These are the complete rules to the 2003 Bullrun 1000, including downloads and the event schedule. Please insure that you read the rules carefully, and get all the required files. Any possible rule changes will be announced on the news page, so insure you check back there frequently.
Registration Each car must must be registered with two drivers. Once registration has closed there are no changes to teams, drivers, cars or class allowed. Registrants must submit this information to compete:Drivers must also sign up for the Official Bullrun 1000 mailing list. This is mandantory because all discussion as well as official notices will be sent out on that list, and while rules will be here on the main Bullrun 1000 site, last minute notices pertaining to the races and race schedules will be sent out on the mailing list. Messages from the race administrator with "BR1000 Official" in the title should always be read, if someone responds to an email with that subject line, please remove the "BR1000 Official". Yahoo groups signups should never check the 'recieve special notices' option on Yahoo groups, as these messages are not sent in that format. How to run the Bullrun 1000
Team Racing The team drivers will need to make smooth transitions, as they will actually be swapping out during pitstops. First, both drivers need to decide on a means of communication (phone, voice-over-IP). Next, they need to decide on a strategy for when they will swap out. They MUST swap at least once during the race; no driver can drive more than 60% of the race (102 laps) total. NOTICE For the 2004 Bullrun 1000, it will be required that ALL teams must disconnect and reconnect to the server TWO times. This is because in 2004 we are running 3 driver teams, and this will insure that all teams are able to compete fairly when laps are dropped by the game. The other modification to the rule is that in 2004, drivers may not race more than 71% of the laps (120 laps), as opposed to the previous rule of 60%. These rules (2 disconnects, not more than 120 laps) supercede the 2003 rules. Drivers racing from the same physical location still MUST exit N2003 when the drivers swap, using N2003 kill or whatever method works.12 Here is how the swapout will occur. When the 1st driver pulls into the pits, they will communicate to their other driver that they are ready to change. As soon as they get the acknowledgment, cut network communications in whatever fashion you decide on (N2003_kill, pull the cord, use a "lockdown" firewall, whatever). Do NOT exit from the game and "retire". What you are doing is fooling the server into thinking your connection dropped momentarily. Your teammate should then immediately initiate connection to the server from their multiplayer menu. The server will think this is the same driver just resuming the connection, and the new driver takes control from there. Touring Car physics For the drivers who have elected to race the touring car physics, they MUST use the TPTCC Touring Car physics exe file downloaded from here. Extract it to your main N2003 directory, and whenever you run practice or the official race, double click (execute) this file (NR2003_TPTCC_Touring_Series_v1.0.exe or NR2003_TPTCC_Touring_Series_v1.0_noCD.exe) to enter the game. Do NOT enter the game using the normal N2003.exe file or others, as you will not be running the correct physics, and will be disqualified in the final results. Drivers should note that nothing else needs to be done to run these physics (except to select "TPTCC v2.4" from the mod selection screen in N2003) and that it will not effect any other installs, tracks or mods from your game. Race Conduct The Races Be Prepared Be prepared, do some testing to work out the team strategy. How many laps are we going to run between each pit stop? Don't leave any questions until the last minute. If you're not sure about anything post a message to the Official Bullrun 1000 mailing list. |