◆SNAIL [S.P.E.C.] Closed!!!PS4 

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Zii1993
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 Wednesday at 9:00pm Eastern / 6:00pm 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.

HOW TO JOIN

Step 1: Post a request to join (do not PM me, 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: Wait to be assigned to a division and then join that division's lounge on Wednesday night.
If you are not sure which division you are assigned to, please check the Offical Driver List
Step 4: Post your livery choices for the three cars that aren’t already chosen for your division. Consult Official Drivers List


Current Combos


Round 1
Ford GT GTE at Le Circuit Bugatti
7 Laps

Round 2
Chevrolet Corvette C7.R at Dubai GP
6 Laps

Round 3
BMW V12 LMR at Red Bull Ring GP
8 Laps
 
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A huge thanks to SNAIL & @zer05ive for backing this series

What Makes Us Different

There are five key features of SNAIL that you won't find elsewhere. First of all, we provide you with evenly-matched competition regardless of your skill level. In fact,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!



Spec Racing

SNAIL was the first GTPlanet league to prohibit tuning in all of our races. This combined with the fact that we race in the same cars produces a type of racing called "spec" racing. Spec racing ensures that success is determined solely by driving skill and not by differences in car 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. Another benefit of spec racing is that you'll never spend time 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. CHECK REVERSE GRID PROCEDURE. 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 Process

Our unique format allows everyone to have a say on which cars and tracks we race. It is also used to strike a balance between familiarity and variety of cars and tracks. 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, we ask everyone to vote 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 play an important role in our interactive format.


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.

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.​
 
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DIVISION PLACEMENTS

As of now we only have enough for one division once we get close to filling we will start splitting divisions.



Zii1993
Fallen_log
GtLehman
Mikelobban
Sgeti
McTrucker
Jdub2407
Swjaxson
Craig brown
 
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This is the last reserved. Anyone interested may start conversations here. Start tagging and ramping up for this series. We will start as soon as we can. Op combos and all other info will be updated within 72 hours.
 
You wouldn't come back just for us? If anything wait until it's at least half price. Just curious though, what noticeable improvements do you see on PC? The only things I can think of is being able to name lobbies and the obvious technical advantages.
 
You wouldn't come back just for us? If anything wait until it's at least half price. Just curious though, what noticeable improvements do you see on PC? The only things I can think of is being able to name lobbies and the obvious technical advantages.

the list of advantages is too long to get into and this isn't really the place for it. It boils down to personal preference of several factors. The only thing I miss is the people. that's why I continue to lurk here.
 
When you do a little testing I would definitely be interested in the results. The bugs are what kept me from pulling the trigger on PCars2. Specifically the inability to run tuning prohibited races without the problems that always kept us from doing it in the first place. And what are the rules on car damage?
 
When you do a little testing I would definitely be interested in the results. The bugs are what kept me from pulling the trigger on PCars2. Specifically the inability to run tuning prohibited races without the problems that always kept us from doing it in the first place. And what are the rules on car damage?
You’ll like this!!! Visual only.
 
Seems to be. I’m gonna be testing the first combos tonight if anyone is interested[/QUO
can't afford that PCars2 thing,the GT Sport investment almost got me in trouble! Maybe in the future.Beer sounds good,Sheep,,,,,,well thats a Lobanotomy thing!
Yeah, I understand completely. And for me, I just have not been able to enjoy GTS at all - when I play GTS I am bored after one race, and just want to fire up PC2 and drive a F1 car around COTA or something. GTS wants me to watch some video on race ettiquette (I study enough for my job) and then we STILL have to earn money to buy cars? They have a name for that, it's called 'Real Life'. And after all of that there's only a poor selection of cars to choose from and none of the classic race tracks for guys like me stuck in the 20th century.
Also, it's been hard for me to get enough practice in for one series never mind two, which my performance has shown.

I'm going to miss racing with you and @basswerks1, @pubason, @Engmatic1, @OMG_Mang @gulfvet67 and the rest of D2/D3, but hopefully I can join you guys in some practice here and there. Maybe down the road I can ease back into Sundays.
 
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