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R&D — Inventory

Your physical parts — what is fitted to which car, what is on the shelf, how worn it is, and whether a car can legally start.

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The Inventory tab is the truth about your physical parts: which unit is bolted to which car, how worn it is, what is sitting on the shelf, and whether each car can legally take the start. It is the default tab of the R&D app and one of only three reachable during pre-season. Nothing here costs Work Units — fitting and swapping are free.


How to open it

  • Car icon → any tab in the shared bar → Inventory (tab 3).
  • It is where the R&D app opens by default (RndScreen::new() starts on tab 3).
  • Available during pre-season as well (with Production and Private Testing), while every other tab is greyed out.

Car selector

Three buttons across the top: Car 1 / Car 2 / Reserve, labelled with the driver’s three-letter code when a driver is signed. The third slot is the mule (development car, slot 2) — the car the Private Testing programme runs. It is a real car with real fitted parts, not a spares bin.

Below the selector sits the driver header (helmet + flag + name) and the baked team car with the helmet composited into the cockpit.


The Components panel (left)

One row per component, for the selected car:

ColumnMeaning
ComponentIcon + name. Click to load its parts on the right; the selected row is marked
VerThe fitted part’s designation badge, YY-TRI-Vn (e.g. 91-ABC-V3). Blue = this is the component’s default production design; grey = some other spec. A small →vN hint appears when you own a newer version than the one fitted
ConditionHealth life-bar, 0–100, with a red danger zone under 30%
QtySpares in stock that are usable right now (during a locked weekend, only parts that travelled count)
RaceRace-ready tickbox — green check or red cross

The engine’s designation uses the engine supplier’s trigram, not the team’s — it is their unit, not your design.


The Parts panel (right)

Every unit you own for the selected component, fitted or not.

ColumnMeaning
PartComponent icon + version badge (blue when it is the default design)
QualityThe loot tier chip — Poor / Normal / Good / Very Good / Perfect
PerfGreen bar = current_perf on the 0–100 display scale; hatched tail = head-room to potential
ConditionHealth life-bar (danger zone < 30%)
Reliab.fiability × 100, green ≥ 100, amber ≥ 90, red below
StatusFITTED (this car) · the other car’s driver code · Spare · At factory
ActionEquip / Equip (swap) / Sell $NK, or ✓ Fitted

The display scale on both bars is pts = (perf − 0.92) / 0.16 × 100, so 0.92 = 0 points and 1.08 = 100 points. The bar is not clamped at 100 — an overdriven part draws past it (see R&D — Improve).

Rows are tinted by quality tier (Poor grey, Good green, Very Good blue, Perfect purple; Normal keeps the default alternating stripe). A fitted part keeps a green highlight instead.

Damage flags on the fitted unit

Two warning levels blink on the fitted row:

FlagRuleConsequence
Red perf cellcurrent_perf < 0.5 × initial_perf — DESTROYEDThe car cannot start (DNS)
Amber perf cellperf collapsed by damage: current_perf ≤ 0.921 and below initial_perf − 0.01Racing it is legal but reckless
Amber condition cellhealth < 70%Same warning level

A part that was simply built at zero display points (a mediocre season-1 gearbox at its nominal spec) is not flagged — the collapse test requires an actual drop below the as-built value.


Quality tiers

Quality is rolled once, when a part is manufactured, and never changes. It adds a budget on top of the infra-driven base, split randomly between immediate performance and head-room:

TierBudget (perf units)Guaranteed head-room floor
Poor−0.010+0.004 (~2.5 pts)
Normal0.000+0.008 (~5 pts)
Good+0.016+0.014 (~8.75 pts)
Very Good+0.030+0.020 (~12.5 pts)
Perfect+0.046+0.026 (~16 pts)

The split is perf_bonus = budget × s, head_bonus = budget × (1−s) with s ∈ [0.25, 0.75]. So two Perfect parts of the same component can arrive as “ready now, low ceiling” or “raw, huge ceiling”. initial_perf is capped at 1.12, potential at 1.18.

Quality also gates positive traits: Poor/Normal roll none at all, Good caps at Bronze, Very Good at Silver, Perfect at Gold. Negative traits can land on any tier. See Car Traits.


Equipping and unequipping

Equip fits the chosen unit to the currently displayed car and unfits whatever occupied that component slot. The removed part returns to the spares pool. It is instant and free — no WU, no cash, no delivery wait.

Auto Fit Fresh Parts (green button at the bottom) does the whole car in one click:

  • For each component, find the best fresh spare — health ≥ 99.5, then highest current_perf.
  • Swap it in when the fitted part is worn (health < 99.5) or the fresh spare is strictly better.
  • Displaced parts go back to the pool. No WU spent.

Selling spares

Only unfitted parts get a Sell button, and only when no weekend loadout is locked.

price = new_part_cost(component) × 0.35 × (health/100) × quality_mult
quality_mult: Poor 0.80 · Normal 1.00 · Good 1.15 · Very Good 1.30 · Perfect 1.50

Reference new-part prices: engine $1.5M · body $1.2M · floor $500K · gearbox $200K · rear wing $120K · brake $110K · electronics $100K · cooling $100K · front wing $90K · fuel system $50K · suspension $50K.

A pristine Perfect floor therefore resells for 500,000 × 0.35 × 1.0 × 1.5 = $262,500. A half-dead Poor front wing fetches about $12K — not worth the click.


The weekend-loadout lock

Once the Weekend Loadout is confirmed, the truck is packed and the inventory indices anchor it. Two classes of operation behave differently:

OperationDuring a locked weekend
Equip a part that travelledAllowed — the swapped-out part stays at the track and is registered back into the loadout so it can be re-fitted
Equip a part left at the factoryRefused — the row shows At factory / “Left at the factory” and has no button
SellBlocked entirely — selling removes an inventory entry and shifts every index above it
Buy new (Repair tab)Blocked — no purchases at the track; use Swap spare
Rush productionBlocked — the truck is packed; the button is grey
Standard production orderAllowed — it only queues a job delivered after the GP, no index shifting

The rule is mechanical, not thematic: anything that removes an inventory row would invalidate the loadout’s stored indices.


Advanced

  • The design ↔ part invariant self-heals. On every load and every R&D screen open, seed_known_designs reconciles both ways: each design is raised to the best owned copy’s as-built spec, and every owned copy is lifted up to its design’s initial_perf / potential. current_perf is only lifted on a fresh copy — race damage is preserved as a repair job. So swapping to a same-design spare can never silently drop you below the level you already paid to develop.
  • Improvements propagate. Confirming an Improve raises the fitted parts, then propagate_improvements_to_spec lifts the matching design, every same-spec shelf spare, and any pending production order. You never have to re-develop a spare.
  • The →vN hint is your upgrade reminder. A newer version sitting in stock and not fitted is pure lost performance; Auto Fit will not pick it up if the fitted part is also fresh and marginally faster on current_perf.
  • Reserve-car parts count. The mule (slot 2) needs fitted parts or the Private Testing programme reports IdleMuleNotBuilt. Build a third set in Production during pre-season.
  • The Qty column lies during a weekend — on purpose. It counts only spares that travelled, which is exactly what you can use right now.

Common mistakes

  • Selling the old version right after a redesign. Keep at least one spare of the fitted spec: a destroyed part is replaced from the freshest spare for free, and with an empty shelf your only option is a cash purchase at rush price.
  • Forgetting the mule. Building only two cars leaves Private Testing permanently idle while the plan still looks configured.
  • Clicking Auto Fit during a locked weekend and expecting a miracle. It can only use parts that travelled — plan the loadout properly instead.
  • Reading a red perf cell as “needs repair”. Red means destroyed and DNS: R&D cannot salvage it. You need a spare swap or a new build.
  • Assuming the blue version badge means “best”. Blue means default production spec. You can own a better version that is not the chosen default — check the Production tab’s “Choose default”.
  • Selling a Perfect spare for cash. 35% of list is a bad trade for a part whose head-room you can still develop.

See also