This tutorial will equip you with the basics on how to play the Gravitational Racing scenarios.
An important thing to note that hasn't been shown in this tutorial is what the radial vision fully represents:

- Outer sphere = 50ms⁻¹
- Middle = 81.6ms⁻¹ → not 100ms⁻¹ since r ∝ d²
- Inner = 150ms⁻¹ → considered the 'danger zone' where your car is unlikely to be able to get out again without assistance

Distance to a celestial matters a lot, so being a few metres away can make a big difference to the force.
Another thing to mention is that your car will be automatically reset (3s delay) if you hit a moving object.
For those who are interested in realism, you may want to read the following, overwise ignore it:show/hide

- Velocities and positions are worked out using gravitational laws and the laws of motion
- Objects rotate at a frequency of 1 day/second ie. Earth's rotation is 1 second long
- Masses are worked out based on their size but are scaled down from their real-life values by 0.000430823 (the Sun of radius 300m = real-life radius)
- Distances between objects are scaled down by 10⁻⁸m
- Fixed dynamic systems assume a perfectly circular path and do not affect the object at the center
- Blackholes and neutron stars have the same mass of the sun but 3x and 2x the density respectively (this is because they are too extreme to be useable ever-wise)
- All velocities are sped up by 2160000x ie. 1 real second = 25 days