Ultimate Racing Simulator 1

Ultimate Racing Simulator 1

About the Game

You run the team. Nine constructors, forty-one circuits, and a race simulation that works out what happens on track rather than just telling you the result.

Call the race from the pit wall

  • Seven channels across the race screen, the pit wall, strategy, timing, the track, race control, car status, with the lap, the flag and both your cars always on screen.

  • Tyre compounds, fuel loads, pit windows and stop timing, planned in practice and changed on the lap.

  • Pace calls, overtake boost, team orders. Your engineer tells you when a car is not worth the mileage, and the decision is yours.

  • Damage lands on the part that took it — a wing, a floor, a suspension corner — and costs real lap time. Sometimes it is worth pitting to fix. Sometimes it is worth carrying to the flag. The math depends on the lap you are on.

A race that behaves like one

  • Cars drive the fastest way round a circuit, not the shortest — wide in, apex, unwind on the exit — because that line is genuinely quicker, not because a rule says so.

  • Where a car puts itself on the road costs or saves it time. Defending wide, being shoved off line, or cutting inside to make a move all settle on the physics of the path it is actually on.

  • Safety cars bunch the field, wave lapped cars past, and cost a lap what the regulations say they cost. Rain moves the line off the dry groove. A car that breaks slows down like a car and the field steers around it.

  • Rival teams play by the same rules you do — the same pit calls, the same repair math, the same decisions about worn parts.

Watch it, or read it

  • A 3D race view where every car actually steers, leans on its outside tyres and dips under braking — with a director that cuts to whatever is worth watching, and chase, onboard, helicopter and TV cameras when you want to choose yourself.

  • Or the 2D map, fully featured, if you would rather read the race than watch it.

  • Every race is recorded. Scrub the replay on a timeline marked with the incidents, and read the full race control log for everything that happened while you were looking elsewhere.

Run the whole team

  • Budgets, facilities, staff and departments. Design next season's car against regulations that change under you.

  • Twenty-one components per car that wear, fail and need replacing — and a decision each time about whether you can afford to.

  • The driver market, contracts, and sponsors.

Initial Release