Judging

1)       QUALIFYING (also known as Jam Sessions)

a)       Competitors will be told that qualifying has begun. Each group will run sessions at approximately 7 minutes per group. During this time the competitors’ laps are not limited. Time taken by the competitors from this 7 minute set for repairs/tire changes will not be reimbursed at any other time. During this time judges will select 16 standout drifters according to the judging categories, to compete in the DRIFT BATTLE elimination heats.

2)       DRIFT BATTLE

a)       The Ranked top 16 qualifiers will be paired for Drift Battle. 1vs16, 2vs15, 3vs14, 4vs13, 5vs12, 6vs11, 7vs10 and 8vs9 .Drift Battle is a competition between 2 drifters. It consists of 2 runs (generally 2 laps of the course) where one drifter leads through the judging area during the first pass, then the other drifter leads through the judging area during the second pass. This ensures that both drivers have the opportunity to score points in all categories of judging. After the first elimination heat, the top 8 will battle for their final placing. After the second heat of Drift Battles, the bottom 4 of the top 8 will compete in heats for 5th, 6th, 7th, and 8th place. After 5th-8th places are determined, the Top 4 will compete in heats for 1st, 2nd, 3rd, and 4th place.

3)       QUALIFYING JUDGING SYSTEM

a)       Entry speed - It is one of the most visible aspects that judges will look for because it will determine the other parts of a driver's drift.

b)       Line clipping - It is often judged by how well the driver takes a drive line. The line itself should always involve the vehicle hitting the right apex of a corner. Judges prefer to see a driver take a tight line around a corner, putting the nose of the car as close as possible to the apex of the turn. Getting the back end of the car close to the outside of a turn also demonstrates car control and can score the driver additional points.

c)       Counter Steer - Drifting angle of the vehicle is the angle of rotation of the vehicle relative to the direction of its travel. Basically this means that the farther the back end of the car comes around (without losing control), the more points a driver would score in this category. Angle also refers to the length of time a drift is maintained as well as the average angle of the vehicle during the turn. This means that getting the back end to come around for a short period of time won't score the driver many points, even if the angle of rotation was significant. A vehicle that exhibits extreme angles without spinning out will be awarded high points.

d)       Style - How a driver puts speed, line and angle the best will score very well with the judges. There is also another factor and that is how the driver presents his or her drift technique. Just like any other form of competition, there will be an individual with a certain spark or energy that makes them stand out during competition. When a competitor puts that extra flare or energy into their run, the judges may pay more attention to the individual. The most universal component of this category is smoke.

e)       WEIGHTING: Entry speed 30%, Line clipping 30%, Counter Steer 30%, Style 10%.

4)       BATTLE DRIFT JUDGING

a)       This head to head style of drifting is judged by the same principles as a solo run with battle element incorporated. However, there is a high level of strategy behind it that provides for a competitive level and an awesome show for the spectators. The exact judging of this event is difficult to explain because the judges rely on their many years of track experience and knowledge of the vehicle dynamics when issuing the exact points. As many can imagine, controlling a drifting car is already a very complex task at hand, while having to battle is another story all together.

b)       Offensive: Generally the chasing driver has the offensive when in the twin battle. An easy analogy is Cowboys at a rodeo competing in the round up or two jet pilots engaged in a dog fight. They chase their prey and do what ever they can to get their target into a dead zone where the prey cannot maneuver from. This same principle is used here. Driver use their vehicle and its drift to position into a space that minimizes the running drivers ability to keep a good line while staying in a high speed drift. The chasing driver MUST at all times demonstrate a superior drift in order to A) Keep the pressure on the lead driver B) Steal and block a line that may allow the lead driver a good opportunity for a drift. C) Deduction of points when a chasing driver is unable to keep up and maintain pressure on the lead driver. D) Be awarded large amount of points for passing while maintaining drift.

c)       Defensive: When a driver takes the lead in the battle, the ideal strategy is to perform a drift at a much higher speed, good line, and a greater angle than the chasing driver. If a lead driver can shake off or intimidate a chasing driver many times the chasing driver will make a mistake when trying to compensate for what seems like erratic actions of the lead car. When a lead driver can pull away with a good angle, following the ideal line while maintaining a controlled drift, the chasing driver has all the pressure to increase performance. The lead driver at this point is winning. Lead drivers many times demonstrate superior skill by suddenly entering a drift at a great angle and going directly to the inside of the corner. To the following driver it appears as though they will T-bone the lead car so they back down and take measures to avoid the lead car. Many times that will cause the chasing car to loose a great amount of speed and not be able to properly execute the corner in a full drift or even worse they may spin out or hit the barriers. This is an ideal outcome for the lead driver in battles.

d)       WEIGHTING: Entry speed 15%, Line clipping 15%, Counter Steer 15%, Style 5%, and Battle 50%.

 

a)      

2)       COMPETITION REGULATIONS

a)       Total points awarded in qualifying or battle will a maximum of 10 points, (Calculated on the average of the two judged 0~10 point scores).

b)       Passing is allowed, however pass must be made while drifting and racing room is given. The “right of way” goes to the leading vehicle, until the following car is up to the lead cars A pillar. Then appropriate racing room must be given.

c)       Consideration as to the car’s power and capability will be applied to scoring categories, determined at the discretion of the Judging panel.

d)       The better the demonstration of skills shown in the judging categories, the greater the points gained by the drifter.

e)       A chicane may be placed on the track before the judged section so both cars enter the judged section close together. The lead vehicle in the battle MUST go through the chicane and the chase vehicle may go straight past. It is the responsibility of the chase vehicle to stick as close but not go past the lead vehicle. The chicanes placement is at the discretion of the event organizer and may be altered during the day. Other forms of handicap systems may be used on the day and all drivers will be informed at driver briefing.

f)        Drift judging starts at the first set of cones, which will be identified to competitors during Driver’s Briefing and ends at the second set, which will also be identified at the Driver’s Briefing, any Driving in between these cones will be judged.

g)       All Judges decisions will be considered a judge of fact.

h)       Passing

i)         Passing is allowed, however pass must be made while drifting and racing room is given. The “right of way” goes to the leading vehicle, until the following car is up to the lead cars A pillar. Then appropriate racing room must be given.

ii)       If you grip up to overtake, or simply out-drag someone, you will lose the battle!!
It takes a lot of skill to wash off speed (as the chase car) and still maintain good angle, and the judges will reward you for it if you choose that option rather than overtaking.

iii)      In a passing situation it is the chase cars responsibility to make the pass without contact. They must leave enough room for the lead car to perform a switch if it is required to make the next corner.

iv)      The lead car has the right of way until the chase car is up as far as the lead cars front guard. Then the lead car must provide enough room for the chase car to continue through the corner.

i)         Crashes

i)         Judges may deduct points from the driver who is in their opinion responsible for the collision.

ii)       Some competitors thought it was the case that the rear car automatically lost the battle 0-10 if they hit the car in front. This is not the case - as proximity gets closer and drivers get better, there are going to be more taps and things, and we didn't want a situation where the chase cars were holding back purely to avoid swapping paint and losing the battle.
Even worse would be to see the lead competitor blocking and trying to get the chase competitor to hit them so they won the battle.

iii)      The judges have the option of contacting drivers to get their version of events. From there it's just a matter of deducting points from the driver at fault. If the driver at fault also drove much better than the other driver, the judges might award a 4-6 loss if it was only particularly minor rubbing of bumpers, up to a 2-8 loss for major taps. However if the chase car taps or drives into the lead car and causes them to spin then the battle will be awarded 10-0 to the lead car.

iv)      if you have a blanket ruling that it is always the chase cars fault you could create a situation where the lead car deliberately brake checks the chase car to cause a collision & spin to win the run. Therefore the lead car may slow down and drift at a slower speed than usual provided they maintain their momentum and continue to drift. In general terms it is the responsibility of the chase car to adapt their speed, line and angle to avoid contact.

v)       Chase car lightly taps lead car = minus points (-) at discretion of judges

vi)      Chase car drives into lead car upsetting their balance by force and/or causing damage = zero points (0)

vii)    Lead car stalls drift (to a point where the drift has stopped and no momentum has been carried) to cause a crash (i.e. brake check) = zero points (0)

j)         Off track

i)         A spin (defined as either the driver noticeably losing control of vehicle during a judged drift, the competitor vehicle coming to a halt on the circuit during a judged drift, or three wheels off the tarmac at any time in the judged section) during a Drift Battle in Top 16 elimination heats or qualifying will result in an overall score of zero (0) for that run. The Chasing car will retain points if spin is needed to avoid lead car. Contact made during a drift battle will result in a “0” or DQ from battle for the offending driver. This is at the discretion of the Judges.

ii)       2 wheels of the track   = minus points (-) Depending on how far off the track more points will be deducted for more time spent off the track.

iii)      3 wheels off the track = Automatic zero points (0) this is considered a spin.

iv)      A spin                       = Zero points for that run. A spin is judged as a loss of                                                                               control and loss of momentum in a drift.

j)      Time outs

Each Top 16 Driver is allowed 1 five minute timeout per event. This can be taken at anytime before, in between or after the drivers battle. (But not during someone else’s battle). Note; the other car in this battle must be waiting at the dummy grid in front of the Grid Marshall.

If a driver suffers a mechanical problem after they leave the dummy grid and returns to the pit for repairs (and/or calls a timeout) then they forfeit that run and will be scored 10-0)