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Local Competition Format
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RCDA Local Competition Rules - Judging

Qualifying and Final Rounds

1.Passing / Overtaking

1.1 The aim of the driver at the back is NOT to overtake, but to mimic the lead driver. Overtaking should not be encouraged, and only allowed if the situation safely permits, such as leading car spins or goes wide or out of the drift recommended line. The judge have to decide afterwards whether the passing is done within the guidelines or not (hence giving the advantage or re run).

1.2 Overtaking will not be seen as necessary to win a heat. If the passing car is next to the passed car in ANY way, the driver in front must leave room. A pass must not hinder the passed drivers speed dramatically.

2. Speed, Angle, Clipping points.

2.1 Speed
2.1.1 Jerky movements, e.g. car "pauses" during drift will be penalized.
2.1.2 Washout: loss of speed due to coming into the corner too fast will be penalized.
2.1.3 Half Spinning: (similar to above) basically going offline and losing speed .

2.2 Angle
2.2.1 Drifting with max angle possible is IMPERATIVE. 
2.2.2 Drivers will be penalised for shallow angles in big angle transition areas.
2.2.4 Straight lining (zero angle) is not allowed. Drivers must ALWAYS be in drift mode.

3.
Clipping Points & Others
3.1 The closer driver is to the corner and walls, the more they will score. Bonus points will be awarded for spectacularly close to clipping points.
3.2 One spin and one hit against a wall is allowed per heat. Drivers will still be penalised for this though, however they can still claw their way back into a battle. 
3.3 The driver at the back is generally responsible for a collision (there are MANY factors here, and each collision will be reviewed individually). 
3.4 Drivers have to push their cars to the ULTIMATE limit and be spectacular. If the drifting is boring, clinical and within the car and driver’s limits, points will be deducted.
3.5 If drivers get separated, then they will be judged individually. It is still the following driver’s job to mimic. 



Rules for Qualifying

Qualifying is judged according to how many points a driver scores out of 100. A perfect run is 100 points.
Each driver will be given 2 laps in which to make a qualifying run. Drivers will run the course alone.

The following aspects will be judged, with points deducted from 100, depending on the severity of the infringement

Deductions/Penalties

  1. Shallow angles in “big angle transition areas” : 1 to 3 pts.
  2. ashout: loss of speed due to coming into the corner too fast: 1 to 3 pts.
  3. Half Spinning: (similar to above) basically going offline and losing speed: 1 to 5 pts.
  4. Jerky movements, e.g. car "pauses" during drift 1 to 3 pts.
  5. Straight-lining. 3 to 5 pts
  6. Hitting a wall or spinning (depending on the severity of the collision or spin): 5 to 10 pts
  7. Drivers have to push their cars to the ULTIMATE limit and be spectacular. If the drifting is considered clinical and within the car and driver’s limits: 3 to 5 pts

Bonus/Extra Points

1. Spectacular close clipping to wall: +1 to 3 points

All competitors will be scored and the top 16 competitors will go through to D1.
Competitors with the same score will not share a position and only 16 will go through.
If positions are tied for the 16th spot, a low key battle will take place to see who goes through to the top 16. Wild card entry could be considered if sometimes in the qualifying round it ended up having 2 to 3 guys eliminated or failed to qualify to either the top 8 or top 16.
Match them up to bottom 2 or 3 who qualified (6-8th or 14-16th position). Bottom qualifiers have to defend their qualification against these wildcards.

W1 vs Q6 (or Q14)

W2 vs Q7 (or Q15)

W3 vs Q8 (or Q16)

Drivers in the top 16 will battle each other with each driver leading for 2 laps, with a total of 4 laps. (This can be negotiated depending on the layout and length of the course).
Format:

Top 16
1 vs 9
2 vs 10
3 vs 11
4 vs 12
5 vs 13
6 vs 14
7 vs 15
8 vs 16

and so on

The finals will be run with a total of 8 laps depending on course layout. Each driver leads for 4 laps. If drivers are scored evenly, then a sudden death round of 2 laps each will take place.

Drivers battle each other and each driver starts off with 5 points. For each mistake the driver makes, points will be lost, and handed to the opposing driver, e.g., if a driver washes out, then the score becomes 6-4 to the other driver. And so on. If the OTHER driver makes the same mistake, the points then equal out again until the heat is completed.

Sudden death will be awarded if judges cannot agree on a CLEAR winner. If the scores run something like 6-4 and 3-7 and a clear winner is not ascertained, it is within the judges rights to call for sudden death. The judges can also call for sudden death if they do not agree on a winner.

The points work examples.

  1. The aim of the driver at the back is NOT to overtake, but to mimic the lead driver. Overtaking will not be seen as necessary to win a heat, A clean overtake, will net the driver 1 point, i.e., Score of 6-4
  2. Half Spinning (Similar to above) basically going offline and losing speed 2 points. Score 7-3
  3. Straight lining. 3 points. Score 8-2
  4. A pass must not hinder the passed drivers speed dramatically. If a pass is executed, the passing driver can PLACE his car in the path of the other driver.

Drivers are allowed to protest any judge’s choice for 30 minutes after the battle. This is EVERY driver’s right so make sure video footage is available for EVERY run. Judges can make mistakes, so always have footage available.

 

updated: 2008/10/29 (contributed by Oddysey, Blackwrench, Ch33se1, DC Team)

 


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