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GENERAL RACE RULES
ALL CARS/DRIVERS RACING WITH CLASSIC THUNDER MUST
GO TO TECH INSPECTION BEFORE GOING TO STAGING.
Any runs made before going through tech inspection will not count for
Classic Thunder qualifying or performance bonus pay.
ALTERNATES: After
all fields are qualified and filled, the next cars (in order of elapsed
time) will be the alternates. If time permits, alternates will be placed
into the ladder at the last qualifying spot and all others will move up
accordingly. However, if the process of lining cars up for eliminations
has commenced, the alternate will be
BREAK OUT: There will
be no break out in the Pro and Semi Pro classes (accept in B, C, and D/Gas
classes, which will be set by index after qualifying rounds). The Classic
Sportsman and Classic Street classes can run only as quickly as their
self-chosen Personal Indexes (dial-ins). In order to win in the B/Gas,
C/Gas, D/Gas, Classic Sportsman, and Classic Street categories, the racer
must cross the finish line first without running quicker than the Index.
This is regardless of whether the Index was self-chosen or established
as part of qualifying (in the case of the gassers). If the racer runs
quicker than the index and the losing car does not, the losing car will
be declared the winner. If both cars break out, the racer who exceeds
the index by less will be declared the winner.
BREAK RULE: Classic
Thunder is a SHOW. We want to provide two cars down the track at all times,
if possible. For this reason, Classic Thunder will employ a Break Rule.
If a winning racer cannot return for the next round due to breakage, the
quickest losing racer from the previous round will be seeded into the
field. If two losing cars from the previous round recorded the same ETs,
the highest speed in the previous round will be seeded into the field.
If two or more cars share both the quickest and fastest losing speed and
ET in the previous round, the highest qualified of the quickest/fastest
will take the broken racer's place. The Break Rule will not be in effect
after two racers enter the burnout box under their own power. At that
point, the unbroken racer will receive a bye run.
BYE RUN: A bye run
will be made only if there is an odd number of cars in the class or one
of the qualified cars breaks on burn out or cannot start in staging. Lower
ET cars will receive the bye run if odd number in class.
LANE/BOUNDARY CROSSING:
Any car whose tire crosses or touches any marked boundaries (outer or
center) will be disqualified.
LANE CHOICE: Lane
choice will go to the higher qualified car (in the first round) or to
the car with the quicker ET in the previous round (after round one).
NUMBERS: Car numbers
need to be in view of tower and starting line officials
PAIRING/LADDERS: Will be set after all qualifying
is over. Cars will be placed on a ladder by ETs using the traditional
or "sportsman ladder."
| 4 Car Field: |
8 Car Field: |
16 Car Field: |
| 1 runs 3 |
1 runs 5 |
1 runs 9 |
| 2 runs 4 |
2 runs 6 |
2 runs 10 |
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3 runs 7 |
3 runs 11 |
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4 runs 8 |
4 runs 12 |
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5 runs 13 |
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6 runs 14 |
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7 runs 15 |
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8 runs 16 |
QUALIFYING: Each car
will have to make at least one qualifying pass. Qualifying runs must be
made at the time set by officials. No other runs will count towards qualifying.
SINGLE RUN: Officials
will decide if a car needs to make a single run during qualifying.
STAGING: Each racer
and car is required to report to staging immediately when called. Officials
will pair you with the car you will be racing against.
START/TREE: All Classic
Thunder categories will race with a heads up start. Pro tree (.400 seconds).
THE CLASSIC THUNDER RACE DIRECTOR MAY WAIVE, AMEND,
OR MODIFY ANY RULE AT ANY TIME FOR ANY SINGLE OCCURRENCE, FOR ANY GOOD
CAUSE. THE RACE DIRECTOR'S DECISION IS FINAL IN ALL CASES.
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