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RCR1a/. RaceConnect Administrators have 'Full Rights' to give 'on the spot' penalties for entrants breaking Rules (This includes Administrators who are operating under a stand-in capacity).
RCR1b/. Administrators have 'Full Rights' to remove the offender from the server if the penalties/rules continue to be ignored.
RCR1c/. Any 'On The Spot' penalties must be accepted in the same manner as Post Race Incident Report rulings, and not argued on server chat.
RCR1d/. If a competitor has a technical issue/high ping, or clearly has little or no knowledge of the track/event, that their presence may present a danger to others, then Admin may ask the competitor to 'sit out' the event.

Consequence for non-adherence:-
Forum/Shout Box argument, particularly 'flaming', will not resolve any issues you may have, and may only result in further warning/penalty for 'misconduct', followed by probable withdrawal of Membership.

Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

RCR2a/. No Chat is permitted during Qualifying or the Race. Chat can be used during practice & warm-up only.
RCR2b/. No Chat is permitted until the last man crosses the finish line, in both Qualifying and Race.
RCR2c/. Admin may as an exception, use Chat to warn competitors of possible Rule Breaches, that could affect the session (e.g. Track Cut Warning during Qualifying). Any chat initiated by Admin, is not an invitation for discussion.
RCR2d/. Whilst Chat during Practice is fine, it should be relevant and consise. Long discussions and questions are a distraction to other compeitors, and not expected in the latter stages of practice. These should be addressed on the forum in the days leading up to the event.

Consequence for Non-Adherence:-
If an entrant ‘Chats’ in Qualifying/Race, Admin will type a reminder (if able to do so) to all in server chat that ‘NO CHAT’ is allowed. No Response is expected or required from anyone. A warning reminder will also be given Post-Race.
Anyone in Qualifying, who continues after this warning, may be given a penalty for the race or removed from the event at the end of Qualifying depending on the severity of circumstances.
If chat occurs in an event (during the race or in qualifying) and Admin are competing, then a warning/penalty will be given Post-Race to the competitor. Persistent or blatant abuse could result in removal from the race result.
Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

This rule should be read in conjunction with RCR9/. Punt Rule. The contacts discussed below relate to car to car contact other than a Punt during an event.

RCR3a/. All events at RaceConnect are non-contact. A member who is reported regularly for on track behaviour which results in contact with other competitors on a regular basis will receive a warning/penalty at Admin's discretion.
RCR3b/. A car that breaks RaceConnect Racing Rules that results in contact with another car, may receive a warning/penalty after the Event.
RCR3c/. A car that makes contact with another car from behind (which is avoidable), which causes the car ahead to lose position or leave the track, or receive serious damage, will be treated as a 'Punt', and procedures should be followed as per RCR9/. The Punt Rule. Therefore, the car that makes contact should undertake a self policed Drive Through within 2 laps.

Consequence for initiating 'Avoidable Contact':- 
A reported driver who makes contact, causing a car to lose position or leave the track, or receive serious damage may receive a post race warning/penalty.
Anyone involved in regular contact/incident may be contacted by Series Admin.
Occasional contact is inevitable, however should not be the norm.
Anytme a member has contact with another car at RaceConnect, they should consider and understand their responsibilities, and what they could have done to avoid the incident.
Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

Pit-Lane rules apply when official practice has begun on the evening of the Event, and the server is getting busier (typically 10+ Competitors).
Exceeding the speed limit or crossing the white line on a test server which is empty is not an issue, however if other members are testing, please be aware of their location when leaving the pits.

RCR4a/. The pit lane speed limit* must not be exceeded once official practice on the evening of the event has begun, and the server has begun to fill for the event.
RCR4b/. When the Pit Exit Light is red, the track is closed and must not be entered.
RCR4c/. When exiting the pits, Members must keep their whole car within the White/Coloured Pit-Exit line. A pit exit where a car crosses the white line early, resulting in the rejoining Car making contact with another, car will be deemed Avoidable Contact (By the joining Car), and dealt with under RCR4b/. An illegal pit exit that causes a car that is on track at racing speed, to have to slow or take action to avoid contact, because the white line was crossed, will be deemed a Dangerous Pit Exit, and penalised accordingly.
RCR4d/. When entering the pits, Members must respect the White/Coloured Pit-Entry line, and keep the complete car within the lines.
RCR4e/. No Overtaking in the Pit-Lane (unless the car ahead clearly moves out of the way to allow the pass to be made).
RCR4f/. If an event is being run as a 'Historic' event and re-creating the past, then it is possible that the pit-limit will be very high. Unless otherwise advised, drivers may run to the pit speed limit. However, drivers need to apply common sense when the pit-lane is busy.

*Pit-Lane speed limit being the limit programmed into the Sim for the particular track. On occasion, RaceConnect will announce a 60mph/100kph speed limit. (e.g. Historic tracks sometimes have a 199mph pit-lane limit).

Consequence for Non-Adherence:-
Failing to respect the pit speed limit through the pitlane during the race will usually result in an in-sim penalty, usually a Drive Through or Stop-Go. Any reported driver failing to wait at the red light will receive a warning after the event. Dangerous Pit-Exits, Overtaking in the pit-lane or Crossing the White Pit-Exit Line may all incur post race warnings/penalties. Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

If you spin or run wide, and leave the track boundaries, please take great care when returning to the circuit and racing line.

RCR5a/. Wherever possible, rejoin parallel to the racing line.
RCR5b/. Wait until nearby* cars have passed until you rejoin. Failure to observe necessary caution will be penalised under RCR3b/. 
*Too many variables to state a gap, however, use mirrors, look left/right/behind, Hud data etc. All information available must all be considered when making the decision to return to the racing line.
RCR5c/. Wherever possible, rejoin off the racing line.
RCR5d/. Never reverse back onto the circuit**
**Unless in absolutely exceptional circumstances, it's the only way to return to the track surface. e.g up a grass bank in a RWD in reverse. If this is the case, then the driver returning to the track must be 100% sure that the track is clear. Typically, this could only really be done at Nordschleife or Targa Florio etc., as any shorter circuit would see regular traffic passing).
RCR5e/. You should make every effort to prevent any accident as a result of you rejoining the track. Contact with another car as a result of an unsafe track return, will be deemed Avoidable Contact (By the rejoining Car), and dealt with under RCR3b/.
RCR5f/. If you are in a position where you have no option but risk breaking any of the above rules you must retire from the race.
RCR5g/. During Qualifying, if you spin off the circuit and receive damage, then use ‘esc’ to return your car to the pits, rather than drive a damaged car on the track.

Consequence for Non-Adherence:-
A reported Dangerous Track Return, may result in a Warning/penalty. If the dangerous track return happens during Qualifying, then the penalty could still apply.
A driver reported for a dangerous rejoin that didn't result in contact, but did cause someone on track to take avoiding action may receive a warning/penalty. Persistent warnings will result in more severe Penalties, as advised by Admin.
Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

Note:
*If a car leaves the track limits as a result of a driver error and loses time, then this is not an issue.
*If a car leaves the track limits in order to avoid an incident, this is not an issue, as long as common sense is applied with regard to time gained.

RCR6a/. Two wheels must remain on the track at all times. The track is defined by the surface between the white lines. Persistent abuse resulting in time clearly gained is not allowed.
RCR6b/. Anyone who passes another car following a missed chicane/Leaving the track limits must make every effort to give that place back, when it is safe to do so.

Consequence for Non-Adherence:-
A Track-Cut penalty/Warning may occur if Admin spots the infringement themselves, or if another driver reports to the Admin that excessive cutting/exceeding the track limits was witnessed.
This has to be witnessed at least 3 times by the reporting driver. Admin will review the race and decide if a penalty is due or not. This is usually worked out 10 seconds per cut. This may also remove any fastest lap achieved which in some series carries an extra point.
Anyone who passes a car following a track cut who does not return the position will receive a warning/penalty.
In addition to the time calculation detailed above, penalties may be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

Some Examples:

A/. 2 Wheels up on the curb, at the apex, with 2 wheels just on the White Line/Tarmac is Fine.
Track Limit Good 1
B/. 2 Wheels up on the curb, at entry/exit of a corner, with 2 wheels just on the White Line/Tarmac is Fine.
Track Limit Good 2

C/. Getting to the point where your tyres are barely on the track may result in post race review. If it's only 1 or 2 times in the whole race, then it'd probably not be an issue. Running consistently this close to the limit of the track will probably mean that other laps will see 'cuts', as the margin for error is so small. If a driver was precise enough to do this every lap, then almost certainly, there would be no penalty.
Track Limit Marginal


D/. Although this is only marginally different to the picture above, this behaviour should be avoided if possible, and if reported, will probably attract post race penalties/warnings as per Rule RCR6a/. Running consistently this close to the limit of the track will probably mean that other laps will see 'cuts', as the margin for error is so small. If a driver was precise enough to do this every lap, then almost certainly, there would be no penalty, and it would be just a warning.
Track Limit Illegal 1

E/. Running wide and leaving the track, to maintain greater speed through the corner will also potentially attract post race penalties/warningsas per Rule RCR6a/.
Track Limit Illegal 2

As a comparison to the 'Unacceptable' examples shown above, a few examples from events in the past are given below:-
cut 1cut 2cut 3cut 4cut 5cut 6

And my personal favourite below (so far off track we had to go 'wide screen' so be able to see the track and car at the same time):-
track cut 7

Either warnings or penalties were given for these examples. It is the following examples that should be reported if seen (even if the cuts have no effect on your race result, these issues should be reported.

Reports of cars being 2 or 3 pixels off the road (which we have received in the past from members) are of no interest to Admin.

RaceConnect does not want to discourage brave and aggressive treatment of the curbs from it's members. However, for some members, actually being on the curbs, would be a great place to start, to avoid any possible warning/penalty. Attacking the curbs makes for exciting racing and great lap times, which the fastest drivers are able to achieve for lap after lap.
If on the odd occasion, the limit is exceeded, then no penalty would result. What is not fair, is that anyone should try to take an unfair advantage by persistently ignoring track limits, as shown in the examples above.

RCR7a/. Use of headlights is prohibited, unless the lack of daylight or weather conditions means that they may be needed*.
RCR7b/. Repeated/Flashing of lights when approaching other cars to lap them is prohibited. A single Flash is ok if it is done as a precautionary safety measure**
RCR7c/. Repeated/Flashing of lights when following a competitor is prohibited (Whilst this is seen on the real race tracks of the world, it's something that we do not want to see on the grids of RaceConnect).
RCR7d/. (Exception to RCR7a/.) P1's must have their lights on at all times*** (and often but not always, the fastest class in Multi-Class events).
RCR7e/. Repeated Flashing of lights at a competitor who has just overtaken/lapped you is prohibited.

Consequence for Non-Adherence:
Any driver found driving with their lights on or flashing excessively at other competitors, will be asked by admin/moderators to turn them off. Failure to respond/comply will result in DQ from the race or removal from the server.
During the event, if Admin are competing, the driver will receive a warning/penalty after the race. Further breach in a later event could incur more severe penalties.
Penalties may be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.
A single flash of lights to a car ahead, that appears to be driving inconsistently, or with damage, or has been holding up the car behind for some time (not a single corner), with no apparent effort to effort to support the 'lapping' car to get by, would not attract a penalty.

* The level of daylight may sometimes depend on an individual members monitor settings.  If the server time is early morning, or late afternoon/evening, and you see a car with lights on, then this will not be an issue. Also, in bad weather conditions, the use of lights is discretionary.
**RaceConnect Admin have enough experience to identify the difference between over-aggressive/impatient flashing, and a flash done as a precautionary safety measure.

***On occasion, at the start of the race, if frame-rates might be an issue, Admin will advise that P1's need only turn on their lights once the field has spread out. They must always be on before the first car is lapped.

RaceConnect commonly uses 3 possible Race Starts (excluding iRacing):-

1/. Standing Start.
2/. Formation Lap with Standing Start.
3/.
 Formation Lap with Rolling Manual Start. (Server set to Standing Start, and Formation lap run manually)

1/. Standing Start no Formation Lap - Procedure:
All cars will join the race on their grid position, and wait for the Start light/Flag sequence.
The Race starts when the Red lights go out, and/or Green lights go on or Flag is dropped/displayed.
In-Game penalties are applied for 'Jump Starts'. Please refer to specific sim for penalties in this case.

2/. Standing Start with Formation Lap - Procedure:
All cars will join the grid in qualifying order, and wait for the instruction to commence the formation lap.
During this lap, all cars should maintain a safe speed in single-file order for the entire lap.
Use this time to heat the tires, and be aware that other drivers may be weaving and slowing.
Upon reaching their grid slot, they must come to a halt and wait for the Start light/Flag sequence.
The Race starts when the Red lights go out, and/or Green lights go on or Flag is dropped/displayed.

3/. Manual Rolling Start - Procedure (Server set to Standing Start, and Formation run manually):
When all drivers are on the grid the timer countdown ends, the starting lights will go green or out (depending on the Sim). This signals the beginning of the Manual Formation Lap (Restarts due to the front row 'jumping the start' are discouraged. If the drivers are competent enough to be on Pole. then they should be competent enough to move off the line without incurring a penalty).
During this lap, all cars should maintain a safe speed in single-file order for the entire lap.
Use this time to heat the tires, and be aware that other drivers may be weaving and slowing.
Pole Position will accelerate from apex of the final turn to officially start the race.
No overtaking is allowed prior to the final corner, but from the exit of the final corner the race is 'Live' for all cars. The Start/Finish line has no bearing on the race start (other than counting the lap time as the cars cross it).

Rule Clarification for all starts:
RCR8a/. Maximum Speed on Formation Lap = 100mph/160kph (unless specified otherwise by Admin). Please make every effort to maintain a consistent pace.
RCR8b/. Restarts due to the front row 'jumping the start' are discouraged. If the drivers are competent enough to be on Pole. then they should be competent enough to move off the line without incurring a penalty. Admin discretion will be used with regard to penalties being applied, depending on the circumstances.
RCR8c/. The field should follow in Single file and remain at a close but safe distance from each other.
RCR8d/. No Overtaking on the Formation Lap, unless Admin advise that it is permitted (e.g. A P2 car moving to the back of the P2 field after joining late in qualifying and being at the back of the GT field), (Please be aware of where you qualify, and be aware that the car beside/diagonal ahead of you on the grid is the car you need to follow, and not the car directly ahread of you).
RCR8e/. No Practice Starts on the Formation Lap (If you want to practice your starts, then use the Practice or Warm Up Sessions).
RCR8f/. Near the end of the Formation Lap, the Pole Car will be responsible for gradually slowing the field a little (e.g 50/70mph. Not 100mph), to allow the field close on each other. This must be done carefully.
RCR8g/. Rolling Start only: Pole Position accelerates at the apex of the final corner to officially start the race.
RCR8h/. Pole must NOT do dummy starts to try to catch out those behind him, as it would put the rest of the field in danger of incident.
RCR8i/. No car may intentionally drop back from the pack in order to gain a flying start on the car ahead. A close but safe distance should be maintained near the end of the lap.
RCR8j/. Formation Laps will not be restarted, unless in exceptional circumstances at the discretion of Admin. In the event that someone disrupts an event by failing on any of the above, then penalties will be applied after the race.
RCR8k/. If you accidentally spin out or wreck on the manual formation lap, you MUST line up at the rear of the field. Please do not pass other cars to re-take your qualified position.

Consequence of Non-Adherence:
Individual Racing Sims will penalise any jump start from a Standing start. Penalties may be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

When you make heavy contact, with the rear end/rear corner of car that is clearly ahead when contact is made, you must complete a Drive Through penalty within 2 laps.

In the heat of racing, knowing whether an incident is your fault or your opponents fault is not always clear. If you genuinely believe that you were making a legitimate attempt to pass, and that your opponent moved in such a manner as to provoke contact, then an incident can be reviewed after the race. Any heavy contact made when you are following a car, with the rear end/rear corner of car that is clearly ahead when contact is made, should result in a Drive Through being done (An exception will be made where a driver affects a punt as result of being punted himself. Admin will review this as necessary). Any reported failure to serve a drive though penalty will be reviewed by the Race Admin and they will make a judgement and apply the appropriate penalty.

RCR9a/. Where a car contacts the car(s) in front of him causing that car to A/. Lose Position, B/. Leave the Track, or lose considerable time (e.g. Stuck in a sand trap, Losing places to lapped cars), C/. Receive Damage that will clearly cost them considerable time (e.g. Losing Wing/Bodywork), the punter, must serve a pit lane drive through penalty. Drivers are expected to be aware enough and responsible enough to make the decision to do a drive through themselves. This self-policed penalty will equate approximately to a 20-30sec penalty, depending on the length of the pitlane/pit speed limit etc. This self-policed penalty in line with current motor-racing standards. Failure to do a Drive Through for a Punt, which is subsequently reviewed by Admin will result in a further Penalty being applied.
RCR9b/. An exception will be made where a punt is made but the punt is a result of a driver braking significantly earlier than usual (Review of braking points on previous laps will be done). This will be defined as a tactical punt, where the leading driver might be trying to get the chasing driver penalised intentionally (A car approaching another car to Lap them should not accuse the car being lapped of braking early. The faster car should anticipate that the car they are lapping will almost certainly be braking earlier at certain points on the track).

Consequence for Non-Adherence:
Any Driver who 'Punts' must serve a drive through Penalty. This penalty will be voluntary. Do not expect to be told to serve the drive through.
Failure to serve the penalty will result in a Penalty If you are involved in an incident, where you think you may have punted someone, then it's your call to do the drive through. However, please be aware that if you choose to carry on, and Admin become aware of the incident, and it is decided that a Drive Through should have been done, then the penalty for ignoring a Drive Through will be far greater than the 20-30sec self policed penalty.
In real motorsport, a car which ignores a call to do a Drive Through would be Black Flagged (DQ), so any Penalty is effectively more lenient (unless it's a DQ).
The drive thought must be served within 2 laps of the punt.
A driver found affecting a tactical/rage punt, shall be dealt with under RCR16/. Rage Punts and deliberate Wrecking. Penalties may be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

Race session restarts are to be avoided wherever possible.

RCR10a/. In general, races that have a grid entry of 10 or more drivers will not be restarted after a driver has a last gasp disconnection or a (small) start line incident.
RCR10b/. Internet Disconnects are to be considered technical racing problems, such as an electrical/technichal fault that is seen in 'real life' events as cars go to the grid. It's just part of racing, and bacd luck when it happens. The better prepared a driver/team is, then the less this will happen.
RCR10c/. If a large part of the field disconnected, or it is apparent that there has been a major Start Line/First Corner incident, then Admin has the power to use their best judgement to restart the session. This judgement should be accepted without argument in server chat or in forum. Admin will post in the event forum after the event to justify their decision.
RCR10d/. Members who type ‘Restart’ or any suggestion that an event 'will' or 'should be' restarted will be receive a warning, and likely DQ’d from the event result (depending on the confusion/disruption caused).
RCR10e/. If an event is restarted as a result of an incident, then the replay will be reviewed and the instigator will be contacted by Admin.

When cars are being Lapped, there is always a risk. It has been documented many times in forums etc, that drivers being lapped, should hold the racing line when being passed, and the driver lapping must make the pass. Whilst this is sound advice, it is also acceptable for a lapped car to pull out of the way to enable the pass. If a Lapped car wishes to move aside, then this move should be done in a safe place (i.e. On the straight, off the racing line, and a lift of the throttle).

RCR11a/. When lapping another car, the driver making the pass carries a greater responsibility to make a safe and clean pass.
RCR11b/. When being lapped by another car, the driver being lapped has a responsibility to ensure that when the ‘pass’ is being made, that they do not make any unpredictable move such as changing direction or turning in on the racing line, while the pass is being made.
RCR11c/. A lapped driver should obey the rules that come with the blue flag*. *RaceConnect runs where possible, with sim flag penalties 'off', to avoid harsh penalties. However, this should not bee seen as an opportunity for cars that are considerably slower and are being lapped to be anything but supportive in the lapping process.
RCR11d/. A driver lapping others should make a predictable move wherever possible as to allow the lapped driver to anticipate the pass being made.
RCR11e/. The Driver being lapped should drive consistently and predictably. (e.g. do not suddenly slow down/brake early while on the racing line, or lift on the exit of a corner to allow a car to pass).
RCR11f/. All drivers should make every effort when lapping, or being lapped, to avoid contact with another car. Contact, as a result of failure to observe Lapping Rules, will be deemed Avoidable Contact, and dealt with under rule RCR3/. & RCR9/. RCR11g/. The Lapping car must take into account that the car he is lapping is probably posting slower lap times, and therefore must allow for the fact that they may be taking corners slower, or braking earlier than they are.

Consequence for Non-Adherence:
Contact, as a result of failure to observe Lapping Rules, will be deemed Avoidable Contact, and dealt with under rule RCR3/. Any contact when lapping will be penalised in line with Rule RCR3/. Avoidable Contact.
A driver reported for a Lapping incident, that didn't result in contact, but did cause someone on track to take avoiding action may receive a warning. Persistent warnings will result in Penalties, as advised by Admin.
A reported Lapping incident, where a drive through has not been taken, may result in a penalty. Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

A reminder: RCR7b/. Repeated Flashing of lights when approaching other cars to lap them is prohibited. RCR7e/. Repeated Flashing of lights at a competitor who has just overtaken/lapped you is prohibited. A single flash of lights to a car ahead, that appears to be driving inconsistently, or with damage, or has been holding up the car behind for some time (not a single corner), with no apparent effort to effort to support the 'lapping' car to get by, would not attract a penalty.

RCR12a/. A driver who is in a position where he needs to drive defensively in order to maintain his race position has the right to move off line in order to make the pass more difficult.
However,  there are limitations:-
RCR12b/. There must be room for the defensive move to occur without contact. If a driver moves to defend a position, and this movement provokes contact, then this will be deemed Avoidable Contact, and dealt with under rule RCR3/.
RCR12c/. Any driver who does not react/anticipate the defending driver moving across to cover his position, which results in contact, will be deemed Avoidable Contact, and dealt with under rule RCR3/.
RCR12d/. Only 1 change of line will be allowed (i.e. Moving from On the racing line, to block the inside line), but must be done early enough to avoid contact with the passing car.
RCR12e/. The lead driver has the right to choose his line in to the turns providing the above are adhered to.

Consequence for Non-Adherence:-
Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

When two drivers are battling for position in a race, almost all racing incidents that occur have a shared accountability.
Much can be learned from understanding why a contact occurred, rather than just blaming the other driver.
(e.g. One car makes an ambitious attempt to pass, and the other car turns into the corner, without leaving racing room, and contact follows).

 RCR13a/. On almost all occasions, it is the responsibility of the following car (i.e the car that is overtaking) to make a safe pass on the car ahead.
RCR13b/. Cars being passed cannot however, just turn in to a corner or change their line, and expect the passing car to take full responsibility. Any contact as a result of passing or attempting a pass, will be covered by either the Punt rule RCR9/., or Avoidable Contact RCR3/.
RCR13c/. A Driver being passed should drive consistently and predictably. If you want to allow a following car to pass you without defending the postion, do not suddenly slow down/brake early while on the racing line, or lift on the exit of a corner to allow a car to pass.


On most occasions, contact as a result of 'dicing' will be treated as a 'racing incident', and both drivers will need to review their driving behaviours to avoid further incident.

Where it is clear that one driver has instagated the contact, then penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

RCR14a/. During qualifying, the pit exit rule RCR4/. Should be observed.
RCR14b/. Every attempt should be made when exiting the pits, and throughout the out-lap to avoid impeding another competitor who is on a qualifying lap (This includes catching slower cars)
RCR14c/. Wherever possible, allow cars on ‘hot-lap’ to pass on straights and keep off the racing line.
RCR14d/. It is the responsibility of the driver leaving the pits to time the exit in such a way that they exit into a clear piece of road. Getting to T1 and then noticing a car behind is too late.
RCR14e/. If you spin/crash or make an error in such a way that your qualifying lap is ruined, then either 'esc' to the pits and start again, or re-join when it is safe to do so. Make every effort to keep out of the way of cars on Hot Laps who have not made an error.
RCR 14f/. During Qualifying, after the completion of a 'Hot Lap', competitors must not hit the brakes once crossing the S/F line to come to a halt, before pressing 'esc'. Please pull off the track before coming to a halt and pressing 'esc'.
RCR 14g/.  Many (rfactor) RaceConnect events now feature 'Closed' Qualifying sessions. This means that if you leave the server during the session, you will not be able to re-join until the warm up.  This is to reduce disruption to those drivers who stay on the server during the session.  Leaving and re-joining during qualifying is a distraction to other members, and can lead to invisible/temp cars on track, and incidents.

Consequence of Non-Adherence:-
Drivers who block other while on out-laps will receive a warning/penalty. Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

RCR 15a/. If a competitor encounters problems (e.g. Out of Fuel, Engine Failure, Racing Incident but still able to control the direction of the car whilst rolling to a halt), it is the responsibility of the driver to make every effort to come to a halt in a safe place, so as not to disrupt other competitors. Ideally this would be in a safe place, well off the race track.
RCR 15b/. If, following an incident as described above, a driver cannot realistically remove their car from the track because the car does not have the momentum to roll to a safe place, then getting off the racing line should be the next objective. Consideration should be given to stopping the car in as safe a place as possible in this instance (e.g not just over the brow of a hill and not on the exit of a blind corner).
RCR 15c/. During Qualifying, after the completion of a 'Hot Lap', competitors must not hit the brakes once crossing the S/F line to come to a halt, before pressing 'esc'. Please pull off the track before coming to a halt and pressing 'esc'.
RCR 15d/. The driver must be the sole contributor to the vehicles momentum. A driver must not be aided by a fellow driver on the race track under race conditions with the exception of allowing a deliberate yield/pass. There must be no deliberate contact at any point during race conditions in any format or with any intention.
RCR 15e/. During any event session, competitors should NOT park their cars at the side of the track for long periods (even if it is in a safe place).  Parking near the track will cause a Yellow Flag to be shown to other competitors.  If you have retired from the race, then please 'Esc' to the pits. If you are stuck on track, and can't 'esc', then Alt-Tab to desktop and close the Sim.

Consequence of Non-Adherence:
Failure to adhere to these common sense rules will result in warning, followed by appropriate penalties. Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties, to Removal from the Server, or Removal/DQ from the Race Result.

RCR 16a/. Deliberate wrecking/rage punting another member is unacceptable.

Consequences for breach of this rule:
If it is believed by Admin to be the case, then it will result in a suspended or immediate ban from RaceConnect, ranging from 3 months, to 6 months, to permanent.

Most sims use a 'Yellow Flag' warning system, which helps to notify competitors of incidents ahead of them on track. For some sims, it may be a Flag Icon on the screen (rFactor top left).
yellow
For others (GPL), the actual Marshals are waving the flags. Either way, if a Yellow Flag warning is present, then please try to react according to standard Motorsport rules, such as being
 shown to drivers to warn them to slow down and not to over take other cars because there is a dangerous situation ahead.

RCR 17a/. A single waved yellow flag means slow down and warns of danger ahead.
RCR 17b/. A single waved yellow flag means overtaking is prohibited.

Consequence for non-adherence:
A Competitor who doesn't react/slow sufficiently to enable them to react to trouble ahead, which results in further incident may incur a warning/penalty. A Competitor who reacts in such a manner so as to create further incident (e.g. Sudden change of course, Sudden reduction in speed, relative to cars around them), may receive a warning. A Competitor who clearly uses the Yellow Flag period as an opportunity to pass other cars may incur a warning/penalty. Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties.

In Sim-Racing, this rule is tougher to police than in real racing. Only if someone blatently disregards a dangerous situation and makes multiple passes or causes avoibale damage through a lack of caution would a full penalty be given. In most caes, it would be a warnning.

Most sims use a 'Blue Flag' warning system, which helps to notify competitors that they have cars approaching to lap them. For some sims, it may be a Flag Icon on the screen (rFactor top left). For others (GPL), the actual Marshals are waving the flags. Either way, if a Blue Flag is shown, then please try to react according to standard Motorsport (Not always the strict F1) rules.

Blue Flags are shown to drivers to warn them that the car approaching from behind is about to lap them. RaceConnect runs where possible, with sim flag penalties 'off', to avoid harsh penalties. However, this should not bee seen as an opportunity for cars that are considerably slower and are being lapped to be anything but supportive in the lapping process.

RCR 18a/. A single waved blue flag means, be prepared, a faster car is approaching to lap you. Follow Rules found in RCR11/. to support a safe pass.

Consequence for non-adherence:
Penalties will be applied depending on the level of the incident and at the discretion of Admin. These may range from Lap Penalties, to Time Penalties, to Drive Through Penalties, to Grid Penalties.

 

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