Manual game release 0.91

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This is a Single User arcade-style racing platform for, dekstop or notebook, set on the official HFCC RC circuit. The platform focuses on driving, training, and getting familiar with the track layout. It is designed for free driving, improving consistency, comparing lap times, and most of all: having fun.

Index

In Short

In this Single User game you can run race simulations of up to 20 laps. All lap times are shown in an overview on the left side of the screen. The game calculates your total race time and stores your best total race time (BTOT) locally in your browser.

When telemetry is enabled, the game will show the message "Recording stopped. Save (Y/N)?" in the top-left corner when you stop driving. This allows you to save a race session to your computer and replay it later using the L (Load) function.

The on-screen dashboard provides additional information such as lap data, speed, averages, and other driving metrics.

Using a RC Dongle and transmitter

You can use your regular RC transmitter together with a standard receiver. The RC dongle is connected to the receiver in the same ports normally used for the steering (th) servo('s) and or ESC. The dongle receives the electrical signals (from the small connectors) that would normally go to the servos and converts them into digital data. The dongle is then connected to a desktop or notebook computer using a USB-C cable.

Once your transmitter is switched on, the calibration software will guide you through the setup process, allowing the game to correctly interpret the steering and throttle signals for use on the track. The settings on your transmitter can be adjust the amout of steer etc.

Connect devices

System Requirements

What not

First Time Setup

  1. Open the start screen or main menu.
  2. Select Calibrate Controller.
  3. Follow the on-screen calibration instructions.
  4. The calibration data is stored locally in your browser.

During calibration, keep the steering and throttle completely still in the indicated position when you press Enter.
The current input position will be stored as the neutral reference.

Calibration can only be started from the menu.
During a race, recalibration via a key is not possible.

Note: With some transmitters, you may need to use REV (reverse) on steering or throttle for correct behavior.
You can also fine-tune your transmitter just like a real RC car, using settings such as D/R (Dual Rate), expo, and endpoints.

Controls

Keyboard

Controller (RC Transmitter)

The game is designed to work with standard RC transmitters and receivers. The steering and throttle outputs from the receiver are connected to the USB dongle, just like they would normally be connected to a servo or ESC. The dongle converts the RC control signals into inputs that can be used by the game.

HFCC dongles are compatible with standard RC transmitters and receivers for RC cars.

Race Start

False Start

Race Flow (After Start)

ST (Start position-to-Finish-line Time)

Telemetry

Audio

Data Storage & Privacy

The game runs entirely in your browser. All data is stored locally on your computer in the browser(1), including controller calibration, zoom settings and best total race times (BTOT).

Local data is stored using your browser’s built-in local storage feature. This allows your settings, telemetry data, and best times to be remembered between sessions.

No data is sent to or stored on any of our servers. The game does not collect, upload, or track any personal or gameplay data.

HUD (On-Screen Information)

Laps, Sectors & Validation

Steering & Throttle Indicator

Pause & Resume

Finish & Results

Zoom & Camera

Reset & Recovery

Disclaimer: This game is provided for training and entertainment purposes only. All data is stored locally in your browser. No personal data is collected or transmitted. HFCC Racing is not responsible for any damage, data loss, or misuse resulting from the use of this software.

Questions & Answers

Why does the track use a 2D helicopter view?
The platform is designed as a training tool. A top-down helicopter view makes the true layout of the track clearly visible and shows exactly how the car moves through corners and transitions from one corner to the next.

This view allows you to immediately see the consequences of your actions, especially when reviewing telemetry data. From a driver’s-eye or standing position, the track is always seen at an angle, which visually distorts corner shapes and distances. Even if the brain corrects for this distortion, the result is a less precise understanding of the racing line.

When you learn a circuit from a helicopter view first, the brain can easily translate that knowledge back into a 3D driving perspective. This makes the helicopter view the most effective and neutral reference for training, analysis, and consistent lap improvement.
Why is a gamepad not supported yet?
A gamepad uses a fundamentally different way of controlling input. Gamepads have very short joystick travel, which makes them far too direct. A small thumb movement already results in a very large steering, throttle, or brake input. Even a minor correction can cause an extreme steering action.

We are investigating whether limited gamepad support could be added in a future version purely for fun or accessibility. However, the main goal of the platform is to train fine motor control using RC transmitters.
Why is there no keyboard support?
Keyboard input is digital: a key is either on or off. You cannot press a key “a little bit”. When you press a steering key, it instantly applies 100% steering input.

To compensate, you would have to rapidly tap keys to guide the car through corners. At the simulated speeds in RCCT, this results in either full throttle or full braking, making the car physically unstable and unrealistic. This breaks the driving physics and makes proper control impossible.
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Disclaimer – Game & Simulation
This manual and the accompanying game are provided for training, testing, and entertainment purposes only. While care has been taken in the design of the simulation, the game may contain inaccuracies, limitations, or behavior that does not fully reflect real-world RC driving conditions.

Results, lap times, telemetry data, and performance indicators should be interpreted as indicative only and may vary depending on hardware, browser, calibration, and user input. While we aim to make the simulation as accurate and reliable as possible, we cannot guarantee that all data or outcomes are always fully complete or correct. The game and this manual are provided for guidance and enjoyment, and no rights or claims can be derived from their use.