iRacing B2O Blancpain League Race Friday night Apr 15, 2016

I agree with Zac, he makes it as black and white as it can be. In the case when both cars can continue it is a bit shady since Car 2 can lose positions because of it, so that is heavily dependent on the situation I think and should be agreed on by both drivers.

One of the main advantages of a league is that you can penalize pretty much all contact, as opposed to leaving it up to luck, in a large part, in official races. Pretty much from the beginning of the league we agreed we would open that can of worms: to penalize avoidable contact.

In this particular incident, Daunt could not have been expected to avoid it and it was an offensive pass attempt, you were not driving a regular line, Duke, when getting loose.

This is a league formed mostly from Practice Pals after all, so from that I don't think we should be worried about too many incidents, as it is all about improving race craft. If there are still too many incidents, we're probably racing too hard and need to tone it down a bit and I think penalties are a good way to motivate that.

In the end, if Duke gets a penalty, I should be given a drive-through as well because of the incident with Jeeve and me at Okayama. We both got loose, but Jeeve's car was damaged and mine wasn't in a significant way.
 

Kenadian

Staff member
Site Admin
I don't really know what is so hard to police about "If you kill someone, whether because you lost control of your car, or because you made a bad move on track; you get a penalty." You can't just drive off in the sunset with a clear conscience because you "got loose" or it "wasn't intentional", or "oh you broke sooner then I expected" (Monza). And Bathurst is actually what I had in mind when I wrote the that last part. If you spin over the mountain (which is going to happen) and someone spins, stops on track,and then gets crashed into or causes a bigger wreck as cars try to funnel around, that isn't really they're fault that other people got taken out.

I'm not talking about little bumps here, either Ken. When I say damage, it was implied "terminal" or "Meatball" in need of a Quick repair damage.

Good point about the QR, Kyle, but I don't know if we can penalize someone differently just because the car they hit is already without a QR, because that's not something the offending driver can control. Unless of course, they're the ones that forced the driver to take the QR the first time, and then they take them out again..


Again, bottom line, the way I see it you can't benefit from taking someone out. Period.
I agree with Zac, he makes it as black and white as it can be. In the case when both cars can continue it is a bit shady since Car 2 can lose positions because of it, so that is heavily dependent on the situation I think and should be agreed on by both drivers.

One of the main advantages of a league is that you can penalize pretty much all contact, as opposed to leaving it up to luck, in a large part, in official races. Pretty much from the beginning of the league we agreed we would open that can of worms: to penalize avoidable contact.

In this particular incident, Daunt could not have been expected to avoid it and it was an offensive pass attempt, you were not driving a regular line, Duke, when getting loose.

This is a league formed mostly from Practice Pals after all, so from that I don't think we should be worried about too many incidents, as it is all about improving race craft. If there are still too many incidents, we're probably racing too hard and need to tone it down a bit and I think penalties are a good way to motivate that.

In the end, if Duke gets a penalty, I should be given a drive-through as well because of the incident with Jeeve and me at Okayama. We both got loose, but Jeeve's car was damaged and mine wasn't in a significant way.
I've already stated which I'll state again for the record that I'll accept what you guys rule here, I'm fine with that.

My point was we're creating custom rules outside of what many iRacers are familiar with. This will need to be made clear to new Drivers as they enter the League.

I can speak to the irregular line though Noel and I was there because I went into the corner side by side with Kyle. I had little choice to be out there as I was giving him plenty of room.

So long as it's not an incident point (Offtrack) I'm not sure how you can refer to it as an irregular line? Side by side racing is almost always racing on an irregular line.

Zac, if you don't mind I'm going to copy/paste your rules to the League nomenclature so everyone can see what it is we're looking for.

We'll also need to define how this works if one car is wrecked out with no quick repair remaining but the offending car is fine and/or has a quick repair; does he sit in the Pits until such time as the other car can be repaired?

Also, how to determine fault in a multi-car pileup such as the Mountain which happened last season I believe.

I'm sure there's more but nothing else comes to mind right now.
 

Daunt

MLG Pro
I'm OK with putting this into the works next season - As Noel pointed out, there were other instances this season that might need looking at, retroactively. So it might just be easier to apply this next season.

As for custom rules, the foundation of our league is custom. We just need to ensure to broadcast it and make it known many times, as we have with the qualify race format, the pitting rules, and more.

This definitely isn't a straightforward topic so it's a good discussion.
 

Kenadian

Staff member
Site Admin
Honestly Kyle I'm fine with the Penalty. I was worried about your race which you can clearly hear in my stream which is why I posted the link so everyone could see exactly what happened.

This topic really isn't about our incident so much to me as it is how we'll be able to present it to newcomers and enforce it in the future.

These rules are great rules but there will be little to no familiarity with them in any newcomer. I also don't want our custom rules to create instances where multiple cars may be cooling their heels in the Pits because the guy they wrecked has no fast repair.

As it is currently I don't think we're running a high percentage of cars actually finishing races and I'd like to see that change somehow.
 
So long as it's not an incident point (Offtrack) I'm not sure how you can refer to it as an irregular line? Side by side racing is almost always racing on an irregular line.

We'll also need to define how this works if one car is wrecked out with no quick repair remaining but the offending car is fine and/or has a quick repair; does he sit in the Pits until such time as the other car can be repaired?

Also, how to determine fault in a multi-car pileup such as the Mountain which happened last season I believe.
Yes, that's what I meant by irregular lane, everything but the normal racing line. I know it was a perfectly good attempt if it weren't for the getting loose, which is hard to predict anyway. But it was still a pass attempt which puts most of the responsibility of not crashing in your basket I think.

We've been previously using drive-throughs as penalty so I think that would be a reasonable choice if the wrecked car has no fast repair. He'll still be worse off than the offending car but they'll both lose a lot of time. Losing his fast repair before the incident could be completely his fault too.

In a multi-car pile-up I would say that only penalties should be given to people who don't slow down enough and rear-end somebody due to lack of caution.
 

Daunt

MLG Pro
Standings have been updated. Per our discussion, Ken was penalized one point (equivalent of finishing fourth) and I was awarded one point (equivalent of me finishing third) for the qualify race.
 

Twitch

Latest posts

iRacing Special Events 2026

ROAR: LMP3, GT4, Touring
  ~ Jan 9 - 10
Daytona 24: GTP, LMP2, GT3
  ~ Jan 16 - 18
Bathurst 12: GT3
  ~ Feb 20 - 22
Sebring 12: GTP, LMP2, GT3
  ~ Mar 27 - 29

Forum statistics

Threads
3,840
Messages
48,091
Members
626
Latest member
PÉ DÍ PÁNO
Top Bottom