# V2 Vehicle Designer And Pit Crew

Section 120 promotes vehicle creation, pit work, telemetry, track variants, and
showcase capture into explicit `V2Vehicles` contracts. The UI thesis is a garage
engineering bench with stable, slider-driven previews, timed pit-action
feedback, and cosmetic showcase camera presets.

## Vehicle Designer

The custom vehicle designer is an in-engine from-scratch flow. Component
authoring covers chassis silhouette, engine bay layout, transmission tunnel,
suspension mount points, and wheel arch carving. Generative chassis work starts
from a base archetype from Section 97.2, then uses slider-based geometry shaping
with Autosculpt-style subdivision-surface authoring from Section 100.1.

The balance budget is per component with a total stat budget of 1000. A heavier
chassis lowers top speed, a bigger engine raises torque and mass, and the budget
linter blocks out-of-range builds before they can be saved for competitive play.
Engine swap authoring exposes cylinder count, arrangement, turbo, supercharger,
naturally aspirated, bore, and stroke controls; the system builds an
auto-derived torque curve clamped to Section 98 physics bounds.

Cosmetic authoring covers custom paint scheme, custom decal layer, custom vinyl
composition, and custom wheel design. Each user gets 10 save slots per user,
each saved build is shareable as code, and the Community Vehicle Gallery uses
Sections 41.4 and 100.4 for featured player-designed vehicles and weekly
editor's pick curation. Casual and private lobbies always allow custom vehicles;
ranked requires a designer-approved subset to avoid balance abuse.

## Pit Crew

The pit crew mechanic minigame runs under time pressure. Tire change uses a
5-action sequence with timing windows, oil change uses a 3-action sequence,
engine swap uses an 8-action sequence with precision steps, wheel alignment uses
slider precision, and suspension tune uses slider precision. Crew specialty
rules cross-reference Section 117.1: the Mechanic specialty reduces pit time by
30 percent, while other specialties contribute reduced bonuses.

Every pit action supplies visual and audio feedback for ratchet click,
socket-wrench drone, lift hiss, and impact-wrench rattle. Long-form race
strategy covers tire change versus no-change, fuel-fill amount, and suspension
adjustment between stints. Multiplayer uses a Coach Mode-style Section 51.7 flow
where a friend can pit crew and performs pit actions while the player drives.

## Telemetry And Track Variants

The profile telemetry dashboard reports average lap time per track per vehicle,
best-of-3, fastest sector, fuel usage per stint, and brake-wear per race. Driver
style profile classification covers Aggressive, Defensive, Drafter, Reckless,
Conservative, Slipstream-Master, and Drift-Specialist; styles are
auto-classified from telemetry and surfaced in matchmaking. Heat maps visualize
speed zones, brake zones, and drift zones over the track map.

Reverse course options require an authored AI line for reverse and separate
sector splits. Mirror course options flip the track horizontally and require a
per-track eligibility flag for tracks that do not mirror cleanly.

## Vehicle Showcase

Vehicle Showcase is cosmetic-only. It provides a cinematic vehicle camera rig
for photographing and capturing customized vehicles, a per-stage scene editor
from Section 45.5, and pose presets for driver-side, passenger-side, front 3/4,
rear 3/4, overhead, and cinematic-action capture. Showcase video export writes
MP4 through Section 62.4 and exposes a social-share hook.

## Verification

`FV2VehicleDesignerPitCrewCatalog`, `BuildDefaultVehicleDesignerPitCrewCatalog`,
`VehicleDesignerPitCrew_V2_Contract.json`, `vehicle-designer-pit-crew.json`, the
`Vehicles.Module` and `V2.Racing.VehicleDesignerPitCrew.Contract` automation
specs, and `check-v2-vehicle-designer-pit-crew.py` validate Section 120.
