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Drag to set gates; the colored chip sets each uma's team
What is this?
A simulation of the umamusume race engine (or at least that's the aim). Every uma is simulated, then played back on the top-down track. The default is the 9-uma Champions Meeting format.
What about accuracy?
The engine is built from community research, and network packet analysis, its not the game's real code. Treat the results as an educated guess, not exact outcome.
Times and margins
Positions, skill activations and pace are modeled. Finish times and margins are reconstructed as they are calculated client-side, so they can be off by a little. (still investigating this)
Skills
Green skills count from the start if they meet the conditions. Gold and unique skills stand out. A few skills that aren't implemented yet may not activate here.
Mechanics
Position keep, kakari, stamina shoubu, oikurabe, spot struggle, position compete, secure lead, stamina keep, conserve power, zenkai spurt, blocking and debuffs are modeled. (accuracy may vary, public information on the topics may be incomplete)
Mobs and strength
Empty gates are filled with mob umas: stats capped at 1000, aptitudes set to A for the race, and running-style skills based on real mobs (a close approximation, not an exact copy). The Mob strength slider scales how strong they are.
Known caveats
Certain oikurabe conditions in particular seem inexact, still investigating. Same for the duration of power conserve. Zenkai spurt may also be not completely accurate.
Load replay
Plays a real captured in-game race instead of a simulation. It needs a special capture replay file. See the what is a replay note next to the button. I have verified replays play out very accurately so far.
Translations
The Japanese is translated with AI and may not be perfect. I apologize for any mistakes, and I am happy to fix them if you spot any.
Data
JP server only. This is an unofficial fan project and is not affiliated with Cygames.