The online racing simulator
Adjust some track's checkpoints
Hi, I have a suggestion that is not listed in the big suggestions thread.

I've noticed that in some tracks the checkpoints are placed too close to corners, sometimes even being in a place that is within the braking zone of that corner. This misleads to 'deceiving' split times, depending on the racing line you take and how you choose to brake and turn into that specific corner.

For example, in BL2R using the RB4 the checkpoint is right at the beginning of the braking zone of an asphalt-to-dirt corner. There are multiple valid lines for that corner, and depending on your timing hitting the brakes you'll get a split time or another. Of course, if your braking is late you'll have a better split time, thus thinking you are doing well, but probably braking so late the only thing you get is a bad cornering line, ruining your global time.

This happens in more combos, and those checkpoints lead to misjudging how well you are actually doing, and sometimes they create a bad habit on people as they get used to drive to get the best posible split time, but they don't realize that they are gaining time entering the corner, but they are losing more time exiting that same corner.

Checkpoints should be placed at maximun speed points at straights, a little before braking points, just like speed traps. Those are the best places to produce the *best* split times, in the sense that you can compare each sector split time with other drivers' without individual driving lines affecting them.
+1
Quote from MaKaKaZo :Checkpoints should be placed at maximun speed points at straights, a little before braking points

I agree that the timelines should be improved. But IMHO they should be placed early (halfway the straight or a bit sooner), so you have some time to inspect the split time before you prepare for the next turn.

Another problem is that the reverse config uses the same timelines. For instance, on SO2 (Sprint 1) there is a timeline at the start of the flyover. That's fine, but in the reverse direction it's at the same spot (= close to the braking point). I've often missed a turn because I was still looking at the split time.
I do admit some of the split placements could be better.



Very brave suggestion.
Quote from wsinda :I agree that the timelines should be improved. But IMHO they should be placed early (halfway the straight or a bit sooner), so you have some time to inspect the split time before you prepare for the next turn.

Another problem is that the reverse config uses the same timelines. For instance, on SO2 (Sprint 1) there is a timeline at the start of the flyover. That's fine, but in the reverse direction it's at the same spot (= close to the braking point). I've often missed a turn because I was still looking at the split time.

You are totally right. So right in the middle of straight sections would be a good place.

In fact I thought about this for the first time in the combo I explained in my example: RB4 at BL2R. In BL2 you have the checkpoint right after a corner, which may be allright, but in BL2R I start braking before reaching it and I started braking too late without realizing that I was missing the proper line into the corner just because that way I got a better first split.

FGED GREDG RDFGDR GSFDG