SARA Rulebook

The official rules, guidelines, and procedures for SARA.

The Sim Auto Racing Association’s Rulebook is outlined below.
All of our races will follow this rulebook.
Items highlighted in orange are new or worth special noting.

Any and all rules are subject to change without notice.
All applicable iRacing standard rules as per the FIRST Sporting Code will be used in conjunction with these rules.
These rules shall prevail when there is a conflict among the rules.

SECTION 1 - LEAGUE INFORMATION & POINTS

1.1 - League Information

  • League: Sim Auto Racing Association (SARA)
  • Website: www.racesara.com
  • Social Media: Facebook  Twitter  Instagram
  • Email Address: sarasimracing@gmail.com
  • Use email, or message our Facebook page, as the primary means of contact for league officials.
    • Do NOT contact admins directly.

1.2 - League Registrations

  • Drivers may sign up to be a league member by filling out the registration form on www.racesara.com/register
  • Once a driver submits their registration, SARA officials will send out a league invite prior to the next race night.
  • Please allow up to 24 hours between Monday-Thursday, or up to 3-4 days during a weekend, to receive your league invite.
  • By completing the registration process, drivers agree to the terms of our entire rulebook outlined on this page.

1.3 - Car Numbers

  • 1.3.1 - Car Number Requests
    • When registering for the league, drivers can request three different number choices they would like to run. 
    • To ensure a better chance at getting the number requested, drivers should look at the Driver Roster page on the website to see which numbers are available.
    • Once the registration is complete, league admins will do their best to make sure a driver gets one of the car numbers they requested, but in the event that those numbers are taken, admins may assign a driver to a different number that is open.
    • Car numbers will be assigned across all divisions.
    • Drivers may request a number change at the end of a season.
  • 1.3.2 - Custom Car Numbers
    • During the registration process, if a driver selects the option to run Custom Numbers (with a Trading Paints PRO account), they will be allowed to run a custom number on their paint schemes, even if that number is already taken by other drivers.
    • Drivers who are running custom numbers, should run custom numbers in ALL divisions.
    • Drivers are required to run custom numbers that match their league assigned number. Drivers who run the incorrect custom number on their paint scheme will be given a warning to change the number, and further penalties may be applied.
    • For admin purposes only, drivers running custom numbers may be assigned a 3-digit number on iRacing to allow more than one driver to run the same number, so drivers should make sure their custom number schemes are uploaded to Trading Paints PRO to ensure the custom number shows up properly.

1.4 - New Driver Probation

  • ALL new registered drivers will automatically be placed on probation when accepted into the league. Probation will last for a driver’s first three weeks of racing.
  • While on probation, new drivers will be monitored based on performance, clean driving, and other factors, and at any point during those three weeks, admins can remove drivers from the league without notice, ask drivers to move into a lower division, or anything else that admins deem necessary.

1.5 - SARA Divisions & Information - 2019/2020 Winter Season

  • Monday Nights
    • Dirt Night - Dirt Pro Late Models & 410 Non-Wing Sprint Cars
    • Qualifying format: iRacing Heat Races (occasionally Time Trials will be used and will be announced in advance)
    • Varying race lengths
    • NO fast resets
    • FIXED iRacing setups - Fuel may be adjusted to ensure there is enough gas to complete the race
    • Yellows ON in all sessions (iRacing controlled)
    • Double file start and up to two double file restarts, followed by single file restarts after the third caution
    • Lapped cars at the rear
    • TWO drop races per car
    • 9:30 PM Eastern practice session for the Dirt Pro Late Models, with Heat Races at 9:45 PM followed by the rest of the format
    • 10:45 PM Eastern practice session for the 410 Non-Wing Sprints, with Heat Races at 11:00 PM followed by the rest of the format
  • Tuesday Nights
    • All-American Series - SK Modifieds, Street Stocks & Late Models
    • Qualifying format: Time Trials (occasionally Heat Races will be used and will be announced in advance)
    • Schedule will be a mix of double or tripleheaders, plus single race events
    • Varying race lengths
    • NO fast resets
    • OPEN setups
    • Yellows ON in all sessions (iRacing controlled)
    • Double file start and restarts
    • Lapped cars at the rear
    • TWO drop races
    • 9:30 PM Eastern practice session, with Qualifying at 9:45 PM followed by the rest of the format
  • Wednesday Nights
    • Contender Series - Asphalt Super Late Models (open)
    • Qualifying format: Time Trials
    • Varying race lengths
    • NO fast resets
    • OPEN setups
    • Yellows ON in all sessions (iRacing controlled)
    • Double file start and restarts
    • Lapped cars at the rear
    • TWO drop races
    • 9:30 PM Eastern practice session, with Time Trials at 9:45 PM followed by the rest of the format
  • Thursday Nights
    • Super Series - Asphalt Super Late Models (invite-only)
    • Qualifying format: Time Trials
    • Varying race lengths
    • NO fast resets
    • OPEN setups
    • Yellows ON in all sessions (iRacing controlled)
    • Double file start and restarts
    • Lapped cars at the rear
    • TWO drop races
    • 9:30 PM Eastern practice session, with Time Trials at 9:45 PM followed by the rest of the format

1.6 - Points Format

  • The following points format will be used in all SARA divisions. First place is awarded 100 points, going down 2 points each down to the 21st position (60 points). After 21st, the points decrease by 1 point down to the 30th position (51 points). 

100 points - 1st
98
96
94
92 - 5th
90
88
86
84
82 - 10th
80
78
76
74
72 - 15th
70
68
66
64
62 - 20th
60
59
58
57
56 - 25th
55
54
53
52
51 - 30th
50 - Provisional Points

1.7 - Bonus Points

  • Drivers in all divisions will be eligible to receive bonus points for the following:
  • Race bonus points:
    • 5 bonus points - Clean race with 0 incidents (must run 75% of the race)
    • 2 bonus points - Most laps led
    • 2 bonus points - Most positions gained
      • Multiple people car receive this if there is a tie.
      • Driver must have a valid qualifying time in Time Trials, or attempt to compete in each round of a Heat Race session (Heat, B/C Main).
      • If the driver elects to take an End Of Line (EOL) at the start of the race, or receives an EOL penalty to start the race, their original starting position will be used.
      • Drivers that are included in the race invert will not be eligible to receive the bonus.
  • Time Trials bonus points:
    • 3 bonus points - Pole
    • 2 bonus points - 2nd
    • 1 bonus point - 3rd
  • Heat Race bonus points:
    • 2 bonus points - Heat win
    • 1 bonus point - Heat 2nd

1.8 - Penalty Points

  • Drivers in all divisions may be subject to penalty points for the following:
    • 5 penalty points - 15 or more incidents
    • 10 penalty points - 20 or more incidents
    • 25 penalty points - 25 or more incidents
    • 50 penalty points - 30 or more incidents and may be subject to a larger penalty
  • Drivers may be subject to larger points penalties (30 points, 50 points, or 100 points) if they are in violation of our other rules (see Sections 3 & 4).
  • Penalty points do NOT get dropped from a driver’s points total, regardless if that race becomes one of their drop races.

1.9 - Provisional Points

  • Any driver that attempts to qualify for a race but does not make the field due to a capped car count, or qualifies for a race but does not take the green flag, will receive 50 Provisional Points for that race.
  • Any driver that joins a session, but does not attempt a qualifying lap or does not participate in a Heat Race, will NOT receive any points.
  • Substitute drivers are not permitted, and drivers are not eligible to receive provisional points if they can’t attend the session.

1.10 - Drop Races

  • We understand during a season that drivers may not be able to participate in every single race (for many possible reasons), or drivers may have a bad race due to factors out of their control (such as connection issues) so we allow drop races so that drivers can stay in contention for points if they have to miss a race or have a bad race.
  • TWO drop races are calculated into the final points tally for the season, per division.
  • Both drop races will be factored into the standings during the middle of the season, so drivers will have a better understanding of where they are in points heading into the final races.
  • Drop races do not get locked in, and other races can still be dropped throughout the final race of the season.

1.11 - Championship Tiebreaker

  • In the event of a tie at the top of the points standings, the following will be used to determine the tiebreaker:
    • Most wins
    • Most 2nd place finishes
    • Most 3rd place finishes
    • If drivers have the same amount of 1st, 2nd and 3rd place finishes, the highest finishing driver in the final race of the season will earn the tiebreaker.

1.12 - Rookie Points / Eligibility

  • To be eligible for Rookie Points in a division, a driver may not have more than “X” number of starts in a division, or any more than “X” number of starts in a division that is higher than the one being competed in.
  • Specific eligibility rules are noted on each division page.
  • Rookie points will be awarded directly off of a rookie’s performance against other rookies.
  • The highest finishing rookie in each race will receive 10 points, the second highest rookie will receive 9 points, etc. Each rookie’s best “X” number of races (specific number is noted on each division page) will be scored towards the Rookie Points.
  • In the event of a tie, each driver will earn Rookie of the Season honors.

1.13 - Inactive Drivers

  • At the conclusion of every season, inactive drivers may be removed from the league and all league related communications (such as our email list or Facebook members group).
  • Drivers who were removed for being inactive will need to complete the registration process to be added back into the league.
  • A driver will be considered inactive if they do not make any starts during the course of a season, have 3 or fewer total starts but none within the last half of the season, or if a new driver registers but doesn’t make any starts after being added to the league. 

SECTION 2 - SESSION FORMATS AND INFORMATION

2.1 - Practice

  • All of our divisions will have a 15 minute opening practice session. Additional warmup time will also be available after qualifying and prior to the feature event.
  • Practice sessions will begin at 0% rubber on the track, and will carry over into Qualifying and any other part of the format held within the same session.
  • Practice sessions are to be used for drivers to prepare for the night’s race by working on setups, practice racing around others, checking tire wear, etc.
  • Practice sessions are NOT to be used to mess around, wreck others, or cause any other issues. We expect all of our drivers to act professional, even in practice, and we take each of our sessions seriously. Drivers that are found to continuously cause issues may be removed from the session or may be subject to penalty.

2.2 - Qualifying

  • Our divisions may utilize different types of Qualifying sessions throughout the season.
  • Asphalt divisions will primarily use Time Trials, but in some events Heat Races may be used.
  • Dirt divisions will primarily use Heat Races, but in some events Time Trials may be used.
  • 2.2.1 - Time Trials
    • After practice, there will be a standard 2-Lap Time Trial session (unless noted otherwise in advance).
    • 2-Lap Time Trials will last for 5 minutes, and at any point during those 5 minutes, a driver may take their car out on track for up to 2 laps to score their fastest qualifying lap.
    • If a driver makes contact with a wall, spins out, cuts the course, or receives any other iRacing incident points, their lap(s) will be nullified and will not be scored. This is determined by iRacing and we will not overturn any laps if iRacing does not score it. Connection issues may also void qualifying laps.
    • In some special events, Time Trials may be run as an open qualifying session where only one car will be allowed on track at a time. Officials will notify drivers of this format prior to any sessions.
    • Some tracks may require two qualifying sessions if the car count exceeds the number of pit stalls available. In the event that two qualifying sessions are used, drivers may only join ONE of the two sessions to record a qualifying time. If a driver joins both sessions, there is a possibility that their lap times may not be scored, so joining only one session is the only way to guarantee the lap time is recorded properly.
  • 2.2.2 - Heat Races
    • After practice, Heat Races will be run, plus C/B-Mains if needed.
    • Heat Race lineups are randomized by iRacing.
    • Heat Races will be 8-12 laps in distance depending on the car & track combination.
    • Heat Races will have a maximum of 10 cars per Heat, and the number of Heats will be automatically adjusted by iRacing based on car counts.
    • Heat Races will transfer 4 cars per Heat Race directly to the A-Main, while drivers finishing 5th on back will need to run a C/B-Main (if there are less than the capped car limit, all drivers will advance to the A-Main and no C/B-Mains will be run).
    • C/B-Mains will only be run if there are enough cars in the session that exceeds the capped car count.
    • C/B-Mains lineups are based on the results of the Heat Races for drivers that did not transfer directly to the A-Main.
    • C-B-Mains will be 15-25 laps in distance depending on the car & track combination.
    • C-Main will transfer 4 cars to the back of the B-Main, and the B-Main will transfer “X” number of cars to the back of the A-Main (“X” will be automatically determined by iRacing based on the capped car count for the A-Main).

2.3 - Capped Car Count

  • 2.3.1 - Super Series
    • At all tracks, car counts will be capped at a MAXIMUM of 30 cars.
    • If 30 or less cars show up, all cars will make the field.
    • If more than 30 cars show up, only 30 cars will be allowed to start the race, and any other drivers that DNQ will be awarded Provisional Points.
  • 2.3.2 - Contender Series
    • For the Contender Series, ALL cars will make a race.
    • If 30 or less cars show up, all cars will make the field in one single race.
    • If more than 30 cars show up, the field will be split up evenly into separate races so that all drivers will be allowed to compete.
    • The number of splits, and the number of cars per split, will depend on the total number of cars entered and the track size, and is up to admins discretion.
  • 2.3.3 - All-American Series
    • Car counts will be capped at a MAXIMUM of 25 cars
    • If 25 or less cars show up, all cars will make the field.
    • If more than 25 cars show up, only 25 cars will be allowed to start the race, and any other drivers that DNQ will be awarded Provisional Points.
  • 2.3.4 - Dirt Night Series
    • At all tracks, car counts will be capped at a MAXIMUM of 24 cars.
    • If less than 24 cars show up, all cars will make the field.
    • If more than 24 cars show up, only 24 cars will be allowed to start the race, and the full Heat Race and C/B-Main format will be run, and any other drivers that DNQ will be awarded Provisional Points.
    • At some tracks (such as the Chili Bowl), the capped car count may be adjusted down. Officials will notify drivers prior to these events.

2.4 - Inverts

  • 2.4.1 - Super Series
    • Following qualifying, there will be a random invert of between 6 to 10 cars for the feature. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
    • In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
  • 2.4.2 - Contender Series
    • Following qualifying, there will be a random invert of between 8 to 12 cars for the feature(s). This invert will be spread across multiple splits if there are enough cars to have two splits (for example, an 8-car invert will see the top 4 drivers inverted in each split of a two-split race). This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
    • In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
  • 2.4.3 - All-American Series
    • In a doubleheader/tripleheader session, there will NOT be an invert for the first race of the event, and the lineup will be based directly off of qualifying.
      • For the second or third race, in a doubleheader/tripleheader, there will be a random invert of between 6 to 10 cars from the previous race’s finishing order. This invert will set the lineup for the front of the field, and all cars outside of the invert will line up in the order they finished in from the previous race.
    • In a Heat Race session, there will be a random invert of between 6 to 10 cars for the feature. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
  • 2.4.4 - Dirt Night Series
    • Following the completion of all Heat Races and C/B-Mains, there will be a random invert of between 6 to 10 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
    • In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.

2.5 - Winner’s Handicap

  • For the 2019/2020 Winter Season, there will NOT be a winner’s handicap in any division.

2.6 - Provisionals

  • For the 2019/2020 Winter Season, the Super Series will be the only division that will give out Provisional staring spots to drivers.
  • If more than the capped car count of 30 cars attempt to qualify for a race, the top 25 cars from Time Trials will advance directly to the race.
  • A maximum of 5 provisionals will be given out, to fill out the 30-car starting field.
  • Provisionals will be awarded based on points. For the first two events of a season, the previous season’s points will be used to determine provisionals. Starting in Race 3, the current season’s points will be used to determine provisionals.
  • If less than 5 provisionals are needed, we will revert back to lap times to fill out the field.

2.7 - Feature Race Session

  • Prior to advancing to the feature event, drivers will be given an additional 3-10 minutes of warmup, depending on the sessions and/or division:
    • Super Series and Contender Series divisions will have a 10 minute warmup session.
    • All-American Series will have a 5 minute warmup session prior to the final race in the event.
    • Dirt Night Series will have a 3 minute warmup session.
  • See section 2.9 below regarding Track Usage for race sessions.
  • Drivers will take the grid, and the field will pace for 1 or 2 laps depending on the track size.
  • Feature races range from as low as 30 laps in our Dirt Night Series, and up to 200 laps in our Super Late Model divisions.
  • Generally, races will last anywhere from 30 minutes to over an hour, depending on race lengths and the amount of cautions in the event.
  • All rules that will be followed in our races, are outlined in Section 3.

2.8 - Double/Tripleheaders

  • In Doubleheader or Tripleheader race sessions, we will use the iRacing Heat Race format to run multiple races within the same session.
  • Practice and Time Trials will run as normal to set the lineup for the first race of the session.
  • The first race of the session will take place in the “Heat Race” portion of the format.
  • In a tripleheader event, the second race of the session will take place in the “B-Main/Consolation” portion of the format.
  • The final race of the session will take place in the “A-Main” portion of the format.
  • The lineup for the first race of the sessions will be directly based on Time Trials. The lineup for the second and third races of the session will be based on the results from the previous race with a 6-10 car invert at the front of the field.

2.9 - Track Usage

  • 2.9.1 - Rubber Percentage (asphalt)
    • All opening practice sessions will open at 0% rubber on the track.
    • In divisions where the entire race format is held all within one session, the rubber on the track will carry over throughout the entire session.
    • In divisions where two sessions are used in the format (qualifying in one session, the race in a separate session), the rubber on the track will carry over from practice to Time Trials, and then in the second session the warmup period will open at 30% rubber on the track and will carry over into the race.
  • 2.9.2 - Track Usage Percentage (dirt)
    • All opening practice sessions will open at 0% track usage, and will carry over throughout the entire session.
  • 2.9.3 - Marbles
    • In all sessions, marbles will NOT be cleaned off the track, either in-between sessions or during cautions.

2.10 - Weather

  • Dynamic Weather will now be used in all sessions, and forecasts will no longer be posted in advance.
  • In divisions where two sessions are used in the format (qualifying in one session, the race in a separate session), Dynamic Weather will be used for the opening Practice + Qualifying session, and the race session will use weather similar to the conditions at the end of the qualifying session.

2.11 - Time of Day (TOD) Settings

  • For the 2019/2020 Winter Season, the following TOD conditions will be used for our sessions:
    • Noon, Afternoon, Late Afternoon, Sunset, Night (Sunrise or Morning TOD will not be used).
  • The TOD for each race will be listed on the division schedules.
  • When one session is used for an entire race format, the TOD will directly carry over into the next portion of the format.
  • When two sessions are used for a qualifying/race format, the TOD will be the same for both sessions, and will carry over into the next portion of the format within that session.
    • (For example, an Afternoon race will start as an Afternoon session for practice and will carry over into Qualifying, then the race session will also start as Afternoon for the Warmup and will carry over into the race).

2.12 - Green/White/Checker Finishes

  • In our asphalt divisions, there will be a maximum of 2 GWC attempts to finish the race if necessary.
  • In our dirt divisions, and any sessions where we use a Heat Race format, GWC finishes may be disabled depending on if the iRacing BetaUI allows it (as of the start of the 2019/2020 Winter Season, this function does not work in Heat Race formats).

SECTION 3 - TRACK RULES AND PROCEDURES

3.1 - Radio Chatter

  • General chatter should be kept to a minimum during race sessions, including during cautions, to ensure that drivers can address admins if necessary (for example to claim cautions, or if they have any issues that need to be addressed).
  • Any negative chatter will not be tolerated. While we understand that incidents will happen during the course of a race and frustration levels may rise, drivers are not to get on the radio to yell, curse out, blame, complain or etc. towards another driver. This comes off unprofessional and makes us look bad, so we will not tolerate it.
  • If you need to talk to another driver about an incident, do so in a professional way, or do it after the race when your frustration level drops and both drivers get the chance to watch a replay. 
  • Drivers that get on the radio towards other drivers in a negative way will be subject to penalty and may have their mics muted. Any further offenses will result in an ejection from the race, and will be subject to further penalties including suspension/banning from the league. The severity of the penalty is fully up to admins discretion.
  • We do have a teamspeak channel available. The teamspeak information can be found from the Connect tab on our website, and the connection info will be listed as well as a button that will launch teamspeak for you and place you directly into the SARA channel.
    • Drivers/Teams can request to add a private channel on our teamspeak.

3.2 - Connection Issues

  • If a driver has connection issues during a race, admins will notify the driver of the issues, and if the problem persists, the driver may be asked to drop to the back of the field or to park their car.
  • Drivers are responsible for their own connection issues, and if these issues result in cautions or other contact, they may be subject to penalty which is based on admin discretion.
  • In the event that the entire race server experiences connection related issues, admins may elect to open up a new session, or to possibly postpone/redo the race at a later date.

3.3 - Start/Restart Procedures

  • For asphalt divisions, all starts and restarts will be double file, with lapped cars at the back. Admins may choose to switch to single file during the race.
  • For dirt divisions, the initial start and the first two restarts will be double file, and will automatically switch to single file after the third caution, with lapped cars at the back.
  • On all double file starts/restarts, the leader does NOT have lane choice and must start from the bottom groove.
  • On single file restarts while leading up to the green, the leader will be able to run the line they choose and the field will have to fall in line directly behind them.
    • Drivers must stay in line behind the car in front of them, and may not stagger lanes.
    • Once the leader takes off and the green is given, drivers will then be allowed to run different lines, but will not be allowed to begin passing the car in front of them until after the start/finish line.
  • The leader controls the start and may choose to accelerate at any time after the pace car gets all four tires off of the racing surface.
  • In some events, admins may decide to use a dedicated restart box at tracks where the pace car leaves the track early. Admins will notify drivers of the restart box during pre-race.
  • If the green flag is given before the leader takes off, this will serve as the green flag and the field may take off at that point.
  • The second place driver may not take off before the leader at any time (unless the green flag is given).
  • If a driver jumps the start, they must give back the position to the leader before completing that lap or they will be subject to a penalty.
  • Drivers must hold the line that they are in, and can not pass, or begin to pass the car in front of them, until after crossing the start/finish line on all starts and restarts. Drivers that change lanes and/or begin passing cars in front of them before the start/finish line will be subject to penalty.
    • The leader is the only car that will be allowed to change lanes prior to the start/finish line as long as they do so safely.
    • Drivers are allowed to change lanes after the start/finish line, however drivers that force their way into a different groove and cause others to make contact, may be subject to penalty.
  • Any braking, speeding up and slowing down, or “jackrabbiting” before taking off for the green flag, may result in penalty.
  • No laying back for the starts (applies to ALL positions in the field), drivers are to keep up with the driver in front of them, and should be starting directly next to the car they are supposed to be starting next to.

3.4 - Car Control

  • Drivers are to maintain control of their cars at all times, no exceptions.
  • Drivers are not to intentionally drift, or attempt to drift, in any sessions (asphalt).
  • Drivers are not to wall ride, or intentionally use the wall to gain time, in any sessions.
  • Drivers are not to swerve back and forth, brake check, or any other action while under green flag racing conditions in attempt to slow down other cars.
  • Drivers that fail to hold their brakes after being involved in an incident, and roll into oncoming traffic, may be subject to a penalty.
  • Drivers are expected to avoid any contact under cautions. Running into other cars during cautions and causing damage, whether intentional or not, may be subject to penalty.
  • If a driver spins or crashes, it is their responsibility to return onto the track in the correct direction in a safe manner, without putting other cars in danger of receiving damage.
    • Drivers who turn their cars around on track and make contact with either oncoming cars, other cars involved in the wreck, or cars that stopped to avoid the wreck, may be subject to penalty.
    • Drivers who attempt to turn their car around in front of oncoming traffic, and force that traffic to wreck or make contact, despite the driver not making direct contact with them, may be subject to penalty. Drivers who are involved in a wreck and continue to make additional contact with other cars as a part of the wreck, may be subject to penalty.
  • Drivers should also avoid sitting on track for an extended period of time, by either escaping out of their cars or by turning around in a safe area such as the infield if possible.
  • If a driver experiences issues on track such as an engine failure, or if a driver decides to end their race early, they should attempt to drive back to pit road if possible or stop their car off of the racing surface in an area such as grass. If a driver stops on track and brings out a caution, they may be subject to penalty.

3.5 - Passing Etiquette

  • 3.5.1 - Passing Etiquette
    • We understand that this is short track racing and bumping or contact is going happen on occasion, however there is a certain etiquette that is expected from all drivers to ensure a clean race.
    • When passing another car:
      • When facilitating a pass, it is the responsibility of the car attempting to pass to facilitate a safe and clean overtake.
      • Drivers are not to use their front bumpers excessively to initiate a pass, and drivers are not to make door-to-door contact to complete a pass. If a driver is found to continuously use their front bumpers or door slam other cars, they will be subject to penalty.
    • When getting passed:
      • When a pass is being attempted from behind, drivers are not to block, chop, or aggressively alter their race line in attempt to prevent a passing car from getting by.
      • If a driver blocks or chops another car that is attempting to pass, they will be held responsible for any contact and may be subject to penalty.
    • Once a pass is initiated and both cars are running side-by-side, both drivers should allow enough room for them to race next to each other without making contact, pinching, or running the other cars out of their groove. Excessive pinching or other contact as a result of not holding a lane may be subject to penalty.
    • When a car attempts to make a pass via a “slide job”, that driver is responsible for making sure they are 100% clear and the pass is made cleanly without sliding up into the other car, or without coming up in front of the other car at a significantly reduced speed that results in contact. However when a slide job pass is being made from behind, the driver getting passed should be willing to lift off the throttle if needed to ensure both cars avoid contact and without running over the passing car.
    • It is fully up to admin’s discretion to determine if contact was made in an aggressive manner, or if the contact was common racing contact.
  • 3.5.2 - Lapped Cars Etiquette
    • Lapped cars, and/or cars in the process of going a lap down, are NOT required to give up position in order to let the lead lap cars pass.
    • It is the faster car’s responsibility to facilitated a safe overtake, however it is strongly encouraged that cars being lapped give sufficient room to the leader if/when possible.

3.6 - Cautions/Incidents

  • All cautions and incidents will be reviewed after every race.
  • Not all cautions or incidents will result in a penalty if it is determined to be a common racing incident. This will be up to admin discretion.
  • Drivers are not to stop on track intentionally to bring out a caution.
  • 3.6.1 - Gentleman’s Rule
    • Drivers are strongly encouraged to claim fault for causing a caution during the race if they were the cause, which includes self spins/wrecks.
    • Claiming a caution is NOT required if the driver believes the caution was a common racing incident or if another driver was at fault.
    • If a driver would like to claim a caution, they should notify admin’s either via over the radio or through text chat if they are claiming a caution.
    • Drivers should claim the cautions prior to the two-to-green notification on restarts. If a caution is claimed after the one-to-green notification, or claimed after the race, drivers may still be subject to penalty. 
    • Unless it is painfully obvious that netcode was part of the reason for a wreck, drivers should not use netcode as an excuse for not claiming a caution.
    • 3.6.1.1 - Claimed Caution
      • By claiming a caution during the race, it allows a driver to continue racing with the possibility of gaining positions back, rather than receiving a post-race penalty.
      • If a driver claims fault for a caution, they will receive an End of Line (EOL) penalty on the following restart. If a driver claims more than one caution in race, they will receive further penalties outlined in Section 3.6.2 below regarding Repeat Cause of Caution.
      • In some cases, if a driver claims their caution, admins may not give out an EOL penalty if the driver is already at the back of the field, or if the driver is on pit road and may not resume the race.
    • 3.6.1.2 - Unclaimed Cautions
      • If a caution is unclaimed, admins will review the incident after the race to determine fault or if it was a common racing incident. 
      • If a driver does not claim a caution, and admins determine that the driver was at fault, they will be subject to penalty.
      • If a driver does not claim a caution, and admins determine that it was a common racing incident, no penalties will be given.
      • If a driver causes a caution, including via a self spin/wreck, and they disconnect from the server without claiming, they may be subject to penalty.
  • 3.6.2  - Repeat Cause of Caution
    • If a driver is responsible for causing multiple cautions and claims them during the race, the following in-race penalties will be issued:
      • 1st claimed caution - EOL
      • 2nd claimed caution - 1 lap penalty
      • 3rd claimed caution - Disqualification
    • Drivers that cause multiple cautions in a race, even if claimed, may be subject to further penalties. 
    • Drivers that cause multiple cautions in a race without claiming them, will be subject to a more severe penalty.
  • 3.6.3 - End of Race Caution
    • If a race ends under caution, or if an incident happens on the last lap, drivers are still encouraged to claim fault. Admins will review the incident, and may adjust the finishing order of the race if they determine that the iRacing scoring is incorrect.
    • Admins may choose to move drivers back in the finishing order if they were involved in the wreck, and may move drivers up in the order if they slowed or stopped to avoid the wreck safely.

3.7 - Retaliation/Intentional Wrecking + Contact

  • Any kind of retaliation or intentional wrecking, during the course of a race will not be tolerated.
    • This also includes any kind of retaliatory contact during the race, aka the “he hit me so I hit him back” rule. Contact is likely to happen during short track racing, and is often not done purposely, but returning the contact after the initial contact is made will be considered retaliation and will be subject to penalty.
  • Drivers are also not to make retaliatory or intentional contact with other cars during caution flag periods.
  • Any kind of retaliation or intentional wrecking/contact will result in severe penalties which may include suspensions or a ban from the league.

3.8 - ARCA Braking

  • What is ARCA Braking? ARCA Braking is failing to use your brakes, or braking extremely late, when there is a crash in front of you and you make additional contact with other cars that could have been avoided. If an avoidable crash happens in front of you and you fail to slow down properly or attempt to navigate through the wreck, causing additional damage to other cars, that is considered ARCA Braking.
  • Things happen quick in short track racing, but drivers need to be aware of what is going on in front of them, especially in the case of a crash.
  • Drivers should make every attempt possible to slow down and avoid the wreck at all costs, and should not try to navigate through the crash until cars have stopped wrecking and the track is clear and safe to continue.
  • Drivers that are found to ARCA Brake will be subject to penalty.
    • ARCA Braking is up to admin’s discretion, and admins will review the incident from the driver’s cockpit perspective to help determine if the incident could have been avoided.
  • In dirt races, we understand it can be more challenging to slow down or avoid a wreck when sliding, but drivers still need to be aware of what is in front of them and should make an attempt to slow down and avoid the wreck safely.

3.9 - Practice Penalties

  • As outlined in Section 2.1 of this rulebook, practice sessions should NOT be used to mess around, wreck others, or cause issues. If a driver continues to cause issues in practice, they may be subject to penalty.

3.10 - Post-Race Penalties

  • New as of the 2019/2020 Winter Season, all rules and procedures regarding contact with other cars, will be enforced for 1 full lap after the checkered flag.
  • This means that any Intentional Wrecking, Retaliation, ARCA Braking, etc. will be enforced after the checkered flag for 1 full lap. Anyone found to be in violation of any of our rules within the 1 lap cool down period will be subject to penalty.
  • Once the field receives the checkered flag, drivers should either drive back to pit road, or slow down to come to a stop in a safe area without causing damage to other vehicles. Drivers that come to a stop in an unsafe area, or spin/wreck after the checkered flag on purpose, and causes damage to other cars, may be subject to penalty.

3.11 - Black Flags

  • Black Flag penalties will not be cleared in any situation unless it is determined to be unwarranted.
  • Let an admin know as soon as possible if you received a black flag what the penalty was for, and the admin will assess the situation to see if it was unwarranted.
    • A couple examples of unwarranted black flags that may be cleared, include things such as spinning onto pit road (receiving a speeding penalty as a result), or for passing under yellow if a wrecked car doesn’t catch the field in time before pitting. Other situations may be deemed unwarranted by admins and will be cleared.
    • A couple examples of black flags that will NOT be cleared include speeding on pit road, entering/exiting closed pit roads, and passing the pace car. Other situations may be deemed warranted by admins and will not be cleared.
  • Follow all on-screen instructions during caution flag periods. If the iRacing system is telling you to let a car pass, including the pace car, it is your responsibility to follow those instructions. If a black flag is given because a driver did not follow their on-screen instructions, the penalty will not be cleared and the driver will have to serve their penalty.
  • If a driver asks for a black flag penalty to be cleared by admins, but it is determined to be for false reasoning, the driver will be subject to penalty.

3.12 - Free Pass / Wavearounds

  • 3.12.1 - Free Pass (“Lucky Dog”)
    • All Free Passes are handled by the iRacing service to let 1 driver get a lap back during each caution. iRacing’s system will determine the Free Pass driver.
    • If iRacing does not issue a Free Pass, we will NOT manually give out a Free Pass. 
    • Free Pass drivers will be intstructed to pass the field on the right side and all other drivers are required to move to the inside lane of the track to allow the Free Pass driver to get their lap back in a safe manner.
    • If drivers fail to move to the inside lane to allow the Free Pass driver to get by safely, they may be subject to penalty.
  • 3.12.2  - Wavearounds
    • During a caution, or during a pit stop cycle, it is common for cars at the back of the pack to get “trapped” and be lined up behind the pace car, but in front of the leaders. These cars will receive a wavearound to pass the pace car at the one-to-green notification, and will rejoin the tail of the field.
    • If a driver is in a position to get a wavearound, but is receiving an EOL penalty (for example from claiming a caution), they should notify admins so they can get the wavearound prior to the EOL so they don’t lose a lap in the process.

3.13 - Pit Road Etiquette

  • Pit Road is to be used properly at all times. There should be no cutting through pit stalls or grass areas to gain an advantage on pit road. If a driver is found to be gaining an advantage for not using pit road properly, they could be subject to a penalty.

3.14 - Tire Limits

  • In most asphalt races (unless specified otherwise), drivers will NOT be allowed to pit for any tires during the course of the race. This includes any Heat Race or LCQ sessions.
  • If a driver is found to take extra tires during the course of the race in the post-race review, they will be subject to penalty, which includes a last place finish and possible points.
  • If a driver accidentally takes tires during the race, and notifies an admin of the mistake, they will be issued a black flag penalty in-race that will need to be served during green flag conditions. For tracks that are 3/4-mile or less, a 30 second green flag penalty will be issued, and at tracks larger than 3/4-mile (Richmond included), a 1 minute green flag penalty will be issued.
  • ONLY in specially marked races, drivers will be allowed ONE EXTRA SET of tires. A set of tires is specified as 2 left side tires, and 2 right side tires. Drivers do not have to take a full set when pitting and may pit for just one side of tires at a time, but may only take tires once per side of the car. 

SECTION 4 - PENALTIES

4.1 - Probation

  • New drivers are automatically placed on probation when joining the league, outlined in Section 1.4 of this rulebook.
  • Drivers that receive a P2 Penalty during the course of the season, or from the previous season, will also be placed on probation.
  • Drivers that are on probation will have less tolerance regarding penalties, and will be more likely to get a more severe penalty if they continue to earn additional penalties.

4.2 - Penalty Box

  • All penalties and offenses that drivers receive during the course of the season will be outlined on the Penalty Box page of our website.
  • Penalties will be list the driver’s name, which race the penalty occurred in, the level of penalty, and a full description of the offense with the specific rule that was broken.

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4.3 - Penalty System

  • Our penalty system outlines the penalties that will be handed out into five different categories.
  • The categories include D1 Penalties, Warnings, P1 Penalties, P2 Penalties, and P3 Penalties.
  • The Penalty System is designed to outline penalties clearly to all drivers, and is also designed to further penalize repeat offenders.

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4.4 - Penalties

  • The list of most common penalties handed out are listed below, with the section of the rulebook that applies the most: Aggressive Driving - Section 3.5
    • ARCA Braking - Section 3.8
    • Black Flag Violation - Section 3.11
    • Car Control Violation - Section 3.4
    • Contact Under Caution - Section 3.7
    • Intentional Wrecking/Retaliation - Section 3.7
    • Intentional/Retaliatory Contact - Section 3.7
    • Negative Radio Chatter - Section 3.1
    • Pit Lane Violation - Section 3.13
    • Repeat Cause of Caution - Section 3.6.2
    • Restart Violation - Section 3.3
    • Tire Limit Violation - Section 3.14
    • Unclaimed Caution - Section 3.6
  • Admins may hand out penalties for any other offenses at their discretion.

4.5 - Super Series Damage Points (previously referred to as Penalty Points)

  • In our Super Series division only, we have a Damage Point system in place (kept separately from any championship points) in effort to further encourage clean racing in our top division.
  • Damage Points will be assigned for such things as causing cautions, causing wrecks (with no caution), aggressive driving, and self spins.
  • After a driver receives a certain amount of Damage Points, they will receive an automatic race suspension.
    • 4 Damage Points - Unclaimed Caution/Wreck - This includes causing a caution and not claiming it, or causing a wreck that doesn’t bring out a caution (drivers should also claim fault for incidents that don’t bring out a caution to lower Damage Points).
    • 3 Damage Points - Aggressive Driving - This includes bumping or door slamming people to complete a pass, and in some cases other aggressive contact such as pinching, chopping, etc. (outlined in Section 3.5)
    • 2 Damage Points - Claimed Caution/Wreck - This includes any claimed cautions or wrecks (even if it doesn’t bring out a caution). By claiming cautions (outlined in Section 3.6.1), Damage Points will reduced by half (2 points instead of 4).
    • 1 Damage Point - Self Spin Cautions - This any cautions caused by a driver self spinning or self wrecking.
  • In addition to the points above, there are also point multipliers that will increase the points given in certain scenarios.
    • 1.5x multiplier - If the caution/wreck/contact happens within 5 laps of a start or restart.
    • 1.5x multiplier - If the caution/wreck/contact happens within the final 10 laps of a race, including any Green/White/Checker finishes.
    • 2x multiplier - If the caution/wreck/contact happens both within 5 laps of a restart AND within the final 10 laps of a race, including any Green/White/Checker finishes.
  • Once a driver reaches 9 Damage Points for the season, they will receive an automatic 1 race suspension. After the suspension, a driver’s Damage Points will reset down to 4 Points and if a driver reaches 9 Damage Points again during the season, a longer suspension or demotion will be applied.
  • Drivers can reduce their Damage Points by 1 point by having a clean race, which in this system is defined by not receiving any Damage Points.
  • We will still review all incidents and cautions, and will maintain our normal Penalty System in conjunction with these Damage Points, so further penalties may apply beyond just receiving Damage Points.
  • A full breakdown of Damage Points and descriptions of each infraction will be sent out only to Super Series drivers from the iRacing League Page via PM.