Drivers must achieve their fastest lap without exploiting external factors. Drivers are prohibited to gain an advantage by exploiting other players in the track, such as bump drafting or driving too close to opponents in front. Any driver doing so may receive a warning or even a penalty for the race session, including removal of the best lap time set or being forced to start at the back of the grid. Slipstreaming is allowed only if the aforementioned factors are not violated.
Lap invalidation resulting from off-tracks are handled entirely by the game in qualifying and will not be reversed.
Drivers are strictly forbidden to stop directly on-track to teleport back to the garage. Returning to the garage must be done from a safe position and is only allowed from exit routes and other off-track areas so they do not disrupt the qualifying of other drivers.
Drivers on their out lap must let drivers on their fast lap past by moving out of their way.
a. Drivers on an out lap are indicated by a pale blue circle on the track map.
b. Drivers on a qualifying lap are indicated by a grey circle on the track maps.
c. The in-game blue flag system assists drivers in that.
i. Ignoring the blue flag and holding up another driver on their fast lap may be penalized by the moderators.
Drivers also on their out lap/hotap/in lap may never cut the circuit in order to obtain time to set another lap or purely to give themselves extra time to set another lap. You must adhere to all track limits at all times. If anyone is caught cutting the circuit in order to do this, they will be Disqualified from Qualifying.
Exiting the pitlane must be done by exercising caution in order not to disrupt the timed lap of other drivers. Crossing the white blend line, veering and jumping onto the ideal line are strictly prohibited and may result in penalty from the moderators. Check your track map as you leave the pits!
Approaching a driver on his/her fast lap and overtaking is forbidden. The driver behind must make sure there is ample space in front before starting the timed lap while predicting potential pace differences, so that he/she does not disrupt the qualifying lap of the car in front. Disturbing another driver on a fast lap from behind may be penalized by the Stewards and repeated offenders may receive a rebuke or ban from the series.
1. In Game UI is used to control driver position and race only commences when the green flag is called. All cars are to maintain double file and not exceed the 70Km/h limit until the green flag is called.
2. Game issued penalties received during the double file and race start procedure will not be reversed by the moderators.
1. These are always enforced and drivers need to respect a rule of “No passing when under yellow”.
2. Yellow flags are usually preceded by White Flags indicating a slow car. Drivers must be cautious and prepare to slow down and avoid any incident ahead.
3. Ignoring yellow flags may result in a penalty at the discretion of the moderators.
6.3 Blue Flag
1. A driver being shown a blue flag is not allowed to defend his track position against the “lapping car”.
2. When safe to do so, the blue flagged car must safely move off the racing line and allow the lapping cars to pass. This must be done within 4 corners from when a blue flag is shown when the gap behind falls under 1.5 seconds and at safe place on the track. Knowing these parts on the track is just as important as learning brake markers and turn in points.
3. Intentionally holding up or defending against a lapping car may result in a penalty or even disqualification by the moderators. Drivers about to be lapped should be predictable in their actions and not make sudden changes of direction or track position.
4. The driver who is in the “lapping car” and approaching a blue flagged car, must still adhere to track rules and make a pass safely, in a place that is also safe to do so.
5. Lapped drivers are allowed to unlap themselves, but only if the car in-front clearly makes space for the pass. If you are allowed to pass you must be able to pull away after passing the driver and not hold them up.
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1. When a player has excessive damage the driver will be indicated in-game with an black and orange flag.
2. You may also be shown a black and orange flag if you do not have your lights on when required.
3. If your damage is too severe and you do not believe you are able to get back to the pits in a safe manner, put your car in a safe position off track and teleport back to the pits.
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 “side-by-side” position and both have to give each other at least 1 car’s width room until either car prevails by bringing themselves 100% clear of the other, such that there is no overlap.
Defending is allowed and accepted as one reactionary move by the driver in front. They are not allowed to defend if there is any overlap between cars. Note that following a racing line into a corner is not considered defending (unless cars are deemed side-by-side).
Both the passing driver and the driver in front are responsible for fair racing during the pass. It is the passing driver’s responsibility to choose a safe time for the pass.
Passing attempts when going into a turn are where most accidents happen. The preferred racing line through most corners is usually very narrow and sometimes it will be impossible for two cars to negotiate a tight corner side-by-side at full speed. A driver attempting to initiate a 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, they must back off and give way to the driver up front.
Dive-bombing should be avoided and is subject to a penalty at the discretion of the moderators. If the attempting driver was out of control and causes contact, or time loss to another driver, any applied penalty may be harsher than normal.
Brake checking, unnecessary slowing through a corner, punting, bump-passing, cutting-off or chopping are all deliberate actions whether there is contact or not, and are not permitted and will be subject to a penalty.
Blocking is not allowed and is subject to a penalty.
Weaving to break a draft is considered blocking.
Out-of-control or spinning drivers should lock their brakes to make it easier for other drivers to predict their movements. After a spin, the driver must keep the brakes pressed to make sure the car does not roll forward or back in order to not create an unpredictable situation for cars passing by.
Drivers who go off track limits but can keep their cars under control should slow down or wait for traffic to clear and re-join in a safe manner.
The Flashing of Lights is only permitted to alert a lapped driver ahead that you are about to pass and it cannot be more than 3 repeat flashes. At no other time must the flashing of lights be used to distract a driver ahead. A penalty at the discretion of the moderator may be given for breaching this rule.
Any driver that causes an incident must ensure they redress and wait for the affected driver to retake their position within 4 corners.