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Parts, Damage & Wear

The 11 components, how damage applies, when a part becomes 'destroyed', and how repairs work in R&D.

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

Your car is built from 11 components, each with its own performance, health, and reliability state. Damage doesn’t just cost lap time — it can take a part out of usable range, force a free replacement, or end a race in retirement. This page covers what the numbers mean, how damage applies, and what your options are between weekends.


The 11 Components

ComponentGroupPrimary effect on the car
Front WingChassis (Aero)Front aero — corner pace, draft tradeoff
Rear WingChassis (Aero)Rear aero — corner pace, straight-line drag
FloorChassisAero plus — diffuser efficiency, corner stability
BodyChassisMonocoque rigidity → cornering precision
SuspensionChassis (Handling)Mechanical grip, responsive in corners + braking
BrakeChassis (Handling)Braking-zone deceleration
EnginePowertrainStraight-line speed; supplier-driven
GearboxPowertrainAcceleration zone, gearchange snap
ElectronicsPowertrainTC + ABS + diff mapping (accel + braking + mid-corner)
Fuel SystemPowertrainPer-lap fuel rate efficiency
Cooling SystemPowertrainEngine heat damage rate (lower temps = less damage)

Each Part’s Stats

Every component carries the same five fields:

FieldRangeWhat it means
current_perf0.0 – ~1.20Live performance — what feeds into the speed multiplier this lap
initial_perf0.85 – 1.10The “fresh” reference — used as the repair target and damage baseline
potential1.00 – 1.15Cap on how high current_perf can be pushed via R&D improvement
health0 – 100Structural condition — informational; very low health flags imminent failure
fiability0.70 – 1.20Reliability multiplier — drives failure probability rolls

Performance scale: a current_perf of 1.00 = nominal (a generic mid-tier part). Above 1.00 = a developed/improved part. Below 1.00 = degraded.


How Damage Happens

There are four damage paths, ordered roughly by frequency:

1. Mechanical Wear (every race)

Engines / gearboxes / brakes / electronics accumulate wear across kilometres. After their endurance threshold, failure rolls start firing each lap with increasing probability. A failure causes:

  • A pending power-loss countdown (subtle to dramatic over ~30s of racing)
  • DNF when the countdown completes
  • The failed part takes a catastrophic hit: current_perf *= 0.90, health → ≤30%

The supplier’s base_endurance and base_reliability set how late this kicks in.

2. Engine Heat Damage (continuous, race-only)

When the engine runs above its critical temp, every tick adds engine_heat_damage_rate × heat_excess × dt × fiab_factor × cooling_factor to permanent power loss. Cooling system perf and engine fiability both shape the damage rate — a frail engine in a poorly-cooled car can lose 10%+ per race; a healthy one with good cooling makes 10–15 GPs without forcing a swap.

3. Tire Damage from Crashes

Each of the 4 tires has its own damage state (0–100%). A spin into gravel or a barrier hit can drop a tire’s contribution to grip and produce flat-spots. Affects cornering / braking / straight-line speed (zone-weighted).

4. Collision / Crash Damage (event-driven)

Every collision event with force ≥ 222 kN applies damage:

Force tierRangeEffect
Tier 1 / 2< 222 kNLogged only, no damage
Tier 3 (severe)222–354 kN40–60% reduction on exposed parts
Tier 4 (catastrophic)≥ 355 kN60–100% reduction; debris emission

Exposure depends on the collision role:

RoleFront-of-car parts hitRear-of-car parts hit
Striker (front-ended someone)Front wing, suspension, brakesMinor body / floor
Struck (rear-ended)Minor body / engineRear wing, gearbox, floor
Self-Crash (mistake, spin)Zone-based (braking → front, accelerating → rear, lifting → all)Same

A Tier-3+ impact at force ≥ 355 kN and a 1.0 exposure weight can take a part from current_perf 1.0 straight to 0.0 — a fully destroyed component.

5. BIG-tier Driver Mistakes

A Spin or Crash mistake spawns the same crash physics; if the car hits a wall at high speed, force tiers apply normally (Tier 4 catastrophic at high impact).


The “Salvage” Threshold

After the dust settles, the part lands in one of three zones:

Zonecurrent_perf vs. initial_perfWhat you can do
Healthy≥ 99%Nothing to do
Damaged50% – 99%Repair via WU — costs Work Units proportional to the deficit
Destroyed< 50%Forced replacement — FREE WU, swap from spare stock

The 50% threshold is the line between “R&D can fix this” (consumes WU) and “the team just bolts on a spare” (no WU charge). The R&D screen flags destroyed parts visually with ⚠ DESTROYED and a Replace button instead of Repair.


Repair Mechanics

Each weekend you have a budget of Work Units (WU) = weekend_repair_wu(engineering_level). Use them on:

  • Repair — bring a damaged part back to initial_perf. Cost scales with deficit and engineering efficiency (lv1 = expensive, lv10 = cheap)
  • Improve — push current_perf toward potential (15 WU per step)
  • Reliability — push fiability toward 1.20 (12 WU per step, slow)
  • Design — start a new-part R&D project (variable WU, longer timeline)

Repair WU Cost (formula)

deficit = initial_perf − current_perf
efficiency = 0.5 + engineering_level × 0.05    (lv1 = 0.55, lv10 = 1.0)
cost = ceil(deficit / efficiency × 100)

Special case (forced replacement): if current_perf < initial_perf × 0.5, cost returns 0 regardless of engineering level. The part is too far gone for R&D — the team swaps in a spare.

Worked examples (engineering = 5, efficiency = 0.75)

Damagecurrent_perfCostNotes
Light0.957 WUCheap, queue first
Moderate0.8027 WUStandard repair
Heavy0.6054 WUBig WU bill — consider scope
Destroyed0.300 WU (free)Forced replacement, label says Replace

Fiability & Reliability Work

Fiability is a long-game stat. Pushing it up costs WU now and pays off in fewer mid-race failures later.

  • Range: 0.70 (frail) – 1.20 (rock solid)
  • Default: 1.0 (nominal)
  • Per-step gain: 0.007 + engineering_level × 0.001 (~0.008 at lv1, ~0.017 at lv10)
  • Per-step cost: 12 WU
  • Performance trade-off: every Improve step on the same part subtracts 0.003 fiability — pushing perf stresses reliability

Reinforced repairs (objectives system): hitting a supplier’s primary objective at season end can apply a permanent fiability boost to the matched component (engine for engine supplier, etc.) that survives across seasons.


Mid-Race Damage Indicators

While racing, watch for these warnings:

IndicatorTriggerWhat it means
🟡 Yellow EngineEngine ≥ +10°C over criticalMild overheat, ease the map
🟠 Orange EngineEngine ≥ +25°C over criticalReal damage accumulating
⚠ Imminent FailureFailure countdown ≤ 30% remainingPit now or DNF in 10–30s
🔧 LimpingCrash terminal damage detectedDriver heading to pit to retire

These are spaced out by cooldowns so they don’t spam the commentary feed.


Limp-to-Pit & Terminal Damage

After a crash recovery, the car is checked for terminal damage:

ComponentThresholdEffect
Suspension≤ 60%Limp to pit, retire
Body≤ 50%Limp to pit, retire
Floor≤ 40%Limp to pit, retire

Tires (any %) and front wing don’t terminate — the driver soldiers on with reduced grip / aero. Limping caps the car at ~40% pace until it reaches the pit lane.


Inventory & Spares

The R&D screen has an Inventory tab listing every part you own:

  • Fitted — currently bolted to car 1 or car 2
  • Spare — sitting in stock (unfitted, can be swapped in via “Fit”)
  • Damaged spare — an old fitted part that was unfitted on a swap; useful as a backup if the new part fails

You can manually swap a fitted part for a spare at any time — useful if a destroyed part is auto-replaced and you want to put your improved version back on once the destroyed one is healed.


Best Practices

  1. Don’t repair destroyed parts — they’re already free. Spend WU on cheap-deficit improvements first (better value-per-WU).
  2. Check the value-per-WU sort — the R&D screen ranks repair candidates by perf_loss_pct / WU_cost; queue from the top.
  3. Leave fiability alone early game — it’s a slow grind. Focus on perf improvements until you’ve got a stable platform.
  4. Save WU for after a crash race — a Tier-3+ collision can wipe 100+ WU of damage; carrying a buffer is safer than a tight 100% utilisation every weekend.
  5. Cooling matters — a high-cooling-perf car prints 4× less heat damage than a poor one over a hot calendar. Worth investing in early.
  6. Watch the AI — opposing teams replace destroyed parts the same way you do. They’ll buy new with budget if rich, swap free with WU if poor.

Quick Reference

ThresholdEffect
current_perf ≥ 99% × initial_perfHealthy — no action
current_perf 50–99%Damaged — repair costs WU
current_perf < 50%Destroyed — free replacement
health < 50% (AI)AI considers buying new
Suspension ≤ 60%Terminal — limp to pit
Body ≤ 50%Terminal — limp to pit
Floor ≤ 40%Terminal — limp to pit
Engine over critical tempHeat damage starts accumulating
ForceDamage tierReduction
< 222 kNNone0% (logged only)
222–354 kNTier 340–60% on exposed parts
≥ 355 kNTier 460–100% — destroyed parts likely