Quick reference for vehicle definitions and tuning values. Player-facing names, stat bars, vehicle physics, audio profiles, haptic profiles, and setup availability live in src/shared/cars.ts. The step loop that applies those values lives in src/shared/physics.ts.
Speed note: physics uses internal speed units. The speedometer displays 1 internal speed unit = 8 km/h, so a 365 km/h vehicle cap is 45.625 internal speed units.
These are simulation anchors, not exact rulebook replicas.
| Vehicle |
Anchor |
| Formula Prototype |
Modern F1-style car. FIA 2025 technical rules list an 800 kg minimum car mass without fuel plus driver mass rules, and the hybrid MGU-K limit is 120 kW. Real speed-trap context keeps race-trim top speed below 400 km/h on normal circuits. |
| KZ Kart |
FIA KZ kart reference: 125 cc two-stroke, six-speed gearbox, power approaching 50 hp, 175 kg minimum including driver, and top speed approaching 180 km/h. The game uses a tighter sprint gearing top speed so it fits the tracks. |
| Stock Truck |
NASCAR Craftsman Truck Series / Ilmor reference: purpose-built racing pickup with truck-series Ilmor engine support and roughly 180 mph straight-line context. Exact current NASCAR truck parameters are not fully public, so this is a NASCAR-style road-course truck tune. |
| Tuk-Tuk |
Bajaj RE-style three-wheeler reference: 236.2 cc petrol engine, 7.6 kW, 19.2 Nm, 2000 mm wheelbase, 1300 mm width, 1700 mm height, about 362 kg kerb weight, and about 65 km/h top speed. |
Source links:
| Vehicle |
Setups |
Dry Top Speeds |
Intended Feel |
| Formula Prototype |
Balanced, High Grip, High Speed |
365, 343, 391 km/h |
High downforce, huge brakes, grip that builds with speed. |
| KZ Kart |
Fixed Sprint |
125 km/h |
Fast steering, strong low-speed response, no meaningful downforce, curb-sensitive. |
| Stock Truck |
Balanced, High Grip, High Speed |
285, 268, 305 km/h |
Heavy, powerful, draggy, slower to stop, easy to slide if overdriven. |
| Tuk-Tuk |
City Stock |
65 km/h |
Slow and narrow with modest grip/brakes; hard high-speed steering can roll it. |
| Rule |
Value |
| Default vehicle |
formula |
| Default setup |
Vehicle default, usually balanced |
| Multi-setup vehicles |
formula, stockTruck |
| Fixed-setup vehicles |
kart, tukTuk |
| Motion steering defaults |
Formula Prototype 1, KZ Kart 1, Stock Truck 4, Tuk-Tuk 2 on the 1-10 slider |
| Colour choices |
Same controller palette for every vehicle |
| Cockpit cosmetics |
None, Hands, or Paws; visual only; new players default to None |
| Area |
Behavior |
| Top speed |
Each vehicle has dry/rain caps in km/h; setup max-speed multipliers apply after that. |
| Grip |
Each vehicle has separate road, curb, grass, and rain grip values. Formula has the strongest downforce ramp; kart and tuk-tuk have nearly none. |
| Steering |
Vehicle-specific steering authority, speed scaling, lateral damping, and slip reduction. Kart reacts quickly; truck and tuk-tuk need earlier inputs. |
| Contact |
Collision radius and crash threshold are vehicle-specific. Trucks can absorb more; kart and tuk-tuk crash more easily. |
| Rollover |
Tuk-tuk checks speed, steer angle, slip, and curb load. If over-limit load persists, it crashes and visually tips. A provisional accumulating TIP RISK cockpit toast appears before the haptic threshold, with extra cockpit/body lean and a short phone haptic pattern warning nearer the limit; tune or remove this if it feels too noisy after playtesting. |
| Feedback |
Audio and vibration profiles vary by vehicle: formula high and smooth, kart buzzy, truck lower/heavier, tuk-tuk rattlier. |
| Vehicle |
External Visual |
Cockpit Visual |
| Formula Prototype |
Open-wheel formula body, wings, exposed tyres, slimmer suspension, airbox/headrest detail |
Formula nose, front tyres, compact formula wheel with integrated display and shift lights |
| KZ Kart |
Low kart chassis, layered nose/side pod panels, exposed small wheels |
Low kart floor, layered nose pod, front wheels, visible steering column, mounted kart data logger, small wheel |
| Stock Truck |
Stock pickup body, cab, bed, fenders, spoiler |
Centered driver POV for gameplay readability, broad hood/cowl, roll-cage pillars, wheel, steering column, analog gauge, subtle digital speedometer |
| Tuk-Tuk |
Three-wheeler body, canopy, single front wheel |
Narrow nose, canopy, handlebar-like dash, small analog speedometer, wheel |