Continental-Pirrelli Sports Car Challenge
Continental-Pirrelli Sports Car Challenge
Often requested but seldom organized the Continental and Pirrelli Sports Car Challenge cars are a difficult lot to bring equality to. It doesn't help that Forza doesn't have many of the exact cars found in the real series.
Our solution was to combine the GS cars from the Continental series with the GTS cars from the Pirelli series since both classes are production based cars. This gave us the most coverage as far as models go resulting in 30 specific car builds with equality to within 0.2 tenths. You'll never get this many cars perfectly equal, so there will be adjustments after each race if needed.
The points system will be used to help balance the cars further. Each car will be given either a points bonus or handicap depending on how fast the car is. Slower cars will earn bonus fraction points, and faster cars will deduct fractions. If you take what is considered to be the fastest car, then you will have the biggest points deduction. If you pick what is considered the slowest car you will get bonus points.
Testing is done. To download a tune/build search "gtdon"
Last edited by AAR GTDon on Mon Jun 05, 2017 10:47 am; edited 1 time in total
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"Piggy" aka "The Pig"
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Local : Minnesota, USA
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Sanctioned Car List
Basically, the 30 car list is split into 2 groups evenly. 15 cars in each group.
As a whole, the tested difference between all the cars is + or - 0.4 tenths per lap. That's not a big margin for 30 cars. In addition to the close performance of each car, there is an associated points bonus or handicap assigned to each car ranging from -1.5 to +1.5 depending on how fast or slow they were to each other. Pick one of the slightly slower cars and you will be given a bonus point that could mean the difference between finishing orders.
Presumably, a fast driver could pad his point total by picking a slower car that automatically gives him extra points. A slower driver might want to pick a slightly faster car to be more competitive, but he will have a points deduction.
The fastest 15 cars will be designated as the "bad guys" and be required to use black liveries. The slowest 15 cars will be designated the "good guys" and will be required to use white liveries. In this way, everyone will see at a glance whether someone is in a faster or slower car. The eventual pole sitter will be required to use a red livery and is the only car using a color. Sort of like the tradition in the Tour De France where the leader wears a yellow jersey.
All of the cars have a specific and unique build that can not be changed. If you change the build to make the car faster you will be banned from competition. It's very easy to see in the telemetry if you have the correct build because of the way these cars are built. These are fully tuneable handling cars with max tires and weight reduction in the middle of S-Class. They were built, tested, and tuned to bring out the best in each car while maintaining equality. Each car comes with a very competitive tune for the first track Indianapolis GP. The expert tuning for each car was performed by AAR GTDon. As many of you know GTDon's tunes are not extreme or difficult to drive as he places driveability above outright speed. This means that you will probably be able to compete with many of the cars on the list you might otherwise shy away from because they are too hard to tune. In this series all the hard tuning work has already been done for you. All you have to do is drive.
The sum total average lap time as tested at Indianapolis GP was 1:28.640. This is the time to gauge your lap times on.
The tunes for each car can be found by searching "gtdon"
As a whole, the tested difference between all the cars is + or - 0.4 tenths per lap. That's not a big margin for 30 cars. In addition to the close performance of each car, there is an associated points bonus or handicap assigned to each car ranging from -1.5 to +1.5 depending on how fast or slow they were to each other. Pick one of the slightly slower cars and you will be given a bonus point that could mean the difference between finishing orders.
Presumably, a fast driver could pad his point total by picking a slower car that automatically gives him extra points. A slower driver might want to pick a slightly faster car to be more competitive, but he will have a points deduction.
The fastest 15 cars will be designated as the "bad guys" and be required to use black liveries. The slowest 15 cars will be designated the "good guys" and will be required to use white liveries. In this way, everyone will see at a glance whether someone is in a faster or slower car. The eventual pole sitter will be required to use a red livery and is the only car using a color. Sort of like the tradition in the Tour De France where the leader wears a yellow jersey.
All of the cars have a specific and unique build that can not be changed. If you change the build to make the car faster you will be banned from competition. It's very easy to see in the telemetry if you have the correct build because of the way these cars are built. These are fully tuneable handling cars with max tires and weight reduction in the middle of S-Class. They were built, tested, and tuned to bring out the best in each car while maintaining equality. Each car comes with a very competitive tune for the first track Indianapolis GP. The expert tuning for each car was performed by AAR GTDon. As many of you know GTDon's tunes are not extreme or difficult to drive as he places driveability above outright speed. This means that you will probably be able to compete with many of the cars on the list you might otherwise shy away from because they are too hard to tune. In this series all the hard tuning work has already been done for you. All you have to do is drive.
The sum total average lap time as tested at Indianapolis GP was 1:28.640. This is the time to gauge your lap times on.
The tunes for each car can be found by searching "gtdon"
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_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14801
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Race Format, Points, Livery Rules, and Schedule
SCHEDULE
Bi-Monthly Saturdays 11:00pm EST/10:00pm CST/8:00pm PST
1.Saturday night, June 17th Indianapolis GP 29laps
2.Saturday night, July 1st Road America
3.Saturday night July 15th Watkins Glen
4.Saturday night July 29th Spa
5.Saturday night Aug 12th Sebring
6.Saturday night Aug 26th Road Atlanta
LIVERY RULES
If you pick one of the fastest 15 cars known as the "Bad Guys" group you must have a mostly black livery of any kind. If you pick one of the slowest 15 cars known as the "Good Guys" group, you must run a mostly white livery of any kind. If you qualify on pole you will be required to have a mostly red livery of any kind. This will enable drivers to immediately identify what level of car they are racing with at a glance.
RACE FORMAT
This will be a 2 lap qualifier before the race, a rolling start, 2 pit stops, 29lap race, with no cautions, any assists, simulation damage. You can change cars after each race and retain your points. You must race in the car you qualified in.
POINTS
To further equalize the competition we use a 1 point per position points table. With a single lobby, first place earns 25 points, second place 24 points, third place 23 points, fourth place 22 points and so on down to 1 point. Regardless of how many drivers there are there are only 25 points to collect. This means if there are more than 25 drivers anyone outside the top 25 will not earn points.
Each car has either positive points or negative points depending on how fast or slow the car is. All 30 cars are divided into 2 groups from fastest to slowest. The fastest 15 are in what we call the "Bad Guy" group and receive negative points because they are slightly faster. The slowest 15 cars are in the "Good Guy" group and receive positive points because they are slightly slower. One tenth of a point separates each car. The fastest car earns a maximum -1.5 point deduction after the race no matter where he finishes. The slowest car earns a maximum +1.5 points no matter where he finishes.
There is a bonus point for the fastest lap but only among the slower "Good Guys" group of 15 cars, and no bonus for the faster group of 15 cars known as the "Bad Guys." This means that in a typical race with as many as 18 drivers, the slowest car has a good chance to equal or beat the fastest car (if the fastest car finishes #1) by finishing 5th or better if he also gains the fastest lap among the "Good Guys." By doing this the slower cars become more attractive, and the faster cars somewhat less attractive. This allows for a certain strategy to take place depending on who picks what car.
You can drive one of the faster cars, but it comes with a price or points deduction which forces you to finish well to lead the points chase. Pick a slower car and you are rewarded just enough to compete equally in the points if you drive it well.
Because all of the cars have been tested to within 0.4sec picking the right car becomes a matter of how many points do I want to give up, instead of what's the fastest car. We generally already know what the fastest car is (Ferrari 360), what the slowest car is (Aston Martin Vanquish), and all the cars in between.
*This series will not be rated by the IFCA ratings computer.
Bi-Monthly Saturdays 11:00pm EST/10:00pm CST/8:00pm PST
1.Saturday night, June 17th Indianapolis GP 29laps
2.Saturday night, July 1st Road America
3.Saturday night July 15th Watkins Glen
4.Saturday night July 29th Spa
5.Saturday night Aug 12th Sebring
6.Saturday night Aug 26th Road Atlanta
LIVERY RULES
If you pick one of the fastest 15 cars known as the "Bad Guys" group you must have a mostly black livery of any kind. If you pick one of the slowest 15 cars known as the "Good Guys" group, you must run a mostly white livery of any kind. If you qualify on pole you will be required to have a mostly red livery of any kind. This will enable drivers to immediately identify what level of car they are racing with at a glance.
RACE FORMAT
This will be a 2 lap qualifier before the race, a rolling start, 2 pit stops, 29lap race, with no cautions, any assists, simulation damage. You can change cars after each race and retain your points. You must race in the car you qualified in.
POINTS
To further equalize the competition we use a 1 point per position points table. With a single lobby, first place earns 25 points, second place 24 points, third place 23 points, fourth place 22 points and so on down to 1 point. Regardless of how many drivers there are there are only 25 points to collect. This means if there are more than 25 drivers anyone outside the top 25 will not earn points.
Each car has either positive points or negative points depending on how fast or slow the car is. All 30 cars are divided into 2 groups from fastest to slowest. The fastest 15 are in what we call the "Bad Guy" group and receive negative points because they are slightly faster. The slowest 15 cars are in the "Good Guy" group and receive positive points because they are slightly slower. One tenth of a point separates each car. The fastest car earns a maximum -1.5 point deduction after the race no matter where he finishes. The slowest car earns a maximum +1.5 points no matter where he finishes.
There is a bonus point for the fastest lap but only among the slower "Good Guys" group of 15 cars, and no bonus for the faster group of 15 cars known as the "Bad Guys." This means that in a typical race with as many as 18 drivers, the slowest car has a good chance to equal or beat the fastest car (if the fastest car finishes #1) by finishing 5th or better if he also gains the fastest lap among the "Good Guys." By doing this the slower cars become more attractive, and the faster cars somewhat less attractive. This allows for a certain strategy to take place depending on who picks what car.
You can drive one of the faster cars, but it comes with a price or points deduction which forces you to finish well to lead the points chase. Pick a slower car and you are rewarded just enough to compete equally in the points if you drive it well.
Because all of the cars have been tested to within 0.4sec picking the right car becomes a matter of how many points do I want to give up, instead of what's the fastest car. We generally already know what the fastest car is (Ferrari 360), what the slowest car is (Aston Martin Vanquish), and all the cars in between.
*This series will not be rated by the IFCA ratings computer.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14801
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
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