Circuit Elements
Choose Place on the left tool rail to open the element catalog, then choose a category. Markings, Objects, and Zones are available for every circuit type, with different items for Competition, Touge, and City. A facility category appears for the circuit type that uses it: Pit, Rest stop, or Parking. Competition also offers Scenery models. Circuit type is chosen when you start a circuit — see Getting Started — and controls which items appear in the catalog. Drag an item onto the plan, or activate its button to place it in the middle of the view.
Markings
Everything painted on the road, split from Objects on the same paint-versus-standing-object line the 3D builder uses. What’s on offer depends on circuit type: a Competition circuit gets judging lines — Start, Initiation, and Finish — plus the lap lines a scored run is measured against. Touge and City circuits get lane lines, crosswalks, arrows, and painted text instead, since a mountain pass or a street isn’t run to a lap-line score. Circuit type gates which cards you see, not which markings can exist on a circuit — markings from any discipline coexist fine on one circuit, and switching circuit type afterward doesn’t touch a marking you’ve already placed.
Catalog thumbnails are fitted to their cards. The placed markings use your circuit’s RC scale; zooming the plan or opening 3D does not change their physical paint widths or checker sizes.
Objects
The physical things that stand up off the road, rather than being painted onto it: barriers, curbs, cones, and circuit furniture. Guardrail, jersey barrier, and chain-link fence are built as procedural shapes; cones and the tire wall are modeled from the real thing. Competition and Touge circuits share the same barrier set and a Track edge group that starts with the curb. Competition adds a tire wall and tire stack; Touge adds those too, plus a retaining wall, delineator posts, and a gutter channel, the pieces a real mountain pass is built from. A City circuit gets street furniture and fittings instead — parking blocks, drains, and construction props — that a track circuit has no use for.
Zones
The judged regions of a circuit — clipping points, deceleration zones, and the rest of what a run is scored against. Unlike Markings and Objects, the available zones are a true subset per circuit type, not just a relabeling. Competition gets the full set, including an outer zone and the apparatus of a scored lap (initiation band, transition, deduction, grid box). Touge gets only an inner clipping point and a deceleration zone — no outer zone, because touge scores line accuracy against a hard wall, not how well you fill a zone. City gets an inner clipping point, a touch-and-go zone, and a deceleration zone. Each one attaches to whichever piece it’s dropped near, then you set its length by dragging its handles. Target depths and staging-box width scale with the RC scale, independently of road width.
An Inner Clipping Point targets the front bumper. An Outer Zone targets the rear for the full length of the zone. A Touch-and-Go Zone asks the rear to briefly reach the marked area; it does not require wall contact. Deceleration areas indicate where slowing is allowed. Initiation, transition, and deduction areas follow the event briefing.
The default outer-zone depth and inner-clip reference spacing are based on the 2025 North American Championship rules for 1/10 RC drifting, proportionally adapted for other scales. Other starting sizes are design presets, not universal competition requirements. A circuit does not enforce judging rules.
On Competition circuits, clipping points, outer zones, and touch-and-go zones also guide the automatic drift path in Drive. Move or resize those zones while editing to change the run. See Drive & Simulation for automatic lines and custom points.
Pit, Rest stop, and Parking
The facility tool is one of three, and a circuit only ever shows one of them: Pit on a Competition circuit, Rest stop on Touge, Parking on City. Each is the off-track facility that circuit type actually has — a pit lane for a judged run, a mountain pull-off for a touge pass, somewhere to park on a city street — and dropping one onto the road attaches it automatically as a single piece, already joined to the road on both ends. From there you can drag it along the road to reposition it, or flip it across to the other side.
- Pit is one card: the lane that leaves the track, runs past the garages, and rejoins it, all in one drop. Competition scenery’s Regenerate control can also add one connected pit automatically if there is no existing pit and a suitable straight or sweeper is available. To move an automatic pit, use Move pit under Place → Pit; the connected lane and garages move together. See Environment & Scenery for the placement controls. Check its footprint: automatic placement may extend beyond the build area.
- Rest stop is one card too: the pull-off beside the road, with parking and a restroom-and-vending block behind it. It has a single entrance, the same place you turn in and turn back out.
- Parking gives you three: a convenience store with storefront parking, a parking garage (stalls stacked on open decks, up to a multi-story structure with a ramp up one end), and a meet lot (open pavement with stalls along one edge and no building at all).
Find placed pieces in Contents
Contents is separate from the placement tools. Choose Draw → Contents above the canvas to open an inventory of what you’ve already built rather than a place to drag new pieces from. It lists every segment, marking, object, and zone on the circuit, grouped as Segments, Markings, Objects, and Zones, and each row carries a small rendered thumbnail of the piece itself — enough to tell one guardrail run from another without clicking either. Use Search pieces to filter by name, then expand a group. Click a row to select that element without moving the view; choose its Focus button to center it. Hover a row to light the element up without committing to a selection. Use it to find a marking hiding under a barrier, a piece on the lower of two stacked layers, or a facility stranded by a circuit-type switch — anything you can’t just spot and click. Competition miniature scenery has a separate Scenery objects list under Contents → Scenery. City and Competition automatic generation controls are under Contents → Scenery → Automatic scenery, including Regenerate. See Environment & Scenery for both workflows.