Should Sim Racing Games Enforce Yellow Flags More?

Should racing games enforce yellow flags.jpg
Ploughing into clouds of smoke with yellow flags flying is no uncommon sight in sim racing. But to save racers from ourselves, should games put more effort into enforcing incident-affected areas? Should we be slowing down more? Let us know what you think in the comments.

Image credit: Kunos Simulazioni

Picture this. You are racing hard in a tooth and nail fight for position online. But out of nowhere, your crew chief calls out an incident ahead and a yellow flag graphics pops up on-screen. What is your first move?

At this point, real motorsport would mandate you slow your pace and do not overtake until you see the sign of a green flag. But in sim racing, this is rarely the case as safety is not as big a deal - or is it? Often, these brief yellow flag areas easily become large-scale pile ups because racers fail to slow down. Send it hard into a hazardous part of track and you will likely end your race.


This is exactly what happened in a recent video posted to X,by Mr Git. A somewhat minor incident at the front of the field became a full-grid pile up as slowing down is not an option online and those that do get rear-ended. With this video sitting among a long list of silly crashes, is it time sim racing developers figure out a new way of policing yellow flags?

Should Sim Racing Enforce Yellow Flags?​

Obviously, not everyone will agree that sim racing needs better yellow flag enforcement. To many, the thought of ending a race early by contacting a slow car is enough of a deterrent. In fact, frequently will racers online just lift off the pace a bit when passing through a cautious situation.

But it is when others fly through clouds of smoke without a care in the world that even those trying to be safe end up with a DNF. It is all good slowing down, or simply lifting. But when Billy behind turns a collection of spinners into an autocross course, there is little one can do.

Yellow panel in LMU.jpg

Yellow flags are visible in many racing games, but enforced in few. Image credit: Studio-397

Aside from the safety aspect of avoiding slow cars, the immersion-break of passing under yellow is sure to trouble some. Online, when competition is harsh, there is seemingly no option but to ignore yellow flags when you get the opportunity to overtake. But it certainly feels wrong when you do make a pass with another car beside the circuit. If a title enforced yellow flags properly, those wanting to immerse themselves would not be at a disadvantage online.

How Would You Do It?​

As with any issue in sim racing, there are many possible ways of tackling the yellow flag situation. In fact, several games already do a decent job at enforcing dangerous conditions.

In the Codemaster F1 game series, the system may not punish drivers for not slowing down under yellows. But make an illegal overtake with flags flying and you will have to hand the position back within a certain time.

Yellow flag ACC.jpg

Flags flying in games adds to the immersion. Image credit: Kunos Simulazioni

Other titles such as iRacing provide an extremely sensitive damage model, meaning any bit of contact is near-guaranteed to have grave consequences. Although, take a look at any current lobby with the new rain system and you will realise that a fear of damage is not something iRacers experience too often.

Ultimately, the bare minimum for policing yellow flags in sim racing would be a system outlawing overtakes. But if a game encouraged players to lift off when incidents occur ahead, surely it would reduce the number of mass-pile ups we see on a regular basis.

What do you make of sim racing's simulation of yellow flag-affected areas? Can more be done? Tell us on Twitter at @OverTake_gg or in the comments down below!
About author
Angus Martin
Motorsport gets my blood pumping more than anything else. Be it physical or virtual, I'm down to bang doors.

Comments

I think yellow flags should be enforced with penalties if passing. Actually, in iracing I don't even know if there's the green flag which I remember in other sims albeit against AI opponents.
 
  1. A single yellow flag means slow down and be prepared to avoid minor obstacles on the track. There should be no overtaking.

  2. A double yellow flag means slowing down significantly, and overtaking on the track is completely banned. In some cases, the driver must be prepared to come to a complete stop, although this is avoided wherever possible.

    SO we would need 2 different yellow flag.
    One yellow flag only means, be aware, don't overtake.
 
Either we are simulating or we are not.
Yes, yellow flag should be part of the simulation, in all its aspect, reflecting real life situation. So, yes, including safety car.
Of course, as any other simulation aspect, it should be available to dis-engaged, for when the player just want to play.
But simulating a racing event while not having the ability to simulate such a major event as yellow flags is a total non sense.
As it is represented now, none of the so called "simulator" make even a decent job at it. Really shameful. :redface:
Just launching GTR2, in VR no less, shows how this hobby, has been stagnating, on the "simulation" aspect. Eye candy? yes. Simulation? no progress.:(
 
Last edited:
First.
Press F to pay respect.
F
Second, is about damage, we need better damage model, debris on track that can damage a car, tire, and then use this a reason to put a Safety Car, FCY, Code 60. I look at the Iracing big events, for me they are just boring, is all the time about saving fuel, if you don't crash there's nothing that can damage your race and your strategy (now with raining this change a little bit), but we need damage, pieces of the car on track that don't disappear from nothing to justify Yellows in Online Racing, in offline you just choose you rule set and that's it, GTR2 was fun with yellows.

Little edit: if you want a even more realistic, stop with the magic towing, put some trucks and animation of the car being tow, specially in the long events with one plus hours, in rookie or 30 min or less races no need for this, but in longer events it will be nice.
 
Last edited:
It should definitely be an option for those who want it. Though I forget which sim it was, where I got fed up of full course yellows coming out and being stuck behind the pace car for laps, only for another one soon after!!
 
Why are drivers in real life told to not overtake,slow down and be prepared to stop under yellows?It is because of the danger posed to a driver in a crashed car.Since there is zero danger sim racing its not something that is a priority for developers and is probably quite complex to implement.Bear in mind also that drivers IRL will not be penalized by some unforgiving code from a programme.There are Observers reports and common sense applied before drivers are penalized.So a driver clearly passing under yellows dangerously would be penalized,another driver side by side with another driver or unsighted might be treated with some leniency.
 
Premium
yes, full course yellow . 60 km/h within 10" on all the track.
Disqualification if not respected.
 
No overtaking under yellows definitely...

Slowing down under a local yellow... That's a maybe... But I'd like the option...

Full course caution should be enforced with penalties...
 
Last edited:
Either we are simulating or we are not.
Yes, yellow flag should be part of the simulation, in all its aspect, reflecting real life situation. So, yes, including safety car.
Of course, as any other simulation aspect, it should be available to dis-engaged, for when the player just want to play.
But simulating a racing event while not having the ability to simulate such a major event as yellow flags is a total non sense.
As it is represented now, none of the so called "simulator" make even a decent job at it. Really shameful. :redface:
Just launching GTR2, in VR no less, shows how this hobby, has been stagnating, on the "simulation" aspect. Eye candy? yes. Simulation? no progress.:(
I think that the advances over the last two decades should allow the 'sim' to perform at a much closer representation of real racing than it does, where parts can break and fluids can spill, and people...not just drivers, but those in the pitlane can make mistakes.
IA should have 'Eyes and Ears' and have and not have inside information to rely on for decisions that affect the outcome of races for the single player (hopefully AI will make up grid numbers in multiplayer too)
Good graphics are all very well but it should not be at the expense of player immersion.

I too fired up GTR2 (in GTL-GTR2 mode) recently and had some great races,then I realised it was 3 AM, something I'm not able to do in AC!
 
Yes, absolutely. Even in leagues were, normally, it's all very respectful and nice, a lot of drivers try to get every position they can snatch as soon as there's any accident.
Since nobody likes to lose 5 places because he was the only one slowing down, nobody slows down after some experience.

In most leagues I raced in, there's still a rule to not overtake under yellow flags, but you need to report the drivers who did manually.
It's nice to get the results corrected, but it doesn't help when you have 10 retirements after the first lap...
 
The fact that no developer has even got close to a good solution tells us it is either difficult to code or would take away too much joy for the average player. I guess it's part of both. I think most online players have felt the frustration to be shot down from behind because one sensibly got off the throttle to zigzag safely through stranded cars while the person behind obviously didn't. Getting those culprits would be good, but, for instance, iRacings SR system has not been able to tackle the problem.
 
The most important thing simracing should enforce 10 years ago is penalties for bumper car drivers. A yellow flag comes after an incident; something needs to be done to prevent them, if not all, 90% of them. I simply stopped racing online for this reason. And simracing should do this everywhere, starting from casual public online servers. Not everyone has the time or inclination to join a league just to find better racing conditions. No penalties means an open invitation for things to further involve.
 
Moderator
Premium
The difference between real life racing and virtual is that there are no genuine consequences, so breaking a yellow flag rule can mean nothing.
I'm not saying they shouldn't be in games.
Let's imagine an ACC online race where the game locked you out of it so you were unable to play for a period if you breached a flag rule.
Now that would introduce real penalties.
But the howls of protest would be heard on the moon. :)
 
Premium
Online you’ve also got the potential of it being abused, deliberately causing a Yellow to use to your own or a team mates advantage. I think the option should be there but when in use you may have to factor in other aspects like post tace reviews.
 
I play a lot of longer races. Like 25-35 laps on Assetto Corsa. F1 vintage mods mainly.

Yellow flags... not a problem.

BUT THE BACKMARKERS ARE.

They don't act like backmarkers but race against you for positions. They also ruin ai's leading cars' races.

In qualifying laps (in their slow lap) they're not giving you any space.

That is the BIGGEST ISSUE on Assetto Corsa ai for me. Other than that it's bearable and adjustable but the ai of backmarkers / QF slow lappers is miserable. Actually there is none.
 

Latest News

Article information

Author
Angus Martin
Article read time
3 min read
Views
5,071
Comments
29
Last update

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top