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Entrants · 9 gates

Drag to set gates; the colored chip sets each uma's team

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Set up the gates, then hit Race! to watch the field run it.

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. If you find any mistake please contact me in Discord (nostux) so I can fix it.

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. The duration of power conserve uses a formula extrapolated from captures, but it usually lasts around 3 seconds and its capped at 5s. Zenkai spurt may also be not completely accurate. Stamina keep and secure lead (the mid-race position-keeping moves) are rough too: the exact trigger isn't publicly known, and even the best reference sims are only around 40-60% accurate on these, so the sim conserves stamina and secures the lead a bit less often than real races.

Load replay

Plays a real captured in-game race instead of a simulation. It needs capture replay file in a specific format. See the what is a replay note next to the button. We have verified replays play out accurately so far, positional data, skill timings and most mechanics come from captured packets, though in some cases there could be some display issues.

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.