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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.

🟢 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 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: ⚠️ NOT A FILTER. It is a per-lap vehicle swap trigger.

The moment you tick a class in this panel, the system will put everyone into a new random vehicle of that class at the end of every lap. This is intentional — it's the setting designed for "rally roulette" race formats where the car changes every lap.

💡 The Default Available VP Classes feature in the track creator pre-fills these class buttons for tracks it's been applied to. That pre-fill triggers per-lap swapping unless you untick it in the race room.

🔥 How to set up the most common race types

"Everyone starts on a specific motorcycle and keeps it the whole race"

  1. Race Creation screen → Vehicles Mode: Specific → pick a motorcycle (Akuma / Bati / PCJ / etc.)
  2. Race Room → Race Settings → Vehicles tab:
  3. Untick any class buttons that are pre-lit (Default Available VP Classes will have lit some)
  4. Status line should say "Using race default vehicle setting" (not "Override active")
  5. Start the race. ✓ Everyone spawns on that motorcycle and keeps it.

"Random motorcycle each lap (rally-style)"

  1. Race Creation screen → Vehicles Mode: Default or Random
  2. Race Room → Race Settings → Vehicles tab: tick only Motorcycle, untick everything else
  3. Start the race. ✓ Everyone gets a random motorcycle, swapped each lap.

"Everyone uses their personal builds, keep them the whole race"

  1. Race Creation screen → Vehicles Mode: Personal
  2. Race Room → Race Settings → Vehicles tab: untick everything
  3. Start the race. ✓ Each player runs their saved garage build, no swaps.

"Random class each lap, full chaos"

  1. Race Creation screen → Vehicles Mode: Default or Random
  2. Race Room → Race Settings → Vehicles tab: tick multiple classes (e.g. Sport + Super + Muscle)
  3. Start the race. ✓ Each lap everyone gets a fresh random vehicle from one of those classes.

TL;DR

You want… Vehicles Mode VP Vehicle Classes
Same specific car / bike all race Specific Untick everything
Same class but random model Default or Random ❌ Untick everything (or use Track Class mode)
Vehicle changes every lap Default or Random ✅ Tick the class(es) you want
Each player's own car Personal ❌ Untick everything

⚠️ The single rule to remember: ticking ANY class in the Race Settings VP triggers automatic per-lap vehicle swapping. If you don't want swapping, leave it empty.


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 in the track JSON). 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. Not suitable for Face To Face tracks — F2F checkpoints use Host Class Pool, which is intended to be chosen by the host at race time. Use Random + 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

Vehicle Classes is not a filter. It is a per-lap vehicle change trigger.

The moment you tick a class in Vehicle Classes, the system will automatically put everyone into a new random vehicle from that class at the end of every lap. This is intentional — it is the setting designed for "new random class vehicle each lap" race formats.

You want… What to do
Everyone stays in the same vehicle for the whole race, but you control what class it is Do NOT use VP Vehicle Classes. Instead set the class at Race Creation time using Vehicles Mode → Specific (pick a model) or Default (players ride the right vehicle to the start).
Everyone gets a new random vehicle from a class at every lap Set Vehicle Classes and optionally No Repeats ON. No Transform event needed.

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 The pool of vehicles used for automatic random changes at every lap boundary
Vehicles Mode Vehicle Classes set? Result
Default No Lap 1 = own vehicle. No changes at all. ← Use this for a stable class-restricted race
Specific No All laps = the one specific model. No changes. ← Fairest stable race
Default Yes Lap 1 = own vehicle. Lap 2+ = new random vehicle from that class each lap
Specific Yes Lap 1 = the specific model. Lap 2+ = new random vehicle from that class each lap
Personal Yes Lap 1 = own saved build. Lap 2+ = new random vehicle from that class each lap
Random Yes All laps = random vehicle from that class, including Lap 1

Example — stable motorcycle race (no per-lap changes): Race Creation → Vehicles Mode: Default (everyone rides a motorcycle to the start), OR Vehicles Mode: Specific → pick a motorcycle. Leave Vehicle Classes unticked. Players keep their motorcycle for the entire race.

Example — new random motorcycle every lap: Race Creation → Vehicles Mode: Default or Random. Race Settings → Vehicle Classes: Motorcycle. No Repeats: ON. Everyone gets a new random motorcycle at each lap boundary.

For step-by-step setup of each combination see Race ScenariosA11, A12, A13.

📝 Need a concrete recipe? Race Setups How-Tos has 30 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.

  1. Browse by category tab at the top (Favorite, Personal, Compact, Sedan, Super, etc.).
  2. Click a vehicle to preview it in the showroom camera and see its stats (Traction, Speed, Acceleration, Braking).
  3. Optionally click Customise to adjust colours, mods, wheels, neon, and livery for this race.
  4. 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.

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

  1. Open the Race Menu with open_race, OR use my_vehicles to go directly.
  2. Also: F10 → Quickish Race Sessions → 🚗 My Vehicles
  3. Click MY VEHICLES (blue accent button on the right side).
  4. 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

  1. Switch to any vehicle class tab (e.g. Super, Sports).
  2. Click a vehicle to preview it.
  3. Click Customise and adjust colours, performance, neon, wheels, etc.
  4. Enter a Build Name (e.g. LEMONE).
  5. 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:

  1. Race Creation → Vehicles → Personal
  2. Before the race, tell players: "Save a [model name, e.g. Zentorno] to MY VEHICLES and pick it from the Personal tab."
  3. Each player opens MY VEHICLES, customises their Zentorno (mods, colours, etc.), saves it, and selects it in the race room.
  4. 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 to define the vehicle pool. Vehicles from all ticked classes are combined into a single pool. Leave all unticked to use the race's default vehicle setting.

You can tick multiple classes at once (e.g. Sport + Super) for a wider mixed pool.

Vehicle Classes works with every Vehicles Mode — not just Random. If you tick a class here, the system uses that class pool whenever a vehicle change happens (lap boundaries, random checkpoints). The Vehicles Mode only controls what players start in — see Starting Vehicle vs In-Race Class above.

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

When enabled, the checkpoint order is reversed so the track runs backwards. The starting grid order is also reversed. Works 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

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:

  1. Open the Vehicle Panel⚙️ Race tab.
  2. Toggle ⏱ Hot Lap Mode ON.
  3. Click Apply Settings.
  4. 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.

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:

  1. Create a race as normal and open Race Settings.
  2. Click the ⛽ Systems tab.
  3. Scroll down to 💥 Damage.
  4. Toggle Explode on Impact ON.
  5. 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).
  6. 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

  1. Open Race Settings → ⚙️ Race tab.
  2. Enable Weather Schedule.
  3. Click + Add weather step.
  4. Configure the step (see fields below).
  5. 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:

  1. Open the Vehicle Panel⚙️ Race tab.
  2. Toggle ⏱ Timed Race ON.
  3. Set Time Limit — how long the race runs (1–60 minutes, default 10).
  4. Set Grace Period — extra seconds given after expiry for players still on track to finish their lap (30–300 seconds, default 120).
  5. 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:SS format.
  • 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.