Race Scenarios — Configuration Guide¶
A practical reference for setting up specific race types. Each scenario lists the exact settings to use, in the order you encounter them: Race Creation first, then Race Settings.
For full explanations of every setting see the Vehicle System page.
📝 Looking for collapsible step-by-step recipes? Race Setups How-Tos is a parallel guide with the most common 30 setups as foldable cards (mobile-friendly), each with example + common pitfalls. This page (Scenarios) is a broader catalog organised by group (A1–G3); Race Setups How-Tos is a focused recipe book of the most-used configurations.
Note — how these steps work: - Race Creation settings are options you configure when hosting a race — picked from the race menu before the room opens. They are not edits to the map. Any track works with any setting here. - Race Settings settings are accessed inside the race room, from the host panel, after the room is open. - You never need to edit or modify a map to use any of these scenarios.
Table of Contents¶
Group A — Vehicle Assignment - A1. Everyone in Their Own Car (Default) - A2. Everyone Locked to One Specific Car - A3. Each Player Picks Their Own Build (Personal) - A4. Random Car — Each Player Gets a Different One - A5. New Car Every Lap — All Players Same Car (Random, No Repeats) - A6. New Car Every Lap — Individual Random, No Repeats - A7. New Car Every Lap — All Players Same Car (Preset) - A8. New Car Every Checkpoint — Synchronized Lottery - A9. Class Gauntlet — Different Class Each Lap - A10. Restricted Class (Clean Lobby) - A10b. Class-Restricted Free Pick — Players Pick from Your Class - A11. Laps Race with Class Pool — Start in Your Own Vehicle - A12. Laps Race with Class Pool — Start in a Personal Build - A13. Laps Race with Class Pool — Start in a Specific Vehicle - A14. Stable Class Race — Same Vehicle for the Whole Race
Group B — Race Formats - B1. Standard Circuit Race - B2. Sprint / Point-to-Point - B3. Endurance Race - B4. Timed Race (Most Laps Wins) - B5. Reverse Track Race - B6. Staggered / Handicap Start
Group C — Competitive Formats - C1. Qualifying Session + Main Race - C2. ELO / Ranked Race - C3. Team Race - C4. Hot Lap Challenge / Time Trial
Group D — Chaos & Party Modes - D1. Cannonball / Chaos Run - D2. Drift Competition - D3. Drag Race - D4. Elimination Race (Periodic Cull) - D5. Explode on Impact (Binary Damage) - D6. Destroy Last Place (DLP)
Group E — Technical / Endurance Extras - E1. Mandatory Pitstop Race — Lap Based - E2. Mandatory Pitstop Race — Zone Based (Strategic) - E3. Fuel Management Race - E4. Tyre Wear Race - E5. Full Simulation (Fuel + Tyres + Pitstops)
Group F — Modifiers & Atmosphere - F1. Night Race - F2. Rain Race (Static) - F3. Mid-Race Weather Change - F4. Nitro Battle Race - F5. Anti-Troll / Contact-Safe Race - F6. Catch-Up / Rubber Band Race - F7. Slipstream Race (Close Pack) - F8. Pre-Race Tuning Window - F9. Private / Invite-Only Race
Group G — Worked Examples (Full Setup Walkthroughs) - G1. Hotring Circuit — Competitive Oval Race
Group A — Vehicle Assignment¶
A1. Everyone in Their Own Car (Default)¶
Vehicle: Default
Vibe: Open, casual lobby. Players race in whatever vehicle they are currently driving in the world.
Race Creation: - Vehicles → Default
Race Settings: No changes needed.
Tips: - No class control whatsoever — expect everything from bicycles to jets if you don't vet the lobby. - Good for casual friend sessions where vehicle policing is done socially. - Ghost on Contact (ON) is strongly recommended to prevent griefing with unusual vehicles.
A2. Everyone Locked to One Specific Car¶
Vehicle: Specific
Vibe: Maximum fairness. All players drive the exact same model with the same baseline performance.
Race Creation: - Vehicles → Specific - Pick the model from the vehicle browser that appears.
Race Settings: No changes needed (optional: Fair Start ON for identical grid departure).
Tips:
- The purest competitive format — winner is determined entirely by driving skill.
- Combine with Ranked (ELO) ON for skill-rating purposes.
- Good models: zentorno, t20, nero2, deveste8, krieger for Super; feltzer3 for Sport.
A3. Each Player Picks Their Own Build (Personal)¶
Vehicle: Personal
Vibe: Players bring a car they have personally tuned and saved.
Race Creation: - Vehicles → Personal
Race Settings: - Vehicle Classes → (optional) set a class to prevent wildly mismatched vehicles.
Tips: - Players must have at least one saved build in MY VEHICLES or they cannot join. - Vehicle Classes is important here — without it a player could bring a fully upgraded Super into a Sport lobby. - Great for "bring your own car" server events.
A4. Random Car — Each Player Gets a Different One¶
Vehicle: Random Sync OFF
Vibe: Chaos. Everyone gets a random car from a class pool at race start. Players likely end up in different vehicles.
Race Creation: - Vehicles → Random
Race Settings: - Vehicle Presets → (optional — select a preset) — OR — Vehicle Classes → (manually tick your class, e.g. Super) - Synchronised Roll → OFF - No Repeats → OFF
Tips: - With No Repeats OFF, a player could theoretically get the same car every race. - Turn No Repeats ON if you want players to never repeat a vehicle across races in the same session. - The class pool is all vehicles in that GTA class; broader classes (like Sport) give more variety.
A5. New Car Every Lap — All Players Same Car (Random, No Repeats)¶
Vehicle: Random Sync ON No Repeats ON
Vibe: Synchronized. At the start of every lap, everyone simultaneously swaps into the same randomly-chosen car. The car stays for the whole lap. No car comes back twice. This is the most requested synchronized format.
This is the answer to: "same new vehicle every lap, not repeated, same for everyone."
Race Creation: - Laps → (set how many laps you want — one new car will be assigned per lap) - Vehicles → Random
Race Settings (open this after the room is created — this is where you define the vehicle pool): - Vehicle Presets → (optional — select a preset if your server has them configured, e.g. a Class Group or Model Group) — OR — - Vehicle Classes → (manually tick your class, e.g. Super — this is the pool the random vehicles are drawn from) - Synchronised Roll → ON - Per-Checkpoint Re-roll → OFF (leave unticked — this is the default) - No Repeats → ON
How it works: At race start the server randomly picks one vehicle per lap (a sequence of N cars, no repeats). All clients receive the same sequence. At the start of each new lap every player simultaneously transforms into that lap's pre-computed car. The vehicle does NOT change at individual checkpoints — only at lap boundaries.
Tips: - No pre-selection required — the server picks randomly from the class pool. - All players are in the same car throughout the entire lap, making the race visually uniform. - With No Repeats ON and a 5-lap race you only need 5 distinct vehicles in the pool (Super class has 70+). - If you want each player to get their OWN random car per lap (not synchronized), see A6 instead.
A6. New Car Every Lap — Individual Random, No Repeats¶
Vehicle: Random No Repeats ON
Vibe: Each player gets a fresh random car when they start a new lap. The car stays for the whole lap. No car comes back twice.
This is the setting for: "new vehicle every lap, same vehicle throughout the lap, not repeated."
Race Creation: - Laps → (set how many laps you want) - Vehicles → Random
Race Settings:
- Vehicle Presets → (optional — select a preset) — OR — Vehicle Classes → (manually tick your class, e.g. Super)
- No Repeats → ON
- Vehicle Transform → ON
- Event 1 → Type: Every Lap | Value: 1 | Vehicle: Random
- Preserve Speed → ON (recommended — avoids losing momentum at the swap)
- Transform Delay → 0–3 seconds (optional countdown warning)
How it works: At CP1 of every new lap the transform fires, picks a random car from your class pool (skipping any already used by that player this session), and swaps the player into it. The vehicle stays for all checkpoints of that lap.
Limitations: - Each player picks independently — players will likely be in different cars from each other at any point. This is expected and part of the fun. - If you need all players in the same car per lap, see A7. - The swap fires at CP1 of the new lap (briefly into the lap, then transforms). Budget roughly 2–3 seconds.
A7. New Car Every Lap — All Players Same Car (Preset)¶
Vehicle: Specific
Vibe: Fully choreographed. Every player is in the exact same vehicle during each lap. The car changes at the start of each new lap — the same one for everyone.
Requires pre-selecting one specific car per lap. Maximum 5 distinct vehicles (1 starting + 4 transform events).
Race Creation: - Vehicles → Specific → pick the Lap 1 vehicle - Laps → set to 2–5 (max 5 for this method)
Race Settings:
- Vehicle Transform → ON
- Event 1 → Type: Lap | Value: 2 | Vehicle: (specific model for lap 2)
- Event 2 → Type: Lap | Value: 3 | Vehicle: (specific model for lap 3)
- Event 3 → Type: Lap | Value: 4 | Vehicle: (specific model for lap 4)
- Event 4 → Type: Lap | Value: 5 | Vehicle: (specific model for lap 5)
- Preserve Speed → ON
Example — 5-lap Super rotation:
| Lap | Vehicle | Spawn Name |
|---|---|---|
| 1 | Zentorno | zentorno |
| 2 | T20 | t20 |
| 3 | Krieger | krieger |
| 4 | Deveste Eight | deveste8 |
| 5 | Emerus | emerus |
Tips: - Look up GTA vehicle spawn names before setting up — they must be exact (lowercase, no spaces). - Since you control the list, you can escalate performance lap-by-lap (slowest → fastest) or reverse it. - 4-event limit is a hard cap — for more laps use A6 instead.
A8. New Car Every Checkpoint — Synchronized Lottery¶
Vehicle: Random Sync ON No Repeats ON Per-CP ON
Vibe: Pure chaos. Every checkpoint, everyone simultaneously transforms into a different car. Nobody knows what they'll be driving next.
Race Creation: - Laps → (set how many laps you want) - Vehicles → Random
Race Settings: - Vehicle Presets → (optional — select a preset) — OR — Vehicle Classes → (manually tick your class) - Synchronised Roll → ON - Per-Checkpoint Re-roll → ON (required — this switches sync from per-lap to per-checkpoint mode) - No Repeats → ON
Note: Per-Checkpoint Re-roll must be ON for checkpoint-by-checkpoint swaps. Leaving it OFF gives you the per-lap format (A5) instead.
Tips: - Best on short tracks (5–8 CPs) with large vehicle pools (Super, Sport). - Hilarious on tracks with tight sections immediately after a checkpoint — players have to handle an unknown car instantly. - With a 17-CP track and 3 laps the server pre-computes 51 vehicle slots. You need at least 51 vehicles in the class pool or No Repeats will reset and cycle. - With No Repeats OFF: fully random including repeats — wilder but no pool exhaustion concern.
A9. Class Gauntlet — Different Class Each Lap¶
Vehicle: Specific
Vibe: Players experience multiple vehicle types in one race — e.g. start in a Compact, then Muscle, then Super. Tests adaptability across handling profiles.
Race Creation: - Vehicles → Specific → pick the Lap 1 vehicle (or Class for a random start) - Laps → set to match number of classes (2–5)
Race Settings:
- Vehicle Transform → ON
- Event 1 → Type: Lap | Value: 2 | Vehicle: (specific Muscle car)
- Event 2 → Type: Lap | Value: 3 | Vehicle: (specific Super car)
- Event 3 → Type: Lap | Value: 4 | Vehicle: (specific Motorcycle)
- Preserve Speed → OFF (recommended — speed transfer from a Super to a Compact is jarring)
Example progression (weakest → strongest):
| Lap | Class | Example Vehicle |
|---|---|---|
| 1 | Compact | Blista (blista) |
| 2 | Sport | Elegy RH8 (elegy2) |
| 3 | Super | Zentorno (zentorno) |
| 4 | Motorcycle | Bati 801 (bati) |
Tips: - Consider track design — a tight circuit might not suit motorcycles or large muscle cars. - Works well as a server event or "gauntlet night" format. - Tell players the lap vehicle order in advance via Race Message (MOTD) so they can mentally prepare.
A10. Restricted Class (Clean Lobby)¶
Vehicle: Random Sync OFF
Vibe: Everyone rolls a random car from a single class. Skill and vehicle familiarity are the variable — not vehicle power.
Race Creation: - Vehicles → Random
Race Settings: - Vehicle Presets → (optional — select a preset) — OR — Vehicle Classes → (manually tick one class, e.g. Sport) - Synchronised Roll → OFF - No Repeats → OFF
Tips: - The simplest random vehicle format. Quick to set up. - No Repeats OFF means the same car could appear multiple times in a session. Enable it if variety matters. - Narrower classes (Open Wheel, Motorcycle) feel more focused. Wider classes (Sport, Super) give more variety. - Pair with Fair Start ON if grid position fairness matters despite different vehicles.
A10b. Class-Restricted Free Pick — Players Pick from Your Class¶
Vehicle: Personal Class-restricted Wait-for-all-picks
Vibe: Host picks the class (e.g. Super), every player picks any vehicle they like from that class. The race won't start until everybody has confirmed a pick — a "lobby ready check" baked in. Great for friendly nights where everybody wants to drive their own favourite within a balanced bracket.
Exact setup — in this order:
- Open Race Creation → pick any track → set Vehicles Mode = Personal (and any other settings you want)
- Click the green Create Race button (right-hand side) — this submits the form and drops you into the race room (lobby). The Race Options panel is already open for you on the right side of the room — no need to click anything to open it.
- In the Race Options panel → Vehicles tab → Vehicle Classes → tick only the class you want (e.g. Super). Untick everything else.
- Click Apply (inside the Race Options panel). This is the critical step — until you Apply, the restriction isn't sent to anyone.
- Click 📩 Invite → click individual players, OR click "Invite Everyone Online (N)" at the top of the modal to invite the whole server in one click. Type in the search box first to narrow — the button changes to "Invite All Matching (N)" for bulk-inviting a subset (e.g. all players whose names contain "race").
- Wait for guests to pick. Do NOT open the picker before applying — see warning below.
- Once every player shows ✅ in the lobby list, click Start.
Why Apply matters: the host's Vehicle Class ticks only take effect AFTER you click Apply. Before Apply, every player's picker uses the track's baked-in classes (usually "all"). Once you click Apply the restriction is broadcast to every player currently in the room AND to any new guest who joins afterwards (their picker honours the class restriction the moment it opens). If a guest already had their picker open before you Apply, they need to close and reopen it (the picker doesn't re-filter live).
Tip — invite already-in-room people are skipped: clicking Invite Everyone Online won't spam invites to players who already accepted or are in the room. Safe to re-click if a few more players join the server later.
What players see:
| Element | When | What it does |
|---|---|---|
| 🚗 "Choose your vehicle to continue" gold banner | Guest joins, hasn't picked yet | Big gold banner with a Pick Vehicle button. Stays up until they confirm a vehicle. |
| Picker auto-opens | One-shot, on join | The 3D showroom appears automatically so the guest doesn't have to hunt for the button. If they cancel without picking, the banner stays available. |
| Allowed class only | After host Applies VP | Only the host's allowed class tab is visible. Saved Personal builds outside the class are hidden too. Before Apply, picker shows all classes — close and reopen after the host Applies. |
| ⏳ / ✅ chip next to each name | In the lobby player list | ⏳ = still picking · ✅ = confirmed. Everyone sees the same row state. |
| Disabled Start button + tooltip | Host side | "Waiting for 1 of 3 player(s) to pick — Trench". Names listed when ≤ 4 are missing. |
Tips:
- For a permanent class lock on a specific track (no need to set it every time), edit the track in
raycin_creator→ RACE DETAIL → Default Available VP Classes → tick the class → save. After that, every Personal/Specific race on the track auto-restricts the picker without touching VP. - The Specific mode flow is identical — same Apply step locks the class in the host's own picker.
- This mode does not support Synchronised Roll — each player owns their pick.
- Pair with Fair Start ON to balance grid positions despite different picks.
Use cases:
- Casual class night where everyone wants to bring their own favourite within a bracket.
- Tournament class-rounds: round 1 Compact, round 2 Sport, round 3 Super — players free-pick each round.
- "What's your Super of choice" vibes — everybody arrives in something different.
A11. Laps Race with Class Pool — Start in Your Own Vehicle¶
Vehicle: Default No Repeats ON
Warning: A11, A12, and A13 are per-lap vehicle change scenarios. Everyone gets a new random class vehicle at the start of every lap. If you want a stable laps race where everyone stays in the same vehicle for the whole race — see A14 instead.
Vibe: Complete freedom on Lap 1 — everyone starts in whatever they drove to the start line. From Lap 2 onwards, the system automatically puts everyone into a random vehicle from your chosen class. New class vehicle every lap, no repeats.
This answers: "I want a laps race where I can choose the class, and players start in their own car — but get a new random class car each lap."
Race Creation: - Vehicles → Default - Laps → (however many laps you want)
Race Settings: - Vehicle Classes → (tick your chosen class — e.g. Super, Sport, Muscle) - No Repeats → ON (stops the same vehicle appearing twice across laps)
That's all. No Transform event is needed. The moment you set a Vehicle Class, the system automatically changes everyone's vehicle at each lap boundary using that class as the pool.
How it works — step by step: 1. Lap 1 starts. Everyone races in whatever vehicle they arrived in. 2. Players cross the finish of Lap 1. The system picks a random vehicle from your chosen class for each player. 3. Each player is smoothly transformed into their new class vehicle as Lap 2 begins. 4. This repeats every lap. With No Repeats ON, no vehicle comes back until the whole class pool has been used.
Tips: - Lap 1 is completely open — players can bring any vehicle. If you want Lap 1 to also be from the class, use Vehicles Mode → Random instead (see A4). - Multiple classes can be ticked at once (e.g. Sport + Super) for a wider pool. - Works on all track types including R.All tracks. - Add Ghost on Contact (ON) if Lap 1 might see very mismatched vehicles (e.g. a jet in a car race).
A12. Laps Race with Class Pool — Start in a Personal Build¶
Vehicle: Personal No Repeats ON
Vibe: Players bring their own carefully tuned saved vehicle for Lap 1. From Lap 2 onwards, everyone is randomly assigned a vehicle from the chosen class. Rewards personal investment on Lap 1, then levels the field.
This answers: "I want players to choose their own starting vehicle from their garage, then get random class cars each lap."
Race Creation: - Vehicles → Personal - Laps → (however many laps you want)
Race Settings: - Vehicle Classes → (tick your chosen class) - No Repeats → ON
How it works: At race start, each player spawns in their MY VEHICLES saved build (their chosen personal vehicle). At every lap boundary from Lap 2 onwards, they are automatically given a random vehicle from the class pool — same as A11 but with a curated Lap 1 vehicle instead of a free-for-all.
Tips: - Players must have at least one saved build in MY VEHICLES or they cannot participate. Warn them in advance. - Tip the class to match the typical class of players' personal builds so the transition feels natural (e.g. if everyone brings Sport builds, set Vehicle Classes → Sport). - Players choose and customise their personal build in the Race Room before the race starts. - For the "bring your best car for Lap 1, then it's a lottery" format — this is the one.
A13. Laps Race with Class Pool — Start in a Specific Vehicle¶
Vehicle: Specific No Repeats ON
Vibe: Everyone starts in the exact same vehicle chosen by the host — the fairest Lap 1 possible. From Lap 2 onwards, players receive a random vehicle from the chosen class.
This answers: "I want everyone on the same car for Lap 1, then random class cars each lap after that."
Race Creation: - Vehicles → Specific → pick the Lap 1 vehicle from the vehicle browser - Laps → (however many laps you want)
Race Settings: - Vehicle Classes → (tick your chosen class) - No Repeats → ON
How it works: All players spawn in the host-chosen vehicle for Lap 1 — identical vehicle, identical specs. At every lap boundary from Lap 2 onwards, each player is automatically given a random vehicle from the class pool.
Tips: - Choose a Lap 1 vehicle from the same class as your pool so performance stays consistent throughout the race (e.g. Specific → Zentorno, Classes → Super). - This gives the fairest starting grid (no vehicle advantage on Lap 1) while still introducing class variety from Lap 2. - With No Repeats ON and a 5-lap race you only need 4 additional class vehicles (Lap 1 is the specific one; Laps 2–5 draw from the pool). - Combine with Fair Start ON if you also want everyone to leave the grid at the same time.
A14. Stable Class Race — Same Vehicle for the Whole Race¶
Vehicle: Default
Vibe: Everyone races in the same vehicle from start to finish — no mid-lap or inter-lap changes. The host controls which vehicle or class is used at Race Creation time. This is the correct setup for a normal laps race on any track, including R.All tracks, where you simply want to choose the class without any automatic vehicle swaps.
This answers: "I want a 5-lap race where everyone uses the same vehicle all the way through, and I control which class or car it is."
Important: Do NOT tick Vehicle Classes in Race Settings for this scenario. Ticking Vehicle Classes is what triggers automatic per-lap vehicle changes. Leave it completely unticked.
Option A — Host picks one specific vehicle (everyone gets the same car):
Race Creation: - Vehicles → Specific → browse to any vehicle from your desired class and confirm it - Laps → (however many you want — e.g. 5)
Race Settings: - Vehicle Classes → leave all unticked ← critical - No other vehicle settings needed
All players spawn in the host-chosen vehicle and keep it for the entire race. Nothing changes between laps. Works on all track types.
Option B — Each player drives their own vehicle from the start (host controls class by instruction):
Race Creation: - Vehicles → Default - Laps → (however many you want)
Race Settings: - Vehicle Classes → leave all unticked ← critical
Players bring their own vehicle to the start line. Tell them in the Race Message or chat which class to use (e.g. "motorcycles only"). They keep their own vehicle for the full race. Works on all track types.
Option C — Each player picks their own saved build (Personal garage):
Race Creation: - Vehicles → Personal - Laps → (however many you want)
Race Settings: - Vehicle Classes → leave all unticked ← critical
Players choose from their MY VEHICLES saved builds before the race. They race in that build for all laps, no changes.
How it works with R.All tracks: R.All tracks have a special random-checkpoint marker on the final checkpoint. When no VP Vehicle Classes are set, the system automatically suppresses any vehicle change at that checkpoint and displays it as a normal direction arrow — not a "?" icon. The race proceeds as a completely normal laps race.
Tips: - Option A (Specific) is the fairest for competitive racing — identical car, identical stats, pure skill. - Option B (Default) works well for community events where players each bring their favourite vehicle of a particular type. - Option C (Personal) is best when players have invested in custom builds and want to use them. - In all three options, the vehicle never changes. No Transform events, no VP Vehicle Classes, no Sync Mode.
Group B — Race Formats¶
B1. Standard Circuit Race¶
Vibe: Classic multi-lap circuit. Default format most players expect.
Race Creation: - Vehicles → (your choice) - Laps → 3–5 (adjust for track length; 3 laps on a 2 km track ≈ 5–8 min) - Weather → Clear or Extra Sunny - Time → 12:00 (noon) for maximum visibility - DNF → 3–5 min
Race Settings: No mandatory extras. Add Fastest Lap tracking for competitive feel.
Tips: - Laps × estimated lap time should target 8–15 minutes for a satisfying race length. - Enable Fastest Lap (ON) in Race Settings so in-race lap records are announced. - For a competitive field, add Qualifying first (see C1).
B2. Sprint / Point-to-Point¶
Vibe: One lap, one shot. No second chances.
Race Creation: - Select a point-to-point track (not a loop — start ≠ finish) - Laps → 1 - DNF → 5–8 min (longer than circuit — more ground to cover)
Race Settings: No changes needed.
Tips: - Staggered Start (ON) works well for sprints — it spreads the field early to avoid pile-ups at the start line. - On very long P2P tracks, consider a 10 min DNF timer. - Reversed Track does NOT work meaningfully on P2P tracks (start becomes finish but checkpoints may not route correctly).
B3. Endurance Race¶
Vibe: Long race (10–20 laps) with strategic pitstops, optionally fuel management and tyre wear.
Race Creation: - Laps → 10–20 - DNF → OFF or 10 min (give back-markers room)
Race Settings: - Mandatory Pitstop → ON, Mode: Lap, Trigger Lap: (roughly halfway), Duration: 5 s, Required: 1–2 - Optional: Fuel System → ON, Drain Rate: 0.8, Start Level: 100% - Optional: Tyre Wear → ON, Per-Lap: 0.10, Min Grip: 0.5
Tips: - Test your pitstop zone location before the event — the freeze zone must be reachable. - For a 20-lap race with fuel, try Drain Rate 0.5 so players need 2 stops. - Add Weather Event (rain arriving on lap 8–10) for a mid-race curveball. - Fastest Lap tracking (ON) adds an extra competitive goal for non-podium drivers.
B4. Timed Race (Most Laps Wins)¶
Vibe: Clock-based race. Driver who completes the most laps/checkpoints before time runs out wins.
Race Creation: - Laps → (any — ignored when Timed Race is ON)
Race Settings: - Timed Race → ON - Time Limit → 10–20 min - Grace Period → 90 s (time after expiry for stragglers to finish their current lap)
Tips: - Good when you have a mixed-speed field — faster drivers naturally rack up more laps. - Grace Period of 60–90 s lets everyone finish the lap they are on when the timer ends. - Combine with Catch-Up for a more levelled field (casual sessions). - Does NOT award "laps remaining" DNF since there are no laps — set DNF in race creation to OFF.
B5. Reverse Track Race¶
Vibe: Same track, driven backwards. Familiar corners become totally different. Grid order is also reversed.
Race Creation: - (Standard settings for the track you want to reverse)
Race Settings: - Reversed Track → ON
Tips: - Works best on symmetrical or purpose-built circuits. One-way street tracks may be undriveable in reverse. - Grid order reverses too — players who qualified last now start first. Good natural handicap. - Combine with Qualifying (see C1) to set the grid, then flip it with Reversed Track. - Test the track yourself first — some checkpoint sequences produce awkward reverse routing.
B6. Staggered / Handicap Start¶
Vibe: Players leave the grid one at a time with a time gap between each. Separates the field immediately and gives slower drivers a head start.
Race Creation: - (Standard settings)
Race Settings: - Staggered Start → ON - Stagger Delay → 5–15 s per position (5 s = tighter field; 15 s = large head start gaps) - Fair Start → OFF (if you want to use grid positions as the handicap order)
Tips: - P1 on the grid departs at GO. P2 departs after 1×delay. P3 after 2×delay. Etc. - For a handicap race: put the fastest driver last on the grid (using qualifying in reverse, or manual ordering). - 10 s stagger on a 3-minute lap gives roughly 1/18th of a lap head start per position — adjust to taste. - Pairs well with DNF OFF (everyone gets to finish regardless of the stagger gap).
Group C — Competitive Formats¶
C1. Qualifying Session + Main Race¶
Vibe: Proper motorsport format. Players do a timed hot-lap session first; fastest sets pole position for the main race.
Setup — Step by step: 1. Create the race room and configure it normally (track, vehicle, laps, VP settings). 2. In the lobby, use the Qualifying Duration dropdown to pick the session length (1 / 2 / 3 / 5 / 10 minutes). Default is 3 minutes. 3. Click Start Qualifying instead of Start Race. 4. Qualifying runs as a fully ghosted timed session — players lap freely until the timer expires. 5. To end early: press your quit-race key → End Qualifying in the in-race pause menu (host only). 6. When qualifying ends, grid positions are locked by fastest Q-lap (fastest = P1). 7. Everyone is returned to the lobby automatically after 10 seconds. 8. Click Start Race — the race launches with the qualifying grid order locked in.
Qualifying duration guide:
| Duration | Best used for |
|---|---|
| 1 min | Short tracks, quick seeding only |
| 2 min | Street circuits, most circuit tracks |
| 3 min (default) | Standard qualifying for most races |
| 5 min | Long tracks, or first time on a new track |
| 10 min | Endurance tracks, complex layouts, practice events |
Tips: - Players who do not set a lap time in qualifying start at the back of the grid. - RP is NOT awarded during qualifying — only the main race awards points. - Combine with Reversed Track to create a "reverse-grid race" — fastest qualifier starts last. - Use Specific vehicle mode for qualifying so lap times are a fair comparison. Random vehicles make qualifying meaningless.
C2. ELO / Ranked Race¶
Vibe: Results affect each player's Matchmaking Rating (MMR). Winning earns ELO; losing loses it.
Race Creation: - (Standard settings — use a fair vehicle mode, preferably Specific)
Race Settings: - Ranked (ELO) → ON
Requirements: - Minimum 3 players (server config minimum; cannot rank a 2-player race). - Do NOT enable: Catch-Up, Ghost on Contact, or other systems that distort natural race results.
Tips: - Stick to Specific vehicle or Personal vehicle modes — random cars in ranked feels unfair. - Ranked results are calculated after the race finishes; DNF counts as a loss. - No special race room appearance — it looks like a normal race to players. - Use ELO to seed future qualifying sessions or seeded lobbies.
C3. Team Race¶
Vibe: Players score for their Crew, not for themselves. Crew with best combined finishing positions wins.
Requirements: Server must have Config.Crews.enabled = true and Config.TeamRace.enabled = true.
Race Creation: - (Standard settings)
Race Settings: - Team Race → ON
Tips: - All players must be in a Crew. Crewless players cannot participate. - Strategy: a Crew's weakest driver finishing 3rd is worth more than one driver winning but another finishing last. - Fair Start → OFF is better here — teammates can assist each other by blocking opponents. - Does not combine well with ELO/Ranked (team scoring conflicts with individual MMR calculation).
C4. Hot Lap Challenge / Time Trial¶
Vehicle: Specific
Vibe: Open leaderboard session. Everyone races solo against the clock. No racing contact. Best lap time wins.
Race Creation: - Vehicles → Specific (recommended — fair for time comparison) - Laps → (any — Hot Lap Challenge overrides this)
Race Settings: - Hot Lap Challenge → ON - Challenge Duration → 600 s (10 min default; increase to 900–1200 s for events)
What changes automatically when Hot Lap is ON: - All players are permanently ghosted (no collision). - Late-join is enabled for the session duration. - A shared leaderboard is displayed.
Tips: - Use Specific vehicle so all lap times are on a level playing field. - Good for: practice nights, server records events, new track showcases. - Cannot combine with Drift Mode, Cannonball Mode (mutually exclusive). - Host can watch others drive without affecting the session.
Group D — Chaos & Party Modes¶
D1. Cannonball / Chaos Run¶
Vehicle: Default
Vibe: Players spawn on foot near the start. Vehicles are scattered in the area. Find a vehicle, race to the finish.
Race Creation: - Vehicles → Default (players will use whatever they find) - Laps → 1 (usually — chaos format)
Race Settings: - Cannonball Mode → ON
Tips: - Mutually exclusive with Drift Mode and Hot Lap Challenge. - Vehicles spawn in a radius around the grid (Config: ~150 m). Players on foot scramble for them. - First to a fast vehicle has a large advantage — but finding the vehicle is the game. - Works best with a track that starts in an open area (parking lot, airfield, beach). - Tell players in the Race Message (MOTD) that they spawn on foot.
D2. Drift Competition¶
Vehicle: Specific
Vibe: Points for sustained sideways slides. Longer slides + higher speed + higher angle = more points. Combo multiplier up to 5×.
Race Creation: - Vehicles → Specific (recommended for fair scoring — identical grip profile) - Laps → (ignored; duration-based)
Race Settings: - Drift Score Mode → ON - Duration → 300 s (5 min default; 600 s for events)
Tips:
- Mutually exclusive with Cannonball and Hot Lap Challenge.
- Pick an open, flat track with wide corners. Narrow circuits are frustrating for drift scoring.
- Best vehicles: Drift Tampa (tampa3), Banshee 900R (banshee2), Jester (jester).
- Minimum angle to score: 15°. Minimum speed: 5 m/s. Must be moving — rolling stops reset combo.
- Score is individual; players are NOT racing each other to checkpoints.
D3. Drag Race¶
Vehicle: Specific
Vibe: Side-by-side quarter-mile sprint with a Christmas-tree light sequence. First across the line wins.
Race Creation: - Vehicles → Specific (fairest; or Class for random-class drag) - Laps → (auto-set to 1 when Drag Race is ON) - Select a straight-line drag track
Race Settings: - Drag Race → ON (laps are forced to 1 automatically)
Tips: - Reaction time matters: light goes green, punch it. A false start = immediate DNF or time penalty (server config). - Best vehicles for straight-line: Drag Marathoner, Jester RR, Krieger, Deveste Eight. - Fair Start → ON gives all players the same grid position at the line. - Do NOT use Staggered Start — defeats the side-by-side format. - Nitro can be added (Race Settings → Nitro ON) for turbo-boosted drag racing.
D4. Elimination Race (Periodic Cull)¶
Vibe: Last place gets eliminated every X seconds. As the field shrinks, pressure intensifies.
Race Creation: - Laps → 5–10 (longer race = more eliminations) - DNF → OFF (let eliminated players spectate)
Race Settings: - Elimination Mode → ON - Elimination Interval → 60 s (how often the last-place driver is eliminated) - Elimination Warning → 10 s (countdown before elimination fires) - Min Survivors → 2 (stops eliminating when 2 drivers remain) - Ghost on Contact → OFF (contact is part of the tension)
Tips: - Min Survivors prevents the race from eliminating down to 1 — the last 2 race to the finish. - Warning period lets the threatened driver know they need to make a move. - With a 60 s interval and 10 players, field is down to 4 after ~6 minutes. - Works very well with DLP (D6) on top for extra chaos.
D5. Explode on Impact (Binary Damage)¶
Vibe: Drive perfectly or die. No smoke, no dents, no limping home — your car is either fully alive or it has just become a fireball. Punishes mistakes hard, rewards clean lines.
Race Creation: - Any track works — stunt / jump tracks make it especially dramatic - Laps → 5–10 (short — expect frequent respawns)
Race Settings (⛽ Systems tab → 💥 Damage): - Explode on Impact → ON - Threshold → 20 m/s (default — solid wall at speed = boom)
Threshold cheat sheet:
| Setting | Slider | What survives |
|---|---|---|
| Brutal / demolition derby | 5–10 | Only gentle love-taps |
| Balanced (default) | 15–25 | Wheel rubs, light contact |
| Forgiving / stunt mode | 30–40 | Most racing contact |
| Practically tank | 45–50 | Almost everything |
Tips: - Cars are pinned at full health every frame — no smoke, no dents, no power loss EVER. The only "damage" outcome is instant explosion. - Engine wear from hard driving is also disabled — no slow degradation. - Pairs brilliantly with Cannonball or chaotic stunt tracks. Adds zero-warning consequence to every crash. - For a "Le Mans precision" feel, pair with Slipstream + Catch-Up at high threshold (35–40) — the field stays close and clean drivers are rewarded. - Driver is invincible in non-GTA modes — the explosion just respawns you; you don't die. - Other systems (Fuel, Tire Wear, Slipstream, Overtake Bonus) all still work alongside this.
D6. Destroy Last Place (DLP)¶
Vibe: If you sit in last place without improving your position for long enough — your car explodes.
Race Creation: - Laps → 3–5
Race Settings: - Destroy Last Place → ON - Grace Period → 60 s (how long before DLP activates from race start) - Warning Period → 30 s (countdown warning on-screen before explosion) - Min Players → 3 (DLP does not fire if fewer players remain)
Tips: - DLP is continuous pressure — it fires again after each explosion once the new last-place driver stops improving. - Unlike Elimination, DLP can be escaped by overtaking anyone. The driver just needs to improve position. - Grace Period of 60 s means the first 60 seconds of the race are safe — prevents instant-explosion at the start. - Combine with Elimination Mode for maximum pressure on the field.
Group E — Technical / Endurance Extras¶
E1. Mandatory Pitstop Race — Lap Based¶
Vibe: All players must stop once (or more) during the race. The pitstop timing is triggered by lap number.
Race Creation: - Laps → 5–10
Race Settings: - Mandatory Pitstop → ON - Mode → Lap - Trigger Lap → (roughly halfway; e.g. lap 3 of 5) - Duration → 5 s (vehicle is frozen for this many seconds) - Required → 1
Tips: - All players are forced to stop (their vehicle freezes) when they cross the pitstop zone on the trigger lap. - The pitstop zone must be physically on the track — check its location before hosting. - Required: 2 means players must stop twice (on two separate lap triggers). Set Trigger Lap to the first stop lap. - Does not interact with Fuel or Tyre systems unless those are also enabled.
E2. Mandatory Pitstop Race — Zone Based (Strategic)¶
Vibe: Players must drive through a pitstop zone every lap. Skip it and you're disqualified at lap end.
Race Creation: - Laps → 5–10
Race Settings: - Mandatory Pitstop → ON - Mode → Zone - Zone Radius → 15 m (larger = more forgiving; smaller = precision required) - Per-Lap Required → 1 (must enter pit zone once every lap) - DQ on Miss → ON (auto-disqualify if per-lap requirement missed at lap end) - Pitstop Zone X / Y / Z → (set to pit lane coordinates on your track) - Duration → 5 s
Tips: - Zone mode requires you to set the pit zone coordinates (X/Y/Z) in Race Settings. Position your character at the pit entrance to get the coordinates. - DQ on Miss is the strategic element — timing the pit correctly vs opponents is the decision. - Larger radius (20–25 m) makes it easier to hit at speed. Smaller (8–10 m) requires proper braking. - Combine with Fuel System for fuel-strategy pit decisions (stop for fuel AND satisfy pitstop requirement in one visit).
E3. Fuel Management Race¶
Vibe: Vehicles consume fuel while racing. Running dry stalls the engine. Players must manage throttle and know when to coast.
Race Creation: - Laps → 5–10
Race Settings: - Fuel System → ON - Drain Rate → 0.5–1.0 (lower = more range; higher = needs more stops) - Start Level → 100%
Tips: - Running out of fuel doesn't immediately eliminate — the engine stalls and the vehicle slows to a halt. - Combine with Pitstop Zone mode to allow refuelling at the pit lane. - Drain Rate 0.5 on a 3-minute lap ≈ one stop needed for a 10-lap race. Adjust to taste. - No HUD indicator for opponents' fuel — information asymmetry is part of the strategy. - Works best with Specific vehicle mode (identical fuel efficiency for all).
E4. Tyre Wear Race¶
Vibe: Grip degrades each lap. By the final laps, cornering is significantly more difficult than at the start.
Race Creation: - Laps → 5–8 (fewer laps than fuel — wear compounds quickly)
Race Settings: - Tyre Wear → ON - Per-Lap Wear → 0.10–0.20 (0.10 = gradual; 0.20 = noticeable by lap 2) - Min Grip → 0.5 (grip cannot fall below this threshold)
Tips: - Grip multiplier starts at 1.0 and reduces by Per-Lap Wear each lap. - At Min Grip of 0.5, vehicle handles noticeably differently — tighter lines and earlier braking needed. - Pair with Mandatory Pitstop (Lap or Zone) to allow a "fresh tyres" stop that resets wear. - Best experienced on high-speed circuits where cornering limits are already being pushed.
E5. Full Simulation (Fuel + Tyres + Pitstops)¶
Vehicle: Specific
Vibe: The most technically demanding format. Every lap you're managing fuel burn, grip degradation, AND pitstop timing. One bad stop can cost the race.
Race Creation: - Vehicles → Specific (fairest) - Laps → 8–15 - DNF → OFF or 10 min
Race Settings: - Fuel System → ON, Drain Rate: 0.6, Start Level: 100% - Tyre Wear → ON, Per-Lap: 0.12, Min Grip: 0.5 - Mandatory Pitstop → ON, Mode: Zone, Per-Lap Required: 1, DQ on Miss: ON, Duration: 5 s - (Optional) Fastest Lap → ON
Tips: - This is a server event format — brief players in advance. Use Race Message (MOTD) to summarise the rules. - The pit zone coordinates must be set to a real pit lane entrance on your track. - A stop resets tyre wear AND satisfies the mandatory pitstop requirement AND refuels (if pit zone interaction is set up that way). - Stagger Delay can be added (5 s) to avoid a pile-up at the first pitstop zone. - Recommended 8+ players. Fewer than 6 makes the race feel empty in the later laps.
Group F — Modifiers & Atmosphere¶
F1. Night Race¶
Vibe: Low visibility racing under streetlights and headlights.
Race Creation: - Time of Day → 22:00 or 00:00 - Weather → Clear (stars visible; streetlights active)
Race Settings: No changes needed.
Tips: - Some tracks have poor or no ambient lighting — test before hosting. - Foggy weather at night is nearly unplayable; avoid combining those. - Headlights are automatic on standard vehicles. - Night racing with Rain is possible but very dark and atmospheric — test track visibility carefully.
F2. Rain Race (Static)¶
Vibe: Wet track from start to finish. Reduced grip throughout.
Race Creation: - Weather → Rain or Thunder
Race Settings: No changes needed (rain affects baseline grip globally).
Tips: - Thunder adds lightning effects and heavier rain — more dramatic but harder to see. - Nitro works well in rain races — gives a tactical boost when grip is compromised. - Motorcycles are significantly harder to control in rain. Inform players.
F3. Mid-Race Weather Change¶
Vibe: Race starts dry; rain arrives mid-race. Players who planned for dry conditions are suddenly on a wet track.
Race Creation: - Weather → Clear or Extra Sunny - Laps → 4–6 (weather arrives partway through)
Race Settings: - Weather Event → ON - Trigger → Lap - Value → 3 (rain arrives on lap 3) - Weather Type → RAIN - Duration → 0 (0 = permanent for the rest of the race)
Tips: - Transition is gradual — a few seconds of animation before full rain sets in. - Players in the lead when rain arrives may find their gap eaten up as their opponents adapt to grip changes first. - Multi-step weather schedule (up to 4 steps) can chain: Clear → Overcast → Rain → Thunder. - Pair with Tyre Wear for maximum strategic impact.
F4. Nitro Battle Race¶
Vehicle: Specific
Vibe: Rockets strapped to every car. Nitro is a core gameplay element, not just a bonus.
Race Creation: - Vehicles → Specific (recommended — identical nitro behaviour for all) - Laps → 3–5
Race Settings: - Nitro → ON - Boost Power → 2.5× - Torque Multiplier → 2.8× - Drain Rate → 25 (empties in ~4 seconds of full boost) - Regen Rate → 8 (refills in ~12 seconds) - Regen Delay → 1.5 s (cooldown before regen starts) - Regen Min Speed → 5 m/s (must be moving to regen) - Refill on Lap → ON (instant refill at each lap start)
Tips: - Refill on Lap creates a "save your nitro for the final push" meta each lap. - Reduce Boost Power to 1.8× for motorcycles — 2.5× can cause wheelies or loss of control. - Nitro key defaults to Left Shift (PC). Ensure all players know the binding. - Ghost on Contact OFF is more fun with nitro — extra speed = harder hits.
F5. Anti-Troll / Contact-Safe Race¶
Vibe: Public or mixed-trust lobby. Exploitative contact is automatically punished with temporary ghosting.
Race Creation: - Accessibility → Public (if needed)
Race Settings: - Ghost on Contact → ON, Ghost Delay: 3 s - Named Vehicle Ghost → ON, Ghost Delay: 5 s (auto-ghosts known troll vehicles like Ramp Buggy)
Tips: - Ghost on Contact fires after 3 continuous seconds of vehicle contact. Brief touches don't trigger it. - Named Vehicle Ghost specifically targets vehicles in the server's troll list (Ramp Buggy, Ruiner 2000, etc.). - Both can be on simultaneously — Named Vehicle Ghost is faster to trigger for known offenders. - Does not protect against deliberate blocking (non-contact). Use Race Director tools for that.
F6. Catch-Up / Rubber Band Race¶
Vibe: Faster drivers are slightly slowed; slower drivers get a speed boost. Keeps the field closer together.
Race Creation: - (Standard settings)
Race Settings: - Catch-Up → ON - Catch-Up Boost → 1.3× (engine multiplier for last place) - Catch-Up Penalty → 0.92× (engine multiplier for first place) - Catch-Up Interval → 5 s (how often power levels recalculate)
Tips: - At 1.3× boost / 0.92× penalty, the effect is noticeable but not race-defining. - Increasing to 1.5× / 0.85× makes it very aggressive — faster drivers will feel penalised. - Do NOT use in Ranked (ELO) races — artificially equalised results corrupt skill-rating data. - Best for casual/party sessions, new player nights, or mixed-skill lobbies.
F7. Slipstream Race (Close Pack)¶
Vehicle: Specific
Vibe: Drafting behind an opponent charges a speed boost. Promotes close racing and last-lap overtakes.
Race Creation: - Vehicles → Specific (slipstream effect is consistent with identical vehicles) - Laps → 3–5
Race Settings: - Slipstream / Drafting → ON - Boost Power → 1.8× - Min Speed → 40 m/s (must be going fast enough before drafting charges) - Required Time → 3 s (seconds behind a vehicle before boost charges) - Duration → 2.5 s (boost lasts this long once deployed)
Tips: - Best on circuits with long straights — the required time needs enough straight-line following distance. - Tighter tracks (lots of corners) make it hard to draft long enough to charge. - Combine with Overtake Bonus (ON, Power: 1.3×) for a secondary burst when you actually make the pass. - This rewards patience: running 2nd behind 1st and timing the draft charge for a straight.
F8. Pre-Race Tuning Window¶
Vehicle: Personal
Vibe: Players get a timed window after the track loads to adjust their vehicle build before the countdown starts.
Race Creation: - Vehicles → Personal (most useful when players have tunable builds)
Race Settings: - Pre-Race Tuning Window → ON - Duration → 30–60 s
Tips: - Players see a timer on screen. When it expires, the normal countdown begins. - Useful when Personal mode is used — players can tweak suspension, tyres, or gearing for the specific track. - Also useful if a track was just announced and players want to check their setup before committing. - Players who are ready early can simply wait — the window cannot be skipped by the host.
F9. Private / Invite-Only Race¶
Vibe: The race room is hidden from the public lobby browser. Only players with a direct invite or room ID can join.
Race Creation: - Accessibility → Private
Race Settings: No changes needed.
Tips: - Private rooms do not appear in the lobby browser for other players. - Share the room ID with invited players or use the in-game invite system. - Useful for: streamer lobbies, organised events, league races, testing sessions. - Does NOT password-protect the room — anyone with the room ID can join. For truly locked rooms, rely on the invite system.
Group G — Worked Examples (Full Setup Walkthroughs)¶
These are complete end-to-end setups for real race events — every screen, every setting, in order. Use them as a template and swap in your own track or vehicle class.
G1. Hotring Circuit — Competitive Oval Race¶
Vehicle: Specific
A proper competitive event on a high-speed oval/speedway circuit using the Hotring Racer. Includes qualifying, slipstream drafting, tyre strategy, and a mandatory pitstop.
Race Creation Screen¶
| Setting | Value | Why |
|---|---|---|
| Track | Hotring Circuit Waterways | Select from the track browser |
| Game Mode | Normal | Standard circuit race |
| Laps | 7 | Short oval laps — 7 gives ~12–15 min of racing |
| Weather | Clear | Visibility on a fast oval; rain destroys the speed feel |
| Time of Day | 12:00 | Bright, clean racing line visibility, no glare |
| DNF Timer | 5 min | Fast laps mean stragglers don't need long |
| Accessibility | Private or Public | Your choice |
Vehicle Settings¶
Option A — All drivers in the same car (fairest, recommended for competitive):
- Vehicles → Specific → select the Hotring Racer (spawn name hotring)
Option B — Each driver brings their own saved build: - Vehicles → Personal - No VP class restriction needed — players join in whatever vehicle they choose from the lobby
For a competitive event Option A is always recommended — identical machinery means the winner is decided by skill alone.
VP Panel — 🚗 Vehicles Tab¶
| Setting | Value |
|---|---|
| 👻 Ghost on Contact | OFF — oval racing is contact racing; bumping and drafting are the game |
| Sync Mode | OFF |
| No Repeats | OFF |
VP Panel — ⚙️ Race Tab¶
| Setting | Value |
|---|---|
| 🏁 Fair Start | ON — everyone launches simultaneously from standing |
| 🚦 Staggered Start | OFF |
| 🔄 Reversed Track | OFF |
VP Panel — 🎲 Extras Tab¶
| Setting | Value | Notes |
|---|---|---|
| 📊 Ranked (ELO) | ON if this counts toward standings; OFF for casual | |
| 💥 Destroy Last Place | OFF | |
| ⚠️ Elimination Mode | OFF | |
| 🏎 Catch-Up System | OFF | No rubber band — competitive race |
| ⚡ Nitro | OFF | Slipstream Boost (Systems tab) handles speed element |
| 🔧 Forced Pitstop | ON | Mode: Lap · Trigger on lap: 4 · Freeze / dwell for: 6 s |
VP Panel — ⛽ Systems Tab¶
| Setting | Value | Notes |
|---|---|---|
| ⛽ Fuel Drain | ON | Drain rate: 0.8 u/s · Start fuel: 100% |
| 🛞 Tire Wear | ON | Wear per lap: 0.12 · Min grip: 0.55 |
| 💨 Slipstream Boost | ON | Core drafting mechanic — essential on a fast oval |
| → Boost | 1.8× | Strong enough to feel without being dominant |
| → Min speed | 40 m/s | Only activates at race pace, not in pits or out-lap |
| → Required draft | 2.5 s | Must follow closely for 2.5 s before boost charges |
| → Boost duration | 2.5 s | How long the speed burst lasts once fired |
Why this combination: On a 7-lap race, tyres noticeably degrade from lap 4 onward. The mandatory pitstop at lap 4 forces a real decision — box as required and rejoin cleanly, or push worn tyres. Fuel at 0.8 drain will be tight by laps 6–7 without a stop, reinforcing the strategic stop.
Qualifying Setup¶
Qualifying is strongly recommended for competitive oval events.
- In the lobby, select Qualifying: 3 min from the duration dropdown next to the Start Qualifying button (enough for 2–3 hot laps at Hotring pace)
- Click Start Qualifying
- All drivers lap under ghost — no contact, just clean hot laps
- Fastest lap = P1. Players with no timed lap go to the back.
- Timer expires → results shown → 10 seconds → everyone auto-returns to lobby
- Click Start Race — grid is locked from qualifying order
Tip: If this is the first time your drivers have run this track, bump qualifying to 5 minutes so everyone gets 3–4 proper attempts rather than one messy flying lap.
Pre-Race Checklist¶
Before clicking Start Race, confirm:
- All drivers in the lobby and ready
- Qualifying grid showing correctly (P1 = fastest qualifier)
- VP settings applied — fuel, tyres, pitstop icons visible in the lobby
- Race Message (MOTD) set — e.g. "Hotring Racer · 7 Laps · Pit required lap 4 · Slipstream ON · Fair Start"
- Weather: Clear · Time: 12:00
Click Start Race.
Race Tips for Hotring Circuit¶
- Slipstream is the race. On a fast oval, the driver who manages the draft best wins far more often than the fastest qualifier. Sit behind the car in front into the final straight and pull out at the right moment.
- Tyre wear on an oval is one-sided. Constant turning in one direction loads the outer tyres hardest. Players will feel the car push wide as grip drops — this is expected and creates the lap-4/5 cliff.
- Fuel at 0.8 drain = ~1 stop race. That is authentic speedway. If you want a no-stop race, turn fuel OFF and remove the mandatory pitstop.
- 3 minutes qualifying = 2 flying laps at typical Hotring speeds. If lap times are under 60 seconds, use 5 minutes for 3–4 proper attempts.
- Fair Start matters more on ovals than circuits. A rolling-start advantage at the front of a tight oval grid becomes a 3-second gap before turn 1. Always use Fair Start for competitive events.
- Do not use rain on a fast oval. The banking becomes treacherous and cars will slide off on every corner. Save rain races for street circuits.
| I want… | Key Settings |
|---|---|
| Fairest competitive race | Vehicles: Specific · Fair Start: ON |
| Fun random car chaos | Vehicles: Random · Sync OFF · No Repeats OFF |
| Same random car per lap — all players | Vehicles: Random · Sync ON · Per-Checkpoint Re-roll OFF · No Repeats ON |
| Same random car per checkpoint — all players | Vehicles: Random · Sync ON · Per-Checkpoint Re-roll ON · No Repeats ON |
| New car every lap — individual random | Vehicles: Random · Transform: Every Lap · No Repeats ON |
| New car every lap — all same car (preset) | Vehicles: Specific · Transform Events: Lap 2/3/4/5 = specific models |
| Specific class escalating each lap | Transform Events: Lap 2/3/4 = different class vehicles |
| Stable laps race, one vehicle all race (host picks car) | Vehicles: Specific → pick model · Vehicle Classes: unticked |
| Stable laps race, players bring own vehicle | Vehicles: Default · Vehicle Classes: unticked |
| Laps race, class pool, new car every lap (own start) | Vehicles: Default · Vehicle Classes: [pick class] · No Repeats: ON |
| Laps race, class pool, new car every lap (personal start) | Vehicles: Personal · Vehicle Classes: [pick class] · No Repeats: ON |
| Laps race, class pool, new car every lap (specific start) | Vehicles: Specific · Vehicle Classes: [pick class] · No Repeats: ON |
| Keep field close (casual) | Catch-Up: ON · Boost 1.3× · Penalty 0.92× |
| Reward overtaking / drafting | Slipstream: ON · Overtake Bonus: ON |
| Pressure on last place | DLP: ON or Elimination Mode: ON |
| Strategy / pit timing decisions | Pitstop (Zone) + Fuel + Tyre Wear |
| Practice / time trial | Hot Lap Challenge: ON · Duration 600 s |
| Pure party chaos | Cannonball Mode: ON |
| Scored drift session | Drift Score Mode: ON · Duration 300 s |
| Drag strip | Drag Race: ON · Vehicles: Specific |
| Safe public race | Ghost on Contact: ON · Named Vehicle Ghost: ON |
| Determine grid by skill | Start Qualifying → then start race |
| Skill-rating competition | Ranked (ELO): ON · min 3 players |
| Crew vs crew | Team Race: ON · Crews enabled |
| Longest laps + strategy | Endurance 10–20 laps + Pitstop (Lap) + Fuel |
| Wet track atmosphere | Weather: Rain or mid-race Weather Event |
| Night race | Time of Day: 22:00 · Weather: Clear |
See the Vehicle System page for full descriptions of every setting, value ranges, and advanced configuration options.