@Voodoovaj The game needs to look at why contact occurred which is very hard.
No, it doesn't really need that.
The penalty is in place as an alternative to wreckage. If all there were was wreckage, it would be straight forward. People would avoid wreckage because it ruins or ends your race. The penalty is the same.
That said, as I pointed out, if you hit something there are simple ways to determine fault. Off the top of my head I can even think of several rules that I would put in place, but I am not getting paid to design the system
As an aside, I write this to get it out of my head so it doesn't eat at me. (it's therapeutic). I have far more important things to occupy my head space.
The car ahead could brake to avoid an accident, scrape a wall, swerve last second to block, or the actual brake check. Steering inputs and braking zones need to be looked at.
I covered that. If there is an accident, there's a yellow flag situation in an area. You can pass along a certain degree of leeway to those who pass through that area by either reducing the penalty time or forgiving it. That might still need a few rules so it isn't abused, and again, I can think of a few off the top of my head, but again, not getting paid
With side contact it gets even harder but true looking at speed vectors and comparing changes would help. Currently the barge passer gets excused since they scrub speed by using the outside car as a guard rail. The outside car gains momentum and thus gets SR Down. However if you look at the directional vector, the inside car gets the advantage, getting steered in the right direction while the outside car loses out. Thus the inside car should get SR Down.
Yep - Newton's cradle. The inside car imparts force on the outside car, ergo the inside car is the culprit.
I have stated the racing line about a BILLION times. There is a spline that runs around the track in order to draw the racing line (doing it any other way seems strange). At the point of contact, the vehicle angles can be compared against the spline. The more divergent the angles are at the point of contact, the more "off line" a car is and therefore more at fault.
This shouldn't be hard. What I am talking about is 1990's technology. That it isn't happening now is unforgivable.
Of course that's still not enough to determine who hit who. Positioning and lines need to be looked at. Leaving enough room should be a criteria and is not that hard to look at.
I disagree. Positioning and lines are only considered in real life if someone makes multiple bad moves. If someone in game is in a poor position, the following car has to respect that, just like in real life. Real life racers "cover" a line by positioning their cars so that a pass in a certain spot will lead to an accident. In this game, tons of people go for that (nonexistent) gap.
But, in any event, as I stated above, compare angles to the racing line spline. That should be able to determine if someone is pointed the wrong way or not. Heck, you don;'t even need to compare the angle of the car. You can compare the angle of the input from the controller. That's even easier.
Force of contact is iffy since lag amplifies it or can even cause collisions to only occur on one side.
It's all reconciled on the server. What happens on your client is compared to the server. IF you get hit on your screen, but the driver never touched you on theirs, it's unfortunate, but it's not a penalty.
Anyway, currently it's way too simple and since the timer has been changed for contact then off, I keep getting SR Down for getting bumped off into the sand. It's a free for all even on race C now. PD should have an option to swap the main screen with the mirror view. Backwards view is much more important to survive
Yes, it's poop in a bucket at the moment.
I tried a lobby last night (and reminded myself why I hate the lobbies) and a dude went off at the bus stop at Spa. He drove back on track without waiting. He t-boned me and I got 5 seconds.
In MY version of the system, since he went off track without contact, he would now be in a "culprit" state, in other words, he's already done something wrong. If he hits me, I become a victim. He would have gotten a time penalty for being off track and a time penalty for hitting me. Even if he wasn't off track, the force of him hitting me in the side would outweighed the force of me driving forward by quite a significant amount. At worst, I would have incurred less penalty than he would have.