Should Sim Racing Games Enforce Yellow Flags More?

Should racing games enforce yellow flags.jpg
Ploughing into clouds of smoke with yellow flags flying is no uncommon sight in sim racing. But to save racers from ourselves, should games put more effort into enforcing incident-affected areas? Should we be slowing down more? Let us know what you think in the comments.

Image credit: Kunos Simulazioni

Picture this. You are racing hard in a tooth and nail fight for position online. But out of nowhere, your crew chief calls out an incident ahead and a yellow flag graphics pops up on-screen. What is your first move?

At this point, real motorsport would mandate you slow your pace and do not overtake until you see the sign of a green flag. But in sim racing, this is rarely the case as safety is not as big a deal - or is it? Often, these brief yellow flag areas easily become large-scale pile ups because racers fail to slow down. Send it hard into a hazardous part of track and you will likely end your race.


This is exactly what happened in a recent video posted to X,by Mr Git. A somewhat minor incident at the front of the field became a full-grid pile up as slowing down is not an option online and those that do get rear-ended. With this video sitting among a long list of silly crashes, is it time sim racing developers figure out a new way of policing yellow flags?

Should Sim Racing Enforce Yellow Flags?​

Obviously, not everyone will agree that sim racing needs better yellow flag enforcement. To many, the thought of ending a race early by contacting a slow car is enough of a deterrent. In fact, frequently will racers online just lift off the pace a bit when passing through a cautious situation.

But it is when others fly through clouds of smoke without a care in the world that even those trying to be safe end up with a DNF. It is all good slowing down, or simply lifting. But when Billy behind turns a collection of spinners into an autocross course, there is little one can do.

Yellow panel in LMU.jpg

Yellow flags are visible in many racing games, but enforced in few. Image credit: Studio-397

Aside from the safety aspect of avoiding slow cars, the immersion-break of passing under yellow is sure to trouble some. Online, when competition is harsh, there is seemingly no option but to ignore yellow flags when you get the opportunity to overtake. But it certainly feels wrong when you do make a pass with another car beside the circuit. If a title enforced yellow flags properly, those wanting to immerse themselves would not be at a disadvantage online.

How Would You Do It?​

As with any issue in sim racing, there are many possible ways of tackling the yellow flag situation. In fact, several games already do a decent job at enforcing dangerous conditions.

In the Codemaster F1 game series, the system may not punish drivers for not slowing down under yellows. But make an illegal overtake with flags flying and you will have to hand the position back within a certain time.

Yellow flag ACC.jpg

Flags flying in games adds to the immersion. Image credit: Kunos Simulazioni

Other titles such as iRacing provide an extremely sensitive damage model, meaning any bit of contact is near-guaranteed to have grave consequences. Although, take a look at any current lobby with the new rain system and you will realise that a fear of damage is not something iRacers experience too often.

Ultimately, the bare minimum for policing yellow flags in sim racing would be a system outlawing overtakes. But if a game encouraged players to lift off when incidents occur ahead, surely it would reduce the number of mass-pile ups we see on a regular basis.

What do you make of sim racing's simulation of yellow flag-affected areas? Can more be done? 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

Online, yes; offline, optional. But on road courses yellow should always be local.
 
It would be interesting to see if there could be a rule imposed by the game that mandates you to slow down for yellow flags and if you don't you get a penalty. There could be an indicator like during the start (at least in ACC) that shows you how much you need to slow down and then it disappears after you pass the incident. And of course the game should give you a penalty for passing during a yellow flag.
 
Hmm. Crap algorithms and track settings mitigate against it. The least that can be done is have some controls over it and have all the settings exposed so users can at least try to coax what they want out of it. It's a joke that nearly thirty years after GPL almost no progress has been made on such stuff, including driver "AI" which has barely improved, if at all.


In qualifying laps (in their slow lap) they're not giving you any space.

That is the BIGGEST ISSUE on Assetto Corsa ai for me. Other than that it's bearable and adjustable but the ai of backmarkers / QF slow lappers is miserable. Actually there is none.
Yeah. The "AI" (Algorithmic Ineptitude) is by far the biggest downer for me in AC. They don't know what outlaps or inlaps are - they just race from the first pit exit to the moment they 'decide' to head for the pit entrance. And the racing can be painful.

To be fair much of the problem with AC AI is due to the poor track files (which just make things even worse).
 
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Yes or no doesn't matter in games too much. But since it's in games, game engine could use some codes to automatically limit player's speed in yellow flag zone, making it easier for players (they're not professional racing drivers after all) while making sim races more immersive
 
I agree with Jach.
This would really decrease all the pile-ups.
When a car stopped/crashed and causes a yellow flag, there should be a timer to show this driver to move on or to go back to the pits.
Offcourse only in races not quali.
 
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I agree. Yellow Flags must be enforced, slow the drivers down as a requirement with a speed limit, until we're past the yellow flag zone. However, it must also be able to accurately define the yellow flag zone and where it ends. Not only will this crush the bad habit of evading crashes at full speed, but also makes sim racing even closer to real racing.
 
Premium
No overtaking under yellow should be the bare minimum, and shouldn't be too hard to implement (as long as the sim can determine which car is "not in competition" when you pass a wrecked or spun car).
But the sim should be able to tell where the yellow flag zone is correctly. AMS2 for example has shiney new light panels which look cool, but it seems like they don't have a clue where the accident actually happened. Just yesterday I get yellow flags into first corner on Interlagos while the accident happened in the last corner miles behind me. That is not very helpfull.
 
There are situations when you turn around when entering a turn, but at the same time you do not hit anything and do not receive damage, but the other driver, ignoring the yellow flag (where they are), does not reduce speed and crashes into you, from which you both receive damage . Therefore, I believe that they are not only necessary, but that they should be fined for ignoring them.
 

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