Cyberpunk 2077 Racing Chat

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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 ?
If you want to create a new track, go ahead. I may also want to run it. You can see here a sample of how I define them.

So, what is the name of the team you want to start? I named mine 'NC Apex Racers', not tied to Cali, I will drive other cars if that gives me the best performance.

If you want a fast racing track, you can have a look at the NC Ringroad Circuit from the 1st post here.

I wish I had the time and energy to take the responsibility to intro you to modding, but alas I don't. If you can't google up anything, you can join the Cyberpunk 2077 Modding Community on Discord, and perhaps start off in #general-chat or #cet-commands with your background and questions.

 
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NICE !!! I will def check it out when i get some idle time and energy back.
Havnt thought of a name yet. For now will call it "HONDA V-TECH Red Bull Racing" lol
 
Keeping your own energy at a healthy level is the key to sustainable participation, so feel free to take any of the actions when you feel good enough.
About the team name, you aim to use two names of real brands/entities, 'Honda' and 'Red Bull Racing'. There are two probs with it:

1. Legality is questionable, since they didn't give permission to use their brands/names
2. It may break immersion, since neither of the two brands exist in the Cyberpunk 2077 world.

While I can't stop you calling yourself that, I can't put that in my own post as an entity.

About alternative names, since you center the name around the car itself, you could use parts of its full name 'Quadra Turbo-R V-Tech', add some more symbols you find cool. You don't have to come up with the name of team now, let it cook if your idea is still forming.

In the case of my team, it's straightforward: 'NC' is for Night City, and 'Apex Racers' is a form of Apex Predators. It happens to coincide with a racing term 'apex' of a corner, but that is not the intention.
 
I've had a take at the Circuit de Santo Domingo. During practice runs, meaning lap after lap after lap, the best lap was about 6:06. But I couldn't replicate that row of pirouettes later on. So, I present you what I could do, and that is 6:15.022 . That is an average speed of about 183 km/h.

This time, the video doesn't have a goofy set of fails at the end because... there were simply no fails that I recorded. The car didn't take off. It didn't fly over a neighborhood. It didn't trip over a bump and end up upside down on the highway. All were my mistakes, which would be boring to show. I guess all the setup I've done to stabilize the car actually works.

Enjoy!

 
Is the new Modred any good?

Haven't had a chance to race it yet but I like the look more than the Outlaw Weiler
 
No idea what you are talking about, @Iferrebee . Modred is not a car I know of.

Fwiw, this is my current user.ini. Every little bit helps get good runs.

Code:
[Traffic]
StopSpawn = true

[Vehicle]
DisableCollisionDamage = true

[SaveConfig]
AutoSaveEnabled = false

[Crowd]
AppropriateMinDistToPlayer = 10.000000
AppropriateMinLastSeenTime = 10.000000
BaseParkedCarProbability = 0.800000
DespawnLastSeenMinTime = 20.000000
Enabled = false
EnablePedestrians = false
EnableVehicles = false
MinStreamingVelocityNormalizedToBlockSpawn = 10.000000
OnlyCorpoMan = false
PassengerProbabilityModifierOnConsoles = 0.300000
SpawnLimit = 0
UseFrustum = true
ZCutoff = 20
ZCutoffEnabled = true
 
Today I want to revisit the track "City Loop: Dragon on the Tower (underwater tunnel)". My intention is to explain [better] some of its parts, and also to define clearer rules and advice for driving on this track. Any newly defined penalties only apply from this message on. I believe they are not consequential to the drivers' ability to set new records. The original map and the original video guide still apply.

This track's name is based on its looks from the sky. It looks like a dragon standing on a tower. You may as well call it DoT tunnel track, or dot-tunnel track; I guess that last one would be the street name.

Here is the start, in the Charter Street. You may recognize that this is the point where you have a look at
Judy's home
. The front wheel(s) should (both) be between the outer edges of the two off-white lines. Placing the vehicle like that will be done by automation at some point. For now, it's expected to make best effort to have the car start in this area, and to measure the laptime accordingly to your start line. The new Racing Companion mod only cares that the car starts from a starting line and it ticks the lap end when that line is crossed again. Altogether, there is some tolerance to the start line, but don't abuse it beyond one meter before or after. Having the wrong start/finish position means disqualification.

The image shows the two said lines surrounded in green brackets, and shows the direction of the track with the green arrow.

01.jpg


From this point, you will take a few turns into the Kennedy Avenue. Both its lanes are perfectly fine to use.

At the passage from Kennedy Avenue to Drake Avenue, there is a turn that may tempt to cut corners big time, so here is how to handle that area. In short, no corner-cutting. The racing line and direction are showed in green, and the red lines are marking the area that should not be cut into. The reminder is that corner cutting only occurs when all four wheels are outside of the track, where the driver gains an advantage by doing so (even if it is not intended).

The penalty for leaving the track in the areas marked as red here is 10 seconds. Going straight for cutting the corner in the left means disqualification. There must be a demonstrable attempt to drive around this corner's boundaries.

02.jpg


Driving through Drake Avenue should be straightforward. That should take you to the turn to the Farrier street and California Avenue. Careful, don't cut that corner, that would be a 5-second penalty.

You may use both lanes of the California Avenue, but the right one should give you a better lap time. From there, take the entry to the Ringroad. You may use both lanes of the Ringroad, but the right one should give you a better lap time.

From there, take the exit toward the Union Street (one leading to the spaceport). This may appear to be a straightforward part of the track, but there is a catch. The first thing, the green arrows show the way. What is not allowed is to trip over the edge early and land on the Union Street (been there, done that, mostly by mistake). That way, the driver would skip most of the exit path and its hairpin turn, effectively cutting a part of the track. Doing that means disqualification.

03.jpg


From there on, it is a straightforward ride for a while. From the Union Street, take the exit to the Barkley Avenue's upper road. You may use both of its two lanes. The same goes for the tunnel: you may use both of the lanes. This extends to El Camino del Mar (the way of the sea ^^) and the turn to the right, into the Pacific Bulevard, where you may also use both of the lanes.

Next thing up is exiting the Pacific Bulevard, toward Biotechnica Flats. This part is off-tarmac, so you can take any path from the corner on the exit to the entry to the Biotechnica's area. Please, don't cut the corner in the image. The action of doing so within two meters of its exit carrier a 5-second penalty. Anything beyond that is a disqualification (e.g. driving through the construction area, tripping, flying and landing to the Biotechnica Flats entry point. That would be a disqualification.

04.jpg


The corridor in the Biotechnica Flats is straightforward. It is an area where you may experiment with launching the car so it 'flies' over a part of the track (no flying, just common driving mechanics is allowed).

On the turn, you may leave the track into the runoff area beyond the corner line (marked with green line with arrows added), but don't cut the corner as marked with the red lines, also by the means of flying over it.

05.jpg


Corners in this area are very pointy, and 90 degrees. There is also lots of soil, but the track line is visible here. One thin inner line and one thicker outer line. The outer line is the track limit, marked with the red arrows here.

06.jpg


Now, this is an important part. It consists of a high-speed straight that ends with a narrow 90-degrees corner.

If you look at it in this image below, it is nothing special. There is a slight turn to the left, followed by a 90-degrees turn to the right, which swings soon into a wider left turn. This is way easier than the turns 8-11 at the Baku City Circuit. However, the fact that the car again goes off the tarmac may make this part look less obvious and more complex than it is.

I've highlighted in the image:
  • The racing line and direction in green
  • The explicitly allowed runoff areas, marked with green lines with arrows attached, to show direction in which the runoff area spreads
  • Corners in red, which must not be cut (slamming the vehicle into the barrier from the straight does not carry a penalty on its own also if it crosses the red line)
Cutting the corner in the bottom of the image carries (as of this message) a 10-second penalty, as long as there was a demonstrable attempt to drive around its boundaries. If the driver cuts this corner without a demonstrable attempt to make the 90-degrees turn (as showed with the racing line), that is a disqualification.

Also, making the car trip and fly over the barrier (yes, that is possible) means disqualification.

In the past, there was the idea that the driver has to slam the car into the barrier and then slowly take this succession of turns. That is not necessary to remain competitive, and I encourage everyone to drive without hitting any obstacle, let alone slam the car into the barrier at 300+ km/h. For one, it is possible to break records while driving nicely. Two, it is satisfying. Three, it looks pretty in videos. I've noticed drop-out points in video views after a slightest scratch on the car. Let alone such a thing like slamming the car into a barrier at 300+ km/h, and continuing to drive.

07.jpg


Then comes another interesting part. The exit from Biotechnica lands to the New Pacific Highway.

You may take a variety of paths at this exit to the New Pacific Highway, but it's important to:
  • Take the right side of the New Pacific Highway. If you enter the left side, beyond the fancy markings on the right side of the image, that is a reason for disqualification.
  • Not cut the left side of the road while exiting (marked with a red line in the image below; it's on the right side of the road in the image). The road line may not be as clear here, but if you are a meter into the sand (or half of your vehicle's width, whichever is smaller), you are cutting it. Depending on how large the cut was, it may lead to a penalty from 5 seconds to disqualification. For example, having a slight corner cut at the exit is a 5-seconds penalty, but leaving the track as soon as the exit from Biotechnica premises and cutting over the land straight into the New Pacific Highway is a reason for disqualification.
You may use the runoff area, marked with the green line and an attached arrow. The shorter racing line should be one that is more to the right in the image.

Driving down the New Pacific Highway in its left lane at any time means a disqualification, with one exception. See the image after.

08.jpg


Down the New Pacific Highway, there is a prominent part of the road that launches the back of the car up into the air. When that happens, every driver who lands their car well deserves kudos. If the car happens to be launched into the left lane of the New Pacific Highway, an exemption from disqualification is granted. Only, and only if the car was launched in that direction in that specific spot, the driver can utilize the runoff area in the left lane of the New Pacific Highway, as showed in the image below.

The two red arrows show the line where the car is launched. The curved green line with arrows attached marks the penalty-free runoff area. Running off to the right side is also penalty-free.

The green arrow shows the direction of the track.

09.jpg


Last image for this post. There is a tricky change in the road width right before the finish line, pointed to with the red arrow. You may touch the streetlight's body with the side of the car, but if you run through it, that is a 5-second penalty.

10.jpg
 
I've been practicing the City Loop: Dragon on the Tower (the barricade). Three laps today. Many mistakes in that one, yet time under 6:05. It's not long before I have laps under 6:00.

Screenshot 2025-08-22 18-38-24.jpg
 
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Hey y'all. It's been a while, but the cooler months are coming back again, and so am I to the track.

So far we have seen a lot of starting laps on circuit paths, but what about flying laps, something someone would do in race qualifying? Let's visit the ringroad track again to see how that one does. Well, 1:55.958 give or take. There is no genre for it (yet), so I will just leave it here as it is.

As far as car tuning goes, it looks like I'm now with some experimental changes that don't do too well, so there is work to be done in that department, too. I will be on it.

 
Well, well, well. I am not quite there yet with the City Loop: Dragon on the Tower (the barricade), but I've sure broken the 6:00 barrier.

Here is a practice lap that yielded 5:49.338. I am not entirely happy with it, due to the incidents in Pacific Boulevard, the narrow passage on the Biotechnica grounds, and the roundabout. So, there is still performance to be gained. At least 10 seconds.

Enjoy!

 
It's time for a new track.

Westbrook Circuit A, featuring Japantown and Charter Hill.
The track has many tight corners and turns, and has a length of 4336 meters. It can also be driven in reverse layout, with relocated starting point.

Demo:

Map:
Westbrook-circuit-A.jpg


Start/finish line:
Put your wheels on the drain grid at the exit from the roundabout.

Screenshot 2026-07-12 15-02-05.jpg


The flow:
  • Proceed down Skyline North street
  • Turn into Crescent street, to pass under a large Tyger Claws sign.
  • Make the first turn left, into Broad street, pass the Willow street and turn left into Grant Avenue
  • Drive for a while, until turning right into Lele street. There will be a 90-degrees turn to the left in the street
  • Take the first right into Pardey street. and first right into Longshore South street.
  • Take the straight through Longshore South street into the climb of Poplar street.
  • Take the left into Pondsmith street and turn right into Monroe street,
  • Follow Monroe street until Sagan Avenue and enter it, turning to the right.
  • After two climbs, take the left into Channel street.
  • Follow Channel street until next sharp turn into Skyline North street.
  • Enter the roundabout (pass it best on its right) and cross the start/finish line.
Details:
  • This track is in a vertical part of the city. The map alone isn't enough to find it. The video should help a lot.
  • In Grant Avenue and Longshore South street, you can drive on any side of the median strip or over it.
  • Track limits are the curbs. Don't go with all four wheels off the track as that will disqualify the lap. It's best to unambiguously keep the car on the track. If it can't be reasonably proven that the car is on track for the whole run, the car will be considered to be off track.
Reverse layout starting point:
Similarly, put your wheels on the drain grid at the exit from the roundabout.

Screenshot 2026-07-12 15-55-03.jpg
 
Here is my run of the track, starting lap got 1:39.896.

I was aiming for under 1:40 when I planned this track, and that's what I got.


Enjoy!
 
It is time for a new track. This is Westbrook Circuit B. It features all three of its areas: Charter Hill, North Oak and Japantown.
Its length is 7417 meters and elevation difference between the lowest and the highest point is 223 meters.

Demo:

Map:
westbrook-circuit-b.jpg


Start/finish line (direct layout):


Place the front wheel(s) at this yellow strip. Where your wheels are is the start/finish line.

direct start.jpg


Start/finish line (reverse layout):

Place the front wheel(s) at this advertisement strip. Where your wheels are is the start/finish line.

reverse start.jpg


The flow (direct layout):

  • Start in Grant Avenue, turning left into Acorn Street.
  • Going up the Acorn Street, pass the cemetery and turn right into Lilac Street.
  • Lilac street is a long, curvy one, with two tunnels to pass. At the exit from the second tunnel, turn 90 degrees right into Hudson street.
  • Follow the Hudson street until a sharp right turn into Skyline North street.
  • Take right turn into Raymond street, and follow it into Holly street.
  • Take first exit to the right into Longshore South street. This is the longest connected straight of the track.
  • Take turn into the Grant Avenue and reach the finish line.
Details:
  • Many places may be tempting to cut corners, such as the exit from Holly street into Longshore South street. Don't do that, as it will disqualify the lap. Stay within the track limits.
  • It is fine to drive on either side of the median strips, or over them.
  • Track limits are the curbs. Don't go with all four wheels off the track as that will disqualify the lap. It's best to unambiguously keep the car on the track. If it can't be reasonably proven that the car is on track for the whole run, the car will be considered to be off track.
  • The car must be on the ground as it crosses the finish line.
 
It is time to showcase a new track. Behold

Nomadic Cross

Nomadic Cross is a 7,800 meters long track that is placed in the prologue area for a nomad's life path, and features the two crossed roads in the area. This is a very technical track with a few quirks.

The track is split in four zones Northeast, Northwest, Southwest and Southeast. There are specific thresholds and instructions for most of these zones, that a completed lap must comply with in order to count. Below text covers those details. The most important is the concept of a threshold. It is the line that must be touched by your front tires in order for the lap to count.

It has both direct and reverse layouts. Descriptions below focus on the direct layout. The reverse layout is the same but backwards. No deviations.

Track showcase:

Map:
00_nomadic_cross.jpg


Start/finish line (direct layout):
Line up the front-most point of your vehicle with the last barrier on the right side. The alignment line is depicted in red. There is no need for high precision if you have a good reference, such as NC Racing Companion, which takes note of your starting position and clicks the clock when you complete the lap.

01_nomadic_cross_start_direct.jpg


Start/finish line (reverse layout):

Similarly, the last barrier on the left defines the start of the line.

09_nomadic_cross_start_reverse.jpg


Northwest
Beware on this road. There are a few practically invisible stones right after the town which can send your car flying. With practice, you will build up either techniques to recover or to avoid them.

Threshold line for this zone is defined by this last streetlight before the barrier. Make a U-turn there.

02_nomadic_cross_nw.jpg


Threshold line for the tower is past the last streetlight on the climb. Make a U-turn after touching it with the front wheels.

03_nomadic_cross_threshold_tower.jpg


Threshold for the water tower is defined with the fence. If you completed the climb, you've passed it.

04_nomadic_cross_threshold_water.jpg


Southwest
Touch this line with your front wheels, and you're free to make the U-turn back.

05_nomadic_cross_sw.jpg


Southeast
There are a couple of barricades barring a segment of the road ahead which is particularly more damaged than the rest of it.
You are allowed to go off the road after the last streetlight before the barriers, and the first streetlight after the barriers. You will recognize the former easily by how it is extra tilted inward, into the track.

Your car must be on the road for the two thresholds.

Illustrated below:

06_nomadic_cross_thresholds_se_branch.jpg


Land surrounding this road can be particularly vile on the vehicle. Therefore, the track doesn't require to reach the end. You can make U-turn when passing the last streetlight.

07_nomadic_cross_se.jpg


Northeast
Turning here is straightforward. Don't enter the border patrol, turn around.

08_nomadic_cross_ne.jpg


Details:
  • If there is a median strip, such as on the NE-SW line, stick to your side of the road for a valid lap.
  • Strive to stay within track limits with at least one wheel at all times.
    • A lap is not invalidated on this track if you run off the track, unless you gain an advantage by doing so.
    • Especially U-turns can require extra land. Take it.
 
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I keep them coming. It's time for a new track

Nomadic Kart A

Nomadic Kart A is a karting-style track with lots of turns and very short straights. Total length: 1542 meters. This track is the most technical track so far. And a total gem for this type of racing.

To break down the map and provide a precise guide, there are 20 zones with marked threshold and guides, and each has its explanations in the images and text below.

This track has a detailed description of how to stay on the track that is adapted to its technical nature. The elements used consist of:
  • Threshold lines which cross the road.
  • Curb lines with similar function, but to mark the edge of the road.
Both said elements mark areas where you should "keep your vehicle on the road", "respect threshold lines" or "respect curb lines". In practice, this means that at least some wheels of the vehicle must provably be on [a permissible area of] the asphalt or above it.

In you don't follow any of the instructions, the lap is disqualified/removed.

Further, clarification of "to your left" and 'to your right". This applies to direction in which you (and the vehicle) are moving, so, if you are driving in reverse or sideways/drifting, these may not be your actual left or right, but are relative to the direction in which you are moving. This way of determining left and right also applies when assessing if you are on the left or right side of the strip median.

Track showcase:

Map:
00_nomadic_kart_a.jpg


Start/finish lines:
Start and finish lines overlap, and are the same for both direct and reverse start. The only difference is in what direction one should be driving.
The line is marked by the tree, as shown in the image.

00_startpoints.jpg


Thresholds and guides:

1. Start from the starting line, and pass between the van (keep it on your right) and the ad pillar (keep it on your left). Do not touch the van or the pillar.

2. Pass the marked tree by keeping it on your left side. Do not touch the tree.

012.jpg


3. In zone 3:
- You have some runoff space, but be careful because there is an actual sunken ground which limits it.
- Respect the two threshold lines marked with 3.

4. Respect the marked curb line 4.

5. Pass the tree marked with 5 by keeping it on your left. Do not touch the tree.

6. Pass to the right of the barrel marked with 6. I.e., keep it on your left. Do not touch the barrel.

7. keep it on the road in the area of red threshold lines. Also respect the curb marked in red.


34567.jpg


7. Continuing the zone 7, pass the three blue containers whilst keeping them on your left. There is some runoff space in the straight.

8. Pass between the tree (keeping it on your left) and the streetlight (keeping it on your right). Do not touch them.

9. Keep the streetlight on your right and respect the marked red line as a crub. Further, pass the barrels by keeping them on your right. Don't touch the streetlight, the barrels, or any of the barrieres, and respect the curb line.

789.jpg


10. Proceed down the main avenue on the RIGHT side of the strip median (direction toward the border control), and turn right at the concrete barriers. Do not touch the barriers or the railing of the median strip. Do not wander at any time in the LEFT side of the median strip.

11, 12. Here you can drive freely. It is only important that you pass the streetlight and the tree/containers while keeping them on your left. Do not touch the streetlight, the tree or the containers.

13. Here you have some runoff space, but be careful to come back on the road by the threshold line.

a10-11-12-13.jpg


13. Also respect this send threshold line. Proceed down the parking lot by sticking to its right side and stay on the asphalt here.

14. Make left turn by keeping the car, the van and the streetlight on your left (as illustrated). Do not touch any of those objects.

15. Make sure to keep it on the road for the threshold line, and take the turn right around the barrels (also marked with 15). Keep them to your right. Do not touch the barrels. Do not hit any of the barriers and do not cross to the LEFT side of the median strip. Stay on its RIGHT side.

b13-14-15.jpg


16. Take the turn before the border patrol mark as shown in the image. You may overrun this as much as needed, but don't touch the railing or the streetlight.

17. Keep the vehicle group on your right and the barrier on your left. Don't touch them. Respect all three threshold lines (keep it on the road).

c16-17.jpg


17. Proceed further down the straight. You may use the runoff area. Respect the next threshold.

18, 19. Respect the curbs marked with 18 and 19.

20. Keep the ad sign and the tree on your right side as you turn into the final straight. Do not touch them or any of the barriers. Reach the finish line.

d17-18-19-20.jpg


Have fun!
 
Nomadic Kart A is the first track for which I had to tune my car. I scaled its top speed down to ~148 km/h, and it became much easier to manage on short and tight road segments.

The starting lap is far from being 0:59, but I can come back with 1:04.389.


A flying lap was a bit faster, 1:02.956. There can't be so much difference due to the initial start, so there is time to be found for the starting lap yet. But with this setup, I doubt I can hit a 0:59.

 
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