Project Lead Answers Your Questions
[h2]What's up, drivers![/h2][p]We’ve compiled answers to the most common questions—straight from the project lead.[/p][hr][/hr][h3]Do you have any plans for optimization?[/h3][p]Of course! At the moment, optimization work is still ongoing, and we’re confident that by release time we’ll achieve completely different results. What you see now is just an intermediate state.[/p][hr][/hr][h3]Will damage affect the car’s performance?[/h3][p]We’re already testing a suspension damage system: impacts to the wheels will alter wheel alignment angles. Depending on where the impact occurs, you might damage only the toe or only the camber. Camber can increase or decrease depending on the direction of impact.[/p][p]Through the “durability” parameter, we plan to significantly expand the relationship between car parts and wear. For example, the game will include a blow-off valve that must be matched to the turbocharger. If you install one that’s too small, the turbocharger will wear out faster due to compressor surge, producing corresponding sounds.[/p][p]A similar system is planned for other subsystems : driveshafts can break, gearboxes can be damaged by overly powerful engines, and so on.[/p][hr][/hr][h3]What about the driving assist? [/h3][p]In the current demo, we added an arcade-like assist feature — essentially the same assistant players know from the first CarX Drift Racing Online.[/p][p]At the moment, there are several assist modes:[/p]
All these forces are transmitted through the suspension, steering rack, and steering wheel, giving realistic feedback or visible wheel behavior during transitions, whether you play on a gamepad or keyboard.[/p][p]By comparison, CarX Drift Racing Online and CarX Street use a simpler model — ours is the most advanced and detailed yet.[/p][hr][/hr][h3]Will it be possible to assign control axes to the mouse?[/h3][p]Yes, absolutely! This task is already scheduled for a later stage in development.[/p][hr][/hr][h3]What about esports?[/h3][p]We are planning to host various types of tournaments, and players will also be able to create their own. You’ll be able to choose whether to judge manually or let the XDS system handle it. Moreover, you can assign different judging systems for different championship stages — live judges for tandems, and XDS for qualifications. The ability for human judging will be built directly into the TOP 32 championship system, allowing organizers to assign judge roles to specific players.[/p][hr][/hr][h3]Will there be different surface types?[/h3][p]Yes, we have such plans. Even now, in the demo, there’s a wet surface area near the garage — just a small example of what we’re working on. The game already simulates car behavior on surfaces with varying levels of moisture and puddle depth. This will definitely appear in the full game, although probably not at the Early Access launch. A snow surface is also planned.[/p][hr][/hr][h3]Will progress sync with the first game?[/h3][p]No, that’s not planned. This is a completely new project with its own content, progression, and mechanics, so transferring progress isn't possible. However, we’re preparing some surprises for players of the first game.[/p][hr][/hr][h3]Will there be a livery workshop and sharing system?[/h3][p]Yes, that feature will be implemented[/p][hr][/hr][h3]Can we expect mod support in the future?[/h3][p]We’re in regular contact with the creators of CarX Drift Racing Online mods recently, we discussed modding prospects for the sequel and agreed that it won’t be relevant at release due to our current development priorities— but mod support will be definitely added in the future.[/p][hr][/hr][p]Best regards,
The Drift Racing Online 2 Team[/p][hr][/hr][p][dynamiclink][/dynamiclink] [/p][hr][/hr][p]
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- [p]Off - simulator mode:
In this mode, you're dealing with the full front suspension kinematics of a drift car. The suspension is calculated from the contact patch to the steering wheel, with all forces transferred accordingly. The gamepad stick acts as a power regulator for the steering force you apply. The front suspension kinematics steer the wheels and the steering wheel according to the physical forces acting on the front tires.[/p] - [p]Arcade-like:
This mode uses the updated but familiar assistant from the first game.[/p] - [p]Grip Racing:
Experimental assist for grip racing, provides more stability.[/p]
- [p]Optimization — our top priority. We’re currently far from our target FPS, so a huge amount of work is planned.[/p]
- [p]Bug fixing — all issues reported by players.[/p]
- [p]Damage system improvements — balance, visuals, and component damage affecting car handling. [/p]
All these forces are transmitted through the suspension, steering rack, and steering wheel, giving realistic feedback or visible wheel behavior during transitions, whether you play on a gamepad or keyboard.[/p][p]By comparison, CarX Drift Racing Online and CarX Street use a simpler model — ours is the most advanced and detailed yet.[/p][hr][/hr][h3]Will it be possible to assign control axes to the mouse?[/h3][p]Yes, absolutely! This task is already scheduled for a later stage in development.[/p][hr][/hr][h3]What about esports?[/h3][p]We are planning to host various types of tournaments, and players will also be able to create their own. You’ll be able to choose whether to judge manually or let the XDS system handle it. Moreover, you can assign different judging systems for different championship stages — live judges for tandems, and XDS for qualifications. The ability for human judging will be built directly into the TOP 32 championship system, allowing organizers to assign judge roles to specific players.[/p][hr][/hr][h3]Will there be different surface types?[/h3][p]Yes, we have such plans. Even now, in the demo, there’s a wet surface area near the garage — just a small example of what we’re working on. The game already simulates car behavior on surfaces with varying levels of moisture and puddle depth. This will definitely appear in the full game, although probably not at the Early Access launch. A snow surface is also planned.[/p][hr][/hr][h3]Will progress sync with the first game?[/h3][p]No, that’s not planned. This is a completely new project with its own content, progression, and mechanics, so transferring progress isn't possible. However, we’re preparing some surprises for players of the first game.[/p][hr][/hr][h3]Will there be a livery workshop and sharing system?[/h3][p]Yes, that feature will be implemented[/p][hr][/hr][h3]Can we expect mod support in the future?[/h3][p]We’re in regular contact with the creators of CarX Drift Racing Online mods recently, we discussed modding prospects for the sequel and agreed that it won’t be relevant at release due to our current development priorities— but mod support will be definitely added in the future.[/p][hr][/hr][p]Best regards,
The Drift Racing Online 2 Team[/p][hr][/hr][p][dynamiclink][/dynamiclink] [/p][hr][/hr][p]
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