Board Thread:Game Discussion/@comment-28753807-20161113204906/@comment-28753807-20161114052735

There are myriad options! I came up with 5 car groupings, based on PR, with R$ only upgrades, then within those groups, low, medium and high grip -- 15! Multiply that by 51 tracks. (tracks include all the multiple iterations of a location, PLUS those that have been required to run in reverse!) 750!

This doesn't consider differing PR levels in the car itself. So, I figured if a few methods of figuring out braking and acceleration points on 12 different kinds of turns, it seemed doable.

Of course, I have my method of figuring out the points. Mostly trial and error, but I thought I'd check with this community to see if they had come up with something that might bend the learning curve to shorten the time it takes. If an event comes along that asks racers to run a circuit backwards, one that hasn't been run backwards for any other event, racers are challenged to learn the points quickly. So, a good demo of how to figure out the points to brake and accelerate might be of use to people who use the wikia.

One thing I do is I try an early point, and a late point. If neither works, then I move to a point halfway between those points. If that is slow, I move it toward the apex. If the halfway point still has me going off track, I move it back away from the apex. Half again. Only a two or three halvings and I find a pretty good point.

So, anyway, if anyone can share with me any wisdom on this, I'd really appreciate it. You will be making the product of the project that much better that it would otherwise be!

Thanks!