What Is the Point of Safety Cars in Sim Racing?

Safety_Car_in_Sim_Racing_1024.jpg
In the real world of motorsport, Safety Cars are essential to neutralise the racing. Marshals are out on track to retrieve debris or stationary cars, after all. But since that is not the case in the virtual world, are Safety Cars needed in sim racing?

Last week, many of the top F1 Esports drivers were competing in Round 12 of PSGL's top PC tier. During the pitstop window, some of the drivers had pitted before one of them crashed, which brought out a safety car.

This resulted in the drivers who had not pitted gaining a load of free positions. Ferrari driver and reigning PSGL champion Bari Broumand finished third behind his main rival Jarno Opmeer, and tweeted his frustrations after the race.


That got us thinking. Why even have the safety car enabled at all?

Breaking Immersion​

Sim racing is, of course, attempting to replicate real racing. As a result, the argument can be made that removing the need of a safety car would break the immersion. Of course, with many people in sim racing who want to get as close to the real thing as possible, it is an essential part.

But unlike pitstops, tyre wear, fuel usage, and even weather to a certain degree, it is very imbalanced as to how it affects people’s races. It’s a necessary evil though in the real world, and assuming the rules are applied correctly, can be chalked up to “that’s just part of racing”.


However, in that aforementioned PSGL race, when the driver crashed out, their car just instantly despawned. So the only purpose the safety car serves is to neutralise the race to protect the non-existent marshalls.

It just feels completely unnecessary as it tends to randomly benefit some and ruin the races of others.

Where It Works​

This is not to say there are no situations that do not warrant a safety car in sim racing. A slow moving car trying to return to the pits under its own power, or a stationary car or big pile up with no quick de-spawning are examples in online races. But what about single player?

If you play an F1 game career mode and you have mechanical failures enabled, drivers can stop or be slow on the racing line. Having parts fail on a racing game can be annoying, since it is unavoidable in the real world. But it is seemingly a randomised function in sim racing.


So whilst many people like the immersion, it is safe to say the vast majority of sim racers are there to enjoy some competition. If any competitive environment can bypass a feature that is not unavoidable for the sake of fairness, it should do that.

Plus with someone’s internet connection essentially acting as a potential equivalent for mechanical failures in sim racing, who should also have to worry about an engine randomly blowing up?

Conclusion​

As unpopular an opinion this might be, sim racing does not need to fully replicate everything in real racing. Unless iRacing and the F1 games can add marshalls that behave like actual humans to remove each individual piece of debris over a period of laps, it can be removed altogether.

Of course, there is the added element of bunching the field back up to go back racing. But then why not just throw a competition caution? They do it in a lot of American-based motorsports. State a designated period of time for when a caution will come out, so the drivers can time any pitstops they have.


Of course, that runs the risk of creating artificial racing and not letting the race run naturally. Overall, it’s a slippery slope with no definitive correct answer. It all comes down to whether one wants to part with some immersion for the sake of fairness.

But in high level competitive championships with prize money on the line for example, safety cars just don’t serve any purpose other than to shake up the natural order like a Mario Kart race.

Do you think safety cars are needed in sim racing? Are there any surprises to you? Let us know on Twitter @OverTake_gg or in the comments below!
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Luca [OT]
Biggest sim racing esports fan in the world.

Comments

You could argue (and some people do) that the increase in graphical fidelity has actually made racing games worse over time. Devs have to spend resources on 3D modelling, motion capturing driver and track marshall models, high-resolution textures, rain animation and FX, and a bunch of other stuff that doesn't fundamentally make for a better game or a better simulation of motor racing.

Geoff Crammond could do it alone in his shed because back then a single person could write a physics engine and a graphics engine and do a whole bunch of other stuff that these days would require a dev team of dozens of people. It's quite clear most racing sim devs are severely constrained by the lack of resources and can't realistically do all these things that we would all love to see in our games.
I am sorry, are you telling us that in 10 years Codemasters didnt had the "resources" to do it? Or Kunos after 5 years of ACC being out?..

Also, this marshall is not a 2D sprite:

 
Premium
Assetto Corsa has gearbox damage that increases with every missed gear shift and engine damage that increases every time you over-rev the engine, plus suspension damage where the car "pulls" to one side if you damage the suspension. I think these are actually rather decent, maybe they'd need more polishing, but what is really missing is a proper 3d model damage and debris.
I agree except that I don't care if I see the damage. I wish the damage was more inline with speed. In most sims you can hit something stationary at 50+ MPH and have little to no damage. IRL 25 MPH will cause plenty of damage to the car.
 
You could argue (and some people do) that the increase in graphical fidelity has actually made racing games worse over time. Devs have to spend resources on 3D modelling, motion capturing driver and track marshall models, high-resolution textures, rain animation and FX, and a bunch of other stuff that doesn't fundamentally make for a better game or a better simulation of motor racing.

Geoff Crammond could do it alone in his shed because back then a single person could write a physics engine and a graphics engine and do a whole bunch of other stuff that these days would require a dev team of dozens of people. It's quite clear most racing sim devs are severely constrained by the lack of resources and can't realistically do all these things that we would all love to see in our games.
But if we are stuck in such way of thinking, nothing will improve in our games. Do you really want to play a racing game/sim with the graphics of 20 years ago? Why games should be worse because the graphics get better? Physics engine is a thing, graphic engine is another thing. Just an example: I made a new PC several months ago, but I kept my 9 years old graphic card until I'll decide to buy a 40X0 sooner or later. This thing has a cost in terms of "bottleneck", for me. I'm forced to have compromises in order to run games. I can't use Ultra graphics everywhere because it will impact fps.

The technology MUST evolve, so I don't understand why gaming industry shouldn't. What's the problem in having a studio with 20+ people? I remember people concerned about racing games updates, saying something like this: "If they fix the graphics, who will think about the physics???" - as if all devs had to work on a single area. That's why there are software coders, 3D artists, AI coders, physics engineers and so on. That's how games get better.

Maybe on one thing I agree with you: games are not well optimized, most of the times, they come out early while they are still in beta. There's always room for improvement: AI coding for example.

But when I was a kid and used to play Pole Position at the Arcade, dreaming to drive a photorealistic looking Formula 1 game some day, now that I'm adult I can say we are getting closer and closer to that dream!
 
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Premium
Never a wee in the seat. I pause and use the facilities for that.
 
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has anyone mentioned that longer oval races in iRacing mostly have yellows and safety cars to the point where the Indy 500 can take an hour or more longer because of all the yellows being thrown by the game engine? I did many seasons in the Indycar driving more conservatively the first two thirds of each race and using every yellow to dash into pits for tires and fuel and then try to push harder and if possible skip pits in the last third of the race. often worked brilliantly. people who do a lot of oval racing there speak about: "iPacing" when the pace car comes out yet again.
 
I am sorry, are you telling us that in 10 years Codemasters didnt had the "resources" to do it? Or Kunos after 5 years of ACC being out?..

Also, this marshall is not a 2D sprite:

I hope that some notice that if a marshal comes to recover a car but the player starts moving the car, or other car crashes the marshal runs away from the car.

Realistic car pit recovery. Notice that fans in the crowd wave flags, they also had camera flashes when cars passed in front of their grandstand (not shown in the video).

Can we admire the GP3 clean UI, the non intrusive music, the weather forecast that don't micromanage the rain predictions with 5 minute resolution time but instead simply gives you perceptual chances of different possible amounts of rain and current track condition at the start of the session forcing you to gamble instead of micro-managing way too accurate rain forecasts

Can we admire the tasteful setup window with all the options in just barely 2 screens: one for basic setup changes and strategy and the other for advanced changes without an over the top UI design that actually makes your life harder?. Also notice how it has a button for fetch data downloaded from the car, and the telemetry analysis is in game if you don't want to alt-tab to go to your modern motec analysis application.

Cart precission racing had the most comprehensive setup screens I have ever seen, you can even change the mirrors orientation!

The most impressive thing was that it had the most underrated feature I have ever seen: a racing engineer button. Sadly I can't find screenshots nor any video that shows it working.

The way it worked was: the engineer asked you questions about the car behavior like if the top gear over revs the engine or if the first gear feels too short, how the car balance is in braking and in slow and fast corners... and he gives you back a list of proposed changes, then you can use all of them as is, modify them or ignore them. Then you go to the track and after you return you can keep doing the same process until you refine the setup to your personal taste.

AND NOBODY ELSE HAS DONE THIS EVER AGAIN SINCE 1997!!. It is realistic and it doesn't dumb down the setup aspect of the game, and at the same time lowers the barrier of entry to setups for inexperienced players.

Soft body deformation in 1997 when BeamNG developers probably were in pre-school and computers had less computing power than your freezer.

There is so many lessons to learn from even failed games like cart precision racing. The games should have evolved from this baselines, but instead kept reinventing the wheel with every new game iteration having to start from 0 and loosing many useful features by mere lack of manpower.
 
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Assetto Corsa has gearbox damage that increases with every missed gear shift and engine damage that increases every time you over-rev the engine, plus suspension damage where the car "pulls" to one side if you damage the suspension. I think these are actually rather decent, maybe they'd need more polishing, but what is really missing is a proper 3d model damage and debris.
I do not have AC so cannot comment on it. But even the venerable GPL modeled suspension damage, not visibly but it certainly affected handling. And too many sims only model complete failures rather than damage which affects performance. But modeling damage visibly is a resource hog; you either have a generic dented fender or buckled hood or missing parts to show any damage or you include dozens of alternate files for levels of damage, different components, etc., and the extra programming to handle all this ...which for a GT style sim could be substantial given the number of different cars involved. It's hard enough to get devs to work on decent AI much less damage modeling (which many players would never use anyway; and I realize many players never use AI either, lol).
 
I do not have AC so cannot comment on it. But even the venerable GPL modeled suspension damage, not visibly but it certainly affected handling. And too many sims only model complete failures rather than damage which affects performance. But modeling damage visibly is a resource hog; you either have a generic dented fender or buckled hood or missing parts to show any damage or you include dozens of alternate files for levels of damage, different components, etc., and the extra programming to handle all this ...which for a GT style sim could be substantial given the number of different cars involved. It's hard enough to get devs to work on decent AI much less damage modeling (which many players would never use anyway; and I realize many players never use AI either, lol).
GPL had an awesome damage model that was proportional to the harshness of the crash, and it was truly ruthless. Do you remember how easy was to blow up an engine if you over-rev it?, it made you really conscious of properly lifting the throttle pedal while up-shifting gear.

Nowadays games have only low amounts of damage to keep people happy, but that damage isn't realistic at all, real life damage is ruthless. When was the last time any of us has seen an engine blow up?.
 
I hope that some notice that if a marshal comes to recover a car but the player starts moving the car, or other car crashes the marshal runs away from the car.

Realistic car pit recovery. Notice that fans in the crowd wave flags, they also had camera flashes when cars passed in front of their grandstand (not shown in the video).

Can we admire the GP3 clean UI, the non intrusive music, the weather forecast that don't micromanage the rain predictions with 5 minute resolution time but instead simply gives you perceptual chances of different possible amounts of rain and current track condition at the start of the session forcing you to gamble instead of micro-managing way too accurate rain forecasts

Can we admire the tasteful setup window with all the options in just barely 2 screens: one for basic setup changes and strategy and the other for advanced changes without an over the top UI design that actually makes your life harder?. Also notice how it has a button for fetch data downloaded from the car, and the telemetry analysis is in game if you don't want to alt-tab to go to your modern motec analysis application.

Cart precission racing had the most comprehensive setup screens I have ever seen, you can even change the mirrors orientation!

The most impressive thing was that it had the most underrated feature I have ever seen: a racing engineer button. Sadly I can't find screenshots nor any video that shows it working.

The way it worked was: the engineer asked you questions about the car behavior like if the top gear over revs the engine or if the first gear feels too short, how the car balance is in braking and in slow and fast corners... and he gives you back a list of proposed changes, then you can use all of them as is, modify them or ignore them. Then you go to the track and after you return you can keep doing the same process until you refine the setup to your personal taste.

AND NOBODY ELSE HAS DONE THIS EVER AGAIN SINCE 1997!!. It is realistic and it doesn't dumb down the setup aspect of the game, and at the same time lowers the barrier of entry to setups for inexperienced players.

Soft body deformation in 1997 when BeamNG developers probably were in pre-school and computers had less computing power than your freezer.

There is so many lessons to learn from even failed games like cart precision racing. The games should have evolved from this baselines, but instead kept reinventing the wheel with every new game iteration having to start from 0 and loosing many useful features by mere lack of manpower.
Sarcasm:

"What are you talking about man! This is all rose tinted glasses!"

/sarcasm

Nevermind that as the videos you posted prove, we can see people play these games today, and play them ourselves even and compare to what we have now...


By the way, Viper racing is a Gem physics wise, and CART precision racing is amazing in presentation and usability.

Grand prix is just grand prix, the benchmark. These ARE amazing games, not were, ARE.
 
Sarcasm:

"What are you talking about man! This is all rose tinted glasses!"

/sarcasm

Nevermind that as the videos you posted prove, we can see people play these games today, and play them ourselves even and compare to what we have now...


By the way, Viper racing is a Gem physics wise, and CART precision racing is amazing in presentation and usability.

Grand prix is just grand prix, the benchmark. These ARE amazing games, not were, ARE.

Have you ever played F1 racing simulation?, that's another gem from the past physics wise, it was released in 1997. It had a comprehensive but easy to understand tutorial that teaches you how to setup the car, what every single slider of the setup window was needed for and how much every kind of setup change affected the car handling at various set of conditions.

The setup window allowed you to re-use worn tires from other sessions and you had the chance to play with amount of power of the engine at every session.

The thing is that it was a risk vs reward choice, you could run the engine at let's say 120% power and have a massive amount of chances of an engine blowing up, running the engine lower in power reduced the chances of the engine blowing up, but still had an element of randomness.
 
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Have you ever played F1 racing simulation?, that's another gem from the past physics wise, it was released in 1997. It had a comprehensive but easy to understand tutorial that teaches you how to setup the car, what every single slider of the setup window was needed for and how much every kind of setup change affected the car handling at various set of conditions.

The setup window allowed you to re-use worn tires from other sessions and you had the chance to play with amount of power of the engine at every session.

The thing is that it was a risk vs reward choice, you could run the engine at let's say 120% power and have a massive amount of chances of an engine blowing up, running the engine lower in power reduced the chances of the engine blowing up, but still had an element of randomness.
I did! It was one of my favourite childhood games.

The game followed the 28 tyre per weekend rule, and you could go back and forth between those worn tyres. It also had variable weather, although drying track physics were not a thing there, that was implemented first by Grand Prix 3.

What you could adjust was the RPM limiter. At default it came at 16500 RPMs. It could be set as low as 15k for reliability, or 17500 for max power on qualifying, with a percentage indicator showing how much was reliability impacted by your choice.

It also came with an UI that emulated well the Tag Heuer timing screens at all times. That was a big thing for me those years.

It also had an in-car engineer which would warn you about some stuff. That was quite novel for 1997.

It was the first game that made me actively wish for wheel and pedals. I could not deactivate all assists with the keyboard, car would get undriveable for me, and therefor I could not race it at the highest difficulty settings, which forced them off completely. It would take me 7 more years to fulfill this, but by that point I knew about GPL, and all I wanted then was to be able to drive that thing.

 
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GPL had an awesome damage model that was proportional to the harshness of the crash, and it was truly ruthless. Do you remember how easy was to blow up an engine if you over-rev it?, it made you really conscious of properly lifting the throttle pedal while up-shifting gear.
And the level of damage for each system varied from car to car. The Brabham was quite fragile, nearly any contact would damage something, while the Ferrari was almost bulletproof..

GPL is still going strong, 25 years old this month. New tracks and mods, active online leagues. Too bad we lost SRMZ.
 
The way it worked was: the engineer asked you questions about the car behavior like if the top gear over revs the engine or if the first gear feels too short, how the car balance is in braking and in slow and fast corners... and he gives you back a list of proposed changes, then you can use all of them as is, modify them or ignore them. Then you go to the track and after you return you can keep doing the same process until you refine the setup to your personal taste.

AND NOBODY ELSE HAS DONE THIS EVER AGAIN SINCE 1997!!. It is realistic and it doesn't dumb down the setup aspect of the game, and at the same time lowers the barrier of entry to setups for inexperienced players.
And Total Immersion Racing, a small 2002 game, had an automatic race engineer who made one adjustment after completing a lap in practice session (no need to go back to the pits and manually adjust the setup). It was far from being a perfect game but it is a feature never seen again. It is not realistic at all but quiet useful. And no game is fully realistic in that aspect anyway, as we can pit immediatly with the escape button. By the way, in Shift 2, we could change the setup without entering the pits, on the fly, which was also handy. Anyway, an automatic race engineer, even basic, would be very useful for beginners and people who are not interested in this aspect. At least they would get a car they could feel confident with, instead of getting frustrated by default setups which don't suit their driving style. If it was possible in a small 2002 game, maybe more than 20 years later, with tremendous AIs innovations, we could expect a similar feature in serious sims...
 
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I did! It was one of my favourite childhood games.
It was probably the first simulator I drove, because to me pole position, GP2 and TOCA touring car 1 doesn't count.

That game sent me into the rabbit hole of setup work teaching me the process of setting up a car, it also taught me how to drive without aids and how to race without damaging the car.

It was such a cool game at the time of release, the damage simulation was mind blowing for the era, even electronics damage was possible. I got to win all the races of a championship in Schumacher's ferrari with keyboard but it was needed some setup work and some luck with the engine power boosted.

I truly loved that game and F1 racing championship that was made by the same developers and was the first racing game to have tracks made with GPS data. F1RC made me investigate in the search of other people addicted to simracing, it introduced me to hotlapping in an era in where it still was very unaffordable to race online, and it forced me to purchase my first wheel and pedals. Online racing came later with GPL, that had mind blowing netcode when used with the netcode hack.
 
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And the level of damage for each system varied from car to car. The Brabham was quite fragile, nearly any contact would damage something, while the Ferrari was almost bulletproof..

GPL is still going strong, 25 years old this month. New tracks and mods, active online leagues. Too bad we lost SRMZ.
Another impressive thing about GPL's damage model is how engines worked: the whole piston and valve trains were modelled. You could bend a valve and lose some power. You could puncture the tank and lose all the fuel. A crash that tore open the tank would cause a fire that would last until there was no more fuel on it. Pushing the engine while oil was not up to temp would cause a premature blow up.
 
It was probably the first simulator I drove, because to me pole position, GP2 and TOCA touring car 1 doesn't count.

That game sent me into the rabbit hole of setup work teaching me the process of setting up a car, it also taught me how to drive without aids and how to race without damaging the car.

It was such a cool game at the time of release, the damage simulation was mind blowing for the era, even electronics damage was possible. I got to win all the races of a championship in Schumacher's ferrari with keyboard but it was needed some setup work and some luck with the engine power boosted.

I truly loved that game and F1 racing championship that was made by the same developers and was the first racing game to have tracks made with GPS data. F1RC made me investigate in the search of other people addicted to simracing, it introduced me to hotlapping in an era in where it still was very unaffordable to race online, and it forced me to purchase my first wheel and pedals. Online racing came later with GPL, that had mind blowing netcode when used with the netcode hack.
I'm a bit conflicted in naming my first sim. Mainly because I treated them like games, which they are, but for several reasons (age, lack of maturity, frustration barriers, etc.) I could not enjoy all they could offer. Before being even 10 years old, I got to enjoy the following, more or less in order:

F1 Grand Prix by Accolade
Indy500 by Papyrus
Motorbikes by Accolade
Grand Prix 1 by Geoff Crammond
Nascar Racing 1 by Papyrus

Always with minimum difficulty, all assists on and no setup tweaking. That came when I was 13-14 years old, playing GP2 and F1RS. I began tweaking gear ratios and wing angles, but not much. Full setup development came with Sports Cars GT first, and GP3 later, when I was finally pushing difficulties as high as I could muster. It was only then when I was finally looking to be challenged by games as much as possible.
 
GPL is still going strong, 25 years old this month. New tracks and mods, active online leagues. Too bad we lost SRMZ.
This was the simracing title that I raced the most and the only third game that I added modded content into it. I still remember when the GPLEA skins and car shape were released, it was mind blowing, the first modded tracks that I ever added to any game were Sebring and Solitude, oh my god what great flow Solitude had, it was thrilling.

Then we had the GPL track database and the GPLRank, GEM and IGOR, someone coded the GPL replay analyzer that still blows my mind with their race reports and the overlaying car trajectories that allowed you to analyze your driving lines and compare them to the alien replays that GPLRank always made available for the world record times of every car-track combination.

The first release of the 1969 mod was the most fun I ever had in a simulator, those cars drifted at crazy angles and you needed to drift them to death in order to be competitive, but later they changed the physics from IIRC the second patch, at that point the cars felt a lot more pedestrian and boring.

After that I still was friend with someone inside the testing teams that sent me off the record mod betas way before release, I got to try before release: the lotus cortina mod, the thundercars mod, the targa florio track, the track length patch and the 60fps patch.

But as the time passed it started to get more and more lonely and difficult to race in the open servers and to find really quick people to race against. When I stopped racing in GPL it wasn't because there was any other simulator that felt better to me.
It was because you only could race 5 or 7 people in the best hours in the most populated open servers that tended to be monza or kyalami. I hated to leave that scene, I was connected to people that tested the mainstream mods, even for a short period of time I was tester of the 1969 mod.

So sad that at the time rFactor blew up in the scene I begrudgingly had to accept that GPL was no longer popular and if I wanted to race other people I would need to eat the humble pie and downgrade to rFactor.
I wish that rFactor had have live for speed physics and decent graphics, I never understood how rFactor got so popular nor how the LFS developers abandoned the game and didn't even though of licensing their cutting edge physics engine and flex tire model to other simracing developers.

I don't know if league racing is still in a healthy state in GPL, back in 2005-2006 felt exhausted for open server racing and the leagues no longer had that much level as in the good days when people like Huttu, Wilke and many other aliens dominated the scene.
They left for Nascar Racing 2003 and the GTP mod that I still regret never having the chance to try, then huttu and the new alien generation went to GTR2, and when Iracing become reality they moved there. I deeply rejected the concept of sofware as a service, sadly slowly making me loose contact with many friends that I had been racing with for more than half a decade.
 
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