Recent Races
Driver Stats
Championship Standings
π Tap any driver's row to spotlight their season & race-by-race history in the Race Center below.
| Pos | Driver / Player | # | Wins | Pole | Stg | Led | Top5 | Best | Avg | DNF | Pts |
|---|
Race Center
Pick'em — Predict the Race
Pick'em Leaderboard
+5 🏆 Winner
+3 ⭐ Pole
+3 💀 Dead last
+3 💥 DNF
+2 🥈 Podium
+2 🚨 Cautions
+1 💯 Top-5
Last Race Results
📋 Current Race Submissions
All picks for Race 1 β locked picks shown after qualifying starts.
Tap a section to expand. New here? Start with How to Play.
🏁 How to Play
▸VRA is a real-time iRacing league sim. Everyone competes in the same season on the same clock.
🚗 Step 1 — Claim Your Driver
Go to the Driver tab. Pick any unclaimed car number from the roster — TAKEN ones belong to other players. Set a PIN (required) so you — and only you — can resume on any device.
⚙ Step 2 — Set Your Strategy
During the BREAK phase, pick your race strategy. It locks when qualifying starts.
🔥 Aggressive
Fastest on fresh tires, big swings. Burns tires & risks more. Highest ceiling.
⚖️ Balanced
Steady all run. No weakness.
🛡 Conservative
Saves tires, strong late in a run, fewest mistakes. Lowest risk.
🎯 Step 3 — Submit Pick'em
Before qualifying locks, make 6 predictions. All picks must be in before qualifying starts!
🏆 Race winner — +5 pts
💀 Dead last finisher — +3 pts
🥈 Podium pick — +2 pts
💯 Top-5 pick — +1 pt
💥 DNF pick — +3 pts
⭐ Pole position — +3 pts
🚨 Total cautions (closest guess) — +2 pts
💀 Dead last finisher — +3 pts
🥈 Podium pick — +2 pts
💯 Top-5 pick — +1 pt
💥 DNF pick — +3 pts
⭐ Pole position — +3 pts
🚨 Total cautions (closest guess) — +2 pts
🏎 Step 4 — Race Weekend
Qualifying (2 min) — Your Qualifying + Speed stats set your grid position.
Race (90 min) — The live race plays out in the Watch tab. The on-track finishing order when the timer ends IS the official result — what you watch is what counts.
Break (2 hours) — Upgrade your driver, set next race strategy, submit picks.
Race (90 min) — The live race plays out in the Watch tab. The on-track finishing order when the timer ends IS the official result — what you watch is what counts.
Break (2 hours) — Upgrade your driver, set next race strategy, submit picks.
⚡ Earn Stat Points with XP
You don't get stat points straight from results anymore — you earn XP every race, and XP converts into stat points. Because everyone races every week, just showing up is what powers you up, so the whole field keeps climbing together and nobody runs away with it.
Take the green flag — +10 XP (a DNF still counts)
Win the race — +5 XP
Top-5 finish — +2 XP
Pole position — +2 XP
Win the race — +5 XP
Top-5 finish — +2 XP
Pole position — +2 XP
Your first stat point comes quickly, and each one after costs a little more XP than the last — so a fresh driver feels powerful fast while a fully maxed build is a season-long grind. Spend points on Speed, Qualifying, Consistency, or Racecraft. Max 15 per stat. Diminishing returns: each point matters a little less than the last, so spreading points across stats is often stronger than maxing one. Predicting the race winner pays Pick'em points — prestige only, it no longer makes your car faster.
🏆 Championship Points
P1=50, P2=40, P3=35, P4=30, P5=27... down to P22+=1
Stage points: two stage breaks per race pay the top 10 of the running order at that moment — Stage win =10, then 9/8/7/6/5/4/3/2/1. Banked even if you fade later, so track position scores on its own. Each stage break also throws a caution (nobody wrecked) — the field bunches up and restarts, lucky dog and all, just like real NASCAR.
Bonuses: Pole +3 • Most laps led +5 (earned by actually leading) • Running at the finish +2
XP earned: Green flag +10 (DNF still counts) • Win +5 • Top-5 +2 • Pole +2 — XP converts to stat points on a rising-cost curve. Predictions are Pick'em prestige only.
Stage points: two stage breaks per race pay the top 10 of the running order at that moment — Stage win =10, then 9/8/7/6/5/4/3/2/1. Banked even if you fade later, so track position scores on its own. Each stage break also throws a caution (nobody wrecked) — the field bunches up and restarts, lucky dog and all, just like real NASCAR.
Bonuses: Pole +3 • Most laps led +5 (earned by actually leading) • Running at the finish +2
XP earned: Green flag +10 (DNF still counts) • Win +5 • Top-5 +2 • Pole +2 — XP converts to stat points on a rising-cost curve. Predictions are Pick'em prestige only.
📊 Track Any Driver's Season
In the Season tab, tap any driver's row in the Championship Standings — their points, wins, poles and full race-by-race history open right below in the Race Center. Tap the × to clear it, or tap another name to switch.
🏎 How Racing Works
▸Your car drives itself based on the choices you make. Here's what shapes a race:
📊 Your Stats = Your Ceiling
Speed and Racecraft set your raw pace. Consistency keeps you out of the wall and makes tires last. Qualifying sets where you start — and a good start now lasts, because clean air out front is a real, defensible advantage (see below). There's no single best build — rounding out your strengths beats maxing one stat, and neglecting Consistency gets you crashed out. Experiment and find a style that fits how you race.
⚖️ Strategy = Your Style
Strategy doesn't make you faster on average — it changes the shape of your race. Aggressive is fastest on fresh tires but fades and swings hard (big highs and lows). Conservative is calm and saves tires, strong late in a run. Balanced has no weakness. All three win races — pick how you like to race.
⛽ Tires & Fuel
Tires wear down over a run and worn tires cost you lap time — aggressive drivers feel this most. Fuel burns as you go (aggressive burns it faster). The track matters: short tracks chew tires while superspeedways are gentle on them but drink fuel — on a superspeedway it's fuel, not tires, that sends you to pit road. When either runs low, you pit, and when you pit depends on your style — aggressive runs its tires deep before stopping, conservative pits early and proactively, balanced is in between (a steady, high-Consistency car can stretch a stint a little further). Timing your stop is a gamble — stay out for track position, or pit early for fresh grip. Stops aren't all the same length: a stop only takes on what the car needs, so a quick fuel-only "splash" gets you out fast while a full four-tires-and-fuel service costs more time — the less you need, the less you lose on pit road.
💥 Incidents & Damage
Contact isn't all-or-nothing — it's a spectrum:
Brush — light contact picks up a little body damage. You keep going, but the car is slower until you clean it up at a stop. No caution. On the track map a brushed-but-running car wears an amber ring.
Heavy hit — a hard one does major damage. The car limps on (well off the pace) and brings out the caution so it can pit for repairs — it wears a red ring on the map.
Crash (DNF) — the worst wrecks put a car out for good. Only a car that's actually out scores a DNF; a damaged-but-running car simply loses positions.
Damage costs you real time — a hurt car runs slower until a pit stop fully repairs the body (which makes that stop longer). Consistency is your protection — the higher it is, the lower your crash and incident risk, so neglecting it gets you collected in someone else's mess.
Brush — light contact picks up a little body damage. You keep going, but the car is slower until you clean it up at a stop. No caution. On the track map a brushed-but-running car wears an amber ring.
Heavy hit — a hard one does major damage. The car limps on (well off the pace) and brings out the caution so it can pit for repairs — it wears a red ring on the map.
Crash (DNF) — the worst wrecks put a car out for good. Only a car that's actually out scores a DNF; a damaged-but-running car simply loses positions.
Damage costs you real time — a hurt car runs slower until a pit stop fully repairs the body (which makes that stop longer). Consistency is your protection — the higher it is, the lower your crash and incident risk, so neglecting it gets you collected in someone else's mess.
🏎 Every Track Is Different
Each race runs at one of four track types, and the track changes what works — check its card during the Break and pick your strategy to suit it:
🏟 Superspeedway — huge draft, low tire wear, fuel-limited, easy to pass, but pack-wreck risk. Leans aggressive.
🥌 Short Track — high tire wear, easy on fuel, frequent cautions, hard to pass, easy to get lapped. Leans conservative.
⚙️ Intermediate — balanced all-around, no strategy bias. The most complete car wins.
🛣️ Road Course — draft barely exists, hardest track to pass, light on fuel, precision rewarded. Leans balanced/strategic.
Drafting matters most on superspeedways (tuck up behind a car and the tow slings you past) and barely exists on a road course — your Racecraft stat works the draft and traffic.
Clean air vs. dirty air: running out front in clear air carries a small pace edge, while a car buried in a pack pays a "dirty-air tax" — a touch slower, and tires wear a little faster. How much that tax stings depends on the track's pass difficulty: on a road course or short track it's heavy, so clean air out front is sticky and a strong qualifier can keep the spot they earned; on a superspeedway the draft outweighs it, so slingshot passes still fly. Racecraft is the counter — a strong wheel-to-wheel driver shrugs off dirty air and carves through traffic. That's the rock-paper-scissors of builds: the front-runner defends clean air, the passer breaks the deadlock, the survivor outlasts both.
🏟 Superspeedway — huge draft, low tire wear, fuel-limited, easy to pass, but pack-wreck risk. Leans aggressive.
🥌 Short Track — high tire wear, easy on fuel, frequent cautions, hard to pass, easy to get lapped. Leans conservative.
⚙️ Intermediate — balanced all-around, no strategy bias. The most complete car wins.
🛣️ Road Course — draft barely exists, hardest track to pass, light on fuel, precision rewarded. Leans balanced/strategic.
Drafting matters most on superspeedways (tuck up behind a car and the tow slings you past) and barely exists on a road course — your Racecraft stat works the draft and traffic.
Clean air vs. dirty air: running out front in clear air carries a small pace edge, while a car buried in a pack pays a "dirty-air tax" — a touch slower, and tires wear a little faster. How much that tax stings depends on the track's pass difficulty: on a road course or short track it's heavy, so clean air out front is sticky and a strong qualifier can keep the spot they earned; on a superspeedway the draft outweighs it, so slingshot passes still fly. Racecraft is the counter — a strong wheel-to-wheel driver shrugs off dirty air and carves through traffic. That's the rock-paper-scissors of builds: the front-runner defends clean air, the passer breaks the deadlock, the survivor outlasts both.
🎲 Anything Can Happen
Drivers have good stretches and bad stretches mid-race — nobody runs the same all day. Two stage breaks punctuate every race — the running order at each one banks championship points, so leading early pays even if you can't hold on to the finish. Cautions fly (often after a heavy wreck) and the field bunches up single-file behind the pace car for a restart. Cars that need fuel, tires, or repairs dive to pit road and rejoin at the back; cars that stay out keep their track position. The green drops for a shootout, and a strong Qualifying stat fires you off the restart line.
Caution lap-backs: being a lap down isn't a dead end. The first car a lap down always gets its lap back (the "Free Pass"), and other lapped cars get a roll for a bonus lap back — those odds ride mainly on Consistency (with a touch of Qualifying), so a steady car can dig itself back onto the lead lap.
A great car usually runs up front… but restarts shuffle the pack and upsets happen. That's racing.
Caution lap-backs: being a lap down isn't a dead end. The first car a lap down always gets its lap back (the "Free Pass"), and other lapped cars get a roll for a bonus lap back — those odds ride mainly on Consistency (with a touch of Qualifying), so a steady car can dig itself back onto the lead lap.
A great car usually runs up front… but restarts shuffle the pack and upsets happen. That's racing.
🛠 Resume on Another Device
▸Open the site on your other device → tap your car number (shown as TAKEN) → enter your PIN. Your car is locked to your PIN, so keep it handy.
🔒
Admin Panel
VRA league admins only
🏎 What is VRA Thunder 26'?
VRA Thunder 26' is a real-time racing league hub built for the VRA Discord community. Claim your driver, upgrade your stats, predict race outcomes, and compete for the championship.
👫 Real-Time Sync
🚗 48 Drivers
🎯 Pick'em System
⭐ Driver Stats
🎉 Credits
Created By
P
Paul Branish
VRA Admin & Lead Developer
League management, design direction & product vision
VRA Admin
VRA Admin Team
The VRA Admin Team for their continued support, feedback, and league management throughout Pre-Season development.
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by Anthropic
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💬 Join the Community
VRA Thunder 26' is built for and by the VRA Discord community.
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VRA Thunder 26′ — Pre-Season Build 1.1 — © 2026 VRA Admin Team