A long straight, a tight corner and a quick change of direction ask different things of a car. We wanted those differences to matter more in IdleRevs. The new racing system gives the road a bigger role in every lap and gives you more reasons to get to know the cars in your garage.
Your car now has three main stats: acceleration, top speed and grip. Acceleration helps it build speed, top speed sets the maximum it can reach with enough road, and grip helps it carry speed through corners. Launches depend on acceleration and grip together. Smaller upgrade gains are kept with finer decimal precision, so they no longer disappear into rounded whole numbers.
Those stats work together over the course of the track. A straight after a tight corner rewards a car that can get moving again quickly. A long highway stretch gives a speed-focused car more room to build speed. A sequence of bends puts more pressure on grip and how smoothly the car changes direction. The speed carried out of one section affects what happens in the next.
That also means a high top-speed stat isn't a promise that the car will reach it on every track. It needs enough road to build speed, and acceleration eases as speed rises. Corners can interrupt that climb. The peak speed in your run log is the fastest speed reached during that lap, which may be well below the car's top speed.
The driver handles slowing down and accelerating through the road ahead. Your job is to choose the car, fit its upgrades and prepare its tuning. Normal tracks now show their sections, lengths and turns, giving you a clearer picture of what you're asking the car to do before you send it out.
Tuning is about finding a little more from the car you have. Power delivery shifts its pull toward lower or higher speeds. Gear setup trades some acceleration for top speed, or the other way around. Suspension setup balances corner grip and agility when changing direction. A few adjustments can help a car suit the road, but they won't turn every car into a specialist for every track. There are good reasons to leave a slider somewhere between its two ends.
If you're trying a new setup, change one thing at a time and give it a few runs. Ordinary variation means two laps with the same setup can have slightly different times and peak speeds. One unusually quick lap doesn't tell the whole story. Look for a setup that tends to work well, and use the driver feedback as another piece of evidence. Some reports highlight a place where the car struggled; others won't offer a useful clue. The driver won't hand you the ideal slider settings.
Choosing the right car matters for progression too. Driver levels unlock tracks, but they no longer give every car a general speed boost. Normal-track part drops require matching or beating the track's reference time. Build components can drop before you own the car. Upgrade parts only drop for cars you already own, and you can earn them while driving any qualifying car. Akira remains useful on early tracks, while better cars and complementary specialists give you more farming options as you progress. A difficult car-and-track pairing can stay difficult even after tuning, and that's a reason to try another car rather than keep forcing the same setup.
Weekly events give you another way to explore these differences. Everyone faces the same mystery track, with scouting clues and run feedback to help you understand it. You can try different cars during scouting, then compete in separate class standings. Learning the road and finding a useful setup are part of the week.
Your garage and progress carry over. Cash, cars, part quantities and rarities, mastery and driver levels aren't being wiped. Older upgrades move to the same strength scale as new drops. Learning mastery through racing stays at the same pace, while its benefits grow along curves with smaller gains at higher levels. Car mastery improves all three stats. Track mastery improves acceleration and grip on that road, without raising your top-speed ceiling. Previous normal-track records have been archived because times from the old system aren't directly comparable. Saved tuning has been returned to the middle so you can approach the new adjustments afresh.
After earned progress is settled, existing race queues continue automatically with the same car and track under the new system. Offline limits still apply, and weekly queues continue only while their phase remains open. Try the new system with a familiar car and track. Pick a track you know, take a familiar car out, and see where it feels strong and where it leaves time on the road. Your next useful upgrade or tuning change may depend more on where you want to race.