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.
Available Tables (0)
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