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Steam News5 May 20263mo ago

Patch 0.975

Hello everyone! Patch 0.975 went live on steam about a week ago! This update includes two entirely new editors, a refreshed track editor, some bug fixes, loading improvements, race speed improvements, and an additional

Full notes

Full Team Principal: A Racing Manager update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone!

What changed

4 fixes4 additions3 changes0 removals
  • Gameplay
  • Events
  • Performance
  • UI and audio
  • Fixes
addedPatch 0.975 went live on steam about a week ago! This update includes two entirely new editors, a refreshed track editor, some bug fixes, loading improvements, race speed improvements, and an additional vanilla roster to enjoy for the newest version of the game!
addedThis patch includes a completely new roster editor, allowing players to easily edit and monitor rosters. This includes teams, drivers, staff, engines, tyre and part suppliers, part behaviors, regulations, events, buyouts, schedules, junior series, and configuration of the game. This also includes a validation check to ensure that the mod or roster you create does not throw any json or game errors. Please note that I have not incorporated assets into this roster editor yet, and modders will still need to manually include logos/photos.
changedAdditionally, this patch includes a native save editor, allowing edits to team information, car performance, engines, driver/staff stats and contracts, calendars, and regulations mid-save, to allow players to experiment or create their own sandbox as the seasons progress.
addedRefreshed the track editor within tools. This track editor now allows you to directly load a PNG of a track background, convert the background to the raw game canvas, build the track, then fit the track to the view, so that users can build tracks on top of images now. Additionally, you may now hide the polyline from in game presentation
changed*Additional Improvements**
changedImproved race speeds by around 25% by going through my race engine with a spyglass and optimizing a lot of areas. Still looking to cut down more time over coming patches.

Team Principal: A Racing Manager changes

addedPatch 0.975 went live on steam about a week ago! This update includes two entirely new editors, a refreshed track editor, some bug fixes, loading improvements, race speed improvements, and an additional vanilla roster to enjoy for the newest version of the game!
addedThis patch includes a completely new roster editor, allowing players to easily edit and monitor rosters. This includes teams, drivers, staff, engines, tyre and part suppliers, part behaviors, regulations, events, buyouts, schedules, junior series, and configuration of the game. This also includes a validation check to ensure that the mod or roster you create does not throw any json or game errors. Please note that I have not incorporated assets into this roster editor yet, and modders will still need to manually include logos/photos.
changedAdditionally, this patch includes a native save editor, allowing edits to team information, car performance, engines, driver/staff stats and contracts, calendars, and regulations mid-save, to allow players to experiment or create their own sandbox as the seasons progress.
addedRefreshed the track editor within tools. This track editor now allows you to directly load a PNG of a track background, convert the background to the raw game canvas, build the track, then fit the track to the view, so that users can build tracks on top of images now. Additionally, you may now hide the polyline from in game presentation
changed*Additional Improvements**

Patch 0.975 went live on steam about a week ago! This update includes two entirely new editors, a refreshed track editor, some bug fixes, loading improvements, race speed improvements, and an additional vanilla roster to enjoy for the newest version of the game!

  • This patch includes a completely new roster editor, allowing players to easily edit and monitor rosters. This includes teams, drivers, staff, engines, tyre and part suppliers, part behaviors, regulations, events, buyouts, schedules, junior series, and configuration of the game. This also includes a validation check to ensure that the mod or roster you create does not throw any json or game errors. Please note that I have not incorporated assets into this roster editor yet, and modders will still need to manually include logos/photos.

  • Additionally, this patch includes a native save editor, allowing edits to team information, car performance, engines, driver/staff stats and contracts, calendars, and regulations mid-save, to allow players to experiment or create their own sandbox as the seasons progress.

  • Refreshed the track editor within tools. This track editor now allows you to directly load a PNG of a track background, convert the background to the raw game canvas, build the track, then fit the track to the view, so that users can build tracks on top of images now. Additionally, you may now hide the polyline from in game presentation

**Additional Improvements**

  • Improved race speeds by around 25% by going through my race engine with a spyglass and optimizing a lot of areas. Still looking to cut down more time over coming patches.

  • Added a load screen in weekends, so that the UI does not freeze up when entering practice or simulating sessions.

**BUGS**

  • Fixed year old chassis stats differing slightly dependent on when built

  • Corrected pre season bonus application

  • Fixed free partner engines costing money

  • Fixed test parts disappearing when unmounted. Thanks everyone!! The next patch will be my first major feature expansion since physics, and includes negotiations, more bug fixes, and some refinements I believe the game needs to continue to improve, so plan for a lot more content arriving soon :D

Source

Steam News / 5 May 2026

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