Difference between revisions of "Motorsport Manager/Changelog"
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+ | ==Steam: 2017-11-01== | ||
+ | <pre>Stirred by the thrilling title-clincher in Mexico, Motorsport Manager is back! | ||
+ | Meet the Endurance Series DLC – the massive new mode we’ve been dying to add to the game, bringing a whole new, thrilling Endurance Championship to your MM experience. | ||
+ | |||
+ | With six drivers per team to manage, an entirely new stamina system and some of the most beautiful cars in racing, we’ve taken this one up to the top step of the podium. What’s more, it’s out now! | ||
+ | |||
+ | Alongside, to mark coming up to a year since Motorsport Manager launched and thank our loyal and incredible community (that’s you!), we’ve released the Anniversary Update – a large, free add on which will bring fully-fledged pit crews to the game. | ||
+ | |||
+ | More info and buy on Steam -> http://store.steampowered.com/app/736770 | ||
+ | |||
+ | Free update patch notes: | ||
+ | |||
+ | • Players can now manage the speed and safety of their pitstops through the new pit crew feature | ||
+ | |||
+ | • Pit crew members have 5 core stats: Tyres, Part Fixing, Refuelling, Front Jack and Rear Jack. Their stat levels determine the speed at which they can perform each task | ||
+ | |||
+ | • Crew members will become fatigued after each race and will need to be placed 'In Recovery' to regain their stamina. Tired crew members are more likely to make mistakes | ||
+ | |||
+ | • As well as time mistakes, there are now new, job-specific pit mistakes: Wrong tyre compound fitted, underfuelled, front and rear jack damage and part fixing red-zone increase | ||
+ | |||
+ | • Catastrophic mistakes are new, rare mistakes that can drastically alter the outcome of a race. There are 2 catastrophic mistakes: Loose wheel and pit fire (only if refuelling is active) | ||
+ | |||
+ | • If a pit fire occurs, there is a chance that the car will be retired from the race. Pit fire retirements can have a psychological impact on the driver | ||
+ | |||
+ | • The pit crew can be automanaged by your mechanics. A mechanic's Pitstop and Concentration stats impact how effectively they will auto-manage your pit crew | ||
+ | |||
+ | • Car cornering stats impacting the simulation have been re-worked to reduce emphasis on the top speed of the engine. This makes low, medium and high cornering speeds more dependant on the Front Wing, Suspension and Rear Wing | ||
+ | |||
+ | • Driver form now has a larger impact in a race weekend's performance. During a race, a driver's form will fluctuate depending on their consistancy stat | ||
+ | |||
+ | • A driver's current form is now displayed on their portrait during the race | ||
+ | |||
+ | • Added a new x12 speed during races | ||
+ | |||
+ | • Added a preference screen for the new x12 speed that allows players to customise when the game automatically slows down to show important events | ||
+ | |||
+ | • Reworked the Tyre Heating chassis stat: Now, a high star rating will cause the temperature gauge to move away from the center slowly, but return quickly | ||
+ | |||
+ | • New Part Design components | ||
+ | |||
+ | • The mechanic's 'Part Fixing' stat now impacts both raceday part fixes and fixing parts when returning from a race weekend | ||
+ | |||
+ | • Added keyboard shortcuts for engine modes, driving styles and swapping the camera between drivers | ||
+ | |||
+ | • Weight Stripping is now a rule that can be voted in or out per series | ||
+ | |||
+ | • Spec Parts can no longer be weight stripped | ||
+ | |||
+ | • Weight stripping is now banded per series to improve balancing | ||
+ | |||
+ | • Improved saving and loading during a race event | ||
+ | |||
+ | • If autosave is enabled, the game will now save at the end of a race before returning to the frontend | ||
+ | |||
+ | • Pit stop strategy now does not add a fixed amount of time to the pit stops, but instead adds a percentage of the expected time | ||
+ | |||
+ | • Fixed instances where the driver "Sammy White" would appear in the frontend | ||
+ | |||
+ | • New interview questions | ||
+ | |||
+ | • New media messages | ||
+ | |||
+ | • Reworked and rebalanced existing interview and media messages that were not triggering | ||
+ | |||
+ | • New radio messages | ||
+ | |||
+ | • Fixed an issue where the personality traits 'Boring Winner', 'Losing Hope' and 'Top of the World' were not triggering | ||
+ | |||
+ | • The personality trait 'Media Trained' now removes more negative media-related traits if the target driver possesses them | ||
+ | |||
+ | • Fixed a bug where new mechanic hire mails would be blank if the player was unemployed | ||
+ | |||
+ | • Fixed an issue where AI teams would not be charged for mechanic and designer race bonuses | ||
+ | |||
+ | • Fixed a bug where qualifying bonuses would be deducted three times if the series had three-stage qualifying | ||
+ | |||
+ | • Improved how AI cars use the ERS system | ||
+ | |||
+ | • Improved how AI cars refuel during a race | ||
+ | |||
+ | • Improved how AI cars interact during the first lap of the race | ||
+ | |||
+ | • Fixed a bug where temp drivers would retain previous morale debuffs and traits from working with other teams | ||
+ | |||
+ | • Fixed an exploit where the player could press the ERS boost button as it breaks in a pitstop, leading to an infinite boost until the end of the race | ||
+ | |||
+ | • Increased the rate at which drivers and staff improve when influenced by HQ buildings | ||
+ | |||
+ | • Improved the regen system to have more varied 'drivable series' | ||
+ | |||
+ | • Improved the AI team intelligence on when to build a new car part | ||
+ | |||
+ | • Fixed a bug that was preventing the activation of corner cutting | ||
+ | |||
+ | • UI improvements to front-end menus | ||
+ | |||
+ | • UI improvements to the scouting screen | ||
+ | |||
+ | • When refuelling, the player can now also add fuel in increments of 5 or click to fill the whole tank | ||
+ | |||
+ | • Can now view each team's chassis supplier information from the Choose Team screen | ||
+ | |||
+ | • Fixed an issue where the player couldn't click the 'traits' button in the post-race screen if no new traits had been assigned | ||
+ | |||
+ | • Added the current track and the current layout information to the load setup popup | ||
+ | |||
+ | • New 'Choose Series' screen | ||
+ | |||
+ | • Updated the challenge medal icon | ||
+ | |||
+ | • Optimised the 'Lap Chart' screen performance when loading for the first time | ||
+ | |||
+ | • General performance improvements | ||
+ | |||
+ | • New Personality Traits | ||
+ | |||
+ | • New Achievements | ||
+ | |||
+ | • New tooltips | ||
+ | |||
+ | • The weight stripping reliability to performance ratio is now editable in the Championships.csv ( if set to zero the AI will not use the feature ) | ||
+ | |||
+ | • Each series now has 'restricted rules' which are editable in the Championships.csv. A 'restricted' rule can never be voted in by the player or AI in that series | ||
+ | |||
+ | • Championships now handle having between 6 to 12 teams</pre> | ||
+ | |||
+ | ==Steam: 2017-08-21== | ||
+ | <pre>It’s time to return to the podium. The brand new Motorsport Manager Challenge Pack DLC is out today (at around 6PM BST). | ||
+ | |||
+ | That’s not all - thanks to your great community feedback, a brand new, free update “The Devil’s in the Detail” is also released today for everyone, with a raft of upgrades for all users. They include weight stripping, run wides, the ability to tweak the driver AI to make the game even more challenging and – a much-requested feature – the ability to save/load car setups. | ||
+ | |||
+ | But it doesn’t end there. From today through to the end of the Belgian GP weekend, Motorsport Manager will be 66% off. So if you’ve never played, there has never been a better time. | ||
+ | |||
+ | Challenge Pack -> http://store.steampowered.com/app/639680/Motorsport_Manager__Challenge_Pack/ | ||
+ | |||
+ | 66% off base game -> http://store.steampowered.com/app/415200/Motorsport_Manager/ | ||
+ | |||
+ | *** | ||
+ | |||
+ | Patch notes: | ||
+ | |||
+ | Realistic AI Game Preference: If enabled, AI teams make smarter decisions on when to pit during races and adapt to wet weather conditions more effectively. | ||
+ | |||
+ | Run Wides & Corner Cutting: Cars can now run wide and cut corners in all tracks, the liklihood of a driver running wide or cutting a corner is increased by the pressure they're under from nearby cars. | ||
+ | |||
+ | Weight Stripping: Teams can now remove reliability from parts to increase their performance before practice, qualifying and race. | ||
+ | |||
+ | Lap Chart Screen: Availaible in the data centre, the new lap chart screen provides detailed information for every lap of the race. | ||
+ | |||
+ | Expanded Camera Preference: If enabled, increases the zoom of the raceday camera, allowing you to see the cars up close. | ||
+ | |||
+ | Ability to save and load setups for each track. | ||
+ | |||
+ | When leaving for a race weekend, the player now has the ability to force a driver to sit out the weekend if they are injured. | ||
+ | |||
+ | The driver who sits out the race weekend will recover faster and the reserve driver will take their position. | ||
+ | |||
+ | Injuries now show an icon on the driver's portrait. The icon can be moused over to reveal more information. | ||
+ | |||
+ | Player now recieves a mail when a driver recovers from an injury trait. | ||
+ | |||
+ | The race report screen has been tweaked to better inform the player about gained traits and traits that have ended. | ||
+ | |||
+ | Various UI tweaks to the title screen and race day screens. | ||
+ | |||
+ | Session HUD now shows when teams are fixing parts. | ||
+ | |||
+ | Tyre wear and heating are no longer banded into thirds, but are instead a direct reading. | ||
+ | |||
+ | Car crashes have been rebalanced to provide a more even spread of crashes throughout the race. | ||
+ | |||
+ | Driver’s adaptability stat impacts the threshold at which they can change onto wets/slicks/inter. | ||
+ | |||
+ | The two different tyre suppliers have different wet/inter threshold points. | ||
+ | Fixed a bug where the tyre supplier wasn't correctly affecting speed and wear. | ||
+ | |||
+ | Fixed a bug where the track rubber wasn't correctly affecting the lap times. | ||
+ | Street circuits (Cape Town, Sydney) take longer to achieve a full ‘Rubber on Track’ to imply that they have less grip then a standard track. | ||
+ | |||
+ | Underfuelling the car is now possible when no-refuelling is active. | ||
+ | |||
+ | Tyres left overheating for too long cause blistering, dropping the wear at a faster rate. | ||
+ | |||
+ | Tyres left underheating for too long will cause graining, dropping the performance of the car. | ||
+ | |||
+ | Cars who have retired will now keep their standings position if they cross the finish line. | ||
+ | |||
+ | The standings tab has been expanded to show live Team/Driver Championship standings and tyre history. | ||
+ | |||
+ | New personality traits. | ||
+ | |||
+ | New dilemmas with unique personality trait event chains. | ||
+ | |||
+ | Fixed issues with AI teams being able to perform pitstops faster than they should. | ||
+ | |||
+ | AI teams now make smarter desicions on when to use 'safe' pitstops. | ||
+ | |||
+ | AI team setup percentages now reflect their mechanics' stats. | ||
+ | |||
+ | Downforce setup setting affects car performance during wet sessions. | ||
+ | |||
+ | During pre-season, AI teams can gain an additional star in up to two different chassis stats. This is to mimic the player’s dilemmas. | ||
+ | |||
+ | Vehicles that are experiencing critical issues ( broken part, out of fuel, etc ) will now pit regardless of whether it causes stacking. | ||
+ | |||
+ | New radio messages. | ||
+ | |||
+ | Grammatical fixes to existing dilemmas. | ||
+ | |||
+ | Signifcant performance improvements to minimise game crashes. | ||
+ | |||
+ | Chassis Suppliers availaible to edit with Steam Workshop. | ||
+ | |||
+ | Single Seater and GT design data available to edit with Steam Workshop. | ||
+ | |||
+ | |||
+ | *** | ||
+ | |||
+ | See you on the pit wall. | ||
+ | |||
+ | ^The Motorsport Manager Team</pre> | ||
+ | |||
==Steam: 1.31== | ==Steam: 1.31== | ||
<pre>Patch 1.31 | <pre>Patch 1.31 |
Revision as of 15:11, 26 November 2019
- Back to: Motorsport Manager.
Steam: 2017-11-01
Stirred by the thrilling title-clincher in Mexico, Motorsport Manager is back! Meet the Endurance Series DLC – the massive new mode we’ve been dying to add to the game, bringing a whole new, thrilling Endurance Championship to your MM experience. With six drivers per team to manage, an entirely new stamina system and some of the most beautiful cars in racing, we’ve taken this one up to the top step of the podium. What’s more, it’s out now! Alongside, to mark coming up to a year since Motorsport Manager launched and thank our loyal and incredible community (that’s you!), we’ve released the Anniversary Update – a large, free add on which will bring fully-fledged pit crews to the game. More info and buy on Steam -> http://store.steampowered.com/app/736770 Free update patch notes: • Players can now manage the speed and safety of their pitstops through the new pit crew feature • Pit crew members have 5 core stats: Tyres, Part Fixing, Refuelling, Front Jack and Rear Jack. Their stat levels determine the speed at which they can perform each task • Crew members will become fatigued after each race and will need to be placed 'In Recovery' to regain their stamina. Tired crew members are more likely to make mistakes • As well as time mistakes, there are now new, job-specific pit mistakes: Wrong tyre compound fitted, underfuelled, front and rear jack damage and part fixing red-zone increase • Catastrophic mistakes are new, rare mistakes that can drastically alter the outcome of a race. There are 2 catastrophic mistakes: Loose wheel and pit fire (only if refuelling is active) • If a pit fire occurs, there is a chance that the car will be retired from the race. Pit fire retirements can have a psychological impact on the driver • The pit crew can be automanaged by your mechanics. A mechanic's Pitstop and Concentration stats impact how effectively they will auto-manage your pit crew • Car cornering stats impacting the simulation have been re-worked to reduce emphasis on the top speed of the engine. This makes low, medium and high cornering speeds more dependant on the Front Wing, Suspension and Rear Wing • Driver form now has a larger impact in a race weekend's performance. During a race, a driver's form will fluctuate depending on their consistancy stat • A driver's current form is now displayed on their portrait during the race • Added a new x12 speed during races • Added a preference screen for the new x12 speed that allows players to customise when the game automatically slows down to show important events • Reworked the Tyre Heating chassis stat: Now, a high star rating will cause the temperature gauge to move away from the center slowly, but return quickly • New Part Design components • The mechanic's 'Part Fixing' stat now impacts both raceday part fixes and fixing parts when returning from a race weekend • Added keyboard shortcuts for engine modes, driving styles and swapping the camera between drivers • Weight Stripping is now a rule that can be voted in or out per series • Spec Parts can no longer be weight stripped • Weight stripping is now banded per series to improve balancing • Improved saving and loading during a race event • If autosave is enabled, the game will now save at the end of a race before returning to the frontend • Pit stop strategy now does not add a fixed amount of time to the pit stops, but instead adds a percentage of the expected time • Fixed instances where the driver "Sammy White" would appear in the frontend • New interview questions • New media messages • Reworked and rebalanced existing interview and media messages that were not triggering • New radio messages • Fixed an issue where the personality traits 'Boring Winner', 'Losing Hope' and 'Top of the World' were not triggering • The personality trait 'Media Trained' now removes more negative media-related traits if the target driver possesses them • Fixed a bug where new mechanic hire mails would be blank if the player was unemployed • Fixed an issue where AI teams would not be charged for mechanic and designer race bonuses • Fixed a bug where qualifying bonuses would be deducted three times if the series had three-stage qualifying • Improved how AI cars use the ERS system • Improved how AI cars refuel during a race • Improved how AI cars interact during the first lap of the race • Fixed a bug where temp drivers would retain previous morale debuffs and traits from working with other teams • Fixed an exploit where the player could press the ERS boost button as it breaks in a pitstop, leading to an infinite boost until the end of the race • Increased the rate at which drivers and staff improve when influenced by HQ buildings • Improved the regen system to have more varied 'drivable series' • Improved the AI team intelligence on when to build a new car part • Fixed a bug that was preventing the activation of corner cutting • UI improvements to front-end menus • UI improvements to the scouting screen • When refuelling, the player can now also add fuel in increments of 5 or click to fill the whole tank • Can now view each team's chassis supplier information from the Choose Team screen • Fixed an issue where the player couldn't click the 'traits' button in the post-race screen if no new traits had been assigned • Added the current track and the current layout information to the load setup popup • New 'Choose Series' screen • Updated the challenge medal icon • Optimised the 'Lap Chart' screen performance when loading for the first time • General performance improvements • New Personality Traits • New Achievements • New tooltips • The weight stripping reliability to performance ratio is now editable in the Championships.csv ( if set to zero the AI will not use the feature ) • Each series now has 'restricted rules' which are editable in the Championships.csv. A 'restricted' rule can never be voted in by the player or AI in that series • Championships now handle having between 6 to 12 teams
Steam: 2017-08-21
It’s time to return to the podium. The brand new Motorsport Manager Challenge Pack DLC is out today (at around 6PM BST). That’s not all - thanks to your great community feedback, a brand new, free update “The Devil’s in the Detail” is also released today for everyone, with a raft of upgrades for all users. They include weight stripping, run wides, the ability to tweak the driver AI to make the game even more challenging and – a much-requested feature – the ability to save/load car setups. But it doesn’t end there. From today through to the end of the Belgian GP weekend, Motorsport Manager will be 66% off. So if you’ve never played, there has never been a better time. Challenge Pack -> http://store.steampowered.com/app/639680/Motorsport_Manager__Challenge_Pack/ 66% off base game -> http://store.steampowered.com/app/415200/Motorsport_Manager/ *** Patch notes: Realistic AI Game Preference: If enabled, AI teams make smarter decisions on when to pit during races and adapt to wet weather conditions more effectively. Run Wides & Corner Cutting: Cars can now run wide and cut corners in all tracks, the liklihood of a driver running wide or cutting a corner is increased by the pressure they're under from nearby cars. Weight Stripping: Teams can now remove reliability from parts to increase their performance before practice, qualifying and race. Lap Chart Screen: Availaible in the data centre, the new lap chart screen provides detailed information for every lap of the race. Expanded Camera Preference: If enabled, increases the zoom of the raceday camera, allowing you to see the cars up close. Ability to save and load setups for each track. When leaving for a race weekend, the player now has the ability to force a driver to sit out the weekend if they are injured. The driver who sits out the race weekend will recover faster and the reserve driver will take their position. Injuries now show an icon on the driver's portrait. The icon can be moused over to reveal more information. Player now recieves a mail when a driver recovers from an injury trait. The race report screen has been tweaked to better inform the player about gained traits and traits that have ended. Various UI tweaks to the title screen and race day screens. Session HUD now shows when teams are fixing parts. Tyre wear and heating are no longer banded into thirds, but are instead a direct reading. Car crashes have been rebalanced to provide a more even spread of crashes throughout the race. Driver’s adaptability stat impacts the threshold at which they can change onto wets/slicks/inter. The two different tyre suppliers have different wet/inter threshold points. Fixed a bug where the tyre supplier wasn't correctly affecting speed and wear. Fixed a bug where the track rubber wasn't correctly affecting the lap times. Street circuits (Cape Town, Sydney) take longer to achieve a full ‘Rubber on Track’ to imply that they have less grip then a standard track. Underfuelling the car is now possible when no-refuelling is active. Tyres left overheating for too long cause blistering, dropping the wear at a faster rate. Tyres left underheating for too long will cause graining, dropping the performance of the car. Cars who have retired will now keep their standings position if they cross the finish line. The standings tab has been expanded to show live Team/Driver Championship standings and tyre history. New personality traits. New dilemmas with unique personality trait event chains. Fixed issues with AI teams being able to perform pitstops faster than they should. AI teams now make smarter desicions on when to use 'safe' pitstops. AI team setup percentages now reflect their mechanics' stats. Downforce setup setting affects car performance during wet sessions. During pre-season, AI teams can gain an additional star in up to two different chassis stats. This is to mimic the player’s dilemmas. Vehicles that are experiencing critical issues ( broken part, out of fuel, etc ) will now pit regardless of whether it causes stacking. New radio messages. Grammatical fixes to existing dilemmas. Signifcant performance improvements to minimise game crashes. Chassis Suppliers availaible to edit with Steam Workshop. Single Seater and GT design data available to edit with Steam Workshop. *** See you on the pit wall. ^The Motorsport Manager Team
Steam: 1.31
Patch 1.31 Hey Guys, Patch 1.31 is now live for everyone to enjoy! Thank you for all the feedback we received on our public beta build. We're pleased that the update provides fixes for a whole host of issues and improves the game experience. We've made a couple of additions to this build from the public beta, including creating Falko Engelhart, the winner of our livery competition, as a named driver within the game. His winning livery is also now available for you to use. Here are the patch notes: • Added a Blue Flag preference toggle • Blue Flags now take into consideration how fast a vehicle is compared to the backmarker • Fixed an issue with fuel time costs in long races in the GT series • Fixed a bug where drivers would occasionally ignore pit orders and then crash • Fixed an issue where the weather tooltip appeared too far away from the race weather forecast panel • Fixed instances where the Race Results screen would show incorrect position gains/losses from the driver starting positions in ERS • Fixed instances where driver weights would say 0kg • Fixed a bug where music would continue to play during sessions if a new career had been started with the tutorial on • Fixed a bug where the Commentary Feed would not display in the race if the player had skipped the previous session • Fixed an issue where the 'Pre-Season Start' item would refer to the series you came from, instead of your current series if recently promoted • Fixed an interview question where the player's driver that finished in first was treated as if they were not part of the team • Various interview bug fixes • The graphics quality settings in 3D mode affects the quality of the GT car image displayed in 2D mode • Improved AI in-lap and out-lap behaviours to give other cars more space during practice and qualifying • There is now less corner-cutting on certain layouts in Beijing • Fixed an issue where any votes the player had chosen wouldn't appear in the calendar until the day the vote was due • Fixed an issue where messages telling the player that their tyres were not appropriate were always incorrect • Fixed an issue where the incorrect wheel models were being picked based on the tyre rules • The "Living Up To Their Namesake" achievement has been made easier to obtain • Adjusted the way lock ups are calculated • Fixed an issue where the qualifying rule type could be changed for previously saved games. • Fixed instances where movies wouldn't play in 2D mode during Car Design and Pre-Season • Fixed a bug where traffic would not move in Yokohama • Fixed an issue where driver morale was not being calculated properly during the 3 qualifying sessions • Fixed an issue where save files could drastically increase in size, rendering the saves unusable • Fixed an issue where the player could get new sponsor offers during a race • Fixed a rare boot-up crash • Fixed a bug where a second chassis would appear in the Car Screen after part development was reset by the GMA • The number of real safety cars that can appear in a race has been capped per session length • Modified the tyre information rollover so that 'estimated laps remaining' takes the current tyre wear into account • Added a rollover to locked tyres at the start of the race to display the estimated laps remaining for that tyre • When entering the pit screen in Q3 and observing a locked tyre, this tyre is no longer permanently locked for both drivers in the following race • Fixed an issue where the player would not be able to progress past the 'accept money from chairman' phase in a new game • Fixed a rare crash bug when loading into a race • Fixed misaligned tutorial boxes • Changed the way the race director assesses the weather forecast to unlock tyre selection • Fixed an issue where the 'Liverypack AssetBundle' would prevent the game from starting • Fixed an issue where the reserve driver was using the main drivers feedback stat during practice • Fixed an issue where the "Reigning Champion" trait would not be re-applied to drivers who had previously won it • Fixed an issue where pre-race media messages were not being triggered after loading and saving a game • Fixed an issue where Predator's rival team was... Predator • Fixed a bug where Practice bonuses would only be applied in Q1 • Fixed a graphical issue where the WMC trophy was being displayed in the podium screen if a player achieved 3rd place in a GT race • The reserve driver's post-race improvement is now doubled if they were used during Practice • Qualifying trim practice bonuses are now applied correctly to Q1, Q2, and Q3 • The 3rd place podium trophy has been changed to the correct one • Reserve drivers improvement is now affected by them taking part in a practice session. • Added community competition winner's livery and name to the game. • Fixed a crash generated during a race weekend when 'random grids' and 'three stage qualifying' are both active Happy Racing!
Steam: 1.23
Steam Workshop, Patch 1.23 and a chance to win £1000! 30 January, 2017 - SEGA Dev We have a big update available for you, and a competition to announce! There is an all-new patch available to download now which includes Steam Workshop. The inclusion of Steam Workshop creates an all new Motorsport Manager experience and we are giving users the freedom to create and share innovative content. To celebrate its launch, we're inviting you guys to get your creative juices flowing. We'd like you to design your own car livery and our favourite will become an official part of the game as well as having the designer themselves placed into the game as a driver. Not only that, we will award the winner a cash prize of £1,000. We're looking for imagination and inventiveness so be as creative as you can and upload your work to Steam Workshop. Once you've created your masterpiece, you will need to email screenshots to: [email protected] along with your Steam ID. We will contact winners directly via Steam. T&Cs apply, click here[www.sega.com]. There is a breakdown of patch 1.23 notes below: Added Steam Workshop functionality. A team’s fan base will now increase when that team is performing better than expected. AI cars that have experienced a part failure mid race will now correctly return to their garage. Drivers that should perform better when pushing for the lead will now correctly experience a boost. Fix to unlocalised driver personality traits. AI cars now make smarter decisions on when to pit to fix a part. AI cars now scale their pit strategy lap calculations based on the player’s selected race distance length.