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Engine Map

The 0–10 engine map scale — speed vs. fuel/heat/wear trade-off, mistake amplification, and when to push or save.

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The engine map is a driver setting on a 0–10 scale (default 5). It trades speed for fuel + heat + wear: lower maps save the engine and stretch a fuel load; higher maps push power at the cost of consumption and durability.

Engine map is set live during the race — by you (manually) or by the AI Race Director (engine-map module). The setting is per-car, per-tick.


The scale

MapSpeed effect (Accel zone)Fuel rateHeat / wear
0-3.0%70%Minimal heat, minimal wear
1-2.4%76%Very low
2-1.8%82%Low
3-1.2%88%Below normal
4-0.6%94%Slightly under normal
5 (default)0%100%Normal
6+0.6%106%Slightly elevated
7+1.2%112%Elevated
8+1.8%118%High
9+2.4%124%Very high
10+3.0%130%Maximum heat, peak wear

(Values are nominal — actual effect zone-weighted, see below.)


Zone weighting

Engine map effect on speed is heaviest where the engine matters most — straights:

ZoneEffect scale
Accelerating (straights)100%
Lifting (corners)40%
Braking20%

So map 10 on a long straight gives +3.0%; in a tight corner, only +1.2%; under braking, +0.6%. Map’s value is highest on power circuits, lowest on twisty street tracks.


Mistake amplification

Higher maps amplify mistake probability:

map_amp = 0.55 + engine_map × 0.10
MapMistake amp
00.55× (45% reduction)
51.05× (5% increase)
101.55× (55% increase)

Map 0 is genuinely safer — defensive driving. Map 10 is genuinely dangerous, especially with a low-CON driver.


Heat damage

Engine heat damage rate scales with the map setting indirectly — high maps push the engine over critical temp faster. The damage formula:

damage_rate = engine_heat_damage_rate × heat_excess × dt × (1/fiability)² × (1/cooling_perf)²

Map setting drives heat_excess. Cooling system perf and engine fiability double-square in to scale the damage. So:

  • Healthy engine + good cooling + map 5: ~0% heat damage per race
  • Healthy engine + good cooling + map 10: minor heat damage (recoverable)
  • Frail engine + bad cooling + map 10: 5–10% perf loss per race; engine swap every 2–3 races
  • Frail engine + bad cooling + map 0: still ~0% heat damage; the map saves you

When to push (map 7–10)

  • Last 3 laps of a tight battle for a points position
  • Out-lap on cold tires where extra power compensates for lacking grip
  • You need to overtake right now — combine with Overtake Push toggle
  • Final stint of the race when engine doesn’t need to survive past the flag
  • You have a healthy engine + good cooling — heat damage is negligible

When to save (map 0–3)

  • Early laps of a long race — saves fuel + tire temp
  • Lift & Coast active — map low complements the throttle-off period
  • You’re under fuel target — emergency fuel-saving mode
  • Engine is showing yellow / orange overheat warning — back off immediately
  • Cruising in clear air with no nearby battle — there’s no pace to gain by pushing

Default (map 4–6)

For most racing — neither saving nor pushing. The AI defaults to map 5 unless its decision module fires.


AI engine-map decisions

The AI engine-map module picks a map level each tactical tick (~1.5s) based on:

TriggerAI’s choice
Fuel critical (fuel_laps_remaining < 2.5)Map 0–2 (save mode)
Engine overheat warningMap 0–3
Active overtake commitMap 8–10 (push)
Defending under pressureMap 6–8 (defensive boost)
Last 3 laps + race for positionMap 8–10
Clear air, plenty of fuelMap 5 (cruise)
Lift & Coast activeMap 3–4

You can override the AI by setting the map manually — the override holds until the AI’s hold interval (3s) expires, then the AI re-evaluates.


INT effect

Higher INT drivers execute map changes more efficiently:

  • High INT (15+): hits the right map at the right time, smaller fuel overshoot
  • Low INT (1–8): AI module still works, but the driver’s effective_intelligence shapes map decision quality (slower reactions to overheat warnings, etc.)

Engine map + R&D

Two infrastructure dependencies matter:

  • Engine supplier base_power — sets the engine current_perf. Higher base_power means map 10 gets you a bigger absolute pace gain (because it’s a percentage of a higher baseline)
  • Cooling system current_perf — sets the heat damage rate scale. A high-perf cooling system lets you live at map 8+ for whole stints without burning the engine

This is why investing in the Engine infrastructure dept (which controls cooling perf at the chassis level) pays off for high-map racing.


Quick reference

ScenarioMap
Race start, full fuel4–5
Mid-stint, clear air5
Defending against close rival6–7
Active overtake committed9–10
Last 3 laps, points fight8–10
Lift & coast active3–4
Fuel emergency0–2
Engine overheat (orange)0–3