1000km Sierra - Circuito de la Sierra Endurance RaceFinished 

What class(es) should we use for the race?

  • A Le Mans-style race: P1 (4 cars), P2 (4 cars), GT1 (3 cars) and GT2 (3 cars) categories

    Votes: 12 17.1%
  • Prototypes only: P1 (8 cars) and P2 (6 cars)

    Votes: 1 1.4%
  • GT cars only: GT1 (8 cars) and GT2 (6 cars)

    Votes: 19 27.1%
  • Formula GT (14 cars)

    Votes: 3 4.3%
  • Red Bulls only: RB1 (X2014 Fan Car; 8 cars) and RB2 (X2014 Standard; 6 cars))

    Votes: 4 5.7%
  • Tuner cars (14 cars)

    Votes: 0 0.0%
  • Road-going supercars (14 cars)

    Votes: 8 11.4%
  • Road-going sports cars (14 cars)

    Votes: 18 25.7%
  • Inexpensive road-going cars (under Cr. 30,000; 14 cars)

    Votes: 5 7.1%

  • Total voters
    70
2,095
United States
FL, USA, Earth, Sol, Local Bubble, Milky Way
TeamACRZARacingo
GyroxOpex
Hi guys!

I just came up with this idea today: a nice, long endurance race to welcome Circuito de la Sierra (Zahara) to the game when it comes out. Per the title, the race would be a 1,000km enduro. This is more of a proposal than anything so your input would be much appreciated. This is what I have so far as settings and rules are concerned.

Settings

  • Time set to 1, with an in-game start time of 12:00
  • Fuel usage and tire wear set to realistic
  • Mechanical damage set to heavy
  • Visual damage set to on
  • All assists set to off
  • Tuning will be allowed
Start times
  • Practice: 12:30pm EST, Sept. 21 (Sunday)
  • Qualifying: 1:00pm
  • Race: 1:30pm
Rules

  • All drivers are requested to drive cleanly. While competitors are free to bump and rub each other within reason, intentionally wrecking another driver or behaving in a dangerous manner will result in a kick and exclusion from the race results.
  • Fields will be 14 cars instead of the usual 16, to allow for a safety car driver and a broadcaster
  • A practice session will be run two hours before the race, to allow you to familiarize yourself with the track and adjust your car
  • Thirty minutes after the practice session ends, a qualifying session will be run using the in-game system to determine grid spots
  • A safety car will be on hand to deploy if there's an accident involving two or more cars. When deployed, the safety car will wait for the other cars to cross the start/finish line (where it will be parked, and where the competitors are supposed to slow down) and catch them, controlling the field until those involved in the accident have had an opportunity to pit for repairs and catch back up
  • The safety car will use the parking areas that are dotted along the track during cautions unless a full course caution is ABSOLUTELY necessary (for instance if there is a track-blocking accident and those involved are having a hard time setting off again). The way we will do this is we will allow any cars involved in the caution to have necessary repairs made and to be able to catch back up to us. Instead of going all the way around the course under caution, we will simply use a "sector caution" format where we will be under caution from the point that the field is back together, until we reach the next closest pull-off area at which point the pace car will pull off of the racing surface and we will resume competition. There are 5 pull offs along the entire track and they are after sector markers #7, 18, 32, 39, and 44.
  • If two or more drivers are involved in the same accident, they are asked to type "c" in the Chat box so the safety car driver will know to declare safety car conditions
  • One-car accidents will not result in a safety car unless the car is damaged to the point that it becomes a danger to other racers or it is disabled (see "Extenuating circumstances in which the safety car will be deployed")
  • Using chat programs outside of the game's chat function (Teamspeak or Skype, for instance), is allowed to allow teams to come up with interesting strategies and make the race a bit more exciting for all involved.
Extenuating circumstances in which the safety car will be deployed
The safety car will also be deployed in the following circumstances.
  • A car has been so badly damaged that the driver feels they cannot safely continue on without causing another accident or crashing again themselves. If this is the case, the affected driver should type "damage" in the chat box
  • A real-world control failure (for instance, loss of throttle, braking or steering input) has left a car disabled in a dangerous spot. If this happens, the driver should type "failure." Upon reaching the disabled car, the safety car will push the disabled car to a safe spot so the driver can fix whatever issue they're having with their controls.
Like I said, though, these rules are subject to change and expansion. If you have an idea, please describe it below! And if you want to sign up, then please post your PSN ID and tell us what time you're usually online so we can work out a schedule.

Cheers!
 
Last edited:
I don't know how you're going to plan things out if we haven't heard any info other than a video a few months ago. We don't know 100% sure if it's coming soon.

Especially these parts:

  • Time set to 1, with an in-game start time of 12:00
  • The start type will be set to Rolling - Double-file to reduce the chances of accidents early on
 
I don't know how you're going to plan things out if we haven't heard any info other than a video a few months ago. We don't know 100% sure if it's coming soon.

Especially these parts:
Files related to the track were included in this update, so it's probably coming next month. We'll work out any quirks in the rules when it releases.
 
I'm interested. But I can only make it if the date and time suits my always-changing work schedule. Sounds like a great way to welcome along the new addition to the GT family :)
 
that's a good idea
i'm not against heavy mechanical damages but on a 30 Km track,
i wonder how much will stay if they are heavily damaged on the first few Km of each lap
as for a pace car utility on a so long track
 
Still waiting on more entrants. :)

Hello, TeamCZR ---

I have friends who will join, they just don't come on here, so u can count me as about 5 players.

Also, when is this course suppose to be added? Ill check around other threads for info, thnx!.
 
Hello, TeamCZR ---

I have friends who will join, they just don't come on here, so u can count me as about 5 players.

Also, when is this course suppose to be added? Ill check around other threads for info, thnx!.
Cool! Just tell me their PSN IDs so I can add them to the entry list.

The track is supposed to be released this month, though no-one knows when.
I'm interested. But I can only make it if the date and time suits my always-changing work schedule. Sounds like a great way to welcome along the new addition to the GT family :)
What time are you usually on? I'm sure we can work out a schedule.
that's a good idea
i'm not against heavy mechanical damages but on a 30 Km track,
i wonder how much will stay if they are heavily damaged on the first few Km of each lap
as for a pace car utility on a so long track
The length of the track is a double-edged sword: yes, it's possible that you'll have an accident early on in the lap, but then again the same can be said for everyone else in the race. Therefore even if you do end up wrecking you've still got a chance. :) As for the pace car, the caution speed would be 70mph, allowing plenty of time for the pace car to catch up and pace the field until everyone involved in the accident has had an opportunity to pit for repairs. The pace car wouldn't be deployed for simple things such as people whacking the wall; it would only be deployed for spins.
 
ok, excellent, sounds great! thnx 4 the info.

As far as now I know one of my friends will join for sure, when I talk to others il add their PSN ID.

you can add this player now, Just let him know I gave u his ID, his English is low just an FYI.

He votes for GT1 & GT2 class.

PSN ID: l--g46

thnx again!
 
Definite yes from me once we have the track and more information. :D

I like the idea of sports cars for a track as long as this. Touring cars could work too if the track has similarities to Nurburgring. I guess we won't know for sure which cars are best until we can test it for ourselves and find out how windy/straight and fast/slow it is. :)
 
What time are you usually on? I'm sure we can work out a schedule.

It changes from week-to-week although there is some flexibility afforded to me and I do get some choice in the matter as well. When I am on it's usually in the evening, but if you were to hold the race at, say, 8pm EST for example, it'd be 1am here in the UK so I'd be back in from work by then

:cheers:
 
Count me as an unofficial entry meaning that I want to race, but only if my work schedule allows, and also don't try to factor my schedule into the race date, I'll join if I can, but if I can't, have someone on standby to take my place in case we have 14 participants signed up! My PSNID is bscar27
 
Hello, ALL---

I will have the update downloaded later tonight! Here is my suggestion for the GT Racecars, I suggest we go with HP/KG limit. Here is the range I think we can decide on, what you guys think?....


FYI- I most likely will be running a GT3 car.
--------------------------------------------

HP- 500-550


KG- 1250-1300

thnx!
 
Believe me, that's way a lot of power for that track.
I don't know. Just got through racing a McLaren MP4-12C around there, and even with more power, less grip and less downforce it seemed to handle the track pretty well.

Since the race is going to be this weekend I'll set it in stone right now.

GT1 - 550HP / 1250KG
GT2 - 475HP / 1300KG

If this doesn't create enough of a performance gulf between the classes we can always adjust the GT2 rules ahead of the race.
 
I'll use a Ferrari 458 Italia '09 for the GT2 class

I'll mostly use cockpit view because gauges :lol:
I think only actual GT cars should be allowed, not cars modded to look like them. It makes the race more realistic-looking and adds to the feel quite a bit.
 
Back