Racing
Formats
Sprint
1
Finish time
Circuit
N
Finish time
Drift
1
Drift score
Drift challenge
N
Drift score
Time trial
1
Your own time, solo, no lobby
Elimination
N
Last racer standing — the trailing racer is dropped each lap
Edit or remove entries in cfg.raceTypes to change what the tablet offers.
Starting
Racers are placed on a grid behind checkpoint 1, facing checkpoint 2. Layout comes from cfg.race.grid — columns, spacing, offset.
A racer more than cfg.race.maxDistanceFromGrid metres away when the race starts is rejected. Then the countdown runs for cfg.race.countdownSec.
During the race
Checkpoints. The trigger is that checkpoint's own radius, set in the editor. The visual pillar is a fixed size and has nothing to do with it. On foot, cfg.race.checkpointArriveDistance is used instead.
3D GPS. The next few checkpoints are drawn into the world ahead. Lookahead count and default style come from cfg.gps3d; each player overrides the colour and style on their profile.
Traffic cleanup. With cfg.race.disableTraffic, ambient vehicles are suppressed on the client and blocked from spawning along the route on the server, within cfg.race.clearRadius. Player and scripted entities are never touched. disablePeds does the same for pedestrians and is off by default.
Phasing. Racers pass through each other instead of colliding. Per-race setting, default from cfg.competition.phasingDefault.
First person. When the host enables it, the view mode is forced and re-applied if the player tries to switch out.
Drift scoring
Only for drift and drift_challenge. Points accrue while the car is sliding past cfg.drift.angleThreshold degrees above minSpeedMps.
A sustained drift builds a combo multiplier, comboMultiplierStep per second up to comboMultiplierMax. Hitting a wall or an entity mid-drift costs wallHitPenalty and breaks the combo.
Finishing
The first finisher starts a clock. Anyone still running after cfg.race.dnfTimeoutSec is marked DNF and dropped.
On finish:
Times, splits and positions are written to the track's leaderboard.
ELO is recalculated — see Progression.
The prize pool is split by
cfg.competition.prizeDistribution.Item payouts roll, if enabled.
Item payouts skip races shorter than cfg.itemPayouts.minRaceLengthSec so a two-checkpoint track cannot be farmed.
Leaving
/leaverace drops out. Quitting mid-race, disconnecting or dying is handled the same way: the racer is removed and the race continues for everyone else.
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