Player Wiki
The Undercut — Player Wiki
Everything you need to run a successful season — from your first career to the deepest race-day strategy decisions. This wiki documents how the game actually works under the hood, in plain language for players.
Ready finalised · WIP first draft, polish in progress · Planned placeholder, content not yet written
Getting Started
New to The Undercut? Start here.
- Game Overview WIP What The Undercut is, what a typical session feels like, and where to go next in the wiki.
- First Career WIP The new-career wizard, day-1 checklist, GP 1 walkthrough, and common rookie mistakes.
- The Desktop Planned The Win95-style career hub — icons, taskbar, e-mail, news. (Page coming soon.)
- Glossary WIP Every acronym, abbreviation, and jargon term used in The Undercut, decoded.
Career Mode
Run your team across a full season — calendar, drivers, championships.
- Weekend Pipeline Planned Practice → Qualifying → Race → Debrief. What each step does and how the pipeline flows.
- Calendar & GPs Planned Circuit profiles, climates, how the schedule unrolls across a season.
- Track Traits WIP Per-track personality flags — high-speed, tire-shredder, pass heaven and how they steer existing race-sim parameters.
- Drivers Planned Recruitment, contracts, the 6 stats (INT/PAC/CON/ADA/STA/AGG), happiness, retirement.
- Pre-Season & Transfer Window Planned When you can sign, fire, swap drivers — and how the transfer window works.
- Standings & Championship Planned Driver vs. constructors standings, points, prize money, end-of-season events.
Money & Contracts
Sponsors, suppliers, and how the money flows in and out.
- Sponsors WIP How sponsors work in The Undercut: pool generation, payouts, contract tiers, reputation gates, objectives.
- Suppliers WIP Engine, tire and fuel suppliers — pool generation, stat decoding, partnership vs. client contracts, negotiation.
- Finance WIP How money flows in and out of your team — sponsors, prize money, salaries, supplier costs, end-of-season reconciliation.
The Car
Components, damage, R&D, and infrastructure.
- Parts, Damage & Wear WIP The 11 components, how damage applies, when a part becomes 'destroyed', and how repairs work in R&D.
- Car Traits WIP Planned chassis personality flags layered on top of raw component stats — design intent and how they will plug into the sim.
- R&D Department Planned How Work Units (WU) work — repair, improve, reliability, design new parts.
- Infrastructure Planned The 7 departments — Engineering, R&D, Chassis, Handling, Aero, Engine, Marketing — and what each level buys you.
- Engine Supplier Stats Planned Power, endurance, reliability, potential — what each engine supplier stat maps to in-race.
- Tire Supplier Stats Planned Performance, endurance, reliability, heat resistance — and how to pick the right tire deal.
- Fuel Supplier Stats Planned The single fuel stat — `base_consumption` — and why a great fuel deal lets you swing strategy.
- Reinforced Repairs & Fiability Boosts Planned Long-term fiability gains across the season — supplier objectives, end-of-season bonuses, engineering caps.
On the Pit Wall — Race Strategy
Compounds, pit plans, engine maps, lift & coast, telemetry.
- Tire Compounds WIP Soft vs. Hard — speed bonus, wear curve, heat behaviour and when to pick which.
- Pit Strategy Plans WIP How A / B / C plans are generated, when each one wins, and how the AI deviates from the plan in real conditions.
- Engine Map WIP The 0–10 engine map scale — speed vs. fuel/heat/wear trade-off, mistake amplification, and when to push or save.
- Lift & Coast WIP When the AI uses lift & coast, why, and how INT shapes its fuel-save and tire-cooling efficiency.
- Overtake Push WIP What the Overtake Push toggle actually does — doubled attempt probability, mistake risk, and when it pays off.
- Team Orders WIP Stay Behind and Let Pass — how the two team-order toggles work, when they fire automatically, and how to use them.
- Reading the Telemetry WIP How to read the race UI panels — timing tower, mini-sector deltas, per-driver gauges, data center, commentary feed.
Driving & Race Sim
Race phases, mistakes, mechanical failures, yellow flags.
- Race Phases Planned Start lights, opening lap, mid-race, run to the flag — what changes between phases.
- Mistakes Planned Lockup / Wheelspin / Spin / Crash — what triggers them and how Caution recovery works.
- Pressure & Stamina Planned The two mental/physical bars and how driver stats blunt them.
- Side-by-Side & Overtaking Planned The corner-by-corner cession protocol, off-line attrition, and how committed overtakes resolve.
- Mechanical Failures Planned Failure rolls, the warning ladder (Yellow / Orange / Imminent), DNF flow.
- Yellow Flags & Safety Car Planned Sector yellows, FCY, Safety Car deployment, restart, pit windows.
Driver Choice & Personality
Driver stats, traits, team archetypes.
- Driver Stats Explained Planned What each 1–20 driver stat actually changes in race — INT, PAC, CON, ADA, STA, AGG.
- Driver Traits WIP Planned driver personality traits — Hothead, Iceman, Late Braker — and how they sit on top of raw stats.
- Team Archetypes Planned Pacesetter, Balanced, Conservative, etc. — how the AI biases its racing style by team identity.
- Driver Modifiers Planned Extra personality on top of team archetype — small per-driver tweaks to the AI behaviour.
Visual & Audio
Helmet editor, livery, engine sound tool.
Settings
Display, audio, simulation and career sliders.
- Settings — Display WIP Display tab — fullscreen, vsync, FPS cap, resolution, post-processing.
- Settings — Audio WIP Audio tab — engine, radio, driver, music volume sliders and how to balance the mix.
- Settings — Simulation WIP The Simulation tab — ~80 RaceConfig sliders organised by group, what they tune, and how to dial in your taste.
- Settings — Career WIP The Career tab — race prize total, championship purse, race distance factor, marketing scouting rate.
- Reset Defaults Planned The per-tab Reset button on the Settings screens — what it does and what it doesn't touch.
Saves
Save slots and snapshots.
Release Notes & Bugs
Per-version changelogs and the running list of known bugs.