Championship Guide Overview
The purpose of this guide is to help you understand the procedures and flow of the Tyka leagues. Please read each section completely to ensure that you have a good understanding of what is expected of you and how to properly participate.
Tyka League Administrators and the Tyka Marshals assume full authority over the rulings and decisions regarding the leagues. League Administrator decisions are final without recourse. League Administrators will always consult this championship guide as reference.
Please review and familiarize yourselves with the following guide and rules to avoid any disputes that may arise from not understanding proper protocol and procedure. We ask that you use common sense, and treat others as you would expect to be treated.
All Marshals can be identified through the
Tyka Contacts page and in the client by their driver's icon. Their duties include, helping drivers understand the rules, ensure that all drivers follow proper protocol and procedure, to resolve disputes before they occur, or provide advice on proper steps to be taken in matters of procedure.
1. Registration & General Undertaking
1.1 To participate in the Tyka leagues, all participants must be properly registered at this community through the Tyka Client software. For administrative identification purposes, an identical nickname in your Tyka registration profile as well in your in-game profile is required.
1.2 We strongly suggest you input proper information in your registration details to ensure proper placement in the leagues. Placing improper details will only make participation more difficult for the participant in the long term.
1.3 Competitors must make sure they have a valid email address showing in their profile. This is used for league correspondence and notifications.
Disclaimer: We do not share your email address with any 3rd parties whatsoever, and do everything in our power to ensure that it is not available to spam-bots. We do not send you unsolicited emails or otherwise attempt to contact you unless you have specified that we do so, or that it directly concerns your participation and organization in the league.
1.4 The Tyka leagues are split into two player skill levels, Amateur (AMA) and Expert (EXP). Each skill level allows and/or restricts certain in-game aids. The aids that you are allowed to use are dependant upon these Level Restrictions. Depending on the league, the AMA championship may be disabled and only EXP will be run.
1.5 Each skill level is designed to place participants' skills against each other to ensure a pleasurable experience. For this reason, choosing the appropriate level that matches your ability is extremely important in your enjoyment level, as well as others'. We suggest that each participant wishing to enter the Tyka Championship reviews the aids allowed, and pick their level wisely based on realistic ability levels.
1.6 The following table outlines the available Aids Settings in the Game:
| AIDS |
Amateur |
Expert |
| Steering Assistance |
Allowed |
Disallowed |
| Opposite Lock Assistance |
Allowed |
Disallowed |
| Braking Point Assistance |
Allowed |
Disallowed |
| Stability Assistance |
Allowed |
Disallowed |
| Spin Recovery |
Allowed |
Disallowed |
| Invulnerability |
Disallowed |
Disallowed |
| Auto Shifting |
Allowed |
Disallowed |
| Traction Control |
Allowed |
Disallowed |
| Anti Lock Brakes |
Allowed |
Disallowed |
| Pit Lane Assistance |
Allowed |
Disallowed |
| Clutch Assistance |
Allowed |
Allowed |
| Damage Multiplier |
50% |
100% |
1.7 Participants cannot change level freely. A switch is only allowed ONCE and only with permission by the League Admin!
1.8 If users change levels, these level changes will only be in effect for the next qualifying session. Changing levels after you qualify for a race (and before you run that race) will not place you in that desired level until the next open qualifying session for the next track.
1.9 Changes to your level can be performed in the Tyka Client Profile.
1.10 Users are only allowed to compete in one level per league. For instance you cannot race both AMA and EXP in the same league and using different usernames to do so is also prohibited. Only one username entry is allowed per person. Players found using two or more usernames will be penalized for Unsportsmanlike Conduct and stripped of all overlapping points for all past/present races where the two usernames have submitted a time.
1.11 Anyone caught impersonating another driver, using another drivers log-in to compete in a league will be severely dealt with.
1.12 The league splits the world into 3 time zone blocks (
see image).
1.13 We split everyone into time zone blocks for the qualifying, to ensure everyone has a chance to qualify at an appropriate time. Races will be done separately per timezone, or with multiple timezones combined.
1.14 The timezone can be selected when joining the qualifying session. You are free to select a different timezone than your current location, in order to race at a different time. The race schedule shows when each timezone will race.
1.15 Once you start a qualifying session, your timezone will be stored and used to add you to the correct race heat. You can only select your timezone once for each race, the first time joining a qualifying session for a race. It is no longer possible to change for that race once your qualifying session has finished.
1.16 Users may select to use whatever car they choose to race with unless specified otherwise (specific vehicles may be reserved). Your selection during the first qualifying session will govern which car you are required to use for the rest of the sessions and the race.
1.17 You may change car selection at anytime, and as many times as you like during the course of the league.
2. Championship Teams
2.1 If a participant wishes to join an existing team, they will need to get in contact with the manager of that team. You may use e-mail and/or Tyka forums for this or the team pages. Upon agreement of the team manager you will be added to that team.
2.2 You can only be member of one team. When joining a different team, you will no longer be part of the old team. Also keep in mind that all team points you gained during league races will remain to the old team.
2.3 The first consideration in creating a new team is to ensure that your desired Team Name is not already registered by someone else. The registration process will inform you if you have attempted to create a team that is already registered.
2.4 After you registered a new team you will be automatically assigned as the Manager for that Team. From there you can add (invite), allow or remove drivers to your team. You can manage more than one team.
3. Software/Hardware Issues
3.1 Tyka does not support ANY non-retail game versions in part or in whole. Users are required to own and operate the retail version of the game as found on the CD and/or official patches.
3.2 Tyka will not troubleshoot or otherwise support warez, No-CD, or any other version of the game in any way. Tyka does not guarantee results of any files/mods uploaded to this community. If in doubt, do not install it.
3.3 Tyka assumes no responsibility for the maintenance of your computer and/or its peripherals. You are solely responsible for ensuring a healthy computing environment. Computer failure and/or peripheral failure is not considered a valid excuse for missing a league session that you qualified for, or a reason to rerun your league session.
3.4 If your computer/peripheral fails, you will be considered as DNF [Did Not Finish].
4. World Championship
4.1 The Tyka leagues are performed 100% online. It is required that you actively maintain an Internet Connection. The quicker and more stable the connection; the more fun you will have. Please keep in mind that your upload speed is the most important factor in online gaming. Do not blame us for poor Internet Connections and its affect on the Tyka Software or the game's playability online, we have no control over that. The Tyka leagues are hosted on a server with a very fast internet connection to ensure lag-free experience.
4.2 All league activities are performed using the Tyka Client software. Users are required to download the Tyka Client software from the Tyka software download section. Users must then install the Tyka Software and then perform their league sessions online through the Tyka Client Software. Any attempts to tamper with the Tyka Software package in any way will result in your immediate removal from the league and/or the Tyka Network. Reporting tools are built into the software to prevent tampering, with multiple delivery methods employed. We highly suggest not testing our resolve or security in this regard.
4.3 The Tyka leagues Driver's title will be awarded to the driver who has scored the highest number of points in each skill level, taking into consideration all the results obtained during the Events which have actually taken place.
4.4 The title of Tyka league Team Champion will be awarded to the league's team which has scored the highest number of points, with the results from the top 5 scoring cars being taken into account.
5. Championship Points Scoring
5.1 Each driver is allocated points for their worldwide finish position. Each driver will race in heats with other drivers from the same geographic time zone block, level, and similar pace. The race will be timed, and the finish time will be submitted to be compared against other drivers from the same level around the world in other time zone blocks. Your finish position, and points allocated, are governed by the comparison against the rest in the world in the same level.
5.2 To receive points for you result, you must at least have completed 75% of the race distance. This rule is to prevent people from parking their (possibly damaged) car during the race only to cross the finish line after the race has ended, thereby still scoring points.
5.3 Drivers in different levels are never compared to each other for the purpose(s) of the individual Driver's Championship(s). Each level has its own separate Drivers Championship. The only time drivers from different levels are factored together is in Team and Nation standings/scoring, where applicable.
5.4 The Tyka Team Championship is based on the top 5 scorers of a Team per skill.
5.5 Points are assigned upon achievement and remain the points of the person and the Team as they were originally assigned. Upon the resignation/termination of a Driver from a Team, the Team will retain all Team Championship Points achieved by that driver over the course of membership, and the driver will take only his Individual Driver Championship Points with him.
5.6 The Tyka Country Championship is based on the top 5 scores from each country, per race and per skill.
6. Free Practice Procedure
6.1 "Safety cars" during practice races are STRICTLY forbidden. The race should be continued at all times, without having to slow down on request of someone else. Drivers who find it necessary to call a "safety car" period in the room chat, obligating other drivers to slow down and be an obstacle for them, will be banned from the practice servers, without further discussion.
6.2 It's not allowed to hit anyone off, nugde other drivers to overtake, slowing down on the race line becoming an obstacle for other drivers or swaying over the track becoming an obstacle for other drivers.
6.3 Respect other drivers who are still in the practice race. Do NOT overflow the chat, annoy drivers who are still racing or call endless votes for race restarts, kicks or bans of drivers!
6.4 You have no right to obligate your own rules or idea's on other drivers. Only the Tyka rules apply on the practice servers and all its drivers.
6.5 At all times we expect fair racing. Anyone who does not respect these rules are banned from the practice server, without further discussion. To get removed from the ban-list, you will have to contact an overall admin and explain what happened including a request to be removed from the ban-list, we will not automatically do this for you! The overall admin will review your request, and if needed discuss with other overall admins, to conclude the final decision on removing you from the ban-list, or keeping you listed on the ban-list.
7. Qualifying Procedure
7.1 During the qualifying period there will be multiple qualifying sessions at different times to ensure everyone has a chance of qualifying for the league.
7.2
You can join as many qualifying sessions as you like. The best laptime you achieved will be used to determine your starting position.
7.3
Depending on the league, the qualifying sessions can be done in 'public' or 'private' mode. The former shows all cars on the track while the latter shows an empty track, although the times of the other drivers are displayed and the other cars can be seen in the TV view.
7.4
In 'public' mode, you are expected to give way to other drivers during slow laps or in/out laps. Hindering other drivers on purpose can result in a penalty. If you were hindered during a qualifying lap you can send in a dispute to the League Admin with the qualifying session and the correct timestamp it happened.
7.5
Cutting the track is not allowed and can result in your laptime from that qualifying session to be removed or a penalty will be added to your laptime(s).
7.6
If you are unable to make it to any of the sessions, you can be added to the back of the grid by sending a mail to the League Admin before the qualifying period ends. Mails requesting to be added to the grid after the qualifying period is over will be neglected.
7.7
The replays of the qualifying sessions are made available as soon as the session is over.
7.8
It is not allowed to talk at all during the qualifying session. Any talking will result in a penalty.
7.9
After the qualifying session a small (usually 4-lap) race will be held. You are expected to behave in this race just like in the real league race.
8. Race Procedure
8.1
The race heat times are displayed in the schedule. The race heats can be at different times depending on the timezone. You will have to race in the heat for the timezone you selected.
8.2
The length of each race will be determined by the League Administrator before each season. In the case of the Tyka leagues, Expert races generally last 100% of the actual race distance and Amateur races last 50% of the actual race distance.
8.3
Once the qualifying results are final, the grids will be displayed on the website. If there are a lot of people qualifying for a race, the races can be split into two or more heats which will be driven at the same time but on different servers.
8.4
For some leagues there can be two or more consecutive races. The grid of the first race is determined by the qualifying sessions, while the grids of the other races are determined by the outcome of the previous race.
8.5
The races are automated (i.e. the servers are launched and switch sessions automatically) and will almost always start exactly on time. Make sure you are in time for the race and don't join last-minute. Joining too late may cause you to be put at the back of the grid instead of your qualifying position or cause you miss the start of the race. It is your responsibility to be on time. The League Admins cannot be held responsible for you missing the race and will not wait for you in case of problems.
8.6
If this race is to be considered important to you, we advise that you take every opportunity before the race to reboot your computer, close any unused programs running in the background, calibrate your controllers, or any other preventative precautions you can take to ensure that your equipment will be in perfect running order for the league race. Your system stability is entirely your responsibility. System crashes are treated as DNF.
8.7
Participants who do not arrive and race at the scheduled time are considered DNS (Did Not Start) with a point penalty applied. If you have qualified but are unable to make it to the race, email the League Admin before the start of the race and he will put you to DNF. Mails sent after the race will be neglected.
8.8
Contrary to an apparent, vast majority of opinion; races are NOT traditionally won on the first corner. As a result, it is useless to try to and squeeze everyone through the same corner at exactly the same time. Use your patience and good judgment when entering the first corner to ensure that you will leave enough room for others to manoeuvre. We are not asking you to give up your line per-se, but we expect you to conduct yourselves in a professional manner and with consideration for your fellow drivers at all times.
8.9
If you find yourself in the rare instance of leaving the track due to an error, etc. and you must re-enter the track. We insist that you re-enter the track Off the Racing Line and ask that you remain off the racing line until such time as a proper and competitive pace can be achieved. You MUST give the other drivers the right-of-way until you can hold your line competitively.
8.10
Purposeful blocking, crashing, or any other failure to relinquish the right-of-way under these circumstances will be considered an act of poor sportsmanship and will be penalized accordingly, complete with a suspension of license, removal of all points achieved at that track, and a deduction of additional points dependant on the severity of infraction, as deemed appropriate by the Championship Administrator. We DO NOT tolerate unsportsmanlike driving!
8.11
It is not allowed to talk at all during the race session. Any talking will result in a penalty. Keep in mind that when finishing others may still be on the track. Wait until everyone has finished before talking.
8.12
It is not allowed to crash your car after the race. Crashing cars can cause framerate hits for those still on track. Any crashing, be it against a wall or another driver, will be penalized.
9. Disputing Procedure
9.1
Points are awarded for race positions, and as such this may encourage people to achieve times based on known game faults in corner cutting. As such, any submission may be disputed by another participant of that track.
9.2
A dispute for the qualifying must be sent within 12 hours after the deadline of the qualification, together with proof (screenshot). Disputes without proof will be ignored!
9.3
Only users of the Tyka league participating in the race in question are capable of filing a dispute against another driver's race conduct, and only if the race deadline has NOT passed more than 48 hours previously. If disputes are filed without proof they will be ignored!
9.4
The dispute must be sent to the League Admin by email and contain the following information: your nickname, the disputed driver, the qualifying or race id, the timestamp of the event in the replay and your comments.
9.5
A driver may dispute qualifying results as many times as he likes, as long as it is a VALID dispute. Should a driver do an invalid dispute, the disputer himself can possibly receive a penalty.
9.6
Drivers, who are disputed against and found guilty, will receive a time penalty which will depend upon Administrator/Marshal's decision.
9.7
Driver identities are kept confidential in matters of disputes. The Disputed driver will know only that a dispute was filed, and must take action to overcome the dispute using methods set forth in this section.
9.8
To actively avoid a dispute against your fastest race times, we highly suggest you understand the proper protocol regarding lap legality.
9.9
Dispute filings and notifications are performed through your email listed in your Game Profile. We highly suggest ensuring that the email listed in your profile is accurate, and that you check it often. You alone are responsible for ensuring expedient contact avenues for the League Administrators to use.
9.10
Administrators and/or Marshals are not permitted to hand out penalties individually; at least 3 votes of other Marshals and/or Administrators are required to penalize a driver.
9.11
Administrators and/or Marshals are permitted to hand out penalties for ANY reason they seem fit.
9.12
Administrators and/or Marshals will debate their decisions in a closed forum.
9.13
Purposeful blocking, crashing, corner cutting or any other failure to relinquish the right-of-way under these circumstances will be considered an act of poor sportsmanship and will be penalized accordingly, complete with a suspension of license, removal of all points achieved at that track, and a deduction of additional points dependant on the severity of infraction, as deemed appropriate by the Championship Administrator. We DO NOT tolerate unsportsmanlike driving.
10. Flag Rules
10.1
Yellow Flag: Danger-Reduce Speed - Maintain position until the situation, accident etc that caused the yellow flag to be given is passed. Failure to slow to a safe speed for a yellow flag will be considered a serious breach of these rules.
10.2
Blue Flag: One or more competitors are about to lap you. You must hold your course and allow him or her to pass unimpeded.
10.3
Black Flag: Should it become necessary for any reason to stop a driver, the black flag shall be displayed to the driver concerned. Such signal indicates that once a competitor receives the black flag they are to cease racing immediately and return to the pits next time he or she reaches it without impeding another competitor.
10.4
Black and White Chequered: The display of the black and white chequered flag will determine the end of the race. The race finishing order will be as cars crossed the finishing line on the lap when the black and white chequered flag was displayed. This flag shall also signify the end of practice or timed session.
11. Rules of the Road
11.1
Car Direction: During an event and/or practice, it is expressly forbidden to a drive at any time in a direction opposite to that in which the event and/or practice is being run. Infringement of this rule means immediate exclusion (DSQ) and possible further penalty.
11.2
Stop On Course: If for any reason a driver is forced to stop his car on or near the course, it will be his duty to place it in such a manner as to cause the least danger or obstruction to other competitors.
11.3
Lapping Competitor: When a driver is preparing to lap another competitor the driver of the car to be overtaken must hold his course and allow the lapping car to pass unimpeded.
11.4
Contact Of Cars:
a. A driver who causes a car to make contact with another car may be penalized.
b. A driver who drives or acts in a manner that could endanger themselves or any other driver may be penalized.
11.5
During a Race:
a. A car alone on the track may use the full width of the track. However, as soon as it is caught up on a straight line by a car which is either temporarily or constantly faster, the driver shall maintain his or her line.
b. Curves, as well as the approaches and exit zones thereof, maybe negotiated by drivers any way they wish within the limits of the track. Overtaking may be done either on the right or left. However, maneuvers liable to hinder other drivers, such as premature direction changers, deliberate crowding of cars towards the inside or outside of the curve or any other abnormal braking or change of direction, are strictly forbidden and shall be penalized according to the importance and repetition of the offence.
c. A misconception in racing is: I have the inside so it's my corner! This is totally wrong. If the driver on the outside wishes to stay there, the inside driver must give him room and vice versa.
11.6
Chatting during a league session: Chatting once a league session has commenced is strictly forbidden and will be penalised.
12. Lap Legality
12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
12.2
On the exit of a corner, drivers are allowed to take the exit of a corner wide, while remaining as a legal lap. Only during the corner exit you may fully attack the curbs and their marked outrun areas as long as the corner exit is not part of the next corner entry. During a wide corner exit, at least one whole wheel should be 100% in contact with the curbs.
12.3
Users who choose to bypass corners entirely are considered illegal and will be removed with submission suspensions for Unsportsmanlike Behaviour.
12.4
Rail Riding is not permitted. Contact with the walls will render the lap illegal, and will be subsequently removed upon receiving an official dispute.
12.5
The track is considered the GREY tarmac, including the white lines seperating it from other materials.Track Pavement does not include the track curbs. At least 1 whole wheel on the track pavement at all times during a corner is strictly enforced. You can attack the curbs; just make sure one whole wheel is touching the track pavement.
12.6
Examples of what is a cut and what is not a cut can be found in Appendix 1.
Appendix 1: Lap Legality Examples
Legal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Legal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Legal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Legal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Legal: 12.2
On the exit of a corner, drivers are allowed to take the exit of a corner wide, while remaining as a legal lap. Only during the corner exit you may fully attack the curbs and their marked outrun areas as long as the corner exit is not part of the next corner entry. During a wide corner exit, at least one whole wheel should be 100% in contact with the curbs.
Illegal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Illegal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Illegal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Illegal: 12.1
At least one whole wheel must always be fully (100%) on the track at all times throughout each corner to be considered valid. If there is less than one whole wheel completely on the track pavement (INCLUDING the white line next to the curb) in a corner, the lap is considered illegal!
Ilegal: 12.2
On the exit of a corner, drivers are allowed to take the exit of a corner wide, while remaining as a legal lap. Only during the corner exit you may fully attack the curbs and their marked outrun areas as long as the corner exit is not part of the next corner entry. During a wide corner exit, at least one whole wheel should be 100% in contact with the curbs.
Ilegal: 12.2
On the exit of a corner, drivers are allowed to take the exit of a corner wide, while remaining as a legal lap. Only during the corner exit you may fully attack the curbs and their marked outrun areas as long as the corner exit is not part of the next corner entry. During a wide corner exit, at least one whole wheel should be 100% in contact with the curbs.