Closed Alpha 0.2.6 — Opening Ceremony, Race Debrief Rebuild, and a Big Polish Pass
Hey everyone — 0.2.6 just landed on the closed-test channel. It’s the first update built mostly around what testers (huge thanks to antonio.m8729, xplicit57, Kido) actually reported, and we used the opportunity to give the career a real presentation layer: an FIA-style opening ceremony, a race debrief rebuilt from scratch, and several key panels (Drivers / Sponsors / Suppliers) finally speaking the same visual language as the hub.
Here’s what changes in your saves.
The career now has a real opening
Before the first GP, a full-screen opening scene plays with an official message from “The World Automobile Sporting Federation”. Two choices:
- Participate — the team presentations roll worst → best, all the way up to the reigning champion,
- Skip Ceremony — jumps straight into the career menu.
Keyboard: Enter/Space to participate, Esc to skip.
The team presentation card has been reorganised at the same time:
- Drivers always render in Primary → Secondary → Reserve order (before, on the player team, the Secondary could appear before the Primary depending on sign-order),
- The livery moves below the driver row, full inner width,
- On the right, two new blocks: Suppliers (Engine, Fuel, Tires — in that order) and Sponsors (Principal, then the two Secondaries),
- A Media Predictions badge top-right — Back Marker, Middle Field, Front Runner or Championship Contender — laid out like a press verdict,
- A horizontal stats footer: Budget / Infrastructure / Sponsor Income / Reputation.
Small but nice: hitting ← (or the Prev button) now slides the previous card down from above — the opposite direction of Next. It reads better when you’re navigating the grid.
Race debrief rebuilt from scratch
The post-race was one of the least-finished screens — fairly pointed out in closed test. It now matches the hub visual language (purple section headers #3a3a5a, beige panels with bottom-right shadow).
What changes in practice:
- Race Standings — helmet + flag + driver code + team logo + team name + points, on a single clean line, with DNFs in their own dimmed strip,
- Your Drivers — helmet and flag inline in front of the name,
- Championship — the constructor row now carries the team logo,
- Partner Reactions — name + happiness bar (colour-coded by level) + bonus/malus delta on its own line. No more overlap.
And three new panels appear under Season Progress:
- Race Stats — overtakes, mistakes, DNFs, safety cars, counted from the sim’s full event log,
- Driver of the Day — picked automatically (
2 × positions gained + overtakes done), must have finished, with a short reason like “+6 places, 12 overtakes”, - TV Rating — 0-5 ★ heuristic on overtakes/car, mistakes, SC presence and DNF count. Labels go from “Dull” to “Instant classic”.
Simulate Race / Simulate Quali
Next to the Start button, two new ones: Simulate Race and Simulate Quali. The session runs to completion, your strategy is played by the AI, single-thread (collisions live), speed-capped at 254×. The screen reuses the free-practice renderer, so you keep live standings, gap and DNFs.
Designed for the long weekends where you just want to nail strategy before the GP, or for those running a whole season in pure management mode.
A calendar that breathes
The hardcoded 30-track pool is gone. The calendar is now drawn from a GDP-weighted city database:
- The 15 largest economies can host up to 3 GPs each (their 3 biggest cities, with the 2nd/3rd city far less likely),
- The next 15 countries: 1 GP max in their largest city,
- Higher GDP = higher chance.
(Country, city) pairs are unique, and so are the circuit layouts (seeds). Names are procedural: “Grand Prix of {Country}” by default, or “{City} Grand Prix” when a country hosts several rounds, so no two rounds share a name.
In the same pass, title sponsors on GP names (“Heineken Grand Prix of Italy”) are finally reliable: three stacked bugs were making them essentially never appear. All fixed. You should see them regularly on new pre-seasons.
The cosmetic Test Circuit (Infrastructure) is also relocated into your team’s country via the same city DB (“{City} Test Circuit”).
Drivers / Sponsors / Suppliers: finally a coherent look
The Status tabs of all three panels have been rebuilt around the same model as the hub: cream cards with border, purple header, country flags, colour-coded rating badges, stats as chips. No more floating text spilling out of cards, no more pending offers placed by a fixed offset that overlapped drivers during pre-season.
And every tab now has its own market activity feed:
- Driver Market — Signings: every driver signing across every team,
- Sponsor Market — Deals: every sponsor deal,
- Supplier Market — Deals: every supplier contract.
Your pending offers appear as “Under Negotiation” cards. The point: at a glance you see what’s happening behind the scenes, not just on your team.
All tabs (Standings, R&D, World Data, Sponsors, Drivers, Suppliers) now use the same colour — active tab full purple, inactive tabs recessed purple. No more visual drift between apps.
Race Debug Dumps — for your bug reports
ON by default (Settings → Display). At the end of every career race, a lean folder is written to debug/race_<ts>_gp<NN>/ with everything we need to diagnose an issue: AI decisions, overtakes, collisions, lap-by-lap positions, events (mechanical-trouble lines included), per-car reliability snapshot, and a race summary. No replay, no visual diag — it stays tiny. Only the last 3 races are kept.
Hit a bug? Zip the folder and drop it on Discord. Massive quality-of-life upgrade on our debug side.
Important gameplay fixes
- R during a race no longer crashes the career. The Restart key regenerated a default 22-driver grid and blew up your career telemetry buffers. Restart is now disabled in career (and replay).
- Safety Car that never came in in Simulate Race — could stay deployed all the way to the flag if the field stayed strung out. SC now reliably retreats once its minimum-duration lap is reached.
- Artificial DRS-train: cars no longer stick in fake trains. Overtake boost and dirty-air accumulation retuned.
- Engine map applied to the wrong driver when switching cars via Tab / D1 / D2 — sim write ordering fixed, each driver keeps their map.
- Sim Race/Quali: gap updates correctly, DNFs displayed correctly, standings no longer reshuffle every lap, the loop is time-boxed to stay smooth.
- Non-QWERTY keybindings (AZERTY / QWERTZ):
&,é,"and friends can finally be bound and triggered. Existing configs stay compatible. - Display failsafe at launch: if Windows ignores your
fullscreen = 1(yes, it happens), the game re-applies fullscreen on the first rendered frame and persists the effective window size if it was clipped. No more HUD spilling off-screen. - Windows “Not Responding” when switching tabs: three causes addressed (release build now runs windowed without console, per-thread DB cache, and a full crash report now written to
crash_log.txtnext to the exe).
Balance: player / AI symmetry + tuning
A tester reported an absurd case in GP6: both their engines stuck at the 0.500 cliff while every AI team kept restarting each weekend with fresh engines. Diagnosis: the AI had hidden advantages the player didn’t.
- The “no part finishes better than where it started this weekend” cap was applied only to the player. The AI silently saw its engines restored to
initial_perfevery weekend. - The AI could replace a cliff-destroyed part for free when budget didn’t allow. The player had no equivalent.
Both gone. The AI now pays for new parts like you do; if budget can’t cover it, the part stays destroyed. As a consequence we rebalanced the parts cost ladder so small-tier teams can still afford an engine swap — engine 1.5M (was 2.5M), a full car rebuild down from 12.8M to 4.07M.
To absorb the new realism on the money side: end-of-season prize pot bumped to 82.5M (+10 %) and the sponsor income multiplier to 1.575 (+5 %). Both values are auto-propagated to your config.db on next launch (one-shot forced-migration system — applied exactly once per save).
The big one for your GP health:
- Engine thermal target lowered 125 °C → 105 °C. A tester finished a GP with only 8 / 24 cars classified, mostly engine. Cause: the natural high-speed target sat 15 °C above the heat-damage critical threshold. Every car ran in the danger zone its entire race. Re-simulation of the same GP after the fix: 5 DNFs (0 engine), 15 / 24 engines finish at perf ≥ 1.0. A
config.dbmigration re-seeds the value for every existing save. - R&D Dev Rate × (default 2.0) — new slider in Settings → Career → Balance (0.25 to 5.0). Doubles perf gain per Work Unit. A top team maxes a part in 3-4 GPs instead of 6-9.
- Perf→Fiab Cost × (default 2.0) — new slider. Doubles the reliability cost paid per perf-improvement step (0.003 → 0.006). At 0.0, no reliability cost at all.
The rest, in short
- Cornering → Aero: stat renamed (it actually maps to aero efficiency = wings + floor); tutorial explanations rewritten to match what the sim really reads.
- Credits menu entry added, with a dedicated Testers section thanking the closed-test crew.
- Website / Discord buttons at the bottom of the main menu (Steam overlay browser when launched via Steam).
- Welcome popup at game launch thanking testers for their feedback.
- External “Read more” devlog links now open the browser cleanly — Steam overlay if available, OS browser otherwise.
- AI team flag bug fixed: the flag DB is ISO-keyed but
AITeam.countrywas storing the full name (“Malaysia”). Conversion added on both sides. - R&D tutorial extended: after the car presentation, you’re walked through assigning perf and improving a part.
- Podium scene: floating text under each portrait removed; the purple cards (helmet + flag + name / logo + team) are now the only labels. The
podium_backgroud.pngbackdrop is used in career. - Emergency-signed suppliers were paying the team +1000/GP instead of charging the normal Client rate. Fixed — both for you and the AI. The algorithm now picks the cheapest supplier instead of the worst-rated / a random one.
Known bug
- In race, cars can still show a lateral snap crossing the start/finish line and during certain overtakes / lane locks (visible via F11). The anti-overlap is being rewritten as a predictive model to remove the snap entirely. Landing in a future update.
As always, if you hit a bug:
- Keep Race Debug Dumps ON (default),
- Reproduce the issue,
- Zip the matching
debug/race_<ts>_gp<NN>/folder, - Drop it on Discord with a short description.
Thanks for the feedback — it’s what’s making the game move fast. See you very soon for 0.2.7.
— Staz