How do you do a standing start:
Standing start method, NORMAL:
1. Apply track.ini changes to <[ starting_grid_0 ]> (full pace). This leaves one pace lap in a normal configuration.
The ai appear to start a normal pace lap, but as the pace car crosses half track distance, the green flag order is given. There's a very short lag (less than 1 second) before the ai take off racing, but the player can just mash it as soon as you see the ai move.
** WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).
2. The pace car cannot start beyond the half way point from the S/F line. One meter less than half usually works.
<stall_pace = xxx.00(half distance - 1) x.00 x.00> I've never had the field catch the pace car on the track using realistic (normal) pace speeds on a RC track up to 6 miles long.
3. [ ai_track ]
pace_merge_to_pit_line_dlong = xxx.00 Arbitrarily, 100 meters less than half.
I never had a problem with this value being farther down the track until Monaco F1. Having a value less than half track length commits the pace car to "pit in" when it starts, so it releases the field to a start condition (I guess).
4. <[ starting_grid_0 ]> or <[ starting_grid_1 ]>
<stall_0 = xxx.00 x.00 0.00>
<stall_1 = xxx.00 x.00 0.00>
etc.
Align grid close to the S/F line. Allow a 8 - 10 meter clearance from the S/F line as a cushion so no ai cross the S/F line before the green flag flies.
Standing start method, INSTANTANEOUS:
1. Apply track.ini changes to <[ track ]> <starter_decision = XX00 XX01>. Add an arbitrary value, say 1500, to the actual track length and use the new value as the "starter_decision". The ai race (and spotter yells green flag) as soon as the pace car starts. The ai still do that twist turn as they start, so you only advantage to this method is the fraction of a second it takes to actually see (or hear from the spotter) a green flag. The drawback to this method is you lose the option to have a different (full or short) pace lap.
** WARNING:
The NR2003.exe considers the polesitter to be on the inside of the track and does not allow passing on the inside before the S/F line. On a CW track, the inside is the right side, on a CCW track, the inside is the left side. If you are in the pole-side line, you cannot pass any car in your line on the "inside" (as described), but you can pass anyone in the other line on the "inside". If you are in the other line, you cannot pass anyone on the "inside" (as described).
2. same as NORMAL
3. same as NORMAL
4. You can have the starting grid anywhere you want (with either version), but you can't pass on the "inside" until the S/F line, and you don't want the ai to catch the pace car before it gets to pit road because they'll slow to stay behind the pace car.