The Austrailian V8 championship is being orginized
by BuzzingPhantom all enquiries
about the championship should be directed
to the following Xbox Live Gamertag Buzz 0122.
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On-Track Rules
1. Un-considerate driving shall result in driver/s being removed and replaced by cleaner driver/s at any time. The 'RULES & REGULATIONS' section of this website shall also be referred to if driver disputes occur.
2. Only left or right side wheels are allowed across corners/chicanes. All 4 wheels off the tarmac (except when crashing) will be classed as corner cutting. The track is defined by the painted lines either side of the tarmac edge. If you genuinely out brake yourself or run wide, you have until the next corner to reverse the advantage you gained.
3. When being overtaken, the defending driver may only move once to hold the line they choose. Once the line is chosen they can’t weave back across until they are 100% clear of attacking car. Therefore if they are on the right going into a right hand corner, they are expected to stay right coming out. If you are on the left, you stay left not shutting the door on the other driver at apex. Running drivers off the road whilst side-by-side around corners will not be tolerated. This would be classed as a serious offence.
4. Wall riding will get you disqualified from the championship. There are no second warnings.
5. When being lapped you must allow leader/s to pass within 4 corners. Make sure you allow the leader to blend in at a safe point and do not try and race them. The leader must be within 4 car lengths of back marker for rule to be enforced.
6. Points go all the way to last place, however pulling over to the side of the road, running out of fuel or lagging out shall result in a DNF, therefore scoring no points. If a driver has to pullover they must retire to the lobby. If you start the last lap or have been lapped by the leaders whilst still running then the result would stand.
7. Please respect other drivers will be concentrating when qualifying and during the race. Keeping the voice chatter to a minimum should be respected by all.
8. The use of car setups is encouraged unless the 'race procedures' for that season prohibits them.
2. Only left or right side wheels are allowed across corners/chicanes. All 4 wheels off the tarmac (except when crashing) will be classed as corner cutting. The track is defined by the painted lines either side of the tarmac edge. If you genuinely out brake yourself or run wide, you have until the next corner to reverse the advantage you gained.
3. When being overtaken, the defending driver may only move once to hold the line they choose. Once the line is chosen they can’t weave back across until they are 100% clear of attacking car. Therefore if they are on the right going into a right hand corner, they are expected to stay right coming out. If you are on the left, you stay left not shutting the door on the other driver at apex. Running drivers off the road whilst side-by-side around corners will not be tolerated. This would be classed as a serious offence.
4. Wall riding will get you disqualified from the championship. There are no second warnings.
5. When being lapped you must allow leader/s to pass within 4 corners. Make sure you allow the leader to blend in at a safe point and do not try and race them. The leader must be within 4 car lengths of back marker for rule to be enforced.
6. Points go all the way to last place, however pulling over to the side of the road, running out of fuel or lagging out shall result in a DNF, therefore scoring no points. If a driver has to pullover they must retire to the lobby. If you start the last lap or have been lapped by the leaders whilst still running then the result would stand.
7. Please respect other drivers will be concentrating when qualifying and during the race. Keeping the voice chatter to a minimum should be respected by all.
8. The use of car setups is encouraged unless the 'race procedures' for that season prohibits them.
Off-Track Rules
9. Invitation to compete in the V8 World Championship is via Buzz 0122 and is current for that season only. All invites expire once each season closes.
10. Any devices which slow down your network connection must be turned off, especially PC's. Closing programs down whilst your computer is turned on will not be acceptable. These devices need to be physically turned off. This is your responsibility to make sure your connection is as reliable as possible for race day.
11. All results are provisional until published on this website.
12. If a driver should get a disconnection within 10% of race distance an option for a restart could happen if the steward of the room feel it necessary. After 10% then the race will continue without them. Please note there will be serious penalties for the disconnected driver if more than one disconnection happens in a season.
13. If a driver has an issue with another about a breech of the regulations, the incident must be disclosed to the steward of the room once the race is finished verbally or via email within 4 hours of race completion. The incident will be reviewed and a decision will be made if a course of action is required. Once a decision is made there is no appeal. Some times the stewards might enforce a punishment without either side making a complaint.
14. If a driver manages to get disqualified from a race, the disqualified drivers points don’t count towards team points. If a driver gets disqualified from the championship all points shall be deducted from teammates team score.
15. Buzz 0122 will always require 1 weeks notice should a driver not be able to race. If a driver misses the 1 week to go deadline they shall miss the race. The seat will be filled by a reserve driver should one be available.
16. The steward of the room might need to do a drivers briefing before a session to clarify any grey areas each track might have. The nominated steward is in charge of the room and not the host.
10. Any devices which slow down your network connection must be turned off, especially PC's. Closing programs down whilst your computer is turned on will not be acceptable. These devices need to be physically turned off. This is your responsibility to make sure your connection is as reliable as possible for race day.
11. All results are provisional until published on this website.
12. If a driver should get a disconnection within 10% of race distance an option for a restart could happen if the steward of the room feel it necessary. After 10% then the race will continue without them. Please note there will be serious penalties for the disconnected driver if more than one disconnection happens in a season.
13. If a driver has an issue with another about a breech of the regulations, the incident must be disclosed to the steward of the room once the race is finished verbally or via email within 4 hours of race completion. The incident will be reviewed and a decision will be made if a course of action is required. Once a decision is made there is no appeal. Some times the stewards might enforce a punishment without either side making a complaint.
14. If a driver manages to get disqualified from a race, the disqualified drivers points don’t count towards team points. If a driver gets disqualified from the championship all points shall be deducted from teammates team score.
15. Buzz 0122 will always require 1 weeks notice should a driver not be able to race. If a driver misses the 1 week to go deadline they shall miss the race. The seat will be filled by a reserve driver should one be available.
16. The steward of the room might need to do a drivers briefing before a session to clarify any grey areas each track might have. The nominated steward is in charge of the room and not the host.
DRIVING ETIQUETTE
DRIVING MANNER
Show yourself in their mirrors. Most simulations have blind spots. To state the obvious, if the driver in front can’t see you then don’t be surprised if they turn into you. As much as you can show yourself in the mirrors of the car in front. Of course once you decide to overtake a car you have to drive into their blind spots. But even then, if they get a good view of what your movements are immediately prior to your disappearing, they’ll have a much better idea of your probable position and likely immediate actions, and what they need to do to avoid contact.
Over the years I have seen many drivers trying to stay away from an opponent’s mirrors as a tactical ploy. Trying to rattle their opponents into an error by making them guess where they are. However in all simulations this is asking for trouble. In my opinion the visual limitation requires us to play the gentleman, if for your own survival and enjoyment.
CLOSE RACING
Avoid close racing when it’s not necessary. Not only does very close driving give you very little time to react if the need arises, it also increases very much the chances of a lag caused collision. In online racing there is always a risk of registering a collision in close driving even without any perceivable contact, due to lag. The closer you are to another car the more likely this will happen. The general rule here is not to unnecessarily drive too close to another, especially in situations where there is no possibility of passing anyway. Think about it. If we forget lag for a moment, what happens if you are right on another cars gearbox and they miss a gear or come up to a back marker. The car in front slows because of something you can’t see or understand from behind, and then you cause an accident because you hit them from behind. For sure get in drivers slipstream, but remember you will still need time and space to pull out.
So how close is too close? In most simulations the perception you look further away from the car ahead is usually wrong. From an in-car perspective you might think you are 2 or 3 car lengths behind another, when in actual fact you are probably just 1 car length, which would be too close in a non-overtaking situation. As a general rule when in an in-car camera view, if you can’t see any tarmac between the car in front and the nose of your car then you’re too close. THE WORST ACTION A DRIVER CAN DO
Never run into the back of someone in front of you. This is one of the worst things one driver can do to another. There are no excuses here. If you are behind then you have the responsibility to drive in a manner that will not lead to you running into a car ahead. It doesn't matter if you're faster, think you have the right to be let by, are more talented or think that all slower drivers should not hold up faster drivers. If you're behind someone then that's your tough luck. You have to earn your pass the same as anyone, however frustrated you may be. Even if their braking zones occur earlier than yours would normally, then tough luck. You have to anticipate these possibilities and drive accordingly.
If you've tried everything, braking, gearing down, changing line, etc., but can see you're still going to collide with a car ahead, then you should drive your own car off the track, crashing yourself out of the race if necessary, if that's what it takes to avoid such a contact. Bottom line, if you crash you must not take anyone with you.
However should you try all this and still manage to push someone off the road it would be expected for you to let the driver pass again so you can perform your move cleanly. Obviously if the car you hit is in the barriers and full of damage then carry on and the stewards shall take over from there. The stewards will impose a penalty from 10 seconds added to your race time to complete exclusion from the championship, or somewhere in between.
Being able to follow another driver without running into them is something you have to learn to do. It often takes keen judgment and many times it's not easy. You want to be as close as possible, to snatch a pass if a chance comes along, but you need to be far enough away to respond to the ahead driver's manoeuvres, evasively sometimes. It does take practice and it is a skill however it’s an essential skill for successful enjoyable online racing. You can practice with friends, in non-serious races, or with the AI cars offline. Offline, pick a car that's slower than you and try to hang on their tail for 10 laps or so without passing. You may surprise yourself at how much your skill in this area needs improvement.
Show yourself in their mirrors. Most simulations have blind spots. To state the obvious, if the driver in front can’t see you then don’t be surprised if they turn into you. As much as you can show yourself in the mirrors of the car in front. Of course once you decide to overtake a car you have to drive into their blind spots. But even then, if they get a good view of what your movements are immediately prior to your disappearing, they’ll have a much better idea of your probable position and likely immediate actions, and what they need to do to avoid contact.
Over the years I have seen many drivers trying to stay away from an opponent’s mirrors as a tactical ploy. Trying to rattle their opponents into an error by making them guess where they are. However in all simulations this is asking for trouble. In my opinion the visual limitation requires us to play the gentleman, if for your own survival and enjoyment.
CLOSE RACING
Avoid close racing when it’s not necessary. Not only does very close driving give you very little time to react if the need arises, it also increases very much the chances of a lag caused collision. In online racing there is always a risk of registering a collision in close driving even without any perceivable contact, due to lag. The closer you are to another car the more likely this will happen. The general rule here is not to unnecessarily drive too close to another, especially in situations where there is no possibility of passing anyway. Think about it. If we forget lag for a moment, what happens if you are right on another cars gearbox and they miss a gear or come up to a back marker. The car in front slows because of something you can’t see or understand from behind, and then you cause an accident because you hit them from behind. For sure get in drivers slipstream, but remember you will still need time and space to pull out.
So how close is too close? In most simulations the perception you look further away from the car ahead is usually wrong. From an in-car perspective you might think you are 2 or 3 car lengths behind another, when in actual fact you are probably just 1 car length, which would be too close in a non-overtaking situation. As a general rule when in an in-car camera view, if you can’t see any tarmac between the car in front and the nose of your car then you’re too close. THE WORST ACTION A DRIVER CAN DO
Never run into the back of someone in front of you. This is one of the worst things one driver can do to another. There are no excuses here. If you are behind then you have the responsibility to drive in a manner that will not lead to you running into a car ahead. It doesn't matter if you're faster, think you have the right to be let by, are more talented or think that all slower drivers should not hold up faster drivers. If you're behind someone then that's your tough luck. You have to earn your pass the same as anyone, however frustrated you may be. Even if their braking zones occur earlier than yours would normally, then tough luck. You have to anticipate these possibilities and drive accordingly.
If you've tried everything, braking, gearing down, changing line, etc., but can see you're still going to collide with a car ahead, then you should drive your own car off the track, crashing yourself out of the race if necessary, if that's what it takes to avoid such a contact. Bottom line, if you crash you must not take anyone with you.
However should you try all this and still manage to push someone off the road it would be expected for you to let the driver pass again so you can perform your move cleanly. Obviously if the car you hit is in the barriers and full of damage then carry on and the stewards shall take over from there. The stewards will impose a penalty from 10 seconds added to your race time to complete exclusion from the championship, or somewhere in between.
Being able to follow another driver without running into them is something you have to learn to do. It often takes keen judgment and many times it's not easy. You want to be as close as possible, to snatch a pass if a chance comes along, but you need to be far enough away to respond to the ahead driver's manoeuvres, evasively sometimes. It does take practice and it is a skill however it’s an essential skill for successful enjoyable online racing. You can practice with friends, in non-serious races, or with the AI cars offline. Offline, pick a car that's slower than you and try to hang on their tail for 10 laps or so without passing. You may surprise yourself at how much your skill in this area needs improvement.
Overtaking
THE NON-CONTESTED PASS
A non-contested pass is simply a pass where you're happy, for whatever reason, to let an overtaking driver go passed with the least hindrance to them and you as possible. “Why would I want to make it easy for another rival to get passed?” I hear you say. Well, I’ve won many championships because of this very reason. Your reasons may be that you don't want to risk an incident due to an overtaking battle. Another reason could be you being lapped, in which case driving etiquette requires you to do what you can to expedite a clean quick safe pass for the lapping driver. Whatever the reason, there maybe times when you want to let someone passed.
To let someone pass uncontested, drive against one side of the track and maintain that position until they’ve passed. You need to use clear body language here. Moving from side to side trying to stay off the racing line, for the sake of the passing car, is the worse thing you can do. What’s important is not if you’re on the racing line, but whether you’re driving a predictable line. Pick a side of the road to move to, usually the one you’re nearest to at the time, then religiously stay against that side until the car has passed. Lift off the accelerator a little to expedite the pass, as sometimes a quick pass can benefit you as much as it does the driver overtaking. Don’t slow down too abruptly of course. If you're being lapped be aware there could be any number of cars coming up on you.
The drivers doing the lapping/passing should also be aware the car they’re lapping might have absolutely no knowledge of your presence what so ever. Be careful. You should always try to show yourself in the mirrors of an ahead car before trying a pass, and more importantly, communicate the pass.
THE CONTESTED PASS
The contested pass, or the pass done in anger, is arguably one of the most difficult things to do cleanly without incident. Battling for position, wheel-to-wheel racing, passing and counter passing is also the reason why we enjoy racing professionals so much.
The problem with close racing of any sort, contested passing included, is largely one of what each driver in the situation can see of the other. Most people I've raced with are fair and don't mean to cause accidents. Most aren't reckless. It’s just that there's a lot of guessing going on about exactly where and how close you are to another driver. Most simulations range of vision is much less than real life. There are huge blind spots to contend with. To help with this consider changing to an arcade driving view in those situations. The contested pass then is all about what you can and can’t see.
Practice the other lines before you have to use them. If the first time you have ever tried driving around the outside of a certain corner is in a frantic race situation when you're racing toe to toe with someone, then you'll be in unfamiliar territory in the middle of a high stress precision driving situation. A bad place to be. Before a race comes up, just try doing a few laps of the circuit hugging the left-hand-side of the road all the way around and then do a few hugging the right-hand-side. At the very least do 1 or 2 laps against each side of the road. You'll be surprised at how much less likely you are to crash while trying to hold road position if you are at least a little familiar with how the outer and inner lines feel.
CORNER RIGHTS
If you watch Touring car drivers in action you might think the rule for corner rights goes something like "Whatever piece of ground I can barge my way into I have the right to". Well . . . not so. There is actually etiquette for corner rights. It’s not just for racing simulations but is basically the same for every level of real world motorsports, from Formula Fords to Formula 1 and everything in between. "What !" you say. "You mean I don't have the right to throw my car into any gap I see?". Actually no, you don't. If you raced in any real world competition the way you may race in any simulation, instead of being hailed as a motor racing genius you may find yourself banned from even the lowest levels of the sport. Some of the everyday things you see in online racing simply aren't tolerated where real cars are damaged, real money is the cost of repair, and real lives are at risk.
A non-contested pass is simply a pass where you're happy, for whatever reason, to let an overtaking driver go passed with the least hindrance to them and you as possible. “Why would I want to make it easy for another rival to get passed?” I hear you say. Well, I’ve won many championships because of this very reason. Your reasons may be that you don't want to risk an incident due to an overtaking battle. Another reason could be you being lapped, in which case driving etiquette requires you to do what you can to expedite a clean quick safe pass for the lapping driver. Whatever the reason, there maybe times when you want to let someone passed.
To let someone pass uncontested, drive against one side of the track and maintain that position until they’ve passed. You need to use clear body language here. Moving from side to side trying to stay off the racing line, for the sake of the passing car, is the worse thing you can do. What’s important is not if you’re on the racing line, but whether you’re driving a predictable line. Pick a side of the road to move to, usually the one you’re nearest to at the time, then religiously stay against that side until the car has passed. Lift off the accelerator a little to expedite the pass, as sometimes a quick pass can benefit you as much as it does the driver overtaking. Don’t slow down too abruptly of course. If you're being lapped be aware there could be any number of cars coming up on you.
The drivers doing the lapping/passing should also be aware the car they’re lapping might have absolutely no knowledge of your presence what so ever. Be careful. You should always try to show yourself in the mirrors of an ahead car before trying a pass, and more importantly, communicate the pass.
THE CONTESTED PASS
The contested pass, or the pass done in anger, is arguably one of the most difficult things to do cleanly without incident. Battling for position, wheel-to-wheel racing, passing and counter passing is also the reason why we enjoy racing professionals so much.
The problem with close racing of any sort, contested passing included, is largely one of what each driver in the situation can see of the other. Most people I've raced with are fair and don't mean to cause accidents. Most aren't reckless. It’s just that there's a lot of guessing going on about exactly where and how close you are to another driver. Most simulations range of vision is much less than real life. There are huge blind spots to contend with. To help with this consider changing to an arcade driving view in those situations. The contested pass then is all about what you can and can’t see.
Practice the other lines before you have to use them. If the first time you have ever tried driving around the outside of a certain corner is in a frantic race situation when you're racing toe to toe with someone, then you'll be in unfamiliar territory in the middle of a high stress precision driving situation. A bad place to be. Before a race comes up, just try doing a few laps of the circuit hugging the left-hand-side of the road all the way around and then do a few hugging the right-hand-side. At the very least do 1 or 2 laps against each side of the road. You'll be surprised at how much less likely you are to crash while trying to hold road position if you are at least a little familiar with how the outer and inner lines feel.
CORNER RIGHTS
If you watch Touring car drivers in action you might think the rule for corner rights goes something like "Whatever piece of ground I can barge my way into I have the right to". Well . . . not so. There is actually etiquette for corner rights. It’s not just for racing simulations but is basically the same for every level of real world motorsports, from Formula Fords to Formula 1 and everything in between. "What !" you say. "You mean I don't have the right to throw my car into any gap I see?". Actually no, you don't. If you raced in any real world competition the way you may race in any simulation, instead of being hailed as a motor racing genius you may find yourself banned from even the lowest levels of the sport. Some of the everyday things you see in online racing simply aren't tolerated where real cars are damaged, real money is the cost of repair, and real lives are at risk.
Driver Standings
Team Standings
Copyright info
The Championship is property of Buzz 0122.
Website is copyright Forzacentral
Rules are copyright Berty BERT BERT Cyber Racing World Championship
The Championship is property of Buzz 0122.
Website is copyright Forzacentral
Rules are copyright Berty BERT BERT Cyber Racing World Championship
