Every race / event at Slot Car Club is created from a number of options. We have listed all the available race options here, which are used to formulate different race types for each class we run. Once the options have been chosen, they can then be tailored for your individual event. An Event can then be described using just a simple 6 letter code, which relate to the six sections below.
1. Starting Grid (S)
There are four different type of race starts.
2. Qualifying (Q)
Here are the options for qualifying sessions. The options can be adjusted by time or number of laps to create your event qualifying rules.
|B||Single Timed Session|
|C||Multiple Timed Sessions|
|D||Groups of Cars in Separate Timed Sessions|
|E||Single Flying Lap|
|F||Multiple Flying Laps by Single Car|
|G||Knock-out Timed Sessions|
|H||Grid Preset based on Heat Rotation (No Qualifying)|
|I||Random Grid Selection (No Qualifying)|
|J||Single Timed Session with Separate SuperPole Session|
3. Race Formats (R)
The Race Formats allow for different types of races based on complexity and strategy.
|A||Race - No Pit Stops|
|C||Tyre Wear Only|
|D||Tyre Wear & Fuel|
|F||Fuel & Weather|
|G||Fuel, Tyres & Weather|
|H||Joker Lap (via pitlane)|
4. Event Types (E)
The event types allow different kinds of races and events to mirror real life motorsport.
|A||Single Race - Laps|
|B||Single Race - Timed|
|C||Single Race - Laps - Reverse Grid from Qualifying|
|D||Single Race - Timed - Reverse Grid from Qualifying|
|E||Heats - Points Total|
|F||Heats - Top Points Go to Final|
|G||Heats - Tiered Finals - Top Finishers Promoted to Next Final|
|H||2 Races - 2nd Race Reverse Grid from Qualifying|
|I||2 Races - 2nd Race Starts in 1st Race Finish Order|
|J||2 Races - 2nd Race Starts in Reverse of 1st Race Finish Order|
|K||3 Races - 2nd Race Starts in 1st Race Finish Order - 3rd Race Reverse Grid from 2nd|
|L||3 Races - 2nd Race Starts in 1st Race Finish Order - 3rd Race Random Reverse Grid|
5. Deslotting (D)
The deslotting options are for when a car leaves the track. The options allow for very strict car control or can be relaxed for novices and allow for the types of cars being used. These options are also applicable if a car runs out of fuel on track.
|A||Session Stop - Reslot - Continue|
|B||Session Stop - 3 Tokens Per Player - 4th Crash - Car Eliminated|
|C||Session Stop - Time Penalty Per Crash Added At End|
|D||Session Stop - Drive Thru Pits After Restart|
|E||Session Stop - Stop/Go in Pits After Restart|
|F||Session Stop - Minus 1 Lap|
|G||Session Stop - Car Returned To Pits & Fully Refuelled|
|H||Session Continues - Marshall Reslot Car|
|I||Session Continues - Car Out of Session Immediately|
6. Handicapping/Weight Penalty (H)
Not everyone has the same skill, age or amount of practice, so there are handicap options to balance the field to give all competitors an equal chance.
|B||Reduce Throttle %|
|C||Add Time Penalty to Qualifying Time|
|D||Add Time Penalty to Race Time|
|E||Start cm distance back from start line|
|E||Reverse Grid - Based on Qualifying|
|G||Reverse Grid - Based on Last Race|
|H||Rank/Distribute Cars based on Car Performance|