F1® 25

F1® 25

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Guide for absolute beginners
By Rain
This guide will help players who purchased a F1 game and have no previous experience of the game or have a single clue how F1 works as there is no proper tutorial in this game.
   
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Introduction
This guide is for people who bought this game thinking it would be a throttle, brake and steering racing game but find so many controls on the screen without any tutorial explaining the uses of each item. This is for casual gamers who directly want to jump into a custom game. This guide does not tell about tricks and tips.
Types of tyres and compounds
At each Grand Prix every team is given access to two specifications (or compounds) of dry-weather tyre. Unless conditions are wet, drivers must use both specifications during the race. "S" stands for soft tyres, "M" for medium tyres, "H" for hard, "I" for intermediate and "W" for wet tyres. C1 means compunds 1 where C1 is the hardest and C5 is the softest.

Softs - These tyres have the maximum amount of oil in them and provide excellent grip. Hence they are the fastest set of tyres. They deteriorate really quickly and don't last long. (Red)

Mediums - Theoretically this is the most perfectly balanced of all the tires, with an ideal compromise between performance and durability. As a result, it is very versatile, but often comes into its own on circuits that tend towards high speeds and energy loadings. This is a low working range compound. (Yellow)

Hards - These tyres provide very less grip but last really long. Typically used for 1 stop strategies. (White)

Intermediates - A variant between hard and full wet tyres. To be used when the track is slightly wet. Faster than full wets. (Green)

Full Wets - These tyres have full treads and are only to be used when it is raining or the track is really wet. Will deteriorate really fast if used in dry conditions. (Blue)

Over the race weekend, each driver has access to 13 sets of dry-weather tyres (seven of the harder ‘prime’ specification and six of the softer ‘option’ specification), four sets of intermediate tyres and three sets of wet tyres.

The other information regarding tyre change are not necessary for the game since they are automatically changed every session.
Multifunction display

  • 🔋 Fuel Mix :

    In F1 2025, fuel management is more streamlined, limiting player control over fuel modes during races.

    Lean Mode is only available in practice sessions, outlaps in qualifying, or when a lap is invalidated due to track limits violations.

    During races, fuel settings are restricted. Lean mode is only allowed under a Safety Car (SC) or Virtual Safety Car (VSC).

    Standard Mode is automatically applied in all other conditions—no manual switching.


  • ⚙️ Brake Bias :

    Controls braking force distribution between front and rear wheels.
    Recommended setting: ~59% front bias for stability.
    Front wheel lock-up? Lower it to 56-57%.
    Rear wheel lock-up? Increase to 62%+.
    How to spot it? Smoke from front wheels during braking indicates front lock-up.


  • 🛠️ Differential Settings:
    Regulates traction between rear wheels under acceleration.
    Recommended: 70%-75%, balanced for most tracks.
    Lower settings (50%-60%) improve traction but reduce grip—best for wet conditions or street circuits.
    Higher settings (80%+) give better grip but make traction loss easier—suited for fast dry circuits.


  • ⚡ ERS (Energy Recovery System):

    ERS boosts power by recovering energy from braking & turbo systems, adding +160 bhp to the car's output.
    F1 2025 uses only one ERS mode:
    Mode 1 - Overtake (higher power deployment for passing).
    ERS Indicators in MFD:
    "H" = Harvested Energy (regenerated while braking).
    "D" = Deployed Energy (limited per lap).
    "% value" = remaining ERS charge.
    Important: Once “D” reaches max capacity, ERS can no longer be used until recharged.
Drag Redcution System
DRS (Drag Reduction System) allows a car to reduce aerodynamic drag when following closely behind another car. If a driver is less than one second behind the car in front at the detection zone, they will gain access to DRS for the upcoming activation zone.

DRS is enabled by opening a flap in the rear wing, which normally creates downforce for corners but also produces drag on straights. By reducing drag, DRS makes the car more aerodynamic and increases speed.

DRS activation zones are placed exclusively on straights and are marked as "DRS" on the track. The activation happens when crossing the designated line, and the distance to the activation zone is shown in the MFD (Multi-Function Display) in orange numbers near your speed. You must manually activate DRS with a button press, and it switches off automatically when the zone ends. DRS is usually available from Lap 2 onwards but not during safety car periods.

To use DRS, the driver must be within one second of the car ahead at the detection zone. If the gap is within this limit, the system activates in the subsequent DRS zone, and the player will hear a beep notification when DRS is available.

Modern F1 cars are designed with precise aerodynamics to maximize airflow efficiency. However, when trailing closely behind another car, they experience “dirty air”—turbulent airflow that disrupts aerodynamic performance and makes the car harder to drive. This effect complicates overtaking, and DRS helps counteract dirty air, making overtaking more viable.
Flags
  • Yellow flag Means that there is debris on the track or a slow car and that you should be careful during that section till the green flag is waved. No overtaking is allowed in the yellow flag section as marked in the red circle in the above picture.

  • Red flag Means the race is stopped, and all cars must return to the pit. While rare in some games, it is a crucial flag in real motorsport.

  • Chequered flag Commonly used across all motorsport to signify the end of a session.

  • Blue flag Means the backmarkers (drivers who are lagging a whole lap behind race leaders) should let a fast car overtake. Failure to comply results in a penalty.

  • Green flag Means the sector is clear and you can continue racing.

  • White flag Signals that there is a slow-moving vehicle ahead, usually a recovery car or a car returning to the pits. Drivers should be cautious but are allowed to overtake.

  • Black and white diagonal flag A warning given to a driver for unsportsmanlike behavior. It’s basically a "final notice" before penalties kick in.

  • Red and yellow striped flag Means the track is slippery due to oil, water, or debris. It's not a caution flag, but it tells drivers to be extra careful in that sector.

  • Black flag with an orange circle Tells a driver that their car has a mechanical issue and they must pit immediately. If ignored, it leads to disqualification.

  • Black flag Waved along with the driver number, meaning that you have done some Forza Horizon-level crap on the track and you are eliminated from the game.

    I would'nt worry about penalities if I was a beginner since those are automatically deployed in the game and you don't need to do anything. You will automatically understand them once you play a few games.

    Happy racing!