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RASC
Realism Package Questions
Move
1/2 MIN Twice?
Date
Entered: February 07, 2004
Question:
The Spin Chart states "when spinning, always move 1/2 min".
Spin 5-6 ("Save It") states 1/2 min next turn. Does
this mean move 1/2 this turn AND next turn (2 turns of 1/2 min)?
Answer:
No, when it says Next Turn, it just means the "Next time
you move your car." So, you would only move the car 1/2 MIN
once.
Qualifying
Disqualified on Second Lap?
Date
Entered: February 07, 2004
Question:
Most qualifying incidents result in a DNF (or is it DNQ?). If
you are using 2 lap qualifying and the terminal incident occurs
on the second lap, what time do you use for your best time (the
DNF or the completed lap). I assume you use your completed lap
for most cases (such as blown engine, spin, etc.) which can all
be considered "errors". However for an "infraction"
such as 7-9 ("TIME DISQUALIFIED") does it totally disqualify
your times (meaning both laps so start at back), or only the current
lap (meaning use first completed lap time)?
Answer:
That incident should totally disqualify you including the first
laptime already completed. The idea with that incident was to
simulate a rules infraction (found after qualifying: like the
spoiler was too low or something), which would eliminate the entire
qualifying run.
Incident
Quick Refernece Chart Questions
Date Entered: July 17, 2003
Question:
Track Incidents dice roll of 4 says: Take one lap away from
tire's distance --> what is that distance? In the RASC Realism
Package Late Addition 8 laps is mentioned as an example, but is
that realistic?
Answer: The tire's distance is the same as car's Fuel distance
to start the race. Tire and fuel distance are the same in the
basic RASC version, and they may be the same or kept track of
seperately. The season schedules towards the end of the Realism
Package Driver's Manual list suggested Fuel/Tire durations. In
the Sprint Season the car's fuel and tires last for 10 laps. Is
that realistic? Well, it's more abstract because the race is only
15 laps long. We made a pit requirement to add the thrill of pit
stop strategies in short races.
Question:
TRACK INCIDENTS: throwing a 10 points me to the TC chart -->
nowhere to find this chart
This was a typo. There is no TC Chart. When you roll this incident,
roll 2 incident dice to determine the new track setting.
Question: DODGE CHART (for A and B DRIVERS): throwing an
12 puts me nowhere ???
Answer:
This was a typo. 12 is the same as a roll of 2; note on your
incident sheet.
Question:
DODGE CHART (for C and D DRIVERS): throwing an 8 puts me nowhere
???
Answer:
This was a typo. 8 is the same as a roll of 7; note on your
incident sheet.
Question: Spin chart cars can spin diagonally to the left
or to the right after a challenge and move 1/2 MIN --> when
does this movement take place, at the time you roll the unfortunate
effect or in the next Track movement phase ? I mean challenging
takes place after movement; so when you spin you could move then
an extra number of spaces of 1/2 MIN and even pass opponents ????
Answer: The 1/2 MIN movement will always take place on
the next track movement (instead of rolling the MIN MAX dice).
When you are racing and spin, you are to move 1/2 MIN directly
after rolling. When you are challenging and spin, turn your car
backwards to remember, and when the track movement gets to your
car, roll the spin table dice and move your car 1/2 MIN.
Question: Pit Stop Service Times Fixing any MW check costs
100 seconds; when my car has 2 checks does that cost 200 seconds
to fix or are different crew personnel fixing both checks at the
same time ?
Answer: Each MW check costs 100 seconds; it is assumed
that the crew will all be working on one thing at a time.
Question: Off Track Impact dice roll of 12 says: Go to
Wall Impact; do you mean Go to the On Track Impact table ?
Answer: Yes. Another typo. Roll 2 6 sided dice and refer
to the On Track Impact table.
Question: Qualifying Incidents at several dice rolls a
car must start at the back or start last; in several games I played
at least two cars had this result; in which order are they to
be placed ?
Answer:
Of the disqualified cars, the car that is disqualied first will
start first, the 2nd disqualified will start 2nd, and so on.
RASC
Realism Package Rulesbook Questions
Date Entered: July 17, 2003
Question:
GROUPED MECHANICAL WEAR: on page 9 you advise to use GMW in races
of 25 or less; on page 28 however on the RASC Full Season Schedule
you advise to use GMW while the lapcount is 40 for every race
?
Answer: Another typo. I changed page 9, to use GMW on races
of 40 laps or less to be consistent. Make a note in your manual.
Question: RASC ENDURANCE SEASON SCHEDULE: on page 28 you
advise to use Pit Stops For Fuel and Tires and the underlying
table only gives the lasts for Fuel, not for the tires; Does this
also differ per Sunvalley or Coopersville racetrack ?
Answer: No, as I explained earlier, the fuel distance is
the same as the tire distance. Make a note in your manual.
Adjusting
Car Setup
Date Entered: April 05, 2003
I
just realized that on the RP sheets for Pit stops, there are entries
for Adjusting Setup, and the amount of seconds needed. How does
that work? I can't find it in the manuals.
Answer:
Woops! Here you go:
Adjusting
Car Setup
You may adjust your car setup in the pits. Refer to the Pit Stop
Service Times on the Incidents Quick Reference Chart for setup
times. Use the A Team value of 20 seconds (0 with a 4 tire pit
stop); the different team levels are intended for a future Team
Performance Level enhancement.
1.
Spend 20 seconds to make one Car Setup adjustment. You are allowed
to make one setup change with a 4 tire pit stop without spending
additional time in the pits.
2.
Roll one 6 sided die. The value you roll will move your car setup
in the direction of the track setting.
For example:
Car is set at: 4
Track Setting: 10
Adjustment Roll: 3
Car is now set at: 7 (4 + 3)
Your
adjustment will always move in the direction of the track setting.
You may not pick your new car setting like at the beginning of
the race.
3.
Adjust your car setup value and Change to MAX on the Car Condition
sheet.
Change
to MAX When Challenging
Date Entered: April 05, 2003
Does
the change value for a setup also affect challenge rolls? The
manual only indicates that it affect the MAX value, but i was
thinking it would also affect the challenge rolls (a bad handling
car would have trouble challenging and passing/blocking a good
handling car).
Answer:
Yes, the change value does affect your Challenge rolls. The
Change to MAX is kind of Beta rule; the old tried and true method
was Change to MIN. So, if your car's total change (from setup,
damage, etc) was -3, you would be -3 on every roll and on every
challenge. The Change to MAX rule was a new idea to keep cars
from spreading out so quickly because -1 on every roll will kill
you! Try it both ways, and let me know which you like better.
Blocking
& Best Line
Date Entered: January 18, 2003
>
1. I am having a Hard time understanding the "Blocking &
Best Line" section
> outlined on Page 13. Was this section added just to tell
everyone that
> blocking doesn't work? That no matter what Car A does in
the example given
> there, car B can pull to the inside or middle lanes anyway.
Or is this
> section explaining how to block?
This
is only to be used when using the optional Stay In Your Lane rule,
and yes, it is stating that you can NOT block a preffered line
of another car.
Grouped
Mechanical Wear
Date Entered: January 18, 2003
1.
On page 9 and again on page 16 of the RASC Realism Package
Grouped Mechanical wear is mentioned. It just says when you should
use it, not really how to use it. Can you explain a little more
the
concept of GROUP MECHANICAL WEAR?
Whenever a Mechanical Wear item is rolled on the incident chart,
place a checkmark in the Grouped MW field on the Car and Driver
Condition Sheet; instead of each individual item.
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