- 231
- Buenos Aires, Argentina
Great post.
But I think I disagree with the machine part. I believe machine could be better than human in most ways. And the issue with GT Sport is the association with the FIA which limits what can be done in the game.
I feel GT Sport is emulating FIA rules. I also feel a machine based penalty system would be more logical if the FIA weren't involved/considered the default.
I like the partnership between GT and FIA. But I believe it's the FIA that could learn from the game and not the other way around when it comes to penalties in motor sports.
When people complain about the GT Sport penalty system they need to consider the real life equivalent. It's not like F1 races have a better system is it? So when people complain about the GT Sport penalty system I think it's because they know it could be better than the real thing.
Thing is, when you think about it, on paper it really could be better. The GT Sport automated penalty system doesn't have to deal with multiple people's opinions, nor does it have to deal with favoritism and corruption (*cough* Ferrari International Assistance *cough*).
But the problem is how do you implement it so it makes sense? Let's actually work together here because I really do care for this kinda stuff .
-Track limits: This is one part that really doesn't have to be governed by humans at all. If you go off track, penalty and that's the end of that, however this could be improved.
Most people go off track not to cut and abuse track limits but simply because they made a mistake and accidentally cut a corner. In a battle they could've easily lost a position already, but also, they could've gotten a penalty that wasn't really warranted. How do you improve this? I had a few ideas.
Firstly, do it like the FIA does in real life since you are officially sponsored by them and implement return routes like those that are in F1 and such. Return routes are simple enough to understand for everybody; cut the corner? Go through this longer path to rejoin the track safely and we don't have to penalize you. It just works.
Track limit violations are okay in most tracks but the question remains, how much track IS too much track to abuse? La Sarthe needs fixing for example; wildly inconsistent between different corners and different sectors, sometimes penalizing you and sometimes not. It's a downright mess . Could say that it's a bit too strict, but I guess it's added challenge.
Nurb GP for example though, could do with being more strict. You can still use miles of runoff at turn 3/4 to set yourself up for the short straight and it's so sad to see.
That's my start, what else can we do? Well, contact of course! Now I think this would take so much time it's not viable / it's impossible to program but here goes.
You could program the penalty system to act based on gaps. For example, PD could calculate the distance in which a car would have an overlap (as minimal as can be) and go from there; since there is overlap, a divebombing penalty can't be applied unless the inside car goes wildly off it's own racing line and pushes the outside car away; maybe take into consideration multiple factors such as track conditions (is it raining, therefore causing reduced grip?), tire wear (are the tires worn for both cars, maybe having caused an accident?), etcétera. But still hold the car on the inside liable for like 50% of the blame; no matter the conditions, it's their job to make the overtake stick in a fair and clean manner.
How do you punish defending like a 🤬? Well... also quite simple, maybe. Straight line weaving could be seen like this; have the racing line be programmed in, and take into account the car in front and the car behind. If the car in front changes it's course more than twice (as per FIA rules you can only move once to break the tow/slipstream and move back to your original position), you could issue an unfair weaving penalty as they are trying to either block or break the tow in an unsportsmanlike manner.
The car/s behind wouldn't be in the wrong in this situation as they are trying to follow the tow of the leading car.
This is a start, but it's all mega complicated stuff to think about, much less to program efficiently; so much so we'd probably have to wait for Gran Turismo 21 to get it all. But I digress. What are your thoughts and ideas for this?