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R&D — the Car App Hub

The R&D app hub — nine tabs sharing one window and a small number of Work Unit pools every tab spends from.

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Nesta página

R&D is where the car is built, mended, developed and replaced. It is not a single screen: it is nine tabs sharing one window with the Cars Overview page, and — more importantly — a small number of Work Unit (WU) pools that every tab spends from. Understanding the pools is 90% of understanding R&D; the tabs are just the shopfront.


How to open it

  • Career sidebar / desktop → the Car icon (icon 10). That opens Cars Overview; every other tab in the bar takes you into the R&D screen.
  • The hub’s two resource widgets (the hammer = Engineering, the flask = R&D) are clickable and route to the same app.
  • Design-ready emails carry an Open R&D → Production button that lands directly on the Production tab.
  • Between weekend sessions the game opens R&D in a stripped repair-only mode: the Repair tab alone, on a separate pool (see below).

R&D has no sidebar entry of its own — the merged Car/R&D app carries all of it.


The nine tabs

TabNameWhat it is forArticle
7CarThe Cars Overview page (read-only spec sheet)My Car
3InventoryEvery part you own, per car; equip / sellR&D — Inventory
6ProductionTurn a design (blueprint) into physical partsR&D — Production
0RepairMend race damage on fitted partsR&D — Repair
1ImproveDevelop performance / reliability, incl. overdriveR&D — Improve
8Private TestingThe standing mule programme on your test trackR&D — Private Testing
2Design {year}Commission this season’s new parts + trait fixesR&D — Design
5Design {year+1}Next-season car planner (regulations)R&D — Design
4ProjectsTrack and re-allocate every running projectR&D — Projects

The two Design tabs are labelled with the actual calendar year of the season and the one after it (Design 1991 / Design 1992).


The two pools — hammer and flask

R&D runs on two completely separate WU currencies. They are never interchangeable and the app tells them apart by glyph.

Engineering pool — the HAMMER

The weekly workshop budget. Spends on Repair, Improve, the Design tab’s per-GP workload charge, and the Private Testing maintenance reserve.

pool = 50 + engineering_level × 10
     + season-break bonus (that GP only)
     + 5 per active supplier PARTNERSHIP
Engineering levelBase pool
160 WU
5100 WU
10150 WU

The pool is refilled to full at every post-race pass — leftovers do not carry over. Two events top it up on the GP where they fire:

EventBonus
GP 5 — regulation packagebase pool × severity (None/Small ×1, Medium ×1.5, Heavy ×2, Full ×3)
GP 10 and GP 15 — season breakbase pool × 1

The bonus is carried in break_wu_bonus so the refill does not wipe it; the gauge’s denominator grows with it (that is why the bar reads e.g. 0/300 on a Full-regulation weekend).

R&D pool — the FLASK

The design capacity, spent per GP rather than as a lump.

capacity = 20 + rnd_level × 8
R&D levelCapacity
128 WU/GP
560 WU/GP
10100 WU/GP

Every design or trait-fix project locks an allocation (WU/GP) out of this capacity until it finishes or is cancelled. In-season projects and next-year (N+1) projects draw from the same capacity. Free capacity = capacity − Σ allocations.

The Design, Design N+1 and Projects tabs show the flask bar (R&D pool, allocated/free). Every other tab shows the hammer bar. If you are looking at a bar that never moves when you queue repairs, you are on a Design tab.


The shared Work Order gauge — one bar, one truth

Below Repair, Improve, Private Testing and Projects sits a single Work Order panel. It is one build_work_order_html call with one set of numbers, so the three spending tabs can never disagree:

used_total / pool  —  Spent | Testing | Queued (repair + improve + design) | Free
  • Spent — WU already consumed this week (pool − remaining, minus the testing reserve).
  • Testing — the standing mule plan’s weekly maintenance reserve, shown as already consumed. Reserved is consumed; it is subtracted from what Repair/Improve/Testing can spend, centrally, so all tabs agree.
  • Queued — colour-split: orange repair, blue improve, purple design workload. Nothing is spent until you press Confirm All.
  • Free — what remains after all of the above.

The bar recolours at 60% (amber) and 85% (red) utilisation.

Private Testing deliberately shows this same gauge plus one extra info line for the mule reserve. A dedicated second bar existed briefly and never moved when repairs were queued — it is not coming back.


Ordering of the post-race pass

The order matters and is fixed:

  1. Engineering pool refills to 50 + eng×10 + break bonus + partnership bonus.
  2. Private Testing runs and debits its maintenance from that fresh pool. If the plan costs more than what is left, the programme idles (IdleNoWu) and you get a mail.
  3. The week’s work — everything you queue in Repair / Improve / Design — spends the remainder.
  4. R&D projects accrue their WU/GP; completed designs deliver (email + blueprint).
  5. Standing production orders arrive.
  6. AI teams develop.

Billing the mule against the previous week’s leftovers used to make it look free inside Improve; it now lands on the same pool you are about to spend. A maxed Improve queue can never starve the mule either — the next debit simply lands on the next refill.


The weekend repair pool

While a race weekend is live, inter-session repairs run on a separate, volatile pool:

weekend_repair_wu = (50 + engineering_level × 10) / 5
Engineering levelWeekend pool
112 WU
520 WU
1030 WU

It is reset when practice completes and is not the annual pool — repairing between qualifying and the race does not eat your development budget. In this mode:

  • Only the Repair tab exists; Confirm shows a Continue button instead of closing.
  • The Private Testing reserve is never charged to this pool.
  • No cash purchases — the “New $K” button is hidden, replaced by Swap spare (best race-ready spare that travelled).

The phase-6 WU lock

During the pre-season, R&D is locked to manufacturing while current_phase < 6:

  • Only Inventory (3), Production (6) and Private Testing (8) are reachable. Clicking anything else lands you on Production.
  • Repair, Improve, both Design tabs and Projects are drawn greyed out.
  • No WU can be spent, so the pool arrives intact at the Development phase (phase 6).

In-season weekends run at current_phase = 7, where everything is unlocked.


Advanced

  • Confirm All is a three-step transaction: repairs first (each re-checks the pool), then improvements (per-step, re-checking pool and ceiling), then the selected design project. A step that no longer fits simply stops — it does not fail loudly.
  • Queue validation is continuous. Every frame, validate_queue drops repairs on parts that no longer need it, and validate_improve_queue trims counts downward until the total fits the pool. A stack of ×5 improves can silently become ×3 if you queue a big repair afterwards — read the Work Order line, not your memory.
  • Improve applies to the fitted parts of EVERY car, mule included (slot 2) — one WU cost, three cars upgraded. Repair is per-car.
  • Partnership WU are real. Each active supplier partnership adds a flat +5 WU/GP to the pool (and +2 reputation). Two partnerships = +10 WU every weekend, forever. See Suppliers.
  • Break weekends are the development windows. GP 5 at Full severity gives you 4× a normal week of Engineering WU in one go. Plan the expensive overdrive pushes for those rounds.
  • Marketing does not feed these pools — it feeds the negotiation WU pool, which is a third, unrelated currency. See Marketing.
  • Each tab has its own first-visit pointer walkthrough, re-openable with the gold ? button in the title bar.

Common mistakes

  • Confusing the hammer and the flask. Improve says “no WU” while the Design tab shows plenty free — those are different pools. Engineering funds work on existing parts; R&D funds new designs.
  • Treating “Testing” in the gauge as a display quirk. It is spent. If your mule plan reserves 30 of a 100 WU pool, you have 70 WU to work with, every single week.
  • Hoarding the pool. It does not carry over — anything left at the post-race refill is gone. Spend to (near) zero every week.
  • Queueing improves before repairs. The validator trims improves to fit, so a late repair silently shrinks your development. Queue repairs first, then improve with what’s left.
  • Expecting to develop during pre-season. Before phase 6 the factory only manufactures. Budget your pre-season around Production, not Improve.
  • Cancelling a project to “get the WU back”. Invested WU are lost; only the per-GP allocation is freed.

See also