Grip, brake force and the ideal lap don't depend on the mode, so the braking points you learn always hold. The mode only changes what happens when you go past the limit. More modes will return later; for now every lap is driven in Arcade.
These two start from your realism mode. Change one and it stays that way until you pick a mode again.
Brakes into every corner for you, so all you do is steer. Laps driven with it keep their own records and stay off the leaderboard.
TyresTyres make grip change through the lap, so the ideal lap becomes an approximation rather than a fixed target.
GhostThe reference ghost drives the solver's own line. A rival ghost is a real lap from the player just ahead of you โ needs a leaderboard.
Track-up keeps the circuit still, so a braking point is always in the same spot on screen — easier to learn a lap. Kart-up turns the world so the kart always points up — easier to read where you are heading. Reduced motion forces Track-up.
This is the name other players see next to your lap on today's leaderboard.
Finish a lap and it will show up here.
Drop in on the approach at the speed the ideal lap arrives with, and rehearse the braking point. Practice runs are not timed and never touch your best.
Three circuits back to back โ today and the two days before it, on a wider track with a grid of AI racers. Finish position earns championship points; retry a stage as much as you like before moving on.
FormatBefore every circuit you run an F1-style knockout: Q1, then Q2, then Q3. The slowest drivers drop out after Q1 and Q2; the rest fight for pole in Q3. A limited number of flying laps per segment, best one counts. Knocked out early? You still start the race from that slot.
Tyre model was on, so the ideal lap is an approximation this run.
R go again ยท Esc menu
Esc leave qualifying
R retry ยท Esc back