ANZCRL's 8th edition of the Bathurst 1000 and after last years shortened version to 500km, we are delighted to resume the race back to its beloved 1000kms.
The race will see drivers paired up together per car entry to see if they can etch their names into the ANZCRL history of the mountain classic. There will be 4 sessions so you must use a co-driver during the race for at least one session, using the same race car livery for both nominated drivers in your sign up. Changes to your team can be made up until Thursday 12th October.
Schedule (all times AEDT, NSW/VIC time) Saturday 14th October 9:50am Lobby open - 10 minutes 10:00am Practice 1 - 60 minutes 11:10am Break - 110 minutes 12:50pm Lobby open - 10 minutes 1:00pm Practice 2 - 60 minutes 2:05pm Qualifying - 45 minutes (fastest 10 cars carry into the afternoon top 10 shootout) 3:00pm Break - 60 minutes 3:50pm Lobby open - 10 minutes 4:00pm Practice - 10 minutes 4:15pm Top 10 Shootout - 45 minutes 5:00pm Finish
Sunday 15th October 9:50am 1st Race session lobby open - 10 minutes 10:00am 1st Race session practice - 10 minutes 10:15pm 1st Race organised qualifying to set the grid - 10 minutes. 10:30am 1st Race session - 40 laps 12:00pm Break - 30 minutes 12:30pm 2nd Race session lobby open - 10 minutes 12:40pm 2nd Race session practice - 10 minutes 12:55pm 2nd Race session - 40 laps (Standing start for 1st lap formation lap into finishing results from session 1) 2:35pm Break - 30 minutes 3:05pm 3rd Race session lobby open - 10 minutes 3:15pm 3rd Race session practice - 10 minutes 3:30pm 3rd Race session - 40 laps (Standing start for 1st lap formation lap into finishing results from session 2) 5:00pm Break - 30 minutes 5:30pm Final race session lobby open - 10 minutes 5:40pm Final race session practice - 10 minutes 5:55pm Final race session - 41 laps (Standing start for 1st lap formation lap into finishing results from session 3) 7:30pm finish.
Weather/time settings * Denotes track preset condition In-game date - 14/10/2023 Practice session 1 - In-game start time 10:00; Clear (1 slot, real time *Green track) Practice session 2 - In-game start time 13:00; Medium cloud/light cloud (2 slots, real time *Medium rubber) Qualifying - In-game start time 14:00; Light cloud (1 slot, real time *Default progressing) Top 10 Shootout practice - In-game start time 15:00Heavy cloud (1 slot, real time *Medium rubber) Top 10 Shootout - In-game start time 16:00Heavy cloud (1 slot, real time *Default progressing)
In-game date - 15/10/2023 Race session 1 - In-game race start time 10:00; Overcast (1 slot, real time *Medium rubber) Race session 2 - In-game time 12:00; Overcast/overcast/medium cloud (3 slots, real time *Heavy rubber) Race session 3 - In-game time 14:00; Medium cloud/clear (2 slots, real time *Heavy rubber) Race session 4 - In-game time 16:00; Clear/heavy cloud (2 slots, real time *Heavy rubber)
It is expected that all drivers try and complete the race session without quitting out of the race. If for some reason that this is not possible, ANZCRL ask that you return to pits and stay there until the end of the session, as experience has shown that when a driver quits out of the race lobby there is a strong possibility that they may unwittingly take another driver out with them.
Race position at the end of each session will determine starting position for the next session. All cars that fall a lap down or more after the previous session will get 1 lap back. Cars that will still be a lap down or more will need to wait on the grass area left of pit exit until the number of laps down from previous session is reached (NOTE: no driver will have to wait more than 5 laps down in total) and then you can drive off carefully joining the race up mountain straight once the leader has passed you. If the leading pack is following close to one another it is the driver re-joining the race responsibility to join the track without effecting the leaders, so it's suggested to use your look behind button and join the race after the battle pack has passed.
NOTE: Standing start for all race sessions, but for sessions 2,3 & 4 the standing start is only for the organisation of a formation lap into a single file restart from results of the previous race session. Think of this as a safety car intervention.
SESSIONS 2 to 4 RESTART PROCEDURE
Sessions 2, 3 & 4 will all start as a random standing start grid. At the green light all cars on the lead lap will head off for 1 formation lap to get into race restart order from the previous race results.
Cars that are laps down will move off the grid and line up on the grass left of pit exit along mountain straight in order with the leading car being the car least laps down from race leader.
Once the lead cars are in single file formation, the leader has control of the race once exiting the chase and can restart the race anywhere from the chase exit to the starting line. NOTE: There is to be no overtaking until passing the start finish line, overlapping is allowed after the final corner only.
Lapped cars are to wait until the leaders have passed and put the car down the recorded amount of laps down (example: cars that are only 1 lap down only have to wait on the pit exit grass area during the formation lap and can then restart on the actual race restart as soon as leaders have put them the lap down, but must wait until it's safe to rejoin up mountain straight so this may mean waiting for the full field to pass. It is up to the car rejoining not to interfere with the restarting pack remembering tyres will be far from operating temperatures).
Practice Sessions Both practice sessions are optional and open to both team drivers (they must use the same livery as entered to this event). A Second lobby will be made if more then 32 drivers are present.
Qualifying All entries must try and make qualifying and is open to both team drivers if they wish to both set a time with the fastest time taken from the fastest team driver. A second lobby will be open if required. Teams not setting a qualifying lap will be placed rear of the grid based on the championship position of the highest placed team driver.
Top 10 Shootout The fastest 10 teams from qualifying will move into the shootout, with only one driver of each team to be in the lobby to compete in the shootout. The first car out on track will be the tenth placed car from qualifying (working down to the fastest), and they are to leave pit lane as soon as the qualifying session starts after they have loaded up their setup for an out lap and then the timed shootout lap, returning to the pits after the completion of the shootout lap by preferably a quick return to pits or by going around again making sure you don't impede the next driver before re-entering the pits. All drivers are to stay in the lobby until the completion of the top 10 shootout. The next driver is to leave the pits for their out lap after the previous driver has started their shootout lap and going up mountain straight. They must be moving out of their pit bay before the shootout car enters turn 2 after mountain straight. Strictly no talking in voice chat during the shootout unless admin has asked a question or instructed a driver to do something, then that driver can respond if needed.
Lobby failure In case of a lobby failure during a race the following will apply:-
If 70% race session distance (28 laps) has been completed after a lobby failure or mass driver disconnect of 3 or more drivers within 10 seconds of one another the race session will be declared completed with the race positions being recorded from the previous lap before the disconnect.
If 50% to 70% race session distance (20 -28 laps) has been completed after a lobby failure or mass driver disconnect of 3 or more drivers within 10 seconds of one another the race will be deemed red flagged with the positions being recorded from the previous lap before the disconnect and a new lobby will be restarted with a random grid, standing start manual formation lap into red flag grid order for a single file restart 30% race session distance (13 laps). Cars that were previously a lap or more down will not complete the formation lap, but instead move off the grid and hold on the grass left hand side after pit exit and restart their race once they fall the require laps down from the red flag session.
If 30% to 50% race session distance (12 -20 laps) has been completed after a lobby failure or mass driver disconnect of 3 or more drivers within 10 seconds of one another the race will be deemed red flagged with the positions being recorded from the previous lap before the disconnect and a new lobby will be restarted with a random grid, standing start manual formation lap into red flag grid order for a single file restart 50% race session distance (21 laps). Cars that were previously a lap or more down will not complete the formation lap, but instead move off the grid and hold on the grass left hand side after pit exit and restart their race once they fall the require laps down from the red flag session.
Less the 30% race session distance (12 laps) the race session will be deemed a non-start, and a new lobby will be restarted with an organised qualifying session to reset the actual race qualifying grid order. The new race session will have reduced race session distance of 70% (28 laps).
ANZCRL do not have any dedicated servers, so connection is via the games Peer 2 Peer. Lobby Name: ANZCRL Bathurst 1000 Password: To be announced via our Discord channel Auto Start Engine - No Force Interior View - Yes Force Driving Line Off - Yes Force Default Setups - No Force Manual Gears - No Force Realistic Driving Aids - Yes Allow ABS - No Allow Traction Control - No Allow Stability Control - No Damage Type - Full Damage Damage Scale - Medium Mechanical Failures - Yes Random Failures - No Allow Ghosted Vehicles - No Force Manual Pit Stops - Yes Pit Stop Errors - No Tire Wear - Authentic Fuel Usage - Authentic Force Cooldown Lap - Yes (only for the final session 4, all other sessions will be off) Maximum Grid Size - 26 Rules & Penalties - On Track Limit Penalties - On Track Limit Warnings Before Penalty - 3 Drive Through Penalties - On Pit Exit Penalty - On Full Course Yellows - Yes Pit Speed Limit KPH - 40 Multiplayer Rating Enabled - Off Minimum Rating - N/A Start Type - Standing Formation Lap - No (manual from a standing start for sessions 2 through to 4) Pit Stop Refueling Allowed - Yes Mandatory Pit Stop - No Mandatory Pit Stop Minimum Tyres - 0 Live track Preset - As per the weather/time settings above.
We pride ourselves on racing clean and following proper racing etiquette giving space and overtaking cleanly. Excessive blocking will not be tolerated. No weaving if defending in the braking zone, hold your defensive line. If you make a mistake, please rejoin in a safe manner, minimising any impact on following cars. If your involved in an accident with another car, please try to redress on circuit within the lap if you feel like you're at fault. Do not complain about race incidents during the event and concentrate moving on.
The race with commentary will be replayed on our ANZCRL Twitch channel at a later date after the race and then saved to our ANZCRL YouTube channel. NOTE: As this is round 3 of our V8 SuperCars Championship, all of the championship drivers have their car liveries reserved, unless it is released as they are teaming up with a fellow competitor in the championship or unable to make the race. Please select your car and in-game livery including both team drivers Steam I.D (or name as shown in AMS2 multiplayer) by clicking on the button below. Strictly no duplicates of car liveries.