1/8 Off Road IC
To provide a uniform format / guideline for 1/8th scale off-road racing cars to compete with one another on an open basis. The intention is to encompass all commercially available 1/8th scale cars, yet still encourage invention and innovation with the aim of developing the hobby by allowing one-off home constructed cars, and modifications of kit products.
Max overall length as per Efra 550mm
Overall width 310mm maximum.
Minimum overall weight 4WD – 3.2 kilos. (The overall weight includes personal transponder and receiver pack, but not fuel).
Overall height measured from the ground including roll bar at full suspension compression 250mm maximum. [This measurement does not include the receiver aerial.]
It is the responsibility of the driver to ensure that his car complies with the regulations at all times that it is on the track. Race Organisers may check any car for compliance with the regulations at any time during a race meeting. At the end of each qualification heat, all cars (together with fuel bottle) are to be taken to scrutineering immediately. This applies to all cars that have participated at any time during the race. Cars need to be taken before the one minute to start signal for the next heat or in the case of the final heat of qualifying and for any finals, this needs to be one minute from being requested by the Race Organiser/Committee Official.
If a car is found to exceed the dimension limits on checking immediately after a race, positive proof of race damage may prevent penalty.
Only internal combustion engines with a maximum capacity of 3.5 cubic centimetres are allowed.
A fuel tank capacity of 125cc maximum including all piping tubes and filter up to the carburettor is allowed.
Exhaust noise levels should not exceed those set out by EFRA.
All silencers are to point downwards, i.e. anywhere below the horizontal.
Factory fitted pull start engines to a maximum capacity of 4.6cc will be allowed.
All tyres must be black, with the exception of side wall lettering.
Tyres must be commercially available.
It is not permitted to reduce the diameter or width of a tyre by cutting material out. Trimming of spikes is allowed.
SHOULD BE AS PER EFRA 217MM X 85MM CHORD 70MM HEIGHT
Cars shall be a reasonable representation of the style of car used for off-road, desert or trial racing.
150ccm fuel tank and monster truck wheels.
Exhaust pipes: All silencers are to point downwards, i.e. anywhere below the horizontal and must meet EFRA approved regulations and appear on the most up to date EFRA homologation list plus the previous year’s list (available on request).
1/8 ebuggy should follow the same dimension etc set out above plus also batteries cannot exceed 4 cell count 14.8v and must be hard cased . Charging of batteries must be done in a LiPo safe fireproof sack/bag
COMPETITION RULES & GUIDANCE
Unlike traditional RC racing, rock crawling is a judged competition, and points are added for penalties. Like golf, the lowest score wins. Except for the starting and finishing gates, each gate successfully cleared is worth a “-2” point, and it is possible to have a negative score. The most common penalty is for using reverse, but you can also get penalties for having to roll your vehicle over and for hitting gates. There will be time 15-20minute limits for each course and exceeding the time limit will result in a Did Not Finish (DNF). Any time you have to touch your vehicle (for a repair, by accident or to reposition it other than for a simple roll over) it is deemed a touch penalty and it will cost you 10 points. In addition, when a touch penalty occurs, your rig must be placed with its rear axle at the last gate you cleared. Roll overs are only worth five points, but you must only simply roll the vehicle back over to either side. You cannot pick it up and place it back on all four tires.
Reverse +1 – No reverse penalty will be applied in the JUNIOR CLASS Rollover +5
Vehicle Touch +10
Gate Marker +2
Out of bounds +10
Reverse +1 Reversing is defined as at any time if the tyres move the vehicle backward or spin in the reverse direction, whether intentional or not. Once a reverse penalty is given, no further reverse penalty can be given until the vehicle makes forward progress. No penalty is given if the backward movement is part of a penalized rollover. while it is only +1 point, make it count. Every time your truck stops and goes in reverse, you will get a penalty. It doesn’t matter if you have to back up all the way to Hong Kong, make it count. One short reverse can result in five others.
- If a vehicle is climbing an obstacle and is bounced backward by the terrain but the tyres are still moving forward, no reverse penalty will occur.
- If a vehicle flips over backward, without the driver reversing, no reverse penalty will occur.
- When high-centered, Reverse, forward, and then reverse again to rock the truck back and forth will only result in one reverse penalty until forward progress is made.
-– Reverse penalties are assigned at the Judge’s discretion if the actions performed by the vehicle/driver are not clearly defined by the rule.
Rollover +5 points are given when vehicles rollover and cannot be corrected without touching. Vehicles that land back on their wheels are not penalized. No reverse penalties are given until vehicle is back on 4 wheels. A vehicle can only be pushed back on to its wheels from the side. Anything else is a Vehicle Touch.
Vehicle Touch +10 All vehicle touches excluding “Rollovers”, intentional or unintentional, are given an automatic 10 points. The driver can call for a vehicle touch or the judge calls a driver touch. The vehicle is then moved back by the driver to the previously cleared gate with the rear axle aligned to that gate. If the vehicle cannot be aligned to the gate due to course design, the judge will reposition the vehicle to the next stable location after the cleared gate.
Gate Marker +2 each gate will be comprised of 2 gate markers. Points are given when 4 wheels do not travel between gate markers or any part of the vehicle or driver touches a gate marker. A gate marker will remain “live” for the entire duration of the attempt on the course. Once any gate marker has been touched or straddled, no more penalties will be given for that gate marker.
Out of bounds +10 Points are given when any part of the vehicle touches a boundary marker. Once any boundary marker has been touched or traversed the vehicle must then return to the course without making forward progress. During this time no additional boundary marker penalties will be assigned until the vehicle is completely back on the course. While attempting to return onto the course all other penalties apply. A boundary marker will remain “live” for the entire duration of the attempt on the course. Course designer may modify the boundary marker rules as needed to reflect the intentions of the course design. Boundary markers are not required in the design of a course.
Winching +3 If you have a winch, use it. While this does result in a +3 point penalty, reversing and trying over and over again will result in more penalties. You don’t have to prove you can make the obstacle, you just have to finish the course. winching must be from a natural piece of the course environment, you cannot use your foot for instance
DNF (Did Not Finish) +40pts are given anytime a driver cannot complete a course for any reason. (Timed-Out, Vehicle not Repairable, Went Home …etc) Progress points are awarded for each gate completed.
DNS (Did Not Start) +50pts are given anytime a driver cannot start a course for any reason. To start a course the vehicle must break the plane of the start gate.
Progress bonus: -2 progress point will be awarded to drivers for each gate that is cleared by the vehicle during the attempt of a course. The entire vehicle must clear a gate, and not just break the plane of the gate, before progress bonus is awarded. These points are deducted from the total course score. A progress bonus will not be awarded for the start gate or the finish gate.
-Judges are responsible for watching vehicles while on the course, and to penalize drivers that commit penalties while competing. Judges should call out penalties when they occur.
Slow ride, take it easy. It’s not a race, take your time, just a little throttle will get you a long way.
– Lowest total score wins.
Other Notes and advice
Going to a rock crawling competition is all about having fun, but if you’re not prepared, what should be a fun day of crawling on the rocks can turn into a long, gruelling day. Here are some basic survival tips to help get you through the day and ensure you have a good time:
– Whether it’s hot or cold, bring plenty of water
– Bring a snack and/or lunch
– Bring sunscreen and bug spray
– Wear hiking boots or shoes with high grip soles
– Registration will be strictly online
– Run 2.4GHz radios to prevent frequency interference
—waterproof your rig (you never know)
– Electrical tape and cable ties can be a life saver
– Bring your basic tools, Phillips, hex wrenches, small pliers and a 4-way wrench
– Know the rules ahead of time and don’t be afraid to ask questions
– Make sure your batteries are charged and that you have spares
– Bring a good attitude and don’t take it too serious
Think outside the box. Sometimes going through a gate isn’t as straight forward as you may think. Look around for all of your options to approach a gate.
Drive your truck. It doesn’t matter if you just trail ride or only drive on rocks. Drive your truck, know your truck. You won’t know what your truck is capable of if you don’t drive it. If you are getting into competitive crawling you can even setup some gates of your own on a test course. Don’t be afraid to challenge yourself, you won’t get better if you don’t drive.
Lastly, and the most important thing of all: HAVE FUN! These are tiny trucks, they’re meant to be fun. If you’re not having fun, then crawling might not be your “thing.” Competing can be exciting and it’s a great learning experience, so don’t be afraid to get out there. It shouldn’t matter if you win or lose, what matters is that you enjoy the hobby, whether it’s with friends or new people.