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[FM6] Summer Social Series |
Posted by: Scav3nger - 10-15-2016, 01:57 AM - Forum: CANZ Series Discussion
- Replies (26)
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The summer social series is back for 2016-17, we're not sure yet what we're going to be doing but we're opening registrations for it now. Maybe we'll run something from the test night that didn't make the cut for 2017 but was still popular.
General Information:
Series Title: CANZ Summer Social Series 2016-17
Proposed period: November-February
Day: Thursday nights ~9PM AEST
Category: Social
Number of Drivers: 22 (single lobby)
Points System: 16-to-1 (16 points for 1st place, 1 point for 16th and lower)
Team Points: No
Teams Required: No
Rounds: However many we feel like running
Races: 2 or 3 per night in different cars and classes
Time Period: Start date - 17/10/16. End date - 9/02/17
Qualifying: Nope, random grids for days mate
Time Trials: N/A, 22 maximum
Rules: While it's social, and a bit of "rubbing is racing" is allowed, try and keep it civil.
Vehicle Information:
Vehicle Details: TBC
Upgrades: TBC
Tuning: TBC
Livery Information:
Whatever you like
Stewarding Details:
No stewarding - Social Series do not need stewarding
Qualifying:
No qualifying
Race Formats:
10-15 minute sprint races.
Rounds and Tracks:
TBC
Pit stops:
N/A
Registration:
#17 Scav3nger
#2 MRN3Drifter
#13 z00lu (occasionally)
#170 Doc
Caderz
Woebegone6
Chaos 7h30ry (occasionally)
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2017 Bathurst 12 Hour |
Posted by: Scav3nger - 10-13-2016, 04:07 AM - Forum: General Motorsport
- Replies (2)
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News on this front is getting a bit of traction as the date for closing entries draws near. A couple of weeks ago Maranello Motorsport announced that Lowndes and Whincup would be steering a Ferrari together, and today BMW have announced Mark Skaife and Russell Ingall are teaming with Tony Longhurst to take on the 12 hour GT3 event.
This field is looking incredibly competitive, with a fair share of local and international talent. Should be a good race.
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A Discussion About DLC |
Posted by: Scav3nger - 10-07-2016, 01:51 PM - Forum: Off Topic
- Replies (1)
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Everyone's favourite subject!
I'm curious to know what your standpoint is on DLC and the modern expansions for games? Do you like the Season Pass approach? Do you like the microtransactions to cover giving stuff away for free? Did you prefer the good old days when expansion packs came out with a plethora of new content on a disc? Is there another system you think would work better?
Personally I don't mind the microtransactions as long as two criteria are met:
1) They're not in your face about buying shit all the time
2) They don't unbalance the game by locking better content behind the payment (and not provide another method with which to acquire the better content, i.e. actually playing the game)
I think Rocket League is doing it well with the crates and free maps, though it would be nice if they had some kind of trading system so I could trade crates for items I actually want from people who have unlocked stuff they don't want (that I might want) but want another crate to try their luck again. I personally feel the Rocket League approach works better than, say, the Halo 5 approach because in Halo 5 all the items are in a single massive pool of potential items. Every time you unlock a REQ pack you're rolling a random chance on (in a gold pack) 8-10 items from a pool of hundreds, and even then you're only guaranteed one or two "premium" items (the one-time unlock stuff vsersus warzone guns). In Rocket League you have about 16 items to roll a random chance on in each crate, but only get one item, so you might say the odds are similar but I find the Rocket League system better with smaller groups of items.
I dislike Season Passes, you never really know what's going to be in them so you're paying for content you might not like in advance, I think the last season pass I bought was for Forza 4.
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NBN Discussion - Speeds and Rollout |
Posted by: Scav3nger - 09-29-2016, 02:32 AM - Forum: Off Topic
- Replies (1)
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Thought I'd fire up a thread for this since it's an ongoing rollout. For those that have a service already to discuss speeds and for those that are yet to receive the service to discuss the rollout.
I'm planning to turn one of my Raspberry Pi's into a speedtest checker, make it ping a speedtest.net server every hour and record the results so I can compare my current cable service to NBN when it's finally rolled out in my area. I think we're still a fair way down the list because of the cable service though. In saying that there's news today that Optus' cable network is being scrapped as per the initial 2011 deal made with Telstra/Optus for their HFC networks so I'm not sure how that will factor in for me. The reports suggest they're replacing the HFC with Fibre-to-the-distribution-point (FTTdp) which would be better than the FTTN most people seem to be getting. That's only for Optus though, given we also have Telstra cable in our area I'm wondering if they might try and shove us onto that instead.
Hopefully we get FTTdp because it would be better than the HFC, it would mean less copper than FTTN, and would be cheaper to upgrade to FTTP in future as the fibre runs down the street rather than to a box at the end of the street before the copper takes over.
If given the option I think I'd offer to pay extra to get at least 50/20 on the down/up spectrum. The download speeds have been fine for me at 30Mbps so I don't need much more than that right now, but I really do need the upload speeds and would be prepared to pay the extra $10-20 to get them.
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FIFA 17 |
Posted by: Chaos 7h30ry - 09-27-2016, 11:59 PM - Forum: Other Games
- Replies (2)
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Figured I'd start this thread seeing as it's a day or 2 away I'm super excited for the journey story mode as well as Pro clubs and super league cant wait. I started the demo and you can already tell the game is lifelike with frostbite engine, players look realistic and the there is talks that there's pyro in the game such as flares(haven't seen any yet)
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[V8SC] Stewards Briefing - Round 8 |
Posted by: Scav3nger - 09-24-2016, 01:54 PM - Forum: CANZ Stewarding Centre
- No Replies
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Round 9, Long Beach, Stewards Briefing
October 15th, 2016
Teams and drivers are advised of the following information contained within:
Qualifying Procedure
Starting Procedure
Corner Cutting and Track Extending Ruling(s)
Pit Entry and Exit
All information contained in this stewards briefing is created with the purpose of ensuring we have stable events, so CANZ administrators appreciate that everyone follows this information along with adhering to the CANZ sporting regulations.
Qualifying Procedure:
Qualifying for Round 9 of the CANZ V8 Supercars series will be a timed session of 12 minutes. No shootout session or group split will be required for this circuit. As this is a street circuit, collisions will be turned OFF for the qualifying session.
Starting Procedure:
For the first race, a standard start will be used. Should a reverse grid race be run, a standing manual start will be used to set grid positions.
Corner Cutting and Track Extending:
Refer to the following image:
https://en.wikipedia.org/wiki/File:Long_...ircuit.svg
Turn 5 it is permitted to run over the yellow kerbing to the first yellow marker. If your right-side tyres are not touching this yellow kerb you will be deemed to have cut the corner.
Turn 6/7 you are allowed to run it out to the outside of the red line as the racing line suggests it.
Turn 8 you must keep two wheels in the lines
Turn 9 you must keep two wheel in the lines
If anyone needs imagery to help visualise these corners let me know so I can generate some.
Pit Entry and Exit:
For pit entry, please communicate early that you will be entering the pits as it is a tight entry to pit lane off the last corner. As it is very tight I will not enforce that you have to be within the blue lines but you must clear to the right of circuit if you intend on pitting. As always you cannot pit at the end of the first lap unless you have damage, and you must not pit on the last lap and finish the race in the pit lane.
For pit exit, remain to the right of the blue line until it ends. Don't forget to communicate!
Any questions, pop them below!
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TSG Soccar Season II Pre-Planning |
Posted by: Scav3nger - 09-24-2016, 05:46 AM - Forum: Rocket League
- Replies (20)
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Hello Everyone,
Just a little update to keep you guys up to speed on planning for Season II. So far we've got a few ideas down for how we'll work the system for the next season, however to test the ideas we need to start getting numbers together so we have an idea of who's playing and who's interested in captaincy, so we can trial our ideas and see which one works best. The form has three options this time:
Gamertag - Speaks for itself
Self Skill Appraisal - Where you can select a tier you think you play at
Captaincy Interest - Whether you are interested in captaincy opportunities or not. Answering yes to this does not guarantee you will be a captain, just whether you may be interested should we need more captains.
At the following link you'll find the registration form for Season II, below that I'll outline our ideas that we'll be trialling over the coming weeks once we get some idea of numbers.
http://screwedgamers.com/season-ii-registration/
Firstly, and probably most importantly, as we've already acknowledged previously Season I's format was not a very good idea. Teams were hastily thrown together with little to no communication between captains (and some players) regarding who was playing with who and how salary caps worked. So we've scrapped that idea and will be looking at two alternatives which I will outline for your input now.
Option A: Standard Draft
A standard draft would see all captains jump into a party chat (or online chatroom should any PC players with no access to Xbox Live sign up we'll need to organise an alternative, cross that bridge if we come to it though) and cycle through the player list starting from the last placed team to finish the previous championship to the top picking one player each. After each team has made their first selection, the process repeats from the bottom, and proceeds to the top until all players are rostered to teams. The remaining players will become substitute options.
An example from Season I's results would see the selections taking place as follows:
Pick 1: Marauders
Pick 1: Spartans
Pick 1: Sharks
Pick 1: Devils
Pick 1: Raiders
Pick 1: Knights
Pick 2: Marauders
Pick 2: Spartans
Pick 2: Sharks
Pick 2: Devils
Pick 2: Raiders
Pick 2: Knights
Option B: Serpentine Draft
A serpentine draft would see the captains make their selections in a serpentine fashion rather than a rotating order. In this version we would have to work out in which order we would do it but an example would be as follows, again as per Season I results:
Pick 1: Marauders
Pick 1: Spartans
Pick 1: Sharks
Pick 1: Devils
Pick 1: Raiders
Pick 1: Knights
Pick 2: Knights
Pick 2: Raiders
Pick 2: Devils
Pick 2: Sharks
Pick 2: Spartans
Pick 2: Marauders
At this point in time it should also be pointed out we're looking at increasing the salary cap for teams 5 and 6 on the ladder (Spartans and Marauders) to 1.2 million to give them a bit of extra headroom if they would like to try and take advantage of it.
We'll trial both these options in both directions to determine which is best for generating balanced teams. Of course if anyone has any other ideas or suggestions, feel free to fire them through to us.
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