Board Thread:Game Discussion/@comment-38518555-20200211235621/@comment-38518555-20200214004913

Bkuave wrote: PDQCarrera wrote:

Actually though, the best companies use racers & players (experts at using the products) in the design & execution of their products. My thinking exactly, why would Jean M.S. not be on the payroll in some capacity, being the undisputed ace of the game, and, the most indubious ME7 should get back pay and a corner office in the great Down Under, IMO. FM have run WTTT's for how long? So they'd already have an inclination of what was possible. Hitting a fastest lap ever in OMP would be how likely? Why not set a min time for every lap. +/- 10%? DragRacingCarEdition did similar when impossible W.R were being set. They reset all the world record times and implemented a +/- on fastest times. Destroyed the cheating(used with GG) within days. But that is racing 1/4 mile, no variables beyond launch and changes. Could be apple compared to orange mebe.

D.I.B said ' Here's an idea to pass along, in the broad strokes: game input is captured at 10hz. That means, 10 times per second, the game saves what the player is doing. That data is what's saved to produce replay files (along with car stats at start of race) plus the total race time; a value that can be hacked using a memory search&replace tool. We've seen that a race can report that it was run at 60 seconds but when we play back the Replay we witness a race that is, say, actually 90s long. That means that there are 900 inputs recorded, but there should only be 600. So, a sanity check could be performed against the replay data. Are there only as many inputs as expected for the recorded race time? If there are more, the data is invalid.'

^This is the pondexter stuff that makes sense to me