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Stockcar Rules for rF2?
I would like to see a major improvement on Stockcar rules for rF2!
This would be a huge thing for stockcar fans that love rFactor!
Lets get them right please.
Lucky Dog - Give proper Lucky Dog to 1st car 1 lap down and then move them to EOLL for restart.
Speeding in pits under yellow - Give a EOLL for restart.
Speeding under Green - Drive through.
Double file restarts and wave by cars - NASCAR's NEW Restart procedures Where the leader gets to choose inside or outside lane before going green again.
I think if this stuff is fixed it will attract a large crowd of NASCAR Sim Racers because everything works!
(Posted here as requested by Tim W.)
11-07-10, 01:13 AM
Thanks Mike. Some good discussion on stuff is always useful.
I'd love an option to make heat races, for example you need to finish top 5 to advance to start at the back of the final. Along the same lines, BTCC style random grid reverse positions 6 to 10
How about make the rules dependent on the mod being used. Correct me if I'm wrong but the current rules are inherit to rFactor and not the mod. That's a great list Mike. I've got a few more.
--Remove the driving in reverse penalty for the winner after the race. It's hard to do burnouts without driving in reverse.
--Currently Nascar tracks pit road speeding by timing segments not instantaneous speed.
--Freeze the field when caution come out. A must to make the Lucky Dog work.
One a side note- will there be animated pit crews? Even though it wasn't great for Nascar 2003 it added to the simulation.
For the "really" short oval stuff it would be good to be able to throw a yellow and have the leader become the pace car, instead of the pace car being deployed.
They would still have to follow the rules no driving to fast or slow ETC
And don't forget about the cars not accelerating when the pace car goes into pit road. Indy-cars do that, stock cars do not.
Some good stuff guys! Keep the ideas comming! We need to show ISI how much intrest there is in Stockcars!
I like the Ideas of timing lines for pit row speed too. Have an option when building the track to use instant speed or timing lines to determine pit road speeding.
Another thing I would like to see is the ability to make 3 pit road AIW's. The reason is for tracks like Bristol. During Green Flags they have 2 seperate pit roads. One on the front stretch and the other on the back stretch. But during yellows they have 1 continuous pit road from the back stretch to the front. If we could do this and have a setting to use certain pit roads during green flags and others during yellow would be neat, as there are a bunch of short tracks we could create that do this in real life.
Well that is my new ideas for today!
What I would like to see is an easy way to make, save and load rule templates, both for the offline client and the server software. Mod makers could distribute an "official" rule set with their mod, but users would also be able to easily switch to another set of rules if they wanted.
I like those ideas. And maybe free up the spring rubbers on locked setups and after the race starts, free up all of the settings and allow a car to go into the garage to change the setup and/or repair, then rejoin the race later on. Don't forget the wave-around rule.
Graded starts for the Short Oval racing type (UK/Euro/SA etc), i.e. Whites at Front, Yellows Behind, Blues.......etc etc
All of this.
Originally Posted by mschreiner
Hey Tim Wheatley,
How are some of these ideas comming along?
Another thing: Tire Management! Set limits on how many sets of tires can be used during a race weekend.
If we could have base settings in the RFM for the MOD and then adjustable settings in the dedicated server.
Ability to put on a used setor scuffed set during the race.
Option to Leave Qual tires on for begining of the race.
I have some other ideas that I will post elsewhere.
Would very appreciate that, not only for Stockcarracing.
There is already a thread about tire limitation in the "Wish Lists" section.
Pretty much any professional racing series has tire limits in their rules.
good stuff... we were able to get most rules going in rF1. lucky dog, speeding in pits etc albeit workarounds...
but double file restarts seemed to be a pain...
as with lucky dog it would work, but it was messed up a little, a car further down but closer to the leader would get it.
under white line dipping or passing...
no passing on the left before start line...
end of the line rule for doddlers...
setting pace car speed for each track easier...
entering the track on the back stretch...
drive through penalties... I believe are in but what causes them.
stop and goes... I believe are in but what causes them.
no racing back until 3 to go...
green-white-checker finishes... they added too many laps.
we'll keep thinking and post back with more if we think of it.