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Hello Team Principals! (is that catchy?) I would like to release my patch notes for the newest build - v0.99b! This patch includes various new features, optimizations, UI overhauls, and lots of bug squashing. I will break out the new features below to look forward to in this update. I hope you all enjoy, and as always, feel free to relay feedback or bugs to me so I can address them. Im going to take a different approach to these patch notes this time around, as my documentation log on bug-fixes was lost, so this will focus on features and improvements in this version.
ERS systems can now either be disabled, spec, or open in regulations. Open regulations are enabled within the default26 roster, and spec in others, and are a new development option for teams looking for extra performance. Teams each individually develop their batteries, and can upgrade recharge, battery capacity, deployment efficiency, reliability, and most importantly, deployment power. Each team will begin with unique batteries, and prove to be hidden strengths (Mercurion...) and weaknesses (Ashton) for others!
ERS systems can now also fail during races, disabling deployment for the remainder of the event. This will mean drivers will be down on power for the remainder of the race.
ERS and driver-aid staff have been replaced by unified Technical Staff, through the CFD centre, who can contribute either to chassis and aero, OR ERS and driver aids. It is up to the Team Principal to determine which department gets these important staff members. CFD Centre upgrades now increase Technical Staff capacity, while Wind Tunnel staff remain focused on chassis and aerodynamics.
Spec B chassis are a new type of in-season chassis development for teams who wish to see large swings mid-season. They are a MASSIVE investment of resources, but may provide huge in-season swings if you have a better technical team than your current car suggests. Expect AI teams with capacity to develop these as well, and expect some huge swings from certain teams.
AI teams now make SIGNIFICANTLY smarter wet-weather decisions based on weather duration, tyre suitability, pit-stop payback and changing conditions. Additional safeguards reduce unnecessary stops and prolonged use of unsuitable tyres.
Drivers can now encounter occasional paddock events involving rivalries, sponsorships, personal situations, breakthroughs and personality changes. These events can temporarily affect morale, confidence and relationships, and even add or take away certain driver or personality traits! The list of these events is available within the text file in the data folder.
Players can now assign a long queue in the factory, which will then automatically be built by engineers rather than having to manually assign. Players may still set staff manually, but unused capacity will roll into queued projects and be auto-completed.
The race event log can now be opened into a searchable, scrollable full-session archive.
The Finance, Stock Market, and Team by team budget screens have been top-to-bottom overhauled completely. I hope you enjoy it! Additionally, I have added factory builds to the dashboard UI for easy viewing. Personnel centre has also seen some minor revisions. Additionally, spectator mode has the modernized team dashboard now! (Also added a couple tooltips for new players in dev/finance, will add more)
Self explanatory. Saves can now be deleted on the load save screen. Hooray!
Teams can now be given different starting cash amounts from the teams.json file, rather than every team starting on 20m.
The complete race event log history in races can now be clickable and viewable, so that players can follow events closer. Additionally, removed the overtake spam of drivers who DNFed.
SIGNIFICANTLY decreased menu clunkiness and load-times, and have significantly sped up week to week transitions, and testing and practice simulations by over 50%. The game runs significantly quicker and smoother in this version.
I have killed off 13 bugs reported on discord, and 1 reported here on steam, and made optimizations around them. I have not had the time to draft the specifics, but if your report has been closed, your issue has been addressed by me. As always, thanks everyone! I love working on this game, and have been very happy to add some highly requested items this iteration. I will be working SOLELY on a mac build this upcoming week after this update, thanks for your patience apple users! Best, Patrick
Hello all, small maintenance patch before I take the weekend off for the holidays here in the states! Build will be live this evening. Saves will be fine, mods do not need to be updated either! No changes needed, just a more bug-free game!
**Team Principal v0.99a**
**Add-Ons**
- Expanded tutorial further and added a "skip module" button to skip certain sections.
- Overhauled schedule UI and misc. development ui (to be continued)
**Fixes**
- Fixed KeyError crash that could trigger in testing and practice sessions
- Fixed incorrect staff displaying on next chassis development screen
- Made small fix to academy UI to make sign prospect button work
- Added "main menu" back button to dashboard ui
- Fixed Q1-Q3 weather to not repeat itself each session
- Fixed endless penalties when going over engine or gearbox limit. Drivers will serve the penalty once, then clear any further penalties for that specific part, like real life.
- Fixed statistics resetting after season 1 completes.
- Fixed aero acceptance email soft-lock if no staff were assigned to project.
Thanks everyone!
Good evening! The new version of Team Principal (v0.99..i need to change my numerical digits as we are creeping up to 1.0 hahaha) will be published on steam shortly as the MAIN version! This version is a light-weight update, but packs significant UI changes and deepens a couple areas of the game, as well as bug fixes as always! The existing version will remain playable in steam. Here are my quick spark-notes on the big changes, with specific patch-notes to follow later in. There are a LOT of changes not mentioned here.
SIGNIFICANTLY revamped dashboard UI. This is a complete change, and I have had to completely tear down and re-implement this UI. I believe this looks a LOT better and will be the standard of my UI's going forward in future updates.
Beginnings of a guided tutorial for new players, with a toggle on in the settings to show a guide. This covers about 15% of the game so far and I will continue to expand it to a full tutorial in future updates.
Simulated Races are 99% (yes actually) faster. They are now a usable feature of the game and can be used to quickly simulate seasons.
Pre-Season testing is now an immersive, unique session experience (if you choose), with various testing programs you and the AI teams can aim to achieve to improve key areas of your car prior to the season beginning.
Academy UI has been overhauled, and minor changes to standings pages.
new default23 roster to compliment the 4 existing vanilla rosters.
On a sidenote: this game has blown up a bit over the weekend, and I want everyone to know I will not stop improving this game until it is THE standard in this genre for depth, and enjoyable, immersive gameplay. I will never be able to match the beautiful UI and graphics that the larger games have, but I hope to make up for that in other ways. Thanks for your continued support and advice everyone!! - Patrick/Cookie
Hello everyone, my next version has finally arrived. These are larger updates than the previous two, and have taken me a bit longer. I hope you all enjoy these changes as I have enjoyed making them! (please excuse any formatting errors this has been copied from discord). I truly appreciate you all and I hope to continue to improve this game iteration by iteration. Thanks everyone!! you are all the best.
This update focuses on making drivers, cars, and race incidents feel more personal, more dynamic, and more interconnected. Driver relationships now influence negotiations and on-track behavior, car setup now interacts with driver preferences, collisions have more varied outcomes, and several long-standing development, warehouse, statistics, and UI issues have been cleaned up.
Drivers now have evolving relationships with other drivers and teams. Relationships can create rivalries, friendships, loyalty, jealousy, and tension, with long-term consequences across the save. These relationships now influence both the sporting side of the game and the contract market. Driver relationships can affect:
Crash frequency
Willingness to join or renew with a team
Interest in driving alongside certain teammates
Refusal to accept second-driver status
Salary flexibility
Prestige requirements
Loyalty to current teams
Reaction to team orders, collisions, reliability failures, wins, podiums, championships, and tenure
Relationship data is now shown in the personnel centre, negotiation screens, and roster editor, including flags, team colors, sorting, and sparse relationship editing support within the roster editor for players & modders. Negotiation screens have also been touched up a bit for this update to encompass the new changes.
Driving Style SystemDrivers now each have different balance and traction preferences, while cars derive balance and traction from chassis concept and setup choices. Driving style now affects performance across practice, qualifying, and races:
Balance mismatch reduces cornering speed
Traction mismatch increases spin risk
Traction mismatch also increases tyre wear
Setup screens now show live balance and traction bars, including driver preference markers, so players can tune the car around each driver’s style, whilst trying to find the fastest setup overall. Both players and AI now have to find that balance between driver comfort and car performance. Driver negotiation and personnel centre screens now display each driver’s balance and traction preferences.
Collisions now have a much wider range of outcomes instead of always forcing both cars to retire. Possible outcomes now include:
Double retirements
Single-car retirements
Minor contact
Spin contact
Front wing damage
Collisions can now occur in practice and qualifying at reduced probability, with reduced relationship and morale impact. Rivalries and friendships can also influence collision probability, with rivals more likely to clash and friendly drivers less likely to make contact.
Contact can now damage front wings, slowing the car until repairs are made. Front wing damage has four severity levels:
Minor
Moderate
Severe
Destroyed
Each severity level applies a larger cornering-speed penalty. Players and AI teams can now replace damaged front wings at pit stops from the setup UI, using available warehouse stock. AI teams will also account for wing damage when deciding whether to pit, including late-race stay-out logic and safety car opportunities. Destroyed front wings are now properly removed and shown as unusable warehouse parts after races.
Classified Retirements - Cars that retire after completing at least 90% race distance can now still be classified. Classified retired cars:
Keep position based on laps completed
Can score points if eligible
Display laps-down gaps correctly instead of total race time
DRS now automatically disables when track wetness rises above the configured threshold and re-enables when the track dries. Race control logs these messages in the event log.
Setup screens now include a track characteristics popup, helping players understand the current circuit profile while tuning the car. The car setup screen also now displays live balance and traction values, updating as setup choices change.
The roster editor now supports more advanced editing and comparison tools. New roster editor support includes:
Creating engine suppliers directly from the editor
Editing collision outcome weights and settings
Comparing pecking order by overall performance or individual performance attributes for teams (this is my favorite lol)
Editing driver/team relationship data
Improved sponsor amount bracket layout
Preserved starting sponsor contract lengths instead of resetting them to 3 years
Bug Fixes
Fixed sponsor same-industry penalties applying against current-season sponsors when negotiating next-season deals.
Fixed engine partnership and free-supply logic so free engine supply only applies to eligible teams.
Fixed engine stats resetting or changing after save reload.
Fixed starting sponsor editor behavior resetting sponsor contracts to 3 years.
Fixed overly large driver and staff performance bonuses causing extreme financial exposure.
Fixed AI financial projections ignoring expected driver/staff performance bonus costs.
Fixed junior-series results being counted in main-series driver statistics.
Fixed hidden driver talents leaking into academy and driver centre screens without a level 5 driver centre.
Fixed roster editor driver traits being glitchy and allowing duplicate trait selection.
Removed temporary realistic-relationship generation tooling.
Fixed relationship UI headers, sorting, flags, team colors, long text overflow, and editor overlap issues.
Fixed driver negotiation career-history scrolling and scrollbar placement.
Fixed qualifying DNQ behavior where drivers with no qualifying participation could still be placed into the race.
Fixed AI/player weekend car preparation using contractual main drivers instead of actual entered drivers.
Fixed final-lap incident ordering so cars already across the finish line cannot retire before classification.
Fixed classified retired cars displaying total time instead of laps-down gaps.
Parts, Warehouse & Front Wings
Fixed race cars and parts disappearing from the warehouse UI when drivers were injured, expired, or replaced.
Fixed stranded parts and engines not being recoverable when entrants changed.
Fixed false DNS and long-term reliability issues caused by stranded equipment.
Fixed AI aero projects being blocked by requiring full lifetime cost upfront instead of immediate/near-term affordability.
Fixed preseason chassis bonuses not being applied canonically to fitted/current chassis baselines.
Fixed preseason bonuses not matching physical chassis values.
Fixed future chassis development affecting active current-season live chassis stats before the chassis was fitted.
Fixed shallow chassis effect copies causing shared nested metadata/effect consistency issues.
Fixed fitted-car rating caps using unrelated or future chassis potential instead of the fitted chassis design’s potential.
Fixed current/future chassis UI and reporting inconsistencies around projected reliability and baseline values.
Fixed chassis concept phase progress resetting when staff allocation changed.
Fixed chassis prototype phase progress bar disappearing after staff reallocation.
Fixed practice/session chassis condition UI showing a different percentage than the detailed condition popup.
UI & Editor Fixes
Fixed engine market vertical scrolling when too many suppliers are present.
Fixed team select screen lacking scrolling when too many teams exist.
Fixed statistics season review scrollbars overlapping logos.
Fixed sponsor amount bracket UI layout and readability.
Fixed relationship UI overlap and long-text readability issues.
Fixed debug/test cleanup before release, including unused pytest files and noisy debug prints.
Driver performance bonus ranges have been reduced significantly. Staff performance bonus ranges have been reduced even further than driver bonuses.
AI teams now budget for expected performance bonuses based on recent results, reducing surprise financial exposure. This is what was causing large AI teams to go bust, and have been fixed.
Informational Relationships now influence both racing and negotiations. Relationship effects include:
Rivalry-based collision probability increases
Friendly-driver collision probability reductions
Teammate preference modifiers
Renewal willingness changes
Second-driver refusal logic
Team loyalty modifiers
Prestige requirement changes
Salary flexibility changes
Relationships now evolve from:
Collisions
Team orders
Private testing requests
Driver status clarity
Team performance
Wins
Podiums
Championships
Driver/team tenure
Reliability failures
Championship fights
Driving style mismatch now affects real performance:
Balance mismatch reduces cornering speed
Traction mismatch increases spin risk
Traction mismatch increases tyre wear
Hello everyone!
Patch 0.975 went live on steam about a week ago! This update includes two entirely new editors, a refreshed track editor, some bug fixes, loading improvements, race speed improvements, and an additional vanilla roster to enjoy for the newest version of the game!
- This patch includes a completely new roster editor, allowing players to easily edit and monitor rosters. This includes teams, drivers, staff, engines, tyre and part suppliers, part behaviors, regulations, events, buyouts, schedules, junior series, and configuration of the game. This also includes a validation check to ensure that the mod or roster you create does not throw any json or game errors. Please note that I have not incorporated assets into this roster editor yet, and modders will still need to manually include logos/photos.
- Additionally, this patch includes a native save editor, allowing edits to team information, car performance, engines, driver/staff stats and contracts, calendars, and regulations mid-save, to allow players to experiment or create their own sandbox as the seasons progress.
- Refreshed the track editor within tools. This track editor now allows you to directly load a PNG of a track background, convert the background to the raw game canvas, build the track, then fit the track to the view, so that users can build tracks on top of images now. Additionally, you may now hide the polyline from in game presentation
**Additional Improvements**
- Improved race speeds by around 25% by going through my race engine with a spyglass and optimizing a lot of areas. Still looking to cut down more time over coming patches.
- Added a load screen in weekends, so that the UI does not freeze up when entering practice or simulating sessions.
**BUGS**
- Fixed year old chassis stats differing slightly dependent on when built
- Corrected pre season bonus application
- Fixed free partner engines costing money
- Fixed test parts disappearing when unmounted. Thanks everyone!! The next patch will be my first major feature expansion since physics, and includes negotiations, more bug fixes, and some refinements I believe the game needs to continue to improve, so plan for a lot more content arriving soon :D
Hello everyone !
Not sure what to call this patch, I am thinking 0.97 or something. No clue 😄 but I am releasing the new 0.97 patch tonight! This update focuses on optimizations, bug fixes, and light expansion of features. This will be one of my last patches where I MAINLY focus on optimization, I will continue to overhaul features in the next updates going forward and more features will be added. This patch makes the game much more bug-free, and I have tested up to season 40 with no issues (kill me). Simulated races are still very slow, for which I apologize. This will be something I focus on fixing. Anywways, see below for patch notes! This update will be live within the next hour or so on steam :D. Some high priorities for the game going forward after this update
- Negotiation system overhaul for drivers/personnel
- In-game editor
- Database editor
- Speeding up races and simulated races
Thank you everyone for your patience & understanding! I will be working on this game a lot the next few months as I have more time to do so 😄 **New Features / Expansions**
- Added a full in-depth ERS / battery system as a regulation setting across practice, qualifying, and race, including automated deploy modes per track, regeneration behavior, UI controls, regulation toggles, and AI support. ERS Improves acceleration massively when being deployed. Full attack is around 1.5s quicker than no deploy around a lap. Further expansion of this feature to come.
- Added intelligent AI use of engine power modes in race and practice.
- Added intelligent AI ERS mode management in race and practice.
- Added qualifying crash risk on hot laps to create more session variability.
- Added practice-based 107% steward exemptions so drivers can still be allowed to race if they showed sufficient pace outside qualifying.
- Added player `Manual / Automatic` control toggles for pace, engine, and ERS management in race and practice.
- Refreshed the race, practice, and qualifying driver-panel UI with cleaner controls and more prominent live systems to factor in the ERS.
- Enabled fixed-header scrollable timing tables in practice and qualifying.
- Refreshed the options screen top-down, it is modern now, and added descriptions for all settings.
- Added AI aero development **difficulty** as a new gameplay option.
- All vanilla tracks now have full track art. Introduced a large oval that can come into the calendar on calendar switch events..have fun 😉
- **Added offseason team switching so the player can choose to remain at their current team or take over another eligible team for the new season**. **Game Optimizations**
- Made dots a little bigger in weekends, so more emphasis is on them.
- Expanded AI race-week equipment logic so main drivers are prioritized correctly, reserve equipment can be reclaimed, and reserve cars still receive the best remaining legal engine and chassis. This should fix the bugs where AI will show up to weekends without a chassis and DNS.
- Further cythonized and kernelized race-simulation hot paths, especially around ERS overlap/deploy math and realistic-physics prep in an effort to reduce lag. Unfortunately, on 5x speed there is still heavy lag, and i recommend on 4x or lower.
- Messed with all DNF chances and wear rates in the parts jsons to ensure there are no excessive DNFs late season. (this will fix the mass DNF bug -- extensively tested) I suggest mods utilize a similar structure to this new wear settings, and for historical accuracy, bump up DNF rates from these parts.
**Bug Fixes**
- Fixed AI engine assignment cases where mains could remain on worn engines while reserves blocked access to fresher units.
- Fixed race live speed and speed-trap reporting so ERS effects show up accurately.
- Fixed race wear being committed if a player exited a race before it finished.
- Fixed qualifying hot-lap crashes so the crashed lap does not count as a valid lap time.
- Fixed practice/qualifying timing-table scrolling behavior.
- Fixed track-map marker sizing inconsistencies across sessions.
- Fixed the mismatch between the track tracer’s background fitting and how tracks render in-session. (New track editor being released tonight)
- Made factory scrollable if you design too many parts
- Fixed AI randomly pitting about 20 times in wet races for the love of the game. AI are a bit lethargic in wet-dry-wet-dry races still. This is a continuing gripe of mine, but this should fix a lot of the ai issues in wet races
Hi everyone,
Thank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this in August), and I appreciate everyone sticking with it while I improve.
I’ve got some really exciting news about the first major post-launch patch. I like shipping updates in “big waves”: I’ll pick one core area, expand it heavily, then ship it alongside bug fixes and UI improvements. Wave 1 is a complete physics overhaul.
This update replaces the current target-laptime approach with a fully simulated, realistic race model. Cars will behave like cars — slowing for corners, accelerating on straights, and responding to aero/engine/tyre changes in a way that’s consistent and extremely realistic.
What’s included:
A brand-new, realistic physics/race engine (top-to-bottom overhaul), and a full-practice session to monitor rivals potential setups, race pace, and to help build your own to see what the ideal setup is track to track (no mini games).
Unique car characteristics: weight, braking force, cornering performance, drag coefficients, etc.
Full engine modeling: horsepower + torque differences between engine packages
Tyre model upgrades:
longitudinal + lateral grip
tyre temperature effects (including temperature-driven grip changes)
Overhauled aero interactions:
dirty air / turbulence
slipstream / tow
DRS zones (optional in regulations)
Realistic setup options
Adjust wing levels, tyre pressures in an effort to find the best setup for the track.
See the tradeoff in real time (yes, your setups will ACTUALLY make a live difference depending on what you set, the trackmap and speedtraps will show :D)
On top of the core physics work, I’ve also been expanding tracks to support sector-by-sector timing, so performance is broken down more realistically across the lap (and you’ll be able to see where time is being gained or lost, not just the final lap time). I’ve already posted a few clips of the new system in action in the Discord.
Alongside the physics overhaul, I’m planning to include:
Expansions/improvements to staff and sponsors
A batch of UI improvements and bug fixes
Steam Workshop integration
Lightweight helpers/tutorials for anyone who’s been struggling to figure out how the game works (that one’s on me 😅)
I’m aiming to ship this patch late February / early March.
Thanks again to everyone who’s played, shared feedback, and supported the launch. I can’t wait to get this next update into your hands.
Best, Patrick
It’s been an incredible journey getting to this point, and I truly can’t thank everyone in the community I have for the support that made this possible. This launch is a huge milestone, but it’s only the beginning. I have so much more planned for this game, and I’m incredibly excited to keep building, improving, and expanding it in the weeks and months ahead. There are some beautiful updates already in the works, including a major physics overhaul and additional features that I can’t wait to share with you.
I want to give a massive shoutout to the amazing mod-makers who have helped shape this project, and especially Little0nion for contributing a huge amount of the artwork you see throughout the game. This project has always been community-driven, and it genuinely would not be what it is without the community.
Steam Workshop integration is coming within the next few days, but for now, players can continue to download and play mods through the existing community discord channel until that goes live. I highly recommend anyone not in the discord to join, as there is a lot of ample advice, mods, and knowledge regarding the game. For those of you who purchased the game on itch.io, I’ll be sending out Steam keys over the next 24 to 48 hours via email or Discord DMs — thank you so much for your patience while I get those sent out!
One small request: if you’ve been enjoying the game, especially if you’re transitioning from itch to Steam, please consider leaving a positive review. Reviews make a huge difference for visibility and long-term success on Steam, and they truly mean everything for a small indie project like this. And as always, if you have any concerns, questions, or feedback, especially if you’re new please reach out to me directly either through the community hub, or the discord server. I’m always happy to clarify, fix, or improve anything that needs attention within a quick turnaround time. I highly recommend new players to join the discord server :D https://discord.gg/qddXGjxs Thanks so much everyone, I cant wait to keep working on this game and making it a fantastic experience.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Team Principal: A Racing Manager, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Team Principal: A Racing Manager statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.