Thanks for input guys!
I was thinking along those lines using the
average speed to "normalise" the lap score. Just like you mention with your 4 examples and the 1 mile long track.
That formula would still carry my point thru, namely, that you would have to do a "decent" lap in order to get some good drift scores. Hence, you can not score huge by simply making twenty 360 burnouts before the finishing line. Actually, the more I think about it the more I like using
average speed like in your examples.
It is possible that the formula needs to be tweaked in order to find a balance between average speed/laptime/driftscores. Drift score should still have a little more weight than average speed. It simply needs testing and a considered decision.
However, the formula in it self is easy to change and play with and as long as the lapper outputs this "normalized" result, it can be tuned into something we like.
As for your last examples sinanju, having a possible score above 100% doesnt disturb me really. It could work fine, and Im keen to try it out as an experiment on a cruise session.
Dygear -By using a percentage value the score is more or less independent of track choise. For good or for bad, but it is easier to relate to a certain level (say 82%) than remember what you scored last time.... "...was it 178227 points or was it 179227?" (yes, it may be in the database)
That said, you could be right by just dividing driftscore with laptime. Or even multiply driftscore with average speed?
So then it comes down to defining what a good drift is. I think this could be agreed on if we test a few formulas and find one that is
fun and
feels right. We dont need to make it complicated. Just remove the element of gamers going off driving path to crank up the points. If they do, they should see a loss of driftpoints in the lapscore. Thats all.
My aim is (ofcourse) not to completely rewamp the drifting concept, just add a little feature since insim and LFSlapper is powerful enough to let us. At least a dozen Ive spoken to would like to see such an implementation. And for me, half the pleasure would be to try to invoke it and make it work. The rest is to watch peoples enjoyment if it is successful.
Sinanju, you say that !drf cant be used so the only way is to make a new table, right? I guess I have to look into that Tim[NL]'s scoring !points dingy then.
So what we have:
$NickName = GetCurrentPlayerVar("NickName");
$DP = GetCurrentPlayerVar( "DriftScore" );
$LP = GetCurrentPlayerVar( "LapTime" );
$AvgSpeed = GetCurrentPlayerVar( "AvgSpeed" );
$DS = ($DP+$AverageSpeed)/($DP+$LP) // or whatever we tune it to
Now, the question is how do we make that table that contains:
Rank Nickname Driftscore
$?? driftmaniac $DS
... ... ...
and that will show if we type for example !ds
Cheers
Broms