- 26
- FL
- NRz_DuhVillain
Hey so I just wanted to post this because these are the rules that competitions have pretty much always been using since the beginning of online drift comps in GT5.I understand there is another rulebook out there with extreme depth on the details of how a competition works on a pro level. This is just to serve as a brief abbreviated version of that for people and teams that want a quick rundown to refer to for impromptu competitions. There are a lot of teams that are abandoning traditional impromptu competition rules so here are the basic guidelines that you and your team should follow if you would like to be taken seriously. These rules are accepted and abided by teams such as SYN-D1, Team NEMESIS, NRz, DUD, NOISBOMB, MCR, EMP, AAO, STAR DRIFT, etc.
RESTRICTIONS:
RESTRICTIONS:
- -CH TIRES ONLY (I am aware of the controversy on realism but gt6 physics allows for more ideal competition on CH tires)
- -ABS: ALLOWED (people who restrict ABS are not realizing that the brakes in GT6 lock up very quickly and make it difficult to slow down or stop. left foot braking is a vital tool in drifting and if your team is restricting ABS and not using front breaks, then that just means one of your leaders hasn't figured it out yet...but that's okay because that is why I wrote this. If you restrict ABS because you don't use it, that doesn't make any sense. If you don't want to use abs then fine, but don't restrict the ability for other drivers to use it that actually understand how to use left foot breaking as a useful tool.)
- -HP REGULATIONS: the most common restriction is 600hp. There is not much need to go any higher than 600hp. If your car can not get grip then you need to tune your suspension not add more hp. Grip will make you drift faster, not hp.
- -DRIVETRAIN: FRONT ENGINE ONLY (i don't see a need to elaborate on that)
- -DRIFT MODE: OPTIONAL (more steering lock is more realistic but being in race mode makes drivers more reliant on their tune in order to achieve good angle
- -PASSING: passing is not allowed and will always amount to an automatic zero on your run unless the lead driver goes off line and you pass by taking the proper driving line. If you are not on the proper driving line and can not make a CLEAN pass then you get a zero. It is also not allowed to force a pass.
- -CONTACT: contact does not amount to an automatic zero unless the lead driver is pushed off line or off track. If there is contact but it does not affect the lead driver than that is okay.
- -COURTESY ROLE: Courtesy is expected to be given to the following driver on every run. Remember that the goal is for the drivers to be close to each other the entire time. It is harder for a car to show good driving ability if they are on the lead car's door than it is for them to show it if they are left behind. Drifting is supposed to be door to door and leaving another driver at the line leads to a rerun or sometimes a disadvantage.
- -TIRE DROPS: Dropping one tire is a deduction and dropping two tires is an automatic zero on the run. Touching rumble strips doesn't count as a tire drop. the tire must go over the rumble strip.
- -SPIN OUTS: If one driver spins out, it is up to the other driver to finish the run out clean. If it is not possible for you to stay in drift due to the nature of the other car's spin, then that will have to be taken into account by the judges.
- -TANDEM RUNS: Tandem runs should always be one run with each driver getting a chance to lead and follow for a total of 2 runs and both runs should be on the same section and in the same direction. Some tracks are easier in one direction than the other and all variables should be constant so that the question of "Who is the better driver" can be answered. This way driving ability is the only changing variable.
- -VOTING: voting is ultimately done at the end of the second run of the battle. typing who did better on the first run only exists to be a place marker for people to see who has the advantage. but if on the second run the other driver has the advantage and did a LOT better than the driver that did best on the first run, then the win should go to the driver that did the best overall. If voting is done on both runs then on a situation like that, the battle would go in to OMT and that wouldn't make sense.
- -OMT vs. SUDDEN DEATH: This one gives me a headache. OMT means it is pretty much a repeat of the battle which means there are still two runs and each person will lead and chase. SUDDEN DEATH means that the runs go one at a time and the winner is whoever does best on the one run. Personally I think only OMT should be used vs. SUDDEN DEATH because it is often hard for a driver to show they are better and deserve the win by only one aspect of drifting when drifting skill comprises of both chase ability and lead ability.
- - ANGLE: In drifting you always want to be as sideways as possible without scrubbing too much speed. If you decide to dial in on angle then it is up to you to make sure you keep your speed up. Judges will not blame the following driver for a collision that is caused by you scrubbing too much speed because you wanted to achieve more angle than you could handle.
- - LINE: For every track there is an ideal driving line, You ALWAYS want to try to be on that line as often as possible if not the entire run. Overshooting a line will deduct from your run.
- - STYLE: Style is a big factor in drifting. Drivers can choose to be smooth or aggressive on their transitions. while in a corner you should always try to stay smooth with as little major corrections as possible. If you are understeering into the corner in order to keep yourself in a drift then it may be time to look over your tune.
- - PROXIMITY: Proximity is the biggest and most important factor. Drivers should not compete to leave each other behind but rather see who can handle being on someone's door better. It takes much more skill to stay close than it does to drift fast and this is important for both the lead driver and the chase driver because the lead drivers often focus too much on leaving the chase driver behind.
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