Don’t know if this has been covered already or if anyone else has a problem with it but in the MX5 spec league it seems people who start nearer the back always seem to carry more speed than the people up front once the race starts resulting, more often than not a lot of contact and big crashes. This may not be the case with more powerful cars but definitely with the low powered MX5s it is. I think perhaps T10 should look into this and fix if possible or put standing starts back in for certain specs of cars.
I do like rolling starts as long as it’s equal. But people nearer the back generally aren’t as fast as the guys up front due best lap from the previous race ordering the grid which makes it worse.
They’ve been causing issues in Modern GT too. I haven’t specifically noticed the guys at the back going faster than the front but the cars are so close together that any difference in speed - whether because the games’ timing is off or because one car has better acceleration than another or because one driver misses a gear - will cause at least a tiny bump that quickly snowballs into many major bumps, and no one can avoid them because everyone is packed so tightly.
I guess they were designed and tested with NASCARs starting on an oval, but they’re not so clever when there’s a proper corner with a braking zone right after the start.
I assumed there were people not holding the accelerator down when the game gave them control. I have started having to let go to stop from bumping into the back of the person in front of me and when I do that then someone goes into me. If I don’t do that I will go into the one in front of me. Doesn’t work out.
I’m not convinced the cars at the back go faster than the one’s in the front though. Did a race on Road America in mx5 spec last night, I started on pole and pulled away from the pack before turn one. I figured it was because I’m running manual with clutch, was paying attention when the game started and timing my gear changes correctly allowing me to pull away.
I think you might be right about the cars varying in speed when it gives control over and that is exacerbated by the user, but I think it will be random across the grid and not so much faster at the back and slower at the front.
traction assist on or off will cause a difference. On a rolling start with same cars even positions 1st and 2nd, I pulled away from the person next to me when I had traction on and the person next to me did not, I was running in 2nd place. We were running Corvette DP’s at the time in a prac session.
Yeah I have noticed this, though I’ve noticed that people starting about 6-10th are the ones getting amazing starts and can be past 1st before the first corner.
Rolling starts are a good idea, but think I’d prefer normal grid starts
that’s a big jump by the first corner! I only just got ahead so it wasn’t that extreme for me I’ll keep an eye out for that next time I run a rolling start race.
When you watch a professional grid moving in a rolling start, there are millions of dollars on the line, and they are all driven by folks that have been driving their entire career, every day, for many hours a day, often time with the same folks for much of that career.
in Forza, the only thing on the line is time, and the grids are full up with folks that may never have driven a car, or may drive rarely, and may be very new to the very specific skill set of online racing simulations.
Most of the grid failures i see in the Modern GT hopper are driven by newbies who want to race, but simply are not ready. That, and by folks who don’t know how to tune (or don’t know how to select a tune) and they loop out with a diff that is too open (or something similar) and they cause the first turn pile ups. The inevitable first lap speed train wrecks between turn 2 and turn 3 exit at Watkins Glen are usually somebody loosing traction on their right rear, looping, then the entire back half of the grid piles into them in a slow motion super wreck.
Before the start/finish line players don’t even have control of their car…how can you blame newbies for this issue? Also, the problem very clearly lies in the fact that there are many different closing rates between cars that are very close together on the starts.
I really like the rolling starts but they need to be spaced out slightly more. It’s not that the back of the grid get a better start because I seem to pull away from the pack when I’m on pole and I’m using the flappy paddles on my TX so it’s not like it’s to do with the clutch either. But when there are different cars with hugely different acceleration rates like a Veyron compared to a C7.R, theres carnage. Heck sometimes your bumping the car ahead of you before the race even starts. If the card were spaced out by a meter more on some tracks it’d make a huge difference.
Rolling starts aren’t great for us wheel users with H Pattern gear shifters. Having to guess what gear to start in because you can’t see the HUD until the lights are green is a massive fail. The same goes for leaving the pits. You can count the gears as you leave the pit lane but right before the exit the car does a daft sporadic electronic dance before it leaves and again you’re screwed. I normally end up causing 4% damage to my transition every race start or pit exit.
From Modern GT lobby experience, to me the cars feel too bunched up. A lot of lap 1 pile ups I see in that lobby are just from one or two people being ridiculously slow off the line resulting in a pile up from the cars behind. Then theirs the people who are away from the consoles at the start of the race which makes their car a moving obstacle at the start.
I did a 10 lap quick race in free play on Daytona oval with rolling starts 24 cars unbeatable ai, aggression on, no assists, and random r class cars and the grid locked up before the countdown was done. Totally bumper to bumper. I managed to get around and get the win but it was odd. Never seen it in the nascar career either. So it needs some fine tuning for other cars and tracks besides just nascar.
Rolling starts are always terrible. The cars don’t maintain consistent gaps prior to the player taking control. They fall back and move ahead in relation to each other in the time before the player gets control so when you get control if the game had the car surging forward you get a big advantage and if the game had your car dropping back you’re screwed.
just a quick observation.
people that start in the back physically have more distance to accumulate speed.
if you have identical cars they, theoretically, accelerate at the same rate. so lets say the car takes 1000 feet to reach 100 mph. from the start/finish line its 1000 feet to the first corner but 1200 feet from last place to the first corner, the last car has an additional 200 feet to accumulate speed. so in turn one, the people in the back would be able to be going faster.
these are made up numbers to illustrate what i am trying to point out.
A bit off-topic: I think rolling starts are great fun; however, the RPM stutter bug at the start really puts me off. Happens only in Free Play I guess.