2. Then I took each attribute for each driver and totaled them up (i.e., I took and totaled all Race Ratings then averaged them)
3. Then I developed a table to roll on to determine a driver's rating for each skill (i.e., 1-15= 1, 16-40= 2 etc.). Each skill got it's own table. Highest rating was a 7 for one skill and 8, 9 for another.
4. I didn't bother doing a qualifying speed modifier or lead lap modifier as I didn't have sufficient data.
5. For qualifying, I used the optional table in the 1990's SC ATG set and then rolled 3d10 to get final placement of drivers.
I never attempted to do tracks.
I found it hard to understand some of the mechanics of the game, so I've put it on the sideline and went back to playing a competitor's race car game. Some day I may pull FAR out again and try to figure out the mechanics.