Tyre Model

Category: Game Mechanics
Created by pholton on July 11, 2026 9:08 AM
Last updated: July 20, 2026 1:55 PM

Tyres start at 100% health (fresh) and degrade each lap toward 0%. As tyres wear, lap time penalties increase.

Tyre Wear Per Lap

Each lap, tyres wear down by a small amount. The formula: lapWear = circuit.tire_wear_per_lap x racecraft_mod x pace_mod x technical_mod x weather_mod tyreHealth = max(0, tyreHealth - lapWear) technical_mod = max(0.9, 1 - effectivetechnical x 0.007) Combined driving style modifier = racecraft_mod x pace_mod x technical_mod Running wets on a dry/drying track increases wear by 40% (multiply by 1.4) because the tyres overheat.

Degradation Curve

Fresh tyres are fastest. As they wear, lap times get slower. The penalty stays small for the first half of a tyre's life, then climbs sharply:
Tyre WearHealth LeftTime Penalty per LapWhat This Means
0-10%100-90%0.0sFresh tyres, no penalty
10-25%90-75%0 to 0.4sNear peak performance
25-40%75-60%0.4 to 1.2sSmall but noticeable drop
40-60%60-40%1.2 to 3.2sClear degradation, braking suffers
60-80%40-20%3.2 to 6.0sSignificantly slower
80-100%20-0%6.0 to 10.0sSurvival mode, extreme penalty
Running tyres to their last 20% costs several seconds per lap. Wet conditions cut these penalties in half because there's less grip available from the track anyway, so tyre condition matters less. So at 70% wear on a dry track you're losing about 4.5s/lap; in the rain that drops to ~2.25s.

Punctures

When tyre health reaches 0%, the tyre punctures. The car must pit immediately on the next lap. A puncture counts as an unscheduled pit stop.

Colour Coding

In the race readout, tyre health is displayed as:

Strategy Implications

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