null

RC Drift Competition Rules

RED – Topic headers

GREEN– Key sub topic

BLUE– Notes for clarification

 

Rules based on those used by Super G drift, simplified and modified by SSB.

 

COMPETITION FORMAT

1. QUALIFYING - Individual Run

1)      First qualifier will be in sign-up position.

2)      Each competitor will be given 2 qualifying runs.

3)      The best score of the 2 runs will be used for the qualifying score.

4)      Each run will be scored on 3 categories - Line, Angle, and Style.

5)      Style is judged throughout the entire run based on flow and Commitment.

Ideally the rotations should be quick, smooth

and accurate. Once at angle, the vehicle should remain settled and in

control until the next transition.

6)      Crashing, Spinning, Mechanical Failure, etc. will result in an automatic ZERO

for the run

 

Three Judge Configuration:

7)      Line, Angle, and Style will be weighted as to total 50 points possible

(ie. Line = 20 points, Angle = 20 points, Style = 10 points)

8)      The two CLOSEST scores will be added to determine the final score.

9)      In the event the scores are equally different, the median score will be doubled for

the final score. This eliminates the possibility of a single judge greatly influencing

the score

ie. Example 8. Judge 1 = 45, judge 2 = 42, judge 3 = 25 - final score will be 87 points.

              example 9. Judge 1 = 45, judge 2 = 30, judge 3 = 15 - final score will be 60 points.

 

2. BRACKETING

1)      Brackets will be determined based on each competitors best score achieved

during qualifying

2)      Based on the number of participants, Top 8, 16, 24, 32, etc. The number

seeded will be 1 less than the Top designated group. I.e. Top 32 will have 31

competitors seeded based on their qualifying score

3)      The remainder will compete in a separate bracket based on their qualifying

score. The winner will fill the last spot in the Top Bracket. I.e. The winner of the

lower bracket now fills the 32nd spot in the Top 32.

 

3. BATTLES - Standard Bracket Style (Single Eliminations)

1)      Starting brackets will be determined by the competitor’s performance / score in

qualifying

2)      Each battle will consist of 2 runs. Competitors alternate Leading and Chasing.

Driver 1 will always lead first.

3)      The winner of each battle will advance to the next round. The loser is eliminated

from the competition

4)      OMT (One More Time) calls will be limited to 2. After the 2nd OMT, a decision

must be made. If a decision cannot be made, best qualifying position will take

the win. If the qualifying scores are equal, earliest sign-up position takes the win

5)      The Top 4 will consist of 2 battles. The losers of each round battle each other

for 3rd and 4th place. The winners of each round battle each other for 1st and

2nd place

 

4. SPORTSMANSHIP

1)      Respect the Judges Calls.

2)      If you do not agree with a call, The DRIVER MUST contest it IMMEDIATELY.

every competitor gets 1 contest/dispute token that can be used only once, the driver must be able to provide reason why they wish to contest the judges call.

Judges will reflect on the run and decision, noting driversreason for dispute and may     choose to overrule their decision, run a OMT or stick with their first decision. This call is then   final - NO EXCEPTIONS.

 NOTE! - The judges will review ONLY the SINGLE contested incident. Stabs in the dark

will not be tolerated.

This is only between the driver and judges other competitors or spectators should not   interfere with this.

3)      Horseplay (Donuts, Revving, etc) is prohibited during the competition AT ALL

TIMES.

4)      Complaining about the judging will not be tolerated. It is YOUR responsibility to

contest the call immediately,

There may be bad calls, even professional sports have bad calls.

the judges are doing the best they can, They are only human.

5)      Driver may call for a mechanical time out only once during the competition, BEFORE they leave the start line.

This will be limited to a maximum of 3 minutes; this will allow a battery change if needed etc or if the driver noticed something loose that needs to be repaired.

Any failure after the car has crossed the start line will result in a score of ZERO.

It is expected that all cars competing are fully charged and ready prior to the first round of competition.

 

 

5. DRIVERS MEETING

1)      It is each competitor’s responsibility to be present and paying attention at the

Drivers Meeting

2)      In the event a competitor misses the Drivers Meeting, it is the responsibility of

the Competitor to become informed.

3)      Respect the announcer and your fellow competitors. Everyone quiet and paying

attention. Even if you know it all, there are people who do not

 

 COMPETITION RULES

1. LEAD CAR OBJECTIVE

1)      Run the Qualifying Line.

2)      All Clips and Zones should be passed through completely.

3)      The Lead Car is allowed one wheel off the track. More than one wheel off

is considered a crash.

4)      Smoothness of the line will be considered.

5)      Lead Car MUST go on the starting signal, Not before.

6)      Three bad starts will result in a ZERO for the run.

7)      Erratic line, not following the qualifying line, or extreme changes in speed can

be deemed “Unchaseable” and will result in a ZERO for that run.

8)       Line, Angle, and Style will all be considered by the judges.

9)      Gap Rule - In the event the lead car leaves the chase car behind, the judges

will review the angle and line of the lead car. LESS ANGLE, OR SHALLOWER

LINE THAN SPECIFIED BY THE PREVIOUS CLIP OR ZONE CAN RESULT IN

AN UNCHASEABLE LEAD.

 

 2. CHASE CAR OBJECTIVE

1)      do your best to mimic and follow the lead car’s line and angle.

2)      Maintain close proximity to the Lead Car while following the line set by the Lead Car.

a two car gap or less is a good guideline.

3)      Proximity takes priority over matching angle. However, not enough angle will be

a deduction.

4)      Smoothness of the chase will be considered by the judges. (Adjustments in

speed and angle)

5)      The Chase Car does NOT need to pass thought the Clipping Points and Zones

6)      The Chase Car CANNOT interfere with the line of movement of the Lead Car

7)      The Chase Car should never pass the Lead Car unless the Lead Car spins or

crashes

8)      Failure to engage (Sand-Bagging) on the chase run after a prior incomplete run

will result in a Zero, or OMT for that round

 

3. STYLE

1)      Initiation - Aggressive, realistic movement during initiation will be awarded

higher Style Points

2)      Tight Transition - Close, tight transitions will be awarded higher Style Points

(Chase car only)

3)      Speed - The ability of the Lead Car to put a gap between their car and the

Chase Car will be awarded MINIMAL points and will still be judged on Style.

Sacrificing initiations, angle, line, transitions, etc. for speed will yield a lower

judged score. Achieving all of them, including speed will yield Maximum Style

Points.

 

4. CONTACT BETWEEN VEHICLES

1)      Contact causing a DISRUPTIVE bounce of Lead Car will be marked against

the Chase Car. Severity will be observed and marked accordingly.

i. Lead Car Linemust not be disrupted or altered by the Chase Car. Very

slight Lead Car “bobble” is permitted, provided it does not affect the lead

car line

ii. Lead Car Direction Change cannot be limited by the Chase Car.

iii. Disruption of Chase Car movement will be disregarded.

 

2)      Contact Between Cars (In Drift)

i. Only side to side contact AND only after settling in drift, and matching angle

is permitted.

ii. Contact due to Chase Car on wrong trajectory NOT permitted. (Must be on

Lead Car's line) Result - Zero on Chase

iii. Pushing Lead Car off line or contact causing Lead Car to alter the intended

path NOT permitted. (Excessive pushing) Slight Lead Car “bobble” is

permitted. Result - Zero on Chase

3)      If the Lead Car slows abruptly enough to cause a collision, the Lead Car will be deemed at fault.

4)      If the Lead Car over-rotates and causes a collision, the Lead Car will be

deemed at fault.

 

5. TRACK BOUNDARIES

1)      Will be clearly defined with rails or lines on the ground.

2)      Lead Car is allowed one wheel out of bounds at any given time.

3)      Two or more wheels out of bounds is considered a crash for the Lead Car

Only.

4)      Chase Car is allowed to go off course IF the Lead Car’s line promotes this.

5)      Contacting track barriers resulting in a bounce or line/angle change will be considered a crash.

6)      Contacting track barriers NOT resulting in a bounce or line/angle change will be considered Maximum Style Points. (Everyone loves a wall ride)

 

6. MECHANICAL CONDITION

1)      Low Battery or Mechanical Failure is NOT a valid reason for Restart. This will

result in an automatic loss for the round.

2)      Tyre changes after passing tech are NOT ALLOWED.

3)      Body changes after passing tech are NOT ALLOWED.

4)      Swapping chassis after passing tech is NOT ALLOWED.

5)      Adding or removing items to/from the car after passing tech.

6)      Adding any foreign substance on tires, modifying tyres, tyre warmers, etc. are

forbidden and cause for disqualification.

 

7. CHASSIS

1)      EVERY CAR MUST RUN THE SPEC TYRE FOR THE EVENT. (All Four are required).

2)      Modifying, grinding down, scuffing tyres on non-track surface is NOT

             ALLOWED. If tyres show signs of unusual wear, scuffing, and/or foreign

            substance is present, the competitor must PURCHASE a replacement set

           of the Designated Spec Tyre.

3)      All chassis must have Independent Rear Suspension (solid/live axle may be allowed with consent by event organiser)

4)      Motor should be 540 size can, 10.5t 13.5t is recommended.

5)      Battery must be a hard case style, 2s is recommended.

 

ABSOLUTELY NO EXCEPTIONS WILL BE MADE.

1)      Body must be 1:10 scale, non-open wheel (ie. Buggy,F1 etc), commercially produced, and sold.

2)      Body must have some form of rear bumper or inner panel.  Rear of body must not be able to clear track barriers. 

3)      All chassis must be 1:10 Scale, Rear Wheel Drive.

4)      Lighting is optional. Judges may request they be turned off if they are distracting.

5)      Maximum rear weight fully loaded with body is 1100g (measured at the rear wheels.)

6)      Minimum overall weight fully loaded with body is 1300g total.

7)      Wheelbase - Min. 240mm / Max. 275mm

8)      Overall Width including body - Max. 230mm.

9)      Maximum “poke” of tires measured from the outer edge of the tire (Tread

surface) to the top outer edge of the wheel arch 5mm.

10)  All bodies must be painted. Windows must be clear or translucent. Cutting of

side and rear windows is allowed.

11)  Dark coloured wheels ARE allowed. There must be at least 1 highly visible line painted in a contrasting colour.  Judges’ approval required

12)  Absolutely no sound generators allowed.

This includes zip ties, long screws, or

anything intended to generate noise. This is the competitor’s responsibility, not

tech, and reason for disqualification.

 

8. MISCELLANEOUS

1)      Every car in active side of bracket must be on the track at the beginning of their run group and remain on the track until the run group is finished.

2)      Drivers must be given priority over spectators / non-active drivers for driving

             Location.

3)      When the round is in play, there is ABSOLUTELY NO WALKING AROUND,

REACHING ON THE TRACK, OR ANY OTHER ACTION / ALLOWED, ON OR

OFF THE TRACK, WHICH CAN BE DISTRACTING TO THE DRIVERS,

JUDGES, OR SPECTATORS.

4)      Charging batteries must be carried out in the designated area and lipo safety bags must be used. Event organisers reserve the right to stop or turn off any chargers connected to non-contained batteries.