Apex draw lots

According to unreasonable rules of the game, the information you are looking for is different.

The following is for your reference!

Linear acceleration rule

1, group elimination system, ranking by points (if the points are the same, the fastest lap in the group will be the winner)

2. Listen to the groups of the game. Each game will be divided into two groups according to the number of participants, and each group will play five games. The top four contestants will qualify for the competition.

3. All qualified drivers in the group * * * The remaining eight drivers (that is, qualified drivers) will appear in the final and rank according to points.

4. Integral algorithm: the first 7, the second 5, the third 4, the fourth 3, the fifth 2 and the sixth 1 integral.

5. Grouping method (choose one randomly): 1. Group 2 in the order of registration. Group in odd or even registration order.

Description of the competition process: Registration-Grouping-Grouping-Final (6 drivers)

Cone race

2/ 14 has a cone race in the middle! Do any Taichung riders want to win glory for the central people? !

2004 National Special Rules for Golden Cana Tourism 1. Activity name: 2004 National Games. Event level: events approved by FIA/ASN. 3. Instructor: Sports Committee of the Executive Yuan of the Chinese Olympic Committee. Organizer: China Racing Association. Place and time: February 6, 2004, 438+04. Taichung City-Dome Reservation Plaza 6. Vehicle qualification: 6-0 1: you must have a car or motorcycle for your own use within the validity period issued by the supervision office, and you must be marked with a big name when you leave the car. 6-02: A maximum of 2 drivers per car are allowed to sign up for the race. 6-03: Each station is limited to one group. 7. Racing driver qualification: Must be at least 18 years old, hold a valid automobile or motorcycle driver's license issued by the supervision office, and have a temporary racing license issued by FIA/ASN China Racing Association. 8. Vehicle category: 8-0 1 Automobile Group: Group P: original production vehicles; Group t: modified RV; Group c: coupe; Group s: super-running; Group R: Roadster Each group is arranged by hand (M) or by itself. All the clutches without pedals are classified as self-draining, and the displacement of turbine is calculated as 1.3 times, and that of rotary engine is calculated as 2 times (see attached table for grades and modifications). 8-02 motorcycle set: S set: scooter) M set: motorcycle and bicycle. Each set is further subdivided into different grades according to two-stroke (T) or four-stroke (F) and engine displacement (see attached table for grades and modifications). 9. Tires: No matter cars or locomotives, it is forbidden to use non-grain hot-melt tires. 10. Personal safety equipment: 10-0 1: The car group must have a three-point seat belt or more, and the driver must wear a helmet before leaving the platform. 10-02: Motorcycle drivers must wear safety helmet, leather gloves, motorcycle boots or semi-tubular sports shoes and elbow pads and knee pads. Open-toed shoes and trousers are not allowed. . tw/news/default.asp? Wu = system and software. mtype = 2 & amptmpno=000 1664

Drift race

There are only drivers' cup and team cup in the open competition. Including two races, each race can only accept a maximum of 32 drivers to sign up for the race. The competition includes at least one exercise or at most two exercises, one qualifying round, 1/8 final, 1/4 final, semi-final, third and fourth finals and final. Drivers are only allowed to practice twice at most, at least once in each race (depending on the local race time). All drivers practice in the order stipulated by the arbitration commission. The exercise takes the form of a bicycle, and the two cars start to participate in the exercise every 30 seconds. All 32 drivers are eligible to participate in qualifying, which is conducted in the form of two cars against each other. After the practice, the drivers will draw lots to select the opposing drivers and the starting order of qualifying. The 16 driver who wins the qualifying tournament will draw lots again for the 1/8 final, 1/4 final, semi-final, third or fourth final and even the final. Skilled drivers win qualifiers and follow-up races by scoring points.

Scoring Rules of SRFC Drifting Competition (continuously improved)

Blue eye-catching

Referee scoring standard

A, single drift scoring rules:

1.line

Alleys are the most basic. A good tangent needs to make the front of the car pass through bending center, and make the rear of the car close to the outside line when turning. Consistency, compactness and longer drift distance are the keys to high scores.

2. Angle

Angle is the most critical factor to determine whether you drift well or not. Basically, the more you throw your tail (you can't get out of control), the higher your score. This angle is related to the time the car keeps drifting and the average drifting angle, so you can't get high marks in a short time, even if that angle is exaggerated. A car that can drift out of a large angle without spinning will get a high score.

3. Speed

The speed in drifting competition refers to the speed at the beginning of drifting (the higher the speed means the stronger the control ability is needed) and the speed fluency during continuous drifting, and there is no requirement for the finish time.

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Second, the double drift scoring rules:

First-class mistakes: slipping, serious underspeed, serious overspeed, collision, derailment of more than two wheels, being overtaken.

Second-class errors: derailment of the lower, upper and second wheels, unqualified line, angle and speed, knocking down, flying obstacle.

Class III errors: light collision (including collision with obstacles) and one wheel off track.

(The judgment of mistakes is mainly yes and no, not first and then)

Note: The third-level error is within the allowable range and does not affect the score.

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Scoring standard of preceding vehicle:

First-class error performance is unqualified.

The secondary error performance is qualified.

Excellent performance of three-level mistakes without mistakes.

Scoring reference:

The best way for the preceding car to gain an advantage is to drift at a higher speed, run a better tangent and drift at a larger angle than the following car. If the front car can get rid of the rear car or float a very beautiful action to put pressure on the rear car and cause the rear car to make a mistake (malicious blocking of the rear car is not allowed), then the front car will win.

Malicious blocking refers to deliberately braking hard to interfere with the rear car where there is no need to brake. Violators will get 0 points at a time, and opponents will only be given one more time if they make first-class mistakes in leading the way.

Tip:

The front car can suddenly drift at a large angle and go straight to bending center, showing its super drifting ability. At this time, the rear car will choose to give up the original attack action to avoid hitting the front car. This will make the rear car lose a lot of speed, and it is difficult to completely float out of the whole corner. To make matters worse, it may turn or knock down obstacles. This is the former

A good way for a car to win.

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After-vehicle scoring standard:

First-class mistakes, second-class mistakes, third-class mistakes, no mistakes.

High quality is close to unqualified performance, qualified performance and excellent performance.

Overtaking invalid overtaking invalid perfect performance

Overtaking is effective after successful overtaking, and the performance of the preceding vehicle is unqualified.

The rear car is not performing well.

Overtaking is effective, excellent performance and perfect performance.

Overtaking judgment:

Overtaking occurs when the cab of the rear car is flat with the top of the front car.

Detailed rules:

1. When following the car, there is no special requirement for the line. If the car behind can approach and stay in the best line at the same time, you can get high marks.

2. Allow the rear car to drift at a small angle to keep close to the front car, but if the angle difference with the front car is obvious, it will be unfavorable to the rear car.

3. Due to the differences of different models, the tail flick caused by performance will not affect the score. If the rickshaw can get close to the first few corners, it will be excellent. If it is dumped at the first corner, it will generally even fail (depending on the specific situation). So it is very important to follow the front car in the acceleration section.

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Third, other rules:

1. One round is a tie. Let's do it again until the winner is decided.

2. If the front car is side by side and the high quality is judged to be close, both parties must pay attention to the safe route to avoid collision, and the rear car and the front car are not allowed to be busy (they will be punished according to the accident responsibility after collision).

3. A driver who makes a first-class mistake will no longer get points after he makes a mistake (but he still needs to try his best to run to the finish line), and the other side must continue to finish the race. No points will be deducted for the mistakes caused by the mistakes of the preceding vehicle.

4. If the preceding car starts too fast, the following car can't keep up with it, or speeds up overtaking on the straight road, the referee has the right to ask for a new start and give a verbal warning. If you commit another crime, you will be sentenced directly.

5. In case of serious lag or collision caused by lag, the referee has the right to ask for a fresh start. If there is still lag, the lagging party will be judged as negative.