So what's been happening since the last update...
Due to lack of feedback (which is fine!) I've had to do a lot of testing in my own time, plus, keep developing parts of the game that needed extra work. Running through many seasons and having to check logs at the same time, re-test, check logs etc.
Once that's been achieved, my focus will be on the editing tools and mod option allowing a player to modifying whatever they want in the game. The modding community to such a game will be crucial.
In addition, there has been nearly 200,000 changes to the code recently, below is just an example of what has had to be resolved. The objective here is to stabilize the game so players can go through an entire career. More to come...
- navigation cancels old confirmations.** UI 2.0 mouse navigation, the Classic rail, keyboard cycling and page shortcuts share the transition that clears pending R&D, Contracts, Facilities, WMRC and Suppliers actions. Local subtabs, Back/Escape and contract selection changes cancel their questions. Supplier negotiations close on leaving their page. Classic Contracts now shows an explicit question and Confirm control. See the navigation and presentation pass below.
- staff performance bonus expenses. The existing bonus now has an explicit annual Constructors top-three condition, visible in terms and finance forecasts. Active contracts receive their stated amount once at season settlement. A saved annual guard and the old championship-prize ledger prevent duplicate or retroactive payments. See the verified staff contract pass below.
- expired staff output and payroll. An expired or vacant key role supplies no specialist output, wages, bonus, training or tenure growth. Renewals refresh support immediately. Factory minimums and the independent pit crew remain available. The outgoing car freezes before expiry; intentionally empty rosters persist across reload and rollover. See the verified staff contract pass below.
- newly recorded replay routes. Version-three recordings retain the actual pit, garage and recovery position, and remove recovered or missing cars from the map. Old version-one/two recordings still load with their original main-circuit fallback; their missing route evidence cannot be reconstructed. See the navigation and presentation pass below.
- covered 3D presentation. Covered workspaces suspend detailed scene updates and capture, then resume from current simulation state. Rendered checks observed zero full presentation updates or capture refresh requests while Timing covered the feed. Hardware frame-time savings remain unmeasured. See the navigation and presentation pass below.
- tiny pit timing-line crossings lose a lap. A traffic clamp could permit a real forward crossing smaller than the old epsilon, wrapping the pit position without counting the lap. The crossing now counts every strictly positive route advance. Actual connected-route regressions verify lap scoring, classification, stopped/reverse requests and one-shot flag handling. Acceptance also rejects scoring-progress warnings rather than relying solely on the audit PASS label.
- temporary cover and later hiring duplicate driver identity. A reserve borrowed the absent driver's car number, then returned to the reserve with that borrowed number. The first eight-season attempt exposed two active #44 cars after the fifth winter market. Cover records now persist and reserve the personal number through saving, and both medical and ban returns restore it. Legacy unknown/occupied return numbers receive an unused off-track number. Academy and junior replacements, free-agent generation and entrants use occupied-number checks; a full ordinary number book uses distinct extended numbers. Active absent-driver names and codes remain reserved during generation. Existing active corrupt rosters are not blanket-renumbered.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.