Vehicle System¶
Vehicle modes, selection, customisation, personal garage, and all Race Settings settings.
⚠️ READ THIS FIRST — The Two Systems That Pick What Players Drive¶
This is the single most important thing to understand before hosting a race. The two settings sound similar but do completely different things, and getting them mixed up is the most common cause of "why did my race do that?" confusion.
Corrected 29 August 2026. This whole section used to say ticking a Vehicle Class always triggers an automatic per-lap swap, in every Vehicles Mode, with no exceptions. That was wrong for two of the five modes, and it was checked directly against the current code before this rewrite — see the note on each system below.
🟢 System #1 — Vehicles Mode¶
Where: the dropdown on the Race Creation screen (before the race room opens).
Controls: what vehicle players start the race in (Lap 1).
| Mode | What happens |
|---|---|
| Default | Host picks one vehicle. Everyone spawns on that. |
| Specific | Pick an exact model. Everyone gets that exact model. |
| Personal | Each player picks their own from MY VEHICLES. |
| Random (Host Classes) | Each player gets a randomly assigned vehicle from a pool. |
| Track Class | Uses the vehicle class baked into the track by its creator. |
🔵 System #2 — Vehicle Classes (Race Settings panel)¶
Where: the Race Settings → Vehicles tab in the race room (after the race is created).
Controls: depends entirely on which Vehicles Mode you're in.
| Vehicles Mode | What ticking a class actually does |
|---|---|
| Default | Nothing — this mode doesn't read the tick-grid at all. |
| Specific | Narrows your own Choose Vehicle picker to those classes before you pick the one car everyone races. No lap-2+ effect. |
| Personal | Narrows each player's own picker to those classes — they still freely pick a specific car from within it, and keep it the whole race. No lap-2+ effect. |
| Random (Host Classes) | Fills the random pool. What happens after Lap 1 depends on three further, separate toggles below it — see the table under The full picture. |
| Track Class | Ignored — this mode reads the track's own baked-in class instead, then follows the same Random-mode lap rules on top of it. |
So under Personal and Specific, Vehicle Classes is a picker filter, not a swap trigger — confirmed directly in the code: the race-start vehicle transform explicitly skips both modes (main_client.lua:629, comment: "they're 'fixed vehicle for whole race' intents and shouldn't be overridden by an accidentally-ticked class"), and the Vehicle Panel's own on-screen text for these two modes says "Tick the classes below to limit which classes they can pick from" — a filter, in the app's own words.
Under Random (Host Classes), ticking a class alone (with nothing else toggled) still does not cause a per-lap swap — it rolls one car per player and keeps it the whole race. A per-lap or per-checkpoint change needs one further, explicit toggle: Synchronised Roll (shared car, changes every lap by default), or Equal Pool Shuffle / Balanced Random (each player's own sequence, 2+ laps only). See Synchronised Roll below — that section was already accurate and is unchanged by this correction.
💡 The Default Available VP Classes feature in the track creator pre-fills these class buttons for tracks it's been applied to (Personal, Specific, and Random alike). It's just a starting tick-state — change it in the race room like any other tick.
🔥 How to set up the most common race types¶
"Everyone starts on a specific motorcycle and keeps it the whole race"¶
- Race Creation screen → Vehicles Mode: Specific → pick a motorcycle (Akuma / Bati / PCJ / etc.)
- Race Room → Race Settings → Vehicles tab: leave the class ticks alone, or narrow them to Motorcycle if you'd rather constrain your own picker before choosing
- Start the race. ✓ Everyone spawns on that motorcycle and keeps it — nothing here can trigger a swap in Specific mode.
"Host restricts to one class, each player picks their own bike"¶
- Race Creation screen → Vehicles Mode: Personal
- Race Room → Race Settings → Vehicles tab: untick everything except Motorcycle, Apply
- Start the race. ✓ Each player's Choose Vehicle picker now shows only motorcycles — they free-pick one and keep it the whole race, no swaps.
"Random motorcycle each lap (rally-style)"¶
- Race Creation screen → Vehicles Mode: Random (Host Classes), 2+ laps
- Race Room → Race Settings → Vehicles tab: tick only Motorcycle
- Toggle Synchronised Roll ON (shared car, changes every lap by default) — or Equal Pool Shuffle / Balanced Random for each player to get their own independent per-lap sequence instead of one shared bike
- Start the race. ✓ The car changes at every lap boundary — it does not happen just from ticking the class.
"Everyone uses their personal builds, keep them the whole race"¶
- Race Creation screen → Vehicles Mode: Personal
- Race Room → Race Settings → Vehicles tab: leave everything unticked (no class limit at all)
- Start the race. ✓ Each player runs their saved garage build, no swaps.
"Random class each lap, full chaos"¶
- Race Creation screen → Vehicles Mode: Random (Host Classes), 2+ laps
- Race Room → Race Settings → Vehicles tab: tick multiple classes (e.g. Sport + Super + Muscle)
- Toggle Equal Pool Shuffle or Balanced Random ON for genuine per-player chaos each lap (or Synchronised Roll if you'd rather everyone shared the same car each lap)
- Start the race. ✓ Each lap everyone gets a fresh random vehicle from those classes.
TL;DR¶
| You want… | Vehicles Mode | VP Vehicle Classes | Extra toggle needed |
|---|---|---|---|
| Same specific car / bike all race | Specific | Optional, filters your own picker only | None |
| Host restricts a class, players free-pick within it, kept all race | Personal or Specific | ✅ Tick the class(es) | None — this is a picker filter, not a swap |
| Same class but one random model, kept all race | Random (Host Classes) | ✅ Tick the class(es) | Leave Sync Roll / Equal Pool Shuffle / Balanced Random all off |
| Vehicle changes every lap, everyone shares it | Random (Host Classes), 2+ laps | ✅ Tick the class(es) | Synchronised Roll ON |
| Vehicle changes every lap, individually per player | Random (Host Classes), 2+ laps | ✅ Tick the class(es) | Equal Pool Shuffle or Balanced Random ON |
| Each player's own car, no class limit | Personal | ❌ Untick everything | None |
⚠️ The rule to remember: ticking a class under Personal or Specific narrows the picker, never causes a swap. Ticking a class under Random fills the pool; a per-lap or per-checkpoint change on top of that always needs one further explicit toggle — Sync Roll, Equal Pool Shuffle, or Balanced Random. It never happens from the tick-grid alone.
Vehicles Mode Reference¶
Vehicles Mode controls what vehicle players start the race in. It is set in Race Creation before the room opens.
| Mode | What players start in |
|---|---|
| Default | Their own current in-world vehicle — whatever they drove to the start line. |
| Specific | A single model chosen by the host. Everyone starts in exactly the same car. |
| Personal | Their own saved build from MY VEHICLES. Each player picks their own before the race. |
| Random | A randomly assigned vehicle from the class pool set in Race Settings. |
| Track Class | Automatically uses the vehicle class the track creator built into the track (the icv field, present on roughly three-quarters of tracks). No VP class restriction needs to be set — the system reads the class from the track data and applies it as the random pool. Behaves identically to Random after that, including the Sync Roll / Equal Pool Shuffle / Balanced Random rules above. If the track has no icv the game falls back to a fixed standard class pool and tells the host so in chat (fixed 28 August 2026 — it used to silently reuse whatever classes were last ticked in that room, which could be stale). Not suitable for Face To Face tracks — use Random (Host Classes) + VP Race Settings → Vehicle Classes for F2F instead. |
Vehicles Mode only controls Lap 1. What happens on Lap 2 and beyond is controlled separately by Vehicle Classes in Race Settings — see below.
Starting Vehicle vs In-Race Class — How They Work Together¶
Read this before touching Vehicle Classes. It is one of the most commonly misunderstood settings.
What Vehicle Classes actually does¶
It depends on Vehicles Mode — see the table in READ THIS FIRST above. Under Personal or Specific it's a picker filter with no effect past Lap 1. Under Random (Host Classes) it fills the pool, and a change past Lap 1 needs a further explicit toggle — it is never automatic just from ticking a class.
| You want… | What to do |
|---|---|
| Everyone stays in the same vehicle for the whole race, but you control what class it is | Vehicles Mode → Specific (pick a model), or Personal/Specific + tick a class to narrow the picker, or Random (Host Classes) + tick a class with Sync Roll / Equal Pool Shuffle / Balanced Random all off. |
| Everyone (or each player) gets a new random vehicle from a class at every lap | Vehicles Mode → Random (Host Classes), 2+ laps, tick the class(es), and turn on Synchronised Roll (shared car) or Equal Pool Shuffle / Balanced Random (individual per-player sequences). |
The full picture — Vehicles Mode + Vehicle Classes¶
These are two separate settings that control different things:
| Setting | Where to find it | What it controls |
|---|---|---|
| Vehicles Mode | Race Creation | What vehicle players start the race in (Lap 1) |
| Vehicle Classes | Race Settings | Under Personal/Specific: a picker filter. Under Random (Host Classes): the pool a further toggle draws from for lap/checkpoint changes. |
| Vehicles Mode | Vehicle Classes ticked? | Result |
|---|---|---|
| Default | (irrelevant — this mode ignores the tick-grid) | Lap 1 = own vehicle. No changes at all. |
| Specific | No | All laps = the one specific model. No changes. ← Fairest stable race |
| Specific | Yes | All laps = the one specific model, chosen from a narrower picker. No changes. |
| Personal | No | Lap 1 = own saved build, any class. No changes. |
| Personal | Yes | Lap 1 = own saved build, picked from the ticked classes only. No changes — this is the "host restricts a class, players free-pick within it" setup. |
| Random (Host Classes) | Yes, no further toggle | One random roll per player at Lap 1, kept for the whole race. |
| Random (Host Classes) | Yes + Synchronised Roll ON | One shared car for everyone, re-rolled at every lap boundary by default (or every checkpoint, with Per-Checkpoint Re-roll also on). |
| Random (Host Classes) | Yes + Equal Pool Shuffle or Balanced Random ON | Each player's own sequence, new car every lap (2+ laps required). |
Example — stable motorcycle race (no changes): Race Creation → Vehicles Mode: Specific → pick a motorcycle. Leave Vehicle Classes unticked. Players keep their motorcycle for the entire race.
Example — host restricts to motorcycles, players pick their own, no swapping: Race Creation → Vehicles Mode: Personal. Race Settings → Vehicle Classes: tick only Motorcycle. Leave the three lap-change toggles off. Each player free-picks a bike from that class and keeps it all race.
Example — new random motorcycle every lap: Race Creation → Vehicles Mode: Random (Host Classes), 2+ laps. Race Settings → Vehicle Classes: Motorcycle. Toggle Synchronised Roll ON. No Repeats: optional. Everyone shares a new random motorcycle at each lap boundary.
For step-by-step setup of each combination see Race Scenarios → A10b, A11, A12, A13.
📝 Need a concrete recipe? Race Setups How-Tos has step-by-step configurations including the most common "everyone in the same specific car", "20-lap vehicle rotation", "rally roulette", and "demolition derby" patterns — each with exact UI flow + common pitfalls.
Pre-fill tip: if you find yourself ticking the same set of Vehicle Classes on every track, set them once per track (or per category in bulk) in the track creator — see Creator → Default Available VP Classes. The Vehicle Panel will then open with those classes pre-selected for every race on that track, no clicking required.
Vehicle Selection (Race Room)¶
Opened by clicking Choose Vehicle in the race room.
- Browse by category tab at the top (Favorite, Personal, Compact, Sedan, Super, etc.).
- Click a vehicle to preview it in the showroom camera and see its stats (Traction, Speed, Acceleration, Braking).
- Optionally click Customise to adjust colours, mods, wheels, neon, and livery for this race.
- Click Confirm to lock in your vehicle and return to the race room.
Saving a build during vehicle selection: Instead of clicking Confirm, click Customise, set a Build Name (up to 8 characters), then click Save & Race to save the build to your Personal tab AND select it for the race.
Race (no save): Applies your current customisation for this race only without writing it to the database.
Favorites¶
Click the ⭐ icon on any vehicle to add it to your Favorites tab for quick access. Click again to remove.
Search¶
Type in the Search vehicle box and press Enter to filter the list by vehicle name.
Vehicle Customisation Panel¶
Opened via the Customise button in the vehicle Stats panel.
Colours¶
| Section | Effect |
|---|---|
| Primary | Main body colour (160 GTA palette swatches) |
| Secondary | Secondary body colour |
| Pearl | Pearlescent overlay on primary |
| Wheel Col. | Wheel colour |
Click any colour swatch to apply it live to the preview vehicle.
Neon¶
Toggle the Neon switch to enable underglow. A colour picker appears — select any GTA palette colour.
Wheels¶
Click a wheel type button to preview it: Sport · Muscle · Lowrider · SUV · Tuner · Hi-end
Livery¶
Visible only on vehicles that have livery options. Select from the dropdown.
Performance Mods¶
| Mod | Levels |
|---|---|
| Engine | Stock → Lvl 1 → Lvl 2 → Lvl 3 → Race |
| Brakes | Stock → Street → Sport → Race |
| Trans. | Stock → Street → Sport → Race |
| Susp. | Stock → Lowered → Street → Sport → Comp |
| Armour | None → 20% → 40% → 60% → 80% → 100% |
| Turbo | Toggle (on/off) |
Check Max Mods to instantly apply the highest level of every available upgrade.
Save Buttons¶
| Button | Context | Effect |
|---|---|---|
| Save Build | MY VEHICLES garage | Saves under Build Name; stays in picker |
| Save & Race | Race room picker | Saves the build AND immediately selects it for the race |
| Race (no save) | Race room picker | Uses the customisation for this race only — not stored |
MY VEHICLES (Personal Garage)¶
Build and manage your personal vehicle collection at any time — no race required.
Accessing MY VEHICLES¶
- Open the Race Menu with
open_race, OR usemy_vehiclesto go directly. - Also: F10 → Quickish Race Sessions → 🚗 My Vehicles
- Click MY VEHICLES (blue accent button on the right side).
- The showroom camera opens with your Personal builds loaded.
Actions¶
| Action | How |
|---|---|
| Preview a build | Click its name in the list |
| Customise a build | Click Customise in the Stats panel |
| Save changes | Enter a Build Name (up to 8 chars), click Save Build |
| Delete a build | Click the 🗑 trash icon on any Personal entry |
| Browse other classes | Click any category tab to preview stock vehicles |
| Save a new build | Browse to any vehicle → Customise → enter a new Build Name → Save Build |
| Exit garage | Click the ✕ Close button (top-right) or press ESC |
Saving a new build from scratch¶
- Switch to any vehicle class tab (e.g. Super, Sports).
- Click a vehicle to preview it.
- Click Customise and adjust colours, performance, neon, wheels, etc.
- Enter a Build Name (e.g.
LEMONE). - Click Save Build — the build appears in your Personal tab immediately.
Tip: Builds are saved permanently to the database under your licence. They survive server restarts.
Personal builds are only available in races when the host sets Vehicles Mode to Personal in the Race Settings.
Using Your Own Modded Vehicle (Same Model as Everyone Else)¶
There is no mode that simultaneously enforces a specific vehicle model AND lets each player use their own personal modded version of it. Here is what each mode actually gives you:
| What you want | Closest mode | Enforcement |
|---|---|---|
| Everyone gets the exact same car, same mods, guaranteed fair | Specific | Fully enforced — host controls model and mods, no exceptions |
| Each player uses their own modded version of a car | Personal + instruction | Host tells players which car to save; honour-based — not enforced |
| Each player drives their own vehicle to the start | Default + instruction | Host tells players which class/model to bring; honour-based — not enforced |
Personal mode — "bring your own modded version"¶
If your group wants each player to use their own tuned build of a particular car:
- Race Creation → Vehicles → Personal
- Before the race, tell players: "Save a [model name, e.g. Zentorno] to MY VEHICLES and pick it from the Personal tab."
- Each player opens MY VEHICLES, customises their Zentorno (mods, colours, etc.), saves it, and selects it in the race room.
- Players race in their own build. Performance will differ based on what mods each player applied.
Note: Personal mode has no model enforcement. Players can pick any saved build from their garage — not just the model the host specified. This is entirely trust-based. If strict fairness is required, use Specific mode instead.
Specific mode — truly equal field¶
When using Specific mode, every player receives the exact vehicle the host configured — same model, same mods, same stats. A player's own modded version of that car is irrelevant; they cannot use it. This is the recommended mode for competitive or ranked races where vehicle advantage must be eliminated.
HSW Vehicles¶
The HSW category in the vehicle picker contains HSW (Hao's Special Works) DLC vehicles. Selecting an HSW vehicle automatically applies the default HSW upgrades when previewed and when spawned for the race.
Race Settings — All Settings¶
Opened via the Race Settings button in the race room. Apply changes with Apply at the bottom.
Vehicles Mode¶
Select how vehicles are assigned. See Vehicles Mode Reference above.
📝 Custom Vehicle List¶
A hand-picked list of specific vehicles assembled in-game via the 📝 Custom Vehicle List → Edit List modal. Use this when you want a curated set (e.g. "10 specific bikes") rather than a whole class or a pre-defined preset.
Priority: when the Custom Vehicle List is non-empty, it takes priority over Vehicle Classes and Vehicle Presets — the rotation pool is your list, full stop.
Pool-size matters. With No Repeats ON + Sync ON, your list must have at least as many vehicles as the race has swap-points: - Normal race (per-lap swap): ≥ lap count - Normal race + Per-Checkpoint Re-roll ON: ≥ (lap count × checkpoints per lap) - Face To Face: ≥ checkpoint count (usually 10, occasionally 11 — build presets to 11 to cover both)
The modal shows three live aids to help you size and verify the list: - 📐 Pool-size hint — track-specific, tells you exactly how many you need for the current track. - 📊 Worst-case capacity — track-agnostic, tells you the maximum your list covers (green at 11+, the safe target for any F2F track). - 👁 Preview Rotation — click to expand an inline panel showing which lap (or checkpoint) gets which vehicle based on your current settings. Green slot = unique, amber slot = pool-exhausted reuse. 🎲 Re-shuffle button regenerates the preview.
Full guide and worked examples: see Race Setups → Pool Size Rules, Building Presets for the Worst Case, and Rotation Preview.
Vehicle Presets¶
Quick-select buttons that appear at the top of the Race Settings (only visible if your server admin has configured them in Config.VehiclePresets, or after you've saved your own via 💾 Save as Preset in the Custom Vehicle List modal). Selecting a preset instantly sets the vehicle pool and replaces any manual class selection.
There are two types of preset:
| Type | What it does |
|---|---|
| Model Group | A hand-picked list of specific vehicle spawn names (e.g. "Vehicles Fast" = zentorno, t20, adder…). Great for themed or curated race nights. |
| Class Group | A saved combination of one or more GTA classes (e.g. "Group 2" = Sport + Super). Equivalent to manually ticking those classes in the Vehicle Classes section below. |
Tip: Presets and Vehicle Classes do the same job — define the pool of vehicles to draw from. Use whichever is quicker. If you select a preset and then manually tick a class, the class selection takes over.
Vehicle Classes¶
Manually select one or more GTA vehicle classes. What this does depends on the current Vehicles Mode — see READ THIS FIRST at the top of this page for the full breakdown:
- Default — no effect, this mode ignores the tick-grid.
- Personal / Specific — narrows the picker (each player's, or the host's) to these classes. Never causes a change past Lap 1.
- Random (Host Classes) — defines the pool. Vehicles from all ticked classes are combined into one pool; you can tick multiple at once for a wider mix. A change past Lap 1 additionally needs Synchronised Roll, Equal Pool Shuffle, or Balanced Random — see those sections below.
- Track Class — ignored; the track's own baked-in class is used instead.
Leave everything unticked for: no class limit (Personal/Specific/Default), or an empty pool that needs a Preset/Custom List instead (Random).
Synchronised Roll¶
When ON, every player receives the same randomly picked vehicle — drawn from your selected Vehicle Classes or Vehicle Preset. The host can see the current vehicle name next to a 🎲 Re-roll button and can re-roll as many times as they like before starting the race.
Re-roll before Apply: The 🎲 Re-roll button works as soon as you have selected a class or preset — you do not need to click Apply first. The preview vehicle name in the panel updates immediately.
By default (Per-Checkpoint Re-roll OFF), the server pre-computes one vehicle per lap at race start. All players transform into the same new car at each lap boundary — the car stays the same for the whole lap. No vehicle repeats.
When Per-Checkpoint Re-roll is ON, the server instead pre-computes one vehicle per checkpoint slot. The car changes at every checkpoint — see below.
P2P / Point-to-Point tracks: On tracks with only 1 lap (P2P), Per-Checkpoint Re-roll OFF would normally mean "one vehicle for the entire race" with no changes. The system automatically overrides this for P2P tracks and uses Per-Checkpoint mode instead, so vehicle swaps fire at every checkpoint as expected.
Per-Checkpoint Re-roll¶
Default: OFF
Works together with Synchronised Roll to control how often the synced vehicle changes during the race.
| Per-Checkpoint Re-roll | What happens |
|---|---|
| OFF (default) | The vehicle changes once at the start of each new lap. All players drive the same car for the entire lap, then swap to a new one when the next lap begins. This is the most common setting. |
| ON | The vehicle changes at every single checkpoint. The server pre-computes one vehicle per checkpoint slot (across all laps) from your pool. Every time a checkpoint is hit, everyone transforms into the next pre-picked car. Much more chaotic. |
Per-Checkpoint Re-roll only works when Synchronised Roll is also ON. With Synchronised Roll OFF, this toggle has no effect — each player picks independently regardless.
| Per-Checkpoint Re-roll | Synchronised Roll | Result |
|---|---|---|
| OFF (default) | ON | One new car per lap — same car for all players the whole lap |
| ON | ON | One new car per checkpoint — swaps every checkpoint for all players |
| Either | OFF | No effect |
Tip: For "new vehicle every lap, same for everyone, no repeats" — leave Per-Checkpoint Re-roll OFF (the default). You don't need to touch it.
Note: Per-Checkpoint Re-roll ON with a 17-checkpoint track and 3 laps pre-computes 51 unique vehicle slots. You need at least 51 vehicles in the class pool or vehicles will cycle (No Repeats resets when pool is exhausted).
No Repeats¶
Default: OFF
When ON, no vehicle appears twice in the sequence. The server tracks which vehicles from your pool have already been used and skips them when picking the next one.
- With Synchronised Roll ON — no vehicle repeats across the whole pre-computed sequence (across all laps or all checkpoints depending on Per-Checkpoint Re-roll)
- With Synchronised Roll OFF — each player individually avoids repeating a vehicle they have already driven
Once every vehicle in the pool has been used, the list resets and the pool starts again from the beginning.
Fair Start¶
When enabled, all players spawn at grid position 1 — eliminates grid-position luck.
Reversed Track¶
⚠️ Currently non-functional (confirmed 29 August 2026). The toggle renders, saves, and shows in the room summary, but the setting is never forwarded to the race — the server's settings sanitiser doesn't include this field, so what reaches gameplay is always "off" regardless of what you pick. The reverse logic itself is fully built and ready to go; it just never receives the flag. Toggling this currently does nothing. Not yet fixed — see Quick Reference → Known Issues for status.
When working, this reverses the checkpoint order so the track runs backwards, with the starting grid order also reversed, on any existing track without track creator changes.
Note: Works best on symmetrical circuits. Tracks with tight one-way tunnels or barriers may be physically impossible in reverse.
Hot Lap Mode¶
⚠️ Currently non-functional (confirmed 29 August 2026). Same fault as Reversed Track above — the toggle renders and saves, but the field is absent from the server's settings object, so it never reaches the actual race. Toggling this currently has zero effect. Not to be confused with Challenge Mode, the multiplayer open Hot Lap session, which works correctly and is unaffected by this bug.
Solo timed run for a single player. Use this for personal bests, time-attack sessions, or showing a new player a track without any pressure.
How to set up:
- Open the Vehicle Panel → ⚙️ Race tab.
- Toggle ⏱ Hot Lap Mode ON.
- Click Apply Settings.
- Start the race — only 1 player can join (the lobby locks out anyone else).
How it works:
- The race clock shows
--:--at GO! and starts counting when the player crosses Checkpoint 1 — not at the countdown. - The player laps freely for as many laps as the room is set to.
- Their fastest lap and total finish time are saved as a Personal Best on that track.
- A small ⏱ HOT LAP badge shows in the HUD corner while the mode is active.
Notes:
- Race Points are not awarded in Hot Lap Mode.
- Cannot be combined with a race series.
- Ghost and collision settings have no effect (only one player is in the session).
Staggered Start¶
Players depart in a staggered sequence instead of all at once.
- Grid P1 leaves at the normal GO! signal.
- Each subsequent position departs after the Stagger Delay (seconds) more than the player ahead.
- A red-light countdown banner shows each player their personal departure timer.
Configure: Stagger Delay (seconds between each departure).
Ghost On Contact¶
Any two vehicles that stay in physical contact longer than the Ghost Delay become temporarily non-colliding. They phase through each other until they separate. Prevents PIT manoeuvres and cascade incidents.
Configure: Ghost Delay (seconds of contact before ghosting activates, default 3 s).
Named Vehicle Ghost (Anti-Troll)¶
Any player driving a vehicle on the server's troll vehicle list (Config.TrollVehicles) is automatically ghosted after the configured delay. A notification tells you which vehicle was ghosted.
Configure: Ghost Delay (seconds before ghosting kicks in, default 5 s).
Death Notification¶
All players receive a HUD notification whenever any racer's vehicle is wrecked.
Death Respawn Ghost¶
Any player who respawns after a wreck is briefly ghosted for the configured duration — gives them space to get back up to speed.
Configure: Ghost Duration (seconds of post-respawn ghost, default 5 s).
Catch-Up¶
Engine power is adjusted based on race position: - Last place receives a gentle boost (default ×1.3). - First place receives a slight penalty (default ×0.92). - Mid-field players scale linearly between the two.
Configure: Boost multiplier, Penalty multiplier, Interval (seconds between recalculations).
Do NOT use in Ranked (ELO) races — artificially equalised results corrupt skill-rating data.
Fastest Lap¶
Tracks the fastest lap time across all players in real time. When a new fastest lap is recorded the whole field is notified.
Nitro (NOS)¶
Toggle NOS on or off. See In-Race Systems for full detail.
Configure: Boost power, Drain rate, Regen rate, Regen delay, Torque multiplier, Refill on lap.
Vehicle Transform¶
Players are automatically switched into a new vehicle at a configurable trigger point. Up to 4 transform events can be chained in a single race.
✅ Fixed 29 August 2026. Was briefly non-functional under Specific and Personal vehicle mode — every Transform trigger fires through one shared function,
ApplyOverrideVehicleTransform()(client/main_client.lua:621-641), which had an unconditional guard blocking Specific/Personal to stop an accidentally-ticked Vehicle Class from stealing a host's deliberate Lap-1 pick. That guard couldn't tell an accidental tick apart from a deliberately-configured Transform event, so it blocked both. Fixed by adding anallowFixedModesopt-out that only the genuine Vehicle Transform call sites (client/vehicle_panel_client.lua's_doTransform) pass — the original accidental-tick protection is untouched for every other caller. Vehicle Transform now works under all five Vehicles Modes. See the Changelog.
Trigger types:
| Trigger | When it fires |
|---|---|
| Lap | When the player reaches a specific lap number |
| Every Lap | At every lap boundary (or every N laps) |
| Time | After N seconds of race time |
| Every Time | Every N seconds throughout the race |
| Distance | After N metres driven |
| Checkpoint | When the player crosses a specific checkpoint number |
| Every Checkpoint | At every checkpoint |
| Every N Checkpoints | Every N checkpoints (running global count) |
Configure: Trigger type, Value, Target vehicle (specific model or random), Countdown delay (0–30 s warning), Warn message, Preserve speed.
Fuel System¶
Each vehicle has a fuel bar that drains while racing. When fuel reaches 0 the engine cuts out. Fuel is restored at a pit checkpoint.
- Low-fuel notification fires at 20%.
- Configure: Drain rate (bar units per second), Start level (0–100%).
Tire Wear¶
Tyre grip degrades by a fixed amount each lap. Below 30% a warning fires. Grip is fully restored at a pit checkpoint.
Configure: Wear per lap, Minimum grip (floor before tyre is undriveable).
Slipstream / Drafting Boost¶
Staying directly behind another vehicle at race speed long enough charges a one-use speed boost that fires automatically.
Configure: Boost power, Minimum speed (m/s), Required draft time (seconds behind before boost is ready), Boost duration (seconds the power is applied).
Overtake Bonus¶
Any player who improves their race position receives a brief engine power boost and a "+10% NOS charge" (if Nitro is also active).
Configure: Boost power, Boost duration (seconds).
💥 Explode on Impact¶
Lives in the ⛽ Systems tab under a 💥 Damage section. Turns the race into "binary damage" mode — your car stays cosmetically perfect (no smoke, no dents, no engine sputter, no power loss) until a hard impact, at which point it detonates instantly. There is no middle ground — drive perfectly or be dead.
What gets pinned while the option is on (per-tick):
- Engine health → 1000
- Body health → 1000
- Petrol tank health → 1000
- Engine wear-from-driving → disabled
- Visible body damage → disabled
What triggers the explosion:
| Trigger | Condition |
|---|---|
| Hard crash | Your speed drops by more than the configured threshold in a single frame (e.g. slamming into a wall) |
| Hard landing | You hit the ground after falling fast (vertical speed below -25 m/s just before touchdown) |
Configure: Threshold (5–50 m/s velocity loss in one frame). Higher = harder to explode, lower = easier.
| Slider | Feel | What survives | What detonates |
|---|---|---|---|
| 5–10 | Brutal / demolition-derby | Only gentle love-taps | Almost any solid hit |
| 15–25 | Balanced motorsport (default 20) | Wheel rubs, light contact, normal racing | Solid wall impacts at speed, missed jump landings |
| 30–40 | Forgiving / stunt mode | Most racing contact | Only really stupid crashes / fatal-height drops |
| 45–50 | Practically indestructible | Almost everything | Only head-on into a wall at full pace, or vertical drops from extreme height |
Step-by-step — how to use:
- Create a race as normal and open Race Settings.
- Click the ⛽ Systems tab.
- Scroll down to 💥 Damage.
- Toggle Explode on Impact ON.
- The Threshold slider appears underneath — drag to your chosen value. The km/h equivalent shows live next to the m/s figure (e.g. Threshold: 20 m/s ≈ 72 km/h instant).
- Click Apply, then start the race.
Example — a stunt race on Mt Chiliad with threshold = 20:
- You drift into the wall at 80 km/h → cosmetic nothing, full power, drive on.
- You miss the big jump and slam vertically into rock at 200 km/h → instant fireball, respawn.
- Another player rams your side wheel-to-wheel at speed → you both keep going.
- Head-on with another car at 250 km/h → both detonate.
Notes:
- The explosion is networked — every other player sees it happen.
- In non-GTA modes the driver is invincible, so the ped doesn't die — only the car explodes, then the normal respawn flow puts you back on track at the last checkpoint.
- Works alongside every other Systems feature — Fuel, Tire Wear, Slipstream, Overtake Bonus all still function. They are independent damage models.
- A 500 ms cooldown prevents double-explosions during the respawn moment.
- When Explode on Impact is off (default), damage behaves exactly as before — nothing changes.
Weather Event (Mid-Race)¶
A weather change fires at a configurable trigger during the race. A 15-second warning notification is sent before the weather actually changes (e.g. "🌧 RAIN in 15s · for 5 min"). Wet weather applies grip penalties.
Trigger types: Lap, Time, Random (rolls per-lap), Admin command (/cr_weather), Checkpoint count.
Configure: Weather type, Duration (minutes, 0 = lasts until next step or race end), Trigger type + value. Optional: up to 4 scheduled weather steps in sequence — see Weather Schedule below.
Grip effect: RAIN reduces traction to 75% and braking to 85%. THUNDER: 65%/80%. BLIZZARD: 60%/75%. SNOWLIGHT: 70%/82%. Clear/Extra Sunny restores full grip.
Pitstop interaction: RAIN/THUNDER automatically increases mandatory pitstop freeze time by 50%. CLEAR/EXTRASUNNY decreases it by 20%.
Weather Schedule¶
Chain up to 4 weather events that trigger automatically in sequence during a single race. Each step is independent — different trigger type, weather, and duration.
Adding steps¶
- Open Race Settings → ⚙️ Race tab.
- Enable Weather Schedule.
- Click + Add weather step.
- Configure the step (see fields below).
- Click Apply Settings when done.
Steps fire in the order they appear. You can add up to 4 steps.
Step fields¶
| Field | What it sets |
|---|---|
| Trigger type | When the step fires — see table below |
| Trigger value | The lap number, time in minutes, or cumulative checkpoint count |
| Weather | The weather type to apply (Rain, Thunder, Blizzard, etc.) |
| Duration | How long that weather lasts (minutes). 0 = lasts until the next step fires or the race ends. Maximum 60 minutes. |
Trigger types¶
| Trigger type | Fires when… | Value unit |
|---|---|---|
| At lap ≥ | Any driver reaches this lap number | Laps |
| After time (min) | This many minutes have elapsed since race start | Minutes |
| At checkpoint ≥ | The leading driver's total checkpoint count reaches this value | Cumulative checkpoints |
Example — endurance rain step: Step 1: Trigger =
At lap ≥, Value =3, Weather =Rain, Duration =10. On a 5-lap race, weather stays clear for laps 1-2. On lap 3 all players receive "🌧 RAIN in 15s · for 10 min". After 10 minutes the weather reverts automatically.Example — escalating storm: Step 1:
After time (min)=5→ Rain for 5 min. Step 2:After time (min)=10→ Thunder for 5 min. Step 3:After time (min)=15→ Clear for 0 min (permanent clear until race end).
Duration = 0¶
Setting Duration to 0 means "this weather lasts until the next step fires, or until the race ends — whichever comes first." Use 0 for the last step in a sequence when you want the final weather to stay for the rest of the race.
Notes¶
- Steps are evaluated continuously throughout the race — they work regardless of whether the VP panel was open when the race launched.
- If two steps have the same trigger value, the lower-indexed step fires first.
- Weather Schedule and the single Weather Event setting above are independent. Both can be active in the same race; the schedule takes priority when its step fires.
Timed Race¶
The race runs for a set amount of time instead of a fixed lap count. When the clock hits zero every player gets a Final Lap — they finish their current lap and then results are shown. Nobody gets more laps than anyone else.
How to set up:
- Open the Vehicle Panel → ⚙️ Race tab.
- Toggle ⏱ Timed Race ON.
- Set Time Limit — how long the race runs (1–60 minutes, default 10).
- Set Grace Period — extra seconds given after expiry for players still on track to finish their lap (30–300 seconds, default 120).
- Click Apply Settings and start the race normally.
How it works:
- A countdown chip appears in the top-right corner of the HUD showing the time remaining, in
MM:SSformat. - The chip pulses red in the final 30 seconds as a warning.
- When the clock hits zero, all players see a FINAL LAP banner and must finish their current lap.
- A ⏱ TIME EXPIRED chip replaces the countdown in the top-right for approximately 8 seconds, then fades. (Duration is configurable server-side:
Config.Notifications.timedRaceExpiredDuration.) - Any player still racing after the Grace Period expires is DNF'd.
- The Laps setting on the race creation screen is ignored when Timed Race is on.
Notes:
- Works well for endurance-style races where you want a fixed run time regardless of how fast or slow the field is.
- Combine with Pitstop for a proper endurance format.
- The Grace Period should be generous enough for slower drivers to complete a lap — 120 seconds is the safe default for most circuits.
Mandatory Pitstop¶
Players must complete a minimum number of pitstops. See In-Race Systems for full pitstop detail.
Destroy Last Place (DLP)¶
The player currently in last place is warned and then eliminated if they don't improve position in time. See Special Modes for full detail.
Configure: Grace Period (seconds before DLP activates), Warning Seconds (countdown length), Min Players (DLP inactive below this threshold).
AFK Kick¶
Auto-detects players who stop moving. Configure: Toggle, Timeout (1–10 minutes before warning/kick).
Weather & Time (mid-race)¶
The host can change weather and time of day during an active race without opening Race Settings — use F10 → Racing Lobby → In-Race Settings.