Post by shahrc on Nov 2, 2006 10:17:44 GMT 7
Competition are open to All ..
Please submit your entry form to RC Planet or email it to admin@d1-10rc.com
Event: Debut D1-10RC Malaysian Series
Venue: RC Planet SS/19 Subang Jaya
Date: Saturday, 18th November 2006
Time: 9:30 am - 3:00 pm
Entry fee: RM110.00 (Including tyres) or RM50 (Without tyres)
FAQ
1. No refreshments however competitors can purchase drinks and light snacks in RC Planet.
2. They can come n pay at RC Planet.
3. Pay through online will update later.
4. Receipt will be issued
5. Yes, forms can be submit earlier but if payments were made after the 11th, chances of getting the tires is very low. Anyway, according to the rules/regs, all registration must be made 1 week before the event.
6. If rain, organizers will inform later.
Complete Extraction from the PDF file obtained from www.d1-10rc.com
D1-10RC Malaysian Series 2006 Competition Rules
1. Qualifying Rounds
Format
Before the qualifying rounds will begin, each competitor will have to signed in and received their qualifying number. This number will tell
you when to go out onto the track to qualify. When it is your turn to qualify, you will proceed onto the track and agree that you are ready
with the judges. You will get one practice run of the course, then park at the start line and agree that you are finally ready to begin your
qualifying. You will get three judged runs of which you will receive points out of 100 for each one. You will keep your best result and
discard the other two. Once you have finished your three judged runs you will agree your result with the judges and depart from the track
area.
What are the judges looking for?
Entry speed
This is an aspect that cannot be easily proven in solo, qualifying runs but becomes more apparent in the ‘Tsuiso’ battles in the final 16. The
entry speed of the drift can determine the result of the drift and a higher entry speed puts the car in more danger and makes the car
harder to handle, because of this a higher entry speed will gain more points.
Line clipping
This is a feature that the judges look into heavily. This is often judged on how well the driver takes the driving line and if they ‘clip’ the
apexes, or not as the case may be. The driving line may not always be the inside curb of every corner but in most cases will involve the
driver sliding from the outside of the corner, hitting the apex tip and then sliding back out wide to the edge of the track, maximizing the
drift’s length. Judges will often prefer to see the nose of the car clipping the inside point of a corner and the tail of the car to be as near to
the outside of the turn as possible; this shows evidence of good car control which gains the driver more points towards their score.
Drift angle and counter steer
The ‘Drifting Angle’ of a car is based on the direction it is facing against the direction it is traveling. The further the back end of the car
comes around to be in line with the front of the car, the more ‘drifting angle’ it has. Primarily the more angles a driver achieves in his drifts,
the more points he will score. In addition to this, there are more aspects that determine the score that are in relation to the angle. The
angle has to be maintained throughout the drift without cutting back against the drift (straightening out half way through a drift) so that it
appears to be one smooth motion. This also means that the drifts have to have high angle for extended periods of time to score heavily,
whereas a short burst of oversteer would not get good points even if the rotation was significant. A car that demonstrates extreme
amounts of rotation without spinning out will be awarded additional points, although, if too much speed is lost in any drift due to excessive
angle points will not be as high.
Presentation
Despite the judges marking the drivers predominantly on entry speed, driving lines and drifting angle, another factor that plays a part in
the final scoring is presentation. This aspect is based on what the judge thinks of the driver’s technique and whether they think the driver
is displaying flare or high amounts of energy in the drifting. Good presentation of drifting will catch a judge’s attention. Even though you
may want to catch a spectator’s eye, any tricks or special moves that involve dangerous driving will not be condoned by the Series’
competition and this is only to be done in practice runs and exhibition displays. These tricks may include 360 spins into a controlled drift
etc. Anything deemed ‘dangerous’ by the judges and D1RC officials will be ruled out whilst competition is in progress.
Scoring
The judges will take all these factors into consideration and give you a score out of 100 points in total. You will get three scores from your
runs, one score for each run, and your best result will be taken and placed onto the qualifying table in the correct position. This position
will determine whether you advance onto the Tsuiso final rounds.
2. Tsuiso Battles
Format
The Tsuiso battles will be run using the top sixteen qualifiers (the top eight qualifiers will be used if entrant numbers do not allow sixteen)
fighting their way to the number one position. The first placed qualifier will be placed against the sixteenth placed qualifier; the second
placed qualifier will be placed against the fifteenth placed qualifier and so forth up to the eighth and ninth placed qualifiers going against
each other. The pairs will embark on two runs where each car will take it in turn to lead and once a winner of the pair is announced,
he/she will continue onto the final eight. Once winners have been decided out of all of the sixteen drivers, they will then create four pairs.
The winner of the first battle in the final sixteen will face the winner of the second battle of the final sixteen and so forth. These four pairs
will then, again, battle in the same process as before to produce four winners, which continue onto the semi finals. The same pattern
follows as to who faces who and then the battles are run again to produce just two winners that progress onto the final. The final two
drivers will face each other in exactly the same process so that an overall winner can be announced. There will also be a run to determine
3rd place, in the example below between drivers 10 & 14.
Here is an example:
How is Tsuiso Battle Judged?
This head to head drifting is judged on the same aspects as the solo qualifying was based on; however there are a few more principles
that come into play. Strategic drifting has a role in Tsuiso and the high level of competition and energy gives a good show to the
spectators. The precise judging of this type of drifting is hard to explain but there are some outlines to go by.
Scoring
When scoring a Tsuiso battle the judges allocate each driver 5 points before the run starts and then depending on what happens in the
run, they then add or subtract points from the competitor’s totals so that when added together they still total at 10. For example, one
driver could be awarded 2 points for superior drifting whilst the other would then loose 2 points. This would make the score 7 to 3 and the
first driver would be winning by a margin of 4 points. After a first run, the loosing driver can try to make up his points in the second run to
win back the lead so that they advance to the next round whilst the winning driver would try to defend his points lead. Point scores can
range from 0 - 10 to 5 - 5 and even a score of 5.5 - 4.5 can appear if the judges feel that one driver had a very slight edge over the other.
If one driver spins, crashes or goes off track in a Tsuiso run the other competitor is most like to get a 10 - 0 advantage. If the judges still
have a 5 - 5 score after both runs, they will ask the drivers to run again in a sudden death situation.
The Offensive Car
The offensive car when Tsuiso drifting is the chasing car. A good way to put it would be that the chasing car has to ‘hunt’ down the leading
car. Drivers have to use their drifting ability to try and get as close to the leading driver as possible as to put immense pressure on them so
that a mistake is made. The chasing driver must demonstrate better drifting in order to keep pressure on the leading driver whilst still
keeping good angle and speed. The driving line is not as important for the chasing car as it is trying to follow the lead car and keep with it
as much as possible, unless the lead car displays a bad driving then and then chasing car can continue to hit the clipping points and show
a good drifting line. If the chasing car cannot keep up with the lead car whilst drifting this is to be looked at as inferior driving and points
will be deducted for letting the lead car get away. If this is due to not having as much power as the lead car, there are certain measures
you can take to increase your speed such as decreasing your drifting angle although this may play against your point scoring. Under no
circumstances can the chasing car come in contact with the lead car in a way that disturbs the lead car’s driving. Any crashes of this
manner will result in a Judges decision as to whether the Tsuiso is to be run again or the ‘victim’ car going through to the next round
automatically. Overtaking is allowed but not necessarily supported by the judges and under no circumstances must the cars start ‘racing’ as
this is going against the idea of drifting.
The Defensive Car
When a driver takes the lead in a Tsuiso battle the idea is to perform their drifts faster with a good line and a bigger angle to try and shake
off and distract the car behind them. If the leading driver does manage to pull away from the car behind and still manage to display good
drifting technique then they will be awarded more points. Attempts to distract the chasing car whilst still maintaining a good line will also
be looked at by the judges and could affect the final score in a positive or negative way.
It’s important to understand that the concepts discussed in this article are general guidelines for scoring the drift events and are meant to
educate the competitors and general. They do not provide a guarantee of results and should not be used to compare to results from drift
competitions. Drifting is still a subjective competition and the judges at an event are the final authority. Their decision is therefore final.
Note - If there are not 16 entrants at an event, then the top 8 will go through to the finals and the competition will run in the same
fashion.
D1-10RC Malaysian Series 2006 Competition Technical Regulations
1 - General
1.1 - Chassis
• Any brand of chassis may be used.
• The chassis being used must be a 1/10th scale touring car chassis and must be electrically powered (no Nitro
powered vehicles allowed).
• There is no weight limit and there is no ride height limit.
• Wheel nuts must not protrude more than beyond the wheel to ensure safety to other participants’ bodies and
equipment.
• No parts of the chassis may protrude beyond the body shell for safety purposes.
• No sharp objects or any other object designed to damage other peoples property may be placed onto the car for
safety purposes.
1.2 - Electronics and Radio
• Competitors are advisable to carry more than 2 crystals at all times.
• No person shall turn on their radios without checking with all other competitors that their frequency is free to use.
Failure to do so may result in major car damage or spectator/competitor injury.
• When competing or practicing you must let all others know that you are on the frequency that is in your transmitter
and receiver.
• Forward only and Forward/Reverse electronic speed controllers can be used.
• Transmitters, receivers, servos and speed controllers must not be faulty.
• The use of capacitors is allowed.
• Inner body electronics, including lighting, must be insulated so that no other person is put in danger when handling
the car.
1.3 - Batteries
• All cell types are free.
• Cell packs must consist of 6 cells only.
• Any brand of cells may be used to power the car.
• Any capacity cells are allowed to be used.
Tires - 1.4
• All competitors must use the control tire:
Yokomo ZERO-ONE 'R' Super Drift Tire, Part number ZR-DR02 Single Wide Drift Ring Version
1.5 - Motors
• Only 15-turns and above are allowed.
• The motors may be ball raced or bushed.
• Any brushes or springs may be used.
• Any make or model of motor.
1.6 - Body shells
• All cars entered must be realistic when initially entering the competition. Further damage during the day’s event
may cause this rule to be broken but this will be taken into account.
• All body shells used must represent 1:1 scale, no fantasy car body shells may be used.
• The body shell must be fastened securely to the chassis at all times when being used.
• Body shells must be in a representable state when entered the competition.
• Also body shells must be painted if they wish to be used.
• There may be electrical lighting attached to body shells to increase aesthetic qualities.
• There may be ‘strut’ type spoiler on a body shell but it must be securely fastened.
• You will be required to place a race number decal on your car’s windscreen, representing your current seeding
number. These stickers will be supplied by the officials at each event. You will be required to collect these at
registration. If you have not participated in an event in this current year, you will be allocated a number before the
event.
1.7 - Entry
• A participant may only enter 1 times during 1 event.
• Competitors must submit entry forms at least 1 week in advance of the event and must include every detail on the
form with the specified entry fee.
• Entries will be accepted at the organizers’ discretion.
more info please surf to www.d1-10rc.com or s15.invisionfree.com/doriya
Please submit your entry form to RC Planet or email it to admin@d1-10rc.com
Event: Debut D1-10RC Malaysian Series
Venue: RC Planet SS/19 Subang Jaya
Date: Saturday, 18th November 2006
Time: 9:30 am - 3:00 pm
Entry fee: RM110.00 (Including tyres) or RM50 (Without tyres)
FAQ
1. No refreshments however competitors can purchase drinks and light snacks in RC Planet.
2. They can come n pay at RC Planet.
3. Pay through online will update later.
4. Receipt will be issued
5. Yes, forms can be submit earlier but if payments were made after the 11th, chances of getting the tires is very low. Anyway, according to the rules/regs, all registration must be made 1 week before the event.
6. If rain, organizers will inform later.
Complete Extraction from the PDF file obtained from www.d1-10rc.com
D1-10RC Malaysian Series 2006 Competition Rules
1. Qualifying Rounds
Format
Before the qualifying rounds will begin, each competitor will have to signed in and received their qualifying number. This number will tell
you when to go out onto the track to qualify. When it is your turn to qualify, you will proceed onto the track and agree that you are ready
with the judges. You will get one practice run of the course, then park at the start line and agree that you are finally ready to begin your
qualifying. You will get three judged runs of which you will receive points out of 100 for each one. You will keep your best result and
discard the other two. Once you have finished your three judged runs you will agree your result with the judges and depart from the track
area.
What are the judges looking for?
Entry speed
This is an aspect that cannot be easily proven in solo, qualifying runs but becomes more apparent in the ‘Tsuiso’ battles in the final 16. The
entry speed of the drift can determine the result of the drift and a higher entry speed puts the car in more danger and makes the car
harder to handle, because of this a higher entry speed will gain more points.
Line clipping
This is a feature that the judges look into heavily. This is often judged on how well the driver takes the driving line and if they ‘clip’ the
apexes, or not as the case may be. The driving line may not always be the inside curb of every corner but in most cases will involve the
driver sliding from the outside of the corner, hitting the apex tip and then sliding back out wide to the edge of the track, maximizing the
drift’s length. Judges will often prefer to see the nose of the car clipping the inside point of a corner and the tail of the car to be as near to
the outside of the turn as possible; this shows evidence of good car control which gains the driver more points towards their score.
Drift angle and counter steer
The ‘Drifting Angle’ of a car is based on the direction it is facing against the direction it is traveling. The further the back end of the car
comes around to be in line with the front of the car, the more ‘drifting angle’ it has. Primarily the more angles a driver achieves in his drifts,
the more points he will score. In addition to this, there are more aspects that determine the score that are in relation to the angle. The
angle has to be maintained throughout the drift without cutting back against the drift (straightening out half way through a drift) so that it
appears to be one smooth motion. This also means that the drifts have to have high angle for extended periods of time to score heavily,
whereas a short burst of oversteer would not get good points even if the rotation was significant. A car that demonstrates extreme
amounts of rotation without spinning out will be awarded additional points, although, if too much speed is lost in any drift due to excessive
angle points will not be as high.
Presentation
Despite the judges marking the drivers predominantly on entry speed, driving lines and drifting angle, another factor that plays a part in
the final scoring is presentation. This aspect is based on what the judge thinks of the driver’s technique and whether they think the driver
is displaying flare or high amounts of energy in the drifting. Good presentation of drifting will catch a judge’s attention. Even though you
may want to catch a spectator’s eye, any tricks or special moves that involve dangerous driving will not be condoned by the Series’
competition and this is only to be done in practice runs and exhibition displays. These tricks may include 360 spins into a controlled drift
etc. Anything deemed ‘dangerous’ by the judges and D1RC officials will be ruled out whilst competition is in progress.
Scoring
The judges will take all these factors into consideration and give you a score out of 100 points in total. You will get three scores from your
runs, one score for each run, and your best result will be taken and placed onto the qualifying table in the correct position. This position
will determine whether you advance onto the Tsuiso final rounds.
2. Tsuiso Battles
Format
The Tsuiso battles will be run using the top sixteen qualifiers (the top eight qualifiers will be used if entrant numbers do not allow sixteen)
fighting their way to the number one position. The first placed qualifier will be placed against the sixteenth placed qualifier; the second
placed qualifier will be placed against the fifteenth placed qualifier and so forth up to the eighth and ninth placed qualifiers going against
each other. The pairs will embark on two runs where each car will take it in turn to lead and once a winner of the pair is announced,
he/she will continue onto the final eight. Once winners have been decided out of all of the sixteen drivers, they will then create four pairs.
The winner of the first battle in the final sixteen will face the winner of the second battle of the final sixteen and so forth. These four pairs
will then, again, battle in the same process as before to produce four winners, which continue onto the semi finals. The same pattern
follows as to who faces who and then the battles are run again to produce just two winners that progress onto the final. The final two
drivers will face each other in exactly the same process so that an overall winner can be announced. There will also be a run to determine
3rd place, in the example below between drivers 10 & 14.
Here is an example:
How is Tsuiso Battle Judged?
This head to head drifting is judged on the same aspects as the solo qualifying was based on; however there are a few more principles
that come into play. Strategic drifting has a role in Tsuiso and the high level of competition and energy gives a good show to the
spectators. The precise judging of this type of drifting is hard to explain but there are some outlines to go by.
Scoring
When scoring a Tsuiso battle the judges allocate each driver 5 points before the run starts and then depending on what happens in the
run, they then add or subtract points from the competitor’s totals so that when added together they still total at 10. For example, one
driver could be awarded 2 points for superior drifting whilst the other would then loose 2 points. This would make the score 7 to 3 and the
first driver would be winning by a margin of 4 points. After a first run, the loosing driver can try to make up his points in the second run to
win back the lead so that they advance to the next round whilst the winning driver would try to defend his points lead. Point scores can
range from 0 - 10 to 5 - 5 and even a score of 5.5 - 4.5 can appear if the judges feel that one driver had a very slight edge over the other.
If one driver spins, crashes or goes off track in a Tsuiso run the other competitor is most like to get a 10 - 0 advantage. If the judges still
have a 5 - 5 score after both runs, they will ask the drivers to run again in a sudden death situation.
The Offensive Car
The offensive car when Tsuiso drifting is the chasing car. A good way to put it would be that the chasing car has to ‘hunt’ down the leading
car. Drivers have to use their drifting ability to try and get as close to the leading driver as possible as to put immense pressure on them so
that a mistake is made. The chasing driver must demonstrate better drifting in order to keep pressure on the leading driver whilst still
keeping good angle and speed. The driving line is not as important for the chasing car as it is trying to follow the lead car and keep with it
as much as possible, unless the lead car displays a bad driving then and then chasing car can continue to hit the clipping points and show
a good drifting line. If the chasing car cannot keep up with the lead car whilst drifting this is to be looked at as inferior driving and points
will be deducted for letting the lead car get away. If this is due to not having as much power as the lead car, there are certain measures
you can take to increase your speed such as decreasing your drifting angle although this may play against your point scoring. Under no
circumstances can the chasing car come in contact with the lead car in a way that disturbs the lead car’s driving. Any crashes of this
manner will result in a Judges decision as to whether the Tsuiso is to be run again or the ‘victim’ car going through to the next round
automatically. Overtaking is allowed but not necessarily supported by the judges and under no circumstances must the cars start ‘racing’ as
this is going against the idea of drifting.
The Defensive Car
When a driver takes the lead in a Tsuiso battle the idea is to perform their drifts faster with a good line and a bigger angle to try and shake
off and distract the car behind them. If the leading driver does manage to pull away from the car behind and still manage to display good
drifting technique then they will be awarded more points. Attempts to distract the chasing car whilst still maintaining a good line will also
be looked at by the judges and could affect the final score in a positive or negative way.
It’s important to understand that the concepts discussed in this article are general guidelines for scoring the drift events and are meant to
educate the competitors and general. They do not provide a guarantee of results and should not be used to compare to results from drift
competitions. Drifting is still a subjective competition and the judges at an event are the final authority. Their decision is therefore final.
Note - If there are not 16 entrants at an event, then the top 8 will go through to the finals and the competition will run in the same
fashion.
D1-10RC Malaysian Series 2006 Competition Technical Regulations
1 - General
1.1 - Chassis
• Any brand of chassis may be used.
• The chassis being used must be a 1/10th scale touring car chassis and must be electrically powered (no Nitro
powered vehicles allowed).
• There is no weight limit and there is no ride height limit.
• Wheel nuts must not protrude more than beyond the wheel to ensure safety to other participants’ bodies and
equipment.
• No parts of the chassis may protrude beyond the body shell for safety purposes.
• No sharp objects or any other object designed to damage other peoples property may be placed onto the car for
safety purposes.
1.2 - Electronics and Radio
• Competitors are advisable to carry more than 2 crystals at all times.
• No person shall turn on their radios without checking with all other competitors that their frequency is free to use.
Failure to do so may result in major car damage or spectator/competitor injury.
• When competing or practicing you must let all others know that you are on the frequency that is in your transmitter
and receiver.
• Forward only and Forward/Reverse electronic speed controllers can be used.
• Transmitters, receivers, servos and speed controllers must not be faulty.
• The use of capacitors is allowed.
• Inner body electronics, including lighting, must be insulated so that no other person is put in danger when handling
the car.
1.3 - Batteries
• All cell types are free.
• Cell packs must consist of 6 cells only.
• Any brand of cells may be used to power the car.
• Any capacity cells are allowed to be used.
Tires - 1.4
• All competitors must use the control tire:
Yokomo ZERO-ONE 'R' Super Drift Tire, Part number ZR-DR02 Single Wide Drift Ring Version
1.5 - Motors
• Only 15-turns and above are allowed.
• The motors may be ball raced or bushed.
• Any brushes or springs may be used.
• Any make or model of motor.
1.6 - Body shells
• All cars entered must be realistic when initially entering the competition. Further damage during the day’s event
may cause this rule to be broken but this will be taken into account.
• All body shells used must represent 1:1 scale, no fantasy car body shells may be used.
• The body shell must be fastened securely to the chassis at all times when being used.
• Body shells must be in a representable state when entered the competition.
• Also body shells must be painted if they wish to be used.
• There may be electrical lighting attached to body shells to increase aesthetic qualities.
• There may be ‘strut’ type spoiler on a body shell but it must be securely fastened.
• You will be required to place a race number decal on your car’s windscreen, representing your current seeding
number. These stickers will be supplied by the officials at each event. You will be required to collect these at
registration. If you have not participated in an event in this current year, you will be allocated a number before the
event.
1.7 - Entry
• A participant may only enter 1 times during 1 event.
• Competitors must submit entry forms at least 1 week in advance of the event and must include every detail on the
form with the specified entry fee.
• Entries will be accepted at the organizers’ discretion.
more info please surf to www.d1-10rc.com or s15.invisionfree.com/doriya