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Team Principal: A Racing ManagerNewsv0.991 Patch 3
Game update

v0.991 Patch 3

Team Principal: A Racing Manager · published 1 Sep 2026, 02:46 UTC

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v0.991 Patch 3

Hello! This is another patch primarily focused on major optimizations, light additions, and bug fixes. Can't WAIT to start getting through some of these ideas I have seen from you guys into the game, and to continue refinement of the oval series! Some super exciting ones I see in there. Thanks everyone!

Additions

  • Added clickable driver, staff, and team hyperlinks across most management screens, with full back-navigation support for convenient browsing.
  • Added more realistic qualifying timing, drivers who cross the line with 0 seconds left will not be able to record a hot lap, including late-release risk, warnings, AI timing improvements, and driver radio reactions.
  • Added relationship and nationality effects to driver negotiations, so drivers with higher team relationships will slightly bias to those teams.
  • Added Cornering Speeds telemetry across sessions and data exports, in a similar format to speed traps. Now, you TPs can analyze every competitors average Apex speeds AND top speeds around a lap, both live and in data logs.
  • Improved Move Over team orders so yielding drivers create a more realistic gap and do not immediately fight back.
  • Improved tyre negotiation UI clarity when contracts are taken.
  • FINALLY, WELL OVERDUE, i have eradicated the little pygame animal once and for all, and added TPs logo to the .exe. Goodbye you little creature.

🐛 Bug Fixes

  • Fixed several tyre negotiation issues involving unavailable contracts, incorrect labels, hidden failure messages, contract selection, and button hitboxes.
  • Fixed manufacturer buyouts and HQ investments incorrectly upgrading, downgrading, or missing facilities.
  • Fixed Chassis History showing incorrect end-of-season cars and improved chassis save persistence.
  • Fixed multiple year-old chassis and regulation weight issues, including incorrect fallback weights and regulation adjustments.
  • Fixed Save Editor vehicle weight handling, including modded and historical regulations.
  • Improved development feedback when chassis attributes have already reached their potential.

⚙️ Optimizations & AI Improvements

  • Fixed a TONNNN, like, over 15+ misc. UI bugs. Big thanks to a fellow programmer in the community who has been helping tag teaming some of these with me. The game should look a LOT more polished. As a reminder, I will be continuing to overhaul ugly ass UI's. (negotiation screens are in my sights)
  • Reduced unnecessary race CPU usage drastically by limiting excessive OpenMP thread activity, which also has sped up races (for me at least) by a noticeable amount.
  • Improved qualifying AI release timing, so ai will risk missing the clock sometimes while holding out for late-session track-evolution strategies.
  • Improved AI driver-market decision making, particularly when comparing similarly suitable drivers and contested offers.
  • Improved chassis synchronization and persistence without affecting existing development, manufacturing, fitting, or performance systems.

- Cookie

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