02-25-2024, 03:41 PM
I haven't had a lot of time lately to play ICR2 lately, but I've been reminiscing a good bit on the time that I've spent with ICR2 in the past. (I continue to be inspired by all of the work that everyone here does, so I do remain hopeful of getting back into racing more actively at some point!) Along those lines, one of the races that I enjoyed running the most from back in the day was taking a GTP carset that had been modified by someone else (via adjusting the driver settings) to effectively have two classes - a fast "prototype" class and a slower "GT" class. The carset was the standard GTP set, but it also had taillights that were painted red or green depending on which class the car was in. I ended up taking that carset and setting up a very long race (~ 200 laps) at Sebring (the flat Bullrun2K version), in the hopes of running a half-version of the real 12-hour race. I had a fantastic time - right up to the point where the car engine died about four hours into the race. By that point, attrition have been taking its toll on the field - there were probably a little under half the field still in the race, with most DNFs due to mechanical failure. It felt like the longer race length led directly to more DNFs - I never experimented to prove it, but it made sense to me that the game engine had a certain "frequency" of failures that stayed constant, regardless of the length of a race.
Thinking about all of this got me wondering: has anybody else ever tried to do something similar (running an endurance-style race in ICR2)? What were your experiences like, and what things did you learn about the game in the process?
Thinking about all of this got me wondering: has anybody else ever tried to do something similar (running an endurance-style race in ICR2)? What were your experiences like, and what things did you learn about the game in the process?