7 disciplines — click any to see what your garage needs.
The most balanced race type in FH6. Routes mix fast open sections with tighter corners, so the car needs to do everything well — accelerate, brake hard, hold a line, and stay stable when the layout shifts. Raw top speed alone won't win here.
Street routes are shorter, tighter, and less forgiving than road circuits. Poor exits and messy braking compound quickly. Cars that launch hard, recover fast, and feel confident through sharp corners win here more consistently than pure top-speed machines.
Dirt racing still behaves like racing — just on loose roads. The car needs to slide enough to point toward the exit without bleeding all its speed. Rally-bred cars are at home here because they're built around mixed grip and quick weight transfer.
Cross country is not dirt racing. Routes go over rough terrain, uneven landings, open paths and sections where a car that can't survive the ground wins over a car that can corner. Suspension travel, stability, and durability matter more than clean cornering.
Drift zones are scored on angle, speed, and style — not lap time. A car that can hold a long controlled slide at the right angle scores more than one that snaps sideways and recovers. This is the one discipline where grip tuning actively works against you.
Touge (pronounced toh-gay) is one-on-one mountain pass racing on Japan's narrow, winding roads. Five dedicated routes spread across the map, each with its own class restriction and rival. Top speed is irrelevant here — the race is won and lost at corners. Precision, braking control, and clean corner exits matter more than horsepower.
Drag racing is the one discipline where cornering ability is completely irrelevant. It is purely about launch, acceleration, and getting power to the ground cleanly. A well-tuned B-class car with a perfect launch beats a poorly geared hypercar. Gearing and launch control decide the winner as much as raw power.