SR ranking and in-game penalties

  • Thread starter Cssgareth
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To add to this i really recomend watching this youtube series about getting out of rookies (E in GTS) in iRacing. It is more oval focused but apply's exactly the same to road tracks.

great videos. it totally validates how i'm approaching these early SR races. thanks for sharing them
 
Anyone car to speculate how the virtual stewards reacted to this small bump in the first corner of the race?



I got a 10 second penalty and a decrease in SR (there was no further contact in the race). Was that justified? I thought I'd made it clear of his nose, but there was just a small tap.
 
Anyone car to speculate how the virtual stewards reacted to this small bump in the first corner of the race?

I got a 10 second penalty and a decrease in SR (there was no further contact in the race). Was that justified? I thought I'd made it clear of his nose, but there was just a small tap.

it's hard to see from this angle but it didn't look like you left him enough space on the inside. with the wall there you have to leave a car widths distance especially if he's already in the apex. despite that though, you're braking on the outside and then steering into the apex while the other car is already there.

late apexing here is a bad line though. you're leaving the door open and you're not going to gain a speed advantage since there is no flat after that first corner.
 
In that instance it seems a fair penalty, he likely got one too (smaller though) for cutting the corner trying to avoid you as you attempted to overtake around the outside and didn't leave him anywhere else to go.
 
Anyone car to speculate how the virtual stewards reacted to this small bump in the first corner of the race?



I got a 10 second penalty and a decrease in SR (there was no further contact in the race). Was that justified? I thought I'd made it clear of his nose, but there was just a small tap.


Which car in this video is you mate?
 
The black one.

Did I have a choice other than a late apex? I couldn't turn earlier as he was alongside and I would have crashed into him.
 
The black one.

Did I have a choice other than a late apex? I couldn't turn earlier as he was alongside and I would have crashed into him.

Probably not, you could have backed off before the corner but then one of the cars behind could have hit you or been forced to try a move on you similar to the one you tried. Or you could have tried to brave it out on the outside for long enough to slot right in behind him but you could have still been hit or gone off track and end up losing places anyway.
 
The black one.

Did I have a choice other than a late apex? I couldn't turn earlier as he was alongside and I would have crashed into him.

IMO you got the penalty because when you made contact the other guy was "off track" (by his choice).He should have concider the position either way and not go off track to keep it.You could have given space to him (if he wanted to make the turn on track that does not seem to be the case here btw) and make it a 100% clean pass.
You did not push him off track and you were ahead by 4/5 car lenght.So either you should have gave him more room or he should not try to keep his position by going off track for a non contact pass (imo both should have been done,to be fair).
 
The black one.

Did I have a choice other than a late apex? I couldn't turn earlier as he was alongside and I would have crashed into him.

You also could have gone in side by side (which is risky in this game) leaving him a full car width on the apex hoping to take the second apex from him.
 
The SR system needs to be looked at and get improvments.I've wrote about that need when the beta came out.
And while we are talking about the SR and since they are pretty much "copy" the iracing system they need to also copy the damage model (that would actually make people less reckless).
You hit someone really hard from behind?Not only get a "penalty" but also damage.
2 min for toe and 2 min for a fix (or similar to what iracing does).
Then perhaps people would be more carefull about going flat out when they should not.
Damage is slowly being added into some of the FIA races. Granted you have to wreck pretty damn hard and it goes away after a bit but it slows you down significantly
 
Damage is slowly being added into some of the FIA races. Granted you have to wreck pretty damn hard and it goes away after a bit but it slows you down significantly

My point would work if damage is something simulated in the game and not just an "annoying thing" you can get rid off while racing after 30 sec.
 
iRacing using a simplistic system, it doesn't mean you HAVE to have it that way.
It just means that it'll take time for PD to fine tune the system they're trying to put in place which doesn't penalize players who were at 0 fault.

iRacing is also a subscription based game, which almost immediately caters to a different type of driver, being on PC means it's mostly wheel setups whereas GT:Sport more than likely is trying to tap into a more casual market.

A casual racer who might get a race or two in every day isn't going to be very pleased if an accident he/she is totally not at fault for is punished for it.
And while yes I agree a zero fault system in the end will eventually get everyone to the correct ranking, it will take the most time.

Think of this from a mathematical point of view. Drivers have an SR, which essentially makes them numbers, these numbers are shifting right now, but in the long run they will eventually even out.
PD's job is basically figuring out how to sort these numbers using an algorithm.
iRacing uses the slowest algorithm, it's tried and true and really doesn't have much thought put into it, but it works.
PD is attempting to create a faster algorithm, something they obviously have't mastered yet, but with continued work I highly expect they could figure out.

Your suggesting to simply use the simple algorithm iRacing has developed because it works. This isn't how innovation works, Gran Turismo Sport is trying to be the next best racing sim, not a recreation of iRacing. I fully expect that the SR system will be updated constantly and will eventually be a lot more reliable than it is now, give it some time.

Here is a visual example.



Essentially PD is trying to develop something similar to quick sort, a faster way.
iRacing is using dated technology and we don't have to settle for it.


You seem to have a very educated and knowledgeable base for your views, rather than just purely speculating. Just out of interest how long do you expect time wise before things start to level out and the game becomes a more consistent driving experience for most. Or is it too early to say? I guess it's mostly dependent on how and how quickly PD implement any changes?
 
I agree ref the brake checking, but with that example I wasn't even racing in a group, I was around 5 seconds ahead, but as a result of goofing the corner they caught up. If the speed difference is significant they ghost you out, so it appears theres a threshold between carrying enough speed and not on this one.
 
Anyone car to speculate how the virtual stewards reacted to this small bump in the first corner of the race?



I got a 10 second penalty and a decrease in SR (there was no further contact in the race). Was that justified? I thought I'd made it clear of his nose, but there was just a small tap.

You should have given him room and taken control of the next apex. Even IRL the other car could claim they had a right to their line. Your claim is stronger but it's not black and white. Racing incident.
 
You also could have gone in side by side (which is risky in this game) leaving him a full car width on the apex hoping to take the second apex from him.

To put more meat behind this theory, I pulled this move last night. Two a-hole dive bombers late braked and took the apex (I saw them on the radar) so I took the far outside line. They collided and wiped on the second apex and I only moved back 1 spot after it all without incurring any contact.
 
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