What Is the Point of Safety Cars in Sim Racing?

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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

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.
With the demise of SRMZ the group has moved to http://gplaltern.gplracer.eu/index.php

As with any game/sim, activity has diminished over the years, but there is still a hardcore following.

The GTP mod for N2k3 is still popular, though most of its online leagues went to iracing when they released their "GTP" series. I still have two installs, one converted to open wheel cars (the physics were much better for F1 and Indy cars than the PTA mod).
 
The only reason for a safety car in sims is if the track is blocked with multiple cars spinning.The excessive yellows in Iracing spoil the oval racing experience.In road course racing sims a safety car is pointless.The entire point of a safety car is safety,eliminating danger to drivers and marshalls or trackside workers.Since there is no danger in sim racing they are pointless.
 
Premium
The only reason for a safety car in sims is if the track is blocked with multiple cars spinning.The excessive yellows in Iracing spoil the oval racing experience.In road course racing sims a safety car is pointless.The entire point of a safety car is safety,eliminating danger to drivers and marshalls or trackside workers.Since there is no danger in sim racing they are pointless.
Perhaps then the answer might be to give the entrant/driver an actual health level, then every accident and off would be considered by an in game algorithm monitoring her/his performance over future racing laps until the driver health is returned to 'normal'
That way when a registered driver has a crash serious enough to ring bells for the drivers health he/she might even actually miss future races.
That way we should see less 'daft/unsportsmanlike' risks being taken in online races where competitors actually look after their careers.
Or we can just keep playing 'games' that are sold as sims with all the bits of real life racing removed because of... tears and tantrums
 
There was an F1 title once (though not with the official licence) where you actually had to skip part of the season if you did a real heavy crash in either practice, quali or race. Cannot remember the name, but it was way way back at the time of Grand Prix2 or maybe even before.
 
Premium
There was an F1 title once (though not with the official licence) where you actually had to skip part of the season if you did a real heavy crash in either practice, quali or race. Cannot remember the name, but it was way way back at the time of Grand Prix2 or maybe even before.
Sounds like a title aimed at 'clean' racing, personally I like to race hard without scratching the paint
 

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