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Patch notes · published by the developer

URS1 Latest Patch - 0.8.1

On Steam

URS1 — every race is its own race now

The biggest update since Early Access opened, and it starts with a confession. Until this build, the simulation ran every session off the same random stream — so qualifying handed you the same times session after session, and the same unlucky driver kept picking up the same damage race after race.
That is fixed. Alongside it: a safety car that actually bunches the field, a race you can watch back afterwards, a full race control log, and a pit wall that finally speaks up when a car is too broken to be worth running. Your existing careers load and continue.

Every session is genuinely different

  • Qualifying, practice and races now run on their own random stream each time. If you have been playing and thought the lap times looked familiar, they were — every session in every career was drawing from one identical sequence.
  • The same fault made one driver look cursed: incidents landed at the same point in that sequence every race, so the same car kept getting hit. Nothing was wrong with that driver.
  • Re-running a session after reloading gives you a different session, not the one you just had.

The safety car works like a safety car

  • The field now closes up and forms a single queue behind the safety car before the restart. It previously never quite formed, so the restart was not really a restart — the leader simply drove away from a field still strung out over a third of the circuit.
  • Lapped cars are waved past, and the period is called in once the field has actually formed rather than on a timer alone.
  • A long-standing accuracy fault in the classification is fixed: over a long neutralisation, a car's recorded position could drift tens of metres from where the car actually was, which let cars swap places in the timing screen while they were nowhere near each other on the road.
  • Cars no longer appear to drive through a car parked at the side of the track under a safety car. The parked car was being drawn back onto the racing line rather than where it had actually stopped.

Watch the race back

  • Press R on the results screen to replay the race you just ran. The whole race is recorded — every car's position, lap and status, from lights out to the flag.
  • Scrub through it on a timeline marked with the incidents: the safety car, retirements, contact, penalties, and anything involving your team. Getting to the moment it all went wrong is one click.
  • Play, pause, step a single frame at a time, and run it from a quarter speed up to four times speed.
  • Fast-forwarding a race still records it, so pressing F to skip to the end does not cost you the replay.
  • A race simulated straight from the weekend screen is not recorded — for those, the race control log below is the full account of what happened.

Race control, in full

  • Press E during a race, or on the results screen afterwards, for everything race control recorded — filtered by race control, incidents, pits, on track, weather, radio, or just your own cars, with a count on each.
  • The strip at the bottom of the race screen only ever showed the last thirty lines and vanished entirely once the race ended. Everything was being recorded; almost none of it was reachable.

The pit wall calls a broken car in

  • A car carrying serious damage is losing real lap time — as much as seven seconds a lap. Until now it would circulate to the flag regardless, and nobody on the pit wall ever mentioned it.
  • Your race engineer now tells you when a car is not worth the mileage, with the numbers behind it, and asks whether to retire it or keep it out. The decision is yours, and doing nothing keeps the car out.
  • Rival teams make the same call for their own cars, so a race with real damage in it thins out the way one should.

A race weekend that tells you its story

  • Session title cards, a starting grid card, and practice and qualifying summaries at the end of each session.
  • The knockout sheet shows the cut line, the margin to pole and where your cars sit.
  • Results now arrive as provisional first, then OFFICIAL, with a line saying what scrutineering changed — or that it changed nothing.
  • A post-race recap page picks out what actually mattered in the race, and the weekend carries its own story forward between sessions.
  • The chequered flag behaves properly: the race ends when the leader crosses, and every running car then takes the flag on its own next crossing. It used to end for everybody the instant the leader crossed, with the rest of the field still racing.

A camera that knows where to look

  • An automatic race director cuts to whatever is worth watching, instead of sitting on one car. Press A to hand it the camera.
  • It tells you why it cut: the camera label reads BATTLE #14 v #7, INCIDENT #3 v #9, PIT #2, FINISH #1, so you are never wondering what you are looking at.
  • Speed control now runs past its top manual speed into SMART, which drops the race back to real time by itself the moment something happens and then climbs back up a step at a time. Three settings: MAJOR EVENTS, FULL DIRECTOR, or PLAYER ONLY if you only want to slow down for your own cars.
  • Press - at any time for "hold on, let me look" — real time with a countdown, after which SMART takes over again.

A race that sounds like one

  • New trackside engine recordings, and a mix that responds to the race: the engines swell at lights out, drop away behind the safety car while the crowd fills the gap, swell again at the restart, duck for team radio, and ease down when you run the race at speed.

Corrections

  • The pit wall's prediction of where your car will rejoin after a stop is far more accurate — it now accounts for cars that are about to stop themselves and for the time spent driving the pit lane.
  • Team history no longer credits a new team with the history of an older team that happened to share its name.
  • Design and regulation screens now agree with each other about what next season's car will be: they were each using a different formula, one of them years out of date.
  • Mid-season regulation announcements are shown while you are designing, rather than arriving as a surprise.
  • The next-race planning bar could show you one option and charge you for another. It now shows and buys the same thing.
  • The tyre crossover warning waits until the field has genuinely been on the wrong tyre before it fires, instead of reacting to a reading that changes back a moment later — and it now names the change it means, so you get WETS -> SLICKS rather than just CROSSOVER.
  • The WEEKEND SO FAR panel no longer overlaps the pit plan on the race weekend screen.

Thank you to everyone who has sent feedback.

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