◆ SNAIL [Spec] Racing - Currently Recruiting for GT7 - JOIN TODAY!!Open 

  • Thread starter zer05ive
This weeks' Donkey Kong Challenge:
Open to all SNAIL (past & present) members

Music Rally
6. Can't Stop the Classics
S Barker Tourer '29
Big Willow

Level 1 - 7.55 miles
Level 2 - 7.75 miles
Level 3 - 8.00 miles
Level 4 - 8.24 miles 8.25 miles

What level are you?

For the VR drivers, this one has some spectacular views. Suggest you run it a few times, exiting the rally and reentering between runs to enjoy the different sky patterns the game generates.

EDIT: Increased level 4 requirements.
I may be a good bit late to the party but I got it done. SorrY I haven’t been active. Working this new job has been crazy.


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What was your torque showing while racing?

I keep mine 100 on wheel and 6 in game.
That works out to about 3.5nm on CS, 4 on SS and 5 in a car with DF and RS.

Anything much higher is exhausting for me over 10 min plus, and in my opinion makes me slower. I find it is more difficult and slower to make required adjustments to any mistakes I make while driving. It blows my mind that people are obsessed with increasing NM.
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Prize A- I did research this car and track in your amazing records. They have never been used together amd new to me as well. I hope this is all OK, My first prize picks!
In honor of D-Day, we are going to invade France with some Ford/Shelby machinery.

Ford/Shelby GT350R '16 (RH is what your spreadsheet shows)
PP 621.85
HP 525
WT 3655
Circuit de la Sarthe; with Chicane
Dawn; dry, cloudy and sunny
My fastest lap was 4:38 without much practice. Total time was around 19:00.
@Ray-Ray Would you be able to tell me what sheet you saw the car with RH tires? I'm finding it with SS here.

Since your reported best lap was 4:38 that'll be 3 laps. Our races do not go over 16:30.
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@Ray-Ray Would you be able to tell me what sheet you saw the car with RH tires? I'm finding it with SS here.

Since your reported best lap was 4:38 that'll be 3 laps. Our races do not go over 16:30.

It was off the Tire Formula sheets ( which i camt read lol) SS is probably correct and if we change it to 3 laps, that might work.
That's another 316 feet from where I ended! How close to the top of the hill did you get?
I did it again because I knew I could improve upon it. I ended with 8.36 miles and practically flying off the turn into the slower section of the hill. Didn’t have enough time to justify slowing down for the turn so just flew in at full speed to end it off
I was under the impression that you really liked the TT. I'm a little surprised.

I voted for this combo but admit the car caused me more issues.
Nah. That car was awful. I'm not a far of cars that want to kick out their back end as soon as you lift off the brake.

I'm usually faster on tracks with less slow speed corners which is why I froze the track.

@Buffalo_DRD sorry mate.
Nah. That car was awful. I'm not a far of cars that want to kick out their back end as soon as you lift off the brake.

I'm usually faster on tracks with less slow speed corners which is why I froze the track.

@Buffalo_DRD sorry mate.
That lift off oversteer quite a few cars have feels so unrealistic. Has anyone ever driven something similar and consistently felt the lift off oversteer? I had assumed all the computer driven stability systems prevented that from happening on modern cars.
I have read the first post and would like to join

I ran across your league browsing on GT Planet here

Check out our very own @vovik05 putting SNAIL in the news!!

Don't miss GTPlanet's feature of our very own @CoachMK21!

Congrats to @Neovre for making his debut at Le Mans
(where he scored an incredible P5 finish!)

Congrats to all the SNAILs who competed in the
2015 GT Academy USA Finals!!

2015 USA Finalists

Back Row: @LoCoArMeN, @vovik05, @Ryan Lynch, @Ricky Wilson, @TRL_Importlife, @Tyler Utley, @gtr3123
Front Row: @ConnorWolf, @Crystalline_T
Not Shown (qualified for, but unable to attend finals):@GTP_Compton3, @Matt Sierras, @msgt-sd
* - advanced to Silverstone finals!!

And good luck to the SNAILs who are competing in the 2016 GT Academy Mexico Finals!!

2016 Mexico Finalists

@Enzo_Goiko (second from left), @Ness (second from right), and @pakicote (far right)

Welcome to SNAIL
From our humble beginnings, SNAIL (aka Sunday Night American Interactive League) is now the largest console-based sim racing league in the world. Our mission is to provide our members with clean, intense, and competitive racing - regardless of skill level! We believe that providing full grids of evenly-matched competitions is the most realistic way to race, improve skill, and refine racecraft! Our league night is Sunday at 9:30pm Eastern / 6:30pm Pacific, but we also have a a wide variety of other events held on other nights of the week. If this sounds like something you'd like to be a part of, please keep reading to learn more about us and how to join.

What Makes Us Different
SNAIL is the only sim racing league in the world that's able to combine five key features into one consolidated package. First of all, we provide you with evenly-matched competition to drivers of all skill levels. In fact, the intense level of competition that we produce has established SNAIL as the "go to" place to prepare for GT Academy. And if you want to keep track of your improvement along the way, you'll be glad to know that we keep the most comprehensive race data available on GTPlanet. We also feature an interactive process that allows all of our members to have a say in which cars and tracks we race. And last but not least, we're the only league that awards our members with valuable prizes just for racing with us!

Evenly-Matched Competition
Have you ever watched a professional race where drivers with completely different skill levels were competing on the same track? Of course not! That wouldn't be fun to watch, let alone fun to participate in. Unfortunately, that disparity of pace is something you'll often find in organized online racing. When this happens, you'll be lucky to have just a few drivers that you're truly competitive with. Everyone else will usually either be faster or slower than you. We prevent that from happening in SNAIL by dividing our drivers into separate divisions based on speed and skill. This results in full grids of evenly-matched competition and creates the closest and most intense sim racing experience around!

Prepare for GT Academy
If you'd like to compete in GT Academy, there's no better place than SNAIL to hone your skills to the elite levels necessary to make it to the finals. You need to be the best of the best to make it to Silverstone, and that's exactly what the drivers in our top division are. Half of last year's and half of this year's Silverstone Finalists have raced in SNAIL. And since our race format (which features multiple sprint races) is almost identical to the format used at the GT Academy national finals, they were able to use their SNAIL experience to help them advance to Silverstone. Click here if you want to advice from last year's eventual champion and click here if you want advice from last year's runner-up.

Valuable Prizes
Have you ever wished you could win free stuff just for having fun? If so, then you might want to know that our members win valuable real-world prizes just for racing with us! These prize are based on participation and not on race results. Some examples of prizes our members have won include GranStand sim racing products like this, this and this, ButtKicker products like a Gamer2 and a Wireless ButtKicker Kit. You can also join Team SNAIL and earn even more prizes, such as shirts (e.g. S.N.A.I.L. shirt, F1 shirt, GT Academy shirt), video capture devices (e.g. Hauppauge PVR), sim racing equipment (e.g. Playseat Evolution), and even gift cards (e.g. Amazon and PSN).

Spec Racing
SNAIL has always been a one-make series, but when we decided to prohibit tuning in all of our races, we became the first "spec" racing league on GTPlanet. Spec racing ensures that success is determined primarily by driving skill and not by differences in power, gearing, suspension, weight, or aerodynamics. Because variables in the car are eliminated, spec racing is the truest measure of driver skill! It also produces intense battles for position because all of the cars are equally strong or weak in the same areas of the track. Plus, you'll never spend hours tuning cars or wondering if someone is truly faster than you or if they just have a better tune.

Race Format
Our league night lasts for two hours and is split into three rounds. Each round consists of two races that last 10 to 12 minutes on a predetermined car and track combo. At the beginning of each round, a brief qualifying session determines the order of the starting grid. The first race is set to 'Fastest First' to reward the best qualifiers and the second race is set to 'Reverse Grid' in order to promote on-track action. Points are awarded based on our "perfect" points system. After a round is completed, we move on to the next round and repeat the same process with the next car and track combination. Once all three rounds are complete, we tally up the points and then let our interactive format kick in.

Interactive Participation
Our unique format allows everyone to have a say on which cars and tracks we race. It's also used to strike a balance between familiarity and variety of our car and track combos. In other words, the progression of cars and tracks that we race is slow enough for us to learn them well, but fast enough that they don't get "old". At the end of every league night, everyone votes on which car and track combo they enjoyed the least. The combo that receives the most "elimination votes" is dropped from the next week's lineup entirely. The combo that receives the second most votes is also dropped, but only partially. This is where our prizes come into play:

A prize is awarded to the divisions winners with the three highest scores*. The division winner with the highest score gets Prize A. The division winner with the second highest score gets Prize B. The division winner with the third highest score gets Prize C: (NOTE: We now have a new process for breaking ties in the elimination vote)
Prize A: The right to select the new car and track combo to replace the combo that was voted off
Prize B: The right to replace either the car or the track of the combo that received the second most votes
Prize C: The right to "freeze" either the car or the track of the combo that received the second most votes

Promotion and Relegation
Although we split our drivers into separate divisions based on performance and skill level, we realize that our drivers are constantly improving and deserve a chance to climb the ladder of success. That's why we promote and relegate drivers before every season based on the results and data compiled during the previous season. This is also done to ensure that our races are as competitive as possible for all of our league members, top to bottom. Regardless of which division you're in, you will almost always be fighting to gain or defend a position on the track. Simply put, no other Gran Turismo league in the world can offer this much competitive racing to so many different skill levels.

Comprehensive Race Data
It's not always accurate to promote and relegate drivers based on championship points alone. That's why the massive amounts of data we track are invaluable to our league. You'd be hard-pressed to find a sim racing league anywhere in the world that tracks driver data and race results more comprehensively than we do. In fact, our SNAIL Data document contains so much information that we have to archive old data to avoid exceeding the GoogleDoc's maximum capacity! You can use this data to track the points championship for each season and compare yourself to other drivers in categories such as fast laps, total race pace, total points, average points per race, and power rankings.

We expect all drivers to follow our OLR Rules and pursue good racecraft at all times. If you're not sure what good racecraft is, watch this video. It can be summed up in one simple 'Golden Rule' of motorsports: It is the responsibility of the overtaking driver, meaning the car that is attempting to execute the pass, to make sure that the pass is made cleanly and incident free. If you don't agree with this rule or don't think it applies to you, this is not the league for you. If you ever feel like a driver is not following the rules, please wait until league night is over, then file a Racing Incident Report. Our Stewards will review the incident and issue the appropriate penalties.

Lobby Settings
Tire Settings:
Based on Dealership PP (not the PP after an oil change)
below 349 PP -> Comfort Mediums
350-399 PP ---> Comfort Softs
400-449 PP ---> Sports Hards
450-499 PP ---> Sports Mediums
500-549 PP ---> Sports Softs
550-599 PP ---> Racing Hards
600 PP & up --> Racing Mediums

How To Join Us
Step 1: Post a reply (by clicking the 'Reply' button at the bottom of this post) stating, "I have read the first post and would like to join," and tell us how you heard about SNAIL. (Do not start a conversation with anyone, just post your request on this thread).
Step 2: Watch the thread for a reply to your post and follow the instructions provided.
Step 3: Purchase the three cars listed in the lineup for our next races.
Step 4: Wait to be assigned to a division and then join that division's lounge on Sunday night.
If you are not sure which division you are assigned to, please check the Offical Driver List

For a list of helpful links and FAQ's, please click here.
I have read the first post and would like to join

I ran across your league browsing on GT Planet here

Here's your official SNAIL Welcome Post!

Thanks for your interest!
Here's what you need to know (and do) in order to join SNAIL Racing League:

We run a clean league by enforcing a strict penalty system based on the SNAIL OLR (which is a modified version of the GTP OLR). We also expect all of our drivers to know and follow The Good Racecraft Guide. Please become versed in both if you aren't already. Once that is complete, please follow the steps below to complete your entry into the league:

1. You start a conversation and add zer05ive, JLBowler, nmcp1, SAMHAIN85, llNovall & Akzl298
as participants.

The conversation title should be "Request To Join".

2. SNAIL Administrators will respond with specific instructions on what you need to accomplish to join the SNAIL [Spec] Racing.

3. Place the following links (URLs) in the favorites (or bookmarks) in your web browser for quick reference. Please make every effort to read and understand the following links. Over the years a great deal of time and effort has gone into creating this league and we would like nothing more than to have you but we ask that you take the time and effort to do your homework. 99.9% of any question you may have about SNAIL can be found in the posts below.
4. You drive fast and clean on Sunday 👍

Again, the original post has everything you need to know about what to expect on Sunday night and what you will need to have completed in order to be competitive. If you have any questions, please feel free to post your question on the thread.

During the week we run a number of different events, we encourage all SNAILs to join as many as possible.
Welcome to SNAIL
Lift off oversteer is real. In fact, in most cars it is overdamped compared to real life. In all of my cars, if you come off the brake too aggressively, you are going around. Trailing it in not only keeps weight on the nose to keep the car turning, but also stabilises the car. Most cars toe-in under braking, really settling down. One of the most pronounced examples is the S2000. A little brake will instantly tighten up that otherwise loose car. As you get away from production chassis, this effect is lessened. I nearly spun my race car in the left-hander last month because I came off the brakes too aggressively, after applying them late, and wasn't back on the throttle yet. I collected it, but put two in the grass to do it. Not my best.

The fact that the TT has so much rear toe from the factory and cannot get the rear to zero toe, causes the rear tyre to always have a greater slip angle than the front when in a turn, so it goes quickly from an understeering pig to spinning around backwards when loaded and then unloaded. Yes, they are just like that in real life. :lol:

If you turn on the driving aids, yeah that should calm it down like it would if driving the real car with all the aids on. That is likely the difference folks feel, is that in real life all these cars have all their aids on.

Anecdotally, a month ago I was helping out at a Track Night in America event, and I hopped into the event chair's GTi to use as a pace car for one of the touring lap groups. I only had my race car with me, and they generally want a street car as a pace car. Anyway, I go out and progressively notch up the pace every few laps, keeping an eye out to make sure I'm not losing any stragglers. Up to speed a little, I'm going into Big Bend trailing a little brake in, and the inside rear drags a little and the car yaws in so wonderfully and I start to smile. Thinking to myself, this is almost as nice as Honda. And then not a moment later the computer starts grabbing for the brakes like a teenaged girlfriend frantically clamouring for the oh-shlt handles. It gave me the sads. When I got back into the paddock my friend asks me, "Do I have any brakes left?" I replied, "I dunno, you'll have to ask the computer as it was using the brakes way more than I was." He said "oh yeah, I forgot to tell you how turn that off."

If you skip the entirety above, take with you this; how you release the brakes is far more important than how you apply them. How you come off the brakes, might be the most important consideration you make in a corner.
The fact that the TT has so much rear toe from the factory and cannot get the rear to zero toe, causes the rear tyre to always have a greater slip angle than the front when in a turn, so it goes quickly from an understeering pig to spinning around backwards when loaded and then unloaded. Yes, they are just like that in real life. :lol:
Why do they set it up like that from the factory?
Why do they set it up like that from the factory?
I'm not sure of their overall reasoning, but it's likely due to a few different factors. Toe-in on the rear will make the car more stable when going straight ahead, and make the AWD versions put down power and be more stable on the throttle and highway driving. It's really only under heavy loads and spirited driving that you run into the downsides. Another side-effect of creating a car that is inherently stable for highway use is that you have to be more aggressive to get them to start to turn, which then is quick to reveal all their shortcomings.

As to why the TT is stuck with toe-in in the rear by design, there isn't enough room for the trailing arm to swing out in adjustment. These issues with trailing throttle oversteer were so pronounced that the early cars iirc had some lawsuit threats because people were crashing changing lanes and stuff lol. The later cars I think they tried to fix some of the suspension geometry, and band-aid the rest with the best driving aid software Haldex could muster. I can't really find much info on what effects the changes had to the later cars, as by then everyone gave up on them for motorsports use so I have little experience with them. But yeah, the short answer is those cars really do handle that poorly when pushed in real life.

Edit: In thinking about it some more, they may have made the initial geometry and alignment decisions as a band-aid to begin with, as the shape of the car produces some treacherous lift at speed, particularly in the rear. They may have tried to calm it down with geometry, rather than disrupt the design of the body. Didn't matter, though, iirc they had to add a spoiler shortly after to keep the cars from spinning. I'm guessing, based on the target market for these cars, that Audi never expected these cars to be driven such to reveal their shortcomings.
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