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Open Wheel Manager 2 News

Patch 1.0.2

* fixed a bug where a driver who decided to retire could sign a new contract
* fixed an off-season freeze caused by incorrect processing of data from some mods

Patch 1.0.1

* Fixed problems with signing drivers to the main team from the youth academy. Sometimes drivers signed up for the wrong driver role
* Fixed freezes in the offseason caused by incorrect signing of a contract in the main team between the AI team and a young driver if the contract led to a reduction in the term of the current contract of main driver.
* Fixed the freezing of the driver contract negotiation screen if a team salary limit is set to 0$ for his driver role
* Fixed an issue where the driver can't be fired even with the approval from board
* Fixed a bug where a player could assign young drivers to a team in excess of the allowed number of drivers per team in their championship. This led to off-season freezes. When loading a save, some erroneous contracts may be terminated. We recommend checking the distribution of your young academy drivers, even if you did it earlier this season

OWM2 v1.0 Released!

In the latest update, we have added:

Youth Academy: Now each team has its own youth academy and can sign drivers from a very young age. By guiding a young driver through all stages of youth and other championships, you will get a fully prepared professional. While the driver is in the academy, they will receive additional potential growth for each successful result in other series.

Save Optimization for 10+ Seasons: We have significantly reduced the amount of data updated in the save file with each saving process. This will allow the game to run faster in saves with 10+ seasons, where a substantial amount of data accumulates.

Team name change (in the History section) and staff name change within the game.

Many minor bugs fixed

What's Next? We are working on a new race generation mode - live timing. This is a tabular mode (it does not have 2D "circles" or 3D cars), where the race is generated sector by sector. We have already added yellow/red flags, collisions of 3 or more cars, and a safety car to this mode. Now that we have completed work on the youth academy, we will begin full testing and polishing of live timing and hope to release it as soon as possible.

Private and Factory Team Update (beta)

This update focuses on dividing teams into private and factory ones, as such, instead of purely having a manager who is also the owner of the team, you can now have managers who are appointed by a team.

Warning: Since the update is still going through testing, we recommend that you make a backup of your save before continuing playing. This can be done by loading a previous save and saving it under a new name once it has loaded.

Release notes:

  • Added manager skills
  • The manager has an age, and managers can now retire.
  • The manager has a personal balance, which will separate his finances from the team's balance
  • You are now able to not only sell shares in your team, but you can also buy shares of other teams if they are put up for sale due to the team's financial situation.
  • You can either sell your team to an investor (with a name change or without a change - according to the investor's decision), or buy an entire team in financial crisis (in this case, you will become the manager of the purchased team) - Note once you can only manage the team you have the highest controlling stake in.
  • Private and factory teams now have slightly different left menu items. For example, when managing a factory team, bank loans are not available to you, and when managing a private team, salary limits are removed.
  • Factory team board now have defined performance targets for each season to the manager. If they are not fulfilled, the trust of the team's board will decrease.
  • When managing a factory team, you will need the consent of the team's board for some actions. For example, for the construction of infrastructure or the firing a driver.
  • Authority points have been removed from the game due to loss of relevance.
  • Drivers and staff now have a motivation skill. You can influence this by using the Motivation manager skill.




Balance Adjustments and Detail
  • Car setup has become more influential on the car performance in race weekend
  • Reserve drivers can now participate only in practice sessions
  • The team's income and expenses screen has become more detailed
  • The salary demands of drivers have been reduced to avoid the constant withdrawal of successful drivers from the championship. If you are in the middle of a season, you will not notice this change until the next season.



Game Editor updated to new version - https://paprikashgames.com/OWM2EditorBuild.zip

HOTFIX #8

* The signing bonus for the driver and staff, as well as other bonuses for the driver, are now also subject to the salary cap. If you increase the salary limit, for example, by 10%, then the limits on bonuses will increase by 10%

* The choice between repair and upgrade for AI teams has been optimized. This should reduce (but not eliminate) the number of retires due to parts failure for teams that have all the car parts of level 8-10 and a production facility of level 3 or lower (this fix for mods, no one teams like this in default databse)