SPORTING CODE


All members are required to read and understand these rules before starting to race in the championship.

General Rules and Driver Conduct

  1. Drivers must use their full name in the race sims to participate in competition.
  2. Maximum allowed ping is 100 to enter the competition. Drivers with higher ping or a spiky connection may be asked to leave the server or be removed from it by the event administrator or Race Director.
  3. All drivers are expected to be ready to run at the designated time for official sessions.
  4. Drivers are expected to have familiarity with the regulations of the championship, as well as the specific and relevant features and rules of the game platform used.
  5. Drivers are expected to have read and understood the series-specific Regulation, Driver Agreement and Drivers’ Guide documents.
  6. It is solely the race admins decision as to whether a session should be delayed or restarted for driver(s) to join the server.
  7. All drivers should access and run on the test server prior to the event to ensure they are ready to compete.
  8. The ‘calling out’ of other drivers/teams and/or using inflammatory language in forums, in any way on social media or during race communication is strictly forbidden and subject to penalties, probation or bans.
  9. Assisting another competitor - who has run out of fuel or experienced a mechanical breakdown etc.- by pushing their vehicle is not allowed.
  10. Bump drafting is also prohibited. It is an implicit requirement that drivers provide ‘racing room’ to each other.
  11. Unsportsmanlike conduct is subject to penalties. Any driver attempting to wreck or intentionally ram another competitor may be banned from the session or even the series.
  12. The oversight of these sessions is the responsibility of event administrators, Stewards and the Race Director. Administrators can report any misconduct to be reviewed by Stewards and the Race Director, which may lead to penalties or removal from the session and/or formal rebuke or ban.

Event Communication

  1. The race events will use the Predator Cup Discord channel to allow race administrators to communicate with drivers prior to and during events.
  2. Drivers are obligated to join the Discord Drivers’ channel prior to each event, and recommended to stay in the channel throughout the duration of official sessions.
  3. Race results will be communicated after each event. Detailed provisional results (excluding any post-session penalties) will be made available for analysis after each event.

Qualifying

  1. 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 may be allowed only if the aforementioned factors are not violated.
  2. Lap invalidation resulting from off-tracks are handled entirely by the game.
  3. Drivers are strictly forbidden to stop on-track to teleport back to the garage. Teleporting to garage may only be allowed from exit routes and other tarmac off-track areas (not grass or gravel), where they cannot disrupt the qualifying of other drivers. Any transgression will be severely penalized by the Stewards, and repeated offenders may receive a formal rebuke or ban from the series.
  4. Drivers on the outlap must let other drivers on their fast lap past by moving out of their way. The in-game blue flag system assists drivers in that. Ignoring the blue flag and holding up another driver on their fast lap may be penalized by the Stewards.
  5. Exiting the pitlane must be done by exercising precaution in order not to disrupt the timed lap of other drivers. Crossing the white line, veering and jumping onto the ideal line are strictly prohibited and may result in severe penalty from the Stewards.
  6. 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.

Race Starts

  1. Formation lap and race start procedures are handled by the in-game system. The start procedure will be explained in detail before every race session. Test sessions will provide opportunities for participants to practise and become familiar with the system. The game may hand out automatic Drive Through penalties for jumping the start or being out of position during the pre-green flag phase. Automatic penalties may be left in place or cleared at the discretion of the Stewards and the Race Director.
  2. Tire and brake warming (accelerating and slowing abruptly or weaving) is prohibited in the pitlane and during the double-file phase of the formation lap.
    Tire and brake warming is permitted during the single-file phase of the formation lap. Drivers not adhering to this rule may be penalized by the Stewards during or after the session.
  3. During the formation lap, opponent cars are ghosted (collisions are disabled). Collisions are re-enabled at the Green Flag, or when any car coupling is disengaged after the Green Flag.

Track Limits

  1. Track limits are determined by the game itself, utilizing the in-game warning and penalty system for infractions. More on this can be found in the AC drivers’ manual.
  2. Pit entry/exit lanes are considered part of the racing surface for the cars on track, unless admins decide otherwise for certain track layouts. Drivers using the pits have to stay within pit entry/exit lane lines with all four wheels and are not allowed to cross over. Riding on the line will be acceptable and any penalty decision will be at the discretion of the stewards.
  3. Going off track with all four wheels due to a mistake is considered part of racing. Repeated leaving the track at the same corner(s) may be deemed as gaining an advantage and a penalty may be given either by the in-game penalty system or the Stewards.
  4. Gaining a position or gaining an advantage against a competitor or gaining track position (gaining time) by leaving the track in any way is against the rules regardless of any in-game penalty being handed out and may lead to penalties by the Stewards, unless the position is given back immediately or the driver slows down to compensate within the same lap.

Flag Rules

  1. Yellow flags are enforced and drivers need to respect a rule of “No passing when under yellow”. Yellow flags are usually preceded by White Flags indicating a slow car. Drivers must be cautious and prepare for slowing down to avoid any incident ahead.
  2. Ignoring yellow flags may result in a penalty decision at the discretion of the Stewards.
  3. Blue flags: it is advisory only, slow/lapped drivers do not have to pull aside, they can stay on their line.
  4. A blue-flagged driver is not allowed to defend his track position against the lapping car and should stay on his/her line. Intentionally holding up or defending against a lapping car may result in a penalty or even disqualification by the live Stewards. Drivers about to be lapped should be predictable in their actions and not make sudden changes of direction or track position.
  5. Lapped drivers are allowed to unlap themselves as long as they can pull away after passing the driver that has a lap advantage.
  6. Black/Orange (meatball) flags might be shown when a player has excessive damage. Not responding to the warning and staying out on track may result in Disqualification by the game or the Stewards.

Passing and On-track Behavior

  1. 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.
  2. 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).
  3. 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 timing for the pass.
  4. Passing attempts when going into a turn is where most incidents happen. The preferred racing line through most corners is usually very narrow and sometimes it will be impossible for two cars to negotiate tight corners side-by-side at full speed. For each corner, the right to the preferred racing line is decided at the turn-in point. A driver attempting to 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.
  5. Dive-bombing should be avoided and is subject to a penalty. 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.
  6. BBrake checking, unnecessary slowing through a corner, punting, bump-passing, cutting-off or chopping are all deliberate actions whether there is contact or not, are not permitted and will be subject to penalty.
  7. Blocking is not allowed and subject to a penalty.
  8. Weaving to break a draft is considered blocking.
  9. 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.
  10. Drivers who go off track limits but can keep their cars under control should slow down or wait for traffic to clear and rejoin in a safe manner.
  11. Flashing of lights are permitted to alert the driver ahead you are about to pass or driver ahead will give way to help the pass. It cannot be more than 3 repeat flashes.

Incident Reviews and Penalties

  1. Grand Final Race session will be reviewed by race Stewards live in conjunction with the Race Director.
  2. Reviews will be conducted by Steward and the Race Director. Warning/penalty decisions will be issued by the Race Director.
  3. Live Race Director or Steward(s) will have authority to assign in-session penalties.
  4. Penalty criteria is as follows:
    • Unavoidable contact or action: Racing incident, no penalty.
    • Avoidable contact or action: Warning, TP (Post-Race Time Penalty), DQ (Disqualification from results)
    • Unsportsmanlike conduct or any other misdemeanour: Warning, Disqualification or Ban from
  5. Race Control will post warnings or other messages via the chat message window during the race.
  6. TThe final results may be issued only after the Stewards have reviewed all incidents and applied the corresponding penalties. The final results will include the effective order should any post-race penalty be handed out by Race Direction.

Additional Rules for On-server Behaviour

  1. In-game CHAT window must be enabled for all official test and event sessions in the game’s UI settings. The organizers will not accept any complaints resulting from missing messages due to the option being disabled.
  2. No in-game text chatting is permitted during Qualifying and Race. Players not complying to this rule may be warned or penalized during or after the session. Repeated offenders may receive a penalty affecting his or her race result or standings in the series or even a ban from the championship.

Definitions

  • Overlap: Is defined as any part of the car behind overlapping (lining up) with any part of the car in front.
  • Turn-in Point: Is defined as the point where the driver starts to turn into the corner entry. It can be observed with steering input of the driver. Determining a turn-in point will be at the discretion of race stewards.
  • Dive-Bombing: A driver who is following another driver up close, suddenly peels off and dives on the inside unexpectedly at corner entry (past turn-in point). It is prone to contact and is ill-advised.
  • Blocking: Changing racing line more than once as defensive maneuver.