1959 Season Rules

## **Summary**

Each “race weekend” will consist of a single qualifying session and the race. For each qualifying lap you will input a set of instructions about how to take each corner (what gear, how late to brake, what risk to use), on your own personal Google Doc spreadsheet, meaning you can do your qualifying laps whenever you like!

You will then get feedback on your own spreadsheet for each lap – please note; going too fast will cause you to damage your car, so you may want to start slower and then build up your pace! You can of course change your approach lap by lap to improve your time, but you must run 1 lap at a time. Qualifying is run as one continuous session, so you will simply have a car with enough fuel to do the entire session – as a result you won’t ever alter your fuel amount in qualifying, though you may pit to repair damage to the car.

Once qualifying is wrapped up the grid will be determined, and you can input your instructions for the race itself (note – you do not need to wait until qualifying is finished to input these). Again, these will be in the form of braking distance, gear selection, risk levels etc done on a separate tab of your own Google Doc spreadsheet.

You will also pre-determine your pit strategy, but should your car become damaged during the race this may be fatal and lead to a retirement, so it is good to push the limits of your setup but not to exceed them. Finally - given the limited amount of mechanics, if two (or more) cars from the same team pit on the same lap they will be queued behind each other and lose a realistic amount of time, so make sure you coordinate your strategies!

## **The Instructions**

For each corner you need to submit a gear from the pre-allocated range your car has, and a braking point that should be from 0m up to around 250m or so. The more you push in a lap the better the chance of a good lap time, but equally the more chance of you making a mistake and costing you valuable time to fix your car.

***Qualifying***

Here is an example of how your spreadsheet will look:

There is also a **Feedback Tab** that shows you how well you are performing vs the optimal gears & braking choices, as can be seen here:

Please note that further instructions are included on the sheet itself, plus of course your team-mates and I will be able to help you with anything that isn’t immediately apparent.

***Race***

There is a Race Setup tab on your sheet that you simply need to fill in to confirm your race setup & strategy.

The race is simulated by JB from that point onwards.

***Weather Changes***

Team Principals will know both the predicted Qualifying and Race weather at the start of the session. It is advisable to input a wet setup on your Race Setup tab in order to avoid crashing out if the weather does become wet. If it does become wet then this is made as realistic as possible (i.e. doesn't become 100% wet or 100% dry within the space of a lap), while your driver will always choose whatever option costs the least time in terms of waiting for a scheduled stop to pit or coming in for a brand new stop. It is not possible to change your standard strategy in the middle of a race.

***Collisions***

There is the possibility of collisions within the race – this will be worked out by looking at any blocking situation. If the two cars in a blocking situation have a combined risk level of 6 or above then there is a chance a collision may occur – this will be worked out by adding the combined risk level to a dice roll (generated by the RANDBETWEEN function in Excel) and if the total is 12 or higher this will cause a collision between the two cars.

e.g. If 1 driver has Risk L5 and another has Risk L1, the combined total is 6. That means only a roll of 6 can cause a collision. If, however, both drivers have Risk L5 then any roll other than a 1 will cause a collision.

***Damage from Collisions***

In a collision the amount of damage caused to your car will be determined by your risk level – if you used risk level 5 this will add 5 seconds per lap to your damage, if you used risk level 1 this will add 1 second per lap to your damage. This damage will continue until your next scheduled pit-stop, where you will sit in your pit-box for the same number of seconds extra to repair the damage. Emerging from the pits your car will be fully repaired again!

Please note - from this season onwards car reliability may reduce (or possibly increase!) the damage caused to your car.

***Interactive Race Element***

* 1.1) Any player can get involved in an interactive session
* 1.2) To avoid disadvantaging those not online, interactive sessions will only be deemed valid when more than a 12-hour break between laps happens (more on that later…)
* 1.3) An interactive session will see two players engage in a simple turn by turn interaction with one another. If a player is not near another driver then joining the interactive session will be based on improving their lap-time for the next simulated lap.
* 1.4) Thus, there will be 3 options for driver commands you can select:

a) ATTACK

b) DEFEND (only posted after an ATTACK)

c) PERFECT LAP

* 1.5) No editing of posts is allowed – any post editing within an Interactive Session will be subject to a 5 second time penalty and their edited post will be completely disregarded
* 1.6) No discussion on the thread of when you are planning on running a PERFECT LAP attempt is allowed - what you do by PM is up to you though!

Here is how the ATTACK and DEFEND moves will work:

* 2.1) If Player #1 opts for e.g. ATTACK and is within a second of the car in front, he will overtake them (moving 1 second minus the original gap ahead). This is assuming Player #2 posts nothing.
* 2.2) If Player #2 posts DEFEND after an ATTACK but before the next race laps are simulated, they will prevent the overtaking move happening – but each blocked attack will cost both drivers the overtaking value for that track (e.g. if you have to be 0.5 seconds quicker to overtake on a track, then it will cost both drivers 0.5 seconds for every blocked attack)
* 2.3) Player #1 is allowed to re-post ATTACK instructions up to 3 times (after a successful defence has happened), but this will cause up to three time penalties!
* 2.4) Given that this process could in theory cause a significant time addition, any driver that starts the interactive session more than 1 second behind another driver is allowed to get involved in the scrap once they are within 1 second having taken time penalties into account (yes, this does mean you will need to work it out yourselves as the session goes on)
* 2.5) It is not possible to pass more than one driver in each interactive session
* 2.6) It is possible that you may find yourself attacking and defending at the same time, which is allowed. This can be done in the same post.
* 2.7) Any driver posting an ATTACK without being within a second of the driver ahead will automatically lose the overtaking value for that track from their time
* 2.8) If you overtake a car using the ATTACK move, and the calculation would put you ahead of another car, you will instead sit the overtaking value behind the car ahead. This may cause a concertina effect of cars being pushed back by the overtaking value each time to accommodate this.

Presuming the interactive session lasts longer than 12 hours…

* 2.9) There is no detriment (or point!) to a player posting DEFEND without being attacked
* 2.10) Any driver not posting an overtaking move (who would otherwise have passed a battling couple ahead) will simply be held up by those ahead battling and will be positioned behind the last driver in the battle (the gap will be the overtaking value)

Here is how PERFECT LAP works:

* 3.1) You can opt for this at any time by posting the words ‘PERFECT LAP’ on the hour exactly – e.g. at 03:00:00 or 17:00:00. If you manage this exactly you will be given your fastest lap time of the race for the next lap. If the next lap was your fastest lap time of the race, then you will get a 1 second bonus!
* 3.2) For every second away from the ‘XX:00:00’ time your post is on, you will lose 1 tenth of a second from your best lap time.
* 3.3) If more than one person posts PERFECT LAP at around the same hour mark, they will instead receive their worst lap-time of the race (minus 1 tenth for every second away from the hour mark they were), which wasn’t on Lap 1 and didn’t involve a weather change, damage or a pit-stop.
* 3.4) No PERFECT LAP posts outside of a minute either way of the ‘XX:00:00’ time will be recognised.
* 3.5) Please note that for any change in weather ‘best’ and ‘worst’ lap-times will be taken only from laps when the driver had on the correct tyres in the same conditions.
* 3.6) If you post PERFECT LAP and you are within 1 second of another player ahead (on track) this will hold up your lap and you will a) not be able to pass them, so remain the overtaking value behind and b) there will be a collision calculation with 1 point more per driver added on.
* 3.7) The results of PERFECT LAP attempts will be added to time after all ATTACK/DEFEND moves are taken into account – so you don’t need to know how this affected your time to work out whether you are within 1 second of the car ahead or not
* 3.8) This does mean that you will need to work out time penalties for the cars ahead before trying a PERFECT LAP attempt!
* 3.9) You may only attempt one recognised time per interactive session (for "recognised" see point 3.4) - any extra attempts will result in your worst timed post being chosen, with a penalty of 1 tenth per additional post made.

Ready for the twist…? If the gap between me starting and ending an interactive session is **LESS THAN 12 HOURS** then the following will happen:

* 4.1) Any ATTACK moves that have not been defended will cost the attacking player the overtaking value for that track on their time (as they will have been deemed to have timed their braking for the next corner poorly), which in theory could cost them a position to the driver behind!
* 4.2) Same applies for any DEFEND moves that have not been attacked (the defending player will have been deemed to have focused too much on the car behind and not on the corner ahead), which will cost the driver 1 second minus the original gap
* 4.3) Any ATTACK moves that have been successfully defended will be susceptible to a collision calculation that will add 1 point per driver to the overall risk level they are using, as well as the usual time penalties for their battle
* 4.4) Any PERFECT LAP moves that were done solo (i.e. without another individual trying at around the same hour mark) will be awarded their Worst Lap Time. Same rules around no damage, weather change or pit-stop lap-times apply.
* 4.5) Any PERFECT LAP moves that had cross-over between two people will still have their worst lap-time, but will also be subject to a collision calculation (rationale will be e.g. an oil spill on track that only affected those particular cars) with the risk level additions included

* 5.1) To make it clear that an Interactive session is happening I will post **START INTERACTIVE SESSION** at the end of any relevant update posts. If I don’t post this then you can expect the next race laps to happen very shortly afterwards and thus any driver command posts will be ignored.
* 5.2) I will also post **END INTERACTIVE SESSION** when I am ready to calculate the next laps.

## **Team Principals**

These people are responsible for the running of the 10 F1R teams for 1959. Those Team Principals from last season who completed their Objectives were offered new Contracts, meanwhile those who failed to complete their objectives were replaced by those at the top of the 1958 Drivers’ standings who wanted to manage a team this season. This season every one of them has an objective to try to achieve, which will determine if they carry on in that Team Principal role. In order to be a Team Principal in future, you simply need to finish as high up as possible in the Drivers Standings to be offered the chance to take over a team.

Team Principals for 1959 are as follows:

* Aston Martin – Josh Anderson
* BRM – Janne Väänänen
* Connaught – Mark Witney
* Cooper – Kyle Morris
* Ferrari – Tim Wagner
* JBW – Eduardo Fernandes
* Lotus – Tom Byrne
* Maserati – John Ibbotson
* Porsche – Wopke Hoekstra
* Vanwall – Mike Baston

More information on the ins and outs of their roles/responsibilities can be found in their own separate thread here:

Team Principals

## **Current Line-Ups**

30 seats immediately available in F1 Revisited this season with another 26 on stand-by! That means initially there are only 3 seats per team available!!!

## **The Driver Allocation**

Drivers who competed last season will be allocated to the same people as before, as long as either a) the driver or b) the person did not retire before the ’59 season. These drivers are fixed and cannot be changed until the driver actually retires from Formula 1. The only exception is the winning driver from the previous season, who will always return to defend their title.

Initial driver confirmations have already been completed by PM. Now ALL DRIVERS in the game will agree their salaries with the Team Principal (these are real GPRO players as per the above list), and both should send me a copy of the contract filled in identically:

* Driver Name –
* Team Name –
* Contract Length – X years
* Signing Bonus – £X
* Salary – £X
* Contribution (the amount the driver is going to give towards the team’s development) – £X

Previous drivers still in use are shown here:

If you are new to the game you will need to select a new driver from the list of available drivers below (note, the Indy 500 representatives are not permitted):

You will represent the same driver in the following years and cannot ditch him until he retires, so if you have your eye on someone who started racing in 1960 it is advisable to choose a driver who did not compete in that season – though winning the whole thing would of course prevent you from using said 1960 driver.

Drivers have been allocated in order of championship position last season, and now on a 1st come 1st served basis to new players once joining starts. There is no competitive advantage to be gained between drivers, aside from the driver multiplier.

## **The Teams**

As in real F1 the chassis you have under you is crucial and the actual performance of each will vary, though only in as much as the top speed and gears available initially (overall the field will be quite evenly matched - as this effect has been muted even more from last season). That said, money for manufacturer upgrades will become available based on how accurately your car is setup and how your team performs in the race, so even the worst car on the grid can achieve performance upgrades if the players do well.

You cannot change teams during a season, though you are not tied in to the same team for future seasons…also a winning constructor will be permitted to stay on if it did not compete in the next season. Team choices will be down to the team principals to agree with the drivers; each team has the same multiplier limit so some of the top teams may take a punt on a brand-new driver (this is to try and ensure even competition).

A total of 56 drivers can compete in this 10th season, although initially only 30 will be offered contracts.

## **Money**

Here is the current financial situation for the drivers:

https://docs.google.com/spreadsheets/d/1SDwQZ0\_Z3nOhGZao5qbvIzrw3Af5HMFCmNaCLcoQJCY/edit#gid=30

Please note – you can only spend money if you are in positive balance. You can still go into negative money with a single purchase but won’t be able to buy anything else until you’re back in the black.

There are several things that money can be used to purchase, as follows:

***Multiplier Boosts***

Every driver has a multiplier figure, which is based on their experience in F1R. However you can boost this figure in the short-term by purchasing some of the following improvements:

***Homes***

You can live anywhere in the world that you want to …if you can afford it. To buy a house in a country other than that of your birth will cost a premium, but will allow you to test on that track between races so when the Grand Prix circus finally shows up to town you will be quicker at that track. Simply send a PM with the words “Quote on a house in COUNTRY NAME(S)” and I will respond with the relevant prices to do so. You may have more than 1 house, but this will dilute your multiplier by the amount of houses you own.

***Citizenship***

A long and drawn out 5 year process, but you can change the country you represent by living there for 5 years in a row…this will allow drivers who may not have a home GP the chance to get the small speed boost that your favourite track affords you. After securing a house in a country, simply send a PM with the words “Apply for Citizenship” and your application will begin the long process of being put through. Dual citizenship is a possibility too.

## **1959 Financial Rewards**

Money is given for the following achievements:

**Championship & Setup Rankings:**

* 1st place – £3,000
* 2nd place – £2,500
* 3rd place – £2,000
* 4th place – £1,750
* 5th place – £1,500
* 6th place – £1,250
* 7th place – £1,000
* 8th place – £750
* 9th place – £625
* 10th place – £500
* 11th place – £450
* 12th place – £400
* 13th place - £350
* 14th place - £300
* 15th place - £250
* And so on until…
* 20th place – £25

**Race:**

* 1st place – £250
* 2nd place – £100
* 3rd place – £75

**Setup (each race):**

* 1st place – £500
* 2nd place – £450
* 3rd place – £400
* 4th place – £350
* 5th place – £300
* 6th place – £250
* 7th place – £200
* 8th place – £150
* 9th place – £100
* 10th place – £50

**Incidentals:**

* Pole Position – £100
* Fastest Lap – £100
* Per point (inc. dropped scores & FL) – £20 \* NOT given to Podium finishers any more

**End of Season**

* Top performer in the team - £1,000 \* NOT given to overall Champion any more
* Best improvement in a race - £500
* Most race finishes in a season - £500 \* NOT given Top 5 in Championship any more
* Per objective achieved over the season - £500 \* NOT given Top 5 in Championship any more

Please note that you will be taxed 20% for every £1 you finish the season over the £10,000 mark.

**1958 Earnings:**

https://docs.google.com/spreadsheets/d/1LGI\_dFWpYhj43VCQE6kiOIZwPwDSioNJmsYzLZGUPTE/edit#gid=30

For next season if you lost your driver you will still carry the same financial clout with the new driver, likewise if a new player takes over a previous driver they will take over any finances associated with them.

Also, driver multiplier does NOT go with you to a new driver - so if you are taking on a new driver they will start with a multiplier value of just 1.00.

## **New Season Changes**

Some things to look out for:

1. There is now an Interactive element of the race that can help you improve your performance during the race
2. Penalty for carrying fuel has increased during the race, which means multiple strategic options are now available
3. A 3rd level of objectives is now in place (with a multiplier boost of 0.2) for those outside the Top 3 teams in a race
4. Crew members are now entities that negotiate contracts and can end up switching teams (even mid-season!)
5. You are now able to ‘Let Higher-Ranked Team-Mates by’ when inputting your race setups
6. There is now an ‘Incredible’ option in feedback, so you can see when you are getting really close to taking a corner well
7. Reliability is now more of a factor in the race, which is based on your risks and how much the cars are pushing their parts
8. Only 30 cars will be on the grid as a maximum, which means it is possible to fail to qualify
9. Higher risks now mean a much higher pace for your car - but that will increase the chance of an issue with your reliability
10. Defending from another driver will now cost you time (50% of the track's overtaking value)
11. Letting team-mates past will also cost you some time (25% of the track's overtaking value)
12. Race weather forecast now revealed to Team Principals at the start of qualifying

PLEASE NOTE – Though all efforts have been made to make this historically accurate there is likely to be some departure, if I have made any errors regarding (for example) the gear a corner is to be taken at I can only apologise. I do welcome feedback to improve the game moving forwards.