RL Bot — Ground Kinematics

How the Rocket League car accelerates, brakes, coasts and boosts on the ground — the values that govern each, and why they matter for a bot.

When the car is on the ground, the bot controls it through throttle, boost and steering. For the bot to reach a target point reliably — and arrive at the right time, at the right speed — it has to be able to answer questions like:

  • How fast do I need to go to reach a point at a certain time?
  • How much do I need to turn to reach that point?
  • How much boost will that cost?
  • How fast should I be travelling when I arrive?

Answering those requires knowing how the car actually behaves, so here is roughly how it accelerates and how its motion can be predicted.

Units throughout are \(\frac{uu}{s}\) — Unreal Units per second, the game engine’s native vector magnitudes.

Acceleration

The car’s acceleration from throttle is entirely dependent on its current velocity — it is not constant, and decreases as velocity increases. At rest the acceleration is at its greatest, then it falls roughly uniformly to zero at \(1410 \frac{uu}{s}\):

Velocity vs acceleration graph

Velocity 0.0 1400.0 1410.0 2300.0
Acceleration 1600.0 160.0 0.0 0.0

The maximum speed using throttle alone is \(1410 \frac{uu}{s}\) — reaching the game’s true cap of \(2300 \frac{uu}{s}\) requires boost (or flips).

Braking

If the car’s forward velocity has the opposite sign to the input throttle, the car applies a constant deceleration of \(3500 \frac{uu}{s^2}\) against the direction of motion. Braking is therefore much stronger than accelerating, which matters when deciding how late the bot can leave it before slowing for a turn.

Coasting

With no throttle or boost input, a constant deceleration of \(525 \frac{uu}{s^2}\) acts against the car, slowing it gradually to a stop. Coasting is gentle enough that “lift off early” is rarely a substitute for braking properly.

Boosting

While boosting, the throttle is treated as maxed and an additional acceleration of \(991.667 \frac{uu}{s^2}\) is applied. Boost is also the only way to push past the throttle-limited \(1410 \frac{uu}{s}\) up to the hard cap of \(2300 \frac{uu}{s}\), where acceleration is clamped to zero regardless of input.

Gravity

Gravity is always present, with magnitude \(g = 650 \frac{uu}{s^2}\) acting straight down (−z). On flat ground it’s cancelled by the normal force, but the moment the car is on a wall, on a ramp, or airborne, the component of gravity along the car’s direction of travel — \(g \,(\hat{f} \cdot \hat{z})\), where \(\hat{f}\) is the unit vector the car is facing — starts adding to or fighting the car’s acceleration. This term is what makes wall driving and aerials interesting.

Credit to Sam Mish, whose RLBot physics research assisted these notes.


© Callum Devlin 2026. All Rights Reserved.

Powered by Hydejack v9.2.1