Stockcar Rules for rF2?

Discussion in 'General Discussion' started by mschreiner, Nov 7, 2010.

  1. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    263
    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!

    Thanks,
    Mike

    (Posted here as requested by Tim W.):cool:
     
  2. 88mphTim

    88mphTim racesimcentral.net

    Joined:
    Sep 23, 2010
    Messages:
    10,840
    Likes Received:
    314
    Thanks Mike. Some good discussion on stuff is always useful.
     
  3. sg333

    sg333 Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,822
    Likes Received:
    454
    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
     
  4. lespaul20

    lespaul20 Registered

    Joined:
    Oct 5, 2010
    Messages:
    59
    Likes Received:
    0
    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.
     
  5. drumbstick

    drumbstick Registered

    Joined:
    Oct 5, 2010
    Messages:
    3
    Likes Received:
    0
    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
     
  6. TChapman500

    TChapman500 Registered

    Joined:
    Nov 6, 2010
    Messages:
    226
    Likes Received:
    110
    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.
     
  7. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    263
    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!
    Laterz,
    Mike
     
  8. Peter

    Peter Registered

    Joined:
    Oct 5, 2010
    Messages:
    24
    Likes Received:
    0
    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.
     
  9. TChapman500

    TChapman500 Registered

    Joined:
    Nov 6, 2010
    Messages:
    226
    Likes Received:
    110
    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.
     
  10. MarcG

    MarcG Registered

    Joined:
    Oct 4, 2010
    Messages:
    6,854
    Likes Received:
    2,234
    Graded starts for the Short Oval racing type (UK/Euro/SA etc), i.e. Whites at Front, Yellows Behind, Blues.......etc etc
     
  11. khohn2727

    khohn2727 Registered

    Joined:
    Aug 19, 2011
    Messages:
    3
    Likes Received:
    0
    All of this.
     
  12. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    263
    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.
    Example:
    Practice1TireLimit=2 sets
    QualifyingTireLimit=1 set
    warmupTireLimit=1 set
    RaceTireLimit=6 sets

    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.
     
  13. TJones

    TJones Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,074
    Likes Received:
    257
  14. mschreiner

    mschreiner Registered

    Joined:
    Oct 5, 2010
    Messages:
    390
    Likes Received:
    263
    Pretty much any professional racing series has tire limits in their rules.
     
  15. Kristoff Rand

    Kristoff Rand Registered

    Joined:
    Dec 23, 2011
    Messages:
    1,055
    Likes Received:
    10
    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.
     

Share This Page