1. General Rules
1.1 Drivers must have a stable internet connection. This means they must maintain a ping no higher than 150ms (as viewed on the race server). Drivers that are above 150 may be asked to leave the server.
1.1.1 WIFI and GSM/3G/4G connections are known to cause extremely high ping and lag – do not use these types of connections.
1.2 Drivers must use their full name within rFactor 2 – any driver failing to do so will forfeit all points for that car and will not be allowed to participate in following events until the issue has been corrected.
1.2.1 Drivers must not use any special characters in their name in-game, to avoid any mismatches when gathering results and data.
1.3 Patches and plug-ins are allowed as long as they do not affect the functions of the simulation, create an unfair advantage, or affect other drivers.
1.4 Each car is allowed to register between 2 and 5 Main Drivers.
1.4.1 Each team is allowed to register a single Reserve Driver, who cannot be registered to any other team or car.
1.4.2 The deadline for driver line-up changes is 48 hours before the start of the event’s official qualifying session, as per the race’s schedule.
1.4.3 A maximum of 6 changes to the driver line-up will be allowed during a season. A change is counted each time a driver is added or removed from an entry.
1.4.4 Reserve Drivers are expected to follow rule 11.5.1 – a minimum 50 laps must be recorded on the Fast Lap Tracker (FLT) before the start of qualifying for the race
1.4.5 Only the Main Drivers can start the race. The Reserve Driver is not allowed to start the car unless permission is given by SRC staff before qualifying.
1.4.6 A driver who is not registered for the car will not be allowed to race unless permission is given by the race director.
1.5 This is an endurance championship where each car is shared among various drivers. Each car is required to do at least 1 driver swap during a race.
1.5.1 Using the rFactor 2 driver swap feature is mandatory – this specifically means drivers of a team are not allowed to participate using the same computer.
1.5.2 A single driver must not drive more than 70% of the total laps that his/her team completes in a race.
1.5.3 Once a driver drives a particular car in a race, they are not allowed to drive any other car (in any class) for the duration of that race.
1.6 Races usually start at 17:00 local time in Copenhagen unless posted otherwise in the forum for each specific race event. Copenhagen uses Central European Time (CET) and Central European Summer Time (CEST) These are GMT+1 and GMT+2.
1.6.1 A 24-hour race may have a different start time. The race thread on the forum will give details.
1.7 If a team knows they will not be able to participate for an extended period, the team’s manager must notify the SRC Staff via the Contact Staff section on the forums.
1.7.1 If a team misses a race, the entry will be removed and replaced by another team. However, exceptions may be made if SRC staff are contacted in advance.
1.8 Exceptions to any rule will be posted in the specific race thread, and will only be an exception for that given race.
1.9 The admins reserve the rights to change the rules.
1.10 The admins reserve the rights to change the mod.
2. Car identification, livery and carmake
2.1 Teams will be required to provide an approved livery for their car before they are allowed to participate.
2.2 Profanity, nudity, or anything VLMC stewards deem as offensive is not allowed as part of a livery.
2.2.1 Teams are responsible for the content of their liveries. Names, logos, websites, slogans or other information related to any real company, organization or association must be used with the consent of their respective owners.
2.3 VLMC will provide templates for car liveries and these will include a mandated numberplate design.
2.3.1 Teams are not allowed to change the location of the numberplate.
2.3.2 Teams are not allowed to change the font on the numberplate
2.3.3 Prototype classes (Prototypes): The 3 class category decals must not be removed
2.3.4 GT cars: the 4 class category decals must not be removed
2.3.5 P3 class color = Purple (# a803a3)
2.3.6 GT3 class color = white (#f0f0f0)
2.4 Liveries must be submitted using the menu on the main page (frontpage > VLMC > Submissions > Livery)
2.4.1 Livery submissions must follow the rules as laid out in the Livery submission thread.
2.4.2 Liveries may only be accepted if submitted before the deadline given in the Livery submission thread.
2.4.3 New livery submission deadlines is offered by SRC staff during the season. This only applies to Team premium and Team deluxe.
2.5 Teams will not normally be allowed to change car manufacturer during the season.
2.5.1 On rare occasions, such as new official S397 cars being introduced, SRC staff may allow some teams to move to another car
2.5.2 On rare occasions, SRC staff may ask a team to switch to a different class based on the abilities of the drivers
3.1 A qualifying session will be used to determine the starting grid for the race by taking the fastest time for each car.
3.2 Teams must not allow more than 1 instance of their car to join the official qualifying session. If there are two or more cars from the same team entry on the server at any time, that car will not be allowed to start and the team will be disqualified from the event.
3.3 Subject to rule 1.4.5, any of the registered drivers of an entry may qualify their car. However, the driver that took part in qualifying must also be the first driver to race the car.
3.4 Qualifying will be an in-game session which will normally be split into two periods of 20 minutes in order to separate the car classes. However, teams should always review the race thread for the event’s qualifying schedule, as it may change from one race to the next.
3.5 Drivers may not deliberately use any car ahead of them to slipstream. If they do, the team will forfeit any qualifying times set and their car will start at the back of the grid.
3.5.1 Teams participating in the first 20-minute qualifying period are required to abort any laps which begin 20 minutes after the pit lane opened.
3.6 After the qualifying session there will be a warm-up session before the race, unless otherwise stated on the race thread.
4.1.1 It is mandatory for teams to use our teamspeak server, at least a representive for each car that has communication to the current driver must be present.
4.1.2 The administration will use teamspeak to announce important info for all teams.
4.1.3 The administration will use the ingame chat option, which is why this may never be disabled.
4.2 Formation lap:
4.2.1 Races will start with a formation lap. The goal of the formation lap is to get everyone settled down prior to the race and also to ensure everyone’s FPS is at a safe level. If a driver notices any FPS issues on the formation lap it is recommended they would pull off safely to the side of the track and drop to the end of the line.
4.2.2 Drivers are responsible for their actions during the formation lap, and are subject to increased penalties for damaging other drivers.
4.2.3 Drivers shall maintain a safe but reasonable distance to other drivers, following the order based on starting position (drivers should alternate with the car to their immediate right/left, and should not be immediately behind the car ahead on the grid).
4.2.4 Drivers are expected to maintain a smooth pace under pitlimiter ie: 80 kmh around the track. Unless told otherwise by race stewards.
4.2.5 Drivers are not allowed to stop or dramatically slow down on the formation lap.
4.2.6 Drivers should always be prepared for the accordion effect, especially approaching any tight corners.
4.2.7 Drivers shall not perform burnouts to warm up their tires. This leads to accidents and does not significantly heat up the tires.
4.2.8 Drivers shall not use brake checking (accelerating and sudden stopping) to warm brakes. This causes an accordion effect through out the field. To efficiently warm brakes, put pressure on both pedals, ‘dragging the brakes’. This generates plenty of heat and is very easy to maintain a smooth, consistent, predictable speed.
4.2.9 Drivers who spin, or otherwise drop out of place in line, during the formation lap must safely blend into formation lap traffic or wait for the field to go past before rejoining track, then carefully make their way through the grid to their assigned starting spot.
4.3 Race Starts:
4.3.1 The start of the race is the most likely place and time for incidents to occur and our races are long. Races are not won on the first lap. There is a higher probability of ruining another drivers race by taking unnecessary risks on the first lap, so don’t do it! Race starts are subject to extra scrutiny and penalties are increased.
4.4 Orange Zone:
4.4.1 For each race an Orange Zone will be defined in that event´s Race Announcement thread. Typically the Orange Zone begins with the formation lap and extends through the first timing sector of lap 1 but may be shortened or extended depending on the track.
4.4.2 If a driver causes an incident in the Orange Zone penalties are doubled and the car will have to start from pitlane next race.
4.4.3 Drivers who are deemed habitual offenders may be subject to additional penalties, up to and including suspension and/or expulsion. This will be determined by the VLMC Stewards Committee and is not subject to appeal.
4.4.4 Passing is permitted in the Orange Zone, but the cars will all be at their closest to one another at this point so extreme caution must be taken.
4.4.5 On certain tracks with potential problems, stewards can add a full race OZ.
4.4.6 As soon as the race director announces CODE-80 in 10 seconds the full track is under Orange Zone
4.5.1 Restarts will only occur due to server malfunction. Otherwise, restarting a race is not an option – don´t ask.
4.5.2 Restarts will only be granted upon significant server malfunction affecting a minimum of 20% of the starting grid.
4.6.1 Spectating will not be allowed, you are only allowed to join the server as a spectator 1-3 laps / 5 mins before you are about to go into the team car.
4.6.2 Spectating from managers will not be allowed.
4.6.3 Spectating from anyone except race director, broadcast team will lead to penalties, raceban or even expulsion.
5. Passing & on-track behavior
5.1 It is difficult to define concrete passing rules in multi-class events due to handling and braking differences between the different classes of cars. In general, the passing driver is responsible for being aware of the performance limitations of cars in other classes.
5.2 Generally speaking, the passing car is ultimately responsible for making a safe pass at a safe time. However, it is both drivers responsibility to ensure a safe pass is made. Failure to do so may result in a penalty.
5.3 Cars in faster classes are NOT automatically given the right to pass slower class cars. All classes have the right to race on the track, and each class will be involved in their own battles. Faster cars must make passes when it is safe to do so. Cars being lapped (blue-flag) must give up their position within 4 corners or risk penalty.
5.4 Generally speaking, the preferred times (in order of preference) for a faster car to pass is on the straights, exiting a corner, or entering the brake zone. Passing a car mid-corner is very dangerous unless you are confident the other driver sees you.
5.5 Entering a turn, the passing driver must minimally get their front wheels even with the rear wheels of the car they are passing before the point of turn-in, to have earned the right to a lane. At this point the driver being passed is responsible to leave a lane open.
5.6 Chopping – Passing drivers who move back into the lane of the car being passed before being clear may be subject to penalty.
5.7 Brake checking – Passing drivers who move back into lane and immediately brake may be subject to penalty.
5.8 Bump-passing is not allowed and may be subject to penalty unless the offending driver gives back the pass, even if it occurred accidentally. Bump-passing is defined as the passing driver nudging the car ahead to get him loose, then passing while the other driver is busy recovering.
5.9 Blocking is not allowed for any reason. Blocking is defined as altering the race line in reaction to another driver in an attempt to prevent a pass. Blocking will be penalized.
5.10 Altering the racing line (weaving) to prevent a following car from drafting is considered blocking and is prohibited.
5.11 Lock brakes. If a driver spins while on track, they should immediately lock their brakes until completely stopped, (even if still on the track), and hold brakes on until they can assess the situation (wait for a clear opening on track to resume. When a driver doesn’t lock his brakes, the car is prone to spin or roll in a far more unpredictable fashion and likely cause an accident. A driver involved in an incident while spinning on track and not locking their brakes completely will be held responsible for that incident. A spun driver should always turn on their lights as soon as possible after locking their brakes.
5.12 Rejoining the race. Drivers off track due to an incident or off and cars spun on the track itself must resume the race in a safe manner. This may mean driving forwards and/or reversing to a safe area to get turned in the direction of travel, then merging safely into the flow of traffic. When possible, please do not rejoin near a corner entry, apex or exit. Turn lights off once back up to speed.
5.13 If for any reason a drivers’ car becomes disabled, either in pitlane, on track, or in a run off area, exit to rFactor Monitor. A parked car will cause a yellow flag in that area for the remainder of the race.
5.14 Ignoring Yellow Flag – Yellow flags as displayed by rFactor are to be observed by slowing appropriately for the situation. Drivers who do not observe the yellow flag and as a result either add to the existing incident or become involved in an additional incident will be penalized. Claiming “I didn´t slow because no one else did” is not acceptable. Each driver is responsible for their own actions.
5.15 Passing Under Yellow – Due to limitations with the game code, VLMC is unable to automatically penalize drivers from passing in a yellow flag zone. If, during the course of reviewing the race and/or via an IRR, the Stewards determine a driver passed another driver in a yellow flag area, that driver may be penalized for Passing Under Yellow. Observing the Gentlemen’s Rule is encouraged should a driver complete a pass when in a yellow flag zone.
5.16 Unpredictability – Drivers demonstrating unpredictable behaviour may be subject to penalty. Some common examples of unpredictability.
5.16.1 A driver suddenly changing lanes ‘to get out of the way’ when lapping cars appear in their mirror or when the blue flag appears. Drivers must hold a predictable line and pace until the pass is initiated by the lapping car, then they must hold their current lane.
5.16.2 A driver braking early into a corner when (a) lapping car(s) appear(s) in their mirror or when the blue flag appears. Often the lapping car is planning on following and has nowhere to go when a driver brakes early or suddenly.
5.16.3 Not accelerating at a normal race pace out of a corner. When in an acceleration zone, lifting off the throttle is equal to applying the brakes but without the benefit of brake lights as a warning. The following car has nowhere to go.
5.17 Aggressive Driving – Drivers deemed by the VLMC Stewards Committee as having driven in an overly aggressive manner (causing an incident or not) may be subject to penalty.
5.18 Gentleman’s Rule – if a driver is involved in an incident they feel they may be responsible for initiating, it is encouraged that the offending driver apply the Gentleman’s Rule (GR). This is online racing equivalent of saying “my fault, sorry”. Drivers who the Stewards clearly observe giving the GR after an incident may be assessed a reduction in penalty if one is applied. (e.g. Penalty reduced to an Infraction; Infraction reduced to a Warning).
5.18.1 If a driver causes significant damage to the other vehicle, a GR may not be sufficient and the stewards may impose additional penalties as appropriate.
5.18.2 If a driver violates 13.3.4 and applies the GR and minimum damage this will be moved to 13.3.5 or even 13.3.3.
5.19 Post Race:
5.19.1 Drivers are asked to either complete a cool down lap or safely and predictably pull off track into a runoff area and hit ‘Escape’ to exit to monitor. Remember that chatting or leaving the server before the last car has crossed the finish line is against policy. The Race Steward will make an announcement via server chat when race has officially ended.
5.19.2 It is not acceptable behaviour for a driver to crash into other cars or track side objects once they have finished their race. Donuts, burnouts, etc. may be done only once a driver has completed a cool down lap and driven back around to the start/finish straight. Any driver found in violation and causing an incident with another driver who is still completing their last lap may be subject to penalization, up to and including suspension.
6. Flag rules
6.1 Drivers that are being lapped must help the passing driver make a complete and safe pass within 4 corners maximum.
6.1.1 At certain tracks, a series of corners in short succession may be designated as one corner for the purposes of observing the blue flag; this will be at the Stewards’ discretion.
6.2 If a blue flag driver is able to pull away from the blue flag condition, they may continue. However, if the blue flag condition occurs again, they must give way within 4 corners.
6.3 Drivers being lapped must maintain their current and predictable racing line. Any incidents that occur due to unexpectedly changing their line will be penalized.
6.3.1 If the drivers have not yet entered a corner, when possible, it makes sense for the blue flag driver to take the outside line.
6.4 Drivers are not allowed to create yellow flags zones by staying stationary on track, or by creating a dangerous environment for other drivers.
6.5 Drivers are to be careful under local yellow flag. Be prepared for slow, damaged or not moving car(s) on track. Do not overtake in yellow flag zones.
6.6 Red Flags are to be used in rare emergencies only
6.6.1 Red Flags will only be thrown in the case of significant server failure and with no chance of the server recovering.
6.6.2 The restart grid will be based on the current running order at the time.
6.6.3 Teams are allowed to swap drivers during the redflag situation, but they must restart from pitlane.
6.7 Red flag – server crash – If the race is not restarted
6.7.1 If the server crashes before the ¼ distance point the event will be abandoned and/or rescheduled, no points will be issued.
6.7.2 If the server crashes and the ¼ distance point has been reached ¼ points will be awarded based on the positions at the end of the last completed lap.
6.7.3 If the server crashes and the ½ distance point has been reached ½ points will be awarded based on the positions at the end of the last completed lap.
6.7.4 If the server crashes and the ¾ distance point has been reached ¾ points will be awarded based on the positions at the end of the last completed lap.
6.8 Red flag – server crash – If the race is restarted
6.8.1 The server log, replay, or other sources will be used to determine the positions on the end of the last completed lap, cars will line up for the restart based on this order.
6.8.2 Points for the event will be awarded proportionally based on the length of the race before the red flag/crash and the length of the rest of the race following the red flag/crash.
18.104.22.168 In a 12 hour race where the server crashes at the end of 3 hours ¼ points would be awarded based on the order of the last completed lap before the crash, ¾ of the points would be awarded based on the order at the end of the 9 hours after the restart.
6.8.3 To be allowed to rejoin the race after a red flag period, your car must not have been posted as a DNF prior to the servercrash/restart point.
6.8.4 Restarts of the race after a red flag/crash are at the discretion of the Race Administrator; factors to be considered are amount of time remaining, time in the real world, and other factors deemed germain by the Race Administrator.
6.9 In case of red flag and several “smaller” races either rooms cant score more than the other one (except bonus points)
6.10 The above will only be used in case of the a failure of a new resume race plugin.
7. Headlight and horn Usage
7.1 Drivers are allowed headlight usage – but it must be appropriate. Also note – it is not required, and should not be overused.
7.1.1 A sequence cannot last more than 2 seconds and cannot have more than 4 flashes.
7.2 If drivers are inappropriate with the headlights stewards can penalize these drivers, up to suspension from races.
7.3 On pit exit and entry we require drivers to show their intensions by turning on their lights.
7.4 Use of horn is not allowed during a race.
8. Pit Entry and Exit
8.1 Drivers must exit and enter the pits at a safe speed.
8.2 Drivers entering and exiting the pits must follow the blend lines and may not go over the blend line to enter or exit the pits earlier.
8.3 Drivers on track are not allowed to use the pit blend lane as part of the official racing surface.
8.4 Drivers in pit lane must adhere to pit lane speed limits at all times in all sessions (Practice, Qualifying, Warm-up and Racing) of an official race event and any time they are on the official VLMC Race Server.
9.1 Drivers are allowed to use in-car chat during Practice, Warm-up, post-Qualifying, and Post-Race.
9.2 Drivers are not allowed to use in-car Chat during Qualifying and Race sessions for any reason, including not using “Sorry”, “Pit in” and “Pit out”.
9.2.1 The Race Steward will notify drivers when they are allowed to resume chat functions post-Qualifying and post-Race.
9.3 The Race Steward will make posts that must be read in ALL CAPITALS. Drivers are responsible to read these messages and are subject to any penalties associated with not following them (”I didn’t see it” is not an acceptable form of defense).
9.4 Drivers must refrain from posting chat messages while the Race Steward is making the pre-race briefing.
10. Track Surface
10.1 Drivers must keep a minimum of 2 wheels inside the solid white lines on the race track at all times.
10.2 If/when there are any exceptions to this rule, they will be posted in the weekly Race Announcement thread.
10.3 Drivers are allowed to go off more than 2 wheels to avoid an accident or to avoid another car. Drivers are not allowed to go off to improve their lap time. If a driver has more than 2 wheels cross outside the white line, they can immediately lift off throttle and apply brakes for 1 second to eliminate this instance of being off from counting against their total.
10.4 During qualifying and race, drivers must ensure they don’t go more than 2-off on their fastest lap. Failure to do so will lead to a DQ of qualification lap and start from the back end on the grid.
10.4.1 If drivers cut the track or go 4 off, they will need to slow down and give back the advantage gained – both in race and in qualifying.
11. Driver Responsibility
11.1 Drivers are responsible to follow all rules as specified in this document.
11.2 Drivers are expected to review the current race thread for any pertinent rules revisions for the current week.
11.3 Cheating in any form will not be tolerated in any way.
11.3.1 Failure to report a bug/glitch/game issue that gives you an unfair advantage can result in disqualification
11.4 Drivers are expected to participate in an ethical and sportsmanlike manner. Taunting, trash talking, and berating other drivers for any reason will not be tolerated and may lead to expulsion.
11.5 Pre-race preparation: We expect all drivers to prepare in advance for a racing event. If a driver attends an event and is clearly unprepared, the Stewards may ask that driver to not participate. Stewards may use the Top Lap times log to verify driver practice times. The Stewards may opt to post a minimum race time for drivers to achieve in qualifying to participate in the current week’s race. This is to ensure drivers have prepared for the event properly and that they not be a danger to those drivers who have put significant time into preparing for the event.
11.5.1 New drivers are expected to do at least 50 laps online and make sure those are logged on the FLT.
11.5.2 Fastest lap will have to be within the 103% of average time in class.
11.6 Timezone – vLMC is based in the Central European Timezone (same as Copenhagen) and DOES observe daylight savings time. Any official start times listed herein (or the forum), shall refer to CET/CEST.
12.1 VLMC will have the following point system (all classes scores):
12.1.1 2 hour races: 30-25-21-18-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1
12.1.2 4 hour races: 40-32-27-22-19-17-16-15-14-13-12-10-9-8-7-6-5-4-3-2
12.2 The car must complete at least 50% of the distance of the class winning car to be eligible for Championship points
12.3 The drivers must use their real name as submitted by the manager, it is up to drivers and managers to make sure their ingame name is correct.
12.3.1 If there is a mistake on the entry/broadcast list – the manager must make a notice to administration about this error by posting “change line up”
12.3.2 If the error is made by VLMC, this edit will not count against 1.8.3
13. Penalty levels and overview
13.1 You can get a penalty either in race from the Live Stewards or after the race in the incident review.
13.1.1 Penalties in the incident review will be executed in the next race.
13.1.2 These penalties will be applied to your car by the game during the first hour of the next race.
13.2 Typical incidents will fall into 4 classes:
13.2.1 Racing incident – typical racing incident, no penalty involved.
13.2.2 Warning – a driver needs to be warned of an action that caused problems, but it does not warrant a penalty.
13.2.3 Infractions – drivers violated a rule and caused an issue on track, but not enough for a full penalty. (2 infractions=1 penalty)
13.2.4 Penalty – driver violated a rule and/or caused an issue on track resulting in significant damage. Penalty is: Stop/go – 60 seconds.
13.2.5 Penalty – driver violated a rule and/or caused an issue on track resulting in significant lost time/lost position for another competitor. Penalty is: Drive through
13.3 If a driver receives two Avoidable Contact penalties within two consecutive races (or two in one race), they will be placed on probation for the next event.
13.4 If a driver receives any kind of Avoidable Contact penalty while on probation, they will be given a one-race suspension and are not permitted to race in the next event.
13.5 Short-cut: Penalty is: – 1st is warning, 2nd is drivethrough, 3rd is 60 sec stop/go.
13.6 Blue Flag violation : Penalty is: – drivethrough.
13.7 Yellow flag violation: Penalty is: – drivethrough.
13.8 Blocking: Penalty is: – drivethrough.
13.9 Pit Lane Violation: Penalty is – drivethrough.
13.10 Chatting: drivethrough
13.11 Qualifying hotlaps may be reviewed for the same penalty scenarios with the same penalty being applied.
13.12 Probation: Any driver with a trend of rough, careless, or aggressive driving may be put on probation by the Stewards (official notice will be given). A driver on probation may be suspended if another penalty occurs while on probation. If a driver is again on probation and has another penalty, the driver could be suspended for the remainder of the season.
13.13 If a team does not follow 1.9 rule (minimum 1 driver swap) the car will be disqualified.
13.14 If a driver is not registered for a car and participates, unless permission is given by the race director, the team will be disqualified.
14. Penalty Classifications
14.1 Aggressive Driving – assessed when a driver displays overly aggressive driving.
14.2 Avoidable Contact – assessed when a driver makes contact with another driver in a manner which is deemed avoidable.
14.3 Blocking – assessed when drivers alter their racing line in reaction to another driver in an attempt to prevent a pass or to reduce the effect of drafting.
14.4 Chatting – assessed when a driver ‘chats’ during a “No Chat” session.
14.5 Failure to Lock Brakes – assessed when a driver is involved in an incident and failed to lock their brakes completely, moving unpredictably on track or after they stopped.
14.6 Ignoring Blue Flag – assessed when a lapped driver does not give way within 4 corners to a driver that is lapping him.
14.7 Ignoring Yellow Flag – assessed when a driver does not slow appropriately for a Yellow Flag zone.
14.8 Passing Under Yellow – assessed when a driver completes a pass when the yellow flag is displayed.
14.9 Pit Lane Violation – assessed when a driver exceeds the pit lane speed limit, enters or exits the pit lane unsafely, enters a closed track, or violates the pit lane blend line.
14.10 Track Cutting – assessed when a driver puts more than 2 wheels off the track other than when involved in an accident, significant mistake or accident avoidance, or otherwise benefits either by time or by position.
14.11 Unsafe Rejoin – assessed when a driver fails to resume the race in a safe manner.
14.12 Unpredictable – assessed when a driver has demonstrated unpredictable behaviour.
14.13 Unsportsmanlike – assessed when a driver behaves in a manner which is deemed unsportsmanlike by The VLMC Stewards Committee.
14.14 The VLMC Stewards Committee reserve the right to introduce new Penalty Classifications as the need arises (notice will be given).
15. Full course caution – CODE-80
15.1 Instead of a traditional full course yellow, VLMC uses a Code-80 procedure to slow down the field and neutralize the course if unsafe conditions such as a damaged car warrant such an action.
15.2 The procedure begins when the Race Director announces “CODE 80 IN 10 SECONDS – NO OVERTAKING” on Teamspeak. No overtaking is permitted regardless of the speed of cars around you.
15.2.1 Passing damaged or not moving car(s) on track is allowed.
15.3 As soon as the countdown begins, each driver is responsible for finding a clear space on track to begin slowing down gradually so as to not cause incidents with cars ahead or behind.
15.4 At the end of the ten seconds, the race director will announce “CODE 80 – ENFORCED.” Cars should have already decelerated and must have reduced their speed to below 80km/h (49,7mph) and engaged the pit speed limiter. No overtaking is permitted regardless of the speed of cars around you.
15.4.1 Passing damaged or not moving car(s) on track is allowed.
15.4.2 Cars should proceed single file without overlap. It is the responsibility of the following driver to yield and fall in line. Failure to do so is subject to penalty.
15.4.3 Teams found to gain an advantage by not actively reducing their pace immediately following the announcement of a Code-80 are subject to stiff penalty.
15.5 The pits will remain open throughout the Code 80 procedure.
15.5.1 Because cars in pitlane will travel at the same speed as cars on track, cars re-entering from pit exit MUST yield to cars on track in finding a place to join the queue. Causing an on track driver to yield to you is subject to penalty.
15.5.2 Cars rejoining from pitlane should only merge into traffic when there is a clear gap of more than one car length.
15.6 Any driver who exceeds 80km/h at any point during the Code 80 procedure is subject to penalties up to and including a 60 second stop/hold, so as to ensure no team gains an advantage.
15.7 The stewards will review sector times after the race to ensure no car goes faster than the maximum time determined by a 80km/h average speed.
15.8 The Code-80 procedure will end when announced by the Race Director on Teamspeak. The Race Director will announce “10 SECONDS TO GREEN FLAG.” At the end of the countdown, he will then announce “GREEN FLAG.” At this point, cars may accelerate and resume overtaking.
15.9 On the restart, the passing driver is responsible for completing a pass safely even if the car ahead fails to acceerate. Accidents that occur at the end of Code-80 safety periods are subject to review and penalty.
15.10 Race director can also announce CAUTION SECTOR (1,2 or 3) SLOW OR DAMAGED CAR OFF PACE.
15.11 Drivers are not allowed to serve any penalties during Code 80.
16. Safety Ratings
16.1 Every driver in VLMC, regardless of class, will have safety rating which starts at 300 points.
16.2 Any incident where a driver is determined to be at fault will cost him safety rating points.
16.3 If a drivers safety rating drops under 149 points, the driver will still be allowed to race, but will be under review by the stewards to ensure the driver is able to drive in a safe manner.
16.4 If a drivers safety rating drops to 0, his license will be revoked and he will recieve a race ban.
16.4.1 After serving the race ban, a drivers safety rating will be changed to 100.
16.4.2 If a drivers safety rating again drops to 0 points, the drivers license will be withdrawn.
16.5 For any of the drivers to earn SR points, their car must complete at least 50% of the distance of the class winning car.
16.6 Safety rating points overview.
16.6.1 Warning 0.1 reduction: -10 points.
16.6.2 Infraction 0.2 reduction: -25 points.
16.6.3 Penalty according to 13.2.5: -50 points.
16.6.4 Penalty according to 13.2.4: -100 points.
16.6.5 At each participation in a race the driver will recieve 25 SR points.
16.6.6 If the driver does not receive any penalties (16.6.1-16.6.4) the driver will recieve 25 extra SR points.
16.7 Maximum of SR points is 500.
16.8 To be able to earn SR points, drivers must use their name, which is submitted by the manager. Failure to do so, will be no positive SR points will be earned.
17. Race stewards
17.1 VLMC has established a non-biased system called the VLMC Race Stewards Committee. This committee reviews each race looking for aggressive and rough driving, and drivers not conforming to VLMC rules and regulations. This committee has the responsibility of reviewing incident and determining the driver(s) at fault and shall apply penalties accordingly.
17.2 Live stewards may be attending the races, but not every single incident will be captured.
17.3 Live stewards will be on teamspeak. If a violation on track is happening, you are welcome to contact live- stewards by entering their team channel. At a minimum you need to tell stewards your name and ask for them to join you in a specific channel to discuss the subject further.
17.4 The Race Stewards will automatically review the Orange Zone (specified pre-race) and any potential areas drivers may cut on the track.
17.5 Drivers are encouraged to submit an Incident Review Request. Stewards will not review the complete race.
17.5.1 Drivers should carefully review the race replay before submitting an IRR.
17.5.2 Drivers must submit the following information: Drivers involved and time of incident (note: time of the incident is listed in rFactor’s replay).
17.5.3 Drivers abusing the IRR process may be subject to penalty.
17.5.4 The driver, submitting the IRR, must be on a team which is involved in the incident which is reported. Failure to follow these instructions will lead to stewards removing drivers right to submit any IRR for any given time.
17.6 Submit IRR by filling out the IRR form, which is within each division on the page, in submissions.
17.6.1 6-12 hour races: drivers should submit IRR before 17:00 CET on monday after the race
17.6.2 24 hour races: drivers should submit IRR before 17:00 CET on tuesday after the race
17.7 The weekly points chart will be updated with any associated penalties and the membership will be notified of the penalties.
17.8 All decisions made by the Stewards are final. Drivers are allowed to notify the Stewards if a decision violates one of VLMC´s rules.