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09-15-2006, 02:19 PM #31
Re: TG Club Racing League - INFO
Soooo... now you're driving like me and Squid?
I think we might have a chance now!
I must say, though... RocketPunch showed some real skill in the practice laps I followed him in (or rather, fell behind him in).








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09-15-2006, 05:57 PM #32
Re: TG Club Racing League - INFO
I tried it a few more times and I got a little better. I have a hard time with the braking points now. I should be ok for Sat. night, my goal is to just keep the car on the track and finish.
Mirfee I might be a little late tonight, probably around 10 or so. Ill check TS to see if you are still on.
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09-15-2006, 06:00 PM #33
Re: TG Club Racing League - INFO
I'll still be on then.
If nobody shows by 11 I'm gone, though.








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09-15-2006, 08:32 PM #34
Re: TG Club Racing League - INFO
Small change. I'm still downloading the new AA. I've got 1.5 hrs yet, which puts me to right about 9pm to finish. I don't dare put up the server till that's cleared. So if it runs past 9, I'll just have to wait. If nobody sees me on TS right away, just check periodically. I'll be along as soon as I can.








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09-15-2006, 08:37 PM #35
Re: TG Club Racing League - INFO
Just wondering If the server will open for business tomorrow before the race.
Slow is Smooth. Smooth is Fast!
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09-15-2006, 09:01 PM #36
Re: TG Club Racing League - INFO
I expect so. I have late afternoon/evening/dinner plans, so I can't promise anything before 9pm.
Worst case for extra practice is to fire up some single player offline.








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09-16-2006, 01:20 PM #37
- Join Date
- May 2005
- Location
- Guildford, UK
- Age
- 32
- Posts
- 4,257
Re: TG Club Racing League - INFO
I'd like to make a comment on the points system, and that it will make a big difference on the driving style of those that wish to win the league (although i suspect most of us will just want to beat our mates
).
For example, in Formula 1 there is very little reward for hard racing. With 12 points for a win and 10 points for coming second, you'd have to be able to overtake the guy in front 5 times to have it work out equivalent to 1 crash. Thus it rewards careful consistent performance. This might be good for sponsors, but it perusades the drivers to make it a fairly un-exciting race.
If the 6 point finish were more like:
Sys2: 20 - 12 - 8 - 5 - 2 - 1
then it would reward people that 'went for it' a little more.
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09-16-2006, 01:43 PM #38
Re: TG Club Racing League - INFO
One of my concerns (and this is coming from *no* league sim racing experience) is to encourage clean racing. This means less aggression, and therefore less occurances (hopefully) of wrecks that might include less aggressive drivers. With more on the line in terms of rewards, there's more incentive to be aggressive for the win. I don't want the less experienced/aggressive drivers to get marginalized or to well-exceed their abilities in order to have any chance.
I may be coming at this too conservatively. I dunno.
I'm sure I'll be revisiting this in short order as the league gets up to speed. With no series results yet to determine what our field of drivers compete in, I'm starting simple.
Good thoughts all the same. All input is helpful. Thanks.
EDIT: I'm tweaking now to give some better point spread.Last edited by Mirfee; 09-16-2006 at 02:16 PM.








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09-16-2006, 02:15 PM #39
Re: TG Club Racing League - INFO
I can see Wulfyn's point there. However, Too big of a points gap might see the better players dominating the league and possibly winning it very early on. The bigger points gap will work only if we can implement a reverse grid 2 heat per race weekend system or an even simpler system would be progressively adding ballast to podium finishers.
The ballast system can easily be done with a mandatory fuel loads to podium finisher for the next race but it will be extremely difficult to police.
update: As I think of it more, I think manadatory pitstops for the podium finishers on their next race is more doable. As you can review on the replays to make sure they did those mandatory stops after the race.
Just a thought.Last edited by RocketPunch; 09-16-2006 at 02:39 PM.
Slow is Smooth. Smooth is Fast!
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09-16-2006, 02:43 PM #40
Re: TG Club Racing League - INFO
Ugh.
Not at anyone's posts. Just seeing the complexities starting to creep in to this. I hadn't visualized how dense and/or complex this could get.








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09-16-2006, 04:29 PM #41
Re: TG Club Racing League - INFO
OK... new point structure using a fixed value system. This is intended to give a bit more spread between finishing results, but not so much that it poses a likelyhood of dominance (aside from consistently top performing drivers).
2 Stages to point scoring...
Qualifying Session- Finished Session (post a qualifying time) earns 3 pts
- 1st Place Overall (fastest time) earns +3 pts
- 2nd Place Overall (2nd fastest time) earns +2 pts
- 3rd Place Overall (3rd fastest time) earns +1 pt
Feature Race- Finished Race earns 3 pts
- 1st Place Overall earns +3 pts
- 2nd Place Overall earns +2 pts
- 3rd Place Overall earns +1 pt
- Did Not Finish earns 0 points
The sum of the points for the Qualifying Session and the Feature Race determine the total earned points for the Event.
In an event with about 6+ cars, this yields a point spread of the following...- Max possible points earned = 12 (1st place in Qualifying + 1st Place in Race)
- Min possible Points earned = 3 (Under Top-3 Qualifying, and DNF in Race)
- Max possible Podium Finisher points earned = 12/10/8 (highest possible if 1st, 2nd, 3rd in both Qualifying and Race)
- Avg Non-Podium Finisher points earned = 6 (Under Top-3 Qualifying, and Under Top-3 Race finish)
Top finishers per event are likely to be in the 8-10 pt range, with avg finishers in the 6 pt range. I think it works alright for individual races, and I'm working on projections for what it turns into over the course of 12 races (the tentative race season here).
Still tinkering.
Thoughts?








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09-16-2006, 05:08 PM #42
Re: TG Club Racing League - INFO
Projected point spread over 4 races (using a highly eveolved format of almost randomly assigning finishing results, with the adjustment for randomly picked favorites
)...
Figuring 12 drivers, with 1 top driver who consistenly wins podium spots, and a least competitive driver with at least 1 DNF...
42, 36, 29, 26, 25, 24, 24, 24, 24, 24, 24, 22
Looks like a lot of consistently finishing, but non-podium winning drivers end up at 24. It's certainly a close season in the mid-20's range, but I don't like that half the field is tied for 6th place.
Ghaa! I hadn't expected to run into this when I had the bright idea to form a racing league.
Well... tonight is only the first race. Points won't have any impact before the second race, so I'm not going to kill myself on this over the next few hours.








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09-16-2006, 07:24 PM #43
- Join Date
- May 2005
- Location
- Guildford, UK
- Age
- 32
- Posts
- 4,257
Re: TG Club Racing League - INFO
my apologies - I wasn't trying to make it more complicated, and agree that overall as we're more interested in the racing with the league points as a by-product as a bit of fun to keep score for bragging rights. I just didn't want to end up with a situation where someone who never won a single race had a shot of being overall champion.
Personally i'd prefer a simple 6-5-4-3-2-1 to anything too funky, i just thought that stretching the top end a little would provide a championship more reflective to results.
To be honest tho I just want to beat all my old 42nd team-mates
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09-16-2006, 07:35 PM #44
Re: TG Club Racing League - INFO
No worries Wulfyn. You actually introduced some good thoughts I hadn't weighed, but am glad to work through. I actually do enjoy the process of finding a good number system, one that hopefully reflects the league results simply, but with some depth. I'd still like to achieve something simple and elegant, but I think it'll take more than a few afternoons to hammer such out.
I'll start with what I originally proposed. We need to hammer everything out anyway, and league points are but one element.
Oh, and, uh... bring it on... deserter!!!








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09-16-2006, 07:41 PM #45
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