- 1,814
- San Diego CA
- Alex_ONeil
Important - for attention of all Racers
I have decided to run an extra Test Round (00) at Brands Hatch Indy next Monday to enable us to try out the damage and penalty settings - you will also be able to experiment with assigning buttons to look right and left and try these out in a race situation. This is our first race series on Project Cars and I would rather delay the start of championship racing by one week and get the format right for this and future series.
By using the very short Indy Track we will be able to run 5 minute qualifying sessions and complete more short races to test out different damage options.
During the extra test round several drivers will deliberately try to incur penalties and damage which we will then discuss afterwards: - I propose that those drivers be myself, @Flaco13 and @Alex ONeill
Please do not take offence from any deliberate bad driving during the extra Test Round (by those nominated drivers) - I have to learn more about this aspect of the game. I do not want to implement it if there is a high risk (as in GT6) of the innocent party being awarded the penalty or a high risk of people being disqualified from the race for no fault accidents or being unable to get back to the pits to continue the race.
Note - although switching on tyre and fuel wear may be more realistic I will not be doing this for several reasons:
There are bugs associated with using default setups with tyre wear. Some of the default setups do not have much fuel onboard so unless you add pit stops the cars can run out of fuel - their are bugs associated with using default setups with pit stops. This series is aimed at all ability levels and starting on cold tyres - based on what I have read on other threads normally results in first lap carnage. Finally - it takes many hours of testing time to check and select tracks for a series and this would be increased further if I also had to check the fuel consumption of the cars on a default fuel load - note the cars and track combinations have already been tested and selected for Monday and Wednesday series for the whole of 2017.
You are correct on the default setup glitches relating to fuel, tires and pit stops. I think it is better to run without them on for your type of series. In regards to damage being on, in our wednesday PITS series we run with damage on to force drivers to always be thinking about how they are driving. Damage makes you really think about a pass or how hard you are going to push, reward vs. risk. The down side that I see with using damage in your series is that the only way to repair your car is by pitting and with default setups you are not able to set up a pit strategy to repair your car. Not only that but if you did pit you would have your tires changed and fuel added. It would end up being a 17 - 20 second pit stop not including the drive down the pit lane. With only doing a handful of laps your race would essentially be over. On Wednesdays we run damage and also have a required pit stop but we are running 2- 45 minute races so it doesn't hurt so bad to stop once to change tires and do repairs at the same time. We can try damage on Monday and see how it works as well as try repairing in the pits to see how it goes. A little bumping and rubbing to test this on Monday should be fun. Penalties are a good thing as well. It will keep people from going 4 wheels off and gaining an advantage and make it so you won't have to police OOB incidents. Drivers are given either a 5 or 10 second penalty for cutting the track. After 4 penalties in a session drivers are DQ'ed. Other DQ's happen from driving the wrong direction on track.
Let's test these Ideas on Monday and see what options you like!