- 1 Fundamental principles
- 1.1 Minimum participation requirements
- 1.2 Self-assessment of one's own skills – a prerequisite to racing
- 1.3 Approach to racing
- 1.4 Sporting wrongdoing
- 1.5 Responsible, sportsmanlike and conscious driving
- 1.6 Direct damage and indirect damage
- 1.7 Race start and opening/closing laps of a race
- 1.8 Always two wheels on track
- 1.9 Self-reliance in reaching the pits or completing the race
- 1.10 Position swap between teammates
- 2 Overtakes
- 2.1 Right of road position in a corner
- 2.2 Racing side-by-side
- 2.3 Overtaking following an opponent's mistake
- 2.4 Blocking manoeuvres and moving on straightaways
- 2.5 Off-track overtaking
- 2.6 Completing an overtake
- 2.7 Safety of defensive, offensive and disturbance manoeuvres
- 3 Contacts
- 3.1 Handing back an illegally gained position
- 3.2 Individual responsibilities when attacking
- 3.3 Individual responsibilities when defending
- 4 Incidents
- 4.1 Self-assessment of own car's condition
- 4.2 Rejoining the track
- 4.3 Right of road position
- 4.4 Car stopped on-track
- 4.5 Incidents resulting from a loss of control
- 4.6 Yellow flags
- 4.7 Level of responsibility
- 5 Box, box, box!
- 5.1 Right of way when leaving the pits
- 5.2 Pit exit white-line rules
- 5.3 Right of way on the acceleration/deceleration lane
- 5.4 Leaving the pit stall
- 6 Blue flag
- 6.1 Lapping process: the approaching car
- 6.2 Lapping process: the lapped car
- 6.3 Hindering under blue flag
- 6.4 Unsportsmanlike team conduct
- 6.5 Battles between drivers on the lead lap
- 6.6 Unlapping process
- 7 Qualifying
- 7.1 Pit exit
- 7.2 Out-lap
- 7.3 Flying lap
- 7.4 Slipstreaming/drafting
CODE OF CONDUCT
This document belongs to the portals AC-Italy.com and Esportseries.net. Full or partial copy is an offence punishable under Italian law (Art. 6, Law no. 633 of 22 April 1941).
In order to participate to the official events organized by Esportseries.net, drivers will have to fill the sign up form for the championship, pay the required entry fee and confirm their participation for every race of the season.
Drivers will also have to use a steering wheel (the use of a gamepad is not allowed) and show to have reached a sufficient degree of preparation for the scheduled event, by completing a certain number of laps (minimum lap requirement) during the pre-qualifying period. In any case, these criteria will be made known to all participants via forum post by the Race Direction, before the beginning of each event. Failure to fulfil these requirements will preclude drivers from taking part in the event, regardless of their championship position. No exceptions will be made.
Drivers of all ages are welcome to take part in all events and championships organized by Esportseries.net, as long as they show sufficient skills in spatial awareness and car control, in order not to cause any danger to other drivers on track.
Completing the minimum lap requirement is therefore a necessary but insufficient condition to reach a sufficient degree of preparation for the race. Each sim-driver needs to spend more or less time training before being ready for the race, which means a conscious and careful self-assessment of one's own skills is necessary before committing to an official race. Sometimes, even after many hours of strenuous training, some drivers may still have problems controlling their car or driving around the track. If this is the case, it is probably better to postpone their participation to the next event, rather than being a danger to the other drivers on track. Poorly prepared drivers showing up to an official event will probably retire early into the race, and their conduct can be penalized, even harshly, if this is deemed cause of incidents or accidents on track.
All championships and events organized by Esportseries.net are to be taken with the utmost seriousness and commitment. If this is your first experience, or your experiences are limited to console gaming, we kindly ask you to approach our community as professionally as possible, by knowing the principles of competitive sim-racing and by showing the greatest respect to your opponents on track.
In order to give everybody their chance to shine, or to simply have fun, it is necessary to keep in mind that, no matter how fast one can be during (pre)qualifying, the race is a completely different matter.
Mere speed doesn't tell everything about a sim-driver's skill, but rather their sportsmanship, their strategy, their reflexes, their awareness, their prowess in battle, their capacity to admit their mistakes...
Starting from pole position doesn't grant any extra right over the rest of the field. Likewise, having a better race pace compared to the car in front is not an excuse to attempt a risky overtake at every turn. Regardless of how fast and strong one might feel, each race is different and has to be approached with the utmost concentration, seriousness and commitment. The same principle applies to slower drivers, meaning it is detrimental (and oftentimes dangerous) trying to give one's all in an attempt to stay ahead of a much faster runner. Still, making a stand is perfectly fine, as long as drivers are conscious of their limits (and what's at stake – both for them and their opponents) and fully respect the rules imposed. Keep calm if someone is faster: evaluate different strategies and scenarios and, if none seem feasible, drive conservatively rather than overstepping your limit, since this can not only ruin your own race (and championship), but also your fellow sim-racers'.
At the same time, tailgating a slower opponent is strongly discouraged for a variety of reasons: firstly, because slower drivers tend to have longer braking distances, and secondly, because a sudden lag spike (although rare) can put a premature end to the races of both drivers.
All overtakes and defending manoeuvres must be made in complete safety, meaning drivers must avoid contact at all costs. This is because, differently from real life, where lag doesn't exist and bodies are deformable and capable of absorbing a good fraction of the kinetic energy resulting from a collision, simulators offer just an approximation of the physics involved in such circumstances, sometimes very far from reality. Hence, calm, patience and caution are the key words to keep in mind at all times, especially when fighting an opponent whose qualities are unknown or barely known.
Incidents caused by haste, excessive defence or overdriving are punishable following review by the Race Direction.
Excluding position swaps between teammates, teams and sim-drivers whose actions are aimed at altering or forcing the natural development of an official session, or at providing a (dis)advantage to whomsoever, will be considered guilty of wrongdoing.
Here are some examples of what constitutes misconduct: teammates slipstreaming one another during qualifying sessions, cheat engines or trainers, secret agreements aimed at damaging other drivers on track, helping other drivers take the chequered flag when unable to do so on their own, etc. The examples here mentioned do not provide an exhaustive list.
Sporting wrongdoing, even when only suspected, can lead to more or less severe penalties, ranging from the exclusion from the event to the exclusion from the entire championship. In extreme cases, breaching teams and drivers may be suspended temporarily or indefinitely from the portal. Penalties may be applied to: a) the single perpetrator; b) the perpetrator and teammates who assisted with the deed; c) the entire team.
In the real world, the risk of incurring in serious physical injuries or having to spend large sums in repair jobs serves as a natural deterrent to reckless driving. Given that such risks in sim-racing do not exist, all challengers are nonetheless expected to display responsible, sportsmanlike and conscious driving.
This principle has to be applied at all times, but especially during the initial stages of any race. Incidents occurring on the first lap of the race will be penalized twice as hard by the Race Direction (see Article 1.7), following procedures described by the Championship Regulations.
Blatant acts of retaliation are always punished with the exclusion from the event.
It is useful to understand the difference between direct damage and indirect damage.
Direct damage can be resumed as the immediate consequence(s) following any incident or accident: loss of positions, car damage, etc.
Indirect damage takes place only when there is a sizeable point difference between the drivers involved in an incident. Clearly, during the first race of a championship, indirect damage poses no problems since all drivers are tied on points, but as the season goes on, the difference between front-runners, the midfield and backmarkers will become greater and greater, and Race Direction will start taking indirect damage into account beginning from the end of the first third of the championship. By the end of the championship, the point difference between entrants can be so great, that indirect damage can effectively double one's penalty. This way, sim-drivers fighting for the crown are better protected from other drivers excluded from the championship fight, more prone to assuming a high-risk, high-reward behaviour, sometimes detrimental to the safety of their fellow racers.
Both direct and indirect damage affect a driver's championship points, their eRating and their Safety Rating.
Races are not won neither in the first corner, nor on the first lap. Even after having spent many hours at the simulator, gaining more and more confidence and speed, there is no guarantee of bringing home a good result, especially if one's mindset is to gain as many places as possible during the first lap.
During the first stages of the race, all drivers are grouped together in only a few square meters of track. This greatly increases the likelihood of contacts during the first few turns. Because of that, all drivers, regardless of their experience, are expected to pay the utmost attention to their surroundings by using any tool available to them, in order to avoid collisions and accidents.
Excluding the case where the pole sitter is capable of producing an excellent start to the point it allows them full freedom of action, drivers will not be able to approach the first few turns the same way they did during their qualifying or free practice sessions. Many factors have to be taken into account, and even more so during the first lap, when poor judgment might ruin not only one's own race, but also the ones of other fellow drivers. Such factors are: the presence of multiple sim-drivers in a limited space (see Article 2.2), the right of road position when sufficient overlap between cars occurs (see Article 2.1), the weight of the car, the less-than-optimal grip at the start of the race, and the different timing and braking distance surrounding drivers might have.
Likewise, nullifying one's own (or an opponent's) efforts with reckless driving during the closing stages of a race is also strongly condemned.
As already stated in Article 1.5, for all series held or sponsored by Esportseries.net, all penalties for incidents occurring on the first lap (and second lap, if prescribed by the Championship Regulations) will be doubled.
All cars are required to keep at least two wheels on the track, barred those situations where drivers need to avoid an obstacle on track or following a driving error leading to an involuntary off, as long as no advantage in terms of lap time is gained. Cutting a corner and gaining an advantage is not considered an involuntary off.
The track is delimited by two white lines, one on each side of the track. Kerbs, AstroTurf (artificial grass) and run-off areas found beyond these two lines are to be considered off-track elements, and can not be normally used except during the aforementioned situations or when Race Direction allows drivers to use some or all of these elements even during normal racing conditions.
Drivers found to be exceeding the track limits can be penalized according to the advantage they gained by leaving the track.
Drivers exceeding track limits during qualifying will see their lap time cancelled, either automatically (when track limits are handled by the game itself) or manually (at the end of the qualifying session, following review by the Race Direction through replays and/or other auxiliary tools stated in the Championship Regulations).
All sim-drivers are expected to reach the pits and/or take the chequered flag independently, without external aids.
Any on-track manoeuvre intended to aid a sim-driver in taking the chequered flag or returning to the pits is considered to be an act of sporting wrongdoing (see Article 1.4).
Teammates are allowed to swap positions during the race, as long as this is done safely without endangering other drivers on track.
2 Overtakes
The concept of right of road position (whether on the inside or the outside line) is fundamental to all overtake attempts and can be acquired only for the portion of track currently occupied by one's own car, provided a number of requirements are met (see following paragraphs).
The concept of right of road position (whether on the inside or the outside line) is fundamental to all overtake attempts and can be acquired only for the portion of track currently occupied by one's own car, provided a number of requirements are met (see following paragraphs).
Unless differently specified by the Championship Regulations or by the pre-race briefing, drivers must be sufficiently alongside the car they are battling with (at least half a car's length before the turn-in point of the corner) in order to gain the right of road position in a corner (the interpretation of this fundamental concept is left to the Championship Regulations and to the Race Direction's judgment, which will evaluate each case individually).
Overtaking manoeuvres initiated by drivers failing to observe the aforementioned point do not gain right of way, and such overtakes will be considered "forced". Forced overtakes are dangerous for both the overtaker and the overtaken, as well as for other sim-drivers, and eventual contacts resulting from such manoeuvres will be harshly penalized.
If a driver manages to get alongside a competitor's car and keep his position for "a sufficient amount of time" (determined by the Race Stewards for each episode) before the turn-in point, only to partially lose it afterwards, in such case the two duelling drivers are considered to be battling for position.
If the overtaken falls behind to the point they lose their right of road position, then the overtaker has the full right to follow the ideal racing line and not fear any contact, as it is now up to the overtaken to properly evaluate reaction times and distances to avoid incidents.
Should the track layout allow drivers to close in and get alongside the car they are following even after the turn-in point, but before the apex of the corner (this is the case for long, high-speed corners, or due to different approaches to the racing line, or because of an opponent suddenly slowing down), then the defending driver is not allowed to perform any defensive/blocking manoeuvre mid-corner (see Article 2.4 – blocking manoeuvres). Nonetheless, the attacking driver bears the most responsibility and it is up to them to appropriately evaluate distances and timing, so that their move can be safely completed.
Right of road position is lost if all four tyres end up off the track, regardless of the reason behind the off-track excursion (see Article 4.3).
Should the layout only allow one car through at the time (as is the case for fast and tight chicanes), the right of road position goes to the driver occupying the most favourable on-track position (meaning the one which allows them to drive on the racing line), or to the driver whose car is further ahead compared to their opponent's.
Should two drivers be sufficiently alongside one another, both have the right to follow their own line.
The driver on the outside line has to keep "a sufficient lateral distance" from the opponent's car, in order to avoid collisions and allow both drivers to make small steering corrections.
The driver on the inside line has to keep this line throughout the entirety of the corner and give sufficient room to his opponent also when exiting the corner, always maintaining "a sufficient lateral distance" between the two cars.
Generally speaking, this "sufficient lateral distance" translates to one and a half (1½) car widths, measured starting from the white line marking the edge of the track, to the side of one's own car closest to this edge. In any case, this distance must be great enough to guarantee a sufficient level of safety in any situation.
Reciprocal respect on the track produces great racing, both for drivers and spectators. Driving errors (except the ones described in Article 4.5) are allowed as long as they do not cause damage (mechanical or in terms of positions) to other opponents. The so-called "tricks of the trade", such as leaving the track and gaining an advantage while avoiding a contact, or "brake checking" an opponent, are strongly discouraged and will be penalized. As an example, here is the explanation given by the race stewards regarding the incident between Fernando Alonso and Kevin Magnussen during the 2014 Belgian Grand Prix: "A significant portion of car 14 [Alonso] was alongside car 20. The driver of car 20 did not leave enough space for car 14 and forced the car off the track". Kevin Magnussen consequently received a 20-second penalty after the race.
When the driver in front makes a mistake which opens the possibility for an overtaking manoeuvre, the trailing driver may decide to attack them, even if the two cars are not sufficiently alongside one another. A driver that overshoots a corner is a perfect example where this situation may arise.
Nonetheless, the overtaker bears the most responsibility and has to pay the utmost attention to avoid any contact with the car they are following. At the same time, drivers who come under attack after a driving error must not hinder the overtake attempt by changing direction abruptly or by employing similar strategies.
Minor mistakes may not be sufficient to justify an attack from the car behind. Small corrections or different approaches to a corner do not automatically grant neither right of road position nor the right to overtake the car in front.
Drivers attempting an overtake must always evaluate whether they have sufficient room to safely complete their manoeuvre.
On straightaways, the driver defending from an overtake attempt is allowed only a single defensive move (meaning they can change direction only once) before the opponent commits to the overtake, and never under braking.
To this defensive move, drivers may change direction a further time only if the following three conditions are all met at once: 1) the car is nearing a corner; 2) the line being held by the defending driver is not on the ideal racing line; 3) no cars alongside. In case this last condition is not satisfied, drivers may still change direction, but gradually, whilst making sure to always give sufficient room to their opponent. This translates to a distance of one and a half (1½) car widths, measured starting from the white line marking the edge of the track, to the side of one's own car closest to this edge. In any case, this distance must be great enough to guarantee a sufficient level of safety in any situation.
Further changes of directions are not allowed.
Blocking manoeuvres are not allowed if cars are minimally adjacent one another. In this case, drivers are expected to leave sufficient room to their opponent.
On short straightaways connecting two corners, unpredictable, sudden changes of directions or blocking manoeuvres are not allowed when two cars are alongside one another. In such cases, drivers are expected to change their line gradually and predictably, leaving "a sufficient lateral distance" at all times.
It is forbidden to begin or continue an overtake attempt off-track.
While a driver off-track does lose their right of road position, if their mistake or their over-the-limit, sudden or unpredictable defence forces one's car off-track during an overtake attempt, this latter party will have to give up their effort and focus on avoiding contacts with other cars. Should aborting the overtake attempt be impossible due to a lack of time and/or room, which may endanger both the attacking driver and the other drivers on track, then overtaking off-track is possible as long as no contacts occur. Drivers who gain (a) position(s) following a similar occurrence may keep the position(s) gained.
An overtake is considered complete once the overtaker's car is completely in front of the overtaken's. During the final stages of the overtake, it is forbidden to drive in such a way which forces the opponent to slow down in order to avoid a collision.
Once the overtake is complete, drivers are expected to leave sufficient room to their opponent, for safety and sportsmanlike reasons.
Given the impossibility to predict every possible situation which may occur on track, drivers must focus on safety at any given moment. When two or more cars are battling, all manoeuvres (whether defensive, offensive or disturbance) must be made in a way to guarantee one's own opponent's safety. Whenever this condition is impossible to achieve due to a sudden change in track conditions, drivers must attempt to give their opponent a sufficient time to react, in order to avoid incidents.
It must be noted that the concepts of right of road position and substantial overlap, despite being described and considered valid according to the articles reported in this chapter, may not always be strictly applied in peculiar situations, such as the overlapping of three or more cars. In this case, the driver occupying the least favourable track position, or the one most behind, or the one whose late braking forcefully allows them to get alongside another's car, loses their right of road position whenever their move is considered dangerous for the other competitors on track.
All overtake attempts must be completed in full safety. Drivers unable to complete their move must evaluate, in the shortest possible amount of time, the possibility to lift-off the throttle or brake before usual, in order to avoid contacts with their opponents and situations of danger which may lead to incidents.
3 Contacts
In sim-racing, just like in real life, collisions between cars are a rather common occurrence. Here on Esportseries.net, all incidents are evaluated by the Race Direction in the days following the race, according to the procedures and deadlines established by the General Regulations.
In sim-racing, just like in real life, collisions between cars are a rather common occurrence. Here on Esportseries.net, all incidents are evaluated by the Race Direction in the days following the race, according to the procedures and deadlines established by the General Regulations.
Whenever a driver breaches the rules here reported (or the ones found in the Championship Regulations), or makes a driving error which benefits their position (regardless of whether contact with other drivers has been made), they'll be forced to give up the illegally gained position(s), even at the cost of losing further positions.
If the breaching driver fails to comply and does not give up the position(s) they gained illegally, despite having the possibility to do so, Race Direction will then take the driver's behaviour into account when evaluating the episode involving them.
Drivers who hand back the position(s) they gained illegally are not automatically exempt from being penalized, although their potential penalty will certainly be less harsh.
In case the breaching party happens to be the only one damaged (mechanically or in terms of positions), they won't have any right to complain and/or receive compensations of any kind.
At the start of the race and during close-quarter duels, drivers should always consider that their opponents might have different braking distances or timing, and/or can make mistake which could endanger them both.
For these reasons, the chaser has to pay the utmost attention at all time, evaluating distances and potentially dangerous situations, in order to avoid crashing into the car they are following. In any case, contact should be avoided at any cost if evading action (such as leaving the track or changing one's own line, provided there are no other cars alongside) is possible.
In case the responsibility of the incident does not fully fall on the chaser, it is up to the Race Direction whether to impose a (reduced) penalty.
The defending driver doesn't have any peculiar responsibility, other than what prescribed by Article 2.4 or in case of unjustified manoeuvres (such as "brake checking"). Such moves are considered unsportsmanlike, and will be punished by the Race Direction.
If the car suffers heavy damage following a crash or a spin, it is up to the sim-driver to evaluate whether they're able to rejoin the track and reach the pits to repair their car, or retire from the race. Should the driver opt for the former option, they'll have to pay the utmost attention when rejoining the track, letting other drivers go by without causing them any damage.
Incidents caused by a poor assessment of one's own car's condition will be severely punished by the Race Direction.
If after a crash or a spin the car is still able to rejoin the track and continue the race, without being a source of danger to other competitors, it is up to the driver involved in the incident to rejoin the track and resume their race in the safest and fairest possible way. Whenever possible, drivers are expected to rejoin the track off the racing line and tangent to the direction of travel. Should the driver be unable to safely rejoin the track due to the configuration of the circuit, they are expected to wait stationary, even if on-track (see Article 4.4), until all nearby cars have gone by. Only afterwards, they'll be able to resume their race. Any collision caused by carelessness in rejoining the track will result in a penalty, more or less severe depending on the damage (direct or consequential) caused to the opponent.
We strongly encourage all sim-drivers to use their mirrors, glance around and check the track map before rejoining the race.
Corner cutting following a driving error (frequently seen at Monza) is not allowed when this leads to a time gain.
As a direct consequence to the contents of Article 4.2, all drivers regularly on track have right of way over the sim-driver returning to the track, until the latter has properly rejoined and is back to racing speed. In other words, the sim-driver returning to the track, or resuming the race following an incident, must not perform defensive or offensive manoeuvres which may force other cars to suddenly slow down and/or cause accidents until their own car is up to racing speed again.
Should the car stop on-track following an incident or a loss of control, drivers are expected to thoroughly check (via mirrors, track map and lateral views), before rejoining, whether no other competitors are coming, so as to let them choose the best possible line in order to avoid the car stopped on-track. A moving obstacle is always more difficult to avoid, and the responsibility for potential incidents will always fall on the sim-driver who was originally stopped on-track.
Both "voluntary" and "negligent" driving errors having detrimental effects on other drivers are subject to being penalized in accordance to the penalty system described in the Championship Regulations for the series.
A driving error is considered "negligent" when negatively impacted by a defensive or offensive move considered "forced", "unsafe" or "prohibited" by the Code of Conduct.
An "involuntary" driving error having detrimental effects on other drivers, preceded by a defensive or offensive move considered "appropriate" and made "in safety", is not liable to be sanctioned.
When yellow flags are shown, overtaking is not permitted and drivers are expected to slow their car down, in order to lower the risk of further incidents. Overtaking under yellow flag will result in a penalty proportional to the number of positions gained illegally. Incidents caused under yellow will also be penalized, depending on the damage caused to other parties.
If the manoeuvre leading to the incident is considered "forced" by a previous move performed by a different sim-driver, ultimately not involved in the final incident, then the episode will be judged accordingly and the resulting penalty will be less severe, in accordance to the level of responsibility (full, medium, minor) the driver had in the incident.
Should Race Direction believe that the involved parties share the responsibility for the incident, penalties will be addressed accordingly, with the driver considered to be the most at fault receiving the harshest sanction according to their level of responsibility (full, medium, minor).
During qualifying, cars leaving the pits must always yield the right of way to the cars present on track.
When racing, drivers on track must absolutely not invade the pit lane exit when this is occupied by cars rejoining the track. Drivers leaving the pit lane have the right to engage other cars on track, but only if their exit speed is comparable to the one being held by the other cars on track. Drivers failing to observe this rule and causing an incident will be penalized by the Race Direction, the severity of their penalty depending on the damage (direct or consequential) caused to the other party/parties involved.
Depending on the specific Championship Regulations and/or the directions given during the pre-race drivers' briefing, drivers crossing the white line delimiting the end of the pit lane with one or more tyres may be liable to sanctions.
In any case, should a sim-driver cross this white line with one or more tyres, and hinder another entrant or cause an accident, then the breaching driver will be penalized by the Race Direction in accordance to the damage (direct or consequential) caused to the other party/parties involved.
Occasionally, tracks might feature their pit lane exit in close proximity to the apex of a corner, or "force" rejoining drivers onto the racing line (see Brands Hatch). In such cases, during race sessions, rejoining drivers are expected to pay the utmost attention in order to avoid causing trouble to the cars on track. During qualifying sessions, instead, drivers leaving the pits must not stop on the end part of the pit lane exit and thus constitute an hazard for other cars on track.
The following rules apply whenever the simulator being used supports collisions between cars in the pit lane.
Cars driving on the acceleration/deceleration lane have the right of way over the cars leaving their pit stall. Drivers failing to observe this rule and causing an accident will be penalized by the Race Direction, the severity of their penalty depending on the damage (direct or consequential) caused to the other party/parties involved.
Should the simulator not support collisions between cars in the pit lane, it must be noted that these will be reactivated once drivers cross the line marking the end of the pit lane. Therefore, whenever cars overlap, the driver behind is expected to let the opponent in front fully through well before the end of the pit lane, to avoid unnecessary incidents.
Should the simulator support collisions between cars in the pit lane, then drivers must make sure whether there are no oncoming cars before leaving their pit stall and joining the acceleration/deceleration lane, which must be kept until the pit exit.
When shown, this flag informs a driver that a faster car is approaching, and that they should move aside as soon as possible. In most real-life competitions, the blue flag is not mandatory and slower drivers obey it only as a courtesy to their fellow racers, thus explaining the nickname "courtesy flag". In other series, drivers get severely penalized for not yielding or for interfering with the leaders.
Esportseries.net adopts this latter approach to racing, for several reasons. The main reason is based on the fact that, contrary to reality, where professional drivers all have a certain degree of competence at the wheel, sim-drivers greatly differ in skill sets: while all are driven by passion, some are capable of investing considerable time and resources in refining their racecraft, while others merely look forward to having a good time on track. This latter category of sim-racers is oftentimes substantially slower than the former, and as such does not have the incentive nor the ability to keep up the pace of the faster group. Therefore, they are expected to move aside as soon as possible to avoid hindering or endangering other drivers.
Lapping a slower car is no different from a standard overtake. Therefore:
- The approaching driver must be ready to react and eventually slow down to avoid any contact, as the approached car might not immediately move aside. The approaching driver may be held fully or partially accountable for eventual accidents resulting from an error in judgment.
- The approaching driver must take into account the difference in speed/training/experience of the driver they are about to lap, meaning they should not exert too much pressure on the lapped car (tailgating). The approaching driver may be held fully or partially accountable for eventual accidents resulting from an error in judgment.
- The approaching driver must make their overtaking intentions clear, indicating the line they are planning to take by leaving the lapped car's slipstream, without zigzagging; eventually flashing their headlights to warn the driver in front, making sure to always leave sufficient room to the lapped car (one and a half car widths, measured starting from the white line marking the track limits). The approaching driver may be held fully or partially accountable for eventual accidents resulting from an error in judgment.
Lapped cars must always facilitate the overtake, slowing down and yielding as soon as objectively possible, without resisting or hindering faster drivers. In any case, drivers about to be lapped must give up their position as soon as the faster driver initiates an overtake attempt, meaning the latter has to be sufficiently close to the former to complete their manoeuvre.
A few examples:
If drivers are shown the blue flag on a straightaway and they are not fighting for position, they are expected to let faster cars through on the very same straightaway, before approaching the next corner.
If drivers are shown the blue flag on a straightaway and they are fighting for position with other cars about to be lapped, they are nonetheless expected to let faster cars through as soon as possible, at the end of the straightaway at the latest, even if this implies braking before usual and/or off the racing line, to avoid obstructing the faster driver(s).
If drivers are shown the blue flag midway through a particularly challenging corner, they may complete the corner, but are expected to let faster cars through afterwards, on a more favourable part of the circuit.
If drivers are shown the blue flag midway through a series of challenging corners, they are expected to let faster cars through between one corner and the other, when possible (such as the short straight section between the Lesmo corners at Monza).
If drivers are shown the blue flag on a straightaway and they are fighting for position with other cars about to be lapped, they are nonetheless expected to let faster cars through as soon as possible, at the end of the straightaway at the latest, even if this implies braking before usual and/or off the racing line, to avoid obstructing the faster driver(s).
If drivers are shown the blue flag midway through a particularly challenging corner, they may complete the corner, but are expected to let faster cars through afterwards, on a more favourable part of the circuit.
If drivers are shown the blue flag midway through a series of challenging corners, they are expected to let faster cars through between one corner and the other, when possible (such as the short straight section between the Lesmo corners at Monza).
Drivers who fail to comply to the rules here prescribed will receive a post-race penalty, its severity depending on the damage caused to other parties involved and the eventual voluntary character of the action scrutinized. In extreme cases, Race Direction might disqualify offenders from the event or from future events.
Blocking or obstructing, whether voluntarily or not, will be severely punished by the Race Direction. In extreme cases, disqualification from the race is possible.
Team orders aimed at favouring a fellow team member to the detriment of other entrants are strictly prohibited. In this case, Race Direction, other than punishing the breaching driver, might also award penalty points (to be subtracted from the team's total) to the team involved.
Lapped cars must yield as soon as possible to drivers fighting for position on the lead lap, without hindering or favouring any of them. Failure to observe this rule can lead, in extreme cases, to the exclusion from the race.
Lapped cars have the right to unlap themselves whenever they show to have a much greater pace (in terms of lap time) compared to the driver they are attempting to overtake. Unlapping is no different from overtaking, meaning the driver on the lead lap (or a greater lap count) is not obliged to let a faster car by. In this situation, all rules prescribed in this Code by Chapters 2 and 3 are considered valid, with the only but substantial difference that drivers attempting to unlap themselves must do so cleanly, without causing any sort of damage to the car they are planning to overtake. Drivers who cause an incident while unlapping themselves will see their penalty doubled and, in extreme cases, Race Direction could resort to excluding them from the final race classification.
As already prescribed by Article 5.1, drivers leaving the pits must always yield the right of way to the cars present on track, without hindering them visually or physically. Although the rules regarding the crossing of the white line at the pit exit are handled by the specific Championship Regulations, Race Direction can always penalize drivers guilty of causing incidents (hindering an opponent or causing a crash) following their decision to join the track by crossing the white line. The severity of their penalty will depend on the damage (direct or consequential) caused to the other party/parties involved.
During one's own out-lap, drivers must yield to cars on a flying lap whilst avoiding the following actions:
Staying on the racing line;
Zigzagging on the track;
Constituting a visual or physical hindrance in proximity to corners.
Zigzagging on the track;
Constituting a visual or physical hindrance in proximity to corners.
Corner cutting in an effort to shorten one's own out-lap is also strictly forbidden.
Drivers on a flying lap have the full right to complete their attempt even when closely trailed by a faster driver (it is up to the latter to put sufficient distance between the two cars before starting their own flying lap); during qualifying, Articles 2.1, 2.2, 2.3 and 2.5 apply, but drivers are prohibited from blocking or making defensive moves (such moves are described in Article 2.4).
Right of road position is lost after a driving error. In this case, drivers are expected to yield to the car(s) behind, without causing them hindrance.
Slipstreaming (also known as drafting) is strictly prohibited between members of the same team, no matter whether "involuntary" or planned beforehand.
Drivers gaining an advantage from this unsportsmanlike behaviour will be penalized and demoted to the back of the grid.
In case the qualifying session is held on the same day of the race, a different penalty will be applied. Drivers will either lose half of the points gained in the race which saw them guilty of wrongdoing, or will be forced to take a drive-through penalty within the first three laps of the next race.
Race Direction might also decide to penalize the team and/or the other drivers involved.
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