UF1 Pit Stop Guide
UF1 racing format is unique in the world of RC racing. A single short qualifier followed by 3 fifteen minute rounds of heads up racing with an F1 like scoring system is very different from the norm. To add a little more spice to the race, UF1 also requires simulated pit stops in all races.
The pit area is typically set up on a part of the track where speeds are slowest and is visible from the drivers stand. Setting up at the end of the straight is not a good idea as slowing for pit entry will end up with a car getting rear ended. It may be convenient to set up the pit so that some portion of the track is cut. If this is the case, monitor the lap times and adjust the pit timer for a few extra seconds to account for the reduced lap time. Once a pit stop is made, the driver will need to cleanly re-enter the race field. Positioning the pit exit should be done in a place where the speeds are low and at a wide point in the track and not directly into the racing line.
Performing a pit stop is a fairly straight forward:
The driver enters the designated pit area and drives up to the pit boss.
When the car reaches the designated pit spot, the pit boss presses the switch to start the timer before he picks up the car. The timer will beep once and the light will go on indicating the pit is occupied.
Pit boss applies a sticker on the nose of the car to indicate the car has been in to pit.
Pit boss points the car towards the exit and holds the rear end of the car up until the allocated pit time is reached.
When the pit light goes out and it beeps twice, the car is released. It is the responsibility of the driver to watch for oncoming traffic and merge without causing an incident or making other cars maneuver around the car reentering the race.
The current pit rules are:
• One car in the pit at any given time. If a car enters the pit while occupied, the pit boss does not have a second timer and will not restart the timer until the first car is released.
• Two pit stops required: both any time after the 5 minute mark.
Alternatively, the first pit stop could be required after 5 minutes and the second after 10 minutes.
• Pit lane is closed the last lap of the race.
Pit lane infractions:
• If a driver were to pit on the last lap of the race, 2 laps will be deducted from the actual completed laps for that round.
• If a driver fails to make a pit stop, 2 laps will be deducted from your actual completed laps for that round for each of the missed pit stops.
Simple enough right? Pit stops add to the race experience by requiring strategy that is missing from other RC race formats (unless you race nitro). It requires an additional level of car control and focus as you break from the race and dive for the pits. Stopping at the feet of the pit boss is not exactly an easy thing to do. If you misjudge the entry and end up pinned against the boards, don’t expect the pit boss to rescue you. If he is nice enough to go get your car, the pit timer is not started till the car gets to the pit area. Just like full scale racing, if you make a mistake on this part of the race positions will be lost.
When to pit can be a critical decision affecting finish position. The pit time varies from track to track and with layout. The timer is typically set to take slightly less than a full lap of the fastest lap times. Therefore, if a fast driver comes up on slower traffic or is struggling to get around someone, it may be a good time to pit and end up just ahead of the driver without having been lapped.