Narnilla-Fruinia 2020
You and your team, after racing across Fruinia in the Production Car Tournament, have reached the finals. The best tuners in the country have gathered in Narnilla for the ultimate showdown: three races, a fully prepped car, and a star driver behind the wheel.
Now it’s time to prove, once and for all, which tuner is truly the best in Fruinia.
This is going to be a race challenge, but as the name implies, a production prepped car has to be made for the tournament, so the challenge will be divided into 2 phases.
Note: This is only the rules deliberation, so rules can be changed from time to time until the formal start of the challenge
First Phase: Production Car
Participants who choose to create a production car will be developing a brand that other users can see, evaluate, and potentially purchase. Designing a competitive car from scratch is very different from tuning an existing vehicle.
Participation in the production car phase is optional, you are not required to build a production car to enter the challenge. You may instead join directly from Phase Two.
Second Phase: Tuned Car
After the deadline for production cars and the homologation review done (determining whether each car passes or fails), all approved vehicles will be showcased in a dedicated post, along with an update to the main challenge post.
From this selection, participants will choose which car they want to purchase and tune.
Any user (an individual or collaborative group) who created a production car is not allowed to use their own car in the second phase, they must select a different vehicle. In production car challenges, there are no manufacturer-backed teams.
However, this does not mean your brand will go unnoticed, your production car will still gain recognition, especially if it performs well alongside top tuners and achieves strong results the user will be tagged as the manufacturer of the winning car.
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Family Engine and Model Year: 2000-2019
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Variant/Trim Year: Any up to 2019
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Sedan, Hatchback and Coupe only (As shown in the body editor), Convertible only allowed in Coupe Bodies
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Max Price $22.000. You can go as low as you want and is encouraged, as a cheaper car can let Tuners use more money to improve the car as they want. Reaching the limit will be percieved as a ready to race car, with only the necessary money to apply the mandatory changes.
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Normalized Desirability in Fruinia Market above 60% in at least one the following markets:
-City or any of its subcategories (Budget,Premium or Eco)
-Family or any of its subcategories (Budget or Premium)
-Commuter or any of its subcategories (Budget or Premium)-Ligth Sports Budget (But it will have a cost penalty of 1000$)
-Pony (But it will have a cost penalty of 1500$)
The market desirability can be shown in the markets the car appeals to shown in the game, make sure to select Fruinia as a country in the globe button, Fruinia is the flag with 2 green stripes and a apple in the middle
*If for some reason, the car appeals to Ligth Sports budget or Pony and also any of the above in the market desirability of 60%, the penalty will not take place. Ex. If a car has commuter premium and pony above 60%, it will be considered as commuter and no penalty will apply
- No race/Billet parts
- Fuel:
-For any forced induction Engines: Unleaded Premium 95 RON,91 AKI Only,
-For NA engines: Unleaded Regular 91 RON,87 AKI Minimum Premium 95 RON,91 AKI Maximum, it probably wont make any change but is an option you have - Loudness Below 60
- Must have a 3-way Cat
- WES 10 For variants from 2000-2010, WES 11 For variants from 2011-2019
- Manual Transmission Only
- Tyre Width must end in 5
- Only Radial tyres, Radial Semi-slick and Race Tires are not allowed
- Minimum 5 seats of any kind for Sedans or hatchback bodies, coupe bodies are required to minimum 2 seats
- Advanced 00´s Safety for Trim: 2000-2010 Standard 10´s for Trims: 2011-2019 or better
- At least ABS Traction aid or better
All entries are allowed $30M in techpool costs. This is the sum of total costs for car and engine, as illustrated above.
There may be situations where the exported car has an incorrect or inconsistent tech pool. If that occurs, I will contact the designer and coordinate a solution, including proof of compliance or a corrected tech pool. This will be reviewed to complete the homologation process.
Negative techpool values are prohibited.
This section has already be done but as i´m focusing now on the production car sumbissions, idk if this part should be here at this moment, so i will pull a poll here.
- Show the Tunning Ruleset now
- Better release them until the production car pahse is set
Rules
Race format
Qualifying: Best Flying lap
-Drivers will be separated by 2s each for the race start
Races:
-Race Pace: The best lap possible will be the best flying lap of the car (Car cannot be faster than Qualy time), so the lap time will be semi-random based on the following
Lap x time = BL* (1 + (R/(S+D)) + ((n-1)/(20*(S+D))))
Where:
BL: Best Possible time (Qualy Time)
R: A randomized numer between 0.1 to 0.10 to simulate variability
S: Sportiness
D: Drivability
n: Lap number
The formula applies after the 2nd lap, the first lap will be the recordable lap from automation when starting still, the overall race time will be the sum of all the laps made during the time provided
Overtaking: Will be done when 2 or more cars start the lap and the Attacking car(s) mathematically achieve a lower overall race time at the start of the new lap than the defense car, where 2 events can happen
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Overtake: The passed car will be added 0.2s to the lap time due to the mental shock of being overtaken
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Not Overtake: The Overtaken car time + 0.6s will replace the lap time of the Overtaking car due to loss of time into the overtaking attempt, and a new attempt have to be made
The overtake success will be a clash of the following factors of the car:
For the first Attack
(CS1/AC1)*DA1 < (CS2/AC2)*DA2
For the Second Attack
(CS1/AC1)*0.9DA1 < (CS2/AC2)*1.1 DA2
For the Third Attack
(CS1/AC1)*0.8DA1 < (CS2/AC2)*1.2DA2
Where:
CS: 200m Radius Cornering Gs
AC: 80-120 km/h time
DA: Driver Agressiveness (Will be 1 for everyone except for the ones who have The Psychologist driver perk)
1: Defending Car
2: Attacking Car
Incidents: Drivers can lose control if their are afraid of the car they are driving, or if the car falls apart after each lap so every driver faces a probability of incidents on track as following:
Spin: A spin will occur when the driver cant handle the car anymore, because he dont trust it anymore, a Spin will add 15s to the current lap time
SP = (n/60) * (1- S/120)
If: r < SP the car will Spin in that lap
r: a random number between 0 and 1
Where:
n: number of the lap
S: Safety
Mechanical Breakdown: Cars with bad reliability can be really fast, but they may will not endure a full race, the probability of a Total MB will be as following:
TMB = (n/100) * (1 - (R/100))**2
If: r < TMB the car will break and generate a DNF
Where:
n: number of the lap
R: Reliability
r: a random number between 0 and 1
Crash against other driver: A Crash between 2 drivers will occur if the Attacking car fails 3 consecutive times to overtake the car in front, Atacking car will recieve 10s to their current lap time and Defense car will receieve 6s
- The Races are based on time, so as the timer goes out, the leading car has +1 lap to finish the race and Overtaking is possible.
The three races will be taking part into the Narnilla Circuit in automation. the layouts and race time will be as follow:
Race1: Narnilla Short (30 min)
Race2: Narnilla GT (30 Min)
Race3: Narnilla GP (1 Hour)
Driver Perks
Summary
“In a race, a car cannot move without the driver, and race winning cars involved commited or talented drivers in and out track (In case the car is OP af lol)” So every team driver (It can be you, a friend, a character, antrophomorfic thing, etc) has a particular perk that excels from the rest, you can choose from the following, all the buffs will only apply on the formulas given in the rules for obvious reasons:
The Daredevil
This kind of driver is only focused on victory, and is a big fan of Ricky Bobby motto “If you ain´t first you are last”. He can overdrive the car into unbelievable limits, but it only takes a mistake to ruin everything.
- Lap times improved by 0.3s per lap but a decrease of 17.5% on Safety, also the overtake attemps to get a crash with other driver reduces to 2
The Negotiator
A Driver is nothing without support and this kind of drivers know that, for that reason they had developed a network of suppliers and workshops alliances so the car can be optimized to the fullest without running their wallets empty.
- Reduces $1000 of total price (So you can overprice the car)
The Mechanic
This kind of driver spends many days and nigths with the team, Reviewing every bolt of the car the driver became one with the machine, it knows how it behaves what it needs and what cannot be done with the machine that he bonded to.
- Increased 18% on sportiness and 20% reliability
The SimRacer
This kind of driver has a boost of confidence from having 1000h on Assetto Corsa and 3k IR on Iracing, This virtual experience make him a better driver without being in any car, he uses excel spreadsheets and nerd tech to apply this knowledge on a real track.
- Increased car drivability by 36%
The Psychologist
This kind of driver may not be the fastest or the richest, but one thing they know is their opponents, the know which cars they have, how they drive, and even what they took for breakfast in that morning. Creepy, but they can predict every movement, assuring overtakes almost always
- Driver Agressiveness increases by 30% for all attacks, also they will never crash against another driver
The Cold Nerved
This kind of driver feels no emotion, their hearts never beat, It can enter a death box and drive it without even flinch, Also it doesnt feel any empathy for their rivals, Brave but rude, they only think about getting the money and go home, he doesnt love racing but is something he is good at it and gives him bank.
- Driver will never Spin, And recieve no penalty for crashing another car if he is attacking.
INSPIRATIONS
For Production Cars
Renault Sandero RS
Mazda Miata (Dont inspire by the NA pop up headligths, lol)
Chevrolet Cruze
Ford Mustang
Lexus IS300
Subaru Impreza
Tuned Car style inspirations
Volvo C30
MazdaSpeed 3
Mazda RX8
Mini Cooper S
Toyota GT86
Chevrolet Camaro
Submission rules
- Submissions open until May 20th no matter the timezone.
- The naming scheme is NRO - (forum username) for the car model and engine family. Trim and variant are free.
- A complete submission includes a .car file sent to me - @David_Herrera via Discourse PM
- For Production cars no ad is needed, as i will showcase the car once the Homologation and submission ends, but you are free to send one if you like.
For Tuned Cars
- Submissions open After Production cars are being showcased by me. An alert will also be made for the ones willing to start the challenge from tunning
- The naming scheme is NROT - (forum username) for the car model and engine family. Trim and variant Have to be the same as the car bought.
- A complete submission includes a .car file sent to me - @David_Herrera via Discourse PM, also in the same message please also send the name of the driver you want to compete and the driver perk chosen, If not of them were sent, it will be generated Randomly
- An ad showcasing the tuned car is also mandatory before the race 1 starts.
25/Apr/26: Improved market desirability explanation, included Pony and ligth sports budget markets with limitations.
28/Apr/26: Corrected safety standard year requirements















