Post by Admin on Aug 24, 2012 16:05:36 GMT 10
1.0 GENERAL RULES:
1.1) NO Restarts
1.2) If two or more teams or drivers finish the season with the same number of points, the higher place in the championship (in either case) shall be awarded following the FIA criteria:
a) The holder of the greatest number of race wins;
b) If the number of race wins is the same, the holder of the greatest number of second places, and so on until a winner emerges.
1.3) The points system used for each event will be announced in the appropriate sign up thread on the ozonlineracing.proboards.com forums.
1.4) In game chat: You may use in game chat if you need to. You are not required to post pit in or pit out messages. Do not post any messages that may offend others. Posting messages during Qualifying Sessions is not allowed
1.5) Teamspeak: As it is a casual and fun league, teamspeak is highly reccomended as it lightens the mood, assists in the fun, and helps the organisation of the night. It will help you and others to use a PTT (push to talk) button instead of voice activated. Join in and get to know your fellow drivers, even without a microphone it is strongly encouraged as you will likely hear organisational messages prior to the race. Using Teamspeak during Qualifying sessions is not allowed.
1.6) Race Incidents: ozonlineracing is about fun and sportsmanship. Hopefully, all racers in these leagues want the same for everyone that they want for themselves. It is important to us, therefore, to know if drivers have concerns about their experience in ozonlineracing. If, in light of the spirit of ozonlineracing and the above noted rules, you feel that you were unfairly dealt with during an event by another driver, you may lodge a protest for review by the review panel. The protest must be lodged within 24 hours of the completion of the event. To lodge the protest please pm an admin for the night..
Please ensure you have reviewed the incident yourself so other people don't need to waste their time. Penalties for guilty drivers range from and include; private & public reprimands, exclusion from qualifying for next event, points deducted, race suspension. Repeat offenders may be considered for series expulsion.
1.7) 'Larikan' behaviour is unacceptable at all times, in particular, 'burnouts' are banned. In general this rule extends to any action performed by a racer regarless of whether it be intentional, repeated or otherwise which can be considered disruptive to the 'fair use' of the server/track by other racers.
1.8) Ozonlineracing Admin reserve the rights to change, apply and make additions to any rules as required, admin decisions are final and debate will not be entered into.
2.0 RACING RULES:
2.1) Qualifying and Race: During qualifying and the race you must obey the following rules.
- Do not purposely hold another driver up
- Do not stop on the circuit and disadvantage another car by doing so
- Use caution to avoid causing an collision[turn 1 or lap 1 ]
- Do not cut the track
- Do not exit pits under a red light
- Do not speed in pit lane
If a racer fails to adhere to the above rules they may be penalised by having one or more of the following penalties applied
- A time penalty of up to 5 seconds may be added to your best qualifying lap
- You may be forced to begin the race from the rear of the grid
- You may be excluded from the race altogether
2.2) Pass with care. If you aren't sure you can pull off a move to pass an opponent, don't do it. Take your time to work out where to try the move.
Overtaking car: If you're attempting to make a pass up the inside, and don't have 1/2 a car overlap when the lead car turns-in to the apex, you must give way. If you try to pass around the outside then exiting the corner you must be fully along side the other car, otherwise they are entitled to take the normal racing line, which may include pushing you wide. In the event that they do start take you wide, you should fall back behind the other car as safely as possible.
Lead car: If you're being overtaken on the inside, and the overtaking car has 1/2 a car overlap or more, you cannot force your racing line and must allow them the apex.
2.3) REDRESS: If contact with another driver is your fault, and they are disadvantaged, you must allow them to regain the position immediately - even if it means you lose positions to drivers not involved in the incident. If you can't pass cleanly, do not pass at all. Rule 2.9b) applies here. The affected driver does have the right to waive the redress, this must be given over teamspeak or via clear message in game. This does not affect the affected drivers right to protest the incident.
2.4) Defensive driving. Swerving on straights to block another driver is not allowed. Blocking is only allowed in the championship under the following condition:
1) A driver is allowed to move once off the racing line down a straight to block an overtaking move but then must not move off that line until necessary to regain normal racing line approaching a corner.
2.5) If the car behind them already has the nose or the whole car beside them then the driver is only allowed to move over to the extent that there is still room for the car which has an overlap to stay on the road.
2.6) Look. Use your look left/right abilities or virtual mirrors to narrow down the blind spots, also understand where your blind spots are in the car you are diving.
2.7) Take care re-entering the track. Whether it be from pit lane, the sand pit, a little grass scenic trip or even just recovering from an out of control situation, it is the responsibility of the car that is re-entering the track/re-gaining the racing line to avoid collision. Any contact that disadvantages another racer(s) must be redressed by allowing the other driver to regain the position in front of the guilty party.
2. Blue flag. If you see a blue flag, it means that a car that is leading you is behind. Ensure you give him the racing line and allow an uncontested pass as soon as is safe and practical. This doesn't mean you must leave the track boundary.
2.9) Yellow flag: If you get shown this, there is an incident ahead. Do not pass under yellow flag conditions. Take extra caution until the area is clear.
2.9a) Full course yellow (FCY): FCY rules will be used during some ozonlineracing leagues. This will be designated in the relevant series sign up post or forum thread. During a race you will see an on screen message ""INCIDENT FULL COURSE YELLOW""designating when a full-course yellow flag is pending or in effect. Under FCY conditions all cars will be lead around the track by the leader of the race at a slower speed until it is clear of incident. No overtaking is allowed under FCY conditions under penalty of a 10 second Stop-Go in pit lane. When everything is clear a""Green-Race resumes at start line.
2.9b) Any 'incident' occurring on either a formation lap, under a full course yellow flag situation or a race can result in an offending racer receiving one penalty strike per 'incident. An 'incident' is defined as being any racer action that results in another racer receiving damage and/or being unable to maintain their current position in the pack. Strikes are accumulated, any racer who receives a total of 3 strikes in a series will attract an automatic one race ban. Each strike also carries a 1 position demotion post race.
2.9c) Racers are permitted to pit at any time under a full course yellow.
2.9d) Rejoining the track. Under all circumstances involving 'loss of control' of the vehicle during a full course yellow the racer is required to stop in a safe position, allow the pack to pass and then rejoin at the back of the queue, a racer may not regain their original position prior to the incident, failure to do so could result in a strike or an additional time penalty being applied to the final race time of the offender.
2.9e) Speed limits behind the lead car - under Full Course Yellow (FCY) conditions and once in the queue behind the lead Car the incar speed should not exceed 100 kph. At times when the pace car or queue are not visible it is permitted to exceed these limits, the responsibility is on the racer to arrive at the back of the queue safely. Under full course yellow, any car with significant damage may safely overtake the field to get back to the pits. Once the cars that have pitted safely rejoin the rear of field, GREEN- resume racing at start line will be given. The leader will accelerate from the final corner toward the start line. No delayed takeoffs allowed.
2.10) Deliberate Corner Cutting: Deliberate Corner cutting will not be tolerated. Drivers are allowed to use the kerbs to the extent that they still have at least two wheels on the tarmac at all times.
2.11) Don't try and win the race on turn 1. This doesn't work and it causes more problems than the pass is worth. Take extreme care in the first corner and indeed the first lap. Remember you’ll have cold tyres and brakes on lap 1 - unless a formation lap is run as part of the series. Rule 2.9b applies here.
2.12) Formation Lap: During some series' a formation lap will be used to allow drivers to get some heat into tyres and brakes (usualy during open wheeler series). During formation laps:
a) It is the responsibility of the pole sitter to lead the field around the track at a consistent pace no faster than 200km/h.
b) No over taking is allowed and all drivers are reminded to leave appropriate room (we suggest approx 3 car lengths) between themselves and the car in front for safety reasons.
c) No weaving, burn-outs or excessive breaking are allowed within sight of the grid.
d) No larikan behaviour is allowed - refer rule 1.9
2.12a) In the event of 'loss of control' of the vehicle on a formation lap(prior to a race start), a racer must stop in a safe position, allow the pack to pass and join the end of the queue however they may proceed to take their original starting position on the grid at the end of the formation lap.
2.13) If a drivers car is damaged to the extent that the moderators consider it a danger to other competitors the moderators may give that car a mechanical black flag in which case if the damage cannot be fixed in the pits the driver must retire immediately. If the driver fails to do so a points penalty or race ban may apply
2.14) Race classification: To be classified as a finisher (and earn points), a car must have completed 75% of the race distance and crossed the finish line under its own power.
2.15) TMF Rolling Start: a manual formation lap with a rolling start. This means that once the light goes green the leader gradually speeds up to around 100 km/h and drives in this pace towards the last corner. All other cars follow in one line with the same speed. No brake testing, no swaying. If you spin your car you drop back to last position and start from there. When exiting the last corner the leader will go full throttle and the rest of the pack follows. No overtaking before the start/finish line. The formation lap will count as part of the race.
Thanx Jack for creating these.
1.1) NO Restarts
1.2) If two or more teams or drivers finish the season with the same number of points, the higher place in the championship (in either case) shall be awarded following the FIA criteria:
a) The holder of the greatest number of race wins;
b) If the number of race wins is the same, the holder of the greatest number of second places, and so on until a winner emerges.
1.3) The points system used for each event will be announced in the appropriate sign up thread on the ozonlineracing.proboards.com forums.
1.4) In game chat: You may use in game chat if you need to. You are not required to post pit in or pit out messages. Do not post any messages that may offend others. Posting messages during Qualifying Sessions is not allowed
1.5) Teamspeak: As it is a casual and fun league, teamspeak is highly reccomended as it lightens the mood, assists in the fun, and helps the organisation of the night. It will help you and others to use a PTT (push to talk) button instead of voice activated. Join in and get to know your fellow drivers, even without a microphone it is strongly encouraged as you will likely hear organisational messages prior to the race. Using Teamspeak during Qualifying sessions is not allowed.
1.6) Race Incidents: ozonlineracing is about fun and sportsmanship. Hopefully, all racers in these leagues want the same for everyone that they want for themselves. It is important to us, therefore, to know if drivers have concerns about their experience in ozonlineracing. If, in light of the spirit of ozonlineracing and the above noted rules, you feel that you were unfairly dealt with during an event by another driver, you may lodge a protest for review by the review panel. The protest must be lodged within 24 hours of the completion of the event. To lodge the protest please pm an admin for the night..
Please ensure you have reviewed the incident yourself so other people don't need to waste their time. Penalties for guilty drivers range from and include; private & public reprimands, exclusion from qualifying for next event, points deducted, race suspension. Repeat offenders may be considered for series expulsion.
1.7) 'Larikan' behaviour is unacceptable at all times, in particular, 'burnouts' are banned. In general this rule extends to any action performed by a racer regarless of whether it be intentional, repeated or otherwise which can be considered disruptive to the 'fair use' of the server/track by other racers.
1.8) Ozonlineracing Admin reserve the rights to change, apply and make additions to any rules as required, admin decisions are final and debate will not be entered into.
2.0 RACING RULES:
2.1) Qualifying and Race: During qualifying and the race you must obey the following rules.
- Do not purposely hold another driver up
- Do not stop on the circuit and disadvantage another car by doing so
- Use caution to avoid causing an collision[turn 1 or lap 1 ]
- Do not cut the track
- Do not exit pits under a red light
- Do not speed in pit lane
If a racer fails to adhere to the above rules they may be penalised by having one or more of the following penalties applied
- A time penalty of up to 5 seconds may be added to your best qualifying lap
- You may be forced to begin the race from the rear of the grid
- You may be excluded from the race altogether
2.2) Pass with care. If you aren't sure you can pull off a move to pass an opponent, don't do it. Take your time to work out where to try the move.
Overtaking car: If you're attempting to make a pass up the inside, and don't have 1/2 a car overlap when the lead car turns-in to the apex, you must give way. If you try to pass around the outside then exiting the corner you must be fully along side the other car, otherwise they are entitled to take the normal racing line, which may include pushing you wide. In the event that they do start take you wide, you should fall back behind the other car as safely as possible.
Lead car: If you're being overtaken on the inside, and the overtaking car has 1/2 a car overlap or more, you cannot force your racing line and must allow them the apex.
2.3) REDRESS: If contact with another driver is your fault, and they are disadvantaged, you must allow them to regain the position immediately - even if it means you lose positions to drivers not involved in the incident. If you can't pass cleanly, do not pass at all. Rule 2.9b) applies here. The affected driver does have the right to waive the redress, this must be given over teamspeak or via clear message in game. This does not affect the affected drivers right to protest the incident.
2.4) Defensive driving. Swerving on straights to block another driver is not allowed. Blocking is only allowed in the championship under the following condition:
1) A driver is allowed to move once off the racing line down a straight to block an overtaking move but then must not move off that line until necessary to regain normal racing line approaching a corner.
2.5) If the car behind them already has the nose or the whole car beside them then the driver is only allowed to move over to the extent that there is still room for the car which has an overlap to stay on the road.
2.6) Look. Use your look left/right abilities or virtual mirrors to narrow down the blind spots, also understand where your blind spots are in the car you are diving.
2.7) Take care re-entering the track. Whether it be from pit lane, the sand pit, a little grass scenic trip or even just recovering from an out of control situation, it is the responsibility of the car that is re-entering the track/re-gaining the racing line to avoid collision. Any contact that disadvantages another racer(s) must be redressed by allowing the other driver to regain the position in front of the guilty party.
2. Blue flag. If you see a blue flag, it means that a car that is leading you is behind. Ensure you give him the racing line and allow an uncontested pass as soon as is safe and practical. This doesn't mean you must leave the track boundary.
2.9) Yellow flag: If you get shown this, there is an incident ahead. Do not pass under yellow flag conditions. Take extra caution until the area is clear.
2.9a) Full course yellow (FCY): FCY rules will be used during some ozonlineracing leagues. This will be designated in the relevant series sign up post or forum thread. During a race you will see an on screen message ""INCIDENT FULL COURSE YELLOW""designating when a full-course yellow flag is pending or in effect. Under FCY conditions all cars will be lead around the track by the leader of the race at a slower speed until it is clear of incident. No overtaking is allowed under FCY conditions under penalty of a 10 second Stop-Go in pit lane. When everything is clear a""Green-Race resumes at start line.
2.9b) Any 'incident' occurring on either a formation lap, under a full course yellow flag situation or a race can result in an offending racer receiving one penalty strike per 'incident. An 'incident' is defined as being any racer action that results in another racer receiving damage and/or being unable to maintain their current position in the pack. Strikes are accumulated, any racer who receives a total of 3 strikes in a series will attract an automatic one race ban. Each strike also carries a 1 position demotion post race.
2.9c) Racers are permitted to pit at any time under a full course yellow.
2.9d) Rejoining the track. Under all circumstances involving 'loss of control' of the vehicle during a full course yellow the racer is required to stop in a safe position, allow the pack to pass and then rejoin at the back of the queue, a racer may not regain their original position prior to the incident, failure to do so could result in a strike or an additional time penalty being applied to the final race time of the offender.
2.9e) Speed limits behind the lead car - under Full Course Yellow (FCY) conditions and once in the queue behind the lead Car the incar speed should not exceed 100 kph. At times when the pace car or queue are not visible it is permitted to exceed these limits, the responsibility is on the racer to arrive at the back of the queue safely. Under full course yellow, any car with significant damage may safely overtake the field to get back to the pits. Once the cars that have pitted safely rejoin the rear of field, GREEN- resume racing at start line will be given. The leader will accelerate from the final corner toward the start line. No delayed takeoffs allowed.
2.10) Deliberate Corner Cutting: Deliberate Corner cutting will not be tolerated. Drivers are allowed to use the kerbs to the extent that they still have at least two wheels on the tarmac at all times.
2.11) Don't try and win the race on turn 1. This doesn't work and it causes more problems than the pass is worth. Take extreme care in the first corner and indeed the first lap. Remember you’ll have cold tyres and brakes on lap 1 - unless a formation lap is run as part of the series. Rule 2.9b applies here.
2.12) Formation Lap: During some series' a formation lap will be used to allow drivers to get some heat into tyres and brakes (usualy during open wheeler series). During formation laps:
a) It is the responsibility of the pole sitter to lead the field around the track at a consistent pace no faster than 200km/h.
b) No over taking is allowed and all drivers are reminded to leave appropriate room (we suggest approx 3 car lengths) between themselves and the car in front for safety reasons.
c) No weaving, burn-outs or excessive breaking are allowed within sight of the grid.
d) No larikan behaviour is allowed - refer rule 1.9
2.12a) In the event of 'loss of control' of the vehicle on a formation lap(prior to a race start), a racer must stop in a safe position, allow the pack to pass and join the end of the queue however they may proceed to take their original starting position on the grid at the end of the formation lap.
2.13) If a drivers car is damaged to the extent that the moderators consider it a danger to other competitors the moderators may give that car a mechanical black flag in which case if the damage cannot be fixed in the pits the driver must retire immediately. If the driver fails to do so a points penalty or race ban may apply
2.14) Race classification: To be classified as a finisher (and earn points), a car must have completed 75% of the race distance and crossed the finish line under its own power.
2.15) TMF Rolling Start: a manual formation lap with a rolling start. This means that once the light goes green the leader gradually speeds up to around 100 km/h and drives in this pace towards the last corner. All other cars follow in one line with the same speed. No brake testing, no swaying. If you spin your car you drop back to last position and start from there. When exiting the last corner the leader will go full throttle and the rest of the pack follows. No overtaking before the start/finish line. The formation lap will count as part of the race.
Thanx Jack for creating these.