

UDSM1
Universal Drift Scoring Method v1
Industry Preview / Beta v0.1
V1 Authors:
Michael Vernuccio
Jeremy Storer
V1Contributors:
Vernon Zwaneveld
Kevin Wells
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Created:Nov 2025
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Abstract:
UDSM system is a data-driven judging and performance evaluation framework designed to bring consistency, fairness, and measurable precision to drifting competitions, while making scores easy to understand by fans and newcomers alike.
The system is engineered to reduce chassis, driver, and environmental bias — ensuring that scores reflect true performance regardless of vehicle size or track conditions.
Designed for use across multiple events and regions, UDSM provides a consistent scoring standard that can be adjusted to align with local competition formats while maintaining core fairness principles.
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Note - UDSM accommodates subjective elements such as “style” or “flow” through optional human input, preserving the artistic side of drifting while maintaining objective foundations.
The system adapts to diverse venues and conditions, offering scalable solutions for both grassroots and professional drifting events.
By grounding scoring in repeatable data metrics, UDSM aims to improve confidence in competition outcomes.
UDSM (currently at V1) is built for continuous improvement and industry collaboration, supporting future enhancements and sophistication.
Index:
Qualifying Scoring:
(1) Zone / Clipping Scoring
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Overview
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Definitions
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Methodology
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Examples
(2) Angle Scoring
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Overview
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Definitions
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Methodology
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Examples
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Out of scope items
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​(3) Qualifying scoring calculations
Tandem Scoring (chase driver):
(4) Proximity Scoring
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Overview
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Definitions
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Methodology
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Examples
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Out of scope items
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(5) Mimic Scoring
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Overview
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Definitions
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Methodology
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Examples
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Out of scope items
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​(6) Tandem scoring (chase) calculations
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Additional :
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(7) Data issues / interference instances.
(8) Future Enhancements
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Qualifying Scoring:
Zone / Clipping Scoring
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Overview
The overall output metric is designed to be easy to understand for a typical “fan”.
Zone score: X / 100
To score the precision with which a vehicle fills a clipping zone, without bias toward chassis size.
To achieve this, there are new zone scoring types (scoring / penalty), zone position types, and vehicle “lines” (aka polygons) which show the track area that the vehicle has occupied.
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Definitions
Body Drift Line:
This is the polygon drawn on the track surface representing the area that the body of the vehicle has occupied. Essentially a “box” drawn from the front bumper to the rear bumper, and along the side of the vehicle.
This polygon’s size and shape are dependent on the vehicle’s angle.
Large body vehicles (JZX, Mustang, etc.) produce a larger drift line when on angle than smaller body vehicles (AE86, ZN8, S13, etc.).
A tolerance of 200 mm is added to the perimeter of the Body Drift Line.
Wheelbase Drift Line:
This is the polygon drawn representing the area in which the wheelbase of the vehicle has occupied. The wheelbase being the “box” from the front wheels to the rear wheels, taking into consideration track width, tyre size, etc.
Wheelbase Drift Lines are given a tolerance of 200 mm.
Clipping Zone + Penalty sub-zone "No-Go Zone (NGZ)":
Clipping zones are broken into two parts: a “Scoring” part and a “Penalty” part. Every clipping zone will have both.
NGZs are placed on the outer edge of the clipping zone, dependent on the direction of the zone and movement of the driving line.
The NGZ is a mirror of the clipping zone in terms of size and position, placed adjacent to the scoring zone.
NGZs can be / should be virtual (i.e. not painted).
Tracks will most likely be unable to draw these zones onto the track surface. Drivers and judges should be aware of the NGZ.
The driving objective is to fill the scoring zone (with either the Body Drift Line or Wheelbase Drift Line) without entering the “No-Go” Zone.
The percentage (%) in which the scoring zone is filled is the score for this zone.
If the vehicle enters the NGZ, the percentage (%) in which this zone is filled is a deduction.
This is a 1:1 proportionate decrease in scoring if a driver does not fill the zone completely or overshoots the zone.
UDSM1’s focus is to reward drivers who fill the zone completely without overshooting it — i.e. rewarding precision positioning of the vehicle.
Zone position Types:
There are four position types of zones, and they are scored differently depending on their type.
1- Outer Zone.
These are zones on the outside edge of the track surface, where the rear of the vehicle is required to interact. This zone is not impeded by other objects such as walls or tyre stacks.
2- Outer Zone WITH object.
Same as above; however, a physical object exists which would prohibit the vehicle from freely overshooting the zone — such as walls or tyre stacks.
3-Inner Zone
These are zones on the inside edge of the track surface, where the front of the vehicle is required to interact. This zone is not impeded by other objects such as walls or tyre stacks.
4-Inner Zone WITH object.Same as above; however, a physical object exists which would prohibit the vehicle from freely overshooting the zone — such as walls or tyre stacks.
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Methodology
Zones are filled with the vehicles WHEELBASE DRIFT LINE. The amount that this polygon interacts / covers the scoring zone will increase the score to a maximum of 100%.
If the Wheelbase Drift Line exceeds the zone, and enters the NGZ, the amount the NGZ is filled, is deducted from the score.
Effectively, the driver needs to place their wheels (front or rear depending on the zone) as deeply into the zone to achieve maximum points, without entering the NGZ.
Zones WITH objects are filled with the vehicles BODY DRIFT LINE. The amount that this polygon interacts / covers the scoring zone will increase the score to a maximum of 100%. If the BODY Drift Line exceeds the zone, and enters the NGZ, the amount the NGZ is filled is deducted from the score.
Effectively, the driver needs to place their bumpers (front or rear depending on the zone) as deeply into the zone to achieve maximum points.
Why?
Clipping zones with objects — such as walls — traditionally give a bias toward vehicles with short rear overhangs. Large body vehicles are physically unable to place wheels deeply into zones where objects exist.
Clipping zones where there are no objects, which are sometimes scored using the vehicle’s body filling the zone, give a bias toward large body vehicles, as they do not need to place wheels as deeply into the zone to fill it.
Using the wheelbase to fill the zone removes that bias.
Total Zone score: Sum of all zone scores / zone amount.
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Examples
Outer zone : Clipping Zone partially filled (34%) (Wheelbase Drift Line)
Vehicle NOT deep enough into zone.
Score: 34%
Outer zone WITH Object :Clipping zone fully filled (100%), NGZ partially filled (42%) (Body Drift Line)
Wall (2x) Objects within Zone. Vehicle overshoots Clipping Zone and enters NGZ mid corner, incurring a 42% penalty.
Score: :100% - 42% = 58%
Inner zone : Clipping Zone mostly filled (98%)
(Wheelbase Drift Line)Vehicle deep into zone.
Score: 98%


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Angle Scoring
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Overview
The the overall output metric being easy to understand by a typical "Fan". Angle score: X.
To score the amount of angle carried throughout the course, in a simplistic, easy to understand metric.
Note:
This angle score, aims to be as basic as possible, and not take into consideration "Style" aspects. Aspects such as "Rate to Angle" or "Bobbles" etc. These elements are technically possible to include in future versions of UDS.
USD1 leaves room here for human judges to evaluate these.
Definitions
The direction the vehicle is actually moving over the ground, independent of where the vehicle is pointing.
Heading:
The direction the front (longitudinal axis) of the vehicle is pointing, independent of its actual motion over the ground.
Drift Angle:
The angular difference between Heading and COG, normalized to the range −180° to +180°.
Positive and negative values indicate direction (e.g. clockwise vs counter-clockwise).
Judged start Line:
A drawn line to indicate when judging is to begin. This is generally about 5 car lengths prior to the 1st clipping point.
Generally speaking, having the judged start line just before the 1st clipping point removes any bias of initiation strategy the driver may take (e-break entry / "scando" flick etc.
Judged Finish Line
A drawn line to indicate the end of judging.
Average Drift Angle:
The mean drift angle computed by summing all drift angle samples and dividing by the number of samples.
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Methodology
The Angle Score is a calculated using the Average Drift Angle, throughout a course, with data points begining from the Judged Start Line to the Judged Finished line.
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Examples
Angle Score : 36.
This driver was achieved an Average Drift Angle of 36 degrees throughout the course ( Finland PowerPark)
Angle Score : 49. This driver was achieved an Average Drift Angle of 49 degrees throughout the course ( Finland PowerPark)
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Out of scope:
1- Angle "bobbles"
2-Straightens
3-Over rotation "backies"
4-Angle Rate
5-"Lazy" transitions

