Global Formula Automoblista - Season 4

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Jimlaad43

Nice apex, I'll take it!
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Global Formula Automobilista begins its fourth season with Nico Hulkenberg returning to defend his Drivers Championship, but Constructors Champions Red Night nowhere to be seen. Will the change to newer cars and V8 engines change the running order?

We are staying as a managers game as numbers didn't increase, hopefully we'll be able to go for drivers soon. All races will be simulated by me, the host @Jimlaad43 on my personal copy of Automobilista.

Users will run a team, signing drivers, choosing sponsors and developing the car and drivers to gain an advantage. Rewards will be given out at the end of each round which can be reinvested into your car and/or drivers to increase the stats, and therefore your chances.

All changes from the previous season are highlighted in purple.

Race Calendar
Each race will be 250km long (rather than the 305km of previous seasons) to make the videos slightly shorter.
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The calendar is always subject to change at the discretion of the moderator upon the discovery of a game-breaking glitch on the track which adversely affects the race's fairness or immersion. In this case, the track will be replaced by another circuit which fits the calendar geographically. As such, the track characteristic may be slightly different. This is a risk we are all going to have to take unfortunately, but the plan is shown below in case a replacement is needed.
1: Curitiba, Brasilia
2: Eastern Creek, Adelaide 1988
3: Buenos Aires (season 1), Spa
4: Hockenheim Classic
5: Portland, Road Atlanta, Road America
6: Mosport, Hockenheim Modern
7: Donington Park, Spielberg
8: Poznan, Imola
9: Suzuka
10: Buenos Aires (season 2)
11: Curitiba, Brasilia

The Cars
The cars used are the default Formula Reiza (F1 early 2010's). The template can be found here - https://www.mediafire.com/file/y6ieg9psgljvo1o/GFA+S4+Templates.rar/file. Please feel free to download this template and edit it as much as you like to create your unique livery for your team. You will have two cars in the team, but they must have about 90% of the livery the same. You can change small things to make it nice and easy to identify the different drivers.

The drivers
The drivers all have unique talent files, which will be randomly generated upon purchase. Each attribute that can be edited will be randomly generated, with the range of numbers depending on how much you want to spend on it. You will have a budget for both drivers, which you can spend on reducing the range or moving it for each attribute. All numbers are percentages out of 100.
  • Aggressiveness - How aggressive the driver will be on overtaking and defending
  • Composure - How often a driver avoids making mistakes
  • Speed - How quick a driver is in general
  • Crash - How often a driver will crash on his own
  • Tyre Management - How well a driver looks after their tyres, and therefore how far they can go on a set.
  • Start Skill - How good a driver is off the line and into the first turns
  • Min Racing Skill - How consistent a driver's speed will be over a race distance
All driver stats will start at 55. Once all buys are made before your team's first race, each attribute will be randomised with a range of 5 (2 above and 2 below) to give the drivers across the grid some variation to avoid everyone making the same buys and ending up with the same drivers.

Driver names are first come, first served. You can pick any racing driver from any period of time or (big) racing series. Make sure they have a Wikipedia page if you're going obscure (more than just a page in their native language, they need to be notable enough to be translated at least once).

Car
The Car is no longer editable from a monetary perspective, it is something you can edit freely.
Each team has access to two variations of Downforce and three Gearbox packages. You may choose whichever combination you like for your team's first race. These apply to both cars in your team.
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Each Gearbox can only be used for 5 races at most, and each Downforce package can only be used for 7. After their final race of life, that part is permanently damaged for your team and cannot be used again for the rest of the season. There are only 11 races in the season, so don't worry about running out of components or choice.

Gearbox choice is quite crucial. The long gearbox will only work on tracks with long straights or on cars with high power. In the same way, Short gearboxes will benefit those on low power races as they'd struggle to reach the higher gears with longer gearboxes. Be careful with your choices.


Engine
Engine performance will be determined through a power multiplier. Each team has 11 different multipliers they can choose from. Each value can be used at only one race, and your plan for power must be specificed before your first race in the season. This plan cannot be changed once the season starts. 2 Consecutive races cannot have combined power that adds up to more than 2.05.
A 4 race run was asked to be: 1.10 - 1.03 - 0.93 - 1.06.
The running totals of rounds is: 2.13 - 1.96 - 1.99. As such, somewhere in the first two races would have to be swapped in a way so that they don't add up to something so high.
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Engine reliability is also simulated. This is formed by a standard variation curve which I have setup so that your engine has a 25% chance of failing after 1hr 15mins hours of driving, and a 50% chance after 1hr 30mins. When that 25% chance time has passed in a race, it is colloquially known as "Squeaky Bum time". Each credit you spend on reliability adds a second to the average , and therefore moves the 25% and 50% time along by however many seconds you buy. So for example, if you spend 600cr, you'll push the 25% failure to 1hr 25mins and 50% to 1hr 40mins.

Prices
To preserve competition and reduce runaway or fall away teams, there will be a price change depending on your Constructors Championship position for buys once the season has started. Range and randomisation is not a thing after this point.
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Sponsors
Sponsors will give teams targets to reach in a race. if they are met, you will be given the bonus reward they say. You may switch sponsors at any time you want, but the cost of this is 500cr. You must swap your sponsor for something different after round 5, it must not be a straight swap for double the same thing (eg, you can't swap from Top 10 to Double Top 10 or vice versa).
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Season Start
Once your team and drivers are created, you will be given 2000cr to spend on your drivers. For everything except downforce, you can spend it to change your midpoint and range for the skills randomiser.

Rewards
Between races you will be able to spend your winnings to upgrade your car or driver. Credits will be awarded for finishing position. 500cr and 1 Point will be awarded to the driver on Pole Position.
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Late joining
If you decide to join mid-season, you will follow the same process as the original teams, except your budget will be 2000cr + 100cr for each race missed. Your values will be randomised as normal for the first round you are able to enter. Mid-season teams must have a livery prepared before your first race.

Engine Power values and life of Gearbox and Downforce parts will be adjusted at the moderator's discretion.

Carryover to next season
No team will carry any money over between seasons. You must spend all your money before the last race if you don't want it to go to waste. Any money earned in the final race of the season will be converted into an automatic reliability buy for next season. That is, every 100cr you get from the Automobilista Grand Prix will equate to an extra 5 seconds of reliability before any buys.

All teams will once again start the season with 2000cr to spend on your drivers and car for the same range randomisation process as we had this season. There is a small amount of Prize Money for constructors championship standings.
  • 1st: 250cr
  • 2nd, 3rd: 200 cr
  • 4th-8th: 150cr
  • 9th, 10th: 100cr
  • 11th+: 50cr
  • New team: 0cr
All driver stats will be reset. Teams can nominate up to one driver in their current driver pairing to stay in the team, everyone else will be "out of contract". Then I will allow managers in constructors championship order to choose their second driver (or first if they didn't keep) in order. You can choose a driver you previously used if they're available. Otherwise, you can completely replace your lineup with new drivers for the series, or steal someone from another team if they didn't "lose" their contract. This is just a way to shake up the grid.


Grid Size
The grid will be limited to 32 cars. In the event that we have more than 16 managers signed up, Pre-qualifying will occur in Practice. The slowest of the drivers in the bottom 10 of the championship after the Practice session will be declared as Did Not Qualify and will therefore not take part in the race. As many as are required to be kicked out will be depending on the number of drivers. If the grid is full and a new team joins, the new team's two drivers will be guaranteed to start their first race at least without needing to Pre-Qualify. Every driver that fails to qualify will be awarded 400cr as compensation.

The season needs 10 managers and therefore 20 cars to begin. Please do not quit mid-season if we're close to going under that value.
 
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Championship standings
Drivers


Constructors


Teams and Drivers


Please sign up below. All I need to know at the moment is:

Team Name:
Primary Livery Colour:
Secondary Livery Colour:
Driver 1 name and number:
Driver 2 name and number:

You are only allowed to carry over 1 driver from your previous team initially. Once every team has declared which drivers they want to keep, I will then let managers choose their second drivers from the pool in Constructors Championship order. If you do not wish to keep your drivers and want to bring in a new driver who wasn't part of season 1, you can do that at any time - new drivers are first-come-first-served. No driver will carry any stats across from a previous season, so there is no advantage to taking a good driver from a previous year. Car numbers are reserved to the same driver. You can change a driver's number once they are in your team, but you cannot take a number that another driver has used - unless that has also been changed, or they are not on the grid themselves.

Each team will also be required to select a primary livery colour, which must be unique. I like a multi-coloured grid. I straight up refuse to have 10 teams with 5 of them varying shades of grey. It worked brilliantly last season, let's do it again. Because of the limits of naming conventions for different colours and the ever-expanding grid, I'll say that we should define a secondary colour of the team as well. As long as your combination of two is different to another team, you can get away with having similar main colours.

Teams can opt to change their main livery colour, however you must still adhere to the one colour per team rule. If you wish to change to another colour that is in use, please talk to that user beforehand and negotiate a compromise. Otherwise, any livery is fine.

DTK Racing - II
@Jimlaad43
27: Nico Hulkenberg

NLE Motorsport - II
@Lesley Buurlage
33: Max Verstappen

Excelsior - II
@rubaru
53: Alexander Rossi

Siggy Pop Racing - II
@the_sigman
87: Gabriele Tarquini

Harvey Racing - II
@Millsy24
5: Sebastian Vettel

Hightech Racing - II
@Omer Said
?: ?
 
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NLE Motorsport
Primary color: black
secondary color: orange
Driver 1: Max Verstappen #33
Driver 2: Maya Weug #17 (good luck with that surname Jim :p)
You can't sign a second driver yet and Maya isn't eligible yet as she isn't well known enough and doesn't have a Wikipedia page.
 
Team Name: Excelsior
Primary Livery Colour: White
Secondary Livery Colour: Orange
Driver 1 name and number: Alexander Rossi #53
Driver 2 name and number: TBD
 
Rules have been updated for the new season. Please have a read through.

Any new managers, PLEASE sign up as soon as possible or at least try to encourage someone else to join in.
 
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