Shock oil and pistons. Spring colors. Diff fluids front, center and rear. Ride height, droop, camber, toe, anti-squat, roll centers. Wheelbase and track width. Gearing. Battery, motor, ESC punch. Wing angle. The car in Raw R/C is assembled out of those, exactly as you'd write them on a setup sheet, and it is assembled out of them because that is genuinely how the simulation is built - not as labels on top of a handling model.
That last distinction is everything, and it's where most of the work went. It's easy to put a menu of setup options in front of a player and have them nudge a handling curve. It's very hard to make a change to a diff fluid mean what it means because the differential is actually being simulated. Years of this project have gone into making the second thing true, and it's true everywhere. Everywhere.
The payoff is that setup knowledge moves in both directions. What you learn at the track works here. What you work out here - a spring change, a droop change, a different rear toe - is a change you can make on Saturday and expect the same result.
And you can make it while running laps without delays. Change the setup, and it's live.