Racing Rules

  1. General Rules
    1. Drivers must have a stable internet connection. Drivers that are above 250ms or rubber banding badly may be asked to leave the server.
      1. WIFI or 3G/4G connections are known to cause high ping and lag (rubber-banding) – do not use these types of connections where possible.
    2. Drivers must use their full name on their The SimGrid profile.
      1. Drivers are asked not to use any special characters in their name as this can cause issues in game, especially on driver swap servers.
    3. Exceptions to any rule will be mentioned on the drivers briefing, and will only be an exception for that given race.
    4. The admins reserve the rights to change the rules at any time although notice will always be given in the #important-messages channel on The SimGrid discord server.
    5. A driver swap race is where each car is shared among two or more drivers. Each driver is required to do at least one stint during the race.
      1. Drivers must adhere to the stint limit timer and maximum driver time or the team will receive a penalty.
    6. Minimum and maximum team sizes can vary, these requirements will be specified in the event/championship information.
    7. The deadline for driver line-up changes is 3 hours before the start of the event’s official qualifying session, as per the race’s schedule.
      1. Any changes required after this 3 hour deadline must be approved by a member of the Event Admin team and these changes may be rejected.
      2. This is a standard rule and can be overridden by championship/event specific rules.
  2. Driver Responsibility
    1. Drivers are required to follow all rules as specified in this document.
    2. Drivers are expected to review the #important-messages for any rules revisions or special instructions for their series/race.
    3. Cheating in any form will not be tolerated and will result in a permanent ban from The SimGrid.
      1. Failure to report a bug/glitch/game issue that gives you an unfair advantage can result in disqualification or ban from The SimGrid (if continually used to exploit).
    4. Drivers are expected to participate in an ethical and sportsmanlike manner. 
      1. Taunting, trash talking, and berating other drivers for any reason will not be tolerated and may lead to disqualification from the series or ban from The SimGrid.
    5. Pre-race preparation: We expect all drivers to prepare in advance for a racing event. If a driver attends an event and is clearly unprepared, the stewards may disqualify them from the race.
    6. Drivers are expected to attend the races they have registered for. Failure to attend a race without prior notification to an admin or by withdrawing from the race will result in disqualification.
  3. Telemetry
    1. Drivers participating in any of the championships at The SimGrid are required to save the maximum amount of telemetry laps (in ACC this is 99).
      1. The option to save telemetry data is found in the electronics tab of the setup page. 
    2. Drivers (or teams) who qualify in the top 3 positions in the top split are required to send their qualifying telemetry data to an admin by the end of the event.
    3. Drivers (or teams) who finish on the podium in the top split are required to send their telemetry data to an admin at the end of the event.
      1. In addition, a further three drivers (or teams) will be chosen at random and asked to provide their telemetry data – this can be from anysplit.
    4. Drivers must keep all telemetry data from races in a championship until the championship has finished.
    5. Drivers who refuse to provide telemetry data when requested will receive disqualification from the championship.
    6. By default, the location of the saved telemetry data is: C:\Users\Documents\Assetto Corsa Competizione\MoTeC
      1. Both LD and LDX files are required.
  4. Qualifying
    1. A qualifying session will be used to determine the starting grid for the race by taking the fastest time for each car.
    2. Priority is always to be given to cars currently on flying laps. This means that cars on outlaps, inlaps or invalidated laps are expected to give way and not impede the performance of the passing car
    3. It is the driver’s responsibility to find a suitable window to set their flying lap; approaching a slower car on its own flying lap does not give either driver priority. Whilst the slower car may choose to give way in a manner that is safe (e.g. lifting on a straight) they are not inclined to do so. The faster driver does not have the right to attack the slower driver, as an overtaking manoeuvre will impede their performance.
    4. Use of “Return to Garage”is only allowed if you are in the pit lane. 
      1. To improve immersion, championship races do not allow the use of RTG unless you are in the pitlane. Reminders of this will be given during the Drivers Briefing.
    5. Teams must not allow more than 1 instance of their car to join the official qualifying session. If there are two or more cars from the same team entry on the server at any time, that car will not be allowed to qualify.
    6. Any of the registered drivers of an entry may qualify their car.
    7. After the qualifying session, the server will close for the entrylist to be made, then there will be a practice session before the race for all teams and drivers to connect.
  5. Race
    1. Races will start with a full and assisted formation lap. If you have not pressed “Drive” during the final 30s countdown then your car will be teleported to the pit lane and you will be made to start from there.
    2. Unless told otherwise by Race Control, at the end of the race all drivers should complete a cooldown lap and drive back to the pit lane. 
      1. The RTG (Return to Garage) function can be used once in the pit lane.
    3. Do not leave the server at the end of the race until Race Control has given the all clear for drivers to leave.
    4. Do not leave the server at the end of the race until stewards have given the all clear for drivers to leave.
    5. The admin team must be contacted through the appropriate discord channel if you retire from a race.
      1. In a race that is part of a championship, failure to notify an admin about a retirement before the end of the race will result in a qualifying ban for the next race at minimum.
      2. Consistently failing to adhere to this rule will result in disqualification from the championship.
  6. Flag Rules
    1. Blue flags are advisory only; slow/lapped drivers do not have to pull aside, they can stay on their line. Use Caution and exercise sportsmanship.
      1. A blue-flagged driver is not allowed to defend his track position against the lapping car and he/she should stay on his/her line.
      2. Intentionally holding up or defending against a lapping car may determine the application of a penalty or even the disqualification of the driver by Race Control.
      3. Drivers about to be lapped have to behave in a predictable way without sudden changes of direction or track position.
      4. Lapping cars can report a lapped car to Race Control for blue flag violations if the lapped car has held the lapping car up for a minimum of 2 full laps.
      5. Lapped drivers are allowed to unlap themselves as long as they can pull away after passing the driver that has a lap advantage.
    2. Yellow flags are enforced and drivers must respect the “No passing when under yellow” rule. Drivers are only permitted to overtake other vehicles if those vehicles are moving very slowly, damaged or stationary.
      1. Drivers must be cautious under yellow flags. Be prepared for slow, damaged or stationary cars on track.
      2. If the drivers ignore yellow flags, Race Control has the discretion to decide if a penalty is required.
    3. Red flags will be used in rare emergencies only and immediately stop the entire race.
      1. If red flags are called, drivers are to follow the instructions of Race Control which will be provided through in-game chat.
      2. Teams are allowed to swap drivers during the red flag situation as long as they request clearance from Race Control.
    4. Red flag Scenario – If the race is restarted:
      1. The server log, replay and other sources (e.g. RaceSync) will be used to determine the positions at the end of the last completed lap. Cars will line up for the restart based on this order.
      2. To be allowed to rejoin the race after a red flag period, your car must not have retired from the race prior to the server crash/restart point.
      3. Restarts of the race after a red flag/server crash are at the discretion of Race Control; numerous factors have to be considered e.g. real world time, remaining race duration.
    5. Red flag scenario – If the race is not restarted:
      1. If the server crashes before the ¼ distance point the event will be abandoned and/or rescheduled, no points will be issued.
      2. If the server crashes after the ¼ distance point has been reached, ½ points will be awarded based on the positions at the end of the last completed lap.
      3. If the server crashes after the ¾ distance point has been reached, full points will be awarded based on the positions at the end of the last completed lap.
  7. On-track behaviour
    1. The driver in front has the right to choose any line at any section of the track. The driver in front loses this right when an overtaking driver brings their front wheel to line up with the other driver’s head. At this point drivers are in a “side-by-side” position, and they both have to give each other at least 1 car’s width room. 
    2. Defending is allowed and accepted as a reaction by the driver in front. It is not allowed to defend if there is any overlap between cars
      1. Following a racing line into a corner is not considered defence (unless cars are deemed side-by-side).
    3. Both the passing driver and the driver in front are responsible for fair racing during the pass.
      1. It is the passing driver’s responsibility to choose a safe timing for the pass.
    4. Pass attempts at a turn is what causes most accidents. The preferred racing line through most corners is usually very narrow and sometimes it will be impossible for two cars to share tight corners side-by-side at full speed. For each corner, the right to the preferred racing line is decided at the turn-in point. A driver attempting to pass at corner entry has to be in a side-by-side position at the turn-in point to have a right to enter the corner side-by-side. If not, this driver must back off and give way to the driver up front.
    5. Dive-bombing should be avoided and is subject to a penalty.
      1. If the attempting driver was out of control and caused contact or time loss to another driver, the penalties applied may be harsher than normal.
    6. Brake checking, unnecessary slowing through a corner, punting, bump-passing, cutting-off or chopping, whether there is contact or not, are not permitted and will be subject to penalty.
    7. Blocking is not allowed and subject to penalty.
      1. Blocking is defined as altering your driving line in reaction to another driver in an attempt to prevent a pass.
      2. Weaving (continuously altering your driving line) to prevent a following car from drafting is considered blocking.
    8. You are only permitted one change of driving line as a defensive maneuver.
    9. If a driver spins while on track, they should immediately fully press the brakes until completely stopped, (even if still on the track), and hold the brakes on until they can wait for a clear opening on track to resume.
      1. If a driver does not hold the brakes, the car may spin or roll in an unpredictable way and cause further incidents. A driver causing an incident while on track due to not holding their brakes will be held responsible for that incident.
    10. Drivers who are off-track and cars which have spun on the track itself must resume the race in a safe manner. This may mean driving forwards and/or reversing to a safe area to first get turned in the direction of travel, then merging safely into the flow of traffic away from the racing line.
    11. If for any reason a car becomes permanently disabled, either in pitlane, on track, or in a run-off area, the driver should use the “return to garage” function to avoid causing a yellow flag in that area for the remainder of the race.
    12. Drivers demonstrating unpredictable behaviour may be subject to penalty. Some common examples of unpredictability include, but not limited to:
      1. A driver suddenly changes their driving line to get out of the way when lapping cars appear in their mirror or when the blue flag appears.
      2. A driver brakes unreasonably early into a corner when another car is behind them or when the blue flag appears.
      3. Not accelerating at a normal race pace out of a corner. When in an acceleration zone, lifting off the throttle is equal to applying the brakes but without the benefit of brake lights as a warning. The following car has nowhere to go.
    13. Track limits are determined by the game itself, utilising the in-game warning and penalty system for infractions. However:
      1. Pit entry/exit lanes are considered part of the racing surface for the cars on track, unless Race Control state otherwise. Drivers using the pits have to stay within the pit entry/exit lines with all four wheels and are not allowed to cross over. Riding on the line is acceptable. Any penalty applied is made at the discretion of Race Control.
      2. Going off track with all four wheels due to a mistake is part of racing, however repeatedly leaving the track at the same corner(s) may be deemed as gaining an advantage and drivers can expect a penalty from Race Control.
      3. Gaining a position or advantage against a competitor by leaving the track in any way is against rules, regardless of any in-game penalty that may be handed out as a result. Unless the offending driver returns the position or slows down to compensate the time gained, the offending driver can expect a penalty from Race Control.
    14. If a driver is involved in an incident they feel they may be responsible for initiating, it is encouraged that the offending driver apply the “Courtesy Rule”. This simply means that the offending driver safely stops or drives slower than normal until the position is returned to the other car.
    15. Where Race Control clearly observes the “Courtesy Rule” being applied after an incident, the offending driver may receive a reduction in any given penalty.
  8. Incident reviews and Penalties
    1. Penalties can be received in-race from Race Control, in-race from the game’s automated system or post-race from Race Control.
    2. Penalty criteria is as follows:
      1. Racing incident, no penalty.
      2. Warning
      3. TP (Time Penalty – 5 to 30 seconds in length)
      4. DT (Drive Through Penalty)
      5. S&G (Stop & Go Penalty – 10/20/30 seconds in length)
    3. Race Control will review incidents and issue penalties (where required) on the following offences:
      1. Aggressive Driving
      2. Avoidable Contact
      3. Blocking
      4. Failure to Hold Brakes
      5. Ignoring Blue Flag
      6. Ignoring Yellow Flag
      7. Overtaking Under Yellow Flags
      8. Unsafe Re-join
      9. Unsportsmanlike Behaviour
    4. If a driver makes an avoidable contact and causes another driver to spin, lose one or more positions or sustain heavy damage, the offending driver can expect a DT as a minimum.
    5. Repeat offenders will receive SG penalties with gradual severity.
      1. Excessive penalties will result in race disqualification at minimum.
    6. Stewards will exercise reasonable judgement at all times and particularly when reviewing light contacts, taps, bumps.
    7. Chatting when chat is not permitted may result in a TP.
    8. Track limit violations are determined by the game itself. Race Control will only investigate overturning a track limit violation penalty if video evidence can be provided that this was due to evasive action to avoid a collision or a possible game bug. The penalties applied are as follows:
      1. First, second and third cuts – Warning
      2. Fourth cut – Drive-Through (DT)
      3. If the game deems any cut to be too excessive, a DT or SG penalty may be applied automatically depending on the severity.
      4. Repeated track limit offences in damp/wet conditions are not always applied consistently by the game, in these situations offending drivers can expect a DT as a minimum.
    9. Pit lane speeding is determined by the game itself. The penalty applied is SG30.
      1. Race Control will only investigate overturning a pit lane speeding penalty if video evidence can be provided that this was due to exceptional circumstances or a possible game bug.
  9. Protest System
    1. The protest system covers both incident reports and penalty appeals. These are handled through different forms; Incident Report form and Appeal form.
    2. The forms will be made available in a discord text channel for the respective championship named “Protest Forms”.
      1. The forms will be available from event start to 30 minutes after the race finish.
      2. A message will be posted to confirm the closure of the 30 minute post-race window.
      3. Protests sent outside of the timeframe specified will not be accepted or looked at.
    3. Incident Report forms are used to report an incident on track to Race Control.
    4. Appeal forms are used to appeal a penalty that was applied during the race.
      1. The appeal form applies to championship races only.
      2. Participants are limited to 3 appeal tickets during a championship.
      3. A successful appeal will see that ticket returned to the participant.
      4. An appeal is determined as successful if the penalty is fully overturned.
    5. Participants must supply all the information requested on the forms and this information must be accurate.
      1. Submitted forms that have incomplete or inaccurate information will be discarded by Race Control.
      2. Appeal forms that are lacking a factual description and evidence to support their claim will be discarded by Race Control.
    6. Participants using the protest forms for anything other than their purpose will receive a penalty and/or disqualification from the event/series.
  10. Chat
    1. Each driver must have the in-game chat option enabled so that the administration can use it to communicate to drivers in the race server.
    2. Drivers are not allowed to use in-game text chat during Qualifying or Race sessions for any reason.
      1. Race Control will notify drivers when they are to stop using in-game chat (Chat is not permitted).
      2. Race Control will notify drivers when they are allowed to use in-game chat once again (Chat is permitted).
    3. Drivers are allowed to use in-game chat during practice sessions.