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RDLMS S7 by Vesaro | Round 6 | Thrustmaster 6 Hours of Sebring

Discussion in 'RD Le Mans Series by Vesaro' started by Daiman Patel, Oct 14, 2017.

Added to Calendar: 18-11-17
  1. Daiman Patel

    Daiman Patel
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    RaceDepartment Le Mans Series Season 7 by Vesaro (2017)
    Round 6 | Thrustmaster 6 Hours of Sebring
    November 18th, 2017

    Sebring.png

    Session Timetable
    • 11:55 | Race server reboot
    • 12:00 | Official practice & Briefing (no duplicate cars allowed from this point)
    • 12:40 | GT qualifying (30 minutes)
    • 13:10 | Qualifying switch-over (5 minutes)
    • 13:15 | Prototype qualifying (30 minutes)
    • 13:45 | Warm-up
    • 14:00 | Race start (in-game: 15:00 / 3:00 PM)
    • 20:00 | Race ends (in-game: 21:00 / 9:00 PM)
    All times are posted in GMT.

    Server Details
    Name: RACEDEPARTMENT.COM LMS R6
    Password: Click here
    Track: Sebring
    Cars: EnduRacers Endurance Series (v6.0) (alt. link: v6.0)
    Safety car: RD Safety Car - Nissan 370z (v1.2)

    Live timing: HERE
    Track map: HERE
    Track map [alt.]: HERE
    Server status: HERE

    Weather data & forecast: HERE

    Steward Notes
    • Please review the latest version of the regulations before joining.
    • Please make sure your line-up is up to date. Communicate any changes in the Sign-Up thread. The current state of your line-up can also be found here, in the opening post.
    Safety-first Zones

    The following diagram indicates the location of Safety-first Zones for Round 6, the Thrustmaster 6 Hours of Sebring:
    Sebring-zoned.png

    The yellow zone, which will be in effect during the first lap following a start or restart, shall commence along the start / finish straight, and end between Bishop Bend and Gendebien Bend.

    The orange zones, of which there are 5, shall be enforced for the duration of the race, and are positioned as follows:
    • Turn One
    • The left turn immediately prior to Gurney Bend
    • Hairpin Turn
    • Tower Turn
    • Sunset Bend (starting at the end of Ulmann Straight, and ending after the bridge)
    Please refer to the image at the top of this post for corner and section names.

    For those unable to easily distinguish the yellow zone from the orange zones, the yellow zone colour has been switched to blue in the track diagram below. Please click on the thumbnail to expand the image.
    Sebring-zoned-accessible.png

    Pit Entry Positioning

    For the race at Sebring, we recommend that any cars intending to enter the pits should stay as far right (towards the inside of the track) as possible when exiting Sunset Bend and entering the start / finish straight. Any cars looking to overtake should do so around the outside / left side of the track, as the pit entry lane is approached.

    Physical Driver Swap Penalty Position

    Following a physical driver swap, the new driver is expected to drive to the end of the pit-lane and stop for 5 seconds (the time for an in-game driver swap) to account for any time that could be gained. Race Control should be informed when a swap is due to be performed so that a steward can be sent to oversee the pit-stop and ensure that the 5 second "penalty" is served. Please refer to the attached images ('Physical Driver Swap Penalty Box #.JPG') which show where the driver is expected to stop the car after a physical driver swap has been performed.


    REPORTING AN INCIDENT DURING THE RACE

    To help simplify the process of reporting collisions, crashes, cutting, and questionable driving during an event, a form has been created that will allow a team to submit all of the necessary information to Race Control so that the incident may be reviewed and actioned by the live stewards. The form can be found here:

    RDLMS S7 - Incident Report Form (OPEN FOR RESPONSES)

    You must submit the form for each incident that you would like to raise during the course of the race. When dealing with an incident we shall contact you via TeamSpeak if we require any more information. We shall also inform you via TeamSpeak if and when any action has been taken in relation to your report.


    TURN ONE ENTRY / PIT EXIT LANE DOUBLE WHITE LINE

    Crossing the second of the two white lines at the entry of Turn One (on the right-hand side) will not be permitted because the area to the right is part of the pit lane exit and there may be slow(er) cars moving along it at any time during the event. A car that moves from the track into the pit exit lane may not initially be visible to a car leaving the pit lane, and there would be very little room for the exiting car to manoeuvre and take avoiding action if necessary; this is not fair on the driver of the (potentially slower moving) car exiting the pit lane, and also it is dangerous, hence the decision to prohibit cars already on the track from crossing into the pit exit lane.

    Meanwhile, cars exiting the pit lane shall also be forbidden from crossing the double white line; cars looking to rejoin the track, upon leaving the pits, may only do so once the double white line has ended (at the outermost part of Turn One) and when the track is clear.

    If a car is seen to be crossing the double white line (without being given permission to do so) then it will initially receive a warning from Race Control, and a drive-through penalty will be issued after the third infraction. If contact is made with another car when the double white line is crossed then a 10 second stop / go penalty will be immediately issued to the offending driver.


    This thread may be subject to changes. Please review regularly.
     

    Attached Files:

    Last edited: Nov 17, 2017 at 17:58
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  2. Daiman Patel

    Daiman Patel
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    IMPORTANT!

    Apologies for the delay, but I am glad to finally announce that the servers for Round 6 for the RDLMS powered by Vesaro - RACEDEPARTMENT.COM LMS R6 and RACEDEPARTMENT.COM LMS DRY - are now available and open for testing and training.

    Both servers currently use the latest version - v5.0 - of the custom car / skin pack, which is based on v1.5 of the Endurance Series mod; an update for this component, which shall include any newly submitted skin files, will be created and released at a later date.

    Also, while work on the custom version of the track is underway, both servers have been setup to use the current, base version of Sebring, by the renowned track development team 'Virtua_LM'. Once the modifications have been completed by our track development team the servers shall be updated and we will switch to using the version of the circuit and resource specifically updated for the RDLMS; this is expected to be within at least the next couple of weeks, and more information shall be provided as and when it becomes available.

    Finally I would like to remind all teams to start submitting any new and updated livery files, if they have not done so already, for Round 6. New entrants must submit skin files, else they risk not being able to participate in the race, and these must include an albedo map to ensure compatibility with DX11 (even if you are still using DX9). If you choose to revise your livery design then we also ask that you ensure an albedo map has been applied. For more information about albedo maps please see this link - https://www.studio-397.com/guidelines-for-artists/ - which provides instructions on how to correct skin files under the section titled "How to quickly update car skins / color maps". If there are any problems with the albedo map (i.e. if it is missing, or has not been correctly applied) you shall be asked to make appropriate amendments and will need to resubmit your skin files for Round 6. Any files that have been sent already will be processed as soon as possible.

    The submission deadline for new and updated skin files to be included in the final version of the custom car / skin pack (v6.0) is at 23:59 GMT on Friday 27th October, and the component file shall be released on Saturday 28th October, 3 weeks prior to the sixth and final race of the season. The deadline has been moved forward by one week because I will be away between Friday 3rd November and Wednesday 8th November, during which time the updated resources would usually be released. By making this announcement now I hope to give teams sufficient notice and time to make preparations in advance. Another reminder shall be provided nearer the time. I apologise for any inconvenience that this may cause.

    I would also like to take this opportunity to forewarn teams and drivers that the qualifying session at Sebring will take place at night (in game). The server has already been setup in such a way that the qualifying session will commence at 21:00 / 9:00 PM.

    Finally I would just like to inform everyone that the entry list in the Sign Up thread shall be updated this coming week - I am aware that there are a number of line up changes and new entry applications to be processed, and I will try to get through these as quickly and as soon as possible.
     
  3. Daiman Patel

    Daiman Patel
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    ANNOUNCEMENT!

    The RDLMS servers (and all other rFactor 2 servers) are briefly going down for maintenance following the release of an update from Studio 397. Another announcement shall be made once the servers are available again. There will be no other updates, to resources or otherwise, during this period.

    To access the servers once they are online again you shall need to ensure that your rFactor 2 client installation has been updated to the latest version - v1109 (for DX9), or v1109-DX11-open-beta (for DX11) - via Steam. Application updates performed via Steam will typically be automatic, and you can verify the version of you rFactor 2 install via the 'Properties' menu which can be accessed by right-clicking on the game in your Steam library.
     
  4. Daiman Patel

    Daiman Patel
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    IMPORTANT!

    The server update process has now been successfully completed, and all servers are available once again for testing and training.

    Please remember to update your rFactor 2 client installation (verify that this has been automatically performed by Steam, or manually start the update process yourself if you have turned off the option to automatically install updates or if you are using DX11) before attempting to enter the server.

    Those who are using DX9 will typically be updated automatically, if the option is enabled. In this case the 'None - Opt out of all beta programs' option must be selected under the 'Betas' tab of the 'Properties' menu.

    Those who are using DX11 will need to manually force by the update by switching from 'v1108-DX11-open-beta' to 'v1109-DX11-open-beta' under the 'Betas' tab of the 'Properties' menu.

    Those who have selected an alternative beta will need to switch from their current option to either 'None - Opt out of all beta programs' (for DX9) or 'v1109-DX11-open-beta' (for DX11) under the 'Betas' tab of the 'Properties' menu in order to be able to access the servers.

    The 'Properties' menu can be accessed by right-clicking on the game in your Steam library.
     
  5. Stefan Kanitz

    Stefan Kanitz
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    @Daiman Patel Any Infos why you are updating? I have done that too but concerning the change log there isn't something special we/you can benefit from.
     
    Last edited: Oct 17, 2017
  6. Daiman Patel

    Daiman Patel
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    The reason why we are updating the servers is because most clients will be automatically updated by Steam, a number of players will be acquiring the new GT3 Power Pack which relies of the update, and also many other online communities will also be updating their servers; therefore this option is primarily for the benefit of our members who play rFactor 2, so that they do not have to continually switch between builds. There is currently no argument or reason not to update, even if there is nothing obvious from which we can benefit for the league, so we might as well keep our installs up to date. And if there are any issues that surface over the coming weeks then we can revert back to v1108. Given that you have updated anyway this should not be a problem.
     
  7. Gijs van Elderen

    Gijs van Elderen
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    If you don't experiment with beta builds, your rF2 will update to v1109 automaticly.

    edit: Nija'd. :ninja: :barefoot:
     
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  8. Daiman Patel

    Daiman Patel
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    Yeh, what he said! :p If we don't update the servers then people will ask us why we are not updating the servers, followed by more questions about how to switch between builds, etc. By updating the servers and using the latest version of the game we are making things simpler for everyone and reducing the possibility of confusion by not forcing players to switch to an older build before logging in to an RDLMS server.
     
  9. Stefan Kanitz

    Stefan Kanitz
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    Ok. No need for a Ninja @Gijs van Elderen Was just a question :)
    I am fine with it. Thought maybe you know more than us. :)
     
  10. Matheus Machado

    Matheus Machado
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    Any chance we can get the same workaround for the VLM kerbs of death at Sebring as well?
     
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  11. Daiman Patel

    Daiman Patel
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    Thank you for bringing this issue to our attention. We shall try our best to rectify and improve the curbs before the final, custom version of the track is released in the next fortnight.
     
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  12. Gijs van Elderen

    Gijs van Elderen
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    Is the killer curb still present at the Sebring v2.02? I thought (hoped) it was fixed already.
     
  13. Daiman Patel

    Daiman Patel
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    Yes, I can confirm that this issue is unfortunately still present. :unsure: I was going to send you a message about this later - I'm currently at the office, and I have a few exams this week so I need to cram in some last minute revision - but now you have seen the report for yourself. :D Would it be possible for you to look at adjusting the ground level please, as you did for Le Mans? :rolleyes:
     
    Last edited: Oct 23, 2017
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  14. Daiman Patel

    Daiman Patel
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    IMPORTANT!

    This is a reminder for all teams to submit any new and updated livery files, if they have not done so already, for Round 6. The instructions for creating and submitting your custom livery can be found here. New entrants must submit skin files, else they risk not being able to participate in the race, and these must include an albedo map to ensure compatibility with DX11 (even if you are still using DX9). If you choose to revise your livery design then we also ask that you ensure an albedo map has been applied. For more information about albedo maps please see this link - https://www.studio-397.com/guidelines-for-artists/ - which provides instructions on how to correct skin files under the section titled "How to quickly update car skins / color maps". If there are any problems with the albedo map (i.e. if it is missing, or has not been correctly applied) you shall be asked to make appropriate amendments and will need to resubmit your skin files for Round 6. Any files that have been sent already will be processed as soon as possible.

    The submission deadline for new and updated skin files to be included in the final version of the custom car / skin pack (v6.0) is at 23:59 GMT on Friday 27th October, and the component file shall be released on Saturday 28th October, 3 weeks prior to the sixth and final race of the season. The deadline has been moved forward by one week because I will be away between Friday 3rd November and Wednesday 8th November, during which time the updated resources would usually be released. By making this announcement now I hope to give teams sufficient notice and time to make preparations in advance. I apologise for any inconvenience that this may cause / has caused.
     
  15. Andrew Ford

    Andrew Ford
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    not sure what the curb of death is? it used to be the first curb after the first corner.
    I have noticed in testing that if i hit certain parts of curbs such as the S curbs (after turn 2) i get some minimal damage. If i hit a stake in the ground, i also get damage. not sure if this can be rectified?
    i tried different ride heights but still got damage
     
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  16. Paul Jeffrey

    Paul Jeffrey
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    I've found curb of death to be the very beginning point of the outer curb on T1. If you wash out wide and hit the curb "front on" the booooom! Day over.

    Other than that the wide curb on the final corner before the back straight (the second last corner of the lap), that has a bit of a suction effect if you are quite wide onto the strip, causing the car to pull off the track and go lawn mowing into the field.. which is just desserts I suppose for over cooking the corner slightly, but maybe worth a little look?
     
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  17. Gijs van Elderen

    Gijs van Elderen
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    Could you make a screenshot?

    Yes, that’s the killer curb. That’s fixed.
     
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  18. Daiman Patel

    Daiman Patel
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    The "curb of death" is, as you have guessed, at the outside of the first corner. This was a priority to resolve, and a fix, which will be available when the custom version of the track is released, has now been applied.

    As for the problems with the "S" curbs and the "stake in the ground", we will investigate. If you could please provide screenshots indicating where specifically you have experienced issues it would be a great help, and they shall allow us to determine where exactly fixes may need to be applied.

    Indeed, the first corner curb has been a long standing problem at Sebring, at least since the track was introduced for rFactor 2, and it has claimed many a victim over the years in both club races and other leagues! This will definitely be fixed when the custom version of the track is released!

    Ah yes, another classic curb at Sebring! I'm not sure if it will be possible to fix the "suction" issue, but we shall at least take a look.

    Thanks to both of you for the feedback - it is much appreciated! :)

    EDIT: Ninja'd big time by @Gijs van Elderen! :ninja: Damn it! :roflmao:
     
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  19. Andrew Ford

    Andrew Ford
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    hey guys .been busy . I will try to find the damage again before I go on vacation tomorrowil afternoon
     
  20. Daiman Patel

    Daiman Patel
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    No worries mate, I know exactly how it is - I've been busy too with work and whatnot! :) Thank you very much, this will be a great help! :thumbsup:
     
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