The complete guide · 5 min read
The Complete Guide to Project CARS Server Hosting
A guide for drivers and league organisers still racing the first Project CARS: what the game offers online, how a 16-car grid shapes a league, how to set up race nights and how to deal with the usual problems.
By Matthew Griffin, Owner, Gaming DeluxePublished · Updated
In this guide
- Why Drivers Still Race the First Project CARS
- Planning a League Around a 16-Car Grid
- Setting Up a Race Night
- Running a Season Step by Step
- Keeping the Racing Clean
- Solving Common Problems
- Hosted Server or Your Own PC?
- What to Compare Before You Rent a Project CARS Server
- Project CARS Server Glossary
- Project CARS Server Help
Why Drivers Still Race the First Project CARS
Project CARS arrived on Steam on 6 May 2015 after a long development guided by a paying community of fans and real drivers. Slightly Mad's launch feature list promised more than 110 unique locations, over 80 cars across GT, touring, Le Mans prototypes, karts and open wheel, dynamic weather, a changing time of day, pit strategy and endurance races up to the Le Mans 24 Hours.
The studio kept patching the PC version until 2016, adding VR improvements, HTC Vive support and a long run of car packs and track expansions. Patch 11.2 in November 2016 was the last. Today the Steam page states that the game is no longer available on the Steam store, so the players left are owners who like its handling, its track list or simply the memories of their first league.
For those drivers, a dedicated server solves the old lobby problem. The race does not depend on one person's home connection, the lobby is always in the same place, and drivers can practise on the week's circuit long before the official start.
Planning a League Around a 16-Car Grid
Online Project CARS races hold up to 16 players. That is fewer than later sims, so a growing league needs a plan. Small groups fit in one grid with room to spare. Larger communities can split drivers into two classes or two skill groups that race on different nights, or run heats and a final.
| Your league | Approach | Why it works |
|---|---|---|
| Up to 12 regular drivers | One grid, open spaces | Room for guests and reserves |
| 13 to 16 drivers | One full grid | Every seat in use, no one left out |
| Over 16 drivers | Two groups or heats | Everyone races within the game's limit |
| Mixed experience | Split by pace | Closer racing in each group |
Setting Up a Race Night
The server reads its settings from a config file, which you can open from the File Manager in our panel. That is where you set the server name drivers will look for, the password, and the lobby options. After saving, restart the server from the panel to apply the change.
- Circuit: choose it a week ahead so drivers can practise on it.
- Cars: one class keeps a sprint race close; mixed classes suit endurance events.
- Session lengths: practice, qualifying and race times that fit your evening.
- Weather and time: a fixed dry race for beginners, changing conditions for veterans.
- Assists and damage: agree them in writing and set them the same for everyone.
Join in progress is useful on busy evenings, but some leagues prefer to lock entries once qualifying starts. Decide which you want and tell the drivers, so nobody is surprised.
Running a Season Step by Step
- Publish the calendar of circuits and dates before round one.
- Open sign-ups and close them when the 16 places are taken.
- Leave the server open for practice in the days before each round.
- Restart it an hour before the race so it starts clean.
- Run qualifying and the race with the agreed settings.
- Post the results and any penalties the same evening.
- Back up the config after each round.
Consistency keeps a league together. The same night, the same time and the same rules matter more than any single setting. Endurance specials with pit stops and changing weather work well as a season finale once drivers know each other's habits on track.
Keeping the Racing Clean
Most disputes in sim racing start at the first corner. A short set of rules on overtaking, rejoining the track and blue flags prevents the majority. Ask drivers to save replays of incidents, and choose one or two stewards who review them after the race rather than during it.
Private lobbies protect a league night from random joiners. If you also run open practice, keep the open sessions on a different evening from official rounds so newcomers can try the server without disturbing a race.
Solving Common Problems
| Problem | Likely cause | What to do |
|---|---|---|
| Lobby not visible | Server restarting or filters set | Wait a minute and clear the lobby filters |
| Driver cannot join | Grid full or wrong password | Check the slot count and re-send the password |
| Rubber-banding cars | Server far from that driver | Run the ping test and consider another location |
| Server stops at start | Mistake in the config | Read the log or restore the last backup |
The log in the Web Console shows most problems as soon as the server starts. If the answer is not obvious, open a ticket with the time the problem happened and our support team will look at it with you, at any hour.
Hosted Server or Your Own PC?
A lobby hosted from a racing rig at home ties the whole grid to one connection and one machine. The host has the best ping, the race ends if that PC restarts, and the setup has to be repeated every time someone else hosts.
A hosted Project CARS server stays online with the same settings and the same address. It runs on a fast CPU behind DDoS filtering, nobody has a home advantage, and you can concentrate on driving rather than on whether the host has turned up.
What to Compare Before You Rent a Project CARS Server
For a sim that is no longer on sale, the useful differences between hosts are practical ones.
- Real config accessYou want the server's own config file, not a short web form with a handful of options.
- Honest slot sizesThe game supports 16 drivers online; paying for more seats than that buys you nothing.
- Ping to your driversTest from where your league lives before you buy.
- CPU speedA fast core keeps timing and positions smooth with a full field.
- BackupsSaved configs let you rebuild a round's settings in seconds.
- Flexible billingLook for monthly terms with no setup fee and no minimum.
Project CARS Server Glossary
- Dedicated server
- A program that runs the online session without anyone driving on that machine.
- Lobby
- The online room drivers join before practice, qualifying and the race.
- Join in progress
- A setting that lets drivers enter a session that has already started.
- Private lobby
- A lobby that only invited or password-holding drivers can join.
- Grid
- The field of cars that starts a race; up to 16 online in Project CARS.
- Endurance race
- A long race where pit stops, fuel and tyre wear decide the result.
- Ping
- The round-trip time between a driver and the server, in milliseconds.
- Steward
- A league official who reviews incidents and hands out penalties.
Project CARS Server Help
Useful pages for running your server.
How this guide was made: researched from the Project CARS Steam store page and Slightly Mad Studios' announcements and patch notes on Steam, drafted with AI assistance, checked against our live order form for the plan, price and locations, and reviewed by Matthew Griffin before publishing. Something out of date? Tell us.
Sources, checked October 23, 2026:
- Project CARS on Steam (developer, release date, store status, platforms)
- Slightly Mad Studios, Project CARS: One Million Copies Sold (feature list: 16-player multiplayer, lobby types, join in progress, 110+ locations, Steam news, 5 June 2015)
- Slightly Mad Studios, Project CARS PC Patch 11.2 (Steam news, 21 November 2016)
- Slightly Mad Studios, Patch 11.0 with HTC Vive support (Steam news, 12 May 2016)
- Gaming Deluxe order form, Project Cars