Project CARS server hosting: a white Pagani supercar races down a track at dusk past the pit buildings

The original sim, on a grid that stays put

Project CARS Server Hosting

Project CARS server hosting for drivers who still race the first game in Slightly Mad's series. A dedicated server keeps your lobby at one address with a full 16-car grid, so a race night no longer depends on whoever volunteers to host from home.

Excellent on Trustpilot Hosting since 2004 9 locations 24/7 support in 9 languages

Fill the grid

Project CARS Server Hosting Plan and Price

Slightly Mad's own feature list puts competitive multiplayer at up to 16 players, so we sell one plan that fits that grid exactly. It includes the free 5GB memory tier. Paying for 3, 6 or 12 months makes each month cheaper.

  1. 16player slots
    5GB RAM

    A full Project CARS online gridFull grid

    • Every seat the game allows online
    • Public, private or friends-only
    • 5GB RAM included
    $5.60/moMonthly, no contract

Every plan: NVMe 7500MB/s · 5.0GHz · Up to 100GB. No setup fee. Upgrades and details

In short

Gaming Deluxe hosts Project CARS dedicated servers from $5.60/mo for 16 driver slots, the most players the game's online mode supports, with 5GB of RAM included. The server runs on a 5.0GHz CPU with NVMe storage in your choice of 9 locations in the UK, France, Germany, the US and Australia, and is set up automatically after payment.

Key facts checked against our order form, updated .

  • 16 driver slotsThe game's full online grid
  • 5GB RAM includedPlenty for a 2015 race server
  • 9 locationsSame price everywhere
  • Private lobbiesPassword your league nights
  • Join in progressLate drivers can still get in
  • Up around the clockNo host PC to keep on
  • DDoS protectionFiltering at every site
  • 24/7 support in 9 languagesGame hosting since 2004

Pit wall

Your Project CARS Server Hosting Control Panel

The Project CARS dedicated server is a console program driven by a config file. In our panel you edit that file, read the server output and restart it from a browser tab, which is handy when you are already sitting in the rig.

Gaming Deluxe game server control panel with the server menu, connection details and Stop and Restart buttons

The Gaming Deluxe control panel, shown with a Windrose server. Project CARS servers use the same panel and menu.

File Manager and SFTP

Change the server name, password and lobby settings in the browser editor, or connect over SFTP for longer edits.

Live console and log

Watch drivers join and sessions change, and see straight away why a lobby failed to come up.

Restart in one click

Load a fresh config before a race and the server is back within moments.

Scheduled Tasks

A planned restart in the small hours means the server starts each race day clean.

Backup Manager

Save a copy of the settings that worked and restore them whenever an edit misbehaves.

Where the game stands

Project CARS Server Hosting in 2026: What to Know

Project CARS launched on Steam on 6 May 2015 and received its last PC patch, 11.2, in November 2016. Its Steam page now says the game is no longer available on the Steam store. If you already own it, it stays in your library, and a hosted server gives the drivers who still race it a dependable place to meet.

Steam release6 May 2015Last PC patch11.2, 21 November 2016Steam storeNo longer available

01

Finished and stable

Patch 11.2 was the final PC update, so the server and every driver stay on the same build.

02

Owners only

The game cannot be bought on Steam any more. Check that everyone in your league already has it in their library.

03

Sixteen on track

Online races hold up to 16 players, with public, private and friend-based lobbies.

04

VR and wheels

Later patches added HTC Vive support and VR settings, and the game supports a long list of wheels, so sim rigs are well covered.

Lobby options

Lobby Options for Project CARS Server Hosting

Project CARS has no official mod support. A server is set apart by the racing it offers: who may join, what runs on track and how the weather and time of day behave.

Who can join

Public, private or friends

The game supports all three lobby types, so a server can be open to anyone or kept for your own drivers.

Join in progress

Drivers who arrive late can still enter the session rather than waiting for the next race.

What happens on track

Weather and time of day

Project CARS has dynamic weather and a moving time of day, including full endurance races.

Pit stops and strategy

Longer races can use pit stops and planned strategies, the heart of any endurance round.

A huge track list

Slightly Mad's feature list counts more than 110 unique locations, so a calendar can visit a new circuit every week.

Steam PC version

Our servers host the Windows version of the game sold on Steam.

Steam (Windows)

Memory

RAM for Project CARS Server Hosting

Slightly Mad did not publish memory figures for the dedicated server. It tracks timing and positions for at most 16 cars and renders nothing, so the free 5GB tier included with the plan is more than enough for normal racing.

  • Sprint races with friends

    Plan: 16 Slots
    RAM included: 5GB

    When to add more: Not needed.

  • A weekly league with a full grid

    Plan: 16 Slots
    RAM included: 5GB

    When to add more: Not needed for standard sessions.

  • Long endurance events

    Plan: 16 Slots
    RAM included: 5GB

    When to add more: Only if the log shows memory warnings.

The order form offers RAM tiers from 5GB to 32GB, changeable later from the client area without losing your files.

Low ping, worldwide

Project CARS Server Hosting Locations

Choose from 9 locations in the UK, France, Germany, the United States and Australia. Close racing at the apex depends on low latency, so place the server where most of your drivers live and run the ping test on this page from their side.

LondonUnited Kingdom · Europe -
ParisFrance · Europe -
FrankfurtGermany · Europe -
New York (Buffalo)United States · North America -
DallasUnited States · North America -
Los AngelesUnited States · North America -
ChicagoUnited States · North America -
MiamiUnited States · North America No test
SydneyAustralia · Oceania -

Always-On Protection

Project CARS Server Hosting with DDoS Protection

Watch how our multi-layered defence system filters malicious traffic while legitimate connections pass through uninterrupted.

Internet DDoS Protection Game Server

Malicious traffic is filtered at the edge, while legitimate traffic passes through uninterrupted.

Malicious Traffic (Blocked)Legitimate Traffic (Allowed)

At Every Location
Included
Full Protection
Layer 3/4/7
24/7 Active Filtering
Always-On
Added Latency
<1ms

In the plan

Included with Project CARS Server Hosting

No setup fee. The Project CARS plan includes the following, as sold on our order form.

  • Game serverThe Project CARS PC dedicated server on the final game version
  • Driver slots16, the full online grid
  • Memory5GB included, tiers up to 32GB available
  • Storage100GB NVMe at 7,500MB/s, with 14,000MB/s drives and up to 200GB as upgrades
  • Processor5.0GHz as standard, 5.2GHz+ and 5.6GHz+ upgrades
  • Locations9 locations, one price
  • FilesFile Manager and SFTP for the server config
  • BackupsOffsite backups for the last 7 days, plus the Backup Manager
  • ProtectionDDoS protection at all locations
  • Support24/7 tickets from a team hosting games since 2004

Optional upgrades

Added at checkout, billed with your plan.

  • Memory AllocationTiers up to 32GBtiered
  • Hard DiskNVMe 14,000Mb/sfrom $7.06
  • CPU Clock Speed5.2GHz+ - 5.6GHz+from $7.06
  • CPU PriorityHigh CPU Priority - Realtime CPU Priorityfrom $7.06
  • VIP Ticket Priority SupportPrioritise My Ticket Pleasefrom $2.82
  • Disk SpaceUp to 120GB - Up to 200GBfrom $9.89

The order form shows a slot slider that goes higher, but the game itself supports up to 16 drivers online, so 16 slots is the plan we recommend. RAM tiers up to 32GB can be added if you ever need them. All 9 locations are the same price, so choose the one that gives most of your drivers the lowest ping. Prices read from our order form on October 23, 2026. Taxes, if any, are shown at checkout.

Built for racers

Project CARS Server Hosting Features

What a hosted race server does better than a lobby run from a driver's own PC.

Open for practice

The server runs all day, so drivers can turn laps whenever they have a spare hour.

Level playing field

Nobody drives on the host connection, so the grid races on equal terms.

League only

A private lobby keeps your race night for registered drivers.

Late arrivals welcome

Join in progress lets a driver who got stuck in traffic still take part.

5.0GHz CPU

A fast core keeps position updates smooth when the field bunches into turn one.

Protected

DDoS filtering keeps attacks from ending a race before the flag.

Before the green flag

Project CARS Server Hosting Essentials

Five things to agree before the first race on your server.

  1. Confirm everyone owns it

    Project CARS is no longer available on the Steam store, so new members need a copy already in their library.

  2. Plan for 16 cars

    The online grid tops out at 16 drivers. If your league is bigger, split it into groups or run two heats.

  3. Set the realism rules

    Agree on damage, assists and tyre and fuel use in advance, so nobody argues after qualifying.

  4. Pick the lobby type

    Decide whether the server is public, private or friends-only, and set a password if you need one.

  5. Save a working config

    Once a round runs well, keep a backup so the next race starts from settings you trust.

Answers

Project CARS Server Hosting FAQ

Questions drivers and league organisers ask before ordering.

Ordering and setup

How soon is my Project CARS server online?

It is set up automatically when your payment clears, normally within 20 minutes, and you receive the login details by email.

Can new drivers still buy Project CARS?

Not on Steam. The store page now says the game is no longer available there. Drivers who already own it can race on your server.

Why is there only one plan?

Slightly Mad's own feature list gives competitive multiplayer for up to 16 players, so a 16 slot server is the full grid. Larger sizes would add slots the game cannot fill.

Which location should I choose?

Whichever gives most of your drivers the lowest ping. Use the test on this page from where they live. All 9 locations cost the same.

Racing on the server

Can I make the lobby private?

Yes. Project CARS supports public, private and friend-based lobbies, and a password keeps the server for your own drivers.

Can drivers join a race already running?

Yes. The game supports join in progress, so a late driver can enter the session.

Is my server compatible with Project CARS 2?

No. Project CARS 2 is a separate game with its own server. We host it on its own Project CARS 2 page.

Will a game update break the server?

Very unlikely. The last PC patch was 11.2 in November 2016, so nothing should change under you.

Hardware

How much RAM is included?

5GB, the free memory tier. A server handling 16 cars needs far less, so most leagues never change it.

Do I need to open ports at home?

No. The server runs in our data centre with its ports reachable, so nothing changes on your router.

Billing

How much does Project CARS server hosting cost?

The 16 slot plan costs $5.60 a month. Paying for 3, 6 or 12 months in advance lowers the monthly price, as the plan card shows.

Can I cancel at any time?

Yes. Monthly billing has no minimum term, and longer terms are simply paid in advance at a lower rate.

Is there a setup fee?

No. You pay only for the plan and any upgrades you choose.

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 , Owner, Gaming DeluxePublished · Updated

In this guide
  1. Why Drivers Still Race the First Project CARS
  2. Planning a League Around a 16-Car Grid
  3. Setting Up a Race Night
  4. Running a Season Step by Step
  5. Keeping the Racing Clean
  6. Solving Common Problems
  7. Hosted Server or Your Own PC?
  8. What to Compare Before You Rent a Project CARS Server
  9. Project CARS Server Glossary
  10. 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 leagueApproachWhy it works
Up to 12 regular driversOne grid, open spacesRoom for guests and reserves
13 to 16 driversOne full gridEvery seat in use, no one left out
Over 16 driversTwo groups or heatsEveryone races within the game's limit
Mixed experienceSplit by paceCloser 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

  1. Publish the calendar of circuits and dates before round one.
  2. Open sign-ups and close them when the 16 places are taken.
  3. Leave the server open for practice in the days before each round.
  4. Restart it an hour before the race so it starts clean.
  5. Run qualifying and the race with the agreed settings.
  6. Post the results and any penalties the same evening.
  7. 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

ProblemLikely causeWhat to do
Lobby not visibleServer restarting or filters setWait a minute and clear the lobby filters
Driver cannot joinGrid full or wrong passwordCheck the slot count and re-send the password
Rubber-banding carsServer far from that driverRun the ping test and consider another location
Server stops at startMistake in the configRead 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.

  1. Real config accessYou want the server's own config file, not a short web form with a handful of options.
  2. Honest slot sizesThe game supports 16 drivers online; paying for more seats than that buys you nothing.
  3. Ping to your driversTest from where your league lives before you buy.
  4. CPU speedA fast core keeps timing and positions smooth with a full field.
  5. BackupsSaved configs let you rebuild a round's settings in seconds.
  6. 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.