Section 1: General Rules

 

1.1

rFactor does an excellent job of incorporating the rules of racing that govern NASCAR and other series. It is imperative that each driver learns the rules and also reads the rules that the Can-Am Racing League uses to govern its activities. The games may, from time to time, issue penalties that you think are unfair. The penalties that are levied by the game and the final standings are official and will not be adjusted.

 

1.2

During practice sessions prior to qualifying all drivers must follow basic guidelines of entering and exiting pit lane. Do not enter the racing line directly from pit lane. Enter as noted by the game when it is clear, which is usually at the beginning of the backstretch unless otherwise noted in the drivers’ meeting.

 

1.3

Drivers are expected to prepare for their race and be able to maintain a "low" and "high" line for each track. This applies during all green and yellow flag conditions. If you make a mistake and hit a wall or catch the apron and your momentum is slowed do not pull back onto the racing line. Make sure you are not damaged and can get back up to race speed before entering the racing line to avoid a potential wreck or contact with another driver. Pay the small price of losing a position or two.

 

1.4

It is important that each driver becomes aware of their surroundings on the track and use their mirrors and spotter but also be aware that the spotter is not always correct so use visuals and also use TeamSpeak when appropriate. We race in a very competitive environment and respect for one another on and off the track helps make a successful league. When issues do arise handle the situation in a professional manner by contacting the Division Admin. If an issue arises from an on-track incident or a chat violation occurs the admins will deal with the situation after review of the race and chat log. We do not tolerate any type of retaliatory action by any driver after an incident. If a driver retaliates by targeting and wrecking another driver especially under caution, they will be dealt with severely, with possible expulsion from the league after review by the league's administration.

 

 

Section 2: Member Conduct

 

2.1

We do not tolerate any flaming or negative chat under any circumstances, whether it is using in-game chat or teamspeak. We have procedures in place to deal with on track situations and have an open door policy. Please refrain from saying something you will regret later The CanAm Racing League will not tolerate chat violations and will deal with the situation promptly. Flaming is any badgering, swearing, constant chatter in reference to an incident on the track. If you respond by saying "Thanks" or "WTF", severe punishment or expulsion will follow. The best thing to do is say nothing at all. If you do have a situation that needs attention, please use the protest format by filing one with the division administrator. Any action, before, during, after the race, or in the forums, that is deemed inappropriate by the league administration staff, will be dealt with promptly and professionally. These actions may include loss of points, suspension, or expulsion from the league.

 

Section 3: Chat Conduct

 

3.1

Personalize your auto chat messages in the game so that others can identify your messages as coming from you. For example, John Smith would change the default line of, "Pitting, Pass High", to, "John Smith, Pitting This Lap". Please consider using these suggested Auto chat messages for communication. Keep chat short and simple do not use long winded messages it is very distracting to drivers who are concentrating on the track, etc. As long as they are not offensive to other drivers, it is up to you as an individual as to the use of Auto chat messages.

 

3.2

During qualifying there is no chat until the qualifying session is over and all cars are off the track. Save your comments until after this point. During the race the same conditions apply. These conditions will hold true for those on TeamSpeak as well. Autochat messages are to be replaced by Teamspeak communication during the race. Communication under caution is to be minimal allowing the admins the ability to communicate with each other effectively. It is mandatory to at east be on Teamspeak to hear pertinent communication. I.P. = 207.179.212.219:8767

 

 

Section 4: Connections

 

4.1

During a race, if you notice you are warping (all the other cars disappear), or other drivers tell you that you are warping, you are expected to take appropriate action to ensure that you do not adversely affect other drivers. You should pull into the pit and wait for your connection to improve, drop to the back of the field, and/or let any driver behind you pass without racing them. If complaints continue about a warping driver and that driver does not take the appropriate action on his/her own, you may be asked by the race administrator to pit and wait for your connection to improve.
 

 

 

Section 5: Sessions

 

5.1

Practice will be 60 minutes in length and should be used to perfect your setup, familiarize yourself with the track and track conditions. We strongly suggest you use this time wisely.

 

5.2

Qualifying time length will be determined by the game setting for each track. You are not required to qualify but it should be advised that not doing so will put you at the back of the pack and a certain disadvantage.

 

5.3

There will be a 5-10 minute warm-up period before every race. We use this time for a short driver's meeting and all cars are to stay off the track until the DM is completed. It is strongly suggested you use this time to find you're pit location and your points of exit and entry from the pit area. Road course racers should use this time to find out if any drivers are sharing a pit stall.

 

5.4

Race sessions are pre-determined in length according to the division race that is being held.

 

 

 

Section 6: Starts/Re-Starts (Ovals)

 

6.1

The most critical times of the race are at the starts/re-starts. We can avoid many unnecessary incidents and cautions by following the rules as outlined. Before going green at the start of the race everyone needs to line-up respectively and maintain a gap of .3 to .5 sec interval between you and the car in front until the green flag drops.

 

6.2

Once you are on the final lap before a start/re-start, you should move into the proper position in the lineup. Double file re-starts are a part of racing and allows drivers a chance to make up a lap however overaggressive driving is not tolerated especially if an incident takes out the leaders.

 

6.3

The driver who is on the pole has a responsibility to let the field know when the pace car leaves the racing surface and pace the field correctly and maintain the proper speed until the green flag drops. The outside pole sitter must not start before the pole sitter. The race leader must maintain pace speed & accelerate only when the green flag flies on starts/re-starts. If the leader is over or under the pace speed more than five mph after the pace car drops onto pit lane, a penalty will be assessed. ALL DRIVERS GO ON THE GREEN FLAG ONLY!! There will be ABSOLUTELY NO ANTICIPATING THE GREEN FLAG!! A "flying" start/re-start will be determined by anyone 5 mph over the pace speed when the green flag drops and they use that additional speed to gain positions. Do not lag on starts/re-starts to gain an advantage--maintain the proper spacing prior to a start/re-start.

 

6.4

After the green flag is dropped, your goal should be to get through the first corner safely. Any driver who initiates a caution within one lap of a start/restart will be subject to a "double penalty" for the infraction that occurs. Cautions breed more cautions. Be careful on the start/restarts and let things settle in.

 

6.5

NASCAR rules aren in effect for starts/re-starts. Passing will be allowed if a slow car has indicated to "Pass me high", or if someone has had a problem on the restart, such as a missed shift or wrong gear, and is extremely slow off the line.

 

 

 

Section 7: Cautions

 

7.1

All drivers during pace and yellow flag laps will maintain a gap of 0.3 to 0.5 sec interval between you and the car in front of you. While following the pace car, maintain a constant pace speed. If the pace speed is 70 mph, do 70 mph. Do not repeatedly speed up then slow down. This causes the "Accordion" effect which creates problems for the driver/drivers behind you. The leader is to maintain the pace speed from the time the pace car leaves the track until the green flag flies. If the leader violates the pace speed he will receive a penalty. Anyone causing damage during a pace lap or caution lap may be subject to a penalty. Brake checking is not allowed. Brake checking is the act of tapping the brakes just before a start/restart to force the cars behind you to also brake.

 

7.2

Stagger from the car in front of you.  The leader will always be to the inside lane behind the pace car.  Everyone else will stagger high/low from the car in front of them.  Staggering helps decrease possible incidents such as rear ending another driver.

 

7.3

When the yellow flag is displayed, drivers should maintain their position and slowly back-off until you get lined up behind the pace car. There is NO racing back to the flag. When you take the yellow flag at the start/finish line, don't slow down suddenly. Please ease off gradually until you've reached the back stretch.

 

7.4

If you are in the midst of a passing attempt when the yellow flag is displayed, then try to finish the pass safely. If you haven't started your pass then fall in line. You may pass another car if the driver is off the pace, or grants permission to do so. It is the leader’s responsibility to maintain the safe speeds to avoid further incidents and line the field up correctly behind the pace car. There is absolutely no excuse for crashing into another car while under caution. Remember the field is frozen by the game when the caution flies.

 

 

 

Section 8: Pitting

 

8.1

You must stay inside the yellow line after you have exited the pits. Your crew chief will inform you when it is okay to merge into traffic. Use your mirrors and TeamSpeak to help guide you in your attempt to merge safely. When exiting the pits, all drivers will re-enter the track only when safe to do so. Pit entry and exit rules will be discussed in the pre-race drivers' meeting.

 

8.2

When you are preparing to enter the pits, drivers must move to the low groove while on the backstretch before entering turn 3. Doing so is the accepted signal to drivers behind you that you are going to pit. You must not assume that everyone will hear your chat message that you are going to pit. When entering the pits, maintain your line on the inside of the two lines to the right of pit road. (The one closest to the pits) Make certain you enter the pits safely. If you do not enter safely, the game has provisions for taking care of you via the black flag or holding you in the pits while you serve your penalty. Cars should maintain a 0.3 to 0.5 sec interval when entering the pits under yellow flag conditions to avoid pit incidents.

 

8.3

When exiting the pits, maintain your line on the outside of the two lines to the right of pit road. (The one furthest from the pits) Make sure you pit on the appropriate lap(s). Only cars on the lead lap can pit on the 1st lap the pits open. Cars that are a lap down can pit thereafter.

 

 

 

Section 9: Racing

 

9.1

All drivers must be able to drive each track safely and responsibly. A driver responsible for bringing out 2 yellows that involve just themselve's or another driver must retire from the race. Drivers staying out and causing more than 2 cautions will lose all points for the race.

 

9.2

A driver's self-spin caused by the actions of wrecking or out of control cars ahead of the driver. If a driver causes an incident with another car and a yellow does not come out the offending party will count the incident toward the 2 Spin/Incident rule. If the incident is brought to the attention of the division admin it will be reviewed in a normal fashion and penalties will be issued as per the rules.

 

9.3

Drivers must use only the racing surface during green flag runs. Driving below the yellow or white line or trying to pass on the apron is strictly forbidden.

 

 

 

Section 10: Lapped Cars

 

10.1

Lap cars are mandated to let cars on the lead lap pass. Lap cars are defined as cars "not on the lead lap". The only exception is if lapped cars are racing for position or trying to get a lap back that is within the rules. Racing for position means you are within 2 car lengths of a car either 1 position ahead or behind you. In this situation, it's the responsibility of the leader to make a safe pass and lapped cars should stay high or hold a line and then fall in line when not within 2 car lengths of a car 1 position ahead or behind. Lapped cars can get a lap back if the leader can safely allow. This is not mandatory and is up to the discretion of the leader.

 

10.2

When a caution comes out with 20 laps or less to go drivers that are 1 lap down must enter pit road the second lap by after the leaders had a chance to pit. Lapped cars do not have to stop they can do a drive through. If a driver who is a lap down does not pit is subject to a penalty.

 

 

 

Section 11: Damaged Cars

 

11.1

If you spin out or are damaged in an accident, try to get the car off to the apron as quickly and cautiously as possible, this means WAITING for all racing traffic to get past you before doing so. Do not try to turn your spun car around in middle of the track in the middle of traffic.  Stay low or off the track when trying to limp back to the pits for repairs.  Drop to the apron and keep your car off the racing line.

 

 

 

Section 12: Race Re-Starts

 

12.1

Race re-starts will occur only if the server crashed, and if 50% of the drivers are booted before 25% of the scheduled race has been completed. The race will be re-started one time only. If problems still occur the race will be cancelled. If at least 50% of the race distance has been completed, the race will be considered official.

 

 

 

Section 13: Blocking

 

13.1

Blocking is considered when a driver changes his line more than one time, to impede another driver’s progress. If a driver is at speed and holds a line it is not considered blocking. It is the responsibility of the driver behind to make a safe pass and figure a way to complete the pass on the high side or wait for the driver in front to make a mistake.

 

 

 

Section 14: Penalties

 

14.1

All penalties will be handed out in a timely and fair manner. All penalties will be final and there is no appeal process. Races will be reviewed. We will use a Driver Protest format. If you have an incident that you deem necessary to review, email the division admin with a description of, and a replay showing the incident. In the case of rFactor protests, the replay from the server will be used to determine what action is to be taken, if any.

 

 

The following is a list of possible race penalties:

 

Flaming: Loss of all race points and a 1 race suspension from any Can-Am Division.

 

Incident with or without caution involving another driver: 25 point deduction

 

Self spins with or without caution where another driver is NOT involved: 10 point deduction.

 

Self spins with or without caution that involves another driver: 25 point deduction

 

Causing an incident on start/restart: 50 point deduction

 

Failure to disconnect or park your car when you are the cause of 2 incidents: Loss of all race points

 

Conduct deemed unsportsmanlike or harassment of another Member: Possible expulsion from the League.