Driving Empire Controls & Tuning: Drifting, Tuning Kits, Drivetrain Swaps and Part Fusing

Driving Empire’s stat sheet (top speed / acceleration / handling / braking) is only half the story — the other half is what your hands and the tuning menu do with it.

Drifting

Drifting is throttle-plus-steering management, not a dedicated button: enter a corner with speed, tap brake to break rear grip, then hold the slide with counter-steer and throttle. Three practical notes:

  • RWD cars drift; AWD cars grip. If a car refuses to slide, check its drivetrain first.
  • Handling stat changes drift stability, not drift ability — low-handling muscle (Hellcats, the classic Dodges) slides easily but recovers badly.
  • Drift smoke and style are cosmetic; races only pay for crossing the line, so drift for fun, grip for wins.

Tuning Kits & Upgrades

Tuning kits are the upgrade currency for pushing a car’s stats beyond stock (the expired 10KITS code used to hand out ten of them — kits now come from gameplay). Where they matter most:

  • Handling-poor speed cars — the classic example straight from the community wiki: the limited Porsche 917K “suffers from heavy oversteer, making a drivetrain swap to AWD and handling upgrades mandatory.” The same logic applies to any 30-40% handling rocket.
  • Bracket racing — an upgraded mid-price car can outrun a stock car from the next bracket up, which changes the buy ladder math if you enjoy tuning.

Drivetrain Swaps

The single most transformative tune. RWD launch-spins into corners; AWD pulls through them. Swap to AWD on: high-oversteer race cars (917K), high-power classics, anything you race on Circuit. Keep RWD for drag launches with good traction stats and for drift sessions.

Fusing Parts

Part fusing combines duplicate parts into higher-grade ones — the endgame sink once a car is otherwise maxed. Priority order for fuses: handling parts on your Circuit car first (corners are where upgrades convert directly into wins), then acceleration on your drag car. Raw top-speed fuses matter least — most races end before max speed does.

Other Mechanics Players Ask About

  • Parachutes — obtainable equipment for aerial stunts off the map’s high points; cosmetic fun, no race value.
  • Selling cars — you can sell back at a loss; see the trading guide before liquidating limiteds, some appreciate.
  • Gas — cars refuel at map gas stations; running dry mid-race is a rookie tax. Locations in the map guide.