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
| Component | Group | Primary effect on the car |
|---|---|---|
| Front Wing | Chassis (Aero) | Front aero — corner pace, draft tradeoff |
| Rear Wing | Chassis (Aero) | Rear aero — corner pace, straight-line drag |
| Floor | Chassis | Aero plus — diffuser efficiency, corner stability |
| Body | Chassis | Monocoque rigidity → cornering precision |
| Suspension | Chassis (Handling) | Mechanical grip, responsive in corners + braking |
| Brake | Chassis (Handling) | Braking-zone deceleration |
| Engine | Powertrain | Straight-line speed; supplier-driven |
| Gearbox | Powertrain | Acceleration zone, gearchange snap |
| Electronics | Powertrain | TC + ABS + diff mapping (accel + braking + mid-corner) |
| Fuel System | Powertrain | Per-lap fuel rate efficiency |
| Cooling System | Powertrain | Engine heat damage rate (lower temps = less damage) |
Each Part’s Stats
Every component carries the same five fields:
| Field | Range | What it means |
|---|---|---|
current_perf | 0.0 – ~1.20 | Live performance — what feeds into the speed multiplier this lap |
initial_perf | 0.85 – 1.10 | The “fresh” reference — used as the repair target and damage baseline |
potential | 1.00 – 1.15 | Cap on how high current_perf can be pushed via R&D improvement |
health | 0 – 100 | Structural condition — informational; very low health flags imminent failure |
fiability | 0.70 – 1.20 | Reliability 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 tier | Range | Effect |
|---|---|---|
| Tier 1 / 2 | < 222 kN | Logged only, no damage |
| Tier 3 (severe) | 222–354 kN | 40–60% reduction on exposed parts |
| Tier 4 (catastrophic) | ≥ 355 kN | 60–100% reduction; debris emission |
Exposure depends on the collision role:
| Role | Front-of-car parts hit | Rear-of-car parts hit |
|---|---|---|
| Striker (front-ended someone) | Front wing, suspension, brakes | Minor body / floor |
| Struck (rear-ended) | Minor body / engine | Rear 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:
| Zone | current_perf vs. initial_perf | What you can do |
|---|---|---|
| Healthy | ≥ 99% | Nothing to do |
| Damaged | 50% – 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
⚠ DESTROYEDand aReplacebutton instead ofRepair.
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_perftowardpotential(15 WU per step) - Reliability — push
fiabilitytoward 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)
| Damage | current_perf | Cost | Notes |
|---|---|---|---|
| Light | 0.95 | 7 WU | Cheap, queue first |
| Moderate | 0.80 | 27 WU | Standard repair |
| Heavy | 0.60 | 54 WU | Big WU bill — consider scope |
| Destroyed | 0.30 | 0 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
0.003fiability — 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:
| Indicator | Trigger | What it means |
|---|---|---|
| 🟡 Yellow Engine | Engine ≥ +10°C over critical | Mild overheat, ease the map |
| 🟠 Orange Engine | Engine ≥ +25°C over critical | Real damage accumulating |
| ⚠ Imminent Failure | Failure countdown ≤ 30% remaining | Pit now or DNF in 10–30s |
| 🔧 Limping | Crash terminal damage detected | Driver 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:
| Component | Threshold | Effect |
|---|---|---|
| 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
- Don’t repair destroyed parts — they’re already free. Spend WU on cheap-deficit improvements first (better value-per-WU).
- Check the value-per-WU sort — the R&D screen ranks repair candidates by
perf_loss_pct / WU_cost; queue from the top. - Leave fiability alone early game — it’s a slow grind. Focus on perf improvements until you’ve got a stable platform.
- 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.
- Cooling matters — a high-cooling-perf car prints 4× less heat damage than a poor one over a hot calendar. Worth investing in early.
- 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
| Threshold | Effect |
|---|---|
current_perf ≥ 99% × initial_perf | Healthy — 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 temp | Heat damage starts accumulating |
| Force | Damage tier | Reduction |
|---|---|---|
| < 222 kN | None | 0% (logged only) |
| 222–354 kN | Tier 3 | 40–60% on exposed parts |
| ≥ 355 kN | Tier 4 | 60–100% — destroyed parts likely |