Makeshift Shuffle Clean racing in mixed model & spec race events (similar to shuffle racing in GT5). Racing Schedules in Post #2 Community CLUB ID # 1026878 Short URL for this thread : http://bit.ly/gt6shuffle You will need ALL cars in the lists scheduled to be used for the shuffle mixer session you plan on racing. Cars are assigned by finishing order of the previous race, so you will have no way of knowing in advance which cars in the list you will be racing, just that you will need all those cars ready to drive. See car lists, rules & race procedures below. The Car Lists! All cars should be kept unmodified, and in a state to enter the track under "Tuning Prohibited" restriction The Car Lists Spreadsheet This spreadsheet contains all the cars in all the lists. It is sorted by Car List and in order of the position numbers. You may also sort this list by other methods, for ease in prepping your cars. You may also view the car lists below by clicking on the "spoiler" buttons. Spoiler: Car Lists Spoiler: Vintage Vintage Comfort Soft Tires Honda Civic 1500 3door CX '79 Nissan Skyline 2000GT-B (S54B) '67 Alfa Romeo Spider 1600 Duetto '66 Mini Marcos GT '70 Isuzu Bellett 1600 GT-R '69 Isuzu 117 Coupé '68 Alfa Romeo Giulia Sprint Speciale '63 Honda 1300 Coupe 9 S '70 Lotus Europa S.2 '68 Toyota Celica 1600GT (TA22) '70 BMW 507 '57 Mazda Cosmo Sport (L10A) '67 Mitsubishi Lancer 1600 GSR '74 Toyota Sprinter Trueno GT-Apex (AE86) '83 Nissan Fairlady 2000 (SR311) '68 Spoiler: Low Power Low Power Comfort Soft Tires Nissan PAO '89 Volvo 240 GLT Estate '88 Ford Ka '01 Suzuki WAGON R RR '98 Nissan SKYLINE Sport Coupe (BLRA-3) '62 Nissan Be-1 '87 Daihatsu MOVE SR-XX 4WD '97 Fiat 500 1.2 8V Lounge SS '08 Mini Cooper 1.3i '98 Mazda Autozam AZ-1 '92 Toyota Yaris F (J) '99 Daihatsu Copen Active Top '02 Honda S800 '66 Triumph Spitfire 1500 '74 Nissan CUBE EX (FF/CVT) '02 Suzuki Cappuccino (EA11R) '91 Spoiler: Luxury Luxury Sports Medium Tires Jaguar XK Coupe Luxury '07 Chrysler 300C '05 Infiniti G35 Coupe '06 Audi S4 '03 BMW 135i Coupe '07 Jaguar S-Type R '02 Mercedes-Benz C 63 AMG '08 Mercedes-Benz SL 55 AMG (R230) '02 Jaguar XFR '10 BMW Z8 '01 Maserati GranTurismo S '08 BMW M3 Coupe '07 Aston Martin Vanquish '04 Aston Martin DB9 Coupe '06 Lexus IS F '07 Spoiler: Legends Legends Comfort Soft Tires Mercedes-Benz 300 SL Coupé '54 Renault R5 Turbo '80 Nissan Skyline Hard Top 2000 Turbo RS (R30) '83 Alpine A110 1600S '73 Lotus Europa Special '72 Jaguar E-Type Coupe '61 Lancia Stratos '73 Nissan Fairlady Z 300ZX (Z31) '83 Pontiac Firebird Trans Am '78 Chevrolet Camaro IROC-Z Concept '88 DMC DeLorean S2 '04 Dome Zero '78 Peugeot 205 Turbo 16 '85 Toyota Sprinter Trueno GT-Apex (AE86 Shuichi Shigeno Version) '00 Spoiler: Traffic Traffic Comfort Soft Tires Chrysler PT Cruiser '00 Eagle Talon Esi '97 Alfa Romeo 147 TI 2.0 TWIN SPARK '06 Infiniti G20 '90 Volkswagen Golf IV GTI '01 Lexus IS 200 '98 Chevrolet SSR '03 Peugeot 307 XSi '04 BMW 120i '04 Abarth Grande Punto '09 Toyota CELICA SS-II (ST202) '97 Pontiac Vibe GT '03 Mini COOPER S '07 Toyota Tacoma X-Runner '04 Seat Ibiza Cupra '04 Spoiler: Hot Hatches Hot Hatches Comfort Soft Tires Suzuki SWIFT Sport '05 Abarth 500 '09 Alfa Romeo MiTo 1.4 T Sport '09 Citroen C4 Coupe 2.0VTS '05 BMW 120d '04 Ford Focus ST170 '03 Volvo C30 R-Design '09 Mini Cooper S '11 Honda CIVIC TYPE R (EK) '97 Peugeot 207 GTi '07 Volkswagen New Beetle RSi '00 Renaultsport Clio Renault Sport 2.0 16V '02 Volkswagen Golf V GTI '05 Mazda Kusabi Concept '03 Spoiler: 90s Sports 90s Sports Sports Hard Tires Toyota CELICA GT-FOUR (ST205) '98 Nissan Silvia K's Aero (S14) '96 Mitsubishi Lancer Evolution II GSR '94 Nissan Fairlady Z 300ZX Version S TwinTurbo 2seater (Z32) '98 Audi S4 '98 Acura NSX '91 Mitsubishi GTO Twin Turbo MR '98 Chevrolet Camaro Z28 Coupe '97 TVR V8S '91 Mazda éfini RX-7 Type R (FD) '91 Toyota SUPRA RZ '97 Subaru IMPREZA Sport Wagon WRX STi Version VI '99 Nissan SKYLINE GT-R V・spec II (R32) '94 Chevrolet Corvette GRAND SPORT (C4) '96 Lotus Elise Sport 190 '98 Spoiler: Retro Retro Comfort Soft Tires Honda Accord Coupe '88 Honda Civic 1500 3door 25i '83 Isuzu Piazza XE '81 Nissan Exa Canopy L.A. Version Type S '88 Honda Ballade Sports CR-X 1.5i '83 Honda City Turbo II '83 Nissan Silvia Q's (S13) '88 Volkswagen Golf I GTI '76 Alpine A310 1600VE '73 Nissan Fairlady Z 280Z-L 2seater (S130) '78 Mitsubishi Lancer EX 1800GSR IC Turbo '83 Toyota Corolla Levin GT-Apex (AE86) '83 Nissan Skyline Hard Top 2000 GT-R (KPGC10) '70 Toyota Celica 2000GT-Four (ST165) '86 Ford Taurus SHO '98 Honda Prelude Type S '98 Spoiler: Performance Coupes Performance Coupes Sports Medium Tires Maserati Gran Turismo S '08 Cadillac CTS-V Coupe '11 Jaguar XKR Coupe '10 Chevrolet Camaro SS '10 Alfa Romeo 8C Competizione '08 TVR Tuscan Speed 6 '00 Aston Martin V12 Vantage '10 Ferrari California '08 Chevrolet Corvette Stingray (C7) '14 Nissan GT-R '07 Ferrari 599 '06 Mercedes-Benz SLS AMG '10 SRT Viper GTS '13 Aston Martin One-77 '11 Spoiler: Historic Historic Comfort Soft Tires Alfa Romeo Giulia Sprint GTA 1600 '65 Toyota Celica XX 2800GT '81 Mazda MX-5 (NA) '89 Nissan Skyline 2000GT-R (KPGC110) '73 Toyota 2000GT '67 Honda CR-X del Sol SiR '92 Nissan Fairlady 240ZG (HS30) '71 BMW 2002 Turbo '73 Audi quattro '82 Mazda Savanna RX-7 GT-Limited (FC) '85 Chevrolet Corvette Coupe (C2) '63 Honda Prelude Si VTEC '91 Buick GNX '87 Toyota Supra 3.0GT Turbo A '88 Spoiler: Classics Classics Sports Medium Lotus Esprit Turbo HC '87 Chevrolet Corvette ZR-1 (C4) '90 Isuzu 4200R '89 Ferrari 512BB '76 AC Cars 427 S/C '66 Lamborghini Countach 25th Anniversary '88 Ferrari 365 GTB4 '71 RUF CTR "Yellow Bird" '87 Lamborghini Countach LP400 '74 Lamborghini Miura P400 Bertone Prototype CN.0706 '67 Ferrari GTO '84 Spoiler: Limbo Stick Limbo Stick Fiat Panda Super i.e. '90 Volkswagen Karmann Ghia Coupe (Type-1) '68 Toyota Sports 800 '65 Nissan PAO '89 Volvo 240 GLT Estate '88 Ford Ka '01 Nissan SKYLINE Sport Coupe (BLRA-3) '62 Nissan Be-1 '87 Mini Cooper 1.3i '98 Suzuki Kei Works '02 Honda S800 '66 Mitsubishi Minica Dangan ZZ '89 Triumph Spitfire 1500 '74 Autobianchi A112 Abarth '79 Mitsubishi Mirage 1400GLX '78 Spoiler: Track Day Specials Sports Medium Spoon Civic Type R (EK) '00 Trial Celica SS-II (ZZT231) '03 Spoon S2000 '00 Nismo 400R '96 Gran Turismo 350Z RS Nismo Skyline GT-R R-tune (R34) '99 Amuse Nismo 380RS Super Leggera High End Performance G37 Shelby Series One Super Charged '03 Opera Performance S2000 '04 Nismo Fairlady Z Z-tune (Z33) '03 RE Amemiya FD3S RX-7 KTM X-Bow Street '12 Amuse S2000 GT1 '04 Nissan GT-R Nismo '14 Tips for car purchasing & prep Spoiler: Car Purchasing Tips Use the spreadsheet, and sort it by car. Go to your garage and make sure your car list is sorted by recently used. Go down the list going to each dealership to purchase the cars. Note the first one you purchased. As you purchase them always choose to "get in" the car when it gives you that option, and then with your garage list sorted by recently used, the newly purchased cars will appear at the top of the list. It's best to purchase them in groups of limited number so you can keep track if you're interrupted or run out of time. After you purchase the cars, then go to GT Auto to change the oil on each car. The car you noted as the first purchased will act as a marker of all the cars needing oil changes. While in GT Auto in the oil change screen, you can then switch cars with the Start Menu / Car List. Follow the same procedure for painting, if desired. (Painting cars is not necessary, that's up to you.) To keep your cars with fresh oil changes, you can then go to GT Auto after sessions or later, and go down the list of the cars you have recently raced and change the oil, in the same fashion. ------------------------------------------------ Upcoming car lists are organized for testing in the Time Trials thread here: http://bit.ly/makeshift-timetrial ------------------------------------------------ Car Regulations Tuning Prohibited. Oil change is allowed. Custom wheel rims "standard" are allowed. Painting of body and custom standard rims is allowed. Brake balance adjustment is allowed. No added parts, no tuning adjustments, no upgraded wheel rims, no aero parts. Tires restricted to the best tires allowed (or less), for the car list to be used. The lobby restriction will be set to "tuning prohibited", & the car must be able to enter under that. Note: If you have adhered to all of the above restrictions, and have not added any parts, and are still having trouble entering a track under "tuning prohibited", go into the car settings and reset to "default" things like suspension, transmission, etc. This is a problem for cars purchased before certain updates. Race Room Regulation Settings Boost OFF Penalty NONE (understanding that track boundaries & rules apply) Grip REAL Slipstream WEAK Tire Wear VERY FAST Damage LIGHT (or HEAVY for specified races) Visible Damage OFF (for events) Nitrous PROHIBITED Vehicle Tuning PROHIBITED SRF PROHIBITED Active Steering PROHIBITED ASM PROHIBITED Driving Line AVAILABLE (driver's choice) TC PROHIBITED ABS AVAILABLE (driver's choice) Mics disabled (for events) Grid Start, no false check RGO (Reverse Grid Order) (Grid order for first race of event/session is determined by Reverse Parity Assignment order or qualifying.) Race End Timer set at least at 120 seconds or preferably maximum EVENT PROCEDURES Descriptions of how our events work, and what you will need to know and do to participate. YOUR RESPONSIBILITIES DETAILED IN SECTIONS BELOW It's broken down to cover the various types of situations, some which may vary depending on the type of event. Note: Some of this may seem confusing at first, but don't worry about knowing everything and being perfect your first time. Come join, and ask questions whenever you're not sure. Fellow racers will be happy to help newcomers sort out the process & get the hang of it. General Club Instructions: Join the Makeshift Shuffle Club in Community. CLUB ID = # 1026878 Read the instructions, and most important the RULES for track conduct and lobby conduct. Have ready all the cars, prepared as described, scheduled to be raced in the session you're attending. Have the Cars and/or Car List(s) & itinerary nearby you while racing. To enter the lobby for race events, you will go to Community / Clubs / Makeshift Shuffle / Lobbies You will see events scheduled, including Time Trials and scheduled racing. You will use the Events to participate in TTs. But racing events will be held in a regular club lobby. Pay attention to and respect instructions & questions from the Race Director, Host, Co-hosts, and Stewards. Please note that the host will be busy conducting the racing in the lobby during events, and will not necessarily have time to read posts to the forum thread or respond on the forum thread. SAVE REPLAYS - In case you are called upon to review an incident! (All racers are expected to act as stewards in case of incidents or infractions.) Note: It's important to have the information you need near by you (on your phone, ipad, a piece of paper, whatever), because the host will be too busy in these events to announce these things. If you're unsure about something, you will need to ask, and likely a fellow participant will answer your question. It helps everyone spend as much time racing as possible if everyone tries to prepare properly. Standard Procedures: Vision Check: The first that happens at event start time is the "Vision Check", to make sure there are no "invisible cars" (everyone can see each other on track). Everyone announces the total amount of cars on the track. You find this in the upper left hand corner of the screen under "Position" (example: 6/8 = 8 cars on track). If you see less cars than others see on track, or you're witnessing lagging cars, please exit the lobby & rejoin to correct this problem, and repeat Vision Check procedures upon return. (The Vision Check will also be performed between races if new drivers have entered the lobby or anyone has left the lobby and returned.) Manual Grid Line-Up: In some cases it will be necessary to perform a manual grid line-up on the track (in free run) in order to set the order for the starting grid. When the manual grid line-up is called by the host, cancel entry from the track, and wait to enter until the grid order is given in the text chat. (Refrain from text chat during this time, so that all may have a chance to see the grid order typed in the text chat.) Note: Occasionally the grid order gets messed up, even with the proper settings, and even with a manual grid line-up. In the case of this type of glitch happening, we generally just "go with it". After all, it's just one race. See "spoilers" for instructions for the rules governing Manual Grid Line-Ups. Spoiler: Reverse Grid Order From the second race on of an event/session, grid order is determined by the setting for RGO (Reverse Grid Order Based on the Previous Race Results). Sometimes this will not work properly, because someone has left and then rejoined the lounge, so the automatic setting will mess up the order. In that case, then a Manual Grid Line-Up will occur based on the previous race results. (Last place first, first place last, and so forth.) In the case that someone has left, that place is simply skipped. In the case that someone who was NOT in the last race joins in the event late, that person will be put on pole automatically, and there is no need for a Manual Grid Line-Up. In the case that a Manual Grid Line-Up is needed for another reason, new joins will be assembled at the front of the grid in the order they entered the lobby, as they would be automatically under the RGO setting. Note: This new arrival rule is meant to deliberately favour the late joiner, because they will already be disadvantaged in their car assignment and already behind in event points. Spoiler: Reverse Parity Grid Order To be determined by the current Parity Car Assignment Roster See the section below Shuffle Instructions for more information about the Parity Car Assignment System. The roster is sorted by "Average Funkiness" so that the highest funkiness % rating is at top. Drivers are assembled for the starting grid in that order. The host will call for a Manual Grid Line-up, and give the RPGO grid order of drivers present. Any driver that does not yet have a Parity Car Assignment will start at the back. In the case of multiple drivers without a Parity Car Assignment, they will line up at the back of the grid in order of arrival to the lobby. Note: this is the opposite to normal RGO, and is meant to deliberately favour veteran members. This is used in place of qualifying for the first race of a event/session, mainly as a fair system of saving time, and avoiding qualifier issues, in order to spend as much time in racing action as possible. Aborted Races or Qualifiers: In some cases if something has gone wrong, or a setting has been a mistake, or a start was messed up by a lag spike, frozen cars, or multiple drivers with black screen, a race or qualifier will be called to "ABORT". If you see "Abort" in the text chat, it means that the race will be re-started, and everyone needs to exit the track. Hosts, co-hosts, and stewards all have the authority to call an abort, because they may be the only person who knows that something has gone wrong. If the abort is called after the cars appear on the grid, wait until the "Start" when you can drive, and then exit the race. Gentleman's Yellow Flag: (for use in endurance races) This is entirely the decision of driver in first place, to call "GYF" if that driver in first place notices the grid has become much separated, for example because of a huge accident. All cars behind the leader will line up behind the driver in first, in the order of the grid at the time the Yellow Flag was called, waiting for all drivers to catch up. The leader will then instruct everyone to start moving, staying in grid order, until the racing resumes at the next cross of the Start/Finish Line (or another point in the track if it makes more sense). It is never required to call a Yellow Flag, and this will almost never be done in sprint races. Shuffle Procedures This is how we "makeshift shuffle" in GT6. A spec 1-make race with a specified car (from one of the shuffle lists) will start the shuffle session. First race grid order is based on Reverse Parity Assignment Order (explained below) with a Manual Grid Line-Up (explained above). Subsequent races are based on RGO (Reverse Grid Order Based on Previous Race). (This will be done by Manual Grid Line-Up if someone leaves the lobby between races for any reason. Example: being DC'd after the previous race has ended.) The car assignments for the next race are determined by the finishing positions of the previous race corresponding to the numbers on the Car List being used. (Example: 1st place will drive list car #1 in the next race, 2nd place #2, and so forth. Any finishing positions at larger numbers than the number of cars on a list, will use the highest numbered car on the list. Example: if there are only 12 cars on the list, position of 13th or 14th will also use #12 car.) Any driver who did not complete the previous race in a session, will be assigned the #3 car in the list being used, and be positioned on pole in RGO grid start. Use the list to get in the proper car for the next race, and enter the pit quickly (before chatting, etc) so others can check your car. Check the car assignment of the driver who finished ahead of you in the previous race, and inform that driver if they are not in the proper car. (In the case of 1st place, that driver checks last place.) If you're unsure of your car assignment, or the car list being used, please ask. Driver is disqualified if they race in the incorrect car. Cars not on the list being used are prohibited. No exceptions. Note: If there happens to be a penalty violation or disqualification in a race, post-race position changes will occur in posted results, but during the event, the results appearing as they are after the race will be used for the next race's car assignments. Parity Car Assignment System Club participants are given a car assignment for "Parity Races". This assignment is also used for Parity Order Grid Order in some races. This system is used to allow for closer racing and more on-track action in more lengthy races. Parity Car Assignment Roster http://bit.ly/shuffleparitycar Car assignment is calculated by finishing place in prior shuffle points events races. The car assignment is for a particular number to be used for the list. Drivers can use the car corresponding to that number on the list, OR choose to drive the car numbered one less. (Example: Your car assignment is #7. You may choose to use #7 car or #6 car on the list being used.) How do Parity Car Assignments work? Click on the "spoiler" button for more information about the Parity Car Assignment System. Spoiler: Parity Car Assignment System Explained The Parity Spreadsheet This is where/how the Parity Car Assignments are calculated. The calculation is based on a ranking system of driver finishing positions in relation to the amount of drivers in a race. And this way longer races will be better ensured to have close racing, and plenty of on track action for all racers. All scheduled "shuffle league points races" in a shuffle event are used to calculate Parity Car Assignments. Club shuffle league races that ARE included in the Parity System: - shuffle races in a scheduled shuffle mixer event - spec 1-make races that start off a scheduled shuffle mixer event - parity races in a shuffle mixer event (This includes all of these both in series shuffle mixer events and stand-alone shuffle mixer events) Club races NOT included in the Parity System are: - "Bonus races" that occur before or after scheduled race event races. - Impromptu races (which may or may not include posted results) - The club's separate Spec Events 1-make events (which may or may not be a points cup)* * This is because some club members may only participate in shuffle OR may only participate in Spec racing. That's perfectly acceptable! But to then mix those results with the drivers who do race BOTH types, would create a data relevance problem. Also, those who only participate in spec events have no need for a Parity Car Assignment, & therefore there's no reason to collect this data for them. Parity Instructions for New Members Click on the "spoiler" button to reveal instructions for participants racing in a Parity Race without yet having a Parity Car Assignment. Spoiler: Parity Car Assignment For New Members The procedure for determining new driver parity car in a parity race is this: 1st race: New driver uses the 3rd lowest car among the Parity Car Assignments. Example: If the lowest number car assigned in the roster is #5, (the lowest car assignment is known as "the alien car assignment") The 3rd lowest number would then be (alien+2) = #7. So then the new driver may use car #7 OR, choose the car that's one less. So #7 or #6 car in the list being used. If new driver wins the first race, for 2nd race they get the lowest assignment car, (alien assignment). If they make the podium first race, for 2nd race they are assigned 1 place harder, (alien + 1) If they they come in last place, they are to be bumped to the next larger (alien +3) Special dispensation: If the new driver comes in next to last place with a significant gap from the car ahead and/or last place, the host may determine that the new driver can be allowed to choose from the next better (alien +3), if the new driver wishes to. (This is at the discretion of host, acting host, or deferred to an acting steward if it makes sense, to allow for unusual or special circumstances, such as last place having retired to the pit.) Whatever car assignment is given for the 2nd race will carry through to any further races in the session. The Parity Car Assignment System is implemented so that a variety of drivers will have lots of on track action in longer endurance type races in mixed model shuffle list cars, where the grid would otherwise tend to get separated. It is similar to a handicap system, but is meant to feel less artificial, and allow for close racing with various drivers in different car models in the same race, that will not be of the same performance. FORMATS Points System Points are calculated based on the amount of drivers in each race. Example: If 10 cars are in the race, 1st place gets 10 points, 2nd place gets 9 points, and so forth. Shuffle Mixer This is an event with multiple races that uses the Makeshift Shuffle car assignment system. Parity Mixer This is an event with multiple races that uses the Parity Car Assignment shuffle system. Spec This is a 1-make event, either endurance or sprint races, where all drivers use the same specified cars in the race(s). Shuffle Surprise Instructions Click on the "spoiler" button for instructions for instructions for a Shuffle Surprise event. Spoiler: SHUFFLE SURPRISE Shuffle Surprise 5 Race Cup Tour Should take about 90-120 minutes depending on how the laps are set for each car list & track combo. Itinerary: Race #1: Track chosen by driver present at start time with highest Parity funkiness rating, host then picks the 1-make car from one of the car lists. Grid order determined by Reverse Parity Grid Line-up Race #2: Track chosen by winner of Race #1, Car List then chosen by last place of Race #1, RGO Race #3: Track chosen by winner of Race #2, Car List then chosen by last place of Race #2, RGO Race #4: Track chosen by winner of Race #3, Car List then chosen by last place of Race #3, RGO Race #5: Track chosen by winner of Race #4, Car List then chosen by last place of Race #4, RGO Rules: Track to be chosen FIRST, then after the track is announced, car list is chosen & announced. Host determines amount of laps each race, depending on the schedule timing, taking into account car list, track, time/weather, combination. Time/Weather settings may be chosen for applicable tracks either specifically or generally. If general direction is given, host is to do best to approximate the desired time/weather appropriate to the cars & track. If no preference is given, host will default to setting: no or low chance of rain, with either full day with advancing time progression, or midday and fixed. No full-night races on day/night tracks, but races may start or end in darkness. No full darkness on Willow. (This is because shuffle cars are wildly variable in headlight capacities, and some tracks, like Willow, are too dark to see at all in some cars.) Oval tracks may only be chosen for the first 1-make race. (ie: Daytona, Indy, SSRX, SSR7, HSR) Dirt/Snow tracks may not be chosen at this time. (This is because not all car lists have dirt/snow tire capabilities, and so this would put too much pressure on the person deciding the car list, to think about this on the fly.) In the event that 1st place or last place from the previous race leaves the lobby after that race, the choice reverts to the next in line. Example: 1st place from previous race leaves or is leaving, choice is given to 2nd place driver in previous race. Last place leaves, choice is given to next to last place. Normal Shuffle Starting Grid Order Rules apply. Parity Shuffle Surprise 3 race cup tour Should take about 90-120 minutes depending on how the laps are set for each car list & track combo. Itinerary: Race #1 The 2 drivers present at event start time with the lowest Parity Car Assignments, each choose a track. A vote is taken between those 2 tracks. The 2 drivers with the highest Parity Funkiness Rating then each choose a car list. A vote is then taken between those 2 car lists. Race #2 The drivers who finish 1st and 2nd place in Race #1 each choose a track. A vote is taken between those 2 tracks. The drivers who finish last & penultimate in Race #1 then each choose a car list. A vote is then taken between those 2 car lists. Race #3 The drivers who finish 1st and 2nd place in Race #2 each choose a track. A vote is taken between those 2 tracks. The drivers who finish last & penultimate in Race #2 then each choose a car list. A vote is then taken between those 2 car lists. Rules: When the track is suggested, time of day & weather preference must be stated if desired before the vote is made. If time & weather is not stated, the default setting will be Time: 12:00, Progression: 10, Weather 20%, Changeability: 60, Surface: 0%. In the event of a tie in the vote for car list or track, the choice made by the driver with the highest Parity Funkiness Rating will always take precedence as the decider. The host determines the amount of laps based on keeping each race around 20-25 minutes. Damage heavy, and 1 mandatory pit stop, for most car list & track combos, unless it's a specified exception. Damage light may be chosen for most car lists for the following tracks: Nürburgring 24hrs, Nürburgring Nordschleife, Nürburgring Type V, Sarthe (all), Sierra, SSR7 Damage light may be chosen for some slower car lists at tracks exceeding 4 miles length (or exceeding 3 miles length with hills). Dirt, snow, & oval tracks are not allowed choices. No full-night races on day/night tracks, but races may start or end in darkness. No full darkness on Willow. (This is because shuffle cars are wildly variable in headlight capacities, and some tracks, like Willow, are too dark to see at all in some cars.) Normal Shuffle Starting Grid Order Rules apply. Event Descriptions Click on the "spoiler" button for more details about our different types of race events. Spoiler: League Events & Series Descriptions Track Day A series of sprint races held on the same track, using a different car list for each race. Event Cup A standalone event with a series of sprint or mini/micro endurance races. May be spec 1-make, shuffle, or parity races. League Series Events Each session in a series is generally part of a 3-6 event series, all held at the same time 3 weeks in a row. A series is usually comprised of the first 2 events of 10-12 races, with shuffle racing, each having one of those races be longer - on a long track or a micro endurance with heavy damage and mandatory pit stop. The 3rd event in the series is usually a Parity Event with a mix of 3 mini-endurance races with heavy damage and mandatory pit stops, where drivers will use their Parity Car Assignments. You do not need to commit to racing in all races of all events to participate. Some drivers participate in league series events as available. (In the event of a full grid with a waiting list, those with prior league series event will be given preference over part-time drivers.) Mini or Micro Endurance Cup A race event with multiple mini/micro endurances involving heavy damage and pit stops. The races themselves will be 35 minutes or less (variable), but damage will be heavy and pit stops might be mandatory. Spec Endurance This is a 1-make race involving one long race with heavy damage and usually a mandatory pit stop. Dirt & Snow Track Races Dirt & Snow tracks may be chosen as part of a shuffle mixer series, track day, spec race, etc. Some lists may be adjusted for dirt tracks because some cars on some lists are not dirt/snow tire equipped. (Modified Snow/Dirt Car Lists will be provided for this purpose, to adjust the lists appropriately.) The Luxury List will not be used for dirt/snow track races because most of the Luxury list cars cannot be fitted with dirt/snow tires. Damage will be light, even in the event of an endurance, mini or micro endurance at a dirt/snow track, unless otherwise specified explicitly. Heavy Damage Settings in the Context of Endurance Racing Long Tracks: (Sarthe, Sierra, Nürburgring Nordschleife, Nürburgring 24hrs, or Nürburgring V) Heavy Damage will only be set for long tracks if the races are endurance races of 40+ minutes long, and this would be clarified explicitly. For mini/micro endurance (35 minutes or less) in an event with multiple races, it will be Damage Light even if there is mandatory pit stops specified, and even if the other mini/micro endurance races specify Heavy Damage. If there's some change to this policy for a specific event, it will be specifically noted for that specific race, and made very clear. If the race is only 1-2 laps, you should assume that races at these tracks will be Damage Light, even if the race director has dropped the ball and failed to specify that. Don't hesitate to ask for clarification in this case! Tracks with no pit available: (London, GT Arena (both), etc.) Heavy Damage MAY be used on these tracks in some cases, without pit stops, on a case by case basis. (For Snow & Dirt tracks see above.) RULES Zero tolerance for B.S. or griefing behaviour Friendly Sportsmanship to be Top Priority All racers are expected to report & reprimand inappropriate driving & poor track etiquette. If a collision is your fault, you are expected to make contact concession & give the spot back You are expected to race clean & fair, and to behave like sporting gentlemen at all times. We follow the long time tradition of GTP OLR Rules. Dirty driving is absolutely forbidden. What is "clean" or "dirty" driving? : "Driving in an aggressive manner where your intention is to collide or distract the opposition is considered "dirty" driving. Driving in a manner where you have respect for other drivers on the course and avoiding body contact wherever possible is considered "clean" driving." - MSTER232. Prohibited Conduct includes (but is not limited to): On The Track creating 1st turn drama shorting the track or cutting corners with more than 2 wheels outside track boundaries or curbs off-roading or going wide with more than 2 wheels (going wide is same as cutting) re-entering the track in a way that causes a traffic obstruction crossing over or weaving around the pit lane line when entering or exiting the pit bump passing retaliation, paybacks, & monkey-see-monkey-do rule flouting bump drafting heading into or near corners under braking on regular circuit tracks slam drafting - hard ram bump drafting on ovals or regular tracks riding another car through a turn using another car as a brake shoving another car off track failure to make contact concession after an accidental collision failure to make a "pit with" concession after causing another car damage in a heavy damage race failure to hold line through turns when side by side overlap dive bombing the inside of corners nose clipping by diving abruptly in front of another car rear clipping - with or without pit maneuver snoot sticking - cramming into a space that does not exist to force a pass punting inappropriate blocking wild weaving brake-checking slamming ramming using cones, boxes, or other moveable barriers to obstruct the track or cause deliberate commotion riding walls, armcos, rails, or other barriers bouncing off walls, armcos, rails, or other barriers parking inside the track boundaries or near traffic during a race diving back onto the track into or in front of traffic after an off-road excursion driving backwards excessive use of horn beeping rage quitting or exiting the race on the track and/or around other cars sandbagging to get a particular car in the next race deliberately leaving the room for the purpose to better position on the starting grid in RGO continuing in a race where you know you're lagging excessively (ie: everyone else is lagging) In the Race Lobby needless text chat during races - spectators & racers should hold comments until race end nasty &/or potentially rude or controversial text chat between races bad attitude Debbie Downer complaining or hysteria "making a stink" with general angry comments - report specific incidents, don't just complain demands for room setting changes or changes in the format blaming the car for mistakes or poor performance ("blaming on his boots the faults of his feet") comments blaming other racers or other cars for disliked race results ignoring questions or instructions from the race host (co-hosts, or race director) anything that is problematically disruptive to the enjoyment of fellow racers In This League Thread discussing topics that are likely to lead to arguments, insults, or offense (such as politics or religion) insults, rude jokes, incendiary comments, double entendre, etc. generalized complaints about drivers or incidents that could lead to misunderstandings or bad vibes lodging race incident reports - use the private conversation feature of the forum debating the car list ordering -- Use the TT thread ( http://bit.ly/makeshift-timetrial ) to discuss that asking others questions of a personal nature that may be unwelcome obviously - anything that's against the AUP of GTPlanet forum when in doubt, use the Private Conversations feature of the forum General Driving Rules & Guidelines: More details & information can be found here in this Google doc. Mixed Model Racing Tips Click on the "spoiler" button to see tips on dealing with issues special to shuffle mixed model tuning prohibited racing. Spoiler: Mixed Model Racing Tips There are certain on-track issues that occur in races with variable drivers being assigned variable cars of different models in each race. If you are aware of these things, your experience is likely to be better if you can be aware while racing. Car/Track Combos - Some cars are going to do better on some tracks. This is a fact that can't be negated in any system involving unmodified cars of different models in the same race. It's just a matter of luck sometimes, and sometimes you just have to "go with it". Driver Skills - Some drivers are going to do better in some cars than others, and some drivers are simply going to be more talented in general. This is a fact that we can't avoid if we all want to race together in interesting cars & races. There's no reason to get discouraged by this, because the Shuffle System & Parity System will tend to make sure you get your turn for a shot at victory. And any "seat time" is going to improve your skills by experience. There's always next time! Car Assignments - Sometimes your shuffle car assignment (or parity assignment) will be such for a particular track against other cars & drivers, that it may be almost impossible to win the race. Remember this. It's not a bad thing because you would be bored if the same drivers always competed for the podium all the time, and everyone knew which driver or which car would win the race. And in another race, it will be somebody else in this position too. So it's fair, even if it seems a bummer to you in one particular race. You have to expect that this will be the case, and sometimes your best strategy is to play the cars that are dealt and do your best under the circumstances presented, and race against the competitors you are able to compete with at the present situation. Most of these are points races, so one race is not the end-all be-all of the league anyway. Eye on the big picture! Cars on Starting Grid Strengths & Weaknesses - Some cars will get off the grid at the start faster than others. You should still hold your line, and use care to cleanly pass other cars off the starting grid which are moving slower. This starting advantage does not necessarily indicate that the car that gets off the start the fastest will win the race... you may be surprised! Turn 1 Drama - In Turn 1 of any race with un-tuned mixed models will be the higher potential for first turn drama than in tuning or 1-make races, because there will be many cars going into turn 1 together, possibly with very different cornering abilities. No matter your car assignment, you are required to exercise caution in Turn 1 and any situation of side-by-side cornering. Races are rarely won, but often lost, in turn 1. Slipstream & Power Differences - Sometimes you're going to have a car that can barely keep up with another driver in another car, given a solo hot lap... but the slipstream will allow you to not only keep up, but gain speed in the slipstream drafting on a straight. Remember this, because sometimes you will imagine it will be possible to make a pass stick because of this "illusion" of being faster... but in the end your pass won't stick, or worse, might not work cleanly. Or worse, you might misjudge your brake point and hit the car ahead. You need to remember this, and be prepared, so you can make more thoughtful strategic decisions about where & how to attempt a pass. Don't "lose your head" and abandon good strategy because of draft effects! When "Attrition" is your only hope - Sometimes your car assignment against other drivers in other cars will make it so that your only hope to pass another car is by attrition - when they make a blunder that gives you an opportunity. This is NORMAL RACING, and how racing would be if all drivers were of equal skill and all cars were of equal and similar performance. This is not a bad thing, and it is the whole point of the shuffle racing concept to mix up the performances so that it's not just like a Hot Lap Time Trial. This is what makes racing very suspenseful and fun, with lots of on-track action and challenges for all drivers. Embrace the challenge and enjoy the ride! No reason to give up because you never know what might happen! Bad Luck & Frustrations - Don't throw away your good reputation because of frustration at the situation luck has handed you in just one race! If you keep these things in mind, you are less likely to create problems with fellow racers and also less likely to disappoint yourself with your own poor performance. And you will be more likely to enjoy your racing experience, and improve your racing skills. Track Boundaries Directory Click on the "spoiler" button to reveal lengthy detailed information about track boundaries, particularly in reference to tracks which lead to questions about legal use of areas on certain tracks. (Examples: London Curbs, Ascari chicanes, Deep Forest concrete, etc.) Spoiler: Track Boundaries Directory In general, anything outside white track boundary lines, or outside red & white striped curbing, is not considered part of the track proper. Lawns, grass, dirt, sand, gravel, and whatever types of "run off" areas, outside the track boundaries, are not part of the track, and should not be used for racing in any way, and should be treated with the 2 wheels on the track at all times rule. Usually (and this is with most clubs, leagues, series, etc) if you do go more than 2 wheels off by accident - lifting the throttle, not making the pass, and/or giving the spot back you gained, will usually lessen or nullify penalties you might receive. The point is that you should definitely not be disregarding these boundaries on purpose, and should be making it a point to stay within the boundaries with at least 2 wheels at all times. And if you're seen to be making the same track boundaries "mistake" repeatedly, it may be viewed as suspicious or even intentional. Pit Lanes, Various Tracks Separated pit lanes should be treated as outside the boundaries of the track, except in the case of making a pit stop. In races with pit stops, your car must enter & exit the pit lane without crossing the line of the pit lane. You must get in the pit lane at the start of it, and only exit the pit lane at the end of it. Traffic on track has right of way over cars exiting the pit lane. There are in-game pit entry speed limit penalties, as well as in-game failure to pit penalties. You may be assessed with additional post-race penalties as well, in the event of poor track etiquette or rule violations. Specific Track Details Ascari The Chicanes - 2 wheels at all times on the track surface or boundary line. SIMPLE = DO NOT TOUCH THE GRASS There is a bordering painted border line around the chicane design which should be treated as the curbing. The inside painted pavement of the chicane, on the other side of this borderline, is, like other chicanes, considered on the outside of the track boundaries. This may depend on the width of a given car, but a good rule of thumb here is that if you are mowing the grass (sticking 1 or 2 wheels into the grass on the outside - the other side of the chicane from the track proper)... then you are very likely leaving the track surface & borderline with more than 2 wheels. In some cars, depending on the length, you might be able to maintain 2 wheels on the track surface or boundary line by keeping your inside wheels (those on the side of the proper track) lined up toward the pointy tip of the chicane design. But this is certainly a tricky chicane depending on the car. Here is an example of cars driving the chicanes: Ascari Chicane cutting examples Most of the cars in this video are cutting the chicane in one way or another. The green vintage Lancer at the end of the video (3:21) is an example of a legal maneuvering of the chicane. Special attention will be given to the chicanes by the stewards because this is a hot button issue with many racers regarding fairness. Brands Hatch (all) Paved areas outside the track boundaries are NOT part of the track, and are not legal to drive on to cut or go wide -- 2 wheels on track/curbing at all times. Example: The Coopers rumble strip. Cape Ring (all) The Red Pavement is run-off area, and not part of the track surface, and is considered outside the boundaries of the track. Cote dAzur The Chicane should not be cut. The pavement on the opposite side of the curbing from the track surface is considered outside the boundaries of the track. Cornering rights at the Chicane are determined by position/overlap heading into the chicane. (Treat the chicane as a single turn.) Special attention is given to the chicane by stewards because ruffled feathers are likely to occur with any unfairness exhibited at this problematic chicane. Daytona Super Speedway & Daytona Road Course Racing, driving, or passing on the Apron is NOT allowed. The yellow line marks the boundary of the track on the oval. You must have 2 wheels within the track boundaries at all times. Paved areas outside the track boundaries are NOT part of the track, and are not legal to drive on to cut or go wide -- 2 wheels on track/curbing at all times. Deep Forest The concrete is NOT considered part of the track, it is outside the boundaries of the track, and regular track boundaries rules apply -- 2 wheels on track/curbing at all times. Going wide on the last turn, to mow the grass up the hill is not legal. If you gain position this way, that position ought to be returned. Deep Forest Reverse The concrete is NOT considered part of the track, it is outside the boundaries of the track, and regular track boundaries rules apply -- 2 wheels on track/curbing at all times. Eiger Nordwand Short Track & Eiger Nordwand Short Track Reverse Driving on the dirt on the inside & outside corners is ALLOWED. Just because there's very little track space as it is. Fuji (all) Paved areas outside the track boundaries are NOT part of the track, and are not legal to drive on to cut or go wide -- 2 wheels on track/curbing at all times. Grand Valley (all) The concrete is NOT considered part of the track, it is outside the boundaries of the track, and regular track boundaries rules apply -- 2 wheels on track/curbing at all times. Indianapolis Motor Speedway The lanes around the track are considered out of bounds. Other than using the pit lanes to enter & exit the pit for a pit stop. (Do not "think outside the cube".) London & London Reverse Using the curbs IS ALLOWED. Just because there's very little track space as it is. Riding or bouncing on the walls/barriers is NOT allowed. Monza (any/all) The chicanes should NOT be cut. You must have 2 wheels on the tarmac track surface or curbing that separates the chicane from the track surface. No cutting over rumble strip speed bumps & paving within the chicane design on the other side of the curbing from the track proper. Green pavement is considered run-off area. You must have 2 wheels on the tarmac of the track proper, or the curbing that separates the green pavement from the tarmac of the track proper. Rome & Rome Reverse The green paved areas are run-off and not part of the track proper -- you must drive with 2 wheels within the track boundaries. Along the walls there are white lines separating the boundaries of the track from the walls. You must drive with 2 wheels within the track boundaries. (ie: no wall riding) On Rome (forward) it is a rule violation to repeatedly hit the wall on the opposite left side when exiting the downhill corridor. (Special attention will be paid to this by stewards.) Sarthe (all) The white lines at either side of the Mulsanne Straight mark the edges of the track surface. Must drive with at least 2 wheels within the track boundaries. (ie: no wall riding, no passing outside the boundaries 4 wide, etc.) Silverstone (all) Paved areas outside the track boundaries are NOT part of the track, and are not legal to drive on to cut or go wide -- 2 wheels on track/curbing at all times. Example: International Circuit - going wide into Chapel's Curve (part of GP) at "The Link". Spa-Francorchamps Paved areas outside the track boundaries are NOT part of the track, and are not legal to drive on to cut or go wide -- 2 wheels on track/curbing at all times. Special Stage Route 5 & Special Stage Route 5 Reverse Driving on the painted grid of white striped areas on the highway surface is ALLOWED. Zebra = Okay Trial Mountain & Trial Mountain Reverse Driving on the yellow paint striped areas is ALLOWED. Driving wheels on the outsides of the white lines along the start finish straight, near the start finish straight, and track side of the red & white striped curbing, is allowed. (There are a lot of white lines along this track, but the boundaries of the track are clearly marked by a separation of curbing or tarmac, with grass and dirt being out of bounds. The exception to this is that the white pit lane should be observed as usual, when entering/leaving the pit.) If you have any questions about other tracks, please ask about it, and any other dubious areas of confusion will be added to this directory. Thank you. Instructions for Reporting a Race Incident Click on the "spoiler" button for more detailed instructions on how to handle it when you are involved in or see a race incident, or some type of rule violation had taken place in a race. Spoiler: Reporting Race Incidents or Rule Violations We want to know if rule violations or incidents have happened in our races, so that we may correct misunderstandings of the rules, penalize incorrect track conduct, warn drivers who engage in poor track etiquette, and guide those new to online racing to good habits and better racing. Save the replay! (You should do this anyway in case you need to review something!) Immediately after the event, report the incident to the host or one of the stewards listed below who was present in the race, via the Private Conversation (Inbox) on the forum. (You may also send a PM on the PS3 Network, but if so, you should do both.) Note the race and lap where/when the incident occurred. Give at least a general description of the incident or rule violation. Do NOT make general complaints, especially not in the lobby or forum thread. Do NOT confront the person directly until you have reviewed the replay, because sometimes what you think happened in a race was not exactly what you think it was. (Example: a car hit your car... you may be unaware that the car that hit yours was bumped by yet another car.) Post Race Penalty System Click on the "spoiler" button to reveal explanation of how post-race penalties work in our league. It's in place of the in-game penalty system, and to enforce the rules & be fair. Spoiler: Post-Race Penalty System FOR SPRINT RACES Failure to make contact concessions: offending driver will be, in the race results, placed below the driver they should've made concession to in the race Time equivalent to a reduction of one position if the offending driver finished after the driver they should've made concession to 1pt penalty if the offending driver finished last place Anything in the prohibited conduct list: 1 to 10 pt penalty depending on the severity, or how avoidable it is, or how many times it occurred FOR ENDURANCE, MINI ENDURANCE, OR MICRO ENDURANCE RACES Failure to make contact concessions: - offending driver will be, in the race results, placed below the driver they should've made concession to in the race - Time equivalent to a reduction of one position if the offending driver finished after the driver they should've made concession to - 1pt penalty if the offending driver finished last place in a points series/cup Anything in the prohibited conduct list: - 2 to 120 second penalty depending on the severity, or how avoidable it is, or how many times it occurred Pit Stop Related Penalties: The in-game mandatory pit stop setting will be used for races with mandatory pit stops, and any penalty incurred through it is applied. If a driver is found to have failed to conduct a legal pit stop, a 40 second penalty will be incurred, on top of any in-game pit stop penalties incurred. For fairness on tracks with long pits, and to deter gaming of the in-game pit stop penalty system. Mandatory Pit Stop(s): The legal pit stop(s) that must be made during the race, before the final lap. Legal Pit Stop: When you go into the pit, and your pit crew changes your tires. Drive-through Pit Stop: When you go into the pit, but are just driven through without stopping with your pit crew. (This does not count as a legal pit stop, even though the in-game system may treated so..) TO AVOID OR LESSEN PENALTIES These are things you can do to lessen the severity of post-race penalties, and in some cases avoid a penalty altogether: Make a concession by giving the spot back that you gained or would've gained by your infraction, as soon as it is safe to do so without impeding other drivers. Lift throttle to self-penalize in the race, to compensate for any time gained from your infraction, as soon as it is safe to do so without impeding other drivers. Report your own infraction, if you failed to self-penalize or make a concession in the race. Penalties are part of racing, of course, and everyone can get penalties from time to time, including drivers who are usually clean. Now, if a driver is found to actually be driving dirty, deliberately, that's another matter entirely. That driver runs the risk of being banned, and will not be allowed to participate again for at least 1 month, and only after submitting a 2 paragraph essay on why we have rules, and why they're important, to fellow racers, to petition for being allowed to race again. (This is known as "The Essay Penalty". ) Contact Concessions in Heavy Damage Races Click on the "spoiler" button for further information. Spoiler: Contact Concessions in Heavy Damage Races Essentially, in order to make a contact concession in a heavy damage race, sometimes you need to "pit with", because severe damage has occurred to the offended car. In a race without heavy damage (damage that will go away shortly), all that is required is that you give the spot back, or do not pass, until through the next corner on the track. This is also true if a contact concession is required in a heavy damage race, but little or no damage has been done. In a heavy damage race, if you've caused a collision, and you have caused the other car noticeable damage, you should not pass until reaching the pit entrance - at which point, if the offended car makes a pit stop to repair damage, you follow that car into the pit too, (even if your car is not damaged, and even if you have already made the required pit stop). Sometimes the offended car with damage will keep racing and not pit, because the damage is not severe. In that case, normal contact concession is appropriate. You should be watching, after you've caused an accident, to see if the offended car has incurred severe damage. This will be obvious if the accident was severe with hard contact between cars or walls. Or if the offended car is unable to drive in a straight line, or moving much slower because of engine damage. You MAY bump draft pushing the injured car in straights to push you both faster to get to the pit, if that's possible, safe, and makes sense in the situation/track. In the case that you are the offended driver on the receiving end of heavy damage, and wish to retire from the race, you should pull completely off track and indicate clearly (via text chat when safe to do so) that you are retiring, to let the offender know you don't expect them to wait and pit with you. (This is an acceptable exception to the rule against text chatting during races.) It should be needless to say, the offender should not assume to continue racing without a clear indication from the offended party. "Off-Roading" ie: failing to keep "2 wheels on track" Click on the "spoiler" button for a more detailed explanation of the concept of this prohibited track conduct Also called -- cutting, going wide, mowing the grass, off-roading, racing off-track, 3-wheels off, 4-wheels off, etc. Spoiler: Off-Roading Explained This refers to racing off-track, outside the normal track boundaries. (more than 2 wheels outside the track boundaries & curbing) Whatever the reason you've left the boundaries of the track, you are not to "keep speed" and continue racing, and definitely should not gain positions while outside the track boundaries. This is considered off-roading. It's the same essentially as "shorting the track" in the sense that you can continue with speed, unimpeded by other cars, as your fellow racers would find ON the track. So it includes not only cutting corners, but also "going wide" to "use more track" than technically exists legally. This is especially true if you are on paved tarmac (outside the track boundaries) or "mowing the grass" in a car that doesn't lose too much grip or is light enough to skitter across. Ideally, and technically, you're supposed to re-enter the track near to where you left the track. Obviously, the spectacular speed you might have leaving the track (after missing a brake point or being hit), or the configuration of the track, may make this impossible. All the same, as soon as you've left the track boundaries, you're number one priority should be to SLOW DOWN, so that you may re-enter the track as near as possible to where you went off. Oriented correctly, and not obstructing traffic nor distracting other racers who may wonder where/when you're going to plow back onto the track at speed. You are absolutely responsible for NOT re-entering the track improperly in front of racing traffic. Cars ON track have the right of way. You have given up your rights to position on track when you have gone 3+ wheels off-track. If you accidentally leave the track, you should "self-penalty" with a lift of throttle a moment. (A few seconds if the cut or off was large and the time you would've gained was more significant.) BY LIFTING THROTTLE TO SELF-PENALIZE YOU MAY REDUCE OR ELIMINATE ANY POST RACE PENALTIES YOU WOULD HAVE OTHERWISE RECEIVED. The only clear exception to this is if there has been an accident which has obstructed the track, and you need to steer off track to avoid colliding with the accident. At that point it's acceptable to keep speed, but you still are responsible for not re-entering the track in front of traffic. The only other possible exception to this is where you leave the track just briefly, with no traffic behind you that might be obstructed or distracted by your re-entry to the track. In this case, you should still lift throttle to self-penalize for just a second while off-track, and then continue back onto the track if it's safe to do so. If while off track you have accidentally passed a car on-track, you need to make a concession and give the spot back to that car as soon as it is safe to do so, in the same way you would do so if you had otherwise illegally overtaken by collision. Common (though not exhaustive) examples of prohibited off-roading areas: The grass areas along the Nurburgring. The concrete & grass lawns at Deep Forest. The grass lawns around Tsukuba & Cape Ring. The paved areas outside the track boundaries at Silverstone, Fuji, & Spa. The paved & grass areas outside the track boundaries at Autumn Ring. The hard sand along the track at Laguna Seca and Willow Springs. Slipstream, Draft Battles, Bump Drafting, Tandem Drafting EXPLAINED If you don't know much about these things, then you NEED to click on the "spoiler" button here. Spoiler: Slipstream, Draft Battles, Bump Drafting, Tandem Drafting, Slam Drafting EXPLAINED If you're not familiar with these terms, or think NASCAR is just a boring motorsport where people just drive around in circles... you really need to read this article: Inside NASCAR: The science of the tandem draft The only time & place this is forbidden by the rules is near brake points & through turns on regular circuits. Though some may do this through wide turns in the Low Power cars where nobody is braking. Also on High Speed Ring or SSR7, where there are slighter turns. It's legal on all ovals, even in turns. (Though inadvisable in turns in higher power or dicey handling faster cars.) Of course there should never be hard contact "slam drafting". (Never get a high draft on, and speed into the car ahead to propel them forward. It will result in damage, and may result in a crash or spin.) Any form of deliberate cheating, whether directly, indirectly, or not at all referred to in the rules, regulations, guidelines, is prohibited. If you merely messed up, and didn't realize it, and failed to act appropriately because you were confused or because of an honest mistake, the best way to avoid poor interactions with fellow drivers, is to accept the penalty, apologize, & chalk it up to experience & then move on, and make a serious attempt not to do such things in future. Makeshift Shuffle Club "Staff" (GTP Name / PSN Name) Race Director @watermelon punch / wat3rm370n Data Master @tarnheld / tarnheld Hosts @watermelon punch / wat3rm370n @tarnheld / tarnheld @amarynceos / GTP_amarynceos @LongbowX / LongbowX ( pts) Stewards @watermelon punch / wat3rm370n @tarnheld / tarnheld @amarynceos / GTP_amarynceos @LongbowX / LongbowX @Chiochan / ChuthuluGoat @snowgt / GTP_SnowCrash @daddyo845 / daddy-o845 @Handlebar / HandlebarMustash @Phouchg / xNikodemusx @John Wells / johnwells69 *tacom08 / tacom08 and YOU - All racers are expected to be stewards! if you have a report of a racing incident (yours or someone else's) PM the host or one of the listed stewards who was present in the race in question if that driver was involved the duty to review will be given to someone who wasn't Organizers @watermelon punch / wat3rm370n @tarnheld / tarnheld @amarynceos / GTP_amarynceos @snowgt / GTP_SnowCrash @LongbowX / LongbowX Test Drivers @snowgt * @AudiMan2011 * @LongbowX * @Zorrin * @GTsail290 * @John Wells * @RDAardvark * @IMZIZ * @jackargent * @watermelonpunch * @GTPMcBride * @Phouchg * @KingKlingeling * @daddyo845 * @Handlebar * @amarynceos * @HusamOne * @GranTurismo916 * @ryzno * @tarnheld * @temuster * @Baron Blitz Red * @Patrick8308 * @spraggy0558 * @Chiochan * @Cu3e * @Mires If you have the time & interest in test driving cars, you are welcome to get involved in testing for new lists in the Time Trials section thread. Thank you very much to everyone who has helped in the past and continues to help test cars to make a variety of lists to use in this format. Member Involvement Information If you're interested in getting involved with hosting or stewardship, let us know. Speak up! We're also interested in having more hosts for scheduled racing. For example: The club lobby could be used for more SPEC racing with tuning prohibited, using whatever cars on our Car Lists in 1-make racing. There is definitely an interest in this type of racing, and it's a good way get some experience in hosting in an easy format. If you would like to host a scheduled event, please PM the race director with the Event time, details, and what you're planning to do, so it can be listed in the Schedule in Post #2 and an event can be scheduled in the GT6 Community Club Events. INSTRUCTIONS FOR USING CLUB LOBBY FOR IMPROMPTU RACING You may use the club lobby to practice on your own, or to meet up with fellow racers to race or practice. Click on the "spoiler" button for instructions & tips. Spoiler: Impromptu Racing or Practices in Club Lobby Go to Community, and choose the Makeshift Shuffle Club See if any members have any rooms already & if you want to join. If you want to host your own room, you can create a room. You should put the general info about what you're planning to do in the Room title. Use the settings & general regulations posted above, for continuity of what people expect in the club. For example, other members will have their list cars prepared, tuning prohibited, and are interested in and accustomed to racing with the regs of the club. You will have the option of making the room members only, friends only, or public lobby. This could be a way to get people interested in doing some spec races when you're up for it. People are often looking for spec racing with tuning prohibited. And if you do 1-make races using the club lobby, and even better, a car that's in one of our Car Lists, you're more likely to attract drivers, because many will already have the cars, and be interested in this kind of racing. Shuffle/Parity Event Instructional Checklist for Hosts Spoiler: HOST instructions checklist Pre-prep Save General Settings with things that don't change (like aids & car restrictions) Get ready car lists, Parity Assignment List, & Itinerary List Check number of sign-ups in events before making lobby to set room to restrict 4 more drivers than sign-ups Lobby Set-up Peruse all settings after adjusting for event Notice new drivers who may not have parity assignments or be familiar with their car assignments At event start time, start the vision check procedure Prepare for 1st race grid order appropriately. (Manual Reverse Parity Grid order for 1st race of a shuffle.) Before/Between Races Change Tracks: check & adjust -> laps, grid start settings, tire restriction, time settings, weather settings Take note if there's a new driver or a driver who's left between races Adjust grid start accordingly (drivers who participated & left between races requires manual RGO line-up. new joins start on pole in #3 car with automatic RGO setting - mid-event arrivals always start on pole in any event) Check cars as assigned to drivers - ask others to help checking cars Check tires in the members screen (and PP for 1-makes) Start the manual grid line-up (when applicable) asking drivers to first cancel entry and remain quiet in the chat for grid order announcement Announce a reminder if the race is damage heavy and/or if there are mandatory pit stops Announce Caution Turn 1, particularly on a track with a turn one that is problematic After Each Race Take pictures of finishing results SAVE REPLAY Take note if there are any reports of incidents in the text chat These groupings of cars should make for something approximating a shuffle type racing mix. They are grouped into types of cars, because they're quite close in average performance within the groupings. They are then ordered by average speed, slowest to fastest. This is based on testing with a variety of drivers of integrity, but different driving experience & skill, on various tracks with controlled parameters, to provide statistically significant data about the cars generally. This is not meant to be an exact parity system, nor anything like spec racing either. The cars are close enough (at least as close as in shuffle, if not closer), but they're not the same. IE: lots of luck involved (like shuffle) Anyone is free to use these lists in whatever way they like, steal the lists, make their racing league based on them, or whatever. Useful Information: This is a compilation of information, instructions, or tips you might find useful. Click the "spoiler" buttons to reveal these topics. Spoiler: Better Connection Experience Online These things are known to lessen the chance for you to have good connection experience in online racing lobbies, and possibly increase your chance for problems: Using WiFi to connect the ps3 to your modem/router (instead of a hard wire (cat6) cable connection which is more reliable). Using mobile internet (tethered to a phone) to connect the ps3 to the internet Having a bridged router set-up without the proper settings. Having another device streaming video or otherwise heavily using the internet while you're racing. (Having several of these, will make it likely for you to have connection issues.) These things you can do to try and improve your connection experience in online racing lobbies: Reboot the PS3 fresh before joining a lobby if you have been using the PS3 for something else (like Netflix), or if you have been racing in Quick Match lobbies. Clear the cache in GT6 periodically, or regularly if you race in online lobbies or Quick Matches a lot. Reboot your modem periodically. (A monthly restart at least. More often if you have issues.) Check your internet speed periodically to discover if anything is amiss compared to what it is normally. (This way you can contact your ISP or check your equipment if you notice some change.) Move the router/modem up & away from other electronic equipment and especially power cords or power strips. Keep all electronic equipment, including the PS3, away from each other, and power cords and power strips. Unplug any extra cat5 or cat6 cables or ethernet hubs or any old piece of equipment that's plugged into computers, the ps3 or the router/modem, as old cords, splitters, or hubs, can cause unwanted feedback interference. Give your PS3 "breathing room" so air can circulate around it freely, and periodically clean the vent holes carefully to pull out dust & debris that might build up on & around the vent area. Put tablets or phones connected to the WiFi in "airplane mode" while you race, and/or close apps on your computer that might connect to the internet automatically. If you use a "bridged router" set-up (ie: modem & router are separate apparatus), then you should look into instructions for having that properly set up for the PS3. If you have a lot of hard drive space used on the PS3, clean out unwanted stuff. For example, delete unwanted pictures out of your GT6 gallery, remove old game files for games you no longer will ever play, or old music or other files you have stored but don't use anymore. If you want to keep stuff you don't use anymore, transfer them somewhere else. (A lack of hard drive space can cause functional problems in some games, so you never want to fill the hard drive to near capacity.) Use a separate device to listen to music while racing instead of the PS3 GT6 Personal BGM. (Having music files on the ps3, and running your personal custom music while in the game has been reported to increase your chances of problems in the game, particularly if your hard drive is nearing capacity.) There's no definitive explanation of why sometimes some people have connection problems. This is because usually it's a combination of things. And also a combination of those things for multiple racers in the same lobby, increases the chances that some racers will have connection problems with some others. One or two less than ideal factors in your internet connection may not cause a big problem. Or, may only cause a problem if you're in a race lobby with others with less than ideal connection set-ups. Obviously it's understood that sometimes having an ideal connection set-up is just not possible. So the best course of action is to do as much as IS possible, to improve your chances for a good connection. If everyone does as much as is possible for them to make good connections likely... it will improve the chances for everyone to have a good connection. We're all in it together! Spoiler: Posting your GT6 Photomodes to the forum Post your photomodes from GT6 to the GTPlanet forum either by USB stick transfer, or completely through the web internet (both instructions below) USB Stick to computer transfer method In GT6, Go to Gallery Move the pointer over to the list of photomodes Press the Controller Select Button Checkmark the photomodes you wish to export Export photos Exit GT6 Insert USB stick Go to the Photos Menu on the PS3 main menu Scroll down to the folder with the photos in it (likely named by month) Choose to copy the folder, and select all Check Rename and Save Choose to save to your USB stick Then take the usb stick to your computer and plug it in Compose a reply on the forum thread, and choose to upload those photos from the USB stick (or you can transfer them to your computer hard drive first and upload them from there) Choose to insert the files into the reply composition text box either in thumbnails or full image, as you choose * Via the Internet method In GT6 go to Community / My Profile / Public Photos Choose to add the photomodes to share in your public photo stream (you can share up to 16 at a time) Then go to the internet and sign into GT6 on the Gran Turismo web site. Then load the GT6 web version of Community: https://us.gran-turismo.com/us/gt6/user/#!/mypage/photo/ (Note: Your country may be different than "US", so find what that version is and replace "us" with that in the URL, and it will display the page in your language. For example, the default it may take you to when signing in on the web will likely be Japanese. You can change this.) Once you are at the GT6 Community on the web, go to your profile, and then to your public photos tab. Click on the photo you would like to save. There will be a little page icon in the bottom right, click on that to bring up the image in a separate web browser page, and you can right-click to save the image. Compose a reply on the forum thread, and choose to upload those photos from the USB stick (or you can transfer them to your computer hard drive first and upload them from there) Choose to insert the files into the reply composition text box either in thumbnails or full image, as you choose * * You can also upload your photos to another location that you have (such as flickr or photobucket, or your own web site if applicable), and then link to them in the post. The benefit of uploading them to the post is that you can upload a series of pictures to one post and insert them as thumbnails, and then it presents as a click-able slideshow people can view. Spoiler: Quoting and Re-posting photomodes Quoting and Re-Posting photomodes already posted in the forum If you simply quote a picture post that's been uploaded to another post in a thread, your quote will only display as a link to the picture. You can get around this though: Right click on the image Choose "copy image location" Go to the post you're composing and click on the image insertion button (right next to the smiley button) Right-click to paste into the dialog box that pops up, and enter it If you want to make the image smaller, enclose it in QUOTE tags (choice is in the menu button next to the film button for inserting media) Look forward to seeing you on track.