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Open Wheel Manager 2 News

Racing Series Manager announcement!

[p]Hi everyone,[/p][p]My name is Ivan — I’m the developer of Open Wheel Manager and Open Wheel Manager 2. A few months ago, after parting ways with the publisher of Open Wheel Manager 2, I began working on a new racing management game called Racing Series Manager. This time, I’m developing it solo.[/p][p]This isn’t a sequel. It’s a fresh start with a different focus and philosophy. I’d like to give you a quick introduction to this game.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Why a new game?[/p]
  • [p]The rights to OWM1 and OWM2 remain with the publisher.[/p]
  • [p]I’ve dropped the resource-based system, where accumulating a certain resource (design points, production points, etc) let you “buy” an upgrade. While it functionally mirrored the classic week-by-week progression model, it felt significantly worse in practice.[/p]
  • [p]The game will now move to day-by-day event generation instead of weekly cycles. Because of that, reusing code from OWM2 no longer made sense.[/p]
[p][/p][p]Key differences between Racing Series Manager and OWM2?[/p]
  • [p]OWM2 was more focused on race-day action, while the off-track gameplay lacked depth. In Racing Series Manager, off-track team development is the core of the experience, while the race generator is a hybrid — combining a live timing mode similar to OWM2 with light 3D elements.[/p]
  • [p]In Racing Series Manager, every in-house car component becomes a distinct gameplay entity - blueprint. This opens the door to a wide range of new mechanics — most notably, espionage and knowledge leakage.[/p]
  • [p]Espionage adds variety to car development, allowing you to progress through multiple paths: by copying blueprints from successful rivals or by developing your own from scratch.[/p]
  • [p]While the blueprints for each component belong to the team, they’re created by individual staff members — and it’s those designers and engineers who accumulate knowledge about the components. When they move between teams, they take that knowledge with them.[/p]
  • [p]As you might have guessed from the title, the game will feature multiple playable championships. These will be independent series — just like in real-world motorsport — without any promotion or relegation system like the one used in football leagues.[/p]
  • [p]RSM will feature fully-fledged negotiations with sponsors and tire suppliers — not the simplified versions seen in OWM2.[/p]
[p]When will the game be released? [/p][p]I don’t have a specific release date yet. If the game sounds interesting to you, the best thing you can do right now is add it to your wishlist. [/p][p][/p][p]How much will the game cost?[/p][p]RSM will be cheaper than OWM2 — I want as many players as possible to experience it. I noticed that many players who bought OWM1 didn’t go on to purchase OWM2 — and I believe the noticeably high price was a major reason for that.[/p][p][/p][p]Game support[/p][p]The game will receive long-term support. I’m not planning another title until everything planned for RSM is delivered.[/p][p] Where can I follow the game’s news?[/p][p]Discord - https://discord.gg/XDxt5Xm (the most up-to-date source of information)[/p][p]Tiktok - https://www.tiktok.com/@racingseriesmanager[/p][p]X - https://x.com/mrvozhik[/p][p]Instagram - https://www.instagram.com/paprikash.works/[/p][p]Facebook - https://www.facebook.com/racingseriesmanager/[/p][p][/p][p]Thanks for sticking with me through the OWM journey. I’m excited to build something new — and I hope you’ll join me.[/p][p]— Ivan[/p]

HOTFIX #11

[h3]🛠 Fixes[/h3]
  • [p]Fixed an issue where AI teams could sign a contract with your academy driver before their existing contract had expired[/p]
  • [p]Corrected incorrect display of retirement plans in staff profiles[/p]
  • [p]Fixed a bug where AI teams would sometimes fail to hire available staff despite having open positions[/p]
  • [p]Resolved an issue where championship victory congratulation messages were repeatedly sent every week[/p]
  • [p]Fixed a freeze when a private team owner (AI manager) retired and decide to sell all their shares, [/p]
  • [p]Addressed a rare crash that could occur during autosave[/p]
[h3]🔄 Changes[/h3]
  • [p]AI teams now evaluate whether to promote an academy driver based on the average skills of drivers who available for next season contract, rather than the average skills of all drivers in the championship. This reduces the chance of an AI team replacing a top-tier driver with a mediocre academy prospect[/p]
  • [p]Drivers now take into account the number of open seats in the championship when negotiating contracts. If no top-tier teams have vacancies, they may lower their team strength demands accordingly[/p]

Update 1.1.1

[p]A records screen has been added. It features the all-time Top 10 drivers across various categories. Filtering is available both for the entire championship and for individual teams.[/p][p][/p][p][/p][p][/p][p][/p]

HOTFIX #10

  • [p]Fixed a bug where a driver with sponsorship offered zero salary instead of a sponsorship fee. [/p]
  • [p]Adjusted sponsor finance parameter when the mod contains not enough sponsors for each team rank. Previously, if the mod had too few sponsors with a finance rating of 3 or lower, "outsider" rank teams were unable to sign any sponsors and would go bankrupt.[/p]

HOTFIX #9

Release Notes

* Fixed a bug causing the game to freeze after a 3D race if any driver retired on the first lap
* Fixed live timing UI when the player's driver failed to qualify
* Fixed an issue where engine resource was reduced twice per lap
* Fixed an error where manager age was incorrectly converted to birthdate in historical modes