GENERAL RULES OF RACING - "OUT OF THE BOX"
The rules below have been designed to create the minimum of
ambiguity regarding permitted modifications from the car's original
configuration. This means we have virtually no need for pre-race
scrutineering unless someone brings along something very unusual.
Cars
All cars must be in their original "out of the box" configuration,
with original magnets where applicable, of any 1/32 scale brand
that runs on Scalextric Sport track. No "performance" motors,
super neodymium magnets, altered gearing, extra bodywork, weights
etc. But braid replacement (any available and suitable braid
is allowed), and general lubrication is fine.
Like-for-like replacement of knackered motors etc. is permitted,
but check with the Garagemaster if in doubt. Use of a bit of
coloured sticky tape or your own decals to identify similar cars
is also OK. In the unlikely event of your brand of car's guide
blade being too deep for Scalextric Sport track, a shallower
replacement can be fitted - but otherwise you must use the same
brand of guide blade as the car.
The only internal modification
permitted is the installation of an SSD digital chip in a car
that was previously analogue, properly done in accordance with
the chip fitting instructions (i.e. not taped to the bonnet
or trailing along behind!). This is so that our digital racers
can race their cars without having to un-chip them. SSD-chipped
cars (including Digital Plug Cars) can be used in analogue classes,
with the digital plug in or out for analogue, as best suits
your driving style. However our experience shows that up against
a field of analogue cars on an analogue track, a digital car
will usually be a few tenths off the pace.
Tyres
Replacement Ortmann tyres
are allowed for the "classic" non-magnet classes, otherwise
tyres must be from standard stock of
the manufacturer of your
car,
and appropriate to the vehicle wearing them. In many cases a
"ribbed" tyre will not be as fast as a slick tyre without grooves.
Some Ortmann tyres may need to have manufacturing irregularities
trimmed off them. Sanding and truing of tyres is fine and a tyre-buffer
is provided for this purpose. Silicon tyres are not permitted
as over time they can make the track too slippery, and tyres
must not leave residue on track for the same reason. As with
guide blades, you can't mix and match tyres across car makes,
so you can't put Scalextric tyres on a Slot-It car for example,
to make it handle better on Scalextric Sport track. This does
therefore mean that the performance of your car's manufacturer's
tyres will, to a large extent, determine whether your car will
be competitive.
Controllers
To keep it fair to everyone and prevent delays caused by controller-swapping,
racers must use the standard Scalextric hand controllers provided
at the circuit rather than bring their own. No Parmas. You can
request a controller be replaced during the brief warm up before
each race, if it doesn't seem to be working for your car/lane
combination. If a controller fails during racing it will be replaced
at the start of the next race.
Car maintenance
Racers are asked to check their cars for obvious problems before
leaving home and certainly before racing begins. Worth bringing
a screwdriver and any other tools or parts you think you
might need for your cars. A soldering iron is available for digital
races to fix any broken internal wires resulting from racing
accidents. All wings etc. that should be on the car must be attached
at the start of the race. Once the race is ready to start, a
two-minute warning can be applied to anyone still doing running
repairs, after which time the race can start without them. Again
this is to ensure we get the most racing in to the time available.
If your car breaks down during a race it must retire from that
race, but a replacement car can be fielded for any following
races in the same class. There is usually time for a short break
between classes and a longer refreshment break at half time during
which there will be more opportunity to fix cars.
Class organisation and running order
Classes are run in such a way that everyone marshals at least once,
and in the case of analogue races, everyone races on every lane
at least once during the class. A draw is made for initial
lane order for each class.
Lanes and marshals are rotated for each race in a class.
Marshalling
The two marshalling options are either:
- "Crash and burn" (i.e.
no marshalling) - if and only when we don’t have
marshals
to cover the circuit. The slightest de-slot and you are out
of the race.
But usually the rule is:
- "4
Wheels On Track". Your car can perform
any stunts or rolls provided it lands with 4 wheels on
the circuit (including the track border and run-off areas).
NOT 2 wheels. NOT 1 wheel over a barrier. NOT turned turtle
on its back. Crossing the barriers is also not allowed.
Offending cars are to be removed and ZERO points from the
race will be awarded, as the car will not have received
the chequered flag. Even if the accident was someone else's
fault!
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Mini Mayhem
under way! |
Marshalling - general
Those not participating
in a race will be marshalling and need to stay alert to what
is happening on track, in order to get to the scene of any accidents
quickly. Lanes are colour coded for easy re-slotting,
and the driver must advise the marshal which slot to use. Pieces
that fall off cars during the race should be cleared from the
track and placed in the "bit
tin" provided
for that purpose.
Periodically we also do separate special
events such as Tactical Challenges or Endurance Events, outside
of the regular championship, with rules separately agreed and
published in our web forum.
Race running
Races
are normally run over 20 laps with the exception of non-magnet
classes and "brown magnets" which
are 15 laps, unless we have a time restraint which may mean races
are shortened. All done with a computerised start and optical
timing system. There is a 10 second penalty for a false
start before your times begin to be recorded.
If there is a track fault and someone is left at
the start, a restart will be arranged. If a track fault develops
during racing, racing will continue as best as possible, working
around the problem and/or everyone having a chance to suffer
the effects of the problem, whatever it is. We do not operate
any kind of "track call" system - if there is a car
across your lane and the marshal has not yet cleared it when
you arrive on the scene, you must either wait or try and carefully
nudge or squeeze by.
Etiquette
Respect to other members and to the property of the host. No
deliberate crashing into other competitors' cars. No shouting at
marshals. No swearing. Honesty and fair play is expected from
all participants.
POINTS SYSTEM
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DTMs
on the grid |
Race Points will be awarded
in the following way:
- 6 pts for a win,
4pts for a 2nd, 2pts for a 3rd, 1pt for a 4th, zero
pts
for non-finishers (even if they completed more laps than someone
who did finish). To
finish the race you must still be on track and must complete
the lap you are on when the winner crosses the line (as they
do at Le Mans), to receive the chequered flag on screen. Even
if you only do 1 lap. If you crash out - even if it's inches
from the finish - and even if it wasn't your fault - you do
not receive the chequered flag and you score ZERO race points.
When all the races
from a class are completed all Race points will
be totalled up and Class Points awarded
as follows:
- 4 Class Points for
the racer with the most Race Points in
the class
- 3 Class Points for
the racer with the 2nd most Race Points in
the class
- 2 Class Points for
the racer with the 3rd most Race Points in
the class
- 1 Class Point for
the racer with the 4th most Race Points in
the class
Points for tied positions will be combined and then split between racers
so that each class will always have 10 Class points up for grabs - plus, the lapcounter program keeps
a record of all hot laps during racing so an additional 11th Class Point will
also be awarded for the fastest lap in each class raced.
The Meeting
Winner will be the person who at the end of the
event has amassed the most Class
Points, gained from
race results and fastest laps. This person gets 4 Championship
points. Second in the meeting gets 3 Championship
points, third 2 and 4th 1. The Championship
re-starts twice a year. Class
Points scored by each driver
are added to, the next time that class is run within the
same Championship. At the
end of the championship there is a trophy for the overall
Championship Winner and
website acknowledgement of those who got the highest Class
Points totals in each of the classes (the Class
Masters).
So though people joining the club mid-championship may
not have much chance of winning the overall championship,
they could still achieve some Class Masterships and Meeting
Wins.
Clerk of the Course
The host for a meeting is also Clerk of the Course, whose
decision, should there be any doubt about the rules, is pretty
damn final.
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