- 9,744
- Las Vegas UTC-8
- Wardez
- Wardez
Friday nights 7pm Pacific - 10pm Eastern - GMT 3:00 Saturday
Click here to view registrations.
Official Twitter page (click the button):
Welcome racers! We're happy to announce the arrival of the Flyin' Miata Super Cup on Forza 4. We're a multi-sim Spec Miata Championship focused on clean, close, racing and true competition.
This is a Spec Miata racing series, a rock and roll simple style of racing that's a staple format in grass roorts motorsport all over the world. And we're bringing it to your living room. We wanted to start the series off early in FM4's release because the car's going to be easy to get, set-up, and race very early on. It's also a great opportunity to get yourself started in the wonderful world of motorsport - what better way to start than with Spec Pinata?
It also allows many people to come and get their feet wet in online racing that might not have the time to dedicate in order to make the Forza money necessary to buy higher end race cars.
This series is a bit different in that there's not a fixed set of participants or "racing slots" that are first come first serve. We will take as many registrants as we can, every one will need to qualify in the top 16 of the registered drivers in order to race. Drivers who didn't make the cut off will have their own "Division B" race hosted by a volunteer.
Sponsored by a succesful true life Miata tuning shop that gives Miatas everything from a simple bolt-on to a full-on race prep. Flyin' Miata is your racing series flag.Spec Miata is cheap, entry level, straight forward, and above all else - fun. So we expect like-minded individuals to apply this sense of easy going racing entertainment to the virtual track. Sign ups are open to anyone and every one. Use the sign up link button located toward the top of this post. After you've filled in all the necessary information, you'll be notified via Xbox Live of your successful application to the series and thus be added to the master driver roster listed in this OP.
Thanks in advanced for any interest you may have. We hope to make every one feel right at home in this series so don't hesitate to give any feedback what so ever as well as suggestions, concerns, or questions, we're all going to make this series work and become the best it can be.
All races have a green flag race time of: Friday 10pm EDT / Saturday 03:00 GMT
1 pit stop is mandatory for every race!
- Pre-season race 1 - October 14th - Indianapolis Road Course 2.6 miles/ 4.19km
18 laps = 75 km
Pole: LMR DJFiisSHYPR
Winner: LMR DJFiisSHYPR
- Pre-season race 2 - October 21st - Hockenheimring National 2.2 miles/ 3.54km
25 laps= 88.5 km
Pole: o FANTOMAS o
Winner: o FANTOMAS o
- October 28th - Infineon Raceway Cup (NASCAR) - 1.99 miles/ 3.2km
23 laps = 75 km
Pole: o FANTOMAS o Winner: o FANTOMAS o
- November 4th - Catulyuna National 1.85/ 2.98km
25 laps = 75 km
Pole: LMR DJFiisSHYPRWinner: LMR DJFiisSHYPR
- November 11th - Road Atlanta Full mini-enduro - 2.54/ 4.08km
31 laps = 125 km
Pole: o FANTOMAS o Winner: o FANTOMAS o
- November 18th - Tsukuba Full 1.27 miles/ 2.04 km
38 laps = 75 km
Pole: o FANTOMAS o Winner: o FANTOMAS o
*Holiday week break*
- December 2nd - Sebring Club 1.7 miles/ 2.73 km
27 laps = 75 km
- December 9th - Suzuka West 2.15 miles/ 3.46 km
22 laps = 75 km
- December 16th - Laguna Seca mini-enduro - 2.24 miles/ 3.6km
35 laps = 125 km
1994 Miata Gen 1 (Stock PI ~226)
Must be new, do not use a gifted car.
Engine and Power -
/Street Air Filter (1.8 litre SCCA SM Rules)
=238
/Street Exhaust (Catback allowed as per SCCA rules)
=255
/Street Oil and Cooling (Upgraded radiators allowed as per SCCA rules)
=262
Everything else: Stock
=238
/Street Exhaust (Catback allowed as per SCCA rules)
=255
/Street Oil and Cooling (Upgraded radiators allowed as per SCCA rules)
=262
Everything else: Stock
Platform and Handling-
/Street Brake Upgrade
=263
/Race Springs and Dampers
=265
/Race Chassis Reinforcement and Roll Cage
=266
/Race Weight Reduction
=299
/Front Anti-Roll Bars
=300
/Rear Anti-Roll Bars
=300
Everything else: Stock
=263
/Race Springs and Dampers
=265
/Race Chassis Reinforcement and Roll Cage
=266
/Race Weight Reduction
=299
/Front Anti-Roll Bars
=300
/Rear Anti-Roll Bars
=300
Everything else: Stock
Drivetrain -
/Street Clutch
=302
Tires and Rims -
Aero and Appearance -
Tuning -
The P.I. with this setup should end up being C class 379
==Game Setup==
(every relevant setting MUST be set properly in order for qualifying and race sessions to be official)
=Rules=
=Advanced Rules=
=Overrides=
=Car Restrictions=
Qualifying is done through a 15 minute pre-race qualifying event with best lap time scores compared in order to set the lobby points for each driver. First 16 players to join the racing lobby get to race.
We will then set the grid order to the race by lobby points in order to set the grid. During the 15 minute pre-race qualifying collision mode will be set to off. Simply set your laps and park when you're satisfied until the countdown timer ends.
The race will have a rolling start in order to implement our qualifying order. The grid order to the room will be set to random so when we start the race we'll communicate each other's positions over the mics in order to get ourselves in the correct running order. Then we will do one formation lap in double file @ exactly 50 mph/ 80 km/h until we reach the front straight. On tracks that have a start/finish line close to the last turn, the pole sitter must not start the race until he's sure that every one behind him/her is on the straight, even if it's much after the start/finish line.
Like so:
Pole sitter must lead the pack effectively and not leave anyone behind. The pole sitter decides when the race starts. Once everyone is on the front straight the pole position driver (or a designated starter with a mic) will countdown from 3 and the race will start on their "go."
Each race will have one mandatory pit stop. You can not pit on the first two or last two laps. You will be disqualified if you do not abide by these rules.
Livery guide:
Everything you need here (including the number templates with different versions for different numbers of digits) is available for free in my store front. If you haven't been added yet, go ahead and add me for easy access. Otherwise the keywords are Original and Race.
-Plate Specifications-
Size:0.58
Doors---
Move (position):
Right side-
Y -34.00 x 87.50
Left side-
Y -34.00 x -84.50
Hood---
Move (position):
Y 96.50 X -223.50
Angle:
232.80
Rear---
Logo License Plate-
Size: 0.11
Move (position):
y 0.23 x 12.00
Small rear number-
Size: 0.23
Move (position):
y 35.00 x -61.00
Front Bumper---
URL-
Move (position):
Y 8.00 X 0.00
Size: 1.00
Points system:
1 point for fastest lap - 1 point for pole position -
The points table for the series will be a self-calculating Google Docs spreadsheet that currently being designed.
Restarts
A restart can only occur if the following happens:
Lagouts and Retirements:
If you do not complete the race through whatever reason, you will be classified as a retirement and your finishing position will be determined by the 75% rule, whereby if you retire before 75% race completion, you will receive last placed points overall with the lap you retired on determining your position amongst other drivers of a similar situation. However, if you retire after 75% race completion, you will receive last placed points and others will be ranked according to the order they dropped out of the race, with the first DNF's being ranked last.
GT Planet OLR Rules adapted to this series.
01: General Rules:
A:
These rules are subject to change as there are constant updates/changes coming out for Forza Motorsport 4, it is your responsibility to update yourself on the changes.
B:
All drivers are expected to make themselves familiar with these online racing rules before entering any race or session. If you stumble across a rule that is unclear to you, make sure you fully understand that rule before you enter the race or session. You can post your questions to the dedicated race thread on the forum.
C:
You are expected to compete in a fair and honest manner. With fair and honest is meant according to these online racing rules, not according to your own interpretation of fair and honest.
D:
You are expected to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers.
E:
You are expected not to submit to bad general behaviour under all circumstances.
F:
You are not allowed to use abusive language in any of the chat or voice facilities.
G:
You are expected to behave like sporting gentlemen at all times.
H:
The position of other drivers must always be respected.
I:
Aggressive driving is strictly prohibited.
J:
Cutting the chicanes or "shorting" the track at any point is strictly prohibited on all parts of the track, including the asphalt-areas in behind out-of track-lines. Track specific boundaries will be clarified in the Race Specifics section of any given event. Otherwise you will be heavily penalized with a standard 10 second penalty added to your total race time for cutting the track boundaries more than twice per lap over at least two laps.
K:
No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your car and yourself and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect.
L:
Joke or offensive liveries are not to be tolerated. Immediate disqualification and banishment from the racing series will be applied to offending drivers.
M:
If you are found guilty of any of these rules, the behaviour will be evaluated and penalty assessed by the race organizers.
02: Event Participation:
A:
If for any reason you know prior to a race you’ll be unable to attend, please advise us as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, you run the risk of being excluded from future events.
B:
As a general rule, if there isn’t a stated rule, then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the race organizers.
04: Pit Etiquette:
A:
When you enter the pit-lane, you're not allowed to cross the white pit-entry-line. PE-1b: When you exit the pit-lane, you're not allowed to cross the white pit-exit-line. This rule is mostly for situations where a car is near when exiting or at tracks where you can gain time by cutting pit entrances. You will be handed a 10 second penalty for breaking this rule under circumstance.
B:
Cars on the race track have right-of-way over cars entering the race track from the pits. You have to take care not to interfere with other drivers on the track. Swerving in front of upcoming cars to defend your position is not allowed. You have to stay on the same side of the track as the pit exit until the first corner. Sustaining contact with a car on track when one is exiting the pits will incur a 15 second penalty to the offending driver.
C:
You're not allowed to overtake other drivers when entering the pitlane.
D:
Make sure you indicate in time that you plan on entering the pitlane to prevent any interference with other cars on the track.
05: Rules Governing Car Contact:
A:
Contact and collisions must be avoided at all costs. Sustained harassing contact twice in the same lap over at least two laps will be penalized by a standard 5 seconds.
B:
Pushing other cars in turns or pushing them off the track is strictly prohibited. "Punting" or sending a car off is a strict 15 second penalty, unless you wait for the driver to rejoin the track, then no penalties will be incurred.
C:
Leaning on other cars is strictly prohibited in any situation.
06: Running into the car ahead of you:
A:
The behind driver must take all necessary care and responsibility not to run into an ahead driver.
B:
In case you brake too late for a corner or partially lose control of your car, but can prevent an accident by steering into the dirt, grass or a wall, you are expected to do so.
C:
The ahead driver must not do any malicious or inappropriate braking or slowing. Leading cars MUST NOT EVER 'brake check' the car(s) behind them because they are following too closely. The ahead driver IS entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later.
07: Contact Concessions:
A:
If there’s contact between drivers that results in the guilty driver making up places on the innocent driver, the guilty driver should immediately allow the innocent driver to pass freely to re-establish their position. This rule should be observed, even if it means the guilty driver has to allow drivers not involved in the incident to pass while waiting for the driver they contacted.
B:
If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise apply.
C:
If the appropriate contact concession is not carried out by the guilty party then the usual penalties would apply.
D:
If you have to slow down to let the other player through, move out of the racing line first before you slow down. Coming to a full stop is not allowed, just continue at a lower pace until the other driver passes you again.
08: Corner Rights:
A:
When approaching the turn/apex of turn, the car which "holds" the inner side of turn has entrance-advantage and other driver(s) must refrain from endangering him by his actions.
B:
You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. At least the front of your car should be up to the driver’s position in the ahead car. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in.
C:
If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must also leave sufficient side room for the behind driver. This means that each driver has a right to their respective "line", or side of the track, right up to the exit point. Neither driver should squeeze the other toward the inside or outside of the corner during the apex or exit.
D:
If an ahead driver has clearly made an error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. However, the overtaking driver must still avoid contact. Small errors by the ahead driver may not justify a passing move. The ahead driver getting a bit out of shape at times doesn’t give you an automatic right to pass. You still have to judge if their error allows for a safe pass to take place.
E:
Drivers MUST make additional effort in driving due to the fact they can't always use side-view, and their perception of the other cars is thereby limited - extreme caution while maneuvering is required. "I didn't see you." is not an excuse if you collide with another driver when racing.
09: Rolling Start Guidelines:
A:
Additional caution and care must be taken when beginning a race with a rolling start. All of the above rules in regard to contact apply during the start and first corner of the race.
B:
Be Patient. Begin the race at a normal pace that will not cause you to run into cars in front of you. Don't begin by steering to one side and attempting to barge through the pack. Conversely, don't begin at a slow pace that will make you an obstruction or barrier to cars behind you.
C: Do not start full acceleration until the pole sitter has started the race. You are not allowed to pass any car until you've crossed the start point of the race. Jumping the start or overtaking a car before the start/finish line will immediately incur a standard 5 second penalty.
D:
Your goal on turn 1 should not be to get to the front, but rather to convert a double wide start field to a single file running order. Look ahead more than one car. Due to field compression, a compact field will run slower through the first few turns than a spread out one. Leave some extra space, but not too much. Drivers behind you won't be expecting sudden braking.
E:
When approaching the first corner, there will be times that you are punted off. In a crowded field, pinball is quite possible. A racer who runs into you may have been punted. Don't automatically assume malicious intent. The replay will be reviewed and penalties awarded based on scrutinized behavior.
F:
All of the rules in regard to contact concession apply if you knock a racer off track during the start of the race. If you cause a wreck, you are required to wait for all players who go off track as a result, regardless of whether you contacted them directly or not. If you are involved in a wreck which you did not cause, you are not required to wait
10: Defensive Driving:
A:
Leading cars have the right to choose their own line down a straight. They can change their racing line once while driving down a straight (Move from the outside line to the inside, or vice versa). As they approach the next corner, they can return to the racing line of their choice However, they're not allowed to change their line when the behind driver is directly behind and changes his line to try and make a pass. This is illegal blocking and a standard 5 second penalty will be added to the offending driver's time. Basic rule is that you can perform one off-line move per lap. If your movement causes an accident, you're responsible.
B:
Leading cars have the right to take their line of choice through corners. I.e. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule 10:A, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them.
C:
Drivers that are about to get lapped have to make sure not to interfere with the lapping cars. Slow down on the straights on either side of the track or maintain the outside line during cornering. If for whatever reason you happen to be on the inside line when being overtaken, stay on the inside line until all drivers that were about to lap you have passed. You are not allowed to deliberately block the lapping cars.
11: Group Battle:
A:
When approaching a battle with 2 or more cars, be extra careful since those cars can change driving lines quickly when trying to defend/overtake. The cars in front will already be driving close, so finding a good overtaking spot is much harder. The same rules apply as when overtaking a single car.
B:
If you cause a crash in a group battle wait for all the effected drivers who were in front or/and driving next to you and let them get past. This doesn't include affected drivers who were driving behind you.
C:
When a crash occurs in a group battle, it’s vital to minimize risks for additional crashes. Slow down if needed, and try to drive on the clear side of the track. Overtaking is still allowed, but only under 1 or more of these conditions:
The risk of hitting other cars is minimal.
You overtake to avoid crashing into cars in front of you.
Slowing down would make you a mobile obstruction for other cars.
D:
When you get 'locked up' in a group battle on the straights, you are not allowed to bump the driver in front of you in order to free yourself out of that situation. Stay behind that driver or move sideways as soon as there's sufficient room to do so.
12: Initial Fault:
A:
If you make a significant driving error and another driver or drivers attempts to capitalize on it, they have the right to do so. Do not try to collide or retaliate because of your error.
For Example: If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had overlap going into the corner. They must also leave you room. This rule doesn't apply to small errors that don't affect the speed, direction and outcome. This is a bit of a grey area and requires good judgment on both parts.
B:
You can always protest after the race if you think you’ve been wronged by notifying the race organizers via Private Message ONLY. Do not flood the forum with he said, she said business.
13: Recovering from an incident:
A:
It is the responsibility of the driver recovering from any incident to take all necessary care to not interfere with any cars still on the track and not part of the incident. A relevant incident may include, but not limited to -
Being spun out
Facing the wrong way,
Perpendicular to the track
Going abnormally slow for where you are on the track.
Getting penalized for any amount of time by the penalty system
If you are off the track then the rules on "Re-entering to the track after running off" apply.
14: Re-entering to the track after running off:
A:
It is the responsibility of the car returning to the track to ensure there are no collisions so that no other drivers have to maneuver or brake suddenly to allow you to resume racing. If there's a chance of a collision, wait and be patient as other drivers have the right of way.
B:
An off track incident includes:
Being stuck or pinned to a wall or railing.
More than two tires leaving the track at any one time
Any situation where the car may lose control and create cross traffic
C:
Do not reverse back onto the track unless it is necessary. If you are backing up away from a wall first look around you to avoid a collision and as the collision would be your fault.
D:
Re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation.
Click here to view registrations.
Connections:
Having a good connection will directly dictate how good your racing experience will be and so it is vital that it is the best it possibly can be. Many factors can affect the quality of the connection from bandwidths, signal strength and NAT settings, so please take the time to optimize your connection before participating in the series.
If you cannot connect properly on race day, then it will not be delayed. Conflictions with other racers preventing access to rooms will need to be sorted by those in question, and those 1 or 2 racers will need to sort their problems or they will not be allowed to race. The person with the better qualifying will be allowed to race, as long as he does not conflict with others. If a confliction prevents two or more other drivers from participating, then that driver in question will not be allowed to race. It is strongly recommended to get online 30 minutes before race time to work out any connection problems.
If there is a confliction within your race room, you must find out who the confliction is with. The Room Host will invite all his drivers to the room, with the driver who cannot get in then proceeding to open a new room. He will then invite a driver from the room and wait for him to gain access, before inviting another driver. The process is repeated until the confliction is found, of which the driver with the better qualifying will be permitted to race, and the excluded driver receiving points based on Connection Confliction points. This process should not take longer than 5 minutes.
If you have any questions or queries regarding any aspect of the series, get in contact with me.
=302
/Racing Differential
=301
Everything else: Stock
=301
Everything else: Stock
Tires and Rims -
/Race Tire Compound
=369
/Upgraded Front Tire Width 205/55R14
=373
/Upgraded Rear Tire Width 205/55R14
=377
/Rim Style:
Team Dynamics Pro Race 1 (Most common SM wheel
=378
Upgraded Front Rim Size:
205/50r15
=379
Upgraded Rear Rim Size:
205/50r15
=379
=369
/Upgraded Front Tire Width 205/55R14
=373
/Upgraded Rear Tire Width 205/55R14
=377
/Rim Style:
Team Dynamics Pro Race 1 (Most common SM wheel
=378
Upgraded Front Rim Size:
205/50r15
=379
Upgraded Rear Rim Size:
205/50r15
=379
Aero and Appearance -
All Stock
Tuning -
/Tire pressure unlimited
/Spring rates unlimited (As an option you can use: 700lb Front and 325lb rear; as per Mazdaspeed Spec Miata suspension kit; default SCCA rates)
/Camber/Caster/Damping unlimited
/Ride height unlimited.
/Transmission must remain stock. It's easy to find illegal transmission tuners, just listen for the shifts.
/Spring rates unlimited (As an option you can use: 700lb Front and 325lb rear; as per Mazdaspeed Spec Miata suspension kit; default SCCA rates)
/Camber/Caster/Damping unlimited
/Ride height unlimited.
/Transmission must remain stock. It's easy to find illegal transmission tuners, just listen for the shifts.
The P.I. with this setup should end up being C class 379
==Game Setup==
(every relevant setting MUST be set properly in order for qualifying and race sessions to be official)
=Rules=
- Lobby Type: Private
- Game Type: Custom
- Environment: See schedule
- Track: See schedule
- Track Conditions: Mid-afternoon (for tracks that feature different light)
- Max Players: 16
- Max AI Players: 0
- Race Length (for qualifying): 10:00
- Race Length (for race): See schedule
- Car Class: C
- Drive Type: RWD
- Damage Difficulty: Cosmetic
- Collision Mode: Always Off (qualifying) Always On (race)
=Advanced Rules=
- Scoring Type: Time Based
- Bigger Is Better: No
- Compare Best Lap Scores: Yes (for qualifying)
- Compare Best Lap Scores: No (for race)
- End Condition (for qualifying): Time
- Race Length (for qualfying): 15:00
- End Condition (for race): NumLaps
- Laps: See Schedule + one lap for formation lap
- Grid Ordering: Random (for qualfying)
- Grid Ordering: Lobby Points (for race)
- Per-Car Roll Off Delay (for qualifying): 8 S
- Per-Car Roll Off Delay (for race): 0 S
- Number Of Player Buckets: 1
- Tag Enabled: no
- Number Of Heats: 1
- Number Of Teams: None
- End Of Race Timer: 4:00
=Overrides=
- Force Team Colors: No
- Force Stock Upgrades And Tuning: No
- Force Off Suggested Line: Yes
- Force Off STM: Yes
- Force Off TCS: Yes
- Easiest Braking Allowed: ABS Off
- Easiest Steering Allowed: Simulation
- Easiest Shifting Allowed: Manual
- Forced Camera View: None
- Disable Wrong Way Indicator: No
=Car Restrictions=
- Min Players: 0
- Max Players: 16
- Allow Upgrades: Yes
- Car Class: C
- Performance Index: 377
- Performance Index: 380
- Make: Mazda
- Model Family: Miata, MX-5
- Model: Mazda MX-5 Gen 1
- Drive Type: RWD
Qualifying is done through a 15 minute pre-race qualifying event with best lap time scores compared in order to set the lobby points for each driver. First 16 players to join the racing lobby get to race.
We will then set the grid order to the race by lobby points in order to set the grid. During the 15 minute pre-race qualifying collision mode will be set to off. Simply set your laps and park when you're satisfied until the countdown timer ends.
The race will have a rolling start in order to implement our qualifying order. The grid order to the room will be set to random so when we start the race we'll communicate each other's positions over the mics in order to get ourselves in the correct running order. Then we will do one formation lap in double file @ exactly 50 mph/ 80 km/h until we reach the front straight. On tracks that have a start/finish line close to the last turn, the pole sitter must not start the race until he's sure that every one behind him/her is on the straight, even if it's much after the start/finish line.
Like so:
Pole sitter must lead the pack effectively and not leave anyone behind. The pole sitter decides when the race starts. Once everyone is on the front straight the pole position driver (or a designated starter with a mic) will countdown from 3 and the race will start on their "go."
Each race will have one mandatory pit stop. You can not pit on the first two or last two laps. You will be disqualified if you do not abide by these rules.
Livery guide:
Everything you need here (including the number templates with different versions for different numbers of digits) is available for free in my store front. If you haven't been added yet, go ahead and add me for easy access. Otherwise the keywords are Original and Race.
- To insert custom number:
Download the blank number plates.
Go to "Upper Letters 1-A" and select your number.
Fit your numbers inside the plat as centrally and scaled as you can, not too big.
Repeat with the other numbers if you have more than one digit.
If you have problems, PM me here or on XBL and I will provide you with your plate.
Go to "Upper Letters 1-A" and select your number.
Fit your numbers inside the plat as centrally and scaled as you can, not too big.
Repeat with the other numbers if you have more than one digit.
If you have problems, PM me here or on XBL and I will provide you with your plate.
-Plate Specifications-
Size:0.58
Doors---
Move (position):
Right side-
Y -34.00 x 87.50
Left side-
Y -34.00 x -84.50
Hood---
Move (position):
Y 96.50 X -223.50
Angle:
232.80
Rear---
Logo License Plate-
Size: 0.11
Move (position):
y 0.23 x 12.00
Small rear number-
Size: 0.23
Move (position):
y 35.00 x -61.00
Front Bumper---
URL-
Move (position):
Y 8.00 X 0.00
Size: 1.00
Points system:
1 point for fastest lap - 1 point for pole position -
The points table for the series will be a self-calculating Google Docs spreadsheet that currently being designed.
Restarts
A restart can only occur if the following happens:
- The lobby has been setup incorrectly
- A driver lags out within the first three laps
- Racing collision involving four or more cars within the first three laps.
- Large lag related crash within the first three laps.
- If you see me exit the race, that's a good sign we need a restart.
Lagouts and Retirements:
If you do not complete the race through whatever reason, you will be classified as a retirement and your finishing position will be determined by the 75% rule, whereby if you retire before 75% race completion, you will receive last placed points overall with the lap you retired on determining your position amongst other drivers of a similar situation. However, if you retire after 75% race completion, you will receive last placed points and others will be ranked according to the order they dropped out of the race, with the first DNF's being ranked last.
GT Planet OLR Rules adapted to this series.
01: General Rules:
A:
These rules are subject to change as there are constant updates/changes coming out for Forza Motorsport 4, it is your responsibility to update yourself on the changes.
B:
All drivers are expected to make themselves familiar with these online racing rules before entering any race or session. If you stumble across a rule that is unclear to you, make sure you fully understand that rule before you enter the race or session. You can post your questions to the dedicated race thread on the forum.
C:
You are expected to compete in a fair and honest manner. With fair and honest is meant according to these online racing rules, not according to your own interpretation of fair and honest.
D:
You are expected to drive responsibly in a way that’s not likely to ruin the racing enjoyment of your fellow drivers.
E:
You are expected not to submit to bad general behaviour under all circumstances.
F:
You are not allowed to use abusive language in any of the chat or voice facilities.
G:
You are expected to behave like sporting gentlemen at all times.
H:
The position of other drivers must always be respected.
I:
Aggressive driving is strictly prohibited.
J:
Cutting the chicanes or "shorting" the track at any point is strictly prohibited on all parts of the track, including the asphalt-areas in behind out-of track-lines. Track specific boundaries will be clarified in the Race Specifics section of any given event. Otherwise you will be heavily penalized with a standard 10 second penalty added to your total race time for cutting the track boundaries more than twice per lap over at least two laps.
K:
No careless driving. Always show respect for your fellow racers. Be careful. Show some patience. Understand the limitations of your car and yourself and drive accordingly. Driving online in a racing sim is NOT exactly the same as real life racing in every respect.
L:
Joke or offensive liveries are not to be tolerated. Immediate disqualification and banishment from the racing series will be applied to offending drivers.
M:
If you are found guilty of any of these rules, the behaviour will be evaluated and penalty assessed by the race organizers.
02: Event Participation:
A:
If for any reason you know prior to a race you’ll be unable to attend, please advise us as soon as possible. If you fail to advise of your intention to be absent in sufficient time before the start of any two consecutive events, you run the risk of being excluded from future events.
B:
As a general rule, if there isn’t a stated rule, then the rules as they are within a program will apply - both intentional and coincidental. I.e. the way a matter is handled by a racing program is the way that it will be interpreted by the race organizers.
04: Pit Etiquette:
A:
When you enter the pit-lane, you're not allowed to cross the white pit-entry-line. PE-1b: When you exit the pit-lane, you're not allowed to cross the white pit-exit-line. This rule is mostly for situations where a car is near when exiting or at tracks where you can gain time by cutting pit entrances. You will be handed a 10 second penalty for breaking this rule under circumstance.
B:
Cars on the race track have right-of-way over cars entering the race track from the pits. You have to take care not to interfere with other drivers on the track. Swerving in front of upcoming cars to defend your position is not allowed. You have to stay on the same side of the track as the pit exit until the first corner. Sustaining contact with a car on track when one is exiting the pits will incur a 15 second penalty to the offending driver.
C:
You're not allowed to overtake other drivers when entering the pitlane.
D:
Make sure you indicate in time that you plan on entering the pitlane to prevent any interference with other cars on the track.
05: Rules Governing Car Contact:
A:
Contact and collisions must be avoided at all costs. Sustained harassing contact twice in the same lap over at least two laps will be penalized by a standard 5 seconds.
B:
Pushing other cars in turns or pushing them off the track is strictly prohibited. "Punting" or sending a car off is a strict 15 second penalty, unless you wait for the driver to rejoin the track, then no penalties will be incurred.
C:
Leaning on other cars is strictly prohibited in any situation.
06: Running into the car ahead of you:
A:
The behind driver must take all necessary care and responsibility not to run into an ahead driver.
B:
In case you brake too late for a corner or partially lose control of your car, but can prevent an accident by steering into the dirt, grass or a wall, you are expected to do so.
C:
The ahead driver must not do any malicious or inappropriate braking or slowing. Leading cars MUST NOT EVER 'brake check' the car(s) behind them because they are following too closely. The ahead driver IS entitled to be slower or use longer and earlier braking zones than others. They are also entitled to turn in earlier or later and/or apex earlier or later.
07: Contact Concessions:
A:
If there’s contact between drivers that results in the guilty driver making up places on the innocent driver, the guilty driver should immediately allow the innocent driver to pass freely to re-establish their position. This rule should be observed, even if it means the guilty driver has to allow drivers not involved in the incident to pass while waiting for the driver they contacted.
B:
If the appropriate contact concession is carried out by the guilty driver then they may avoid or reduce the severity of any penalties that might otherwise apply.
C:
If the appropriate contact concession is not carried out by the guilty party then the usual penalties would apply.
D:
If you have to slow down to let the other player through, move out of the racing line first before you slow down. Coming to a full stop is not allowed, just continue at a lower pace until the other driver passes you again.
08: Corner Rights:
A:
When approaching the turn/apex of turn, the car which "holds" the inner side of turn has entrance-advantage and other driver(s) must refrain from endangering him by his actions.
B:
You must establish substantial overlap with the car ahead before they reach the corner’s turn-in point to have the right to drive up their inside, or to expect them to leave inside room for you. At least the front of your car should be up to the driver’s position in the ahead car. The ahead driver has the right to be fully committed to the racing line of their choice without any interference if there was no substantial overlap before he turned in.
C:
If sufficient overlap is established before the turn-in point, then the behind driver has the right to sufficient side room. The ahead driver must also leave sufficient side room for the behind driver. This means that each driver has a right to their respective "line", or side of the track, right up to the exit point. Neither driver should squeeze the other toward the inside or outside of the corner during the apex or exit.
D:
If an ahead driver has clearly made an error to warrant a passing move, a behind driver may attack their position, with due caution and care, regardless of whether there was any pre-existing overlap. However, the overtaking driver must still avoid contact. Small errors by the ahead driver may not justify a passing move. The ahead driver getting a bit out of shape at times doesn’t give you an automatic right to pass. You still have to judge if their error allows for a safe pass to take place.
E:
Drivers MUST make additional effort in driving due to the fact they can't always use side-view, and their perception of the other cars is thereby limited - extreme caution while maneuvering is required. "I didn't see you." is not an excuse if you collide with another driver when racing.
09: Rolling Start Guidelines:
A:
Additional caution and care must be taken when beginning a race with a rolling start. All of the above rules in regard to contact apply during the start and first corner of the race.
B:
Be Patient. Begin the race at a normal pace that will not cause you to run into cars in front of you. Don't begin by steering to one side and attempting to barge through the pack. Conversely, don't begin at a slow pace that will make you an obstruction or barrier to cars behind you.
C: Do not start full acceleration until the pole sitter has started the race. You are not allowed to pass any car until you've crossed the start point of the race. Jumping the start or overtaking a car before the start/finish line will immediately incur a standard 5 second penalty.
D:
Your goal on turn 1 should not be to get to the front, but rather to convert a double wide start field to a single file running order. Look ahead more than one car. Due to field compression, a compact field will run slower through the first few turns than a spread out one. Leave some extra space, but not too much. Drivers behind you won't be expecting sudden braking.
E:
When approaching the first corner, there will be times that you are punted off. In a crowded field, pinball is quite possible. A racer who runs into you may have been punted. Don't automatically assume malicious intent. The replay will be reviewed and penalties awarded based on scrutinized behavior.
F:
All of the rules in regard to contact concession apply if you knock a racer off track during the start of the race. If you cause a wreck, you are required to wait for all players who go off track as a result, regardless of whether you contacted them directly or not. If you are involved in a wreck which you did not cause, you are not required to wait
10: Defensive Driving:
A:
Leading cars have the right to choose their own line down a straight. They can change their racing line once while driving down a straight (Move from the outside line to the inside, or vice versa). As they approach the next corner, they can return to the racing line of their choice However, they're not allowed to change their line when the behind driver is directly behind and changes his line to try and make a pass. This is illegal blocking and a standard 5 second penalty will be added to the offending driver's time. Basic rule is that you can perform one off-line move per lap. If your movement causes an accident, you're responsible.
B:
Leading cars have the right to take their line of choice through corners. I.e. they may drive a defensive line around the inside of a corner to protect their position, thereby forcing an attacking driver to try to pass around the outside. This is not blocking and is part of normal racing etiquette. In fact, apart from the restrictions of rule 10:A, a leading driver can drive any line which they feel is the most inconvenient for any following car to try to pass them.
C:
Drivers that are about to get lapped have to make sure not to interfere with the lapping cars. Slow down on the straights on either side of the track or maintain the outside line during cornering. If for whatever reason you happen to be on the inside line when being overtaken, stay on the inside line until all drivers that were about to lap you have passed. You are not allowed to deliberately block the lapping cars.
11: Group Battle:
A:
When approaching a battle with 2 or more cars, be extra careful since those cars can change driving lines quickly when trying to defend/overtake. The cars in front will already be driving close, so finding a good overtaking spot is much harder. The same rules apply as when overtaking a single car.
B:
If you cause a crash in a group battle wait for all the effected drivers who were in front or/and driving next to you and let them get past. This doesn't include affected drivers who were driving behind you.
C:
When a crash occurs in a group battle, it’s vital to minimize risks for additional crashes. Slow down if needed, and try to drive on the clear side of the track. Overtaking is still allowed, but only under 1 or more of these conditions:
The risk of hitting other cars is minimal.
You overtake to avoid crashing into cars in front of you.
Slowing down would make you a mobile obstruction for other cars.
D:
When you get 'locked up' in a group battle on the straights, you are not allowed to bump the driver in front of you in order to free yourself out of that situation. Stay behind that driver or move sideways as soon as there's sufficient room to do so.
12: Initial Fault:
A:
If you make a significant driving error and another driver or drivers attempts to capitalize on it, they have the right to do so. Do not try to collide or retaliate because of your error.
For Example: If you go wide at a corner and a close behind car tries to take advantage of this by moving up the inside, you should leave room for them, whether or not they had overlap going into the corner. They must also leave you room. This rule doesn't apply to small errors that don't affect the speed, direction and outcome. This is a bit of a grey area and requires good judgment on both parts.
B:
You can always protest after the race if you think you’ve been wronged by notifying the race organizers via Private Message ONLY. Do not flood the forum with he said, she said business.
13: Recovering from an incident:
A:
It is the responsibility of the driver recovering from any incident to take all necessary care to not interfere with any cars still on the track and not part of the incident. A relevant incident may include, but not limited to -
Being spun out
Facing the wrong way,
Perpendicular to the track
Going abnormally slow for where you are on the track.
Getting penalized for any amount of time by the penalty system
If you are off the track then the rules on "Re-entering to the track after running off" apply.
14: Re-entering to the track after running off:
A:
It is the responsibility of the car returning to the track to ensure there are no collisions so that no other drivers have to maneuver or brake suddenly to allow you to resume racing. If there's a chance of a collision, wait and be patient as other drivers have the right of way.
B:
An off track incident includes:
Being stuck or pinned to a wall or railing.
More than two tires leaving the track at any one time
Any situation where the car may lose control and create cross traffic
C:
Do not reverse back onto the track unless it is necessary. If you are backing up away from a wall first look around you to avoid a collision and as the collision would be your fault.
D:
Re-enter the track parallel to the road, slowly and gently, and always with great care. This gives you the best opportunity to see what’s coming up the track behind you, and it also gives drivers coming up on you the best chance to orientate themselves to your situation.
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Connections:
Having a good connection will directly dictate how good your racing experience will be and so it is vital that it is the best it possibly can be. Many factors can affect the quality of the connection from bandwidths, signal strength and NAT settings, so please take the time to optimize your connection before participating in the series.
If you cannot connect properly on race day, then it will not be delayed. Conflictions with other racers preventing access to rooms will need to be sorted by those in question, and those 1 or 2 racers will need to sort their problems or they will not be allowed to race. The person with the better qualifying will be allowed to race, as long as he does not conflict with others. If a confliction prevents two or more other drivers from participating, then that driver in question will not be allowed to race. It is strongly recommended to get online 30 minutes before race time to work out any connection problems.
If there is a confliction within your race room, you must find out who the confliction is with. The Room Host will invite all his drivers to the room, with the driver who cannot get in then proceeding to open a new room. He will then invite a driver from the room and wait for him to gain access, before inviting another driver. The process is repeated until the confliction is found, of which the driver with the better qualifying will be permitted to race, and the excluded driver receiving points based on Connection Confliction points. This process should not take longer than 5 minutes.
If you have any questions or queries regarding any aspect of the series, get in contact with me.