Guidance

 

 


Fairplay

Fairplay is very bitterly discussed and unfortunately, there are always, as in all the games, (and also in the real sport) some people who misuse the system and its errors for their personal advantage. The original idea was to organize cycle races online, as realistically as possible.
One will discuss for a long time what is fair and what not, which can be also very amusing.
As in a real race, an unfair act will often be punished directly by the concurrent teams.

Therefore the rules of fair-play are not there to dictate to the teams their way to play/race, but to prevent that certain teams use techniques which do not have anything in common with a normal realistic race.
For example the attack of a complete team at the beginning of a race when certain teams are not yet online at their command posts (traditional team attack)
Multiaccounts or unrealistic arrangements between teams are not accepted and will be punished.

The Rules of Fair-play describe some concrete cases that will be punished. Other cases, especially repeated actions, can be also punished. The last authority will be „Buhmann “ the designer and organizer of RSF. These decisions will be also made in agreement with community.



Fair Play Rules (Actualised 5.5.2010):
Clearly forbidden team attacks are:
1. Attack (no following) with more than 2 riders of one team at the same km out of the same group.
This rule is deactivated for the last 10 km of every race.

2. Successful attack (no following) with more than 5 different riders of one team during 20 km ( out of the same group) if these riders end up in the same group.
This rule is deactivated in the second half of every race.

3. Chained Attacks.
More than 2 riders of a team, who, through attack or following, escape out of a group.
This rule is deactivated if more than 10 riders from at least.4 teams are represented or if the original group has less than 15 riders.
This rule is deactivated too, in the last 20km of a race and if the road rises 4% and more.

No exception for offline players!

Other fair-play rules:
- It is forbidden to be sitted in 1 day races
- unrealistic arrangements are not allowed
- every team must do the best for his team . Separation of private and RSF is required.
- read the fair-play article at www.radsportfreaks.com/radsport/anleitung.php#fairness

IPs are controlled during races and if some correspond, that will be shown for all players.

I accept the fairplay rules

 


Divisions

The 1st, 2nd, 3rd et 4rd Division content respectively 30,40,50 and 60 teams.10,15,20 and 25 teams go the div. down and up every season (month).
The sum of the points of all the team riders which they obtained during the last and the current season (2 seasons/2 months) in the actual or in another team decide of the place of the team in the division.

 


Transfer market:


Press the button beside the rider you want to engage, give him an acceptable name and click the button “To buy”. Do not forget that you will need 9 runners to be able to register your team for a race!
You will have to pay a salary to your riders for each race you will run.
The 15 Million must be enough to buy your 9 riders.

Hints

Tipps:
Sprintteam:
1 Sprinter und 8 cheap flat (about 80) riders.
Climberteam:
1 Climber und 8 cheap riders. maybe 2 middle climbers (about 70) to help him, rest cheap flat ones.

Young riders have better traning chances als older one
Market Prices

Market price:
The Market price depend from the qualities and age of the rider.

By new one ("name geben" riders) are market and buy prices the same. Riders who are longer on the market can be more cheaply.

If you resell your rider you will have to pay a tax, this tax depends of the finance capacities of your team.



Tactics


The tactics can be done only 30 minutes before the race in case of a one day race and of course during the race.
The tactic can be done in 2 places, directly in the race screen or at the bottom of the page in the tactic board. If you do your tactic in the tactic board, don't forget to click on “send tactic”.

a) make tempo:
For beginners usually 1) NO and 2) YES, NORMAL is enough. It takes a while to get remember all the intricacies of all the tempo settings.

Tempo always costs energy. If a rider makes tempo alone, the cost is high, but the more riders make tempo the lower the cost per rider gets. Riders that are in parenthesis in the race screen are not strong enough to make tempo anymore, even though they are trying. They will not contribute to the tempo, but still lose 60% of the energy they would lose if they could contribute. The cost of the tempo is always relative to the energy the rider still has, 1 km tempo with 1000 energy will cost much more than 1 km with 100 energy.

Here the exact explanation of all the different tempo settings
1)NO. The rider doesn't make tempo.
You can change to this setting not only in the tactic menu at the bottom but by clicking on “tempo” in the command row in the race screen directly.

2) YES, normal: The rider makes tempo. Weak riders won't able to take relays.
You can change to this setting not only in the tactic board at the bottom but by clicking on “follows “ in the command row in the race screen directly.

3) Yes alone: If the rider is stronger alone than with the others, he will not let the other riders who attempt to make tempo take relays.

4) Yes with all: All riders are let in tempo. The rider will adapt to the weakest rider who attempts to make tempo.

5) Yes, until dropped: The rider makes tempo immediately but will stop if he is dropped from his group. Then he will go into setting 1.

6) Yes, until the peloton: The rider makes Tempo until he is in a group of 50 or more riders. It doesn't matter if he joins that group from behind or from the front. After an attack a rider will automatically be in this setting.

7) Yes, until in front. The rider makes tempo and only stops when he reaches the front of the race, he will stop when he reaches the first group.

8) if dropped, YES: If the rider is dropped from his group he will start making tempo. He will automatically go to setting 2.

9) if dropped, until the peloton: If the rider is dropped he will start making tempo. He will automatically go to setting 6.

10) if dropped, until in front: If the rider is dropped, he will start making tempo. He will automatically go to setting 7

11)wait for leader: The leader is the rider that this rider helps. He will immediately start waiting for his leader.

Intensity:

High: (red) the rider gives 100%
Middle (blue) the rider uses about 70% of the energy cost of the high tempo but rides a bit slower
Low (green) the rider uses about 40% of the energy cost of high tempo but rides slower.
This setting influences the strength and cost of attacks as well, with a low intensity attack the rider will lose less energy but it's more difficult to escape and if the attack is successful the time gain will be smaller.

The intensity can not only be changed in the tactic menu at the bottom but in the last row in the race screen as well.

Attacks:
b)Attack at km: Input the km at which the attack is planned. The rider will then attack at this km. An attack costs up to 110 energy if it's successful, but always depending on the intensity and how much energy the rider has left. After the attack the rider will automatically make tempo (setting 6) An unsuccessful attack costs some energy too.

!! - Button: Click this button to attack at the next km. This can be done in the race screen in the command row and in the tactic board. No need to click “send tactic” in the tactic board. The “!” command can be rescinded by deleting the nr of the km in the tactic menu and in that case “send tactic” or in the race screen by clicking on the x in the command row.

Following an attack:
c) in the tactic menu: You can try to follow every rider from another team, if your rider is strong enough he will follow the attacks of the riders he follows. The energy cost depends on the strength difference between the attacker and the follower, but it's between 80 and 140 on a high intensity (red) attack when the rider is at 1000 energy. Like for attacks, following costs less if the rider has less energy. If your rider doesn't manage to follow he'll stay in the group. He will still lose some energy for the attempt to follow. After following an attack the rider will not go automatically into tempo.
In the race screen: Click on your rider, then on the rider you want to follow. To check your settings you can hold the cursor over your rider and on the top left just above the racescreen you'll see his settings. To follow nobody, click on your rider then click on the x next to “follow” in the pop up.

d) Help: By helping you can keep riders of your team fit, minimize their energy loss and increase their chances in the decisive km of the race. The supporting rider will lose more energy of course. If the rider who gets the help is dropped, the support rider will wait for him automatically. The first support rider has a fairly big effect, a second support rider a smaller supplementary effect. Further support riders don't help the leader directly, but share the work and all support riders will lose less energy than if there were only 2.
In the race screen you the setting is made by clicking first on the planned support rider, then on the planned leader. To change the setting in the race screen to nobody, click on the support rider, then on the x next to help in the pop up.

e) fight: Yes. The rider gives 110% to stay in his group. It's used in climbs and on pavé sectors. He will manage to stay on longer, but of course it will cost him more energy, if he really has to go at his limits.. This setting has no influence on the attacks or following of attacks. And if a rider is dropped, he will lose the same amount of seconds as if he had fighting NO.
No: The rider rides normally, if the pace becomes to high, he will drop back without “fighting”
This setting can be changed in the race screen by clicking on the rider and then changing the setting in the drop down menu in the pop up.

f) Fall back: Click on fall back and the rider will fall back in the next km. This command can't be reversed. This command is different than “wait for leader” as well, with fall back the rider just drops out of his group.

g)Sprint

General information:
The sprint value of your rider is the most important for the sprint, the disalignment of the road and the power of your sprinter play a big role too.

Calculation:
The more the sprinter waits to launch his sprint, higher is reserve on his value, it is of 1 point by 50m.If he begins its sprint with 250m, he will have a reserve of 5 points, with 50m of line 9.
The sprint costs between 50 and 140 points energy, depending only on the distance from where he start the sprint.

When the rider launches his sprint depends on:
a) The runner which it decided to follow (table of tactic - >follow) start his sprint,
in this case, best from the sprinters (who try to take this wheel) obtains a sprint-plus of 1/10 of the value of the sprint launcher, the others obtain only 1/30 of that bonus. In both cases, the sprint is launched for all those which were at his wheel.
b) his sprinthelper (table of tactic->help) launches the sprint at the wanted distance, the sprinter takes his wheel and obtains 1/10 of the value-sprint of his teamhelper.
c) Does the sprinter launch his sprint alone at the desired distance (table of tactic - >Sprint? ), it does not obtain in this case any advantage, he makes his sprint alone against the wind.

Ex.:
Rider A (Sprintval.t 90): Sprint from 50m, follow rider B
Rider B (Sprintval. 92): Sprint from 400m

Rider A takes the wheel of rider B by 400 m and sprint by 400 m out of wind-shadow of rider B.

which means:
Rider B: 92 – 2 (sprint minus by 400m) = 90
Rider A: 90 – 2 (sprint minus by 400m) + 9 (Bonus = 1/10 von 92 from rdider B) = 97

Time Trial

The energy expense depends partly on meteorology and of course on the disalignment.
a) Control: one can decide for each rider how much energy he wants to spend. The energy expense is doubly proportional to the force which one invests in the race.
b) Risk
The more one takes of risk, the more the chance plays a part. One can obtain a benefit, an other a loss.


Training

For the training, one can specify 7 units of training per week for each runner.
The probabilities of improvement of the runner are thus calculated. A rider can improve to the maximum of one point by kind of training (mount., flat, downhill, CLM, sprint).
The training is calculated the 5. , 12. , 20. und 27. of each month at 0 Uhr 30.
The younger a rider is, the most his chances to improve at the training.
From 33 years the rider even start to get a negative training.

Form:

One can decide the form of his riders for the month to come. The day that one specifies mark the day of maximum form. The rider get 2 points more over per speciality. At the minimal point -2.
The form varies continuously and linearly between these 2 points.
In the position “constant”, the runner has a reserve of 0.5 (- 0.5) on all its qualities.
Examples of the cycle of Form:

Day
Form (18. April) Form (3. April) Form (26. April)
1
87
98
95
2
86
99
94
3
85
100
93
4
86
99
92
5
87
98
91
6
88
97
90
7
89
96
89
8
90
95
88
9
91
94
87
10
92
93
86
11
93
92
85
12
94
91
86
13
95
90
87
14
96
89
88
15
97
88
89
16
98
87
90
17
99
86
91
18
100
85
92
19
99
86
93
20
98
87
94
21
97
88
95
22
96
89
96
23
95
90
97
24
94
91
98
25
93
92
99
26
92
93
100
27
91
94
99
28
90
95
98
29
89
96
97
30
88
97
96
Aver.
92,5
92,5
92,5

A formpoint is about 0.26666666 point.