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special track rules Empty special track rules

Post by mccasual 17.01.21 20:29

here you can announce special rules that are in use for some (special or self-made) tracks.


Last edited by mccasual on 17.01.21 21:20; edited 1 time in total
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special track rules Empty Sparrow's Island

Post by mccasual 17.01.21 20:35

Optional rules for this track

- crash barriers

  • the orange lines at the serpentines are "crash barriers". use them like the concrete wall on the oval tracks. each time you change from a field without a barrier to a field (lane) with this indication you have to roll for collision. 
  • example:
       if you going along a lane with a barrierer (that you have already rolled the black dice for) and you are going over the middle-lane to the other side, it is a NEW barrier, you have to roll again.


- free pit
after the serpentines there is a free gas station, making money with all the crazy drivers.

  • for each turn you STAY in the pit, you can repair one lost point of anything but tires. (this station is too small to offer them ). You must not use any regular pit-points of your setup.
  • no repair on the turn you enter the pit (different to a pit-stop on your own box).   
  • leave the station with max. 4th gear in the turn following the last repair-turn.   
  • for example:
       turn 15 - enter the pits, turn 16 - repair 1 point, turn 17 - repair next point, turn 18 - go out


Last edited by mccasual on 17.01.21 20:43; edited 1 time in total
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special track rules Empty Groenland

Post by mccasual 17.01.21 20:38

Original by GastonGomme
As GROENLAND track was drawn by my great friend Roberto, I wrote theese specials rules :

1) 14-16 : variable mais la piste peut seulement être sèche (si on vient de 17-20) ou humide (si on vient de 1-13).

2) 6-8 : variable mais la piste peut seulement être humide (si on vient de 9-20) ou gelée (si on vient de 1-5).

3) Pneus cloutés : +1 à chaque déplacement dans les virages et pénalités normales sur une piste gelée (arrive sur 1-5 ou parfois sur 6-Cool, pénalités x2 sur une piste humide (arrive sur 9-13 ou parfois sur 6-8 ou 14-16), et pénalités x3 sur une piste sèche (arrive sur 17-20 ou parfois sur 14-16). En cas de deuxième tour les pénalités restent les mêmes. En cas de troisième tour les pénalités sont x2 sur piste gelée, x3 sur piste humide, et x4 sur piste sèche.

4) Sur une piste gelée (arrive sur 1-5 ou parfois sur 6-Cool : +1 à chaque déplacement dans les virages avec des pneus cloutés, +3 avec des pneus pluie, +5 avec des pneus secs (durs ou tendres). Et tests carros ratés sur 1-2-3. A priori tests moteurs à 1-2-3 et tests tdr à 1-2-3-4-5 comme sous la pluie. Mais on peut aussi penser à les changer aussi : moteurs à 1-2 et tdr à 1-2-3-4-5-6 ?

Stands face à face de part et d’autre de la ligne droite : le premier entré ressort avant quelle que soit la vitesse engagée.

Il n’y a pas de flèches toutes droites devant l’entrée de V4.


1) 14-16 : variable but the track can only be dry (if we come from 17-20) or wet (if we come from 1-13).

2) 6-8 : variable but the track can only be wet (if we come from 9-20) or iced (if we come from 1-5).

3) Ice tyres : +1 in each corner and normal penalties on an iced track (occurs with 1-5 or sometimes 6-Cool, penalties x2 under on a wet track (occurs with 9-13 or sometimes 6-8 or 14-16), penalties x3 on a dry track (occurs with 17-20 or sometimes 14-16). In case of a second track turn without pit stop the penalties are the same. And in case of a third track turn without pit stop the penalties are x2 on an iced track, x3 on a wet track and x4 on a dry track.

4) On an iced track (occurs with 1-5 or sometimes 6-Cool: +1 in each corner with ice tyres, +3 with rain tyres, +5 with dry (hard or soft) tyres. Bodies tests lost on 1-2-3. No change for engine tests at 1-2-3 and SL tests at 1-2-3-4-5 like under rain. But we can also choose to make engine tests at 1-2 and SL tests at 1-2-3-4-5-6.

Boxes at same level on each side of the front line : the first to come in is the first to go out whatever the gear played to come in.

There are not straight arrows in front of V4.
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special track rules Empty PARIS

Post by mccasual 17.01.21 20:42

Original by GastonGomme
As PARIS track was drawn by my great friend Roberto, I wrote theese specials rules :

1 = embouteillage: interdit de doubler sauf ceux qui sont en tête à queue ou en PM au tour où ils passent à 0 pneus ou moins ou 0 carro ou 0 moteur ou 0 tdr. Si on tire un dé qui fait doubler malgré tout, il faut traiter ceci comme un blocage (sauf qu’on peut se positionner à une case pas dans la même ligne que celui qu’on rattrape) c'est-à-dire 3 freins, puis 3 pneus, puis PM sortie de route (même si ce n’en est pas vraiment une), puis PM crash, puis abandon. Cette situation n’est jamais établie et dure deux tours de jeu (et le premier doit donc tirer un dé météo ensuite). La piste reste en l’état (sec ou humide) précédent pendant ces deux tours.

20 = pic de pollution: tous ceux qui sont en 5ième ou 6ième doivent rétrograder en 4ième (ou moins) sans dépenser de conso (et ceux qui sont déjà en 4ième ne peuvent pas passer la 5ième bien sur). Cette situation n’est jamais établie et dure deux tours de jeu (et le premier doit donc tirer un dé météo ensuite).

Sortir trop long du dernier virage: on peut utiliser la voie des stands (sans rentrer dans son stand puisqu’il faut aller tout droit) mais en dépensant « normalement » des pneus ou des freins. Attention dans ce cas la règle de non blocage dans les stands ne s’applique pas, c'est-à-dire qu’un deuxième pilote sortant trop long du dernier virage peut utiliser la voie des stands aussi mais doit s’arrêter derrière le premier (même en endurance) en dépensant freins puis pneus si nécessaires (par contre il n’y a pas de test carro ou moteur sauf sur la première ou dernière case, voir ci dessous).

Cases d’entrée et de sortie de la ligne des stands: on peut les utiliser même quand on n’emprunte pas la ligne des stands et donc tous les tests possibles peuvent s’y produire.

Voie des stands: il est interdit de l’emprunter si on ne s’arrête pas à son stand.


1 = traffic jam: no overtaking allowed except for those in spinout or MP at the turn when they get to 0 tyres or less or 0 body or 0 engine or 0 SL. If you roll and would otherwise go past a player, you have to treat it as a blocking situation (except we can stop on a field not in the same line as the pilot we reach) i.e. 3 brakes, then 3 tires, then MP road exit (even if it is not really one), then MP crash, then abandon. This situation is never established and lasts two play-turns (and the leader must throw a new weather dice after). The track stays as before (dry or wet) during these two laps.

20 = pollution: everybody in 5th or 6th gear must slow down to 4th (or less) without spending any fuel (and naturally those already in 4th gear can’t pass the 5th gear). This situation is never established and lasts two play-turns (and the leader must throw a new weather dice after).

Overshooting the last turn: we can use the pit lane (without going in our boxes because we must go straight) but by spending “normally” tires or brakes. Pay attention, in this case the rule of no blocking doesn’t apply, i.e. a second driver overshooting the last corner can use the pit lane too but must stop behind the first one (even in endurance races) spending brakes then tires if necessary (but there is no body or engine tests except on the first or last fields, see below).

Special fields at the ways in and out of the pit lane: we can use it even if we don’t take the pit lane and so all the possible tests can occur.

Pit lane: it is forbidden to take it if we don’t stop in our box. (additional information: It is also forbidden to use the first space on the left in front of the first corner, if a car is not coming out of the pit lane.)
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special track rules Empty Race City

Post by mccasual 17.01.21 20:47

From the official rules for this track.

The engines are howling (in highlighted area before "Exurb"-corner, space 28 to 42)
The residents find the noise of the cars extremely annoying and complain about it. Now and then a hot-tempered trouble-maker decides to take pot shots at the cars driving past his window. The drivers of all cars ending their moves here must roll the black die and then consult the following table:
Black die result:

   1-15 Too late: the shot goes wide..
   16-18 Grazing shot: the car loses 1 tire WP.
   19 Not bad: the car loses 1 car body WP.
   20 Direct hit: the car loses 1 engine WP.

Danger Zone
The danger zone is the part of the circuit which is in particularly bad condition and is therefore dreaded by the drivers. All red spaces are treated as spaces with damage markers.

Police Station
There is a speed limit in force in the whole town, but it is great fun tearing past the police station.
Every time a driver crosses this line his speed must be recorded (e.g. the number shown by the gear die, multiplied by 10). When all drivers have crossed this line, the fastest driver gets 2 WP which he can distribute between the six different categories of his car however he likes (however the original number of points may not be exceeded.) In the case of a draw, the first driver to have passed the police station receives the bonus.


Note
This special rules are intended for races in "street race style". There are different rules for restoring WPs on such races:

If the race consists of several laps, each car receives its complete number of tire WP on crossing the finish line, and an additional 2 WP to be distributed between the other categories at his discretion. (However, the original number of points may not be exceeded in any category).
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special track rules Empty CHICAGO

Post by mccasual 17.01.21 20:48

From the official rules for this track.

The Intersection (Le carrefour, Kreuzung)
This is a dangerous area. Cars are not required to stop, but they must continue in the direction indicated by the arrows. If a car goes through the intersection without stopping, and there are already one or more cars there (regardless of their position or direction), then all the cars involved must undergo a collision check.

If a car ends it turn in the intersection, and there are already one or more cars there (regardless of their position or heading) all the cars involved must make a special collision check. Each car’s current gear is used to determine if there is a collision or not.
Example: A car in 4th gear will lose body WP if the black die roll is equal or less than 4

The East Park “pathways”
The East Park pathways are a set of intersecting narrow streets between the Intersection and the corner named “Lake Shore Dr.”. Crossovers are shown by red/white markings. Cars are not required to stop, but must continue in the direction shown by the arrows.

If a car drives through the pathways without making at least one stop, it must make a road handling check on the black die. The car loses one road handling WP if the black die roll is equal to or less than 5. If a car ends its turn in an intersection behind another car, or next to another car in the intersection, both cars must make a collision check. Each car loses 1 body WP if the black die roll is equal to or less than 3.

If two cars are on the same intersection at the end of a round, priority is given to the cars coming from the left. This means, that they will move before the others on the next round.

The leap of death:
The bridge is still under construction and 2 spaces are missing from each of the 4 lanes. If a car ends its turn on one of the two missing spaces, it falls onto the barge that was luckily passing underneath at that moment. It is removed by crane and returned to space 1 on the secondary starting grid (or the next space behind if that space is already occupied). It can restart in first gear on the round following the one in which the last car crosses the leap of death.
Cars may not use brakes on the run-up to the leap of death to avoid falling onto the barge.

Note
This special rules are intended for races in "street race style". There are different rules for restoring WPs on such races:

If the race consists of several laps, each car receives its complete number of tire WP on crossing the finish line, and an additional 2 WP to be distributed between the other categories at his discretion. (However, the original number of points may not be exceeded in any category).
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special track rules Empty DOCKS

Post by mccasual 17.01.21 20:52

From the official rules for this track.

Hint for use on FD-Web: it is not possible to do a qualification lap through all 3 loops for technical reasons (lap is too long).

I. Circuit layout

The dock circuit offers several possible routes (loop #1, #2 or #3), and 2 starting lines in the central hub. Before starting the race, you must decide on several options.

Classic Start or side by side start

No matter the length of the race, you may choose from the classic start (red start area) or the side-by-side start (green start area). (Note: FD-Web is set to classic start. If you want to play side-by-side the grid has to be changed manually by an admin with access to the database)

Route selection based on number of laps
Classic start: Each car must first take loop #1, then loop #2 (if race is at least 2 laps), then loop #3 (in a 3 lap race).
In-Line Start: Choose one option:
1 - Depending on race length, cars complete the loops in order (loop 1, loop 2, loop 3)
2 - Depending on race length, cars complete in the following order: loop 1, loop 3, loop 2
3 – For a 3 lap race, cars can complete the loops in any order chosen by your own. The central hub is large enough to allow all players to reach the loop of their choice. Watch out for cross-traffic!

II. Special rules
Central Hub
The rules for driving on straights apply to the central hub: zig-zagging is forbidden (except when avoiding an obstacle), but you can cross as many lanes as you wish as long as it is one direction (left or right).
The Pit
The pits are located in an abandoned warehouse. Entrance is through a door on one end, with the pits on either side of the pit road. The exit is through a door at the other end. The standard pit rules apply. Note: Only loop #3 provides access to the pits.
The Refinery - loop #2, in front of the “PIPELINE DRIVE”
There is an oil spill on the track by the refinery that makes the track extra slick. When your movement ends on a space covered by the oil slick, roll the black die. If the result is equal or lower than your current gear, lose 1 road handling wear point
The Container Zone - loop #3, after “TETRIS BEND”
In this zone, the rules for driving on straights still apply: zig-zagging is forbidden (except when avoiding an obstacle), but you can cross as many lanes as you want as long as it is one direction (left or right).
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special track rules Empty NEVADA RIDE

Post by mccasual 17.01.21 21:12

(transcription from the additional rules that come with the track)

This rules are valid for some areas of the track that are indicated by red/yellow traffic signs.

DANGEROUS AREA
special track rules Nevada10

The two outer lanes of the track are dangerous starting on space #23 and continuing through space #29. The left lane is close to the dangerous mountain and is strewn with rocks. The right lane is next to the edge of the precipice and is littered with cracks.

BASIC RULES: (on FD-Web follow the Advanced Rules): If a car stops or if its path requires him to go on one of the spaces on the left or the right, the owner will roll the black die to determine if he has lost a wear point (WP). If he rolls a number between 1 and 5, the car loses a WP.

ADVANCED RULES: If a car stops or if its path forces it to pass over one of the spaces of the left lane, its owner will have to roll the black die to determine if its body gets damaged. If a number between 1 and 5 is rolled, their car loses one body WP. Also, if a car stops or if its path forces it to pass over one of the spaces of the right lane, its owner will have to roll the black die to determine if their road handling is damaged. If a number between 1 and 5 is rolled, their car loses one WP from its road handling.


COLORADO JUMP
special track rules Nevada11

The track has collapsed, dropping spaces #10, 11, 12 and 13 of all three lanes into the Colorado River. The position of the lost spaces is indicated by dotted lines. To cross this obstacle the cars have no other choice but to jump over the river to land on space #14 of the track. If at the end of a turn a car “falls” on one of the spaces in the dotted area, on its next game turn it will have to start in a gear no higher than third. It will have to take one of the two clearing lanes to the left or the right of the track to resume the race.

Note: Question: Can we brake to avoid Colorado jump or is it forbidden like in Chicago? Answer: in german and english translation it is not stated explicitly, that it is forbidden to use brakes. and there is no word "frein" in the french text.

HAPPY CROWD
special track rules Nevada12

A crowd of jubilant people has spilled over the two outer lanes of the track starting on space #9 and continuing through space #12 to encourage the drivers on the track. If, at the end of their movement, a car ends on one of the four spaces of these two lanes, on its next turn, it will start in a gear no higher than third. If the path of a car forces it to pass over one of these four spaces in these two lanes, it will have to continue in the chosen lane and stop in the last available space between #9 and #12, but no space beyond space #12. On its next game turn, it will also continue in third gear most.


MUDDY TRACK
special track rules Nevada13

The track in this area is in really bad shape. A puddle of mud is on space #8 of the middle lane and rocks are on spaces #7 and #9 of the left and right lane respectively. A car can freely cross one of these three spaces while taking into account the following:

BASIC RULES (on FD-Web follow the Advanced Rules):
A – The #8 mud space will slow the car down. it has a value of five movement spaces
There are two possible scenarios:
I) If the car crosses this space during its move, it will count 5 spaces before continuing its movement in the middle lane. If the car cannot account for all 5 of these spaces, it will remain on the mud space and will count the missing spaces during the next move while staying in the middle lane.
II) If the car ends its movement on the box #8, it will count the 5 spaces during the next turn or turns, while staying in the middle lane.
B – If the car crosses or stops its movement on the #7 or #9 rock spaces of the exterior lanes, the owner of the car will roll a black die to determine if it has lost a WP. If a number between 1 and 5 is rolled, the car loses a WP.

ADVANCED RULES: The #8 mud space takes into account the aforementioned Muddy Track Basic rules, item A.
If the car crosses or stops its movement on the #7 rock space, the owner of the car will roll a black die for the body to determine if it has lost a WP. If a number between 1 and 5 is rolled, the car loses one body WP.
If the car crosses or stops its movement on the #9 rock space, the player will roll a black die for tires. If a number between 1 and 5 is rolled, the player’s car loses one WP from its tires.


CASINO STOP
special track rules Nevada14

A player can perform a pit stop in the Casino in the hope of being able to regenerate with the black die roll all of their lost WPs. This includes those from the tires, brakes, body, fuel, engine and road handling in the “Advanced Rules”. To do this, a player must drive their car in the lane leading to the Casino and in which there is no speed limit. Once the car stops on one of the three starred spaces of the Casino, the player immediately rolls the black die.

Two things can happen:
A – If a number between 1 and 6 is rolled, the player’s car then recovers all of its lost WPs and immediately leaves the Casino. It moves a number of spaces corresponding to half of the value of the number rolled (rounded up, if necessary). For this movement, the car is considered to be in fourth gear. On the next game turn, it will be able to shift to a higher or lower gear as normal.
B – If a number between 7 and 20 is rolled, the player’s car regenerates no WPs and must remain in the Casino. On the next game turn, the car will leave the Casino in a gear no higher than fourth. Players cannot stay in the Casino for more than one turn.
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special track rules Empty Oval tracks (Indianapolis / Daytona)

Post by mccasual 17.01.21 21:18

As i found no official rules on the web, i tried to translate the original additon for oval tracks as published with the oval tracks. It's just a translation so do not argue about some logical oddity:)

The Concrete Wall (the Masters-Rules 2002, chapter 15 follow this rules)

15-0-1 – Oval tracks, like Indianapolis or Daytona, are surrounded by a red line on the outside lane representing the concrete wall protecting the audience.
15-0-2 – Every time a car takes the outside lane on an oval track, there is a risk of hitting the wall. The driver must interrupt its movement as soon as he enters the first space of that lane and roll the black die to test the risk of collision with the wall (see article 14-1).
15-0-3 – After this test, the car can continue its movement, following the standard rules (see 7- driving code).
15-0-4 –As long as the car stays in the outside lane, there is no additional collision tests with the wall, even over several rounds of play. However, if it changes lane once towards the inside, and then comes back on the outside lane, a new collision test is required.
15-1 – Note:
If a car finishes its movement by moving to the outside lane (last space), and is also in contact with one or more cars by doing so, the collision test with the concrete wall must be done after the collision tests with the car(s).


Interruption And Restart
A race is interrupted when a car is eliminated from the race (for what reason ever (body, engine, …)) or the 10th marker for a dangerous field is placed. The restart will be after the car was eliminated or the dangerous fields was removed.
The restart follows this procedure:

Starting with the leading driver each pilot announces if he wants to refill the tires. If he uses a repair-point (if he has any) he takes last position on the grid.
Then the cars are placed on the starting positions. The leading car on first position, the following car on second and so on.
The drivers are starting in a gear not higher than 4th, in the next turn they can shift as normal.

Pit stop
The pit lane can be driven at no higher gear than the 4th, and the pit can be left in no higher gear than the 4th. In the next turn, the 5th gear can be used, even if the car is still in the pit lane. The rules for a quick/long pit stop are normal like in the standard rules.
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special track rules Empty Marseille Weather

Post by mccasual 31.01.21 15:01

For details about the weather-table i asked MahRi to tell us more.

And this is his answer:

Weather table:
1-2 : sun / 3-4 : bright sun / 5-20 ultra bright sun

(it never rains in Marseille !)
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special track rules Empty Re: special track rules

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