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Glad you like is kaumifanboy! it is SO MUCH fun SO intense. honestly so is oval racing in general. the super speedways are obviously much more intense. but you get alot of the same feelings when running normal ovals as well.
 
The only thing I really hate about the ovals is the stupid cautions and how much you spend behind the pace car, I did the Daytona 500 earlier this year and by some miraculous reason I was on pole, so I was safe from the lunacy going on behind me, but after an hour and a half and not even at 30% of the race I couldn't take it anymore so I pitted and retired!
Yeah round and round isn't for me...
 
My experiences with oval tracks are limited to mainly bottom split street stock. It's really easy to finish well if you can avoid the wrecks. Also, week 13 is a spectator week from experience
 
I'd love to run some ovals but I can justify the expense, I buy too much road content as it is and barely use it, so I know I won't even touch the ovals.
 
Mac K
I'd love to run some ovals but I can justify the expense, I buy too much road content as it is and barely use it, so I know I won't even touch the ovals.

The only ovals I own other than the free ones are Daytona and Indy because I race the roval for road, and I might only buy one or two more oval tracks being homestead and Kansas but it will be just as much for the roval as the oval.
 
Carb Cup is fun for s#itz and giggles.
It helped me learn how to work the draft.
 
I love Carb Cup, what I can't stand is the crazy ammount of yellow flags on the regular series.
 
Jav
I love Carb Cup, what I can't stand is the crazy ammount of yellow flags on the regular series.

Speaking of yellow flags, is iracing thinking about adding FCY conditions for road? I wouldn't necessarily like it
 
cnd01
Speaking of yellow flags, is iracing thinking about adding FCY conditions for road? I wouldn't necessarily like it

Hope not. Just bunches the feild up and some people cant even get to the line without crashing
 
smuffyatfcp
Hope not. Just bunches the feild up and some people cant even get to the line without crashing

The pace lap is almost as treacherous in street stock as the first turn
 
I for one would really like full course yellows as they are part of real life racing and it would give me more practice for strategic situations along with restarts. But, the feature is pretty much useless since you can hold ESC at anytime and get out of your car.
 
Kamuifanboy
I for one would really like full course yellows as they are part of real life racing and it would give me more practice for strategic situations along with restarts. But, the feature is pretty much useless since you can hold ESC at anytime and get out of your car.

If the room was set with no esc then it can be done. I think cautions won't come into play until debris and fluid effects from cars are added when or if that ever happens
 
I think they would be really cool. I always wish we could have a nice breather on long races.
 
polarbear345
I think they would be really cool. I always wish we could have a nice breather on long races.

It would open up a huge plethora of pit strategy for road
 
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Ahhh, to renew or not to renew... *checks pockets, finds iRacing's hand* :ouch:
 
Speaking of yellow flags, is iracing thinking about adding FCY conditions for road? I wouldn't necessarily like it

Hope not. Just bunches the feild up and some people cant even get to the line without crashing


I for one would really like full course yellows as they are part of real life racing and it would give me more practice for strategic situations along with restarts. But, the feature is pretty much useless since you can hold ESC at anytime and get out of your car.

I'm kind of 50-50 on this one... On regular every day non split races it would be just as bad as the oval side if not worse...maybe if they could somehow use heavy damage as a trigger and not just a simple spin it would be great, or maybe if the global total number of incidents exceeds 12 in a single lap.
There's many ways it could be incorporated without it becoming a joke, specially when most of the popular series are time limited rather than a set amount of laps. If done properly it would definitely be a great addition to the service, specially for endurance racing with the driver swaps on the horizon.
 
Jav
I'm kind of 50-50 on this one... On regular every day non split races it would be just as bad as the oval side if not worse...maybe if they could somehow use heavy damage as a trigger and not just a simple spin it would be great, or maybe if the global total number of incidents exceeds 12 in a single lap.
There's many ways it could be incorporated without it becoming a joke, specially when most of the popular series are time limited rather than a set amount of laps. If done properly it would definitely be a great addition to the service, specially for endurance racing with the driver swaps on the horizon.

If gravel traps are made realistic then it could help but the no split races would be entirely under caution as everyone would end up in the sand. Your idea of an incident per lap based system would work assuming everyone doesn't destroy each other turn 1 which doesn't happen in the splits I'm in unless it's a race with no split. Once iracing gets a debris/fluid system for crashed cars, that will help determine cautions. I think unless the crash leaves debris/fluid, it should have to be multi-car for a FCY. If it's set up correctly, I'm all for a road FCY system
 
I think they would only use it in races over 30 minutes (Or a race with enough laps to make them worth it)

Even in the trucks, if you get 3 cautions a race, it really doesn't "feel" that bad. Granted a road caution may take a little longer, I still think they would be great to have as an option.
 
Cautions could be a great feature if implemented correctly, sadly there will always be a compromise somewhere with an automated system. Currently there are series out there that use cautions very successfully with live stewards, for obvious reasons this is not an option on official sessions that's why they need to really find what would be a reasonable trigger for a yellow flag.
 
polarbear345
I think they would only use it in races over 30 minutes (Or a race with enough laps to make them worth it)

Even in the trucks, if you get 3 cautions a race, it really doesn't "feel" that bad. Granted a road caution may take a little longer, I still think they would be great to have as an option.
A road caution would take anywhere from 5-10 minutes out of the race depending on track and what series it is. Think about the grand am races that are 45 minutes. 4-5 cautions and the race could very well be over. I think cautions for lap count races on road are more feasible unless the timed race is really long.
Jav
Cautions could be a great feature if implemented correctly, sadly there will always be a compromise somewhere with an automated system. Currently there are series out there that use cautions very successfully with live stewards, for obvious reasons this is not an option on official sessions that's why they need to really find what would be a reasonable trigger for a yellow flag.

Jav I can't agree more, and if it's not done correctly, I see what example I gave polar happening
 
All this being said, I wish iRacing reads this thread because this is a really good potential idea for the future.
 
Kamuifanboy
All this being said, I wish iRacing reads this thread because this is a really good potential idea for the future.

Me too. It's a great idea if done right. I would rather see rain and debris/fluid added in first though
 
If they would eliminate the totally stupid an "un-sim-like" feature of cars simply disappearing off the track when someone calls for a tow I would be very happy. This would actually make full course cautions required and make things more realistic overall.

I hate the "it's a SIM not a game!" people who complain in the very next thread about something that will make the sim more realistic.
 
I guarantee that if wrecked cars could teleport to the garage in real life, everyone in NASCAR would be thrilled. Why not enjoy the advantages afforded by the virtual environment?
 
If they would eliminate the totally stupid an "un-sim-like" feature of cars simply disappearing off the track when someone calls for a tow I would be very happy. This would actually make full course cautions required and make things more realistic overall.

I hate the "it's a SIM not a game!" people who complain in the very next thread about something that will make the sim more realistic.

Its also "un-sim-like" for us to feel no pain from crashes....

You know it is "simulation" not "reality" right? We don't have to simulate everything and at least for me I have no interest in halting the racing for something that isn't an issue.
The reason we have safety cars/yellow flags/red flags in reality is for safety. But as there are no safety concerns in a simulation, whats the point?

This is one aspect of reality I'm quite happy isn't simulated. It doesn't add anything to the racing, only takes away in the pursuit of what? To add a strategic element? I'd rather have the continuous racing than artificially created "strategic decisions".
 
Just won my first big oval race! Albeit a bit of luck. Pushed the leader all the way to lap 24 when he got loose. I had nowhere to go but overtake. And at the same time the Yellow came out. Followed by another yellow just a corner after the restart and I was able to win under yellow. Would of liked to finish under green but, I'll take it!

​

I can understand your point Ardius.

In my opinion though, Yellow Flags are a part of real racing that brings in a whole new dimension of strategy. There are those that are able to drive fast, and they often win races in iRacing but, add this feature and those of us who are thinkers are able to have our say in the race as well. With the current system, only the fastest drivers are really given an opportunity for the victory. Which is nothing like real life.

In real life, I have never really been known for being that outright fast guy but, I am the guy that uses his brain to construct the best possible performance.
 
Exactly.

We don't get hurt in sim racing because it's not feasible to set something up like that.

But simulating things that happen in real life racing are something we should try our best to do.

So sand/gravel runoff should not be easy to drive out of or slide right through into a wall. Disabled cars should stay in their place until they are towed away. These add elements of strategy just like Shinya mentioned above. There are 100 other things I could mention, but I think listing a couple should illustrate my thoughts well enough.
 
Ardius
Its also "un-sim-like" for us to feel no pain from crashes....

You know it is "simulation" not "reality" right? We don't have to simulate everything and at least for me I have no interest in halting the racing for something that isn't an issue.
The reason we have safety cars/yellow flags/red flags in reality is for safety. But as there are no safety concerns in a simulation, whats the point?

This is one aspect of reality I'm quite happy isn't simulated. It doesn't add anything to the racing, only takes away in the pursuit of what? To add a strategic element? I'd rather have the continuous racing than artificially created "strategic decisions".

But in real life, drivers don't have to have a certain "safety rating" to race certain cars. Heck if you have enough money, you can race anything you want. I'm all for safety rating don't get me wrong, but I think cautions provide drivers with a chance to relax and get some closer racing at the end
 
But in real life, drivers don't have to have a certain "safety rating" to race certain cars.
Drivers don't, but owners do in the form of operating expenses, and in iRacing you are both driver and car owner. The most useful way to look at SR is as iRacing's currency, a way to measure car repair costs. That's why you "pay" for every incident/wreck regardless of who is actually at fault. In fact, as I understand it, iRacing considered having a currency system for such in-game maintenance activities as repairs, setup changes, etc. but went with the simpler SR system instead.
 
Some week 13 news:

Highlights include Bathurst and the Nationwide Mustang being in the new build, and NTMv5 confirmed in the build for the Legends Coupe, Spec Racer Ford, MX-5 Cup, and Pontiac Solstice.

Week 13 is upon us. Again. As always, it’s one last chance for iRacers from Rookie to Class B to move up to the next rung of the license ladder in time for 2013 Season 4 . . . and for Rookies to Pro iRacers to have a lot of fun.

With a little help from our friend and NHRA superstar Ron Capps, we introduced a new official series - the Celebrity Challenge – last time around. This time we asked IndyCar stud and all ‘round good guy Justin Wilson to concoct his two ultimate track/car combinations. His choices? The IndyCar Dallaras on The Milwaukee Mile for the oval series and a road course series featuring the Lotus 49 at Watkins Glen (Historic Boot). Just a coincidence, but Justin scored Dale Coyne Racing’s first IndyCar win at the Glen . . .

“While I wish I was better at driving the 49 I still love it,” he says. “It’s a great looking car and an iconic piece of motorsport history. I love trying to drift and float this around the track. I chose Watkins Glen for many reasons. The first is the faster open corners that suit the Lotus. Second is the feeling of satisfaction when you get a few corners right . . . Oh and I have good memories of racing at the Glen ;-)

“I love Milwaukee as it’s so rewarding when you get the car to turn. It races well too, so I thought it would be fun. I ran a few different cars before I decided to go back to the IndyCar. It’s just fun around there.”

The winner of each series will receive $50 in iRacing credits. To insure an even distribution of points, zig-zag iRating driver distribution will be in force and -- to give non-aliens a chance at the prizes -- drivers holding Pro and WDC licenses during the 13th week are not eligible for the series.

We’ll have some other official series including the Week 13 Street Stock Challenge and Legends Road Racing series. The Street Stock schedule includes Charlotte (both the Legends and the 1.5 mile ovals), Lanier, Oxford Plains, Thompson, South Boston and USA International. The Legends cars will be racing at Charlotte (road), Laguna Seca, Lime Rock, Okayama (long and short) and Summit Point (Jefferson Reverse) . . . on the NTMv5 once the new build is released.

Safety Ratings and iRatings are in effect in the official series, giving competitors a final opportunity to boost their license ratings before promotions for Season 4 are finalized at week’s end. Likewise, rookies who have yet to complete the category-specific minimum participation requirements for graduation to a D license (two official races or four time trials in each category) can do so in Week 13.

The week’s unofficial competition includes the ever-popular Carburetor Cup with the Gen6 Chevies and Fords at Talladega and -- once the new build goes live – three 24 Hours of Fun series featuring the cool new content. One series features the V8 Supercars at Bathurst, while another will pit the Nationwide Impala and Mustangs against each other Iowa Speedway. We’ll also have one multi-class series with 54 car fields of the SpecRacer Ford, Mazda MX5 Cup and Pontiac Solstice . . . all on the NTMv5 at Bathurst.

Now that ought to break-in Mt. Panorama nicely for Season 4.

Looks much better that the last week 13, that's for sure.
 
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