Skip to content

Driving

LlaGuiTo edited this page Oct 4, 2026 · 1 revision

Driving

Applies to Motorcade 0.0.0-beta.1 for Minecraft 1.21.1 (NeoForge).

Controls

Motorcade registers no keybinds of its own. It uses your existing movement keys, so you cannot rebind driving separately from walking — but the on-screen hints update if you rebind them.

Action Key
Accelerate W (or up arrow)
Brake, reverse, burnout S (or down arrow)
Steer A / D (or left / right arrow)
Drift — or, going straight, deploy the rear attachment Space
Honk Left Ctrl (your sprint key)
Open the attachment inventory Sneak + right-click the vehicle
Get out Shift

There is no mouse control while driving.

The speedometer

A speedometer sits in the top-left corner showing your speed in m/s. Its colour tells you what the car is doing:

Colour Meaning
White Driving normally.
Orange Boosted.
Yellow Turbo charged past the first tier.
Cyan Past the second tier.
Purple Past the third tier.

The field of view widens while you are boosted, which makes boosting feel fast.

The control hints fade in when the car is nearly stopped, and are hidden entirely in controller mode.

Drifting and turbo

Drifting is the main way to go faster.

To enter a drift: press the drift key while steering, above a speed of 0.4 and on the ground. It costs a small amount of speed on entry.

While drifting, steering into the slide charges the turbo twice as fast as steering out of it. Release the drift key to spend it:

Tier Charge needed Boost given
Small 35 mild
Medium 70 strong
Large 115 very strong

If the drift fails — your speed drops below a third of what it was — you get no turbo at all.

Note: Space with no steering deploys the rear attachment instead of drifting, so you cannot drift while going perfectly straight. Steer slightly as you press it.

Burnout

Hold accelerate and brake at the same time. The car spins on the spot, throws drift smoke, and quietly charges the turbo. Release the brake to cash it in; release the accelerator and the charge is lost.

Getting out of trouble

Hitting a wall costs you most of your speed and knocks you back. Hitting another car costs a smaller amount, with a short cooldown so two vehicles cannot grind each other to a halt.

Run something over and you deal damage to it in proportion to your speed, and it is knocked back.

Water reduces the effect of gravity without otherwise slowing you down, and riders never take fall damage.

Off-road and boost surfaces

  • Launch Gel gives an immediate boost and throws you upward.
  • Dash Panels give a much larger boost, and anything in the boostables tag that crosses an unpowered one gets shoved and briefly sped up.
  • Off-road tiles cap your speed in proportion to how many layers are stacked — three layers is the hardest cap. They only apply when you are not already boosting.

Multiplayer caveat

Driving is client-authoritative: your client simulates the movement and uploads its physics state to the server four times a second, and the server does not simulate or sanity-check it.

Practically, this means a modified client can drive as fast as it likes. It is inherited from the original mod's design and not something the port introduces, but it matters if you run a public server: you will want anti-cheat. The vehicle's own construction, attachment fitting and crowbarring are all server-side.

Controller support

Not working in this build. The mod ships translation keys and a guide page for it, but the implementation returns a no-op, so the feature is inert.

Clone this wiki locally