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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Track Traits

Per-track personality flags — high-speed, tire-shredder, pass heaven and how they steer existing race-sim parameters.

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

Status: planned, not yet implemented. This page documents the design intent so the wiki and the codebase stay in sync as the system lands.

Each track on the calendar already has a circuit profile (length, corner count, climate). Track traits add a layer of named characteristics on top — “high-speed”, “tire-shredder”, “engine-killer”, “passing-friendly” — that bias the race in repeatable, plannable ways.

A trait isn’t a separate physics layer; it’s a tag that steers existing sim parameters for that weekend. The point is to make every GP feel different from the last beyond just “Bahrain looks like sand and Spa looks like grass”.


What a track trait is

  • Permanent for the calendar slot — once a track is generated, its traits are fixed for the whole career
  • Visible in the Calendar app — listed alongside the circuit preview
  • Mechanical — modifies global sim coefficients for cars on that track only
  • Multi-trait — a track can carry 3–5 traits, some positive (interesting), some neutral, some “watch out for”

Traits are designed to give each weekend a personality without writing per-track special-cases everywhere. They’re knobs that read from RaceConfig.


Planned trait pool

Layout / character

TraitEffect
High-Speed SweeperTop-speed-character ↑ ; aero matters more, suspension/brakes less
Stop-and-GoMore braking zones; brake fiability matters more, tire wear higher
FlowingSmooth corner sequence; CON-heavy drivers benefit, mistakes rarer
TwistyCorner count high, top speed low; engine matters less, tires matter more
Long Pit LanePit-loss seconds +30%; favours 1-stop strategies heavily
Short Pit LanePit-loss seconds −30%; 2-stops viable even on shorter races

Tire / mechanical stress

TraitEffect
Tire ShredderTire wear scaled +25%; pit windows tighter
Tire FriendlyTire wear scaled −20%; long stints viable
Engine KillerHeat damage rate scaled +30%; cooling matters more
Bumpy SurfaceSuspension wear +15%; mistake risk +5% in Lifting zones
Smooth ResurfaceReduced wear and mistake risk; this season’s “easy weekend”

Overtaking / race character

TraitEffect
Pass HeavenOvertake attempt rate ×1.4; expect a chaotic race
Pass HellOvertake attempt rate ×0.6; qualifying matters more, pit strategy decisive
DRS Zones Galore (if DRS lands)More straight-line passing windows
Single-FileLateral envelope tightens; side-by-side rare, less chaos

Climate / surface

TraitEffect
Hot ClimateTire optimal-window shifts up; heat-resistance suppliers shine
Cool ClimateTire optimal-window down; out-lap penalty heavier
Variable Conditions (if weather lands)Race condition can shift mid-session
Low Grip TarmacTrack grip penalty 1.5× until rubber builds; out-laps painful

Reliability / safety

TraitEffect
Tight WallsCrash force tier escalation faster; Tier-3 hits become Tier-4 above 200 km/h
Wide Run-offsCrashes downgrade by one tier; safer for risk-takers
SC MagnetYellow-flag deployment threshold lowered; expect more Safety Car windows
Clean TrackYellow-flag threshold raised; SC almost never appears

How traits will be assigned

Each track on the calendar gets:

  1. 1 layout trait (e.g. Twisty OR High-Speed Sweeper, mutually exclusive)
  2. 1–2 stress traits (Tire Shredder + Engine Killer, etc. — can stack)
  3. 1 overtaking trait (Pass Heaven / Pass Hell / nothing)
  4. 0–1 climate trait (paired with the climate flag — some tracks always have specific climate traits)
  5. 0–1 safety trait (Tight Walls etc.)

The pool is deterministic per track seed — the same circuit_seed generates the same traits every career, so the calendar feels consistent across replays of the same starting setup.

Some traits are forced for known GP names: a circuit named “Monaco” gets Twisty + Tight Walls + Pass Hell baked in regardless of the random roll.


How traits affect race tuning

Traits plug into RaceConfig per-weekend overrides applied at session start:

Bahrain → "High-Speed Sweeper", "Hot Climate", "Tire Shredder"
  → tire_lifetime × 0.80
  → tire_optimal_low/high shifted +5°C
  → engine_effect zone weights tilt toward Accelerating
  → overtake_attempt_base × 1.0 (no overtaking trait)

The user-visible effect: even with the same car/driver, you read the calendar with different priorities. A Tire Shredder weekend you start thinking 2-stop; an Engine Killer weekend you start thinking conservative engine map.


Interactions with car & driver traits

This is where the system gets fun:

ComboEffect
Hot Climate + Hot Hatch carFree pace — tires arrive in window faster than the field
Pass Heaven + Hothead driverExpect podium-or-DNF outcome, no in-between
Engine Killer + Cooling Wizardry carCancel out — engine survives at normal map levels
Tight Walls + Glass Bones driverAvoid this race or play conservative — small contact = DNF
Tire Shredder + Smooth Operator driverA 2-stop strategy turns into a viable 1-stop

What it changes for the player

Calendar reading

The Calendar app will show traits as an icon row under each GP name. At a glance you’ll know:

  • “GP 4 = Bahrain — heat + tires, engine map down”
  • “GP 7 = Monaco — qualifying matters most, no passing, brakes critical”
  • “GP 12 = Spa — straight-line speed track, big aero advantage”

Driver lineup

Drivers with matching traits get a soft preference for matching tracks. A Wet Master is worth running on a circuit with Variable Conditions.

Strategy and R&D

Repair priorities shift per weekend. Engine Killer weekends mean spending WU on cooling improvements; Tire Shredder weekends mean buying spare tire compounds.

Long-term planning

End-of-season report: which trait combos produced your best/worst races. Useful for next-year recruitment and infrastructure investment.


Open questions

  • Trait reveal: visible from career start, or unlocked after one race? (Probably visible — you should plan around them)
  • Player feedback: should the post-race debrief say “the track’s Tire Shredder trait cost you a 1-stop” — yes, that’s pedagogy
  • AI awareness: AI teams should plan strategy around traits (an Engine Killer weekend → AI runs lower maps); needs hooking into the strategy generator
  • Trait weighting: should rare traits like SC Magnet exist on more than one track per season? (Probably max 2/season)