Fighting Game · Guides & deep dives

V2 Vehicle Framework

stock engine, drivetrain, tire, mass, collision, aero, suspension, damage, stock performance, default loadout, livery options, lore, and rights metadata.

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§97 is implemented as a data-first framework in V2Vehicles. Designers author one canonical vehicle row in V2/balance/vehicles/<vehicle>.csv; the row maps to UDA_Vehicle, UDA_VehicleTune, UDA_VehicleCustomization, and UDA_VehicleDamage, then the Unreal validation layer rejects incomplete data.

Data Assets#

UDA_Vehicle owns identity, class, manufacturer, model year, chassis archetype, stock engine, drivetrain, tire, mass, collision, aero, suspension, damage, stock performance, default loadout, livery options, lore, and rights metadata.

UDA_VehicleTune owns engine swap, ECU map, gear-ratio overrides, final-drive offset, ride height, camber, toe, brake bias, differential lock, weight distribution, nitrous capacity, and AWD torque split.

UDA_VehicleCustomization owns body kit, paint, vinyl, decal pack, wheels, neon, tint, exhaust tip, license plate, hood ornament, roof scoop, hydraulics, and sound-system selections.

UDA_VehicleDamage owns the five authored damage tiers: Clean, Scuffed, Damaged, Wrecked, and Totaled. Each tier carries a decal preset, bend deformation scalar, part-fall-off chance, steering pull, engine power loss, brake failure chance, transmission seize chance, and repair cost.

Chassis And Physics#

The launch chassis list is Compact, Sedan, Coupe, Supercar, Hypercar, Muscle, Tuner, Truck, SUV, Rally, Buggy, MonsterTruck, SportBike, Cruiser, PodRacer, Hover, and MechVehicle. Legacy aliases remain in the enum for existing content, but new authoring uses the launch list.

Every chassis has a collision profile with bounding box, center-of-mass offset, and front, rear, and side crumple zones. Every chassis also has an aero profile with drag coefficient, downforce-by-speed bands, and front/rear aero balance.

Mass tuning tracks mass, center of mass, moment of inertia, front weight bias, and per-surface traction ceilings. Passenger vehicles are kept in the 1000-3500kg band, bikes in 200-400kg, and pod racers in 500-800kg.

Drivetrain, Engine, Transmission#

The drivetrain model supports FWD, RWD, AWD, FourByFour, BikeChain, and Hover. Handling personalities are explicit data values, including understeer-stable FWD, oversteer-friendly RWD, split-grip AWD, locked-diff off-road 4WD, and thrust/lift hover vehicles.

The engine model owns a UCurveFloat torque curve hook, idle RPM, peak torque RPM, max torque, peak power, redline, boost pressure, boost curve hook, spool delay, engine-swap id, engine-swap mass delta, and RPM-bin sound ids for idle, cruise, mid, high, and redline. Turbo and supercharger vehicles also carry a blow-off-valve sound id.

Transmission data supports manual, automatic, and sequential modes. Gear ratios, final drive, reverse gear, shift time, perfect-shift window, manual override, clutch availability, and clutch-kick torque multiplier are part of the physics model and tuneable by vehicle.

Suspension And Tires#

Suspension data includes spring rate, damper compression, damper rebound, anti-roll bar, ride height, camber, toe, and caster. Rally, buggy, and monster truck chassis use long-travel off-road suspension; bike chassis add lean-angle influence; pod and hover chassis add thrust and lift vectors.

Tires carry longitudinal grip, lateral grip, slip-angle curve peak, slip-ratio peak, heat build rate, and wear rate. Compounds include street, sport, track, drag slick, drift, rally knobby, mud, sand, snow, off-road, and racing semi-slick. Surface friction covers asphalt, concrete, dirt, mud, sand, snow, ice, water, grass, and gravel. Sim rulesets use cold, optimal, and hot temperature bands, tire wear over long races, and pit-stop tire replacement.

Damage And Repair#

The visual damage pipeline blends material parameters, bone-skin deformation, and part-fall-off across Clean, Scuffed, Damaged, Wrecked, and Totaled. Sim rulesets enable steering pull, engine power loss, brake failure, and transmission seize. Arcade rulesets keep damage cosmetic-only.

Totaled vehicles trigger retire-from-race cinematics in sim races and the get-out-and-fight transition for crossover events. Repair can happen in pit lane, garage, or between rounds, with cost drawn from race winnings.

Authoring And Dyno Gate#

V2/balance/vehicles/akashi_sx.csv is the canonical row for the CSV to DataTable round-trip. It includes every stat field from identity through damage repair. The dyno harness contract is V2.Vehicle.DynoHarness: it measures power curve, 0-100 kph, top speed, shift behavior, surface grip, and damage power scaling. check-v2-vehicle-framework.py validates the authored contract, CSV, docs, Unreal source anchors, automation tests, and CI registration.