1.08 → 1.18 is real, invisible-on-the-badge pace. Do not stop improving because the number stopped moving. - Improve, then order. Or order, then improve — both work, because queued production jobs are lifted. What does not work is expecting a spare bought from another team’s spec to inherit your development.
- Engine improvement is real but supplier-anchored. Improving raises the engine’s
initial_perf, and a replacement unit is cloned from the best engine you own — so the work carries. A regulation re-roll, however, hands you a fresh vintage and a fresh trait set.
Common mistakes
- Improving a damaged part. It is no longer corrupting (
initial_perfis raised only, never lowered), but it is still suboptimal — repair first, then develop. - Reading “Max” as “this part is good”. Max means out of head-room. A part maxed at 60 pts is a bad part that cannot get better; it needs a new design, not more WU.
- Confusing Headroom with the gap to 100. Headroom is the gap to the part’s own potential, which may be 40 pts or 160 pts.
- Chasing purple on a fragile part. At ×4 the fiability cost is −4.8 points per step. Two purple steps can take a part from 100% reliability to 90% — the band that starts producing failures.
- Queueing improves before repairs. The validator trims improves to make room. Repairs first, always.
- Forgetting the improvement upgraded three cars. The mule gets it too — which is good (Private Testing runs a current-spec car) but means the WU bought more than the row suggested.
See also
- R&D — the Car App Hub — the Engineering pool and the shared gauge
- R&D — Repair — restore wear before you develop
- R&D — Design — where potential comes from
- R&D — Private Testing — raising potential with dev runs
- Free Practice — Free Practice development programs
- R&D — Inventory — quality tiers and head-room floors
- Infrastructure — the department that sets your gain per step
- Parts, Damage & Wear — what low fiability actually causes