Board Thread:Game Discussion/@comment-27048832-20160101181530/@comment-26715739-20160104172309

It probably comes down a bit to how Endurance works.

My theory (and would be interested to hear counter-theories or refutation) is that the game has a number of "cars to be lapped" which it is maintaining on any particular track at any particular time.

My best theory is that it has them in groups of 3. When you clear one group of 3 then it auto-generates the next group, at the next "up step" on performance from the current set (to a possible maximum performance rating?).

On a normal track this means you want to be careful with how and when you clear that "last of 3" - because if you're unlucky it could place the new cars on a straight, as you're on a corner, giving them an extra head-start. Similarly, if you're lucky, it will place them on a corner when you're on a straight.

Part of why I think this is that when running endurance I used to often see "ghost cars" appear just as I overtook the "last of 3".

The other thing I've never seen anyone venture a definitive opinion on with Endurance is whether it is better to pace yourself at the start and not pass cars until the time is below 90, or if it doesn't matter and you should just go as quickly as possible.

Depending on how quickly (and whether) it reaches that theoretical best "car to be lapped" would I guess tell us whether we should or not.

My "group of 3" theory didn't seem to be right for this particular endurance - because after a while you only see single cars. But that may just be a variation.

Or it might just generate opponent cars at a particular distance/time?