So you've just seen your first World of Outlaws event and you're totally confused, right? DIRT 101 aims to put your mind at ease...

What's a heat race? Why did the cars race around the track before time trials? How come my favorite driver wasn't in the final race of the night? And who are these guys, and why is there a wing on the roof of their cars? You've come to the right place. The season traditionally opens in early February in Florida and concludes in early November. The 2016 season will wrap up with the World of Outlaws World Finals at The Dirt Track at Charlotte Motor Speedway in Concord, North Carolina, Occtober 27-29. The event will also include the World of Outlaws Craftsman® Late Model Series and Super DIRTcar Big-Block Modifieds. Races take place from coast-to-coast and on dirt tracks ranging in size from a 1/4-mile to a 5/8-mile. The schedule usually consists of about 90 events and is considered one of the most grueling in all of motorsports worldwide.

Want to feel what it’s really like to be inside a WoO car? Click here www.dirtracewithkenny.com to put yourself behind the wheel of a Late Model or Sprint car!

What are the World of Outlaws Craftsman Sprint Car Series Radio Frequencies?

2015 World of Outlaws Craftsman Sprint Car Series Scanner Frequencies

451.9250

452.0250

452.4000

452.8000

451.8750

452.6250

452.3000

451.9000

 

How does a World of Outlaws race program take shape?

  1. Hot Laps
  2. Time Trials
  3. Heat Races
  4. Dash
  5. Last Chance Showdown (C-Main or D-Main depending on car count)
  6. A-Main (Feature)

Race Night Glossary

A-Main (or Feature) – The final race of the night which decides who is the overall winner of the event. Depending on the size of the track the A-Main usually ranges from 25-40 laps, which is predetermined and shared with the drivers and teams at the drivers meeting.

B-Main (Last Chance Showdown) – This is the final chance a driver has to make it into the A-Main. Depending on the number of heat races run, the Top-4 finishers in the B-Main of a four heat race program and the Top-6 finishers in the B-Main in a three heat race program will transfer into the main event. The B-Main is usually 8-12 laps in length, depending on the size of the track and the number of cars involved.

Dash – The first-place finishers from each of the heat races qualify for the dash, along with the next fastest drivers from time trials that transferred from the heat race into the A-Main, but did not finish first in their heat, to make an eight-car dash in a three or four heat program and a 10-car dash in a five heat program.. These  drivers will be lined up by their time trials time for the dash and then a fan will draw either a 0, 4 or 6 pill for an inversion of the dash stating line-up. The Top 8 or 10 starting positions (depending on the number of heat races) in the A-Main are then determined by the finishing order of the dash.

Drivers Meeting – Prior to each night of racing, all World of Outlaws drivers and crew members attend a mandatory meeting, which is conducted by the World of Outlaws Competition Director and Series Officials. The meetings outlines the night’s racing events and any procedural changes that may be in place.

Hot Laps – A session held prior to time trials. This session is run in groups. Each car is assigned to a group prior to this hot lap session, and the groups are determined by the draw that set the order for time trials. During this practice session each car is allotted 3 or more laps (the number depends on the size of the track) at speed in order to ensure that their car is ready for qualifying.

Heat Race (or Heats) – An 8-12 lap race (the distance is determined by the size of the track) that determines which cars will move on to the A-Main or B-Main. The top five cars in the heats transfer to the A-Main, when there are four heat races. If there are three heat races, then the top six finishers in the heat race transfer to the A-Main.

Time Trials- Each competitor is given two timed laps to determine where they will start in a heat race. If a competitor misses their spot in the qualifying order by more than two places, by rule, they are allowed one lap at the end of time trials and the best they can be is 17th or 1 spot behind the inversion cars.

 

2016 WORLD OF OUTLAWS CRAFTSMAN SPRINT SERIES RACING FORMATS

Updated March 12, 2016 

20 CARS OR LESS:

Draw and Qualify as normal

Divide field into two (2) Heats lined straight-up by qualifying times - no invert - 1st and 2nd place finishers go to the Dash.

Remaining cars go into two (2) Qualifiers lined up by their respective Heat finishes - no inversion - 1st and 2nd place finishers go to the Dash.

Provisional Dash lined up by Heat and Qualifier finishes followed by an inversion draw of 0, 4, 6 or 8.

Dash finish determines the first 4 rows of the Feature lineup. The remainder of the field will line up behind the Dash cars by their respective Qualifier finish.

The WoO Tire Rule is waived for the Dash.

21 TO 31 CARS:

Draw and Qualify as normal

Three Heats lined up by times - no invert - top 6 finishers transfer to the Feature.

1st and 2nd place Heat finishers go to the Dash.

Provisional Dash will line up by Heat finish followed by an inversion pill draw of 0, 4 or 6.

Dash finish determines the first 3 rows of the Feature lineup. Remaining transfer cars line up by Heat finish behind the Dash cars.

Cars not making the transfer line up by qualifying times in the LCS. Top 6 finishers transfer to the Feature and tag the rear of the field in their LCS finishing order.

32 TO 37 CARS:

Draw and Qualify as normal.

4 Heats lined up by times - no invert - top 5 finishers transfer to the Feature.

1st and 2nd place Heat finishers go to the Dash.

Provisional Dash will line up by Heat finishes followed by an inversion pill draw of 0, 4 ,6 or 8.

Dash finish determines the first 4 rows of the Feature lineup. Remaining transfer cars line up by Heat finish behind the Dash cars.

Cars not making the transfer line up by qualifying times in the LCS. Top 4 finishers transfer to the Feature and tag the rear of the field in their LCS finishing order.

38 TO 48 CARS:

Draw as normal

Divide draw into two (2) Flights with the first half of the draw comprising Flight A and the second half of the draw comprising Flight B. If there is an odd number of cars, using 41 as an example, Flight A would have 20 cars and Flight B would have 21 cars.

Flight A qualifies then Flight B qualifies which creates a Flight A qualifying finish and a Flight B qualifying finish.

Heats 1 and 2 will line up by times from Flight A - no invert - top 5 finishers transfer to the Feature.

1st and 2nd place of both Heat finishes go to the Dash.

Repeat above steps for Flight B.

Provisional Dash will line up by Heat finishes with Flight A cars on the inside lane and Flight B cars on the outside. An inversion pill of 0, 4, 6 or 8 will be drawn to complete the lineup.

Dash finish determines the first 4 rows of the Feature lineup.

The remaining transfer cars line up by Heat race finish behind the Dash cars with Flight A cars on the inside and Flight B cars on the outside.

The next 7 cars in each Qualifying Flight not making the transfer line up by qualifying times in one (1) LCS races with Flight A cars on the inside and Flight B cars on the outside. The top 4 finishers transfer to the Feature and tag the rear of the field in their B Main finish order. Remaining cars go to the C Main with Flight A cars on the inside and Flight B cars on the outside. The top 2 finishers transfer to the LCS and tag the rear in their finishing order. The Alternate will be the first LCS non-transfer car.

49 AND ABOVE CARS:

Draw as normal

Divide draw into two (2) Flights with the first half of the draw comprising Flight A and the second half of the draw comprising Flight B. If there is an odd number of cars, using 41 as an example, Flight A would have 20 cars and Flight B would have 21 cars.

Flight A qualifies then Flight B qualifies which creates a Flight A qualifying finish and a Flight B qualifying finish.

There will be 6 Heats. Heats 1, 2 and 3 will line up by times from Flight A - no invert - top 3 finishers transfer to the Feature. Heats 4, 5 and 6 will line up by times from Flight B - no invert - top 3 finishers transfer to the Feature

There will be two, 6 car Dashes.

1st and 2nd place Heat finishers from Flight A go to Dash A and line up by their respective Heat finish. An inversion pill of 0, 4 or 6 will be drawn to determine the final Dash A lineup. The Dash A finish will set the first six positions of the inside lane of the A Main. Dash B will be conducted in the same manner utilizing Flight B cars. Remaining transfer cars line up behind the Dash cars with Flight A cars placed on the inside lane and Flight B cars placed on the outside lane. 4th thru 9th of both Flights A & B go the LCS and line-up in their respective lanes by their qualifying times. The top 6 LCS finishers transfer and tag the rear of the A Main in their LCS finishing order. 10th thru 14th of both Flights hold their times in the C Main, the top 2 finishers tag the LCS. When necessary remaining cars go to a D Main and/or E Main and line up in the same manner as the LCS and C Main.

 

World of Outlaws Craftsman Sprint Car Series Championship Point System

Finish    Points

1.           150
2.           146
3.           144
4.           142
5.           140
6.           138
7.           136
8.           134
9.           132
10.         130
11.         128
12.         126
13.         124
14.         122
15.         120
16.         118
17.         116
18.         114
19.         112
20.         110
21.         108
22.         106
23.         104
24.         102

Qualifying Points
Finish    Points

1.           1

Last Chance Showdown or below finishers receive 90 points

 

3/3/17 LoneStar Speedway Event Info
3/4/17 Gator Motorplex Event Info
3/9/17 Dirt Track at Vegas Event Info
3/10/17 Dirt Track at Vegas Event Info