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Post by Viper on Oct 7, 2005 7:43:23 GMT -5
Oh yeah! Forgot the most important part. The rules are all up for discussion. The problem is that some of you guys don't come up and say what you think of them and we end up adding stuff without really knowing what you think. So take some time, read the proposals for next season and if you guys think they are too demanding, too easy, too hard and etc, then please say. We want to make this enjoyable and not a pain to do.
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Post by Saturdaynight on Oct 7, 2005 8:33:55 GMT -5
Viper, I couldn't have said it any better. Yes, not everyone is using the files we set out for everyone to use and we we have been a bit lax about a few of them. Perhaps we should have given penalties to those not using the files that everyone should be using. One thing I did not ask everyone to do this year is to use the same track dats. That will all change next season as we introduce the CSM carset for the 2006 season. Viper and I are working to perfect that carset right now. we need to even the playing field a bit and we feel this is the way to do it.
As for lap times, I see these times being effected in two ways . There are probably some people gaining advantages from the track dats that they use, but part of it also this:
Driving a track is easy! Mastering a track is difficult!
This season has tought me that I'm not using tracks to their full advantage. Breaking points, gear shifting, etc, etc. Every now and then I'll find a spot on the track where I could make up time. Most evidant to me was the Hungarian GP where my times dropped by three seconds a lap from anything I could ever muster before. It makes you wonder why you never saw it before!
Even with the same track dats for next season, I still think we will see some gaps from one driver to the next. Practice, practice, practice! That's really the only way to get good at it!
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Post by Lex on Oct 7, 2005 9:24:29 GMT -5
Yes. Driving makes most of the difference.
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Post by Saturdaynight on Oct 28, 2005 10:22:02 GMT -5
Here is another revision with all the new things we've discussed. I've replaced the hotlap race format with the 15% quickrace format. We are still trying to work out a few bugs with the extra cars being on the tracks but it is possible to run without those AI cars on the track.
------------------------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.
Use the following physics file for this competition.
newRealistic_F1_physic.zip
Regulations:
This Championship is intended for those using WSRC 2006 Carset, which will be available
for download as soon as it is available. The 2006 Carset Requires the use of CSM 1.25
Build45.
GPxPatch, is required for installing 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.
If the series has more then ten drivers, then we will use the following points system.
1st = 10 2nd = 8 3rd = 6 4th = 5 5th = 4 6th = 3 7th = 2 8th = 1
If the series has ten drivers or less, then we will use the following points system
instead.
1st = 10 2nd = 6 3rd = 4 4th = 3 5th = 2 6th = 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 a %15 quickrace with one pitstop.
The quickrace files would be verified for their creation date between Sunday 12am and
Saturday at Midnight, the week before race weekend.
The quickrace files 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 post any quickrace save game files for a race, then you suffer a DNQ. (Did
Not Qualify)
If you submit a qualifiyng lap and don't submit your quickrace laps, then you suffer a
DNF. (Did not finish)
All Submissions are final. Once you submit your files, no new files 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 files files using HofxLapView:
GP4 Version 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
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.
Testing and Development Rules:
Each team starts out with 830bhp. Testing events will be schedualed to allow for bhp
development to increase your teams bhp. Hear is how testing is broken down.
There are 4 testing sessions during the season. In each testing session you are allowed to
submit no more then 40 hotlaps or a quickrace savegame file with no more then 40 laps. One
or both drivers can submit hotlaps for these testing sessions. You may submit more laps,
but they won't count for that test session.
Durring preseason, your team is allowed a maximum of 200 development laps. Preseason
starts, two weeks after end of the last season and ends two weeks before the begining of
the next season.
For every 40 laps, that your team submits, your team gains 10bhp.
The hotlap files would be verified for their creation date between Sunday 12am and
Thurseday Midnight, the week before testing event.
Development points will not be awarded to teams that do not show up.
Proof of participation requires that you send in your hotlap data.
All data will be verified using HofxLap 3.14.
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
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
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Post by Saturdaynight on Oct 28, 2005 10:44:05 GMT -5
I'm starting to take interest in the idea of keeping the AI cars on the track for the quickraces. What does everyone else think of this idea? I think it adds a certain element to the races. We would simply look at them as backmarkers!
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Post by zeppelin101 on Oct 28, 2005 10:45:00 GMT -5
Because a lot of them are like tiago monteiro
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Post by Saturdaynight on Oct 28, 2005 10:51:04 GMT -5
So is that a yes to the idea?
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Post by Viper on Oct 28, 2005 11:56:37 GMT -5
There are a few things that are not quite right in that text. Are we going to ask everyone to make one pitstop? Just asking, cause we can't have both people submiting races with pitstops and without. Otherwise people not making pitstops will always win the race.
We'll also be veryfying the checksums on your save files and hotlaps. That tells us if you messed around with the carset files or not.
The testing sessions must be done using FREE PRACTICE only. In Free Practice mode, you can after doing a series of laps, save the game and send that one file to us for verification. A savegame from free practice records all laps done in the session. Quickraces are not allowed.
In the test session also, you do not have send blocks of 40 laps. You can do as many laps you like and send that to us. The formula is that for each lap you make, you are increasing your BHP by 0.25. That's our guide for calculating the BHP for the teams.
Finally, we can not allow AI cars in the quickraces. Sorry for that, but we can't watch replays if AI cars are on. The game doesn't record what the AI cars did correctly and sometimes it messes up the replay.
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Post by Saturdaynight on Oct 28, 2005 12:08:49 GMT -5
OK, well I'll scratch the AI cars idea then and make amendments to the rules for the file submitions.
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Post by Viper on Oct 28, 2005 12:11:32 GMT -5
Want me to do a draft with the changes in my post? Also, it's important to know if we are going to ask everyone to do a pitstop or not cause I need to set some files and add a couple of rules to that too...It's not a problem, but I just need to know Do you guys want to have a pitstop?
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Post by Saturdaynight on Oct 28, 2005 12:14:20 GMT -5
Sure, have a go at it! As for the pitstops. I thought the pitstop idea added some flavor to the races but we don't have to do that if people don't want to.
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Post by Viper on Oct 28, 2005 12:19:10 GMT -5
Ok, I'll leave that up for discussion atm then. Just keep in mind this folks:
If you decide to have pitstop, it means that everyone must make a pitstop. Failiing to submit a race without pitstops will disqualify you or something along that. That must be clear for everyone I think.
If you have no problems with having a pitstop, making it work is no problem at all. I can even set it so that you can drive along the pitlane entrance with the speed you want and so on...I'll do a few setups, test it and post my findings in a new thread about that.
I'll write a rule draft and post in a short while...
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Post by Viper on Oct 28, 2005 12:41:14 GMT -5
Did a little revision. The Testing and carset parts weren't very clear. I think it's better now:
Registration Rules:
A Maximum of 11 teams can enter the WSRC with no more then 2 drivers. 1 driver cannot drive both cars.
=====================================
Regulations:
This Championship is intended for those using WSRC 2006 Carset, which will be available for download as soon as it is available. The 2006 Carset requires the use of CSM 1.25 Build 45 (Currently. It might change as new versions of CSM arrive). To use the carset, you must also have Gp4 1.02 with no-cd patch and GPxPatch latest version installed.
You may use an existing F1 team or create your own fictional team but we prefer you to create your own team. Please consider checking if there are teams with seats available before making your own.
=====================================
Drivers and Constructors points will be as follows per race:
If the series has more then ten drivers, then we will use the following points system.
1st = 10 2nd = 8 3rd = 6 4th = 5 5th = 4 6th = 3 7th = 2 8th = 1
If the series has ten drivers or less, then we will use the following points system
instead.
1st = 10 2nd = 6 3rd = 4 4th = 3 5th = 2 6th = 1
=====================================
A Race Weekend:
Qualifying for a race: Submit your best hotlap using Free Practice mode. 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 a %15 quickrace with one pit stop (Subject to change) The quickrace files would be verified for their creation date between Sunday 12am and Saturday at Midnight, the week before race weekend. The quickrace files 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 dropping ten places on the grid.
If you fail to submit a hotlap for qualifying you receive a DNQ (Did Not Qualify). The driver will start from the back of the grid.
If you submit a qualifying lap and don't submit your quickrace laps, then you suffer a DNF. (Did not finish)
All Submissions are final. Once you submit your files, no new files 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 files files using HofxLapView:
GP4 Version GP4 tracks Race Type Session Weather type Checksum Track Checksum Car # Driver name Team name 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 Steering help can be on Plank Wear must not exceed 1.00 for the full duration of the race and Qualifying lap
=====================================
Team Management Rules:
Engine, Fuel and tire Suppliers are up to the team owners and is strictly for aesthetics. Bridgestone and Michelin are the only tire suppliers allowed for the competition.
=====================================
Testing and Development Rules:
Each team starts out with 830bhp. Testing events will be scheduled to allow for BHP development to increase your teams BHP. Here is how testing is broken down:
The current formula to calculating the BHP bonus is: 1 lap = 0.25 BHP That means that for each lap the team does, they’ll get 0.25 BHP.
During Pre-Season, a team can do a maximum of 200 laps or less in Free Practice mode. How that is broken down between the driver’s is up to the team.
During Season we’ll have 4 Scheduled Test sessions. In each session a team can submit the total of 40 laps or less in Free Practice mode.
NOTE: You are not required to send in 200 laps during pre-season. Just do as many as you want and submit them. The file you’ll submit is the savegame of that Free Practice session. In Example, you can enter free practice mode, drive around the track for 20 laps. After you are done, enter the pitbox again, press Escape and save the game then submit it to the Race Admins. Only full laps will be considered. Laps where you crash will not be considered. The same applies for the On-season Test sessions. All data will be verified using HofxLap 3.14 with the same rules from the race and qualifyinf laps.
=====================================
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 randomization number is simply a value that effects your driver skill + or - the randomizer value. By default, 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
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Post by Saturdaynight on Oct 28, 2005 12:51:13 GMT -5
I like that! A bit more clear, on the quickrace and pitstops, then the previous revision that I had put in place!
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Post by Mαττ on Jun 9, 2006 12:13:35 GMT -5
Ok, just to clarify something. If you're planning on being clever and try to bend the rules by pitting on the final lap, Dave will be able to testify that it does not work. I know a few of you have contemplated this tactic (including myself) so I'm posting now to save you guys the trouble Give it up.
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