Judging
JUDGING OUTLINE
Each Australian Drifting Grand Prix event has three judges. For 2012 the judges are:
Clint Brown
Trent Whyte
The judges perform their own scoring individually before putting them forward to the event administrator. A best out of three system is used to determine a winner or a re-run. Overall the
judges are looking for the best drifter on the day, but the way the initial qualifying, qualifying and battles are judged
is slightly different.
SOLO QUALIFYING RUNS
Solo qualifying runs are scored using a point deduction system by the three judges to determine the Top-32 battle tree. A perfect score is 100. Each driver performs two qualifying runs, with the best run being used. The score is averaged from all three judges. At each event the clipping points, clipping zones, entry point and expected speeds will be detailed during the drivers briefing. Ju dges will also outline the amount of points deducted from each category based on the layout of the track. The table below shows how many points it is possible to lose in each category from a perfect score of 100.
- ENTRY POINT (Up to 20 points)
Judges will mark out an entry point where any car entertaining after it will loose the maximum points. The further before the point you enter, the more points you keep - ENTRY SPEED (Up to 10 points)
Judges will outline a minimum speed at each drivers briefing. During qualifying any cars entering below this speed will loose the maximum amount of points.
- ENTRY STYLE (Up to 20 points)
“Scandos” and “bum-drag” entries will loose the full amount of points. Judges are looking for maximum angle and throttle on the entry. Clutch kick and feint entries are encouraged and the handbrake should only be used to make slight adjustments to the car line.
- TRANSITIONS (Up to 10 points)
Sharp snappy transitions from maximum angle to maximum angle.
- DISTANCE FROM CLIPPING POINTS(Up to 50 points)
Judges will outline at each event exactly where the clipping points and zones are. Judges will also explain how many points are deducted for each half-metre a car is away from the clipping points or zones. This is dependent on the track layout and speeds.
- ANGLE (Up to 50 points)
- SPEED (Up to 50 points)
This refers to the cars speed over the entire course.
- STRAIGHTEN(Up to 50 points)
Straightening during a qualifying run will be heavily penalised.
- EXCESSIVE USE OF HANDBRAKE (Up to 20 points)
The handbrake should only be used to make slight adjustments to the cars line during qualifying runs.
- SPIN (Up to 100 points)
A spin or complete loss of drift will result in a score of zero.
TOP 32 – TANDEM BATTLES
During the Top-32 tandem battles, the judge’s emphasis will be on the chase car’s emulation and proximity. The amount of proximity expected will be based on the speed and layout of the track and will be explained in each drivers briefing. Drivers in the Top-32 are expected to be good enough to drive the course as the judges have requested, so the lead car merely has to drive as hard as they can.
- Any brake checking or blocking will give the lead car an instant lose.
- The chase car must emulate the lead car while drifting as close as possible.
- The chase car is expected to push into the lead car’s inside line but without interfering with the lead car during transitions.
- Light contact is permitted as long as it does not effect the line of the lead car or cause structural damage.
- During tandem battles, scando entries will be heavily penalised as they block the chase car during the entry.
- A spin, complete loss of drift or a partial spin is an instant lose. If two cars spin, the first one to do so loses.
- Overtaking is only permitted when the lead car goes off track or runs wide enough to allow the chase car to overtake without contact or changing line.
Here are the easiest ways to explain who will win:
- If the chase car drifts EXACTLY the same as the lead car and is able to move onto the inside line of the lead car and apply pressure throughout the run, they will win. They DO NOT have to drift any better than the lead car, just emulate, even if it’s shallow or slow.
- If the chase car has close proximity but with LESS angle, it shows the chase car cant keep up so the lead car will win.
- If the lead car pulls away, regardless of angle, the lead car wins. Why? Because if the lead car drifts fast and shallow, the chase car must do the same. Once again, it’s not about who drifts with better line, speed and angle, but about proximity and emulation. We want a show for the crowd! Be aware that if the lead car is deemed to be drifting with shallow angle intentionally, they will lose the battle.
- If the lead car is slow and the chase car has more angle while applying pressure with good proximity, then clearly the chase car wins.
- The three judges keep their own point score out of ten for each run. This is done only to help determine who has advantage after each run. Each judge nominates a winner or re-run and majority rules.
For example:
- Two judges or three judges choose car A, then car “A” wins.
- If two judges or three judges choose a re-run, then the battle is re-run.
- If one judge chooses car A, one judge chooses car B and one judge chooses re-run, then the battle will be re-run.
FURTHER
If you require any further judging information or clarification contact – info@trackbattle.com.au or visit the contact page
The judges will go into specific detail at each event during the driver’s briefings.
