Code of conduct
I. Gentleman's Rule
Any slower car can use the entire width of the track, however, as soon as it is caught by a fast approaching faster car, the slower driver must hold its line and allow the faster car to go through at the first available opening. If for some reason the slower driver has been caught up in traffic and is unable to hold it's line, the overtaking car will flash his high beam lights to indicate that he is about to overtake. A driver that chooses to ignore the signal multiple times will be reported to the Stewards.
II. Passing
Who has the right of way into a corner will depend on the positions of the cars. If an overtaking car is fully alongside its competitor within or after the braking point, the rights to the corner goes to the overtaking driver. The car being overtaken must surrender the position and should not turn in to the other driver. Otherwise, if the overtaking driver is not fully alongside its competitor at the turn in point, the rights belong to the driver ahead, and it is the obligation of the car attempting to overtake to give the other driver room and do everything possible to prevent an incident. As we all know, peripheral vision is limited in Sim Racing so it is advised that you maximize the available resources we have, such as mirrors, track maps, and audio cues like engine and exhaust notes, to prevent incidents.
III. Defensive Driving
Depending on the situation, any car can be overtaken from either side of the track. You can defend your position only 'once' by changing directions. Anything overly aggressive like sudden movements (when the overtaking car is about to pass and is very close) or deliberately squeezing the car beyond the edge of the track or any other unusual change of direction are strictly forbidden. This is considered illegal blocking and any driver found guilty of using such a method of driving should be reported to the Stewards.
Driving down a straight and placing your car off or opposite the driving line far in advance before the braking point, forcing your opponent to take the outside line or a different line in general, is considered a reasonable strategy for defending your position. This counts as 'one move' - pertaining to the 1st paragraph above. Any more sudden movements right after will be considered illegal blocking and should be reported to the Stewards. This rule may differ from each track in the calendar, notices will be posted prior to the race to accommodate unique variations from each venues (length and width - ex. Nurburgring, La Sarthe).
IV. Track Contact
a) Drivers must always keep 2 wheels on (or vertically in line with) the track at all times
b) The edges of the track are marked with white lines and are considered to be a part of the track. Gray/Concrete cobbles are part of the tack.
c) The Rumble Strips are part of the track; however, all surfaces with green paint, either beside it or be the rumbles themselves, are not part of the track
d) Do not hit any objects visible or invisible (eg. cones, barriers, walls, etc.)
In a situation where the driver goes off the track, and without prejudice to part (e) below, he may rejoin, only when it is safe and without gaining any advantage.
Also, if a driver unintentionally or intentionally leaves the track and gains a spot, he must relinquish that spot or he will be penalized.
e) Drivers committing serious mistakes repeatedly or seem to have a problem with keeping the car on the track would be reported to the Stewards and could result in penalties.
At any given time during the season, drivers are expected to follow these rules. Any driver who deliberately appears to break any of these rules to gain advantage at any stage in the race or the season could be penalized by the Stewards as in the case of 'Excistor' during the 2nd race of the preseason, when he deliberately collided with multiple cars, resulting into damaged cars and ruined races. 'Excistor' has now been banned from the series.
V. Drivers Reputation
Every week, drivers will be awarded or deducted points depending on their race conduct (Points will vary). This Rep system will be a good way of telling who's clean or dirty and who's patient or aggressive.
Points:
Finishing race without any incidents: 15p
Finishing race without any incidents but sustaine a warning: 5p
Finishing race with a penalty recieved, but no damage was done to another car: 0p
Finishing race with a penalty recieved and also causing damage to another car: -10p
Finishing race with a penalty recieved of such nature that the penalty is beyond that perticular race:-20p
Finishing race with a DQ: -25p
Finishing race with a suspention from next or mre races: -30p/race