Brian Wegner:
Administrator, Web Design, Forum Administrator, Graphic Design, Standings/Statistics Official, Rules & Replay Official,
NRTV Track Map Artist Neil Stratton:
Vice Administrator, Web Design, Forum Moderator,
Media, Promotions/Marketing, Rules & Replay Official Richard Dickson:
Vice Administrator, Forum Moderator,
Consulting Brad Atkinson: Race Control
Administrator Toby Margison, Joel Martin: Race Control Officials Brendan Kaczmarek:
Broadcast Team, Track Making,
Editing, & Consulting Esben Tipple:
Broadcast Team, Media
ISRA
Racing Team:
Track Testing & Consulting
Simulation:
NASCAR Racing 2003 Season using the Redline GTP
Mod Server Connection: IP
Address
to be given before the race in the Driver's
Meeting email
Race Length:
Approximately 6-24 hours; the race will end at
the lap distance specified on the schedule page Mandatory Minimum Number of Disconnects:
Will vary; the minimum number will be
posted on the schedule page Yellows:
Off Starts:
Single file,
Staggered with 0.5 - 1 second interval Weather:
Clear, variable temperature approximately +/- 5
degrees of the average temperature posted on the
schedule page. Wind will always be light
on average, but wind gusts can be as much as 12
mph Pace Lap:
Full (*with the notable
exception of Le Mans) Pit Road Speed Limit:
For most
tracks we will set this for 70 mph - check the track.ini for verification Class System:
Two classes on the
track at the same time; GTP (Any Chassis) & GTP Lights (Toyota, Mazda) Car Setup:
Open Hardcore Mode: Driving Aids
Off & Open Cockpit View Pitstop Frequency:
1x Damage: Moderate
All Times are
U.S. Eastern Time - New York City on the World
Time Clock
*Practice/Qualifying/Race Times are subject to
change Race Date:
Saturdays (Sundays if GMT +8 or greater)
every 4-8 weeks
Practice Time:
11:00 am - 11:40 am Qualify Time:
11:40 am Qualifying Laps:
Will vary between 2-5 laps;
the number of qualifying laps will be posted on
the schedule page Happy Hour: Approximately
11:50
am Race Time:
Noon
These rules can be added to, taken away from, changed,
or modified at any time. It is up to you to keep current
with the rules.
1) Teams will be
accepted on a first-come/first-served basis.
All others will be placed on a waiting list until
spots become available. In order to be
accepted for a roster spot, each team will have to
name at least 2 confirmed drivers with email
addresses to race. Once registered, you may be asked
to prove that your drivers have the skills necessary
to run in the class you have registered for by
completing a road test session. All
new teams will be subject to the licensing system
outlined later in the rules.
2) Teams should have
each of their members sign-up for our private forum so that
they can receive important league information via
the forum's mass email function. Non-active
members will be removed from the forum.
3) No flaming, obscene, or inappropriate language
will be tolerated. It is at Race
Control's discretion whether or not to eject your
team immediately or just give your team a warning.
Furthermore, depending upon the severity of the
situation, your team may be
expelled from future events.
4) No intentional wrecking.
If a team is judged to have intentionally wrecked
another team, they will be immediately ejected and
expelled from our events. Anyone that consistently
spins,
wrecks other drivers, or is a hazard on the track
may be parked, forced to change drivers, or be
ejected from the event.
5) No cheating. If someone is
judged to be cheating,
they will be ejected immediately and banned from all
future events.
6) All rules of the simulation will be enforced.
INFRACTIONS
PENALTIES
Cutting
the course (track dependent)
Black
Flag Stop-and-Go
Dropping
fluids or debris on the track
Black
Flag Stop-and-Go;you must get the damage repaired.
Improperly
entering pit road
Black
Flag Stop-and-Go;Adds a 30 second penalty.
Improperly
merging upon exit of pit road (not staying
below blend line etc.)
Black
Flag Stop-and-Go
Passing
the car in front of you to the inside at the
start of the race
Black
Flag Stop-and-Go
Passing
the Leader before the S/F line at the start of
the race
Black
Flag Stop-and-Go
Speeding
on Pit Road
Black
Flag Drive-Thru; Must
drive down pit road adhering to the pit speed
limit (no stop is required).If you speed during your drive-thru you
will be given a second Black Flag and then you
will have to serve a stop-and-go penalty as
well.
Reckless
Driving (driving in the wrong direction)
DISQUALIFICATION
Multiple
PenaltiesWill all be served at the same time,
however, additional time will be tacked on to
the penalty to simulate the time it would take
to make multiple pit stops.
Post
Race PenaltiesIf you have not served a
penalty that you should have during the race,
you will be assessed a 1 lap penalty for each
outstanding penalty against you.
Qualification
PenaltiesIf you break the pit road speed limit,
drive in the wrong direction for a certain
amount of time, or cut the course your time
will be disallowed.
7) 'Bogus' black flags
may be able to be cleared by
Race Control during a
race. If for some reason you cannot clear a
black flag then come around again to try to clear it a
second time. 'Drive-thru' penalties for speeding
cannot be cleared if you do a 'stop & go.' You have to drive through the pits at or below the pit
speed in order to clear this type of penalty.
Use the private chat or have a teammate contact Race
Control immediately via Teamspeak to investigate.
If it is found that the black flag was indeed valid
after we have cleared the penalty then you will be
given the original penalty as well as an additional
penalty at Race Control's discretion.
8) Black flags that
you are not able to clear, after trying a second
time, can be cleared by
Race Control during a
race. Use the private chat or have a teammate
contact Race Control immediately via Teamspeak to
investigate. If it is found that the black
flag was indeed valid after we have cleared the
penalty then you will be given the original penalty
as well as an additional penalty at Race Control's
discretion.
9) In the unlikely event that we would have
mass server connection issues before the start of the
race, we will delay the race for up to 30 minutes in an
attempt to clear up any problems before considering
cancellation. Also, a race could be cancelled
for the following reasons:
a)
Last minute server
unavailability. b) Critical bug found for the track to be run
without time to reschedule to another track. c)
Server crashes during the course of the race.
*If a race has to be
cancelled, we will attempt to reschedule it at a
later date.
10)SERVER CRASH
RULE: If the
server crashes and/or all drivers get booted, the race
will not be scored, UNLESS the leader has completed more
than, or equal to, half the scheduled race distance AND
we can
utilize one of the following to help determine the
final running order before the boot: the GNLtv/NRTV
running order and/or Race Control/Replay Server's saved
replays.
We will use whichever method scored the most laps.
11) MASS
DISCONNECTION RULE: In cases where
server and/or connection issues arise, ALWAYS make
multiple attempts to reconnect. Continue racing
unless Race Control has thrown the RED FLAG. At
times, it may be that a Mass Disconnection has
occurred and in those cases ONLY, the following
procedures will be used.
If approximately 50% or more of the cars running get
booted, we will attempt to continue the race if the
connection issues pass, UNLESS we have completed
more than, or equal to, half the scheduled race
distance.
IF WE HAVE COMPLETED
LESS THAN HALF THE SCHEDULE RACE DISTANCE...
AND (in
this order of usage precedence):
A)
Race Control
does not get disconnected and can take a screenshot
or export of the running order, -OR- B)
GNLtv/NRTV is still up and it's possible to take a
screenshot, or get an XML export of the current
running order, -OR- C)The
Server we have saving the replay doesn't get
disconnected and we can use Replay Analyzer to
determine the running order.
Then we will attempt to complete the race, by doing
the following:
a)
Race Control,
as soon as possible after it has been determined
that a 'Mass Disconnection' has occurred, will
continuously alert teams who are reconnecting that
we are under RED FLAG CONDITIONS. This will be done
via the in-game chat function. During this time,
teams that WERE NOT disconnected should go to there
pits for service so that they have the same fuel
load and tires as those who got disconnect. Teams
that WERE disconnected are to click DRIVE in the
game, but keep the car in their pit stall. BE
PATIENT, it may take 10-15 minutes to get the
running order and it may take 15-30 minutes longer
to actually add laps depending upon the
circumstances,
b)
Once the
running order has been established by Race Control
with everyone on pit lane, he will start adjusting
the number of laps each team is to get back.
c)After
the number of laps given back are completed for each
team, Race Control will call out CAR NUMBERS, one by
one, in the order in which they should be positioned
on track. When your car number is called out, you
should leave pit road and enter the track while
maintaining a pace speed of 70 mph where possible.
DO NOT EXCEED THE PIT ROAD SPEED LIMIT WHEN DOING
THIS! Cars should utilize the single file staggered
method with at least 1 second in between the next
car. The leader will then pace the field for a few
laps so scoring can reset.
d)Once
every car is in the correct running order, Race
Control will signal via in-game chat that we will GO
TO GREEN AT THE S/F line to continue racing.
e)The
cars should utilize the single file staggered method
just as they do at the start of the race. As cars
approach the S/F line, Race Control will use the
in-game chat to signal 'GREEN FLAG.' At this time,
all the cars should accelerate and commence racing.
Please do so with the utmost care, especially in the
first few laps after the restart when the tires will
be a bit cooler than normal.
*NOTE - Mass Disconnects do not count
toward your number of Mandatory Driver Change
Disconnects.
OTHERWISE
If the leader has completed more than, or equal to,
half the scheduled race distance, the race will be
considered official if we can utilize one of the
following to help determine the final running order
before the boot: the GNLtv/NRTV running order and/or
Race Control/Replay Server's saved replays. We will
use whichever method scored the most laps.
If we could not satisfactorily recover the running
order reasonably close to the time of the mass
disconnection, the race will not be scored and will
be considered a 'rainout' and either postponed or
canceled.
12) All drivers who
finish the race must save their race standings.
You don't need to send your standings to the
Administrators unless asked to do so.
13) We understand that from time-to-time
teams will not be able to make a race. Please
notify the Administrators if you plan to be
absent as their maybe teams on the Waiting List that
will be able to fill you position. You risk
losing your License/Permit if you do not notify the
Administrator of your absense at least one day
before the race. Two consecutive absences without
notifying the Administrator will result in termination of membership.
14) The race results and standings, shown on
their respective pages, are unofficial until one week after the race.
1) In an effort to make
sure that the our teams are sufficiently capable of
running clean competitive races, the league, just like
real sanctioning bodies, will require teams to
obtain a class license. Our system has 3 tiers
(you can verify your tier level on the Teams Page):
a)No Permit Issued Yet -
This is the first
step which is for team's that have signed up, but
have not been road tested by the Administration, and
are not yet permitted to run races in the league.
This tier may be waived if the team can show the
proficiency of all of it's drivers from performances
in other leagues or from performances in past
Special Events. b)Permit Holder -
This step is for
team's that have signed up and have experience. The permit allows the team to run in 2
events under increased scrutiny similar to that of a
probationary period. All aspects of the
team's performance will be closely monitored by both
the Administrators as well as Race Control.
This tier may be waived if the team can show the
proficiency of all of it's drivers from performances
in other leagues or from performances in past
Special Events. c)Licensed -
Teams
that have completed the necessary requirements to
become full-time members will be licensed in the
class for which they registered for.
2) If you are
currently a licensed team competing in our GTP
Lights class and would like to run as GTP class team,
you must request a license upgrade and the
Administration may require a road test to verify
competency.
1) The league runs two-classes of cars which compete on the track at the
same time.
GTP Class
consists mainly of the Jaguar XJR9
(chassis B) and the Sauber Mercedes C9 (chassis C).
Advanced skill teams that wish to run either the
Toyota CV-88 (chassis A) and/or the Mazda 787B
(chassis D) in the GTP class, must get permission
from the Administrators in order to do so, and must remain
in the GTP class for the duration of the season.
GTP Lights Class
consists ONLY of Toyota CV-88 (chassis A) and the Mazda 787B (chassis D).
*NOTE: The league will set aside 36 total roster spots.
Of those, 20-21 roster spots are reserved for the
GTP class and 15-16 roster spots for the GTP Lights
class. The number of reserved spots in each
class may be adjusted based upon need.
2) We allow teams to
choose the chassis they prefer to run at each
individual race so long as they choose a
chassis that is allowed to be run in for their class.
I.E. if you are a GTP team and signed up to run the
Jaguar XJR9 (chassis B), you will be allowed to run
ANY chassis at any race during the season. If you are a
GTP Lights team and signed up to run Toyota CV-88
(chassis A), you will be allowed to switch ONLY
between the Toyota CV-88 (chassis A) and the
Mazda 787B (chassis D) during the season
and vice-versa.
3) The purpose of
running a two-class system is to allow teams to
compete against chassis' similar in speed.
4) All GTP class teams MUST use 2-digit
numbers regardless of the chassis they choose.
All GTP Lights class teams MUST use 3-digit numbers. Be sure to check the
roster page to find out which numbers are available.
Class + _ +
# + _ + Team Name + _ +
Engine/Chassis + gtp.car
(3 letter abbreviation)
(truncate to 10 or less characters)
(3 letter abbreviation)
|
Examples:
GTP_68_JPS_SAU.gtp.car
LTS_222_AtlasF1_MAZ.gtp.car
Class
Abbreviation
Manufacturer
GTP
GTP
Primarily for the Jaguar XJR9 (chassis B) and
the Sauber Mercedes C9 (chassis C). If you
plan to run in GTP class while racing a Toyota
CV-88 (chassis A) or Mazda 787B (chassis D),
then select GTP as well.
GTP Lights
LTS
For the Toyota
CV-88 (chassis A) & Mazda 787B (chassis D)
Manufacturer
Engine/Chassis
Abbreviation
Example
Toyota CV88 (A)
TOY
LTS_277_NASSGPL_TOY.gtp.car
Jaguar XJR9 (B)
JAG
GTP_70_Hillcrest_JAG.gtp.car
Sauber
Mercedes C9 (C)
MER
or SAU
GTP_84_VTR1_MER.gtp.car
Mazda 787B ( D)
MAZ
LTS_500_Sim500_MAZ.gtp.car
Special
Circumstances
Mercedes painted like a
Pontiac
GTP_19_OATAS_PONT-MER.gtp.car
Mazda painted like a Porsche
LTS_202_FCR_POR-MAZ.gtp.car
Special Edition 2nd & 3rd Car Files for
the same chassis
GTP_43_MSPR_MER2.gtp.car
GTP_43_MSPR_MER3.gtp.car
If
last name is too long and the simulation will
not recognize your car file then you may
truncate your team name. Example: Scuderia Toro Rosso
GTP_41_ScudTR_SAU.gtp.car or GTP_41_STR_SAU.gtp.car
6) Car files should
be submitted to . Submitted car
files must be valid GTP cars that can be seen in the
simulation with the correct number and the team name
placed in the last name field of the car file.
7) You must use the
same team name & Player IDs for each of your cars
during the season. This aids in keeping the
scoring database accurate.
1) Practice will start at the prescribed time
set above in the 'League Format' section. Your
team is expected to have plenty of practice before
the start of these races.
2)Only the driver
starting the race for your team may enter the
practice session. Teams that violate this rule
may be ejected.
1) Qualifying will start at the prescribed
time set above in the 'League Format' section. Please be
there on time, we generally cannot hold up a race because
someone is late. If for some reason the
qualifying session cannot be started at the time
mentioned in the Driver's Meeting, or within a
maximum delay of 1 hour, the race will be
cancelled.
2) The number of
qualifying laps will depend upon the length of the
track. In general, we want to give each team
1-3 laps to get in their best qualifying times.
3) No chat or
autochat will be allowed during qualifying sessions. No exceptions.
1) Before the green flag is dropped to start
the race, the field of cars needs to quickly get into
a single file,
staggered, pacing line. The even numbered
qualifiers (2nd, 4th, 6th, etc.) will drop into
position behind the
car that out-qualified them. Keep the pacing line
fairly tight, maintaining between 0.5 and 1.0 second distance between your car and the car
staggered in front of you.
2) The driver on the pole will lead the field,
maintain the pace speed set by the pace car, and will not accelerate until the green flag is
dropped.
3) Absolutely no jump-starting, lagging back, or
brake-checking on starts.
4) Swerving back-and-forth on the start of
the race to 'heat' the tires is prohibited.
1) It is the responsibility of each driver to execute
a clean, safe pass. If you are trying to complete
a pass but do not think it can be done without putting
anyone at risk of spinning or wrecking, lift and wait
for a better passing opportunity.
2) Excessive blocking is not permitted
and will be penalized if a valid protest is brought to the
attention of Race Control. Any
blocking is not recommended, but will not be penalized
unless an incident occurs that causes damage to a
competitor. Defending your
position by holding a tighter line than normal when
a car catches you is not blocking. Blocking is defined
as making a sudden change in line in response to a
competitor’s attempt to pass you in order to
prevent that pass. Those who continually hold
up faster cars should expect to be moved, however.
3) Two tires should
be on the
tarmac/pavement/racing surface at all times. For
purposes of this rule, curbs, rumble strips, & the
like
ARE NOT considered a part of the tarmac/pavement/racing
surface. They are considered to be just like
grass or dirt. Drivers who repeatedly put
more than 2 tires off the tarmac/pavement/racing
surface, with the
intention* of gaining a lap time
advantage,will be warned and subsequent
violations will be penalized. Those who
intentionally bypass the course in an attempt to
gain a lap time advantage will also be
penalized. Exceptions are if you have an
accident, are avoiding an accident, or if you are
trying to avoid causing an accident.
*For purposes
of this rule, intention is defined as a
driver that continues to repeat the same action without having made an obvious mistake.
4)As a guide, we would
prefer that no driver
complete a race by himself in a single car even with
mandatory disconnects. Also we would prefer
that no driver
should drive
more than 70% of the race distance in a single car.
5) Selected autochat will be allowed
during the race. It is optional and should ONLY be used for the following reasons:
a)
Signaling Pit
Entry/Exit -
To signal that you are
entering or exiting the pits when you know there may
be potential for a wreck. (e.g. like a car
directly behind you, or when you are coming out of a
blind or obstructed pit exit)
b)
Apologizing -
To
apologize for an incident you may have caused.
A short message of apology - such as 's' is permissable.
If you want to talk
with your teammates, use a separate voice
communications program to do so. If you need
to talk to an official, you may do so via whisper,
but ONLY while in the pits. To use whisper, start
your chat normally by pressing “t”, and start the
chat with a slash “/”, the pound sign “#” and the
official’s car number (Example: “/#091 Hi official”
will display “Hi official” to only car number 091).
You could have a teammate contact Race Control via
Teamspeak if the need arises as well.
6) When rejoining the
track after going off-course, or in case of a spin
that results in your car stopping on the racing
surface, you should stay exactly where you are until
the immediate cars have passed. Allow your competitors to maneuver around your
stopped car. DO NOT move your car until the
immediate traffic has moved around you. Cars
that leave the track due to loss of control must
come to a complete stop and wait until the track is
clear before rejoining the race surface. Use your F2
key to stay away from incoming traffic. In the case
of off-track excursions on the first lap, drivers
must wait for the entire line of cars to pass, and
then rejoin at the end of the field.
7) Severely damaged
cars must give way and stay off the racing line on
the straights only. Hold your normal racing
line through any turns, but immediately move off the
standard racing line once you reach a straight.
8) If a driver has a
very bad connection, he is advised to qualify at the
back of the field, leave room during the race and
wait until his connection improves before racing
hard for position. In the same way, other
drivers are advised to leave more room when driving
around warping cars. An Official may ask
you to "PARK IT." Your car number will precede
the message (Example: #18 PARK IT). Treat this
as a black flag and enter your pit stall. You then
have the option to stay in your stall until your
connection gets better (reboot if needed), a driver
change, or a retirement. If connection problems
persist, you may be asked to retire.
GTP: Jaguar XJR9 (chassis B) and
the Sauber Mercedes C9 (chassis C). GTP Lights:
Toyota CV-88 (chassis A) and the Mazda 787B (chassis D).
1) GTP teams are much
faster than the GTP Lights cars while accelerating.
On the longer straights, you can be up to 20 mph
faster then a GTP Lights car. Keep a close eye on
your {F2} screen and plan to pass the Lights cars on
the straights only. Do NOT expect the
GTP Lights driver to know that you are coming. If
you cannot pass him under acceleration, pull in
behind and follow him to the next straight.
Remember that your GTP car will NOT out-brake a GTP
Lights car. Do not expect to complete a pass on a
Lights car under braking. Patience will be key
when driving a GTP car. Do not rush
yourself past a Lights car, and do not rush the
Lights driver to get out of your way.
All GTP drivers will get held up at times, that is
what makes 2 classes of cars on the track
"flavorful."
2) GTP Lights teams
will have slower acceleration compared to the GTP
cars. On the longer straights, you can be up to 20
mph off the straight-line speed of a GTP car.
It is well advised to keep a close eye on your {F2}
screen. If a GTP car is within 2 seconds of
you as you are approaching a long straight, it is
best to give the preferred line to the faster GTP
car while on the straight. This is best
achieved by staying low as you exit the turn
leading onto the straight while staying on full
power. DO NOT change your exit speed or
you will get punted off course. Also, be aware
that GTP Lights cars will brake later than a GTP
car. Do not set yourself up directly behind a
GTP car as you approach a braking zone. Always keep
yourself one car width to his left or right to be
safe. Be considerate of the fact that a GTP
car may have to brake for a turn that you do not
have to. In almost all circumstances, GTP
Lights cars will out-corner a GTP car. You
could get held up behind a GTP car through longer
sequences of turns. Prepare for it by either
holding the position until after the sequence of
turns or by giving a large gap between you and the
GTP car.
1) Each team's player
IDs must be the team's name or an abbreviation of.
Ex: SoCal Racing can be So Cal, etc.
The player ID must be placed in the last name field
when creating the player. Each team MUST use the same name they use from
the first race forward. If you use a player ID
named differently at any time after the initial race you enter,
you will not be scored.
2) In order to permit
online driver swaps on the same car, all drivers
from a team must share the same player ID name and
online car file. This can be done by
determining what player ID name you want your team
to use and then having each teammate create the same
player ID name. PLACE THE TEAM NAME IN LAST
NAME FIELD ONLY to insure visibility in the
standings - WE WILL MAKE YOU CHANGE THIS IF YOU
DON'T DO IT RIGHT.
3) Each team
will be a required to make a minimum number of
mandatory driver changes with disconnects for each race. That number of
mandatory driver changes with disconnects will be
posted on the Schedule page. In order for a
mandatory driver change with disconnect to count toward
the minimum, your team must do the following:
a)
The
disconnecting driver must stop in his own
pit stall (driver changes anywhere
else on the track will not count toward the minimum
number of mandatory disconnects),
AND b)
Initial
pit crew service to the car must be started, (you do not have to
wait for
service to be completed - the pit crew just needs to
start moving as you disconnect),
AND c)
The connecting driver must drive around the track
for at least two full laps before coming back to pit
road and performing another driver change.
This may not occur on either the first lap or the
last lap of the race. Essentially, this makes
it easier on the Administrators to identify, without
question, the lap number in which a potential
mandatory disconnect was made. Failure to adhere to this rule will result in
severe penalties especially if it is found that a
team has intentionally attempted to gain advantage
by violating this rule.
Replays will be
used to verify the compliance of these rules after the
race is completed. d)
In the event that your car is disabled somewhere
around the track due to damage etc., and you wish to
disconnect for a driver change, you still need to be
in your pit stall before disconnecting which
requires that you 'CALL TOW TRUCK' to return
to your pit stall, wait a few seconds for the car to
get there, and then disconnect for the driver change.
*Disconnects done in this
manner will be allowed to count as one of
your mandatory driver changes with disconnect.
Failure
to adhere to this rule by not disconnecting at your
pit stall will result in severe penalties,
especially if it is found that a team has
intentionally attempted to gain advantage by
violating this rule.
Replays will be
used to verify the compliance of these rules after the
race is completed.
**Cars
which are not running at the end of the race, will
not be penalized for not completing all of the
mandatory driver changes with disconnect.
4) Drivers running
from the same physical location can swap as many
times as they want during pit stops. However, they
will still need to perform the minimum number of
mandatory disconnects during the course of the race
even if the team consists of only 2 drivers.
5) Do not drive through other
teams' pit stalls
when pitting. Drivers performing changes can be
reconnecting and pop-up out of nowhere causing a
collision if you are running through their stall.
If there is a collision on pit road the replay will
be reviewed and the team at fault will be penalized.
1) Protests can be
lodged via Teamspeak to Race Control during the race
or sent along with a replay, where possible, to the league
within 24 hours of the race.
Penalties will be assessed on an case-by-case basis. We strive to
be fair to all parties. Be sure to specify the
lap number your team was on when the incident
occurred so that it may be reviewed by Race Control.
2) If you are caught breaking
any of the above rules, become a hazard to other
competitors, or are driving erratically,
there are 3 steps that will be followed:
a)Verbal Warning:
via a whisper from
an official. You may continue racing without
interruption. b) Black Flag:
You will receive a
black-flag & get a “talking to” while you are in
your pit stall. Expect it to be a long talking
to in which you will not be allowed to leave your
pit stall until the discussion is completed. (It may
be wise to complete a driver change soon). c) Ejection:
If things don't get
corrected, your team will be ejected from the
server. No discussions, no warnings, just ejected.
*Exception: If you flame another team, or an
official, you will go straight to step C (Ejected).
At no point is an official's discussion or point of
view arguable. The official is the law, agree
or disagree, that is how it is. If you do not
like what the official has to say, your response
will still be "Sir, yes sir."
We utilize a custom championship points system
to reward both consistency as well as podiums
finishes.
Finish
Points
Finish
Points
Finish
Points
1st
50
(100)
11th
20
(40)
21st
10
(20)
2nd
44
(88)
12th
19
(38)
22nd
9
(18)
3rd
39
(78)
13th
18
(36)
23rd
8
(16)
4th
35
(70)
14th
17
(34)
24th
7
(14)
5th
32
(64)
15th
16
(32)
25th
6
(12)
6th
29
(58)
16th
15
(30)
26th
5
(10)
7th
26
(52)
17th
14
(28)
27th
4
(8)
8th
24
(48)
18th
13
(26)
28th
3
(6)
9th
22
(44)
19th
12
(24)
29th
2
(4)
10th
21
(42)
20th
11
(22)
30th
1*
(2)*
*Drivers who start a race and finish 30th and
below will receive 1 point. Drivers who
miss a race will not receive any points.
We do not award bonus points for laps led or pole
positions.
(##)Races scheduled for 10 hours or more will
be worth double the amount of points.
Addendums
Just like endurances series around the world, we will score
each class separately. All teams will receive
points based on their class finish. We will double the amount of
points available if races are scheduled to be 10 hours
or more in length.
Provisionals
No provisionals will be awarded.
Dropped Races
No races will be dropped.
Tie-Breakers
If at the end of the season, two or more teams are
tied in championship points, then tie-breakers will be
used to determine their final position in the
standings. Ties will be broken in the order of
precedence as follows: number of
1st-place finishes, number of 2nd-place finishes,
number of 3rd-place finishes, etc. etc., until the tie
is broken. If the tie still cannot be broken
then a second set of tie-breakers will be used in this
order of precedence: Starts, Laps Led, Laps Completed,
and finally, Pole Positions. If the tie still
cannot be broken then the tie will remain.
*Results/Standings
do not become official until 7 days after
the last race has been completed.