AC SF17T F1 Hybrid League – British GP (2)

Brands Hatch – 41 Laps

Replay: SF17-T British GP Replay (714 downloads)

# Driver TeamGridBest Time Pts
1 Jan Frajbis VGP Racing01:00.852 44:07.787 25
2 Storm_Cloud First Lap Crashers Club01:01.554 +36.116 18
3 coret3x Sauber11:01.554 +35.772 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, 2170 downloads)  ACRL DRS App (2702 downloads) 
  2. Car: SF17T Physics (v1.0.1, 145 downloads) “data.acd”  AC SF15-T Skins (241 downloads)
  3. Track: DLC – Dream Pack 3

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

7 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?

    • I think it’s a good balance as it is. Whilst it would be good to have something to make people think a bit more in the early laps or when fighting, it’s also good to be able to have virtually anything happen but still be able to enjoy the race.

    • Yeah, I´m also not a fan of changing anything at the moment. Damage model is not perfect, but for me also is better to run in the back and pick some points that DNF and thats what 20% damage allows us.

      Btw with normal cars you can have 70-100% without a problem, but with open wheels is even 50% great nightmare in my 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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