Full notes
Full Team Principal: A Racing Manager update
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What changed
- Events
- Gameplay
- Performance
Team Principal: A Racing Manager changes
🚨 **MAJOR UPDATE ANNOUNCEMENT** 🚨 @everyone
I dont even know where to begin when announcing this, so I’ll go over the highlights here and release **full patch notes later this weekend / early next week**. This has been, by far, my LARGEST undertaking, and the game feels incredibly different to me now. I want to say thanks to everyone who have helped make this steam launch as good as it has been, and I cant wait to see whats next direction wise after this patch. In addition, in the spirit of the real season, I have also created a vanilla-inspired 2026 grid with realistic performances to the real life season as it has just begun! I hope you guys enjoy it as much as I have enjoyed building this. (and yes, a clanker helped me write this announcement. My fingers are tired from coding lol)
## 🧠 Complete Physics Engine Overhaul
The update I am **most proud of** is the **complete top-down rebuild of the physics engine and race simulation**.
Previously, sessions relied on **target lap times**. Now, lap times are **generated dynamically** using:
Cornering speeds * Acceleration * Braking
This means **every lap is calculated live based on the car and driver performance**, completely transforming how sessions play out.
### New systems tied to this:
🔧 **Dynamic Car Setups**
Affect cornering speeds * Straight-line speed * Braking performance * **Tyre heating** *(new)*
🏁 **Free Practice Sessions**
Occur before qualifying * Allow you to dial in setups * Analyze sector performance * Compare **sector times and speed traps with rivals**
👨✈️ **Driver Traits Now Affect Physics**
Driver skill is now integrated directly into the simulation:
**Braking rating → affects actual braking performance** * **Cornering rating → affects real cornering speeds**
Drivers are no longer just modifiers to lap time — their skill now **interacts directly with the physics calculations**. ## 🏎️ Completely Reworked Car Development System
The **entire development system and car attributes have been rebuilt**.
The old attribute system has been replaced with a **1–100 rating scale**, along with several **new attributes**, including:
Acceleration * Braking * Car weight * Engine weight * Realistic horsepower ratings for each engine supplier
Development has also been redesigned. Managers now choose **different development focuses for both current and next season projects**, allowing you to shape your car’s philosophy.
Want a car that:
Hits **350 KPH on the straights**, or * Flies through **low-speed corners like it's on ultrasoft tyres**?
That’s now **your choice**.
Combined with setups, you can now **build cars suited to specific tracks and performance philosophies**.
## 👥 Staff System Overhaul
The staff system has been rebuilt with **six important roles**:
Chief Designer * Technical Director * Head Aerodynamicist * Head of Engines * Head of Dynamics * Chief Mechanics
Each role now plays a **meaningful role in development and performance**.
⚙️ **Engine suppliers now compete for staff as well.** Third-party engine manufacturers will compete with factory teams for **Head of Engines talent**, influencing engine development progress.
Engine development itself is now a **passive project**, handled by your **Head of Engines and engine plant staff**. ## 💰 Sponsor System Updates
Sponsors have also been **lightly reworked**.
Sponsors now belong to **different industries**, which can experience **boom or bust cycles**.
This means:
📉 Industries in downturns may cause sponsors to **terminate contracts early** 📈 Booming industries will bring **more sponsor opportunities**
## 🏁 Track Overhaul
All **18 vanilla tracks** have been **rebuilt from the ground up** to work with the new physics system.
Each circuit now has **unique performance preferences**, meaning certain car concepts will perform better depending on the track layout.
## ⚙️ Driver Aids & Event Rework
Driver aids must now be **researched and physically installed on cars** before they can be used.
Additionally:
**Every single event in the game has been reworked** * Technical regulations now dynamically influence **car concepts** * **Regulation changes occur every few seasons** to shake up the grid
Events now have **very different impacts compared to version 0.902**.
## 📜 Regulation Updates
New regulation features include:
Minimum chassis weight rules * **DRS implementation** * Fixed bugs involving **seasonal engine and gearbox allocation limits**
## 🧩 Miscellaneous Additions
There are also a **ton of smaller improvements**, including:
Welcome emails explaining game systems * A new **Contracts Center** screen showing all contract details in one place * Lock-ups * DRS * Slipstream * Enhanced dirty air
This update also **greatly improves moddability**. ## 🐞 Bug Fixes
Alongside everything else, this update includes:
**~25 reported bug fixes** * Several smaller issues and annoyances I personally wanted to clean up.
📋 **Full patch notes will be posted later this weekend / early next week.**
I’m really excited for everyone to try this version — this update **completely changes how the game plays from session to session.**
Source
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