- 786
- United States
Racing without yellows isn't really racing, is it? Safety cars (or virtual safety cars) are a part of racing. But conspicuously absent in most racing games. Sometimes you get lip service to flags (blue flags after you lap a car? Really?!) but the primary type of flag, the yellow, seems to be a complete failure.
How can this be fixed? I have a suggestion...
A large crash ought to bring out a yellow. But how do you corral the drivers back for a restart? How about the same mechanism that auto-drives your car before the rolling starts? That's basically the same concept as the virtual safety car, but allowing the pack to bunch back up again and restart (yes, it would be nice for an AI safety car, but I'm trying to come up with the simplest solution). Unless the accident is on the last corner (or last sector, maybe?), the AI take over, bunch up the pack in order (automatically returning position if penalties deem it proper) and then release before the last corner ready for a green in the usual place a green happens on a normal rolling start (and hopefully, SMS fix their flawed rolling start detection).
From much online experience in casual rooms (that probably need yellows more than most, LOL) it is next to impossible to get everyone to obey no passing rules and a standardized speed and restart procedures, so handing the cars off to the AI until before the last corner seems to be the way to do it.
Any ideas, improvements, suggestions?
I'd also like to suggest that, like in real life, any track debris is removed (poof!) behind the pack once it gets out of sight. Bits of broken cars, trackside barriers etc. have no place remaining on track for the entirety of a race. Same with disabled cars. No, I realize it's a major job to animate them being removed. But from a driver's perspective, you rarely SEE them getting removed (unless it takes so long you lap the incident site), so I have no problem with them simply evaporating, and that isn't tough to code.
Once again, as always, any major change to the game like this should be under total host control. Don't want yellow flags? Don't enable them. But with online being the way it is, with PC2's very touchy collision physics, some kind of optional yellow system that doesn't rely on perfect understanding of yellow rules and voluntary obedience would go a long way to tightening up racing and making that inevitable first corner pileup from totally destroying a race for the racers (plus give the host time to deal with trolls and wreckers after SMS regain their sanity and reintroduce host kick).
What do you think?
How can this be fixed? I have a suggestion...
A large crash ought to bring out a yellow. But how do you corral the drivers back for a restart? How about the same mechanism that auto-drives your car before the rolling starts? That's basically the same concept as the virtual safety car, but allowing the pack to bunch back up again and restart (yes, it would be nice for an AI safety car, but I'm trying to come up with the simplest solution). Unless the accident is on the last corner (or last sector, maybe?), the AI take over, bunch up the pack in order (automatically returning position if penalties deem it proper) and then release before the last corner ready for a green in the usual place a green happens on a normal rolling start (and hopefully, SMS fix their flawed rolling start detection).
From much online experience in casual rooms (that probably need yellows more than most, LOL) it is next to impossible to get everyone to obey no passing rules and a standardized speed and restart procedures, so handing the cars off to the AI until before the last corner seems to be the way to do it.
Any ideas, improvements, suggestions?
I'd also like to suggest that, like in real life, any track debris is removed (poof!) behind the pack once it gets out of sight. Bits of broken cars, trackside barriers etc. have no place remaining on track for the entirety of a race. Same with disabled cars. No, I realize it's a major job to animate them being removed. But from a driver's perspective, you rarely SEE them getting removed (unless it takes so long you lap the incident site), so I have no problem with them simply evaporating, and that isn't tough to code.
Once again, as always, any major change to the game like this should be under total host control. Don't want yellow flags? Don't enable them. But with online being the way it is, with PC2's very touchy collision physics, some kind of optional yellow system that doesn't rely on perfect understanding of yellow rules and voluntary obedience would go a long way to tightening up racing and making that inevitable first corner pileup from totally destroying a race for the racers (plus give the host time to deal with trolls and wreckers after SMS regain their sanity and reintroduce host kick).
What do you think?