Opinion: iRacing Road Course Races Need Safety Cars

iRacing-Safety-Car.jpg
Rain is coming to iRacing fast, but perhaps Safety Cars for circuit racing would be a better addition. OT writer Angus Martin gives his thoughts on the matter, make sure to chime in yourself.

Image credit: iRacing.com / Champion Motorsport

One of the biggest series on the iRacing service is no doubt the IMSA-branded multiclass competitions. In real life, these sportscar events see Safety Cars – or Full Course Yellows as they are called in the States – play a major part. So why do they not appear in iRacing events?

That is a question I have been wondering more and more in recent months. In fact, we are seeing the arrival of rain become more and more imminent. But is that really the race-altering mechanic that would make the service more fun? I would suggest that, especially for Special Events, Safety Cars would be a far more popular addition. Here is why.

iRacing-Rain-imminent-1024x547.jpg

I would prefer Safety Cars in iRacing Special Events than Rain. Image credit: iRacing.com

How Safety Cars Improve Racing​

There is no doubt, this is not a new opinion of mine. For years I have loved the iRacing IMSA and other multiclass races, but have been missing this feature. As a fan of the sport in the real world, there is no overlooking the impact – good or bad – that the Safety Car has on racing.

The Americans have race stoppages down to a fine art. Opening the pits at a specific moment, they do not ruin teams’ strategies. Instead, it resets the race, allowing all cars to fill the tank and go flat-out. Those a lap down are able to benefit however by skipping the pit window under yellow and gaining a lap on the field, by utilising the pass-around from the front.

Not only does this keep racing exciting from start to finish, even in 24-hour endurance races. It also allows more teams to stay in the fight, by regaining lost laps. Who could forget the fantastic Mazda podium in the 2021 Daytona 24 Hours despite at one point sitting three laps behind the leader?


In more recent events, Safety Cars have led to epic to-the-line fights. Seemingly every IMSA race in living memory has led to tense nail-biters, most of which were thanks to late Safety Cars. Perhaps it is best not mentioning the Formula One example we are all thinking of. There is no doubt this is something that would improve iRacing Special Events.

Spice Up iRacing Special Events​

As aforementioned, my opinion on Safety Cars in iRacing circuit events is not new. But in recent weeks and months, it is certainly growing stronger. I will be honest, the desire to bunch up the pack and catch up lost laps may come from a pair of unfortunate early incidents in recent Special Events. Both my 2023 Petit Le Mans and last weekend’s Daytona 24 were unfortunately impacted by early incidents.

The endurance spirit to go on is strong. As such, never would I or my teammates give up from a few laps down. However, if the possibility of Safety Cars were in the mix, motivation to push on and hope would certainly be stronger.

GTP-Battle-in-iRacing-1024x576.jpg

Longer battles would be frequent with iRacing Safety Cars in Special Events. Image credit: iRacing.com

In addition to the desire to make up time after mistakes, Safety Cars would clearly help keep the pack together and ensure battles continued until late into the race. The winner in my Daytona 24 Hour split claimed the crown by over two laps. Surely they would have enjoyed a closer battle.

How Would iRacing Safety Cars Work?​

As it stands, iRacing already features Safety Car functionality on its service. In fact, oval racers will be well accustomed with the procedure. Furthermore, several private leagues manage to integrate race interruptions.

For the higher echelons of oval series, the Pace Car will leave the pits to bunch up the field when an incident occurs. Spins and car-to-car contact will at times cause a stoppage. Indeed, it seems to be a random event as not every 2x or 4x incident will cause the release of the Safety Car. In the case of league road racing, live stewards and admins must manually call for Safety Car periods.

Safety-Car-iRacing-Oval-1024x576.jpg

Safety Cars – or Cautions – are not rare on iRacing ovals. Image credit: iRacing.com

It seems the game organisers simply choose not to incorporate the system into road racing series. Perhaps for good reason. Certainly, incidents are not rare on circuits. Complex layouts, wheel to wheel racing, divebombs and such no doubt contribute to increased incident frequency compared to oval racing. As a result, one must assume that using the same system as oval races would not work.

Adapting the Oval System​

However, I would propose that a simple reduction in the odds of seeing a Safety Car after an incident would work. For instance, if the game code were to roll a dice every time a trio of cars get a 4x in a pile-up. In this case, the majority of races would not incur a stoppage.


Additionally, one would no doubt restrict the Safety Car procedure to the Special Events in iRacing. In fact, no standard event runs enough time to comfortably contain a SC period. No-one wants to jump into a 15-minute GT4 race to spend 10 of those minutes driving at a slow pace.

Furthermore, there is obviously the risk that Safety Cars breed Safety Cars. After a Caution period, cars bunch up into a tight pack, meaning impatient battles will always cause incidents. Perhaps to avoid the near-certainty of back-to-back stoppages, a cool-off period would work. I would suggest that a race must remain green for a full hour before the Pace Car can re-join the track. This would simultaneously kill repeat offences and the possibility of lap-one yellows.

Would you like to see iRacing add Safety Cars to circuit racing? How would you implement the feature? 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

No.

It would make people (even more) reckless in special events, as it would be more forgiving to mistakes/damages. It would not be fair to those with a proper endurance mindset.

If you want 24h of pack racing, just sign up for 24 consecutive 60min sprint races and leave endurance races alone.
 
Last edited:
I think that the priority is that iRacing should absolutely review the antiquated system of attributing x accident points every time there is a contact or an off-track, also blaming those who have nothing to do with it, with all the consequences on the license that we know well.
 
I think that the priority is that iRacing should absolutely review the antiquated system of attributing x accident points every time there is a contact or an off-track, also blaming those who have nothing to do with it, with all the consequences on the license that we know well.
Yes that and also putting effort into finding a way to calm drivers down as the IMSA series specifically has gotten really bad driving standard wise of late
 
I think that the priority is that iRacing should absolutely review the antiquated system of attributing x accident points every time there is a contact or an off-track, also blaming those who have nothing to do with it, with all the consequences on the license that we know well.
The only reason why I stopped playing iRacing is because of the system that punishes those that are not guilty of anything. I'm stuck in a low iRating loop because every race on lap 1 somebody spins right in front of me, or runs into me, gives me 4x and damage. I get shown meatball flag and my race is basically over, last position guaranteed. I lose more iR points, and next race I get thrown into a split with even worse players that do the same thing again. So as a result, every single race for me is bad experience. Unless I want to grind for hours every day to get to 2000+ rating.

Maybe they could just keep the x and damage off for lap 1? At least for public, non-esports events. Because automatically figuring out who should be punished on lap 1 is impossible. Safety car will not change or remove punishments from those who dindu nuttin.
 
No.

It would make people (even more) reckless in special events, as it would be more forgiving to mistakes/damages. It would not be fair to those with a proper endurance mindset.

If you want 24h of pack racing, just sign up for 24 consecutive 60min sprint races and leave endurance races alone.
Not a very compelling argument, considering that the common folk wisdom of damage or incident points and safety ratings being a deterrent doesn't actually seem to translate to any effect. I very much doubt it would change how risk is percieved.
Also it's not very fitting of the "proper endurance mindset" to race a 24h race flat out with no safety car. Strategy goes almost completely out of the window. Or at least it boils down to keeping your car out of trouble and following a predetermined strategy.
But most importantly, a safety car would be more realisitic. That alone should convince people.
And this is valid also for AC and ACC. Pretty much only ISI based games seem to implement a safety car of some kind.
 
The Americans have race stoppages down to a fine art. Opening the pits at a specific moment, they do not ruin teams’ strategies. Instead, it resets the race, allowing all cars to fill the tank and go flat-out. Those a lap down are able to benefit however by skipping the pit window under yellow and gaining a lap on the field, by utilising the pass-around from the front.
American Style Yellow Flags is the worst thing to happen to Le Mans, last year was horrendous to watch, and I like Indycar, Nascar, IMSA, but this system is good for a oval, booth Indycar and IMSA have example of how many laps we lost with this boredom system in road course... And I don't wont a car that sit on the pits with a problem to get their laps back just because of a yellow, is Endurance, the most reliable and fast car wins, by given back laps you undermine one the core principle of this type of race.
 
I'm amazed that people still believe it's easy to automate assignment of faults and therefor incidents for a Safety Rating. Every system you build with the current technologies will be abused or will make no difference: until a studio develops AI Stewards which can analyze an incident from several points of view and come to a logical conclusion, automated assignment of faults and penalties without human intervention will not be possible. Anybody who has served as steward for a league and tried to do a good job of it knows this.

What has been utterly idiotic from iRacing though, is to set penalties and DQs based on racking up incidents, considering that those come from a "no fault system". It's a contradiction right at its roots, which has solved nothing.

Now, back on topic: the problem with the current Safety Car scheme, is not how it can be triggered and come out automatically. The problem is that it cannot sort a multi class grid in a fair way. This has been a common theme on iRacing's limitations since forever, because Multi Class was not part of the service at its inception, and some systems were never revamped to accomodate it. That's why leagues which use FCY have to assign manual wave-bys to cars so the field gets properly sorted and nobody gets an unfair advantage/disadvantage, which obviously means huge admin workload livetime. This means that, unless we are talking about a big endurance event with a single class arrangement (and the only one I can remember that works that way on iRacing is the 24 Hours of Spa), using Safety Cars is simply not possible atm.
 
I think having the option, at the very least for racing against the AI, would be a massive plus and really help the immersion of road racing against the AI. On the online side, I think the current system might be better...
 
Also it's not very fitting of the "proper endurance mindset" to race a 24h race flat out with no safety car. Strategy goes almost completely out of the window. Or at least it boils down to keeping your car out of trouble and following a predetermined strategy.
This is how it used to be IRL and works fine for many endurance drivers currently in iRacing.

But most importantly, a safety car would be more realisitic. That alone should convince people.
I can respect the POV, but it doesn't convince me. Simracing should be better than RL when it can be. We don't need to worry about people getting hurt, so I don't see why we should pause the action, die of boredom behind a safetycar, and penalize the team that was doing a great job keeping it clean and building a gap.

Also, I have done leagues with FCY in road races and I race ovals occasionally. iPacing can be sooo boring...
 
No.

It would make people (even more) reckless in special events, as it would be more forgiving to mistakes/damages. It would not be fair to those with a proper endurance mindset.

If you want 24h of pack racing, just sign up for 24 consecutive 60min sprint races and leave endurance races alone.
guess you don't want a realistic experience then?
 
I want the good parts of it
If the goal of simracing is to be as realistic as possible, you should not just be able to pick and choose what parts we want and don't. If that be the case, why have pitstops or tire wear at all? They mess up the flow of a race too. Safety cars are a huge part of racing strategy, and going flat out for an endurance race the whole time is not realistic in the slightest.

With that being said, I do concur with the opinions that stated that they'd be impractical for official races. The game probably wouldn't be able to handle wave arounds and such. And most races aren't longer than 20 minutes anyway.
 
If the goal of simracing is to be as realistic as possible, you should not just be able to pick and choose what parts we want and don't. If that be the case, why have pitstops or tire wear at all? They mess up the flow of a race too. Safety cars are a huge part of racing strategy, and going flat out for an endurance race the whole time is not realistic in the slightest.

With that being said, I do concur with the opinions that stated that they'd be impractical for official races. The game probably wouldn't be able to handle wave arounds and such. And most races aren't longer than 20 minutes anyway.
Again, I respect different (respectful) POVs, but I am not sure why so many think that the goal of simracing is to be as realistic as possible. Should I hire a guy to come to my place and break my legs every time I crash while practicing? My goal is to have as much fun as possible, searching for realism when it increases the fun.
 
Premium
How about we make iRacing drivers more cautious? Here's a thought: introduce a virtual economy. Imagine using iRacing credits, not actual cash. Picture this: every driver starts with a set budget, and how they manage it is entirely up to them. Now, I can already hear the concerns. Players might leave iRacing bankrupt, without cars or credits. And then there's the possibility of cheating to amass wealth - but surely, that's unheard of in gaming, right?

Here's the catch: if you crash your car, you're footing the bill for repairs or even a new vehicle. Imagine iRacing setting up its own repair shops, charging sky-high prices for repairs. Some might willingly pay, but let's be real, that might not be the best idea.

So, what do you say? Shall we continue enjoying the thrill of reckless racing and the occasional virtual car wreck? ️
 
How about we make iRacing drivers more cautious? Here's a thought: introduce a virtual economy. Imagine using iRacing credits, not actual cash. Picture this: every driver starts with a set budget, and how they manage it is entirely up to them. Now, I can already hear the concerns. Players might leave iRacing bankrupt, without cars or credits. And then there's the possibility of cheating to amass wealth - but surely, that's unheard of in gaming, right?

Here's the catch: if you crash your car, you're footing the bill for repairs or even a new vehicle. Imagine iRacing setting up its own repair shops, charging sky-high prices for repairs. Some might willingly pay, but let's be real, that might not be the best idea.

So, what do you say? Shall we continue enjoying the thrill of reckless racing and the occasional virtual car wreck? ️

Here's some out of the box thinking. Personally, I think iRacing should go the other way and redo the licensing system a bit to make rookies class harder to escape from and make a lower-damage set of races in rookies so people can get used to the occasional crash while they learn how to behave. I also think that there should be a revamp of the penalty system to attempt to assign fault to crashes, even by percentage (A owns 85% of the fault, B owns 15%) and then once you reach some level of X's that are your fault across some length of time, you get dropped into rookies class for a week or two as a penalty to re-learn how to race. It's too easy to escape rookies these days, like 5 good races or less, and it's also no use to drop people from A to B to C, etc., when they mis-behave when you should really drop them from A to rookies temporarily then let them back into A later once they have learned a lesson.

I feel like making things even more realistic will shut the gate even harder on those trying to get into the more-realistic sims from the less-realistic sims, and don't we all want our beloved hobby to grow more into the realistic aspects, while still being fun, rather than shrink into an arcade-style racing hell?
 
Last edited:
Pace cars/safety cars work at ovals and small tracks. What's wrong with them otherwise? Picture a safety car at Nordschliefe.
 
I feel like making things even more realistic will shut the gate even harder on those trying to get into the more-realistic sims from the less-realistic sims, and don't we all want our beloved hobby to grow more into the realistic aspects, while still being fun, rather than shrink into an arcade-style racing hell?

You can't have it both ways.
 
The only reason why I stopped playing iRacing is because of the system that punishes those that are not guilty of anything. I'm stuck in a low iRating loop because every race on lap 1 somebody spins right in front of me, or runs into me, gives me 4x and damage. I get shown meatball flag and my race is basically over, last position guaranteed. I lose more iR points, and next race I get thrown into a split with even worse players that do the same thing again. So as a result, every single race for me is bad experience. Unless I want to grind for hours every day to get to 2000+ rating.

Maybe they could just keep the x and damage off for lap 1? At least for public, non-esports events. Because automatically figuring out who should be punished on lap 1 is impossible. Safety car will not change or remove punishments from those who dindu nuttin.
How is it that I have maintained an A class 4.99 for the last 9 years while staying around 2,500 rating? iRacing is real life. Nobody gets a check from the guy that ruined your race.
 
This is the most lame suggestion I have read on RD.Yellow caution laps are the most awful thing about Iracing oval racing.Martinsville races are normally over 50% run under caution.People game it and spin out other cars to not go a lap down.

Racing sims need to simulate everything about racing with 2 exceptions.No mechanical failures and no yellow flags run behind safety cars on road courses.If you enjoy driving round slowly in circles at safety car speed then do it in your own time!
 
Last edited:

Latest News

Article information

Author
Angus Martin
Article read time
4 min read
Views
3,007
Comments
33
Last update

What's needed for simracing in 2024?

  • More games, period

  • Better graphics/visuals

  • Advanced physics and handling

  • More cars and tracks

  • AI improvements

  • AI engineering

  • Cross-platform play

  • New game Modes

  • Other, post your idea


Results are only viewable after voting.
Back
Top