Cars
Drivable cars for Minecraft with real driving physics: tyre grip, proper drifting, hills, suspension, headlights, horn, fuel and dyeable paint – with the keyboard or a steering wheel and pedals with force feedback.
Fabric 1.21.11 (Fabric API required). Works in singleplayer and on dedicated servers (install on both sides).
The cars

All eight cars are life-size (the pickup is 5.6 blocks long), built from several hundred parts each: round tyres, see-through spokes with brake discs behind them, wheel arches, slanted windscreens, door seams and handles, mirrors, grilles, exhausts and a full interior.
| Car |
Top speed |
Character |
| Hatchback |
~65 km/h |
balanced, climbs well, easy to drive, handbrake turns |
| Roadster |
~93 km/h |
light open two-seater, drifts nicely |
| Pickup Truck |
~59 km/h |
4x4, torquey, climbs the steepest hills, heavy ram |
| Supercar |
~108 km/h |
low mid-engine wedge, quad LED lights, rear wing |
| Muscle Car |
~158 km/h |
V8 fastback with racing stripes, smokes its tyres, big power slides |
| Drift Coupe |
~144 km/h |
the drift king: huge steering lock, wide fenders, GT wing |
| Hypercar |
~300 km/h |
the fastest: 0-100 in 1.2 s, wing and downforce |
| Formula Racer |
~265 km/h |
open-wheel single seater, enormous grip at speed |
All cars, the wheel, the engine and the chassis are in their own Cars tab in the creative inventory.
Controls
- W / S – throttle / brake and reverse, A / D – steer (the lock shrinks with speed)
- Space – handbrake: tap it in a corner to start a drift, holds the car on hills
- H – horn, G – headlights (with light beams at night)
- R / V – shift up / down, M – manual / automatic gearbox
- F5 – cockpit view, Left Shift – get out
- Right-click with a dye to repaint, with coal (any furnace fuel) to refuel, with a wheel to repair
Entering a car switches to a third-person camera that follows the direction the car travels, so in a drift you see the car sliding sideways.
Drifting
Drive into a corner, steer and tap Space (the muscle car and the drift coupe slide on the throttle alone) – the tail steps out. On the keyboard the car countersteers by itself and the steering key sets how far it slides; with a steering wheel you countersteer yourself and the force feedback pulls the wheel the right way. Drift points at the top of the screen: longer, faster and more sideways drifts score more, a held drift multiplies up to x5, a crash loses the points.
Manual gearbox
Sequential with R / V or shift paddles, or a real H-shifter (gears 1–6 + R, the in-game lever moves with yours) and an optional clutch pedal. The engine is tied to the wheels: engine braking, a rev limiter that bounces the needle, over-revving down-shifts refused, a tall gear from low revs pulls weakly.
Steering wheel, pedals and force feedback
Plug in a wheel and drive – the keyboard keeps working at the same time. SDL3 is bundled (Windows, Linux, macOS), only the wheel's own driver is needed (Logitech G HUB, Thrustmaster, Fanatec, MOZA …). On Windows, force feedback wheels are driven through DirectInput exactly like racing games do. The first time you sit in a car with a new wheel, a 20-second setup wizard opens (steering, gas, brake, buttons, paddles, clutch, H-shifter, force direction).
Force feedback is computed from the same tyre model as the physics, 500 times a second on its own thread:
- Steering: aligning torque from the front tyres – heavy in a fast corner, going light just before the fronts lose grip, then the caster pulls the wheel into a countersteer when the rear steps out. Every car feels different, from the light power steering of the hatchback to the heavy, downforce-loaded formula car.
- Road surface: a knock on every block seam, cobblestone and bricks rattle, polished stone is smooth, grass and gravel rumble, ice goes numb.
- Tyres: scrub when the fronts slide, rumble from sliding rears, ABS-like judder under hard braking.
- Engine: the firing frequency of each engine (4 to 16 cylinders) and the rev limiter.
- Jolts: crashes, landings, kerbs, mobs, gear changes, the handbrake at speed.
Press K for the wheel settings: strength, detail effects, steering range, calibration, a force test and a Force feedback details screen with a live graph of the forces while you keep driving.
Graphics
Clear-coat paint with sky and ground reflections, glowing headlights and tail lamps, brake lights, tyre marks and smoke, a motion-blurred wheel at speed, exhaust haze and backfire flames, spring-damped body motion (dive, squat and lean), visible crash damage on all four sides (dents, bent panels, smashed lamps, a loose bumper, a cracked windscreen – synced and saved, repair with a wheel) and a real cockpit view: dashboard with working gauges, a steering wheel that turns like yours, gear lever, handbrake, mirror, pedals and mats – and your own arms on the wheel.
Engine sounds from idle to redline for every car, turbo, pops, gear whine, skids, gravel, wind, horn and crashes. English and Czech.
Crafting
- Wheel ×4: leather around an iron ingot
- Engine: iron ingots around a piston (top) and a redstone block (middle)
- Car Chassis: iron blocks in an H shape
- Cars: glass panes on top, engine / chassis / engine (iron ingot for the hatchback, chassis for the pickup) and wheels at the bottom corners – the better cars add a diamond, an iron block, a redstone block or a netherite ingot on top (see the recipe book)
Config
config/cars.json: fuel, speed multiplier, ram and crash damage, camera distance, HUD, particles, tyre marks, drift assist and score, cockpit tilt, manual gearbox, clutch requirement and more. Wheel settings live in config/cars_wheel.json.