Sausage Kerbs in Sim Racing - Keep or Remove Them?

Formula Ultimate 22 F1 car with Valtteri Bottas Livery at Monza in Automobilista 2.png
Track limits and how to enforce them are an ongoing point of discussion in motorsport and sim racing alike. One way of doing so in recent years are sausage kerbs, which are intended to stop drivers from cutting corners or extending the track - but they have proven to be dangerous as well, launching cars into the air, hurting their drivers in numerous instances. As the debate is heating up yet again in the real paddocks, let us take at their role in sim racing.

Formula Regional driver Adam Fitzgerald is the latest to be added to the list of injured drivers thanks to sausage kerbs. The Irishman broke three vertebrae after being launched into the air at Tamburello. W Series driver Abbie Eaton suffered a similar injury at COTA in 2021, and Alex Peroni was lucky to break just one vertebra after hitting a sausage kerb on the outside of Monza's Parabolica, resulting in a spectacular airborne crash that ended with his car on top of the tire barrier.

Add in incidents that saw sausage kerbs launch cars into others, most notably Dennis Hauger taking off and hitting Roy Nissany (with the Halo undoubtedly saving the latter's life) and it is quite clear that these track limit enforcers may be effective in their primary purpose, but also extremely dangerous in some situations.

Effective in Sim Racing​

Luckily, hitting one of these at the wrong angle does not have the implications on anyone's physical wellbeing in sim racing. They can end a race in an instance just like at the real tracks, however, and this leads to the question of whether or not sausage kerbs are an effective method of enforcing track limits in sim racing.

They are arguably good at punishing any track limit violations where they are in place, bumping cars off their line and making them lose time. That alone serves as a deterrent to cutting too much of a corner or running wider than you should at its exit. In most cases, this works well and without damage to the car.

Sausage, Grass or Gravel?​

However, just like on real circuits, sausage kerbs can trigger enormous accidents in the virtual racing world, too. The opening laps are especially prone to this with packs of cars battling for position, often side by side. The downside of removing them would be the encouragement to cut and extend again - not an easy decision to make.

This goes for modern circuits, but those with a more old-school feel do not have this problem nearly as much: Grass or gravel are enough of a deterrent to keep racers from trying to driver where they should not. As long as sausage kerbs are present on real tracks, however, they will likely be there in their virtual versions as well. Sim racing is trying to represent its real counterpart as accurately as possible, after all.

Your Thoughts​

What is your stance on sausage kerbs? Let us know whether they should stay or go - or maybe you have a better solution to cut down the abuse of track limits. Would the return of grass or gravel to the edge of race tracks make more sense? Let us know in the comments!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

I don't understand the question?
If they are on the real race track, they should also be on the virtual one. Learn to stay on the track, and everything is fine.
 
They should go in real life, and only then in games. Whatever we have in reality, needs to be in games - no different.

Preference is grass, because nobody ever goes there deliberately for a reason.
 
The problem comes in situations where it's just become accepted in real life that certain spots are going to see "cutting", but the sim doesn't reflect this, and therefore, if you follow the actual racing line as seen in reality, the sim penalizes you anyway.
That's correct that such situations exist, but in my opinion, it's not a big challenge for games to overcome.

IMO that's down to the track maker setting the detection boundaries for track limits in a sufficiently forgiving way in those troublesome spots.

Either that, or a game developer could even add a different category of track limits for those spots with a different rule in the game code to enforce them. E.g. you could have separate game logic to deal with situations like the three kerb strikes V8 Supercars are allowed per race at Turn 1 on the Adelaide street circuit.

Also, don't forget systems like the ACC track limits system. In my experience, it does a good job of distinguishing between full-on track cuts (which result in a formal warning) and track limit violations that gain no time and would likely be seen as "acceptable" in real life (in-game, your lap is invalidated and a "no time gained" message appears, but nothing more). If anything, ACC is too forgiving! I believe rF2 recently added a similar system that calculates whether a track cut was sufficiently serious to merit a penalty.

And of course, the standard you're proposing really only works with official content. You can't count on seeing it consistently followed with modded contnt. (We've seen issues with the hit boxes for the trackside rock face at Bannochbrae, for example.)
No, what I have in mind is the track limit cut detection and penalty enforcement in the game's code itself. Track modders only need to set the track limit boundaries correctly, and the game does the rest of the work. You're not wrong that there are plenty of buggy or subpar mods out there... :roflmao: but that's a different issue, to me.
 
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