Realistic IndyCar Racing series, Sign up Thread Coming Soon

  • Thread starter cgr-10
  • 406 comments
  • 15,549 views
Status
Not open for further replies.
Although I do agree with the team aspect, in real life there is only one Indy, one shot to get in, one race. I'm not saying we HAVE to run only one, that's just my opinion. It is whatever everyone wants to do. I just think it makes it special having the one big one at the end.

What we could do is split the difference on the distance. Make it 250 or 300 miles. I think 250 would be pretty good. Once again tho it's gotta be a joint decision.

Yeah I do understand where you're coming from, we'll wait till we get a second opinion though :)
 
You both have very good points, so it's a tough deciding decision.

I do think there should be an Indy (maybe 100) in the main season, but near the beginning. Then have a decider one at the end but probably not 500, maybe 250?

This would still allow the team element at the end of the season.
 
Good idea. I'l change the first Indy race to a 40 lap 100 miler, this will be long enough to force a pit stop right? And I suppose the last race could be 250, it's still by far the longest in the series 👍
 
Good idea. I'l change the first Indy race to a 40 lap 100 miler, this will be long enough to force a pit stop right? And I suppose the last race could be 250, it's still by far the longest in the series 👍

40 laps is easily enough to force a pitstop, since the tyre rule is to spend at least 2 laps on each compound (so even a 4 lap race could use the tyre rule), and I ran out of fuel after 36 3/4 laps running solo when I tested a couple of days ago.

I'd probably say to go for a 150 mile race at the start though, and double the distance of this to 300 miles for the final Indy race. (But that's just me.)
 
Questions:

Which driving assists would be allowed? (I won't use any either way, other than having ABS on 1 (and you're faster without assists anyway))

What will damage be set to? (off/light/ heavy)

Will grip reduction on wet track/track edge be set to low or real?

What will penalties be set to? (off/weak/strong)

Only the ovals seem to have rolling and double file starts (and I read that we'd be starting 3 wide at Indy speedway), so will a pace lap be used to get us to line up properly for the start?

What will the race finish delay be set to? (I recommend using the highest setting (3 minutes))

EDIT: Since it's (meant to be) a non-contact sport, I'd presume we could have penalties set to light.

Due to where the autodrive ends after the pits on some tracks, it's possible to exit to the track sooner than you should (such at Indy speedway, where the game let's you drive from after turn one and you can cross onto the track for turn 2, whereas in real life you'd stay on the access road until the back straight.) (and Daytona road, where you can rejoin the track right at turn 1, but the pits continue until after turn 1.) Will there be rules for tracks like these to say where we're allowed to rejoin the track after pitting?

I'm also guessing that we'll use the rule where having any more than 2 wheels off the track counts as cutting the corner. (Doesn't/shouldn't apply to running wide, only cutting the inside.)
 
Last edited:
Questions:

Which driving assists would be allowed? (I won't use any either way, other than having ABS on 1 (and you're faster without assists anyway))

What will damage be set to? (off/light/ heavy)

Will grip reduction on wet track/track edge be set to low or real?

What will penalties be set to? (off/weak/strong)

Only the ovals seem to have rolling and double file starts (and I read that we'd be starting 3 wide at Indy speedway), so will a pace lap be used to get us to line up properly for the start?

What will the race finish delay be set to? (I recommend using the highest setting (3 minutes))

EDIT: Since it's (meant to be) a non-contact sport, I'd presume we could have penalties set to light.

Due to where the autodrive ends after the pits on some tracks, it's possible to exit to the track sooner than you should (such at Indy speedway, where the game let's you drive from after turn one and you can cross onto the track for turn 2, whereas in real life you'd stay on the access road until the back straight.) (and Daytona road, where you can rejoin the track right at turn 1, but the pits continue until after turn 1.) Will there be rules for tracks like these to say where we're allowed to rejoin the track after pitting?

I'm also guessing that we'll use the rule where having any more than 2 wheels off the track counts as cutting the corner. (Doesn't/shouldn't apply to running wide, only cutting the inside.)

Just checked the schedule saw that you decidesd to race on Tokyo reverse rather than forwards. Tokyo reverse is one of my worst tracks in the game and I'd much rather race forwards.

I Changed the race lengths on the OP. All assists will be allowed because as you say, it' quicker without them anyway, but they're there so people are comfortable with their settings. I think the damage and penalties will both be set to light and the grip to real. We'll be using a pace car if there are 15 drivers or less, if not the leader will lead the pack, and yes we will have a parade lap. The race timer will be set to 3 minutes max, and yes we'll have to agree that you cannot cut off parts of the pitlane exit, you must drive to the end of it. Again yes, 2 wheels on the track. As for Tokyo i'll test again tomorrow and review, I thought it would mix things up abit but oh well. Phew. This was a pain to type on mobile! :P
 
Don't worry about Tokyo, I ran some laps and I suddenly seem OK at it now. <_>

There is one assist I'd keep off though, and that's skid recovery.
 
Skid recovery should definitely be off. I think rolling starts should be used for all races we can just identify an acceleration point. On ovals the tire rule doesn't apply just road courses so you could use the softer compound to force a stop. Also, for the US series penalties will be off and damage will be set to heavy. The idea of serious consequences should force people to drive smarter. And with penalties on it makes the car go into a ghost state randomly and I've seen it cause serious problems.
 
Ghost cars shouldn't be a problem as long as people treat them as if they're still non-ghosted. I'd stick with using the harder tyres to force a stop on ovals rather than the softer tyres, because a change/glitch brought in with one of the very early GT5 updates made it so that all tyres last the same amount. However, because harder tyres have less grip, they slide about more and wear out faster than the softer tyres do.
 
Alright skid recovery is out and i 'll keep the penalties on but might consider heavy damage as LV said to give consequences for driving like an idiot.
 
I agree with LV here, damage set to heavy will make for better races, plus cautions with heavy damage should be interesting (can you make it back to the pits quick enough to stay on lead lap??) Penalties I'm not so sure about due to the lack of fairness in GT5. You can get smacked up the rear by someone and 'you' receive the penalty. Just don't think it's fair in this game. Heavy Damage with Cautions should work here - my opinion.

As for driving assists .... what do Indycars 'actually' have on them? ABS / TCS etc ???
 
I agree with LV here, damage set to heavy will make for better races, plus cautions with heavy damage should be interesting (can you make it back to the pits quick enough to stay on lead lap??) Penalties I'm not so sure about due to the lack of fairness in GT5. You can get smacked up the rear by someone and 'you' receive the penalty. Just don't think it's fair in this game. Heavy Damage with Cautions should work here - my opinion.

As for driving assists .... what do Indycars 'actually' have on them? ABS / TCS etc ???

IndyCar's have absolutely no aids. No ABS, TCS, or even power steering for that matter lol. So should we disallow ABS? I just noticed the other day that you can see who is running ABS in the replay so we could hand out penalties to anyone who uses it. On the flip side though, it might turn people away if we run no ABS.

Also, I have the day off work. Can anyone test today?
 
IndyCar's have absolutely no aids. No ABS, TCS, or even power steering for that matter lol. So should we disallow ABS? I just noticed the other day that you can see who is running ABS in the replay so we could hand out penalties to anyone who uses it. On the flip side though, it might turn people away if we run no ABS.

Also, I have the day off work. Can anyone test today?

I think that ABS at 1 is an absolute must, but the others, take em or leave em really.

At work at mo, won't be on till about 10:00 BST I reckon, but will be testing then. 👍
 
Alright. That's about 5pm my time. Send me a friend request and we can do some testing. I'd like to do some draft testing at Indianapolis as well as road course testing.
 
As for assists, I think ABS at 1 would be fine and as for the others, they can be on (apart from skid recovery) so we don't discourage people from joining 👍 And yeah I can make 10pm but I won't be on for long cause of school in the morning.
 
Just added Tom and LV on PSN, I'm JoeOfTheFire. I know that me and Knelly have mics, how about you two?

What sort of things do you guys want to test tonight? I can't really think of too much. Perhaps we can sort out what we'll use at Indy Speedway. I think comfort hards will be ok there, but for realistic solo speeds I had to up the BHP from the actual regulations to about 900 (I left the weight as it should be though). Other things we could test are things to do with cautions, pitting, and restarts at all tracks, such as the speed we run at on cautions and pace laps (Depending on the track, I'd say anything from 50 to 100 mph). (I may be confusing my rules with NASCAR, but I can't remember if IndyCar has it's own versions of the lucky dog and wave-arounds. I don't think it does, but I'm not sure.)
 
Last edited:
More like 'on fire'

I'm too hot to touch! :sly: (Unless I'm pushing on an oval, then I burn someone's rear end.)

EDIT: Since I've been having some connection issues in people's rooms since the 1.11 update (these include: incompatibitly with hosts, disconnections (usually after 1/2-3/4 of an outlap), shuffle races saying I broke the regulations but nothing illegal was found, cars disappearing one by one while I watch a race, me and another person not being able to hear each other's mics and having to talk through a third person, and invisible cars), I'd like to try testing in my lounge to see if things are any better.
 
Last edited:
Just added Tom and LV on PSN, I'm JoeOfTheFire. I know that me and Knelly have mics, how about you two?

What sort of things do you guys want to test tonight? I can't really think of too much. Perhaps we can sort out what we'll use at Indy Speedway. I think comfort hards will be ok there, but for realistic solo speeds I had to up the BHP from the actual regulations to about 900 (I left the weight as it should be though). Other things we could test are things to do with cautions, pitting, and restarts at all tracks, such as the speed we run at on cautions and pace laps (Depending on the track, I'd say anything from 50 to 100 mph). (I may be confusing my rules with NASCAR, but I can't remember if IndyCar has it's own versions of the lucky dog and wave-arounds. I don't think it does, but I'm not sure.)

I do have a mic, which is currently not working :yuck: And I'll only be able to stay 30-45 mins, got school tomorrow 👎
 
LV and McD can you both FR me as only on phone at mo and can't get your psn's. To Knelly.
 
My lounge seems to be the place to go to avoid connection issues. Had a good testing session at Indy Speedway tonight and came up with some things: weight is still 690kg, BHP is now 848BHP, Pit entry speed limit is between 95 and 105 mph, you should be geared to use 6 gears running solo, with 7th gear set 10 to 15 mph higher for use when drafting, the start of the pit wall is the acceleration point for the start and restarts, bump drafting is not allowed (slingshotting is the next best thing), and me and Knelly are a team in the silver/black car.

It's also good to know that I can still save myself from a spin by turning the spin into a 360 and driving away from it, having only lost maybe 70 or 80 mph.
 
Really great testing session. Got a lot accomplished and figured out. Going to be cool testing some road courses with other guys on track.

As for the gearing and speed at Indy, 240 mph should be the max. That's actually about the max they will ever hit in the draft in practice or on race day in real life. with the cars being able to reach 230 alone I think 10 mph should be plenty to sustain some close competition without creating crazy speed situations.

I'll do some more research on it, and maybe do some more testing with different speeds in the draft. I'd like for the race to be based on sustaining momentum and working efficiently to create passing opportunities, like in real life, than to have a constant back and forth "cat and mouse" like we had in testing earlier.
 
Very good testing last night guys, very enjoyable. Shame you couldn't get there Tom. I think apart from figuring out the Max Speed in respect of drafting, we know have the speeds we want to make Indy (at least) accurate.

Get this last bit done, record it all and then move onto a Road Course or two to make sure the Limits we have down at the moment, work.

It may be difficult to monitor everyone having the same Gearing, so will take an element of trust and some replay watching if we are not entirely sure of others having what we have (will) set.

Not sure I can make tonight, but if not, will definately be on tomorrow. Will let you know later.

Again, good work last night 👍
 
Sorry I couldn't make it guys, weekdays are sometimes a struggle for me with coursework etc. But sounds like you had a good session anyway 👍 I should be there next time *hopes* :P
 
Status
Not open for further replies.
Back