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Team Principal: A Racing Manager›Events›Update Patch Notes for 0.95 - The Physics Overhaul
Game update

Update Patch Notes for 0.95 - The Physics Overhaul

Team Principal: A Racing Manager · published 15 Mar 2026, 02:22 UTC

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🚨 **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.**

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