Am new. Been looking for the SR distribution as in S = 99 to ?, A = x to y, B= etc Cant seem to find it..
To put it all together
SR.E 1-9
SR.D 10-19
SR.C 20-39
SR.B 40-64
SR.A 65-79
SR.S 80-99
DR.E is reserved for first five races, start at 2,000 DR at 6th race
DR.D 1-4,999
DR.C 5,000-9,999
DR.B 10,000-29,999
DR.A 30,000-49,999
DR.A+ 50,000-100,000
Fall below SR 50, DR is capped (reset) at 40,000
Fall below SR 30, DR is capped (reset) at 20,000
Fall below SR 15, DR is capped (reset) at 7,000
Fall to SR.1 DR is capped (reset) at 3,000
You can't advance to a higher DR rank than your current SR rank
Advancing a rank gets you an extra 1,500 DR, losing a rank costs you an extra 1,500 DR
Each SR up (green) arrow is worth 0.3 to 0.4 SR depending on the track.
Each SR down (orange) arrow for contact costs you 10 SR (varies now and then)
An SR Down arrow for contacting the pit wall, or driving the wrong way costs you 2 SR
Below SR.50 you earn more SR, from factor 1.0 at SR 50 to a factor 3.2 at SR 1, linear scale based on your SR at the start of the race.
From 50 and up earnings are the same.
At lower SR and DR penalties are generally lower and trigger less often. More shenanigans are allowed.
When players with different SR and DR come in contact, the one with the lowest SR/DR usually gets a pass and the higher SR/DR gets the blame.
Shortcut penalties are based on perceived gains, which is buggy, but generally if the game thinks you might have gained time you get a time penalty (without SR loss) in 0.5 sec increments depending on hum much the game thinks you benefited.
Hitting a wall gives you a 1.5 sec penalty (also no SR loss) which triggers depending on how you hit the wall. It doesn't make all that much sense, bouncing off a wall is usually fine, while scraping can be seen as an advantage as well as driving straight into a wall...
A different measure is used to determine whether you still qualify for the SR up arrow for that section, wider track limits, more sensitive walls.
You get the clean race bonus if you earn all the SR up arrows during a race, which can happen with short cut penalties, but negated by any SR Down arrows. The CRB gives you 50% extra credits and xp.
Matchmaking is based on SR first then DR in a simple selection algorithm
- Collect all entries in 90-99 SR range, sort on DR and create rooms from highest to lowest DR
- Collect all entries in 80-89 SR range, sort on DR, fill up left over spot in last created room (with the lowest DR) with highest DR entries of this range, then create more rooms from highest to lowest DR
- Collect all entries in 70-79 SR range, etc etc
Very simple sorting algorithm that creates strange anomalies where A+/S (SR 89) can end up with a full room of D/S (SR 90 to 99)
Qualifying time is only used to sort the rooms after they have been created on SR/DR.
Non qualifiers start behind the qualifiers and are sorted on DR
Your finishing position is the only thing that counts for earning/losing DR.
Your take 80 + ( (their DR - your DR) / 500) points from every player you finish ahead of (including DNF players)
You give 80 + ( (your DR - their DR) / 500) points to every player that finishes ahead of you (DC or quit, give points to all that stayed)
Thus if you have lower DR than a player you finish ahead of, you get more than 80 points. But if you have higher DR than a player that beats you, you lose more than 80 points.
It's a zero sum exchange with exception that players can't go below DR.1, more points enter the pool to compensate for those that can't pay up. And you can't go over 100,000, anything over is lost. (As well as points lost in a reset)
Beware results don't count until the race has closed, don't quit during the countdown after finishing. Results are not updated until after the race has closed, you won't see your SR/DR change straight away if you quit during the race. It's updated after the race is finished and players send back to the lobby.