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Proposed Driving Line Fix

+2
Raptor
Burnout
6 posters

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Do you support this change in driving lines?

Proposed Driving Line Fix Vote_lcap43%Proposed Driving Line Fix Vote_rcap 43% 
[ 3 ]
Proposed Driving Line Fix Vote_lcap29%Proposed Driving Line Fix Vote_rcap 29% 
[ 2 ]
Proposed Driving Line Fix Vote_lcap28%Proposed Driving Line Fix Vote_rcap 28% 
[ 2 ]
 
Total Votes : 7
 
 
Poll closed

Proposed Driving Line Fix Empty Proposed Driving Line Fix

Post by Burnout Sun May 02, 2010 9:33 pm

Here is my first solution in helping even out the competition in SCARTS and help move away from low line domiance. Look at this chart below.

Proposed Driving Line Fix Faeb036ef1

PROBLEMS WITH THE OLD METHOD:
- One lane becomes excessively dominant due to imbalance in the TRK file.
- You would have to race in one of the 'thirds' of the racetrack to get the boost needed off the turn.
- Lowlining the straightaways would be abused since the straights had no boost in the upper lanes (except for Daytona)

BENEFITS TO THIS NEW METHOD:
- It would be possible to have more than three grooves on the racetrack, every lane you go higher on the track, the more boost intensity you will get.
- Straightaways could be given lesser powerful boosts in the upper lanes to help carry speed off the turns and make it easier to catch a guy, or even pass him.
- Two driving line specs are easier to calibrate than finding balance with three different specs.
Burnout
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SCARTS Full Throttle 2010 Stats:
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Proposed Driving Line Fix Empty Re: Proposed Driving Line Fix

Post by Guest Sun May 02, 2010 10:06 pm

Can't really say anything about it right now, but I think that it sounds like it would improve competition. I'd like to try it out first...

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Proposed Driving Line Fix Empty Re: Proposed Driving Line Fix

Post by Raptor Mon May 03, 2010 6:44 am

It sounds like a cool thought and a definite overhaul. I would like to test the tracks before I can put my thumb on this one.
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Proposed Driving Line Fix Empty Re: Proposed Driving Line Fix

Post by Burn Mon May 03, 2010 7:02 am

You're going to need a lot to sway how my thoughts on this. It's not the driving line, it's the bump drafting. Fix them BOTH and then I'll go with this idea.
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Proposed Driving Line Fix Empty Re: Proposed Driving Line Fix

Post by Burnout Mon May 03, 2010 9:04 am

Burnout wrote:Here is my first solution in helping even out the competition in SCARTS.

Yeah Burn, this isn't the only change I'm going to make. This change is to try to get you all to use the racetrack like it should be used.
My next step is to experiment with weight and other factors to try to get the cars to make contact even less severely than it is now. Cmon you know me, I'll figure something out.

It IS the bump drafting, but the first step to fix it is to promote racing in other parts of the racetrack instead of one dominant line. If the pursuer depends on the dominant line to catch the guy in front, its so easy for the guy in front to use that line as well and make it nearly impossible for the pursuer to get enough of a run on the guy to pass. Once the guy in front blocks the move, many times contact is made and basically screws the pursuers chance at passing. My goal is to eliminate a line that is too dominant by adding unpredictability in how well you carry speed in that line. That is the point of the 'spraycan' method. Each lap will perform slightly different than another that is tried to be made identical.
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FT Cup Series : #9 Budweiser Ford Ford Logo
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-Poles: 4
-Wins: 3
-Top 3s: 5
-Top 5s: 8
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Proposed Driving Line Fix Empty Re: Proposed Driving Line Fix

Post by Burn Mon May 03, 2010 3:26 pm

I still don't understand this "Spraycan" method. The track is just gonna be unorganized and sort of like someone scribbled in the dominant and higher speed portions of the track rather then actually organizing and painting the track the way it is usually.
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Post by Scorpio Mon May 03, 2010 3:50 pm

Hey, before you change anything, take to account the cars, the Phenom cars have no trouble whatsoever closing on another car while on the outside. Why? because i made them for that reason, i gave them an extended acceleration meaning if you run the low side you dont hold speed, on the outside you hold the speed all the way until the next turn. SO fix the cars first before you fix the track because i know later on you idiots will complain on that closing subject AGAIN and wonder why it isnt closing fast.
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Post by Burn Mon May 03, 2010 5:14 pm

I agree 100% Scorpio!

But next time, don't call us idiots! This is why your reputation in the league always goes down the toilet... Even after you bring it back up.
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Post by Lexx Mon May 03, 2010 6:37 pm

He does have a point, yes.
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Post by Burnout Mon May 03, 2010 6:40 pm

It is a cluttered mess of pixels I agree, but the mix makes the speed boost seem less 'expected' and will depend on how u drive the corners. I preferably would like to drive door to door with someone in the lower groove and keep even without the guy on the bottom getting the advantage all of the time.

One thing thats changed since Season 1 is the driveability of these cars. The old cars were fast which required lifting and braking to not wreck it. Pil and I raced the FT08 cars the other night and had a blast. But I admit, I love the new cars being more realistic. There is still the problem of losing momentum hitting a car. I'm working on fixing that...

I will come out and say this for the record....I am not good at these new cars. I miss the lifting and drifting capability of the older cars. Those I loved and did well at. I am struggling no doubt, I admit and my struggles are sheding light on the problems with passing. Those of you finishing up front see no problem, but you fail to see that once you get out front, there is no chance of being passed if you even slightly think of blocking the guy behind.

And as said, it may not be the car's fault, its the track. That means, changing the character of the turns may help introduce more lanes of action and open up more options to pass a guy in front.
Burnout
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Total Posts : 1693
Age : 38
Location : Austin, TX
Comments : **TRIPLE TITLE HOLDER**
- 2008-B Full Throttle Cup Champ
- 2008 Phenom Series Champ
- 2009 Racin' Edge Truck Champ
FT Cup Series : #9 Budweiser Ford Ford Logo
SCARTS Full Throttle 2010 Stats:
-Starts: 10
-Poles: 4
-Wins: 3
-Top 3s: 5
-Top 5s: 8
Join Date : 2008-09-09

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Post by DerekE Mon May 03, 2010 7:38 pm

I say change it now, don't even try it. I don't see how it could get any worse lol Razz
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Post by Raptor Mon May 03, 2010 7:50 pm

The tracks in my mind should stay the same. We have to stop messing with the tracks otherwise it will loose its famous characteristics, i.e. Dover. Burnout, you removed some speed off the high line before this event, and I think this is the outcome. On the other hand the inside gets way to much use, because we as drivers will automatically search for the best line. You can't avoid a dominant line, unless you are talking about Daytona, Talladega, and Road Courses.

Try out what Scorpio says, if it doesn't work edit the tracks, but we shouldn't put this into effect until the next season. If we keep editing things, tracks begin to lose their line-sensitivity that some real tracks require.
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Post by Lexx Tue May 04, 2010 6:44 pm

We can always test this new thing.

Last race was almost impossible to pass, the only way was if the driver in front of you screwed up by hitting the apron or the grass.

But meh, we HAVE to test this first..... I do say CHANGE THE CARS!
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