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.
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