My bad i forgot we had been through some of this. And i do understand that numbers serve a purpose. But that purpose was for scoring which is handled electronically not just in our game but at local go kart tracks all across our country. But anyhow my bad for being repetitive.
Never the less, In the real world not including the karts and drag racing all top end series I am aware of there are no instances where it is permissible to run unnumbered cars or multiple cars of the same number simultaneously. This is for scoring and identification purposes even in instances where electronic scoring is used. Most sanctioning bodies still have manual scoring staff even they are merely a secondary means of verification at the end of the day, they still are there and working.
Having said all of that, considering I can not assemble these classes as they are IRL because PD has only given us a mere handful of cars from over a dozen different real world sanctioning bodies and some from fictitious organizations I need to have some method to my madness. That method can be found in aesthetics. I want these cars not only to look like they could be found running together on track but also look like they belong to a top notch sanctioning body and running at their highest levels. This is accomplished through restrictions.
I know people don't like restrictions but when you sit down and think about it, the restrictions I use, though a little off the wall and abnormal are not asinine. Yes, I use numbers as a restriction, that is why the classes I have assembled here are required to have them. Once you get past that number restriction, all you have as far as restriction is a pp number. I could not care less how one gets to that pp level, what parts and pieces they cram into the car, how much and/or where they put ballast and all that other happy horse shit. I don't do all that six months of testing to make sure each car is perfectly balanced to the next that the TPRA does. It's bullshit, I don't have the time for it and I know full well no one here wants to pussyfoot around with exacting specs, tuning restrictions, parts restrictions and whatnot. So getting the car you want is a part of the competition, grab up your particular ringer before some one else does.
In my efforts to make it so I can have an acceptable number of cars for people to choose from I have found a number of forgotten race cars. One very notable one is a little one off Korean race car. Feldynn jumped into it the other night during testing and found it handled well, had astonishing tireware and has the potential to be a ringer in long haul races. Despite that, I never see it on the track because it looks like a turd and no one gives it a second thought much less drive it.
There has been some talk by others pertaining to manually assembling car classes, What people did not realize is I have been thinking about and halfheartedly been working on that very thing since Gran Turismo 3. This thread is a discussion of the embodiment of my idea of classes and so far seems to be a fairly solid framework for manual classification of the cars we have. Where people go with it may differ and that is fine that is why I made a point of saying that "I have these set up as I would use them under the format I have been using". I'm not saying it's perfect, just this is how I am going to use them.