My season idea.....

My season idea based off of the SPEED World Challenge. This involves a handicapping system. If you go to fast you will encur a time penalty. Will explain below. The handicapping system is to allow begginner drivers to compete with the pros and it evens out the feild. Will explain more below.


This series is divided into two classes:

Touring Cars
Grand Touring (GT)


Touring Cars

Regulations:

Car Eligibility: Any car is eligible. Also no racing versions of cars (EX. WRX Rally Car) or road versions of race car that have the name 'road car' in the name.


Test Track: Special Stage Route 5
Goal Time: 1:26.xxx
Put whatever upgrades you want on the car. If the car goes faster than 1:26.xxx you are to fast and must downgrade. Try to get as close as possible to the goal time without going faster.


Grand Touring (GT)

Regulations:

Car Eligibility: Any car is eligible as long as they are not racing versions (EX. ARTA NSX).

Drivetrain Eligibility: FF drivetrain is not allowed in the class due to the cars enability to keep up in this class.

Test Track: Special Stage Route 5
Goal Time: 1:20.xxx
Put any upgrades you want on the car. If you go faster than the goal time you are too fast and downgrade.

During the season if you fid yourself going too fast you can downgrade. But once you downgrade you cant go back.

Handicap system
After everyone submits their time for the race I take the average time from all the races (adding them together then dividing to get an average time) and that becomes the 'goal' time. Anybody that goes over that goal time gets a Speeding Ticket Penalty (STP). They get a time penalty added to their time. The time penalty is the percentage they went over the goal time added to their real time. Just because you get a time penalty doesnt mean you cant win. Whoever is closest to the goal time wins.

The speeding ticket penalty is used to police people that are sandbagging and to keep the competition fair. If you tested your car correctly, you should never get a STP. But, some times due to certain tracks catering to certain cars, you will end up with a STP. This does not always mean a bad thing. You will have an opportunity to evaluate if you are getting faster (better driver) or it was just a one time fluke...etc. If you are getting faster, then you can de-tune your car. The STP is also progressive depending on how fast you actually exceed the speed limit. The speed limit is set based on the following formula.

We take all the times submitted and calculate the average. Once we have the average, we add 3% to the average to see what the minimum speed should be (the slowest allowable time) and throw out any times that is slower. Then, we recalculate the average based on the new sample (if there is any changes). This helps keep the average consistent by throwing our the super slow times that would otherwise skew the average. Once we have the new average, we calculate the Standard Deviation.

Once we have the STDDEV, we subtract it from the average speed. We also take the average and subtract 1% from the average speed. We then compare the 2 times to see which one is lower. We take the lower time and that will be the Speed Limit. If you exceed the speed limit, we will calculate your excess speed in terms of percentage and your penalty will be based on that. Below is the STP chart:

Exceed by 0.01% - 0.50% = 2X
Exceed by 0.51% - 1.00% = 3X
Exceed by 1.01% - 2.00% = 4X
Exceed by 2.01% - 4% = 5X
Exceed by 4.01% - 6% = 6X.
Exceed by over 6% = 7X
Examples:

A close race

Here's the times (in seconds) from a fictitious race of 15 racers:

86.001
86.113
86.159
86.235
86.297
86.375
86.416
86.479
86.555
86.598
86.601
86.648
86.742
86.836
86.901


Based on the above times, the initial average is: 86.464 seconds.
Add 3% to the average and we have 89.058 seconds as the min speed. In this example, the slowest time is still faster than the min speed, so we use all the times to calculate the average, meaning, we will not recalculate the average and just use the original average of 86.464.

Since we did not throw out any times, we will use all the times to calculate the std dev, which is 0.268, which gives us a temp speed limit of 86.196. We also subtract 1% from the average and get 85.599. In this example, we will use the 85.599 as the speed limit. So, since no one is faster than the speed limit, the results would not change.

A more skewed race

Here's the times (in seconds) that are more skewed:

Time Penalty Penalty Level Adjusted Time
86.059 2.345 0.90% 88.404
86.399 1.325 0.51% 87.724
86.785 0.111 0.06% 86.896
87.456 87.456
87.596 87.596
87.679 87.679
87.799 87.799
87.999 87.999
88.345 88.345
88.432 88.432
88.579 88.579
88.663 88.663
88.763 88.763
90.235 90.235
91.596 91.596

Based on the above times, the initial average is: 88.159 seconds.
Add 3% to the average and we have 90.804 as the min speed. In this example, since the min speed is higher than one of the time submitted (91.596), we re-calculate the average without the 91.596 and get a new average of 87.914.

Now, we calculate the std dev based on the new set of times (without the 91.596) and get a 1.073, which gives us a speed temp speed limit of 86.841. We also subtract 1% from the average and get 87.034. In this example, we will use the speed limit set by the std dev because it is faster than the speed limit set by subtracting 1% from the average.

With the speed limit of 86.841, we see that there are 3 racers that exceeded the limit and thus will get STP.

The fastest racer exceeded by 0.90%, which means he will get 3X multiplier. To calculate his final time, we take the difference between his actual time and the speed limit, which gives us 0.782 (note, every calculation is done in a spreadsheet, so the number you see are rounded) times 3 to get a total of 2.345. Add that to his original time, his new time is now 88.404, which drops him to 9th.
The second fastest racer exceeded by 0.51%, which means he will also get a 3X multiplier. This gives him a total penalty of 1.325 and he ends up with a final time of 87.724, which drops him to 5th.
The last guy who went faster than the speed limit exceeded by 0.06%, which means he gets a 2X multiplier. This give him a total penalty of 0.111 and ends up with a final time of 86.896, which keeps him at 1st place.


TEAMS

Teams can be up to 4 people big (or small). You can also run as an independant. You need to pick a team name as well, even if your an independant. You can have up to 2 drivers in each class. The 2 drivers in that class must run the same car, but the car can differ in HP, weight, etc. A driver can only run in one class.

Team Car

A team must run the same car for one class, though they can be setup differently

Ex. Team REALTIME runs an NSX in GT and an Integra in Touring.
Team Hendrix runs a Corvette in GT and an Altezza in Touring.

Manditory Equipment
The cars must have the following equipment:
-Sports Suspension (can be adjusted)
-Sports Brakes
-Brake Balancer (can be adjusted)
-Full Race Transmission (can be adjusted using Auto Set only)
-Triple Clutch/Race Flywheel
-Carbon Driveshaft (if available)
-2 Way LSD
-T8 tires (supersofts)

ASM must be set to zero
TCS cannot be set higher than 2
The only thing you are allowed to tune/adjust are the Sport Suspension, Brake Balancer, and Transmission using the Auto set.

This is to keep the field even and allows even begginners to run with the pros.

Example:
Say, I wanted to race the Z06 Vett. I complete the mandatory equipment upgrades and off to the test track I go. In this example, the test track is Rome II and the "goal" time is 1:30.000 (note, a "time" I pulled out of thin air to illustrate an example!). I run 10 laps and already I'm in the 1:29's with the Z06 at stock HP and weight. This means the car is too fast for my skill level and I would need to use a slower car.

So, I grab a Supra SZ and again, do the standard upgrade and off to the test track again. This time, even after 50 laps, I'm on in the 1'31's. So, I would add either a little more HP or reduce the weight a bit, then go back to the test track. This time, after 50 laps or so, I'm in the 1'30.5xx's and based on my replay, split times and gut feel, I know I can still go a little faster. So I give it another 50 laps and the best I've been able to get was 1'30.3xx. Since I plan to run about 1 to 2 hours a week in this league, I would run another 50 or laps just to be sure that my car is not too fast. If I'm still not able to get past 1'30.000, I would "set" my car "as is" officially.

One good indication of whether the car is still too fast is to use the split times. Using the above example, while chasing my ghost of the best lap so far (1'30.3xx), if I can beat the ghost, say at T1 by 0.500 seconds, then I am too fast no matter if I still can't beat the 1'30.3xx time.

Point System
There will be 3 championships in each series:

Individual point championship
Team point championship
Car manufacturer championship
Points are awarded in the following:

1st - 50
2nd - 47
3rd - 44
4th - 42
5th - 40
6th - 38
7th - 36
8th - 34
9th - 32
10th - 30
11th - 29
12th - 28
13th or lower - 1 point less for each position





Most of these things are optional. Post you comments and ideas if you like.......
 
Probably on 3 boards, GTN,GTP,and the Numbers. Maybe even at gamefaqs when I egt an account there. The more boards the more members. Might need a co-host to help host it.....
 
Would you make the challenge replay mandatory?
I think that the slight wall touches would be too subjective. Rules need to be really cut and dry.
 
Yeah I made these awhile back. I was thinking of 'saying' that I will be randomly checking 75% of everyones replays. But I wouldnt really check them because who would want to cheat with a high chance of getting cought? And who would send a replay of them cheating? :lol:
 
Yeah I got this idea while watching the SPEED World Challenge. Looks fun with 63 cars on the same track all racing BMW's, Integra's, Mazda's, RSX'x, and so on. Thats only the Touring Car Class! After they are done GT has a run......
 
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