Driving License

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[edit] Driving License Index (AKA "DLi")

[edit] Definition

When registering in the rLeague community, the profile given to newbie driver will be supplied with a specific number value, called "Driving License Index" (DLi), equal to "0".

This driving license is the numeric rapresentation of each driver's fair play. The higher values indicate higher levels of fair play and reliability; on the contrary, lower values correspond to lower levels of fair play and reliability.

This index changes according to a calculation algorithm which will be recalled later at any official game, so that it will be possible to consider a sery of factors, such as the number of accident provided during the game, their seriousness, the number of drivers on the track, the number of performed flats, etc.

[edit] The importance of the DLi

The value, and consequent DLIs Rank position of Driving License, is basic for all the rLeague registered Drivers.

This because a good DLi value allows the driver to enter the head League Races groups: this give the possibility to gain a bigger "booty" of potential results points and, consequently, a greater possibility to obtain better results in the final classification.

A very good driver, who offers very good driving performances, will obtain a few results in terms of Final Rank position, for each League subscribed, if he cannot assure him/herself and the community good performances in terms of fair play and attention compared with other drivers in the rank.

On the contrary, an extremely correct driver will anyway have the possibility
Being accidents cause could cost you lot of DLIs global rank positions. (Image courtesy of rfactorcentral.com)
Being accidents cause could cost you lot of DLIs global rank positions. (Image courtesy of rfactorcentral.com)
to reach very good results in terms of Ranking Points
, because he will be convocated by the system in the "better" League Races groups. It will depend on him to obtain very good results in the game.

It’s important to notice that the Driving License Index concerns all the League: the Drivers registered at the same time at more than one contemporaneous League will see their own DLI changing anyway after the participation at each League Race, independently from the League to which he/she is subscribed. But this will influence all the Leagues to which he/she is registered (and to which he will subscribe in the future).

For example, if you’ll subscribe a "League A" and you’ll obtain a Malus of -25 points and the next game is reserved to the "League B" (to which you are subscribed at the same time you are in the "League A"), the Malus obtained could cause the relegation in a lower group of the "League B" League Race; so, the League Race of the "League B" could offer less possibilities for gaining points for his own "League B" Rank.

Consequently, each driver, above all the rookies, will have as initial aim to learn to stay in the rank and be capable to deserve confidence from the rest of the community, before reaching any results in terms of final game position.

Remember: you cannot win the race at the first curve.

[edit] Bonus/Malus System

The fair play behaviour respectable of the other drivers will be awarded with positive values (Bonus), while non fair play behaviours or simply the incapably of avoiding accident which can damage others’ race will be penalized with negative values (Malus).

[edit] Bonus/Malus calculation algorithm

The rLeague DLIs B/M calculation algorithm uses the following variables for the Bonus/Malus calculation:

  • number of drivers at "Race" session start;
  • number of expected laps for the race;
  • number of laps made by the driver;
  • total (sum) of the severities of all the valid accidents caused by the driver;
  • severity value of the worst valid accident caused by the driver;
  • MOD difficulty index.

The MOD difficulty index is a whole positive number value (available for each MOD on MOD detail page). This value influences the algorithm in such a way to sanction in a heavy way the accident, even the smallest ones, where the MOD category can highly suffer for its contact damages (see, for example, the categories "F1-like or Open-Wheels") and, in a shorter way, the contacts (above all the least violent ones) in those MOD categories where the smallest contact, above all in the curves, are very usual (see "VW LUPO-like" categories). For SPECIAL EVENT Races, "MOD difficulty index" is raised of 25% of his "normal" value.

You can obtain the highest Bonus from a game not causing any accidents, even a small one, and finishing all the laps expected for the game.

For the malus one, on the contrary, theorically there are not any negative limit because the sum of all the accident severities of a particular driver could theorically be infinite.

An example about this algorithm can be found HERE.

[edit] Acquisition of elements about the accidents

At the end of each League Race, the rLeague Engine provides an automathical acquisition of the results of the four session expected for the League Race and also provides to acquire the elements about the "Race" session accidents (the accidents happened during the "Practice", "Qualify" and "Warmup" sessions are not considered).

The contact among drivers during the game are usually registered by the Racing Servers just like the following example:

<Incident et="286.1">Clark Jefferson(2)reported contact (0,55) with another vehicle Clint Cypher (10)</Incident>


The accident element above mentioned supply the following information:

  1. it took place during the game at the moment "86.1 sec.";
  2. the driver who caused the contact is Clark Jefferson;
  3. the struck driver is Clint Cyper;
  4. the accident severity is "0.55".

The rFactor Driving Simulator establishes the accidents seriously according the the violence of the impacts and to the damages suffered by the drivers and it registers them on the game log with a decimal value wich goes from a 0.01 range (minimum contact) to a 1.00 (maximum contact).

[edit] "Accidents Validity"

An accident is considered "valid" (and so it will be considered on bonus/malus calculation) when it has the following requirements:

  • it happened before all the non retired drivers have crossed the finish line;
  • it's not considered valid an accident occurred in 30 seconds from the starting signal with a severity lower than 0.2.

If XML reports, for a drivers, more incidents in the same time instant, rLeague Alghoritm will take only the highest severity one (the worst one).

[edit] Unauthorized Chats

It's prohibited to chat during "Qualify" and "Race" sessions of League Races. During those sessions it is not possible to chat publicly, unless you use the following pre-fixed phrases:

  • Slowing to pit
  • Leaving pits
  • Pass >LEFT< next corner
  • Pass >RIGHT< next corner
  • Good luck, guys!
  • Be careful at the first corner
  • I've got problems on restart.

The previous sentences will be considered "not authorized chat" if they are not mentioned as exactly as they are quoted here. Each single not authorized chat will cause a -5 points malus.

[edit] Malus for non fair play behaviours

Director Race can impose, even later the publication of the B/M DLIs results, arbitrary malus values on the drivers who will be guilty of non fair play behaviours, testified by visual replays of the [racing servers].

[edit] "Rebound Rule"

In case a pilot will reach the 1000 DLi points share, "Rebound roule" will be applied. In fact, when 1000 pts. share will be exceeded, the difference points over will be took away.

Help us with an example.

  DLi points before a race: 960
  After a race, the pilot reaches 75 DLi points
  1960 + 75 = 1035

Is 1035 > 1000? Yes, becouse 1035 - 1000= 35 (it's > 0). In consequence of "Rebound rule", 35 points will be took away.

  So:
  1000 - 35 = 965 (New DLi score)

[edit] See also


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