devintheninja
(Banned)
- 496
- Las Vegas
- blueninjacivic
I figured this needed to be posted being that people are always asking WHAT are the difference between the FD and D1 rules. If possible can a mod sticky this?
D1 Rules
sources:
http://www.drifting.com/d1_grand_prix.php
http://www.drifting.com/forums/drifting-technique-forum/4692-drifting-rules-and-judging.html
Judging
What are the judges looking for?
Drifting is a sport that is judged similar to ice skating or Snowboarding. Just like any sport, there are criteria to look for. There are minimum requirements to a good drift that everyone must understand such as:
Entry speed-This is part of the criteria that will be met very easily with the use of a radar gun with speed display. Entry speed is one of the most visible aspects that judges will look for because it will determine the other parts of a driver?s drift.
Line clipping-This is another part of drift that the judges will be looking into. The "Clipping" line is often judged by how well the driver take a drive line. The line itself should always involve the vehicle hitting the right apex of a corner. Judges prefer to see a driver take a tight line around a corner, putting the nose of the car as close as possible to the apex of the turn. Getting the back end of the car close to the outside of a turn also demonstrates car control and can score the driver additional points.
Angle and counter steer-Driving angle of the vehicle is the angle of rotation of the vehicle relative to the direction of its travel. Basically this means that the farther the back end of the car comes around (without losing control), the more points a driver would score in this category. Angle also refers to the length of time a drift is maintained as well as the average angle of the vehicle during the turn. This means that getting the back end to come around for a short period of time won?t score the driver many points, even if the angle of rotation was significant. A vehicle that exhibits extreme angles without spinning out will be awarded high points.
Presentation-How a driver puts speed, line and angle the best will score very well with the judges. There is also another factor and that is how the driver presents his or her drift technique. Just like any other form of competition, there will be an individual with a certain spark or energy that makes them stand out during competition. When a competitor puts that extra flare or energy into their run, the judges may pay more attention to the individual. The most universal component of this category is smoke. The more tire smoke generated by a vehicle while drifting the more points a driver will score. This category previously included the driver sticking hands/legs out the window or opening the door in a turn, but D1 now requires windows to be rolled up and prohibits door opening, demonstrating a shift in emphasis to more technical aspects of driving.
How is "Tsuiso" Battle Judged?
"Tsuiso" is the Japanese term for "Twin Battle Drift". This head to head style of drifting is judged by the same principles as a solo round. However, there is a high level of strategy behind it that provides for a competitive level and an awesome show for the spectators. The exact judging of this event is difficult to explain because the judges rely on their many years of track experience and knowledge of the vehicle dynamics when issuing the exact points.
Offensive: Generally the chasing driver has the offensive when in the Twin Battle. An easy analogy is Cowboys at a rodeo competing in the round up or two jet pilots engaged in a dog fight. They chase their prey and do what ever they can to get their target into a dead zone where the prey cannot maneuver from. This same principle is used in the Tsuiso style. Driver use their vehicle and its drift to position into a space that minimizes the running drivers ability to keep a good line while staying in a high speed drift. The chasing driver MUST at all times demonstrate a superior drift in order to A) Keep the pressure on the lead driver B) Steal and block a line that may allow the lead driver a good opportunity for a drift. C) Be awarded a superior number of points If a chasing driver is unable to keep up and maintain pressure on the lead driver this will not be good when the time comes for points to be awarded.
Defensive: When a drive takes the lead in the Tsuiso battle the ideal strategy is to perform a drift a a much higher speed, good line, and a greater angle than the chasing driver. If a lead driver can shake off or intimidate a chasing driver many times the chasing driver will make a mistake when trying to compensate for what seems like erratic actions of the lead car. When a lead driver can pull away with a good angle, following the ideal line while maintaining a controlled drift, the chasing driver has all the pressure to increase performance. The lead driver at this point is winning. Lead drivers many times demonstrate superior skill by suddenly entering a drift at a great angle and going directly to the inside of the corner. TO the following driver it appears as though they will T-bone the lead car so they back down and take measures to avoid the lead car. Many times that will cause the chasing car to loose a great amount of speed and not be able to properly execute the corner in a full drift or even worst they may spin out or hit the barriers. This is a ideal outcome for the lead driver in Tsuiso battles.
Formula D Rules
Source: http://formulad.com/info/judging-info.php
In competition, drivers are given two (2) non-consecutive judged laps to qualify, with their top score counting towards placement into a field of 32. Only the top 32 drivers are allowed to continue into the tandem tournament rounds, with draws in scoring broken by entry speed.
Each qualifying run is judged on four (4) criteria: Speed, Line, Angle, and Overall Impression.
Speed is a combination of the entry speed on the first corner as well as the amount of speed the driver is able to carry through the entire course. Drivers are encouraged to drive as fast as they can through the entire course, not just the entry point. Maximum points are awarded for fast entries and consistent speed through the entire course.
Line is the ideal path a vehicle must take on course and is marked by Inner Clipping Points, Outer Clipping Points, and Transition Zones. Inner Clipping Point are reference points on the course where the vehicles front bumper should come as close as possible to the reference point. Outer Clipping Points are also reference points and scored by determining how close the corner of the vehicles rear bumper comes to the point. Transition Zones are areas on track where the direction of the line changes and vehicles must change the direction of their drift. Scoring will be based on the execution of the transition. The drift line will be given during the drivers meeting.
Angle measures the amount of counter-steer and relative rear slip angle a driver uses through the course.
Overall Impression is the general feel of the pass and how well the other three criteria were executed through the entirety of the lap. This is the most subjective criteria and judges will look for the most excitement that the driver can bring.
Drivers should be able to demonstrate full control of the car at all time. All drivers start with 100 point and receive deductions through the run if they fail to meet the strict guidelines outlined by the judges during the drivers' meeting. Each of three (3) judges gives a score out of 100 possible points, and the three scores are averaged for each lap. The highest score for each driver is the one that is counted. Spins, major under-steer or push, or having two (2) tires off-course at any point during the pass results in an automatic zero (0) score.
Tandem Elimination Rounds
Tandem round are based on two (2) runs, in Head-to-Head format, with competitors paired up based on seeding position. The higher qualifier will lead the first run and the second led by the lower qualifier. The critical success factor is for the lead car to be able to run the course without error while being pressured by the following car. The following car is to try and out drive the lead car. Driver consistency during a tandem battle is critical. Lead Car must be able to clear the course without making any errors due to distraction or pressure by the following car. Following Car needs to run the same basic line as the lead car but may also take a higher line in order to pressure the lead driver. Taking a lower line than the lead car will result in a loss of advantage. If the lead car is off line, the following car will gain advantage points by staying on the correct line. The following car should keep as close to the lead car as possible to gain the advantage. Passing is not encouraged during tandem battles. Passing is only allowed if the lead car fumbles, is well off line or loses drift. Passing must be executed in a safe and professional manner. A safe pass is one that is done in such a way that the car being passed does not lose any speed after the pass is complete. Passing must be done while in drift, without the interrupting the line of the car being passed and in the proper line. If a pass results in contact, the passing car may be penalized. Collisions occur during tandem battle and in the event of contact, the driver at fault will lose advantage points. Incidental contact is allowed but not encouraged. Drivers are required to complete the entire course, even if the other driver crashes, hits, spins, stalls or is not able to complete the run. Drivers are always being judged as long as they are on course. Pace Zone can be marked with a cone or comparable marker and may be placed on the starting straightaway to keep the Tandem Battles fair and close together. The use of a Pace Zone will be specified during the drivers meetings. Tandem Scoring will be observed by the (3) judges during the head-to-head battle. There will be no declaration of scores between the two runs. At the conclusion of the head-to-head battle, each judge will individually declare a winner. Judges will select from three options:
1. Driver A wins
2. Driver B wins
3. Tie
The majority will rule a winner will be decided. In the event there is no clear majority, a One More Time will be granted, and the competitors will begin another 2-run head-to-head battle. Multiple One More Times may be necessary to determine a winner. All judging will be done from the judging tower. If a clipping point is not visible from the judging tower, a flag system may be used to communicate whether a driver properly scores the clipping point.
D1 Rules
sources:
http://www.drifting.com/d1_grand_prix.php
http://www.drifting.com/forums/drifting-technique-forum/4692-drifting-rules-and-judging.html
Judging
What are the judges looking for?
Drifting is a sport that is judged similar to ice skating or Snowboarding. Just like any sport, there are criteria to look for. There are minimum requirements to a good drift that everyone must understand such as:
Entry speed-This is part of the criteria that will be met very easily with the use of a radar gun with speed display. Entry speed is one of the most visible aspects that judges will look for because it will determine the other parts of a driver?s drift.
Line clipping-This is another part of drift that the judges will be looking into. The "Clipping" line is often judged by how well the driver take a drive line. The line itself should always involve the vehicle hitting the right apex of a corner. Judges prefer to see a driver take a tight line around a corner, putting the nose of the car as close as possible to the apex of the turn. Getting the back end of the car close to the outside of a turn also demonstrates car control and can score the driver additional points.
Angle and counter steer-Driving angle of the vehicle is the angle of rotation of the vehicle relative to the direction of its travel. Basically this means that the farther the back end of the car comes around (without losing control), the more points a driver would score in this category. Angle also refers to the length of time a drift is maintained as well as the average angle of the vehicle during the turn. This means that getting the back end to come around for a short period of time won?t score the driver many points, even if the angle of rotation was significant. A vehicle that exhibits extreme angles without spinning out will be awarded high points.
Presentation-How a driver puts speed, line and angle the best will score very well with the judges. There is also another factor and that is how the driver presents his or her drift technique. Just like any other form of competition, there will be an individual with a certain spark or energy that makes them stand out during competition. When a competitor puts that extra flare or energy into their run, the judges may pay more attention to the individual. The most universal component of this category is smoke. The more tire smoke generated by a vehicle while drifting the more points a driver will score. This category previously included the driver sticking hands/legs out the window or opening the door in a turn, but D1 now requires windows to be rolled up and prohibits door opening, demonstrating a shift in emphasis to more technical aspects of driving.
How is "Tsuiso" Battle Judged?
"Tsuiso" is the Japanese term for "Twin Battle Drift". This head to head style of drifting is judged by the same principles as a solo round. However, there is a high level of strategy behind it that provides for a competitive level and an awesome show for the spectators. The exact judging of this event is difficult to explain because the judges rely on their many years of track experience and knowledge of the vehicle dynamics when issuing the exact points.
Offensive: Generally the chasing driver has the offensive when in the Twin Battle. An easy analogy is Cowboys at a rodeo competing in the round up or two jet pilots engaged in a dog fight. They chase their prey and do what ever they can to get their target into a dead zone where the prey cannot maneuver from. This same principle is used in the Tsuiso style. Driver use their vehicle and its drift to position into a space that minimizes the running drivers ability to keep a good line while staying in a high speed drift. The chasing driver MUST at all times demonstrate a superior drift in order to A) Keep the pressure on the lead driver B) Steal and block a line that may allow the lead driver a good opportunity for a drift. C) Be awarded a superior number of points If a chasing driver is unable to keep up and maintain pressure on the lead driver this will not be good when the time comes for points to be awarded.
Defensive: When a drive takes the lead in the Tsuiso battle the ideal strategy is to perform a drift a a much higher speed, good line, and a greater angle than the chasing driver. If a lead driver can shake off or intimidate a chasing driver many times the chasing driver will make a mistake when trying to compensate for what seems like erratic actions of the lead car. When a lead driver can pull away with a good angle, following the ideal line while maintaining a controlled drift, the chasing driver has all the pressure to increase performance. The lead driver at this point is winning. Lead drivers many times demonstrate superior skill by suddenly entering a drift at a great angle and going directly to the inside of the corner. TO the following driver it appears as though they will T-bone the lead car so they back down and take measures to avoid the lead car. Many times that will cause the chasing car to loose a great amount of speed and not be able to properly execute the corner in a full drift or even worst they may spin out or hit the barriers. This is a ideal outcome for the lead driver in Tsuiso battles.
Formula D Rules
Source: http://formulad.com/info/judging-info.php
In competition, drivers are given two (2) non-consecutive judged laps to qualify, with their top score counting towards placement into a field of 32. Only the top 32 drivers are allowed to continue into the tandem tournament rounds, with draws in scoring broken by entry speed.
Each qualifying run is judged on four (4) criteria: Speed, Line, Angle, and Overall Impression.
Speed is a combination of the entry speed on the first corner as well as the amount of speed the driver is able to carry through the entire course. Drivers are encouraged to drive as fast as they can through the entire course, not just the entry point. Maximum points are awarded for fast entries and consistent speed through the entire course.
Line is the ideal path a vehicle must take on course and is marked by Inner Clipping Points, Outer Clipping Points, and Transition Zones. Inner Clipping Point are reference points on the course where the vehicles front bumper should come as close as possible to the reference point. Outer Clipping Points are also reference points and scored by determining how close the corner of the vehicles rear bumper comes to the point. Transition Zones are areas on track where the direction of the line changes and vehicles must change the direction of their drift. Scoring will be based on the execution of the transition. The drift line will be given during the drivers meeting.
Angle measures the amount of counter-steer and relative rear slip angle a driver uses through the course.
Overall Impression is the general feel of the pass and how well the other three criteria were executed through the entirety of the lap. This is the most subjective criteria and judges will look for the most excitement that the driver can bring.
Drivers should be able to demonstrate full control of the car at all time. All drivers start with 100 point and receive deductions through the run if they fail to meet the strict guidelines outlined by the judges during the drivers' meeting. Each of three (3) judges gives a score out of 100 possible points, and the three scores are averaged for each lap. The highest score for each driver is the one that is counted. Spins, major under-steer or push, or having two (2) tires off-course at any point during the pass results in an automatic zero (0) score.
Tandem Elimination Rounds
Tandem round are based on two (2) runs, in Head-to-Head format, with competitors paired up based on seeding position. The higher qualifier will lead the first run and the second led by the lower qualifier. The critical success factor is for the lead car to be able to run the course without error while being pressured by the following car. The following car is to try and out drive the lead car. Driver consistency during a tandem battle is critical. Lead Car must be able to clear the course without making any errors due to distraction or pressure by the following car. Following Car needs to run the same basic line as the lead car but may also take a higher line in order to pressure the lead driver. Taking a lower line than the lead car will result in a loss of advantage. If the lead car is off line, the following car will gain advantage points by staying on the correct line. The following car should keep as close to the lead car as possible to gain the advantage. Passing is not encouraged during tandem battles. Passing is only allowed if the lead car fumbles, is well off line or loses drift. Passing must be executed in a safe and professional manner. A safe pass is one that is done in such a way that the car being passed does not lose any speed after the pass is complete. Passing must be done while in drift, without the interrupting the line of the car being passed and in the proper line. If a pass results in contact, the passing car may be penalized. Collisions occur during tandem battle and in the event of contact, the driver at fault will lose advantage points. Incidental contact is allowed but not encouraged. Drivers are required to complete the entire course, even if the other driver crashes, hits, spins, stalls or is not able to complete the run. Drivers are always being judged as long as they are on course. Pace Zone can be marked with a cone or comparable marker and may be placed on the starting straightaway to keep the Tandem Battles fair and close together. The use of a Pace Zone will be specified during the drivers meetings. Tandem Scoring will be observed by the (3) judges during the head-to-head battle. There will be no declaration of scores between the two runs. At the conclusion of the head-to-head battle, each judge will individually declare a winner. Judges will select from three options:
1. Driver A wins
2. Driver B wins
3. Tie
The majority will rule a winner will be decided. In the event there is no clear majority, a One More Time will be granted, and the competitors will begin another 2-run head-to-head battle. Multiple One More Times may be necessary to determine a winner. All judging will be done from the judging tower. If a clipping point is not visible from the judging tower, a flag system may be used to communicate whether a driver properly scores the clipping point.
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