...this is turning into a long post, so a quick thing before everything else:
Is the practice/qualifying data from Thruxton in the .zip in the OP? When I downloaded it yesterday (about nineteen hours before this post), it had the Oulton Park race results, but none of the Thruxton .csv files.
That aside: I've been avoiding the thread for the past couple days because I wanted to come in after having proven that something on the order of 330 vehicle-hours of data is enough to show that there's a real issue with the damage system ... but while I'm pretty sure that I still could, Der Bayer has probably saved me the other three hours of data mining that it would take. So thank you very much.
First, regarding that aforementioned issue with the damage system: I don't know how your random-number generator works (is it a normal distribution? What's the mean and standard deviation?), but I feel like a reference point that people would really like to have (and, worse, thought they
did have, approximately) is the five-percent point:
- If you have X durability, then you will have a 5% chance of being eliminated by any given driver error.
- If you have Y durability, then you will have a 5% chance of being eliminated in an crash with a car of equal weight.
- If you have Z engine reliability, then you will have a 5% chance of being eliminated due to engine failure in a race of this length.
The sense I get is that many contestants (myself included, to be honest) thought the most durable cars would have about a 1% chance of being eliminated per crash and the least 10% or 20% or 50% or more ... whereas what actually happened is that the most durable cars had around a 20% chance versus the least around 30%. In other words, the problem is that we thought we
would be able see the difference in crashworthiness between the worst and best cars in just four races, and were putting a lot of work into judging the compromise between durability and speed on that basis.
Second, I absolutely love your planned revisions - especially the driver-pressure system. I just want to go ahead and throw a couple quick suggestions into the pot:
- More stress means more errors, but more stress also means more speed. The errors will probably be more frequent and possibly more severe, but between the errors the driver should be driving a little faster than they would alone.
- While the pursuit is less stressful than the fight, it is still stressful. I've seen enough sim-racing to see that drivers make more errors when they are trying to catch someone (or pull away from someone) than when they're just lapping out by themselves. Perhaps there should be a small amount of pressure applied to both cars as they approach within ten seconds of each other, and then a larger amount of additional pressure to the lead car as the distance closes to within one second.
- You mentioned that drivers feel pressure by a car close behind. I would revise that to say: drivers feel pressure by a car close behind at a similar speed. If the car coming up behind is much faster than you, then there's no point in stressing out because they'll pass you anyway. (Likewise for the trailing car, naturally - a slower car up ahead isn't competition, it's traffic.) I'm thinking "similar speed" would probably be something like "less than two seconds a lap difference on a six-kilometer track", but that's a judgment call - and it probably shouldn't be a binary on-off switch anyway.
- For crashes: the random amount energy should probably be scaled by speed. I imagine you're already planning to do that, though.