I believe the entry time trial settings says to put fuel usage at 1x. If so, will that change? And if so do you need new division times for the time trial?Important Announcement Regarding Room Settings for SNAIL Racing
Effective with the start of the October season, SNAIL Sunday night racing will run with fuel consumption turned off. By extension, Thursday night official practice will also be running with fuel consumption turned off. The possibility of running out of fuel was never something that was desired for our sprint racing format and GTS has given us the ability to disable fuel consumption separate of tire wear.
Just as a reminder that all room settings can be found here. If you are a host or just curious about the room settings, please have a look. Also pay close attention to the damage settings. Visual damage should be off and mechanical damage should be set to light.
I believe the entry time trial settings says to put fuel usage at 1x. If so, will that change? And if so do you need new division times for the time trial?
Also a feature that GTS allows that previous games didn't was allow engine power and car weight adjustments but locking the rest of the tune. Will people who choose cars for combos be able to select custom power and weight options in the future? Its something I'm experimenting with in this week's endurance league. Figured I would bring it up since room settings changes is on the table.
I believe the entry time trial settings says to put fuel usage at 1x. If so, will that change? And if so do you need new division times for the time trial?
Also a feature that GTS allows that previous games didn't was allow engine power and car weight adjustments but locking the rest of the tune. Will people who choose cars for combos be able to select custom power and weight options in the future? Its something I'm experimenting with in this week's endurance league. Figured I would bring it up since room settings changes is on the table.
I won't be racing this weekend guys - Canadian thanksgiving, I'm out of the city.
I won't be home until around 8-8:30ish.Yeah,I may be hosting an "unofficial" room around 7-ish EST.
We’ve tried grid start with false start check in the endurance series and it’s worked really well... any chance we could give it a shot in tonight’s practice?
You're the second person to bring it up and neither one of you has given any reason to make a change other than it might be fun.
SNAIL doesn't usually change for the sake of change. There is usually a reason presented or discovered and then there is discussion about that change either among the BoD or the membership. Once there is a reason to change and discussion about that change then something might be trialed on a practice night.
The short answer is, no, we're not going to try grid start with false start check at tonight's official practice.
The rest of the story is, please present the reasoning for wanting to change from what we do now to false start check. Typically reasons like, "that's how it's done somewhere else," and "it's more fun," are not very good reasons to make changes to SNAIL.
We have given our reasons for not using false start check so any reasons to switch to it will have to present more benefits than not using it. Chief among the reasons for not using it is the way the game handles it and the extra and unnecessary issues that are created by the way the game handles it.
I'm not attempting to chastise anyone or shoot down ideas out of hand but rather seek insight as to why this change is desired and have a discussion about a potential change.
How about it adds another challenge if you jump your punished anyone who knows about snail knows it as the best spec racing so why use a rookie starting system that completely eliminates driver error just my 2 cents worth
in all cases I have seen it allows the penailed car to move out far enough that the drivers should have time to navigate around or the penalized driver enough time to get out of the racing line the negatives really arentry any different than the scatter we get now with a driver over revving at the start and spinning other than with the current system it is immediate vs the proposed system allows the car to move forward just at a slower pace if you are penalized all that driver would have to do is move out of the racing line as drivers shouldn't been attempting to pass before the starting line anywayThat's exactly the reasoning I was expecting. It has been discussed in great detail and the benefit you list has not been determined to outweigh the problems associated with the way the game handles a false start. The auto penalty right at the start creates chaos behind the individual that false started which effectively penalizes everyone behind the guy that is actually being penalized. It all ties in to the reasons we don't use in game penalties and track boundaries.
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in all cases I have seen it allows the penailed car to move out far enough that the drivers should have time to navigate around or the penalized driver enough time to get out of the racing line the negatives really arentry any different than the scatter we get now with a driver over revving at the start and spinning other than with the current system it is immediate vs the proposed system allows the car to move forward just at a slower pace if you are penalized all that driver would have to do is move out of the racing line as drivers shouldn't been attempting to pass before the starting line anyway
Nice work Tom!
I know I'm no body important just my tow cents worth and people are alot less likely to Rev the car to the room knowing if they slip they will be penalized which again will cut down on tire spinning and accidents
The cons are worse because now there would be two ways to create a problem on the start.
I have no doubt that it works well in an endurance race when everyone is just trying to save their tires, get off the line, and settle into their race strategy. A sprint race is a different animal. Nobody is interested in just getting off the line, losing multiple spots and then trying to make them up in 12 minutes.
In the last Endurance Race (remember we run with Heavy Damage) - the car directly ahead of me missed a shift and slowed significantly.
That caused me to bump the back of his car (damage caused to front of my car).
When I hit the car in front of me, the car behind me ran into the back of my car (damage to the rear of my car).
Had to run the first stint with damage, though slight it still reduced my Pace.
I would be of the opinion that the False Start is not a good idea.
Not incredibly "old" but I did this for an endurance night (that I didn't get to race).
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