How does online timed races work?

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eran0004
Good morning GTPlanet!

I have a question about online races with a timer. Say that you have a race with a timer of 1 hour and that during the race some cars are being lapped. Let's say that the first car is on lap 20 when the timer runs out and the last car is on lap 18. So here is the question: Would the last car finish when it crosses the finish line on lap 18, or would it need to complete all the 20 laps of the leader?
 
As soon as the first car crosses the finish line, which is race time plus rest of the final lap, the game then triggers the countdown time as was set in the regs at the start of the race. So if the countdown timer triggers at 15 secs, then to finish not only do you have to be on the same lap but within 15 secs of first place to be classed as a finisher.

So in your scenario the car on lap 18 is a DNF if it fails to finisher before the countdown timer runs out.

I cannot recall what the longest timer delay is. I have never been in a lobby where it is more than 90secs.

Generally those in the front want to get going again and those at the far back just want it over and done with ;-)

I hope this helps.
 
Thanks!

It would have been much better if the cars could just finish on whatever lap they're on when the time is out. I was thinking of making a regularity rally event, but that would require all cars to get a total time and if they're DNF they won't get one.
 
Actualy if you do a 1hour race, you will have something like 2 or 3 min after the first one croses the line.
In a 90min race you will have like 5min after the first.
I do a 90min race every saturday, I do lap a few drivers and they all get to finish the race, they don´t get a time though, they get a +1 lap.
 
Thanks!

It would have been much better if the cars could just finish on whatever lap they're on when the time is out. I was thinking of making a regularity rally event, but that would require all cars to get a total time and if they're DNF they won't get one.

They don't DNF - the cars which are lapped finish the race, but the appropriate number of laps down. Any which are on the same lap as the leader get a total race time. This is the same as a real life endurance race i.e. the cars continue to race until they reach the finish line, but may have been lapped many times.

For drivers who are lapped you could add the time taken for 2 laps of the track (up to 1 lap and they would still finish on the lead lap). To differentiate between the positions you could make it 2 laps, then 2 laps and 5 seconds, then 2 laps and 10 seconds etc.

I am also wrestling with this problem as I am planning a recreation of the 1973 Avon Tour of Britain which was won by James Hunt driving a Chevrolet Camaro - the winners time in that event was an aggregate of their circuit race and rally stage times. There is also the problem of how to deal with absentees - do you award them the slowest time? And if you allow rounds to be dropped how do you drop time from peoples totals?
 
As soon as the first car crosses the finish line, which is race time plus rest of the final lap, the game then triggers the countdown time as was set in the regs at the start of the race. So if the countdown timer triggers at 15 secs, then to finish not only do you have to be on the same lap but within 15 secs of first place to be classed as a finisher.

So in your scenario the car on lap 18 is a DNF if it fails to finisher before the countdown timer runs out.

I cannot recall what the longest timer delay is. I have never been in a lobby where it is more than 90secs.

Generally those in the front want to get going again and those at the far back just want it over and done with ;-)

I hope this helps.
Actually, this is incorrect for timed races.
Actualy if you do a 1hour race, you will have something like 2 or 3 min after the first one croses the line.
In a 90min race you will have like 5min after the first.
I do a 90min race every saturday, I do lap a few drivers and they all get to finish the race, they don´t get a time though, they get a +1 lap.
They don't DNF - the cars which are lapped finish the race, but the appropriate number of laps down. Any which are on the same lap as the leader get a total race time. This is the same as a real life endurance race i.e. the cars continue to race until they reach the finish line, but may have been lapped many times.

For drivers who are lapped you could add the time taken for 2 laps of the track (up to 1 lap and they would still finish on the lead lap). To differentiate between the positions you could make it 2 laps, then 2 laps and 5 seconds, then 2 laps and 10 seconds etc.

I am also wrestling with this problem as I am planning a recreation of the 1973 Avon Tour of Britain which was won by James Hunt driving a Chevrolet Camaro - the winners time in that event was an aggregate of their circuit race and rally stage times. There is also the problem of how to deal with absentees - do you award them the slowest time? And if you allow rounds to be dropped how do you drop time from peoples totals?
👍
 
Hopefully not speaking out of turn here but I would save the replay and note total time & lap # of each player at the completion of their final full lap.

Arrived at by:
  • Starting the re-play
  • Displaying the Live timing panel
  • Pausing in each DNF's last incomplete lap
  • Stepping back to the start finish sector break while paused
  • Noting the total Time or Gap & do the timing math.
Do that for each participant that fails to finish
 
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