Join over 30 other Opponauts on iGP Manager today to manage your own F1 style team! We are in the off-season with our 10th season’s first race launching tonight! We are now racing on Tuesday, Thursday, and Saturday each week. Click through to find out more.
- Each season in the Oppositelock league lasts for six weeks. There are three races per week and 17 races per season.
- Teams are single driver only.
- Race times are geared for the convenience of U.S. Opponauts. Races take place at 10:00PM Eastern/7:00PM Pacific (2:00AM GMT) on Tuesdays, Thursdays and Saturdays.
- Race length is set at 50% of the full race distance, averaging a race time of 45 minutes. The longest race of the season is Monaco, which takes 1 hour to complete.
- There are three tiers. Rookie, Pro, and Elite. All players start in the Rookie tier. The top 4 scoring teams in Rookie and Pro advance to the next tier at the end of each season. Rookie feeds into Pro, and Pro feeds into Elite. This allows new players to learn the game and then take their experience to help them fight their way to the Pro and Elite tier.
Joining the Oppositelock league is simple. Click here to create your account and your team. When you are able to search for leagues to join, click here to access the Oppositelock league. You’ll be prompted for a password. The password is ‘oppo’.
Note: Your name and team name must be the same or similar to your Oppo name.
If you have any questions, don’t hesitate to ask — just post your questions in the Oppositelock league! iGP Manager is a free game that offers additional features with the purchase of a subscription (pay-to-play).
When you create your account, you are automatically contracted to staff with random amounts of experience. Your team is also contracted to suppliers and sponsors who will provide you stable, conservative performance levels with room for mistakes and a steady flow of cash. Your bank account starts with $50 million and your employed staff and suppliers are paid per race.
On the Staff page under the ‘Team’ tab, you will see staff positions for a Driver, Chief Designer, Commercial Manager, Technical Director and Doctor.
Every racing team needs to have facilities. As you level up in the game, certain facilities became available to you or become more expandable.
- Manufacturing new components for your cars costs money, and you can determine the quality of those components. There is no need to be on anything less than the highest quality of manufacturing.
- Your office size determines how many employees you are able to hire.
- The simulator simply generates better default set ups for your car.
- Available after level 3, the Gym enables you to train your driver’s physical attributes. Without the gym, physical training for your driver is not possible. You will also be able to develop a Research arm for your team to research and develop new projects.
- Available after level 8, you can purchase a test rig and wind tunnel to quicker advance your component’s designs performance points.
Before each race, you are able to train two areas of your team: Your driver and your staff. It is your decision to see where to improve your driver and which area of your staff to train.
Your design staff help advance the performance of your car. You can determine how much emphasis they should have on focusing on improving your car for the current season and the next season. The more developed your components are for the current season (the second column saying ‘Model & Performance’), the more designers it will take to deliver the soonest possible design date, which is always two days at the earliest.
Your maximum performance, which is how far your components can be developed to, will also be determined by how well you have trained your design staff and what the level of your chief designer is.
You can also spy on one team’s component per race, with the results of spying showing up on the design page after a race. In order to clone another team’s component, you need to research Reverse Engineering in the Research facility.
Before each race, preparation is essential. Your technical director suggests what your fuel consumption will likely be at its worst. The more experienced your technical director, the more precise his prediction will be. The technical director also suggests what number of pit stops is ideal for the race. Here you can view information about the track and live weather, which can be useful to know before performing test runs. Your technical staff also helps to refit worn out components on your car:
In the assembly tab you replace components that are worn out from a race or outdated if your design staff have produced a better performing component. The maximum number of motors a one driver team can have is 10 and is supplied 10 motors per 20 races.
The technical director also arranges your race strategy for you automatically. This can be altered if necessary (which you most likely will need to). Here the driver can perform 5 test runs and give you feedback to help set up the car for the race. Test runs completed in the same weather conditions that the race will have will produce the best possible set up. If you adjust your race strategy, you will need to decide what tyres to qualify on, as those same compounds will be the same tyres you have to perform your first stint on.
Ten minutes before a race, is the qualifier. It happens on its own with no way to watch it until the results are posted, at which point you can begin to live manage your race. You have 10 free trials of the live 2D viewer (above photo) where along with your own cars’ tyres and components, you can observe other drivers’ tyre temperatures and component degradation levels. The trial lasts for 28 days. If you don’t use them up after 28 days, they disappear.
The wrench and screw at the bottom right access your race strategy and can be adjusted. The bottom left area is where you can view your driver’s push level and consumption of fuel and tyres per lap, as well as health percentage lost (fatigue) per lap. Push level does not determine how well your driver overtakes. Push level allows you to instruct your driver to how hard they should push the car. Pushing too low can lead to cold tyres and slow laps and pushing too hard can lead to overheating tyres, slow laps, and excessive fuel and tyre consumption, as well as an unexpected or early pit stop.
After each race, whether or not you were able to live manage the race, you can see the results and data for your driver after the race.
Hopefully this helps! Everything else you see in the game, I’m sure you will figure out on your own!
As time goes on, the bottom of this post will be updated with tips, tricks, and advice that must be followed to combat some of the games downfalls.
- Do not use the hard tyres. The hard compound in the game is currently only useful in extremely hot weather (above 32 or 34 celsius).