- 5,676
- Ontario
I will be hosting a full-length Daytona 500 race this afternoon, as part of the PURE | NASCAR Sprint Cup series
Car regulations
Racing Rules
Race Settings
Car Selection Method: Garage; Car Filter: Filter by Performance Settings
Limit Driving Options
Teams
Since there are a limited number of Gen 6 Nascars in the game, there will be duplicate cars. There will be 5 teams, with two different cars in each team.
Each team must have at least 1 of the 2 different cars before more more drivers can join that team.
(CURRENTLY NOT ACCEPTING ANY MORE HENDRICK MOTORSPORTS ENTRIES)
Earnhardt Ganassi Racing
Roush-Petty Motorsports
Joe Gibbs Racing
Stewart-Haas Racing
Qualifying will take place 10 minutes before the race. It will be solo qualifying, however many laps you can run in the 10 minutes.
Rolling Starts
Sign up here!
If you do not have a PURE Account, sign up for one here:
http://pure.gate19.net/index.php?page=register
Race Start Time
Saturday, January 11th | 21:00 UTC | 4:00 PM EST | 13:00 PM PST | 10:00 PM CET
The public lobby will be open 1 hour earlier
If you do not have a PURE Account, sign up for one here:
http://pure.gate19.net/index.php?page=register
Race Start Time
Saturday, January 11th | 21:00 UTC | 4:00 PM EST | 13:00 PM PST | 10:00 PM CET
The public lobby will be open 1 hour earlier
Car regulations
- Only the 2013 "Gen 6" Nascars will be permitted for use
- Cars will be restricted to 650 horsepower using the power limiter in the set-up menu
- Racing Hard tires ONLY
- You may NOT use any other tire compound (softer or harder) other than the one listed for that specific track
Racing Rules
- NO CAUTIONS - use this as an extra motivation to RACE CLEAN
- Two tires must remain in contact with the track at all times.
- At Daytona and SSRX, the "apron" (area between the bottom yellow line and the grass/paved runoff) is NOT track and you may NOT run on it to make a pass.
- On road courses, curbing/rumble strips and most hard surfaces attached to white boundary lines are track; different considerations may be made at certain tracks.
- Concrete patches, "greencrete", or turf and other run off is not considered to be track.
- When exiting pit road, you may merge onto the racing line as soon as it is safe to do so. You must make certain that you will not impede any other cars while merging. Harsh penalties will be applied to those who cause an accident while exiting the pits.
- The same thing applies for drivers rejoining the track after spinning or otherwise leaving the racing surface.
- Lapped Drivers may not impede the progress of the lead lap cars. They may, however, choose to help a lead lap car by bump drafting, etc.
- Bump drafted is permitted on all tracks, provided it is safe to do so.
- If you cause an accident for any reason that causes another driver to spin out, you must wait for all affected drivers to rejoin the track, and allow them to overtake you before returning to race speed. Doing so proves it was unintentional, and will lessen any penalties applied to you.
- Slight bumping and rubbing is inevitable and permitted, but intentionally punting a driver out of the way ("bump-and-run") to overtake him, or worse, intentionally spinning him out, is strictly prohibited. Penalties will be applied for any and all punts, and there will be zero tolerance for dumping another driver.
- Room Mode - Practice/Qualify/Race
- Room Privacy - Public
- Race Quality - High
- Voice Chat Quality - Off
- Fixed Room Host - Unfixed
- Maximum Number of Participants - 16
Race Settings
- Start type - Grid Start; Grid Order: Fastest First (N/A to our rolling start format)
- Boost - Off
- Penalty - None
- Tire Wear/Fuel Consumption - Normal
- Grip Reduction on Wet Track/Track Edge - Real
- Minimum Number of Pit Stops - 0
- Require Tire Type Change - Off
- Race Finish Delay - 180 seconds
- Visible Damage - Off
- Mechanical Damage - Off
- Slipstream Strength - Real
Car Selection Method: Garage; Car Filter: Filter by Performance Settings
- PP Limit - N/A
- Max Power Limit - See Car Rules above
- Minimum Weight (kgs):1565
- Drivetrain - FR
- Tires - See Car Rules above
- Nitrous - Prohibited
- Vehicle Tuning - Unlimited
Limit Driving Options
- Skid Recovery Force - Prohibited
- Active Steering - Prohibited
- Active Stability Management (ASM) - Prohibited
- Driving Line - Prohibited
- Traction Control - Prohibited
Teams
Since there are a limited number of Gen 6 Nascars in the game, there will be duplicate cars. There will be 5 teams, with two different cars in each team.
Each team must have at least 1 of the 2 different cars before more more drivers can join that team.
(CURRENTLY NOT ACCEPTING ANY MORE HENDRICK MOTORSPORTS ENTRIES)
Earnhardt Ganassi Racing
- #42 Chevy:
- #88 Chevy
Roush-Petty Motorsports
- #43 Ford:
- #99 Ford
Joe Gibbs Racing
- #11 Toyota:
- #18 Toyota
Stewart-Haas Racing
- #14 Chevy:
- #20 Toyota
Qualifying will take place 10 minutes before the race. It will be solo qualifying, however many laps you can run in the 10 minutes.
Rolling Starts
- The race will have a formation lap and rolling start.
- The formation lap is used to sort all cars into proper grid order before the race
- The pole sitter chooses which lane he wants before the race starts. The 2nd place car will lead the lane not chosen.
- All other cars will be in their assigned lane regardless of which lane the pole sitter chooses. Odd numbered cars will start on the inside, Even numbered cars on the outside.
- The start is not staggered; 1st and 2nd will start directly beside each other, as will 3rd and 4th, 5th and 6th, etc.
- Maintain a pace speed of 60 mph / 100 km/h
- Absolutely no weaving on the formation lap; it does more harm than good
- Unless otherwise noted, the start line in the game will be where the polesitter accelerates
- You may not attempt to pass any car in your lane until you cross the start line (don't jump out of line except to avoid a wreck)