Cyberpunk 2077 Racing Chat

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I've been racing a lot in this thread. Time I showed how I size up against the city traffic and maxed out pedestrians.
In these series, I visit prominent places from the Cyberpunk 2077 story, and reminiscence what happened there. Enjoy!

 
New circuit.

Today I present you Watson Circuit A, a 13.3 km track contained within Watson, and intended to showcase various parts and aspects of the NC district.

It should be one of the fast runs, the demo (which is in principle driven at 100 - 200 km/h) took some six minutes.

Demo video:

Map
Watson Circuit A.jpg


Start line, it follows the line of the pedestrian crosswalk.
Watson Circuit A Start.jpg


One peculiar thing is that, while running over people is still an unwanted sight in videos, and in general still means disqualification of the run, it will be tolerated along the docks for the groups that stand on the road.

As with most of other runs, you can use both sides of a street, e.g. the oncoming traffic lanes on the last stretch, to avoid dealing with two yellow barricades.
 
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Here was info the new Watson Circuit B.
This circuit was replaced by Watson Circuit B, rev. 2. I keep the demo video available to show what the track was:

 
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I have to take step back on that one. I made a revision 2 of the Watson Circuit B, which gives the full straight toward the die-die-die corner, and therefore makes it easier to have a higher speed. I had to do it. Better now while no one has times than later.

By the way, I had a time at the now inactive Watson Circuit B, that was 2:43.813 or so. Might post it later.

So, let's talk about Watson Circuit B, rev. 2.

Just like its predecessor, this track is among the slowest by the standards set by other tracks, due to the amount of 90-degres, sharp turns, and then also narrow and slippery ways. It is also one of the shortest tracks; It is probably the shortest currently, with its 7.7 km length. Just like the Highway Loop, it is viable for 10-laps runs.

Demo video:

Map:
watson-circuit-b-rev-2.jpg


Start line and direction:
watson.circuit.b.start.direction.jpg


Now also a few tips to what is allowed and what not.

There are a few run-off areas that are fine to wander into, also intentionally.

The die-die-die corner can be cut in any way that doesn't get the car onto the platform.

Screenshot 2025-01-27 06-17-05.jpg


Also, the racing line showed here in red is completely fine. Both of those are to increase the speed on this otherwise very slow track.

Screenshot 2025-01-27 06-17-59.jpg


Now the limitations. The curbs around and at the roundabout are no-touch limits. Below are the track limits marked in red. The spirit of this limitation is that no one gains an advantage by cutting the roundabout or its surrounding corners even a little. That said, if it was a clear mistake that was quickly corrected at an actual cost in time, the run shan't be disqualified. The goal isn't something like a sick pedantry, but to prevent a fight for advantages on cutting those turns.

So, this strict don't-touch-the-curb zone is from leaving the Kennedy Avenue until entering the Eisenhower street. Outside of this area, the general rules apply.

Screenshot 2025-01-27 06-20-54.jpg


Screenshot 2025-01-27 06-14-54.jpg


Screenshot 2025-01-27 06-21-22.jpg


Screenshot 2025-01-27 06-24-19.jpg
 
And... here are the first two runs of the Watson Circuit B (two-in-one video), the second one being the current best at 2:46.186 . Of course, that can be some five seconds faster. This circuit is slow and slippery so not much space for improvement there, I give it up to 10 seconds headroom in total to go faster. Enjoy!

 
I'd like to see a race mode where upon start, player gains 5 stars! The racing with Claire was a pretty damn good set of missions.
 
I'd like to see a race mode where upon start, player gains 5 stars! The racing with Claire was a pretty damn good set of missions.
Hi. Maybe you can ask the modding community on Discord to make one that sets the five-star wanted rating with NCPD on a keyboard shortcut.

Back to the racing, my next step is to complete the Dogtown Circuit, publish the track, and give it the first run.
 
Here is the Dogtown Circuit.

This is another short and slow circuit, with the length of 4.68 km, much uneven ground and also the need to dodge people on the street.

Decision on how to handle so many pedestrians in the way was going to be controversial either way, so I've run close to 50 laps on this track to get the sense of what happens and what can be done. My decision in defining this track is that any civilian death disqualifies a run, regardless of whether they were on a sidewalk or the street.

The reasoning for this is that
1) It is possible to consistently avoid such incidents,
2) The area that has abundant amount of people on the paths where also vehicles run is a residential area, clearly separate from the rest of the city. People still may be on the street surrounding this area, which is the customary way for the residents to use the street.
3) Quality of the roads in the said area leaves it a gray area what is really road and what is a beaten path.

In any case, that area in Dogtown is special, and therefore this special rule that is more strict than the common rule that allows running over people on the roads. The in-game map itself also suggests what I mean here.

dogtownresidentarea.png


If there is the user.ini option to disable the crowds, that will make this track easier. Share if you know of such a setting.

Here is the demo video:

Map:
dogtowncircuit.jpg


This is the start/finish line and the direction of the track. The line is the symmetry line at the base of the streetlight.

dogtowncircuitstart.jpg


This is a different angle.

dogtowncircuitstart2.jpg


Now, to one tricky part. That 180 degrees turning at the 'Welcome' sign has a line past which both front car's wheels must pass (the rear ones don't have to). That line is determined by the streetlight. So, see the example below. It is how making a turn from right to left look on that part. Turn from left to right is just as fine.

dogtowncircuitturn02.jpg


Here is also an allowed run-off area, marked in green.

dogtowncircuitoverrun.jpg


Also, this last turn can be confusing. So, let's say that it was all fine if you avoid touching that green fencing element. And you have to always enter the right (not the left) side of the street on this part.

dogtowncircuitturn06.jpg


Here it is from a different angle. Don't touch it, and you're good.

dogtowncircuitfencingelement.jpg


Now, a few points of caution. Corner cutting is standard for this league: one wheel on track is good enough to keep penalty consideration out of the way. Though, some corners may be hard to infer/notice, so here are a few images showing corner lines.

cornerline01.jpg


Be very careful about this corner line when entering and leaving this subterranean detour.

dogtowncircuitturn03.jpg


Be mindful of the two corners.

dogtowncircuitturn05.jpg


I think that is it. If we need to make amends, more posts will follow. This post and all its amends shall be linked from the first post in this thread, on its first page. Enjoy!
 
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Back here with the first runs of the Dogtown Circuit. The best time is 2:23.970.

While covering this, I realized that Dogtown streets actually have names. I suspected that was the case (e.g. Kress Street), but couldn't find the signs, until I did. So, this track opens in the Washington street, detours over a construction site, then Kress street, connector, Herbert Hoover street, a bit up the hill via the Thomas Jefferson street, up and down Andrew Jackson street, then along its straight to the spiral and the tunnel, down to the parking lot, circling back to the finish via Harry S. Truman street. I am probably yet to find some more street names.

The video has two runs, followed by five videos of fails that depict the traps on this track, whether it is inconvenient bumps, the car bouncing back due to braking in the wrong location, hidden civilians on the road, or treacherous grip at the end of the fastest straight.

Anyhooo, enjoy! Will be back with more tips for this track.

 
Currently I am preparing to release the Circuit de Santo Domingo.

Meanwhile, I want to add one update about the Dogtown Cricuit.

Like other corners, this corner must not be cut by leaving the track with all four wheels (as is showed in the image), but doing so may seem so convenient that I want to share in this update that doing so means a 5 second penalty, added to the run time.

The corner line is drawn in red, as long as at least one wheel is on the track, it is not considered corner cutting.

photomode_17042025_122039.jpg
 
Currently I am preparing to release the Circuit de Santo Domingo.
I took a detour from this.

That same day, I've started looking into the TweakDB browser part of CET UI, where I noticed the game has so many more car variables than Cyber Vehicle Overhaul uses. And that sucked me into the rabbit hole.

I identified many variables that should make driving easier. Also, in talks with the modding community, I've got the request to share my knowledge on one of their pages, which led to a full rework of the page, and the knowledge will still continue coming in as I discover new things.


What did I change about my Cali so far? Here is an overview.

Downforce parameters
So, finally something that helps with sticking the car to the road? This is under 'gamedataDynamicDownforceHelper_Record', and it looks like it's split to the effect both when the car is in the ground and when it's in the air. It's values seem to indicate the in-engine speed units, which I will continue exploring.

Drifting angles
There are 'gamedataRotationLimiter_Record' items. I am still exploring if this can help with the troubles I've been having when drifting into the corner, to see the car snapping into a spin at a relatively low angle.

Test Run
I've done a test run in 2.x, on the highway. Unfortunately, the speed limiter is still an unsolved problem so the speed is the limiting factor now. Test run was fine, 2:01 something, still not under 2:00, so I will keep pressing. It would be a real breakthrough to get a time under 2:00 in 2.x version of the game. The current 1.63 record is 1:56 something.

Far project: Racing Companion
It has been some time since I launched Travel Companion Distance Meter, to measure track length, which also had other things plugged into it. Since then, the most tedious part of runs was to catch lap times. I've started work on the Racing Companion mod, which should automate that work for circuits. The new mod should have slots for plugins that help with specific tracks, e.g. the Outlands Belt drive validator.

Stay tuned for further upates.
 
Hi, all.

I present you Circuit de Santo Domingo, a 19.1 km long circuit that features both Arroyo and Rancho Coronado, and the highway net in and around them. With its six straights, it is one of the relatively fast tracks.

Demo video:

Map:
Santo Domingo Circuit.png


Starting line, follows the start of this crosswalk. The location is the Electric Corporation, where V goes to take Evelyn from Scavs. See the map and the demo vid.

Start.jpg


General rules apply, and some specific limitations for this track.

For this Highway entry, it is only important to cross the two full red lines (the exit and the entry). How it's driven from one line to another is up to driver to decide. The RIGHT lane of the highway must be taken. If the LEFT lane is taken, that is a 5 second time penalty.

01 highway entry.jpg


The Seqinoa street is used both directions in this street segment (there is the other segment that is only used in one direction -- these rules don't apply there). So, in this street segment, the driver must always drive on the RIGHT side, without crossing to the other one. The full red line is the barrier (going across the half of the street, also marked with board barriers) and the arrows are driving directions.

If this is violated at any time, it's a 5 seconds time penalty.

02 sequinoia street two directions.jpg


When at the border with Red Peaks and climbing onto the overarching bridge and the dam overlooking Rancho Coronado, always take the RIGHT lane, as depicted. If you overrun into the left one, return to the right lane before the second island of streetlights (pass between the first two streetlights). Not doing that is a 5 seconds time penalty. Driving the full length of the bridge on the left side means a 10 seconds time penalty.

03 bridge take right.jpg


When leaving the elevation and returning to the highway, take the LEFT entry, as depicted in the image. Not doing so costs a 5 seconds time penalty.

04 highway entry take left.jpg


When leaving the above-mentioned entry, take the RIGHT highway lane from the start. Not doing so (even partially) costs a 10 second time penalty.

It is important to cross the two full lines, one out and one in, as depicted. The path in between is arbitrary (e.g., its fine to run through the blue barrels if you fancy that).

05 highway take right.jpg


When climbing onto the Ringroad, stay on its right lane group. Their width is marked here with the full red line. Driving on the left side at any time means a disqualification (DSQ).

06 highway stay on the right side.jpg


Finally, when taking the highway exit to get back to the final straight, again it only matters to cross the two full red lines. The path in between is up to you.

07 return take right.jpg


That is it. Have fun! Updates will come in following post. Always check the first post for the list of all info and updates related to this track.
 
Engineering hour.

Since I've been looking into REDEngine's binds via CET/TweakDB, I want to share some key findings. The main takeaway is that the cars can be significantly improved beyond what CVO currently offers.

More stable speed on up- and downhill​

In reference to the speed breaker/limiter, which resets car speed to zero after hitting a certain speed threshold, there is a way to squeeze a little bit of extra performance out of your car. There is a type of record called gamedataUphillDriveHelper_Record, which adjusts the car's speed when driving uphill and downhill. Setting its slopeCompensationFactor to zero negates this effect. For good measure, I also zeroed slopeCompensationMaxAngle. In my case (Caliburn), that looks like

Code:
-- gamedataUphillDriveHelper_Record
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline8.slopeCompensationFactor", 0) -- 0.5
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline8.slopeCompensationMaxAngle", 0) -- 20

That enables to put the car's top speed at 370 km/h instead of the previous 363 km/h while keeping the probability of max-speed stall at very unlikely to happen.

Turning better at high speed​

Next up is the downforce helper. Unlike what I initially thought it does (and it might still be pushing the car down into the road, but far less pronounced than I'd hope for), this helper enables the car to turn well while at high speed. Its minSpeed to maxSpeed is the speed range (in game engine's units) over which the downforce curve will be spread, and maxSpeedFactorGround and maxSpeedFactorAir tells how pronounced the downforce effect will be. I am not sure if maxSpeedFactorAir does the same, but maxSpeedFactorGround is great for gaining car maneuverability at high speeds. For my Cali, that currently looks like

Code:
-- gamedataDynamicDownforceHelper_Record
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline9.maxSpeed", 100) -- 40
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline9.maxSpeedFactorAir", 3) -- 0
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline9.maxSpeedFactorGround", 1) -- 0.4
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline9.minSpeed", 1) -- 10

Fewer car spins on high-speed cornering​

There is one more useful thing under gamedataRotationLimiter_Record. This record seems like it is related to drifting due to many values being named that way. However, at least some of them seem to mean 'spinning' in the place of drifting. Specifically, driftFullAngleBegin seems to determine the angle at which the car will enter a spin, so boosting it indeed has made the car more stable on the road (and I first suffered greatly by making this angle low), and the actual controlled drifting still happens. This setting still won't save the car from the snaps on the road (for the lack of a better name) that still induce car spin if the car happens to be turning when going over them.

Code:
-- gamedataRotationLimiter_Record
TweakDB:SetFlat("Vehicle.v_sport1_rayfield_caliburn_inline4.driftFullAngleBegin", 50) -- 20

Game engine speed units​

There is also a finding about the game engine's internal speed units. They are neither km/h, mph, or any of the units displayed to the player in the non-modded version of the game. Assuming one space unit is one meter, one (1) unit of speed in the engine equals something like 3.865 km/h (2.4 mph). Comparing that against the speed breaker/limiter feature that stops the car to zero speed, it is possible that the game sees car speed in percents 0 - 100, where 0 means that the car stands still, and 100 (or a number close to 100) is the speed at which the speed breaker/limiter kicks in — knowing that this might be '1.0' or '100' somewhere in the code, that makes it significantly harder to locate than I previously thought.
 
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With the new changes, I've succeeded to break the 2-minute barrier on the outer NC ringroad.

The new record in 2.x is 1:58.519 . Of course, I expect that the same stability changes also improve the 1.63 run time, but I haven't yet revisited Cali setup there. Enjoy!

 
Great Question. I dont know. But im a core quadra v tech driver. and I want to improve and further learn how we can extract the most out of this car. To the point, i can beat the Calibrium (impossible as that is)
 
Great Question. I dont know. But im a core quadra v tech driver. and I want to improve and further learn how we can extract the most out of this car. To the point, i can beat the Calibrium (impossible as that is)
Won't tell you what's impossible! You deep-dive into it, and you make it work.

It is still unclear to me whether you are looking to mod the vehicle, or to become better at driving. You will need mods and you will have to mod yourself to get most out of your car, and you'll have to practice and measure the lap/run time.
 
Won't tell you what's impossible! You deep-dive into it, and you make it work.

It is still unclear to me whether you are looking to mod the vehicle, or to become better at driving. You will need mods and you will have to mod yourself to get most out of your car, and you'll have to practice and measure the lap/run time.
Honestly was just looking for Quadra V tech and MIZUTASHI SHION enthusiasts. I dont prefer to mod the car. I like to practise and upskill on the machine in its natural form (flawed as it is. Like the traction sometimes switches off or the tyres just lose grip. And honestly they have reduced the speed a bit)
Speaking of mods. I have been looking into mapping a circuit specifically for the V tech. Almost inspired off an F1 track. Long straights from Santo all the way towards Westbrook's high speed corners. Just trying to map out some small speed corners that if done correctly massively give you good laptimes. But still in the works. I require a sort of tutorial on how does one start modding in cybrerpunk ?
 
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