Team Principal: A Racing Manager · published · build 25337383
Hello everyone, I completely forgot to put v0.99.2c patch notes on here. Whoops! I have been moving extremely quick lately, and have been highly motivated to make sure this game is in the best state possible. Thank you guys for continuing to provide me motivation to work on this game at haste :) Below are patch notes for both! I wanted to mention, we added a new telemetry UI to races! As if the UI wasn't too data driven already! This is a pit-wall like view to races that provides you guys better access to live data, pit projections, etc., driven by real pit-wall layouts! I hope you guys enjoy it. It is toggleable on the top right of race views. More data is always better!! This is a toggleable view. (for windows only atm)
Expanded car setup UI - Completely expanded the setup UI within sessions to provide more data, driver feedback, and information relaying how on-base you are with setup curation.
Moved finished drivers above active runners in the timing table. Added classification-based finishing positions with podium colors.
Improved engine and tyre logo sizing in the team lineup screen.
Fixed valid reserve-driver approaches being blocked when both main seats were filled. Negotiations now retain the selected main/reserve role.
Fixed completed parts negotiations failing to expose the signing action and resetting when revisited.
Fixed a hover-related type-error crash in the performance screen.
Fixed new Oval careers and saves depending on the selected Formula roster; they now use their own Oval pack and independent shared-data baseline.
Fixed AI teams with genuinely free partner-engine supply failing to replenish fresh engines. AI Partner teams, if the regs allow them to and they have free engines, will buy literal DOZENS of them.
Fixed non-positive team balances preventing genuinely free engine purchases.
Optimized race-physics and strategy calculations, in an effort to make races run smoother & quicker.
Improved blue-flag warning timing, move-aside behavior, and assistance for stalled lapping situations.
Improved leaders’ willingness to pass cars already yielding to them.
Improved refuelling strategy evaluation to avoid unnecessary scheduled stops when continuing is quicker.
Improved longer-stint selection and reduced unnecessary variation toward extra-stop strategies.
Added an overtaking-difficulty allowance to AI pit scoring, making extra stops less attractive on difficult-to-overtake tracks, especially with refueling.
Added the first ~10 supporter pack requests to all vanilla rosters 😄 thanks again for that guys - i greatly appreciate it
Race telemetry screen: detailed timing, pace comparisons, lap history, GPS data, weather, sector comparisons, independent strategy views, pit estimates, and driver controls, live sector timings.
Sponsor save-editor tab: added ability to edit sponsors for all teams, including title sponsors.
Colored race-log headers: event log-specific colors for overtakes, fastest laps, retirements, incidents, pit stops, and more.
I noticed all of a sudden qualifying radios were gone in my own playthrough. Restored qualifying effort radio messages, including mistake/aborted-lap reactions.
Corrected qualifying lap-history gaps to compare each lap against the session-best time instead of accumulating differences.
Improved blue-light filter performance, including the faster Low setting.
Allowed temporary current-season reserve signings when next season’s reserve is already contracted; deals end at the season boundary.
Enabled player tyre-pressure adjustments on the grid, locking them when the start sequence begins. Thanks everyone! I LOVE working on this game and hope you all enjoy it as much as I do! More news to come.