Post by tomlory on May 8, 2021 19:12:13 GMT
Driver Classification and Registration
- Driver classification (single class, Pro, Sportsman) shall be determined and posted by the admins upon the announcement of the racing series.
- Drivers must be registered with this forum.
- Each driver must register for his choice of car by 12:01 AM Sunday Pacific Time before the first race Sunday of the season.
- Each driver may change cars after the first race weekend's last race and prior to the third race weekend. The change must be formally announced in the Driver Classification thread and the new car registered for by 12:01 AM Pacific Time of the third race Sunday of the season. No changes will be permitted after 12:01 AM of the third race Sunday.
- Car changes prior to the second race Sunday of the season must be announced and registered for by 12:01 AM PDT Sunday the morning of.
- Only one car change per driver is permitted per season in accordance with above.
The Races
The race server name is "efnetsimacing".
On championship race weekends, a password is required to join the server. If you don't know the password, request it in the current week's race discussion thread and it will be provided to you via private message.
On race day, you may join us on Teamspeak to request the password
Official Practice on the server will begin two hours before qualifying, then a 15 minute private qualifying session followed by a 5 minute warmup/drivers meeting. The schedule and server settings (track time, weather, flag rules, damage setting, number of laps, etc) and other specifics for each round shall be posted by 11:59 PM (23:59) Pacific time on Wednesday ahead of the race.
There will be one Practice Start and lap before each race; formation lap, green flag, race start, one full lap at race speed plus the completion of Turn 1.
After the Practice Start there will be the Official Start with no restarting the race if there a screw-up on the start--just as in real life, if you spin out, blow your engine, hit someone going into Turn 1 or whatever, deal with it.
One or two Official Start restarts may occur for TECHNICAL GLITCHES ONLY. Mystery server penalties, cars missing, video card freezes, force feedback failures, etc but the affected driver must let the admins know, LOUD AND CLEAR, that it's happening BEFORE the first lap ends or they're out of luck.
Race Day Server Settings
Shall be posted by 11:59 PM (23:59) Pacific time on Wednesday ahead of the race but are normally:
Practice Server Time: 3:00 PM (clear and dry)
Qualifying Server Time: 3:00 PM (clear and dry)
Race Server Time: 3:00 PM (clear and dry)
damage: 65% (shall be turned off for weekday practice)
fuel multiplier: normal
tire multiplier: normal
mechanical failures: normal
timescale: normal
flag rules: Black Flag only
Real Road practice: naturally progressing 15X
Real Road qualifying: naturally progressing 3X
Real Road race: naturally progressing 3X
The server is reset for Official Practice 13 AI are added, 13 AI are booted after 30 minutes with a new Naturally Progressing surface @ 15X.
The formation lap will be paced by the AI pace car and the green (start) announced by the server when possible. If the pace car is malfunctional, the pole sitter will pace the field and the last driver on the grid will announce the green via chat, Teamspeak or some other agreed upon method.
Twin Sprint format, rolling start
Twin Sprint championship race weekends shall be run with the Twin Sprint inverted format.
Two races, fixed laps, ~20-25 minutes green to checkers for the winner.
Qualifying sets the field for Race 1, awarding points for the finish. An administrator will then invert the entire field, so that the winner starts last, second place grids up second to last and so forth. Drivers who are slower than 107% of the pole time shall be moved to the back of the grid for Race 2.
New drivers may be moved to the back as deemed appropriate by the Race Director.
Points System
Twin Sprint format shall be (150, 138, 129, 120, 111, 102, 96, 90, 84, 78, 72, 69, 66, 63, 60, 57, 54, 51, 48, 45...)
- one bonus point shall be awarded to the fastest qualifier in each class
- one bonus point shall be awarded to the driver credited with the fastest lap in each class for each race
Each driver's TWO worst points scoring weekends for the season shall be dropped (zero points).
Any driver who completes at least one timed lap of Qualifying or starts a race shall be scored as though he had finished last in the race(s) that he did not start (DNS).
example 1: Marco Simoncelli qualifies 7th out of 13 drivers but is unable to start Race 1 or Race 2. He would be awarded 13th place for Race 1 and Race 2.
example 2: Marco qualifies on pole for Race 1 but his hot-blooded fiancee Marianella KOs him with a skillet for momentarily paying more attention to the sim racing than her. Marco regains consciousness in time for Race 2 and goes on to finish 3rd. With 12 drivers on the grid for Race 1 that he missed, he would be scored as 13th in Race 1 and 3rd in Race 2.
This gives some fairly nice points scoring options for anyone that gets home late or has a conflict on race night.
Racing Etiquette
We largely have clean racing, we just want to reiterate some points for the new guys signing up with us.
Like every season, we're not making this a RULE, but it's highly recommended to keep yourself and your fellow racers happy. Set at least three Quick Chats in your options:
Thanks
Sorry
Slowing to Pit
Additionally, "Exiting Pits" could be nice too. "Sorry" is important and means a lot in this league--it lets the person you messed up know that you didn't do it on purpose and you acknowledge you screwed up. "Slowing to pit" will let those who are racing around you know you'll be slowing for pit entrance, so they don't run into the back of you.
When exiting the pits, stay behind the pit exit commitment line until it's done--do NOT cut across the track where someone can hit you. Check your mirrors to see if there's anyone near you.
Be clean and smooth on the start, give and take if you must--we run races anywhere from 22 min to 2.4 hours--there's no reason to run someone over in Turn 1.
Track Limits
You must have a minimum of two tires in contact with the racing surface at all times. Racing surface is asphalt and curbing. Tires in the grass, dirt, gravel, etc is never allowed. Whenever there is a section of track that needs to be clarified it will be by midweek leading up to the race and during the warmup session drivers meeting, most likely in regard to chicanes and runout areas. To improve how a chicane effects how a track races, we occasionally are more strict and require that at least two tires be COMPLETELY on asphalt, the inside tires cannot touch curbing but are more likely to avoid tracks with troublesome chicanes.
Exceeding the track limits during qualifying and races will be penalized with very low tolerance for repeat offenders.
At tracks that invite abuse of the track limits, the problematic corner(s) will be randomly (which laps) scrutinized on 1/2 of the laps. All drivers who are observed to be non-compliant more than once will be penalized a fixed amount of time per illegal lap beyond the freebie. The laps to be reviewed shall be determined by a fixed method that renders the lap numbers impossible to predict ahead of the race but obvious to everyone after the race. I propose that last two digits of the race winner's lap times be used. If his numbers don't work then work our way down the finishing order until we have enough conforming numbers.
With rFactor 2, many of the tracks warn and eventually penalize for exceeding the track limits much more harshly (drive-thru and stop-and-go penalties) than we have by the method outlined above. Until we establish a protocol for setting the limits, it is the driver's responsibility to determine through testing how many cuts are allowed.
If you run off the track you must re-enter safely without hindering other drivers. Gaining an advantage is subject to protest and penalty, retaining your place in the running order by hindering others with your unsafe re-entry is subject to penalty; if you've run off, you've given up your right to the preferred racing line.
Passing, Positional Advantage and Right to the Preferred Racing Line
"Considering the limitations of positional awareness in sim racing, we are going to tighten up what constitutes having the advantage, right to the preferred racing line as it pertains to passing."
The car on the inside must have his front wheel at least to the midpoint of the wheelbase of the car on the outside in order to have the positional advantage, right to the preferred racing line. If the car on the outside is the aggressor, it must have its rear wheel at least even with the front wheel of the car on the inside.
The aggressor has the RESPONSIBILITY of being under control and passing without contact. Both drivers must make a conscious effort to stay off each other. USE YOUR MIRRORS AND YOUR COMMON SENSE.
If you are a lap down and a faster car is coming up to lap you, please be predictable. You do NOT have to simply pull over and let him by. The best method is one that hinders neither of you. A couple of methods are to roll off the throttle and brake early and more softly for the next corner or stay wide on entry. Long straights are much easier, move off the racing line and brake early. Letting someone by in the middle of a corner is difficult unless it happens naturally.
The only exception to this is if you're in the middle of a hard battle for your own position with someone else. Then it's up to the leaders to find a way around you.
EXPECT the car in front of you, if racing for position, to stick with the preferred line in the corners. Assume that any passing that will occur will either need to be on a straightaway, or if you manage to pull alongside braking into a corner. Accidents happen, but race clean, race hard.
Additionally, understand that we truly believe that "rubbing is racing" here. Rubbing is contact between two cars on the same trajectory that doesn't create an advantage. The odd tap, bump, nose-to-tail and rubbing is going to happen. If you make minor side to side contact, or a minor tap on a bumper or fender while racing for position, that's racing, as long as you understand the DIFFERENCE between a rub/tap, bashing and contact that creates an advantage. If you don't, then don't do it.
These are largely common sense, just respect others and have a good time.
Protest System
We will start the GT3 season with the system that we finished the BTCC season with.
If you are involved in ANY CONTACT that results in a gain or loss to either driver YOU, YOURSELF must post in the results thread which race, which lap and the time mark the incident occurred, watch the replay and rule on the incident, either guilty of avoidable contact or not guilty by 6:00 PM / 18:00 Pacific Daylight (California) time the following Wednesday. If no report, then you will be assumed guilty and penalized the standard time based penalty.
"As discussed, anyone and everyone involved in contact that caused a loss please take some time to watch the replay and tell us what happened by the end of the week or be presumed guilty and penalized".
There will be no arguing, you yourself are the judge. If you find yourself guilty of avoidable contact, the standard time based penalty will apply. If you decide that you are not at fault, that's the end of it.
We don't want to hand out penalties, we want everyone to learn and improve.
The penalty will be timed-based and correlated to the amount of time that the victim lost and the status of the guilty driver with drivers who are under probation subject to more severe penalization. Avoidable contact that results in a pit for repairs or DNF for the victim will be penalized the minimum time equivalent of a Stop and Go penalty.
(Edit 2020-05-11 22:25) This system is under review as drivers have failed to comply.
Track cutting when observed should be brought to the attention of the stewards as soon as possible.
- Driver classification (single class, Pro, Sportsman) shall be determined and posted by the admins upon the announcement of the racing series.
- Drivers must be registered with this forum.
- Each driver must register for his choice of car by 12:01 AM Sunday Pacific Time before the first race Sunday of the season.
- Each driver may change cars after the first race weekend's last race and prior to the third race weekend. The change must be formally announced in the Driver Classification thread and the new car registered for by 12:01 AM Pacific Time of the third race Sunday of the season. No changes will be permitted after 12:01 AM of the third race Sunday.
- Car changes prior to the second race Sunday of the season must be announced and registered for by 12:01 AM PDT Sunday the morning of.
- Only one car change per driver is permitted per season in accordance with above.
The Races
The race server name is "efnetsimacing".
On championship race weekends, a password is required to join the server. If you don't know the password, request it in the current week's race discussion thread and it will be provided to you via private message.
On race day, you may join us on Teamspeak to request the password
Official Practice on the server will begin two hours before qualifying, then a 15 minute private qualifying session followed by a 5 minute warmup/drivers meeting. The schedule and server settings (track time, weather, flag rules, damage setting, number of laps, etc) and other specifics for each round shall be posted by 11:59 PM (23:59) Pacific time on Wednesday ahead of the race.
There will be one Practice Start and lap before each race; formation lap, green flag, race start, one full lap at race speed plus the completion of Turn 1.
After the Practice Start there will be the Official Start with no restarting the race if there a screw-up on the start--just as in real life, if you spin out, blow your engine, hit someone going into Turn 1 or whatever, deal with it.
One or two Official Start restarts may occur for TECHNICAL GLITCHES ONLY. Mystery server penalties, cars missing, video card freezes, force feedback failures, etc but the affected driver must let the admins know, LOUD AND CLEAR, that it's happening BEFORE the first lap ends or they're out of luck.
Race Day Server Settings
Shall be posted by 11:59 PM (23:59) Pacific time on Wednesday ahead of the race but are normally:
Practice Server Time: 3:00 PM (clear and dry)
Qualifying Server Time: 3:00 PM (clear and dry)
Race Server Time: 3:00 PM (clear and dry)
damage: 65% (shall be turned off for weekday practice)
fuel multiplier: normal
tire multiplier: normal
mechanical failures: normal
timescale: normal
flag rules: Black Flag only
Real Road practice: naturally progressing 15X
Real Road qualifying: naturally progressing 3X
Real Road race: naturally progressing 3X
The server is reset for Official Practice 13 AI are added, 13 AI are booted after 30 minutes with a new Naturally Progressing surface @ 15X.
The formation lap will be paced by the AI pace car and the green (start) announced by the server when possible. If the pace car is malfunctional, the pole sitter will pace the field and the last driver on the grid will announce the green via chat, Teamspeak or some other agreed upon method.
Twin Sprint format, rolling start
Twin Sprint championship race weekends shall be run with the Twin Sprint inverted format.
Two races, fixed laps, ~20-25 minutes green to checkers for the winner.
Qualifying sets the field for Race 1, awarding points for the finish. An administrator will then invert the entire field, so that the winner starts last, second place grids up second to last and so forth. Drivers who are slower than 107% of the pole time shall be moved to the back of the grid for Race 2.
New drivers may be moved to the back as deemed appropriate by the Race Director.
Points System
Twin Sprint format shall be (150, 138, 129, 120, 111, 102, 96, 90, 84, 78, 72, 69, 66, 63, 60, 57, 54, 51, 48, 45...)
- one bonus point shall be awarded to the fastest qualifier in each class
- one bonus point shall be awarded to the driver credited with the fastest lap in each class for each race
Each driver's TWO worst points scoring weekends for the season shall be dropped (zero points).
Any driver who completes at least one timed lap of Qualifying or starts a race shall be scored as though he had finished last in the race(s) that he did not start (DNS).
example 1: Marco Simoncelli qualifies 7th out of 13 drivers but is unable to start Race 1 or Race 2. He would be awarded 13th place for Race 1 and Race 2.
example 2: Marco qualifies on pole for Race 1 but his hot-blooded fiancee Marianella KOs him with a skillet for momentarily paying more attention to the sim racing than her. Marco regains consciousness in time for Race 2 and goes on to finish 3rd. With 12 drivers on the grid for Race 1 that he missed, he would be scored as 13th in Race 1 and 3rd in Race 2.
This gives some fairly nice points scoring options for anyone that gets home late or has a conflict on race night.
Racing Etiquette
We largely have clean racing, we just want to reiterate some points for the new guys signing up with us.
Like every season, we're not making this a RULE, but it's highly recommended to keep yourself and your fellow racers happy. Set at least three Quick Chats in your options:
Thanks
Sorry
Slowing to Pit
Additionally, "Exiting Pits" could be nice too. "Sorry" is important and means a lot in this league--it lets the person you messed up know that you didn't do it on purpose and you acknowledge you screwed up. "Slowing to pit" will let those who are racing around you know you'll be slowing for pit entrance, so they don't run into the back of you.
When exiting the pits, stay behind the pit exit commitment line until it's done--do NOT cut across the track where someone can hit you. Check your mirrors to see if there's anyone near you.
Be clean and smooth on the start, give and take if you must--we run races anywhere from 22 min to 2.4 hours--there's no reason to run someone over in Turn 1.
Track Limits
You must have a minimum of two tires in contact with the racing surface at all times. Racing surface is asphalt and curbing. Tires in the grass, dirt, gravel, etc is never allowed. Whenever there is a section of track that needs to be clarified it will be by midweek leading up to the race and during the warmup session drivers meeting, most likely in regard to chicanes and runout areas. To improve how a chicane effects how a track races, we occasionally are more strict and require that at least two tires be COMPLETELY on asphalt, the inside tires cannot touch curbing but are more likely to avoid tracks with troublesome chicanes.
Exceeding the track limits during qualifying and races will be penalized with very low tolerance for repeat offenders.
At tracks that invite abuse of the track limits, the problematic corner(s) will be randomly (which laps) scrutinized on 1/2 of the laps. All drivers who are observed to be non-compliant more than once will be penalized a fixed amount of time per illegal lap beyond the freebie. The laps to be reviewed shall be determined by a fixed method that renders the lap numbers impossible to predict ahead of the race but obvious to everyone after the race. I propose that last two digits of the race winner's lap times be used. If his numbers don't work then work our way down the finishing order until we have enough conforming numbers.
With rFactor 2, many of the tracks warn and eventually penalize for exceeding the track limits much more harshly (drive-thru and stop-and-go penalties) than we have by the method outlined above. Until we establish a protocol for setting the limits, it is the driver's responsibility to determine through testing how many cuts are allowed.
If you run off the track you must re-enter safely without hindering other drivers. Gaining an advantage is subject to protest and penalty, retaining your place in the running order by hindering others with your unsafe re-entry is subject to penalty; if you've run off, you've given up your right to the preferred racing line.
Passing, Positional Advantage and Right to the Preferred Racing Line
"Considering the limitations of positional awareness in sim racing, we are going to tighten up what constitutes having the advantage, right to the preferred racing line as it pertains to passing."
The car on the inside must have his front wheel at least to the midpoint of the wheelbase of the car on the outside in order to have the positional advantage, right to the preferred racing line. If the car on the outside is the aggressor, it must have its rear wheel at least even with the front wheel of the car on the inside.
The aggressor has the RESPONSIBILITY of being under control and passing without contact. Both drivers must make a conscious effort to stay off each other. USE YOUR MIRRORS AND YOUR COMMON SENSE.
If you are a lap down and a faster car is coming up to lap you, please be predictable. You do NOT have to simply pull over and let him by. The best method is one that hinders neither of you. A couple of methods are to roll off the throttle and brake early and more softly for the next corner or stay wide on entry. Long straights are much easier, move off the racing line and brake early. Letting someone by in the middle of a corner is difficult unless it happens naturally.
The only exception to this is if you're in the middle of a hard battle for your own position with someone else. Then it's up to the leaders to find a way around you.
EXPECT the car in front of you, if racing for position, to stick with the preferred line in the corners. Assume that any passing that will occur will either need to be on a straightaway, or if you manage to pull alongside braking into a corner. Accidents happen, but race clean, race hard.
Additionally, understand that we truly believe that "rubbing is racing" here. Rubbing is contact between two cars on the same trajectory that doesn't create an advantage. The odd tap, bump, nose-to-tail and rubbing is going to happen. If you make minor side to side contact, or a minor tap on a bumper or fender while racing for position, that's racing, as long as you understand the DIFFERENCE between a rub/tap, bashing and contact that creates an advantage. If you don't, then don't do it.
These are largely common sense, just respect others and have a good time.
Protest System
We will start the GT3 season with the system that we finished the BTCC season with.
If you are involved in ANY CONTACT that results in a gain or loss to either driver YOU, YOURSELF must post in the results thread which race, which lap and the time mark the incident occurred, watch the replay and rule on the incident, either guilty of avoidable contact or not guilty by 6:00 PM / 18:00 Pacific Daylight (California) time the following Wednesday. If no report, then you will be assumed guilty and penalized the standard time based penalty.
"As discussed, anyone and everyone involved in contact that caused a loss please take some time to watch the replay and tell us what happened by the end of the week or be presumed guilty and penalized".
There will be no arguing, you yourself are the judge. If you find yourself guilty of avoidable contact, the standard time based penalty will apply. If you decide that you are not at fault, that's the end of it.
We don't want to hand out penalties, we want everyone to learn and improve.
The penalty will be timed-based and correlated to the amount of time that the victim lost and the status of the guilty driver with drivers who are under probation subject to more severe penalization. Avoidable contact that results in a pit for repairs or DNF for the victim will be penalized the minimum time equivalent of a Stop and Go penalty.
(Edit 2020-05-11 22:25) This system is under review as drivers have failed to comply.
Track cutting when observed should be brought to the attention of the stewards as soon as possible.