The Car page (its title bar reads Cars Overview) is the read-only spec sheet for the machinery you race. Nothing here can be clicked into a change — no WU, no cash, no swaps. It exists so you can answer one question before opening R&D: what is actually on the car right now, and what will it do on track?
How to open it
- Career sidebar / desktop → the Car icon (icon 10). It is the app’s landing page.
- Any tab in the shared bar (Inventory, Production, Repair, Improve, Private Testing, Design, Projects) jumps into the R&D screen; the Car tab brings you back.
- The hub’s Car-status widget and the two resource widgets route here too.
- Escape or Back returns to the hub.
- Unlocked from Phase 5 (Car Review), once the season car build begins.
Layout — three car cards
Two columns. The left column stacks Car 1 and the Reserve car; the right column stacks Car 2, the Car Character panel and Discovered Car Traits.
Every car card carries the driver’s helmet + flag + name in its header, the baked team livery with the helmet composited into the cockpit, and four blocks: Driver, Power Unit, Stats, Parts.
All three cards read the same car model — the effective car (
effective_car_model), which is the infrastructure baseline with car 1’s fitted parts overlaid. Improve steps, new designs and race damage all show up here. The Reserve card differs only by the helmet.
The Driver block
- Race Performance — the driver’s overall 0–100, a weighted blend of his six stats.
- TYRES — the tyre supplier’s logo and stylised brand name.
For the full driver picture use Driver Profile.
The POWER UNIT spec sheet
The engine is the one component you never design, so it gets a real spec sheet instead of bars:
| Line | Source |
|---|---|
| Supplier logo + brand name | Your signed engine supplier |
| Architecture | V8 / V10 / V12 — read from the engine’s white balance trait |
| Power | base_hp(arch) × hp_mult(displacement) × current_perf |
| Rev limit | The architecture’s rpm_max |
| Displacement | Read from the engine’s displacement balance trait (PFS regulation: 3.5L) |
What each architecture is worth
| V8 | V10 | V12 | |
|---|---|---|---|
| Base HP (at 3.0L, perf 1.0) | 500 | 550 | 580 |
| Rev limit | 13,000 | 13,500 | 14,000 |
| Contract cost multiplier | ×0.90 | ×0.80 | ×1.15 |
| Reliability multiplier at roll | ×1.03 | ×1.00 | ×0.95 |
| Wear rate | ×1.00 | ×1.02 | ×1.06 |
| Heat damage | ×1.00 | ×1.02 | ×1.05 |
| Fuel consumption | ×0.98 | ×1.02 | ×1.05 |
| Driveability delta | −0.05 | 0 | +0.04 |
| R&D / repair WU on engine work | ×1.00 | ×1.10 | ×1.15 |
| Innate weight trait | Lightweight (Silver) | none | Overweight (Red) |
The Power figure is live: the quality roll and every Improve step live in current_perf, so a Perfect-quality, well-developed V8 genuinely out-punches a Poor V12. Architecture sets the ceiling, not the outcome.
Architecture and displacement traits are White balance traits — neutral tier, always discovered by default, no discovery grind. See Car Traits.
The Stats block — six ratings
Six badges, laid out in two columns. They are not a display-only blend: each mirrors the sim’s actual part weighting.
| Rating | Formula | What it means on track |
|---|---|---|
| Speed | engine current_perf | Top speed on the straights |
| Handling | avg(suspension, brake, floor) | Cornering grip |
| Aero | avg(front wing, rear wing, floor) | Aero efficiency, downforce |
| Reliability | avg fiability of all 11 parts | Resistance to failure |
| Accel. | gearbox ×0.7 + engine ×0.3 | Drive out of corners |
| Fuel Eff. | fuel system current_perf | Kg burned per lap |
Performance ratings map pts = (perf − 0.92) / 0.16 × 100, clamped 1–100. Reliability maps (fiability − 0.85) / 0.30 × 100. Overall (in the status bar) is the average of all six.
Hovering any badge pops a one-line explanation of the stat and its in-game effect.
The Parts block — six per-part badges
Front Wing · Rear Wing · Floor · Engine · Gearbox · Suspension, each with a 0–100 badge of its current_perf.
These six use a different display scale to the Stats badges above: car_perf_pct maps the healthy build range 0.896 … 1.104 onto 15–100, so even a bottom-budget level-1 car reads as a real machine rather than 0%. Damage pushes a value below the floor and the number continues down toward 0 — a destroyed part reads ≈ 0.
Practical consequence: a part badge here and the same part’s number in the R&D Improve tab will not match. Improve shows the raw
(perf − 0.92)/0.16points, uncapped and measured on the as-built spec. This page shows the floored 15–100 display of the current (possibly worn) value. Use Improve’s numbers for development decisions, this page for a glance.
The Floor appears in both Handling and Aero — it is the component with the widest reach on the car.
Car Character — Driveability and Complexity
Two bars, both 0–100, derived from the car itself. They govern the driver–car fit, which is where a fast car and a fast driver stop being independent.
Driveability
base = (avg(suspension, brake) perf − DRIVEABILITY_PERF_LO) / (HI − LO)
+ Forgiving/Twitchy trait shift
+ engine architecture driveability delta
+ driver familiarity
High = forgiving. Low = nervous. The driver’s Adaptability is what tames a nervous car:
handling_deficit(ADA) = 1 − ( driveability + (1 − driveability) × ADA/20 )
The residual deficit amplifies consistency jitter, form swings and the mistake probability, and costs raw pace.
Complexity
base = (electronics perf − LO) / (HI − LO) + Peaky/Simple trait shift
High = a higher pace ceiling, but only a smart driver unlocks it:
complexity_mismatch(INT) = complexity × (1 − INT/20) → costs jitter, mistakes, pace
complexity_pace_bonus(INT) = complexity × INT/20 × K → the "right driver" upside
The development trade-off is deliberate: invest Handling for driveability (consistency for any driver) or Electronics for complexity (ceiling, but you must have the driver profile for it). A PAC-12 driver with a great fit can beat a PAC-18 in a car he cannot drive.
Hover both bars for the in-game explanation.
Discovered Car Traits
The bottom-right panel, split into two columns headed by your two race drivers. Each column lists only the traits of the parts actually fitted on that car, plus the shared tyre-supplier traits.
Each entry renders as [part badge][trait icon] label:
- A coloured per-component badge (one hue + a two-letter code per part).
- The trait icon, tinted by level.
- The label coloured green for beneficial and red for detrimental.
- Hovering the icon pops the trait’s plain-English effect text.
Two states are shown:
| State | Display |
|---|---|
Suspected (?) | A neutral “Car” tag instead of the part badge, the ? icon, the effect in the tooltip, and “suspected — not yet confirmed”. The part is deliberately hidden — you know something is off, not where |
| Discovered | Full part badge, real icon, trait name and level colour |
The panel never scrolls: when there are too many traits to fit at the comfortable 40px row height, the rows shrink (down to 22px) so everything stays visible, sized from the panel’s real measured height.
Effects apply whether or not you have discovered them. Discovery gates your knowledge, never the physics. The same trait on an AI car is fully active and the AI never discovers anything.
Where else traits appear
- Qualifying / Race / Free Practice run plans — the same badge + icon + tooltip rows, so you can pick what to focus next.
- PFS Mail — the Suspected nudge (“Something odd with the …”) and the Discovered reveal, each with the effect text.
- Traits are keyed per
(component, version, kind): swap to a different version and its own knowledge applies.
For accrual rates, thresholds and the focus lever see Free Practice and R&D — Private Testing.
How the numbers reach the track
| Page element | Sim consequence |
|---|---|
| Speed badge | Engine perf is the dominant Accelerating-zone term (weight 1.0), plus 0.5 in corners and 0.3 under braking |
| Accel. badge | Gearbox 1.0 in the accelerating zone, 0.4 in corners, 0.1 braking |
| Handling badge | Suspension 1.0 in corners / 0.8 braking; brakes 1.0 braking / 0.2 corners |
| Aero badge | 1.0 in corners, 0.6 braking, and a negative 0.15 on straights when in surplus — downforce is drag |
| Reliability badge | Drives per-lap failure probability once a component passes its endurance threshold |
| Fuel Eff. badge | Directly divides kg/lap — fewer kilos to carry and shorter refuels |
| Driveability / Complexity | Jitter, form swings, mistake probability and raw pace, all via the driver’s ADA and INT |
| Discovered traits | Draft and dirty-air scaling, engine and tyre temperature deltas, mistake probability, failure probability, cornering bonuses |
All component effects pass through COMPONENT_SCALE = 0.3, which keeps the combined bonus off the speed-multiplier cap. In practice the best car on the grid runs about +5% on the straights and the worst about +1.5% — a realistic 3–5% field spread.
Advanced
- This page shows car 1’s parts on all three cards. If your two cars run different specs (a destroyed part replaced from a different-version spare, say), only car 1’s set is reflected in the Stats, Parts and Character blocks. The Discovered Car Traits columns are the only genuinely per-car element. Use R&D → Inventory for the true per-car picture.
- Reliability is the rating players under-read. It is the flat average of all 11
fiabilityvalues. One part dragged to 0.75 by an overdrive push moves the badge barely two points — and causes the DNF. - Watch Power against the field. HP is the one number that translates directly and linearly:
base_hp × displacement mult × current_perf. A supplier switch changes it overnight; development moves it a few HP at a time. - A V12’s Red Overweight trait is innate and permanent. It stacks with any rolled Overweight trait on the same engine (
trait_severitysums every instance). That is a real speed/cornering malus you cannot fix — it comes with a reliability bonus in exchange. - Driveability drifts with familiarity. A driver’s familiarity term feeds the same formula, so the same car reads slightly better for a driver who has run it all season.
- The Car Character panel is where a bad signing becomes visible. A high-Complexity car with a low-INT driver is the classic mid-season collapse — before firing the driver, check whether the car is the problem.
Common mistakes
- Comparing the Parts badges with the Improve tab’s numbers. Two different scales, on purpose. They will never agree.
- Reading a low part badge as damage. The 15–100 floor means a nominal level-1 part reads low without being damaged at all. Check the R&D Inventory’s condition bar and the destroyed/attention flags instead.
- Assuming a trait you cannot see is not there. Undiscovered traits are fully active. A car that “feels wrong” for no visible reason usually has one.
- Treating a Suspected entry’s neutral “Car” tag as a bug. It is intentional — you have not identified the part yet.
- Ignoring Complexity when picking the second driver. The pace bonus and the mismatch penalty are the same term with opposite signs; a complex car with two low-INT drivers wastes its own development.
- Expecting to change something here. The page is read-only. Every action lives one tab away in R&D.
See also
- Cars Overview — the six grades and how to compare against the field
- R&D — Inventory — the true per-car fitted list
- R&D — Improve — the development scale behind the Parts badges
- Car Traits — the full trait catalogue and effects
- Driver Traits — the driver side of the fit
- Suppliers — where the Power Unit comes from
- Parts, Damage & Wear — what the Reliability rating is protecting you from
- Free Practice — discovering the traits listed here