Oh yes. The worst is, you are free to divebomb as long as your victim keeps himself on the track. No need to mention that he gets his SR- down btw.
A competent leader would have stopped when the penalty system was super strict and penalized all contact. Then, from that point, refined the system.
Nope, they make these wholesale changes and completely throw away a good implementation. You are correct, a dive bomb is totally fine. My race was RUINED by some tool who decided to warm his tires into T1 (Autopolis). He lost control, cut across the grass, and slammed me into oblivion.
4 seconds pealty, which is the same as the video I posted just yesterday where I barely graze the front of a car I am trying to avoid.
How is this NOT determined to be the same thing? The game knows it's not the same. The contact force was not the same. I didn't cut across grass.
How is my contact equal to his? I could accept a crummy penalty of 0.5 (or less) for my contact, but that other guy this morning should have EASILY scored 10 seconds for contact, plus a penalty for his time off track, since it was his own doing. 15 seconds of penalty and a corresponding hit to his SR.
What is the SR penalty logic anyway? Does the game roll dice and give SR penalties accordingly? Make it simple. 2 SR points for every 1 second of penalty, assuming we go back to proper/competent system.
This is clown shoes.
The racing line bit won't work, that gives players a licence to turn in on anyone trying to overtake, or run people off the road if they just stay on the racing line while they do it. There needs to be an acceptable range of speeds in corners, and the car that is further away from this should get the penalty if there's a collision. Either that or a "correct" braking point for each corner, and the car that brakes furthest from it gets the penalty in the event of a collision over a certain impact force.
Perhaps as more of a carrot instead of a stick, there should be bonuses for both drivers for every overtake that's completed without contact or either car going off track.
You're over simplifying the validity of the line. It's a spline. The line has an angle at any given point, you compare the car's angle to the angle of the line. If someone "turns in" their relative angle to the line should be greater than the person on the inside.
I can think of a billion ways to tackle this using the racing line as a useful tool to help with determining blame
Acceptable speeds and such is where everything goes pear shaped. All you need is angles and force and 99% of blame can be accurately accounted for.