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MULTI-PLAYER EVENT STRUCTURE PART 3: MP EVENT ROUNDS AND SESSIONS

05.04.2024   Category: Site news

image

So how would a multi-player event look like? I think that is probably the most important aspect of this project from the racer point of view. In regular VRC events each round has a fixed begin and end time, you have to do your runs inside that time slot. You get a number of 'tries' for each round, for example 6 for the Qualifying round, 3 for the semi finals and 2 for the main final.

In the multi-player event structure we always with a Qualifying round, open to 999 max. racers. The reason for this is that the mp event can be part of a series and we don't want any racer who is competing for the Series, to be excluded from an mp event because he is too late with registration. The Qualifying round is always off-line type. It works like a pre-selection for the multi-player event and it seats the participants in the next round.

The event is multi-player from now on, for example a multi-player Quarter final, Semi Final and Main Final. We call these different finals also 'ROUNDS' but the difference with the standard events is that these rounds don't have 'heats' and 'tries' but 'Sessions' and 'Races'. For example a Quarter final round can have 4 multi-player 'sessions', and each session can have 1, 2 or 3 'Races'. When an round session is started the multi-player event organizer (MPEO) can start up to 3 'Races' (similar to tries). The round result is calculated using the best 'Race' result of each of racer from all the round sessions. The round result will also determine the start positions in the next round.

Hope you are still with me... if not maybe read it once more. The image with this post shows a typical 'one evening' mp event with (off-line) Qualifying starting at 17:00 and ending at 18:45, with 6 tries. The best 40 proceed to the mp Quarter final which has 4 Sessions with each 2 'Races' of 10 minutes. Next the Semi and Main Final rounds following the same system.

The other big difference with standard events is that the Rounds and Sessions must be planned ahead of time as both the MPEO and the racers must be present to run the mp sessions. This requires good organizing skills of the mpeo and discipline of the participants to be present when their session is up. This is the same in real r/c racing, you have to be ready to race your heat or final at the scheduled time!

I hope you get the picture and understand how this is going to work.

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(Total posts: 5)
08.04.2024 [12:51]
Posted by: Billy Caley (US) on 6.4.2024 3:30:14 (UTC) Driving in multiplayer is fun. Peiter did you know in multiplayer sessions if another car needs to use spacebar to get marshalled after a crash that the cars not involved are directly affected by slight loss of control? Did you know when the race announcer says 1 minute to go another slight loss of control? Did you know when you have a fast lap and crowd noise comes on the result is a slight loss of control? Did you know in multiplayer the start sound is often not in sync, often I am either way ahead of all cars or way behind and I go when the buzzer sounds, in multiplayer the buzzer start needs work. In multiplayer often the car that crosses the line ahead of another will finish behind the other on the finish lap, it is like the cars are not racing each other but on there own timer, it is just slightly off but a flaw. Did you know the same car, same conditions, the only thing different is the driver in session and car handling will be different. I could go on and on. I use to race in the best organized live multiplayer series, it was organized, and had all the driver discipline, but the flaws I mention killed the events after almost a year.


These are typical mp latency related issues that we are aware of and we will have to live with such latency related imperfections which might occur. We will try to address them when we get this going and see if latency corrections are possible. One of the reasons we have created regional restrictions is to keep latency under 100msecs. With latency < 100msec, preferably around 50msec these issues will be a lot less noticeable. Like mp events restricted to 3-5 countries/states. Much also depends on the bandwidth and latency quality of the MPEO. This is one of the things we will have to check when someone applies for the MPEO role.
08.04.2024 [12:41]
Posted by: Torsten Arlt (DE) on 5.4.2024 22:19:06 (UTC) Hi Pieter, many thanks for the explenations and the time and efford you take to that MP sessions. Just to be clear I have some questions: - Is it correct that the MPEO must always start the MP sessions and be present online. So in your example above the MPEO must be online fromm 17 until 23? - Are the Sessions and Race results and the resulting further finals calculated by the VRC platform and visible to the participants ? - Is the further shedule which Racer must race when also calculated by the VRC platform? As far as I understand only the "best" drivers are funning the higher Rounds and as such must know when theyre Session and Race will be started. -Torsten


1. Yes, the MPEO runs the mp sessions and therefore has to be present during these round sessions. Same a a race director, starter or timekeeper in real r/c...

2. Session Race results will be posted automatically and immediately after a round session Race is finished, the session result will be posted when the session is finished, and the round result will be posted immediately after the round is finished. Again, very much like in a real r/c event.

3. Yes, after a round is finished participants will know immediately if they have qualified for the next round, in which session they will race and what starting position in the first Race of that session.

This is all more or less standard VRC event results procedure, the difference is that in mp events the session results are known immediately after the session is over and everything happens within the timeslots of the round and sessions.
06.04.2024 [04:30]
Driving in multiplayer is fun. Peiter did you know in multiplayer sessions if another car needs to use spacebar to get marshalled after a crash that the cars not involved are directly affected by slight loss of control? Did you know when the race announcer says 1 minute to go another slight loss of control? Did you know when you have a fast lap and crowd noise comes on the result is a slight loss of control? Did you know in multiplayer the start sound is often not in sync, often I am either way ahead of all cars or way behind and I go when the buzzer sounds, in multiplayer the buzzer start needs work. In multiplayer often the car that crosses the line ahead of another will finish behind the other on the finish lap, it is like the cars are not racing each other but on there own timer, it is just slightly off but a flaw. Did you know the same car, same conditions, the only thing different is the driver in session and car handling will be different. I could go on and on. I use to race in the best organized live multiplayer series, it was organized, and had all the driver discipline, but the flaws I mention killed the events after almost a year.
05.04.2024 [23:19]
Hi Pieter,
many thanks for the explenations and the time and efford you take to that MP sessions.

Just to be clear I have some questions:
- Is it correct that the MPEO must always start the MP sessions and be present online. So in your example above the MPEO must be online fromm 17 until 23?
- Are the Sessions and Race results and the resulting further finals calculated by the VRC platform and visible to the participants ?
- Is the further shedule which Racer must race when also calculated by the VRC platform? As far as I understand only the "best" drivers are funning the higher Rounds and as such must know when theyre Session and Race will be started.

-Torsten
05.04.2024 [15:43]
WOW!!!!!!!!!!!!!!!!!!!!! THIS IS GOING TO BE AWESOME!

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