Configuration

Every Racing System setting in Script Studio, group by group, with its default.

Open /ggsettings in game and pick Racing System. Settings are saved to your database, so an update never wipes them. Most apply straight away; the few that need a restart say so.

Rewards, prices, car classes, contracts, the arena and the arcade are all here. Money settings name what they pay in: XNT is the racing wallet (contracts, entry fees, the Black Market), and Credits are the garage computer's own money for cars and parts.

The language is the one you set for every GG script: /ggsettings, Shared Settings, General, Language.

General

The tablet's keys, its colors and the track blips on the map.

SettingDefaultWhat it does
Interface Accent Color#0bfac4Accent color across the racing tablet. Used while Apply Theme to All UIs is off in the studio.
Contract Panel KeyJShows and hides the small panel on the side of the screen during a contract.
Track BlipsOffMark the start of every track on the map.
Track Blip Icon315The map icon used for track starts. 315 is the race flag.
Track Blip Color2Color of the track start blips.
Track Blip Size0.7How big the track start blips are on the map. 0.7 is the size of most map icons.

Tracks

Every route the tablet offers, with its checkpoints placed in the world.

SettingDefaultWhat it does
Player TracksOnLet racers build their own tracks in the world, test them and publish them for everyone to race.
Global TracksOnTracks your racers publish go to the Global tab on every Racing System server, and your racers race everyone else's. Off: no Global tab and no publishing. Racers can still build tracks and test them.
Where Tracks Are BuiltOnly in a racing garageWhere a racer can open the track builder. It takes them out of the world while they work, so it never opens mid-race.
Test Run Cart20The car a racer test runs a track in when they have no race car or pick the test car. A vehicle spawn name; it is built at the start and gone after the run.
Show Who Built a TrackOffThe tablet names the racer or team that built each track, on its card and its page. Off keeps it off the tablet.
Ranked TracksEmptyCodes of racers' tracks that may host ranked races on this server, comma separated. A published track shows its code on its page. They show as Verified on this server only.

Races

Opening and joining grids, the scheduled grid, entry fees, the start, betting, police alerts and seasons.

SettingDefaultWhat it does
Host Level1The level a racer needs before they can open a grid of their own. Joining is open from level 1.
Ranked Level5The level a racer needs to host or join a ranked race.
Largest Grid36The most racers any one grid can take. A host cannot set a capacity above this. Every track has 36 places on its grid.
Highest Entry Fee100The most a host can charge to join. Zero entry is always allowed.
Highest Side Wager250The most a street race's grid can put on the line beside the entry fee. Arena races take no wager.
Allow Pink SlipsOnLet two racers put their cars on the line: the winner takes the loser's car, a race car into their racing garage or a car the city's garages own. Off hides the option from the race creator.
Level for Pink Slips22The racing level a racer needs to put a car on a slip, hosting or joining.
City EventsOnOpen a grid of the server's own at set times, so there is always something to join: City Events on the street tracks, and Arena Events on the arena's courses with a pool of their own. It opens a few minutes early and starts on time with whoever is on it.
City Event EveryEvery hourHow often a City Event starts, on the server's clock: every hour on the hour, every two hours at midnight, 2:00, 4:00 and on.
Arena Event EveryEvery 2 hoursHow often an Arena Event starts, on the server's clock. One due at the same time as a City Event runs instead of it, so every 2 hours with City Events every hour takes turns. Off keeps every event on the street.
City Event ClassOpenThe class every City Event runs. Open puts every class on one grid, any car. Random gives each event a class of its own, every class once in seven events.
City Event CarsAll CarsWhich cars a City Event takes. All Cars takes racers' own cars and race cars from the racing garage.
City Event Entry Fee0What it costs to join the scheduled grid. The pool pays the podium as usual.
Event Grid36The most racers an event takes. Every track has 36 places: an arena course has its own, and a street grid lines up three abreast behind the start.
Event CourseEvery course in turnRun every Arena Event on one course, or on each course in turn.
Event Arena CoursesAllThe arena courses Arena Events take turns on. Switch one off to leave it out. Event Course still runs every Arena Event on the one course it names.
Event Street TracksAllThe street tracks that come with the script, which City Events take turns on. Switch one off to leave it out. Tracks you verify in Tracks always run.
Event Track CodesEmptyCodes of racers' tracks published on this server to add to City Events, separated by commas. They take turns with the street tracks. A published track shows its code on its page.
City Event Pool15What the server puts into every City Event's pool, before anyone joins. It pays the podium with whatever entries come in.
City Event Pool Per Racer3What the server adds to a City Event's pool for each racer at the lights, so a bigger event pays more.
Arena Event Pool30What the server puts into every Arena Event's pool, before anyone joins. They come round less often, so they pay more.
Arena Event Pool Per Racer5What the server adds to an Arena Event's pool for each racer at the lights.
Event CasesOnEvery finisher of an event earns a reward case by place: gold for the top tenth (the winner always), silver to the top quarter, bronze to the top half, a participation case after that.
City Event Case Tier3The tier of the cases an Open class event gives, 1 to 6, whatever car a racer brings. An event with a class gives that class's tier.
Entry Fee AccountXNTWhere entry fees are taken from, refunded to, and paid out from. XNT is the racer account's own balance: Boosting's XNT when the accounts are linked, racing's own otherwise. Winnings reach it even after the racer has left.
Link Racing And Boosting AccountsOnWith the Boosting System installed, racers use their Boosting alias and XNT, so both scripts show one name and one balance. Off, racing keeps its own alias and XNT. Without Boosting, racing always keeps its own. Choose before racers sign up: switching later moves everyone to the other name and wallet.
Starting XNT25What a new account holds when a racer makes it on the racing tablet. Boosting starts the accounts it makes at 25.
Currency NameXNTWhat the tablet calls the money races take and pay, the way Boosting shows XNT. Put $ to show dollars.
Race HUDEach race's ownHow much a racer sees on screen while racing. Minimal leaves it to the checkpoint board, Simple adds one slim strip, Advanced adds place, timing and standings. Leave it to each race and the host picks.
Solo RunsOnLet a racer start a grid alone to run a track against the clock. A solo run pays nothing and moves no rating.
Start Area45 mHow close to the start line a racer has to drive to count as there. Once everyone is, the cars are lined up on the grid for them.
Time To Reach The Start5 minHow long racers get to reach the start after the host starts the race. Whoever is missing then is dropped and refunded. The ones who made it are asked whether to go ahead when too many are missing, and a racer left alone is offered a solo run.
Ask When Missing70%When this share of the grid never reaches the start, the racers who did get a popup: race with who's here or leave with their entry back, each seeing the others' answers. Fewer than the race asked for are always asked. 0 races on with whoever made it.
Time To Answer20 sHow long the racers at the start get to answer. Once everyone still there is ready the lights go after 5 seconds; whoever hasn't answered by the end sits it out with their entry back. A solo run nobody takes is called off and refunded.
Time To Reach A Time Trial10 minHow long a racer gets to drive to a time trial's start from the tablet. Not there by then, the time trial ends and they can start it again.
Repair Cars On The GridOnEvery car is repaired and cleaned on the grid before the lights, so everyone starts on a fresh car. Race cars keep every part fitted in the garage.
Fill Tanks On The GridOffAlso fill every tank on the grid. Off: racers start with the fuel they drove there with.
Race Cars From The GarageOnA racer entered in a street race with a race car picks it up at their racing garage and drives it to the start; after the race it goes back to the garage. Off: the race car is built on the grid at the lights. Arena races always build it at the lights.
Drive Race Cars OutOffRacers can drive a race car out of their racing garage (Drive It Out on the mechanic bay) and keep it on the streets. Sat in it, they join a street race with it, no trip back to the garage, and keep it after the race. One out at a time per racer: it goes back on its lift when they walk into their garage, take another one out, leave the server, or it is wrecked or left behind. It can't be sold or listed while it's out. Off: race cars leave the garage only for a race.
Time To Take A Race Car Back5 minA racer who comes off a grid before the lights with their race car out (too late, drove away, the grid called off) is told to drive it back to the racing garage. It goes the moment it is there, or wherever it is once this runs out.
Race Car Recovery Fine25What the arena fines a racer whose race car it has to collect (not taken back in time, or left behind), in Garage Money: Credits unless it is named otherwise. Per Finish pays 20 by default. With Garage Money off it comes from the Entry Fee Account. Nothing when the car is brought back; 0 collects it for free.
Race Car PlateRC######The plate a race car wears on the road. Each run of # is the racer's server ID and each run of * the car's garage number, padded with zeros to the run; anything else is written as it is. Eight characters at most. Match it to your server's plate format if a vehicle script re-plates cars (a six-character plate: RC####). Empty: the garage plate, RC and the car's number.
Out Of The Car20 sHow long a racer can be out of their car before they are out of the race.
Checkpoint Width20 mHow wide a checkpoint is, post to post. A racer has to pass between the posts.
Race KeysX, R, GThe keys a racer holds in a race. Reset, held for a second in a race that allows resets, puts the car back on the last checkpoint passed with ten seconds on the racer's time. Retry, held for a second in a practice run, puts them back on the start with the clock at zero. Leave, held for a second and a half, takes the racer out of the race they're in at any point: off the grid with their entry back before the lights, a DNF after them, then out of the arena or back to their arcade machine.
Spectator BettingOnLet racers who are not on a grid back someone on it, in the arena or on the street. Bets close at the lights, the winner's backers share the pot in proportion to what they put in, and every bet goes back if the race is called off or nobody finishes.
Largest Bet250The most one spectator can put on one race.
Police AlertsOnWhen a street race leaves the line, a call can go out through the city's dispatch (whatever gg_lib finds installed) with the start as its location. Arena races never send one.
Police Alert Chance40%The chance that a street race leaving the line sends the call.
Police JobspoliceThe jobs the alert goes to, separated by commas.
Monthly SeasonsOnEvery month is a season: a placed finish in a race of two or more scores season points (25, 18, 15, 12, 10, 8, 6, 4, 2, 1). The standings are for bragging rights; nobody is paid when the month turns.

Rewards

Experience, payouts and rating.

SettingDefaultWhat it does
Experience for Level 60470,000The experience a racer needs for the top level, 60. The levels between follow Level Curve.
Level Curve2.2How much longer each level takes than the one before. 1 makes every level the same, 2.2 is Boosting's curve: the first levels come in a race or two and the last ones take an evening each.
Experience Per Race150Experience for finishing a race, before the placing bonus.
Winner's Bonus250Extra experience for first place.
Podium Bonus100Extra experience for second and third.
Minimum Race Time60 sHow long a finish has to take to earn race experience and Credits, so a few seconds of driving is not a race. A quicker finish still takes its share of the pool.
Full Rewards From3How many racers a race needs at the lights for its full experience and Credits. Fewer, and they are halved, so two friends can't farm levels between them.
Starting Rating1,000The rating a racer begins with. Ranked results move it up and down.
House Cut10%Share of the racers' entries kept by the house before the podium is paid. A City Event's own pool and the side wagers are paid in full.
Daily Goal Payout10Paid for each of the day's three goals: a race against other racers, a contract and a time trial. The time trial pays double. Goals pay themselves when done and roll over at the Daily Reset Time in Script Studio's Generic settings.
Daily Goal Grid2How many racers a race needs at the lights to count toward the day's race goal. Raise it on a busy city so two friends can't farm the goals between them. The time trial counts solo runs.
Daily Goal Race Length45 sHow long a finish has to take to count toward the day's goals, so a few seconds of driving is not a race.
Daily Goal Experience300Experience for each of the day's goals.

Crews

Founding a crew and how many it holds.

SettingDefaultWhat it does
Level to Found a Crew15The racing level a racer needs to start a crew of their own. Joining one has no level.
Crew Registration100What it costs to found a crew, taken from the entry fee account.
Crew PicturesOnLet crews show a picture from an image link beside their name. Off, every crew shows its mark.
Crew Size20The most racers one crew can hold, leader included.

Marketplace

The dealer on the garage computer, car crates, parts kits and the racing garage's lifts.

SettingDefaultWhat it does
DealerOnThe dealer on the racing garage computer. Off, racers only get cars from class crates, the auction, pink slips and their starter.
Other Scripts Add Race CarsOnLets other scripts put race cars in a racer's garage or take them out (the AddRaceCar and RemoveRaceCar exports), such as Boosting's race-car contracts. Off refuses them.
Cars on Sale12How many cars the dealer has at once, picked at random from the list below, at least one of every class while there's room. Dealer cars are always stock: no upgrades.
Shortest Stay1 hourThe least time a car stays in the dealer's stock. Each car leaves at a random time between this and Longest Stay, with its countdown on the computer, and a new random car takes its place. Every racer sees the same stock.
Longest Stay4 hoursThe most time a car stays in the dealer's stock. Shorter than Shortest Stay counts as the same.
Grade Step15%How far a car's Grade moves its price: an Entry car costs this much under its class and type, a Top car this much over.
Deal Range10%Each car the dealer stocks is priced up to this much under or over its fair price, most of them close to it: a few are good deals, a few a bit dear. The computer shows which. Zero prices every car at its fair price.
Insta-Sell At15%The share of a car's fair price paid when a racer sells it on the spot: at the garage computer, or as it comes out of a class crate. Keep it low; a racer after more posts the car on the marketplace for other racers to buy.
Racers Sell to RacersOnRacers can post their own cars on the garage computer's marketplace at a price they type, for other racers to buy. A posted car stays on its tray: it can't be raced, moved to the mechanic bay or upgraded until it sells, its owner takes it down or its time runs out. The seller is paid when it sells, online or not.
Lowest Asking Price1The least a racer can ask for a car they post on the marketplace.
Highest Asking Price50,000The most a racer can ask for a car they post on the marketplace. A car is never asked for more than three times its worth either: its fair price and what its parts cost in the upgrade shop.
Sale Cut5%The share of a racer's sale the garage keeps. The seller is paid the asking price less this, rounded down.
Listing Time2 hoursHow long a posted car stays up for sale, with its countdown on the computer. Its price is fixed once it's posted. When the time runs out unsold it comes off sale, back on its tray to drive.
AuctionOnCars with random upgrades fitted, up for bids on the garage computer. Every class takes its turn. A bid is held from the racer's money and handed back the moment they're outbid; the highest bid when the clock runs out wins the car.
Cars at Auction4How many cars are up for bids at once, besides the one on the stand.
Auction Length90 minHow long a car is up for bids before its last minute, as long as no one bids in it.
Last Bid Window1 minA bid with less than this left puts the clock back up to it, again and again, until no one bids.
Opening Bid70%The first bid on a car, as a share of its fair price with its upgrades.
Bid Step5%How much each bid has to beat the last one by, as a share of it (never less than 1).
Most Upgrades8The most performance parts an auction car comes with. Each gets between a third and this many, at random levels; the car on the stand gets this many at the top levels.
On the Stand Every6 hoursHow often a car goes on the stand: a fully built car every racer can inspect at the computer and bid on. Zero puts none up.
On the Stand For1 hourHow long the car on the stand is up for bids before its last minute.
Starter CarblistaGiven free with a racer's racing garage when they buy it. Blank gives none.
Most Cars per Racer18The most race cars one racer can own. A racer also keeps only what the trays on their lifts hold, three a lift and 18 with all six, so above 18 this changes nothing. Buying, crates, the auction, other scripts and pink slips all need a free tray.
Lift Unlock Levels1, 8, 15, 25, 35, 45The racing level a racer needs to buy each of the garage's six lifts at the garage computer, comma separated. Lift 1 comes with the garage; each lift holds three cars. Fewer than six numbers sells fewer lifts.
Lift Prices0, 150, 400, 800, 1500, 2500What each of the six lifts costs to install from the garage computer's Garage page, comma separated, in the same order as the levels. Lift 1 is free. A lift with no price here costs its default.

Black Market

The garage computer's Black Market: class keys and parts kits for XNT, in stock that comes and goes.

SettingDefaultWhat it does
Black MarketOnThe garage computer's Black Market tab, where racers spend XNT on class keys and parts kits. Off, the tab is gone.
Restock Every60 minHow often the stock comes in again, with new prices. Stock is shared by every racer until then.
Delivered To The GarageOnWhat a racer buys is left as a box inside their racing garage by the door, to pick up there. Off, it's theirs the moment it's paid for: gear in their inventory, keys and kits in their racing items.
Soonest Delivery15 sThe shortest wait for a package after it's paid for.
Latest Delivery30 sThe longest wait for a package after it's paid for. Each one comes at a random time between the two.

Garage

What a racing garage costs at its entrance, and the props racers buy at the garage computer to furnish it.

SettingDefaultWhat it does
Garage Price50,000What a racing garage costs at its entrance. A racer needs one to go in and to take contracts; their starter car comes with it. 0 gives it away.
Garage Paid WithBankWhere the garage's price comes from: the framework's bank or cash, or the racer's XNT.
Garage MoneyOn, CreditsA currency of its own for the garage computer, the only money it shows: the dealer's cars, racers' cars for sale, the bay shop's upgrades, Customize props and Workshop lifts cost it, at the prices they already have, and Insta-Sell pays it. Racers earn it by racing: the Per Finish amount for every race finished against other racers (practice runs and arcade lobbies pay none), the extra for a podium place on top, the Per Contract amount for a contract finish (the extra for 1st, 2nd or 3rd on top for a gold, silver or bronze medal; a rerun pays none), Credits rows in cases (Case Rewards), and the Per Level Up bonus at every new racing level. Entry fees, contract pay and XNT in cases keep using the Entry Fee Account. Off, the garage computer charges the Entry Fee Account instead.
Customize ShopOnRacers buy props for their racing garage at the garage computer. Off stops new purchases; what racers already own stays placed.

Contracts

The contract board on the tablet's Contracts tab: the one live list every racer shares, its places and its crates.

SettingDefaultWhat it does
Contract BoardOnThe contract board on the racing tablet's Contracts tab. Off hides every contract.
Open Board Turns Every5 minOpen contracts change on these steps. Every racer sees the same ones.
Contracts at Least25How many contracts the one shared list always holds, however quiet the city is. Every racer sees the same ones.
Open to Everyone5How many of the least are always contracts any racer can start: racing level 1, in a car waiting at a lot. The plainest work on the list.
Open Contract Lasts At Least10 minEach open contract stays up for a whole number of board turns between these two, then pays its podium.
Open Contract Lasts At Most30 minThe longest an open contract stays up. Each one picks a whole number of board turns between the shortest and this.
Podium Bonus50, 30, 15When an open contract ends, its three best racers get these percentages of its top pay, comma separated, even when offline. First also gets a gold case of the contract's class. A place pays only a racer who beat someone: first needs two racers on the board, second three, third four.
Medals From Real RunsOnOnce enough racers have finished a contract, its medals follow how they really drive it: gold where the fastest quarter finish (the most a quarter reach on Rush and Speed Traps), silver and bronze keeping their gaps to it, and a Handoff's deadline what most make in time. A route goes by its own runs after 8 from 3 racers, until then by its kind's. Medals never get more than 30% harder or 15% easier than the times set below. Runs from the last 30 days count, a racer's newest 3 each. A contract already on the board keeps its medals. Off: the times set below, always.
Parts Kits by Medal0, 0, 1A Parts Kits prize: how many kits bronze, silver and gold win, comma separated. The kit is the contract class's own, for a car of that class: street at class C, sport at B and A, race at S1 and S2, elite at X. Zero, that medal wins its case instead.
Credits by Medal15, 20, 30A Credits prize: what bronze, silver and gold win at class C, comma separated, grown for higher classes by Credits by Class. Paid while Garage Money is on; off, the medal wins its case instead.
Medal Case GoesHanded over where the car goes backHow a medal's case reaches the racer. Handed over: it's in their pockets at the finish, and where the car goes back to the man it was picked up from (a Cannonball's, a Checkpoint Rush's, Speed Traps') he hands it to them as he takes the keys; on every other contract it's simply theirs. Pockets: in their pockets at the finish, nothing handed over. Garage: a package by the racing garage's door a little later, like a Black Market buy (in their pockets while Black Market delivery is off). Full pockets put it on the garage shelf.
Police on ContractsOnContracts bring the police by their class (Police by Class): called in when the clock starts, spotted on the way, flagged by a speed camera, or followed by a GPS tracker on the car. Off, no contract ever alerts the police.
Police JobspoliceThe jobs a contract's alerts and tracker pings go to, separated by commas. Only players on duty see a tracker.
Participation Case Holds1How many rewards a participation case (a finish without a medal) holds, up to five.
Bronze Case Holds3How many rewards a bronze case holds, up to five.
Silver Case Holds4How many rewards a silver case holds, up to five.
Gold Case Holds5How many rewards a gold case holds, up to five.
Case Size by Class1, 1.6, 2.4, 3.4, 4.6, 6How much bigger a case's XNT and experience are by its class, class C to X, comma separated: the class of the contract that earned it, or for a race the class it was run in (D counts as C). 1 is the amounts in Case Rewards. Cash and Credits have their own sizes below; car keys and parts kits follow the class instead.
Case Cash by Class1, 1.15, 1.3, 1.5, 1.7, 2How much bigger a case's cash is by its class, class C to X, comma separated. 1 is the amounts in Case Rewards.
Credits by Class1, 1.3, 1.9, 2.5, 3.2, 4How much bigger the Credits are by class, class C to X, comma separated: a case's Credits, a Handoff's Credits prize and the Credits for finishing a contract. 1 is class C's amounts.

Arcade

Racing machines players set down from an item, and the arena races their lobbies run.

SettingDefaultWhat it does
Arcade MachinesOnWhether the arcade machine item can be set down and its machines played. Machines already set down stay in place while this is off, but nobody can sit at them.
Machine Itemgg_racing_arcadeThe inventory item a player uses to set a machine down, and gets back when they pick it up.
Machines Each4How many machines one player can have set down at once. Admins are not limited.
Lobby Size8The most racers one arcade lobby takes, from any number of machines. Never more than the course's grid or the Largest Grid under Races.
Most Laps5The most laps a lobby's leader can set.
Cash WagersOnWhether a lobby's leader can set a cash wager. Every racer has to cover it to ready up; it is taken as the race starts, from their cash first and the bank only for the rest, and the winner gets it all in cash. It goes back if the race never runs or nobody finishes.
Largest Wager10,000The most cash a lobby's leader can set as the wager. The leader picks from set amounts up to this.
Cars on OfferEvery car on the serverEvery car on the server, rated and classed by the server's own car list, or only the cars listed below.
MotorcyclesOnWhether motorcycles are on offer with the cars.

Arena

The map racers see on an arena course, and the arena's door, the racing garage's one way in and out: where race cars come out, where the marshal stands and the cars left in front of it.

SettingDefaultWhat it does
Arena Map PositionLeftDrag the 3D course map where racers see it. It stays on screen at any resolution and grows from that corner when Z pulls it back.
Race MarshalSet in gameWhere the race marshal stands. Players talk to him to see every race in the arena and watch the ones under way, or to open their tracks. Racers join races from their racing tablet, never from him.
Garage Walk-In DoorSet in gameThe racing garage's walk-in door beside the arena door: stand in front of the door, facing it. Players go in on foot or buy their garage there, and everyone leaving the garage on foot comes out there. Race cars still leave through the arena door.
Clear Cars Left At The DoorOnCars left empty in front of the arena door or in its bay are cleared once nobody has moved them for a while: a car nobody owns is removed, a player's own car is moved to the parking row. Off: cars stay wherever they were left.
Clear After3 minHow long a car has to stand empty and unmoved at the door before it is cleared.

Advanced

Switches that change how racing behaves under the hood rather than how it plays.

SettingDefaultWhat it does
Interface Text Color#e5e5e5The light end of the tablet's palette. Every text and border shade is mixed between this and the background.
Interface Background Color#101010The dark end of the tablet's palette.
Host Cooldown1 minWait before the same racer can open another grid.
Lobby Lifetime15 minHow long an open grid waits for racers before it is taken down and any entry fees are refunded.
Open Grids Per Racer1How many grids one racer can have open at once.
Invite Lifetime5 minHow long an invite to a grid stands before it runs out.
Rematch Window10 minHow long after a race settles its host can run it again with the same grid invited back.
City Event Opens Early10 minHow many minutes before its start a scheduled grid opens for racers to join.
City Event Laps2Laps when the scheduled grid lands on a circuit.
City Event Counts For RatingOffRun the scheduled grid ranked when its class is fixed. Open-class grids never rate.
Event Rewards From3How many racers an event needs at the lights before the server's pool and the cases pay. Fewer, and it is raced for the entries alone.
Longest Race30 minA race still running after this long is ended, and whoever has not finished is out.
Fastest Believable Speed95 m/sA checkpoint reached faster than a car at this speed could have driven the leg is refused. Raise it for servers with very fast handling.
Checkpoint Position Slack150 mHow far from a checkpoint the server may see a car and still accept its crossing. It covers the delay in a moving car's position reaching the server.
Most Drift Points Per Meter15The most drift points a racer can bank for each meter of route behind them. A drift held at full angle and the top combo scores 10 a meter; the rest covers a wide line. Anything claimed above it is cut back, so circling a car park or stalling on the course never adds up.
Most Drift Points Per Second400The most drift points a racer can bank for each second since the lights, whatever the route. A cap on top of the one per meter.
Bookmaker's Cut5%The share of a settled betting pot that never comes back. Refunds are always whole.
Phased Car Opacity60%How solid other racers look while phasing is on and they are close. 100 leaves them fully solid.
Rating Swing32The most a single ranked result can move a rating.
One More Contract Per0 racersRacers online for each contract added above the least. A contract added goes up when the board turns. Zero keeps the list at the least.
Contracts at Most25The most contracts the list holds, however busy the city is. It only matters when the list grows with the racers online.
XNT Stick Value5What one XNT stick pays when it is plugged in.
Routing BucketsFrom 7300gg_racing's private copies of the world. They start one above Bucket Start: arena race sessions take the first 64, track editors the 32 after them, racing garages the 64 after those and practice runs the 32 after those. Keep the block clear of other scripts' buckets. Practice Runs Alone puts a time trial or drift run on a street track in a copy of its own, the car with it, so nobody gets in the way; Traffic in Practice keeps the city's cars and people in that copy. Track Editor Alone does the same for a builder placing checkpoints.

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