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

  • Thread starter zer05ive
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Hello fellas as of right now my racing tonight & Sunday is up in the air I was hospitalize yesterday afternoon with iregular heart beat not sure if I will be home today or this weekend. Thank god my wife was home because I would have died yesterday. All I remember is feeling dizzy & bam I passed out.
I hope you get to feeling better! Here is to a speedy recovery and a quick return to the track.
 
Patterns repeat and the cheaters will surface.
Here is a picture of my racing setup now that we have multi monitor.
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^Crew chief^

Must be nice..... Even have a co-driver
 
Never let it be said that I am not flexible or that I am unwilling to change. After reading fizzers post about the chicanes at Ascari and watching the video he posted and many other lap videos of the track. There will be an exception to the white line rule for Ascari.

Both chicanes will have the concrete triangles considered part of the track but you must have all four wheels on the paved area. Any contact with the grass to the inside will result in a penalty from the stewards. After watching the videos it is quite clear that the original rumble strips were ground down for safety due to the fact that this track is driven by amateur drivers in very expensive cars a lot of the time. The track places cones on the edge of the grass to keep drivers off the grass area.

D3 can guarantee that someone will be watching every driver go through the chicanes on every lap.

As for the guys that are cheating in qualifying. It's not something new that is going to happen at Ascari that hasn't been happening anywhere else. Even with the lines showing up, there is still no replay so we still have no video evidence. People are cheating in qualifying and it's pretty obvious.

Watch for the full details of track boundaries in this weeks upcoming edition of "Points of Interest"
 
Hey everyone. Thought I might chime in here since I picked the combo and give my two cents. I picked ascari for 3 reasons,
1. I like it
2. Hasn't been done
3. The challenge level.

When I was picking the track I was fully aware the chicanes would be an issue for some. I am also aware of the rules so I assumed that anything beyond the white lines was out of bounds. Chicanes included. I was fine with that.

People WILL cut the chicanes wrong. What I am hoping for is to see people file incident reports. In my division there have NEVER been incident reports since I started 3 Sundays ago.

I joined snail snail because I wanted to race somewhere clean with rules that are followed and procedures in place to deal with incidents. My hope is that the drivers who took the time to learn how to run the chicanes will be enraged when they see others cut the boundaries, and maybe feel compelled to file a report.

It is my opinion that reporting incidents is a cornerstone if what we do here. Driver accountability, right? I am also guilty of never filing a report, I'm still figuring things out here. But I plan on dishing them out soon, and hope to receive a few as well

that being said, I do understand other peoples point of view regarding those chicanes. Ultimately it's up to the stewards to decide.
 
Never let it be said that I am not flexible or that I am unwilling to change. After reading fizzers post about the chicanes at Ascari and watching the video he posted and many other lap videos of the track. There will be an exception to the white line rule for Ascari.

Both chicanes will have the concrete triangles considered part of the track but you must have all four wheels on the paved area. Any contact with the grass to the inside will result in a penalty from the stewards. After watching the videos it is quite clear that the original rumble strips were ground down for safety due to the fact that this track is driven by amateur drivers in very expensive cars a lot of the time. The track places cones on the edge of the grass to keep drivers off the grass area.

D3 can guarantee that someone will be watching every driver go through the chicanes on every lap.

Watch for the full details of track boundaries in this weeks upcoming edition of "Points of Interest"

In regards to inadvertent corner cutting, what would you deem to be an acceptable "lift" to avoid being penalized? I usually make sure to take my foot off the throttle completely to make up for it, but I wasn't sure what the official ruling was.
 
Never let it be said that I am not flexible or that I am unwilling to change. After reading fizzers post about the chicanes at Ascari and watching the video he posted and many other lap videos of the track. There will be an exception to the white line rule for Ascari.

Both chicanes will have the concrete triangles considered part of the track but you must have all four wheels on the paved area. Any contact with the grass to the inside will result in a penalty from the stewards. After watching the videos it is quite clear that the original rumble strips were ground down for safety due to the fact that this track is driven by amateur drivers in very expensive cars a lot of the time. The track places cones on the edge of the grass to keep drivers off the grass area.

D3 can guarantee that someone will be watching every driver go through the chicanes on every lap.

Watch for the full details of track boundaries in this weeks upcoming edition of "Points of Interest"

Now that's pragmatism!
 
In regards to inadvertent corner cutting, what would you deem to be an acceptable "lift" to avoid being penalized? I usually make sure to take my foot off the throttle completely to make up for it, but I wasn't sure what the official ruling was.

I usually get out of the corner and make sure there is nobody behind me and then lift for a solid one count. Basically, I release the throttle, count one-one thousand (slowly), and get back on the throttle for an incidental cut. The key is making sure there isn't anyone directly behind you who isn't expecting you to lift at that moment.
 
They are called tapestries, silly Rolly. They are nice too! This weekend I'll be working on my cave some, wish I had the monitors to go with it. Your crew chief looks pretty serious there Goat.
 
I was just driving the Ascari/Clio combo and think it's a great choice for some snail racing! About the cheating some corners, there are some parts of the track that if you try to cut across on the grass the game will reset your car to the spot of the foul and also discount that lap. I don't know if that would still happen during an online qualifier or not but if someone tried it they may not even get a whole lap in with the time limit as it is.
 
Never let it be said that I am not flexible or that I am unwilling to change. After reading fizzers post about the chicanes at Ascari and watching the video he posted and many other lap videos of the track. There will be an exception to the white line rule for Ascari.

Both chicanes will have the concrete triangles considered part of the track but you must have all four wheels on the paved area. Any contact with the grass to the inside will result in a penalty from the stewards. After watching the videos it is quite clear that the original rumble strips were ground down for safety due to the fact that this track is driven by amateur drivers in very expensive cars a lot of the time. The track places cones on the edge of the grass to keep drivers off the grass area.

D3 can guarantee that someone will be watching every driver go through the chicanes on every lap.

As for the guys that are cheating in qualifying. It's not something new that is going to happen at Ascari that hasn't been happening anywhere else. Even with the lines showing up, there is still no replay so we still have no video evidence. People are cheating in qualifying and it's pretty obvious.

Watch for the full details of track boundaries in this weeks upcoming edition of "Points of Interest"

FWIW, I liked the track as it was yesterday, but after a couple of laps with this new ruling, I still like it. It changed less than I expected, to be honest. And this will certainly result in fewer incidents, which is good.

It looks like the laps will be about 2 seconds shorter than before. D1 will probably get into the 2:23-2:24 range, I would bet.
 
Regarding Ascari, I just went online and set a room up as if it were a sanctioned race. During the qualifier and the race even a short cut through the chicanes results in a 3 second penalty and I was only barely cutting them i/e just enough to have 4 tires off the track.
 
Regarding Ascari, I just went online and set a room up as if it were a sanctioned race. During the qualifier and the race even a short cut through the chicanes results in a 3 second penalty and I was only barely cutting them i/e just enough to have 4 tires off the track.


Four tires off the track is a massive cut. What does the game do if you have two tires in the grass making the chicanes straighter then they already are?

How do you set up 3 tvs can you lead me in the right direction. Thanks bro

Step one: Own 3 PS3s
Step two: Own 3 TV/monitors
Step three: Own three copies of GT6 or one physical copy and a digital copy.
Step four: ask for advice when you have completed steps 1 - 3 it's really not hard at that point as you just have to connect wires and set it up in game.
 
Four tires off the track is a massive cut. What does the game do if you have two tires in the grass making the chicanes straighter then they already are?
As long as two tires remain in contact with the concrete (regardless of boundary lines) there is no penalty. I just mean you certainly can't blow through them.
 
As long as two tires remain in contact with the concrete (regardless of boundary lines) there is no penalty. I just mean you certainly can't blow through them.

Once again the GT penalty system is doing absolutely nothing to help us enforce anything.
 
Once again the GT penalty system is doing absolutely nothing to help us enforce anything.
Yup. Even setting penalties to high there has to be four tires out the track. On the upside though it does prevent cars from going straight through the chicanes.
 
Yup. Even setting penalties to high there has to be four tires out the track. On the upside though it does prevent cars from going straight through the chicanes.

I have been meaning to test this but since you just did I want to clarify. The penalty is given in the same spot with weak and heavy penalties correct? I would then assume that the penalty is just a longer time with heavy as opposed to weak. Is this correct as well?
 
Four tires off the track is a massive cut. What does the game do if you have two tires in the grass making the chicanes straighter then they already are?
As long as two tires are on the concrete (regardless of boundary lines) there
I have been meaning to test this but since you just did I want to clarify. The penalty is given in the same spot with weak and heavy penalties correct? I would then assume that the penalty is just a longer time with heavy as opposed to weak. Is this correct as well?
Oddly the time is the same for short cutting. Heavier penalty just adds in a penalty for what seems like even incidental contact.
 
Ok. I've been working on this, off and on for most of the day. It's pretty much an unashamed mashup of zer0's and JLBowler's posts, with a few embellisments. There is also an attached text file. It looks like crap in notepad. I've tested it a couple of times. Don't try to edit it until you've pasted it in to an edit post screen. It should come out looking right in the GTPlanet edit mode, and hopefully, in the first post, should you choose to use it.






Congratulations to Nick McMillen..
From Virtual to Reality..
From S.N.A.I.L. to GT Academy Champion!!

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From left to right:Christopher Hill (Runner-Up), Nick McMillen (Champion), Brian Marsteller (3rd Place)

Congrats to all the SNAILs who advanced to the GT Academy Silverstone finals!
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From left to right:
Martin Sprau, Dan Reude, Brian Marsteller, Joey Barbato, Nick McMillen, Doug Hawkins, Christopher Hill


Currently Sponsored by;
Click the logo below for details on the Allen Berg Racing Schools Challenge!!





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Index:

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Welcome to S.N.A.I.L.
Our mission is to provide our members with the cleanest and most competitive racing experience possible with minimal prep time required. No matter what your skill level is, we will provide you with a full grid of similarly-skilled drivers to compete against. It's our belief that close racing is not only exciting, but is also the best way to improve your skill and refine your racecraft! We have our official league night every Sunday night at 9:30pm Eastern / 6:30pm Pacific (we also have a new West Coast time slot starting at 9pm Pacific!!), but we also have a full schedule of events held on every night of the week. If this sounds like something you'd like to be a part of, please keep reading to learn more about our league and how to join us.

What Makes Us Different
There are five things that we offer that you won't find anywhere else. First of all, we provide our members with the most evenly-matched competition possible. In fact, the intense level of competition that we produce has established S.N.A.I.L. as an ideal place to prepare for GT Academy. And if you like to keep track of your improvement, you'll be glad to know that we keep the most comprehensive race data available on GTPlanet. On top of that, if you like to have a say in what cars and tracks you race, we feature an interactive process that allows your voice to be heard. And finally, we're the only league where our members win valuable prizes just for showing up to race! What more could you ask for?!

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 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 S.N.A.I.L. by dividing our drivers into eight 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!

Preparation for GT Academy
If you have your eye on competing in GT Academy one day, there is no better place than S.N.A.I.L. 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 this year's GT Academy Silverstone Finalists race in S.N.A.I.L. (click here if you want advice directly from one of them). However, even if you don't aspire to win GT Academy someday, it's still great to be able to get tips and advice from many of the best drivers around. Regardless if you're a professional racer or a casual gamer, we can provide you with the perfect environment to learn and get faster!

Win 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 a GranStand Cockpit, a ButtKicker Gamer2, a GranStand Wheel Stand, and a Wireless ButtKicker Kit. And if you want to help organize our league, you can join TEAM S.N.A.I.L. and earn even more prizes such as shirts (e.g. S.N.A.I.L. shirt, F1 shirt, GT Academy shirt), electronic/gaming hardware (e.g. Hauppauge PVR), sim racing equipment (e.g. Playseat Evolution), and other Gran Turismo related items (e.g. GTPEDIA).

Spec Racing
S.N.A.I.L. was the first GTPlanet league to prohibit tuning in all of our races. This combined with the fact that we race in the same cars produces a type of racing called "spec" racing. Spec racing ensures that success is determined solely by driving skill and not by differences in car 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. Another benefit of spec racing is that you'll never spend time 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 Process
Our unique format allows everyone to have a say on which cars and tracks we race. It is also used to strike a balance between familiarity and variety of cars and tracks. 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 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 lineup entirely. The combo that receives the second most votes is also dropped, but only partially. This is where our prizes play an important role in our interactive format.

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: The three prize winners' votes do not count towards the car/track 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 tie-breaking vote if the elimination vote results in a tie

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 S.N.A.I.L. Results 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 enforce the appropriate penalty on the driver in question.

Settings
All league Race Settings are default unless noted below (Course Settings are listed here)
Boost: Off
Penalty: Weak (and Effective for Free Run) in Divisions 2-8. (Penalties OFF for D1 only)
Race Finish Delay: 90sec
Visible Damage: Off
Mechanical Damage: Light
Slipstream Strength: Real
Tire Wear/Fuel Consumption: Normal
Grip Reduction: Real
Vehicle Tuning: Prohibited
Driving Aids: Only ABS allowed in Divisions 1-7. (ABS, TCS, and Driving Line are allowed in Division 8 only)
Tire Restrictions: (based on Dealership PP)
Street Cars
below 450 PP -> Sports Hards
450-499 PP ---> Sports Mediums
500 PP & up --> Sports Softs

Race Cars
below 600 PP -> Racing Hards
600 PP & up --> Racing Mediums

Tuner Cars
Classified as either Street or Race cars based on this list


How To Join Us
Step 1: Post a request to join (do not PM me, just post your request on this thread)
Step 2: Watch the thread for a reply to your post (it will include detailed Time Trial instructions)
Step 3: Purchase the three cars listed in the latest lineup below
Step 4: Get an oil change on each car, but do not do anything else to the car (e.g. add parts or reduce weight)
Step 5: On Sunday night, join the room number of the division you're are assigned to. It will be posted on this thread 15 minutes before the races start.
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 swear to all the gods of the internet I'm gonna choke whoever coded the indent tags to move around after going from BB code edit mode to rich text. Every time I do that it screws up the indents.
 

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