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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.

Work in progress. First draft is here, but content may evolve and screenshots are still being added. Spotted something wrong? Tell us on Discord.
On this page

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