Status: planned, not yet implemented. This page documents the design intent so the wiki and the codebase stay in sync as the system lands.
The car traits system gives each chassis a small set of personality flags beyond raw component performance. Two cars with identical stats and identical drivers should still feel slightly different on track — same as in the real sport, where each season’s chassis has its own character (well-balanced, nervous on entry, strong on traction, etc.).
What a car trait is
A trait is a tagged behavioural modifier attached to the chassis. It’s:
- Permanent for the season — locked at season-start when the car is built, doesn’t change race-to-race
- Visible in the My Car / R&D screens — listed on the chassis sheet so you can plan around it
- Mechanical — alters specific physics terms in the race sim (small but consistent)
- Discoverable — some traits are revealed at season start, some only show up after track time
- Not stackable — each car has 2–4 traits maximum
Traits are flavoured to the 1990s feel: think “the car has a peaky engine band”, “the rear is loose under throttle”, “the front bites well on cold tires” — not generic +5% boosts.
Planned trait categories
Aero
| Trait (working name) | Effect |
|---|---|
Stable Floor | +grip when running off the racing line; reduces side-by-side off-line attrition |
High Drag | +corner downforce, −straight speed; favours twisty calendars |
Loose Rear | Rear instability under throttle on exit; +mistake risk in Accelerating zone |
Knife-edge Front | Strong corner entry but punishes lock-ups harder (extra wear on front-left) |
Powertrain
| Trait | Effect |
|---|---|
Peaky Engine | Extra speed at high engine map levels; flat below mid-map |
Smooth Torque | Lower wheelspin chance off the line + at corner exit |
Heavy Gearbox | Slower upshift, slight braking-zone bonus (engine braking) |
Cold-Sensitive | Engine takes longer to reach optimal temp on out-laps |
Tire interaction
| Trait | Effect |
|---|---|
Tire Whisperer | Slower tire wear, narrower thermal window |
Hot Hatch | Reaches optimal tire temp 30% faster, peaks 5°C higher |
Late Cliff | Wear cliff at 90% instead of 75% (longer stints viable) |
Reliability
| Trait | Effect |
|---|---|
Engineered for the Long Run | All component fiability +0.05 |
Fragile Floor | Floor takes 1.5× collision damage |
Bulletproof Suspension | Suspension survives Tier-3 hits as Tier-2 (logged only) |
How traits will be assigned
Two paths:
- Stock chassis (career start, current code): the budget tier rolls 2–3 traits weighted by your team’s infrastructure profile. A high-Aero team is more likely to draw
High DragorStable Floor; a high-Engine team draws powertrain traits. - Designed chassis (R&D): when you build a new chassis via the design tab, you can attempt to target a trait as part of the design brief. Targeting raises the cost (WU + budget) and isn’t guaranteed — design risk grows with the trait’s strength.
End-of-season reveal:
- Negative traits (
Fragile Floor,Loose Rear) are visible from day one - Positive traits (
Late Cliff,Tire Whisperer) reveal after 3–5 race weekends of confirmation data
How traits will affect race tuning
Most traits plug into existing race-sim hooks — they don’t introduce new mechanics, they bias existing ones:
Stable Floor→ reducesside_by_side_off_line_penaltyfor this carLoose Rear→ bumpsmistake_base_prob× 1.15 inZone::AcceleratingHot Hatch→ shiftstire_optimal_low/highby +5°CPeaky Engine→ engine_map curve gets steeper (sharper falloff at low maps, sharper bonus at high maps)
This means trait tuning happens in RaceConfig knobs you can already read — adding a trait is mostly hooking it into a few Car-level multipliers.
What it changes for the player
- Strategy: a
Late Cliffcar can run a 1-stop where most of the field needs 2 stops - Setup: a
Cold-Sensitivecar wants longer out-laps in qualifying - Risk management: a
Fragile Floorcar needs extra repair WU buffered after every race - Driver match: a
Loose Rearcar begs for a high-CON driver; pairing it with a 5-CON rookie is a recipe for spins
Trait info will appear in:
- The Cars Overview / R&D screen (always)
- Driver pre-race brief (commentary “the car’s nervous on cold tires today”)
- Season summary (which traits paid off, which cost you points)
Open questions (not yet decided)
- Should traits be changeable mid-season via R&D big-spend? Or locked until next chassis?
- Do AI teams see and exploit their own traits? (Probably yes, with same visibility delay)
- Trait conflicts: can you have
Loose RearANDSmooth Torquetogether? (Probably no — exclusion sets) - Persistence across seasons: does next year’s chassis inherit a “weighted toward” trait pool from this year’s?
These will be settled as the implementation lands.