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#21
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IRacing, Safety Rating and fear factor
> .................................................. ..................With regards to the
> "rental" thing, have you read the EULA on any other titles installed > on your PC? Reads very similar, you'll find. But with virtually all of the titles installed on my PC, I can continue to play them after the publisher goes out of business - although perhaps only in an offline single-player mode. I'm afraid this is not possible with iRacing. I think that is what people mean when they talk about "renting" iRacing. |
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#22
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IRacing, Safety Rating and fear factor
On Aug 27, 1:17*pm, wrote:
> > .................................................. ..................With regards to the > > "rental" thing, have you read the EULA on any other titles installed > > on your PC? Reads very similar, you'll find. > > But with virtually all of the titles installed on my PC, I can > continue to play them after the publisher goes out of business - > although perhaps only in an offline single-player mode. *I'm afraid > this is not possible withiRacing. *I think that is what people mean > when they talk about "renting"iRacing. Not legally. Most, if not all EULA's state that they are allowing you to use their software in the manner they say - and they have the right to change what they say at any time. Sure, nobody that I can recall has actually done it, but the EULA (depending on what a judge says, as always) could allow them to pull the plug quite easily. I guess i just accepted this type of thing better, I played EVE-Online for years and it's a similar type of development, launch, payment and EULA. |
#23
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IRacing, Safety Rating and fear factor
> Yes, most incidents are caused by off track.
> With regards to the "rental" thing, have you read the EULA > on any other titles installed on your PC? Off-topic - EULA's are almost worthless in most states of the USA, and completely worthless in the remaining states. In the USA, a contract requires a witness or a signature. |
#24
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IRacing, Safety Rating and fear factor
On Aug 27, 5:12*pm, "jeffareid" > wrote:
> > Yes, most incidents are caused by off track. > > With regards to the "rental" thing, have you read the EULA > > on any other titles installed on your PC? > > Off-topic - EULA's are almost worthless in most states of the USA, > and completely worthless in the remaining states. In the USA, > a contract requires a witness or a signature. Banks, the guys who handle the most money, accept an X in a text field. Bank of America account creation requires nothing more than that to be legally obligated. |
#25
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IRacing, Safety Rating and fear factor
Yeah, I know: A bunch of the sim racing guys are exploiters, and would
figure out how to maintain their silly driving style with the least impact on their SR. However, I think this is one of the huge challenges of online racing: If rFactor had a good way of evaluating an accident automatically, and it could be enforced with flags, open online racing would appear very, very differently. If I wanted one single aspect of rFactor improved, it'd be the automatic marshalling of races in a predictable and fair way. I don't think it'd be very hard to do this, but the developpers need to know that there is a need for it. Maybe this is a task for the plug-in developpers to take on... It'd be very interesting to put together a server-side plug-in that takes into account aspects of general importance: - Velocity vectors, relative speeds and direction (is the driver behind trying to avoid the car in front? - Braking patterns/behaviour just prior to the event (Is the car in front trying to stop his car from rotating?) - Braking points based on statistics and comparison of actual braking to statistics - Comparison of "stastic line" and "actual line" It is not too tough to put together all this into a package, with the possibilty adjust settings by way of a ini-file (so that you can create setups for open racing, league racing etc etc)... -A- On 25.08.2008 16:36, * Tim Wheatley wrote: > On Aug 25, 8:57 am, Asgeir Nesoen > wrote: >> It outght to be fairly easy to build a system where the most rudimentary >> info was considered, like, position on road, speed relative to average >> speed at the point, if brakes are used heavily the moments before a >> crash, relative velocity vector comparison, etc etc... > > It actually wouldn't be easy at all, because people would learn the > system and use it to their advantage. Only a human can decide fault. > > There's some fine tuning to do, but I think the SR works very well. |
#26
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IRacing, Safety Rating and fear factor
"Asgeir Nesoen" > wrote in message ... > Yeah, I know: A bunch of the sim racing guys are exploiters, and would > figure out how to maintain their silly driving style with the least impact > on their SR. > > However, I think this is one of the huge challenges of online racing: If > rFactor had a good way of evaluating an accident automatically, and it > could be enforced with flags, open online racing would appear very, very > differently. > > If I wanted one single aspect of rFactor improved, it'd be the automatic > marshalling of races in a predictable and fair way. I don't think it'd be > very hard to do this, but the developpers need to know that there is a > need for it. > > Maybe this is a task for the plug-in developpers to take on... It'd be > very interesting to put together a server-side plug-in that takes into > account aspects of general importance: If you think implementing this sort of stuff is easy then you're kidding yourself. > - Velocity vectors, relative speeds and direction (is the driver behind > trying to avoid the car in front? What if he (the trailing car) was hit by a car from behind himself. What if the idiot in front hits the brakes for no known reason? > - Braking patterns/behaviour just prior to the event (Is the car in front > trying to stop his car from rotating?) What? > - Braking points based on statistics and comparison of actual braking to > statistics Just rubbish. > - Comparison of "stastic line" and "actual line" > What? > It is not too tough to put together all this into a package, with the > possibilty adjust settings by way of a ini-file (so that you can create > setups for open racing, league racing etc etc)... > Yeah sure - it's all so simple. It's a wonder you haven't spent a half hour or so doing it yourself! And the other thing here is that I'd rather have the cpu power dedicated to a better sim than all this stuff. All you need is a well run league - the only way to sim race properly. Everything else is just fun. |
#27
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IRacing, Safety Rating and fear factor
A sour reply needs a sour answer.
On 28.08.2008 12:41, * Byron Forbes wrote: > > If you think implementing this sort of stuff is easy then you're > kidding yourself. If you compare this chore with the chores of making hundreds of tracks, the hundreds of cars like the online community have done with rFactor: Yes, I would indeed say this sort of stuff is easy. > >> - Velocity vectors, relative speeds and direction (is the driver behind >> trying to avoid the car in front? > > What if he (the trailing car) was hit by a car from behind himself. What > if the idiot in front hits the brakes for no known reason? The velocity vector pattern and the braking pattern can uncover such a situation. If the idiot in front hits his brakes, it would show when comparing his "statistical" brake pattern with his discreet braking pattern, and responsibility can be dished out accordingly. > >> - Braking patterns/behaviour just prior to the event (Is the car in front >> trying to stop his car from rotating?) > > What? Is monitoring braking patterns to determine degree of guilt a tough thing to grasp for you? What is incomprehensible in that? > >> - Braking points based on statistics and comparison of actual braking to >> statistics > > Just rubbish. A well formulated argument, my friend. I see it all clear now, thanks to your wit, your rhetoric skills and your genuine insight. > >> - Comparison of "stastic line" and "actual line" >> > > What? Typo there, I meant "statistic line" in comparison to "actual line". > >> It is not too tough to put together all this into a package, with the >> possibilty adjust settings by way of a ini-file (so that you can create >> setups for open racing, league racing etc etc)... >> > > Yeah sure - it's all so simple. It's a wonder you haven't spent a half > hour or so doing it yourself! So you think a half an hour project defines what I describe as an "easy" chore? Where did I say that? I am so glad I don't have to work with people like you; infinately impatient, pessimistic, pointing out problems instead of pointing out possibilities. I am sure you've never had one single good idea, but you're one heck of a problems shooter. I know your kind. You may think I'm labelling you, but I'm sorry: You display all the symptoms of that label. Who can blame me for stating the obvious. > > And the other thing here is that I'd rather have the cpu power dedicated > to a better sim than all this stuff. All you need is a well run league - the > only way to sim race properly. Everything else is just fun. > So you think CPU is maxed out on the dedicated servers? lol. Your point about a well run league is fair, however. But I'm in a situation where I'm not able to put in the time to do league racing, and more importantly; not able to commit myself to it. I believe there are many just like myself out there; thus making my point about a solution in the racing incident responsibility department valid. --A-- |
#28
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IRacing, Safety Rating and fear factor
"Asgeir Nesoen" > wrote in message ... >A sour reply needs a sour answer. > Lighten up sweety. > On 28.08.2008 12:41, * Byron Forbes wrote: >> >> If you think implementing this sort of stuff is easy then you're >> kidding yourself. > > If you compare this chore with the chores of making hundreds of tracks, > the hundreds of cars like the online community have done with rFactor: > Yes, I would indeed say this sort of stuff is easy. > Well lets see. >> >>> - Velocity vectors, relative speeds and direction (is the driver behind >>> trying to avoid the car in front? >> >> What if he (the trailing car) was hit by a car from behind himself. >> What if the idiot in front hits the brakes for no known reason? > > The velocity vector pattern and the braking pattern can uncover such a > situation. If the idiot in front hits his brakes, it would show when > comparing his "statistical" brake pattern with his discreet braking > pattern, and responsibility can be dished out accordingly. > And if the "idiot" is maybe not an idiot and he is braking earlier for any number of reasons like an incident ahead for example? >> >>> - Braking patterns/behaviour just prior to the event (Is the car in >>> front trying to stop his car from rotating?) >> >> What? > > Is monitoring braking patterns to determine degree of guilt a tough thing > to grasp for you? What is incomprehensible in that? > What if his tyres go off, he has a puncture, some sort of damage, (depending on the sim there could be oil/water down etc). Again, there can be a zillion reasons for someone to brake in a manner different to previous laps. >> >>> - Braking points based on statistics and comparison of actual braking >>> to statistics >> >> Just rubbish. > > A well formulated argument, my friend. I see it all clear now, thanks to > your wit, your rhetoric skills and your genuine insight. > See above - again, there can be a zillion reasons for inconsistency here. >> >>> - Comparison of "stastic line" and "actual line" >>> >> >> What? > > Typo there, I meant "statistic line" in comparison to "actual line". > And again, there can be a zillion reasons to alter ones line. >> >>> It is not too tough to put together all this into a package, with the >>> possibilty adjust settings by way of a ini-file (so that you can create >>> setups for open racing, league racing etc etc)... >>> I can just see someone who has spent countless hours over the course of a season being dudded by a scenario that this "easy to put together" software has hopelessly misinterpreted. I wouldn't go near a league with that sort of stuff in a million years. >> >> Yeah sure - it's all so simple. It's a wonder you haven't spent a >> half hour or so doing it yourself! > > So you think a half an hour project defines what I describe as an "easy" > chore? Where did I say that? I am so glad I don't have to work with people > like you; infinately impatient, pessimistic, pointing out problems instead > of pointing out possibilities. > Ok then, lets forge ahead oblivious to the horrendous problems! Lets start a little software company called "**** the bugs you stinking mongrels!" > I am sure you've never had one single good idea, but you're one heck of a > problems shooter. I know your kind. You may think I'm labelling you, but > I'm sorry: You display all the symptoms of that label. Who can blame me > for stating the obvious. > To bad you refuse to regognise the obvious when it comes to the horrendous problems with what you propose. >> >> And the other thing here is that I'd rather have the cpu power >> dedicated to a better sim than all this stuff. All you need is a well run >> league - the only way to sim race properly. Everything else is just fun. >> > So you think CPU is maxed out on the dedicated servers? lol. > > Your point about a well run league is fair, however. But I'm in a > situation where I'm not able to put in the time to do league racing, and > more importantly; not able to commit myself to it. I believe there are > many just like myself out there; thus making my point about a solution in > the racing incident responsibility department valid. > > --A-- Well quite frankly, if you're not running in a league and you're simply doing pickups then who really cares - iRacing should offer you more than enough with their methods. |
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