Guides / Karting

Karting at Torque

Torque Karting in Montgomery is an indoor track with twelve karts, solo time trials, multiplayer races and staff-run events. Your best lap is saved to your character and ranked on the UCP leaderboard. This guide explains how a run works from start to finish.

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How a run works
Every mode follows the same five steps
Get in a kart
Head to Torque Karting in Montgomery. Twelve karts are parked in the pits, engines off. Sit in the driver's seat of any of them - the engine starts up for you. For a race, drive your kart out of the pits and line up on the grid before the start.
Start a run
Use /karttrial for a solo time trial, or /kartrace to open (or join) a race lobby. You stay frozen in your kart while the countdown runs.
Drive the checkpoints
A marker shows the next checkpoint, with an arrow pointing to the one after it. Drive through them in order - you can't skip one. Each pass clicks, and the sound tells you it counted.
Cross the line
The final checkpoint is the start/finish line. Crossing it completes a lap, shows your lap time in chat, and sends you round again until you've done every lap.
Finish
After your last lap you'll see FINISHED on screen. Trials report your total time and best lap; races add your finishing position.
12karts in the pits, so up to 12 drivers in a race
6checkpoints per lap, the last one being the finish line
1-10laps per run, 3 by default
Stay in the kart. Your run only counts while you're driving the kart you started in. Leaving it, dying or disconnecting takes you out of the run, and checkpoints only register for that kart.
What removes you from a run
If...Then...
You get out of your kartYou're removed from the run straight away.
You dieRemoved from the run.
You disconnectRemoved from the run. Laps you already completed are still on your record.
Host leaves the lobbyThe next driver in the lobby becomes host.
Everyone leaves a casual lobbyThe lobby closes. Official-event lobbies stay open for latecomers.
An abandoned kart respawns in the pits after about 5 minutes, engine off, ready for the next driver.
Karts can't be wrecked. Bumps and crashes won't total your kart, set it on fire or end your race, because it's patched up automatically if it takes a beating. Every run also starts in a freshly repaired kart, whatever the last driver did to it.
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Time trials
Just you against the clock

Sit in a kart and use /karttrial. Add a lap count if you want something other than three, for example /karttrial 5. You're frozen for a 3 second countdown, then GO.

Your clock starts at GO and each lap is timed from the moment you cross the line on the previous one. When you finish you get your total time and your best lap in chat. Several people can run trials at once, since you're each racing the clock rather than each other. Trials also run alongside a player-run race lobby: opening or starting a lobby never holds up a trial, and a trial never holds up a lobby.

Trials are the best way to learn the track, and every lap you drive counts towards your record.

Heads up: the one exception is an official event. As soon as staff open one, no new trials can start, because the track is reserved for it. A trial you've already started carries on, and the event waits for it to finish (see Official events).
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Races
2 to 12 drivers, first across the line wins
Setting one up
Open a lobby
Sit in a kart and use /kartrace. You become the host. Take your kart from the pits to the grid first, as you'll start the race wherever it is.
Others join
Anyone who sits in a kart and uses /kartrace joins your lobby. Everyone in it is told when somebody joins.
Host starts it
/kartrace start [laps] needs at least two drivers. A 5 second countdown runs, everyone is frozen where they are on the grid, then GO.
Positions

Your finishing position is simply the order you cross the line on your final lap. While the race is still on, the running order (the one the live event board shows) is worked out from how many checkpoints each driver has passed in total, so someone on lap 2 is ahead of someone on lap 1, and a driver further round the lap is ahead of one who isn't. If two drivers are level, whoever reached that checkpoint first is ahead.

Don't finish? DNF

Once the first driver finishes, everyone else has 30 seconds to get across the line. Anyone who hasn't by then is marked DNF (did not finish) and the race ends. Leaving your kart mid-race is a DNF too. For official events the window is a more generous 3 minutes.

Races played and races won are tracked on your character, alongside your best lap.
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Records & leaderboards
Your best lap follows your character

Every lap you complete, in a trial or a race, is checked against your record. Only a faster lap replaces your best, and when you beat it you'll get a NEW PERSONAL BEST message in chat and a notification on the UCP. The kart you set it in is recorded with it.

The leaderboard ranks every driver by best lap, with the laps they've driven and their race record. Check it in-game with /karttimes, or on the website in the UCP karting page, which also has a This week view that only counts laps set in the last seven days, so newcomers can climb it without having to beat a record from months ago.

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Official events
Run by staff, with results on the UCP

Staff can open an official karting event, which is announced server-wide with its name and lap count. It works like a race, with a few differences:

  • Registering: sit in a kart and use /kartrace. You're added to the event's driver list.
  • Starting: a staff member starts the countdown once everyone is ready. The host command doesn't work for events.
  • Queued behind trials: if solo trials are still running when staff start the event, the start is queued rather than refused. Everyone registered is told, and the countdown begins by itself the moment the last trial ends. Registration stays open until the countdown actually starts.
  • Reserved track: as soon as an event is open, no new solo trials can start, so a queued start can't be held up by a fresh one. Once the countdown starts, only registered drivers can use the karts, so anyone else who jumps into a spare kart in the pits can't start its engine. Register before staff start the event, or you'll be watching from the side.
  • Live board: while an event runs, the UCP karting page shows the running order, laps and lap times as they happen.
  • Results: positions, best laps and DNFs are kept and viewable afterwards from the event list on the UCP.
  • Prizes: staff may set a prize pool, which is shown on the UCP and paid to the winner by staff.
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Commands
Use them while sitting in a kart
/karttrial [laps]Solo time trial. 1-10 laps, 3 if you don't say. A 3 second countdown, then GO.
/kartraceOpens a race lobby if there isn't one, or joins the lobby that's open. Also how you register for an official event.
/kartrace start [laps]Lobby host only. Starts the 5 second countdown for everyone in the lobby. 1-10 laps, 3 by default.
/kartleaveDrop out of your trial or race. (/kartrace leave does the same.)
/karttimes [page]The best-lap leaderboard in-game, 15 drivers a page.
/karthelpLists the karting commands. /help karting shows the same thing.
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