Community Update – March 2026
Hello everyone
We wanted to deliver you some updates on the 12 Hours of Le Mans test that we undertook on the 27th and 28th Feb – already over a week ago (where does time go?!)
Once again, we wanted to thank all of you that spent your precious free-time on helping us test our team-race infrastructure. The recent purpose has been to improve performance and connectivity in the larger races with up to 62 cars, which have been more challenging to work on than the 38 car team races we run weekly across the service.
In terms of statistics, we are very happy to say that, despite the initial single Friday 10am UTC slot, we had 888 teams and over 3,000 drivers turn up for this slot alone. When we expanded the racing over to the Saturday as well, we hit 2440 teams across 31 splits with 11,358 drivers and 15,000 driver swaps completed. 346,000 laps were completed, totalling over 4.7 million kilometres driven.
Ultimately, we were very pleased with the overall changes we made to the infrastructure between this test and the last. We had 5 major issues we reported on from the last test event that we believe look much stronger in this test:
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Not being able to rejoin a server – we did not see this occur (however, if players rejoined quickly after leaving the server it might take some time for it to accept this player back into the server which will be addressed) ✅
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Incorrect configuration of servers – this did not happen in this test event ✅
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Latency – health of the servers was very good. Whilst some individual players experienced latency the server did not. All servers were upgraded from 1Gbps to 10Gbps connections between these tests ✅
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Server Crash – although only one server crashed last time, we’re pleased to say zero servers experienced fatal errors ✅
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Server Termination – our backend services ran healthily and did not result in an early termination of events ✅
However, we do want to address disconnections and there are two main elements to this.
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6pm UTC Friday (27th February) – there was a mass-disconnection event across a number of different splits that affected a small number users connected at that time. Working with our server providers, they confirmed a short-term issue with network routing on one of their switches.
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General disconnect rates for large races – this in general for these larger team races, the disconnect rate is larger than we would like (although background rates of players force-closing the application can affect our statistics). We will be conducting further analysis and prototyping some changes in this area (however this will be delivered after the upcoming version 1.3).
Additionally, we’re also working on the following rare or less-critical issues
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Increased track limits severity after a driver swap
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Returned to garage during a pitstop
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Game freeze/stutter when Driver Swaps in other teams occur
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Unrepairable damage
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An engineer locking out the driver from changing pitstop settings unless the engineer leaves the server
Upcoming Team Special Events
The following events are non-test races, with 38 cars on the grid.
13th/14th/15th March – 4 Hours COTA – Hypercar & LMGT3- 3:00/9:00/14:00/18:00/22:00
20th/21st/22nd March – 4 Hours Sebring – Hypercar & LMGT3 – Time TBC
27th/28th/29th March – 10 Hours/1812km Qatar – Hypercar & LMGT3 – Time TBC
Future test races will be reserved only for these 62 car events – the next test race will be next communicated when we have made some networking changes that need testing in public.
For the latest on upcoming events please keep an eye on our social media channels and the #online-status-schedule channel in Discord.
Thanks again to everyone that participated in our test, we appreciate your help! We will continue to work hard to improve these team races 💪
Studio 397