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

I tend to avoid races online with cautions. My opinion is that sim racing has become too much about these little details that are not necessary in a controlled digital environment. Too me it's the same as dirt building up on your windscreen a dumb addition no one in the real world would want if it wasn't for the reality that is unavoidable. Modern Sim racing can hardly get pit strategies right and they worry about running a safety car. Imo that's a big problem with modern Sims is not doing the big things that well and being worried about this kinda"immersion". I could be different tho since I just like to play expensive video games and that's all.
 
This seems to be the week of RD hot takes. RD should be all in for hardcore realism, but it is starting to feel like catering to casual gaming simracing. RD as of late seems to want simracing dumbed down so the market can grow.

How many times all of us have been in a server and we have seen that after a crash of after the first laps people at the back of the pecking order start exiting the server because they no longer have hopes to fight for anything meaningful?, because I have seen this happen hundreds of times.

If we had safety cars some of those people would kept on the server in the hope of a safety car that could put them back in contention. Safety cars are a key part of real life racing and for some reason developers have massively failed us in representing it properly or at all in simracing.

I find that it is a very big fail to simracing to allow competitors during any session to park the car on the side of the track and go intermediately teleported to the pits ready to go back to the track when it isn't a race session.

Come on!, that totally breaks immersion and it is frustrating to other people trying to have fun, it should have an animation of the marshals recovering the car from the track, and a safety car or red flag deployed for it.

If you want to go back to the pits you should be forced to either physically go back to the pits the realistic way or park the car out of the track near to a marshall post and then have the car recovered by the marshals.

But there is the catch in having the car recovered by the marshals: the marshals need time to physically recover your car put your car in a crane and to the crane to a truck that goes back to the pits, making you loose at least 20 or 25 minutes of the session for it.

I find it fair to the other competitors that had to endure yellow or red flags due of someone being lazy in non wanting to go back to the pits in a realistic way. If this happens in a race or in a qualifying session it should be like in real life: instantly the session is over to you as the car can't be recovered.

Developers also have failed us massively in not creating a damage model capable of truly put a car out of a race due to mechanic failures due to crashes and off track excursions, not mechanic friendly failures like a missing gear, or a radiator opening badly picked in the setup options being too small for the temperature conditions overheating the engine and forcing the driver to either lower the revs or risking an engine blow up.

I find it pathetic that it took so long for a top simracing title as big as ACC to have functional pit animations when GP4 in 2002 had marshals animations recovering cars beached on the gravel or crashed cars.

GP4 even had animations for the car mechanics recovering the car from the pitlane putting the car in the pit box and jacking up the car to put it over supports while other mechanic put a tv screen over the car cockpit as in a real F1 qualifying session.

We have went backwards in some ways in simracing, we should even have animated crowd and varying amounts of crowd changing between sessions and tracks, we lack immersion and atmosphere.

Developers went crazy behind physics, laser scanned tracks, modding and graphics, but they forgot immersion in the process. It would do them and us good to revisit how games of old outdid in some aspects modern titles like F1 challenge and GTR let you pick your radiator and brake air intake openings at your own peril.

How much more immersive GP4 was in terms of atmosphere, animations, weather predictions and track drying. We also had Viper Racing that had soft body damage in 1998!, Richard Burns Rally had a realistic ruthless car damage model, but we don't have it in simracing because it could hurt the feelings of someone to have to be pull out of the race for a small contact that damaged the radiator.

RD and simracing should strive to improve realism, not dumbing down simracing to make it more popular and thus commercially profitable. End of the rant.
 
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Why Geoff Crammond managed to implement marshalls thousands of years ago... and now in 2023 we can barely see marshalls waving a flag?
The day a developer will implement real marshalls and cranes moving cars away and a SC, that day will be memorable!

Simracing means portraiting real life racing, which is not just car and tires physics and racing rules.
 
It's important in oval racing because you have less room to escape and laptimes are half a minute or less. If you don't have cautions/safety car on ovals, no one will slow down for wrecks. But if you have them, then people slow down because they know the race will resume after the yellow.

On road racing, the need is less, as you have more room to escape and the laptimes are longer. But maybe one day when we have realistic oil or fluid on track and big debris fields, maybe it would be more relevant for road racing to have it too.
 
The effects of RD's and Overtake's collaboration are surfacing slowly. Suggestive click bait titles (1, 2, 3), non-contextual SEO linking, focus on daily quantity. And then asking why we would need safety cars in the first place (really?).

I'm from the ancient world of the interwebs. Before social media and google took over. I do not accept an overload of commercials. I do not accept clickbait. I do not accept links with clueless information.
I know it's my choice to visit here or not. But please consider your audience. Compared to many I'm a young one, in my forties. And what keeps me at RD, is the fact it's an old school forum with news. For an by enthusiasts. I love that ****.

But hobby websites don't last forever and I speak from experience. Costs of hosting are high. Maintenance, development and content are often done by volunteers. So without a clear vision for the future, it's very hard to keep up year after year.
I sincerely hope you guys can make progress whilst maintaining the core aspects of the platform! I'm very much open for improvement and am willing to accept new things. But always to a certain extent.
 
I personally couldnt care less what esports guys say in any context whatsoever. But it's yet another proof that esports and simracing have nothing to do with each other.

Everybody here already said what i wanted to say, if you dont have safety cars, you are not simulating a core aspect of modern racing.

Now where is Stefano, he was firmly in the "no safety car" camp, let him come here again justify his game dev choices to all the people who are saying otherwise.
 
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If we're gonna leave out safety cars, can we also leave out all chicanes? They serve no purpose but safety and can thus be eliminated from virtual racing.
 

WHAT IS THE POINT OF SAFETY CARS IN SIM RACING?​

None, except in oval racing.

One of those missed opportunities (when it's introduced) to make simracing better than today's IRL racing. I am not against SC IRL for safety reasons, but we don't need the boredness.
 
..
How many times all of us have been in a server and we have seen that after a crash of after the first laps people at the back of the pecking order start exiting the server because they no longer have hopes to fight for anything meaningful?, because I have seen this happen hundreds of times.
..
@TRASGU I agree with you that safety cars allow for people to catch up and close otherwise "impossible" gaps. In order to properly simulate safety car situations, though, a game must have a reasonable simulation of car damage where cars get stranded and/or lose debris on the road (and the other cars can hit that debris). I think the combination of these requires a good game development effort plus it gives more strain to the sim engine.. and not all developers are willing to do that. (and yes I've played most Geoff Crammond's titles, but I suspect the task is a bit more complex now).

If I can make a comparison, rain is in a similar situation in terms of "simulation value". It requires a good effort to be simulated correctly but it is not necessarily appreciated by most sim racers, so if you are already fighting with a graphics and physics engine that is sucking all of your CPU and GPU cycles you might as well say "no, we do racing in the dry and we do it well, full stop". I mean this not as an excuse for the devs, of course. Personally I would like to have great car damage, perfect rain simulation and safety cars.
 
Premium
I agree with the guys that sim racing should be what it says on the tin,
The ESports crowd (to me at least) are 'on line gamers' and their view of what Simulation is seems to be ease of access racing.
For me Simulation means if I fire the car into a wall in qualifying I miss the remainder of that session and if the Racing Sim is good enough it should/could also be a a toss up as to whether I get out for the next session (if sessions are close), I would love to have a full Sim with all of the bells and whistles, where I could have some of the tape over the radiator grill removed, where I could have the pressures lowered because of the temperature, it would keep me interested because I'm not there to win... I'm there because I like the journey from lights to flag... and the bits before, and the bit driving back to the pits after, I like the sim to be as real as possible because I ain't talented or rich enough to do it for real.

So let the onliners play their ease of access racing, and I'll Sim on my pancake... with my G29.
 
I would agree that I think they are pointless in sim racing as it is now. It's like trying to introduce fuel pit stops to formula E because it's always been there for motorsports.
Maybe if they want to simulate recovery vehicles recovering vehicles somehow it would give safety cars a purpose, but just for the sake of it makes no sense to me.

Sim racing can be the motorsport that doesn't have those kind of race neutralising events. Safety cars in of themselves aren't exciting, they just throw everything up in the air, and often end up completely ruining races. That's all fine when they are a necessary evil but introducing them for no good reason into sim racing doesn't make sense for me.

Without some extra mechanic in sim racing to give them a purpose like simulating the time it would take to remove a car, they would be entirely fake and predictable.

Most people would probably turn the feature off and public races that are expected to be spectated will probably avoid them too because watching cars race is more fun than watching a slow moving parade.
 
I would agree that I think they are pointless in sim racing as it is now. It's like trying to introduce fuel pit stops to formula E because it's always been there for motorsports.
Maybe if they want to simulate recovery vehicles recovering vehicles somehow it would give safety cars a purpose, but just for the sake of it makes no sense to me.

Sim racing can be the motorsport that doesn't have those kind of race neutralising events. Safety cars in of themselves aren't exciting, they just throw everything up in the air, and often end up completely ruining races. That's all fine when they are a necessary evil but introducing them for no good reason into sim racing doesn't make sense for me.

Without some extra mechanic in sim racing to give them a purpose like simulating the time it would take to remove a car, they would be entirely fake and predictable.

Most people would probably turn the feature off and public races that are expected to be spectated will probably avoid them too because watching cars race is more fun than watching a slow moving parade.
... and yet, plenty of leagues run safety cars in rf1, ams1, NR2003, they use them in racing, etc etc...


The time the safety car is on track is calculated from the severity of the crash, how many cars involved, etc. Its not that hard, and it has been done for 30 years now, all the way back to indycar racing 1.

A lot of Oval racing is not oval racing without safety cars for example, and these days, ALL of racing. F1 these days is indistinguishable of virtual safety cars and etc.
 
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... and yet, plenty of leagues run safety cars in rf1, ams1, NR2003, they use them in racing, etc etc...


The time the safety car is on track is calculated from the severity of the crash, how many cars involved, etc. Its not that hard, and it has been done for 30 years now, all the way back to indycar racing 1.

A lot of Oval racing is not oval racing without safety cars for example, and these days, ALL of racing. F1 these days is indistinguishable of virtual safety cars and etc.
It's a feature I wouldn't use unless I was forced too. I wouldn't like to spend what little free time I have sitting in an unnecessary virtual traffic jam.
I can get why hard core sim racers want it, and if it's part of an organised event with oversight I'm sure it can work well.

I'm not saying that you shouldn't be allowed to have safety cars, I'm just saying it would be of no interest to me, as long as it's something that can be turned off it wouldn't matter to me.

I might change my mind if you could see the car being recovered in game. Until then it's a gimmick in my mind.
 
As others said, immersion. I understand it isn't necessary to have online fun, but I personally enjoy simulating real life events offline. If real life event has safety car phase, not having it in a simulated event is a big missing piece to me.
 
If you want to simulate racing then pace cars (as known in the US) are part of the real thing; the fact that you do not see emergency vehicles and marshals is irrelevant.

Breakdowns are another matter; no sim of my experience has done a good job of recreating them. Random breakdowns are realistic (think Michael Andretti at Indy '92), but there is no effort to correlate breakdowns to driving style - you can over-rev the engine at every shift yet have a suspension failure, or vice versa, bounce over the curbs every turn but have an ignition failure. And some sims have had programmed failures; if you enabled breakdowns in the old F1GP series the sim would decide what would fail and when as soon as you started a race weekend (you could restart the race a dozen times and have the same failure on the same part of the track on the same lap every time). Depending on the sim I enable them for season events but disable them for single races.

"But then why not just throw a competition caution? They do it in a lot of American-based motorsports."
i.e. NASCARE. And the most contrived, idiotic, asinine excuse ever to bunch up the field. Almost as asinine as the rationale they give for "there will be a competition yellow on lap 22 so the drivers can pit and examine their tires". Even amateur racers in SCCA know how to tell when their tires are worn, are these professional drivers in NASCARE incapable of that today? This lunacy is one of the reasons I stopped watching.

Offline none of this is an issue, just have fun. Online, perhaps you need a drivers' union to lobby for what you want (then management refuses to cooperate and the season is shut down ...just like real life).
 
If you want to simulate racing then pace cars (as known in the US) are part of the real thing; the fact that you do not see emergency vehicles and marshals is irrelevant.

Breakdowns are another matter; no sim of my experience has done a good job of recreating them. Random breakdowns are realistic (think Michael Andretti at Indy '92), but there is no effort to correlate breakdowns to driving style - you can over-rev the engine at every shift yet have a suspension failure, or vice versa, bounce over the curbs every turn but have an ignition failure. And some sims have had programmed failures; if you enabled breakdowns in the old F1GP series the sim would decide what would fail and when as soon as you started a race weekend (you could restart the race a dozen times and have the same failure on the same part of the track on the same lap every time). Depending on the sim I enable them for season events but disable them for single races.

"But then why not just throw a competition caution? They do it in a lot of American-based motorsports."
i.e. NASCARE. And the most contrived, idiotic, asinine excuse ever to bunch up the field. Almost as asinine as the rationale they give for "there will be a competition yellow on lap 22 so the drivers can pit and examine their tires". Even amateur racers in SCCA know how to tell when their tires are worn, are these professional drivers in NASCARE incapable of that today? This lunacy is one of the reasons I stopped watching.

Offline none of this is an issue, just have fun. Online, perhaps you need a drivers' union to lobby for what you want (then management refuses to cooperate and the season is shut down ...just like real life).
ISI games, and raceroom in particular, have failures connected with driving style. Engine for sure, and in raceroom, you get transmission and suspension damage also. I believe other games had these in the past too.
 
I presume this is about online simracing... Well, all I know is that safety cars are now a factor in every real racing series I've heard of, so if you really want to "simulate" real-life racing, you need them, simple as that.

In offline simracing, I find the inclusion of a safety car very immersive. It is a feature missing in ACC and Raceroom and I wish it was. I'm hoping AC2 will have it.
 

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