Post by Saturdaynight on Sept 8, 2005 11:02:34 GMT -5
Here are the revised rules! Please read them and tell me what you think. I'm still open for suggestions in changes theses rules.
------------------------2006 WSRC Rules--------------------
Registration Rules
A Maximum of 11 teams can enter the WSRC with no more then 2 drivers. 1 driver cannot
drive both cars.
Once your registration has been verrified you will recieve your race package, which
includes the your team performance files. Please use GPxPatch to instert these files.
Use the following physics file for this competition.
newRealistic_F1_physic.zip
Regulations:
This Championship is intended for those using Grand Prix 4 with the 9.6 Patch and the
original GP4 tracks.
GPxPatch, is required for installing Physics and Performance files.
All teams use the same Physics and Performance files.
You may use an existing F1 team or create your own fictional team
Drivers and Constructors points will be as follows per race.
1st = 10
2nd = 8
3rd = 6
4th = 5
5th = 4
6th = 3
7th = 2
8th = 1
A Race Weekend:
Qualifying for a race:
Submit your best hotlap.
The hotlap files would be verified for their creation date between Sunday 12am and Sunday
at Midnight, the week before the race.
Hotlap Submissions are final. Once you submit your hotlaps, no new hotlaps can be
submitted for that event.
Hotlaps will be compiled to determine starting grid. Qualifying determines your overall
finish time for the race. For each place you sit in the grid, you lose a half second in
the overall race finish time. This is called Grid Disadvantage. So when all driver times
are compiled after the race, you take their grid disadvantange and add that to their time.
Grid Disadvantage chart:
1 = 0.0
2 = 0.1
3 = 0.2
4 = 0.3
5 = 0.4
6 = 0.5
7 = 0.6
8 = 0.7
9 = 0.8
10= 0.9
11= 1.0
12= 1.1
13= 1.2
14= 1.3
15= 1.4
16= 1.5
17= 1.6
18= 1.7
19= 1.8
20= 1.9
21= 2.0
22= 2.1
Race Day:
You must complete the given number of hotlaps to complete a %15 race distance. The amount
of laps to run per race will be determined by the race administrator.
The hotlap files would be verified for their creation date between Sunday 12am and
Saturday at Midnight, the week before race weekend.
The hotlaps must be in succession.
The hotlaps will be compiled to process the overall time for each driver and thus
determine the outcome of the race.
Late entries will be penalized by droping ten places on the grid.
If you fail to qualify then you will start from the back of the grid.
If you fail to post any hotlaps for a race, then you suffer a DNF.
hotlap Submissions are final. Once you submit your hotlaps, no new hotlaps can be
submitted for that event.
Note: Any deviation from these rules will result in a disqualification from the race.
The race Admin will verify the following in the Hotlap files using HofxLapView:
GP4 Version
Original GP4 tracks
Race Type
Session
Weather type
Car #
Power
Fuel laps
Auto brake must be off
Auto Gear can be on or off
Spin recovery must be off
Indestructible must be off
Best line can be on or off
Best gear can be on or off
Throttle help can be on
Steerling help can be on
In-car setup must be dissabled
Team Management Rules:
Engine, Fuel and tire Suppliers:
This is up to the team owners and is strictly for aesthetics.
Bridgestone and Michelin are the only tire suppliers allowed for the competition.
Driver Skill Table:
The Driver skill system is a way to advance your driving skill in the game. So as you
finish a race, two calculations are made and added to your driver's skill and
randomization number, in the performance.txt file. By default, a driver's skill ratting
starts at 15,000. After each race, the drivers skill points go up according to the
following chart.
1st = 15
2nd = 10
3rd = 9
4th = 8
5th = 7
6th = 6
7th = 5
8th = 4
9th = 3
10th = 2
11th = 1
12 or greater = 0
The ranomiztion number is simply a value that effects your driver skill + or - the the
randomizer value. By deault, a drivers randomization number starts at 500. Depending on
where you finish in the points for that season, your randomization number decreases
according to the following chart.
1st = 100
2nd = 90
3rd = 80
4th = 70
5th = 60
5th = 50
6th = 40
7th = 30
8th = 20
9th = 10
10th = 5
11 and greater = 0
------------------------2006 WSRC Rules--------------------
Registration Rules
A Maximum of 11 teams can enter the WSRC with no more then 2 drivers. 1 driver cannot
drive both cars.
Once your registration has been verrified you will recieve your race package, which
includes the your team performance files. Please use GPxPatch to instert these files.
Use the following physics file for this competition.
newRealistic_F1_physic.zip
Regulations:
This Championship is intended for those using Grand Prix 4 with the 9.6 Patch and the
original GP4 tracks.
GPxPatch, is required for installing Physics and Performance files.
All teams use the same Physics and Performance files.
You may use an existing F1 team or create your own fictional team
Drivers and Constructors points will be as follows per race.
1st = 10
2nd = 8
3rd = 6
4th = 5
5th = 4
6th = 3
7th = 2
8th = 1
A Race Weekend:
Qualifying for a race:
Submit your best hotlap.
The hotlap files would be verified for their creation date between Sunday 12am and Sunday
at Midnight, the week before the race.
Hotlap Submissions are final. Once you submit your hotlaps, no new hotlaps can be
submitted for that event.
Hotlaps will be compiled to determine starting grid. Qualifying determines your overall
finish time for the race. For each place you sit in the grid, you lose a half second in
the overall race finish time. This is called Grid Disadvantage. So when all driver times
are compiled after the race, you take their grid disadvantange and add that to their time.
Grid Disadvantage chart:
1 = 0.0
2 = 0.1
3 = 0.2
4 = 0.3
5 = 0.4
6 = 0.5
7 = 0.6
8 = 0.7
9 = 0.8
10= 0.9
11= 1.0
12= 1.1
13= 1.2
14= 1.3
15= 1.4
16= 1.5
17= 1.6
18= 1.7
19= 1.8
20= 1.9
21= 2.0
22= 2.1
Race Day:
You must complete the given number of hotlaps to complete a %15 race distance. The amount
of laps to run per race will be determined by the race administrator.
The hotlap files would be verified for their creation date between Sunday 12am and
Saturday at Midnight, the week before race weekend.
The hotlaps must be in succession.
The hotlaps will be compiled to process the overall time for each driver and thus
determine the outcome of the race.
Late entries will be penalized by droping ten places on the grid.
If you fail to qualify then you will start from the back of the grid.
If you fail to post any hotlaps for a race, then you suffer a DNF.
hotlap Submissions are final. Once you submit your hotlaps, no new hotlaps can be
submitted for that event.
Note: Any deviation from these rules will result in a disqualification from the race.
The race Admin will verify the following in the Hotlap files using HofxLapView:
GP4 Version
Original GP4 tracks
Race Type
Session
Weather type
Car #
Power
Fuel laps
Auto brake must be off
Auto Gear can be on or off
Spin recovery must be off
Indestructible must be off
Best line can be on or off
Best gear can be on or off
Throttle help can be on
Steerling help can be on
In-car setup must be dissabled
Team Management Rules:
Engine, Fuel and tire Suppliers:
This is up to the team owners and is strictly for aesthetics.
Bridgestone and Michelin are the only tire suppliers allowed for the competition.
Driver Skill Table:
The Driver skill system is a way to advance your driving skill in the game. So as you
finish a race, two calculations are made and added to your driver's skill and
randomization number, in the performance.txt file. By default, a driver's skill ratting
starts at 15,000. After each race, the drivers skill points go up according to the
following chart.
1st = 15
2nd = 10
3rd = 9
4th = 8
5th = 7
6th = 6
7th = 5
8th = 4
9th = 3
10th = 2
11th = 1
12 or greater = 0
The ranomiztion number is simply a value that effects your driver skill + or - the the
randomizer value. By deault, a drivers randomization number starts at 500. Depending on
where you finish in the points for that season, your randomization number decreases
according to the following chart.
1st = 100
2nd = 90
3rd = 80
4th = 70
5th = 60
5th = 50
6th = 40
7th = 30
8th = 20
9th = 10
10th = 5
11 and greater = 0