So the engine max torque/max rpm is one of the biggest variables to determine top speed for these vehicles, and the torque curve is what determines where the falloff is. Throttle input rate is almost analogous to acceleration but not alone. I’m embarrassed how long it took me to compile all this.
So I found that some of it is exposed as the parent to the vehicle movement component
gets you increased accel immediately and more top speed, but some of the other factors aren’t as exposed.
This is actually already exposed but as a different class listing and also won’t show under context with the movement component since it’s a parent Ufunction.
The cars very physically simulated so there’s unfortunately no one magic bullet between the settings, there’s a TON of tweaking in between as well, like you’ll probably need to increase the down force when boosting as well, and lower the center of gravity etc.