This video is 18 months old.
I watch it and I wonder what PD is thinking. Actually, I wonder why the penalty system takes time to show a result, because it surely isn't checking any conditions.
It's not checking the location on the track. It's not checking the location of the contact on the car. It's not comparing speeds. It's doing nothing.
Now, 18 months later, instead of having been continuously refined and improved so that it is better at assigning blame and appropriate punishment, it's the worst it has ever been,
I have a simple idea to improve it. Roll the dice and assign random penalties, to a random selection of half the field, at the start of the race. That will work just as well
That's just it. The system CAN. The mere fact that someone is braking, and then is all of a sudden punted off track without applying that force through the controller is obvious. If it weren't a known thing, then the accident would not happen.
They can check the collision location on the car
They can check the force of the collision
They can check the location on the track
They can check the orientation of the car
etc, etc, etc,
The system cannot form opinions or judgments, but it doesn't need to. As I've stated, it needs car states to create context, and then some simple rules to create penalties. Those penalties change based on the context.
For instance. If cars are in an acceleration zone, they should be in a "normal" state. If someone in a normal state applies brakes, and then gets hit from behind, that's a brake check. The person who applied the brakes gets a penalty.
That allows cars to then go into a "braking" state when the enter a braking zone and penalize rear end contact normally.
This also means that if two cars are in a normal state, you can have very low penalty values for front to rear contact, which would allow bump drafting.
Cars that have gone off track, even with just two wheels, go into an "off track" state so, if they side contact someone or get hit in the rear quarter panel, they still get the penalty (essentially penalizing an unsafe re-entry of the track)
I can think of a few more, but you get the idea.
The cars need 6 points of impact (front, rear, front left, front right, rear left, rear right) and a penalty table that gives a basic value of penalty for contact between those six points.
You then duplicate the table for the different states.
You can add a "blame factor" by checking against certain track criteria (these are the rules I mentioned). For instance, on contact between two car, check the orientation of the cars relative to the orientation of the racing line. The person who is most divergent, ergo most off-line gets a multiplication of the penalty result.
Impact force multiplies the penalty value.
You compare the values, subtract the lower value from the higher value, and assign the higher value to the person who earned it.
This is an idea off the top of my head, while I am in my robe, drinking coffee, but I bet it will work better than what ever they are doing now. It's not AI and it should not need a lot of overhead to compute.
Heck, right now, in game, they can accurately determine who started a multi car collision, so they have already solved the most difficult part of any penalty system.
The folks at PD aren't playing their own game. If they were, they'd be just as up in arms as we are. Kaz isn't a coder, so he probably has to rely on someone else who is saying that a good system is impossible, but it's not impossible.