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  [V8SC] Stewards Report - Round 6
Posted by: Scav3nger - 07-29-2016, 03:33 PM - Forum: CANZ Stewarding Centre - Replies (6)

As there was no stewards briefing for Round 6 I'm proceeding to the stewards report here.

Incident Log for Round 6:

Round 6, Infraction #1
Car #2 (MRN3Drifter) has received a further 5 point penalty for number box infringement, the driver is again referred to the following: http://screwedgamers.com/forums/showthread.php?tid=52 which clearly states:

Quote:With all number boxes you must use the box provided and not alter it in any way. This is a CANZ-wide requirement for consistent number box design across all cars. This is our promotional material, the only one we will ever force on our drivers, your coorporation in adhering to these requirements is appreciated.

Round 6, Infraction #2
Incident involving Cars #86 (hyboi) and #67 (Clasified Hunter) on lap 15 of race 1 was investigated post race. Though no video evidence of the incident was able to be analysed (thanks to Forza's still useless replay system), a proper ruling and penalty could not be determined, however, the loss of position for Car #86 as a result of the incident has declared a penalty be applied. Under CANZ Sporting Regulation Article 5.5.4:

Quote:Drivers that are approached by a vehicle or vehicles that are preparing to lap them must move off the racing line at the earliest convenience and allow the vehicle(s) to pass unhindered

The issue of minimap dots and their appearance for vehicles that are not on the same lap is a valid concern, however, this incident occured with the third vehicle on the lead lap. Car #17 and Car #2 had already passed and lapped Car #67 while stopped at the second chicane (turns 4 and 5), but the subsequent attempt by Car #86 to pass the lapped vehicle caused a loss of both time and position at a stage where Car #67 should have noted that faster cars were lapping. The stewards have declared a 10 point penalty be applied to Car #67, and make it clear that the penalty could have been worse if sufficient video evidence was available.

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  2017 Structure and Changeup Discussion
Posted by: Scav3nger - 07-24-2016, 02:47 PM - Forum: CANZ News - Replies (29)

I said this discussion would be starting after Bathurst so here we go.

2016 has been a pretty successful year I would say. We've had our moments but overall it's been good. There are a few things for us to look into which we will be doing over the course of the next few months as we wind down 2016, so let's take a look at a few of these things now.

First things first is scheduling. I have been discussing with z00lu the options for 2017 revolving around our ability to leave space for other programs while still keeping our racing fairly regular. We have come up with one option, and I have one alternative I've come up with but not put a great deal of thought into at this stage.

The format we have come up with (Option A) is racing every first and third Thursday of the month between March and November. This would effectively mean one race a month for Forza and pCARS respectively. 9 rounds each respectively pretty much as it was this year but fixed to the first and third Thursday's of the month as opposed to roughly every three weeks (aside from around the endurance rounds). Under this format March 2017 would look like:
2nd - Forza, Round 1
9th - Other Game
16th - Project CARS, Round 1
23rd - Other Game
30th - Other Game
Apr 6th - Forza, Round 2

The alternative (Option B) I've thought up (rather hastily I must point out) is racing open to every week EXCEPT the third Thursday (and the fifth if there is one) with the first week being Forza and alternating titles. At this stage it will only be Forza and pCARS. So, for example, March 2017 would be
2nd - Forza, Round 1
9th - Project CARS, Round 1
16th - Other game
23rd - Forza, Round 2
30th - Other game
Apr 6th - Forza, Round 3

As you can see the options mean more Forza rounds under Option B, Project CARS would remain the same and stick to one round per month under both options. This is a discussion we'll be able to have in the coming months, we do not need to rush into a decision.

Now, the other big talking point is the racing itself. I'm not 100% content with how SCS has played out this year, the format was good but we just didn't have the numbers to make a multi-class championship work. So for 2017 SCS will be given a rest, and the mainline series will be put to a vote for its replacement for 2017. In company with this, however, we will also be putting to vote the 2017 Forza series as we have several options already available to us. Look for these as we approach our 2017 test night in October.

Lastly for 2017 on Forza we'll be introducing a series of new number boxes to provide more options to better match liveries. At this time there's no solid design information but we'll likely have the basics (white, black, blue, red, yellow, green). Keep an eye on the Number Box and CANZ vinyls thread for updates on this later in the year.

I know we still have a few rounds (and a number of months) left in 2016, but I'd like to start the discussion on this now so we have everything in order.

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  Full time drive comes to an end
Posted by: z00lu - 07-20-2016, 01:59 PM - Forum: CANZ News - Replies (3)

The time has finally come for me to retire from full time driving in the CANZ community, which will come into effect at the end of 2016.

While I wanted to go "part time" for this year by not racing the main series on Project Cars, I felt numbers weren't high enough and the series itself wasn't the best suited for doing live commentary via spectator mode for video replays.

I now have other projects I wish to pursue properly, rather than skimming the surface of them because I spend too much time in other areas. It so happens that for me, while I enjoy racing online with everyone, if I had to choose between CANZ or Rocket League/social nights, the latter wins out. My new projects are more important to me to pursue at this stage in my life, so CANZ has to make way for this. Some of these projects are directly to do with TSG, while much of my time will be dedicated to personal projects.

Unlike many who have come and gone (essentially disappeared and never heard from again), I wanted to write this post out of respect to everyone who has been a part of the RGL, ORC and now CANZ community of racers, who have contributed not only by taking part in races, but also helping in a number of other areas as well. While the year isn't over and you will be seeing me on track for the remainder of the rounds, I preferred that everyone was aware of this now, rather than dropping it at the end of the season.

In 2017, I will still play a part in CANZ, assisting with stewarding as requested and possibly being a wild card entry for endurance rounds. I would also take part in the occasional social night of racing if there are any (seem to be not doing them so much these days).  As mentioned, I will continue with Rocket League and our other social gaming nights - so I am not disappearing totally, just hanging up the racing suit so to speak.

I do hope we see more of you stepping up and being more involved (thanks hyboi for the Bathurst round article, Caderz for his videos and those helping run support series) to assist Scav3nger and hopefully see CANZ grow a bit more each year.

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  CANZ Muscle Car Masters [Official Thread]
Posted by: Scav3nger - 07-18-2016, 03:58 AM - Forum: CANZ Series Discussion - Replies (25)

People have asked for it so here we go. Muscle Car Masters is back with old faces and new faces into it's ranks. This series will be held alongside the remaining rounds of the V8's with 2 races per night following the V8 races and the remaining two rounds being held alongside a 2017 potential series social night to be held later in the year (more information on this soon).

General Information:
Series Title: CANZ Muscle Car Masters
Proposed period: July - November
Day: Thursday nights ~9PM AEST
Category: Social 
Number of Drivers: 24 drivers
Points System: CANZ official Points System
Team Points: No
Teams Required: no
Rounds: 10
Races: 1 race per round, 2 rounds per night
Time Period: Start date - 28/7/16. End date - 29/9/16
Qualifying: No

Vehicle Information:
Vehicle Details: 1969-1970's Muscle Cars must have 5.7 litre V8 Engine, Sport Tires, and must be either on or jus under 289kw of power (ford XB and Holden Monaro compromise with a higher kW but lower top end speed)

Car List:
AMC Javelin B class pi569
Buick GSX b class pi585
1970 Chevrolet Camaro z28 b class pi558
Ford XB Falcon GT b class pi566
Ford Mustang Boss b class pi598
Holden Torana A9X b class pi584
Holden Monaro GTS b class pi567
Lancia Startos Stradale b class pi597
Mazda RX-3 b class pi600
73 Nissan Skyline GT-R b class pi598
Opel Kadett b class pi579
VW Beetle b class pi584
1982 Porsche 911 turbo b class pi577
Pontiac Firebird Trans-Am b class pi535

Vehicle builds will be available on Chaos 7h30ry's tuning sharepoint.

Upgrades: Yes
Tuning: No

Livery Information:
Any livery design must not have same numbers as other vehicles first come first serve basis

Stewarding Details:
Full stewarding:No
Partial stewarding: Yes
No stewarding: No
Incident submissions required: No

Race Formats: 
1 all out race bump and grinds are permitted blocking is permitted, 1 rule no pit manoeuvres on other drivers

Rounds and Tracks:
Round 1 - Watkins Glen Short Alt 8 laps
Round 2 - Brands Hatch Indy 12 laps
Round 3 - Lime Rock Full Alt Circuit 12 laps
Round 4 - Mazda Laguna Seca 6 laps
Round 5 - Sebring Short 10 laps
Round 6 - Prague Short Reverse 8 laps
Round 7 - Bathurst 5 laps
Round 8 - Longbeach full 7 laps
Round 9 - Road Atlanta full 8 laps
Round 10 - Sonoma Short Circuit 12 laps


July 28th, Rounds 1 & 2
August 25th, Rounds 3 & 4
September 22nd, Rounds 5 & 6
October 13th, Rounds 7 & 8 (In concjuntion with a 2017 test night)
November 3rd, Rounds 9 & 10

Pit stops:
No mandatory pitstops cars are cosmetic

Registration:
x06 The Doc 06x - Chevrolet Comaro Z28
CrashCaderz - Holden Monaro GTS
Hyboi - Ford XB Falcon
MRN3Drifter - Ford Mustang Boss 302
Woebegone6 - Holden Torana A9X
Scav3nger - Opel Kadett

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  TSG's Soccar Championships - Season I
Posted by: Scav3nger - 07-13-2016, 04:40 AM - Forum: Rocket League - Replies (76)

[Image: SOCCAR_Season1.png]
Welcome to Season I of The Screwed Gamers Soccar Championships!

After a successful pre-season the real business kicks off at the start of August, and if our pre-season was any indication we're in for a corker of a first season. Many of the players and teams from the pre-season are expected to return, some with new line ups or joining new teams, but still with the same fire to burn up the pitch.

What's new in Season I?
This season we're introducing the salary cap. As previously indicated all players now have a player value, team captains will need to pick a team that fits within the salary cap at the start of the season (prices will fluctuate as the season progresses). All information relating to the salary cap can be found in the rules below.

Captains will be given a week to choose to relinquish captaincy should they no longer wish to lead their team, at which point all players will be released into the transfer pool. It will be the responsibility of the captains to find players for their team, be it through approaching players or being approached. Anyone who took part in pre-season playing three or more complete games, or took part in BYOT I, is eligible to become a captain. The transfer window will open on the 20th to give captains enough time to get themselves organised and have a chance to look through the current player values.

Current Franchises:
Beckwith Angels - (Pre-season Captain: Woebegone6, not returning as captain)
Midnight Raiders - (Current Captain: MRN3Drifter)
The Titans - (Pre-season Captain: Archalees Prime, has already informed of intention to relinquish captaincy)
Second Degree Sharks - (Current Captain: Scav3nger)
Wasteland Devils - (Current Captain: Chaos 7h30ry)

Expansion Franchises once the above are filled:
Mannfield Marauders - (Current Captain: None, though z00lu used this team name during BYOT-I)
Junkyard Dogs - (Current Captain: None)
Knights of Utopia - (Current Captain: None)
The Spartans - (Current Captain: None)
Utopia Magic - (Current Captain: None)

To view all franchise logos, head to this thread: http://screwedgamers.com/forums/showthread.php?tid=68


[b]Season Timeline:

[/b]Rounds 1 & 2: Aug 2nd
Rounds 3 - 5: Aug 9th
Rounds 6 & 7: Aug 16th
Rounds 8-10: Aug 23rd
Mid season break (two weeks)
Rounds 11 & 12: Sept 13th
Rounds 13 & 14: Sept 20th
Finals series:
Qualifying & Elimination finals: Sept 27th
Preliminary Finals: October 4th
Grand Final: October 11th

[b]Team Information:

Maximum players: 4 (3 + 1 Substitute)
Salary Cap: $1 Million (Your three main players must fit this salary cap, the substitute must not see the cap exceed $1.3 million)
New Player value: $150,000

Match information:
Matches are to be played on home grounds as per fixtures when released.

Mutators:

Match Length: 10min
Max Score: Unlimited
Boost Strength: 1x
Respawn Time: 3 seconds

All other settings must be set to DEFAULT.


Reschedule information:
Should a team need to reschedule a game due to two or more players being unavailable (including the substitute), it will be up to the captains of both teams to organise a night to reschedule the match provided it is rescheduled before the next round is due to take place. If a reschedule is not able to organised by this point the team that was unable to field their team at the initial game will be given a forfeit.

Should a game-wide issue cause games to be unable to be played the round may be rescheduled.

Players can now register using the following form on the website:[/b]
http://screwedgamers.com/tsg-soccar-seas...istration/

Current Captains:
Midnight Raiders: MRN3Drifter - Sweeper*
Knights of Utopia: NuclearNinja23 - Attacker
Wasteland Devils: Chaos 7h30ry - Attacker*
Second Degree Sharks: Scav3nger - Attacker/Sweeper*
Mannfield Marauders: z00lu - Sweeper
The Spartans: Alsimo
Utopia Magic: TBA


Sub pool:
ollie9394 - Midfield
Hypershadow19 - Sweeper


Official Team line ups:

Second Degree Sharks
Scav3nger ($317,000) ©
Clasified Hunter ($247,000)
Im SlinnShady ($368,000)
Total Salary: $932,000

Wasteland Devils
Chaos 7h30ry ($597,000) ©
Unuseddragon488 ($202,000)
Hell5pawn77 ($109,000)
Total Salary: $908,000

Midnight Raiders
MRN3Drifter ($218.000) ©
xXFuriousWolfXx ($580.000)
Brute x Magicz ($325.000)
Total Salary: $555.000

Mannfield Marauders
z00lu ($309,000) ©
deadx89 ($215,000)
MrDaddyDavis ($130,000)
Total Salary: $654,000

Knights of Utopia
NuclearNinja23 ($150,000) ©
NuclearMajor69 ($150,000)
XDrinkTilDeathX ($150,000)
Total salary: $450,000

Utopia Magic
Woebegone6 ($266,000)
x06 The Doc 06x ($187,000)
Shredder1985 ($150,000)
Total: $603,000

The Spartans
Alsimo ($150,000) ©
workingdata5140 ($150,000)
True Zola | 25 | ($205,000)
Total: $505,000


Any questions? Fire them through below!

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  Introducing CANZStats!
Posted by: Scav3nger - 07-04-2016, 02:42 PM - Forum: CANZ News - Replies (14)

Before I begin I must stress the point that this is still very early days in the process, what I am about to show you and open discussions about is not final.



Introducing CANZStats, a web based stat tracking platform for the CANZ Racing Community!

[Image: CANZStatsHomepage.png]

The progress of the last couple of weeks has been a slow build up to today. I started the foundations of the new system on Friday after a few weeks of planning and a moderate amount of internal discussion between z00lu and myself. It is still very much early days in development but I'm sharing the concept imagery with you guys to start getting some community input and ideas for the system.

To briefly explain some of the information we'll be keeping track of, I must first share the concepts for the driver profile and the circuit information:
[Image: CANZStatsDrivers.png]

[Image: CANZStatsCircuitPage.png]

Remember these are concepts, while the final result will look similar, there will be differences in the end product. I got these concepts to the point in which I was confident I knew the overall direction I was heading before moving on to another section of the system.

I believe you'll be able to get the gist of it from the images, but just in case, here's some of the information we'll be keeping track of using CANZStats:
Race Starts
Wins
Championships
Lap Records
Pole Positions
Your global points earned (across RGL and CANZ)
Total distance travelled
Laps completed
Percentages, lots of percentages. Win %, DNF %, Podium %, Pole %, Pole to Win %, and more

We'll also be keeping track of some global stats including things like the total number of races, overall distance travelled, number of championship points earned, champions crowned, among others.

Close observers of the Driver Profile page will see that medals are back. RGL veterans will know that we'd planned a system during 2014 but it never quite came to fruition due to the upkeep of manually updating driver stats AND medals. Well now the new system will be able to keep track of all that information for us and update medal tally's when race results go into the database! Much easier and less maintenance for us admins.

We are also keen to put into place the ability for drivers to update their gamertag/alias when they change and have all records update accordingly, specify whether they want to share their real name on their driver profile page or not, and update their profile image using a small profile backend. Though this is not 100% confirmed at this time, it's a stretch goal for now.

There's also other sections that will feature on the site that I'm not revealing. You'll have to wait until I'm done to see them live, these images are just a teaser. However if you have any ideas for things we should consider tracking, or features you'd like to see, post them up and I'll see what can be done.

Note: These stats are not real, I just used placeholder information for visual reference.

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  Rocket League Stats
Posted by: Scav3nger - 07-03-2016, 07:58 AM - Forum: Rocket League - Replies (1)

Many of you would be aware that we have a stat tracking section on the website for game information relating to Rocket League. Including wins, losses, goals, assists, saves, player value, and more.

Is there anything the system doesn't currently track that you wish it did? Or something it doesn't do that you wish it did (i.e. compare two players stats head-to-head)?

I'm messing around with a system for CANZ and seeing if there's any point in applying it to Rocket League or just keeping our system we're using now.

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  Date Changes/Round Movements
Posted by: Scav3nger - 07-01-2016, 11:58 AM - Forum: CANZ News - No Replies

The recent discussion in the V8SC thread has prompted me to open a discussion on date changes, how they should be arranged and what the processes should be because organising the moving of the Bathurst round of V8's has turned into a bit of a mess.

Firstly I think we need to establish a ruling on requesting date changes. I'm open to suggestions on this but I'm thinking some form of application for a date change should be put forward in the forums.

We will also need to establish what happens if other drivers are not available for the proposed date(s). On this I'm thinking if equal or greater numbers (i.e 2 request a change and 3 are unavailable for the proposed date) then the change would not go ahead. As we've always tried to accomodate drivers to have the optimal grid size we'll need to preference the people who are able to stick to the provided schedule.

We'll need to look at how many times this can be applied as well. I want to be lenient but we want to keep the schedule as much as people so people are able to plan around it. In saying that I'm thinking every round should only be able to be moved once and if a late or last minute issue comes up preventing other drivers from racing they'll unfortunately have to miss out.

Lastly, and this is something I'll be bringing up when I start the 2017 discussions after the enduros are over, we'll start looking at how we can schedule rounds better in 2017 so everyone can plan ahead as much as possible. We'll look at this more after next week (or the week after depending on when Bathurst get's rescheduled to).

Happy to hear your thoughts on this as I want to be able to accomodate everyone.

Currently proposed ruling:
Any race can be changed once provided the following conditions are met:
Proposed date does not clash with an existing event
Greater than 50% of the field agree to the change AND the change does not affect equal or greater numbers of drivers
Admin/Series Organiser approval for the change of date is granted

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  FIFA Troubles as gamers uncover potential handicapping
Posted by: Scav3nger - 06-27-2016, 02:16 PM - Forum: Other Games - No Replies

https://www.reddit.com/r/Games/comments/...roved_the/

Quote:Just to give a really quick run-down of what has been discovered, in lay-mans terms:
1) In FIFA Ultimate team you open packs to gain access to cards which represent players in the game. You can also buy these cards from other users.
2) When you build your team, by playing cards in particular positions, and with particular set-ups, you can increase their chemistry attribute. Having a high chemistry attribute on a player will give them boosted stats, having a low chemistry will nerf their stats. These chemistry stats boosts are huge for how your team plays.
3) It turns out that for a large chunk of the most expensive cards in the game, FIFA has not been attributing the stats boost to the cards afforded by their chemistry. Meaning that they feel sluggish, slow and clumsy in comparison to other, cheaper cards in the game which have been given the chemistry stats boost.
4) This means that users have been spending vast amounts of in-game and real life money, sometimes hundreds even thousands of dollars/pounds, to obtain player cards which are NOT what they seem and are in fact heavily nerfed.

I've only ever played FIFA15 when it comes to ultimate team so I'm not 100% across the inner workings of it. But this does sound like a potentially huge problem if it turns out to be correct. The system seems to have failed to apply boosting stats for chemistry on cards added since day 1.

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  TSG RLC Season 1 Pre-Planning Stage
Posted by: Scav3nger - 06-27-2016, 09:43 AM - Forum: Rocket League - Replies (2)

We're getting close to announcing our plans for Season 1 of TSG's RLC, but before we do that there's a bit of pre-planning we need to do and cover off a couple of things in the lead up to the announcement.

First things first, we need to establish some ground rules. These will be made available on the website in due course in a more refined format, but to cover off the basics now we're setting the following in place:

A) The Salary Cap. Each team will be set a $1 million salary cap. Each captain will have to pick two team mates to combine with their own value that fits within this cap.
B) Players must have played at least four games to be eligible to creat their own team (players who have competed in the pre-season cup for example will have played as many as 10 games already).
C) All players will be released into a selection pool, negotiations between players and captains will take place during a "draft period".

D) New players who do not have a previous player value will be assigned a base value that should allow them to fit into most teams. This value is yet to be determined but should be less than 200k.
E) Players will be given opportunities to pre-select players they would prefer to play with or prefer not to be teamed up with. While we'd like an all inclusive community we understand there occasionally times where two people simply don't gel and we don't want to force people to play together if they don't want to.

So if anyone has any questions at this stage, let us know here and we'll get back to you, otherwise keep an eye on the forums for further information on Season 1!

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