Is there a way to better quantify this information? How many laps it takes, what type of cars, how does air temp affect this, what % more or less grip is there, ....
btw, thanks for all the great comments...
Thanks for your interest.
All the dirt oval scene has the same characteristics as far as tracks go within reason. The issue programming for this is a few things that maybe can be addressed.
We race sprint style races, so most races are at maximum 30-40 laps for a feature event. The tracks progress through out the night, that is what makes this tougher. Currently we build 2 tracks for each track we make, one we call tacky and one we call slick. We Time trial and heat race on the tacky tracks then run the A main, B main, etc on the slick tracks. Unless there is an option to keep the track the way it was left the previous race in a server it will be hard to let the track progress as each race runs, although this would be the most ideal situation for us.
A typical dirt track can slow down over 2 seconds per lap as the night goes on, but there is always an exception. Some tracks will take "rubber" after they slick off and actually get much faster at the end of the night. Some tracks are more known for this then others, so again the ideal situation would be a way to script which one would happen on a particular track. Now how fast does the track change during a typical race. This can happen pretty quick as well. In my opinion a good compromise for a 30 lap race would be to have the track slow down about 1 second in lap time, this is on a 1/2 mile track. What we did to get us real close which will help in determining a TDF grip would be take a lap time, for the sprint cars at Knoxville for example they run the track in 15 seconds, then get the percentage it would take to go 1 second slower and multiply that by the TDF value and this always got us real close.
Weather does play a big role in all of this too. If it is hot and the sun is out the track will dry out much quicker and get slicker and take rubber more easily. Out west were it rains all the time, there tracks tend to have lots of grip all night long.
I have been apart of making most of the dirt oval tracks that are ran in rfactor and we have done a lot of stuff with grip locations to make the racing more real. To get this to work correctly it will be a major improvement in realism and make the racing much more competitive then it is now. We have many real world sprint car drivers that work with our mod team to develop our sprint cars and this is always the biggest complaint we have, is the tracks are always the same.
If I did not explain this well enough please contact me as well. Also feel free to download a few tracks from the website to see how we make a slick track vs tacky track. If we just had the transition from tacky to slick based on where guys were running on the track this in itself would be a huge improvement, but of course I would like to see it go further then that if possible as well.
Also, if you can tell us. How will this work, will the grips be altered based on vertex locations on a track? Trying to figure out how you are assigning new grip locations to a track.
Thanks again,
Bill Malicoat
www.bozracing.com