No-frills tech news

Le Mans Ultimate 1.4.1.3 Rolls Back Netcode Changes

Studio 397 has released Le Mans Ultimate 1.4.1.3, temporarily rolling back several networking changes introduced with Version 1.4 while development of its Reliable UDP system continues. The update follows several weeks of work on Le Mans Ultimate’s online infrastructure after Version 1.4 launched on July 28. Studio 397 says some of the initial connection problems were addressed by subsequent patches, but certain connection types are still experiencing issues during online races. Le Mans Ultimate returns to its previous networking setup Version 1.4 replaced TCP game connections with Reliable UDP, or RUDP, as part of a wider overhaul of Le Mans Ultimate’s online infrastructure. With Version 1.4.1.3, Studio 397 has decided to temporarily return regular servers to the previous networking configuration while further work continues on RUDP. The problems do not appear to affect every player or every online session. Studio 397 is investigating how different connection types and network conditions interact with the newer system. The change is particularly relevant after recent discussion around Le Mans Ultimate’s netcode and car-to-car contact behaviour. RUDP has not been abandoned The rollback does not mean Studio 397 is dropping RUDP. The developer still believes the protocol can help reduce disconnects and address limitations in the previous networking system, but more testing is required before it returns to regular servers. Dedicated public RUDP test sessions are planned over the coming weeks. These sessions will allow Studio 397 to collect data from players using different internet providers, connection types and locations. Regular Le Mans Ultimate servers will use the previous networking configuration while those tests take place. Version 1.4.1.3 fixes a server lock-up problem The update also addresses a netcode-related issue that could cause servers to become stuck or lock up. Studio 397 will continue gathering connection data while working towards a more stable implementation

Formula 1 News: 2026 Dutch GP Thursday Press Conference

Formula 1 News: 2026 Dutch GP Thursday Press Conference Drivers gathered at Zandvoort on Thursday for the official pre-event press conference ahead of the 2026 Dutch Grand Prix, a Sprint weekend that carries extra emotion as it marks the circuit’s final Formula 1 appearance for the foreseeable future. With the paddock buzzing from Max Verstappen’s freshly confirmed long-term future and a host of team personnel and lineup changes, the session—split into two parts featuring Verstappen, Sergio Pérez, Arvid Lindblad, Lando Norris, Nico Hülkenberg and George Russell—offered a mix of contract news, reflections on the summer break, performance outlooks and heartfelt tributes to the passionate Dutch fans and the old-school layout they will soon leave behind. Highlights summary – Verstappen’s four-year Red Bull extension to 2030: The four-time champion described the decision as straightforward and stress-free, rooted in his comfort within the team and belief it can return to the front. He noted open, family-like discussions with management, no firm rival offers, and that the sport’s direction (including a potential return to V8 engines) will influence any longer-term plans. The announcement at his home race added extra meaning for the team and fans. – Cadillac and Racing Bulls personnel/line-up shifts: Pérez welcomed Marcin Budkowski as the new team principal replacing Graeme Lowdon, praising the latter’s foundational work while looking forward to Budkowski’s fresh perspective as Cadillac builds toward 2027. Lindblad addressed Yuki Tsunoda joining him at Racing Bulls and Liam Lawson’s temporary move to Red Bull (covering the injured Isack Hadjar), saying he understood the logical choice of experience for a Sprint weekend and remains focused on his own program. – Post-summer-break outlooks and championship positions: Russell (59 points behind his teammate) stressed a race-by-race approach after a mixed first half and a fully switched-off break, while Norris (under 100 points

iRacing Arcade Brings Licensed <b>Sim Racing</b> to PS5 and Xbox Without Subscription

iRacing Arcade, the licensed motorsport game developed by Original Fire Games for iRacing Studios, launches Friday on PlayStation 5 and Xbox Series X|S for $24.99 — a one-time purchase that puts the iRacing brand in front of console players for the first time without a subscription fee, a PC, or a direct-drive wheel. The console release arrives alongside a free update for the PC Steam version that adds four new cars and five new circuit layouts — content that directly addresses the limited-roster complaint that dominated critical coverage when the game launched on Steam in March 2026. What makes the timing notable is not just the console debut. iRacing Arcade's August 21 release is the latest step in iRacing Studios' deliberate transformation from a single demanding PC simulation into a multi-title console publisher — a portfolio that now includes NASCAR 25, a forthcoming INDYCAR Racing title due in early 2027, and this accessible entry-level racer positioned for all ages. Not the Same iRacing — Here's What Makes Arcade Different The flagship iRacing sim, now in its 18th year, uses LIDAR-scanned track data and tire physics precise enough that real-world NASCAR and Formula 1 teams use it for driver training. Getting the most out of it typically requires a direct-drive racing wheel, multiple monitors, and a tolerance for managing a safety rating and a subscription that can cost upward of $30 a month. iRacing Arcade occupies an entirely different position on what racing game designers call the simcade racing spectrum — a portmanteau of simulator and arcade that describes games retaining real-motorsport credibility while using far more accessible input models. The distinction matters because iRacing Arcade is neither a watered-down sim nor a conventional arcade racer. It is a third-person, controller-native racing game built on the circuit-racing engine that Original Fire

Rennsport development roadmap imminent alongside “major new car manufacturer”

Rennsport has clarified its development priorities for the rest of 2026, alongside teasing a car manufacturer announcement at the SimRacing Expo. It’s all been a little bit quiet for Rennsport recently. Following a shift to self-publishing, which caused a backlog of game updates, then a flurry of launches in quick succession, the most recent major update was in June. The cross-platform sim racing platform has confirmed a new season of its R1 competition, which will culminate in a LAN finale during October’s SimRacing Expo in Frankfurt. It transpires that’s not all it will be showcasing at the event. In terms of game development, however, we’re set to find out more imminently. “Our focus for the remainder of 2026 is immediate and continuous,” said a Rennsport spokesperson to Traxion. “In our upcoming Community Debrief #2, we are breaking down our core development roadmap, giving drivers full visibility on how we are improving single-player AI, overhauling FFB and wheel profiles, squashing post-release bugs, and expanding our garage with new machinery.” In January, Traxion visited a Rennsport showcase event in Munich, where plans for single-player AI development (essentially throwing the original system in the bin) and community-made track mods were showcased. Discussion

Automobilista 10 years on: A physics masterclass | Traxion

Although nowhere near as commercially successful as its sequel, we examine the merits of Automobilista 10 years on from its release, featuring input from physics lead Niels Heusinkveld. It’s been 10 years since the release of Reiza Studios’ Automobilista (AMS), a racing sim that offers a diverse range of cars and tracks, and tactile handling dynamics. The Brazilian developer started off making mods for the likes of rFactor, leading to commercial projects like Formula Armaroli, an ’80s Formula 1 car designed in collaboration with simulator manufacturer Armaroli Design (a car that looked suspiciously like Ayrton Senna’s McLaren MP4/4, no less). Buoyed by this critical success, Reiza, headed by Renato Simioni, produced its first game in 2011. Game Stock Car may not have had the most inspiring title, but it showed enormous potential. It also brought Brazilian motorsport to a new audience thanks to its Stock Car Brasil licence, featuring faithful renditions of several South American circuits. Subsequent releases, Formula Truck (2013), Game Stock Car Extreme (2014) and the freeware Copa Petrobras de Marcas (2014), cemented Reiza’s position as a studio on the up, with Automobilista arriving in 2016 after a successful crowdfunding campaign and Early Access phase. Despite the release of Automobilista 2 in 2020, many still view its predecessor as the zenith of the studio’s output. Find out why below. Origins Like most of Reiza’s output, AMS was built on Image Space Incorporated’s gMotor2 game engine, sharing a basis with rFactor and a glut of SimBin’s noughties output, including GTR 2, GT Legends and Race 07. gMotor2 made complete sense as a starting point for Reiza, considering Simioni’s experience working on SimBin’s Race On, STCC: The Game and GTR Evolution offshoots. However, AMS went beyond these previous titles, offering dynamic track evolution and several audio and visual tweaks to

Fanatec Becomes Official <b>Sim Racing</b> Hardware Supplier at Goodwood Motor Circuit

Fanatec will upgrade Goodwood’s existing racing simulators and provide hardware for expanded sim racing experiences across the historic British venue. Fanatec has become the Official Supplier of Racing Simulator Hardware at Goodwood Motor Circuit, following a new partnership announced on August 20, 2026. The agreement will see Goodwood’s existing simulators upgraded with current Fanatec equipment, while additional sim racing experiences will be introduced across the Goodwood Estate throughout the year. Fanatec Hardware Coming to Goodwood Simulators Goodwood Motor Circuit already operates simulator experiences alongside its motorsport and driving activities. Under the new partnership, Fanatec will supply hardware designed to accommodate both newcomers and experienced sim racers, with adjustable force feedback and control settings depending on the user. Visitors will be able to experience the Fanatec-powered simulators at selected Goodwood events and activities from summer 2026 onwards. Expanding Goodwood’s Sim Racing Offering The partnership is also expected to extend beyond the simulator hardware itself. Fanatec and Goodwood plan to collaborate on community activities and motorsport experiences, strengthening the connection between virtual racing and Goodwood’s real-world motorsport programme. “Goodwood occupies a unique position in the automotive and motorsport world,” said Tobias Stelzer, VP and General Manager at Fanatec, describing the venue as an ideal location to introduce more visitors to sim racing. Goodwood Motor Circuit General Manager Sam Medcraft added that the collaboration will help the venue expand its simulation experiences for fans, drivers and members. Fanatec has been part of CORSAIR since 2024, with the German brand continuing to develop racing wheels, direct-drive bases, pedals and cockpits for PC and consoles. You can check the current Fanatec products on its website by clicking here. See you on the track! This website uses affiliate links which may earn a commission at no additional cost to you.

Fanatec becomes Official Supplier of <b>Racing Simulator</b> Hardware at Goodwood Motor Circuit.

Landshut, Germany – August 20, 2026 – Fanatec®, a brand of CORSAIR® (NASDAQ: CRSR) and global leader in sim racing hardware, has entered a new partnership with Goodwood Motor Circuit, becoming the Official Supplier of Racing Simulator Hardware at the historic venue. The partnership will see Fanatec support the continued growth of simulation activities across the Goodwood Estate, with existing simulators upgraded to the latest Fanatec equipment and new opportunities created for visitors to experience sim racing throughout the year. Goodwood Motor Circuit is a destination for motorsport enthusiasts of all ages, hosting a diverse calendar of events and track activities. Through this partnership, Fanatec will help expand Goodwood's simulation offering, allowing more visitors to experience the precision and realism of modern sim racing. "Goodwood occupies a unique position in the automotive and motorsport world," said Tobias Stelzer, VP and General Manager at Fanatec. "Its ability to connect enthusiasts with motorsport history and driving culture makes it an ideal partner for Fanatec. We look forward to working together to expand the simulation experience at Goodwood and introducing even more visitors to sim racing." The upgraded Fanatec simulators deliver realistic force feedback and precise control inputs, with adjustable settings that can be tailored for newcomers and experienced sim racers alike. “We are delighted to partner with Fanatec, a globally recognised leader in sim racing technology. This collaboration reinforces Goodwood’s commitment to innovation and excellence in motorsport, enabling us to deliver world-class simulation experiences that bring fans, drivers, and members closer to the thrill of racing than ever before.” said Sam Medcraft, Motor Circuit General Manager at Goodwood. The agreement also creates opportunities for Fanatec and Goodwood to collaborate on community engagement and motorsport experiences throughout the year, further strengthening the connection between virtual and real-world driving. Visitors to Goodwood Motor Circuit

Gran Turismo 7's latest update brings sweeping physics changes, resets leaderboards

Such events are frequent, but today’s 1.71 update for Gran Turismo 7 doesn’t just bring four new cars, but also overhauled driving physics. The changes are extensive (full list below), from tyre updates to force feedback tweaks. Developers Polyphony Digital highlight in particular new tyre physics, with a particular focus on when they lose grip. Consequently, we’re expected to see different car behaviour on the limit. Related to this change is a tweak to tyre wear and heating properties, plus the amount of grip when off track. Naturally, changes to the suspension model have also been made, with different steering geometry (the setup or layout of the steering system, which can affect how the car sits and moves relative to the surface) and damper attenuation (loss of force) characteristics. How torque is simulated is now also different, specifically on partial throttle – this can be when fuel saving, or trying to catch a slide, for example. This also possibly affects some driver assists too, with the Traction Control intervention levels ‘optimised’ and the ABS system when cornering ‘adjusted’. Performance Points changed Aside from the physics changes, and perhaps because of them, significant changes to base car setups and performance values have been made across the ginormous 580+ car roster. For example, there’s a general note that initial (or base) suspension and differential settings and adjustment ranges have been ‘fixed’ (read, altered) across the car roster, plus for aerodynamics for all race cars and ‘certain’ road cars. This will undoubtedly change the Balance of Performance (BoP) for the closely contested Gr.4, Gr.3, Gr.2 and Gr.1 race categories, popular within GT7’s Sport Mode and used during World Series competitions. But also, the Performance Points (PP) system has been once again updated. Every car in-game has a PP value which provides a rough

Cineworld Sheffield Transforms Upstairs Lounge Into Motion <b>Racing</b> Hub

Cineworld Sheffield is giving moviegoers a brand-new reason to arrive early, officially opening a high-tech ReFerox motion racing simulator experience in its upstairs bar and lounge area. The setup brings a real-world motorsport feel directly to the cinema, featuring full-motion rigs that mimic every turn, acceleration force, and kerb bump. Designed to be intuitive for total beginners while offering real feedback for experienced sim racers, the venue lets drivers step straight onto famous racing circuits. “This launch is another exciting step in our plans to offer guests more than just a trip to the cinema, creating a destination where people can watch a film, socialise, compete with friends, and enjoy something completely different. The quality and realism of the simulators are fantastic, and we’re looking forward to seeing guests get behind the wheel.” — Warren Shackleton, General Manager at Cineworld Sheffield Visitors can book driving sessions in 15, 30, or 45-minute blocks, or sign up for a full 60-minute Grand Prix experience. The venue also features live leaderboards for friendly competition, alongside options for birthday parties, corporate events, and local racing leagues. To round out the new space, Cineworld created a dedicated food and drink menu for the upstairs lounge, making it easy for groups to socialise before or after getting behind the wheel. Following the Sheffield launch, Cineworld plans to open a second ReFerox racing venue at The O2 in Greenwich later this year. Pricing, opening times, and online booking slots are live now on the official Cineworld website.

The FIA's free-to-play hill climb esports contest goes live on RaceRoom

Better still, the hot-lapping contest is completely free to enter, with players tasked with piloting the BMW 1-Series-based (E82) 134 Judd V8 up the RaceRoom Hillclimb – Full Run layout. The fastest eight drivers over the duration of the hot-lap qualifying phase, which runs until the 7th September, will be invited to an in-person final in Luxembourg (9th-11th October). Players can register their entry with the FIA here, with provisional results available via RaceRoom’s time trial competition landing page here. At the time of writing, the fastest driver is Walk Racing’s Mihai Neg, with an impressive 4 min 28.457s. Discussion

Fanatec Podium Pedals Sport Launch in September for €599.95

The new two-pedal set replaces the carbon components of the Podium Pedals Formula with aluminium pedal plates, reducing the entry price to Fanatec’s latest pedal platform. Fanatec has announced the Podium Pedals Sport, a new two-pedal configuration launching in late September 2026 for €599.95 / $599.99. The Sport sits below the Podium Pedals Formula and provides a lower-cost entry point into Fanatec’s new high-end pedal range. Podium Pedals Sport uses aluminium pedal plates The main difference between the Podium Pedals Sport and Podium Pedals Formula is the material used for the pedal plates. The Formula version uses carbon-fibre pedal plates and heel cups, while the Sport switches to GT-style aluminium pedal plates. At €599.95, the Sport costs €100 less than the €699.95 Podium Pedals Formula. Podium Pedals Formula returns to stock Fanatec has also confirmed a second production batch of the Podium Pedals Formula. The new batch is larger than the initial run, which sold out shortly after launch.The aluminium GT-style pedal plates that were included as a complimentary extra with the first batch are no longer included. The Podium Pedals Formula set is priced at 699.95 EUR and features carbon fiber pedal faces and carbon fiber heel cups. Three-pedal version moves to October Fanatec has also updated the release schedule for its three-pedal Podium Pedals configuration. Manufacturing issues involving the new clutch pedal have been resolved, but Fanatec says more time is required before mass production begins. The three-pedal Podium Pedals set and standalone clutch module are now scheduled for October 2026. The Podium Pedals Sport launches in late September for €599.95 / $599.99, giving Fanatec a less expensive two-pedal option below the Podium Pedals Formula. You can check the current Fanatec products on its website by clicking here. This website uses affiliate links which may earn a commission

MOZA <b>Racing</b> to Unveil Official MotoGP Bike <b>Simulator</b> at Gamescom 2026

MOZA Racing is set to expand beyond four-wheel sim racing, teaming up with MotoGP to launch its first-ever motorcycle sim. Subscribe to our Instagram channel for the latest info and news! MOZA Racing is set to make a major move into motorcycle simulation at Gamescom 2026, where the company will showcase its official MotoGP bike simulation equipment for the first time. The announcement marks a significant development for motorcycle sim racing, an area that has traditionally had far fewer options compared with the well-established car simulation market. MOZA previously confirmed an official partnership with MotoGP, the premier championship in motorcycle racing, although details of what the partnership would produce were not initially revealed. That is now set to change, with MOZA confirming that its latest motorcycle simulation project will be showcased during Gamescom in Cologne, Germany. The company has released teaser images showing a rider testing one of Milestone’s MotoGP video games while seated on what appears to be a motorcycle replica. Although the teaser does not reveal whether the simulator will feature physical movement or a motion platform, the images provide some clues about the equipment. The rider can be seen operating a throttle through the right-hand grip, while the opposite hand appears to control the front brake. The handlebars also feature multiple rows of illuminated buttons, suggesting that the system is designed to replicate the controls of a modern MotoGP machine. The move comes at a time when interest in motorcycle simulation is beginning to grow. Earlier in 2026, Trak Racer partnered with the existing RevZED bike sim project, unveiling its TRZ motorcycle simulation product at the SimRacing Expo Charlotte. While car-based simulators have become increasingly sophisticated, motorcycle simulation has remained a relatively niche segment. MOZA’s entry, particularly with official MotoGP backing, could bring significantly more attention to

Project Motor <b>Racing</b> update reworks LMDh class, VR and triple-screen leave alpha

VR and triple-screen support now in beta stage and selectable in-game A new update has been released for Project Motor Racing, continuing the recent trend of developer Straight4 Studios improving the beleaguered game’s physics. For V2.2, which is out now, the focus turns toward the game’s Hypercars: both LMH and LMDh, which sit under the in-game LMDh umbrella. Cars in this class now apparently feature improved synergy between their internal combustion engines (ICE) and motor generator units (MGUs), leading to better throttle response, off-throttle behaviour, and braking. New tyre and aero models have also been implemented, with LMDhs featuring revised default ABS and TC settings. Players can also now choose from three different tyre compounds. Straight4 has posted a full deep dive into all the LMDh changes here, and players should expect further improvements across the board. VR and triple-screen beta Another important step has been made with the game’s VR and triple-screen compatibility. Previously in Alpha and prone to bugs, both modes can now be selected via in-game settings. This means players no longer need to deal with the faff of manually typing command lines in Steam, with further optimisations and big fixes rolling out in due course. A few GT3 tweaks have also been made in V2.2, with the game’s AI opponents given additional smarts alongside the usual array of bug fixes. The full changelog for V2.2 of PMR is listed below. Project Motor Racing V2.2 update changelog PHYSICS & HANDLING CLASS SPECIFIC LMDH The Antilock Braking System (ABS) assist now works in both safe and full regen modes with any amount of regeneration from the electric motors (MGU) for all cars in this class Improved inertia for Internal Combustion Engines (ICE) Improved throttle response for Internal Combustion Engines (ICE) Improved engine braking for Internal Combustion Engines (ICE)

Project Motor <b>Racing</b> Update 2.2 Reworks LMDh Class and Brings VR &amp; Triple Screen ...

Today, Straight4 Studios and Giants Software released Project Motor Racing Update 2.2, delivering a major first-stage rework of the LMDh class. Project Motor Racing Update 2.2 focuses heavily on improving the core driving experience, with changes spanning vehicle physics, tyres, aerodynamics, AI, online play, career mode, audio, and the user interface. Alongside this, the developers have added extensive stability improvements, bug fixes, and continued development of VR and Triple Screen support. The LMDh overhaul is the headline addition, laying the technical foundation for further development of the class in future updates. Internal combustion engine behavior, Motor Generator Unit regeneration, brake-by-wire functionality, power delivery, aerodynamics, tyre behavior, chassis dynamics, suspension, center of gravity, vehicle inertias, and setup limits have all received major revisions. The ICE simulation now features improved inertia, throttle response, engine braking, and steady-throttle behavior, while major oscillations during MGU power deployment have also been addressed. Power delivery has been revised to respect real-world Balance of Performance limitations throughout the rev range, with the system designed to apply those restrictions more smoothly. Hybrid braking has also been substantially revised, with ABS assist now functioning in both Safe Regen and Full Regen modes at any level of MGU regeneration. Brake-by-wire behavior has been improved so that brake balance dynamically adapts as regeneration, vehicle speed, aerodynamic downforce, and brake bias change, while MGU regeneration now responds to both speed and lateral G forces to reduce unwanted axle lockups and increase overall stability. Project Motor Racing Update 2.2 also introduces the first iteration of a new LMDh tyre model featuring three compounds, with differences focused primarily on internal heat generation and pressure behavior rather than large variations in outright grip. The goal is to make compound selection more dependent on ambient and track temperatures, with further development of the tyre system planned

iRacing Weekly Tune-in | eSports &amp; Community Events | August 19th to August 26th, 2026

iRacing Weekly Tune-in | eSports & Community Events | August 19th to August 26th, 2026 August 19th, 2026 by Justin Melillo Welcome to the iRacing Weekly Tune-in, your guide to what is available to watch this week on the official iRacing broadcast channels, as well as some special events to watch around the iRacing community. From official iRacing eSports to select community events, there’s plenty to tune in for and enjoy. Here’s what on the schedule, from August 19th to August 26th in 2026. WEDNESDAY | August 19th, 2026 🇪🇺 Creator Series | 6 PM ET “Where the biggest and best egos in sim racing go head to head.” It’s NASCAR season! Featuring a thrilling 10 NASCAR Next-Gen rounds, 3 unique special events, and many of your favorite creators each week, this WILL be the most intense, chaotic, and left-turny Creator Series Season yet Car: NASCAR Gen 7 | Track: New Hampshire Broadcasted by Creator Series | Local Broadcast Time: 22:00 GMT Watch Here THURSDAY | August 20th, 2026 🇪🇺 Skip Barber Race Series | 2:15 PM ET Named for the largest, most successful racing school in the world, the Skip Barber Race Series gives iRacing members their first taste of open-wheel racing. Featuring the winged Formula Skip Barber 2000, the series visits classic road racing circuits in North America and around the world. With many of the circuits offering different configurations they are sure to present a new set of challenges each week. Car: Skip Barber | Track: Red Bull Ring Broadcasted by GSRC | Local Broadcast Time: 18:15 GMT Watch Here FRIDAY | August 21st, 2026 🇪🇺 iRacing Radical e-CUP | 5 PM ET Fast Cars on fast Tracks. That’s what the Radical Esports Cup offers drivers with a Class C license and the desire to “turn, baby,

Le Mans Ultimate's September update “wholly committed to tidying up”

However, in recent weeks, a catalogue of errors has changed community sentiment and frustrated a segment of the player base. Consequently, apart from the next two US-based tracks, the next major game update will be “holly committed to tidying up,” according to publisher Motorsport Games. “Bugs, design issues and underlying issues” are on the hitlist, seemingly ahead of any shiny new features. Presumably, that means no career mode launch just yet, then. Ahead of the September release, the Studio 397 development team “won’t be holding back critical fixes, however, and will still work on delivering those as fast as we can.” With the bullet dodged, next was the rollout of Version 1.4, which included an all-new netcode system, implemented according to publisher Motorsport Games to improve the long-term stability of the multiplayer. It did warn that “there may be some teething issues in the first weeks as we really scale with you all using it.” Motorsport Games and Studio 397 will continue to work on the new system via a series of test races, and committed publicly to the next update being focused not on features, but quality of life, in the same announcement. Discussion 0 Comments Join the discussion Join Traxion.gg to start discussing with members. Already a member? Sign in

American Truck <b>Simulator</b> Atlas Explained: Road Trip Exploration, Details, and DLC Controversy

- Primary Subject: American Truck Simulator (Road Trip: Atlas Feature Expansion) - Key Update: SCS Software revealed Atlas, a new paid exploration progression system centered on regional Tourist Boards, Points of Interest, and dashboard souvenir postcards. - Status: Confirmed - Last Verified: August 19, 2026 - Quick Answer: Atlas is an upcoming American Truck Simulator exploration system tied to Road Trip downloadable content packs, adding regional Tourist Boards, low-friction Points of Interest, and collectible postcards. Ever since SCS Software announced Project Road Trip in April 2025, one question has hung over it. Drivable cars in a truck sim are a fun novelty, but what do you actually do with them once the initial thrill of not hauling 40,000 pounds of lumber wears off? On August 7, 2026, SCS finally answered. A blog post titled "Road Trip: Atlas" introduced an exploration system built around hunting down the landmarks scattered across American Truck Simulator's version of the United States. A week later, on August 14, the studio followed up with a video trailer showing the whole thing in motion. It sounds like a modest addition. It is also locked behind paid DLC, which is where the arguments start. What Atlas actually is You access Atlas from the in-game desktop under the Navigation tab. The system revolves around Tourist Boards, which are physical markers placed around the map. Select one in the Atlas interface and the GPS plots a route to it. Roll up to the board, and the game reveals a cluster of exploration locations in the surrounding region. Those locations come in three flavors. Viewpoints and Photo Trophies will be familiar to anyone who has spent time in ATS already, requiring you to park up for a short cutscene or pop into photo mode for a specific shot. Points of Interest

Le Mans Ultimate reverses netcode changes in response to critical feedback

Le Mans Ultimate’s Version 1.4.1.3 hotfix, released today (19th August 2026), reverses some of the contentious changes to the title’s netcode system in response to widespread criticism. Testing of the new system will continue during dedicated races, in the hope of refining it to the point where it could become the new default. ‘Netcode’, sim racing parlance for how a game reacts to proximity and car-to-car contact during online multiplayer, has long been a strong suit of Le Mans Ultimate, compared to its direct rivals. However, at the end of July in a Version 1.4 update, the systems used were swapped from Transmission Control Protocol (TCP) to “reliable UDP”. In theory, this was to avoid delays typically seen with TCP and, according to publisher Motorsport Games, “should be better suited to wheel-to-wheel racing and help us resolve some longer-term issues we’ve been experiencing.” That, ultimately, hasn’t been the case, with sporadic car oscillations and bizarre phantom contacts reported by the community. As of yesterday, at least two high-tier competitions that use Le Mans Ultimate paused their championships while the Studio 397 development team worked to fix issues (one of which is to do with brake cooling, and not netcode). It has been confirmed that the game will now “revert some changes to the network protocol for the game [back] to the previous versions found since launch.” “To clear up some confusion on the technical side, much of the game traffic is sent identically to before 1.4 [using TCP]. However, there does appear to be some interference in some situations with our latest change,” said Motorsport Games. Discussion 0 Comments Join the discussion Join Traxion.gg to start discussing with members. Already a member? Sign in

MOZA CS Pro Wheel and R9 V3 DirectDrive Base Review

MOZA CS Pro Wheel and R9 V3 DirectDrive Base Review Introduction One thing often leads to another. This particular review is the perfect encapsulation of that simple statement. This was supposed to be a standalone review of the MOZA CS Pro, but circumstances occurred that precluded that option. Instead I had a situation where one simply required the other to work well. Stories are important, but this one is not particularly unique or interesting. When the CS Pro wheel was released in late 2025 I was quite excited about it as it provided a wide range of features at a very impressive price. I had received the MOZA R5 Bundle some time earlier and was in the final stages of reviewing said bundle. It turned out to be a very impressive product for the price. I thought the purchase of the CS Pro would only enhance the value and capabilities of the R5 base. I was wrong. The CS Pro is too much for the R5. Too big of a rim, too heavy as compared to the included ES wheel. The ES wheel is the perfect size and mass for the 5.5 nm R5 base. It is very stiff, has a smaller diameter, and weighs half of what the CS Pro does. When the CS Pro is installed it has a dramatic dampening effect on the R5 base. The R5 simply is not strong enough to provide the experience that the lighter, smaller ES wheel enables. I contacted MOZA about this issue and they agreed to send out the R9 V3 base so I can see what a stronger unit will do for the new CS Pro wheel. Essentially doubling the strength of the R5 base unlocked the true experience of the CS Pro. It makes a lot of sense