1991 WTCM - Macau posted, final standings are up! 1992 soon!
Posted: 29 May 2019, 16:55
Hello, and welcome to the new World Touring Car Masters season! It's time for 1991, which means... it's Super Touring time! The new rule package will replace the current Group A formula (car list and manufacturers available will be announced in the next few days), but hey, it's happening!
Meanwhile, here's the rules. Any feedback regarding the new rules for 1991 and Super Touring is welcome to improve the experience!
Weekend Structure:
Pre-Qualifying (cars split into two 20 car heats). Pre-Qualifying is preceded by a 20-minute qualifying session. The race is 50km’s long.
Each heat will have the factory cars (heat 1) and the second heat will be feature the private entries. The top 12 of each race will follow into the main races.
The first heat will count towards the manufacturer championship and the second heat will count towards the privateer championship.
The real weekend starts with a 60-minute qualifying session. The weekend has two races: one longer races at 200km’s and one shorter on 100km’s. The top 10 from the first race is reversed for the second race. The endurance weekends and the street circuits (Pau and Macau) only have 1 race on a certain length.
Drivers:
Both real life and canon drivers can be used.
Performance drivers will be based on canon results and real life results.
In case a canon driver doesn’t have any previous background associated, he’ll get his talent file RNG’ed.
Drivers have a minimum wage of £5,000 per round.
A driver can be classified as a paydriver. A driver can only be classified as a paydriver if you can associate him with a certain sponsor (for real life drivers, make sure you research about this). Depending on the sponsor and the driver, the driver will be determined to be either a tier 1 paydriver or a tier 2 paydriver.
Tier 1 paydriver can bring a quantity of up to 75,000 a year (if it ran all races) and a minimum of 30,000 (if it ran all races).
Tier 2 paydriver can bring a quantity of up to 40,000 a year (if it ran all races) and a minimum of 10,000 (if it ran all races).
Entries:
There can be manufacturer efforts and privateer efforts.
Manufacturer efforts can decide how many chassis of each specification they’ll build, and which engines to provide to privateers. Privateers can make their own changes to engines and chassis.
Each team can have a maximum of 2 car per weekend, each one with 1 driver.
Teams will have two main drivers and a test driver. Manufacturers can enter the third driver in their home race as an entry if needed, but that driver won't count towards manufacturer or team points. In races where the third driver is entered, only the two best placed cars in each race (PQ, feature and sprint) will count for budgets.
A maximum of 50 entries per round will be allowed. From those, 20 will be available to manufacturers, 20 to full time-privateers and the remaining to part-timers.
Each manufacturer sets a goal before the start of the season. If the goal is achieved, a manufacturer gets 150k of bonus at the end of the season. There is a budget cap of 1 million for teams to spend.
A user can place a maximum of one manufacturer entry, two full-time privateers and 2 one-off per round.
At the end of each season, each manufacturer is evaluated based on the previous season performance, and the manufacturer decides if that team will carry as being their factory team.
Chassis and Engines:
For the first time in WTCM, there’ll be a chassis system. While previously you could just automatically get a chassis every weekend, manufacturers now must build chassis, while privateers must buy them.
Each chassis will have a wear between 0 and 100%. When a chassis hits 100% wear, it will be considered totaled and a new chassis must be purchased. Each 1% of wear will mean a decrease in multiple stats in the car’s aerodynamic file. A chassis will get hit with 20% after each year it’s running.
Each manufacturer elects how many chassis to build and how many and who to they sell them too. Each new chassis-built cost £10,000. The selling cost is for the manufacturer team to decide. Manufacturer teams can decide if the engine sent to the privateer is a detuned version or not.
Manufacturers and privateers can make developments to each of their chassis. They can buy updates to their cars and develop specific parts of the car individually. Manufacturers can elect to release upgrades to privateers and buy upgrades from privateers if desired.
Manufacturers can sell upgrades to privateers at a value of 50% the price of the original upgrades.
In order to buy privateer upgrades, manufacturers have to pay the full price.
Scrapping a chassis will provide £2,000 to the team.
Budget, Repair and Upgrades:
Manufacturers will be given £500,000 to work with (previous WTCM budgets are voided).
Privateers will be be given their budget in the following percentage of schedule they enter:
>=75% - £200,000
50-75% - £125,000
25-50% - £75,000
<=25% - €50,000
Building a new chassis costs £10.000, while repairing a new chassis considers that 1% damage is worth 100€.
A 10% chassis wear means a crease in 0.001 in the car aerodynamic stats.
A team can only buy upgrades if they're budget is above zero. If you're in the negative, you can't buy upgrades.
Upgrades can come in 4 package or driver upgrades:
Car Upgrades:
Overall upgade: £75,000
-> Improves downforce (Front Grip - 0.002 to 0.010; Rear Grip - 0.002 to 0.008; BodyDragBase - 0.0005 to 0.0020)
-> Improves engine power (Power - 5HP to 10HP)
-> Worses reliability and fuel consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Engine Upgrade can come in 4 types: small, medium, large or entire rebuild.
Small: £50,000
-> Improves engine power (Power - 1HP to 4HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Medium: £100,000
-> Improves engine power (Power - 5HP to 10HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Large: £150,000
-> Improves engine power (Power - 10HP to 20HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Entire Rebuild: £250,000
The engine gets brand new stats.
Downforce Upgrade: £100,000
-> Improves downforce (Front Grip - 0.005 to 0.020; Rear Grip - 0.005 to 0.015; BodyDragBase - 0.0010 to 0.0050)
Reliability Upgrade: £75,000
-> Increases reliability (50 to 150 increase)
-> Increases car weight (1kg for each 25 points)
Weight Upgrade: £125,000
-> Decreases car weight (between 5 and 15kg’s)
-> Decreases reliability (10 for each KG’s)
Driver Upgrades:
Race Class Upgrades: £50,000
-> Race Ability - 0.10 to 0.30
-> Qualifying Ability - 0.05 to 0.20 (worses)
-> Agression - 0.1 to 0.30
-> Passing - 1 to 2
Qualifying Class Upgrade: £50,000
-> Race Ability - 0.05 to 0.20 (worses)
-> Qualifying Ability - 0.10 to 0.30
-> Agression - 0.1 to 0.30
Wet Weather Class Upgrade: £50,000
-> Wet Weather Ability - 0.10 to 0.30
-> MinRacing Skill - 0.05 to 0.10
-> Composure - 0.0001 to 0.0005
Overall Class Upgrade: £50,000
-> Race Ability - 0.02 to 0.10
-> Qualifying Ability - 0.02 to 0.10
-> Wet Weather Ability - 0.02 to 0.10
-> Passing - 0.1 to 1
-> Crash - 1 to 5 (decrease)
-> MinRacing Skill - 0.01 to 0.05
A maximum of 8 upgrades can be asked per season.
If a team runs two different car models, requested upgrades will be applied by car. For example, if you run an E30 M3 and a 318i, and if you ask a overall upgrade, you'll have to pay for it twice, as it requires double the development for each car.
Test Drivers:
Teams can hire test drivers, which can be used to increase upgrade values.
Each driver is attributed with a certain feedback stat, that can be:
Very Bad:
-> Looses 10% of the values gained by RNG
Bad:
-> Looses 5% of the values gained by RNG
Decent:
-> Gains 0% of the values gained by RNG
Good:
-> Gains 5% of the values gained by RNG
Very Good:
-> Gains 15% of the value gained by RNG
Excellent:
-> Gains 25% into the value gained by RNG
Test Driver bonus can't be applied in each upgrade: they have a maximum of 3 uses per season.
Upgrade Rules:
Upgrades can only be done between race weekends.
Upgrades will be applied automotically into the team's car.
You cannot ask for testing and individual upgrade (overall, engine, downforce, reliability, weight) at the same time. So, if you go for testing this time by, you cannot buy an upgrade this time.
If you do go for individual upgrades, you can ask a maximum of two, and cannot be of the same type between races.
A maximum of 8 upgrades can be asked per season.
Engines will be capped at 310HP for this first year.
Points Structure:
Pre-Qualifying:
1st – 10
2nd – 8
3rd – 6
4th – 5
5th – 4
6th – 3
7th – 2
8th – 1
Pole – 1 point
FL – 1 Point
Feature Race & Sprint:
1st – 15
2nd – 12
3rd – 10
4th – 8
5th – 6
6th – 5
7th – 4
8th – 3
9th – 2
10th - 1
Pole – 1 point
FL – 1 Point
Endurance Race:
1st – 20
2nd – 15
3rd – 12
4th – 10
5th – 8
6th – 7
7th – 6
8th – 5
9th – 4
10th – 3
11th – 2
12th - 1
Pole – 1 point
FL – 1 Point
Leading a Lap – 1 Point
Race Prizes:
1st: 50.000
2nd: 30.000
3rd: 20.000
4th: 15.000
5th: 10.000
6th: 9.000
7th: 8.000
8th: 7.000
9th: 6.000
10th: 5.000
11th: 4.000
12th: 3.000
<13th: 2.000
DNF: 1.000
Pole Position: 5.000
Fastest Lap: 5.000
Race Prizes (Independent):
1st: 15.000
2nd: 10.000
3rd: 6.000
4th: 5.000
5th: 4.000
6th: 3.000
7th: 2.000
<8th: 1.000
Pole Position: 1.000
Fastest Lap: 1.000
Pre-Qualifying Prizes:
1st: 10.000
2nd: 8.000
3rd: 6.000
4th: 5.000
5th: 4.000
6th: 3.000
7th: 2.000
<8th: 1.000
Pole Position: 2.000
Fastest Lap: 2.000
Championship Prizes (Overall):
1st: 250.000
2nd: 200.000
3rd: 150.000
4th: 100.000
5th: 75.000
6th: 70.000
7th: 60.000
8th: 50.000
9th: 45.000
10th: 40.000
11th: 35.000
12th: 30.000
13th: 25.000
14th: 20.000
15th: 15.000
16th: 10.000
17th: 5.000
18th: 4.000
19th: 2.000
<20th: 1.000
Championship Prizes (Independents):
1st: 150.000
2nd: 100.000
3rd: 75.000
4th: 70.000
5th: 60.000
6th: 50.000
7th: 40.000
8th: 30.000
9th: 15.000
10th: 10.000
11th: 5.000
12th: 2.500
<13th: 1.000
Championship Prizes (Teams):
1st: 150.000
2nd: 100.000
3rd: 75.000
4th: 70.000
5th: 60.000
6th: 50.000
7th: 40.000
8th: 30.000
9th: 15.000
10th: 10.000
11th: 5.000
12th: 2.500
<13th: 1.000
Championship Prizes (Manufacturer):
1st: 500.000
2nd: 400.000
3rd: 300.000
4th: 250.000
5th: 200.000
6th: 150.000
7th: 100.000
8th: 50.000
9th: 25.000
10th: 10.000
<11th: 5.000
Ballast:
1st - 60kg
2nd - 50kg
3rd - 40kg
4th - 30kg
5th - 25kg
6th - 20kg
7th - 15kg
8th - 10kg
Don't post nothing regarding entries yet! You can post feedback to the rules and suggest things, but entries will be handled after I post the car list and manufacturer list to create the transaction between Group A and the new Super Touring rules, and how it will work.
Waiting List (for factory entries):
1. Frogfoot9013
2. Spooder918
3. takagi_for_the_win
Meanwhile, here's the rules. Any feedback regarding the new rules for 1991 and Super Touring is welcome to improve the experience!
Weekend Structure:
Pre-Qualifying (cars split into two 20 car heats). Pre-Qualifying is preceded by a 20-minute qualifying session. The race is 50km’s long.
Each heat will have the factory cars (heat 1) and the second heat will be feature the private entries. The top 12 of each race will follow into the main races.
The first heat will count towards the manufacturer championship and the second heat will count towards the privateer championship.
The real weekend starts with a 60-minute qualifying session. The weekend has two races: one longer races at 200km’s and one shorter on 100km’s. The top 10 from the first race is reversed for the second race. The endurance weekends and the street circuits (Pau and Macau) only have 1 race on a certain length.
Drivers:
Both real life and canon drivers can be used.
Performance drivers will be based on canon results and real life results.
In case a canon driver doesn’t have any previous background associated, he’ll get his talent file RNG’ed.
Drivers have a minimum wage of £5,000 per round.
A driver can be classified as a paydriver. A driver can only be classified as a paydriver if you can associate him with a certain sponsor (for real life drivers, make sure you research about this). Depending on the sponsor and the driver, the driver will be determined to be either a tier 1 paydriver or a tier 2 paydriver.
Tier 1 paydriver can bring a quantity of up to 75,000 a year (if it ran all races) and a minimum of 30,000 (if it ran all races).
Tier 2 paydriver can bring a quantity of up to 40,000 a year (if it ran all races) and a minimum of 10,000 (if it ran all races).
Entries:
There can be manufacturer efforts and privateer efforts.
Manufacturer efforts can decide how many chassis of each specification they’ll build, and which engines to provide to privateers. Privateers can make their own changes to engines and chassis.
Each team can have a maximum of 2 car per weekend, each one with 1 driver.
Teams will have two main drivers and a test driver. Manufacturers can enter the third driver in their home race as an entry if needed, but that driver won't count towards manufacturer or team points. In races where the third driver is entered, only the two best placed cars in each race (PQ, feature and sprint) will count for budgets.
A maximum of 50 entries per round will be allowed. From those, 20 will be available to manufacturers, 20 to full time-privateers and the remaining to part-timers.
Each manufacturer sets a goal before the start of the season. If the goal is achieved, a manufacturer gets 150k of bonus at the end of the season. There is a budget cap of 1 million for teams to spend.
A user can place a maximum of one manufacturer entry, two full-time privateers and 2 one-off per round.
At the end of each season, each manufacturer is evaluated based on the previous season performance, and the manufacturer decides if that team will carry as being their factory team.
Chassis and Engines:
For the first time in WTCM, there’ll be a chassis system. While previously you could just automatically get a chassis every weekend, manufacturers now must build chassis, while privateers must buy them.
Each chassis will have a wear between 0 and 100%. When a chassis hits 100% wear, it will be considered totaled and a new chassis must be purchased. Each 1% of wear will mean a decrease in multiple stats in the car’s aerodynamic file. A chassis will get hit with 20% after each year it’s running.
Each manufacturer elects how many chassis to build and how many and who to they sell them too. Each new chassis-built cost £10,000. The selling cost is for the manufacturer team to decide. Manufacturer teams can decide if the engine sent to the privateer is a detuned version or not.
Manufacturers and privateers can make developments to each of their chassis. They can buy updates to their cars and develop specific parts of the car individually. Manufacturers can elect to release upgrades to privateers and buy upgrades from privateers if desired.
Manufacturers can sell upgrades to privateers at a value of 50% the price of the original upgrades.
In order to buy privateer upgrades, manufacturers have to pay the full price.
Scrapping a chassis will provide £2,000 to the team.
Budget, Repair and Upgrades:
Manufacturers will be given £500,000 to work with (previous WTCM budgets are voided).
Privateers will be be given their budget in the following percentage of schedule they enter:
>=75% - £200,000
50-75% - £125,000
25-50% - £75,000
<=25% - €50,000
Building a new chassis costs £10.000, while repairing a new chassis considers that 1% damage is worth 100€.
A 10% chassis wear means a crease in 0.001 in the car aerodynamic stats.
A team can only buy upgrades if they're budget is above zero. If you're in the negative, you can't buy upgrades.
Upgrades can come in 4 package or driver upgrades:
Car Upgrades:
Overall upgade: £75,000
-> Improves downforce (Front Grip - 0.002 to 0.010; Rear Grip - 0.002 to 0.008; BodyDragBase - 0.0005 to 0.0020)
-> Improves engine power (Power - 5HP to 10HP)
-> Worses reliability and fuel consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Engine Upgrade can come in 4 types: small, medium, large or entire rebuild.
Small: £50,000
-> Improves engine power (Power - 1HP to 4HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Medium: £100,000
-> Improves engine power (Power - 5HP to 10HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Large: £150,000
-> Improves engine power (Power - 10HP to 20HP)
-> Worses reliability and Fuel Consumption (decreases reliability by 10 per each HP, and increases fuel consumption by 0.001 by each HP)
-> Increases weight (0.2kg extra for each Hp)
Entire Rebuild: £250,000
The engine gets brand new stats.
Downforce Upgrade: £100,000
-> Improves downforce (Front Grip - 0.005 to 0.020; Rear Grip - 0.005 to 0.015; BodyDragBase - 0.0010 to 0.0050)
Reliability Upgrade: £75,000
-> Increases reliability (50 to 150 increase)
-> Increases car weight (1kg for each 25 points)
Weight Upgrade: £125,000
-> Decreases car weight (between 5 and 15kg’s)
-> Decreases reliability (10 for each KG’s)
Driver Upgrades:
Race Class Upgrades: £50,000
-> Race Ability - 0.10 to 0.30
-> Qualifying Ability - 0.05 to 0.20 (worses)
-> Agression - 0.1 to 0.30
-> Passing - 1 to 2
Qualifying Class Upgrade: £50,000
-> Race Ability - 0.05 to 0.20 (worses)
-> Qualifying Ability - 0.10 to 0.30
-> Agression - 0.1 to 0.30
Wet Weather Class Upgrade: £50,000
-> Wet Weather Ability - 0.10 to 0.30
-> MinRacing Skill - 0.05 to 0.10
-> Composure - 0.0001 to 0.0005
Overall Class Upgrade: £50,000
-> Race Ability - 0.02 to 0.10
-> Qualifying Ability - 0.02 to 0.10
-> Wet Weather Ability - 0.02 to 0.10
-> Passing - 0.1 to 1
-> Crash - 1 to 5 (decrease)
-> MinRacing Skill - 0.01 to 0.05
A maximum of 8 upgrades can be asked per season.
If a team runs two different car models, requested upgrades will be applied by car. For example, if you run an E30 M3 and a 318i, and if you ask a overall upgrade, you'll have to pay for it twice, as it requires double the development for each car.
Test Drivers:
Teams can hire test drivers, which can be used to increase upgrade values.
Each driver is attributed with a certain feedback stat, that can be:
Very Bad:
-> Looses 10% of the values gained by RNG
Bad:
-> Looses 5% of the values gained by RNG
Decent:
-> Gains 0% of the values gained by RNG
Good:
-> Gains 5% of the values gained by RNG
Very Good:
-> Gains 15% of the value gained by RNG
Excellent:
-> Gains 25% into the value gained by RNG
Test Driver bonus can't be applied in each upgrade: they have a maximum of 3 uses per season.
Upgrade Rules:
Upgrades can only be done between race weekends.
Upgrades will be applied automotically into the team's car.
You cannot ask for testing and individual upgrade (overall, engine, downforce, reliability, weight) at the same time. So, if you go for testing this time by, you cannot buy an upgrade this time.
If you do go for individual upgrades, you can ask a maximum of two, and cannot be of the same type between races.
A maximum of 8 upgrades can be asked per season.
Engines will be capped at 310HP for this first year.
Points Structure:
Pre-Qualifying:
1st – 10
2nd – 8
3rd – 6
4th – 5
5th – 4
6th – 3
7th – 2
8th – 1
Pole – 1 point
FL – 1 Point
Feature Race & Sprint:
1st – 15
2nd – 12
3rd – 10
4th – 8
5th – 6
6th – 5
7th – 4
8th – 3
9th – 2
10th - 1
Pole – 1 point
FL – 1 Point
Endurance Race:
1st – 20
2nd – 15
3rd – 12
4th – 10
5th – 8
6th – 7
7th – 6
8th – 5
9th – 4
10th – 3
11th – 2
12th - 1
Pole – 1 point
FL – 1 Point
Leading a Lap – 1 Point
Race Prizes:
1st: 50.000
2nd: 30.000
3rd: 20.000
4th: 15.000
5th: 10.000
6th: 9.000
7th: 8.000
8th: 7.000
9th: 6.000
10th: 5.000
11th: 4.000
12th: 3.000
<13th: 2.000
DNF: 1.000
Pole Position: 5.000
Fastest Lap: 5.000
Race Prizes (Independent):
1st: 15.000
2nd: 10.000
3rd: 6.000
4th: 5.000
5th: 4.000
6th: 3.000
7th: 2.000
<8th: 1.000
Pole Position: 1.000
Fastest Lap: 1.000
Pre-Qualifying Prizes:
1st: 10.000
2nd: 8.000
3rd: 6.000
4th: 5.000
5th: 4.000
6th: 3.000
7th: 2.000
<8th: 1.000
Pole Position: 2.000
Fastest Lap: 2.000
Championship Prizes (Overall):
1st: 250.000
2nd: 200.000
3rd: 150.000
4th: 100.000
5th: 75.000
6th: 70.000
7th: 60.000
8th: 50.000
9th: 45.000
10th: 40.000
11th: 35.000
12th: 30.000
13th: 25.000
14th: 20.000
15th: 15.000
16th: 10.000
17th: 5.000
18th: 4.000
19th: 2.000
<20th: 1.000
Championship Prizes (Independents):
1st: 150.000
2nd: 100.000
3rd: 75.000
4th: 70.000
5th: 60.000
6th: 50.000
7th: 40.000
8th: 30.000
9th: 15.000
10th: 10.000
11th: 5.000
12th: 2.500
<13th: 1.000
Championship Prizes (Teams):
1st: 150.000
2nd: 100.000
3rd: 75.000
4th: 70.000
5th: 60.000
6th: 50.000
7th: 40.000
8th: 30.000
9th: 15.000
10th: 10.000
11th: 5.000
12th: 2.500
<13th: 1.000
Championship Prizes (Manufacturer):
1st: 500.000
2nd: 400.000
3rd: 300.000
4th: 250.000
5th: 200.000
6th: 150.000
7th: 100.000
8th: 50.000
9th: 25.000
10th: 10.000
<11th: 5.000
Ballast:
1st - 60kg
2nd - 50kg
3rd - 40kg
4th - 30kg
5th - 25kg
6th - 20kg
7th - 15kg
8th - 10kg
Don't post nothing regarding entries yet! You can post feedback to the rules and suggest things, but entries will be handled after I post the car list and manufacturer list to create the transaction between Group A and the new Super Touring rules, and how it will work.
Waiting List (for factory entries):
1. Frogfoot9013
2. Spooder918
3. takagi_for_the_win