Vehicles, racing and machinery
Vehicle mechanics connect controls, momentum, routes and machine condition; the chosen simplifications should stay consistent. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.
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Mechanics and variants
1Arcade racingOverview and example ↗Arcade racing makes lines, acceleration timing and positional contests readable through simplified vehicle motion.4
Mechanic variants
- Boost spends reserves for a brief advantage.
- Steering assistance maintains usable racing lines.
- Shortcuts trade risk against route length.
- Catch-up rules change how closely racers compete.
Design example. Boosting before a bend passes a rival but complicates entry into a narrow tunnel. Prototype check: Test understandable speed losses and assistance behavior when surface types change within a bend.
2Driving simulators and car tuningOverview and example ↗Vehicle setup changes track behavior to align handling, component endurance and a selected driving style.4
Mechanic variants
- Gear ratios trade acceleration against top speed.
- Suspension changes responses to uneven ground.
- Brake balance changes entry stability.
- Wear requires revisiting the initial setup.
Design example. Short gearing helps on a climb but limits speed on a long straight. Prototype check: Compare one setup variable at a time on the same section and identify the vehicle model's simplifications.
3Rally, off-road driving and tractionOverview and example ↗Changing grip connects line choices to surface conditions and the next section rather than one constant cornering speed.4
Mechanic variants
- Gravel increases braking uncertainty.
- Ruts guide wheels and restrict line changes.
- Reconnaissance describes a hidden turn.
- Water changes the usable safe pace.
Design example. A driver slows before a crest because notes warn of a gravel turn immediately beyond it. Prototype check: Test surface appearance against actual grip and cue timing before blind sections.
4Drifting, stunts and skid controlOverview and example ↗Controlled skids and stunts turn reduced grip into scored actions with deliberate entry, sustain and recovery phases.4
Mechanic variants
- Drift angle raises reward alongside risk.
- Transitions require smoothly switching sides.
- Landings test orientation and velocity.
- Repeated tricks reduce the value of a safe pattern.
Design example. A player connects two drifts across a straight while preserving speed without wall contact. Prototype check: Test distinction between a controlled drift and ordinary sliding and explain why a chain ends.
5Combat racing and pursuitOverview and example ↗Combat racing adds target and defense choices to speed management, changing the field's order along a route.4
Mechanic variants
- Weapons need suitable range and angles.
- Shields are spent around a visible warning.
- Traps punish predictable racing lines.
- Pursuits assign different fugitive and chaser goals.
Design example. A chaser traps a shortcut and forces the leader to consider a longer bypass. Prototype check: Test counterplay to consecutive attacks so loss of control cannot become an endless chain.
6Motorcycle racing and two-wheel balanceOverview and example ↗Two-wheeled vehicles connect turning and stability to balance, line selection and handling uneven surfaces.4
Mechanic variants
- Leaning establishes entry into a turn.
- Weight shifts change behavior during jumps.
- Braking before obstacles requires preparation.
- Surface contact determines balance recovery.
Design example. A player shifts weight before landing to remain stable for a following short turn. Prototype check: Test visual balance feedback and an alternative scheme for devices without analog triggers.
7Aviation and aerial combatOverview and example ↗Flight connects orientation, speed and energy reserves while aerial combat adds advantageous approach selection.4
Mechanic variants
- Climbing trades speed for position.
- Turning changes heading at an energy cost.
- Interception predicts a meeting point.
- Damage restricts the usable maneuvering envelope.
Design example. An aircraft climbs above an opponent, but an excessive climb leaves insufficient speed for the next maneuver. Prototype check: Test understandable control loss and chosen flight-model simplifications separately from decorative effects.
8Spaceflight and orbital maneuversOverview and example ↗Space maneuvers change trajectories through thrust, requiring planning reserves and later encounters rather than continuously steering at a target.4
Mechanic variants
- Burns change a future trajectory.
- Docking requires matching relative velocity.
- Fuel limits the number of corrections.
- Maneuver nodes preview expected results.
Design example. A craft first matches station velocity and only then closes the remaining distance. Prototype check: Test velocity reference frames and clarify whether the game uses orbital motion or simplified free movement.
9Marine vehicles and submersiblesOverview and example ↗Marine controls connect inertia and environment to routing, while submersibles add depth choice and limited visibility.4
Mechanic variants
- Inertia requires starting braking early.
- Currents change paths relative to the map.
- Draft limits the depth of usable passages.
- Sonar provides incomplete views of hidden obstacles.
Design example. A tug begins turning before entering a narrow channel to account for a cross-current. Prototype check: Test the distinction between water-relative and shore-relative speed when both affect game rules.
10Rail, freight and passenger transport simulatorsOverview and example ↗Transport operations align timetables, capacity and stops with route constraints and passenger or cargo needs.4
Mechanic variants
- Stops require reaching a boarding zone.
- Cargo mass changes acceleration and braking.
- Timetables connect trips to transfers.
- Maintenance interrupts vehicle availability.
Design example. A heavy train brakes earlier to stop at a short platform and preserve a transfer connection. Prototype check: Test loading, door access and timetable updates after a delay at one intermediate stop.
Sources and examples
Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.
- Godot: Physics introduction
Documentation of physics bodies, collisions and materials. Software-model context, not evidence of real sport or vehicle accuracy.
- OpenTTD: About
Primary transport-game project: routes, orders, infrastructure and transport operations. Not a source for an orbital or aerodynamic model.
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