The Only Pro Drift Scoring System in Second Life
**Includes track and components for your own track**
Battle ready with tandem competitions in mind.
the system can also be left on your sim for anyone to use with public reset.
Carefully crafted for fairness regardless of tune/build.
encouraging a broader spectrum of creative potential in the sl drift community while keeping the scoring system focused on skill and style.
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How it works:
PRODRIFT rewards you for maintaining long, high-angle, and fast drifts. The better your drift, the more points you earn!
Zones (score boxes):
reward you 1000 points for hitting specific parts of the track correctly
Drift Points:
What it is: Drift points reward you for performing a drift, based on your drift angle and speed.
How it’s calculated:
A drift starts when your drift angle is at least 30° and your speed is at least 15 m/s. The drift angle is the angle between your vehicle’s forward direction and its actual movement direction (how sideways you’re sliding)
During a drift, the HUD calculates:
Angle Points: Based on the peak drift angle (the highest angle achieved during the drift):
70° or more: 250 points
50°–69°: 125 points
30°–49°: 50 points
Below 30°: 0 points
These points are scaled by your speed (multiplied by speed / 20.0) to reward faster drifts but is capped in a realistic range that any car can achieve regardless of tune to maintain fairness and focus on skill.
Speed Points: Added per second over duration of a drift:
Speed 20 m/s: 100 points
Speed 15–19.9 m/s: 50 points
Speed < 15 m/s: 0 points (ends the drift)
You must be going over 15 m/s to accumulate points
If the drift ends (speed drops below 10 m/s or you exit the vehicle), all pending points are immediately added to the total score
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Combo
A combo multiplier increases your drift points when you chain drifts together quickly or switch drift directions (e.g., left to right).
How it’s calculated:
A combo starts at x1 when you begin a drift.
You can increase the combo (up to a maximum of 5) by switching drift directions within a 5-second window after the previous drift ends.
Requirements for a combo increase:
Drift angle ≥ 60°. .
A high drift angle is required to achieve combo points to reward high skill players while preventing cheaters from achieving combos from fishtailing around etc.
At least 1 second since the last direction change
The new drift direction (left or right) is different from the previous one.
The combo multiplier applies to angle points during a drift, making high-angle drifts even more rewarding.
If you stop drifting (speed < 10 m/s or exit the vehicle), the combo resets to 0.
Combos reward skillful drivers who can link drifts smoothly, especially in complex sections of the track requiring quick transitions.
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Clean Drift
Clean drift time tracks how long you maintain a drift without hitting anything, rewarding you with bonus points.
How it’s calculated:
Every 5 seconds of clean drifting you earn 100 bonus points
If you collide with something the clean drift time resets to 0, and you must start building it again.
Clean drifting encourages smooth, controlled driving without crashing, adding extra points for precision.
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HUD:
The HUD shows a real-time text display with:
Total score
Zone points
Penalty points
Current drift points (angle + speed points)
Combo multiplier
Clean drift time
Drift angle
Speed
Drift duration
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Scoreboard
has built in automatic refresh and manual refresh / reset (click)
calculates up to top 10 scores
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Support and feedback
please feel free to reach out to me directly.
i have spent almost 2 months developing and testing the system prior to release but it is my first project of this size and complexity. if bugs or errors occur please let me know so that i can continue to develop and refine the system.
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Known bugs & fixes:
occasional temporary missing character on scoreboard can occur due to sim lag.
FIX: implementing automatic refresh seems to fix the issue. if it persists you can click the board to refresh manually
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Includes:
Scoreboard
Score Zone
Hud Dispenser
Start Line (activates run/hud
Start Light(click to start counter)
Cone(penalty)
Light poles
Bleachers
Concrete barriers (3 versions)
Finish Line (finishes run/sends score to scoreboard)
Complete Track and Individual Parts