Autosport Touring Car Championship (ATCC)
_________________________
Series Directors:
Robert Waddell & Peter Hooper
Stewards: Railer Cantrell (Chief), Matthew Booth
Overview
This series will revolve around two classes and six tiers of touring/endurance cars. The series will visit tracks that those represented series' currently visit or have in the past (or as close as can be matched, given the game's track selection). We will be racing cars from DTM, FIA GT Series, Brazil Stockcar Series, V8 Supercars, Japanese Super GT, and BTCC. Each class or Series will appear in their own race(s).
This will be a “no assists” league with the exception that you are able to choose your own view (e.g. cockpit, bonnet, chase, etc.) and allow automatic gears for those who use a pad or paddle shifter. Off limits will be: traction control, ABS, stability control, steering assist, cornering assist, and racing line.
Maximum per lobby is 12 players. If more than 16 are signed up full time, we will create two lobbies. The lobbies will consist of random members for the first race and then, if more than one lobby is necessary, the first lobby shall consist of the top 12 players from the previous race(s), and so on, until season end. Points will be allocated as if there were no separate lobbies and based on time of race for each competitor.
Drivers will be required to join a Race Net Club ("Race Departmnt X") ("RDX") in order to track car progression and driver stats. We will also challenge race other clubs to races from time to time to really test our skill.
Car Acquisition
Before the first race, you may want to purchase a new MINI Cooper (best not to drive it until the first race, as it will incur wear and tear...since you can practice with “loaner” cars) to race in the first couple of races. You will need to play enough
online (
not offline, as credits do not transfer between the two) to purchase a new league car in each category, but you can do this very easily through joining with friends, participating in challenges (see below for non-public room options), or in public lobbies. We will also organize practice rounds online before the season starts so you can build up cash and get to know the tracks and cars.
NOTE: You can use any online cash you have to purchase your new car, and even buy "used" cars from friends or the public. Even if you do not have a “new” car purchased before the start of a race, you can still race with a “loaner” car in any race. Please stick with the same car in any given series.
NOTE: On-line cars in higher Tiers are expensive and it is anticipated that many will not be able to afford to buy them, but instead play with a "loaner" car. Loaner cars are not able to be tuned in on-line races (which does not make a huge difference in this game, except in open wheel). Bear this in mind when practicing with them. Also note that you CAN tune a loaner car in singleplayer (offline) Custom Cup, which will save you from having to use your own car but also get the benefit of seeing how it will react with tuning.
Practice can be accomplished primarily via Custom Cup offline with loaner cars. But the key to earning extra cash is to race on-line, since races in SP do not transfer money to MP. This is the key to earning extra cash to buy new cars and the key to leveling up cars you already own. Try to practice online as much as possible. Setups are not that complicated and loaner cars will not perform much differently from an owned car, since we will only have one opportunity to minimally upgrade any owned car and owned cars retain wear and tear mileage. (
See thread about how to make lots of money easily)
Ways To Get On-Line Cash To Purchase Cars (Other Than Joining Public Lobbies):
RaceNet Challenge
"Fans of GRID 2 may remember Global Challenge mode, which provided a fresh set of events to compete in every week. Posting the best time or score to a leader-board among your friends allowed you to dominate track locations around the world, and earn big rewards.
In GRID Autosport, we’ve changed the focus of this feature to suit the racing Disciplines. There are six challenges to compete in every week; one from each Discipline, plus one “wildcard” challenge which may use an unusual track and vehicle combination to really test your skills.
We’ve also opened up the leader-board to pit you against everyone in the world, not just your friends. Think you’re the best Touring Car driver? Now you’ll be able to prove it. Open-Wheel is more your thing? There will be a challenge for that too.
The challenges can use any of the Race Types available to a particular Discipline. The Endurance challenge, for example, might test your ability to drive a far as you can in a given time limit, while battling through a pack of AI. A Tuner challenge on the other hand, might give you one drift run to score as many points as you can. Setting the quickest times, furthest distances or highest scores will always be the key to ranking highly in the leaderboards. You can attempt the challenges as many times as you like during the week.
The best drivers in GRID Autosport will find RaceNet Challenge very worthwhile.
For each challenge you attempt, your ranking determines the size of your payout at the end of the week, and you’ll still get bonuses for putting your friends to shame as well. We’ve upped the stakes considerably over GRID 2, so the best drivers in GRID Autosport will find RaceNet Challenge very worthwhile – the top 1% of leader-board rankings can be very lucrative indeed. There are also “benchmark medals” up for grabs which provide a target time or score to aim for, and extra rewards if you exceed them.
You can always compete with loaner vehicles in these challenges."
Online Playlist
"Playlists are another familiar feature of the GRID series, allowing players to jump into the action and get racing quickly with the minimum of setup. Sticking with the Disciplines theme, there are six Playlists to choose from – one for each Discipline, and an “Everything” Playlist that will shuffle all of the content in the game. You’ll also be able to use a new voting system for the next track after each race.
We’ve made a few tweaks to Playlists since GRID 2; you’ll find that races are a bit longer, and that the same Vehicle Class stays in use for multiple consecutive Events. This will help you get used to each vehicle type, so you can get into a groove and experience a decent chunk of gameplay with them.
Playlists use a standard set of rules – collisions and damage are always on with a limited number of Flashbacks, but there are no restrictions on assists or vehicle improvements. As with Custom Cups, if you own any vehicles from the class currently in use, you can choose to use them and make the most of any upgrades and tuning you’ve unlocked – in addition to showing off your custom liveries!
If not, you can still borrow one of the loaner vehicles to race with."
Public Lobbies
These, though frustrating, are searchable within each category, so you can pick one where damage is turned off, for example. So the fastest gets the more money.
Car Progression (please read carefully)
Unique to this game, your car will take on “wear and tear” (from mileage depreciation) and racing damage (if you hit something in a race) so it is important to not purchase your car until just before the league starts, since mileage adds to the age of your car and decreases its performance. This is one of the unique features to this game. The car you purchase is literally you “baby” and you are better off avoiding collisions, keeping the mileage low (i.e. not using it to practice for a race if you can help it, but using a loaner instead in test mode).
The cash you earn from competing in this league
and only that cash you earn may be used to either: 1) Repair your car fully before the next race;
2) Buy new tuning packs which give you a greater variety of tuning options.
You may not upgrade your car's performance through parts upgrades (engine, flywheel, brakes, etc.) in any way. These upgrades only come at very high levels and many of us who do not play on line as a hobby would be too disadvantaged by performance upgrades. Any upgrades you make to your car (you may paint it of course) must be confined to tuning only.
Also, by joining our Race Net club ("Race Departmnt X") we will be able to see every car of every driver in the club, including it's history, statistical performance charts,and upgrade status and history. This will allow all of us to verify that nobody has upgraded too heavily. Also, it will give us access to a great deal of statistical information about each others' on-line performance and allow us to compete (as a club) against other clubs if we wish.
Game Play
In this league, cars run in Disciplines, which each have three tiers within them. We will be racing in two Disciplines (Touring and Endurance). However, options in multiplayer allow the host to set races for any class and discipline among a broad rage of options. The host can choose a series of up to three races at a time in one sitting, enable/disable assists, add A.I., choose damage levels, and change racing conditions to night or day (in the Endurance class). However, you have a basic setup screen for each car and you may apply any setup you wish (if you own the car).
Qualifying: Since there is no qualifying section for online events in Custom Cup, we will qualify as if we were in a very short race, from a standing start in the Touring class and from a rolling start in Endurance Races. Qualifying races are three laps and the finishing order determines the qualifying order for the next race, so do not quit out ofter you think you have put in your best lap.
NOTE:
- Only the endurance class cars running in endurance events will have tire wear
- Only endurance races may be run at night
- The game will not allow pit stops
- No flashbacks will be allowed
- Damage will be “full”
- Collisions will be “on”
- Touring races are standing start and endurance races are rolling start
Available Cars, Series Representation, and Tack Allocation (with cost)
FIA GT Series (Endurance Tier 1, Cat. C)
Mercedes-Benz SLS AMG GT3
McLaren 12C GT3
Audi R8 LMS Ultra
Aston Martin N24 V12 Zagato
Stock Car Brazil (Touring Tier 3, Cat. A)
Peugeot 408 SCB
ADC Presteza-14
Super GT Series (Endurance Tier 2, Cat. B)
Nissan Nismo GT500 GT-R
Honda HSV-010 GT
MINI Cup (Touring Tier 2, MINI Cup)
Mini John Cooper Works Challenge
British Touring Car Championship (Touring Tier 1, Cat. C)
Honda Civic Touring Car
Ford Focus ST Touring Car
Chevrolet Cruze Touring Car
BMW 320 Touring Car
Deutsche Tourenwagen Masters (Touring Tier 2, Cat B)
Mercedes-Benz C63 AMG (Cat B Special)
Audi RS5 (Cat B Special)
V8 Supercars (Touring Tier 3, Cat. A)
Ford Falcon FG
Holden VF Commodore
Tracks
FIA GT Series (Endurance Tier 1)
Autódromo do Algarve (night)
Paris - Circuit de la Seine
Stock Car Brazil (Touring Tier 3)
Streets of San Francisco Grand Prix Circuit
Circuito Del Jarama
Japanese SUPER GT Series (Endurance Tier 2)
Okutama
Sepang International Circuit (night)
MINI Cup (Touring Tier 2)
Streets of Washington Grand Prix Circuit
Indianapolis Grand Prix Circuit
British Touring Car Championship (Touring Tier 1)
Brands Hatch Grand Prix Circuit
Spa-Francorchamps
DTM Series (Touring Tier 2)
Hockenheimring Grand Prix Circuit
Red Bull Ring Grand Prix Circuit
Australian V8 Supercars (Touring Tier 3)
Circuit of the Americas National Circuit
Mount Panorama (Bathurst)
Points System
Points: 1-25; 2-18; 3-15; 4-12; 5-10; 6-8; 7-6; 8-4; 9-2; 10-1
Pole = 1 point
(Each Race scores points; pole point only counts for first race)
Race Format
TOURING CLASS -- There will be a qualifying session to start
after a minute in the menu section to get your car tuned if you own it (but it's best to pre-tune it from your garage). The qualifying session will be in the form of a mini-race of three laps (since there is no on-line qualifying). (Don't forget, if there is A.I. in the race, the qualifying session and subsequent lineup will include A.I. slotted to their respective times). Following this, there will be two races of 30 minutes each (or the equivalent number of laps it would take the best A.I. driver to reach 30 minutes). Grid order will be qualifying order for Race 1 and the finishing order of race 1 will determine the starting order of Race 2. First goes first, etc. Including A.I.
ENDURANCE CLASS -- There will be a qualifying session to start
after a minute in the menu section to get your car tuned if you own it (but it's best to pre-tune it from your garage). The qualifying session will be in the form of a mini-race of three laps (since there is no on-line qualifying). (Don't forget, if there is A.I. in the race, the qualifying session and subsequent lineup will include A.I. slotted to their respective times). Following this there will be two races, one for 40 minutes and the next for 20 minutes. Grid order will be based on finishing position (First place starts #1, etc.) of the first race for the second race. Races may be either during the day or at night and tire wear will come in to play with endurance class vehicles..
Grids of less than 8 drivers will be filled out with A.I. on "very hard" difficulty.
Be careful because the game does not allow pit stops, so repeated damage (indicated by icons on the right lower HUD and progressive in increments of yellow then red) due to a well developed damage model could seriously compromise your race. No flashbacks are allowed.
Rules and Regulations
Race Department rules for online racing are incorporated herein. In addition, the following rules apply:
Every driver is expected to have read and agreed upon these rules, because they safeguard the quality and driving standard of the competitions which is to everyone’s benefit. We have tried to provide a clear and relatively short set of rules that still cover most of the situations the staff, teams and drivers can get involved in. If a situation is not covered by the championship regulations the organizers and or staff will decide how it must be dealt with. They have the last word in all matters concerning the championship
This document has been adapted from the Race Department Rules and Regulations to suit GRID: Autosport for this Xbox league. If there is a conflict between the interpretation of these rules and those officially published by RD then the RD rules will prevail. Please respect these rules under all circumstances!!!
Signup, Starting Time, Car Allocation, Communication
1a) Race Signup: You are required to sign up for that weeks race in the Race Post 48 hours before race start. If you have not signed up by this time your seat may be handed to a reserve and you will then be a reserve for that race. Repeated late signups or no shows may jeopardize you race seat. After one instance of late signup, for further instances drivers will be subject to a "no qualify" penalty for that race and stay in the pit garage without entering the track and start from the back . Please help us help you!
1b) If you believe you may be delayed by not longer than 10 minutes then a message 48 hours before the race should be posted in your group thread for the relevant race so that it gives the host and all players notice that it may be starting slightly later. It however is at their discretion whether to wait for the latecomer or not. If during the lobby time and during the Qualification Session someone disconnects the host will send another invite to the person(s) that disconnected. Provided they can rejoin in time, they will race from the back of the grid. No Qualifying or Race restarts are permitted. Please take into account that not every clock shows the exact same time, that is why we introduced the rule that drivers should be in the lobby 15 minutes before the race.
Official List of Championship Moderators and Race Stewards
Staff:
1. Robert Waddell / Series Director
2. Peter Hooper / Series Director
3. Railer Cantrell / Chief Steward
4. Matthew Booth / Steward
Orientation:
- 3.1 Forum
The league is run through RD. The forum is the most important tool of communication between the organizers/staff and the drivers. This is where you keep up to date and sign up each race. Every driver therefore needs to have a forum account on Race Department to allow this communication.
The drivers are expected to keep themselves updated on the contents of the forum of their specific championship. That forum contains the important information about the championship itself (such as news, the calendar, standings, press releases and conferences, briefings and sign-up instructions).
Talking about the race later is part of the fun! Please participate actively in post race discussions.
Paddock chat is encouraged so please feel free to talk about anything and everything GRID related there.
Please do not start new threads in the championship forums unless you have the permission of the staff to do so!
3.2 Conditions
Sim racing is a challenging sport that requires the preparation and practice of the drivers to perform well. Race Department demands of their drivers that they prepare themselves well before a race. This means that the driver has to have enough control over the car to drive a series of clean laps on a reasonable pace without spinning, or crashing. It also means that the driver knows the tracks well enough to cleanly drive the ideal line and to overtake or be overtaken without causing an accident. The driver must adopt a clean driving style, through which he always tries to avoid contact with other drivers and the barriers. Race Department Championships are meant for clean and competitive races, not for biff and barge style racing.
Every driver that enters The GRID Autosport Touring Car Championship automatically agrees to respect and keep to the Race Department Championship Regulations as written in this document and agrees to respect the authority of the staff.
The staff holds the right to remove or exclude any driver at any time from any championship (at Race Department) if they think he does not meet these conditions.
4. Events and Sessions:
Where human driver participation is lower than six, the grid will be topped up using cars from the highest level of A.I. to equal 12 cars.
5. Rules for driving and behavior:
Racing can be unpredictable and difficult situations can arise. Race Department uses the following rules on driving and behavior.
- 5.1 The track and cutting corners
Racing happens on the track, not off the track. The track is edged by clear lines (usually white, sometimes yellow). Everything outside these lines is not part of the track. So curbstones, grass areas, gravel traps, walls and tarmac or concrete outside the lines are not part of the track. Sometimes there are no lines. In that case the track is edged by curbstones, grass areas, gravel traps or walls; whatever is the nearest. Drivers must always, whilst being in control of the car, remain within the track edges and thus over the track surface with at least two wheels. When a driver takes a shorter, off-track, route through a corner, the move is considered as cutting. Cutting is forbidden at all times and will cause you to be slowed in game. Consistent cutting may result in a very poor finishing position.
5.2 Flag signals, the Safety car and their meanings.
Not Applicable in this game, except for the basic ones (e.g. green, checkered, etc.)
5.3)Basic RD Racing rules including Overtaking and Defending
Race Department uses some basic rules to improve racing and prevent accidents.
Be friendly on the track and off it.
If you hit another driver during a race and disadvantage him, we expect you to safely stop and let the other driver regain his position on you (unless he uses his flashback feature, in which case his car will likely disappear). If this costs you many places (e.g. first few laps) then consider this a penalty for your driving infringement. Doing this shows respect to your fellow drivers and will encourage drivers to be more careful. Please use some care when letting the other driver regain position, do not immediately stop your car on the driving line where it can cause further accidents. The best solution is to not hit anyone! Follow all safety rules as if you were in a real car on a real track.
If you are involved in an accident, do not intentionally leave your car parked on the driving line where it can cause interference to other drivers, or result in more accidents. If you accidentally leave the track for whatever reason you must wait till there is a clear safe gap before rejoining the track. Upon rejoining the track, get up to speed as quickly as possible without blocking the racing line.
Do not attempt U-turns on the racing line. You will cause an accident.
Do not deliberately cut the track. The white (or yellow) line marks the edge of the road: don't cross them with more than two wheels.
No purposely crashing into each other.
When defending your position you are allowed one move. If you choose to take the inside line into a corner to defend your position you must keep that line through the corner.
5.3ii)Further interpretation and elaboration on these rules follows:
We ask that you drive your car as if you are paying for the carbon fiber and front wings/repairs (because you are!!!) and do your very best to avoid contact.
a) Overtaking means going past someone, not through him. Drivers are not allowed to push cars out of the way in order to overtake them.
b) You must find a clean pass through pace, pressure and skill. It is not acceptable to make a move that predictably will result in contact. A driver can only attempt a pass when there is room for it and when the chance is reasonably high that it will work without contact. On road courses this means that the overtaking car must be able to get a significant overlap with the defending car before they get to the turn-in point of a corner. It also means that the overtaking car must be able to make the corner without cutting.
c) The defending driver is allowed to defend his position by moving off his racing line once only. As soon as the overtaking car has overlap the defending driver can only use the width of the track between the overtaking car on the one side and the track boundary on the other side to move in, without applying physical force to widen it, i.e. he must provide racing room for a driver who is alongside with significant overlap.
5.4 Chatting
Talking in a race is advised but only for crucial information as it can distract other drivers. To drive a proper race concentration is required and to make sure this concentration is not broken it is advisable not to chat during qualification and race sessions. Note: verbalizing a running commentary on your own particular race is not the way to win new friends.
PC (via steam) when ???
Not sure. There has to be someone to take the lead on a league here for PC users.
Lots of assumptions here, but I promise I have more details worked out once we figure the basics out. On the xbox 360....
If we got enough interest to start around July 19th or so, that would be great, but I realize people need to get familiar with the game and amass some multi-player cash. And second, assuming we ran about a 12 race season, this would end us about 2-3 weeks after F1 is complete. So, I'd guess Sundays are out as an option. And third, it would be nice to have a time which would accommodate both European and North American racers....
1. Who would be interested in a touring car league? If so, please give your name and gamertag below.
2. What would be the best time for you to run weekly races?
3. Any suggestions on the rules or league setup?
Signed Drivers:
1. Robert Waddell / OctoberDusk06
2. Peter Hooper \ Hammerpgh
3. Matthew Booth / Boothy116
4. Railer Cantrell / HRH 5 Racing
5. Karl Fuss / niblips2
6. Chris Hempsall / TheHemps
7. Mike Voltz / michaei watts
8. Jordan Hampson / Jordan-p70em
9. Balazs Floszmann / NavyFlipper HUN
10. Dmitriy Ivanov / Dementino99
11.
12.
Signed Reserves:
1. Alex Hell / Black Violin
2. Wessel Slagter / supaslax
3.
cc
@Peter Hooper @Railer Cantrell @Matthew Booth
Nice one Robert.. good to get this going asap but as mentioned we need ot amend the potential start until after the 13th July which is when the World Cup ends. Plus that will give us Europeans a buit more of a chance to get up to speed with the game with our later release date.. as you know I may not have it in my grubby paws until early July.
Peter Hooper \ Hammerpgh
Later in the evening is better for me.
I'll get back on the last point
Matthew Booth/Boothy116
Any day that isn't Sunday is good for me since in F1 league maybe once that ends then Sunday
Discuss anything here. Like, for instance, the inclusion of this sweet gem (I think we will save for IndyCar) in the game:
Mont Tremblant Makes The List
By
John Lewis · On June 18, 2014
The early stages of a new game project are always exciting, it’s the point where all the ideas meetings happen and we discuss what tracks and cars we want to include. This is where THE LIST comes into play. We all have one, that wish list of tracks or cars that we’d love to see brought to life in the next project.
In my case I have a passion for classic road circuits and especially the tracks that defined the Trans Am and Can Am series in the late sixties, and right up there on my wish list was the classic Mont Tremblant circuit in Quebec.
Originally known as St Jovite, this Canadian track opened in 1964 and was one of the key venues during the heyday of Group 7 racing when legends like Bruce McLaren, John Surtees, Peter Revson and George Follmer piloted the most advanced sports cars of the time in an unrestricted race for speed.
The circuit also hosted some of the classic battles of the Trans Am series in the 1960s with the likes of Parnelli Jones, Dan Gurney and Mark Donohue racing V8 Boss Mustangs and Plymouth Barracudas wheel to wheel at the height of the pony car wars. The racing was wild and a monumental crash at Mont Tremblant in August 1969 resulted in an eight car pileup that took out three of the four factory prepared mustangs and changed the course of that year’s Trans Am season.
Unlike some of the circuits from that era, Mont Tremblant is still with us, the track fell out of use in the late seventies but where some of the lost classic tracks were turned into malls or golf courses it simply hibernated until 2001 when it was purchased by new owners and modernised so the track could began to host events like the Champ Car World Series once again.
But how does it play? Lead Level Designer Graham Bromley has all the details:
The variety of corners coupled with multiple gradient changes make for an intimidating and challenging circuit, packed with interesting corners. Michael Schumacher, famously, once described it as the Little Nurburgring.
Right from the start Circuit Mont Tremblant hits you with challenges; as you sweep right through the dip and climb on turn 1 , you’ll find bags of grip, then you’ll reach the crest and steep downhill at turn 2, the car will get very light and the grip evaporates; it’s very easy to run out of track here, as the car slides left whilst the track continues right. If you’ve survived that, you’ll be flying downhill through the fast curve at turn 3 and into a severe braking zone for turn 4.
Just those first four turns will test you as a driver, and there are still plenty of challenges to come such as the hump (9) where cars used to get airborne in the 60s, Bridge Turn (12) with its blind apex as its crests with the car getting light mid corner and Namerows Hairpin (14) where the track rises uphill and crests before immediately dropping away into a blind, right hand hairpin. Braking on the uphill is essential here if you want stay on the track.
Circuit Mont Tremblant is not only a circuit that requires a lot of bravery, but also plenty of precision – getting a perfect lap here will take some doing.
Mont Tremblant is a truly classic road course, nestled in a valley deep in the Laurentian Mountains of Quebec, the track winds through maple forest and rocky hillsides following the natural contours of the landscape, the road surface rises and falls through sweeping bends and fast straights giving a racing experience that is truly unlike anything you’ve experienced before.
We have used the famous fall colours of the Canadian forests to give this track a visual style that stands out with vivid red, gold and orange trees against a deep blue sky.
You definitely won’t forget the thrill of powering a sports prototype through the esses and up into bridge turn as the autumn sunlight glints off the asphalt and the leaves kicked up behind you.
Unless perhaps you’re a Trans Am fan like me, in which case maybe you will more likely be taking the AAR ‘Cuda into battle against the Boss Mustang and letting the roar of the V8 shake the trees bare!
We are really proud to be bringing this superb track to our fans for the first time, and once you drive it I’m sure you will understand why it was on the list for all those years. See you on the track!
This is a long and somewhat hard to see video of what every facet of GRID A/S is like. It's the most comprehensive and well done video I have seen to date, just over an hour.
RaceNet Clubs
RaceNet Clubs will allow you to form your own online groups where you can compare progress, compete with other players in the club on a leaderboard, and battle for overall supremacy with other clubs.
Each club will have the opportunity to design their own livery and racing in a car with a club livery applied to it will grant the club experience based on the driver’s performance. It will certainly be a formidable sight when you join an online race and find yourself up against a group of drivers all racing in the same club colours.
Experience for a club is broken down much in the same way as it is for a player, by discipline. It is entirely possible that you will find clubs that specialise in one discipline only, or some clubs may recruit drivers to help bolster their rank in other disciplines.
There are various sections within the Club HQ, a roster for example is the perfect place to gain quick access to a club’s drivers, see the number of races they completed, championships taken part in, wins, podiums and lifetime points. Alongside this, stat tracking is also present within the club section and you’ll be able to see how many wins and podiums a club has earned across its entire roster of drivers.
The Club HQ is also home to the Club Garage, the place where a selection of all the best cars the club members own are put on display, see their stats and compare them against your best cars. It’s also the area that club admins will be able to utilise to manage the club, promote players, change the club logo or edit the recruitment status.
Love that idea.. should make for some very good competition between various groups if this game really gets taken up in the way we hope. Love the idea of all racing under our group livery
This is looking excellent Robert, now you have unclouded my brain regarding the various tiers and having gone back over the info here on our forum it is now settled in my mind. Not being a car person the tiers \ categories \ series, etc. were confusing me somewhat.
Also now the race timings have been adjusted a little it's looking better to me. It's pretty much how the Race Pro events worked in terms of the practice, quali and race setup.
Just one thing off the top of my head.. if you have to 'loan' a car to race can we assume that you can customise it's livery to match the groups for races even though you don't 'own' it?
Just one thing off the top of my head.. if you have to 'loan' a car to race can we assume that you can customise it's livery to match the groups for races even though you don't 'own' it?
I don't think you can. That's the advantage of owning your own car. You can track its statistics, paint it, watch it grow old, repair it, and even sell it (and still track it).
I agree Peter, if we could get someone who is really good at design work (not me) to paint a custom livery for our club (hint to
@Railer Cantrell) then we could take that bad ass design and go challenge other clubs, perhaps in between races or whenever we feel like it. It does not have to be all of us, as the grids are limited to 12. It would be sweet to take out top 6 drivers and go up against one of the top 5 teams (and beat them of course) just as an off-schedule race.
I thought that would be the case about the loaned cars. Just have to se how the whole cash for cars system works out and how many races you have to compete in online before you have enough dosh to get the required cars.
Keep in mind you can buy used cars. And, like Forza, you may be able to "gift" cars for sell them for $1 or something. And it also may be the case that (like Forza again) you can use any club member's car in a race as long as he is not using it. Less sure about the latter though.
Also, there may be non-public lobby events that will garner you cashola on-line to purchase vehicles. They can't make it too onerous, otherwise nobody would be able to stock their garage.
And of course, the underlined section above means we will be able to see detailed stats on all club members' cars, including upgrades.
This is looking excellent Robert, now you have unclouded my brain regarding the various tiers and having gone back over the info here on our forum it is now settled in my mind. Not being a car person the tiers \ categories \ series, etc. were confusing me somewhat.
Also now the race timings have been adjusted a little it's looking better to me. It's pretty much how the Race Pro events worked in terms of the practice, quali and race setup.
Yes, pretty much. The host sets the practice time and then everyone gets "X" number of qualifying laps in their own little room. Then you are placed on the grid in qualifying order. What's cool is that you can run races sequentially, so after the first race is over, you will go to the next race ordered up in any time and way you want (on our case, reversed for Touring and order of finish for Endurance).
It’s all good Robert, I’m sure once the game is out and we all have it we can sort out the fine details with regard to the cash \ purchasing \ upgrading side of things. We are just surmising certain things at the moment which is of course cool and gives us plenty to talk about.
If buying a used car with it’s mileage and general wear and tear do you think it would be possible to get that car back into it’s as new condition or would it always be slightly lower in performance due to it’s used status?
I’m not sure what I think about the way only online events contributing to your available cash for car purchases. In principle I can see why that’s being done to try to keep a level playing field but I would think it would be better to be able to have whatever cash you earn in whatever capacity available for purchases and then only the cash you earn in the particular league events you compete in available for upgrades \ maintenance of your car for that event. The latter being what we have now and the former just enabling those who do not compete in many events outside the league ones still able to purchase their cars and join in on the whole group livery idea, etc. but without gaining any advantage in being able to use cashe earned outside the league on their upgrades \ maintenance.
You can purchase a new or used car (for league play) with ANY online money you can get, whenever you can get it. And, like you said, only money earned during race events in the league can be used to upgrade or repair that car for your next (and only) race with it.
That better?
Oh, and I found some more info on the Codies blog. You will definitely be able to rack up lots of dinero ONLINE even if you don't want to go into a public lobby. You simply have to take some challenges, which, form my experience, are fun and are good practice too. You get the money weekly:
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RaceNet Challenge
Fans of GRID 2 may remember Global Challenge mode, which provided a fresh set of events to compete in every week. Posting the best time or score to a leaderboard among your friends allowed you to dominate track locations around the world, and earn big rewards.
In GRID Autosport, we’ve changed the focus of this feature to suit the racing Disciplines.
There are six challenges to compete in every week; one from each Discipline, plus one “wildcard” challenge which may use an unusual track and vehicle combination to really test your skills.
We’ve also opened up the leaderboard to pit you against everyone in the world, not just your friends. Think you’re the best Touring Car driver? Now you’ll be able to prove it. Open-Wheel is more your thing? There’ll be a challenge for that too.
The challenges can use any of the Race Types available to a particular Discipline. The Endurance challenge, for example, might test your ability to drive a far as you can in a given time limit, while battling through a pack of AI. A Tuner challenge on the other hand, might give you one drift run to score as many points as you can. Setting the quickest times, furthest distances or highest scores will always be the key to ranking highly in the leaderboards.
You can attempt the challenges as many times as you like during the week.
The best drivers in GRID Autosport
will find RaceNet Challenge very worthwhile.
For each challenge you attempt, your ranking determines the size of your payout at the end of the week, and you’ll still get bonuses for putting your friends to shame as well. We’ve upped the stakes considerably over GRID 2, so the best drivers in GRID Autosport will find RaceNet Challenge very worthwhile – the top 1% of leaderboard rankings can be very lucrative indeed. There are also “benchmark medals” up for grabs which provide a target time or score to aim for, and extra rewards if you exceed them.
You can always compete with loaner vehicles in these challenges.