Suzuki Cappacino RM Racing 4-17

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Yeah, I'll bite, too.

1. No ballast
2. Race Hards is best, imo.
3. False starts off. They tend to cause lag and blackscreens in rooms.
4. Penalties off. They tend to be unfair towards victims, and cars turning into ghosts randomly is annoying.
5. Damage to light.
6. I like the 30-50 milers. Enforcing a pitstop is always a good idea.
7. Do qualifying like how we do it in the Lexus/Integra/Miata series. I'll expand on that later.
8. A mix of shorter and longer tracks is best, imo.
 
So, lets gather up some opinions here:

1: Slightly limit the PP to allow ballast manipulation?
2. Sports Soft or Race Medium tires?
3. False starts on or off?
4. Penalties off or light? I prefer off until repeated bad driving deems necessary.
5. Damage light or heavy? I prefer light, you pay a consequence but won't ruin your whole race.
6. Shorter races (15-20 laps) with no pits stops or longer races (35-50 laps) with pit stops? If we do pit stops I might know of a way to force everyone to use both sports soft and race hard tires per race. 👍
7. I would do a short heat race for qualifying. Start feature race with fastest first or slowest first?
8. Tracks: shorter tracks or long tracks? GT5 original tracks or real world? I like the idea of doing them on real world tracks. Opinions on a custom track or two? I have about 200 of them, but I know some people don't care for them.

1) No, if people want to use ballast it should be their own disadvantage
2) Sports hard imo
3) False start check On
4) Penalties Off
5) Damage heavy
6) Longer
7) Short heat sounds fine as long as total participants is < 16...
8) I'm partial to known tracks (ones that have been on all/most of the GT-series)
 
Since I can't race online I did some freerun at Nurburgring. I did a 7'57 on sport softs, then I tried a few times on race hards and crashed, or invalidated my lap, three times in a row before the karoussel so I called it quits there. If I have nothing to do tomorrow I'll post the replay. :)
 
I would be happy to race under the settings Cam has suggested. I usually prefer damage and penalties off, but as long as everyone is clean and respectful, they don't really effect a race
 
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If everybody's ok with me being the organizer, I think I have enough info in this thread to throw some rules and regulations together. I can try to get everything organized and start a new official thread for the league tomorrow or Monday. Would any of the drivers that participated in the previous Capp league be interested in the chief steward position? All that would be required is save replays/record results, serve as alternate host, and maybe offer some helpful advice here and there.

Yeah I can be one of your stewards and help out.

Firstly, whoever said street tires make cars difficult to control for everyone except those who could tune well enough to compensate was half right. Tuning DOES make a difference, that's why it's a part of racing. If you're not good at tuning in GT5, I suggest you try something like the spec class in the FM Series, because the only settings you'll have to figure out are for your LSD.

If you can't dedicate the time to practice, that's understandable, it just means you'll have to seek out other casual players such as yourself to get together with. Or you could compete with people who are more skilled than you, learn from them, and probably find yourself improving much faster than if you hadn't...

Trust me when I say the faster guys running the GT class in FMSC aren't really that dedicated to tinkering and tuning that car. I'm pretty sure most of them used a default tune or one they grabbed from online so they wouldn't have to worry about it. Brosif's a good tuner but he wasn't fast in GT because of it, he just knew the track better than anyone else. This is evident in the fact that he got pole with both classes.

It's all about skill man. R1600Turbo doesn't hardly tune his car at all, I wouldn't be surprised if he ran the default tune on the GT car with slightly different toe settings or something. And I know for a fact that he just runs the default LSD setting with the Spec car.

On the '89 Miata tuning the LSD makes hardly any difference at all no matter how you change it.
That's why FMSC is awesome to race in, you just get your car and go.

A general rule of thumb for how much time a perfect tune can subtract from your time (dependant on the track of course) is only about half a second. and that's if you're hitting the fastest possible time with a default tune. Tuning isn't for making your car faster, it's to make the car more comfortable for the driver to push harder. Remember that.


So, lets gather up some opinions here:

1: Slightly limit the PP to allow ballast manipulation?
2. Sports Soft or Race Medium tires?
3. False starts on or off?
4. Penalties off or light? I prefer off until repeated bad driving deems necessary.
5. Damage light or heavy? I prefer light, you pay a consequence but won't ruin your whole race.
6. Shorter races (15-20 laps) with no pits stops or longer races (35-50 laps) with pit stops? If we do pit stops I might know of a way to force everyone to use both sports soft and race hard tires per race. 👍
7. I would do a short heat race for qualifying. Start feature race with fastest first or slowest first?
8. Tracks: shorter tracks or long tracks? GT5 original tracks or real world? I like the idea of doing them on real world tracks. Opinions on a custom track or two? I have about 200 of them, but I know some people don't care for them.

I think those are the main things that would need sorted in order to get everything finalized and ready to go. As well as a day and time of course. Good times for me would be Friday around 7 or 8pm EDT (GMT-4), and really anytime on the weekends up to 7 or 8 pm EDT I guess we'd need an official name for the series too. The Cup O' Joe Series? lol If anybody can think of anything else feel free to add it to the list.

1. That's fine but you'll need to learn how to set the reg's in the online lobbies (heavier cars first - stay on track, then lower the minimum weight and send the rest out to make sure everyone's within their spec)
2. Sport: Mediums are the absolute best comprise in grip and drive ability. And as R1600Turbo already posted in this thread, they've proven themselves to be the best tires to run in a series with the range of power and weight we're considering here.
3. Off. They're not worth the trouble (as mule said)
4. Off. Leaving penalties on causes all kinds of undesirables like lapped cars turning to ghosts, which just takes away from the racing experience.
5. Damage light, limited. For the people that want heavy: you'll seriously regret it. I would never race heavy damage with a new series. Heavy damage should be used after one does a complete season with a group of guys with light damage so they know how to race around each other.
6. Longer, stops not being mandatory.
7. The feature, main race for full points should never ever start reverse grid.
Sand bagging, mis-gridding, impatience, they all present themselves as *bi
g* problems when you do reverse gridding. The only way to incorporate it is to have to races, one regular with normal qualifying and gridding. After that you reverse the grid of winners from the main race and shorten the race length for the second one and hand out lower points for it
8. Picking the right tracks is the most important part of making a series in GT5.
They need to be short and interesting because the draft in GT5 is way too much. I'll post a list of tracks I'd say would fit the ideal later. I'm all for custom tracks. It would be really fun to run a karting track with these cars.

Fridays sounds ok. I'll have to think about it.

What you really need to consider is the type of series it'll be. Whether qualifier or club format.
I suggest qualifiers for each race.


BTW: I find that using the practice area, with a ghost & the track grip set to real, is completely indistinguishable from "online", other than there's not other cars with people in them, on the track. Contrary to what other people report, I've gotten better lap times online, than in my practice area.
Maybe my internet connection is just so good that I don't experience latency much? ... I don't know. I had the wall jack for the DSL replaced recently. (If you're experiencing bad connection times it's not bad to check out that your jack wires aren't turning green inside there, from corrosion or whatnot.) (We also use hard wire cat 6 network cable to connect the ps3 to the router.)

Network integrity doesn't change people's times. Online lobbies give you slower times because tire wear is on when you're on track. Offline practice doesn't have the option for tire wear so you get faster times.
 
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I was never in the old series, however, I run the Integra series, and helped Steward the Lexus series for the last few races, so I can help if you want.

Been playing around with the car on Tsukuba. Tested it on both Sports Medium and Racing Hard, fully modified, and honestly, from a DS3 standpoint, they feel mostly the same. Obviously you can take corners faster with the Race Hards, but the difference isn't really that great.

I'll be fine with either. Fun car, though. Not liking how that red sponsor decal in the middle of the hood makes the brake indicator hard to see, but meh.
 
About the differences in lap-times:

- the tirewear online makes indeed a difference; offline all laps are equal while online some laps with optimal tyreconditions can be faster while once tyres are getting weared out, laps are becoming slower.
- many people in our league had the feeling that online you are faster when you are alone in the lounge then when there are 7 or 8 people in the lounge. They have the feeling grip is different. But it may be just a subjective feeling.
 
Probably subjective. I've never noticed any difference in grip online between when I'm by myself, or if I'm with a bunch of people.
 
I've done the heat/feature race format with "reverse order based on last race results" many times and never had any problelms and find it usually produces the best racing. Points are awarded for the top 5 positions in the heat race and that discourages people from sand-bagging just so they can start up front for the feature. Never had any problems with it not lining us up properly either, but if problems do arise then it will be modified.

I personally like 1 mandatory pit-stop, it mixes things up and adds a extra bit of strategy. Also, part of what I enjoy about a league is I always have an excuse to get on GT5 during the week because I need to practice and tune. With a pitstop it means I need to do tire testing, long runs and short runs to decide what the best pit strategy would be. That means I have even more reason to test and tune during the week! 👍

I had a thought, if there are enough non-North America drivers interested, maybe we could have the races on 2 nights, one for the NA crowd and one for the International crowd. They would run independently of each other, but everybody would be free to race in both, or whichever one fits their schedule better. Then at the end of each season we could have a Race of Champions where the top 8 drivers from each division join up for a race to decide the World Champ. I could keep track of the stats and everything for both divisions, would just need an Official Steward to host that race and send me the results.

Wardez, you can be my Chief Steward. We seem to have slightly differing opinions on things so I think if we work together we'll come up with good comprimises that will suit the majority of members. Plus you seem to have a lot of experience in many disciplines of GT5, that will be valuable. I'll get an official format together and run it by you first before we make it public.

Mule_9242, you can be my Secondary Steward and advisor. It seems between the 3 of us we have a good amount of league experience so that should provide a great foundation for us. Also, all 3 of us can host official practice/tuning sessions through the week based on our schedules, so that should make it easier for people with differing schedules to participate in practice sessions. Maybe one of you could host the International Division races, depending on your schedules.

This seems to be shaping up quite nicely! I'll have some time today to get all my notes in order and put a format/schedule together, but probably won't be able to create an official new thread and social group until tomorrow. Since the PSN seems to still be down, we have a little time to get it all ready. Thanks to all for your input!!


Brandon
 
Thanks for going through with it. We'll have a lot of fun getting it started and getting it right.

The thing about reverse grid racing being more challenging and fun is right. It works as long as you keep it with the main race determining the heat race's reverse grid. That way you can award lower point values for winning the heat race (which should be a sprint race) .

Think about what mandatory stops mean to race strategy:
you have to stop. So you can either stop sooner, later, or multiple times. That's three strategies.

Now think about no mandatory stops:
you don't have to stop. So you can either stop sooner, later, multiple times, or not at all. That's four strategies.
And yes that's a really rough layout but just use it for the sake of concept. But as you can imagine, that's more strategies. You not only can practice for different stint-lengths but also try to complete a race length number of laps with no stops to see how you'd do.

Doing two different leagues with separate times can work if you want it to and there's enough interest. Otherwise don't put too much on your plate.

The championship split race idea is always cool.

I'll help out as much as I can.

PM me the run down of what you're planning and we'll discuss.
 
I was also thinking of starting a series for these. In my plan, there would be two classes:

GT - Race Mod, all upgrades except turbos, can use RH, RM, and/or RS tires.

ST - No race mod, body kits allowed, small power increase, no adjustable parts apart from aerodynamics. SH, SM, or SS tires allowed.

There would be room for a maximum of 16 entrants in each class, the races would be run in seperate rooms if necessary.
 
I think that having no mandatory pitstop would mean nobody would ever pit, resulting in only 1 strategy. If I'm in a race and I know there's a chance that some people won't pit, then I'm not going to pit and put myself at a disadvantage. I was in a league with this setup, and because I'm easy on my tires I never made pitstops and won most of the races. But I never really felt like I earned the win because I didn't really fight for it. I just waited till everybody made their stop and then inherited the lead.

This was the only experience I have with this setup so that's all I have to go on. There could be a different element to it that I'm not familiar with though. With the goal of this league to keep everybody as evenly matched as possible I think keeping the pit stratagies similar would be best. Either everybody pits or nobody does, so there's a little bit of strategy but not a huge difference between them.

To start with I'm going to keep things as simple and even as possible, and as we grow as a league and learn from our races we can start to look at mixing things up more and adding different elements. It's been my experience that new league's always run into a few speed bumps in the first season, so it's good to start simple so we can see what works best with this group and what doesn't work and then modify things from there. 👍

I really hope they get the PSN issue resolved soon, I'm itching to get my Capp on track with you guys and trade some paint!!


Brandon
 
Not necessarily. Ideally (imo) a pitstop should be a wash going by lap-times. Example: 40 lap race where you might average 1.5s slower/lap for the last 20 laps vs taking a 30s pitstop halfway through.


But it isn't that simple. Because of the draft, if you wind up alone it might become advantageous to pit (and rejoin a group). Or perhaps you're the type of person that is more likely to make a big mistake if you stay out on greasy tires. Or maybe you'd prefer fresh tires, but you are drafting in 2nd or 3rd and don't want to give up position.

Having an option NOT to pit adds a whole lot more strategy and fun to the game. Add heavy damage and things can get really interesting
 
Wardez makes a great point, actually.

I still say no to heavy damage, though. At the very least until we get accustomed to racing with each other
 
In cars that experience significant tire-wear that might well be the case. But it's been my experience so far (with offline physics) that these cars are pretty gentle on tires so if a pitstop isn't mandatory then I doubt anybody would bother to make one. I did some tire testing yesterday and I was able to go 20+ laps with no real change in tire feel or lap times. In fact some of my fastest laps were done after I already 15+ laps on them.

The league I was in that didn't have mandatory pitstops was also lower powered cars and the races were all over 40 laps, some were 60 laps. Almost everyone else would pit but I'd go the whole race on 1 set of tires and theyd's still have 60-70% life left. It kind of pissed everybody off to be honest, but if a pitstop isn't mandatory I'm not going to make one unless it becomes absolutely necessary.

I'm not trying to say any of those things are wrong or not fun, but I think the intention of this league is to be simple and have fun with everybody on a very level playing field. It could possibly even serve as a starting point for new drivers to learn how to properly race online. From here they could move on to more serious leagues that have more diverse pit stop strategies, full damage, and qualifiers for different divisions. Perhaps, if we get enough members we could have an amateur division with simpler rules and shorter races and a pro division with all of the more advanced elements and strategies the game offers. That way we could offer something for everyone! Personally, I'd love that because I do enjoy both styles. :)
 
Online tires wear much faster than offline.

EDIT: Here are some tracks I suggest we can use:

Nurburgring GP/D: Always a nice track. Not overly long.
Cape Ring South: One long straight, then basically an endless streak of turns. Wide variety of turns as well.
Tsukuba: It's overrused, I know, but it is for a reason. It's a track that suits pretty much any low-power car well.
London: I'm not a fan of street circuits, but if you were to go with one, I'd suggest this.
Grand Valley East: see: Nurnurgring
A Custom Kart track, like what Wardez said: Would produce some exciting racing with flat, simple corners.
 
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So after reading through this thread, I'm hearing a general consensus forming.

It almost sounds like this is going to end up being a WTCC-style series run with one make... Perhaps with a production class series thrown in.

For those of you who don't understand the potential problems of reverse-grid second heats, I recommend you watch a WTCC event. You'll get to see plenty of sandbagging to either qualify dead last or in the middle to take advantage of the reverse grid...
 
I think heavy damage is a bad idea as well, yeah sure you can say it adds some strategy etc etc, but I've been part of races which have fallen apart due to people being shunted turn 1 lap 1 which heavy damage on and then raging and leaving, I mean, I'm sure you're all much more civilised than that here :) but until we know/can judge each others racing then it'll be a bit too frustrating!

Maybe you can make the reversed grid race a sort of bonus race of sorts, where after the main race there is a short reverse grid sprint race, like maybe 5, possibly 10 laps or something like that. Award the winner of this much less points than the main race (thinking like 10 to 25% of the main race, whatever that may be), this way you wont get sandbagging because the grid pos depends how well they did in the main event.

I reckon with something like this it'll give the series a little extra edge and some uniqueness, thoughts?
 
I agree. The faster driver should start up front. There are enough of us at different skill levels that each person should have someone to race against and compete for position. If the faster driver starts in the rear, it's just gonna lead to problems for everyone. I am fully content with racing mid-pack battling someone with equal driving experience for the 6th place finish. That is the type of racing I'm looking for online, and after reading these post, I believe many of us will agree.
 
Here's the schedule from the first series.

1. Grand Valley East - 24 Laps Mar. 1st
2. Autumn Ring - 20 Laps Mar. 8th
3. Tsukuba Circuit - 28 Laps Mar. 15th
4. Cape Ring South - 20 Laps Mar. 22nd
5. Laguna Seca - 18 Laps Mar. 29th


Of the 6 here GVE was the most fun to race.We accidentally had a semi reverse grid so the top 3 ended up starting 11-13th.Having a long straight is essential for these cars because they are so slow.The first half of that race was a blast with several position changes per lap.The only other track on that list i would care to run again besides GVE is Laguna.

GP/D would be a great choice.👍

London doesnt have a pitlane.

As for the homemade track i would stick to tracks that are known and available to all people to use at anytime (PSN fail).

I thinks its great that Brandon is putting so much work into testing however it might be a waste of time.This car is so much different online compared to offline that testing now is just killing time.I can say for sure that this car is a twitchy, nervous little beast that takes forever to get heat in the tires and the stickiest,softest tires in the game will last forever.At no point in the season did anyone feel the need to change tires.
 
Yeah, I didn't even notice that it didn't until now.

Shows how much I use it. :lol:
 
The league I was in that didn't have mandatory pitstops was also lower powered cars and the races were all over 40 laps, some were 60 laps. Almost everyone else would pit but I'd go the whole race on 1 set of tires and theyd's still have 60-70% life left.

That can happen when you massively overtire a car.



I think heavy damage is a bad idea as well, yeah sure you can say it adds some strategy etc etc, but I've been part of races which have fallen apart due to people being shunted turn 1 lap 1 which heavy damage on and then raging and leaving, I mean, I'm sure you're all much more civilised than that here :) but until we know/can judge each others racing then it'll be a bit too frustrating!

It sucks much worse in real life, but that's racing. I like it because it can completely change your pit strategy, forces people to stop doing kamikaze crap, and it cuts down on bump drafting.

I agree. The faster driver should start up front.
Agreed. Forget reverse grid. If you want to even the series out, force the top 3 finishers to take on progressive ballast for the next race (30kg 1st, 20kg 2nd, 10kg 3rd). If they then don't finish top 3, it comes off for the following race...
 
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Well, it seems the consesus is against reverse starts so we will start with fastest first. Because of the inconsistencies with qualifying order based on hot lap times I still like the idea of having a qualifying race (4-5 laps) to determine starting order for the longer feature race. I've tested this, and as long as nobody leaves the pits after the qualifying race, for the next race it will start us in the order we finished (fastest first). I like this format, we get a little extra racing in as well as earn a little extra cash. And, we'll be on Sports Soft tires.

I know the "testing" I've been doing is somewhat pointless, but it's given me something to do while the PSN is down and I can still get a good idea of what tracks would be good for these cars. They are very fun to drive! But I'm well aware that the online physics can be different, I normally do all my practicing online. I hadn't driven the RM Capp until a couple days ago so I'm just getting familiar with it.

So my plan to start is to have a short 5 or 6 race season with most of the rules and regs fairly simple and manageable so we can get a feel for what kind of drivers we have and what rules need to stay, be modified, or be done away with. No matter what, these little cars are a blast to drive so we'll all have lots of fun! My point is, if there are 1 or 2 things I implement in the first season that you don't care for, don't give up on the league because things may change for the second season. And the first season will probably be fairly flexible, if there's something that obviously isn't working or a majority of people don't care for we will change it for the next race to see what works best. I think after 5 or 6 races we should have most things ironed out.

The tracks mentioned above are some of the ones I have in mind. Have any of you run Grand Valley East Reverse? I think the scenery on that version is better and like the layout too. It's a great fit for cars like this. I ran several of the tracks mentioned, here are the ones I think I'd like to have for the first season:

1. Tsukuba - easy and we all know it, a good first race for everybody to get a feel for things.
2. Autumn Ring - another track most people are familiar with, almost taylor-made for these cars.
3. Laguna Seca - these things BLAZE through the corkscrew!!
4. Grand Valley East-Reverse - another track that feels taylor-made for these cars.
5. Cote Azur (sp?) aka Monaco or the Nordeschlife - drove the Capp around both of these and it was some of the most fun I've had on them! They're still a challenge, but after 4 races we'll be ready for a good challenge. :)

I'm flexible on the last track, I could see some people not wanting to run those but I wanted to put it out there. They're personal favorites of mine and the Capp was a ton of fun on both of them. Thoughts?


Brandon
 
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I say to just do qualifying the way we do it in the Integra/Miata series.


-Say the race is on Sunday. You have a qualifying session on Friday, and a qualifying session on Saturday. Two session in case people can't make one.

-Either in groups of 1, 2, or 3, have them take the track, and start a 4 lap race.

-When the race starts, the first guy goes, while the other two wait for 20-30 seconds, then the second guy guys, third guy waits, then he goes.

-In the rooms, you can watch 1 guy, and other people in the room can watch others if needed, to make sure their laps are clean.

-Lap 1 is just an outlap, or warm-up lap. laps 2 and 3 count as your flying or timed laps, and lap 4 is an "inlap" used to make sure you have enough time to write down the lap time.


It's really easy to do, simple, and has worked very well in my series, as well as RT's Miata series.
 
I like the qualifying, like the regs, like the tracks...let's see, what are we missing?...oh,yea...hello?Sony?Anyone home?
 
MÜLE_9242;5242400
I say to just do qualifying the way we do it in the Integra/Miata series.


-Say the race is on Sunday. You have a qualifying session on Friday, and a qualifying session on Saturday. Two session in case people can't make one.

-Either in groups of 1, 2, or 3, have them take the track, and start a 4 lap race.

-When the race starts, the first guy goes, while the other two wait for 20-30 seconds, then the second guy guys, third guy waits, then he goes.

-In the rooms, you can watch 1 guy, and other people in the room can watch others if needed, to make sure their laps are clean.

-Lap 1 is just an outlap, or warm-up lap. laps 2 and 3 count as your flying or timed laps, and lap 4 is an "inlap" used to make sure you have enough time to write down the lap time.


It's really easy to do, simple, and has worked very well in my series, as well as RT's Miata series.

This is highly recommended. You wouldn't even need to do two days. Just keep it open on the day before and qualify people whenever any of the stewards can.

As for tracks:


1. Tsukuba - of course
2. Autumn ring reverse - since the draft wouldn't be as heavy going uphill on the main straight rather than down.
3. Laguna - a must
4. Grand Valley East - for sure
5. Monaco would be awesome!
6. Custom karting track - I think the Capp's could be fun at Tokyo when set to a wide road length.
 
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