ESDA 101

Qualifying

In competition, each driver will get 2 qualifying runs. The best run will count as their best score. Tiebreakers will be determined by the driver’s worse run. Each qualifying run is judged on three criterion: line, angle, and style. Each driver will get 1 minute to get to the starting line and go for their runs. This rule has been implemented so time will not be wasted. Drivers will go for 2 runs consecutive (both runs without waiting) with no practice runs. It’s the driver’s responsibility to practice before entering the lobby. Driver’s caught going for practice runs will be penalized.

Tandem

Tandem round is based on two (2) runs in a Head-to-Head format, with competitors paired up based on seeding position. The higher seed will lead the first run and the second led by the lower seed. The critical success factor is for the lead car to be able to run the course without error while being pressured by the following car. The following car is to “outdrive” the lead car. Driver consistency during a tandem battle is critical.

Initiation Points is a set point on the course where drivers should be entering drift. During both qualifying and tandem, the vehicle must be sideways as it passes the single standing cone before the Initiation line. Cones will be placed as a “3, 2, 1” sequence placed trackside. There will be lines on the course surface to divide the course into two lanes. The lead driver is allowed to flick to initiate, but must always remain in the lead lane. Lead drivers should not be crossing that line when initiating.

Chase drivers have two ways of entering the course. 

  • Side by Side- The chasing driver can choose to initiate beside the lead driver within the chase vehicle lane. Last lane line will end an appropriate distance from the latest initiation point. 
  • Single File- Driver is behind the lead car to initiate. Chase drivers can remain in the same lane as the lead driver. The lead car has the right of way until the last initiation point. 
  • Violation of one of the procedures can result in a major deduction or forfeit of that run.

Lead Car must be able to clear the course without making any errors due to distraction or pressure by the following car. Here are some following goals:

  • Run the qualifying line  
  • Run a high scoring run  
  • Run a chaseable lead run  
  • Follow the driver demonstration

Following Car needs to run the same line as the lead car If the lead car is off-line, the following car will gain advantage points by staying on the correct line although will not be deducted points for following the lead car. The following car should keep as close to the lead car as possible to gain the advantage. Here are some following goals:

  • Initiate no later than the lead driver  
  • Maintain close proximity to the lead driver with as much duration as possible  
  • Match or better the lead drivers angle  
  • Mimic the lead driver’s transitions and line throughout the course

Line

Line Is the ideal path a vehicle must take on the course and is marked by Inner Clipping Points, Outer Clipping Points, and Transition Zones

Angle

Angle measures the amount of counter-steer and relative rear slip angle a driver uses through the course. Steering adjustments must a minimal. The Transition from corner to corner must be smooth.

Style

The Style is the general feel of the pass and how well the other three criterion are executed through the entirety of the lap. This is the most subjective criteria, and judges will look for the most “excitement” that the driver can bring. Drivers should be able to show full control of the car at all times

Judging Criteria:

Qualifying

3 judges will consist of a max of 100 points. This is how scoring will be determined. Each track will be broken down into predetermined sectors and a track map will be provided as a visual representation. Each sector is judged separate from the other sectors. Line and Angle are each worth 30 points and Style is worth 40 points. Style is split 20 points each to Fluidity and Commitment.

Line: 30 Points

Angle:30 Points

Style: 40 Points

Judge 1: 30 Line= 30 Points

Judge 2: 30 Angle= 30 Points

Judge 3: 40 Style Points

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Total per run= 100 Points

Qualifying Tiebreakers

Tie Breaker 1 High Qualifying Score (HQS) 

Tie Breaker 2 Low Qualifying Score (LQS) 

Tie Breaker 3 HQS Style Score 

Tie Breaker 4 HQS Angle Score 

Tie Breaker 5 HQS Line Score 

Tie Breaker 6 LQS Style Score 

Tie Breaker 7 LQS Angle Score

Tie Breaker 8 LQS Line Score

Tandem

The following scoring factors will be considered for the evaluation of drifting techniques:

3 judges will score drivers based on their performance. Using the new 10 Point System   judges must award ten points between the two drivers – for example, 7-3, 6-4, 5-5 and so forth. Driver must win by more than 2 points to win the battle.  

Judges will select from these options:

5-5= Same as OMT

6-4

7-3

8-2

9-1

10-0=Same as a driver in not completing a run

Result into a winner of a battle:

– Judge A-Driver A=7- Driver B=3

– Judge B-Driver A=6- Driver B=4

– Judge C-Driver A=5- Driver B=5

Result Driver A wins 18-12

Result in to One More Time (OMT):

-Judge A-Driver A=4- Driver B=6

– Judge A-Driver A=6- Driver B=4

– Judge A-Driver A=5- Driver B=5

Result= Driver A=15- Driver B=15

OMT: 15-15, and 16-14 will result in a one more time.

In the event of a tie, a “One More Time” will be granted, and the competitors will begin another 2-run head-to-head battle. Multiple “One More Times” may be necessary to determine a winner.

At the end of battles. A Judge will come in the stream and explain the call if need be.