iRating in Team Events - Did you see this?

Kenadian

Staff member
Site Admin
Certainly looks that way.

It'll be interesting to see how it works out though because I don't see you making the huge iRating gains (or losses) that you see in regular series as there's far more cars to average from.
 

Slider

Hardcore
I don't like that. It'll create more drama and remove focus from team aspect of it. How will solo drivers be handled? Who's iRating will be counted? System is being abused a lot already and with actual stats in the picture, I don't like it for now.
 

Brainling

Hardcore
This is almost certainly a response to the huge iRating disparity teams we see these days in some splits. The 5k driver who had their 1.5k friends register the team and such. That person now stands to lose a healthy amount of iRating as there are few people in the session they would naturally take iRating from, but a session full of people who can take iRating from them.

Sucks for groups like us that are just trying to drive fun and casual though. Means I'm going to have to go grind iRating so it more closely reflects my skill level so I'm not dragging some B2O person's iRating down in an event.
 
I like that and support.I'm just not sure in few things like Dino said.What if I'm driving solo BES for example, ok I'm DQ but what about IR, on 0 or down?How is it calculated in with the team?That I don't understand.If teams go down we all go down with IR, doesn't matter if I, for example, drove few hours without problems but my teammate crashed, I don't understand how is that calculated.
It's calculated where we finish so 1 person does not matter, that I don't like.What I was supporting and why I liked idea is because I think it will bring better racing but on the other side how bad will guy who crashed feel now when he has an impact on IR in the whole team.That is what I don't like

For me personally I don't care, I will still race with 1k guys in the team,IR is just a number and in this few events I will lose something and gain something, even if I lose in every event I don't care to much to be earnest but I can see it can be problematic for some people
 
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I found this

Once the session is finished, we compute an "aggregate" iRating for each team in the split. This "team iRating" is a weighted average of the iRatings of the team's members that actually drove during the race. Each driver's iRating is weighted by the proportion of the team's laps that particular driver ran in the race. If one of a team's drivers did 50% of the team's laps, then their team's iRating will be weighted 50% towards that driver's iRating. If a driver did 5% of the team's laps, then the team's iRating is weighted 5% towards that driver's iRating*.

Then iRating exchanges between the teams are computed exactly the same way as if this was a non-team event, by using the team's aggregate iRatings, not any individual driver's iRatings.

Then the iRating adjustment assigned to each team is distributed (as closely as can be managed) to its drivers using the same weightings that were used to come up with the team's aggregate iRating. Since iRatings are whole numbers, it is almost always impossible to divide up the team's iRating points delta precisely according to those weightings. But since iRatings are a "zero sum game", the deltas for a team's individual drivers must be adjusted to ensure that the iRating delta assigned to the team is fully distributed to its drivers.
 

Deb

Moderator
So, if I am reading this correctly, you would want to have the team member with the highest irating register to get the best SOF possible and make sure a person with a lower irating drives a fair amount so their personal irating is measured against the SOF irating, to get the most lift in irating for all team members. For example, if the SOF is 3000 but team members with 1500 iratings drive a bunch of the laps and do well, wouldn't the team get allocated more irating then someone on another team with a 2500 irating, depending on finishing position of course?
 
I think it's a silly idea and not very well-thought out.

Firstly, it's blatantly stupid that they post such an announcement without any elaboration or link to information. You have to search for it yourself somewhere on the forum (thanks @SavreticD ).

It could lead to interesting (not in the positive way) schedule strategies. You would want to let low iRating drivers drive in the early-mid part of the race. That way if they crash or get crashed out the team's iRating is as low as it can be and only the drivers who have driven will lose iRating, and since their iRating would be less than or equal to the SoF they wouldn't lose too much.

Alternatively, if you let the high iRating guys drive first and there is a crash towards the end, the team's iRating will be high and the high iRating guys will lose a lot even though they may not have contributed at all to the crash. Meanwhile, it could be a low iRating driver on his 1st/2nd stint who totals the car and he would barely lose any iRating.

And what about solo drivers? Obviously they would not gain or lose iRating because they get DQed but teams will claim these drivers had an effect on their race. "We would have gotten another position but I was held up by a solo driver who has nothing to lose."

@Deb I think it mostly depends on your expected finishing position in the race. If you are in a 3000 SoF split and early in the race think you won't finish well as a team then you could do damage control and let the lower iRating drivers do most of the driving. If early on you expect to finish well you have to decide between 1) using some high iRating drivers, possibly ensuring a good position and reasonable iRating gains for all drivers, or 2) using low-medium iRating drivers, possibly losing a few positions but also lowering the team's iRating to gain reasonable iRating for all. There is probably a fragile equilibrium there where both choices net the same exact outcome.

We might be able to calculate what the most profitable strategy is. For example, say in situation 1 driver A with 4000 iRating drives 70% of the race and driver B of 2000 iRating drives 30% of the race. Then the team's iRating is: 0.7 * 4000 + 0.3 + 2000 = 3400. Say they finish such that they gain 50 iRating. Driver A gets 35, driver B gets 15.
If we turn that around, driver A drives 30% and driver B drives 70% the team iRating becomes: 0.3 * 4000 + 0.7 * 2000 = 2600. To get the same iRating gains (driver A gets 15, driver B gets 35), the position in the race must be such that they still get 50 iRating from their finishing positions @ 2600 team-iRating. If this is how it turns out on average is really difficult to say because it depends on the accuracy of each of the drivers' personal iRating, the iRating distribution of the opponent teams in the race, the number of cars and non-starters etc.

@Brainling Yes, maybe. Another reason I can think of is making their upcoming WEC-like endurance series more popular/prestigious.
 
Lol what is now this,this is from staff


iRating should not be on for team racing.

There was a bug in the system causing some iRating exchanges in sessions it shouldn't have happened. The engineers are working to fix the issue and they're also working to remove the exchanges that happened in those sessions. It also was not exchanged properly.

Sorry for any confusion, it's a system bug that will be corrected. In the event that iRating is turned on for team events, it will be in the release notes.
 
Great work iRacing :p. So I'm guessing it was the "bug in the system" that announced it in the staff announcement forum as well?
 
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Deb

Moderator
Wow, what in the heck was all that?????? Maybe they announced they would turn it on so they couldn't or wouldn't have to fix whatever problem occurred and then decided they could fix it?????

 

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