IFCA Series News
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Re: IFCA Series News
P.S. This is not a IFCA sanctioned or sponsored event. There will be no ratings.
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
1968 Opel GT Hp212 ft/lb149
Race brakes
R shocks
R bars F/R
R roll cage
STOCK WEIGHT
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
STOCK REAR BUMPER
Engine swap
2.0L I4 212 Hp
Race flywheel
Copper: Race tires; widest width; lightest rims
class B505; 212hp; 2133 weight
Bronze: Race tires; widest width; heaviest rims
class B501; 212hp; 2163 weight
Silver: Sport tires; widest width; lightest rims
class C481; 212hp; 2133 weight
Gold: Sport tires; width F195/R205; heaviest rims
class C465; 212hp; 2151 weight
Platinum: Street tires; widest width; lightest rims
class C456; 212hp; 2133 weight
PRO: Street tires; width F195/R205; heaviest rims
class C439; 212hp; 2151 weight
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
1968 Opel GT Hp212 ft/lb149
Race brakes
R shocks
R bars F/R
R roll cage
STOCK WEIGHT
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
STOCK REAR BUMPER
Engine swap
2.0L I4 212 Hp
Race flywheel
Copper: Race tires; widest width; lightest rims
class B505; 212hp; 2133 weight
Bronze: Race tires; widest width; heaviest rims
class B501; 212hp; 2163 weight
Silver: Sport tires; widest width; lightest rims
class C481; 212hp; 2133 weight
Gold: Sport tires; width F195/R205; heaviest rims
class C465; 212hp; 2151 weight
Platinum: Street tires; widest width; lightest rims
class C456; 212hp; 2133 weight
PRO: Street tires; width F195/R205; heaviest rims
class C439; 212hp; 2151 weight
Last edited by jason"1shot" on Sat Sep 16, 2023 3:15 pm; edited 1 time in total
jason"1shot"- IFCA LICENSE: INTERMEDIATE
- Posts : 77
Registration date : 2021-06-12
Forza Profile
XBL Gamertag: AAR Oneshot
IFCA Car #: ? ? ?
Infractions:
Re: IFCA Series News
P.S. This is not a IFCA sanctioned or sponsored event. There will be no ratings.
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
1997 BMW M3 Hp403 ft/lb324
stock engine
Race air filter
R intake/manifold
R exhaust
R valves
R pistons
R flywheel
Race brakes
R shocks
R bars F/R
R roll cage
R weight
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
NO WIDE BODY KIT
Copper: Race tires; widest width; lightest rims
class S703; 403hp; 2653 weight
Bronze: Race tires; widest width; heaviest rims
class A699; 403hp; 2698 weight
Silver: Sport tires; widest width; lightest rims
class A683; 403hp; 2653 weight
Gold: Sport tires; width F235/R255; heaviest rims
class A670; 403hp; 2684 weight
Platinum: Street tires; widest width; lightest rims
class A661; 403hp; 2653 weight
PRO: Street tires; width F235/R255; heaviest rims
class A646; 403hp; 2684 weight
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
1997 BMW M3 Hp403 ft/lb324
stock engine
Race air filter
R intake/manifold
R exhaust
R valves
R pistons
R flywheel
Race brakes
R shocks
R bars F/R
R roll cage
R weight
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
NO WIDE BODY KIT
Copper: Race tires; widest width; lightest rims
class S703; 403hp; 2653 weight
Bronze: Race tires; widest width; heaviest rims
class A699; 403hp; 2698 weight
Silver: Sport tires; widest width; lightest rims
class A683; 403hp; 2653 weight
Gold: Sport tires; width F235/R255; heaviest rims
class A670; 403hp; 2684 weight
Platinum: Street tires; widest width; lightest rims
class A661; 403hp; 2653 weight
PRO: Street tires; width F235/R255; heaviest rims
class A646; 403hp; 2684 weight
Last edited by jason"1shot" on Sat Sep 16, 2023 3:15 pm; edited 1 time in total
jason"1shot"- IFCA LICENSE: INTERMEDIATE
- Posts : 77
Registration date : 2021-06-12
Forza Profile
XBL Gamertag: AAR Oneshot
IFCA Car #: ? ? ?
Infractions:
Re: IFCA Series News
P.S. This is not a IFCA sanctioned or sponsored event. There will be no ratings.
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
2017 Chevrolet Camaro Hp825 ft/lb650
Race brakes
R shocks
R bars F/R
R roll cage
R weight
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
Engine swap
5.9L V8 racing
825 hp
Copper: Race tires; widest width; lightest rims
class R821; 825hp; 3066 weight
Bronze: Race tires; widest width; heaviest rims
class R819; 825hp; 3105 weight
Silver: Sport tires; widest width; lightest rims
class R804; 825hp; 3066 weight
Gold: Sport tires; width F295/R315; heaviest rims
class S795; 825hp; 3093 weight
Platinum: Stock tires; widest width; lightest rims
class S786; 825hp; 3066 weight
PRO: Stock tires; width F295/R315; heaviest rims
class S776; 825hp; 3093 weight
Saturday the 30th 6:00 PM central time.
TRACK Mugello full
2017 Chevrolet Camaro Hp825 ft/lb650
Race brakes
R shocks
R bars F/R
R roll cage
R weight
Race clutch
R trans
R drive-line
R diff
Race front bumper
Race rear wing
Engine swap
5.9L V8 racing
825 hp
Copper: Race tires; widest width; lightest rims
class R821; 825hp; 3066 weight
Bronze: Race tires; widest width; heaviest rims
class R819; 825hp; 3105 weight
Silver: Sport tires; widest width; lightest rims
class R804; 825hp; 3066 weight
Gold: Sport tires; width F295/R315; heaviest rims
class S795; 825hp; 3093 weight
Platinum: Stock tires; widest width; lightest rims
class S786; 825hp; 3066 weight
PRO: Stock tires; width F295/R315; heaviest rims
class S776; 825hp; 3093 weight
jason"1shot"- IFCA LICENSE: INTERMEDIATE
- Posts : 77
Registration date : 2021-06-12
Forza Profile
XBL Gamertag: AAR Oneshot
IFCA Car #: ? ? ?
Infractions:
Competition resumes in Dec!
It appears that we will resume official IFCA racing in December. When exactly is yet to be determined. But, the wheels behind the scenes have begun to turn. Our goal is to try to run 2 full 24 driver lobbies consisting of 12 or so 3-4 man teams.
In order to reach this goal and have the full fledged kind of team based racing we want to see, we are going to need your help to do it. We need everyone to give a quick shout out to everyone on their friends list right now. Let them all know that the IFCA will begin their first official race season in Dec. Ask them if they plan on racing at the IFCA as a team member or as a Team Leader. That way we can organize the teams asap.
I'm encouraging veteran drivers to think about leading a new team even if they like the team they are on. We need drivers to step up and lead new teams to victory circle. The more veteran drivers we have in the team leader role, the more competitive those teams will tend to be is why.
To help you in this process we will post a driver sign-up you can direct people to. Anyone who is not part of a team will be slotted in with those teams in need of drivers.
Please go to this page to sign-up your team or as a driver:
https://ifca.forumotion.com/t6882-fm-season-1-sign-up#141147
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
WritesCode4Food likes this post
Re: IFCA Series News
GTDon2 wrote:
It appears that we will resume official IFCA racing in December. When exactly is yet to be determined. But, the wheels behind the scenes have begun to turn. Our goal is to try to run 2 full 24 driver lobbies consisting of 12 or so 3-4 man teams.
In order to reach this goal and have the full fledged kind of team based racing we want to see, we are going to need your help to do it. We need everyone to give a quick shout out to everyone on their friends list right now. Let them all know that the IFCA will begin their first official race season in Dec. Ask them if they plan on racing at the IFCA as a team member or as a Team Leader. That way we can organize the teams asap.
I'm encouraging veteran drivers to think about leading a new team even if they like the team they are on. We need drivers to step up and lead new teams to victory circle. The more veteran drivers we have in the team leader role, the more competitive those teams will tend to be is why.
To help you in this process we will post a driver sign-up you can direct people to. Anyone who is not part of a team will be slotted in with those teams in need of drivers.
Please go to this page to sign-up your team or as a driver:
https://ifca.forumotion.com/t6882-fm-season-1-sign-up#141147
Several people have already asked about what the formula will be to divide the skill levels for the cars? They noted that Forza only offers a maximum of 4 groups when creating an event. Which is fine unless you have 6 groups as we have here at the IFCA. Pro, Platinum, Gold, Silver, Bronze, and Copper is what we will use to balance the drivers with the car builds. Only the top 4 classes will be grouped. Bronze and Copper will not need to be grouped because we have figured out a way to exclude them from using the traction handicap in the settings. That is, they won't need to use the traction handicap to be more than equal and fair.
Some have asked why we are doing it this way at all? And the answer is, we want to be able to use the different tire compounds in the race so that pit stops become far more strategic. The only way to do this is to have every class/car run race slicks. Race slicks are the only tire that offers different tire compounds is why.
This poses a small problem balancing the lap time gaps equally between classes. In FM7 it was much easier when we could simply add or subtract sport tires or street tires or whatever to get the balance we wanted. With all the cars forced to be on racing slicks we have to look at other ways to gain the time gaps desired between say Platinum and Gold for example. We can use the new weight ballast option along with the traction handicap as well as perhaps the width of the tires to achieve the same effect.
We still want the cars to have the same horsepower and roughly the same weights so that the only major difference is available traction. Lower class drivers will have greater traction than the higher class drivers. In this way, just as before, we are making it more about the driving than about the builds. We are making the slower drivers better without adding power basically. We've always done it this way to try to both challenge the fast guys while at the same time boosting the performance of the slower guys. Yes, the faster drivers are still most likely to win, but it's about by how much? It's this gap that we wish to narrow in order for everyone to be in hot pursuit of a season championship.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
New formula
In case you haven't seen it, we have started our build sheet thread for Season 1. Cars have yet to be selected but we have the new handicap formula for each ratings class here:
https://ifca.forumotion.com/t6884-season-1-fm-car-builds
It was no easy task to align the classes so that they would have equal time gaps between each class, while using only racing slicks. Then there was the issue of the game only offering a maximum of 4 groups per custom lobby. Which is a problem when you want to have 6 groups as we do. All of this would not be a problem had T10 in their limitless wisdom simply allowed the hard, medium, and soft rubber compounds to be used with more than just the racing slicks.
The decision was made that we wanted to use the different compounds so that pit stops would be more influential, meaningful, and strategic. In order to do this you will notice (eventually) that the P.I. of the higher classes will be higher than the lower classes. This is as a result of being forced to use the traction handicaps. So while the higher class cars will have a higher P.I. it's only because their traction is lower. The lower traction values do not affect the P.I. number. Only the top 4 classes (Pro, Platinum, Gold, and Silver) will be required to be in their designated lobby groups. Bronze and Copper have no traction handicaps and therefore do not need to be in a group.
In this way we can have all the skill levels use the different rubber compounds, and at the same time have the desired time gaps so that Platinum is slightly faster than Pro, and Gold slightly faster than Platinum, and Silver, slightly faster than Gold, and Bronze faster than Silver, and Copper slightly faster than Bronze.
For all the new guys who might not follow the logic here at the IFCA, we handicap the cars in this way so that the lower class of driver has a superior handling car thus boosting his car's performance. This allows the slower drivers to have the potential to compete more equally against the greater skill drivers, and even win if they work at it. We do not use horsepower to boost a slower driver because this only makes things worse. Slower drivers need more car control rather than more than power is why. Handing them a bullet build only makes them dangerous and not faster.
https://ifca.forumotion.com/t6884-season-1-fm-car-builds
It was no easy task to align the classes so that they would have equal time gaps between each class, while using only racing slicks. Then there was the issue of the game only offering a maximum of 4 groups per custom lobby. Which is a problem when you want to have 6 groups as we do. All of this would not be a problem had T10 in their limitless wisdom simply allowed the hard, medium, and soft rubber compounds to be used with more than just the racing slicks.
The decision was made that we wanted to use the different compounds so that pit stops would be more influential, meaningful, and strategic. In order to do this you will notice (eventually) that the P.I. of the higher classes will be higher than the lower classes. This is as a result of being forced to use the traction handicaps. So while the higher class cars will have a higher P.I. it's only because their traction is lower. The lower traction values do not affect the P.I. number. Only the top 4 classes (Pro, Platinum, Gold, and Silver) will be required to be in their designated lobby groups. Bronze and Copper have no traction handicaps and therefore do not need to be in a group.
In this way we can have all the skill levels use the different rubber compounds, and at the same time have the desired time gaps so that Platinum is slightly faster than Pro, and Gold slightly faster than Platinum, and Silver, slightly faster than Gold, and Bronze faster than Silver, and Copper slightly faster than Bronze.
For all the new guys who might not follow the logic here at the IFCA, we handicap the cars in this way so that the lower class of driver has a superior handling car thus boosting his car's performance. This allows the slower drivers to have the potential to compete more equally against the greater skill drivers, and even win if they work at it. We do not use horsepower to boost a slower driver because this only makes things worse. Slower drivers need more car control rather than more than power is why. Handing them a bullet build only makes them dangerous and not faster.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Wild Car Playoff format
As per the vote, everyone would like to see a Wild Card Playoff type format it turns out. A situation where teams outside of the top 5 in regular season points gets to compete for a final spot in the championship finale.
So, let's say we have 12 teams of 4 drivers each, the top 5 teams in regular season points are automatically in. Team 6 through 12 are not. They will be battling it out for the last open spot via the last 3 Wild Card races.
The regular season will be the first 6 races of the season. Teams 6 through 12 will have their points reset to zero for the last 3 races which are the Wild Card rounds. The team that collects the most points during the Wild Card rounds earns the last spot for the single lobby 6 team 24 driver finale, which would be the 10th and final race of the season on Feb 10th.
The individual championship is mathematically unaffected by the team championship. In other words, the leading drivers will always be from the top 6 teams to compete for the individual championship.
The schedule looks like this so far:
Regular Season
1.) Dec 9th Road America D-Class
2.) Dec 16th Lime Rock Full D-Class
3.) Dec 23rd Laguna Seca Short D-Class
4.) Dec 30th Eagle Rock Speedway B-Class
5.) Jan 6th Grand Oak Raceway National B-Class
6.) Jan 13th Mid-Ohio Sports Car Circuit B-Class
Post Season (Wild Card Rounds)
7.) Jan 20th Kyalami Grand Prix S-Class
8.) Jan 27th Homestead Oval S-Class
9.) Feb 3rd Silverstone Grand Prix S-Class
Season 1 Finale Championship Round
10.) Feb 10th Homestead Miami Road Course Circuit R-Class
The car list will be comprised of 4 cars in total for the season that you will have to level up from a group of 10. For the finale, everyone will be in the same R-Class car. The car list and builds will be published after Nov 4th.
So, let's say we have 12 teams of 4 drivers each, the top 5 teams in regular season points are automatically in. Team 6 through 12 are not. They will be battling it out for the last open spot via the last 3 Wild Card races.
The regular season will be the first 6 races of the season. Teams 6 through 12 will have their points reset to zero for the last 3 races which are the Wild Card rounds. The team that collects the most points during the Wild Card rounds earns the last spot for the single lobby 6 team 24 driver finale, which would be the 10th and final race of the season on Feb 10th.
The individual championship is mathematically unaffected by the team championship. In other words, the leading drivers will always be from the top 6 teams to compete for the individual championship.
The schedule looks like this so far:
Regular Season
1.) Dec 9th Road America D-Class
2.) Dec 16th Lime Rock Full D-Class
3.) Dec 23rd Laguna Seca Short D-Class
4.) Dec 30th Eagle Rock Speedway B-Class
5.) Jan 6th Grand Oak Raceway National B-Class
6.) Jan 13th Mid-Ohio Sports Car Circuit B-Class
Post Season (Wild Card Rounds)
7.) Jan 20th Kyalami Grand Prix S-Class
8.) Jan 27th Homestead Oval S-Class
9.) Feb 3rd Silverstone Grand Prix S-Class
Season 1 Finale Championship Round
10.) Feb 10th Homestead Miami Road Course Circuit R-Class
The car list will be comprised of 4 cars in total for the season that you will have to level up from a group of 10. For the finale, everyone will be in the same R-Class car. The car list and builds will be published after Nov 4th.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Season 1 car builds here:
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Re: IFCA Series News
In the News today. Team STP has become IROC motor-sports. IROCms is pleased to announce, T-Mobile
has your primary sponsor. With AP Exhaust Products and AIRAID racing filters as secondary sponsors. IROCms
will be running the GT G-Maxx racing tire by General Tire. Good luck to my IROC motor-sports teammates.
has your primary sponsor. With AP Exhaust Products and AIRAID racing filters as secondary sponsors. IROCms
will be running the GT G-Maxx racing tire by General Tire. Good luck to my IROC motor-sports teammates.
jason"1shot"- IFCA LICENSE: INTERMEDIATE
- Posts : 77
Registration date : 2021-06-12
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IFCA Car #: ? ? ?
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IFCA GTDon likes this post
First Wed Practice Race
Just a reminder to everyone who can attend, our first practice race of the season is a week from today already! During the season we will always have a Wed night practice race @ 8pm CST. This is an exact duplicate of the race that will be on the following Saturday @ 6pm CST.
The practice race does not count for any points but is very informative and important for newer drivers to understand the format and how an IFCA race is to be conducted. It's a time to re-acquaint ourselves with racing as a group and experiment with different racing lines and setups too. It is highly beneficial for everyone because it gives you a good grasp of what to expect from start to finish. That way everyone will be prepared for the actual race as much as possible.
Practice night is far less serious and therefore the driving is more forgiving, less about winning, and more about what the limits are without incurring the wrath of our Benevolent Dictator. It's really a fun race because there are no repercussions, points, or penalties of any kind. It's all about having a good time while trying to figure things out under race conditions.
So, if you are available, I highly recommend you attend the first Wed night practice race next week on Dec 6th. You won't regret it. When you see me on, just come join the lobby.
The practice race does not count for any points but is very informative and important for newer drivers to understand the format and how an IFCA race is to be conducted. It's a time to re-acquaint ourselves with racing as a group and experiment with different racing lines and setups too. It is highly beneficial for everyone because it gives you a good grasp of what to expect from start to finish. That way everyone will be prepared for the actual race as much as possible.
Practice night is far less serious and therefore the driving is more forgiving, less about winning, and more about what the limits are without incurring the wrath of our Benevolent Dictator. It's really a fun race because there are no repercussions, points, or penalties of any kind. It's all about having a good time while trying to figure things out under race conditions.
So, if you are available, I highly recommend you attend the first Wed night practice race next week on Dec 6th. You won't regret it. When you see me on, just come join the lobby.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
papa creech172 likes this post
khartbeat22 tag?
Does anyone know what khartbeat22's gamer tag actually is?
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
equality
I just want to point out or even caution everyone that we are fast approaching a moment in time where Forza car equality is becoming more and more like what we see in real racing. In most series outside of say F1, the cars tend to be so equal regardless of make, that they then appear as Spec cars. Truth be told most modern series are mostly Spec series. This is because of the myriad of restrictions in the BoP formulas conclude that the cars become akin to a Spec series car. So while you may have BMWs, Porsches, Mercedes, Lamborghinis, and Ferraris all racing each other, the relative performance of these cars tends to be indistinguishable from each other.
Now you could say this sucks and that there should be a more diverse range of performance packages that better represents each make of car, but this isn't the analogue days of 1969. Gone are the glory days of wide open or non-existent BoPs. Back then things were more of a mystery and racing was more of a heads-up run what you brung affair. Today, the ultimate level of car performance is much more well known to the engineers and computer programmers, and the possibility of what is actually possible is not the mystery it once was like back in the day. For this reason we see series that though they run all sorts of different cars, there is a strange sameness about them lending to a look of Spec series racing. This is why many of the street car versions of their race car counterparts produce much higher hp figures than the actual race cars do. Whenever for example Dodge brings out its 8.4L V10 Viper, it has to be heavily restricted to meet the BoP or it would demolish the field. There simply is no replacement for displacement as we all know.
Forza Motorsports has now transitioned or trended toward this Spec condition without intending to. It's not a bad thing, it means the cars performance envelope will tend to be the same, and racing will tend to be closer, and the burden of speed will tend to fall on the shoulders of the drivers.
And this brings us to the IFCA and how it affects us. What it means is a shift towards closer racing than before. The problem comes into its own when drivers are unaware of this shift. People you thought or think should not be able to run side by side with you, are running side by side with you for longer stretches. Accepting this reality requires an adjustment to your thinking and your race craft. You can not take it for granted that you will not be in close proximity with slower drivers.
The IFCA has for a long time attempted to create a level playing field by emulating many of the race regulations found in IMSA racing series. Be it our points system or our driver skill level and ratings system, it's all in an effort to bring the entire field closer together. Add to this the latest physics of Forza Motorsports which trends toward easier more equal driving, and you end up with an almost Spec type of racing more similar to real racing than ever before.
The cool thing about this trend is that we should be able to eventually include a wider range of cars in future series. Imagine GT3 cars vs TA cars for example. Or Old School Trans Am cars vs TA2 cars. Such matchups will be more viable in the future. But for now, with the horrible leveling up system, we are a bit restricted and are practically forced to settle with Spec series type formats.
The cautionary note is to respect all drivers on the track regardless of skill level. Be prepared to have slower drivers stay closer to you longer in the future. And have fun.
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Jitterman69 likes this post
Season 2 formats
Yes, we are starting to look at season 2 and the possible formats we can offer based on the before mentioned limitations of Forza. This is just a quick heads up that we will be offering you a vote on 3 distinctly different formats for Season 2. The only similarities between the 3 formats will be a limit of 1-2 Spec type cars for the entire season. These will be cars that have everything except hp adders and will be fully tunable.
Stay tuned...
Stay tuned...
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
Jitterman69 likes this post
Re: IFCA Series News
GTDon2 wrote:Yes, we are starting to look at season 2 and the possible formats we can offer based on the before mentioned limitations of Forza. This is just a quick heads up that we will be offering you a vote on 3 distinctly different formats for Season 2. The only similarities between the 3 formats will be a limit of 1-2 Spec type cars for the entire season. These will be cars that have everything except hp adders and will be fully tunable.
Stay tuned...
If you haven't taken a look yet, please read about what we are offering in Season 2 so far. If you have a format of your own that you wish to submit, email it to gtdon@msn.com by Friday for consideration.
https://ifca.forumotion.com/t6893-season-2-format-introductions
_________________
"Piggy" aka "The Pig"
IFCA GTDon- IFCA LICENSE: ELITE
-
Posts : 14794
Local : Minnesota, USA
Registration date : 2007-04-04
Forza Profile
XBL Gamertag: GTDon2
IFCA Car #: 4
Infractions: 0 out of 3,000,000,000
IMSA driver ratings explained
Some have asked why we have driver ratings here at the IFCA? Largely for the same basic reason that IMSA and the FIA does. We even use the same titles. It is for equality and fairness.
Like the WEC series we also have a 3-4 driver limit per team. IMSA requires a certain driver lineup or composition in endurance racing requiring certain driver levels, such as having at least 1 Bronze driver per team for example.
In the IFCA, not only do we BoP the cars against each other, we can take things a step further by also balancing the cars based on driver skill. IMSA doesn't do this. Instead they go by a strict BoP enforced by the IMSA rules. But because they have greater incremental control over how much the cars weigh and how much hp they can have, IMSA can produce a very fine grain BoP that might as well be a form of Spec racing for all practical purposes. Even so, the real cars are not absolutely perfectly balanced at the start of a season. No, IMSA reserves the right to adjust them after each race. Needless to say they are quite close in the end.
New for Season 2 is a proposed format (Spec Racing Combine) that uses a points handicap scale based on driver skill rather than car restrictions. This format is closer to how IMSA does it one could say. It means that because everyone is in the same car builds, the Pro, Platinum, and Gold rated drivers will finish in front of the Silver, Bronze, and Copper drivers, but they will not earn as many points doing so. This could be a superior method to tire and weight restrictions we currently have. But it is just 1 of 3 new formats that are being brought up for a vote next week for Season 2, starting February 24th. More details here:
Here's a short explanation of the IMSA driver ratings:
https://www.autoweek.com/racing/more-racing/a1709521/fia-driver-ratings-explained/
Here's a brief explanation of the IMSA WEC classes:
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IFCA Interviews Dan Greenawalt and Chris Esaki!!!
A hard hitting pod cast interview with the heads of Turn10!
IFCA Community Director: I’d like to welcome Forza GM Dan Greenawalt and Creative Director Chris Esaki to the IFCA pod cast. Thank you for your time gentlemen.
Dan Greenawalt: It’s great to be here!
Chris Esaki: Yes, we always enjoy engaging with various community leaders as much as we can.
IFCA Community Director: Thanks guys, it’s a real honor for all of us here at the IFCA. Since our time is so limited I want to ask you some questions that our community, and the Forza community at large has been eager to know for a while now if that’s okay?
Dan Greenawalt: Absolutely!
Chris Esaki: That’s what we are here for.
IFCA Community Director: Awesome. One of the biggest questions on everyone’s mind is, as noted by the thousands of meme’s mocking the suggestion is, do you at all regret the repeated phrase, “built from the ground up”?
Dan Greenawalt: Um, I’ll let Chris answer this.
Chris Esaki: Well, no. I mean, that’s what Forza Motorsports is compared to the previous versions. I mean practically speaking that is.
IFCA Community Director: Interesting, because you didn’t add that caveat during all the times where you repeatedly and I might add excitedly exclaimed FM was, “built from the ground up” leading people to believe the entire game was totally reworked. I mean, that is what the phrase insinuates does it not?
Chris Esaki: I suppose some people might take it to mean that, but we really did rework the game to the point that it was entirely new from the ground up.
IFCA Community Director: So how do you account for a majority of users who have repeatedly scoffed at the claim that FM is new from the ground up? Was this just a bad marketing phrase, or did people just not understand what you were saying?
Chris Esaki: Well, I think neither. If people could see how much we overhauled Forza they’d agree with our claim. And it wasn’t a marketing catch phrase, it was just my way of letting everyone know we had indeed done a lot of work.
Dan Greenawalt: That’s true, the amount of effort Chris and his team put into this version of Forza dwarfs not only FM7, but all previous Forza’s combined.
IFCA Community Director: Okay, well this might be where we see things a little differently then, and where people are totally confused. Everything in FM aside from the physics code looks identical to all previous Forza’s.
From the way you build the cars, tune the cars, paint the cars etc, all of the exact same tools are there and work in the exact same way. This gives the undeniable appearance of nothing more than a copy and paste effort at best wouldn’t you agree?
Chris Esaki: Well, I guess you could look at it that way if you want, but no. It doesn’t work that way, I wish it did, we could have saved a lot of time and money.
IFCA Community Director: So, because you had to in effect re-draw the same tools and retrace everything into a different user interface package, that’s what you would refer to as “new from the ground up”?
Chris Esaki: Essentially, yes.
IFCA Community Director: I see. So, could you explain for our audience why the aftermarket wheels, body parts, wings, hoods, and paint pallet are unchanged, and not new from the ground up then?
Chris Esaki: (laughing)
Dan Greenawalt: I got this Chris. It’s very simple actually. It is a cost-effective way to produce the game. Everything we do costs money and we are held accountable to stay under budget. So, in order to thrive and be successful in our ecosystem, cost plays perhaps the most important role of all. And I think everyone can appreciate this.
IFCA Community Director: It sounds like you are saying that if you had a larger budget to work with, FM would have truly been built from the ground up, where everything would have been entirely updated and not just the physics and the tracks, is that about right?
Dan Greenawalt: I don’t think we can speculate about such things to be fair. All we do know is that we did the absolute best given the budget we asked for. And you can’t do much better than this.
Chris Esaki: Exactly right Dan. We feel we did an amazing job reinventing the Forza franchise by incorporating the franchise's legacy with a more modern look and feel.
IFCA Community Director: So, if you are giving yourselves a high grade, then how do you explain the low sales numbers and small user numbers?
Dan Greenawalt: Well, all the numbers are not in yet. There is a run cycle and we are just at the beginning so it's hard to say what the numbers will eventually be.
IFCA Community Director: That’s true, but so far and in comparison to previous releases, FM is already lagging well behind all of its predecessors, even FM5, which has the dubious distinction of being the worst Forza to date. How do you account for this?
Dan Greenawalt: It’s not nearly as bad as our critics try to make it seem. We knew that the changes we were making would be a hard pill to swallow at first but that things would get better as we updated the game, and, they are.
IFCA Community Director: That brings up another massive question. The leveling up system seems to be the most glaring mistake about FM from the user’s point of view. And may be the source for the lack of players. No one has the time to, nor wants to spend the time to, grind on every car, even cars they already leveled up. Was this a mistake?
Dan Greenawalt: I’ll let you answer this one Chris. (laughing)
Chris Esaki: We might have gotten a little bit ahead of our ski’s on this which is why we backed it down and made it slightly easier. But this is the beauty of FM currently. We can change things on the fly and evolve the game to meet expectations.
IFCA Community Director: I see we are almost out of time. The critics suggest that the game was rushed and doesn’t reflect more than about 1-2 year’s worth of work at most, as evidenced by its unending list of bug fixes, and the fact that to this day it is still crashing and not fully operational. Is this something we should have expected from a triple-A exclusive Xbox game? And how does it make you feel that the game came to market so unprepared like it was?
Dan Greenawalt: (laughing) Well, don’t hold back, tell us how you really feel.
Chris Esaki: (laughing) Look, a game of this importance and size is going to have some issues, it just comes with the territory.
IFCA Community Director: No, I agree, I get that, but here’s the problem that you may wish to consider next time, assuming there will ever be a next time after all the users you have lost by now. You might want to tone down the marketing rhetoric and hyperbole. It’s never smart to over promise and under deliver, agreed?
Dan Greenawalt: (laughing) You have your opinion and we have ours, and, um, I think, I think we have to go now.
Chris Esaki: Yes, we have to get going, it’s been a pleasure.
IFCA Community Director: Okay, yes, it’s that time. Thank you for stopping by, we hope our audience has learned something here, and that you too have also picked up on a few things as well.
But one last question before you hit the door if you don’t mind. Many have been asking where you guys were after the release of FM, or I should say after the fallout? Was there a reason you have been so silent and unresponsive to your critics?
Dan Greenawalt: No, not at all. We’re just busy people.
Chris Esaki: (laughing) That’s right, the behind-the-scenes activity is none stop for us even after game release, and we don’t have a lot of time to answer every possible question that is thrown at us or the studio. We have many other people in place who are in charge of doing that.
IFCA Community Director: Makes sense. Just one last question before I let you both go. Can you name one thing that didn’t go as planned that you could have done better at for this version of Forza?
Dan Greenawalt: One thing (laughing), I can name a hundred!
Chris Esaki: (laughing) that’s for sure! I’m not going to lie, we can always do better. I guess if I had to pick something it would probably be in the area of marketing and advertising.
IFCA Community Director: Not anything about the game?
Chris Esaki: No, the game is exactly how we intended it to be and is getting better all the time.
IFCA Community Director: Okay, well, I guess that’s all the time we have for you guys. This has been the most revealing and open conversation we’ve had the pleasure of experiencing from Turn10 in a long time. Let’s do this again in a year and see if by then Forza Motorsports has all of it’s T’s crossed and i’s dotted by then, okay?
...Pod cast monitors suddenly disconnected.
This was a satirical faux interview
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The IFCA and Forza
Given recent events with T10 admitting that they have a broken game, and the enormous task of fixing all of the brokeness, prospects for IFCA league racing in the future looks grim at the moment. Many other big leagues have stopped racing altogether, like TORA and Racing Haven. The problem probably isn't that T10 can't fix everything, the problem is the time it takes to fix them.
By the time they fix the massive issues with FM, there will be even less drivers/users of the game, where it has already set the record for the least popular Forza version in franchise history. They need to fix the major problems not by next month, not by next week, but by yesterday, if they want to have any chance of salvaging the game.
The other problem is, there are many other sim-racing games that are doing just fine, that have the same good graphics, better physics, better sound, superior stability, and better game play than FM. FM is so messed up that it borders on something done on purpose to kill the game. It's that bad. FM has lived up to almost none of the pre-release hype. Which is a nice way of saying T10 purposely lied about the capabilities of the game just to sell it.
Perhaps all of the problems stem from T10 not knowing what they wanted their product to be. Other sim-racing games don't seem to have this problem and enthusiastically admit what they are and what the aim is. T10 couldn't even give this version of Forza a proper name, or define what its goals were as a franchise going forward. They really have no vision for Forza, and it shows. They also can't wrap their mind around the fact that users have more options for sim-racing today, and are far more sophisticated than they were almost 2 decades ago with the first release of Forza. So while the fan base has matured, T10 Studios and their old concepts have not.
The IFCA is seriously considering permanently abandoning Forza Motorsport once and for all, unless there is a turnover in new management. Management that has a vision, management that engages with its users, management that cares about the quality of the product and the way it is executed.
We here at the IFCA are going to wait until the end of Season 2, and if the major issues are not fixed by then, we will not be doing a season 3 with Forza Motorsports. The only reason we are going to do a Season 2 is because of the unique type of hot lap Spec racing formats we are willing to use. The IFCA formats that everyone is currently voting on right now, are less affected by the many bugs and broken features of FM is why. We should be able to slide by the bugs just enough to make things work in other words. But, if by the end of Season 2 we see no improvements with stability, invisible cars, smoke trails, and game crashes, etc., I promise you, we will be done with Forza forever.
And where will we go? We will go with the new Assetto Corsa 2, in the summer or fall of 2024.
By the time they fix the massive issues with FM, there will be even less drivers/users of the game, where it has already set the record for the least popular Forza version in franchise history. They need to fix the major problems not by next month, not by next week, but by yesterday, if they want to have any chance of salvaging the game.
The other problem is, there are many other sim-racing games that are doing just fine, that have the same good graphics, better physics, better sound, superior stability, and better game play than FM. FM is so messed up that it borders on something done on purpose to kill the game. It's that bad. FM has lived up to almost none of the pre-release hype. Which is a nice way of saying T10 purposely lied about the capabilities of the game just to sell it.
Perhaps all of the problems stem from T10 not knowing what they wanted their product to be. Other sim-racing games don't seem to have this problem and enthusiastically admit what they are and what the aim is. T10 couldn't even give this version of Forza a proper name, or define what its goals were as a franchise going forward. They really have no vision for Forza, and it shows. They also can't wrap their mind around the fact that users have more options for sim-racing today, and are far more sophisticated than they were almost 2 decades ago with the first release of Forza. So while the fan base has matured, T10 Studios and their old concepts have not.
The IFCA is seriously considering permanently abandoning Forza Motorsport once and for all, unless there is a turnover in new management. Management that has a vision, management that engages with its users, management that cares about the quality of the product and the way it is executed.
We here at the IFCA are going to wait until the end of Season 2, and if the major issues are not fixed by then, we will not be doing a season 3 with Forza Motorsports. The only reason we are going to do a Season 2 is because of the unique type of hot lap Spec racing formats we are willing to use. The IFCA formats that everyone is currently voting on right now, are less affected by the many bugs and broken features of FM is why. We should be able to slide by the bugs just enough to make things work in other words. But, if by the end of Season 2 we see no improvements with stability, invisible cars, smoke trails, and game crashes, etc., I promise you, we will be done with Forza forever.
And where will we go? We will go with the new Assetto Corsa 2, in the summer or fall of 2024.
Last edited by GTDon2 on Sat Jan 13, 2024 4:32 pm; edited 2 times in total
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Re: IFCA Series News
Wow! I agree with your sentiment. I've been active on the Forza forums, and the frustration is intense.
Don, a point you made a few years ago is spot on. I don't think leaders in T10 are avid racing enthusiasts or likely even gearheads. I've been a Director of Software Engineering in a couple of different companies, and if you aren't a customer of the product you are using, then it's a recipe for disaster. For example, when I was with FIFA, you could quickly tell who played and loved the game and who didn't. The results showed in their decision-making. The ones who loved the game were passionate about doing what was right for the game, not their careers.
It would be a dream come true if I could join Turn10 and bring my love of the franchise to the leadership. Time commitments are the only reason I'm not participating in IFCA this year, yet I've still spent lots of hours playing games until this release. I don't like playing FM 2023.
I started playing FM5. Of course, I played FM6 and FM7, ensuring I completely achieved most of the achievements and kept trying to improve. When I got frustrated waiting for FM8/2023, I bought a used Xbox 360 and FM2, FM3, and FM4 to try to complete those games fully! I truly enjoyed the franchise that much.
T10 needs to hire leaders, both technical and non-technical, who love the game and who love racing! If they don't, the franchise will never recover, and I think it's on its deathbed.
Don, a point you made a few years ago is spot on. I don't think leaders in T10 are avid racing enthusiasts or likely even gearheads. I've been a Director of Software Engineering in a couple of different companies, and if you aren't a customer of the product you are using, then it's a recipe for disaster. For example, when I was with FIFA, you could quickly tell who played and loved the game and who didn't. The results showed in their decision-making. The ones who loved the game were passionate about doing what was right for the game, not their careers.
It would be a dream come true if I could join Turn10 and bring my love of the franchise to the leadership. Time commitments are the only reason I'm not participating in IFCA this year, yet I've still spent lots of hours playing games until this release. I don't like playing FM 2023.
I started playing FM5. Of course, I played FM6 and FM7, ensuring I completely achieved most of the achievements and kept trying to improve. When I got frustrated waiting for FM8/2023, I bought a used Xbox 360 and FM2, FM3, and FM4 to try to complete those games fully! I truly enjoyed the franchise that much.
T10 needs to hire leaders, both technical and non-technical, who love the game and who love racing! If they don't, the franchise will never recover, and I think it's on its deathbed.
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The Future with Forza
It remains to be seen whether or not T10 will actually fix the key parts of Forza that make it possible to use it in a league system. After 4 updates, it's clear that they are either incapable or uninterested in correcting the many major problems within the game at this point. So the future doesn't look bright as it stands.
Again we will proceed with Season 2, but after that and after we see how it goes with both the new IFCA Spec style format and Forza updates, we will be at a crossroads with Forza. If things go well, we can continue. If we see no signs of improvements with things like game crashes, invisible cars, grinding to level up cars etc., we will be done with Forza. We will move on to Assetto Corsa 2 when it arrives in the late summer 2024.
AC2 will likely be a full blown version combining both the old AC 1 and the newer Assetto Corsa Competizione. ACC is primarily a GT3 race car sim, whereas AC1 has street cars and race cars. Important to note is that ACC is an honest to goodness sim not unlike iRacing but with Xbox support. This means it has all the relevant options of FM, and everything FM doesn't have. Things like adjustable suspension in cockpit for example. ACC is a much more serious sim that carries with it almost all of the same features one would see in a real race car at a real track. This implies that strategy as much as driver talent plays as great a role as possible. The downside for some is that it is not hand control friendly at all. It was designed around using a wheel. But, on-line sim-racing has been around for over 15 years now, so maybe it's time for everyone to just accept the reality that if you want the real feel of racing, you should start saving for a wheel.
That said, if we stay with Forza, and looking into the far future, say season 3-4, we will make plans to run a multi-class season. If we don't stay with Forza and we go with ACC, we will still be preparing for a multi-class season. Why? Because I have promised many of you that if we have the driver numbers to fully support multi-class racing, I would commit to it. With the popularity of IMSA WeatherTech and FIA WEC endurance racing in recent years, now would be a good time to plan for it.
To be relevant and relatable we would copy the 4 IMSA classes currently recognized. Grand Touring Prototype (GTP), Le Mans Prototype 2 (LMP2), GT Daytona Pro (GTD PRO), and GT Daytona (GTD).
This would allow us to have 6 entries per class in a 24 car field. This would mean that in order to get into the series and the class you prefer, you will have to qualify. Teams would be limited to 2 drivers or 3 teams per class. The fastest qualifying time from each team will count as the team's best time. The top qualifiers in each team, in each class, secure a grid position for their team in the series. It is possible that a team could get bumped out of LMP2 for example, but then could try their hand at GTD.
Our goal with multi-class racing would be to emulate the real series ideally but with practicality in mind. There are certain latitudes and conveniences that sim-racers are afforded versus their real counterpart is what I mean. One thing that we try to avoid whenever creating a format is too much idealism. Too much idealism kills a lot of otherwise good format ideas. We've learned over the years that the more simple the approach and the less dogmatic the format, the more fun can be had.
With a multi-class format we can have both. We can have very structured and stringent rules, and we can have great flexibility at a time when endurance racing is exponentially growing as a motorsport.
So what am I saying exactly? Start prepping, now. Start forming your endurance teams. Help others to form teams. Start driving the class of cars you want to compete in. Start paying attention to IMSA and WEC so you can begin to get a feel for the type of racing that it is. Because this is the future at the IFCA.
https://www.imsa.com/weathertech/discover/the-classes/
https://www.imsa.com/events/2024-rolex-24-at-daytona/
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Season 2 Feb 24th
After the Team Leader meeting Season 2 has been finalized. Please go here for all the details:
https://ifca.forumotion.com/t6851p50-ifca-team-meeting-notes-and-news#141524
For now, all you have to do is set a time on Rivals @Kayalami, in the A-Class 2020 Lynk & Co #62 Cyan Racing. It comes fully equipped and is tuneable without having to level it up. The first track will be Kayalami GP on Feb 24th.
Again, EVERYONE will be in the same exact car. There is no car handicap. But there is a points handicap.
First week
Pro win = 6pts
Platinum win = 6.25pts
Gold win = 6.5pts
Silver win = 6.75pts
Bronze win =7pts
Copper win = 7.25pts
As you can see, slower drivers earn more points than faster drivers. So, rather than having to change your car build every week, instead, we change your points. The result is basically the same, but you don't have to retune anything because your ratings changed.
Our new analogue rating scale looks like this each week:
Win = Pro
2-3 = Platinum
4-9 = Gold
10-14 = Silver
15-19 = Bronze
20-24 = Copper
There will be no requirement for drivers to be on a team this season, but there will still be a team championship points table for those drivers who are on a team.
Basic IFCA livery requirements remain in effect. IFCA URL, #plate, and major sponsor on all 4 sides of the car. If you are on a team you need to add the team name on all 4 sides and the livery design has to match.
New drivers who have no IFCA history will default to a Gold skill level. Let your friends know that to join or be eligible, all one must do, is post a Rivals time in the car of the week. (Or send GTDon2 a pic of your Rivals time) Top 24 make it into the Saturday races.
Our Wed night race will no longer be a preview of the Saturday race. Instead, it will be a Miata Spec race at various tracks. This will be a pure Spec race but without any points or driver ratings. The cars will be tuneable for suspension aero, brakes, gears, etc. Tire compound will be Sport and stock width. 2lap qualy prior to the standing start race. Race length will be around 35min with 1 mandatory pit. There will be no livery requirements.
https://ifca.forumotion.com/t6851p50-ifca-team-meeting-notes-and-news#141524
For now, all you have to do is set a time on Rivals @Kayalami, in the A-Class 2020 Lynk & Co #62 Cyan Racing. It comes fully equipped and is tuneable without having to level it up. The first track will be Kayalami GP on Feb 24th.
Again, EVERYONE will be in the same exact car. There is no car handicap. But there is a points handicap.
First week
Pro win = 6pts
Platinum win = 6.25pts
Gold win = 6.5pts
Silver win = 6.75pts
Bronze win =7pts
Copper win = 7.25pts
As you can see, slower drivers earn more points than faster drivers. So, rather than having to change your car build every week, instead, we change your points. The result is basically the same, but you don't have to retune anything because your ratings changed.
Our new analogue rating scale looks like this each week:
Win = Pro
2-3 = Platinum
4-9 = Gold
10-14 = Silver
15-19 = Bronze
20-24 = Copper
There will be no requirement for drivers to be on a team this season, but there will still be a team championship points table for those drivers who are on a team.
Basic IFCA livery requirements remain in effect. IFCA URL, #plate, and major sponsor on all 4 sides of the car. If you are on a team you need to add the team name on all 4 sides and the livery design has to match.
New drivers who have no IFCA history will default to a Gold skill level. Let your friends know that to join or be eligible, all one must do, is post a Rivals time in the car of the week. (Or send GTDon2 a pic of your Rivals time) Top 24 make it into the Saturday races.
Our Wed night race will no longer be a preview of the Saturday race. Instead, it will be a Miata Spec race at various tracks. This will be a pure Spec race but without any points or driver ratings. The cars will be tuneable for suspension aero, brakes, gears, etc. Tire compound will be Sport and stock width. 2lap qualy prior to the standing start race. Race length will be around 35min with 1 mandatory pit. There will be no livery requirements.
1990 Mazda Miata MX-5 |
P.I. D316 |
116hp/100tq |
1921lbs |
Race flywheel |
Race brakes |
Race roll cage |
Race anti-roll bars |
Race suspension |
Race weight reduction |
Sport tires |
Lightest wheels |
Race transmission |
Race differential |
Race clutch |
Race driveline |
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Re: IFCA Series News
Race 1 & 2 - Kyalami GP
2020 Lync & Co #62 Cyan Racung 03 - A688 (Stock, just like you buy it new)
340 HP
302 LB-FT
2910 LBS
Race 3 & 4 - Hockenheim
1970 AMC Rebel Machine B-Class (Upgraded)
Full upgrades except HP, Wheels and Balast parts..
Race upgrade all other parts.
No Conversions
Race 5 & 6 - VIR
2018 Volkswagen #22 Experion Racing Golf GTi - S704 (Stock just like you buy it new)
345 HP
310 LB-FT
2745 LBS
Race 7 & 8 - Daytona Oval
1969 Dodge Charger Daytona S-Class (Upgraded)
I still need to go build the AMC and Daytona in order to get the precise PI.
The AMC will have no hp, Balast, Conversions and Wheel upgrades.
The Daytona will have HP upgrades in order to take it so S Class.
2020 Lync & Co #62 Cyan Racung 03 - A688 (Stock, just like you buy it new)
340 HP
302 LB-FT
2910 LBS
Race 3 & 4 - Hockenheim
1970 AMC Rebel Machine B-Class (Upgraded)
Full upgrades except HP, Wheels and Balast parts..
Race upgrade all other parts.
No Conversions
Race 5 & 6 - VIR
2018 Volkswagen #22 Experion Racing Golf GTi - S704 (Stock just like you buy it new)
345 HP
310 LB-FT
2745 LBS
Race 7 & 8 - Daytona Oval
1969 Dodge Charger Daytona S-Class (Upgraded)
I still need to go build the AMC and Daytona in order to get the precise PI.
The AMC will have no hp, Balast, Conversions and Wheel upgrades.
The Daytona will have HP upgrades in order to take it so S Class.
Last edited by ZAR Eries on Tue Feb 06, 2024 10:45 pm; edited 1 time in total
_________________
IFCA FWC Champion: Season 1 (Champion), Season 2 (Champion), Season 7 (Champion)
IFCA TERM Champion: Season 1 (Champion), Season 2 (Champion)
IFCA Forza Masters: Season 14 (group 6) (Champion), Season 16 (Champion), Season 20 (Team Penske)
IFCA Spec Kings: Datsun 510 (Team Penske)
IFCA FM8: Season 1 (Team Penske), Season 2 (Champion + Team Penske)
IFCA Eries- IFCA LICENSE: ELITE
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Re: IFCA Series News
First week
Pro win = 6pts Platinum win = 6.25pts Gold win = 6.5pts
Silver win = 6.75pts Bronze win =7pts Copper win = 7.25pts
so if a pro driver wins, what are the points for a silver driver that did not win and so on
Pro win = 6pts Platinum win = 6.25pts Gold win = 6.5pts
Silver win = 6.75pts Bronze win =7pts Copper win = 7.25pts
so if a pro driver wins, what are the points for a silver driver that did not win and so on
jason"1shot"- IFCA LICENSE: INTERMEDIATE
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Re: IFCA Series News
Each Position decreases by 0.25pts for the 1st race, and 0.5 for the 2nd race cause it is double points on 2nd races.jason\"1shot" wrote:First week
Pro win = 6pts Platinum win = 6.25pts Gold win = 6.5pts
Silver win = 6.75pts Bronze win =7pts Copper win = 7.25pts
so if a pro driver wins, what are the points for a silver driver that did not win and so on
Pro (1st race)
1 - 6.00
2 - 5.75
3 - 5.5
etc
Plat (1st race)
1 - 6.25
2 - 6.00
3 - 5.75
etc
In other words a Pro, Plat, Gold, Silver, Bronze, Copper finishing in order
1-2-3-4-5-6 would all get 6pts for the race. Race 2 is just x 2.
Race 1/2 - Car 1, Track 1
Race 3/4 - Car 2, Track 2
etc
Cars and tracks are above, Car 1 - Lync on Track 1 Kyalami, Car 2 - AMC at Track 2 - Hockenheim and so on.
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IFCA FWC Champion: Season 1 (Champion), Season 2 (Champion), Season 7 (Champion)
IFCA TERM Champion: Season 1 (Champion), Season 2 (Champion)
IFCA Forza Masters: Season 14 (group 6) (Champion), Season 16 (Champion), Season 20 (Team Penske)
IFCA Spec Kings: Datsun 510 (Team Penske)
IFCA FM8: Season 1 (Team Penske), Season 2 (Champion + Team Penske)
IFCA Eries- IFCA LICENSE: ELITE
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New Ratings Formula
Our new analogue rating scale looks like this each week:
Win = Pro
2-3 = Platinum
4-9 = Gold
10-14 = Silver
15-19 = Bronze
20-24 = Copper
Win = Pro
2-3 = Platinum
4-9 = Gold
10-14 = Silver
15-19 = Bronze
20-24 = Copper
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"Piggy" aka "The Pig"
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Triple Crown Series
Provided we can keep drivers interested in Forza with how it evolves through T10 updates each month, we will likely begin organizing a Triple Crown series in the future. It's long overdue. It just takes a lot of guys to stick with it is the problem more than anything.
For those of you who don't know, the IFCA Triple Crown was a semi-annual event where we used the IFCA relay format in 3 extra long races. It was never an actual series. The relay format allows teams to share the driving duties like in a real endurance race through a sequence of pit stops. It's the only way to simulate endurance racing driver exchanges in Forza without having the actual feature to do so.
In this way a 2 man team can operate as a team and experience all the ups and downs that endurance racing offers. It makes for some super fun racing and exciting finishes.
We are looking into a program where we have twelve 2 man teams. Each driver would take a 1 hour stint making it a 2 hour race. We would use 4 classes of cars just like IMSA does. 4 teams would be in the top GTP class. 4 teams would be in the LMP2 class, and 4 teams would be in the GTD Pro with 4 teams in the GTD class, for a total of 12 teams and 24 drivers. Each class would have just 2 cars to pick from.
The thinking is to have a kind of equal legends vs lions car selection, meaning old school vs new to mix things up in a fun way. Some people don't like the new cars as much as the old and some do, so why not offer a bit of both.
As far as how many stints will be used per hour is not set yet. We could break each hour of racing into 2 or 4 or just 1 pit stop exchange. We are still studying it. As the veterans know, too many stint's gets confusing and doesn't allow drivers to get in a good rhythm, whereas too few stints can make the race too static and boring waiting for your turn.
Feel free to offer your suggestions if you have any, here. Thanks.
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