AC SF17T F1 Hybrid League – British GP (2)

Brands Hatch – 41 Laps

# Driver TeamGridBest Time Pts
1 Jan Frajbis VGP Racing01:00.852 44:07.787 25
2 coret3x Sauber21:01.554 +35.772 18
3 Storm_Cloud First Lap Crashers Club11:01.554 +36.116 15
4 Milan Patak 11:02.032 +50.721 12
5 Amereto Manor41:03.138 +1 Lap 10
6 BobbyDeacs Anglo-Belgian Consortium11:04.762 +2 Laps 8
7 Olivier Prenten 11:04.905 +3 Laps 6
8 PedroRC Anglo-Belgian Consortium21:03.106 DNF (+17L) 0
9 Jakkinen VGP Racing61:03.290 DNF (+21L) 0
  • Join “Discord” and practice on server any time before start.
  • 3x practice starts at 20:30 CET (19:30 UK)
  • 15 min qualifying immediately afterwards
  • 41-lap race, starting on Supersofts and with enough fuel to get to the end of the race.

Tyres available: Supersofts, Softs & Mediums.

Air temperature: 19 degs (+/-3 degs). Track temperature: Air +7 degs (+/-3 degs)

Downloads for this event:-

  1. Apps:  AC FtF Rules App (v4.2, 323 downloads)  ACRL DRS App (v1.02, 205 downloads) 
  2. Car: SF17T Physics (v1.0.1, 116 downloads) “data.acd”  AC SF15-T Skins (v2.1, 190 downloads)
  3. Track: DLC – Dream Pack 3

** Pitlane speeding rules will NOT be in operation for this race **

5 thoughts on “AC SF17T F1 Hybrid League – British GP (2)

  1. Fab track to drive, not brilliant for racing though as I dropped to the back early on but got back through the field without actually overtaking anyone. Most were spins but a couple of guys handily drove off track at T1 when I got close.

  2. Nightmare for me as from the moment Jakkinen spun and came back on track when I arrived in the blind turn after the straight. I doubt he is using trackmap which could have help a lot when recovering from an off track ride. I chose not to repair and struggled like hell during 36 laps to achieve the race. Better next time. :)
    Last point. I think the damage level at 20% is insufficient to considerably raise awareness during a race event. Despite the fact my car was damage enough to spoil my race after the hit with jakkinen, I observed other racers spinning as well but able to continue without constraints. Which is not realistic. Could you consider to increase the level at 50%?
    Just my opinion of course…

    • The idea of 20% damage is exactly that point. to make sure you can still finish :) which is better than 5DNF’s because of a spin

    • We look into all incidents and unsafe returns to track are high on the list, but I’m not prejudging in this case.

      I don’t know what the best level is, we have had some races where someone has been punted off the track due to lag, for example – in that case the “offender” has no impact and would carry on with no damage at all (no matter what % you set) whilst the “victim” carries on with an uncontrollable rear end.

      We will review, maybe others have an opinion?

  3. Thanks Bob. I think 40 or 50% would be an adequate level. Most of the leagues are running at 50… But I repeat it, it’s just my humble opinion. :)

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