Patch v0.72


## **🕵️ Espionage & Recon**

* Recon staff split across Offense / Theft / Counter-Intel.

* Rival intel stockpiles → spend on Aero Theft or Driver-Aid Theft.

* Theft actions send success/fail emails with stolen parts or copied aids.

* Recon UI: unlockable theft buttons, staff sliders, mission list with timers.

* Recon facility levels now data-driven per team.

* AI reserves 20/40/60% for counter-intel, stalks faster rivals, auto-attempts thefts.

* Optional debug emails log all AI espionage events.

## **⛽ Fuel & Race UI**

* New fuel model: baseline burn + 0.05s/kg weight penalty.

* Track JSONs include fuel consumption multipliers.

* FuelManager auto-calculates start loads + per-lap burn.

* Race UI adds Fuel column; lap history shows compound, wear, fuel remaining.

* RaceManager drains fuel each lap and reapplies weight penalties.

## **🔧 Engines & Development**

* Completely overhauled engine regulation events. Three different types of event, that will add a lot of variety, whilst still rewarding teams with good investments & facilities

* Engines now have a 0–100 Efficiency stat (affects burn, market, contracts).

* Efficiency becomes full development axis; AI splits dev budgets across all 3 stats.

* Engine dev screen uses new stacked layout + “Estimated Gain” block.

## **📊 Standings & Season History**

* Full FIA countback for all ties (wins → P2 → P3 → DNFs → DNQs).

* Season history screen modernized, include team colors, full tables, per-race grids.

* New season history screen with fixed header + dropdown.

## **🏭 Team/Supplier Lifecycle**

* first_active_season enforced for teams and engine suppliers, ensuring users can set first possible start years in mods or vanilla. Only when this season occurs will the event probability roll (See Phoenix team and zenith for reference)

## **🏎️ Race Simulation**

* Fixed consistency error that was sampling once per tick rather than once per lap, ensuring consistency works as intended now.

* Drivers roll one weekend pace modifier used across quali + race.

* Cornering/braking bonuses scale by Handling Complexity Era.

* New Handling Eras: Stability-Assisted / Driver-Dominant / Precision-Assisted.

* Roster: pay-driver contributions now roll into regen drivers

* New traits: **Rainmaster** (−0.5s per lap in the wet), **Cautious** (+50% dirty-air penalty).

## **🟩 Race Weekend Experience**

* Grid cars spaced apart by ~0.2s to prevent the grid being too close off the start; fixed too quick lap 1s

* Pre-start tyre selection allowed on both pit settings

* Races start paused with “Press Space/P” banner + full 5-light sequence.

* Safety-car odds moved to config.json. (big for modders lol bless up no more 5 SCs a race in 90s mods)

## **⚠️ Qualifying & DNQ**

* 107% rule exposed in config.json; apply_quali_cutoffs handles grid limit + DNQs.

* Sim quali greys out DNQs; interactive quali shows “Drivers at Risk” banner.

## **🏎️ Junior Formula**

* Full junior manager: 10 configurable teams, under-18 drivers, full season sim.

* Junior standings available via dropdown; junior drivers available in driver market dropdown

## **🖥️ UI / UX**

* New main screen layout

* Load Game screen modernized significantly

* Parts Warehouse modal now scrolls with proper clipping.

* Driver Center uses secondary team colors now

## **🔧 Engine Partner Controls**

* Partner teams can tune power/reliability/efficiency splits.

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<@&1406176186874462318>  Full patch notes here and above for v0.72!

Files

Team-Principal-0.72.zip 21 MB
22 hours ago

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