At the reveal at SpaceX's McGregor test site, the car drove up a curved ramp, stayed glued on upside down, launched off the top, rolled itself upright and set down in a cloud of vapour. Three systems make that work, and all three are simulated here:
Fans in the rear diffuser pull air from under the sealed floor, a "downforce generator" good for up to about 2 g, even when stationary. In game, that's what lets you drive the half-loop inverted and corner above 2 g. The fan cuts out the moment you lift off.
Two carbon-overwrapped pressure vessels hold ~250 kg of air at ~380 bar. Four main nozzles in the rear diffuser give the 0–60 shove (supersonic, with visible Mach diamonds). Six corner thrusters provide lift, landing and attitude control. In game, the flight computer gimbals and throttles all ten every tick, and each plume you see is a real force in the simulation. The onboard compressor refills the tanks, much faster when you're on the ground.
A variable-pitch rear wing deploys for grip and braking and stows for speed. The flat underbody acts as a lifting body at high speed: fly a little nose-high above ~120 mph and the corner thrusters can idle.
Arena physics stretches the air budget so dogfights last. Sim uses cold-gas numbers: about 10 seconds of hover from a full tank.
Tricks score style points and refill a little air: drive the loop inverted, kickflip off the ramp, barrel roll, backflip.
Graphics changes apply after reload.
| Pilot | K | D | Score | Ping |
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