Post by tomlory on Sept 29, 2020 7:23:48 GMT
The Races
The race server name always begins with "efnetsimacing".
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
Real Road race: naturally progressing
The server is reset for Official Practice, 13 AI are added, 13 AI are booted after 30 minutes.
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. 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.
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.
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.
The race server name always begins with "efnetsimacing".
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
Real Road race: naturally progressing
The server is reset for Official Practice, 13 AI are added, 13 AI are booted after 30 minutes.
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. 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.
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.
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.