Welcome to the patch notes hub for F1® Manager 2022! Here, we'll share any patch notes and additional key information for any post-launch updates added to the game.
If you would like to report anything you're experiencing in F1® Manager 2022, please use our dedicated reporting area and provide the required information, so our team can investigate.
Update 1.13
A patch for F1 Manager 2022 is rolling out now across all platforms. Below are the changes implemented in this update. Thank you, as always, for your continued feedback and support.
Race Simulation
- Improvements to overtaking cars on inappropriate tyres for the current track conditions
- Improvements to weather temperature prediction towards the end of Practice and Qualifying sessions
- Fixed an error with Qualifying positions when times are within 0.001 of a second.
UI
- Fixed softlock when navigating off the bottom of the standings panel during Practice session
- Fixed UI highlight disappearing when navigating the settings menu
Localisation
- Fix for incorrect Italian string when scouting for reserve drivers
Update 1.12
A small patch for F1 Manager 2022 is rolling out now across all platforms. Below are the changes implemented in this update. Thank you for your continued feedback and support!
Gameplay
- Fixed an issue where cars would occasionally perform overtakes during Safety Car periods in a race
General Stability
- Resolved crash instances connected to Razer Chroma integration
Update 1.11
Update 1.11 for F1 Manager 2022 is now rolling out across all platforms. All changes made in Update 1.11 will apply in existing saves, unless stated otherwise in the patch notes below.
Gameplay
- Updated Safety Car procedure to allow lapped cars to unlap themselves, when appropriate
- Updated overtaking behaviour to allow cars to unlap themselves in normal race conditions, when they demonstrate sufficient pace compared to the car on the lead lap
- Reduced strength of DRS performance
- Increased effective range of slipstream, meaning that following cars will be affected by slipstream at greater distances behind a leading car
- Increased effective range of ‘dirty air’, meaning that following cars will be affected by dirty air at greater distances behind a leading car
- Added ‘Aerodynamic Balance’ option to the Settings Menu, under the Gameplay tab. This option allows players to choose between the “recommended” setting, featuring all the aerodynamics balance updates in Update 1.11, or the “original” setting, in which those changes will not be active. After updating to 1.11, all players will default to the “recommended” setting. Players can only change between these settings when they are in the Headquarters or Main Menu screens; changing this option will not be available during the Race Weekend.
Weather
- Resolved issue causing unintentionally inaccurate weather predictions in the ‘Track Condition’ areas
Race Simulation
- Increased the tyre wear threshold for AI cars to pit under safety car conditions
Razer Chroma
- Support added for Razer Chroma peripherals. This covers team colours, racing flags (red, yellow, chequered), replays, and ‘lights out’ sequence.
Car Part Development
- Updated the description of rushed manufacturing to remove incorrect information
- Performance gap for the ‘DRS Delta’ stat is now more significant, increasing its potential effectiveness
Fuel Usage
- Updated text string on pre-session screen to remove inaccurate details
Update 1.10
Update 1.10 for F1 Manager 2022 is available now across all platforms. Below are the full patch notes for this update.
Additionally, we can confirm our team continues to make progress with addressing both the effect of DRS in races and unlapping behind the Safety Car, and are targeting to deliver an update that addresses these topics before the end of the year.
Gameplay
- Updated calculation for ‘Estimated Race Time’ in Strategy view and adjusted preset strategy suggestions to be more competitive
- Fixed an issue where cars could run out of fuel on their second run in Qualifying
- Fixed an issue where race engineers would warn drivers about low fuel during Qualifying
- Fixed an issue where changing the length of a run plan, then reverting the change, would lead to the car having a different quantity of fuel
- Fixed an issue where AI would not refuel cars after a red flag in Qualifying, resulting in DNFs
- Resolved rare instances of crashes when transitioning between race view and replays
- Resolved rare instances of a crash if AI ran out of wet tyres and attempted another pit stop
- Resolved rare issue causing a soft-lock if the game is closed before completing the new season period
- Fixed an issue where cars in Practice could retire with 0kg of fuel, but still display a positive fuel delta
- Fixed an issue where replays would sometimes end before the commentary finished
- Removing instances of Team Radio lines not matching their subject matter
Cars
- Updated multiple car models and liveries, for more variance through the grid and closer alignment with the real-world cars
Circuits
- Resolved an issue causing the 3D Map to appear incorrectly when using ultra-wide screen monitors
- Updated signage and track-side sponsors at Monaco
- Updates kerbs at Circuit Paul Ricard, turn 8
Race Simulation
- Updated VSC/SC/red flag rules in Free Practice sessions, including removal of DRS restrictions after a red flag
- Resolved instances where driver commands would affect speed under Safety Car or Virtual Safety Car conditions
Display
- EULA will no longer reappear during startup if the player resets their game to default settings
- Resolved an issue causing position change arrows to display in the Drivers’ Standings page during Qualifying
Sponsorships
- Resolved issue where the 'Position Gain' sponsorship guarantee did not take grid penalties into account
Update 1.9
Now available on all platforms across PC, Xbox, and PlayStation.
- Improvements made to fuel usage, reducing instances of both player and AI drivers running out of fuel during a race
- Improvements made to AI behaviour during wet or mixed conditions races, reducing instances of unrealistic or unnecessary pit stops
- Fixed issue causing dilemma pop-ups to not be clickable on ultra-wide screens when ‘enable widescreen UI during sessions’ is enabled
Update 1.8
Now available on all platforms across PC, Xbox, and PlayStation.
Gameplay
- Adjusted tyre performance deltas, degradation rates, and performance during degradation for all compounds, across all weather types
- Updated behaviour of backmarkers and slower-moving cars, so they move aside more effectively when required
- Further adjustments to car part development focus and attribute trade-offs to help balance player progress vs. other teams
- Updated fuel delta display to improve readability and stability. Fuel delta is now measured in kilograms (KG) and is relative to the expected fuel load at the current point in the race
- Improvements to car behaviour when racing side-by-side, reducing instances of unnecessary slowing and ‘concertina effect’
- Improvements to AI strategic behaviour during wet weather conditions
- Fixed an issue where the Safety Car would pull aside to let cars pass by if the race leader entered the pits
- Fixed an issue where saving on a specific screen would cause all 20 cars to appear during Q2
- Added super-wide monitor support, including fix for gameplay UI appearing in the centre of the display
- Minor adjustments to starting car performance, starting Facility levels, and board performance expectations for a small number of teams to align with their real-world performance (will only take effect in new saves created after this update is installed)
General Stability
- Fixed multiple crashes caused by various events, including invalid qualification grids and tyre types
- Fixed instance of hard-lock when changing stint compound type to a compound the player has run out of in Strategy View
- Fixed multiple reported soft-locks and progress blockers in the tutorial sequence
Drivers & Staff
- Multiple corrections made to staff information, including age and accompanying photos
- Fixed an issue where drivers would remain in a bookmarked slot after retiring
Achievements & Trophies
- Fixes for multiple instances of Achievements/Trophies not triggering correctly, including ‘Constructors’ Champion’ and ‘First of Many’. Achievements/Trophies that players have earned, but not triggered, should unlock after the player finishes their next race, after installing Update 1.8
Cars
- Fixed a small hole in the car model for several cars
Cinematics
- Fixed an issue where tyres would sometimes appear duplicated in cutscenes
- Stopped instances of rain passing through the ceilings of pit buildings
- Fixed a soft-lock when opening the Options menu during some cutscenes
- Reduced instances of major garage reactions to minor race incidents, such as a car running wide
Circuits
- Updated Miami International Autodrome track map in the 'Circuits' menu to add tags for corners 17,18, and 19
Facilities
- Controller: Fixed bindings for right shoulder buttons not working in ‘Overview’ and ‘Usage’ tabs
Pit Stops
- Resolved an issue where unattached tyres would appear in pit lane
- Fixed trackside camera focus for second car when ‘double stacking’ cars for pit stops
Steam
- Added on-screen keyboard support for Steam Deck and Steam Big Picture Mode
- Resolved issue causing the game to launch Steam VR when a VR headset is connected
Update 1.6
Now available on all platforms across PC, Xbox, and PlayStation.
AI
- Further adjustments to AI teams’ behaviour when signing reserve drivers
Cars
- Fixed Alpha Tauri livery appearing offset from car body
- Fixed issue with livery appearance on Scuderia AlphaTauri and Oracle Red Bull Racing cars
Car Parts and Development
- Fixed issue causing any newly-fitted gearboxes to incorrectly inherit the wear/damage levels of the previous gearbox
- Reduced car performance impact of adding ‘Focus’ to new part designs
Cutscenes
- Fixed instances of floating tyres appearing during some cutscenes
- Fixed issue causing the cutscene camera to sometimes appear underground
- Fixed issue that caused commentary to mention drivers being at the front of the grid, when they were at the back of the grid
Pit Stops
- Fixed visual issues when a team ‘double stacks’ their pit stops
Player Profile
- All-time records for the highest ever income in a season, and the highest ever team rating, are now stored in-game
Race Simulation
- Fixed the issue of incomplete laps times being included when looking for the fastest qualifying lap
- Fixed an issue causing cars to repeatedly teleporting back to the garage after a DNF
- Yellow flags will no longer be shown for cars already returned to the garage after the chequered flag
- Fixed issue where drivers who had only completed their out lap are listed at the top of the standings after a Practice session
- Further balancing of potential track incidents at Zandvoort
- Fixed an issue causing tyres to be treated as ‘fresh’ tyres when comparing the lap time and ‘life time’ in Qualifying options screen
Stability/Performance
- Fixed crash that could occur when attempting to launch the game on PC
- Fixed hard lock that could occur during the ‘lights out’ sequence at the start of a race
- Increased performance when advancing time when playing later seasons
- Fixed a softlock in onboarding if the Race Preparation tutorial is started whilst the car part fitting tutorial is in progress
- Fixes for instances of a soft lock that could occur during replays
Update 1.3
AI Teams
- Balanced AI staff hiring logic to create a greater variety of outcomes
Audio
- Addressed various missing SFX
Cameras
- Fixed camera shake effect incorrectly playing in different views/modes
- Adjusted depth of field settings on lights out shots to address occasional out of focus shots of the starting grid
Cars
- Addressed glitch which led to certain cars displaying transparent cockpits during some cut scenes
- Updated medical and safety cars
- Removed purple light/shadow that appeared on some cars' sidepods when viewed on the team selection screen
Controls
- Added ability for PC players to advance time with the spacebar
Cut scenes
- Fixed misaligned helmets on pit crew during reaction cutscenes
Circuits
- Addressed various visual issues
- Corrected mismatched corner speed information on Albert Park
- Fixed various misaligned driver icons whilst on the circuit map view
Data View
- Amended incorrect timing info being displayed whilst the car is on an 'in lap' during qualifying
- Added missing tyre history data for competitors
Drivers
- Balanced various stats for drivers experience gain, improvability, as well as retirement ages to ensure a more competitive driver market during future seasons
- Adjusted fictional/generated driver starting ages, retirement ages and growth potential to ensure more competitive future drivers
- Improved variation of contract offer lengths
- Added missing driver/key staff headshots
Key Staff
- Balanced rate of expertise gained when engineers are performing a design project
Pitstops
- Fixed various visual glitches with pitstops
Localisation
- Various localisation updates
Practice Sessions
- Addressed bug that meant players were unable to call in a car earlier than the set run plan
- Fixed reconfiguration issue that resulted in cars not being able to be sent out during practice
- Fix applied to address error that caused cars to still perform as if they had a broken front wing, even after it was replaced
- Fixed bug that could lead to the incorrect tyres being displayed at the end of a practice session
Qualifying Sessions
- Addressed errors with the "Safe By" and "Over By" timings in the reconfiguration screen
Rendering
- Applied fix to ensure the game runs correctly in 'windowed' mode on PC, when using a 4k screen
Stability
- Corrected a soft lock that could occur when a driver contract expires whilst on the "drivers" screen
- Fixed crash that could occur during qualifying
Team Comms
- Replaced incorrect comms stating track is dry, when it should say that it's changing to wet
- Replaced engineer comms stating a 'push' command, when the players sets ERS to overtake
- Updated various comms VO