Warren Dawes
Premium
Interesting topic, and really no easy/ideal answers.
There are basically 3 options :
1. Standing Start
2. Server set rolling start (the one Eric has raised in the opening post)
3. Manual Rolling start (used for the RDGT League).
Each has pro's and con's, so you take your pick.
1. Standing Start. Probably best for short sprint racing, but depends on driving standards and type of cars used. You don't really need a 3 pedal rig, it is easy to assign a button to the clutch, and you can get good starts without the clutch anyway. Biggest drawback tho, the turn 1 or 2 pile ups. Many of our races end up a lottery because of people being taken out, often those who qualified further up the field. It's hardly fair or enjoyable to see several drivers races ruined at turn 1, and it is still a regular occurrence.
2. This could be worth another try. I know there were problems encountered when it was first tried, I think to do with the game selecting the wrong gears, not sure. Maybe, it is worth some more testing since the recent patches, who knows.
3. This is excellent for enduro races IMO. Much cleaner opening lap, and totally fair. It puts more pressure on your qualifying position of course, and the control of parade lap speed should be improved with practice. It just means getting the parade lap speed nicely balanced. Surely we don't need to start argueing about possible "cheating" by drivers manipulating parade lap strategies. If Race Directors have to worry about that, things are sad, and besides, it would be better than reviewing regular lap 1 or 2 pileups.
Just my thoughts, it's a case of take your pick, good and bad in all of them. Maybe it is worth trying a few variations in Racing Club events, to get a better idea of what start type suits each event type.
There are basically 3 options :
1. Standing Start
2. Server set rolling start (the one Eric has raised in the opening post)
3. Manual Rolling start (used for the RDGT League).
Each has pro's and con's, so you take your pick.
1. Standing Start. Probably best for short sprint racing, but depends on driving standards and type of cars used. You don't really need a 3 pedal rig, it is easy to assign a button to the clutch, and you can get good starts without the clutch anyway. Biggest drawback tho, the turn 1 or 2 pile ups. Many of our races end up a lottery because of people being taken out, often those who qualified further up the field. It's hardly fair or enjoyable to see several drivers races ruined at turn 1, and it is still a regular occurrence.
2. This could be worth another try. I know there were problems encountered when it was first tried, I think to do with the game selecting the wrong gears, not sure. Maybe, it is worth some more testing since the recent patches, who knows.
3. This is excellent for enduro races IMO. Much cleaner opening lap, and totally fair. It puts more pressure on your qualifying position of course, and the control of parade lap speed should be improved with practice. It just means getting the parade lap speed nicely balanced. Surely we don't need to start argueing about possible "cheating" by drivers manipulating parade lap strategies. If Race Directors have to worry about that, things are sad, and besides, it would be better than reviewing regular lap 1 or 2 pileups.
Just my thoughts, it's a case of take your pick, good and bad in all of them. Maybe it is worth trying a few variations in Racing Club events, to get a better idea of what start type suits each event type.