In this update3
Full notes
Full Team Principal: A Racing Manager update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Performance
- Workshop
Team Principal: A Racing Manager changes
Hi everyone,
Thank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this in August), and I appreciate everyone sticking with it while I improve.
I’ve got some really exciting news about the first major post-launch patch. I like shipping updates in “big waves”: I’ll pick one core area, expand it heavily, then ship it alongside bug fixes and UI improvements. Wave 1 is a complete physics overhaul.
Patch 1: Physics Overhaul
This update replaces the current target-laptime approach with a fully simulated, realistic race model. Cars will behave like cars — slowing for corners, accelerating on straights, and responding to aero/engine/tyre changes in a way that’s consistent and extremely realistic.
What’s included:
A brand-new, realistic physics/race engine (top-to-bottom overhaul), and a full-practice session to monitor rivals potential setups, race pace, and to help build your own to see what the ideal setup is track to track (no mini games).
Unique car characteristics: weight, braking force, cornering performance, drag coefficients, etc.
Full engine modeling: horsepower + torque differences between engine packages
Tyre model upgrades:
longitudinal + lateral grip
tyre temperature effects (including temperature-driven grip changes)
Overhauled aero interactions:
dirty air / turbulence
slipstream / tow
DRS zones (optional in regulations)
Realistic setup options
Adjust wing levels, tyre pressures in an effort to find the best setup for the track.
See the tradeoff in real time (yes, your setups will ACTUALLY make a live difference depending on what you set, the trackmap and speedtraps will show :D)
On top of the core physics work, I’ve also been expanding tracks to support sector-by-sector timing, so performance is broken down more realistically across the lap (and you’ll be able to see where time is being gained or lost, not just the final lap time). I’ve already posted a few clips of the new system in action in the Discord.
Also coming in the same patch
Alongside the physics overhaul, I’m planning to include:
Expansions/improvements to staff and sponsors
A batch of UI improvements and bug fixes
Steam Workshop integration
Lightweight helpers/tutorials for anyone who’s been struggling to figure out how the game works (that one’s on me 😅)
Target release window
I’m aiming to ship this patch late February / early March.
Thanks again to everyone who’s played, shared feedback, and supported the launch. I can’t wait to get this next update into your hands.
Best, Patrick
Source
Changelog.gg summarizes and formats this update. How we read updates.
