Project Motor Racing
Steam News 20 May 20261d ago

Project Motor Racing — Update 2.0.0.4

Update 2.0.0.4 is now live for Project Motor Racing, bringing a wide range of improvements to physics and handling, behaviour of AI Opponents, multiple fixes, plus added support for more input devices. Further Enhanceme…

Update log

Full Project Motor Racing update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

10 fixes13 additions31 changes0 removals
  • Gameplay
  • Performance
  • UI and audio
  • Balance
  • Fixes
  • Maps
addedUpdate 2.0.0.4 is now live for Project Motor Racing, bringing a wide range of improvements to physics and handling, behaviour of AI Opponents, multiple fixes, plus added support for more input devices.
changedFurther Enhancements to LMDhAlong with that, the ECU has improved with a revised deployment and regeneration logic. These changes improve how the powertrain responds under acceleration and braking, resulting in cleaner gearshifts, more predictable energy recovery behaviour from the hybrid system.
changedFurther Enhancements to LMDhIn addition to upgrading the tyre model to match what other classes received since Update 2.0, and currently only in LMDh, brake heat transfer now feeds more accurately into tyre temperatures, linking braking workload more directly to tyre performance. Heavy braking zones will now contribute more clearly to tyre warm-up and temperature management, adding another layer of realism to race pace, consistency, and setup decisions.
changedSuspension and Progressive BumpstopFor cars that use the Multi-link type of rear suspension, the way the suspension communicates to the driver the surface of the road, and how the car is reacting, has been improved so that you can more easily understand and react in real time.
changedSuspension and Progressive BumpstopThe suspension’s progressive bump stop behaviour has been significantly improved to produce a more natural load build-up at the limits of travel. This helps the car feel more composed over kerbs, under heavy compression, and during rapid direction changes, while giving drivers clearer feedback near the edge of grip. This sets the foundation to expand in future updates, and of particular use for tuning aero pitch sensitivity on cars with more advanced aerodynamics.
addedSuspension and Progressive BumpstopTo help you understand what’s happening, a new bumpstop visual indicator has been introduced into the HUD. As a spring compresses into a bumpstop, the colour becomes progressively more red, indicating how close it is to its limit.

Update 2.0.0.4 is now live for Project Motor Racing, bringing a wide range of improvements to physics and handling, behaviour of AI Opponents, multiple fixes, plus added support for more input devices.

Steam post image

Further Enhancements to LMDh

Special attention has been given to the LMDh class with this update. Elevating the cars in this class to a much higher standard.

The ICE (Internal Combustion Engine) has been revised and been given a recalibration across all cars in this class, with updates to engine braking behaviour and fuel rate. This delivers more believable off-throttle response, smoother transitions into corner entry, and more representative fuel usage over race distance.

Along with that, the ECU has improved with a revised deployment and regeneration logic. These changes improve how the powertrain responds under acceleration and braking, resulting in cleaner gearshifts, more predictable energy recovery behaviour from the hybrid system.

In addition to upgrading the tyre model to match what other classes received since Update 2.0, and currently only in LMDh, brake heat transfer now feeds more accurately into tyre temperatures, linking braking workload more directly to tyre performance. Heavy braking zones will now contribute more clearly to tyre warm-up and temperature management, adding another layer of realism to race pace, consistency, and setup decisions.

Future updates will have this element expanded into other classes.

Steam post image

Suspension and Progressive Bumpstop

Substantial improvements have been made to the way the suspension behaves that further enhance the feedback between car and driver.

For cars that use the Multi-link type of rear suspension, the way the suspension communicates to the driver the surface of the road, and how the car is reacting, has been improved so that you can more easily understand and react in real time.

The suspension’s progressive bump stop behaviour has been significantly improved to produce a more natural load build-up at the limits of travel. This helps the car feel more composed over kerbs, under heavy compression, and during rapid direction changes, while giving drivers clearer feedback near the edge of grip. This sets the foundation to expand in future updates, and of particular use for tuning aero pitch sensitivity on cars with more advanced aerodynamics.

To help you understand what’s happening, a new bumpstop visual indicator has been introduced into the HUD. As a spring compresses into a bumpstop, the colour becomes progressively more red, indicating how close it is to its limit.

Steam post image

Keep reading for the full patch notes.

PHYSICS & HANDLING

  • Improvements made to all cars that use the Multi-link type of rear suspension.

  • Improvements made to steering response when using a controller.

PHYSICS & HANDLING – PER VEHICLE

  • BMW M3 GTR (E46)

  • Improved suspension geometry to be more accurate to the real-world counterpart.

BMW M4 GT3 (G82) EVO

  • Traction Control (TC) now enabled by default.

PHYSICS & HANDLING – PER CLASS

LMDH

  • Updated ICE (Internal Combustion Engine) including engine braking and fuel rates.

  • Updated ECU including shifting speed and deploy/regen logic.

  • Improved progressive bumpstops for suspension.

  • Heat dispersing from brakes now affects tyre temperatures.

  • Reworked handling model.

  • Improved tyre model.

  • New default setups.

MAZDA MX-5 TROPHY

  • Reworked handling model to more accurately match real-world specs.

  • Rebalanced grip levels for wet tyres.

  • New default setup.

N-GT

  • Improved Traction Control (TC) and Antilock Braking System (ABS) assist when enabled.

  • Improved tyre model.

  • Improved suspension model.

  • New default setup.

ART – VEHICLES

  • Improved driver overall animations, such as gear changing and hand placement.

Aston Martin Vantage GT3

  • Adjusted chassis around front tires to avoid clipping.

Chevrolet Corvette C7.R

  • Fixed an issue with the fuel light on the MoTeC system not displaying correctly while in cockpit view.

Ford GTLM GTE

  • Updated primary livery with correct sponsor logos.

Jaguar XJR-9

  • Corrected interior glow map in the cockpit view.

Mercedes-AMG GT4

  • Fixed an issue with rear view mirror displaying artefacts when in cockpit view.

Nissan Skyline (R34) JP2

  • Updated steering wheel with correct brand logos.

Toyota Supra JP2

  • Further updates to the car body, exhausts and fuel nozzle nodes, to accurately reflect the correct 2003 model.

TVR Tuscan T400R

  • Fix for overly reflective digits on the MoTeC system when in cockpit view.

Steam post image

ART – ENVIRONMENT

Kyalami Grand Prix Circuit

  • Adjusted car placement for pits to allow more space.

Lexington

  • Adjusted track limits and penalty system detection to prevent unfair advantage on flying laps.

AI OPPONENTS

  • Improved tyre wear to be more consistent and create more natural pit stops frequency.

  • Rebalanced behaviour and tyre wear for wet conditions.

  • Fixed an issue where AI Opponents tyre grip would not reset between sessions.

  • Further improvements made to when AI opponents are under blue flag conditions.

  • Lime Rock Park – Chicane layoutimproved racing lines and entry into the pits.
  • Northampton – Original Pits layoutimproved racing line.
  • Improved AI throttle and brake control.

GAMEPLAY

  • Start lights timing is now randomised for all modes.

  • Added option in the settings menu to change grass quality.

  • Added option in the settings menu to change windscreen quality.

  • Fixed an issue causing some players to soft-lock on a loading state in the Endurance Hall events.

  • Fixed an issue preventing players from accessing previously saved replays.

  • Updated pre-race and podium scenes so they are centred when using a widescreen aspect ratio.

  • Fixed an issue that would automatically disqualify the player from a race when they ran out of fuel during a session.

HUD & UI

  • Improved lighting and rendering for the car selection screen to better reflect cars’ materials.

  • Changed the class icon on the car selection screen to act as a button to access the class selection screen.

  • Fix for leaderboard failing to switch properly when transitioning from a qualifying session.

  • Fixed an issue with the leaderboard for race session to display correct order.

  • Fixed an issue preventing preferred units from displaying correctly in the Vehicle Setup menu.

  • ModHubadded sorting filters; categories, top rated, and most downloads.
  • Introduced “bumpstop” visual to the HUD tyres widget.

AUDIO

  • Improved Race Engineer voice lines when approaching a backmarker.

  • Improved Race Engineer voice lines when giving advice on tyre temperatures.

INPUT

  • Fixed an issue preventing custom input settings from saving correctly.

  • Added support to the following devices on the PC platform:

    • CubeControls Formula Wheel.

    • Pro Racing Simuladores Pedals.

    • Logitech RS Pro Pedals (as a separate device).

    • AW Tau Sequential Shifter V2.

    • Derek Speare Designs 12bit Controller.

GENERAL

  • The Eventhub page has been updated with next upcoming race and time within a series.

  • Information on track and number of laps added.

Thank you for your support. We hope you continue to enjoy Project Motor Racing.

Source

Steam News / 20 May 2026

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