Step 1 - Rules & Guidelines for Sim Racing

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Radar

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Welcome to Sim Racing


Below you will find all the information that you will need to take part in this exciting battle of Simulation Racing.

You will have your own racing number, you can have your own team and team name (maximum of two in a team only), you can create your OWN skins and then later watch the race replay of your lovely paint work driving around alongside other creative drivers and their paint jobs.

What you will need to get started:

  • You will need to get your hands on the race simulation game being played at the moment. The latest versions of the games being played at the moment can be found in the Resources tab along the navigation bar of this forum.
  • Cars and the Tracks being played on in the server on the night. These can also be found in the Resources tab of this forum.


Rules for online Sim Racing.
Those that do not take these rules seriously will be removed from the championship series being played; they can however remain for any practice events or any fun days if they so wish. If an improvement is still not seen from that driver then they may be removed from taking any further part in any future events, so please take the following rules & guidelines seriously.

I. GENERAL RULES:

1.0. Drivers should act as if they could actually get hurt within sim racing. Here we take our racing seriously so we expect the same in return.

1.1. If two or more drivers or teams finish in the season with the same number of championship points, then the highest placed (in either case) shall be awarded the championship following the following criteria;

  1. The holder of the greatest number of first place wins.
  2. If the number of first place wins is the same, then the holder of the greatest number of second places and so on until a winner has emerged.
1.2. Our community is about fair play, it acknowledges the freedom of speech, but nonetheless encourages drivers NOT to chat during qualifying or during race sessions unless they are in an open chat channel in TeamSpeak.

1.3. We strongly recommend that each driver respects the general rules of politeness. Bad-mouthing of others in public may - in extreme cases - lead to a reaction from any of the Admins.

1.4. A driver on his or her out-lap, or a lap that will not count towards a time on the starting grid, should always allow other drivers on their timed laps to pass so as to not hold them up whatsoever. You as a driver on you out-lap should be staring into your mirrors for any approaching cars that could be on their hot-laps. During qualifying you must obey the following rules;


  1. Do not purposely hold other drivers up.
  2. Do not stop on the circuit and disadvantage another driver by doing so.
  3. Use caution to avoid causing any collisions.
  4. Do not cut the track.
  5. Do not exit pits under a red light (if the game has one).
  6. Do not speed in pit lane (if the game allows you to).
  7. When leaving your pit bay remain in the slow lane (the inside lane) until safe to move into the fast lane.
  8. Do not speak in TeamSpeak or in the in-game chat.
  9. If you are on your HOT lap, it might be a good idea to turn on your headlights (if the game has them) so that other drivers know you are on your hot lap/s. It's not advised to do this but can help others around you to move clear of the racing line whilst on your hot lap/s.
If a racer fails to adhere to the above rules during qualifying then they may be penalised by having one of the following penalties applied;
  • A timed penalty of 5 seconds may be added to your best qualifying lap.
  • You may be forced to begin the race from the rear of the grid.
  • Excessive infringements may result in you being excluded from the race.
1.5. Race numbers are chosen by yourself when you sign up to Sim Racing. If you are absent for any lenght of time then your number may be made available for the next person who signs up for online Sim Racing. If an existing driver wishes to change his or her number or changes to a number that has already been made available for whatever reason then a conversation with the Sim Racing Moderator or Admin is to be sent using the forums conversations chat. Numbers can range from '0' to '999', they can start with '0' if you wish e.g. '05' but the leading '0' cannot be used if that number has already been taken, i.e. if '5' has been taken then you can't have '05'. If there are any retired numbers then they are not to be used.

II. IN GAME CHAT:

2.0. In game chat may ONLY be used in game IF you cause an accident, wish to apologize or advise to pass you i.e. Sorry or Pass, otherwise no chatting during qualifying and racing. You are not required to post pit-in or pit-out messages but can help others around the track know of your intentions on particularly tight tracks. Do not post any messages that may offend others and if you wish to chat then do so BEFORE or AFTER the qualifying or race sessions. Practice and Warm ups are acceptable.

2.1. In TeamSpeak the same rules apply as stated above, no talking during qualifying and racing. During qualifying and racing please ensure your MIC has been muted or Push To Talk (PTT) has been activated. If using PTT then please ONLY use before or after qualifying and race events. Any talking during the qualifying and racing MAY distract drivers and could cause some frustration. If you are in a team it is strongly recommended that you assign your PTT to your team mates using the TeamSpeaks whisper mode or to request having a team channel created. This can help with strategies or if your team mate is slowing you down to let him or her know that you coming through. It is advised to have you own channel created to minimize any interruptions to others.


III. DRIVER RULES:

3.0. If a driver speeds in the pit lane (designated by a line on the track or a lights stand) and you are not already penalised by the game (if the game allows it) then you may be penalised a time penalty after the race by an Admin staff member.

If the game allows it, call for your pit stop early so that your pit crew are ready. In some games it also assigns you a pit bay and will speed up your pit stop by seconds. NOTE In some games, if you assign your pit stops to a fuel strategy then the pit crew will do this for you around the lap that you have assigned.

3.1. IF a car is slower of the start line, or has not moved for whatever reason from the start line then please take it easy going around them. Drivers do not have peripheral vision in the game so it is suggested that if you are on the left side of the start grid that you go left to pass the slower car, if you are on the right side of the start grid then you are to go right to pass the slower car. This will mean that you may have to drive on the grass a little to get around them but it will only be for that short time and caution is advised when doing so, this small movement can also avoid any major crashes at the start. This suggestion will also give other drivers being passed some room to move into the centre a little giving them more racing room for that driver attempting the pass.


IV. OVERTAKING:

4.0. The trailing driver has the best view. As our vision straight ahead is far greater than the peripheral vision of the driver in front, the driver making the pass should take full responsibility for any passing attempts being made.

4.1. During a race, a driver alone on the track may use the full width of the track, however as soon as another driver who is consistently quicker or was temporarily quicker catches you, then along the straights the slower driver shall give the other driver the right of way by pulling to one side in order to allow for a passing attempt.

4.2. Track curves, as well as the approach and exit zones thereof, may be negotiated by the drivers in any way they wish, within the limits of the track. Overtaking, according to the circumstances, may be done either on the left or on the right.

However, manoeuvres liable to hinder other drivers such as premature changes of direction, more than one direction change, deliberate crowding of vehicles towards the inside or outside of the curve or any other abnormal changes of direction are strictly prohibited. The repetition of dangerous driving, even involuntary, may result in a penalty.

4.3. To ensure an absolute minimum of collisions, drivers are expected not to complete their passing attempt unless they are clearly in front at the turn in point. In racing sims that have a spotter warning about the positions of other cars then a greater responsibility lies on the driver being passed. If a faster driver is slowed behind another driver that hasn’t been lapped and they cannot find a safe way to overtake, then the onus is on the faster driver to remain behind the slower driver until such time as he or she can construct a clean passing move. If you aren't sure you can pull off a move to pass an opponent then don't do it. Take your time to work out where to try your next move.

Passing outside the track or on the apron is not allowed. A driver gaining positions by such moves should let those who got passed immediately regain their position. A driver failing to do so will be penalised.

If you’re the overtaking car: If your attempting to make a pass up the inside of a driver and don't have a half a car lenght overlap when the lead car turns-in then you must give way. If you try to pass on the outside (off the racing line) then you must be fully alongside the other car, otherwise they are entitled to take the normal racing line, which may include pushing you wide. In the event that they do start to take you wide, you should fall back behind the other car as safely as possible.


If you’re the lead car: If you're being overtaken on the inside, and the overtaking car has half a car lenght overlap or more then you cannot force your racing line, you must allow them the apex to pass.

4.4. Taking out the opponent should be avoided at all costs. If a driver realises that he or she cannot brake sufficiently to avoid contact with the driver in front then the late-breaking driver is advised to steer away from any impact, even if this means a higher risk of ruining his or her own race, the alternative would be to risk ruining both drivers race. To avoid such incidents a suggestion would be to give your brakes a simple ‘tap’ just before entering the braking zone and before you actually do brake, this will allow the other drivers behind you the heads up on your braking marker. Another would be to ‘ease’ on the brakes into the corner.

If contact with another driver is your fault, and they are disadvantaged then allow them to regain the position immediately, even if it means losing positions to other drivers not involved in the incident. If you can't pass cleanly, do not pass at all.

4.5. When battling for position, a passing opportunity will almost always evolve. The driver in front is allowed to alter his line only once. If the drivers are side by side, a line change is not advisable.

In the closing 5 Laps however you are allowed to fight for your position within the rules i.e. no corner cutting etc. You are allowed to change your racing line within these last 5 laps only.

V. FLAGS & WARNINGS:

5.0. Stop / Go - You may see a Stop / Go flag on your screen (depending on the game), you MUST within 3 laps enter pit lane AT pit speed, pull into your bay and serve your penalty. Care must be taken when leaving the pit lane after serving your penalty.

5.1. Drive Thru - You may see a Drive Thru flag on your screen, you MUST within 3 laps enter pit lane AT pit speed and pass through the pits to the exit. Care must be taken when leaving pit lane after serving your penalty. NOTE - Your pits may be active with a pit box or pit crew during this time. If you pull into the pit box your pit crew will service you and you will not complete your penalty therefore you will need to go around again serving this penalty.

5.2. Pit Stop - You may see a Pit Stop flag on your screen, this indicates that you are due to pit in according to your pit strategy or have requested a pit stop.

5.3. Low Fuel - You may see a Fuel light or flag on your screen, this indicates that you are low on fuel, normally displays 1-2 laps before running on empty. Request a pit stop as soon as you can to avoid running out of fuel.

5.4. Engine Overheat - You may see an Engine overheat light or flag on your screen, this indicates an engine problem or engine overheat. Suggest you change gear's sooner to avoid overheating of your engine or turn the car off when in the pit's and back on when due to exit your pit bay.

5.5. Red Flag - You may see a Red flag on your screen during the Race or Practice that you are in. Vary rarely seen but if seen in online racing it generally means the race has been stopped.

5.6. Black Flag - You may see a Black flag on your screen, this means you need to enter pit lane on next lap. Vary rarely seen but if seen in online racing it generally means you need to enter pits to serve a penalty of sorts or conduct repairs.

5.7. White Flag - You may see a White flag on your screen, this means a slow moving vehicle is on the track ahead.

5.8. Blue Flag - You may see a Blue flag on your screen, if shown the Blue flag it means that a car that is leading you is behind you. Ensure that you give them the racing line and allow an uncontested pass as soon as is practical, this doesn't mean you must leave the track boundary. Warnings will be shown on screen to let the faster driver by, slowing the faster car in a lapping situation is highly frowned upon and slowing the faster car for more than three turns will, in all likelihood result in some sort of penalty for that driver. Any driver who does not take notice of the blue flag may be penalised.

  • When getting lapped, DO NOT slow down on the racing line, especially in an accelerating zone such as an exit from a turn or on a straight or move off the racing line when safe to do so.
  • Faster Cars - The faster car is expected to wait until the lapped car clearly moves off the racing line. Impatience will result in pointless shunts and seen as aggressive driving.
5.9. Yellow Flag - You may see a Yellow flag on your screen, this means that you are to reduce your speed, do not overtake and be prepared to change direction or stop. There is a hazard ahead or beside you either partly or wholly on the track. If you see a yellow flag it means there is an incident nearby. Take extra cautions untill the area is clear. When the Yellow flag is gone it is back to normal racing.

If passing under a Yellow Flag the driver
MUST give you the position back to you at their own expense. It also becomes your responsibility to avoid the accident as you have been fairly warned.

VI. RACING RULES:

6.0. Swerving on the straights to block another driver is not allowed. Blocking is only allowed in the championship under the following conditions:
  1. A driver is allowed to move once off the racing line down a straight to block an overtaking move but then must not move off that line until a is approaching corner.
  2. If the car behind them already has the nose or the whole car beside you then the driver is only allowed to move over to the extent that there is still room for the car which has an overlap to stay on the road.
6.1. Aggressive driving can be seen as any of the following and will not be tolerated, penalties will apply if not taken seriously:
  1. Deliberate cutting of the corners to catch up to the driver in front or deliberate cutting of the corner to pass another driver.
  2. Drivers are allowed to use the kerbs to the extent that they still have at least two wheels on the tarmac. Use the AI line as a guide as to what is acceptable.
  3. Pushing your way through the pack i.e. pushing cars out of the way to pass them.
  4. Pushing a car during a spin to get past them, they may recover from this spin and your move may have stop this chance.
  5. Continual 'taps' at the rear or side of their car to unsettle them or to put them off.
  6. Not slowing down under a Yellow flag caution, passing a driver/s who are not part of the caution on the track to gain position/s.
6.2. Use any your look left, look right abilities that the game may have to narrow down any blind spots you may have, also understand where your blind spots are in the car that you are driving.

6.3. Take care re-entering the track. Whether it be from the pit lane, the sand, the grass or even just recovering from an out of control situation. It is the responsibility of the driver that is re-entering / re-gaining the racing line to avoid collision. Any contact that benefits from the tagging of another driver, position wise, is required to be addressed by allowing the other driver to regain their position.

6.4. Don't try and win the race on Turn 1 or T1 as it's known. This doesn't work and it causes more problems than the pass is worth. Take extreme care in the first corner, remember you’ll have cold tyres and brakes on Lap 1. Unless a driver is slow off the mark, how you qualify should be how you enter the first few corners.

6.5. If a driver’s car is damaged to the extent that it is considered a danger to other competitors then moderators may give that car a mechanical black flag at the end of the race. If the damage cannot be fixed in the pits the driver must retire immediately. If the driver fails to do so a penalty may apply.

6.6. To be classified as a finisher and to earn any potential points on offer, a car must have completed a minimum of 50% of the full race distance (by that of the checkered flag). To earn any further potential bonus points, a car must finish the race (by that of a checkered flag).

In the event that the server crashes, the admins will decide on whether to deem that race a finish / cancel or to re-run that race at a later date. A decision can be made during the race to stop that event IF an obvious problem has occurred i.e. Drivers dropping from the server when entering the pits, incorrect settings set on the server etc.

For a race to be deemed finished in the event of a server crash or drivers dropping from the race, it MUST have completed at least 75% of the race distance by that of the race leader before a decision can be made whether to declare that race a finish or not.

6.7. Perc Ferme - If the game, or mod being used uses Perc Ferme it means that whatever setup you qualified in will become your race setup at the start of the race. Once you start to qualify in your setup, your setup will be locked out. You will NOT be able to make any changes to your setup what-so-ever, even leaving the server and coming back in will not allow you to alter your setup in any way so please ensure that you load your setup and fuel strategy before proceeding for your qualifying laps. Assigning your setup for the track is the best way to avoid using any incorrect setup or using the default setup.

In some case, and depending on the game and mod, Perc Ferme may lock down your tyre wear from that used during your qualifying lap/s and these tires that have been used will become your tires at the start of the race. You can do Warm Up sessions without losing any further tyre wear as the start of the race will start you on what you finished up with in your qualifying lap/s.

6.8. Reverse Grids - If the games or mod used allows for reverse grids, then it may be used to give slower drivers a chance at the front of the grid. If used please don't deny these drivers that chance as it helps these drivers to become a better driver and possibly pick up some of those championship points. For the faster drivers it adds some more challenges for them to find a clean way through the pack.

  • If you don't qualify, and the race is a reverse grid race, you will be placed at the rear of the grid.
  • If the race is a Reverse Grid race and you are seen to be deliberately going slower during your qualifying lap/s then you will be placed at the rear of the grid.
  • If you turn up late you will be placed at the rear of the grid.
VII. PROTESTING:

7.0. Reporting of Race Incidents or Protests - Our community is about fun and sportsmanship. IF, in light of the spirit of our community that the above noted rules, you feel that you were unfairly dealt with during an event by any other driver including any Admin driver/s, you may lodge a protest for review. This review/s may be conducted by random drivers and admin staff (either 3 or 5 members) and will not include any member or team associated with the incident. The protest must be lodged within 24 hours of the start of that race event. To lodge the protests please send conversation chats via this forum to ALL Sim Racing admins who may select random drivers to also review.

Please ensure that you have reviewed the incident yourself so that other people don't waste their time reviewing an incident. Please make note of the time and lap of the incident when forwarding your conversation chat so that the review members can go straight to the footage in question. Incidents in question may involve all parties involved in order to make a clear decision.

Penalties for guilty drivers range from and include;
  • Exclusion from qualifying from next round.
  • A points deduction.
  • A timed penalty.
  • A position penalty.
  • A race suspension.
Repeat offenders may be considered for series expulsion. Reviews may take 2-3 days after being lodged to decide on the best outcomes and depending on availability of the drivers concerned. Any results in the series will not be posted until this time has passed.

VIII. WEIGHT HANDICAPS:

8.0. If the game, mod or series have weight handicaps, and it's used within a series, then the drivers who finish in the Top 5 will be given a Weight Handicap. Weight Handicaps may be capped at a total amount and applying weight handicaps will depend on the game, mod or series used. These details will be posted along with the event.

If weight handicaps are used in any series, they will remain for that series and only for that series. If you are seen 'backing off' to be outside the Top 5, you may incur a penalty and you will be frowned upon by other drivers.

Weight Handicaps if used is a system to give everyone an equal opportunity at the Championship Title by slowing down the faster drivers. The Weight Handicap system is designed to affect your car's balance, your fuel mileage, your centre of gravity and your tyre wear. It can be a disadvantage on some tracks but can be an advantage on other tracks. Weight Handicaps are designed to see more close action racing and to improve the driving ability but also give everyone a fair chance to gain championship points.

IX. PENALTY SYSTEM:

9.0. If after the race you are given a penalty either from (and not limited to) a Protest Review or any Lap 1 replay reviews, the following may apply:

A 10 Sec Drive Thru Penalty will be applied to your finishing results for the following;
  • Drive Thru penalty to your finishing results.
  • Contact with another car while overtaking for position or lapping that causes the other driver to leave the circuit, losing a position / positions.
  • Contact with another car when re-entering the track after loss of control in a dangerous manner.
  • Gaining advantage by constantly cutting corners.
  • Returning to Qualifying with a difference to the car, either through changes made in the upgrades or through other means (changes can be logged in each log file on the server).
  • Unsportsmanlike behaviour (this is open to interpretation and can be pretty broad).
A 20 Sec Drive Stop Go Penalty will be applied to your finishing results for the following;
  • Causes the other driver severe damage, taking them out of the race.
  • Losing control of your vehicle causing an accident.
  • General driving conduct through constant blocking (except in the closing 5 laps IF it's for position).
  • Erratic driving (all over the place).
  1. A Penalty to a DNF driver will incur a Start from rear at the next round they attend.
  2. A Penalty to a DNF driver for more serious incidents will incur a Start from Pit Lane to which they will have to wait till the pit light goes green (depending on the game).
  3. In the event that a Double Penalty is given to a DNF driver, then rule 9.0.1 or 9.0.2 will be given to the driver AND either of the two time penalties listed above in rule 9.0. Depending on the seriousness of the incident, the penalty will be given to the driver at the next round that they attend.
9.1. 1st Lap Double Penalty.

Double Penalties may apply depending on game and series to all drivers who do not adhere to any of the rules written above for Lap One (1) of each race. Lap 1 of each race may be reviewed by the Sim Racing admins.

Further to rule 9.0 the following can also be considered for any possible double penalties being applied to yourself and they include;
  • Drivers tapping other drivers causing incident/s in the 1st corner.
  • Drivers losing control of their vehicle causing incident/s in the 1st corner.

All rules and guidelines above can be changed at any time at the Sim Racing Admins discretion; any changes made will be posted advising of those changes.

Changes made could be to allow for the differences between games or the different racing community events.
 
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