1. Racing rules
1.1 Clean racing


Race cleanly at all times. No contact should occur between cars on track, and as a driver you are required to do your best to avoid this from happening. Accidents can happen, but if you are at fault for causing a collision, you are likely to be penalised. This in no way discourages wheel to wheel racing, we all want to see it and love to be part of it. We just want everyone to take care so we can all enjoy our racing.


Deliberately crashing into another car will result in you being excluded from the league.


If you accidentally take out another car, or are responsible for causing an incident, you have to slow down and safely let the affected car(s) back in front of you on track, as long as the circumstances allow it. Even if it doesn’t benefit the other car, that is the punishment you have to take for causing a collision. If you fail to follow this rule, you are likely to receive a harsher penalty by the stewards if the incident is reported after the race.


The above rule still applies even if lag (connection issues) is the cause of the incident, when it is obvious that your car’s lag is the cause of another driver going off, as this would still be classed as an unfair overtake. Please be more careful around other drivers if you are regularly involved in lag-related incidents.


Deliberately crashing your car to either retire yourself or cause a safety car, (Real or Virtual), is taken very seriously and will result in an immediate race ban for the accused driver unless they can prove that they have not crashed on purpose. This is why it is imperative that all drivers record their full race footage, it’s as much to prove your own innocence as is it someone else’s guilt. If evidence of collusion or conspiring between drivers, in order to cause an incident to better one or both drivers, is found then both drivers will receive a punishment for the offence, this could be given in the form of a race ban or a championship points deduction for either championship.

1.2 Overtaking


Don’t be too aggressive when trying to overtake. As the chasing car, it is your responsibility to not make contact with the car in front.


Overtaking moves such as “divebombs” and other lunging moves are permitted within Contest of Speed, however, we want all drivers to exercise caution when going for one of these moves as failure to execute it properly can result in adverse results to both your race and that of your opponent, there is also a high risk of inflicting damage to both cars. A poorly executed lunge will be punished if deemed serious enough.

1.3 Defending


Excessive weaving and blocking is not allowed. When defending from another car, choose a line on the track and stick to it, and make sure the attacking car has sufficient time to react to your movement.


Do not force another car off the track by leaving it too little room on corner entry or exit. If the attacking car is alongside you when going into a corner (at the turn-in point 1), or when exiting a corner, you must adjust your line to avoid contact. Being sufficiently “alongside” to warrant being left room is generally judged as the attacking car’s nose being alongside or ahead of the defending car’s sidepod.


Excessive weaving on straights with the purpose of breaking slipstream is not allowed, even if the car behind is not physically close enough to make an overtaking attempt. Weaving in this situation is deemed excessive if the car ahead makes more than two moves across the track on the same straight.


Weaving in the breaking zone of a corner is unacceptable, the car behind could be going late on the brakes and is therefore unable to avoid contact, be mindful of other drivers and there location around you on track.

1 The ‘turn-in point’ in this setting refers the natural turn-in point as per the standard racing line. If the defending car causes contact due to turning in earlier than what is considered the standard, he will be seen at fault.
1.4 Corner cutting


Stay within the track boundaries with at least two tyres at all times. The track boundaries are defined by the white lines, NOT by the edge of the kerbs. The white lines are deemed part of the track, however the kerbs are not. Cutting corners, or extending the track, to gain an advantage is not allowed. Drivers found to be persistently breaking this rule will be penalised retrospectively.


If you overtake another driver with all four wheels off track, or as a consequence of cutting a corner, you must slow down and give the position back, unless the game awards you a penalty.


In qualifying, if you go outside the track limits in a way that doesn’t clearly lose you time, you are expected to lift off the throttle to clearly negate any potential advantage gained. If the cut is major, the lap should be aborted. Failing to do this may result in post-race punishment.


It is not really possible to determine a specific value for how many cuts are needed – or how big a cut needs to be – in order to be judged as “persistently” breaking the
1.4.1 rule during a race. If we did that, we would essentially be allowing a certain extent of cutting, which goes against the whole purpose of this rule. But basically, the general guideline is to not cut corners on purpose, and not take the **** with the track limits. Of course, the odd misjudgement of a corner can happen, but if you accidentally gain an advantage by going outside the track limits, you are expected to back off to an extent that clearly negates any advantage gained. Failing to do this puts you at the risk of being penalised.


If a driver is reported to the stewards for a breach of the corner cutting rules, it is up to the stewards’ discretion (based on the evidence provided) as to whether they feel the driver has abused the track limits to an extent where a penalty is justified, and if so what type of penalty is appropriate to be handed out. This will depend on the severity and frequency of the cuts. The bottom line is, if you want to make sure you are not in danger of being awarded a stewards penalty, make sure it’s completely clear that you don’t gain time from leaving the track limits throughout qualifying and the race.

1.5 Qualifying etiquette


In qualifying, it is your own responsibility to find free space on the track when starting a flying lap. A car on a flying lap does not have to yield for a faster car approaching from behind. If you are on an in- or out-lap, however, you have to let faster cars pass you without blocking them.


In qualifying, you must take the chequered flag. It is not permitted to retire from the session while you are out on track, as this may cause your AI car to park on or next to the track and hinder other drivers. If you wish to retire from the session (while there is still qualifying time remaining), you must do so while in the garage.


Corner cutting to intentionally save time in qualifying is forbidden under any circumstances. This is to preserve fairness throughout the field and maintain the quality of the Twitch stream. Anyone caught cutting corners for any purpose other than to allow another driver through on their hot lap will be given a 20 seconds time penalty awarded after the race. Continued transgression of this rule will result in more severe penalties being applied to the driver in question.


During qualifying (and ONLY during qualifying), drivers are free to ignore yellow flags for the duration of the session. Yellow flags in qualifying are there to indicate an accident ahead and you are to slow down for safety reasons; as we are an online virtual racing community there is no danger to our drivers during such incidents so you may continue without fear of being penalised as if there were no yellow flag. You may choose to slow down if you feel you have to, however, if you impede a driver on a hotlap by slowing down on the racing line you will be punished in the same way you would be punished were there not an active yellow flag.

1.6 Serving a qualifying ban
  • If you are banned from qualifying, you may select your setup and drive an installation lap to guarantee that the game saves your setup for the race;
  • You must leave the pit lane for your installation lap before the conclusion of the first five minutes of the qualifying session;
  • Failure to do so will result in a disqualification from that grand prix.
1.7 Spatial awareness

1.7 Spatial awareness


Being aware of where another car is, is majorly important in a race so taking extra care is important both at the start of a race and in battles.


If you spin off whilst the pack is close, rejoining the track immediately is ill-advised. The game may fail to ghost your car, in which case it could easily cause an accident. Staying still is the best option until the other cars have avoided you. It is far easier to avoid a stationary obstacle.


If you go off the track, rejoin in a manner that is both safe and in no way a danger to other drivers.

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