Driver Errors
Every lap, each driver has a small chance of making a mistake. These are not crashes — just small errors that cost a tenth or two.
How errors work:
- Base error chance: ~4% per lap
- Modified by driver skills:
-
Pace: higher pace = more errors (pushing the limit)
-
Racecraft: reduces error rate (better car positioning)
-
Technical: reduces error rate (smoother inputs)
- <strong>Tyre wear</strong> heavily influences error rate — worn tyres (below 40% health) significantly increase the chance of mistakes
- Time loss: 0.1–0.7s per error (small and not race-ending)
Error examples:
- Runs wide at the exit, losing momentum
- Misses the apex, compromising the exit
- A small lock-up sends them wide
- Overcooks the entry and has to back out
- A small snap of oversteer costs time
- Struggles for grip with worn tyres and runs wide
Errors are logged as
driver_error incidents in the race feed.
Yellow Flags
When a driver makes an error, there is a 20% chance it triggers a
local yellow flag for one lap. Minor solo crashes have a 30% chance of triggering a yellow flag.
Yellow flag rules:
- Lasts exactly 1 lap
- Overtaking is prohibited
- No speed penalty (unlike a full Safety Car)
- Designed to simulate local marshalling / debris clearance
Yellow flags are logged as
yellow_flag incidents. If a yellow flag is active and an overtake would have happened, it is suppressed.
Crashes
Crashes now come in two types:
= Solo Crashes (≈65% of all crashes)
=
A driver can crash entirely on their own — no other car involved. This is the most common type of crash in GT3 racing, accounting for roughly two-thirds of all incidents.
How solo crashes work:
- Base chance: ~0.35% per lap
- <strong>Pace</strong> increases crash risk (pushing too hard)
- <strong>Racecraft</strong> reduces crash risk (better car control)
- <strong>Technical</strong> reduces crash risk (smoother inputs, better feel)
- <strong>Damaged cars</strong> are significantly more likely to crash again
- Lap 1 is excluded from solo crash checks
Severity levels:
| Severity | Score | Damage | DNF Chance | Example Description |
|---|
| Minor | <35 | 8–25% | 0% | Loses the rear through the high-speed right-hander and spins into the barrier |
| Moderate | 35–59 | 25–55% | 15% | A sudden loss of rear grip at the fast sweeper puts them hard into the wall |
| Severe | 60–81 | 55–90% | 100% | A high-speed moment through the flat-out section ends with a heavy impact |
| Catastrophic | 82+ | 100% | 100% | The car gets loose under braking and spears head-on into the wall |
Severity is influenced by driver skill — high Technical and Racecraft reduce the roll modifier.
Multi-Car Crashes (≈35% of all crashes)
These happen when an overtake attempt goes wrong. When a following driver tries to pass and fails, there is a chance of contact.
Multi-car crash descriptions (GT3 style, no wheel-touching):
- They make contact at the apex, sending both cars wide
- The trailing car gets squeezed onto the kerb and loses control
- A clumsy move under braking results in a collision
- Late braking forces them both off track with contact
- They go side by side through the corner and run out of room
- A late dive down the inside leaves nowhere to go
- The gap closes and they touch, sending one car around
- Caught out by a sudden lift from the car ahead, they rear-end them
- Fighting tooth and nail through the complex, they eventually touch
- A drag race to the line turns sour as they make contact
Severity and Safety Car deployment follow the existing system (minor → no SC, moderate → 2 lap SC, severe → 3 lap SC, catastrophic → 4 lap SC).
Summary of Changes
| Feature | Description |
|---|
| Driver Errors | Per-lap small mistake chance (1–18%), influenced by Pace/Racecraft/Technical + tyre wear |
| Yellow Flags | 1-lap local caution from errors/minor solo crashes — no overtaking allowed |
| Solo Crashes | ~0.35%/lap base chance, 4 severity levels, accounts for ~65% of all crashes |
| Multi-Car Crashes | 22 unique GT3-style descriptions, no wheel-touching references |
| Tyre Wear Link | Worn tyres increase error rate (up to 3.5× at 0% health) |