Board Thread:Game Discussion/@comment-37667252-20191011060717/@comment-37667252-20191011065505

ME7 wrote: I wish it was a car counter. I would love to have that feature in the game. It does exist because we see it in overtaking team challenges. However it’s not a regular feature.

The yellow happens every time you overfill the timer. The timer can only go to a maximum of 90. You get 10 seconds for each car you pass. If you pass a car when you have 80 or more seconds on your clock, then it couldn’t give you the full 10 seconds. There’s no penalty for this, it’s just letting you know that you didn’t get the full 10 seconds.

Then there’s crossing the finish line to start a new lap. Every track gives you a different amount of time for that. The longer the track, the more you get when you cross the line. So that’s a key piece of information to know when racing for distance.

This is where the two main endurance racing methods come into play. If you’re doing the clock management technique then you never want to see that yellow number. That number turning yellow means you wasted some of your time. That’s why some of us will drive backwards at the start for a while and drag out the first few laps.

If you’re running flat out then you don’t care how many times that timer turns yellow. Flat out is what you do if you just want to get a small distance to pass the stage or if you want to try the race as an endless endurance. You can’t do every race as an endless endurance, but there are quite a few. To make a race and less you have to run really hard from the start logging fast average laps back to back. I have learnt a lot regarding the strategy for endurance events from your answer.

Thanks for this answer and your valuable videos on Youtube.