Trial Mountain is back
.....and the cars still sound like poop... lovely..
Do we have a host for tonight's practice?
@Rob Brown @Phlano099 @TEX36 or any other volunteer?
The format that is working well lately is to have 3 shortened races (approx 1/3 distance or less) for each combo.
First races in each combo "fastest first", then reverse grid for the next 2 races
9:00 - 9:30 PM serves as warmup/qually for the first race
Do a 5 minute warmup/qually for Combos 2 and 3
Easy as View attachment 929352
Don’t know that there are many with the skills to pay the bills there.I can host; have the combo settings pre saved.
Will need someone else to fill Sams old job of driving, texting and paying his bills.
I have read the first post and would like to join. I’ve raced with a couple current drivers and how I’ve heard about the league.
PRESENTS:
The ButtKicker Challenge VII
Check out our very own @vovik05 putting SNAIL in the news!!
Don't miss GTPlanet's feature of our very own @CoachMK21!
Congrats to @Neovre for making his debut at Le Mans
(where he scored an incredible P5 finish!)
Congrats to all the SNAILs who competed in the
2015 GT Academy USA Finals!!
2015 USA Finalists
Back Row: @LoCoArMeN*, @vovik05*, @Ryan Lynch*, @Ricky Wilson, @TRL_Importlife, @Tyler Utley*, @gtr3123
Front Row: @ConnorWolf, @Crystalline_T
Not Shown (qualified for, but unable to attend finals):@GTP_Compton3, @Matt Sierras, @msgt-sd
* - advanced to Silverstone finals!!
And good luck to the SNAILs who are competing in the 2016 GT Academy Mexico Finals!!
2016 Mexico Finalists
@Enzo_Goiko (second from left), @Ness (second from right), and @pakicote (far right)
Welcome to SNAIL
From our humble beginnings, SNAIL (aka Sunday Night American Interactive League) is now the largest console-based sim racing league in the world. Our mission is to provide our members with clean, intense, and competitive racing - regardless of skill level! We believe that providing full grids of evenly-matched competitions is the most realistic way to race, improve skill, and refine racecraft! Our league night is Sunday at 9:30pm Eastern / 6:30pm Pacific, but we also have a a wide variety of other events held on other nights of the week. If this sounds like something you'd like to be a part of, please keep reading to learn more about us and how to join.
What Makes Us Different
SNAIL is the only sim racing league in the world that's able to combine five key features into one consolidated package. First of all, we provide you with evenly-matched competition to drivers of all skill levels. In fact, the intense level of competition that we produce has established SNAIL as the "go to" place to prepare for GT Academy. And if you want to keep track of your improvement along the way, you'll be glad to know that we keep the most comprehensive race data available on GTPlanet. We also feature an interactive process that allows all of our members to have a say in which cars and tracks we race. And last but not least, we're the only league that awards our members with valuable prizes just for racing with us!
Evenly-Matched Competition
Have you ever watched a professional race where drivers with completely different skill levels were competing on the same track? Of course not! That wouldn't be fun to watch, let alone fun to participate in. Unfortunately, that disparity of pace is something you'll often find in organized online racing. When this happens, you'll be lucky to have just a few drivers that you're truly competitive with. Everyone else will usually either be faster or slower than you. We prevent that from happening in SNAIL by dividing our drivers into separate divisions based on speed and skill. This results in full grids of evenly-matched competition and creates the closest and most intense sim racing experience around!
Prepare for GT Academy
If you'd like to compete in GT Academy, there's no better place than SNAIL to hone your skills to the elite levels necessary to make it to the finals. You need to be the best of the best to make it to Silverstone, and that's exactly what the drivers in our top division are. Half of last year's and half of this year's Silverstone Finalists have raced in SNAIL. And since our race format (which features multiple sprint races) is almost identical to the format used at the GT Academy national finals, they were able to use their SNAIL experience to help them advance to Silverstone. Click here if you want to advice from last year's eventual champion and click here if you want advice from last year's runner-up.
Valuable Prizes
Have you ever wished you could win free stuff just for having fun? If so, then you might want to know that our members win valuable real-world prizes just for racing with us! These prize are based on participation and not on race results. Some examples of prizes our members have won include GranStand sim racing products like this, this and this, ButtKicker products like a Gamer2 and a Wireless ButtKicker Kit. You can also join Team SNAIL and earn even more prizes, such as shirts (e.g. S.N.A.I.L. shirt, F1 shirt, GT Academy shirt), video capture devices (e.g. Hauppauge PVR), sim racing equipment (e.g. Playseat Evolution), and even gift cards (e.g. Amazon and PSN).
Spec Racing
SNAIL has always been a one-make series, but when we decided to prohibit tuning in all of our races, we became the first "spec" racing league on GTPlanet. Spec racing ensures that success is determined primarily by driving skill and not by differences in power, gearing, suspension, weight, or aerodynamics. Because variables in the car are eliminated, spec racing is the truest measure of driver skill! It also produces intense battles for position because all of the cars are equally strong or weak in the same areas of the track. Plus, you'll never spend hours tuning cars or wondering if someone is truly faster than you or if they just have a better tune.
Race Format
Our league night lasts for two hours and is split into three rounds. Each round consists of two races that last 10 to 12 minutes on a predetermined car and track combo. At the beginning of each round, a brief qualifying session determines the order of the starting grid. The first race is set to 'Fastest First' to reward the best qualifiers and the second race is set to 'Reverse Grid' in order to promote on-track action. Points are awarded based on our "perfect" points system. After a round is completed, we move on to the next round and repeat the same process with the next car and track combination. Once all three rounds are complete, we tally up the points and then let our interactive format kick in.
Interactive Participation
Our unique format allows everyone to have a say on which cars and tracks we race. It's also used to strike a balance between familiarity and variety of our car and track combos. In other words, the progression of cars and tracks that we race is slow enough for us to learn them well, but fast enough that they don't get "old". At the end of every league night, everyone votes on which car and track combo they enjoyed the least. The combo that receives the most "elimination votes" is dropped from the next week's lineup entirely. The combo that receives the second most votes is also dropped, but only partially. This is where our prizes come into play:
Prizes
A prize is awarded to the divisions winners with the three highest scores*. The division winner with the highest score gets Prize A. The division winner with the second highest score gets Prize B. The division winner with the third highest score gets Prize C: (NOTE: We now have a new process for breaking ties in the elimination vote)
Prize A: The right to select the new car and track combo to replace the combo that was voted off
Prize B: The right to replace either the car or the track of the combo that received the second most votes
Prize C: The right to "freeze" either the car or the track of the combo that received the second most votes
Promotion and Relegation
Although we split our drivers into separate divisions based on performance and skill level, we realize that our drivers are constantly improving and deserve a chance to climb the ladder of success. That's why we promote and relegate drivers before every season based on the results and data compiled during the previous season. This is also done to ensure that our races are as competitive as possible for all of our league members, top to bottom. Regardless of which division you're in, you will almost always be fighting to gain or defend a position on the track. Simply put, no other Gran Turismo league in the world can offer this much competitive racing to so many different skill levels.
Comprehensive Race Data
It's not always accurate to promote and relegate drivers based on championship points alone. That's why the massive amounts of data we track are invaluable to our league. You'd be hard-pressed to find a sim racing league anywhere in the world that tracks driver data and race results more comprehensively than we do. In fact, our SNAIL Data document contains so much information that we have to archive old data to avoid exceeding the GoogleDoc's maximum capacity! You can use this data to track the points championship for each season and compare yourself to other drivers in categories such as fast laps, total race pace, total points, average points per race, and power rankings.
Rules
We expect all drivers to follow our OLR Rules and pursue good racecraft at all times. If you're not sure what good racecraft is, watch this video. It can be summed up in one simple 'Golden Rule' of motorsports: It is the responsibility of the overtaking driver, meaning the car that is attempting to execute the pass, to make sure that the pass is made cleanly and incident free. If you don't agree with this rule or don't think it applies to you, this is not the league for you. If you ever feel like a driver is not following the rules, please wait until league night is over, then file a Racing Incident Report. Our Stewards will review the incident and issue the appropriate penalties.
Settings
Lobby Settings
Course Settings
Tire Settings:
Based on Dealership PP (not the PP after an oil change)
below 349 PP -> Comfort Mediums
350-399 PP ---> Comfort Softs
400-449 PP ---> Sports Hards
450-499 PP ---> Sports Mediums
500-549 PP ---> Sports Softs
550-599 PP ---> Racing Hards
600 PP & up --> Racing Mediums
How To Join Us
Step 1: Post a reply (by clicking the 'Reply' button at the bottom of this post) stating, "I have read the first post and would like to join," and tell us how you heard about SNAIL. (Do not start a conversation with anyone, just post your request on this thread).
Step 2: Watch the thread for a reply to your post and follow the instructions provided.
Step 3: Purchase the three cars listed in the lineup for our next races.
Step 4: Wait to be assigned to a division and then join that division's lounge on Sunday night.
If you are not sure which division you are assigned to, please check the Offical Driver List
For a list of helpful links and FAQ's, please click here.
I have read the first post and would like to join.
Found out through a late night Lobby Hosting session with a couple members on 6/11.
I have read the first post and would like to join. I’ve raced with a couple current drivers and how I’ve heard about the league.
Very well written and some great insights. I as well have been asking the same questions...to the point that I am "beginning" to consider whether to invest another $350-500 on the ps5, or to pull the trigger to go towards an external gaming card and move towards pc racing/gaming. Still on the fence as Gran Turismo has been in my life for 24 years. My hope is that the backwards compatibility of the ps5 insinuates the uses of current wheels/hardware since I refuse to go through that fiasco again that was the move from ps3 to ps4. Either way, I will be on ps4 at least until next summer with GT Sport. From there, a decision will be in front of me.Why Gran Turismo is a racing game and not a racing simulator.
Notice this isn’t a question. It is a statement supported by reasoning. I don’t want to give the impression that I condescend to Gran Turismo or to the GT community by classifying it as a game. Games can be wonderful, and Gran Turismo is wonderful. (Now the but): In the back of my mind, I’ve been trying to reconcile several points over years of using Gran Turismo. Recent developments convince me that it’s time to share my arguments.
Consoles are game based and always have been. Games use game controllers. These controllers are packaged with the consoles. Sony doesn’t care enough about the racing community and our concern over device compatibility. If you like puns, consider racing enthusiasts as Modern Warfare’s collateral damage. Games are the bread and butter of the console. Games will continue to dominate. Gran Turismo has been with Sony from day 1. It should not come as a surprise that GT must exist as a racing game.DualShock4 is a universal gaming controller. DualSense5 is next generation but is still a universal gaming controller. Nobody drives by joystick in real life (yet), so why is it OK to do it when wanting to emulate real world racing? Well, there are some good reasons – for example, to give everybody the chance to get a taste of the software and experience their favorite cars. Get them hooked and in pursuit of acquiring a Force Feedback system. After the newcomer gets a taste, they should be encouraged to get proper equipment. All babies need weaned off the bottle. GTS has software features to aid the controller, but these aids are too good. The point: Controllers should not have the ability to be competitive with any FFB systemMost Gran Turismo enthusiasts remember the fiasco when PS4 came out. Many users suffered through the realization that their FFB wheel and pedal set wouldn’t work with the new console. Some bought new equipment while others eventually found a way to use the ‘old’ equipment. Here we are in June of 2020 with news pouring out about what the next generation will be. With Sony claiming a November release [or even before], why is the information about peripheral device compatibility not announced, discussed or even acknowledged? One completely plausible answer; Sony doesn’t care [enough] about the GT community. Maybe Sony is not happy with the parasitic business enterprise that’s selling equipment for use on their console. Maybe its Sony’s intent to squeeze peripheral device businesses that are not official partners.Console makers have locked onto the 16:9 format. Most every household has more than one 16:9 television sets. Consoles are mass marketed products. The M.I.S.S. principle applies (Make It Simple Stupid). A true racing simulator benefits greatly from a wider field of view (FOV) than what 16:9 can provide. I have to be up front and concede this point however; gamers also benefit from wider FOV. Personal computers have the ability to use aspect ratios like 21:9 and 32:9. The only plausible answer that I can reason is that 16:9 aspect ratio is easier and also works well with the current VR aspect ratio.How does one re-create a full size grid to get the true flavor of real life grid sizes? Well, not on GTS. FIA and Manufacturer’s cup races support 20 racers. Decent number yet still restrictive. Often GTS has trouble with less than 16. Without getting into the technical details of what part is Gran Turismo, which part is Sony server, etc., let’s consider it’s not important enough to a gaming community.Gran Turismo has distinct advantages to other racing/driving software. The high number of street cars is unparalleled, including historic street vehicles. So if one is serious about replicating the real life experience in driving/racing these vehicles, why is the GT user able to treat a classic car as though it has paddle shifters? I’m calling BS. At minimum, a simulator would give the lobby owner the ability to set requirements that the car has to be operated as period correct.
Very well written and some great insights. I as well have been asking the same questions...to the point that I am "beginning" to consider whether to invest another $350-500 on the ps5, or to pull the trigger to go towards an external gaming card and move towards pc racing/gaming. Still on the fence as Gran Turismo has been in my life for 24 years. My hope is that the backwards compatibility of the ps5 insinuates the uses of current wheels/hardware since I refuse to go through that fiasco again that was the move from ps3 to ps4. Either way, I will be on ps4 at least until next summer with GT Sport. From there, a decision will be in front of me.
I've always treated gran turismo as a driving simulator and not a racing sim. I think that's an important distinction. It does fill an important genre in my opinion. Without turismo and snail I wouldn't have ever thought about sim racing gear or sought out a true sim like iracing. Sim racing needs an entry level game to bring the masses into the genre. Without these games I don't think the true Sims would see near the numbers that they have. I wouldn't invest over a thousand dollars into a hobby I may or may not enjoy.Why Gran Turismo is a racing game and not a racing simulator.
Notice this isn’t a question. It is a statement supported by reasoning. I don’t want to give the impression that I condescend to Gran Turismo or to the GT community by classifying it as a game. Games can be wonderful, and Gran Turismo is wonderful. (Now the but): In the back of my mind, I’ve been trying to reconcile several points over years of using Gran Turismo. Recent developments convince me that it’s time to share my arguments.
Consoles are game based and always have been. Games use game controllers. These controllers are packaged with the consoles. Sony doesn’t care enough about the racing community and our concern over device compatibility. If you like puns, consider racing enthusiasts as Modern Warfare’s collateral damage. Games are the bread and butter of the console. Games will continue to dominate. Gran Turismo has been with Sony from day 1. It should not come as a surprise that GT must exist as a racing game.DualShock4 is a universal gaming controller. DualSense5 is next generation but is still a universal gaming controller. Nobody drives by joystick in real life (yet), so why is it OK to do it when wanting to emulate real world racing? Well, there are some good reasons – for example, to give everybody the chance to get a taste of the software and experience their favorite cars. Get them hooked and in pursuit of acquiring a Force Feedback system. After the newcomer gets a taste, they should be encouraged to get proper equipment. All babies need weaned off the bottle. GTS has software features to aid the controller, but these aids are too good. The point: Controllers should not have the ability to be competitive with any FFB systemMost Gran Turismo enthusiasts remember the fiasco when PS4 came out. Many users suffered through the realization that their FFB wheel and pedal set wouldn’t work with the new console. Some bought new equipment while others eventually found a way to use the ‘old’ equipment. Here we are in June of 2020 with news pouring out about what the next generation will be. With Sony claiming a November release [or even before], why is the information about peripheral device compatibility not announced, discussed or even acknowledged? One completely plausible answer; Sony doesn’t care [enough] about the GT community. Maybe Sony is not happy with the parasitic business enterprise that’s selling equipment for use on their console. Maybe its Sony’s intent to squeeze peripheral device businesses that are not official partners.Console makers have locked onto the 16:9 format. Most every household has more than one 16:9 television set. Consoles are mass marketed products. The M.I.S.S. principle applies (Make It Simple Stupid). A true racing simulator benefits greatly from a wider field of view (FOV) than what 16:9 can provide. I have to be up front and concede this point however; gamers also benefit from wider FOV. Personal computers have the ability to use aspect ratios like 21:9 and 32:9. The only plausible answer that I can reason is that 16:9 aspect ratio is easier and also works well with the current VR aspect ratio.How does one re-create a full size grid to get the true flavor of real life grid sizes? Well, not on GTS. FIA and Manufacturer’s cup races support 20 racers. Decent number yet still restrictive. Often GTS has trouble with less than 16. Without getting into the technical details of what part is Gran Turismo, which part is Sony server, etc., let’s consider it’s not important enough to a gaming community.Gran Turismo has distinct advantages to other racing/driving software. The high number of street cars is unparalleled, including historic street vehicles. So if one is serious about replicating the real life experience in driving/racing these vehicles, why is the GT user able to treat a classic car as though it has paddle shifters? I’m calling BS. At minimum, a simulator would give the lobby owner the ability to set requirements that the car has to be operated as period correct.
There are a few things here.If the Logitech G-29 is not compatible with the PS5 and, obviously, GT7 - it will probably be time for my SIM Racing retirement.
Have already spent too much money on maintaining this Recreational Entertainment. And, my son Quickly derides my announcement of another race taking up the evening - cutting a phone call short. (Wonder what his “Unreasonable addictions” are?)
But, then again the Crew Chief may not willingly share the tv remote if I stop racing. Decisions, decisions!!