I did this write about a year ago for GT5 and here I am doing it again for GT6. These rules come straight from the official rulebook of FD and D1. Some changes have been made to pertain to gaming. Sources: http://formulad.com/info/judging-info.php http://www.d1nz.com/generalinfo/judging FORMULA D GENERAL Drifting is a driving technique in which a driver breaks the rear wheels out of a gripping position and counter-steers the vehicle around a course or track. Generally the line that is designated by a panel of judges is a line that provides the highest speed and angle the car is capable of handling. The Formula DRIFT Championship consists of a scheduled number of two-day meets or Championship "Rounds" in which drivers compete in a single elimination bracket of "head-to-head" match-ups. Drivers first qualify individually to ascertain where they will be positioned into a bracket that then determines the "head-to-head" match-ups. Head-to-head runs are judged and based on a number of pre-determined criteria with the winner moving into the next level of the bracket. Points and standings are awarded based on finishing rank and cumulative season points will determine the championship order. The criteria for judging are as follows: I. LINE The drift line is defined as the ideal path a vehicle must take on course and is marked by inner clipping points and outer clipping zones. The exact line of each track will be dictated by the judges at each track II. ANGLE The maximum drift angle at which a driver can maintain and control his/her vehicle throughout the marked course. III. STYLE Style is probably the most subjective part of the drivers' runs. Style is just what it sounds like: The drivers' overall ability to take the specific judging criteria and display it is the most personal and individual way. That is the essence of style. Aggressive flicks, closeness to walls, extreme angle, degree of difficulty, fluidity and extreme proximity to the lead vehicle (in case of head-to-head competitions) would be examples of how personal driving style can be showcased. Judges may also use logged drivers speed as a reference or assistance in judging, but speed of drivers is typically used for entertainment purposes, such as those purposes served through TV, live and live stream. COMPETITION TIMEOUT To maintain safety in the competition, during tandem competition runs only, teams may call for a Competition Timeout to make any necessary repairs. Competition Timeouts are not allowed for Practice or Qualifying. Competition Timeouts are not to be used for strategic purposes. Only the designated team representative will be allowed to request the Competition Timeout, and it must be made through a Formula DRIFT official. Only the Competition Manager may grant a Competition Timeout. Team will not be granted a Competition Timeout if it is believed to be unwarranted. Competition Timeouts are allowed for a maximum of five (5) minutes and are to be administered by the Competition Manager. Competitors who fail to make the necessary repairs the allotted time limits will be disqualified from the competition and forfeit to the opposing driver. Teams may only use one (1) Competition Timeout throughout the competition. Additional and concurrent Competition Timeout requests are not allowed unless cited in other sections of these rules. Competition Timeout repairs must be completed either trackside or in the pre-grid or hot grid. Vehicles needing to go to the pit for a Competition Timeout are not permitted. If for some reason you are disconneceted from the lobby, you will be given 2-5min to enter back in the lobby. VEHICLE SERVICING DURING TANDEM Competitor vehicles cannot be serviced by their crew between the first and second runs of a tandem round. This includes tire changes, tire pressure adjustments, suspension adjustments, fueling, cool-down, etc. You are not allowed to back out to the menu and change the setting on your car after you have left the pit area. a tire change will be allowed after both runs are completed and an OMT has been announced. QUALIFYING The format for qualifying is a traditional format. Drivers will complete two (2) non-consecutive runs on the track in reverse order of current rank in the Championship. Drivers will receive a score after each run and the top 32 drivers will move on to Head-to-Head competition. In the event of a tie in qualifying, the tie-breaker will first be the Style points allocated followed by rank followed by logged speed. In the event of rain or weather that does not cause cancellation of qualifying or head-to-head, the judges have the right to make adjustments to the criteria of judging and to subsequently disseminate this information to the spotters and drivers. In the event that qualifying cannot be completed, such as a rain-out or other circumstances, qualifying order will be established by rank or by previous season points. I. QUALIFYING SCORING In qualifying, each judge will be assigned to a criterion: Line, Angle, or Style. Line judge can award up to 25 points + 10 points for Style Angle judge can award up to 25 points + 10 points for Style Style judge can award up to 30 points Total maximum points is 100 In the event of a tie, the driver with the higher Style score will take the position. II. ITEMS THAT CONSTITUTE AN AUTOMATIC ZERO Spinning out Clear and punctuated straightening or losing drift (Losing drift and reinitiating quickly is a major deduction, but not a zero. Judges will determine if an action results in a zero) Two tires off course Hood, hatch and/or doors open during a run Resulting contact causes an abrupt change in the vehicles drift and/or causes a spin III. REPLAYS The use of replays in Qualifying can be requested by a judge, but for the run of show, the typical flow will be the driver's run and no replay. IV. CLIPPING ZONES AND COURSE MARKERS Cones or other similar marking will designate all clipping points and zones. Anytime an inner clipping point is hit, the vehicle will be considered to be off course, and points will either be deducted. Hitting an outer clipping zone with anything other than the driver's rear bumper will be counted as off course and will be scored a 0 if more than two tires clearly go off course. (ie. Hitting the cone with the rear tire, door, etc.) Course markers that are laid out to designate the outer lines of the course are not to be hit by vehicles at any time in competition. Hitting the markers is considered going off course and a deduction or a 0 may be awarded. Judges will specify in the drivers meeting how they will treat each specific track. Slight contact with a wall or cone in the outer clipping zone will not result in a point deduction if the hit does not disturb or affect the flow of the drivers run. This means no major corrections were needed after the hit and the driver was still able to maintain proper line and angle. If the hit occurs at any other point on track other than the marked outer clipping zones points may be deducted. If a spin or major under steer results from contact with an outer clipping zone an automatic score of 0 will be given. TANDEM ELIMINATION ROUNDS 16 drivers will compete in single elimination head-to-head battles and win his/her way through a standard 16-Driver bracket. Tandem rounds are based on two (2) runs, in head-to-head format, with competitors paired up based on qualifying position. The higher qualifier will lead the first run and the second led by the lower qualifier. Starting in 2014, there will no longer be a 3rd place consolation round. 3rd place will now be decided based on the highest qualifier of the two losing competitors in the Final Four. I. LEAD CAR The lead car is to drift the course using the line, angle and style as defined by the judges for qualifying. Typically, the lead car should driver 90 percent of his/her qualifying run(s) and focus specifically on hitting all clipping point and zones with the maximum line, angle and style as possible. II. CHASE CAR In general, the chase car needs to treat the lead car as a moving clipping point and showcase more angle and style while in chase. With regards to proximity, a chase driver may get as close to the lead car as possible as long as the chase car's front wheels DO NOT reach in front of the lead car's front wheels. In essence, if done properly, a chase driver can be door-to-door with the lead car without being in violation of being on a lower line. Drivers that do surpass the lead drivers front wheels will receive a deduction for their chase run. For a chase car to show true dominance to the lead car, the driver must follow the line the lead driver chooses, maintain consistent and larger angle than the lead car and use the vehicles power to maintain consistent and close proximity to the lead car. III. PASSING Passing is allowed in Formula DRIFT. Passing is allowed anywhere on course as long as the lead car is clearly off the line the judges have specified. Any passing that occurs outside the scope of the aforementioned criteria will be deemed illegal and constitute an equivalence to a zero (0) run. A chase driver will be considered the lead driver once a legal pass has been completed and clearly shows the original chase driver has assumed control as the lead driver. IV. ITEMS THAT CONSTITUTE AN AUTOMATIC ZERO The following constitute a ZERO in tandem: Spinning Out Clear and punctuated straightening or losing drift (Losing drift and reinitiating quickly is a major deduction, but not a zero. Judges will determine whether or not this is a zero) Two tires or more clearly off course Contact to the other driver that is considered, "avoidable". Love taps happen and will be judged accordingly. A chase driver not actively chasing the lead driver after the opponent had, "zero'd" out on the prior run TANDEM ELMINATIONS Three Judges will observe both runs during a head-to-head battle. There will be no declaration of scores between the two runs. At the conclusion of the head to head battle each judge will individually declare a winner. Judges are allowed to converse but are not permitted to show their written winner to any other judge. Judge separation devices may be used. Judges will select from three options: Driver "A" wins Driver "B" wins "One More Time" The majority will rule and a winner will be decided. In the event there is no clear majority, a "One More Time" will be granted, and the competitors will begin another 2-run head-to-head battle. Multiple "One-More-Times" may be necessary to determine a winner. After 2 "One More Time" battles have been conducted it will then go to Sudden Death. Sudden Death is one run, the first person to make a mistake loses. Lead and Follow will be picked by choosing of a random number(head judge will determine the random number). All judging is done from the on top of the judging stand. If a clipping point is not visible from the judging stand, a flag system or a closed-circuit TV may be used to communicate whether a driver properly scores the clipping point. GT6 has allowed us better views when watching most judging will follow the chase car using exterior or hood view. I. REPLAYS Use of multiple replays in tandem competition is prohibited until Great 8 onward. The typical run of show will be a replay after each run of tandem, but nothing more until the Great 8 has started. Once the great 8 has started, judges may request multiple replays. The Competition Manager may request that time be allocated for a replay in any round if a technical issue has occurred that could affect a judging call. II. COLLISIONS Vehicle contact in drifting is something that Formula DRIFT recognizes as part of the sport, however contact of vehicles while in head-to-head battle requires specific rulings and guidelines as follows: A. LEAD CAR The lead car is required at all times to run the line given by the judges and also maintain adequate speed throughout the course. If the lead car measures untypical speed, this may result in a score against that driver. Typical speed for a lead car is defined as speeds of equivalent measurement from qualifying speeds. Some slight variance (+5, -5) is in most cases acceptable, however Formula DRIFT recognizes that speed of the lead and chase driver can change as track conditions change and as competition gets into the latter rounds. If the lead car loses drift, goes off line or reduces speed too drastically in comparison to that particular driver's qualifying speeds and the chase car hits the lead car, the lead car will in most cases be deemed at fault for the contact. It is each individual judge's job to ascertain fault. There may be circumstances where the lead car is not at fault for the contact, but this will be left to each individual judge to ascertain. B. CHASE CAR The chase car is required at all times to follow and chase the lead car. The driver of the chase car is encouraged to know the approximate speed of the lead car through the entire course. If the chase car makes contact, in most cases that driver will be deemed at fault for the contact unless otherwise noted. Contact known as "rubbing" is acceptable, however the chase car cannot affect the lead car where loss of drift or loss of line occurs. C. DAMAGE DUE TO CONTACT Once contact is made and damage occurs to either vehicle, the Judges using majority rule will ascertain fault. If damage due to contact occurs, both drivers have a right to have their spotter enact a "COMPETITION TIME OUT." A Competition Timeout is five (5) minutes in duration. It is expected that in most cases damaged vehicles can be repaired in this time frame. In some cases, damage sustained to the vehicles may require more time to repair. At this point ONLY the vehicle not at fault may ask for additional time. (NOTE: This does not prevent teams' ability to call a Competition Timeout for other purposes). In the spirit of time and the show, the Competition Manager also reserves the right to continue the competition with the outstanding head-to-head matches of that particular round. The Competition Manager will re-assess the vehicle between subsequent head-to-head match up's or even at the end of the round. In most cases Formula DRIFT will encourage teams and drivers to finish the head-to-head match-up, but there will be cases where vehicles may not be able to be repaired or contact happened on the last run of a head-to-head in which case the judges can make a call on the winner of the match. If a team cannot repair their vehicle and the team was also not at fault during the incident, a Formula DRIFT official will verify that indeed the car is not repairable in time for the next round and declare the driver the winner of the match. The driver may move onto the next round or if the damage is too extreme, may exit from the competition. If both the lead vehicle and the chase vehicle wreck on the first run of a matchup and are unable to continue due to excessive damage, and no driver is deemed at fault (i.e. both driver's wreck independently of each other), the winner is determined based on the higher of the two qualifying scores. If both the lead vehicle and the chase vehicle wreck on the second run of a matchup and are unable to continue due to excessive damage, and no driver is deemed at fault (i.e. both driver's wreck independently of each other), the winner is determined based on the scoring of the first run of the matchup. D1GP NZ QUALIFYING JUDGING SYSTEM (SINGLE PASS) · D1NZ Qualifying is Single Pass. During this time, Judges will select 32 standout drifters (according to the judging categories) to compete in the Drift Battle elimination heats. The Dummy Grid will be run in a reverse grid format so Drivers new to entering the Championship series will start first and then it will proceed in reverse order from the Championship standings. Suggestions To Drivers · It will be the Drivers responsibility to know their position on the grid. A good way to remember is to memorise who the fifth and seventh cars are in front of you and when you see them gridding up, you know it’s your turn coming up. If you are not at the start line when it is your turn, your run will be scored a zero. You can stay off the grid only if you have serious mechanical issues in which someone needs to notify the Grid Manager from your team. Grid list (current Championship series points in reverse) will be supplied on the day. Drivers may be given a warm up lap or scrub off zone. Qualifying Scoring · Each Judge will receive one criterion to judge and also give up to ten points each for Style and Impact. Then maximum points for Line are 25, the maximum points for Angle is 25, the maximum points for Speed is 20. Up to 30 points are awarded for Impact/Style. Spinouts · Anytime a Driver spins out or experiences major under-steer or straight line during a run, a 0 score will be awarded. Off Course · Unless otherwise specified during the judging meetings, one wheel off the track = minus points (-). Depending on how far off the track, more points will be deducted for more time spent off the track. Clipping Zones · Cones or other similar sign markings will denote all clipping points, either inner or outer. Anytime an ‘Inner Clipping Cone’ is hit, the Vehicle will be considered to be off course and points will either be deducted or the Driver will be scored a 0 depending on the severity of the hit. Hitting an ‘Outer Clipping Cone’ with anything other than the Driver’s rear bumper will be counted as off course and will be scored a 0 (i.e. hitting the cone with the rear tyre, door, etc). Slight contact with a wall or cone in the ‘Outer Clipping Zone’ will not result in a point deduction if the hit does not disturb or affect the course of the Drivers run. This means no major corrections were needed after the hit and the Driver was still able to maintain good Line, Speed and Angle. If the hit occurs at any other point on track other than the marked ‘Outer Clipping Zones’ points may be deducted. If a spin or major under steer results from contact with an ‘Outer Clipping Zone’ an automatic score of 0 will be given. DRIFT BATTLE · Drivers will compete in single elimination head-to-head battles and win their way through a standard 16- Driver bracket. Tandem rounds are based on two (2) runs in head-to-head format, with competitors paired up based on their rank determined by qualifying. The higher ranked Driver leads the first run and lower ranked Driver leading the second run (e.g. 1 vs 32, 2 vs 31, 3 v 30 etc). Lead Car · The lead car must be required at all times to run the line given by the Judges and also maintain adequate speed through out the course. If the lead car measures untypical speed, this may result in a score against that Driver. Untypical speed is defined as speeds of equivalent measurement from qualifying speeds. Drivers must be within 95% of there qualifying speeds. If the lead car loses drift, goes off line or reduces speed too drastically in comparison to that particular Driver’s qualifying speeds and the chase car hits the lead car, the lead car will in most cases be deemed at fault for the contact. It is each individual Judge’s job to ascertain fault. There may be circumstances where the lead car is not at fault for the contact but this will be left to each individual Judge to ascertain fault. Chase Car · In general, the chase car needs to treat the lead car as a moving clipping point. The chase car needs to run the same basic line as the lead car. Taking a lower line than the lead car will result in a loss of advantage. If the lead car is off line, then the chase car will gain advantage points by staying in close proximity to the lead car. The chase car should keep as close to the lead car as possible to gain the advantage. Passing · Passing is not encouraged during tandem battles. Passing is only allowed if the lead car is well off line, or is clearly specified by a Judge in the Drivers meeting. Passing must be executed in a safe and professional manner. A safe pass is one that is done in such a way that the car being passed does not lose any speed after the pass is complete. Passing must be done while in drift, without interrupting the line of the car being passed and in the proper line. If a pass results in contact, the passing car may be penalised. Damage Due To Contact · Once contact is made and damage occurs to either Vehicle, the Judges using majority rule will ascertain fault. If damage due to contact occurs, both Drivers have a right to have their Spotter enact a ‘5 Minute Rule’. It is expected that in most cases, damaged Vehicles can be repaired in this time frame. · In some cases, damage sustained to the Vehicles may require more time to repair. At this point ONLY the Vehicle not at fault may ask for additional time. NOTE: This does not pre-empt team’s ability to call 5 Minutes for other purposes. In the spirit of time and the show, the Chief Marshall also reserves the right to continue the competition with the outstanding head-to-head matches of that particular round. The Chief Marshall will reassess the Vehicle between subsequent head-to-head match-up’s or even at the end of the Round. · In most cases, D1NZ will encourage Teams and Drivers to finish the head-to-head match-up, but there will be cases where Vehicles may not be able to be repaired or contact happened on the last run of a head-to-head in which case the Judges can make a call on the winner of the match. If a Team cannot repair their Vehicle and the Team was also not at fault during the incident, a D1NZ Official will verify that indeed the Vehicle is not repairable in time for the next round and declare the Driver the winner of the match. The Driver may move onto the next round or if the damage is too extreme, may exit from the competition. Pace Zone · A pace cone, or comparable marker, may be placed on the starting straightaway to keep the Tandem Battles fair and close together. The use of a Pace Zone will be specified during the Driver’s meetings. Tandem Eliminations · Three Judges will observe both runs during a head-to-head battle. There will be no declaration of scores between the two runs. At the conclusion of the head-to-head battle, each Judge will individually declare a winner. Judges are allowed to converse but are not permitted to show their written winner to any other Judge. Judge separation devices may be used. Judges will select from three options: Driver ‘A’ wins Driver ‘B’ wins ‘One More Time’ (OMT) · The majority will rule and a winner will be decided. In the event there is no clear majority, a ‘One More Time’ will be granted and the competitors will begin another 2-run head-to-head battle. Multiple ‘One More Times’ may be necessary to determine a winner. Examples of Decisions: · All judging is performed from the top of the Judging Stand. If a clipping point is not visible from the Judging Stand, a flag system may be used to communicate whether a Driver properly scores the clipping point. Spotters · Each Team will be able to designate one Spotter. A Spotter Stand will be placed in a comparable area to the Judges Stand to give Team Spotters a similar viewing perspective as the Judges. During Tandem Battle, the designated Team Spotter is required in the Spotter Stand. If a Spotter is not assigned, a Team may appoint another Team’s Spotter to represent their Driver.