PLAYER SUPPORT
Help & FAQs
How cars work
A fast car needs more than a big engine. Grip, tuning and pit stops all affect your race. Here is how those systems work in the game.
Engine layout & displacement
Displacement is the engine size shown in litres. Layout, cylinder count and displacement shape the engine's sound. Engine layout and displacement adjust torque by up to 4% in either direction. Larger displacement favours low-RPM pull; smaller displacement has a high-rev advantage. Cross-plane V8s lean toward low-end torque, flat-plane V8s toward high revs, with smaller biases for other layouts. These differences are kept small for balance. They are not meant to reproduce real engine specifications. They do not raise the speed cap or directly change weight or fuel consumption. This also applies to karts and Formula cars. Each uses its own default engine when you leave the engine settings on default, with the same 4% torque limit.
Engine upgrades increase drive torque and the car’s speed limit. Tires, corners, weather and the vehicle's safety limits still determine how much of that power can be used. Maximum speed does not increase without limit.
Stock, turbo or supercharger?
- Stock induction: the standard engine response, without extra boost.
- Turbo: boost builds with engine load and revs rather than arriving instantly. Gear changes vent boost, and the system must build pressure again. It can provide up to roughly 32% additional torque before other limits.
- Supercharger: pressure responds more quickly, including at lower revs. It takes some engine power to run the supercharger, so the benefit varies with revs.
These choices affect how the car accelerates. More torque does not guarantee the same increase in lap speed: traction and braking still matter. Boost does not have a separate fuel penalty. But driving faster or using more throttle can still burn more fuel.
What each upgrade does
- Engine
- Stronger acceleration and a higher speed limit. Faster driving can cost more fuel.
- Tires
- More grip for acceleration, braking and corners, with a small rolling-resistance fuel penalty. Weather still matters.
- Sponsor
- Every Sponsor upgrade level increases race earnings and passive income earned as your car travels. Those gains keep growing beyond level 2. Sponsor levels are separate from prestige. Each level also adds a 2% discount on parts and tuning, up to 20%. That cap applies to the discount, not your income growth. Sponsor upgrades themselves are not discounted.
- Brakes
- Stronger wheel braking and more braking allowance for AI drivers. Grip still limits stopping.
- Suspension
- Extra stability damping reduces sideways sliding and rough-road fuel losses.
- Aero
- Adds downforce and raises AI cornering allowance, but adds drag and high-speed fuel consumption.
- Gearbox
- Increases drive torque and helps raise the speed limit.
- Pit
- Faster refuelling, increased effective tank capacity and a higher permitted pit speed. This helps reduce time lost servicing the car.
Very high upgrade levels have diminishing or capped physical effects to keep the simulation stable. Purchased levels are still retained. Modes such as karts, Formula and Equal Start can use different limits or progression rules.
Weight & custom bodies
Your car's weight combines its chassis, engine and body shell. Adding or enlarging body parts adds weight. Removing or shrinking them reduces it. Larger engines and more cylinders also add weight. The creator shows an estimated weight with the default engine; your equipped engine determines the final race weight.
Weight affects acceleration, braking and how the car reacts to contact. Body weight is a gameplay estimate based on surface area, so open custom meshes count too. Paint, transparency and decals do not remove material or change its weight.
Everyone races together. Overall results stay the same, with separate class positions for Featherweight (under 600 kg), Lightweight (600 to 999 kg), Middleweight (1,000 to 1,399 kg), Heavyweight (1,400 to 1,799 kg) and Super heavyweight (1,800 kg and above).
Finding a tune that works
- Ride height: lower settings favour the game's smooth-road grip model; higher settings favour rough surfaces and change suspension travel.
- Springs: firmer settings favour smooth-road response; softer settings favour rough-road grip. They also change suspension stiffness and damping.
- Track width: changes wheel spacing and provides a modest axle-grip adjustment.
- Camber: moderate settings can help cornering, but excessive camber loses grip, especially on rough ground, and makes braking worse.
Front and rear settings affect their respective axles. A tune that works on smooth tarmac may be worse on dirt. Custom chassis adjustments do not apply identically to every mode; karts and Formula cars use their own setups.
Start with the factory setup, change one setting, and compare several runs on the same track with the same upgrades and weather. Save a setup before experimenting. More power cannot compensate for a car that cannot brake or hold its line.
Fuel, range & pit strategy
The fuel gauge shows how full the tank is as a percentage, not how many litres are left. Consumption responds to speed, throttle/load, aero drag, tire rolling resistance and rough-road losses. Suspension helps reduce rough-road losses, while Pit upgrades increase effective capacity and shorten refuelling time. The game also adjusts the fuel-use limit around the track distance.
AI pit planning estimates fuel needed for the road ahead; it is not just a fixed lap counter. A faster car can reach the pits sooner but also consume more fuel along the way. Better aero or tires can improve control while adding consumption, so compare the whole race rather than one straight.
When fuel runs out, the engine stops driving the wheels, but the car can still coast. The pit and recovery systems help it get back for fuel. Planning a stop is better than relying on recovery.
Putting it together
Struggling to accelerate? Check engine/gearbox upgrades and induction, but also whether the tires can use the torque. Overshooting corners? Look at brakes, tire grip and the chassis tune. Sliding on rough tracks? Try a less aggressive camber setup and a rough-road suspension tune. Losing races in the pits? Consider Pit upgrades and the fuel cost of your speed, tires and aero.
Weather and surface conditions change the available grip and the AI's driving targets. Test in the conditions you actually race in. A quick run down a dry straight does not tell you how the car will handle a wet corner.
Custom music & albums
Turn your audio or a supported video recording into a game-ready music file.
Audio converter
Files stay on your device. Conversion happens in your browser.
Choose a file to begin.
Download WAVAudio files converted site-wide …
Counts completed conversions reported by this tool, not download clicks. Only an anonymous conversion receipt is sent to the server; never your file or its name.
Add it to the game
- Download your converted WAV.
- In Steam, right-click Race on Stream! → Manage → Browse local files.
- Open the RaceOnStream folder (the one containing Binaries and Content), then open or create Music.
- Put WAV files in
RaceOnStream\Music. For an album, create a subfolder such asMusic\My Mixand put its songs there. Do not put music inside Content. - Restart the game so it scans the folders. Enable music and turn up its volume. Use the existing playlist selector to cycle built-in playlists and your folder albums. Use Next song (or
!nextsongin stream mode) to skip within the selected album.
Each folder becomes an album with the same name. Loose WAV files appear under Custom Tracks. ALL MUSIC mixes built-in and custom tracks. Nested folders use their relative path, such as Rock/Live, to avoid duplicate album names. Empty folders are not listed. Song lock and existing skip rules still apply.
The game accepts WAV files up to 128 MB. This converter stays below that limit. Renaming an MP3 to .wav does not convert it.
Use music you own or have permission to use. Converting a file does not grant permission to broadcast it on a stream.
Change racer names with Racers.csv
- Launch the game once to create Racers.csv, then close it.
- In Steam, select Manage → Browse local files. Look beside the top-level RaceOnStream.exe for Racers.csv. If you run the inner game executable directly, also check its folder.
- Make a backup, then open the CSV in a text editor or spreadsheet app. Change the name column, not the racer_id numbers.
- Save as CSV UTF-8 (comma-delimited), keeping the filename Racers.csv, not .xlsx or .csv.txt. Restart the game to load it.
racer_id,name 1, 2,NOVA 3,Your Racer 4,"Driver, Jr."
Keep the header exactly racer_id,name. IDs must be unique numbers from 1–30. Names must be unique (ignoring capitalization), at most 48 characters, and contain no tabs or line breaks. Put names containing commas in double quotes. Leave a name blank to use the game's normal fallback.
The CSV controls local racer names, not other players' account names or Twitch identities. Invalid files are rejected; the game keeps the previous names. Check for duplicate IDs/names, an altered header, or extra columns.