In this update12
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
- Compatibility
- Performance
- Gameplay
- Fixes
- Balance
Team Principal: A Racing Manager changes
๐ TEAM PRINCIPAL โ v0.99c PATCH NOTES
A major update focused on building Oval into a complete standalone series, while expanding Formula racecraft, tyre systems, UI, tools, modding support, and stability.
๐๏ธ OVAL SERIES
Added an oval series as a separate playable series with its own data, managers, configuration, saves, rosters, schedule, tracks, assets, physics, systems, pit crew, and selection from the main menu. This is complete with a 45 car-grid, new entrants system, new development system, and complete realistic physics for oval racing (INCLUDING REFUELING!), on four different types of courses (Short, Intermediate, Superspeedway, Road Course). I am still attempting to get pack racing right. This series is unfinished, and acts as a beta for future expansion.
Some Highlights:
Drivers use five 1โ20 ratings: short oval, intermediate, superspeedway, road course, and control.
Each entry has four 1โ100 car packages: short oval, intermediate, superspeedway, and road course.
Packages each use chassis, drag, tyre wear, and reliability.
Added entry-specific performance: each driver uses their own entryโs package, not a team-wide car, more in-line with oval racing.
Reworked Oval teams, drivers, staff, sponsors, pit crews, engines/manufacturers, and entries into dedicated JSON-driven structures.
Added a varied Oval roster: four-car powerhouses, weak multi-car teams, single-car teams, part-time teams, 40+ drivers, additional staff, free agents, and inactive future teams, and manufacturers.
๐๏ธ FORMULA ADDITIONS
Added Formula multi-line racecraft:
Track corridors/racing lines can be defined on each track.
The AI can now perform physical lateral passing, change lanes to avoid dirty air, pick up slipstream, and realistic overtakes and defensive behavior.
Inside/outside corner behavior, line pace compromise, cross-lane dirty air, defensive moves are all present in the racing model now.
Added Formula blue-flag behavior in both practice, qualifying, and races now that leaders have to physically clear backmarkers:
Lapped cars identify approaching lead-lap traffic, and yield predictably, move to a safe lane, lift only after moving aside, and hold for connected groups.
Changed Formula practice/qualifying racecraft:
Out/in laps run realistically now at reduced pace.
Hot-lap cars can overtake traffic.
Non-push cars yield aggressively.
Interactive sessions retain dirty air, slipstream, and physical traffic, so timing runs is important!.
Added Formula weekend tyre allocations, similar to recognized rulesets:
Three regulation sets.
Physical tyre sets are now unique, with wear and reuse.
Added tyre artwork across tyre allocation, practice, qualifying, and strategy UIs.
Added Formula junior-series JSON assignments, allowing modders to explicitly place junior drivers in junior seats in mods.
Added the ability to define and add retired drivers to Formula roster data/history for statistics flavor.
Filtered Formula statistics so inactive future teams and never-raced drivers do not appear prematurely.
Added schedule-aware Formula performance reference calculations, replacing hard-coded chi projections for AI development, gap-to-leader, and projected gains. Your gap to lead should be reflective of the tracks on the schedule now.
๐ ๏ธ BUG FIXES, UI & QUALITY OF LIFE
๐ RACE & SESSION FIXES
Fixed qualifying tie ordering so the driver who sets an identical lap first remains ahead.
Improved qualifying AI run behavior, especially repeat Q2/Q3 attempts when tyres and elimination risk justify them. Removed run limit in knockout qualifying. Drivers who think they are safe will only make one run to save tyres now, etc.
Fixed Formula ERS becoming stranded on former drivers and incorrectly triggering build-limit errors.
Fixed Formula live save-editor performance edits so acceleration, braking, reliability, dirty air, and fitted chassis baselines actually update.
Fixed retired drivers/defunct teams showing โInternationalโ rather than their recorded nationality.
Fixed AI development packs without chi.json producing zero projected gains and stalled aero/spec development.
Removed obsolete AI_DEV_AERO_MAX_ACTIVE references after its constant was removed, preventing startup crashes.
๐บ๏ธ TRACK EDITORS & DATA TOOLS
Added Formula track-tracer nationality editing, corrected track-name/overtake-multiplier preservation.
Added San Marino across nationality pools, editors, regen generation, drivers, teams, and tracks.
๐ฅ๏ธ UI IMPROVEMENTS
Added shared smoother scrolling behavior across major Formula/Oval screens, including touchpad wheel support, horizontal navigation, scrollbars, drag support, keyboard fallbacks.
Added larger entry-selection controls in race UIs for teams with more than four entries.
Added Formula driver-comparison dropdowns, team logos/flags, and five-point skill radar chart.
Fixed Formula driver-comparison radar overlap/readability and simplified overall display.
Added strategy-help tooltips in Formula UI.
Added aero-development tooltip explaining developing versus upgrading and diminishing returns.
Added Formula aero-part sketch assets and layout improvements to aero dev screen.
Changed spectator snapshot text treatment for dark team colours.
๐ฎ PLANNED FOR SECOND PART OF UPDATE
A fuller owned Oval junior-ladder ecosystem: team-affiliated junior entries, program directors, simulated junior schedules, junior purses, lightweight development, and entry ownership.
A hotfix releasing today to fix a soft-lock in tyre allocations
Much more ๐
Thanks everyone!!
Source
Changelog.gg summarizes and formats this update. How we read updates.
