◆ SNAIL [Spec] Racing - Join Now!Open 

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I'm not able to make the practice session tonight, I've been called-in to cover a co-worker's shift. I'll try to get online after I get home but I can't promise as I have to work shift tomorrow in the morning.

:(
 
I dont have one and I'm still on the fence about buying one. I just dont know if I can justify spending another $200 for a shifter and attachment for the Playseat just to shave off a tenth or two in every sector with only select cars.
Do you play any other racing simulators on console or PC? It would get a helluva lot of use there and works better so it's more satisfying as well.
 
I dont have one and I'm still on the fence about buying one. I just dont know if I can justify spending another $200 for a shifter and attachment for the Playseat just to shave off a tenth or two in every sector with only select cars.
For GTSport alone, I think the manual h-shifter is meh. The clutch model in game is absolutely horrible and leads to more missed shifts (for me) than the time gains can make up for. GTSport's clutch is almost digital feeling. If you don't have the clutch pedal pressed 100% before and during the shift, it goes into neutral. Then the clutch must be released 100%, then pressed again to 100% in order to grab a gear. It's very fake feeling and ruins the immersion for me personally. Every other simracing title I've played models their clutch much better. It's absolutely the weakest link in GTSport in my opinion. Now, as for other games, I wouldn't go without an h-shifter. Driving vintage race cars and heel-toeing the downshifts just makes the experience awesome. The past two years, between Turkey day and X-mas, Amazon has had the Thrustmaster TH8A for $99.
 
https://www.gran-turismo.com/us/gtsport/news/00_1113898.html

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For GTSport alone, I think the manual h-shifter is meh. The clutch model in game is absolutely horrible and leads to more missed shifts (for me) than the time gains can make up for. GTSport's clutch is almost digital feeling. If you don't have the clutch pedal pressed 100% before and during the shift, it goes into neutral. Then the clutch must be released 100%, then pressed again to 100% in order to grab a gear. It's very fake feeling and ruins the immersion for me personally. Every other simracing title I've played models their clutch much better. It's absolutely the weakest link in GTSport in my opinion. Now, as for other games, I wouldn't go without an h-shifter. Driving vintage race cars and heel-toeing the downshifts just makes the experience awesome. The past two years, between Turkey day and X-mas, Amazon has had the Thrustmaster TH8A for $99.

I totally agree with you here. The shifter with GTS is underwhelming and I believe loses me time. It miss shifts to often that any "time" its gained you is quickly lost. @stelephant last night could contest to this. In practice last night, last lap mclaren we were setup to drag to the line i missed 2nd and that put an end to that haha.

As for PCars2 and assetto corsa, its absolutely amazing. I do not have any issues going through gears and really feel more submerge in the driving.
 
I totally agree with you here. The shifter with GTS is underwhelming and I believe loses me time. It miss shifts to often that any "time" its gained you is quickly lost. @stelephant last night could contest to this. In practice last night, last lap mclaren we were setup to drag to the line i missed 2nd and that put an end to that haha.

As for PCars2 and assetto corsa, its absolutely amazing. I do not have any issues going through gears and really feel more submerge in the driving.
Agreed. I always thought it was my rig or a logitech thing where i had to press the clutch to the floor. Good to know its not me but the game.
 
I like the roudned edges on the last one. Looks nice. Also, who's got that trippy livery on the Aston? Very cool

Playing around with a new templet and the rounded edges happened by mistake, but I like them too. Also working on a new upload method to get around some issues encountered with how gtplanet handles images. Have a few kinks to work out yet. The trippy Aston Martin livery is mine.
 
The rounded edges give it a more banner like shape instead of a straight image file y'know? You could go a step further and add a border, something like what Ferrari does with their number plate. Put a white border, then a black, then a white so you get that black ribbon outline. That's what I was doing with my custom SNAIL banner for liveries.

hjd.JPG
 
The rounded edges give it a more banner like shape instead of a straight image file y'know? You could go a step further and add a border, something like what Ferrari does with their number plate. Put a white border, then a black, then a white so you get that black ribbon outline. That's what I was doing with my custom SNAIL banner for liveries.

View attachment 754468
I was doing the same when i did the snail numberplate also.
 
I totally agree with you here. The shifter with GTS is underwhelming and I believe loses me time. It miss shifts to often that any "time" its gained you is quickly lost. @stelephant last night could contest to this. In practice last night, last lap mclaren we were setup to drag to the line i missed 2nd and that put an end to that haha.

As for PCars2 and assetto corsa, its absolutely amazing. I do not have any issues going through gears and really feel more submerge in the driving.
I was wondering what happened there at the end. Was looking like a drag race for sure.
 
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PRESENTS:

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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
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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
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@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:

Prizes
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.

Rules
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.

Settings
Lobby Settings
Course 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 click the 'Reply' button at the bottom of this post) stating, "I have read the first post and would like to join." (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 have read the first post and would like to join.

@AdamK3190

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 @CoachMK21, @JLBowler, @nmcp1,@zer05ive ,@Rednose58,@MajorBlixem & @SAMHAIN85 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. If you have a preference for car/wheel colour and racing number, please follow the instruction contained here.

During the week we run a number of different events, we encourage all SNAILs to join as many as possible.
Welcome to SNAIL :cheers:
 
Bugatti is a boring circuit anyway. Ask the 1967 French Gran Prix drivers :)
Regarding the 1967 French Gran Prix:
"There had often been a problem with the location of the French Grand Prix, with the A.C.F. having used Rheims, Rouen-Les-Essarts and the Charade Circuit in the previous three seasons.[2] For a change, all three of the former venues were available to use, but the A.C.F. decided to use the Circuit de la Sarthe, but not the full circuit used for the 24 Hours of Le Mans.[2] The organisers declared that they would use the "Bugatti" layout, which used the start/finish straight and pit complex, before turning onto a series of car parks that formed a racing school circuit.[2]

When the decision to use the racing school circuit rather than the proper Le Mans circuit was announced, many teams and drivers decided that they would not attend.[2]"
 
Also:

The Bugatti circuit was seen as somewhat boring and was universally unpopular with both drivers and crowds, with only a reported 20,000 attending the race. Some of the drivers were reported to have privately wished the race was run on the full 13.461 km (8.364 mi) long Circuit de la Sarthe, where the 5.7 km (3.5 mi) Mulsanne Straight was 1.3 km (0.81 mi) longer than the entire Bugatti circuit. At the time, circuit lengths of 10 km (6.2 mi) or longer were common in Grand Prix racing, including the 14.120 km (8.774 mi) Spa-Francorchamps used for the Belgian Grand Prix and the 22.835 km (14.189 mi) Nürburgring used for the German Grand Prix, so many drivers felt that using the full 24 Hours circuit should have been considered as the venue by the Automobile Club de France.

I've driven it in Project Cars and it's nothing to write home about.
 

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