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@SomaticCoast375 I think it's intentional, as you can abuse it otherwise by going into pits and for example overtaking in the pit lane over the finish line - and due to how the track is done IRL, there is likely no easier way of avoiding abuse.
- malcom1234-2 years agoNew ScoutSame problem on the XBox. You can no longer look to the side in the cockpit view.
The key assignment on the SF1000 steering wheel is also gone. - 2 years ago@mantazzoLTU They can easily add ways which stop the time gain the last lap. They could either stop the pit lane from being in use on the final lap or for all laps just make the pit lane speed get increased after you would cross the finish line when your in the pits so no time advantage would happen on the last lap
- 2 years ago
@mantazzoLTU wrote:
@SomaticCoast375I think it's intentional, as you can abuse it otherwise by going into pits and for example overtaking in the pit lane over the finish line - and due to how the track is done IRL, there is likely no easier way of avoiding abuse.Surely this abuse can’t be solved by a gamecode. 🙄
- 2 years ago
@Blackbird90 wrote:
@mantazzoLTU wrote:
@SomaticCoast375I think it's intentional, as you can abuse it otherwise by going into pits and for example overtaking in the pit lane over the finish line - and due to how the track is done IRL, there is likely no easier way of avoiding abuse.Surely this abuse can’t be solved by a gamecode. 🙄
I'm unsure if you're trying to be sarcastic or not. But no, it's not that simple.
Pit zone area in any racing game is relatively simple to do - you designate pit zone, designate driving lines and pit boxes (in case of Codies games, for the automatic entry and exit lines) and designate general behavior in different sessions if necessary (for practice/qualifying and race). The more you try to make some, er, "special" scenarios, the more you increase the chance of that breaking - case in point, multiple pit entry/exit glitches over the recent years in Codies F1 games.
In Real Life, it's actually a lot simpler, because there are stewards watching it live and they announce even before the weekend about this behavior so teams don't even try it.
In the game, you would have to introduce some sort of "final lap" indicator, which would have to work over ALL the different distances (3 laps, 5 laps, 25%, 35%, 50%, 100% + Sprint distances) which then has to sync up properly over multiplayer with everyone for example, which introduces potential cases of lag, desync and other stuff. In general, it's just easier to instead make the pitlane entry earlier and/or have the speed lower (even if it's not realistic) to fix the potential abuse scenarios instead of trying to make a special scenario and how the game should react.
So no, it's not that simple. But, someday, maybe there will be a proper solution to this situation.
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