Classic wreck on Lap 1 at Spa up ahead. I immediately assumed the car to my right would move over into me, so I went to the grass… This was a mistake and made braking a whole lot more challenging but somehow (and with a lot of luck) I still managed to pull it off :D

  • @[email protected]OP
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    11 year ago

    Ah, incident point system is fine by me. An unfortunate 4x like this goes away quickly if you’re safe overall.

    It’d take a next level AI system to assign fault to contacts correctly and consistently, so I believe the actual incident requirements to increase or decrease your SR is tuned damn well to account for the odd unavoidable contacts

    • @lhx
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      11 year ago

      In 2008 I think I’d totally agree with you. In 2023, I think iRacing could do a lot better. And they could also fix the slowdown system which is not representative of real life either.

      • @[email protected]OP
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        11 year ago

        Slowdown system could be refined or redone for sure, I don’t know what delta it’s going off on lap 1 but it is slowww. The incidents though? Even with today’s tech, the infinite possibilities and nuances of possible contacts mean any system at all, no matter how impressive, will be flawed and get it wrong sometimes. Simplest solution, imo, is a no-fault system that is tuned to expect some bad luck

        • @lhx
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          11 year ago

          The slowdowns are my biggest beef. Make them not be an SR incident and then when you get 2 get a black and white flag meaning you have to do a drive through if you violated track limits again.

          On the contacts, I think if there was a feature to decrease the severity of then over time. Like 4xs for the first Y contacts, 2xs for the next Z contacts, and 1xs for the latest. That shouldn’t be that hard to implement.