Car Parts & Upgrades
Part System Overview
Every car has six upgradable parts that affect different aspects of performance. Each part has a
level from 1 to 10.
Parts and Their Effects
| Part | Affects Setup Parameter | Circuit Attribute |
|---|
| Suspension | Diff setup | mechanical_grip |
| Chassis | Suspension setup | kerb_sensitivity |
| Transmission | Race start bonus (time gain on launch) | - |
| Brakes | Brake setup | braking_stress |
| Engine | Gearing setup | speed |
| Aero | Aero setup | downforce |
Part Level Factor
When calculating lap time penalties from setup errors, part levels provide a reduction factor. A Level 1 part imposes the full penalty, while higher levels reduce it:
partFactor = max(0.1, 1 - (partLevel - 1) x 0.05)
What this means in practice: a Level 1 part gives no help (factor of 1.0, full penalty). A Level 5 part cuts the error by 20% (factor 0.8). A Level 10 part cuts it by 45% (factor 0.55). The improvement per level is smaller at higher levels, so upgrading from Level 8 to 9 helps less than going from Level 1 to 2.
| Level | Factor | Penalty Reduction |
|---|
| 1 | 1.00 | 0% (baseline) |
| 3 | 0.90 | 10% |
| 5 | 0.80 | 20% |
| 8 | 0.65 | 35% |
| 10 | 0.55 | 45% |
Acquiring Parts
- <strong>Level 1</strong> parts are free and always available. Every car starts with Level 1 in every part.
- <strong>Level 2+</strong> parts must be developed through Engineering first, then installed on your car.
Installing Parts
On the
Car Setup page, select the desired level from each part's dropdown. When you install a higher-level part, it is consumed from your inventory and the old part goes back into inventory. Installation is instant and costs nothing.
Strategy Tips
- Focus Engineering Points on parts that match your circuits' most important attributes (high downforce circuits need good aero parts, etc.)
- All parts benefit from higher levels, but the gains per level get smaller as you go higher
- A balanced approach (upgrading all parts a bit) often works better than maxing out a single part