SARA Rulebook

The official rules, guidelines, and procedures for SARA.

The Sim Auto Racing Association’s Rulebook is attached below. All of our races will follow this rulebook.
Items highlighted in orange are new for the 2017 Fall Season.
Items highlighted in blue are 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.

1.1 – League Info:

League: Sim Auto Racing Association (SARA)
Website: http://www.racesara.com
Social Media: Facebook Twitter
SARA Email Address: sarasimracing@gmail.com  –  Use this email as primary means of contact, and/or our Facebook page, before contacting admins directly. We are active on the league email and FB page.
Head Admin/Race Director: Matt Rolfe – matt@racesara.com

1.2 – Divisions:

DonutsDesigns.com Open Wheel Series – Dirt 360 Non-Wing Sprints and UMP Modifieds
Monday Nights
9:30 PM Practice Session Opens
9:45 PM Hot Laps, Heat Races, C-Main, B-Main (see section 4 for more details on dirt formats)
As soon as the qualifying session is complete, the feature/A-Main session will be up approximately 5 minutes following.
Warmup (10 minutes)
Feature Race
Varying Race Lengths
NO Fast Resets
OPEN Setups
Yellows ON
SINGLE file restarts
Lapped cars at rear
One Drop Race per car

Callaway Investments / Midwest Powersource Sportsman Series – Asphalt Street Stocks and Late Models
Tuesday Nights
9:30 PM Practice Session Opens
9:45 PM Heat Races, C-Main, B-Main (see section 4 for more details on dirt formats)
As soon as the qualifying session is complete, the feature/A-Main session will be up approximately 5 minutes following.
Warmup (10 minutes)
Feature Race
Varying Race Lengths
NO Fast Resets
OPEN Setups
Yellows ON
DOUBLE file restarts
Lapped cars at rear
One Drop Race per car

Late Model Series – Dirt Super Late Models
Wednesday Nights
9:30 PM Practice Session Opens
9:45 PM Hot Laps, Heat Races, C-Main, B-Main (see section 4 for more details on dirt formats)
As soon as the qualifying session is complete, the feature/A-Main session will be up approximately 5 minutes following
Warmup (10 minutes)
Feature Race
Varying Race Lengths
NO Fast Resets
OPEN Setups
Yellows ON
SINGLE file restarts
Lapped cars at rear
Two Drop Races

TUNDRA Super Sim Series – Asphalt Super Late Models
Thursday Nights
9:30 PM Practice Session Opens
9:45 PM Time Trials
9:55 PM Race Session Opens
*Race session times are approximate, and may begin a couple minutes ahead of or behind schedule.
9:55 PM Warmup (15 minutes)
10:10 PM Feature Race
Varying Race Lengths
NO Fast Resets
OPEN Setups
Yellows ON
Double file restarts
Lapped cars at rear
Lucky Dog enabled, controlled by iRacing
Two Drop Races

1.3 – New Drivers

ALL NEW REGISTERED DRIVERS will be automatically placed on probation for 3 weeks when accepted into the league. While on probation, new drivers will be monitored based on performance and clean driving, 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.

1.4 – 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). Any driver finishing worse than 30th will receive 50 points regardless of position.
100 – 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 – DNQ/Show Up Points

1.5 – Bonus Points

All divisions will award bonus points for the following:

Race Bonus Points:
+2 points – Clean Race Bonus (0 INC – Must run 75% of laps)
+2 points – Lead a Lap Bonus
+2 points – Most Positions Gained Bonus
– Multiple drivers can receive this if there is a tie
– Driver must have a valid qualifying time in time trials, or attempt to compete in a heat race
– Driver cannot receive this bonus if they are included in the race invert or handicap (pole shuffle)

Time Trial Bonus Points:
+3 points – Pole

+2 points – 2nd
+1 points – 3rd

Heat Race Bonus Points:
+2 points – Heat Win
+1 points – Heat 2nd

1.6 – Penalty Points

– Drivers who receive more than 15 INC points during the course of a race, will have their race reviewed and may be assessed a 5 point penalty. It will be up to the Admins discretion to whether the driver will have to keep their 5 point penalty due to aggressive driving or other avoidable contact, or whether the driver’s penalty will be nullified due to incidents that may have been out of a drivers hands (such as netcode contact, getting hit while stopped for a wreck, etc.). This will be reviewed on a case-by-case basis.
– Additional points may be penalized if a driver is found in violation of other rules (see section 5 of this rulebook).

1.7 – DNQ/Show Up 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 the race but does not show up for the race, will receive 50 points.
– Any driver that joins a session, but does not attempt a qualifying lap or participate in a heat race, will NOT receive any points.

1.8 – Drop Weeks

1.8.1 – Dirt Late Model Series & Super Sim Series

– In each division, TWO drop weeks are calculated into the final points tally for the season. We allow drop weeks because we know some people can not race every single week (for many possible reasons).
– For the 2017 Fall Season, the drop races will be calculated into the points during the course of the season.
– BOTH drop races will be taken out during the off-week following the Fall Brawl Spectacular, and prior to Week 8 of the season.
– Drop races do not get locked in. Races can still be dropped throughout the final race of the season.
– By factoring in the drop races before the end of the season, drivers will have a better understanding of where they are in the points heading into the final races.

1.8.2 – Dirt Open Wheel Series and Sportsman Series

– Due to both of these divisions running two cars as a part of it’s series, the following system will be used for Drop Races
– In the Open Wheel Series, both the 360 Non-Wing Sprint, and the UMP Modified, will allow ONE drop race during the season.
– In the Open Wheel Series, the combined points championship will use the points total from both individual cars, using ONE drop race per car.
– In the Sportsman Series, both the Street Stock, and the Late Model, will allow ONE drop race during the season.
– In the Sportsman Series, the combined points championship will use the points total from both individual cars, using ONE drop race per car.
– Drop races will be take out during the off-week following the Fall Brawl Spectacular, and prior to Week 8 of the season.
– Drop races do not get locked in. Races can still be dropped throughout the final race of the season.
– By factoring in the drop races before the end of the season, drivers will have a better understanding of where they are in the points heading into the final races.

1.9 – Championship Tie-Breaker

– In the event of a tie at the top of the points standings, the driver that won the most races during the course of the season in that division, will earn the tie-breaker.
– In the event that the drivers had the same amount of wins and the points are still tied, the highest finishing driver in the final race of the season, will earn the tie-breaker

1.10 – Triple Crown Points

– For the 2017 Fall Season, the Dirt Late Model Series and the Super Sim Series will both be running a Triple Crown Series during the race season. Three races have been marked as Triple Crown events and will feature a separate points standings.
– Triple Crown points will be awarded as 1 point for 1st, 2 points for 2nd, etc.
– The lowest combined score in the Triple Crown points will be the Triple Crown champion.
– Tiebreaker goes to the driver that had the better finish in the final Triple Crown race.

1.11 – Rookie Points / Eligibility

– For the 2017 Fall Season, we will officially keep track of Rookie Points for the 360 Non-Wing Sprints, Street Stocks, Late Models, and Super Late Models.
– To be eligible for Rookie Points in a division, a driver may not have any more than 5 starts in a division, or any more than 5 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 based 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 the Rookie of the Season honors.

The following procedures are in place for all of our ASPHALT divisions/races.

2.1 – Practice

– The Super Sim Series, and Sportsman Series will each have a 15 minute opening practice session. For the Super Sim Series, an additional 15 minutes of practice will be available for after time trials and prior to the feature event, while for the Sportsman Series, an additional 10 minutes of practice will be available.
– Practice Sessions will begin at (low usage) 16%  rubber on the track.
– Practice sessions are to be used for what they are meant for, practice. Use the time to work on setups, practicing racing around others, check tire wear, etc.
– Practice sessions are NOT to be used to play games and mess around. We expect all of our drivers to act professional and take all of our race sessions seriously. Drivers that are found to be using the practice session unprofessionally, may be booted from the session without warning.

2.2 – Qualifying

2.2.1 – Super Sim Series – TIME TRIALS

– After practice, all divisions will run a 2 Lap Standard Qualifying session.
– 2 Lap Standard Qualifying will last for 5 minutes. At any point during the 5 minutes drivers may take their car out on the track where they will receive the green flag on their first lap by the start finish line, and will then run two laps to try and get their fastest lap. The faster time from the two laps will be scored as the drivers lap time.
– If a driver makes contact with a wall, spins out, cuts the course, or receives any other INC points, that lap will be nullified and will not count. iRacing determines this and we can not count the lap if iRacing doesn’t count the lap. Connection issues can also void qualifying laps.
– In some special events, there may not be any time trials before a race (such as the second race of a double feature for example). Officials will notify drivers of these prior to these races.
– In some special events, time trials might be run as an open qualifying session with only one car allowed on track at a time. Officials will notify drivers of this format prior to these races.

2.2.2 – Sportsman Series – HEAT RACING

– For the 2017 Fall Season, the Sportsman Series will use the same format as our dirt divisions, which is outlined in Section 3 of this rulebook.
– The only exceptions to the Heat Race format being used, includes the capped car count (see Section 2.3 below), and there will be no “Hot Laps”.

2.3 – Capped Car Count

– 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, a total of 25 cars will advance to the Feature based on Time Trial lap times or Heat Races/B-Main, while the final 5 spots will be given out as provisionals (see section 2.6).

2.4 – Invert / Handicap

2.4.1 – Super Sim Series – INVERT

– Following Time Trials, the top ten cars from qualifying will see a random invert between 6 to 10 cars. This invert will set the lineup for the feature race.
– In some races, there may not be an invert. Officials will notify drivers of these prior to these races.

2.4.2 – Sportsman Series – HANDICAP

– The Sportsman Series will use a Handicap system to set the grid for the front of the field, which is outlined in Section 3.7 of this rulebook.

2.5 – Winner’s Handicap (Super Sim Series only)

– Starting in Week 2, winners of the previous week’s races will be required to start 10th for the next race in the division, regardless of the invert.
– If the previous week’s winner qualifies worse than 10th, they will start where they qualified.

2.6 – Provisional Starting Spots

– In races where more than 30 cars show up to attempt to qualify, only a maximum of 30 cars will be allowed to start the race.
– 25 cars will make the field based on lap times from Time Trials (or the Heat Race format for the Sportsman Series) while the final 5 spots in the field will be given out as provisionals.

New for the 2017 Fall Season, a MAXIMUM of 5 provisionals will be given out to fill out the 30 car field. Provisionals will be given out based on the following requirements: 
– A MAXIMUM of 2 provisionals will be awarded to drivers based on points, given that a driver is top 15 in the standings. For the first two weeks of the season, these points provisionals will be awarded based on 2017 Summer Season final standings. Starting in Week 3, these points provisionals will be awarded based on the current points standings. If there are more than two drivers that meets this requirement, the two highest drivers in points will receive the provisionals.
– A MAXIMUM of three provisionals will be award to drivers based on being a “division regular”, given that a driver has attempted to run a majority of races during the past two seasons. The order in which these provisionals will be given out, will be posted on the division pages.
– ALL drivers that receive provisionals, either via points or from being a regular, will only be allowed to receive a provisional a MAXIMUM of TWO times during the season per division.
– In the event that less than 5 provisionals are needed via the requirements above, we will revert back to lap times to fill out the 30-car field.

2.7 – Race/Feature

– Once drivers join the second session each night, they will be given an additional 15 minutes of practice before advancing to the feature event.
– Race Sessions will begin at (moderately low usage) 30% rubber on the track.
– 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 50 laps in our Street Stock division, and up to 200 laps in our Super Late Model division. 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 4.

2.8 – Track Conditions

With the addition of the NSM, we have the ability to control the starting track state of rubber build up. For the 2017 Summer Season:
– Each practice session will start with 16% rubber on the track.
– Each race session will start with 30% rubber on the track.
– During the sessions, track conditions will carry over from practice to time trials, and from warmup to the feature event.
– In some cases, officials may set the Time Trial rubber percentage at 25% rather than carrying over the track conditions. This will occur in some races where officials expect large car counts, and may have to set up multiple practice/time trials sessions. This procedure will be in order to make it fair for both sessions to qualify with the exact same conditions. Officials will notify drivers of this prior to these races

2.9 – Marbles

– In all sessions, marbles will NOT be cleaned off the track, either in between sessions or during cautions.

2.10 – Weather

– With the NSM, weather can effect the track conditions, so in effort to make the races more dynamic, we will adjust the weather for each race, but the weather will remain static throughout each event.
– Weather for the practice session, will remain the same for the race session.
– Each week, a weather “forecast” will be announced both on the website, and in our email blasts, and our weather for the week will fall within the range given. (For example, we may write the temperature will be “75-80 degrees” and we will set the temp to fall within that range at 79 degrees).

2.11 – Time Of Day (TOD) Settings

– With the new Time Of Day settings that iRacing released in a recent build, we now have more flexibility in setting up our sessions.
– Morning, Afternoon, Late Afternoon, and Night sessions are now available.
– We will utilize Afternoon, Late Afternoon, and Night TOD settings for our races. We will NOT use the Morning TOD setting for any races.
– TOD for each race will be listed on the division schedules, as well as sent out in the email blasts.
– The TOD setting will be the same in both sessions. For example, in any race listed as an Afternoon race, will also have Afternoon practice/qualifying.

The following procedures are in place for all of our DIRT divisions/races.

3.1 – Practice

– The Open Wheel Series, and Late Model Series will each have a 15 minute opening practice session. An additional 10 minutes of warmup will be available prior to the feature event.
– Practice Sessions will begin at a 5% track state.
– Practice sessions are to be used for what they are meant for, practice. Use the time to work on setups, practicing racing around others, adjusting to track conditions, etc.
– Practice sessions are NOT to be used to play games and mess around. We expect all of our drivers to act professional and take all of our race sessions seriously. Drivers that are found to be using the practice session unprofessionally, may be booted from the session without warning.

3.2 – Capped Car Count

– In ALL dirt races, car counts will be capped at a MAXIMUM of 24 cars. A total of 22 cars will advance to the Feature/A-Main from the heat races and B/C-Mains, while the final two spots will be given out as provisionals (see section 3.8).

3.3 – Random Heat Lineups / “Pill Draw”

– Once practice is complete, the session will advance to an open qualifying session where drivers will be required to stay in the pits.
– Admins will take all drivers in attendance and randomize the entire list of drivers to determine the heat race lineups, and will then type out the lineups into the iRacing chat for all drivers to see.
– The randomizing of the drivers is done by a google sheets document to ensure that it is 100% completely random.

3.4 – Late Entries

– Once the Heat Race lineups are set and the qualifying session begins, any late drivers will be placed at the back of one of the remaining Heat Races.
– Once the final Heat Race begins, any late drivers will be placed at the back of the C-Main or B-Main (depending on car counts). If no C-Main or B-Main is needed, late drivers may be added to the back of the feature grid if there are positions available.
– Once the C-Main or B-Main begins, any late drivers will NOT be allowed to race.

3.5 – Heat Races and Hot Laps

– The qualifying session that Heat Races will take place in will start at a 20% starting track state.
– The number of Heat Races for each event is dependent on car counts for each event. With 24 or less cars there will be TWO Heat Races. With 25-30 cars there will be THREE Heat Races. With 31-40 cars there will be FOUR Heat Races. With 41+ cars there will be FIVE Heat Races.
– After the Random Heat Lineups are determined and posted into the iRacing chat, Admins will begin the Heat Race format for the night.
– Heat Race 1 will be called out onto the track in the order of their lineup, and once the lineup is correct, drivers will directed by Admins to take TWO hot laps around the track. Once the two hot laps are complete, drivers will be asked to slow back down to pace speed, and begin to line up double file for the Heat Race.
– If a driver is forced to reset their car during hot laps, they may have to forfeit their starting position for the Heat Race. As long as a driver can get into their designated spot quickly when lining up for the Heat Race, drivers will be able to keep their spot, but if Admins have to wait too long for a driver to reset then that driver will be asked to start at the back of their Heat Race.
– Once Heat Race 1 is lined up and ready to go, the field will pace for about a lap and will take the green out of turn four to begin the Heat Race.
– All laps will be counted in the iRacing chat by Admins
– Each Heat Race will have a MAXIMUM of 1 caution if there is a multi-car incident. This will be up to Admins’ discretion, and will call out a caution vocally over the RaceControl radio. After the first caution, no additional cautions will be called and drivers will have to race it out to the finish.
– At the conclusion of each Heat Race, drivers are to drive back around to pit road to reset their cars, and the following Heat Race must wait on pit road until Admins call them out onto the track for their race.
– This format will repeat for the remainder of the Heat Races.

3.6 – C-Main and B-Main

– The C-Main and B-Main will take place in the same session as Heat Races, so the track conditions will be carried over from the Heats.
– If 25 or more cars attempt to qualify for a race, a B-Main race will be required to set the field. If 31 or more cars attempt to qualify for a race, a C-Main and B-Main race will be required to set the field.
– The lineups for the C-Main and B-Main will be set based on finishing positions of the Heat Races – The full breakdown of these lineups can be seen on each dirt division page.
– The format for the C-Main and B-Main will be completed the exact same way as Heat Races, with drivers getting two hot laps to check track conditions, and then will line it up for their race to battle it out for transfer spots.
– The C-Main and B-Main will also only allow just 1 caution flag per race, and any additional incidents after that will not warrant a caution flag.

3.7 – Pole Shuffle – Handicap System

– Once Heat Races are complete, the top transfers from each Heat Race will be placed into the Pole Shuffle.
– New for the 2017 Fall Season, the Pole Shuffle will be determined by a Handicap that is based on drivers average points per race. Drivers with a higher number of points per race, will start further back, while a lower number of points per race will start closer to the front of the field. (For example, Driver A with 96 points per race will be handicapped to start further back than Driver B who has 84 points per race).
– Drivers that do not have a Handicap entering the night, and make it into the Pole Shuffle, will start behind all other cars with a handicap (for example, a driver making his first start of the season will start behind all other cars in the Pole Shuffle who have made previous starts in the season).
– Drivers that miss two consecutive races entering the night, and make it into the Pole Shuffle, will start behind all other cars with a handicap (for example, a driver races in Week 1 but doesn’t race again until Week 9, that driver will start behind all other cars in the Pole Shuffle who have made consecutive starts leading into that race).
– Drivers that attempt to qualify for a race but don’t race the feature, will not have their points added to their handicap.
– For two Heat Races, the top four finishers in each Heat will be placed into the Pole Shuffle. For three Heat Races, the top three finishers in each Heat will be placed into the Pole Shuffle. For four or more Heat Races, the top two finishers in each Heat will be placed into the Pole Shuffle.

3.8 – Provisional Starting Spots

– With car counts being limited to a total of 22 cars transferring from the Heats/C-Main/B-Main, we will award provisional starting spots to a MAXIMUM of 2 drivers who fail to qualify into one of the transfer spots.
– For the first two weeks, last season’s points will be used for the 360 Non-Wing Sprint and the Dirt Late Model. For the UMP Modified, an additional two cars will transfer out of the B-Main to make the A-Main to fill the final two spots.
– Starting in Week 3, the final two spots will be given to the top two drivers in points that need a provisional.
– In the event that there are less than 2 drivers that need provisionals on points, we will revert back to the B-Main finishing order to fill out the remainder of the 24 cars.

3.9 – Race/Feature

– Once drivers join the second session each night, they will be given an additional 10 minutes of warmup before advancing to the feature event.
– Race Sessions will begin at a random starting tract state % between 20-50%. This value will be decided at the time the session is being set up.
– 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 for the Sprint car division, and up to 125 laps in the Super Late Model division. All rules that will be followed in our races, are outlined in Section 4.

3.10 – Track Conditions

We have the ability to control the starting track state for the dirt conditions. For the 2017 Summer Season:
– Each opening practice session will start with a 5% starting track state.
– Each qualifying session in which the Heat Races/C-Main/B-Main will take place in, will start with a 20% starting track state.

– Each race session will start with a random number between 20-50% for the starting track state.
– During the race session, track conditions will carry over from the warmup to the A-Main.

3.11 – Weather

– Weather can effect the track conditions, so in effort to make the races more dynamic, we will adjust the weather for each race, but the weather will remain static throughout each event.
– Weather for the practice session, will remain the same for the race session.
– Each week, a weather “forecast” will be announced both on the website, and in our email blasts, and our weather for the week will fall within the range given. (For example, we may write the temperature will be “75-80 degrees” and we will set the temp to fall within that range at 79 degrees).

3.12 – Time Of Day (TOD) Settings

– We will utilize Afternoon, Late Afternoon, and Night TOD settings for our races. We will NOT use the Morning TOD setting for any races.
– TOD for each race will be listed on the division schedules, as well as sent out in the email blasts.
– The TOD setting will be the same in both sessions. For example, in any race listed as an Afternoon race, will also have Afternoon practice/qualifying.

4.1 – Weather

– A weather forecast for each race will be posted on the website prior to race week.
– The weather for the sessions will fall within a given range from that forecast which will be decided once setting up the opening practice session. For example, if a range of 65-69 degrees is forecasted, we may set up the session for 68 degrees to fall within that range.
– The weather will remain the same for all sessions each night.

4.2 – Radio Chatter

– Keep general chatter to a minimum during green flag racing unless it’s a racing discussion (let a car pass, call out cautions, etc.)
– During yellow flags talking is allowed, until we get ready to go back to green flag racing, but please keep it to a minimum to allow drivers to ask for admin help if needed.
– Any negative radio chatter will not be tolerated. While we understand incidents happen during the course of a race and frustration levels will rise, drivers are not to get on the radio and 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. Or if you would like the admins to review something, ask them to take a look at it before jumping to conclusions. First offense will result in a warning, second offense will result in an in-race penalty and/or muting your radio privileges. Any further offenses will result in an ejection from the race, and will be subject to further suspension/banning from the league. Severity of the penalty is fully up to admins discretion.
– We do have a teamspeak channel available. Drivers/Teams can request to add a private channel on our teamspeak.
– 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.

4.3 – Connection Issues

– If a driver has connection issues and continuously blinks, admins may ask the driver to resolve the issue or they will be forced to park.
– We will notify a driver if their car appears to blink, and if the blinking becomes and issue and puts other drivers in danger we will ask that driver to remove themselves from the track.

4.4 – Starting Procedure – Starts & Restarts

4.4.1 – ASPHALT Start/Restart Etiquette
– Double file starts and restarts
– Leader does NOT have lane choice and must start from the bottom groove on all starts.
– Leader controls the start, and may choose to accelerate at any time after the pace car gets ALL FOUR of it’s tires off the racing surface.
-Once the pace car is off, the leader may go at any time.
-If the green flag is given before the leader takes the start, then that will serve as the green flag and the rest of 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 until crossing the start/finish line. 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. If the leader changes lane in a dangerous way and puts other cars into a bad spot, they may be subject to a penalty.
-Drivers that are not on the front row, may not jump the starts in any way and must stay in line behind the car in front of them until crossing the start/finish line.
-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.

4.4.2 – DIRT Start/Restart Etiquette
– Double file start and SINGLE FILE RESTARTS

– Leader does NOT have lane choice and must start from the bottom groove on the opening start.
– On single file restarts, the leader will be able to run the line that they choose for the restart, and the field will have to fall in line directly behind them.
– Leader controls the start, and may choose to accelerate at any time after the pace car gets ALL FOUR of it’s tires off the racing surface.
-Once the pace car is off, the leader may go at any time.
-If the green flag is given before the leader takes the start, then that will serve as the green flag and the rest of 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).
– On single file restarts, drivers must stay in line directly behind the car in front of them, no staggering lanes on the restarts.
– Drivers that are not on the front row, may not jump the starts in any way and must stay in line behind the car in front of them until crossing the start/finish line. Trying to gain an advantage on restarts before the start/finish line may be subject to a penalty. We are using single file restarts for a reason…if we wanted side-by-side restarts, we’d go with double file….
– Drivers must hold the line that they are in until crossing the start/finish line. 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. If the leader changes lane in a dangerous way and puts other cars into a bad spot, they may be subject to a penalty.
-Any braking, speeding up and slowing down, or “jackrabbiting” before taking off for the green flag, may result in penalty.

4.5 – Cautions and Incidents

4.5.1 Cautions
– Admins will review every caution after the race
– (*When available…) Live admins will black flag any driver to be found at fault for the incident.
– Not all cautions will results in a penalty if it is determined that it was a common racing incident. This will be up to the admins’ discretion.
– Drivers are not to stop on track to intentionally bring out a caution.

4.5.1.1 – Final Caution Review
 If a race ends under caution, Admins will review the caution and may adjust the finishing order of the race if they feel necessary. Admins may 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 on track to avoid the wreck.

4.5.1.2 – Gentleman’s Rule
– Drivers are encouraged to claim fault for a caution during the race if they were the cause. By claiming a caution in the race, drivers will receive an EOL penalty, but by doing so will be able to potentially race their way back towards the front rather than serving a post-race penalty if they were found at fault. We encourage all drivers to own up for any incidents they cause, including self spins.
– Driver’s are NOT required to claim a caution during the race, and admins will still review all cautions after the race is finished. However if a driver is found to be at fault for an unclaimed caution, they may be subject to penalty.
– If a driver does not claim a caution, and admins determine that it was a racing deal incident, no penalties will be given.
– If a driver does not claim a caution, and admins determine that a driver was definitely at fault, they will be subject to receiving a (up to admins discretion).
– Driver’s should claim their cautions prior to the two-to-go signal on restarts. Any cautions claimed after the one to go signal, or claimed after the race, drivers may still be subject to receiving an EOL penalty after the race.

4.5.2 – 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. If an avoidable crash happens in front of you and you fail to slow down or try to navigate though the wreck, and cause additional damage to other cars by driving into the wreck, that is 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 wreck until cars have stopped wrecking and the track is clear. Drivers that are found to “ARCA brake”, or brake late into a crash and involve others, will be subject to possible penalty.
– On dirt, we understand it will be more challenging to slow down for a wreck. Drivers still need to be aware of what is in front of them and should make an attempt to slow down and either stop for the wreck, or avoid the wreck safely.

4.5.3 – Retaliation and Intentional Wrecking
– Any kind of intentional wrecking and/or retaliation during the course of a race will not be tolerated and may result in an ejection and/or will be subject to further penalty. Drivers are also not to make retaliatory/intentional contact with others during caution flag periods. It is up to SARA admins and officials to determine the severity of the penalty, which could result in any or all of the following: Warning, Last Place Points, Strong points penalty, Ejection from the race, Probation, League suspension/ban.

4.6 – Car Control and Passing

4.6.1 – 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 at any 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. Admins will review these on a case-by-case basis.
– If a driver spins or crashes, it is their responsibility to return onto the track in the correct direction in a safe manner, without causing additional damage to other competitors. Drivers who turn their cars around on track and make contact with either oncoming cars, or cars who stopped to avoid the wreck, may be subject to penalty. Drivers who attempt to turn their cars around in front of oncoming traffic and force that traffic to wreck, despite not making direct contact with them, may be subject to penalty. Drivers who continue to make contact with another car as a part of a 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.

4.6.2 – Passing Etiquette
– When facilitating a pass, it is the responsibility of the car attempting the pass to facilitate a safe and clean overtake.

-Drivers are not to use their front bumpers excessively to execute a pass.
– We understand that it is short track racing and bumping happens, but drivers are not to move people out of the way to make passes, whether it’s via bumper-to-bumper contact, or by door slamming the other car.
– If it is found that a driver continuously uses their front bumper to make passes, they will be subject to penalty.
– When a car is attempting to pass from behind, drivers are not to block or aggressively alter their race line to prevent the car from getting by. Protecting your line is a part of racing, but blocking is strongly discouraged…there is a difference.
– On dirt, when a car attempts to make 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 side of the other driver. However, the lead car should also be aware when a slide job is being made on them, and be willing to lift off of the throttle IF needed to ensure both cars make it out cleanly without running over the passing car.

4.6.3 – 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 cars by.
– It is the faster cars responsibility to facilitate a safe overtake. However, it is STRONGLY ENCOURAGED that cars being lapped do give sufficient room to the leaders when possible.

4.7 – 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 receive a black flag, and the admin will review the situation to see if it was unwarranted.
-Follow all on screen instructions during cautions. If the iRacing system is telling you to wait for a car to pass you, or for you to pass or stay behind another car, you must follow those instructions that are given. If a black flag is given because a driver did not follow their on-screen instructions the drivers will have to serve their penalty.
– If admins clear a drivers black flag during the race, but it is found after the race that the driver asked for it to be cleared for a false reasoning, the driver could be subject to a larger penalty.

4.8 – Lucky Dog (asphalt)

– All Lucky Dogs are handled by the iRacing service. iRacing’s system will determine who the lucky dog will be given to. If no lucky dog is issued by iRacing, we will not give out any other lucky dogs. Lucky Dog drivers will be instructed to pass the field on the high line and all other drivers are required to move to the inside lane of the track to allow the Lucky Dog driver to get his lap back in a safe manner.
– If any drivers fail to move to the bottom of the track to let the Lucky Dog by, they may be subject to a penalty.

4.9 – 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.

4.10 – 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.
– 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, but may only take a side of tires once per side.
– If a driver is found to take extra tires during the course of the race, or in post race review, they will be subject to a penalty. If a driver calls out that they have mistakenly taken tires during the race, they can serve a 30 second penalty in-race and must serve it under green flag conditions. If a driver is found to have taken tires in post-race, the penalty will be an EOL in the results, and may go up to a larger penalty if the driver takes extra tires multiple times. Any laps led bonus points will also be taken away.

Penalties will be given out to any driver that is deemed to be at fault for a caution, or for any other offense that happens during the race. The following will be a guideline for our penalty system. However it is fully up to SARA admins and officials discretion in handing out penalties. At any time, an admin may advance a penalty past any of the following stages.

League officials have the right to remove drivers from the league at any point without notice. Officials may also remove any inactive drivers at the conclusion of each season.

5.1 – New Penalty System

– In effort to make our penalties clearer, we’ve come up with a new Penalty System. This system will break down penalties into four categories, including Warnings, P1 Penalties, P2 Penalties, and P3 Penalties, and will also outline a system where repeat offenders will advance to a higher penalty. By outlining this system for our drivers, the rules and penalties should become more clear to everyone.
– The following offenses, or any other offense that admins deem to be an issue, could lead to penalties:

– Aggressive Driving
– Negative Radio Chatter
– Contact Under Caution
– Car Control Violation
– Restart Violation
– Lane Change Violation
– ARCA Braking
– Cause of Caution/Incident
– Repeat Cause of Caution
– Tire Limit Violation
– Blocking
– Intentional Wrecking
– Retaliation

CLICK HERE TO VIEW THE NEW PENALTY SYSTEM

5.2 – Gentleman’s Rule Penalties

Gentleman’s Rule – Drivers are encouraged to claim fault for a caution during the race if they were the cause. By claiming a caution in the race, drivers will receive an EOL penalty, but by doing so will be able to potentially race their way back towards the front rather than serving a post-race penalty if they were found at fault. We encourage all drivers to own up for any incidents they cause, including self spins.

5.2.1 – In-Race Penalties (Claimed Caution)
– Driver’s who claim their caution via the Gentleman’s Rule, will be given an EOL penalty on the ensuing restart.
– 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.

5.2.2 – Post-Race Penalties (Un-claimed Caution)
– Claiming a caution via the Gentleman’s Rule is NOT required, and admins will still review all cautions after the race is completed.
– If a caution is unclaimed and the incident was deemed to be a common racing incident, no penalties will be given.
– If a caution is unclaimed, but a driver was deemed to be at fault for the incident, the driver will receive one of the following penalties:

5.2.2.1 – EOL on Lead Lap
– Drivers that are found to be at fault for an unclaimed caution, and that finish on the lead lap of the race, will be given an EOL penalty and dropped to the last finishing position on the lead lap.

5.2.2.2 – Positions Docked
– Drivers that are found to be at fault for an unclaimed caution, and that finish at least one lap down in the race, will be docked at least 5 finishing positions in the final results.
– If there are more than 5 drivers on the same lap that are all laps down, the Driver at fault will be dropped to the last car on that lap in the final results.
– If there are less than 5 drivers on the same lap that are all laps down, the Driver at fault will be docked 5 finishing positions in the final results.

5.2.2.3 – EOL in Results
– Drivers that are found to be at fault for multiple unclaimed cautions, will be dropped down to a last place finish in the results. This penalty may be combined with “Repeat Cause of Caution” mentioned below, but this will be up to admins discretion.
– Admins have full discretion in all cautions to penalize drivers to this stage, rather than either penalty listed above.

– If a driver is penalized for multiple unclaimed cautions throughout the season, they may be subject to a larger penalty.

5.2.3 – End of Race Caution
– In the event of a caution during the final five laps of the race that forces the race to end under caution, we will not give out any in-race penalties so that the iRacing results page does not encounter any issues
– If a driver claims the final caution, or is found to be at fault for the final caution, they will receive their penalty post-race in the results. The penalty will fall in line within sections 5.1.2.1 – 5.1.2.3 outlined above

5.3 – Penalty Box On Website

– All penalties will be posted on the website under the new Penalty Box tab, at the time the results are posted.
– Penalties will be listed with a description of the offense, and the specifics of the penalty (warning, points, suspension, etc.) and will direct you to the section of this rulebook that was found in violation.