P1GT Rules

  1. Basic requirements
    1. By participating in this league every team and driver confirms that he has understoods and accepts the rules
    2. If you have not understood every rule, please make sure to post your questions on the forum
    3. Every driver must use his real name in the forum and in rFactor2. Make sure the first letter of your first name and last name is in capital letters e.g. Max Racer. Do not use special characters like ä, ö, ü etc.
      1. In game name and name in the entrylist need to be 1:1 identical to avoid trouble during the event. This means no extra blanks between your name or at the end.
    4. Every driver must be on the P1-gaming e.V. TeamSpeak server while he is driving an official session (Qualification and Race) and must be able to hear whisper messages from race control
    5. Every driver has to use a wired connection (WLAN causes lag) and has to make sure his ping is stable and below 200ms
    6. You must not share any content or passwords used on p1-gaming e.V.
  2. Code of conduct
    1. All drivers have to be respectful with each other (no insults, racism etc.) in the forum, on the track, on TeamSpeak as well as in the live stream
    2. All attempts to gain an unfair advantage e.g. using a bug (without reporting it to the staff), cheating etc. will be penalised
  3. General rules
    1. Official sessions will not be delayed due to client-side technical problems. Make sure your system is running fine before an official session
    2. If a briefing is announced for an official session, at least one team member has to take part and must inform the rest of his team
    3. Horn usage is not allowed. Penalty for horn usage will be a drive through penalty
    4. Do not use in game chat. Penalty for chat usage will be a drive through penalty for each line
    5. After a race the Top 3 teams of each class will be interviewed. Make sure at least one of your drivers is available
  4. Skins
    1. The from P1-Gaming e.V. provided skin template needs to be used
    2. It is not allowed to remove or to move league sponsors logos
    3. It is not allowed to remove or to move number plates
    4. If any company logos or copyright protected images are used the permission that its allowed to use this logos/images need to be send to support@p1-gaming.de
  5. Sign ups
    1. Car numbers with a leading zero are not allowed. (e.g. 1 is ok, 01 will be not allowed.) If we find a car with a leading zero in the number in the entrylist the car will be removed
    2. Each team manager can maximum sign up 2 cars.
    3. It is not allowed to sign up a driver in more than one car.
  6. Spectators
    1. It is not allowed to be permantly as spectator on the server. Only exceptions are the offical stream user and race stewards
  7. Ontrack behaviour
    1. General on track behaviour
      1. Brake checking, unnecessary slowing thru a corner, punting, bump-passing, cutting-off or chopping are all deliberate actions whether there is contact or not, and subject to penalty
      2. Blocking is not allowed and subject to a penalty
      3. Weaving to break a draft is considered blocking
      4. Flashing of lights are permitted to alert driver ahead you are about to pass or driver ahead will give way to help the pass. It can not be more than 3 flashes and longer than 2 seconds
    2. Ontrack penalties
      1. You can ask the stewards to remove in game penalties. Maybe you got several penalties from the game for 1 cut or you avoided a crash and got a penalty for cutting. These removed penalties will be checked afterwards and if the removal was not justified you will be penalized (e.g. speeding in pitlane or cutting the track on your own). 1 lap penalty for each unjustified removal.
      2. If you have a DSQ you can ask the stewards to remove the DSQ. We consider the time loss as enough penalty for not serving a game penalty or forgetting to turn on the headlights
      3. DSQs acquired after race finish are not removable
    3. Cutting (track limits)
      1. White (or other color) lines at the edge of the track surface define the racing surface (which includes the lines themselves). If a track or a section of a track has no border lines, the edge of the asphalt is the boundary of the racing surface
      2. You are allowed to cross the track boundaries with two wheels
      3. Going off track with more than two wheels due to a mistake is considered part of racing. Repeated offs at the same corner(s) may be deemed as gaining an advantage and a penalty may be given
      4. Gaining a position or gaining an advantage against a competitor or gaining track position (gaining time) by leaving the track in any way is against the rules and may lead to heavy penalties, unless the position is given back immediately or driver slows down to compensate within the same lap
      5. Exceptions for this rule will be published in the respective event thread
    4. Qualifying
      1. You have to run sufficient engine cooling. Smoking engines will not be tolerated
      2. Pressing ESC is not allowed.
      3. Cars on a fast lap always have the right of way compared to cars on an in- or outlap
      4. Make sure to not imped any driver when you are on an in- or out lap
      5. Each driver is responsible to find a sufficient gap in Qualifying without impeding other cars
      6. Each driver has to respect the white lines on pit entry and pit exit
    5. Warm-up
      1. Driver briefing is during the warm-up
      2. During the briefing drivers need to stay in the pit
      3. After the driver briefing you are allowed to drive out and set laptimes
    6. Formation lap
      1. You have to drive with caution on the formation lap. Excessive weaving and braking is not allowed
      2. Too large gaps in the field during the formation lap will be penalized with a drive through penalty
      3. If you spin on the formation lap you need to start the race from the back of the grid. Any possible game penalty to you or the rest of the field will be removed
    7. Pitting
      1. Each driver has to respect the white lines on pit entry and pit exit
      2. The car in the fast lane in the pitlane has always the right of way
      3. You have to stay in the fast lane of the pitlane until you reach your pit box
      4. You are not allowed to drive in the slow lane of the pit lane for an unnecessary long distance
      5. Pit speed limit is 80kph
    8. Race restart (in case of server crash)
      1. Standings from the lap before the server crash will be applied to the field (works only is ingame name is equal to name in entrylist)
      2. Lap count from the lap before the server crash will be applied to the field (works only is ingame name is equal to name in entrylist)
      3. A full course caution is in effect until race control restarts the race.
      4. The leader is responsible for a constant and predicable pace of 100-120kph
      5. The race starts when the leader finishes the first lap after the restart
    9. Overtaking
      1. Overtaking means going past someone, not through them. Drivers are not allowed to push cars out of the way in order to overtake them. Though contact may not always be avoidable, it may not act as a means to make the pass
      2. A driver can only attempt a pass when there is room for it and when the chance is reasonably high that it becomes successful without heavy contact. On road courses this means that the overtaking car must be able to get a significant overlap with the defending car before they get to the point of turn-in for a corner. On ovals any bit of overlap is enough to claim space
      3. The defending driver is allowed to defend his position by changing lines once per straight. As soon as the overtaking car has overlap on the straight the defending driver can only use the width of the track between the overtaking car on the one side and the track boundary on the other side to move in, without applying physical force to widen it. Retaking the racing line for a corner is not classed as making a defensive move, provided it is done safety and does not contravene other racing rules
    10. Lapping
      1. If a car receives a blue flag while being lapped by a car in the same class, the lapped car has to make way for the faster car as quickly as possible
    11. Safety car and yellow flags
      1. Local yellow flags will be displayed by rFactor2. We highly recommend to keep your eyes open in case of a local yellow flag
      2. You will be informed one lap in advance by rFactor 2 when the Satety Car will be in
      3. All drivers have to make sure the field is close together before the restart
      4. All drivers have to stay in single file
      5. As soon as the Safety Car goes in the leader takes over
      6. The leader has to keep the speed below 120kph until rFactor2 restarts the race "Green! Green! Green!"
    12. Red Flag (Server restart)
      1. Lap count of the cars will be restore from the standing of last completed lap before restart
      2. Positions will be restored from the standing of last completed lap before restart
      3. Race timer keeps running during red flag
      4. Race restart time and length of the race will be announced from race control
      5. After the formation lap the race continues under FCY until everything is checked and the stewards ends FCY
    13. Incidents, crashes etc.
      1. A driver who left the track due to an incident or spin has to make sure he rejoins the track in a save manner without impeding other drivers
      2. If a team has a heavily damaged car, they should inform race control, so other drivers can be warned
      3. If you have heavy damage, you have to immediately pit
      4. Out-of-control or spinning drivers should lock their brakes to make it easier for other drivers to predict their movements
  8. Points
    1. There will be a team standing
    2. There will be a driver standing
    3. Point system
      1. P1 - 25 Points
      2. P2 - 20 Points
      3. P3 - 16 Points
      4. P4 - 13 Points
      5. P5 - 11 Points
      6. P6 - 10 Points
      7. P7 - 9 Points
      8. P8 - 8 Points
      9. P9 - 7 Points
      10. P10 - 6 Points
      11. P11 - 5 Points
      12. P12 - 4 Points
      13. P13 - 3 Points
      14. P14 - 2 Points
      15. P15 - 1 Point
  9. Definitions
    1. Overlap: Is defined as any part of the car behind overlapping (lining up) with any part of the car in front
    2. Turn-in Point: Is defined as the point where the driver starts to turn into the corner entry. It can be observed with steering input of the driver. Determining a turn-in point for any corner can be very tricky due to different class cars having varying speeds and braking performances and will be at the discretion of race stewards
    3. Dive-Bombing: A driver who is following another driver up close, suddenly peels off and dives on the inside unexpectedly at corner entry (past turn-in point). It is prone to contact and is ill-advised
    4. Blocking: Changing racing line more than once as defensive maneuver
Published:
Nov 18, 2015
Page Views:
5,194
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