← RulebookSection 03

General Driving Points

Driving Rules

Purpose of these rules

Cover the recurring track-limit, pit-lane, AI, rejoin and conduct situations outside direct combat.

Rule

3.4.3

Track limits warnings/penalties can be removed if you were forced off, taking avoiding action, if it cost you significant time or if you get a double/triple warning. You must provide footage of the warning(s) and your full race director; otherwise, they will not be removed. Going off on your own is unlikely to result in a removal. This rule can also be applied for penalties issued for “illegal overtakes” under yellow flag conditions if the car ahead was not in control, off the track or recovering from an incident.

Rule

3.4.4

Abusing track limits glitches will be penalized, stewards can create additional warnings/penalties to add to in-race warnings.

Rule

3.4.5

Crossing the pit entry line (e.g. pitting too late, fake boxing) and will be penalized where an advantage is gained, bar tracks where crossing the line is part of the normal racing line (i.e. Brazil). All 4 tyres should be within the lines when pitting and no tyres should be within the lines when not pitting.

Standard penalty
3s + 1pp
Rule

3.4.6

Crossing the pit exit line (e.g. to take the racing line or stay ahead of another car) and will be penalized where an advantage is gained from crossing the line. All 4 tyres should be within the lines.

Standard penalty
5s + 1pp
Rule

3.4.7

Prolonged AI use during green flag conditions will be penalized. Incidents caused by your AI are your responsibility.

Rule

3.4.8

AI use for the pit entry, pit stop, or pit exit is not allowed.

Standard penalty
5s + 1pp
Rule

3.4.9

Resetting to track in any session is prohibited unless you are stuck. You must provide footage of you attempting to escape being stuck before resetting to track (e.g. beached in gravel).

Standard penalty
10s + 2pp
Rule

3.5.0

Quitting on-track or while exiting the pits is not allowed under any circumstances and will be penalized. If you need to retire, do so while entering the pitlane.

Standard penalty
Qualifying ban + 3pp
Rule

3.5.1

Deliberately causing a SC/VSC will be penalized.

Standard penalty
You will receive a Season ban or 5 race bans, whichever lasts longer.
Rule

3.5.2

Significant/consistent desync over multiple races

Standard penalty
Will result in a ban from racing until connection fix.
Rule

3.5.3

When being lapped, you should get off the racing line to let the leaders through at the earliest available opportunity even if ghosting for lapped cars is enabled. Failure to do so will be penalized for ignoring blue flags.

Standard penalty
2pp
Rule

3.5.4

When attempting to unlap yourself, you can do it, but it must be cleaner than clean, after which you should be able to pull out more than a second of gap immediately. If you cannot do that, then it is not worth attempting to unlap yourself. Collisions, ghosting or impeding/distracting the leaders as a backmarker will be penalized much more harshly.

Rule

3.5.5

Deliberately smashing metre boards or the pit lane speed limit board will be penalized.

Standard penalty
1pp per broken board
Rule

3.5.6

Incidents between teammates, if reported by a 3rd driver not directly involved in the incident will generally be ruled as No Further Action. If a driver reports their own teammate, or the 3rd driver is directly involved, the incident will be treated as a regular incident.

Rule

3.5.7

When you disconnect, the commentators can invite you back. However, consistent disconnects are very disrupting for the lobby, so if you disconnect 3 times you will not be invited back.

Rule

3.5.8

If you lose control of your car in the pit-entry and the game automatically resets you in a way where you have avoided damage or gained time, the stewards have the right to penalise you an appropriate amount of time. This rule also applies if a driver enters the pit entry, overshoots it, and re-enters (for example, Singapore).

Rule

3.5.9

Intentionally slowing down your car in a straight section of the track or braking suddenly or excessively in any part of the track when there is a car following directly behind you can be penalised. This does not include LiCo into corners.

Rule

3.6.0

Drivers are encouraged to maintain a reasonable level of caution when following a car ahead. As the car behind, if you hit the rear of the car ahead causing a moderate or severe collision, the stewards have the right to blame you. If the car ahead has braked excessively early or had multiple stabs at the brake pedal approaching the corner, it is up to the stewards’ discretion as to who is at fault.

Rule

3.6.1

To prevent desync/lag-induced incidents, all drivers need to drive assuming their opponents are not ghosted, regardless of whether their opponent appears ghosted or solid on their own screen. Often different POVs show a driver as ghosted on one end, but the driver not ghosted on the other end. Exploitation of ghosting will not be tolerated.

Standard penalty
5s + 1pp per overtake
Rule

3.6.2

Incidents between drivers on a straight section of the track will generally be ruled as NFA unless one driver is completely at fault, please make sure you leave the other driver ample room on a straight when going side-by-side, and ensure your car is not moving over on them slightly. The game’s contact model makes cars stick together in these situations, so it is best to avoid such incidents from occurring.

Rule

3.6.3

10s penalties that have been served in the pits are not eligible to be removed post-race if a Safety Car occurred during or after serving the penalty.

Rule

3.6.4

Drivers are advised to rejoin the track with caution and keep their car as stable as possible so that faster cars can avoid them. Rejoining onto the racing line will be penalised if there were better options available, and/or if it causes a collision.

Standard penalty
10s + 2pp
Rule

3.6.5

“Racing room” is defined differently on different racing surfaces:

On flat or slightly curved kerbs (Figure 1), racing room allows a full wheel to be kept within the white lines, or the entire car to the grass/gravel beyond the curb, whichever is applicable.

On raised kerbs (Figure 2) which bottom out the car, racing room allows all four wheels to be within the track limits.

Examples of flat and slightly curved kerbs with adjacent track and runoff.
Figure 1 – Flat or Slightly Curved KerbsA full wheel may remain within the white line, or the entire car may be beyond the kerb where applicable.
Examples of raised kerbs that can bottom out a racing car.
Figure 2 – Raised KerbsAll four wheels may remain within the track limits where the raised kerb would bottom out the car.