Here's something you can add:
I modified the basic .srs file and made adjustments so that the actual racing
rules are more accurate.
Here's the link:
https://drive.google.com/file/d/1v99lpVY9DC2aYtmavNsfvXuQYqU80rU4/view?usp=sharing
Notable Adjustments/Changes:
-
Increased Safety Car Sensitivity
I made adjustments so that, by default, the pace car is more likely to make an apperance for simple accidents on oval. (I.E., someone spins out.) While I also adjusted the value for road courses, the adjustment was not as drastic, and thus is not very likely to be triggered over a simple spin out.
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Removed Local Yellows on Ovals
While they are still enabled in certain cases (i.e., testing), most race tracks no longer have local yellows. Rather, if a yellow comes out, then a full course caution is triggered. Again, this does not exactly apply to road courses.
-Enabled "Lucky Dog"
I found that in the coding there was an option to add a lucky dog. As it turns out, it does work fairly well. I enabled it for both ovals and road courses.
-Enabled Double-File Restarts
This title is slightly misleading if you do not remember NASCAR's older rules. When the "green flag next time around" is triggered, all cars one or more laps down will form a second line that runs alongside the leader. This is basically how NASCAR's restarts worked before 2009, so it shouldn't be too out-of-place. Bear in mind that you will be penalized if you get to the start finish line before the leader.
-Adjusted Passing Rules before Start-Finish Line.
During a start or restart on ovals, you are allowed to pass on the right side before the start/finish line, but passing on the left before the start/finish line will result in a penalty. Road courses allow you to pass on either side, as I realized there would be issues if the first corner at a road-course was a right-hander.
-Adjusted Pit Road Rules
Upon a full-course yellow being displayed, the pits will be closed. Once the Safety Car is deployed, the next time the field passes pit road the pits will be opened.
-Adjusted Pit Road Penalty System
To compensate for a "pit road closure", cars that enter the pits while they are closed will be penalized. Of the options provided, I went with "tail end of the longest line".
Increased Default Minimal Caution Laps
The default was 2, and I found that pit stops often meant you were well behind the back when the field went green. Having pit road closed for a lap would amplify this issue. As such, the minimal amount of caution laps is now set to 3. I also found a setting that can add a random number of caution laps. As such, cautions by default will now range from 3-5 laps in length.
Added Green-White-Checkered Rules:
Instead of a race finishing under caution, I made adjustments to teh rules so that, if a full-course yellow is active on the final lap, the race will be extended. After the full course yellow, the green flag is dropped, followed by the white flag, and finally the checkered flag. If a full course yellows is triggered after the green flag is flown but BEFORE the white flag is flown, then the race will be extended again. This can occur multiple times. It must be noted that if a full course yellow is triggered on THE last lap, then the race will NOT be extended.
Full Course Yellows Now Freeze the Field
Upon a caution coming out, the field is frozen, and everyone's position will be the same as they had at the moment of caution.
Known Issues:
- Full Course Yellows do not trigger properly on Jacarepagua (Oval). The game treats the track as a road course for some reason.
- Jacarpagua Oval actually causes a lot of problems. This includes issues with the not just the Lucky Dog (see next note), but with drivers figuring out how to order themselves. Considering the AI struggle just to get around the track under yellow, I have doubts that the VHRCTS is causing the issues.
- When AI Drivers get the Lucky Dog, they sometimes have problems with passing the Safety Car, and end up ramming it. I have no idea how to fix this, and I do not know what is causing such an issue. I assume it has something to do with AI focusing on the line they should be taking, and they ignore the indestructible pace car.
- AI do not "move over" for Lucky Dogs.