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RENNSPORT’s Hypercar Expansion Pack lands on 23 October with four prototypes

RENNSPORT’s Hypercar Expansion Pack lands on 23 October with four prototypes

Competition Company will release RENNSPORT Version 1.2.18 on Friday 23 October at 10:00 CEST, bringing the Hypercar Expansion Pack DLC and a free update at the same time. The paid pack adds four modern prototype cars, while the free patch focuses on multiplayer capacity, console image quality, wheel support and telemetry tools for PC users.

The studio says the expansion is part of a shift toward “cohesive, multi-manufacturer paddocks” with a unified Balance of Performance, based on feedback from a recent community survey. The patch notes also say the engineering fixes follow Community Debrief #3, where players asked for sharper console visuals, proper direct-drive wheel profiles and 24-car multiplayer grids.

Four Hypercars headline the paid DLC

The new DLC adds four Hypercars to the roster: the Aston Martin Valkyrie AMR-LMH, Lamborghini SC63, Toyota TR010 Hybrid and Genesis GMR-001. Competition Company says the pack includes three new manufacturers.

Each car comes with a short technical description in the announcement. The Aston Martin is built around a bespoke, naturally aspirated 6.5-litre Cosworth V12. The Lamborghini uses a bespoke 3.8-litre twin-turbo V8. The Toyota pairs a twin-turbo V6 with hybrid electric deployment, while the Genesis features a twin-turbocharged V8 hybrid powertrain.

The developer is also updating the full Hypercar class, not just the new cars. The division gets a new tyre model, plus reworked engine power, aerodynamics, setup and balancing.

Traxion.gg reported that the expansion will cost €11.99 before any store discounts. Competition Company’s announcement does not mention pricing.

Custom Contests now support 24 drivers

The most substantial free change is the jump in Custom Contests capacity from 12 to 24 drivers across PC, PlayStation 5 and Xbox Series X/S. Session lengths can also now be set to 60 minutes, doubling the previous limit of 30 minutes.

Competition Company says it expanded its netcode infrastructure to support the larger lobbies and hardened cross-platform server synchronisation and tick rates to keep pack racing stable. The patch also adds a new playlist called Modern Prototypes, with three new championships listed under it.

  • Custom Contests now support 24-driver grids on PC, PS5 and Xbox Series X/S
  • Maximum session length rises from 30 to 60 minutes
  • Cross-platform synchronisation and tick rates have been hardened
  • Modern Prototypes adds three new championships

Console visuals, lighting and wheel fixes

On the presentation side, the update targets the image-sharpness complaints raised after launch. Competition Company says it has reduced shimmering on fences and grass by adding a dissolve effect, disabled an experimental anti-aliasing feature, and adjusted the night sky to improve the balance between ambient light and track visibility during night driving.

The studio also says headlight work was pushed back so core lighting balance and shadow stability could be prioritised first. Further headlight improvements are still in active development.

Hardware support gets attention too. The patch fixes issues where Quick Setup was not working properly for several wheel models on consoles, and it resolves a problem preventing the Quick Setup calibration wizard from saving peripheral configurations correctly. Competition Company says more wheel support and Force Feedback refinement are still planned for future patches.

SimHub support and car-specific fixes on PC

PC players get official native telemetry output for SimHub. Competition Company says RENNSPORT now feeds high-frequency vehicle telemetry directly to SimHub without third-party workarounds or custom scripts, which should help external dashboards, wind simulators, tactile bass shakers and button boxes. The note adds that the latest version of SimHub is required and that the feature may not be available until Friday.

The rest of the changelog is packed with fixes. Among the vehicle changes, the BMW M3 E30 DTM gets mesh distortion and damage texture fixes, while the BMW M1 Procar has had indicator lights, cockpit clipping and default high-beam issues corrected. The replay system also receives two fixes, including one for saved replay files being deleted after playback.

There are also stability and track updates. Competition Company says it fixed a crash that could happen if the Practice session countdown expired while servicing the car in the pit box, restored missing collision geometry for the orange marker cones at the Nürburgring Nordschleife, and fixed race-stage issues in Quick Session and Custom Contests.

The patch notes end with one known issue: drivelines on the Lamborghini SC63 will reflect on the windscreen. Competition Company’s workarounds are to switch to any camera angle outside cockpit view or turn off driving line assist.

Sources

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Luca Ferraro

Covers F1, sim racing and racing games for Sports Games Plus.

27 comments

  1. Jan_drift

    24-driver Custom Contests is the real headline for me. 12 was way too thin for proper pack racing, so that part is a legit step up if the netcode actually holds.

    1. uncle1980

      It helps, but bigger grids are only good if the sync is solid. I’d rather have 12 clean cars than 24 with random divebombs and desync all over the place.

  2. Megan R

    The SimHub native telemetry is the best part here, not the Hypercars. Third-party scripts have been a pain forever, so that sounds like an actual sim update for once.

    1. Moose

      nah the 24-car lobbies matter more. SimHub is nice, but i’d take fuller grids and better tick rates over dashboards any day.

      1. chef_gg

        i get where you’re coming from, but for people running a rig, SimHub integration is huge. Dashboards, bass shakers, wind, all that stuff makes the stint feel way more alive. Bigger grids are cool, but if the telemetry is messy the whole setup side gets annoying fast. The best update here is that they’re fixing both at once.

    1. frozenHalfpipe

      for 4 cars and a free patch? that’s pretty normal these days. at least it’s not hiding the wheel fixes behind the dlc.

      1. Ace

        normal does not mean good. every sim keeps doing this little extra tax on top of the base game.

    1. THIAGObirdie

      It’s probably needed though. If they want mixed manufacturers to race right, the old balance is going to need work no matter what.

      1. uncle1980

        Depends how they do it. A full tyre model and aero rework can help, but BoP updates in sims sometimes just create a new fastest car instead of fixing the field.

        1. humbleOwl

          that’s my worry too. if one car ends up clearly meta, the whole ‘cohesive paddocks’ thing goes out the window real quick.

    1. humbleOwl

      60 min is still short for a proper endurance feel. doubling 30 does not make it long enough for everyone.

          1. Jun.comet

            fair, if you’re just doing couch races with the kids then 60 minutes is already more than enough. i was thinking from the point of view of longer stints and tyre management, where 60 still feels a bit clipped. but for quick Custom Contests, yeah, it’s a useful upgrade.

      1. yorker1996

        the wheel bugs were worse though. if quick setup breaks, nobody’s enjoying the pretty grass.

      1. Omar

        always the same answer with you lot lol. but if the modern prototypes are actually fun and the 24-car grids work, why should i keep waiting? are you just saying that because you never buy anything at launch, or do you think the pack is dead on arrival?

        1. Ace

          because launch is always buggy. let them patch it first, then buy if you still care

  3. uncle1980

    I had a weird one at the Nordschleife last week where the orange cones acted like ghosts in practice and then the race just turned into a mess at the first chicane. Reading that they fixed the collision geometry there made me laugh because I thought I was imagining it. Also had a replay save delete itself after playback once, so that fix is very welcome. Not glamorous stuff, but it’s the kind of patch note that actually matters when you’re trying to run proper sessions.

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