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- SvennoJ
- SvenZ
It is possible that, if PD have ANY system for determining the difference between a late brake ram and a brake check, it might be tied to a pre-determined 'point of no return' line that determines where the last line that a car can brake for a turn and make the corner is.
Personally, I am not convinced PD has a system like that, but let's pretend they do...
The main problem would be, this point RADICALLY moves back on L1 while the pack is bunched up. You simply cannot hammer round T1 at the same pace with an accordioned pack around you as you can when you are well spaced from the car in front. I think this may account for the puzzling massively greater penalty for the car being rammed than the rammer. The game may well assume that the needed earlier brake point while the pack is bunched up is actually a huge brake check on the car behind.
Thoughts?
I'm starting to suspect someone screwed up and the blame is assigned backwards atm. In 1.15 I still get a full 10 sec penalty for someone brake checking me in the middle of a straight, it's the first clip in that compilation video I posted. A dive bomb hitting you in a corner gets a lower penalty then the victim taking the corner normally. Actually it doesn't look like it looks at incorrect braking at all.
The game can race a bunch of AI cars together through corners, so it can determine correct entry speed for each car in a pack on the fly as well as determine the optimal line for each car. You would assume that the car deviating the most from the optimal solution is to blame when an incident happens. Of course the AI isn't very good and often brakes in the apex and tends to crash into you, so perhaps that's not a good idea.