Season 7 AOR GT3 - Manual Rolling Start | ApexOnlineRacing.com

Season 7 AOR GT3 - Manual Rolling Start


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Stevie

Former Super Mod
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Aug 26, 2014
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The Procedure and Rules:

- Upon the in-game green light, all cars are to remain stationary for 5 seconds. The leader will then pull away at a slow pace, and subsequently the rest of the field will pull away 1 by 1 behind them to form a single file train with no overtaking. Drivers are to drive along the middle/centre of the grid once they have pulled away to avoid any drivers to the sides with issues.
  • If a driver is to have an issue at the start, they are to indicate this as clearly as possible to those around them, either by alerting others in TS/Party Chat or by rapidly flashing headlights.
  • If the driver is able to move and then fix the problem, they are to do so by slowly pulling over to the side of the track closest to them to rectify the issue. If the driver with an issue cannot move, they are to remain stationary and rapidly flash their headlights.
    • Once the issue is resolved, they are allowed to pull away and re-form at the back of the pack in last position.
    • If the issue is resolved whilst cars are still driving past them on the grid, they are to wait and remain stationary until all drivers have passed them, and re-form at the back of the pack in last position.
  • If a driver is to sustain heavy damage at the start due to unique circumstances and through no fault of their own, the driver can go ahead of the pack once everyone is moving to enter the pits and repair any significant damage if they wish to do so. Once they leave the pits, they are to park immediately at the pit exit in a safe place and wait for the race start.
    • Please communicate if you have issues as early as possible and at the start of the formation lap process, as you will only be allowed to go ahead of the pack if the situation is obvious and the party leader approves for you to do so.
    • If the pack is moving when approval is given, all drivers are to stick to the right hand side of the circuit, no matter what track it is to allow the affected drivers through ahead of the pack.
    • For example, if you are in P4 and spin on the formation lap, you must form up at the back of the grid.
- Once the leader of the single file train has pulled away, they can accelerate up to a speed of 80mph/130kph and will then maintain that throughout the lap, slowing down clearly and gradually for any corners that require slower speeds, and then accelerating up to the limit of 80mph/130kph. The rest of the drivers in the train are to follow the leader around the lap, sticking to a similar pace and maintaining safe distances to drivers around them for tyre and braking warming.
  • Weaving and warming of the brakes is allowed whilst single file, and drivers should be aware that other drivers will be doing this, allowing for sufficient room and ensuring brake warming is done with sufficient space without danger to other drivers.
  • If a driver spins off at any point in the formation lap, they are to hold their position, wait for the train of cars to pass through and re-form at the back of the grid in last position.
  • If a driver sustains light damage during the formation lap from contact with another car, but doesn't spin or lose grid position, they will NOT be allowed to go ahead for repairs and must pit after the FIRST racing lap.
- The cars will remain in a single file train until a designated point on the circuit called 'The Formation Point', usually a corner or couple of corners before the start finish line depending on the circuit and it's layout. These will be clearly communicated and displayed in the relevant thread for each circuit before the race starts for every driver to see.
  • At the formation point, the leader will slow down to 50mph/80kph and the 2nd placed driver, will pull alongside to form a second train.
  • The grid will then split into the two trains forming a 2 x 2 formation, with drivers forming up on the opposite side of the circuit to the driver in the position immediately above them. For example at Silverstone, all drivers in an odd numbered position (1,3,5,7 etc) will split to the right hand side of the circuit and all drivers in an even numbered position (2,4,6,8 etc) will move to the left hand side of the circuit.The formation should look like this from a bird's eye view.
  • 1--2
    3--4
    5--6
    7--8
  • From this point onwards, drivers are no longer allowed to perform excessive tyre and brake warming manoeuvres. Both are to be kept at a minimum if at all. Any manoeuvres that cause others to take avoiding action can have severe detrimental affects to the race start possibly causing contact and/or delays which could result in a penalty from the stewards.
- The two trains will roll in 2 x 2 formation, side by side towards the start finish line and over the marked grid boxes on the trains corresponding side, with the train lead by P1 on the inside line for the first turn.
  • The lead drivers are to still maintain 50mph/80kph at this stage. Any drivers behind the lead pair can use whatever speed necessary to close up the gap to the car directly in front of them in the train, without endangering other drivers around them. Once formed up, drivers are allowed to leave no more than 2 car lengths between themselves and the car directly in front of your train.
  • Drivers need to keep in mind that if the track requires the two trains to drive through a corner or sequence of corners, that they need to allow plenty of room to their sides for the other train and not squeeze or endanger the other drivers around them.
  • If there is an issue at this stage, the league coordinator or the driver in P1 are to signify an aborted race start either by communicating in TS/Party Chat or rapidly flash their headlights for other drivers. If the league co-coordinator is down the grid in the pack and out of clear view for P1, other drivers around them are to flash their headlights until the driver in P1 does so too, signifying that they understand there is an issue. In this situation, the two trains will maintain formation and at the speed of 50mph/80kph over the start finish line and down to turn 1. Once the first turn has been navigated and it is safe to do so, P1 will accelerate back up to 80mph/130kph, drivers are to reform in the single file train and the formation lap process will start again.
- As the leaders of the two trains roll across the grid boxes at the constant speed of 50mph/80kph, at any point of their choice between 2 designated and clearly visible points known as 'The Acceleration Zone', P1 is allowed to go full throttle to signify the start of the race. From this moment, all other drivers are now allowed to accelerate to race speeds, but are NOT allowed to overtake the car directly in front of them in their train until they themselves have crossed over the start finish line.
  • When P1 accelerates to signify the start of the race, they must do so in a clear manner within the designated acceleration zone. They are not allowed to try and bait other drivers by jumping on and off the accelerator. Once the driver in P1 accelerates in the acceleration zone, they must continue to do so and not change their mind.
  • From the moment everyone starts to accelerate, drivers may break from their train if they have a good run on the driver ahead. Bear in mind that you still can not overtake the driver directly in front of you in your train until you have crossed over the start finish line. Also be aware of other drivers alongside you doing the same.
  • With regards to the two leaders of the trains (P1 and P2), despite there being no car directly infront of P2, they are still not allowed to overtake before the start finish line. This gives P1 a protected status up to the point of the line, from there onwards, P2 is allowed to overtake P1.
  • Once the full grid has passed the end of the pit-lane, any drivers who are there waiting after having repaired serious issues from the start can now race and join the back of the pack.

Additional Rules and Info:

- If a driver has to go ahead of the pack to pit for repairs, they are allowed to drive at normal racing or safe speeds depending on the damage to reach the pit-lane ahead of the pack. Once they leave the pits, they are to stop immediately and wait for the race start.
- If multiple drivers have to go ahead of the pack to pit for repairs, they have to do so in the order they qualified in with no overtaking unless the other driver has a clear issue and can't maintain a racing speed. Only then would you be allowed to pass but it must be done so safely with plenty of room given by both drivers. When coming out the pit-lane after the repairs and stopping to wait for the pack, they must leave room for the other drivers to stop and wait, and park up in the order that they leave the pit-lane.
  • When the pack drives past at the race start they are allowed to accelerate to catch the pack in the order they left the pit-lane in.
  • If the race start is abandoned, the drivers at the pit-lane must wait until the pack has driven past before accelerating and rejoining the back of the pack in the order they left the pit-lane in and rejoin in the repeated formation lap procedure.
- Any drivers sustaining damage during the formation lap have to take the rolling race start, and are not allowed to take to the pit-lane to repair. Likewise if the formation lap is aborted and restarted. Only once the race is actually underway will the drivers with damage be allowed to take to the pit-lane to repair their damage next time they approach the pit-lane entry on the first racing lap.
  • The main reason for this is if someone pulls off into the pit-lane when in 2 x 2 formation, it's a complete utter logistical nightmare to get everyone else behind to then switch to the other side of the grid so there are no gaps before the race start.
That is all!
 
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Wizard

1-time AOR XB1 GT3 Pro Champion
Mar 20, 2014
3,070
3,141
OMG!
an easier solution? ... :wideyed::wideyed::wideyed:
I'm trying to understand every single word...

"you could end up getting quite a several penalty"....I will set the new record for this...:facepalm::facepalm::facepalm:
 
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Viceguy

F1 Senna Equivalent
Jan 15, 2014
2,029
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OMG!
an easier solution? ... :wideyed::wideyed::wideyed:
I'm trying to understand every single word...

"you could end up getting quite a several penalty"....I will set the new record for this...:facepalm::facepalm::facepalm:
dont worry... i didnt understand a word yorkie said when we recorded it, but when we actually got out on track it was simple af... even maldonado would be able to understand it
 

Wizard

1-time AOR XB1 GT3 Pro Champion
Mar 20, 2014
3,070
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So, the headset it's very important now...ok...the Italian Stallion is coming in chat! ;)
 
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t0daY

Reigning AOR PC Formula Renault 3.5 Champion
Premium Member
Apr 7, 2016
353
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I see confusions incoming :D :D
 

Andoryu

GP2 2nd Driver
Mar 8, 2016
397
258
I don't know about anyone else, but this seems to be overly complicated for no good reason.

I know you are trying to list all variables, but a lot of what makes a rolling start work is simple common sense. Pitting for repairs on a formation lap? Really? Just restart the race if there was a lag crash. No good comes of getting people to pit and wait.

If people can't run in formation at less than 100mph, then they can't race can they?
 

Papand

F1 Test Driver
Jul 17, 2015
440
920
The reason is the horrible Project Cars lag that CAN happen when we start. I think its important to have everything written down BEFORE we encounter the problems, so we are all aligned on what to do. A restart takes a ton of time and for us who need to get up early any delays to the race is a problem. Also it will be quite annoying for guys watching the stream.

On a perfectly normal race night, most of this will all go by itself, like its done last part of season 4.
 

Yorkie065

SMS Representative
Staff member
PCARS Coordinator
AOR Commentator
Jan 19, 2014
1,543
2,422
I don't know about anyone else, but this seems to be overly complicated for no good reason.

I know you are trying to list all variables, but a lot of what makes a rolling start work is simple common sense. Pitting for repairs on a formation lap? Really? Just restart the race if there was a lag crash. No good comes of getting people to pit and wait.

If people can't run in formation at less than 100mph, then they can't race can they?
The reason is the horrible Project Cars lag that CAN happen when we start. I think its important to have everything written down BEFORE we encounter the problems, so we are all aligned on what to do. A restart takes a ton of time and for us who need to get up early any delays to the race is a problem. Also it will be quite annoying for guys watching the stream.

On a perfectly normal race night, most of this will all go by itself, like its done last part of season 4.
Basically what Papand said. Like I said in the video, it's all very easy and simple to do in practice when things go correctly. The reason why the write up explanation of it all is complicated and full of details, is to try and cover those basis so people know what to expect to happen when something does go wrong. A lot of it is kind of more geared towards the console side as well where the means of communication is a lot more difficult than on the PC side. If we can get a process in place where it keeps as many people in the race as possible with a chance of a decent result, then that's what we want to aim for.

OMG!
an easier solution? ... :wideyed::wideyed::wideyed:
I'm trying to understand every single word...

"you could end up getting quite a several penalty"....I will set the new record for this...:facepalm::facepalm::facepalm:
That's a typo and should be "severe penalties"*. But yeah, try to read through it all and understand it, as it covers a lot of what the process is when things go wrong. When it all goes well which will be 99% of the time, it's a piece of ****!

Nordschleife warm up lap :D
The warm up lap for Nords will be a little a different and not the full length. Explanation of what we will do for it will come in the relevant race thread.
 
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Andoryu

GP2 2nd Driver
Mar 8, 2016
397
258
Basically what Papand said. Like I said in the video, it's all very easy and simple to do in practice when things go correctly. The reason why the write up explanation of it all is complicated and full of details, is to try and cover those basis so people know what to expect to happen when something does go wrong. A lot of it is kind of more geared towards the console side as well where the means of communication is a lot more difficult than on the PC side. If we can get a process in place where it keeps as many people in the race as possible with a chance of a decent result, then that's what we want to aim for.
Yeah, i understand the reason for the write up. It's just a bit much imo, especially the pitting for damage etc. A restart should be quick enough imo but maybe not so easy for 24+ people on PC.

As for communication on console, it is perfectly fine when people use the right equipment and sort out their mic settings. It's when people have their mic settings turned right up and have the TV speakers on loud is when problems occur. A decent headset on the correct settings is utterly vital for community sim racing imo, even more important than wheels.
 

Yorkie065

SMS Representative
Staff member
PCARS Coordinator
AOR Commentator
Jan 19, 2014
1,543
2,422
Yeah, i understand the reason for the write up. It's just a bit much imo, especially the pitting for damage etc. A restart should be quick enough imo but maybe not so easy for 24+ people on PC.

As for communication on console, it is perfectly fine when people use the right equipment and sort out their mic settings. It's when people have their mic settings turned right up and have the TV speakers on loud is when problems occur. A decent headset on the correct settings is utterly vital for community sim racing imo, even more important than wheels.
Yeah the organisation of a restart can be difficult. I was also lead to believe that for comms on consoles, I believe the PS4, you're limited to the number of people in one voice chat session? I know 1 of the two it's not an issue, but on the other it's only like 8 or 12 people that you can have in one chat session or something like that. But yeah, hot mic'ing is a pain for many people, and having the right equipment and settings, but of course not everyone has or can afford those so we have to cater for all :)
 

Andoryu

GP2 2nd Driver
Mar 8, 2016
397
258
Yeah the organisation of a restart can be difficult. I was also lead to believe that for comms on consoles, I believe the PS4, you're limited to the number of people in one voice chat session? I know 1 of the two it's not an issue, but on the other it's only like 8 or 12 people that you can have in one chat session or something like that. But yeah, hot mic'ing is a pain for many people, and having the right equipment and settings, but of course not everyone has or can afford those so we have to cater for all :)
It doesn't cost much to buy a decent headset these days.

You can have all 16 chatting using the in-game chat, and that works fine when everyone turns their mic levels down as project cars makes all the mics much louder than they actually are in party chat.

I feel it is the responsibility of the participants to have decent equipment if they want to race in big complicated and high level sim racing. It's hard enough for you guys to organise large events, so there has to be a limit to what the organisers can cater for.
 

Yorkie065

SMS Representative
Staff member
PCARS Coordinator
AOR Commentator
Jan 19, 2014
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Note to a small change:

  • With regards to the two leaders of the trains (P1 and P2), despite there being no car directly infront of P2, they are still not allowed to overtake before the start finish line. This gives P1 a protected status up to the point of the line, from there onwards, P2 is allowed to overtake P1.
This was something highlighted by the guys on the PS4 section that I had missed. Could all @Project CARS Coordinators make sure people see this small change for clarification purposes.
 
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TonyR

Formula 4 2nd Driver
Nov 4, 2015
123
254
From this moment, all other drivers are now allowed to accelerate to race speeds, but are NOT allowed to overtake the car directly in front of them in their train until they themselves have crossed over the start finish line.
Just for confirmation, in this case an overtake is definied by having your nose ahead of another car or when you have completely overtaken them?

And a second question. What happens when someone is sleeping. Because we can't overtake he will be holding up at maximum 12 cars in his line which is very unfair to those drivers. Do we do a restart if things like that are happening?
 
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Yorkie065

SMS Representative
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PCARS Coordinator
AOR Commentator
Jan 19, 2014
1,543
2,422
Just for confirmation, in this case an overtake is definied by having your nose ahead of another car or when you have completely overtaken them?
An overtake being defined as the nose of one car ahead of the nose on the other, and therefore a change in position on the HUD.

And a second question. What happens when someone is sleeping. Because we can't overtake he will be holding up at maximum 12 cars in his line which is very unfair to those drivers. Do we do a restart if things like that are happening?
That is the unfortunate situation in that you still won't be ale to overtake before the S/F line. This will be something that can however be taken to the stewards if the sleeping is very bad or done with the intention of holding up a driver or drivers behind on purpose. I will be pretty hot on this as it is basically excessive blocking.
 
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Browneskiii

Slowest GT3 Champion Ever
Premium Member
Nov 24, 2014
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That is the unfortunate situation in that you still won't be ale to overtake before the S/F line. This will be something that can however be taken to the stewards if the sleeping is very bad or done with the intention of holding up a driver or drivers behind on purpose. I will be pretty hot on this as it is basically excessive blocking.
Then you have the question of how far are you allowed to be behind someone? Say that I want to get a good run and get more speed at the S/F so I can overtake down the straight, how far am I allowed to fall back before it's "excessive blocking"?
 
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