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Race Setups β€” How-Tos

raycin_races Custom List Sync F2F Pool Size NEW: Rotation Preview

A practical recipe book for every workable race configuration in raycin_races. Each recipe is a step-by-step UI flow you can follow exactly. Click any recipe heading to expand its details.


πŸ“‘ Jump to Section

πŸ’‘ Format tip: every recipe below is a collapsible card. Click the title to expand it. On mobile, expanding one at a time gives the cleanest reading flow.


πŸ”‘ Before You Start β€” Two Critical Concepts

These two settings are the #1 source of host confusion. Skim them once and the rest of the doc clicks.

Vehicles Mode (Race Creation screen)

Controls what vehicle players start the race in (lap 1). Set at race creation, before the room opens. This is the dropdown labelled exactly "Vehicles Mode" in the race menu.

Option What players start in
Default Their own current in-world vehicle.
Specific A single model chosen by the host β€” everyone gets the same exact car.
Personal Their own saved build from MY VEHICLES.
Random Randomly assigned from the class pool set in Race Settings.
Track Class Uses the vehicle class baked into the track by its creator.

Vehicle Classes (Race Settings β†’ Vehicles tab)

⚠️ This is NOT a filter. Ticking class buttons turns ON the per-lap vehicle swap mechanic: at each lap boundary, every player gets a new random vehicle from the ticked classes. Leave it untouched if you don't want lap-by-lap swaps.

πŸ“ Custom Vehicle List (Race Settings β†’ Vehicles tab)

A separate tool in the Vehicles tab β€” lets you hand-pick the exact vehicles for the race. Overrides Vehicle Classes when set. Works with any Vehicles Mode (Default, Random, Track Class β€” though not Specific or Personal, which both bypass swap rotation).

  • For sync rotation (same vehicle per lap for all players): pair with Synchronised Roll ON + No Repeats ON
  • For random-per-player rotation: pair with Synchronised Roll OFF + No Repeats ON
  • For per-checkpoint chaos: also tick Per-Checkpoint Re-roll

See the πŸ“ Custom Vehicle List β€” Full Guide section further down for the complete workflow.

One-line rule: Vehicles Mode chooses your starting car. Vehicle Classes / Custom Vehicle List (when populated) make the car change during the race.

For full detail see Vehicle System β†’ READ THIS FIRST.

Game Mode (Race Creation screen)

The other big dropdown on the race-creation screen, labelled exactly "Game Mode". Controls gameplay rules and behaviour β€” independent from Vehicles Mode.

Game Mode What it does
Normal Standard racing rules. Default.
GTA Weapons enabled, ped killable. Combat racing.
No Collision All players ghosted. Pass through each other freely.
Face To Face Checkpoint format optimised for tracks built with the F2F checkpoint style. Forces 1-lap point-to-point behaviour.
Drift Score-based drift mode β€” no race checkpoints, score on slides.
Pursuit Cops vs Racers. Cops chase, racers flee.

Pair with Vehicles Mode freely. Specific + Face To Face works fine. They're independent settings.

Other Race Creation Screen Options

All on the same race-creation screen. Defaults are sensible β€” only tweak if your race needs it.

Option Default What it does
Laps 1 Number of times around the circuit. 1 lap = 1 complete race. See the Laps section above.
Accessibility Public Who can join: Public = anyone in the lobby, Private = invite-only
Weather Clear World weather for the race: Clear / Rain / Thunder / Foggy / etc. Wet weather applies grip penalty.
Time 12:00 World clock time (24h) for the race. Sets lighting & atmosphere β€” midnight Mt. Chiliad feels very different from midday.
Traffic OFF Allow NPC traffic on the streets during the race. ON = streets feel alive but adds chaos and collision risk. OFF = clean racing line.
DNF Timer OFF "Did Not Finish" cut-off. OFF = race waits indefinitely for stragglers. N seconds = after the winner crosses, players still racing get N seconds to finish before being marked DNF and the race ends.

Tip: for serious competitive races set DNF Timer = 60-120s so the race doesn't hang if someone disconnects mid-lap. For casual party races leave it OFF.

How "Laps" works (Race Creation screen)

The Laps setting defaults to 1. 1 lap = 1 complete run of the race β€” for a circuit that's once around the track, for a point-to-point (P2P / Sprint / F2F) that's a single start-to-finish run.

Set Laps to… When
1 (default) Most races. Sprints, P2P tracks, F2F, short circuit races. One lap = one complete race.
2–5 Standard circuit races where you want a few times around
10+ Endurance races, lap-rotation races, or where you want the per-lap vehicle swap to fire many times
20 The recipe-#5 scenario (20 vehicles, 20 laps, one swap per lap β†’ cycle through all 20)

Tip: If you don't see the vehicle rotation working, check Laps β€” it's the per-lap mechanism. With Laps=1, there are no lap boundaries β†’ no swap fires (because the race ends after the first complete lap). For rotation to happen, you need Laps β‰₯ 2.


⭐ Quick Settings β€” pin the options you use most

Race Options has a lot of settings across four tabs. The ⭐ Quick Settings strip at the top of the panel keeps your favourites always in view, no matter which tab is open.

  • Every setting has a small β˜† star. Click it to pin that setting β€” it appears (β˜…) in the Quick Settings strip at the top.
  • Click the star again (β˜…) to unpin it.
  • Toggling a setting in the Quick strip changes the real setting β€” the two stay in sync.
  • Your pins are saved on your machine, so they're remembered next time.
  • Default pins: Synchronised Roll Β· No Repeats Β· Ghost Troll Vehicles Β· Fair Start Β· Weather Β· DNF Timer β€” change them to whatever you use.

πŸš— No Duplicate Variants

GTA puts several near-identical variants of one model in the same class β€” e.g. the Scarab, Cerberus and Brutus each have 3 versions that all share one name. A random race could hand out 3–5 of "the same" car.

The No Duplicate Variants toggle (Race Options β†’ Vehicles β†’ Random Options) fixes that: when on, the pool keeps only one of each model (collapsing same-named variants), so every spawn is a genuinely different vehicle. It never removes differently-named cars (e.g. plain Issi vs Issi Sport both stay β€” only the two "Issi Classic" merge).

  • Off by default; flip it on per race. It's a normal setting, so you can pin it to ⭐ Quick Settings.
  • It applies to the automatic pools only (random / class / sync / fair) β€” the vehicle browse picker still shows every variant so you can deliberately pick one. It also covers races created from a track's creator default classes.
  • Advanced: to force-merge families whose names differ (e.g. Dominator + Dominator GTX), add their spawn names to Config.VehicleVariantGroups in config/config_client.lua.

πŸ‘» Troll Vehicle Ghosting & blocking battle vehicles

GTA files weaponised vehicles (ramp buggies, deathbikes, oppressors, etc.) in the same classes as normal cars/bikes, so they can show up in races. Two controls handle them:

Ghost Troll Vehicles (per-race toggle)

A Race Options toggle. When on, anyone driving a listed "troll" vehicle (ramp buggies, RC tanks, Arena cars, etc.) has their vehicle ghosted (collision removed) after a few seconds, so they can't ram/crush others.

  • The driver now gets a heads-up when it kicks in: "πŸ‘» Troll Vehicle Ghosting applied β€” you've been in <vehicle> over <X>s, so other players now pass through you."
  • The list of troll vehicles + the delay live in config/config_client.lua (Config.TrollVehicles, Config.TrollVehicleGhostDelay).

Excluded Vehicles (never assigned)

Ghosting only neutralises a troll vehicle if someone's in one β€” it doesn't stop it being handed out by a class/random race (e.g. a Deathbike in a Motorcycles race). For that, use the block list in config/config_client.lua:

Config.ExcludedVehicles = { "deathbike","deathbike2","deathbike3","oppressor","oppressor2" }
Config.ExcludeTrollVehiclesFromPools = true   -- also keep the whole TrollVehicles list out of pools

Any model listed there is stripped from automatic pools (class / random / sync / fair) so it can never be auto-assigned. A host who deliberately picks a specific vehicle isn't blocked. Edit the list + restart raycin_races to change.


Section 1 β€” Classic Races

1. Single-Vehicle Circuit β€” one specific car for the whole race Beginner

What it is: Every player starts on the exact same vehicle and keeps it for the entire race. No swaps, no surprises. Use when: You want a clean stock-car style race β€” Cheetahs around Los Santos GP, or BMXs around the airport.

Race Creation: 1. Track β†’ pick anything 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ Specific 4. Pick the model from the dropdown (e.g. Akuma, Cheetah, Sultan RS Classic) 5. Laps β†’ your choice 6. Click Create Race

Race Settings (VP): - πŸš— Vehicles tab β†’ Vehicle Classes = nothing ticked. Status should read "Using race default vehicle setting". - πŸš— Vehicles tab β†’ Synchronised Roll = OFF - Click Apply, start race.

Example: "Cheetahs only at Vinewood Hills, 5 laps. Vehicles Mode = Specific β†’ Cheetah. No VP class buttons ticked. Engine pinned to full power for the whole race thanks to the Specific-mode engine-health protection."

Common pitfalls: - "My bike got replaced at the first checkpoint!" β†’ A VP Vehicle Class was ticked. Open VP, untick everything, hit Apply. - "Engine drained out on a long climb." β†’ Already auto-fixed in Specific/Personal modes. Engine health is now pinned. If still happening, check Catch-Up isn't enabled (it applies a 0.92Γ— penalty to the leader).

2. Class Pool Random β€” everyone in a random vehicle from one class, no swaps Beginner

What it is: Each player gets a random vehicle from a chosen class at the start. Vehicle stays for the whole race. Use when: "Random Sports car for everyone" β€” variety without lap-by-lap chaos.

Race Creation: 1. Track β†’ pick anything 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ Random 4. Laps β†’ your choice 5. Click Create Race

Race Settings (VP): - πŸš— Vehicles tab β†’ Vehicle Classes = pick exactly one class (e.g. Sports) - πŸš— Vehicles tab β†’ Synchronised Roll = ON if you want all players in the same random car, OFF if each player gets independent random - πŸš— Vehicles tab β†’ Per-Checkpoint Re-roll = OFF (leave it default) - Set laps = 1 at race creation if you want NO swaps after lap 1. Or accept the per-lap reroll behaviour for variety. - Click Apply, start race.

⚠️ Catch: ticking a Vehicle Class turns ON the per-lap swap mechanic. To race in the same random vehicle for the whole race without swaps, set Laps = 1 (sprint format), or use Recipe #1 (Specific) instead.

3. Personal Garage Showcase β€” each player on their own saved car Beginner

What it is: Each player races in their own personal saved build from MY VEHICLES. Use when: Players want to show off their tuned cars; or a "bring your own" club race.

Race Creation: 1. Track β†’ pick anything 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ Personal 4. Laps β†’ your choice 5. Click Create Race

Race Settings (VP): - πŸš— Vehicles tab β†’ Vehicle Classes = nothing ticked - βš™οΈ Race tab β†’ Allow My Vehicles = ON (this opens the Personal picker for joining players) - Click Apply

Player flow: When players join, they click Choose Vehicle and pick from their MY VEHICLES garage. Vehicle stays for the whole race.

Example: "Crew showcase night β€” each member brings their #1 build, 3 laps around Tongva Hills."

4. Sprint / Point-to-Point β€” no laps, just finish line Beginner

What it is: Race from start to finish in one go. No looping. Use when: Any point-to-point track (mountain runs, city sprints, F2F tracks).

Race Creation: 1. Track β†’ pick a P2P track (it's marked in the track browser) 2. Game Mode β†’ Normal or Face To Face 3. Vehicles Mode β†’ your choice (Specific is cleanest) 4. Laps β†’ 1 (P2P tracks should always be 1 lap) 5. Click Create Race

Race Settings (VP): Nothing special required. Optionally enable Slipstream for tight packs or Catch-Up for close finishes.


Section 2 β€” Lap-Rotation Races (Vehicle Variety)

5. ⭐ 20-Lap 20-Vehicle Rotation (Sync) β€” everyone in the same new car each lap Intermediate

What it is: Host picks 20 specific vehicles. Each lap, all players are transformed into the next vehicle in the list at the same time. Over 20 laps you cycle through all 20. Use when: "Rally roulette" or "Top Gear style" races where vehicle variety is the entertainment.

Race Creation: 1. Track β†’ any circuit track (Los Santos GP works well β€” 20 laps takes ~30 min) 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ Default or Random (NOT Specific β€” Specific bypasses swaps) 4. Laps β†’ 20 5. Click Create Race

Race Settings (VP): - πŸš— Vehicles tab β†’ click πŸ“ Custom Vehicle List β†’ Edit List β†’ to open the picker modal - Use the search box and class filter to find your 20 vehicles - Click each to add β†’ they appear in the Selected (N) panel on the right - (Alternative) click πŸ“¦ Load from Preset to seed from an existing preset, then refine with [Γ—] - (Alternative) click πŸ“‹ Import from Text to paste a list from raycin_vehicles/dev#tab-builder - Click βœ“ Save & Apply when done - (Optional) click πŸ’Ύ Save as Preset to make this list re-usable for future races - πŸš— Vehicles tab β†’ Synchronised Roll β†’ ON (everyone gets same vehicle each lap) - πŸš— Vehicles tab β†’ No Repeats β†’ ON (cycles through all 20 with no dupes over 20 laps) - πŸš— Vehicles tab β†’ Per-Checkpoint Re-roll β†’ OFF (one new car per LAP, not per checkpoint) - Click Apply, start race.

What happens: - Lap 1: all players in vehicle from your list (e.g. Cheetah) - Lap 2: all players in different vehicle (e.g. Banshee) - … each lap = one new shared car, sequence is pre-computed at race start - A second before each swap, players see an orange πŸ”„ VEHICLE SWAP AT NEXT CHECKPOINT β€” Next car: [name] banner with a sound cue, so they can prepare.

Common pitfalls: - "Vehicle changed at the first checkpoint, not at the end of lap 1!" β†’ Per-Checkpoint Re-roll is ON. Turn it OFF. - "Player A got the Cheetah, Player B got the Banshee." β†’ Synchronised Roll is OFF. Turn it ON for everyone-in-same-car each lap. - "Same car appeared twice." β†’ No Repeats is OFF, or the pool is smaller than the lap count. Turn No Repeats ON and ensure pool β‰₯ laps.


πŸ“ Custom Vehicle List β€” Full Guide

The most flexible way to pick exactly which vehicles appear in your race. No config editing, no server restart β€” works entirely in-game.

What it is

A drop-in modal in the Vehicles tab that lets you assemble any list of vehicles for a race. The list overrides Vehicle Classes when set, feeds Sync mode rotation, Random mode, and No-Repeats cycling, and can be saved as a re-usable Preset.

Why use it (vs Vehicle Classes / Vehicle Presets)

Feature When to use it
Vehicle Class buttons "I want all supercars" β€” quick whole-class selection
Vehicle Preset buttons "I want a pre-defined list set up by the server admin" β€” repeat scenarios
πŸ“ Custom Vehicle List "I want exactly THESE 20 vehicles for this race" β€” hand-picked, race-specific

The Custom Vehicle List takes priority when set β€” if non-empty, ticked classes are ignored for this race.

Four ways to build a list

  1. Search & click β€” type in the search box, click vehicles to add them to Selected.
  2. Browse by class β€” use the class filter dropdown to narrow the Available list.
  3. πŸ“¦ Load from Preset β€” pick any existing preset (config-defined OR user-saved) β†’ its vehicles get added to Selected (additive, doesn't wipe existing). Then refine with [Γ—] buttons.
  4. πŸ“‹ Import from Text β€” paste an exported list from the external builder at raycin_vehicles/dev#tab-builder.

πŸ“‹ Import from Text β€” workflow with the external builder

The companion site at Vehicle Database β†’ Tab Builder lets you assemble vehicle lists outside the game with a richer browsing experience (images, stats, search). When you're done, it exports a text block like this:

-- Raycin Races β€” VehiclePresets entry
-- Paste into Config.VehiclePresets in config/config_client.lua
-- 12 vehicles

{ name = "Stunt Bikes 2026", models = {
    "akuma", "bati", "pcj", "hakuchou2", "carbonrs",
    "bf400", "sanchez", "manchez", "stryder", "reever",
    "shotaro", "diablous"
}},

Old workflow (before this feature): 1. Copy the text 2. Stop the FiveM server 3. Edit raycin_races/config/config_client.lua and paste the entry into Config.VehiclePresets 4. Restart the resource 5. Hope you didn't break the Lua syntax

New workflow: 1. Copy the text from the builder 2. In the race room β†’ VP β†’ πŸš— Vehicles tab β†’ πŸ“ Custom Vehicle List β†’ πŸ“‹ Import from Text 3. Paste β†’ vehicles auto-populate the Selected panel. Invalid names are silently dropped (with a notice). 4. Click πŸ’Ύ Save as Preset (optional) β†’ name it β†’ done. Now it appears as a button next time. 5. Total time: about 10 seconds. No server restart.

Accepted formats: - The full Lua wrapper (above) β€” auto-extracts the name for the Save-as-Preset default - Just the models = {...} block - A plain comma-separated list: akuma, bati, pcj - One vehicle per line:

akuma
bati
pcj

Invalid vehicle names (typos, removed DLC models, etc.) are silently dropped and shown in a status line so you know which didn't match.

πŸ’Ύ Save as Preset β€” persistence

Once you've built a good list, click πŸ’Ύ Save as Preset β†’ give it a name β†’ it's saved permanently in raycin_races/data/user_presets.json on the server.

  • Available to every host on every future race
  • Appears in the πŸ“¦ Load from Preset dropdown with a πŸ‘€ prefix (distinguishes user-created from admin-config-defined)
  • Survives resource restarts and server reboots
  • Editable by admin (it's a plain JSON file)

🎯 Quick Reference β€” Three Scenarios at a Glance

Once your Custom Vehicle List is built and saved, here's exactly what to tick depending on the race feel you want. Same list, three completely different races:

Scenario A β€” Everyone in the SAME vehicle each lap (Synchronised Rotation)

The classic "Top Gear" / "rally roulette" feel. All players move to the next vehicle in your list together at every lap.

Setting Tab Value
πŸ“ Custom Vehicle List πŸš— Vehicles (your saved list)
πŸ”— Synchronised Roll πŸš— Vehicles ON
🚫 No Repeats πŸš— Vehicles ON
πŸ”„ Per-Checkpoint Re-roll πŸš— Vehicles OFF
Vehicles Mode Race Creation Default or Random (NOT Specific)

Result: Lap 1 β†’ everyone in vehicle A. Lap 2 β†’ everyone in vehicle B. Etc. With 12 vehicles + 12 laps + No Repeats, everyone drives all 12 in the same order. Banner warns before each swap.


Scenario B β€” Each player gets a DIFFERENT random vehicle per lap (Independent Chaos)

Each player rolls their own independent random pick from your list. Players will be in different vehicles at the same time.

Setting Tab Value
πŸ“ Custom Vehicle List πŸš— Vehicles (your saved list)
πŸ”— Synchronised Roll πŸš— Vehicles OFF
🚫 No Repeats πŸš— Vehicles ON
πŸ”„ Per-Checkpoint Re-roll πŸš— Vehicles OFF
Vehicles Mode Race Creation Default or Random

Result: Lap 1 β†’ Player A in Cheetah, Player B in Banshee. Lap 2 β†’ both rolled independently to other vehicles from the list. Each player gets their own rotation. With No Repeats, each player drives every vehicle once.


Scenario C β€” Vehicle changes at EVERY checkpoint, not every lap (Pure Chaos)

The fastest possible vehicle turnover. Vehicle swaps at every checkpoint, every lap.

Setting Tab Value
πŸ“ Custom Vehicle List πŸš— Vehicles (your saved list)
πŸ”— Synchronised Roll πŸš— Vehicles ON or OFF (your choice)
🚫 No Repeats πŸš— Vehicles ON
πŸ”„ Per-Checkpoint Re-roll πŸš— Vehicles ON ← the key difference
Vehicles Mode Race Creation Default or Random

Result: Every checkpoint = new vehicle. On a 15-checkpoint track Γ— 10 laps that's 150 swaps. Make sure your pool is large enough or No Repeats will recycle.


Combinable extras (work with any scenario above)

Add this toggle Tab What it adds
🏎 Catch-Up System 🎲 Extras Last-place engine boost, leader penalty
πŸ’¨ Slipstream β›½ Systems Drafting auto-boost after 3s behind
πŸ”§ Forced Pitstop 🎲 Extras Mandatory pit lap
β›½ Fuel Drain + πŸ›ž Tire Wear β›½ Systems Endurance / strategy feel
πŸ’₯ Explode on Impact β›½ Systems Binary damage β€” perfect or boom
β›ˆ Mid-Race Weather β›½ Systems Weather change at lap/time/checkpoint
🚦 Staggered Start βš™οΈ Race Players released one-by-one from grid

Step-by-step (most common = Scenario A)

  1. Race Creation screen:
  2. Pick track
  3. Laps = e.g. 12
  4. Vehicles Mode = Default
  5. Click Create Race
  6. In the race room, click Race Settings (opens the VP panel)
  7. Click the πŸš— Vehicles tab at the top of the panel
  8. Section "πŸ“ Custom Vehicle List" β†’ click Edit List β†’
  9. In the modal: build / import / load your list β†’ click βœ“ Save & Apply (modal closes)
  10. Scroll down in the VP to "Random Options" section
  11. Toggle ON: πŸ”— Synchronised Roll
  12. Toggle ON: 🚫 No Repeats
  13. Leave OFF: πŸ”„ Per-Checkpoint Re-roll
  14. Click Apply at the bottom of the VP (sends settings to server)
  15. Close the VP
  16. Click Start Race when ready

That's it. Each lap players swap to the next vehicle in your list. Orange warning banner pops up one checkpoint before each swap. Over N laps everyone drives every vehicle exactly once (assuming list size β‰₯ lap count).

For Scenario B (random chaos), repeat the same steps but toggle OFF πŸ”— Synchronised Roll in step 7.

For Scenario C (per-checkpoint chaos), repeat Scenario A steps and toggle ON πŸ”„ Per-Checkpoint Re-roll in step 9.


πŸ“ Pool Size Rules β€” How Many Vehicles Do I Need?

When No Repeats is ON (recommended for sync races), your Custom Vehicle List pool must be large enough to cover every swap-point in the race β€” otherwise the list exhausts before the race ends.

The rule

Race type What counts as a swap-point Minimum pool size
Normal race (lap-based, Sync ON, Per-CP OFF) One swap per lap β‰₯ lap count
Normal race + Per-Checkpoint Re-roll ON One swap per checkpoint β‰₯ (lap count Γ— checkpoints per lap)
Face To Face (per-checkpoint sync, forced by the F2F format) One swap per checkpoint β‰₯ checkpoint count (usually 10, occasionally 11 β€” see below)

Why it matters

With No Repeats ON the server pre-computes the entire swap sequence at race start, ensuring no vehicle appears twice. If the pool is smaller than the swap-count, the server has to either: - Recycle the pool early (some vehicles appear twice anyway β€” defeats the purpose of No Repeats), or - Reuse the last available vehicle for every remaining swap (you end up doing the last laps in the same car)

Neither is what you want. Match the pool size to the swap count.

Examples

Scenario Math What to do
Face To Face track with 10 checkpoints, Sync ON, No Repeats ON Each checkpoint = 1 swap β†’ need 10 vehicles Put 10+ vehicles in your Custom List. With exactly 10, each checkpoint gets a unique car.
Normal circuit, 20 laps, Sync ON, No Repeats ON, Per-CP OFF Each lap = 1 swap β†’ need 20 vehicles Put 20+ vehicles in your list (the Recipe #5 scenario).
Normal circuit, 10 laps, 8 checkpoints/lap, Sync ON, No Repeats ON, Per-CP ON Each checkpoint = 1 swap β†’ 10 Γ— 8 = 80 swaps Put 80+ vehicles in your list (chaos mode rarely worth it for short tracks).
F2F track with 15 checkpoints but you only put 5 vehicles in your list 15 swaps needed, only 5 in pool ❌ Pool exhausts after checkpoint 5 β€” last 10 checkpoints either repeat or stall. Add 10 more vehicles.
Normal 10-lap race with 5 vehicles in your list, Sync ON, No Repeats ON 10 swaps needed, only 5 in pool ❌ Lap 1 β†’ vehicle A, Lap 2 β†’ B … Lap 5 β†’ E … Lap 6 β†’ ??? Add 5 more vehicles or set Laps = 5 instead.

Random mode (Sync OFF) β€” less strict

When Synchronised Roll is OFF, each player rolls independently. No Repeats applies per-player rather than across the whole field. The pool can be slightly smaller because each player gets their own cycle β€” but the same rule still applies per-player:

  • Pool size β‰₯ swap-count per player = each player drives every vehicle once
  • Pool size < swap-count per player = each player will see some vehicles twice

It's less visually obvious (since players can be in different cars at the same time anyway), so the constraint is softer. Still recommended to match.

Quick mental shortcut

"Vehicles in list = times the swap will fire" β€” count one of those, your pool needs to be at least that many. Add extras for variety.


🎯 Building Presets for the Worst Case β€” Why You Should Aim for 11+ on F2F

Face To Face tracks don't all have the same checkpoint count. Most are set to 10, but the occasional "rogue" track has 11. If you build a preset to exactly 10, it'll work perfectly on the common tracks but come up one vehicle short on the 11-CP ones β€” the rotation either recycles early or stalls on the last checkpoint.

The fix: build to 11, not 10

Pad your F2F presets to 11 vehicles. The extras are harmless β€” when the preset loads on a 10-CP track, the server uses the first 10 in order and ignores the 11th. When it loads on an 11-CP track, all 11 are used. One preset, two tracks, zero fuss.

Approach Result
Build at 10 βœ… Works on 10-CP tracks. ❌ One short on 11-CP tracks (rotation recycles or stalls).
Build separate "10" and "11" presets βœ… Works everywhere. ❌ Double the preset list to manage.
Build at 11 ⭐ βœ… Works on every F2F track. The 11th slot just sits unused on smaller tracks. Recommended.

Picking the order matters

The server takes the first N vehicles from your list (where N = the track's checkpoint count). So: - Put your must-include vehicles in positions 1–10 - Put your nice-to-have in position 11 β€” it's the one that won't appear on 10-CP tracks - The order in the Selected panel = the play order across checkpoints/laps


πŸ“ In-Modal Feedback β€” The Two Hint Bars

The Custom Vehicle List modal shows two live hint bars at the bottom to keep you on track without having to do the math yourself:

1. Pool-size hint (colour-coded, track-specific)

The top hint reads the current track AND your current settings (Sync / No Repeats / Per-CP / Laps), then tells you exactly what's needed:

  • 🟒 Green = "Pool size OK." Your list covers every swap with unique vehicles.
  • 🟠 Amber = "Pool too small." Tells you exactly how many to add.
  • πŸ”΅ Blue (informational) = Sync or No Repeats is OFF, so the constraint is soft.

Example messages:

βœ“ Pool size OK for Face To Face. This track has 10 checkpoints. You have 11 selected β€” every checkpoint gets a unique vehicle (with 1 extra unused).

⚠ Pool too small for Face To Face. This track has 11 checkpoints, each fires a swap. You have 8 selected β€” add 3 more so every checkpoint can use a unique vehicle.

This hint is track-aware β€” it knows the current track's exact checkpoint count.

2. πŸ“Š Worst-case capacity chip (track-agnostic, future-proofing)

The second chip ignores the current track and tells you what your list can handle in the worst case. Useful when building presets BEFORE picking the track.

Selected count Chip text Meaning
11+ 🟒 "covers any F2F track (incl. rogue 11-CP ones)" Safe for every F2F track on the server
10 🟠 "covers most F2F tracks (10 CPs); add 1 more for the rogue 11-CP ones" Fine for typical races, falls short on the odd 11-CP ones
< 10 "short of typical 10-CP F2F tracks by N" Pool too small even for the common case

Example message:

πŸ“Š Worst-case capacity: this list covers up to 11 swaps (= 11-lap races, or F2F tracks with 11 checkpoints) β€” covers any F2F track (incl. rogue 11-CP ones).

Use both together: - The pool-size hint answers "is this preset adequate for the race I'm about to start?" - The capacity chip answers "is this preset future-proof for any track I might pick later?"


πŸ‘ Rotation Preview β€” see what's coming before you start

A third aid in the Custom Vehicle List modal: the πŸ‘ Preview Rotation button. Click it to expand an inline panel that lays out which lap (or checkpoint) gets which vehicle, based on your current settings:

πŸ‘ Preview Rotation     (click to see what lap / checkpoint gets which vehicle)

When opened, you see a grid like:

[ 5-lap race (one swap per lap) β€” 5 slots ]      🎲 Re-shuffle  βœ• Hide

  Lap 1   Pegassi Zentorno
  Lap 2   Truffade Adder
  Lap 3   Bravado Banshee
  Lap 4   Karin Sultan RS
  Lap 5   Coil Cyclone II

  Pool: 12 vehicles Β· Slots: 5 Β· βœ“ Every slot gets a unique vehicle
  Note: the server uses its own RNG at race start; exact ordering may differ but the slot structure is fixed.

What it shows in each mode

Race mode Slot structure shown
Lap-based, Per-CP OFF (default) Lap 1 / Lap 2 / … (one slot per lap)
Lap-based, Per-CP ON L1 CP1 / L1 CP2 / L2 CP1 / … (one slot per checkpoint per lap)
Face To Face CP 1 / CP 2 / … (one slot per checkpoint)

Visual indicators

  • 🟒 Green left bar: this slot gets a unique vehicle from your pool
  • 🟠 Amber left bar + ⚠: pool exhausted β€” this slot reuses an earlier vehicle (only happens if pool size < required slots with No Repeats ON)

When Sync is OFF

If you have Synchronised Roll turned off, the preview shows (per-player random from pool) because each player rolls their own β€” the slot structure is the same but the actual vehicle varies per player.

Re-shuffle

The 🎲 Re-shuffle button regenerates the preview with a fresh random order, so you can see how the rotation might look across different RNG outcomes. Useful when you want to confirm "any shuffle of my pool feels right" rather than fixating on one specific order.

Important note about accuracy

The preview uses the browser's own random number generator β€” the FiveM server uses its own RNG at race start, so the exact ordering may differ. What's accurate is the shape: how many slots exist, which vehicles can possibly appear, and whether your pool size is sufficient. If the preview shows "5 unique slots with 5 unique vehicles", that's what the race will deliver β€” just possibly in a different order.


Worked Example β€” "Sunday Night Stunt Bikes Race"

Goal: A list of specific bikes, multi-lap race on stunt-45, Sync mode so everyone rotates together.

Lap-count recommendation: - Try 5 laps first to feel out the bikes and the track length - Set Laps = (number of bikes in your list) when you want everyone to drive every bike exactly once (with No Repeats ON) - Stunt-45 is a long deathloop track β€” even 5 laps is a substantial race

Steps (using a 6-bike list as an example): 1. Open the Vehicle Database β†’ Tab Builder 2. Build your list of 6 bikes by clicking through the class browser 3. Copy the exported text 4. In FiveM: create race on stunt-45 β†’ Laps: 6 β†’ Vehicles Mode: Default β†’ Create Race 5. VP β†’ πŸš— Vehicles tab β†’ πŸ“ Custom Vehicle List β†’ Edit List β†’ 6. πŸ“‹ Import from Text β†’ paste β†’ 6 bikes appear in Selected panel 7. πŸ’Ύ Save as Preset β†’ name it "Sunday Stunt Bikes" β†’ Save 8. βœ“ Synchronised Roll, βœ“ No Repeats, βœ— Per-Checkpoint Re-roll 9. βœ“ Save & Apply (closes modal) β†’ Apply (saves race settings) β†’ Start Race 10. Every lap, all players are swapped to the next bike in the list. Over 6 laps, everyone drives every bike exactly once. Banner warns one checkpoint before each swap. 11. Next week: same race, just click "πŸ‘€ Sunday Stunt Bikes" in the preset dropdown β€” done in 5 seconds.

πŸ”„ Swap Warning Banner

In any rotation race, one checkpoint before each swap fires, every player sees an animated orange banner:

πŸ”„ VEHICLE SWAP AT NEXT CHECKPOINT β€” Next car: Pegassi Zentorno

Plus a short audio cue. The banner auto-clears when the swap fires. Gives players a chance to slow down or position safely before the change.

The banner now names the car you're about to get in every rotation race β€” Synchronised Roll, per-checkpoint sync, per-lap sync, Equal Pool Shuffle / Balanced Random, and plain non-sync "Random β€” Host Classes" / preset rotation (where each player rolls their own car). Only races with no host vehicle pool fall back to a generic "vehicle swap" message.

Face To Face: Swap Warning works in F2F too. Because F2F swaps the vehicle at every checkpoint (and checkpoints are far apart), the banner fires when you get ~100 m before the next checkpoint β€” not the moment you leave the last one β€” so it lands when it's actually useful. It shows the name of the car you're about to get in both modes: Synchronised Roll (everyone gets the same car) and a plain class (each player's own random pick). It doesn't show on the finish checkpoint. Turn it on from the same Swap Warning toggle. The distance is tunable via Config.Notifications.swapWarnDistance in config_client.lua.

Common pitfalls

  • "My selected list is gone when I create a new race." β†’ Custom List is per-race by design. To persist across races, click πŸ’Ύ Save as Preset and load it next time.
  • "I imported but only got 8 of my 12 vehicles." β†’ 4 names didn't match real GTA models (check the status line showing rejected names). Probably typos or removed DLC vehicles.
  • "My saved preset isn't showing up in the dropdown." β†’ Press F5 to refresh the NUI, or close and reopen the modal. Should appear with a πŸ‘€ prefix.
  • "I want to refine an existing preset." β†’ Click πŸ“¦ Load from Preset to load its vehicles into Selected, then use [Γ—] to drop individual ones. Save under a new name to keep both.
  • "My Custom Vehicle List from the previous race was still there when I set up a new race." β†’ Creating a new race now auto-clears the list β€” you'll always start with a fresh empty list. If you need to wipe it mid-setup (e.g. you changed your mind), click the βœ• Clear button next to "Edit List β†’" on the main Race Settings panel. The button appears only when the list has content. Lists of 5+ vehicles ask for a second click within 3 seconds to confirm β€” protects against accidental wipes of carefully-built lists.
  • "My F2F preset works on most tracks but stalls / repeats on the last checkpoint of one specific track." β†’ That track has 11 checkpoints instead of the usual 10. Add 1 more vehicle to the preset and re-save. The πŸ“Š capacity chip will flip from amber to green. Future-proof tip: always build F2F presets to 11 β€” the 11th vehicle is unused on 10-CP tracks (harmless) and saves your bacon on the rogue ones.
6. Rally Roulette (Random) β€” each player gets independent random per lap Intermediate

What it is: Same as Recipe #5 but each player rolls independently β€” Player A might be in a Cheetah at lap 1 while Player B is in a Banshee. Chaos. Use when: More chaotic / unpredictable races; less "fair" but more party-vibes.

Race Creation: Same as Recipe #5.

Race Settings (VP): Same as Recipe #5 except: - πŸš— Vehicles tab β†’ Synchronised Roll β†’ OFF

Each player calls ApplyOverrideVehicleTransform() independently at each lap boundary, picking random from the same shared pool. With No Repeats ON, each player won't get the same vehicle twice across THEIR own race (per-player cycling).

7. Chaos Mode (Per-Checkpoint Swap) β€” vehicle changes at every checkpoint Advanced

What it is: Far more aggressive than per-lap β€” at EVERY checkpoint, all players get a new vehicle. Use when: Party races where chaos is the goal; short tracks with many checkpoints.

Race Creation: Same as Recipe #5.

Race Settings (VP): - πŸš— Vehicles tab β†’ set up Vehicle List or Vehicle Classes as in #5 - πŸš— Vehicles tab β†’ Synchronised Roll β†’ ON - πŸš— Vehicles tab β†’ Per-Checkpoint Re-roll β†’ ON ← the key difference - πŸš— Vehicles tab β†’ No Repeats β†’ ON (recommended) - Click Apply

Warning: On a track with 15 checkpoints Γ— 10 laps = 150 vehicle changes. Make sure your vehicle pool is large enough OR No Repeats will recycle the pool.

8. Class Lottery (Different Class Each Lap) Intermediate

What it is: Each lap rolls a different vehicle CLASS β€” lap 1 supercars, lap 2 motorcycles, lap 3 muscle cars, etc. Use when: Group races where every lap is a different vibe.

Race Creation: Same as Recipe #5 except Laps = however many you want.

Race Settings (VP): - πŸš— Vehicles tab β†’ tick multiple Vehicle Classes (e.g. Sport, Super, Muscle, Motorcycle) - πŸš— Vehicles tab β†’ Synchronised Roll β†’ ON (everyone same class each lap) - πŸš— Vehicles tab β†’ No Repeats β†’ ON - πŸš— Vehicles tab β†’ Per-Checkpoint Re-roll β†’ OFF - Click Apply

Server picks a random vehicle from one of the ticked classes at each lap. Sync ensures everyone is in the same vehicle.


Section 3 β€” Competitive Formats

9. Hot Lap Time Trial β€” solo timed run Beginner

What it is: A single-player time-trial. You're alone on the track, no other racers. Your goal is to set the fastest lap time you can. Your best lap is saved to the leaderboard for that track. Use when: You want to practice a track, set a personal best, or top the all-time leaderboard for that track.

Race Creation: 1. Track β†’ any 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ Specific (everyone same car for fair times) 4. Laps β†’ 1 5. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Hot Lap Mode β†’ ON - Click Apply

What happens during the race: - The room forces a maximum of 1 player β€” others cannot join. No invitations work. - You spawn at the grid alone. No competitors, no traffic interference. - Race begins. You complete the lap. Lap time is recorded and saved if it's a personal best for that track. - Your time appears in the track's leaderboard (visible in the track browser as "Record Holder: [name] [time]").

10. Hot Lap Challenge β€” open session, live leaderboard Intermediate

What it is: Multiple players can join. All are ghosted. Each runs solo laps. Live leaderboard shows best laps of all players. Use when: Community time-trial events where players drop in and out.

Race Creation: 1. Track β†’ any 2. Vehicles Mode β†’ Specific (recommended for fair comparison) 3. Laps β†’ 1 4. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Hot Lap Challenge β†’ ON - Session duration slider β†’ e.g. 30 min - Click Apply

⚠️ Note: Hot Lap Challenge forces no-collision (ghost) mode for all players.

11. ELO Ranked Race Intermediate

What it is: A standard race where finishing position permanently affects every player's ELO skill rating in the server's competitive ladder. Wins gain ELO points; losses lose them. ELO follows the standard chess-style formula β€” beating a higher-rated player gains more points than beating a lower-rated one. Use when: Community competitive seasons / leagues where you want a persistent leaderboard ranking players by skill.

Race Creation: 1. Track β†’ any (consistent track choice across the season recommended) 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ your choice (Specific is fairest for competition) 4. Laps β†’ your choice 5. Click Create Race

Race Settings (VP): - 🎲 Extras tab β†’ Ranked (ELO) β†’ ON - Click Apply

What happens during the race: - Race plays out as a normal race. No special HUD changes during gameplay. - The room requires 3+ players minimum for ELO to fire β€” below that, no rating changes apply (prevents 1v1 farming). - All players start at ELO 1000 by default (configurable).

What happens after the race: - The server computes each player's ELO delta based on their finishing position vs the field's average rating. - Each player sees a notification: "ELO: 1000 β†’ 1015 (+15)" or "ELO: 1245 β†’ 1232 (βˆ’13)". - New ratings are written to the custom_race_users DB table β€” persist across server restarts. - Top players appear in the public leaderboard at localhost/stats (or your stats site URL).

12. Team Race / Crew Battle Intermediate

What it is: A race where finishing positions are aggregated by crew rather than by individual driver. Two or more crews face off; the crew whose members average the best finishing position wins. Members of the same crew share the win/loss outcome. Use when: Inter-crew rivalry races. Especially good for "Crew A vs Crew B vs Crew C" tournaments where individual finishing position matters less than your team's overall performance.

Prerequisites (server-side): - Config.Crews.enabled = true in config_server.lua - Each participating player must already be a member of a crew (created via the in-game Crew menu) - At least 2 different crews represented in the race

Race Creation: 1. Track β†’ any 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ your choice 4. Laps β†’ your choice 5. Click Create Race

Race Settings (VP): - 🎲 Extras tab β†’ Team Race β†’ ON - Click Apply

What happens during the race: - Race plays out as a normal race. - Each player sees their crew tag/colour next to their HUD name. - Personal finishing position is still tracked for individual stats.

What happens after the race: - Server computes each crew's team score = sum of finishing positions of all their members (lowest sum wins β€” finishing 1st is 1 point, 2nd is 2 points, etc.). - A crew leaderboard popup appears showing: 1st place crew, 2nd place crew, etc., with individual member breakdowns. - Crew Points are written to the crews DB table for the winning crew. Persists in the season standings.

13. Qualifying + Main Race Intermediate

What it is: An integrated two-phase weekend in a single race room. The host runs a timed hot-lap qualifying session, then launches the main race β€” the starting grid is automatically locked in qualifying order. Fastest qualifier starts P1 (pole position). Use when: Competitive league nights where you want the grid to reward skill and reduce first-corner luck.

Setup:

  1. Create a race room as normal (track, laps, vehicle mode, weather).
  2. In the race room, select the qualifying duration from the dropdown next to the Start Qualifying button (options: 1 / 2 / 3 min / 5 / 10 min). Default is 3 minutes.
  3. Click Start Qualifying (not Start Race).

During qualifying: 4. Track loads exactly like a normal race. At GO, the Qualifying HUD appears top-left: QUALIFYING Β· 2:47 Β· YOUR BEST LAP --:--.---. 5. All players are ghosted β€” no vehicle contact the entire session. 6. Players lap freely, setting as many laps as they like. Each time they cross the finish line their best time updates live. 7. The session ends automatically when the timer hits 0:00, or the host clicks End Qualifying to stop early.

Qualifying results: 8. A centred 🏁 Qualifying Results overlay shows the final grid order (fastest β†’ P1). Drivers who never completed a lap show --:--.--- and start from the back. 9. After 10 seconds all players automatically return to the lobby β€” no button press needed.

Main race: 10. Back in the lobby, click Start Race. The grid is locked in qualifying order β€” fastest qualifier spawns at position 1.

Notes: - Ghost is ON for the entire qualifying session β€” no contact between cars. - Qualifying lap times are not saved as track Personal Bests. - Race Points are not awarded for qualifying β€” only the main race pays RP. - Only the host can end qualifying early β€” guests cannot see the End Qualifying button. - For the full HUD breakdown see Race Room β†’ Qualifying Session.


Section 4 β€” Special Modes

14. Drag Race β€” Christmas-tree start, reaction time recorded Intermediate

Race Creation: 1. Track β†’ a drag-strip track (marked in browser) 2. Vehicles Mode β†’ Specific (drag race fairness) 3. Laps β†’ 1 4. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Drag Race Mode β†’ ON - Click Apply

Start sequence becomes the Christmas-tree light tree (amber-amber-amber-green) instead of 3-2-1-GO. False starts are detected and shown. Reaction time is recorded for each player.

17. Drift Score Mode β€” no checkpoints, score on slides Advanced

What it is: No race checkpoints. Players score points by drifting (angle Γ— speed Γ— combo multiplier, up to 5Γ—). Highest score at the end wins. Use when: Skill-based drift events, no actual "racing".

Race Creation: 1. Track β†’ any 2. Vehicles Mode β†’ Specific β†’ drift-capable car (Comet, Futo, Specter, etc.) 3. Laps β†’ not relevant 4. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Drift Score Mode β†’ ON - Session duration slider β†’ 5–10 min - Click Apply

Engine wear is auto-disabled for drift mode (Specific mode protection applies).

18. Pursuit β€” cops vs racers Advanced

Race Creation: 1. Track β†’ any (longer point-to-point works best) 2. Game Mode β†’ Pursuit 3. Vehicles Mode β†’ typically Random with police class for cops 4. Click Create Race

How it plays: - Players are auto-assigned to Cop or Racer team at race start. - Racers must reach the finish line. Cops must stop them before they get there. - Win conditions: Racers win if enough reach the finish. Cops win if they eliminate the racers or prevent them from finishing.

Post-race result banner: A full-screen animated banner announces the outcome: - πŸš“ COPS WIN! β€” red background - 🏎 RACERS WIN! β€” blue background

19. Cannonball / Chaos Run β€” on-foot scramble start Advanced

What it is: Players spawn on foot scattered around the grid. No race vehicle assigned. Steal a car, run, do whatever β€” first to the finish wins.

Race Creation: 1. Track β†’ any 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ doesn't matter (overridden) 4. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Cannonball Mode β†’ ON - Click Apply

20. Elimination Race β€” periodic last-place cull Intermediate

Race Settings (VP): - 🎲 Extras tab β†’ Elimination Mode β†’ ON - Interval slider β†’ e.g. 60s - Warning slider β†’ 10s - Min survivors β†’ 2 - Click Apply

Every N seconds, last-place player is eliminated. Race ends when min survivors remain.

21. Destroy Last Place (DLP) Intermediate

Race Settings (VP): - 🎲 Extras tab β†’ Destroy Last Place β†’ ON - Grace period β†’ 60s (no DLP for first 60s of race) - Warning seconds β†’ 30s (countdown before explosion) - Min players β†’ 3 (won't fire below this count) - Click Apply

If you're in last place and don't improve position before the warning ends, your car explodes.


Section 5 β€” Race Modifiers

These are overlay toggles you can combine with any race format above. Mix and match.

22. Endurance Race β€” Fuel + Tire Wear + Mandatory Pitstop Advanced

What it is: Real motorsport feel β€” strategy matters. Burn through fuel, wear tyres, must pit at least once.

Race Settings (VP): - β›½ Systems tab β†’ Fuel Drain β†’ ON (drain rate 0.50 u/s) - β›½ Systems tab β†’ Tire Wear β†’ ON (0.15/lap, min grip 0.50) - 🎲 Extras tab β†’ Forced Pitstop β†’ ON (mode: Lap, lap 3, duration 5s) - Click Apply

Pit stop restores fuel and tyres. Skipping the pit lap = DNF eligible (if DQ enabled).

For full setup see Race Scenarios β†’ E5.

23. Catch-Up Rubber-Band Race Beginner

Race Settings (VP): - 🎲 Extras tab β†’ Catch-Up System β†’ ON - Trailing boost slider β†’ 130 (1.30Γ— engine power for last place) - Leading penalty slider β†’ 92 (0.92Γ— engine power for leader) - Interval β†’ 5s (recompute every 5s) - Click Apply

Keeps the field tight for casual races. The leader gets gradually held back, trailing players get a small boost.

⚠️ Watch out: Catch-Up penalty can kill performance on steep climbs (e.g. Mt Chiliad). Disable Catch-Up or lower the penalty for stunt tracks.

24. Nitro Battle Beginner

Race Settings (VP): - 🎲 Extras tab β†’ Nitro β†’ ON - Boost power β†’ 25 (2.5Γ—) - Drain β†’ 25 %/s - Regen β†’ 8 %/s - Click Apply

Players press Left Shift to fire nitro. Bar drains during boost, slowly refills while driving.

25. Timed Race β€” most laps when time expires wins Intermediate

What it is: Instead of a fixed lap count, a countdown timer drives the race. When time expires the player with the most completed laps (furthest through the final partial lap as tiebreaker) wins. Use when: You want a fixed-duration event regardless of track length; endurance events where players trickle in over time.

Race Creation: 1. Track β†’ any circuit 2. Game Mode β†’ Normal 3. Vehicles Mode β†’ your choice 4. Laps β†’ set high (e.g. 99) as a safety ceiling β€” the timer will stop the race before it's reached 5. Click Create Race

Race Settings (VP): - βš™οΈ Race tab β†’ Timed Race β†’ ON - Duration β†’ select e.g. 10 / 20 / 30 minutes - Click Apply

In-race HUD: - A countdown chip appears top-right and counts down from the configured duration. - At 30 seconds remaining the chip pulses red as a warning. - When the timer hits 0:00, a large ⏱ TIME EXPIRED chip replaces the countdown for ~8 seconds, then fades. - The race ends and standings are calculated by lap count.

Tips: - Combine with Fuel Drain + Tire Wear for a strategic endurance feel. - DNF Timer is less relevant here β€” the race ends by time, not by lap completion.

26. Slipstream / Drafting Race Beginner

Race Settings (VP): - β›½ Systems tab β†’ Slipstream Boost β†’ ON - Boost power β†’ 18 (1.8Γ—) - Min speed β†’ 40 m/s - Required draft β†’ 3.0s behind another car - Boost duration β†’ 2.5s - Click Apply

Stay behind another car for 3 seconds to auto-trigger a speed boost. Rewards close pack racing.

27. Mid-Race Weather Schedule Intermediate

Race Settings (VP): - β›½ Systems tab β†’ Mid-Race Weather β†’ ON - Add up to 4 weather steps (Lap / Time / Checkpoint trigger + weather type) - Click Apply

Example schedule: Lap 5 β†’ Rain. Lap 10 β†’ Thunder. Lap 15 β†’ Clear. Wet weather adds grip penalty.

27. Demolition / Explode-on-Impact Advanced

Race Settings (VP): - β›½ Systems tab β†’ πŸ’₯ Damage section β†’ Explode on Impact β†’ ON - Threshold slider (5–50 m/s velocity loss) β†’ 20 for balanced, 5 for brutal, 40 for forgiving - Click Apply

Vehicles stay cosmetically perfect with full power until a hard impact, then detonate instantly.

28. Staggered Start Beginner

Race Settings (VP): - βš™οΈ Race tab β†’ Staggered Start β†’ ON - Interval slider β†’ 3s (between each player's release) - Click Apply

Players are released one at a time from the grid (traffic-light staggered). Useful for tight tracks or hot-lap-style competitive starts.

29. Reverse Track Beginner

Race Settings (VP): - βš™οΈ Race tab β†’ Reversed Track β†’ ON - Click Apply

Checkpoints run in reverse order. Starting grid auto-flips to match.

30. GTA Mode β€” weapons enabled Advanced

Race Creation: 1. Track β†’ any 2. Game Mode β†’ GTA (dropdown) 3. Vehicles Mode β†’ your choice 4. Click Create Race

In GTA mode the player ped is no longer invincible β€” weapons are enabled, players can die, doors lock by default. Combine with Pursuit, Elimination, or DLP for mayhem.


Reference

πŸ’¬ Hosting tip: Most "why didn't this work?" issues come down to one of these: 1. Vehicles Mode is set to Specific but you want vehicle swaps β€” change to Default or Random. 2. Per-Checkpoint Re-roll is ON when you wanted per-LAP β€” toggle it OFF. 3. Catch-Up System is ON and the leader can't climb a steep section β€” disable it for stunt tracks. 4. VP Vehicle Classes are ticked when you wanted Specific mode to stick β€” untick them all.

If something behaves unexpectedly, the F8 console (/cr_diag) prints diagnostics about per-lap swap, engine pin, etc.


Face To Face β€” Re-roll button behaviour

🎲 Re-roll button now commits to the server

The Re-roll button in the Race Options panel (the dice icon next to the synced vehicle name) commits the chosen vehicle to the server. What you see in the display IS what will spawn at race start.

Every click does THREE things behind the scenes:

  1. Picks a random model from the current class pool (locally β€” instant UI feedback)
  2. Pushes that pick to the server (stored as the room's syncedModel)
  3. Broadcasts the pick to all players so their displays sync to the same vehicle

When you click Start Race, the server uses your stored pick instead of doing its own roll. So:

  • Press Re-roll until you see a vehicle you like, then Start Race. That exact vehicle spawns for everyone.
  • For F2F: that's the starting vehicle. After CP 1 the per-checkpoint Host Class Pool system takes over and rolls a new random vehicle from the track's class at each gate (all players get the same one, synced).
  • Works for any Sync Roll race (Face To Face, Random + Sync).

Why synchronised mode works for F2F

The Synchronised Roll setting picks ONE vehicle and broadcasts to all players. Combined with the per-checkpoint host-class-pool system, both sides of an F2F track see matching vehicles at each checkpoint. This is the design intent of F2F and it works as advertised β€” including the Re-roll preview committing to the server.

TL;DR for hosts

  • Pick an F2F track β†’ click Create Race β†’ enter Race Room (the Race Options panel is already open for the host) β†’ (optional) click Re-roll in the panel until you see a car you like β†’ click Start Race
  • Or just click Create Race β†’ Start without touching the Race Options panel. The server picks a random Super from the track's class and everyone spawns in it.
  • If you want a specific car (not random) from a different class, switch Vehicles Mode from Track Class β†’ Specific and pick the car manually instead.