Do you just use livesplits or something to time all the loading screens then find the average of those times? Figured I can try and calculate it before submitting runs so you don't have to, unless you don't mind doing it. Thank you for removing the load times for the other runs also I really appreciate it.
I manually time it for each loading screen, using the parameters set in the rules, but current there's a flaw in what's being tracked as the load times so I need to change the rules and redo the load times. Previously it was the visibility of the white spinner, but there's some weird delays that happen before and after those sections so I want to account for those too.
Wouldn't it be way easier to rank runs with IGT like they where in the first Dirt Rally?
@Ludovico-Ltd sr.com doesn't give me notifications for forum replies, whoops. For anyone else reading further, yes it would be easier to use pure IGT, however because you can f*** about between stages in the tuning and repair menus it basically became a segmented speedrun imo. For this game I wanted to use loadless RTA so that this became a proper speedrun and actually be able to creatively abuse the game while still keeping everything single segmented like other Dirt speedruns.
@chbo Posts removed due to unnecessary repeated nature of the comments in other posts.
why bother calculating average load then? why not just use actual load times? what are the creative abuses? not fucking around in menus? the game has the loadless rta...
It's technically completely unrelated to the final time in the spreadsheet screenshots, but it's mostly just to sanity check that we haven't miscalculated anything if the loadtimes or weirdly high or low. Total load time to remove is just average load time * 12, so technically it is a part of the equation, but mostly it's just there for statistic's sake.
And the game does not have loadless RTA due to the timer not running in the menus.