Final Match Rules

ICAS FINAL MATCH RULES

These rules can be used for the simulating piloting, aerobatic flying and air combat sports with flying simulating software on computers or out control devices through Internet or LAN according to the Cyber Simulating Flying Sports Match Rules authorized by Aviation Radio Model Sports Center of General Administration of Sports of the People's Republic of China. It is an expansion to the aviation sports in the e-times.

*The following items are of special use for ICAS 2004 International Tournament. They shall be adjusted when used for other cyber simulating flying matches.

I. Name Explanation:
1. Fighter: the tool in the cyber simulating flying match, a reappearance of real aerocraft in the virtual world which has nearly the same physical characteristics and operating mode in the virtual circumstance.
2. Pilot: the driver of virtual fighter, the player himself in the virtual air combat.
3. Air combat: the pilot drives the fighter and uses the weapon on it in order to make the opposite fighter lose the capability of going on flying.
4. Flight data record function: the detail record function of flights and air combats offered by sim-flight software.
5. Activate icon custom: the host customizes the parameters of the icons by entering the command lines through the console.
6. Match record table: the table with two copies offered by the match-organizer, filled in by both teams. It has three parts; each should be filled in and signed by the players, umpire and chief umpire. The players should fill in the information of their fighters, weapon and fuel, etc. At the end of the match, the umpire should fill in the score. After the match, the score should be confirmed by the signatures of the Umpire, Wing Co. and Chief Umpire.
7. Ready command: the command announced by the chief umpire, which means all the fighters can start their engine without slide.
8. Take off command: the command announced by the chief umpire, which means all the fighters can start sliding and leave the ground.
9. Fire at will command: the command announced by the chief umpire, which means the players can fire at their own will and the air combat begins.
10. Hold fire command: the command announced by the chief umpire, which means the players must stop fire and can't fire again.
11. Heading home command: the command announced by the chief umpire, which means all the fighters in the sky must leave the situation of combat and build the landing course and the air combat stops.
12. Safe take-off: take-off from the pilot's own runway to the appointed course without reaching out from his own runway before his wheel left the ground.
13. Combat time limit: the free air combat period for both sides from the umpire announcing "Fire at will" to his announcing "Hold fire".
14. Safe landing: safe landing on the pilot's own runway to the appointed course without reaching out from his own runway from his wheel touches the ground to his speed vanishes.
15. Non-safe take-off/landing: the pilot's wheel reaching out from his own runway during his take-off or landing.
16. Controllable flying: the fighter flying at the pilot's will, might with some invalid control or device shattered.
17. Uncontrollable flying: the fighter lost the possibility of going on flying and the pilot can't go on controlling the fighter at his will.
18. Force landing: stopping flying out of one's own runway or the fighter damaged during landing.
19. Crash: the pilot's plane exploding or hitting anything on the ground with the plan's structure destroyed entirely.
20. Safe hitting the silk: the pilot leaving his plane and landing on the ground safely.
21. KIA: the virtual pilot's death.
22. One military success: one plane of the opposite side being destroyed/crash/force landing/landing on its own initiative within the combat time limit or one pilot of the opposite side died/hit the silk.

*The plane's crash/force landing or pilot KIA/hitting the silk caused by the collision between the planes isn't counted as a military success.

II. Sim-flight Platform System:
1. Hardware System:
In spite of representing the realistic video and audio effect, the sim-flight software needs the realistic operation of aerodynamics, ballistic trajectory, damage, geography and atmosphere, etc. Therefore, the appointed host computer of the match must measure the following requirements:
1) CPU: INTEL P42.4GHz or higher; AMD ATHLON XP 2.0GHz or higher
2) Memory: over 512MB DDR266; recommend 1GB DDR400 with double-channel mode
3) Video card:
NVIDIA 5900XT/5900/5900 Ultra/5950Ultra; ATI 9800SE/9800/9800PRO/9800XT
4) Hard disk: ATA100 / ATA 133 / SATA / SCSI, 80G, buffer 8MB, 7200 rev or higher
5) Sound card:
DirectX8.1 compatible; recommend Sound Blaster Live!/Live 5.1/Audigy/Audigy 2 series
6) Monitor: CRT 17" pure flat, dot/bar pitch 0.25mm, supports resolution of 1024*768 at the refresh frequency of 85Hz
7) Earphone and Microphone: must use all-in-one stereo ear-microphone
8) Net work card: crystal interface 10M/100M
9) Keyboard: standard PS2 102 keyboard
10) Mouse: no special requirement

2. Sim-flight Software System:
IL2-Forgotten Battles-Ace Expansion (IL2-FB-AEP for short) published by UBI Soft is appointed by ICAS Organizing Committee (ICASOC for short) as the sim-flight software system of the 2 vs 2 match.

3. ICASOC offers the host computer, out devices and sim-flight software according to the above requirements. The players can't change the hardware/operating system's setup. Any necessary adjust must be reported to the Technical Department of ICASOC and be done by the live workers appointed by ICASOC.

4. Players must operate the flight with the appointed sim-flight devices and can use the special cabin for sim-flight.

5. Some assistant realistic control hardware devices (e.g. Track-IR) and software (e.g. NewView, etc.) without other function in spite of realistic control assistance are allowed to be used after the examination by the Tech Dept. Their installation and test must finish 2 hours before the match.

6. Each player should provide the Tech Dept. his own operating setup documents (e.g. settings.ini and conf.ini of IL2-FB-AEP and parameters of Track-IR or NewView, etc.) 24 hours before the formal match. The Tech Dept. will install all the setups in each player's PC and make backup. All the players must test any possible devices and sign the Sim-flight Devices Test Certificate.

7. The voice communication takes the TeamSpeak2 System, with separate channel between each team.

III. Match Locale Sections and Devices Requirements:
1. The match locale consists of Match Section, Score-report Section, Player-prepare Section, Umpire/Technician-rest Section and Audience Section, etc.
2. One Match Section for 2 vs 2 match requires 5 PC, including 4 for match and 1 as host.
3. The Living Broadcast Section requires 8 PC, including 4 for match and 4 as host.
4. In the same Match Section, the players of the same team should sit side by side with distance over 0.5m. The seats of each team should ensure that none of them could see his opponent's PC monitor, and none of the players can see the large screen.
5. There must be obvious sign by the side of each player's PC with the corresponding number of his plane.
6. Each Match Section should be comparatively independent with the distance no less than 3m between each other.
7. The match locale should provide correlative match information support system, including players' personal setup data storage system, players' information database, match missions data build system, fighter parameters/performance database, match count/score publish system, match track database and match playback system, etc.

IV. Airdrome and Airspace:
1. Airspace: Online6Island map in IL2-FB-AEP.
2. Time: 12 o'clock at noon in IL2-FB-AEP.
3. Clouds in the airspace near the airdrome: Few; Clouds bottom: 1,500m.
4. The airdrome locates in the center of Online6Island; Large size; Made of cement; 2 main runways: 18LEFT and 36LEFT; Altitude: 0 m (according to the following picture).
5. Runways: 36LEFT for the Blue side; 18LEFT for the Red side. There are red and blue poles as the mark at the beginning of the runways.
6. The captive balloons (altitude: 2,400m) settled 2,300m before the end of each runway act as the return sign for the take-off fighters.

V. IL2-FB-AEP Reality Setup:
Reality Item Setup

Reality Item
Setup
Separate Engine Start
On
Complex Engine Management
On
Engine Overheat
On
Torque & Gyro Effects
On
Flutter Effects
On
Wind & Turbulence
On
Stalls & Spins
On
Vulnerability
On
Blackouts
On
Redouts
On
Realistic Gunnery
On
Limited Ammo
On
Limited Fuel
On
Cockpit Always On
On
No External Views
Off
Head Shake
On
No Icons
Custom
No Padlock
On
Clouds
On
No Instant Success
On
Takeoff & landings
On
Realistic landings
On
No Map Icons
On
No Minimap Path
On
No Speed Bar
Off


*1. Open of the EXTERNAL VIEW is for the audience watching. The players can't use the EXTERNAL VIEW since the related keys are shielded.
2. Customizing the ICONS means special icon display is permitted. The detail setup: display the color and fighter type within 5 km. The open of icons is for the requirement of judge's distinguishing, audience watching and video rebroadcast.

VI. Fighter Types and Skin Selection:
1. In order to keep the reality, justice, athletics and view effect, the fighter types in the same round of match should choose the ones produced in the same year. Therefore, ICAS 2004 choose the following fighter types produced in 1944:

No.
Fighter Type For Short Producer
1
BF109G6/AS Bf109 Messerschmitt
2
FW190D9/1944 Fw190 Focke Wulf
3
LA7 3XB-20 La7 Lavochkin
4
YAK3 Yak3 Yakovlev
5
P39Q10 P39 Bell
6
P51D-20 P51 North American
7
KI84la Ki84 Nakajima


2. The two players in the same team must choose the same type of fighter in the same round of match.
3. Fighter type elutriated by phases: During the appointed phases of the match, each team has the right of choosing from all types of the fighters. However, if one plane of a team didn't land on its own runway safely in a round, or the team gained no score for military success in a round during the appointed phases of the match, this type of fighter can't be chose again in the following appointed phases of the match until the new phases begin. The details are in ICAS 2004 Match Phases Arrangement.
4. The weapon and fuel quantity can be chose freely, but it's forbidden to add bomb, rocket or tank.
5. Each fighter must choose the appointed skin according to its type. ICAS 2004 customize the special skins for the 7 types of fighter; each has 4 skins for the numbers R1, R2, B1 and B2. The main color of R1/R2 is red and of B1/B2 is blue.
6. The two players of Red side must choose the fighters with skins R1 and R2, R1 for the Wing Co. and R2 for the Wingman of Red side; vice versa.
7. The above items must be done by the host administrator for all the players.


ICAS FINAL MATCH RULE DETAILS

I. Introduction:
1. Time: 5-10 minutes for preparation before match, 15 minutes for flying, 2 minutes for return and land, 3 minutes for score report.
2. Players: 2 vs 2, all together 4 persons.
3. Umpires: 2 persons: 1 Chief umpire and 1 Deputy Umpire, each in charge of observing one team.
4. Host administrator: 1 person.
5. Observer (Living Broadcast Section): 3 persons.

II. Notice for Players:
1. All the players must obey the umpires' indication and judgment. Any question should be left to appeal after the match.
2. At he beginning and end of the match, each side of the team should salute to each other and to the umpires and host administrator.
3. Before the formal match begins, any question of the players should be asked to the umpires, then examined and adjusted by the technicians.
4. The screen chat will be shielded. Players of the same team can only communicate with each other by voice without uncivil words.
5. During the match, none of the players can quit the host before it closed. If the pilot hit the silk/died or parked one's plane at the parking ground after land, he must put off his earphone, leave his seat and wait in the score report section.
6. All the players should be gentle enough not to attack the opponent without ability of striking back.

III. Preparation before Match:
1. 20 minutes before each round of the match, the Chief Umpire must prepare the Match Record Table for each side; fill in the Match ID, Date, Begin time, Chief Umpire/Deputy Umpire and Host Administrator according to the criterion, etc.
2. 15 minutes before the match, all the players must arrive at the appointed match section. The technicians will test the voice communication in order to ensure it clear and coherent, and help the players to install and setup the allowed assistant realistic device/software with the Chief Umpire's supervision.
3. The runway for each side is chose by coin-cast, executed by the Chief Umpire.
4. According to the fighter types and skin selection method, the Chief Umpire must delete the unselected types of each side in this round with forks, and inform the Wing Co. of each side.
5. 10 minutes before the match, the two Wing Co. of both sides must carefully fill in the match record table for Wing CO. with the players' name who will take part in this round, selected fighter type, weapon and fuel quantity. Once it was submitted, it can't be changed during this round. Before it's submitted, the players shouldn't try to know his opponents' information on the record table.
6. When the umpire received the match record tables of both sides, he must deliver them to the host administrator of this match section, supervise the host admin to open the flight data record function, and build the 32-online host with COOP mode according to the information submitted by both sides.
7. ICONS custom must open when the host is built. The umpires guide the players of this round to seat before the appointed PC and supervise the technicians to select the side, weapon, convergence distance and fuel quantity for each side according to their match record tables, and select the appointed skins, close the "Markings ON". When all the above items are examined no fault by the players and umpires, the Chief Umpire clicks "FLY" as confirmation of fighters preparation finished.
8. When it is all set, the Chief Umpire must announce the main rules and score-count method to all the players. All the players get ready.
9. When all the players put up their hands as ready, the umpire calls the host admin to start the server.

IV. Take off and Climb:
1. When the server starts, the Chief Umpire and Deputy Umpire supervise each player to open the record function of his PC.
2. When all the players' record function opened, the Chief Umpire announces "Ready"; all the players must step on the main brake of their fighters and start the engine. When the engines start, they should draw in the accelerator idle and report all set to the umpire, waiting for the take-off order without slide.
3. When the Chief Umpire ensured all the fighters' engine started, he will announce "Take Off" and begins counting the time; the players should push the accelerator forward, release the brakes and start sliding.
4. During the slide, the fighters shouldn't departure from either side of the runway or open fire. After the fighters take off, the players should climb along the take-off course.
5. After take-off, the players should keep searching the captive balloons (altitude: 2,400m) settled 2,300m before the end of each runway. When all the fighters flew over the moorage rope of the captive balloons, the Chief Umpire announces "Fire at will" (shoot freely), the match goes into the air combat period. It's forbidden to shoot at the captive balloons.

V. Air Combat:
1. During the air combat, all the players can fly and fire freely without enter the airspace over the sea in Online6Island. If one fighter enters this airspace, it is regarded as giving up the round and the pilot as bailout. He has to leave his seat immediately, and the opposite side gains the score for one military achievement.
2. Within 15 minutes after take-off, if all the fighters of one side are destroyed/crash/ force landing, the Chief Umpire should announce "Heading home" and guide each fighter to build landing course.
3. 15 minutes after take-off, the Chief Umpire announces "Heading home", all the fighters in the sky should stop fighting immediately. If one fighter is shooting at its opponent, the Chief Umpire should announce "Hold fire, Heading home" soon after the end of this continuous fire and guide every fighter into their landing course. Any fire is forbidden after the announcement of end, otherwise it will be warned once.
4. In order to encourage attack, before the Chief Umpire announces "Heading home", if the player land at his will, he must park the plane steadily first, then slide from the runway to the parking apron. He can't take off again, and the opposite side gains the score for one military achievement.
5. In order to encourage attack, before the Chief Umpire announces "Heading home", it's forbidden to shoot at the pilot who had hit the silk, or the fighter which had touched the ground/water and stopped moving or landed at the runway sliding to the parking apron; it's allowed to shoot at the fighters in other cases.
6. During the whole period of air combat, it's forbidden to open the smoke or landing lamp. After one side wins the combat, it's allowed to open the smoke to show its victory.

VI. Heading Home and Landing:
When the Chief Umpire announced "Heading home", all the controllable fighters must build up their landing course according to the umpire's guide and land with their eyes looking at the marks on the runways (36LEFT for the Blue side and 18LEFT for the Red side). When all the fighters have landed, force landed successfully, and the pilots have reached the ground safely after hitting the silk, the umpire announces the end of this round. All the players leave the match section and wait in the score report section.

VII. Work after Match:
When the match ends, the host admin must deliver the flight data record and host track record to the data server of ICAS Umpire Group. The Umpires fill in the Match Record Table (the part for ref) according to the fact, count the score and judge the victory/defeat. The umpires must sign their names after filling, and give the table to the Wing Co. for verification. The Wing Co. of both sides must sign their names after verification and give the table to the Referee for signature and counting into the total score. The Match Record Table of each round of match will be saved as reservation. If some player doesn't agree with the score result, he should apply to ICAS Arbitration Committee for arbitration. The Arbitration Committee will arbitrate according to the Match Record Table of both sides and the host track record.


ICAS FINAL SCORE METHOD

I. Score for Military Successes:
One military success: +100

II. Score for States:
1. Safe Landing: -0
2. Non-safe Landing: -10
3. Force Landing: -20
4. Safe Hitting the Silk: -30
5. KIA: -100

III. Score for Rules:
1. One should stop fire immediately when the pilot of his opposite side gives up his canopy. In this case, one keeps shooting at the pilot of his opposite side who has hit the silk and killed him: -500
2. Being warned twice by the umpire: -100

IV. Victory or Defeat:
At the end of each round of air combat, count the players' scores according to the rules upwards and judge the victory or defeat by the scores.

V. Device and Net Faults:
If the net is cut off or software/hardware/device doesn't work (not caused by player's will) before the umpire announces the end of air combat, this round will stop and start again. If the above occurs after the umpire announces the end of air combat, all the fighters in the sky are regarded as safe landed, and their scores are available.

VI. Arbitration:
The Arbitration Committee will accept the application from any player, Wing Co. or umpire, and make the final judgment according to the reality and evidence. All the players, umpires and staff must obey the final judgment made by ICAS Arbitration Committee.