- 1,047
- Texas, USA
- damon84c
IRS Friday Night racing is back!!! This time we have decided to try something unique and different than what other leagues on are doing. So this year we are going to run a series with the most underused cars and tracks in #GTSport, the Gr.B rally cars and the Dirt circuits. All the info for the series is listed below, look forward to everyone coming to sling some dirt and do some 4-wheel slides with us.
- Every driver is expected to adhere to the gtplanet forums code of conduct.
- Public verbal attacks against any IRS member, whether thru the forums, in-game lobbies, or voice chats is strictly prohibited.
- During races, use of the in-game chat for any reason besides communicating with race officials is strictly prohibited.
- IRS reserves the right to punish any of its members should they exhibit disruptive, offensive behavior that ruins the experience of others.
- Clean, fair racing is expected from all drivers at all times.
- Contact between cars is permitted so long as contact does not result in another car going off track, damage to another car, or any outcome where contact is deemed excessive.
- When defending track position, drivers are only allowed to make one move in defense. Excessive defending constitutes to illegal blocking.
- Overtakes are expected to done fairly and cleanly. Overtaking drivers are expected to use their better judgment to ascertain whether or not they have gained control of the racing line.
- If contact is made that results in another car going off-track, the offending car is expected to surrender track position to the other car involved in the incident as soon as possible.
- A car rejoining the track after going off-track must rejoin the track in a safe manner. Approaching cars will have the right of way over cars that are rejoining.
- Heavily damaged cars are expected to stay off the racing line until they get back to the pits for repairs (for Heavy damage settings), or until the auto-repair completes (for Light damage settings). Cars coming around heavily damaged cars are expected to safely get around these cars.
- Lapped cars are expected to give way to faster cars at the soonest possible opportunity and are not allowed to interfere with any on-track battles between faster cars. It is the responsibility of lapped cars to be aware of faster traffic coming through. Lapped cars deemed to have impeded faster traffic will be penalized.
- Driving backwards on track is strictly prohibited at all times and results in an immediate disqualification and possible suspension from the series and/or the organization.
- All cars are expected to be moving forward on track unless recovering from an incident.
- Bump drafting is permitted on all tracks within reasonable circumstances.
- Intentional or payback actions will be harshly penalized.
- Generally, track limits are represented by either the white lines or the kerbs wherever present on track. However, these rules may be adjusted depending on the track and in doing so will be properly specified by the series organizer.
- If a car gains an advantage by grossly exceeding track limits, drivers are expected to reduce speed just enough to negate any potential advantage gained. Repeated instances of gaining an advantage by grossly exceeding track limits results in a penalty.
- Any overtake done by grossly exceeding track limits is considered an illegal overtake and any offending are cars expected to immediately return the position(s) gained. The only exception to this rule is when the overtake is performed in avoidance of an accident that occurred ahead.
- Restarts can be called only if incidents involving at least three cars occurs at the following situations:
- If during the race start up until the first two corners, a Race Restart can be called. All cars involved must type R in the in-game chat, at which point the race director will type out RC to signal a race restart.
- Race Restarts can only be done up to three times every race. Any race start incidents during the third restart the race will continue..
- Causing a collision: 30s penalty
- Illegal blocking: 10s penalty
- Illegal overtake: 20s penalty
- Unsafe rejoin on track: 15s penalty
- Impeding faster traffic: 20s penalty
- Not taking Joker/or taking Joker twice: 30s penalty
- Gaining advantage by exceeding track limits: 15s penalty
- Crossing Pit Entry line: 20s penalty
- Crossing Pit Exit line: 20s penalty
- Poor Driving Standards*
- Unsportsmanlike Behavior*
Ford Focus Gr.B Rally Car - 3/4
Ford Mustang Gr.B Rally Car - 1/2
Honda NSX Gr.B Rally Car - 2/2
Hyundai Genesis Gr.B Rally Car - 2/2
Mitsubishi Lancer Evolution Final Edition Gr.B Rally Car - 2/2
Nissan GT-R Gr.B Rally Car - 2/2
Subaru WRX Gr.B Rally Car - 3/4
Toyota 86 Gr.B Rally Car - 2/2
Ford Mustang Gr.B Rally Car - 1/2
Hyundai Genesis Gr.B Rally Car - 2/2
Nissan GT-R Gr.B Rally Car - 2/2
Subaru WRX Gr.B Rally Car - 3/4
- Vehicles highlighted in
This Fontindicate the allocation for that vehicle has been filled.
Power/Weight BoP for All Cars: 100% / 100%
Tires for Tarmac events: Sports: Soft (Dirt tires automatically will default for Dirt events)
- Use of the stock livery is prohibited and will be promptly penalized.
- Offensive decals and livery themes are prohibited and will be promptly penalized.
- Number Plates for #IRSYRX are required. Number Plates are to be placed on the upper portion of the Front door on both sides of vehicle. Number font on plates will be open but must be legible. Number plates will have to be constructed with the use of three decals before race number is applied.
- “Yokohama” tire decals are required to be placed under the headlights and on both corners of the rear bumper. The GTS in-game library are the allowed decals, either the of the white or black Yokohama decals can be used.
- Windshield Banners are optional.
- All tires must use the “Yokohama” tire sidewall decal available in the Racing Options section of the Livery Editor.
- Wheels must match the stock livery bolt pattern. Example: If vehicle has 5 lug wheels on stock livery, wheels must be replaced with 5 lug wheels. Not 4-lug or center lock wheels.
- Fire Extinguisher and Electrical Kill Switch decals are mandatory and to be placed as close to stock location as possible with livery editor. Decals do not have to be the in-game decals, optional Fire Extinguisher and Electrical Kill Switch decals are allowed. Tow arrow decals are optional.
- Teams with two drivers are not required to use the same livery design, but required to share the same sponsor.
- Primary sponsors chosen for entries cannot be used by other teams.
- Drivers are allowed to use different race liveries throughout the season, however drivers are only restricted to one livery per race weekend. Race officials must also be informed before the day of the race when drivers intend to use different race liveries. Abrupt livery switches will not be permitted.
- Cars with livery violations and unacknowledged livery switches will earn a warning/penalty if violations are repeated.
Below is an example of how Number plate, Yokohama decals and emergency decals are to be placed. Number plate will have to be constructed with the use of three decals and is to look similar to the pictures below.
Number Plate to be used = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/1776498/4755827676389868552
IRS Globe = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/3929034/6278035479723016192
IRS Words = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/3929034/6278035477573435392
Number Plate to be used = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/1776498/4755827676389868552
IRS Globe = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/3929034/6278035479723016192
IRS Words = https://www.gran-turismo.com/us/gtsport/user/my-library/all/decal/3929034/6278035477573435392
-- Week Off---
Round 1 - March 8 - Colorado Springs - Lake
Round 2 - March 15 - Red Bull Ring Short Track
Round 3 - March 22 - Brands Hatch Indy
--- Week Off---
Round 4 - April 5 - Sardegna - Windmills
Round 5 - April 12 - Tsukuba Circuit
Round 6 - April 19 - Fisherman’s Ranch
GTP ID:
PSN ID:
Car:
Car number:
Team: (Write N/A if registering as Independent driver)
Primary Sponsor:
PSN ID:
Car:
Car number:
Team: (Write N/A if registering as Independent driver)
Primary Sponsor:
- Drivers can either register as part of a team or as an independent driver
- Available car numbers are 2-999 (#1 is an option for the defending champion)
- Teams can only have up to two main drivers.
- Teams may employ a third driver who will score points for the team in the absence of either main driver. However these drivers will not be eligible to score points in the independent drivers standings should they race when both main drivers are available.
- Primary sponsors are exclusive to each team/independent driver
- Car numbers and primary sponsors can no longer be changed after round 1
- Independent drivers that transfer to a team mid-season must apply the primary sponsor of the team
- Drivers that register after entry has reached 16 drivers will be put on a wait list to race. If one of the 16 drivers is unable to race then the highest driver on the wait list that can confirm entry will take the open slot.
- Drivers who miss two races in a row (even confirming entry for race weekend). That driver will forfeit his entry and car allocation to a wait list entry or new entry to series.
- Drivers who forfeit entry due to absence, will have to re-register to the series.
- Change of Vehicle is allowed after the Pre-Season Round and must be submitted no later than Tuesday, March 5th 11:59pm. Once a vehicle change has been made, you can not change vehicles again for the remainder of the season once used for Round 1.
Each event will have similar format that is used in the FIA World Rallycross Championship and American Rallycross (ARX) using Heat races, Semi Finals, Last Chance Qualifier (If needed) and a Final. System is based on a 16 entry field and a 10 car Final.
Heat Races
Heat Races
- Seeding for Heat Races will be decided via practice times before racing starts.
- There will be a Maximum of 4 Heat races with a Maximum of 4 cars per race.
- Races will be Lapped based to last an estimated time of 6-8 minutes.
- Race times from Heat races will determine the seeding for the Semi Final races.
- There will be a Maximum of 4 Semi Final races with a Maximum of 4 cars per race.
- Races will be Lapped based to last an estimated time of 6-8 minutes.
- Top 2 finishers from each Semi Final race will advance to the final.
- Remaining drivers from Semi Finals (if needed) will have to run the Last Chance Qualifier (LCQ)
- LCQ will only be ran if more than 10 cars have entered event.
- Grid Order for LCQ determined from Race Time in Semi Final Races.
- Maximum of 8 cars will take place in LCQ.
- LCQ will be Lapped based to last an estimated time of 6-8 minutes.
- Top 2 finishers from LCQ will advance to the final.
- Each driver failing to make the final from LCQ will automatically receive 1 point towards the Drivers and Teams Championship.
- Final will be a maximum of 10 cars
- Grid Order for Final determined from Race Time in Semi Final Races. LCQ Transfers will be placed last on grid by LCQ finish order.
- Final will be Lapped based to last an estimated time of 8-10 minutes.
- Points for Drivers Championship and Teams Championship awarded by finish position in Final
The Joker Lap is a traditional feature in rallycross racing.
Some courses are equipped with two routes: the main route, and the joker lap route, which each driver must only take once per race. The joker lap route typically shortens or lengthens the length of the track significantly, forcing a driver to make strategic decisions about when to take it. On one hand, taking it on the first lap allows a driver to get it over with; on the other, waiting until the end of the race can allow a driver to gain positions before the finish. Depending on venue, the joker lap route may be used as part of the event.
Rules for the Joker Lap:
Some courses are equipped with two routes: the main route, and the joker lap route, which each driver must only take once per race. The joker lap route typically shortens or lengthens the length of the track significantly, forcing a driver to make strategic decisions about when to take it. On one hand, taking it on the first lap allows a driver to get it over with; on the other, waiting until the end of the race can allow a driver to gain positions before the finish. Depending on venue, the joker lap route may be used as part of the event.
Rules for the Joker Lap:
- Each car must pass through the Joker section once in each race, failure to do so or passed through more than once brings a penalty of 30 seconds.
- Taking the Joker Lap on the opening lap of the race is prohibited, doing so brings a penalty of 30 seconds.
All times in US Eastern Standard Time (EST)
20:30 - Lobby Opening / Free Practice / Seeding
21:00 - Start of Heat Races
20:30 - Lobby Opening / Free Practice / Seeding
21:00 - Start of Heat Races
- Session start times will not be delayed to wait for latecomers unless unanimously agreed upon by all drivers currently in the lobby
- Drivers are encouraged to join the lobby as early as possible to be able to identify and resolve any network issues with the lobby before the start of Heat races.
- Latecomers who join the lobby and have not set a lap before the races start will be seeded last.
- Latecomers will no longer be accepted once the first Heat race has ended.
- Latecomers who experience network issues upon entering the lobby will not be granted session delays to resolve their issues. Should the issue be significant, will be excluded from the race weekend (but granted 1 point of following their exclusion).
Lobby will set-up as friends only, Host will be @damonc84
- Start Type: Grid Start w/ False Start Check
- Boost: None
- Slipstream Strength: Real
- Visible Damage: On
- Mechanical Damage: Light
- Category: Gr.B
- BOP: Off
- Tire Wear: Off
- Fuel Consumption: Off
- Initial Fuel: Default
- Grip Reduction on Wet Track/Track Edge: Real
- Race Finish Delay: 180 seconds
- Max Power: 560HP
- Minimum Weight: 2,600 lbs
- Tires: Sports Soft (Tarmac Only)
- Tuning: Allowed
- Ghosting During Race: Off
- Shortcut Penalty: Off
- Wall Collision Penalty: None
- Wall Collision Detection: Default
- Side Contact Penalty: Off
- Correct Vehicle Course After Wall Collision: Off
- Replace Cars When They Leave The Track: Off
- Flag Rules: Off
- Ghost Lapped Cars: Off
- Driving Aids: Drive Line, ABS and TC
- Races are scored as follows:
- LCQ: Drivers failing advance to Final will receive 1 point
- Final: 10-9-8-7-6-5-4-3-2-1
- LCQ: Drivers failing advance to Final will receive 1 point
- If less than 10 entries are in final, points awarded will taken from top. Example: 8 entries in Final, 1st place is awarded 8 points
- At the end of the season, the single lowest scoring round from each driver and team will not count towards the final championship standings.
- Drop scores for both championships are calculated independent of each other, meaning a driver's drop score will not affect the team's total score for the dropped round.
- Drivers and Teams who join the season after round one will not be given a drop score.
- #IRSYRX Season 1 Drivers Champion
- Awarded to the driver with the most points at the end of the season
- #IRSYRX Season 1 Teams Champion
- Awarded to the team with the most points at the end of the season
- #IRSYRX Season 1 Independents Trophy
- Awarded to the highest scoring independent driver of the season
Important Links
IRS Main Hub
IRS Discord Server
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