Car race & controls
The car race mode — a fully manual display vehicle with steering, drifting and boosts.
The car race is a second game mode inside the same /race command. Create one with:
/race create <name> car
Each racer is seated on a detailed display vehicle — a multi-part model with spinning wheels that visibly steer. The engine sound revs with speed, tires screech and smoke on hard cornering, and boosts light up flames.
Controls
Fully manual — no auto-drive:
| Key | Action |
|---|---|
| W | Gas / accelerate |
| S | Brake / reverse |
| A / D | Steer left / right |
| SHIFT | Handbrake — long, smoky drifts |
Handling
Car physics are tunable in the car: section of config.yml. Key ideas:
- Grip vs drift — the travel direction chases the nose at
car.grip-degrees; holding SHIFT drops it tocar.drift-grip-degrees, and the big gap is what makes long drifts. - Ice is faster — the
ICEtheme usescar.ice-max-speedand is slippery. - Power-ups act on car physics —
SPEED/DASHboost the vehicle, and aSLOWtrap slows the target’s vehicle. - Car tracks are always flat and hole-free, and a minimum road width (
car.track-width, default 11) is auto-enforced on create/generate.
See the full list in the config.yml reference.
Next: Power-ups.