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Note: everything in this post is subject to change, as not everything is final. Any changes will be highlighted, and a post will be made in the thread announcing it
Introduction
PURE's first ever series using the popular Stock Cars of NASCAR is the first ever NASCAR series for Gran Turismo 6 on GTPlanet.
Tracing its roots to the old GTP Nascar Sprint Cup series for GT5, hosted by @MustangRyan, this is intended to serve not as a continuation, but as a refresh; with more efficient regulations (but not any more strict), and an emphasis on fun competition, with zero tolerance for drama.
Unlike the aforementioned series, this series is open to anyone who wants to join, with no "team owners" and sign-ups will remain open throughout the entire season. Anyone who is a clean driver can join, even on a part-time basis.
Races will be hosted in a lobby hosted by me. Make sure that MULE_9242 is added on your PSN friends list.
Race Start Time
Saturdays | 21:00 UTC | 4:00 PM EST |13:00 PM PST | 10:00 PM CET
Room opens 1 hours earlier!
Click here to view the time in your area
Sign Ups
Sign up here!
If you do not have a PURE Account, sign up for one here:
http://pure.gate19.net/index.php?page=register
Sign up here!
If you do not have a PURE Account, sign up for one here:
http://pure.gate19.net/index.php?page=register
Preseason: Jägermeister Double Shot
January 4th
Daytona International Speedway
2x 40 + 1 lap heats / 200 miles
650 HP / Racing Hard
Round 1: Daytona 500 (Grand Slam Race 1)
January 11th
Daytona International Speedway
199 + 1 laps / 500 miles
650 HP / Racing Hard
Winner: GTP_Jammy
Round 2: Fanatec 100
January 18th
Brands Hatch Indy Circuit
83 + 1 laps / 100 miles
700 HP / Racing Medium
Round 3: Clabber Girl 150
January 25th
Indianapolis Motor Speedway
60 + 1 laps / 150 miles
750 HP / Racing Medium
Round 4: Polyphony Digital 200 (Grand Slam Race 2)
February 1st
High Speed Ring
81 + 1 laps / 200 miles
700 HP / Racing Hard
Round 5: Mountain Dew Rebel 200
February 8th
Twin Ring Motegi Superspeedway
133 + 1 laps / 200 miles
750 HP / Racing Medium
Round 6: Rob Ford's Drunken Stupor 150k
February 15th
Suzuka Circuit East
2x 33 + 1 laps / 150 km
700 HP / Racing Medium
Round 7: Rolex 200
February 22nd
Daytona International Speedway
80 + 1 laps / 200 miles
650 HP / Racing Hard
Round 8: iRacing.com 200k Funded by the Senate of Canada
March 1st
Apricot Hill Raceway
44 +1 laps / 200 km
700 HP / Racing Hard
Round 9: Southern (Japan) 300 (Grand Slam Race 3)
March 8th
TR Motegi SuperSpeedway
199 + 1 laps / 300 miles
750 HP / Racing Medium
Round 10: Holden 150k
March 15th
Mount Panorama Racing Circuit
25 +1 laps / 150 km
700 HP / Racing Medium
Round 11: Jägermeister/Red Bull 200k
March 1st
Silverstone Grand Prix Circuit
34 + 1 laps / 200 km
700 HP / Racing Hard
Round 12: Brickyard 400 (Grand Slam Race 4)
March 29th
Indianapolis Motor Speedway
160 + 1 laps / 400 miles
750 HP / Racing Hards
Car regulations
- Only the 2013 "Gen 6" Nascars will be permitted for use
- Cars will be restricted to the following horsepower limit and tire compound for each different type of track
- 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.
- If you have any issue with another driver, either send that driver a PM, or send a PM to @Müle @Niop or @Wardez
- Any insults or drama that are brought to the main thread will be reported, deleted, and participants ejected from the series without hesitation.
Lobby Settings
(exact settings TBD after I get more time in online)
- Room Mode - Practice/Race
- Room Privacy - Public
- Race Quality - Very High
- Voice Chat Quality - Low (kept on to aid communication while racing in tight packs; may be turned off at least for Road Courses if lag is an issue)
- 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 - Limited
- Slipstream Strength - Weak
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
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:
-10 Minutes before the race, solo qualifying.
Rolling Starts
- Every race (Except SSRX) 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)
- Races at SSRX will start at the 1000 meter line.
Points and Championship
1st place - 35 points
2nd place - 33 points
3rd place - 31 points
4th place - 29 points
5th place - 28 points
6th place - 27 points
7th place - 26 points
8th place - 25 points
9th place - 24 points
10th place - 23 points
11th place - 22 points
12th place - 21 points
13th place - 20 points
14th place - 19 points
15th place - 18 points
16th place - 17 points
17th place - 16 points
18th place - 15 points
19th place - 14 points
20th place - 13 points
21st place - 12 points
22nd place - 11 points
23rd place - 10 points
24th place - 9 points
25th place - 8 points
26th place - 7 points
27th place - 6 points
28th place - 5 points
29th place - 4 points
30th place - 3 points
31st place - 2 points
32nd place - 1 point
Bonus Points
+1 for winning pole
+1 for leading a single lap
+1 for leading the most laps on an oval
+1 for the fastest lap on a road course
+5 for winning a triple crown race
Drivers championship
- After 12 rounds, the driver with the highest points total wins the championship
- A drivers 2 lowest scoring rounds will be dropped. Round 12 cannot be dropped.
- If there is a tie in points, the driver with the most wins wins the tiebreaker. Then 2nd, 3rd, etc.
Teams Championship
- The top 2 cars from each team per race will score points towards the team championship
- Bonus points scored by drivers do not count towards the Team Championship
- All point penalties incurred by drivers, however, do count towards the Team Championship.
Retirements- If a driver wants to give up, under a non-emergency situation, they should find clear track (no cars) and proceed safely to the pits.
- Park your car in the stall by pushing "start" as you're entering pit lane.
- Do not simply push start after you decide to quit and leave it be.
- This causes your car to become a potentially dangerous moving obstacle. This will be grounds for a disqualification for the race and possible follow up penalties.
- Positions for multiple DNF drivers will be ranked according to time of retirement.
- If a driver wants to give up, under a non-emergency situation, they should find clear track (no cars) and proceed safely to the pits.
Penalties:
Penalties for this series will be handled with a basic point penalty system for offenses. The worse the offense, the more points will be deducted.
Minor infractions - 1 point
- Repeated Accidental corner cuts (3-5)
- Reckless/Aggressive driving - not causing a collision (includes excessive blocking, dive-bombing, etc)
- Causing an avoidable collision - stopping and letting the affected drivers overtake you
- Passing out of bounds and not giving back the position
Minor infractions in 2 separate races will result in probation.
Moderate infractions - 3 points
- Repeated Accidental corner cuts (5-7)
- Causing an avoidable collision - not slowing to let affected drivers overtake you
- Rejoining track from out of bounds/pit exit resulting in blocking/impeding race traffic
- Illegal blocking/impeding the progress of a lead lap car
Moderate infractions will result in probation for the next race.
Severe infractions - 6 points
- Deliberately causing a collision (punting in an attempt to overtake, etc.)
- Repeated accidental corner cuts (7 or more)
- Deliberate corner cuts
- Sustained aggressive/reckless driving
- Causing multiple avoidable collisions
Severe infractions will result in automatic probation for the remainder of the championship.
Extreme infractions- Disqualification from race + possible suspension from 1 or more races (up to and including championship exclusion)
- Committing any infraction while on probation
- Deliberately causing multiple collisions/Deliberately wrecking a driver
- Driving backwards on the track for any reason
- Multiple Deliberate corner cuts
- Using an illegally modified/hacked car
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