March 2017
Upcoming Events
Sporting Regulations (Project CARS)

Title_Sporting_Regs.png


The goal of the CanAm Virtual Racing League is to promote fun, competitive racing with a spirit of respect and integrity. Our focus is on realism, with an emphasis on Driver Etiquette.

In order to achieve this goal a set of specific Sporting Regulations has been defined to govern all aspects of competition within the league. This document outlines the sporting regulations and procedures for a race weekend. The document covers General Regulations, Practice Sessions, Qualifying Session, Race Day and Penalties. Any questions regarding these regulations should be directed to a League Panel member.

Due to regular patching and updates of the Project CARS platform, these Sporting Regulations are considered a Living Document and are subject to change at any time. It is every driver's responsibility to ensure they stay up to date on the Sporting Regulations. Failure to remain current will not be considered an excuse in the event of an infraction.

Please note that due to network limitations, any drivers outside of North America will need to provide network performance test results. While we welcome all drivers, we do need to be aware of latency and lag issues which would hinder yourself and others.


General Regulations

This section outlines the basic regulations for our league. Car specific regulations are detailed in the Technical Regulations section.

TeamSpeak Client - Use of the TeamSpeak server during events is considered mandatory. Drivers must be able to communicate with others on the track. Failure to use TeamSpeak with a headset may result in a driver's suspension.
Driver Aids - Driving Aids will always be set to REAL. This means that if a particular car has a specific Aid in real life, it will be available in the game. Other non-performance impacting aids such as Driving Line will also be permitted for those that need them.
Pitting - Each track has clear markings indicating the pit entrance and exit lanes. On most tracks, this is a solid white line. Drivers entering or exiting the pits may not cross outside this white line and drivers racing on the track may not cross inside this white line. Doing so in a race may result in a penalty.


Basic Room Settings

For all official events we will utilize our Dedicated Server. The room will have the following settings:

  • Practice Session 1 = 45 Minutes
  • Qualifying Session = 30 minutes
  • Warmup Session = 15 minutes
  • Weather = REAL
  • Weather Progression = Real time
  • Tire Wear = 2x
  • Fuel Consumption = REAL
  • Damage = FULL
  • Mechanical Failures = YES
  • Time Progression = 2x,5x or 10x*
  • Rolling Start = NO
  • Force Realistic Driving Aids = YES

*Each race will have its own time progression depending on the race location/real world equivalent race. Check Calendar details for specific event.


Practice Sessions

Practices will be governed by the same regulations as a race day session. The following exceptions will be in effect for practice sessions:

  • Practice, Qualifying and Warmup times will be shorter, or eliminated altogether
  • Our Dedicated Server will be configured with the correct Practice setup for the 2-week period between each event. On the Morning of Race Day, the full Race specific settings will be configured.


Technical Regulations

The current season is being run as a Multiclass season. The eligible classes are LMP2 and GTE. Eligible cars for each class are:

  • LMP900:
    • All 3 cars in the class are eligble
    • Audi R8
    • BMW V12 LMR
    • Bentley Speed 8
  • GT3:
    • All GT3 cars are eligible in this class
    • GTE class cars which are listed in GT3 are NOT eligible. These include:
      • Corvette C7.R
      • Aston Martin V8 Vantage
      • BMW M3 GT

Driver aids will be set to real, meaning that LMP900 cars will have no aids available.


Qualifying Procedures

For the Multi-class season, we will have a split qualifying session. The Qualifying session will be set for a total of 30 minutes.

  • During the first 12 minutes, ONLY GT3 cars will be allowed on track
  • At the 12-minute mark, GT3 drivers will be notified of “Checkered Flag” by designated flag person
  • Once Checkered Flag is announced, GT3 drivers will finish the lap they are on and then return to Pit Stall.
  • Senior Panel member present or designated delegate will record GT3 Results
  • During the final 12 minutes of Qualifying session, ONLY LMP900s will be allowed on track.
  • LMP900s will run until end of session.
  • Senior Panel member present or designated delegate will record LMP900 Results 

In the event that we have more drivers wishing to participate than there are Grid Spots, we will utilize the following Race Qualification procedure:

  • Top 16 drivers in each race will automatically qualify for the main event of the next round
  • Remaining drivers will participate in a qualifying heat to determine which drivers will advance to the main event
  • Depending on the venue, the top 10 - 16 finishers in the Qualifying heat will advance to the main event and make up the remainder of the grid.
  • All drivers who participated in the Qualifying heat, but who do not advance to the main event will receive 1 Driver's Point.

The Qualifying heat will be an abbreviated version of the main event, but will use all of the same rules and regulations as the main event.


Race Day Procedures

For each scheduled event, the lobby will open at 9:30PM Eastern Time. Drivers who join the lobby prior to this time are asked to NOT use the Vote to Start button.

At exactly 9:30PM Eastern Time, the session will be started. Drivers not yet in the lobby will still be able to join the event until part way through the Warmup session. During the last 5 minutes of the warmup session drivers will no longer be able to join the race. In order to ensure you are able to participate, make sure that you are in the room no later than the start of the Warmup session (10:45 PM ET)

Under no circumstances will the event be restarted for individual drivers/issues. Once the event is started all elements are automated and cannot be interrupted. Any driver who is not in the room in time and is therefore unable to join the race and will be scored as a DNS (Did Not Start). Drivers can join the room until the last 5 minutes of the Warmup session.

NOTE: Due to issues with the replay system, we will do a server restart between the end of the Qualifying session and the start of the Warmup session. Senior panel member, or designated delegate will record all Qualifying results.


Race Starting Procedures

In its current state, the game's Rolling Start is very flawed. As a result, we will not use it. We will use a manually controlled ROLLING START procedure as follows:

  • Room is set for Standing Start
  • When race goes GREEN, first lap will be treated as a PACE lap
  • All drivers will remain on their grid spot until called forward by Senior Panel Member or designated delegate based on Qualifying results order. DO NOT MOVE FROM YOUR GRID SPOT UNTIL CALLED FORWARD so as not to hinder cars behind that may need to pass you.
  • Field will form single file, maintaining 60MPH (100KPH) and positions
  • Pole sitter sets the pace speed
  • When the pole sitter reaches the START/FINISH line he will call GREEN, GREEN, GREEN
  • Drivers may NOT pass until they have crossed the START/FINISH line.

Tire and brake warming during the pace lap is permitted, however fuel saving measures such as shutting off the engine is not permitted.


Caution Periods

During the first 5 Green Flag laps of every race (laps 2 - 6) any driver that is involved in a multi-car incident may call for a caution. Cautions may only be called for incidents involving 2 or more cars, and there will only be one caution period per race. The caution procedure will be as follows:

  • Driver involved in multi-car incident calls for caution
  • All drivers immediately reduce speed to 60MPH (100KPH)
  • All drivers maintain their position at the time the caution was called
  • Pits are CLOSED until all drivers are on the same lap
    • If the caution is called after any cars have already passed pit entrance the pits will be closed and we will do an extra caution lap.
    • Once all drivers are on the same lap, the pits will be opened
  • Caution period will last for 2-3 laps as follows
    • Lap that the caution is called on
    • If any cars have already passed the pit entry when the caution is called, then the pits will be declared CLOSED and we will complete another lap, so that all cars pit on the same lap
    • Pit exit lap
  • After the pit stops, drivers will maintain the positions they returned to the track in and will maintain 60MPH (100KPH). Tire warming is permitted; fuel saving is NOT.
  • Restart procedure is the same as the Rolling Start procedure above.

Once a caution period has been called for during a race, no further caution periods will be permitted. Local yellow flag rules will apply from that point on.   Once all cars have started lap 7 no caution periods will be permitted. The caution period is only available during laps 2 - 6.


Local Yellow Flags

As in most forms of road racing, we will utilize the Local Yellow Flag rule from lap 7 until the end of each race. Drivers are NOT permitted to overtake any other drivers in a local yellow zone. Since we cannot use the in game Flag Rules for this, drivers will be responsible for observing the on track Local Yellow conditions. When an incident is observed on track, or announced via TeamSpeak, the section from the corner before the incident to the corner after the incident are considered to be the Yellow Flag Zone. The process will work as follows:

  • Incident occurs on track
  • Drivers involved announce “Yellow Turn X” (where “X” is corner name or number where incident has occurred) via TeamSpeak
  • All drivers on track treat section from Turn X to Turn Y (where X is corner announced, and Y is the next corner) as a Local Yellow zone.
  • Drivers involved in incident announce “Green” once they have safely recovered to the track*

*Drivers who have damage and are limping back to pits must make this clear via TeamSpeak, and must remain well off of the racing line

Any driver who overtakes another driver under a Local Yellow condition must give back the position immediately or face points penalties post-race.


Red Flag

In the event of a server impacting issue, or an issue that impacts a significant number of the field (25% +), we will institute a Red Flag procedure as follows:

  • As soon as a server/session impacting situation is identified the event will be Red Flagged by the most senior panel member in the event.
  • Once the Red Flag is issued, all drivers will stop immediately and remain on track in their current positions.
  • The senior panel member present will record the current running order via a screen shot
    • Press ESC to bring up the Monitor
    • Press F12 to take a screen capture
  • Once the screen capture has been taken, drivers may leave the server, but remain on TeamSpeak
  • The Server Admin will adjust the server configuration to the conditions of the track (date, time, etc) when the Red Flag was issued. The server admin will calculate an approximate track time based on the leader's average laptime and laps completed. Laps will also be set for the total remaing laps plus 1 additional lap to acoutn for the restart pace lap.
  • Server Admin will restart the server
  • Drivers will rejoin the server
    • Drivers who may have been disconnected previously will be allowed to rejoin, but will be scored numbers of laps down based on when they dropped from the previous session.
  • Host will start the event
    • When the green lights come on all drivers will REMAIN in their grid positions.
    • The most senior panel member will call drivers out one by one in the order listed in the screen capture
    • Any drivers that were previously disconnected will join on the back of the grid in the order they were disconnected (most recent disconnect first, first disconnect last)
  • Once the grid order has been reestablished we will continue on the first lap as a caution lap and follow the Restart Procedure as listed in the Caution Period section.
  • With the exception of the "formation" lap, there will be no caution periods following a Red Flag condition.


Racing Surface

The racing surface is defined as the paved area between the solid white (or yellow) lines. Drivers MUST keep 2 tires on the racing surface at all times.

  • If there is a permanent curb, the curb is NOT considered part of the racing surface. Two tires MUST remain inside the white lines as indicated in the example images below
  • It is forbidden to gain an advantage by reducing the length of the circuit. 
  • It is forbidden to gain an advantage by increasing the length of the circuit.
  • If a driver is unable to keep their tires on the racing surface, then they are required to lift off of the throttle for at least 2 seconds before returning to racing speed. Failing to do so will be considered a short cut.
  • Paved areas outside of the solid white or yellow lines are Run-Off areas and are NOT considered part of the racing surface.
  • All pit lane markings must be observed. Drivers entering or leaving the pits must keep all 4 tires below the pit exit line so as to avoid causing an incident with on track cars. 
 
 
Track Limit Examples

Corner Apex

Apex_Good.PNG

Apex_Bad.png

Corner Exit

Exit_Good.PNG

Exit_Bad.PNG


 
Rules for Overtaking

  • Passing General
    The responsibility for the decision to pass another car, and to do it safely, rests with the overtaking driver. The overtaken driver should be aware that he/she is being passed and must not impede the pass by blocking. A driver who does not watch his/her mirrors or who appears to be blocking another car seeking a pass may be black-flagged and/or penalized. The act of passing is initiated when the trailing car’s (Car A) front bumper overlaps with the lead car’s (Car B ) rear bumper. The act of passing is complete when Car A’s rear bumper is ahead of Car B’s front bumper. “NO PASSING” means a pass cannot even be initiated. Any overlap in a NO PASSING area is considered illegal.
  • Punting
    The term “punting” is defined as nose to tail (or side-of-the-nose to side-of-the-tail) contact, where the leading car is significantly knocked off of the racing line. Once the trailing car has its front wheel next to the driver of the other vehicle, it is considered that the trailing car has a right to be there. And, that the leading driver must leave the trailing driver enough “racing room.” In most cases, “racing room” is defined as “at least three quarters of one car width.” If adequate racing room is left for the trailing car, and there is incidental contact made between the cars, the contact will be considered “side-to-side.” In most cases, incidental side-to-side contact is considered to be “just a racing incident.” If, in the case of side-to-side contact, one of the two cars leaves the racing surface (involuntarily) then it may still be considered “a racing incident.”
  • Right to the Line
    The driver in front has the right to choose any line, as long as they are not considered to be blocking. The driver attempting to make a pass shall have the right to the line when their front wheel is next to the driver of the other vehicle.
  • Blocking
    A driver may choose to protect his or her line so long as it is not considered blocking. Blocking is defined as two (2) consecutive line changes to “protect his/her line,” and in doing so, impedes the vehicle that is trying to pass with each of the two (2) consecutive movements.


NOTE: Rules for Overtaking have been taken directly from the NASA (National Auto Sports Association) rule set (section 25.4). For their complete rules, please see http://www.nasaproracing.com/rules/ccr.pdf


Lap Traffic

CanAm VRL utilizes a "Blue Flag" rule philosophy regarding lap traffic. This means that drivers who are being lapped by higher placed cars must yield way to those faster cars. This is the same approach and philosophy that is used in all real world forms of road racing. Every reasonable effort must be made to allow the faster car to pass within 3 corners. The lapped car should yield the inside line of the corner to allow the leading car by.

Although lapped cars are expected to allow lead cars by, lead car drivers MUST be aware of any positional battles that the lapped cars may be involved in. Every reasonable effort must be made to NOT interfere with these battles. Ensure that you can clear both cars as quickly as possible. The above mentioned Rules For Overtaking still apply as well. It is the passing driver's responsibility to ensure the pass is completed safely.

No Passing Zones 
Each track will have designated "No Passing zones". These no passing zones are areas where there is a high risk of incident between cars of different classes due to the speed differentials, as well as handling and performance differentials between these cars.

These zones will be identified prior to each race. In these zones, cars of different classes will be prohibited from overtaking one another. Cars within the same class are free to race each other in these zones.

The purpose for these "no passing" zones is to prevent faster class cars from causing an incident, or forcing the slower class cars off track.

Any driver ignoring the designated zone and causing an incident in one of these zones with a car from another class will be subject to disciplinary actions.


Points System

CanAm VRL uses a single points system for both the Driver's and Team's Points standings.

Each driver earns points based on their finishing order in the Main Event race. Drivers who must participate in a Qualifying Event but fail to advance to the Main event will be awarded 1 Driver's Point.

Team points will be based on a combination of Drivers points. Driver's points earned by the highest placing and lowest placing drivers on the team will be totaled to create the team points for the event. The third driver's points will not be included. This minimizes the negative impact to a team should one of their drivers not be able to participate on a given weekend.

The points allocations are as follows:

PositionGT3
1st35
2nd32
3rd30
4th28
5th26
6th25
7th24
8th23
9th22
10th21
11th20
12th19
13th18
14th17
15th16
16th15
17th14
18th13
19th12
20th11
21st10
22nd9
23rd8
24th7
25th6
26th5
27th4
28th3
29th2
30th1
31st1
32nd1

In the event that a driver is able to start the weekend event, but is unable to complete the race (technical or network issues) that driver will be scored based on his/her position at the end of the race. In other words, if the driver is disconnected early and everyone continues on, that driver will earn lowest place points. If however the driver is disconnected near the end of the race then laps completed by all drivers will need to be looked at. If the disconnected driver has completed more laps than another driver then he/she will be scored appropriately.


Teams

Along with the Drivers’ Championship, we also have a Team Championship. Drivers are not required to be part of a team, however any drivers who do decide to form a team must all use the same model of car. Since Project CARS does not currently support the use of Custom Liveries online, Teams are NOT required to use the same/similar liveries.
 

Post-Race Reviews

All races will be reviewed by the panel members via the use of the game’s replay. Panel members will use the week following the race to review any issues or concerns.

Any driver wishing to report a concern to the panel must do so no later than Midnight EST on the Wednesday following the race. This allows the panel members time to review and investigate as needed before meeting on Sunday night. Review requests can be submitted to any panel member via the Private Message function on the website, or via email to canamvrl@gmail.com.

In order to accommodate this submission and review process, no official points will be posted until the Sunday of the weekend following the race event (8 days post-race)


Penalties

Each race will be reviewed by members of the league leadership panel (Race Control). If necessary, Race Control will issue penalties to drivers who fail to adhere to the rules of the league. Any penalties received by a driver will only apply to the Driver's Points standings and will not impact the Team's Points. Penalties can be awarded for the following:

  • Minor Infractions
    • Short cutting the track (Exceeding track limits)
    • Jumping the start
    • Jumping the restart after a caution
    • Failing to observe the pit lane lines (not resulting in an on track incident). This is considered equivalent to short cutting the track, as well as being a potential safety hazard
    • Fuel saving during a caution (not resulting in an incident)
    • Pitting while pits are deemed to be CLOSED.
  • Major Infractions
    • Overly aggressive driving resulting in an on track incident
    • Hindering or interfering with the progress of another car in any manner other than normal racing between competitors (for example, a back marker holding up a leader).
    • Blocking - A driver may choose to protect his or her line so long as it is not considered blocking. Blocking is defined as two (2) consecutive line changes to “protect his/her line,” and in doing so, impedes the vehicle that is trying to pass with each of the two (2) consecutive movements.
    • Failing to observe the pit lane lines, resulting in an on track incident
    • Fuel saving during a caution (resulting in an incident)
    • Failure to acknowledge or abide by the Caution period

For the context of these penalties an incident is defined as anything that risks the safe progression of a driver during the race. This could include, but is not limited to:

  • Contact that cause a driver to leave the racing surface
  • Contact that causes damage to another driver's car
  • Forcing another driver off track

The minimum penalties that the panel will award are as follows:

  • Minor Infractions
    • Minimum Penalty = Verbal or written warning.
    • Maximum Penalty = 1 Driver's point deduction per incident
    • Additional non-points penalties as deemed appropriate for the severity/number of the incidents
  • Major Infractions
    • Minimum penalty = 2 Driver's point deduction per incident
    • Maximum Penalty = 5 Driver's point deduction per incident
    • Additional non-points penalties as deemed appropriate for the severity/number of the incidents

These are the minimum penalties the panel may issue. The panel reserves the right to issue more severe penalties for more severe infractions or to a driver committing multiple infractions.


Car Change Penalties

Once a team has selected a car they are committed to that car for the entire season. Teams can change cars at any time prior to the first race of the season without restriction, however once the first formal practice session for the first event of the season has started any car changes will result in a driver points penalty. Penalties will be as follows:

  • All drivers on the team must make the switch to the new car as all team members must run the same model of car.
  • Each driver will receive a 10 point Driver's Points penalty.
  • Points penalty will apply to Drivers Standings only and not Team Points earned.

***Due to regular patching and updates of the Project CARS platform, these Sporting Regulations are considered a Living Document and are subject to change at any time. It is every driver's responsibility to ensure they stay up to date on the Sporting Regulations. Failure to remain current will not be considered an excuse in the event of an infraction.***

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