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v0.5.0 standalone challenges

All six challenge types are implemented in the portable CareerChallenges.h evaluator. Each is based on the existing four ordered checkpoint gates; no additional physical track exists.

ID Name Condition Bronze/Silver/Gold target
6 Clock Hunter One-lap time (s) 160 / 130 / 100
7 Clean Circuit Two laps; maximum recoveries 2 / 1 / 0
8 Gate Guardian Two ordered laps, time (s) 300 / 255 / 210
9 Lap Consistency Three laps; slowest minus fastest (s) 24 / 15 / 8
10 Kestrel Mastery Two laps using owned Kestrel, time (s) 320 / 275 / 230
11 Long Haul Six ordered laps, time (s) 1100 / 950 / 800

Time targets are initial experimental balance values, not measured gameplay achievements. A player can complete a race without earning a medal if the objective is missed. Clean and precision results use the player's actual ordered-checkpoint and recovery data, never rival telemetry.

Invalid / nonfinite time or lap values, interrupted race, malformed vehicle ID, mismatched lap count, negative recovery count and wrong vehicle are rejected. Kestrel must be unlocked through in-game earned credits first.

Replay can improve a stored medal/series points, but first-completion challenge credits are paid once only. No money, external services, pay-to-win or network connection is required.

The C++20 tests validate each challenge category. Unreal physics, handling, timing and practical target difficulty still need engine/device QA.