Wiki under construction. Many concepts here are from alpha 0.2 and may still change. The wiki will be finalised for version 1.0 — for now it's here to help closed testers and, later, early-access players find their way around. For the most up-to-date and accurate info, join the Discord — that's where changes are announced first and where you can ask directly.

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My Car

The read-only spec sheet for your machinery — part panels, power-unit figures, wear and health, and discovered traits.

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 Car page (its title bar reads Cars Overview) is the read-only spec sheet for the machinery you race. Nothing here can be clicked into a change — no WU, no cash, no swaps. It exists so you can answer one question before opening R&D: what is actually on the car right now, and what will it do on track?


How to open it

  • Career sidebar / desktop → the Car icon (icon 10). It is the app’s landing page.
  • Any tab in the shared bar (Inventory, Production, Repair, Improve, Private Testing, Design, Projects) jumps into the R&D screen; the Car tab brings you back.
  • The hub’s Car-status widget and the two resource widgets route here too.
  • Escape or Back returns to the hub.
  • Unlocked from Phase 5 (Car Review), once the season car build begins.

Layout — three car cards

Two columns. The left column stacks Car 1 and the Reserve car; the right column stacks Car 2, the Car Character panel and Discovered Car Traits.

Every car card carries the driver’s helmet + flag + name in its header, the baked team livery with the helmet composited into the cockpit, and four blocks: Driver, Power Unit, Stats, Parts.

All three cards read the same car model — the effective car (effective_car_model), which is the infrastructure baseline with car 1’s fitted parts overlaid. Improve steps, new designs and race damage all show up here. The Reserve card differs only by the helmet.


The Driver block

  • Race Performance — the driver’s overall 0–100, a weighted blend of his six stats.
  • TYRES — the tyre supplier’s logo and stylised brand name.

For the full driver picture use Driver Profile.


The POWER UNIT spec sheet

The engine is the one component you never design, so it gets a real spec sheet instead of bars:

LineSource
Supplier logo + brand nameYour signed engine supplier
ArchitectureV8 / V10 / V12 — read from the engine’s white balance trait
Powerbase_hp(arch) × hp_mult(displacement) × current_perf
Rev limitThe architecture’s rpm_max
DisplacementRead from the engine’s displacement balance trait (PFS regulation: 3.5L)

What each architecture is worth

V8V10V12
Base HP (at 3.0L, perf 1.0)500550580
Rev limit13,00013,50014,000
Contract cost multiplier×0.90×0.80×1.15
Reliability multiplier at roll×1.03×1.00×0.95
Wear rate×1.00×1.02×1.06
Heat damage×1.00×1.02×1.05
Fuel consumption×0.98×1.02×1.05
Driveability delta−0.050+0.04
R&D / repair WU on engine work×1.00×1.10×1.15
Innate weight traitLightweight (Silver)noneOverweight (Red)

The Power figure is live: the quality roll and every Improve step live in current_perf, so a Perfect-quality, well-developed V8 genuinely out-punches a Poor V12. Architecture sets the ceiling, not the outcome.

Architecture and displacement traits are White balance traits — neutral tier, always discovered by default, no discovery grind. See Car Traits.


The Stats block — six ratings

Six badges, laid out in two columns. They are not a display-only blend: each mirrors the sim’s actual part weighting.

RatingFormulaWhat it means on track
Speedengine current_perfTop speed on the straights
Handlingavg(suspension, brake, floor)Cornering grip
Aeroavg(front wing, rear wing, floor)Aero efficiency, downforce
Reliabilityavg fiability of all 11 partsResistance to failure
Accel.gearbox ×0.7 + engine ×0.3Drive out of corners
Fuel Eff.fuel system current_perfKg burned per lap

Performance ratings map pts = (perf − 0.92) / 0.16 × 100, clamped 1–100. Reliability maps (fiability − 0.85) / 0.30 × 100. Overall (in the status bar) is the average of all six.

Hovering any badge pops a one-line explanation of the stat and its in-game effect.


The Parts block — six per-part badges

Front Wing · Rear Wing · Floor · Engine · Gearbox · Suspension, each with a 0–100 badge of its current_perf.

These six use a different display scale to the Stats badges above: car_perf_pct maps the healthy build range 0.896 … 1.104 onto 15–100, so even a bottom-budget level-1 car reads as a real machine rather than 0%. Damage pushes a value below the floor and the number continues down toward 0 — a destroyed part reads ≈ 0.

Practical consequence: a part badge here and the same part’s number in the R&D Improve tab will not match. Improve shows the raw (perf − 0.92)/0.16 points, uncapped and measured on the as-built spec. This page shows the floored 15–100 display of the current (possibly worn) value. Use Improve’s numbers for development decisions, this page for a glance.

The Floor appears in both Handling and Aero — it is the component with the widest reach on the car.


Car Character — Driveability and Complexity

Two bars, both 0–100, derived from the car itself. They govern the driver–car fit, which is where a fast car and a fast driver stop being independent.

Driveability

base = (avg(suspension, brake) perf − DRIVEABILITY_PERF_LO) / (HI − LO)
     + Forgiving/Twitchy trait shift
     + engine architecture driveability delta
     + driver familiarity

High = forgiving. Low = nervous. The driver’s Adaptability is what tames a nervous car:

handling_deficit(ADA) = 1 − ( driveability + (1 − driveability) × ADA/20 )

The residual deficit amplifies consistency jitter, form swings and the mistake probability, and costs raw pace.

Complexity

base = (electronics perf − LO) / (HI − LO) + Peaky/Simple trait shift

High = a higher pace ceiling, but only a smart driver unlocks it:

complexity_mismatch(INT) = complexity × (1 − INT/20)      → costs jitter, mistakes, pace
complexity_pace_bonus(INT) = complexity × INT/20 × K      → the "right driver" upside

The development trade-off is deliberate: invest Handling for driveability (consistency for any driver) or Electronics for complexity (ceiling, but you must have the driver profile for it). A PAC-12 driver with a great fit can beat a PAC-18 in a car he cannot drive.

Hover both bars for the in-game explanation.


Discovered Car Traits

The bottom-right panel, split into two columns headed by your two race drivers. Each column lists only the traits of the parts actually fitted on that car, plus the shared tyre-supplier traits.

Each entry renders as [part badge][trait icon] label:

  • A coloured per-component badge (one hue + a two-letter code per part).
  • The trait icon, tinted by level.
  • The label coloured green for beneficial and red for detrimental.
  • Hovering the icon pops the trait’s plain-English effect text.

Two states are shown:

StateDisplay
Suspected (?)A neutral “Car” tag instead of the part badge, the ? icon, the effect in the tooltip, and “suspected — not yet confirmed”. The part is deliberately hidden — you know something is off, not where
DiscoveredFull part badge, real icon, trait name and level colour

The panel never scrolls: when there are too many traits to fit at the comfortable 40px row height, the rows shrink (down to 22px) so everything stays visible, sized from the panel’s real measured height.

Effects apply whether or not you have discovered them. Discovery gates your knowledge, never the physics. The same trait on an AI car is fully active and the AI never discovers anything.

Where else traits appear

  • Qualifying / Race / Free Practice run plans — the same badge + icon + tooltip rows, so you can pick what to focus next.
  • PFS Mail — the Suspected nudge (“Something odd with the …”) and the Discovered reveal, each with the effect text.
  • Traits are keyed per (component, version, kind): swap to a different version and its own knowledge applies.

For accrual rates, thresholds and the focus lever see Free Practice and R&D — Private Testing.


How the numbers reach the track

Page elementSim consequence
Speed badgeEngine perf is the dominant Accelerating-zone term (weight 1.0), plus 0.5 in corners and 0.3 under braking
Accel. badgeGearbox 1.0 in the accelerating zone, 0.4 in corners, 0.1 braking
Handling badgeSuspension 1.0 in corners / 0.8 braking; brakes 1.0 braking / 0.2 corners
Aero badge1.0 in corners, 0.6 braking, and a negative 0.15 on straights when in surplus — downforce is drag
Reliability badgeDrives per-lap failure probability once a component passes its endurance threshold
Fuel Eff. badgeDirectly divides kg/lap — fewer kilos to carry and shorter refuels
Driveability / ComplexityJitter, form swings, mistake probability and raw pace, all via the driver’s ADA and INT
Discovered traitsDraft and dirty-air scaling, engine and tyre temperature deltas, mistake probability, failure probability, cornering bonuses

All component effects pass through COMPONENT_SCALE = 0.3, which keeps the combined bonus off the speed-multiplier cap. In practice the best car on the grid runs about +5% on the straights and the worst about +1.5% — a realistic 3–5% field spread.


Advanced

  • This page shows car 1’s parts on all three cards. If your two cars run different specs (a destroyed part replaced from a different-version spare, say), only car 1’s set is reflected in the Stats, Parts and Character blocks. The Discovered Car Traits columns are the only genuinely per-car element. Use R&D → Inventory for the true per-car picture.
  • Reliability is the rating players under-read. It is the flat average of all 11 fiability values. One part dragged to 0.75 by an overdrive push moves the badge barely two points — and causes the DNF.
  • Watch Power against the field. HP is the one number that translates directly and linearly: base_hp × displacement mult × current_perf. A supplier switch changes it overnight; development moves it a few HP at a time.
  • A V12’s Red Overweight trait is innate and permanent. It stacks with any rolled Overweight trait on the same engine (trait_severity sums every instance). That is a real speed/cornering malus you cannot fix — it comes with a reliability bonus in exchange.
  • Driveability drifts with familiarity. A driver’s familiarity term feeds the same formula, so the same car reads slightly better for a driver who has run it all season.
  • The Car Character panel is where a bad signing becomes visible. A high-Complexity car with a low-INT driver is the classic mid-season collapse — before firing the driver, check whether the car is the problem.

Common mistakes

  • Comparing the Parts badges with the Improve tab’s numbers. Two different scales, on purpose. They will never agree.
  • Reading a low part badge as damage. The 15–100 floor means a nominal level-1 part reads low without being damaged at all. Check the R&D Inventory’s condition bar and the destroyed/attention flags instead.
  • Assuming a trait you cannot see is not there. Undiscovered traits are fully active. A car that “feels wrong” for no visible reason usually has one.
  • Treating a Suspected entry’s neutral “Car” tag as a bug. It is intentional — you have not identified the part yet.
  • Ignoring Complexity when picking the second driver. The pace bonus and the mismatch penalty are the same term with opposite signs; a complex car with two low-INT drivers wastes its own development.
  • Expecting to change something here. The page is read-only. Every action lives one tab away in R&D.

See also