Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Week 10 recap
He dominated, lead every lap of a tricky race on the homemade road course that weaves its way on and off the high banked superspeedway that surrounds it. This Monday night belonged to the #22 of Nate Marhefka. Nate controlled the race from green to checkers, but that certainly didn't define the action that occurred all around the race course as our league members battled each other and the truck setup which suddenly didn't work as well after iracing updated the truck parameters a few days prior to the league race. The most notable changes were an increase in ease of damage and an aero change that resulted in the trucks bottoming and dragging their headers which could unload the chassis at speed and make the truck loose as a goose at the most inopportune moment. Winner Nate,, second place Jon Nichols and third place Gaz Grala were the class of the field with Kaz in particular shinnig as he came from the very back of the field for a stellar podium finish to bookmark a two week stretch at the front of the field. The rest of the top ten where Chad Homan, Jon Marhefka, Matt Moermond, Jacob Wallace, Tim Tokarsky, Brian Torrey and David Farnan.
Winner Nate Marhefka
Pole Winner: Nate Marhefka 1.16.958
Fast Lap: Nate 1.17.956
4 Drivers
George Fetsko 17
Richard Penrod 19
Lou Ansel 24
Kyler Mashburn 17
5 Drivers
Jon Nichols 10
Kaz Grala 11
Brian Torrey 11
Brandan Marhefka 11
Robert Beebe 14
11 Drivers
Nate Marhefka 1
Chad Homan 1
Jon Marhefka 6
Matt Moermond 6
Tim Tokarsky 6
David Farnan 8
Brian Custer 5
Paul Wallace 8
Lonnie Buttry 5
Bryce Baily 6
Chris Franklin 5
1 Driver
Jacob Wallace
Week 11
It's come to our attention that a few guys have gotten into the habit of laying back and jumping the restarts. If you do it, you will get a black flag, drive thru penalty in the first 10 laps of the following race.
In order to further discourage the "over the top" aggression that has plagued the last few finishes we are lowering the incident count before penalty from 20x to 12x. That means if you accumulate 12+ incident points in-race iracing will automatically assess you a black flag, drive thru penalty. It will happen again at 16x. Look, I know it's pretty easy to get hit by someone else and have done nothing wrong. That usually results in either a 2x or 4x (6x if you're reckless) However, if you have it happen twice, then you'll need to decide how much further risk you want to take by putting yourself in a potentially incident creating situation. If this had been in place for the last race it would have altered the finish of the race. Look at the incident points from the last race and adjust your driving accordingly.
The points system should finally be more accurate after we've completed week 10.
The iracing platform does a lot of things right, which makes for an awesome weekly race experience. However, it doesn't do everything right. One area that needs improvement relates to incident points, contact and damages. Once in a while, the most minor contact results in a "meatball", which in turn requires a visit to pit road. Also, we've all experienced the dreaded "net code". Netcode is when the iracing software incorrectly predicts a race vehicle's movement and creates contact with another vehicle or object. It happens, and we can't do anything about it. It's a rare glitch.
What we can do is not intentionally contact another vehicle in any area not completely straight. In other words, don't bump draft in the corners, do not bump draft thru the dog legs, and do not bump anyone out of the way, anywhere, ever. This will largely minimize accidents, minimize net codes, and minimize meatball events. DON'T BUMP AND RUN UNLESS YOU WANT IT RETURNED TO YOU. Pass them clean.
Windber Speedway League
Copyright © 2024 Windber Speedway League - All Rights Reserved.
Powered by GoDaddy
We use cookies to analyze website traffic and optimize your website experience. By accepting our use of cookies, your data will be aggregated with all other user data.