Project Motor Racing — Version 2.2
Version 2.2 for Project Motor Racing is now live, bringing a major first-stage rework of the LMDh class alongside a wide range of stability improvements, bug fixes, and further development of VR and Triple Screen support.
The primary focus of Version 2.2 is stability and refinement, with fixes and improvements across multiple areas of the sim.
VR and Triple Screen support also take an important step forward. Previously, both features required specific command-line instructions to enable while they remained in an experimental Alpha state. With Version 2.2, that is no longer necessary: both features have now moved into Beta and are available by default through the settings menu on PC.
The headline change, however, is the extensive rework of the LMDh class.
LMDh Class Rework
Version 2.2 introduces the first major iteration of our wider LMDh overhaul, laying the technical foundation for further development of the class in future updates.
Virtually every major area of these cars has received attention, with changes designed to significantly improve how they behave, respond, and communicate with the driver on track.
That work includes revisions to the Internal Combustion Engine (ICE), Motor Generator Unit (MGU) regeneration, brake-by-wire behaviour, power delivery, aerodynamics, tyre behaviour, suspension, chassis dynamics, and more.
This is the first step rather than the final destination, but it represents a substantial change to the way the LMDh cars drive and provides the foundation for further car-specific refinement.
To learn more about the work behind the overhaul, including the changes to hybrid regeneration, braking, aero and tyre behaviour, read our full deep-dive blog here.
VR and Triple Screen Support
VR and Triple Screen support have continued to evolve throughout development.
Until now, both features were hidden behind specific command-line instructions while they remained in an early experimental Alpha phase.
With Version 2.2, they have now progressed to Beta.
Players on PC no longer need to enter command-line parameters or follow additional activation steps. VR and Triple Screen options are now available directly through the in-game settings menu by default.
Development and optimisation of both features will continue throughout the Beta phase.
Keep reading for the full patch notes.
PHYSICS & HANDLING – CLASS SPECIFIC
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The LMDh class has receive extensive work
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Meanwhile the GT3 class received some bug fixes and general improvements
LMDH
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The Antilock Braking System (ABS) assist now works in both safe and full regen modes with any amount of regeneration from the electric motors (MGU) for all cars in this class
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Improved inertia for Internal Combustion Engines (ICE)
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Improved throttle response for Internal Combustion Engines (ICE)
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Improved engine braking for Internal Combustion Engines (ICE)
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Improved steady-throttle response when driving (elimination of oscillations when driving, with some still present at idle) for Internal Combustion Engines (ICE)
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Brake-by-Wire functionality improved.
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As Motor Generator Unit (MGU) regeneration, speed, downforce, and brake bias changes in real time to accommodate the changes (real rules and features simulation). Also compatible with Antilock Braking System (ABS) assist if enabled
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Motor Generator Unit (MGU) regeneration now varies with speed according to downforce, to avoid strange lockups at the rear or front axle
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Motor Generator Unit (MGU) regeneration now varies with lateral G forces. If the driver asks for a lot of turning grip, regeneration is adjusted to avoid instabilities
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The Internal Combustion Engines (ICE) power delivery respects Balance of Performance (BoP) power limitations as per real-world regulations throughout the rev range and attempts to do so smoothly.
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Fixed massive Internal Combustion Engine (ICE) oscillations
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Improved how the Internal Combustion Engine (ICE) responds to Motor Generator Unit (MGU) power deployment
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New tyre model with three compounds that vary mainly in internal heat generation and pressure
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Grip variations are minimal and are mainly intended for different ambient and track temperatures.
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New aero model with high pitch sensitivity. Respect of the 4:1 efficiency rulebook limitation. Low ride-height stalling. Vertical-fin yaw influence
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Improved chassis and suspension model
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Improved centre of gravity, inertias, suspension geometry and setup limits
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New default setups available
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New default for Traction Control (TC) now at 6
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New default for Antilock Braking System (ABS) now at 4
GT3
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Fixed an issue that would cause tyre temperatures to rise when cars were still
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Fixed an issue with cars in this class having two reverse gears
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Fixed an issue with heavily overheated tyres becoming super soft and slippery
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Improved feel of grip for slick and rain tyres
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Improved rolling resistance effects on puddles and deep water
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Reduced dry grip levels for wet tyres
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Wet tyres will react much quicker and overheat in dry conditions
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Changed wet tyres surface footprint and made sidewalls to be softer
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Improved stability and less yaw rotation on throttle
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Improved tyre heat generation causing less overheat conditions
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Improved tyre surface rigidity on higher temperatures
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Improved tyre heat relation to on ambient and track conditions
ART - VEHICLES
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Improved how the clearcoat works on metallic liveries and with stickers
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Improved scratches on glass materials
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Various smaller fixes on numerous cars
ART - ENVIRONMENT
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Circuit de Spa-Francorchamps: Improved general levels of grip
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Rocky Knoll Raceway: adjusted lines for pit exit section
AI OPPONENTS
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Improved pit strategy behaviour so that AI opponents pit on the next opportunity
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Fixed an issue preventing AI opponents from overtaking slower cars in multi-class races
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Improved behaviour for blue and yellow flag conditions
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Improved behaviour for qualifying sessions where AI opponents now do multiple short stints with appropriate fuel levels
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Improved behaviour and pace for San Marino and Mount Panorama
ONLINE
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Added filter options to display lobbies with joinable sessions
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In the event that a player jump-starts and hits another player, the offending player gets disqualified
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Fixed an issue in Factory Driver mode where lap times would not get submitted after entering the pits
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Removed pop-up dialogue box in Factory Driver mode that would appear after completing a valid lap
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Introduced a time remaining countdown for the challenges in Factory Driver mode
GAMEPLAY
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Fixed an issue with the replay display area on ultrawide monitors
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Fixed an issue with controller button mapping causing input conflicts
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Fixed an issue preventing backfire from displaying properly during replays
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Fixed an issue with the ‘shortcut’ at Nürburgring 24 Hours layout breaking delta times
HUD & UI
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Fixed an issue with tyre widget not displaying the correct tyre compound after a pits top
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Fixed an issue with button inputs during menu transitions
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Fixed an issue with the digidash text overlapping during overtime
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Fixed an issue that was preventing session flags from resetting
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Fixed an issue with measurement units not updating properly in the Pit Strategy menu
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Fixed various minor bugs to improve menu flow navigation
AUDIO
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Enhanced road and wind effects at high speed in all cars
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This effect is most noticeable in open cockpit cars
CAREER MODE
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Fixed an issue with filters showing cars that the player cannot afford
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Fixed an issue with the player car not retaining damage when retiring from an event
BETA STATE FEATURES
- Both VR and Triple Screen support have received improvements, with the latter now entering its Beta state phase
VR
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Further general stability improvements
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Updated default cockpit camera position for better VR optimisation
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Resetting to default values is recommended
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Improved reflections in rear-view mirrors
Triple Screen
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Further improvements to shadow rendering
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Further general stability improvements
We hope you continue to enjoy Project Motor Racing.
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