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Glossary and FAQ

Racing talk in plain words. Terms are listed alphabetically, followed by a few common questions.

Apex
The point on the inside of a corner where the car is closest to the edge of the track. Hitting it sets up a fast exit.
Braking point
The place on the track where you start to brake for a corner.
Counter-steer
Steering opposite to the corner direction to catch a slide.
Downforce
Aerodynamic force pushing the car toward the road, increasing grip at speed.
Drafting or slipstreaming
Following close behind another car to reduce air resistance and gain speed.
Drift
A controlled slide through a corner, with the rear of the car out of line with its direction of travel.
Ghost
A see-through recording of a previous run that you race against.
Lap time
The time it takes to complete one lap.
Oversteer
When the rear of the car slides wider than the front. The car turns more than you asked.
Pace notes
Directions read out by a co-driver in rally, describing the road ahead.
Racing line
The path through a corner or circuit that allows the highest speed.
Rubber-banding
A design where computer-controlled cars speed up when they fall behind and slow down when they get ahead, to keep a race close.
Slipstream
See drafting.
Split time
A time taken at set points on the track so you can compare parts of a lap.
Time attack
A format where you race the clock instead of other cars.
Understeer
When the front tyres lose grip and the car goes wider than the steering input. Slow down and ease the steering.
Weight transfer
The shift of the car's weight forwards, backwards or sideways under braking, acceleration and steering.

Frequently asked questions

What is the difference between arcade and simulation racing?

Arcade games make cars forgiving and fast to drive. Simulations copy real car behaviour more closely, so braking, tyre grip and weight all matter. Many games sit between the two.

Do I need a steering wheel?

No. A gamepad works for many games. A wheel adds feel and precision, mainly for simulation-style games.

What does Early Access mean?

The game is on sale while still being developed, so features and content can change before the full release.

Why do computer-controlled cars sometimes catch up unfairly?

Some games use rubber-banding to keep races close. Others rely on fixed car performance, so a gap you build stays.

How do I get faster?

Pick one car and one track, learn the braking points, then the racing line, and aim for consistency before speed. The getting started guide goes through this step by step.