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Engine Map

The 0–10 engine map scale — speed vs. fuel/heat/wear trade-off, mistake amplification, and when to push or save.

Work in progress. First draft is here, but content may evolve and screenshots are still being added. Spotted something wrong? Tell us on Discord.
On this page

The engine map is a driver setting on a 0–10 scale (default 5). It trades speed for fuel + heat + wear: lower maps save the engine and stretch a fuel load; higher maps push power at the cost of consumption and durability.

Engine map is set live during the race — by you (manually) or by the AI Race Director (engine-map module). The setting is per-car, per-tick.


The scale

MapSpeed effect (Accel zone)Fuel rateHeat / wear
0-3.0%70%Minimal heat, minimal wear
1-2.4%76%Very low
2-1.8%82%Low
3-1.2%88%Below normal
4-0.6%94%Slightly under normal
5 (default)0%100%Normal
6+0.6%106%Slightly elevated
7+1.2%112%Elevated
8+1.8%118%High
9+2.4%124%Very high
10+3.0%130%Maximum heat, peak wear

(Values are nominal — actual effect zone-weighted, see below.)


Zone weighting

Engine map effect on speed is heaviest where the engine matters most — straights:

ZoneEffect scale
Accelerating (straights)100%
Lifting (corners)40%
Braking20%

So map 10 on a long straight gives +3.0%; in a tight corner, only +1.2%; under braking, +0.6%. Map’s value is highest on power circuits, lowest on twisty street tracks.


Mistake amplification

Higher maps amplify mistake probability:

map_amp = 0.55 + engine_map × 0.10
MapMistake amp
00.55× (45% reduction)
51.05× (5% increase)
101.55× (55% increase)

Map 0 is genuinely safer — defensive driving. Map 10 is genuinely dangerous, especially with a low-CON driver.


Heat damage

Engine heat damage rate scales with the map setting indirectly — high maps push the engine over critical temp faster. The damage formula:

damage_rate = engine_heat_damage_rate × heat_excess × dt × (1/fiability)² × (1/cooling_perf)²

Map setting drives heat_excess. Cooling system perf and engine fiability double-square in to scale the damage. So:

  • Healthy engine + good cooling + map 5: ~0% heat damage per race
  • Healthy engine + good cooling + map 10: minor heat damage (recoverable)
  • Frail engine + bad cooling + map 10: 5–10% perf loss per race; engine swap every 2–3 races
  • Frail engine + bad cooling + map 0: still ~0% heat damage; the map saves you

When to push (map 7–10)

  • Last 3 laps of a tight battle for a points position
  • Out-lap on cold tires where extra power compensates for lacking grip
  • You need to overtake right now — combine with Overtake Push toggle
  • Final stint of the race when engine doesn’t need to survive past the flag
  • You have a healthy engine + good cooling — heat damage is negligible

When to save (map 0–3)

  • Early laps of a long race — saves fuel + tire temp
  • Lift & Coast active — map low complements the throttle-off period
  • You’re under fuel target — emergency fuel-saving mode
  • Engine is showing yellow / orange overheat warning — back off immediately
  • Cruising in clear air with no nearby battle — there’s no pace to gain by pushing

Default (map 4–6)

For most racing — neither saving nor pushing. The AI defaults to map 5 unless its decision module fires.


AI engine-map decisions

The AI engine-map module picks a map level each tactical tick (~1.5s) based on:

TriggerAI’s choice
Fuel critical (fuel_laps_remaining < 2.5)Map 0–2 (save mode)
Engine overheat warningMap 0–3
Active overtake commitMap 8–10 (push)
Defending under pressureMap 6–8 (defensive boost)
Last 3 laps + race for positionMap 8–10
Clear air, plenty of fuelMap 5 (cruise)
Lift & Coast activeMap 3–4

You can override the AI by setting the map manually — the override holds until the AI’s hold interval (3s) expires, then the AI re-evaluates.


INT effect

Higher INT drivers execute map changes more efficiently:

  • High INT (15+): hits the right map at the right time, smaller fuel overshoot
  • Low INT (1–8): AI module still works, but the driver’s effective_intelligence shapes map decision quality (slower reactions to overheat warnings, etc.)

Engine map + R&D

Two infrastructure dependencies matter:

  • Engine supplier base_power — sets the engine current_perf. Higher base_power means map 10 gets you a bigger absolute pace gain (because it’s a percentage of a higher baseline)
  • Cooling system current_perf — sets the heat damage rate scale. A high-perf cooling system lets you live at map 8+ for whole stints without burning the engine

This is why investing in the Engine infrastructure dept (which controls cooling perf at the chassis level) pays off for high-map racing.


Quick reference

ScenarioMap
Race start, full fuel4–5
Mid-stint, clear air5
Defending against close rival6–7
Active overtake committed9–10
Last 3 laps, points fight8–10
Lift & coast active3–4
Fuel emergency0–2
Engine overheat (orange)0–3