Rules:
1. Registration
To register, you must post a message in this thread with:
- Your team's name [optional, if no team name I will simply call the team by your user name]
- Your drivers' names (2 drivers per team) [again optional, if no I will call drivers by UserName_1 and UserName_2]
e.g. if username is bhz, drivers will be bhz_1 and bhz_2
- A model of the car your team will use
- Your team's colors (Can be driver-specific) [again optional, if no I will choose colors for you]
- Attach the model car to your post, with these performance values:
Performance values:
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Air resistance ... 20
Downforce ........ 0
Power ............ 50
Top speed ........ 50
Sliding .......... 2
Mass ............. 2000
Balance .......... 0.5
AI Value ......... 0
Grip [all] ....... 0.1
Slowdown [all] ... 2
If you do not wish to model a car, you may use the model of another car created by another user
IF YOU USE A CAR MODEL CREATED BY ANOTHER USER, YOU MUST:
- Link to the original car and tell which car (if it is a carpack) you wish to use the model from
- NOT attach the car to the post, but rather link to it (see above)
- I will acquire the required permissions for the car
2. Car Setup
When you register, you start out with 6000 Credits to modify your car.
Car modifications are done by PM: PM me with the changes you want made.
DO NOT POST CAR CHANGES IN THIS THREAD
Cost of changing performance values by 1 unit is below
(example: changing air resistance from 20 to 19 costs 300 Cr, changing Downforce from 0 to 1 costs 30 Cr)
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Air resistance ... 300 Cr
Downforce ........ 30
Power ............ 4
Sliding .......... 3000
Mass ............. 3
Balance .......... 3000
AI value ......... 600
Grip (all) ....... 2000
Slowdown (all) ... 3000
Money will be charged accordingly
(example: changing Tarmac Grip from 1.5 to 1.6 costs 200 Cr, changing Tarmac Slowdown from 0.6 to 0.5 costs 300 Cr)
NOTE: Tarmac, Gravel, and Kerb do not distinguish between 1 and 2...(e.g. changing Tarmac1 will also change Tarmac2 values)
3. Drivers
You start out with both your drivers on AI Level 0.
One hour of testing for one driver costs the team 60 Cr, and increases that driver's driving ability by 1 point.
4. Points/Credits system
During a race weekend, you will gain money based on your finishing position in the race.
You can use this money to setup your car.
The amount of money you gain is 10x the amount of points you score in that round
The scoring system:
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1. 300 points (3000 Cr)
2. 220
3. 180
4. 140
5. 120
6. 95
7. 70
8. 50
9. 30
10. 12
11. 9
12. 6
13. 4
14. 2
15. 1
5. Races
Races will be held weekly, and they follow GeneRally original track order, then World Tour original track order.
The starting grid for Agari will be determined by a drag race, in which all the AIs will have the fastest possible reaction time (modified in SaveGameReader)
Points WILL be scored on the drag race.
You ARE allowed to modify the car between the drag race and Agari.
Drivers will be selected to start from grid positions based on their championship position.
I will not say the method for deciding starting grids, other than that they are based on championship position, faster drag race times give a higher starting position in Agari, and the drag race has no effect on further starting positions in the other races.
There will be between 5 and 6 competitiors racing in each heat. I will look at the times from each car in each heat and decide finishing order.
If there are two or more cars with the same performance values, drivers and model for a race, they will automatically tie for that race, and in the replay the livery will be from the one higher in alphabetical order
After each race, I will post replays of the races.
Races will be 3km with all settings (fuel, tyre, etc) on 0
To save time, all races will be run on 200% game speed (knowing that all drivers will be AI anyway)
I have attached the drag race track in GRManager.zip (post 2)
In that .zip I also have a very simple car template, with all default values
You may use this template if you wish