Hello all,
It has always been our goal to emulate the real world Blancpain GT Sprint Series as close as possible given the limitations of peoples time, availability as well as options available within the iRacing League System.
Having said that, there are times when we cannot realistically work by Blancpains model as it doesn't provide a framework to satisfy the requirements of virtual racers.
Scoring is one of these areas.
Our League is now running in it's second year and clear issues have begun to identify themselves within our past Seasons scoring system such as:
We're also attempting to reward Drivers based off a more realistic recipe that is approachable by Drivers of all skill levels:
In essence, we're trying to balance scoring as much as possible.
Should you be interested in the current run of testing please see the following links:
- 2 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6147
- 3 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6148
- 4 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6151
- 5 Points/10 incidents, non-lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6013
Lap and non-lap % scoring: This means you are scored a % of the points you would have had based off the % of laps you turned at the end of the race.
...
It's still very early in the Season but you can see what effect the varying configurations have on the overall leaderboards.
It has always been our goal to emulate the real world Blancpain GT Sprint Series as close as possible given the limitations of peoples time, availability as well as options available within the iRacing League System.
Having said that, there are times when we cannot realistically work by Blancpains model as it doesn't provide a framework to satisfy the requirements of virtual racers.
Scoring is one of these areas.
Our League is now running in it's second year and clear issues have begun to identify themselves within our past Seasons scoring system such as:
- No risk incident system: A driver could easily make up time on track by simply taking short cuts as incidents were not penalized strictly enough.
- Race completion incentives: Many racers were dropping out after a crash as it made no difference in the points if one opted to not complete a race.
- Clean driving initiative: Drivers were not given enough incentive to drive cleanly as it made no difference in how that Driver was scored.
- Off pace Drivers left in the cold: This is one of the worst mistakes we made in that only the fast guys scored well. The pace leaders were given points for leading laps and winning races and could literally run away with the points at Season end. The worst part is they could do so and still accrue an above average amount of incidents.
We're also attempting to reward Drivers based off a more realistic recipe that is approachable by Drivers of all skill levels:
- The more laps you turn the better you score regardless of skill
- The cleaner you race the better you score
- Being fast is only rewarded if you drive cleanly
- Incidents now have an effect on Leaderboard position.
In essence, we're trying to balance scoring as much as possible.
Should you be interested in the current run of testing please see the following links:
- 2 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6147
- 3 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6148
- 4 Points/10 incidents, lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6151
- 5 Points/10 incidents, non-lap % scoring: http://danlisa.com/scoring/season_standings.php?season_id=6013
Lap and non-lap % scoring: This means you are scored a % of the points you would have had based off the % of laps you turned at the end of the race.
...
It's still very early in the Season but you can see what effect the varying configurations have on the overall leaderboards.