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Rulebook June 2024
#1
Brick 
FRL Rules & Regulations 1 V4.2 June 2024

TABLE OF CONTENTS
GT RULES & REGULATIONS 
F1 RULES & REGULATIONS



1 INTRODUCTION

2 NEWCOMERS

3 DISCORD ETIQUETTE
3.1 Misconduct Action

4 GENERAL GUIDANCE
4.1 Pre Race Responsibilities

5 RACING RULES
5.1 Overtaking
5.2 Movement in the Braking Zone
5.3 Weaving and Blocking
5.4 Re-joining and Cuts
5.5 Actions During an Incident
5.6 DNFs
5.7 Scoring and Points Application
5.8 Yellow Flags
5.9 Blue Flags, Lapping and Un-lapping
5.10 Mixed Class Racing
5.11 Qualifying
5.12 Start & Formation Laps
5.13 Pit Entry and Exit
5.14 Pit Stops
5.15 Race Finish
5.16 Car Change
5.17 Headlight & Flashing
5.18 Race Restarts
5.19 ESC Key
5.20 Driver Swap Events
5.21 Drop Rounds
5.22 Bump-drafting
5.23 Custom Liveries & Rejoin
5.24 MOTEC data
5.25 Event Registration

6 PENALTY SYSTEM
ACC Console:
ACC PC:
6.1 Penalty Levels
6.2 Points
6.3 Time
6.4 Awarding Points + Time
6.5 Equivalent penalty conversion
6.6 Cumulative Points System
6.7 Qualifying and Race bans
6.8 License Under Review
6.9 Additional Penalties
6.10 Penalty Reduction
6.11 Incident Tickets
6.12 How to Submit an Incident Ticket
6.13 Recording of Races
6.14 Tickets Deadlines
6.15 Tickets Decisions
6.16 Appeals
6.17 In-Game Penalties


7 DRIVER CLASSES
7.1 Driver Classes
7.2 Hot-Stint
7.3 Promotions and Demotions
7.4 Special Events

F1 RULES & REGULATIONS

  1. Weather and Time of Day
  2. Rules & Flags
  3. Assist Restrictions
  4. Tuesday Events
  5. Simulation Settings
  6. Points Scoring System
  7. Pre-race responsibilities
  8. Qualifying
  9. Race
  10. Penalties





GT RULES & REGULATIONS

1 INTRODUCTION

Welcome to Formula Racing League. This document contains essential rules and regulations in order to race and interact in synergy within the community. 
Please read this carefully. If you have any questions open a #get-in-touch ticket in the general category.

[Image: AD_4nXevCcGUVuv7WvjZifyyYtcF7dFcZg3WkTnr...hdr3DCV-YA]

This document will be updated before each ACC PC season start. Only for exceptional reasons an update will be done mid-season ( ex: mistake, loophole found, … ).
By signing up to FRL events you are aware and agree with the content of this document.


2 NEWCOMERS

New members must follow the onboarding process selecting their simulator roles and optionally
gaming roles. Once within the discord server read the rules and follow the license process if
applicable.


3 DISCORD ETIQUETTE

• Set your FRL server discord name to the real name or nickname that shows in game.
• Be polite. Take a moment and think before you type or speak. Explicitly calling out drivers in discord or in-game chat will carry a time penalty at stewards discretion. If you have an issue with a driver either open a discord incident ticket or sort it out in dm.
• Speak to an admin if you wish to recommend any other leagues in the FRL discord.
• Zero-tolerance policy towards any abuse verbal, text or otherwise levied against individuals or groups. Either in the server or via DMs.

3.1 Misconduct Action
Should action need to be taken on a driver due to misconduct, said driver will be initially timed out.
A support ticket will be opened with admins and the driver to discuss on the matter and this will act as a warning.
If the driver’s attitude improves and a resolution on the matter is achieved then NFA.
If no interaction by the driver within the ticket a straight ban can be applied.
If the situation escalates and driver’s attitude is unacceptable, an admin vote will take place to discuss and decide what action to be taken. 
Vote deadline is 12h. The driver will then be informed of the outcome. Should a driver need to be banned, this will be both from FRL Discord and FRL SimGrid.


4 GENERAL GUIDANCE
During racing the overall aim is for no car to contact another, as a driver in FRL it is everyone’s
responsibility to do their best to prevent this from happening. Even so, incidents do happen and
when they do, it is proper etiquette to try to return the position to the other driver in a safe
manner.
Don’t be too aggressive when attempting an overtaking manoeuvre, it is generally the
responsibility of the chasing car to complete the overtake in a safe and clean manner. Cars being
chased must not block, but must pick and maintain defensive line.
At the start of the race in particular the chance for an incident is high. Please take extra care at
the beginning of races, the safest thing to do is to back out of any high-risk manoeuvre. Races are
rarely won by heroics into turn 1.
If an incident does occur during the race, it is the driver’s responsibility to bring it to the attention
of the Stewarding Team via discord incident tickets..

4.1 Pre Race Responsibilities
It is a driver’s responsibility to be familiar with the particulars of the race event they are participating in. 
All relevant information is found on the SimGrid event itself.
A week before each race a discord check-in will be setup to gather attendance information as well as displaying important eventdetails. 
Drivers shall react with the appropriate icon to mark their attendance.
If drivers need to miss a race they must withdraw from it on SimGrid event race tab, to avoid a no show penalty. 

For F1 2023 check-out on discord.



5 RACING RULES
Mandatory rules are highlighted in red! Regulations not highlighted in red are for guidance and
recommended practice. Where a rule is specific only to some simulators it will be specified.

5.1 Overtaking
• It is generally the overtaking car’s responsibility to complete the overtake safely
• Overly aggressive driving is not tolerated.
• Any car that is “Sufficiently Alongside” shall be afforded a car’s width on track
• “Sufficiently Alongside” is judged as any part of the car alongside another on the straights and
during a corner the chasing cars front axle must be in line with the lead car’s rear axle to
warrant being left the space. A corner is deemed from corner entry turn in to corner exit
straight.
• “Dive bomb” is a risky manoeuvre that usually takes lead cars by surprise and will generally be
deemed as over aggressive.

5.2 Movement in the Braking Zone
• Moving the car within the braking zone is not allowed. When braking, do so in a straight line
until the corner’s turn in point.

5.3 Weaving and Blocking
• Weaving to break slipstream is not allowed. Any more than two movements ( i.e. moving
across track then returning to previous line is two movements ) on a straight with a following
car may be deemed as weaving.
• Blocking is not allowed. Drives must pick a defensive line and stick to it.

5.4 Re-joining and Cuts
• It is your responsibility to re-join safely and not impact the race of other drivers. This may
mean on lap 1 that you will have to wait until all cars have passed before re-joining the track.
• Penalties will apply as per 6.1 and 6.9.
• Leaving the track and gaining a lasting advantage ( in Q and R Sessions ) is not allowed and
penalties will apply at steward discretion. If an overtake is completed off track it must be
returned within 1 lap.

5.5 Actions During an Incident
• If you have been involved in an incident and are unable to maintain control of the car, drivers
shall hold the brakes and not attempt steering inputs or to fight the car. This will make the
car’s movement on track more predictable for other drivers to react and avoid further incident.
• Drivers that have gone off track may maintain control of their cars and re-join so long as it is
done in a safe manner as detailed in 5.4.
• If you gain a position due an incident of your fault, make every effort to return the position in a
safe manner.

5.6 DNFs
• If you DNF for any reason return to the pits.
• ACC CONSOLE specific: remain in the pits until the end of the race. This is to avoid the lag
spikes that can sometimes happen when drivers leave the server. If you leave a race in
progress, you may be penalised after steward review.
• Entering the track at the end of the race just to pick up points is not allowed and will be
marked as DNF.

5.7 Scoring and Points Application
Each simulator in FRL uses their own specific scoring system. These are detailed on the SimGrid
event page or other relevant results and standings program.
Points application follows these two rules:
• > 75% of race completed = classification position points count. ( Classification = position on
the final standings, not at the time of disconnection or quit ).
• Server crash and race stopped at:
• > 25% race distance = 25% points count
• > 50% race distance = 50% points count
• > 75%+ race distance = full points count

5.8 Yellow Flags
• No Overtaking in Yellow Flag areas.
• In the yellow sector drivers shall prepare to slow down.
• Once visual with the incident drivers MUST reduce speed by at least lifting off throttle. 
Drivers often don’t want to lose time to a yellow flag and will often try to go through at race pace. 
Any contact with other cars in these conditions and you will be found at fault.
• Slowing down, lifting before an incident will likely lose you less time than crashing and getting
damage.
• Any footage of overtaking under yellows will be deemed an incident and can be assessed by
the stewards.
• There may be times particularly at the start of the race where avoiding action needs to be
taken or overtakes happen under yellows. These can be assessed on a case-by-case basis.
• If you do accidentally overtake under yellows, the place should be returned in a safe manner.
• Crashed cars under yellow flags may be overtaken.

5.9 Blue Flags, Lapping and Un-lapping
• Blue flagged drivers must move to let faster cars pass at the next available straight when
within reach (under 0.3s seconds at the corner exit before the straight), the latest within 1 lap.
• Blue flagged drivers are not allowed to defend track position and must behave in a predictable
manner. When moving to let a faster car pass don’t exit the track boundaries, do it by lifting off
the throttle or up-shifting early on a straight and avoid doing this while on a corner.
• Blue flagged drivers are not allowed to slow down mid corner or break early on a corner entry
while on the racing line to let a faster car go. If by doing so it causes an incident, the blue
flagged car will be considered at fault.
• Faster drivers shall accept that time may be lost when lapping a slower car.
• Faster drivers when lapping a blue flagged car are not allowed to "dive bomb" to overtake.
They should be patient and wait for the slower car to let them through or overtake in a safe
manner. Its the faster car responsibility to overtake safely and they will be considered at fault
in case of an incident, with the above exceptions.
• Un-lapping is allowed as long as there is a clear pace advantage. If not return the position
within 1 lap.
• If a "faster car" (car 1 or more laps ahead) is slower than a "slower car" (car 1 or more laps
down) they are advised to let said car through. If the car that just un-lapped themselves
doesn't prove to be faster, the previous rule will apply.
• Indicators can be used only to indicate where a car is going to move, but the car that used the
indicators is not exempt from responsibility if any of the above rules are not respected.

5.10 Mixed Class Racing
• In mixed class racing the slower class has right of way e.g. GT4 over GT3.
• GT4 ( or slower class ) cars are to remain on the racing line AT ALL TIMES AND ARE NOT TO YIELD to GT3 ( or faster class ) cars like under blue flag conditions.
• It is the faster car’s responsibility to complete the overtake safely.
• Drivers should not concern themselves with gaining or losing track position as a result of overtaking GT4 ( or slower class ) cars. This is part of the unknown factor of mixed racing.
• Aggressive overtakes on GT4 ( or slower class ) cars may be penalised.
• Faster class cars ( ex: GT3 in a GT3 & GT4 grid ) that fail set a valid qualifying lap must start from the pit-lane.

5.11 Qualifying
• Give adequate space to cars qualifying in front. If a queue is formed on the first out lap, that queue should be respected and drivers need to wait for their turn to start their flying lap.
• Failure to respect slower drivers in qualifying may result in penalties.
• If a car is significantly slower it is permissible to pass them on a straight and only in a manner that will not effect their lap. 
I.e. pass must be completed long before braking zones and do not cut across drivers aggressively and block them.
• When on an out-lap, drivers must make any effort to stay out of the way of drivers on hot laps, so as not to ruin their qualifying chances.
• It is not permitted to leave the track or use escape roads for the purposes of out laps, tyrewarming or spacing from other drivers.
• Mixed Class or Mixed Grid qualifying time slots must be adhered to. Repetitive noncompliance may incur in a penalty.

5.12 Start & Formation Laps
• We run both guided and unguided laps. In both forms it is not permitted to drive through other cars while ghosting is on.
• During guided formation laps no heavy braking and catching up allowed to warm tyres, as this bunches cars together and leads to ghosting.
• During unguided formation laps, the leader shall keep a reasonable pace and no heavy braking for the reasons above. ( iRacing does not have ghosting! )
• ACC specific:
• Be mindful of your race start position, drivers shall maintain that position during any warm up. 
During the phase where it resets to double file and the green box moves significantly, it may be acceptable for some ghosting. 
Penalties WILL apply if another driver receives a DT penalty due to your incorrect start position, minimum 30 second penalty, this may be increased where pit lanes are longer e.g Spa
• Any deliberate destruction of brake marker boards = 5p + specific time penalty.
• Repeated offences during warm up may result in penalties at stewards’ discretion.

5.13 Pit Entry and Exit
• Not allowed to cross any white line separating track and pit lane.
• Allowed to cross white line not separating track and pit lane with only 2 wheels.
• Plan last corner accordingly in order to make the pit entry. Not allowed to cross the track at last second. ( Ex: at Paul Ricard or Donington keep inside on last corner ).
• During qualifying time your exit in order not to impede drivers on a hot lap.
• During race any car leaving the pits is entitled to their cars width. Drivers on track must be mindful that cars leaving the pits are inevitably slower and leave adequate space.

5.14 Pit Stops
• Races that do not have ‘Pit Windows’, any mandatory pit stop shall be completed during normal race time, i.e. a driver cannot pit on the last lap after the race timer reaches 00:00 and finish in the pits.
• Pit stops can be completed in manual or automatic mode, however manual pits can gain
significant time over automatic pit stops.

5.15 Race Finish
• Upon completion of the race, the car should be pulled over to a safe stop of the track before returning to the pits.
• Be mindful of other cars that may still be racing.
• Laps of honour and other post-race celebrations are not discouraged, but interfering with other cars or contact after a race may still be penalised.
• Post race crashes and impacts are strictly forbidden. Apart from not looking good on stream it can also cause physical damage to drivers with high NM force feedback.

5.16 Car Change
No car change allowed mid-season.

5.17 Headlight & Flashing
• Headlights are mandatory for night time sessions.
• Excessive flashing is prohibited. Two sets of flashes are allowed:
  • Let the driver know you are approaching ( for blue flags or accidents ) or making a pass.
• A 3rd flash won’t be considered excessive in the above situation. However, continuous use of the flash will be penalised.
• Rain light is mandatory in damp and above weather conditions.

5.18 Race Restarts
ACC PC/CS
• If a large crash or pileup occurs, no race restarts allowed.
• Only if there are server issues will a race restart be considered at stewards discretion.

RF2 PC:
• Due to the nature of our small community, a race restart may be enforced of there is a massive crash/major incident on LAP 1.

5.19 ESC Key
ACC PC specific:
• ESC key can be used in any session, so long as the car is outside of the track limits and stopped safely.

5.20 Driver Swap Events
ACC PC specific:
• First Driver must join first.
• No chat command driver swap allowed. Drivers must drive a lap and swap in the pits to avoid possible server bugs.
• Maximum 1 server reset for broken entry list, up to 10min before qualifying.
• Qualifying driver does not have to be the race start driver. Swap before the end of qualifying.
• Solo drivers are allowed ( check SimGrid details ).
• If your team needs to rejoin after server disconnect, do so only with in-game liveries to avoid lag spikes.
• If live stewarding, any tickets raised for incidents not being picked up by race control app will be assessed either during the race or post race at steward discretion based on resources and availability.

5.21 Drop Rounds
• Some series may employ drop rounds, a system whereby driver’s worst finish/es is/are discounted from their championship standings. 
This allows some leeway for a driver to not need to participate in every event in a season or to discard a poor finish.
• When applicable, drop rounds are automatically calculated by SimGrid.

5.22 Bump-drafting
• Bump-drafting is not allowed. If this happens and the car in front spins off track, the standard penalty will be a DT or equivalent post race time penalty.

5.23 Custom Liveries & Rejoin
ACC PC specific:
• Custom liveries made outside of the game are permitted.
• It’s drivers responsibility to set TexDDS and TexCAP to 1 in MenuSettings.json file to avoid/lower join lags during P and Q sessions. ( R are locked ).
• Mid session rejoins during Race only are not allowed. ( Only exceptions are Endurance Races ). This is to avoid possible lag spikes even with TexDDS and TexCAP set to 1.

5.24 MOTEC data
ACC PC specific: stewards reserve the right to request motec data after a race event. 
Failure to provide can lead to time penalties, race DSQ up to removal from the championship.
Please ensure motec is set to save in your ACC settings

5.25 Event Registration
ACC PC specific:
• ACC GT3 MASTERS & DELTA ROOKIES: no new registrations will be allowed in these championships after 5 rounds of the season have been completed, with the exception of Patreon drivers.

RF2 specific:
• Due to no entry-list, it is up to the driver to ensure they enter the server in the car they have registered with on SimGrid. Failure to do so will result in no points for said round.


6 PENALTY SYSTEM

Penalty Points and time penalties will be added to the race results on TheSimgrid where applicable.
Where there is no live stewarding, it is imperative that drivers report incidents or infractions so to identify bad behaviours, penalise and try to rectify them. 
Worst case scenario a license under review is reached and if no compliance from the driver he or she will be banned from FRL.
In FRL admins/stewards will generally take part in events. 
However, incident reviews involving admins/stewards will be dealt by someone other than those involved.
Individual driver penalties must be served in individual races, team penalties in team races.
Where a rule is specific only to some simulators it will be specified.

ACC Console:

Minor Incidents 
1 point (5 seconds)
  • Blocking, moving under braking, brake checking (on straights only)
  • Contact - hitting a car/forcing a car off track (place returned and no positions lost)
  • Gaining an advantage (corner cutting)
  • Blue Flag ignored (additional penalty per lap)
2 points (10 seconds)
  • Contact hitting an opponent/forcing or hitting a car off track (place returned, but positions lost on track - 2/3 positions max)
  • Not holding the brakes but causing cars to swerve (no contact)
  • Blue Flag causing contact minor + any additional laps

Moderate Incidents 
3 points (15-25 seconds)
  • Contact/forcing a car off track which loses 3/4 spots
  • Contact causing a car to spin.
(Penalty for above dependent on rough time lost by car effected)
  • Not holding the brakes with contact
  • Ignore Yellow Flags & overtaking.
4 points (25-40 seconds)
  • Contact/forcing a car off track - causing a car to spin/off track but both cars able to continue (losing 5+ positions)
(Penalty for above dependent on rough time lost by car effected)
  • Ignore Yellow Flags with 1 cars involved in contact (even if minimal damage)
  • Blue Flag causing a collision + any additional laps ignored

Major Incidents 
5 points (45+ seconds)
  • Contact/forcing car off track and putting cars into the wall (car ending damage or pit stop repair), contact 2 cars involved. (45+ seconds)
(Penalty for above dependent on rough time lost by car effected)
  • Ignore Yellow Flags 2 cars involved (even if minimal damage)

Other Penalties 
  • Qualifying infringements - Stewards discretion. 
  • Outside of time period - 1 points & Pit lane start. 
  • Not starting from pit lane (per race) - 2points and DSQ.
Stop Go penalties are not available to PS5 and post race, so stewards discretion will be applied.


ACC PC:
6.1 Penalty Levels
• Minor: (e.g. blocking, moving under braking, light taps with little to no damage, …)
• Moderate: (e.g. Considerate collisions with damage, forcing a car off track, dangerous rejoins
with no incident…)
• Severe: (e.g. reckless driving, multiple car wreck, dangerous rejoins with incident, Not holding
brakes after loosing controls and causing incident, …)
Note: examples are not exhaustive. Steward discretion can be applied given the circumstances.

6.2 Points
• Minor: 1 - 2 points
• Moderate: 3 - 4 points
• Major: 5 - 6 - 7 points

6.3 Time
• Minor: 5” - 10” - 15”
• Moderate: 15” - 20”
• Major: 30” - SG10” - SG30” - steward
discretion
Note: time penalties do not apply for F1 GAME.

6.4 Awarding Points + Time
When awarding penalties to drivers, the points and time penalties match as follows:
• 1p + 5”
• 2p + 10”
• 3p + 15”
• 4p + 20”
• 5p + 30”
• 6p + DT
• 6p + SG10”
• 7p + SG30”


6.5 Equivalent penalty conversion
ACC PC & CONSOLE specific: DT, SG10 and SG30 equivalent time penalties, rounded to the nearest 0 or 5 to match SimGrid options. 
For tracks with DT lower then 30s we use SG10 values since DT & SG10 penalty points are the same.

DT:
• Imola - 40s
• Indianapolis - 45s
• Spa - 60s

SG10:
• Barcelona - 45s
• Bathurst - 35s
• Brands Hatch - 35s
• Cota - 45s
• Donington - 35s
• Hungaroring - 40s
• Kyalami - 35s
• Laguna - 35s
• Misano - 45s
• Monza - 45s
• Nurbs - 40s
• Oulton - 30s
• RBR - 30s
• Paul R - 40s
• Silverstone - 40s
• Snetterton - 35s
• Suzuka - 40s
• Valencia - 40s
• Watkins - 40s
• Zandvoort - 35s
• Zolder - 45s

SG30:
• Barcelona - 65s
• Bathurst - 55s
• Brands Hatch - 55s
• Cota - 65s
• Donington - 55s
• Hungaroring - 60s
• Imola - 75s
• Indianapolis - 80s
• Kyalami - 55s
• Laguna - 55s
• Misano - 65s
• Monza - 65s
• Nurbs - 60s
• Oulton - 50s
• RBR - 50s
• Paul R - 60s
• Silverstone - 60s
• Snetterton - 55s
• Spa - 90s to lifetime
• Suzuka - 60s
• Valencia - 60s
• Watkins - 60s
• Zandvoort - 55s
• Zolder - 65s

6.6 Cumulative Points System
Standard: solo & team events/series up to and including 3h races:
• Penalty points will be added to your Standard License, consolidated over an 8 races period
and dropped after 8 races:
• 7p = Qualifying ban
• 12p = Race ban
• 15p = License under review
Endurance: solo & team events/series with races above 3h**:
ACC PC specific:
• Penalty points will be added to your Endurance License, consolidated over a total 24h race
period and dropped after 24h race period ( ex: 3h race + 8h race = total 11h race period ):
• 7p = Qualifying ban
• 12p = Race ban
• 15p = License under review
• Reaching 9p an extra DT is assigned. Any more points will result in SG30 up to DSQ ( This
applies per car. Total of all team drivers penalty points within one race ). A written warning on
track etiquette will be issued.
• **back to back 3h races on the same weekend count within endurance license.
Grand Finals qualifying event has its own separate cumulative penalty point system. Therefore
license points previously gained in other FRL events won’t count in this instance.

6.7 Qualifying and Race bans
These must be served at the next race of the series where the ban leading points were received.
Bans will be announced in a dedicated discord channel.
Failure to serve bans:
• Should a driver fail to correctly serve a Qualifying Ban, 4 points will be added to their license
and they will receive a Race Ban.
• Should a driver fail to correctly serve a Race Ban then they will be removed from the
respective series.
ACC PC & PS5 specific ( team events only ):
• If a driver gets a Qualifying Ban they cannot do qualifying at the next series race. The team is
restricted to do qualifying in the last 5 min of the next race qualifying. Non compliance will
result in pit-lane start.
• If a driver gets a Race Ban the team receives a qualifying Ban at the next series race.
• If a driver gets a License Under Review the team receives a Race Ban at the next series race.
If a ban is not served until the end of the season following the one in which the ban was given, the
driver will lose their respective license and be removed from the FRL server.

6.8 License Under Review
A ticket will be raised with admins, stewards and the driver. 
A discussion on the drivers racing etiquette takes place. 
If the outcome is positive there will be 6 probation races:
• Max 5p totalled within these 6 probation races. If 5p in probation and subsequently a total of
20p penalty reached the driver will be removed and banned from FRL.
If noticing improvement after the probation the driver will have his license reset.
Should the discussion be negative, inappropriate or no communication from the driver within 7
days, admins reserve the right to remove and ban such driver from FRL.

6.9 Additional Penalties
• Bump-drafting with spin/damage: 6p + DT ( or = post race time penalty )
• Unsafe rejoin:
• Cause a car to move slightly within track limits to avoid = 5s
• Cause a car to swerve significantly and go off track to avoid = 15s
• Hit a car = 30s
• Hit multiple cars or cause a multiple cars crash = higher penalty at steward discretion.

6.10 Penalty Reduction
Penalties can be reduced in the following ways:
• If a position is returned after a collision, your penalty WILL be reduced by a factor of 1. i.e. a
3p + 15” penalty would become 2p + 10” etc.
• If you self-report an incident your penalty MAY be reduced by a factor of 1 (see above) on the
grounds of integrity but this may not always be the case.
Only one of the above penalty reductions can be implemented per incident. i.e. a self- report of
fault in an incident whereby a position is returned can still only be reduced by a factor of 1.

6.11 Incident Tickets
If you have been involved in an incident or have noticed unacceptable behaviour you can raise a discord ticket. 
Examples of reasons to open a ticket:
• On track incidents ( it is also allowed to report on track incidents not involving you ).
• Unsportsmanlike conduct.
• Violation of FRL rules.
• Discord etiquette ( harassment and/or insults both in FRL server or DM ).
This list is not exhaustive and drivers are encouraged to raise tickets for all infractions big or
small. The more people report infractions the better the penalty system will work.

6.12 How to Submit an Incident Ticket
Each simulator has its own ticket logging section. Press “Open Ticket” and follow the instructions.
This will create your own private incident ticket channel where only you, reported driver and the stewarding team will be able to see its contents.
Make sure to have the required footage as per 6.13.
Submit your report with the standard format:
• My car:
• Reported Car:
• Description:
• Video:
In the description only put the minimum information required and limited to the actual facts. Long
personal descriptions with opinions or personal attacks on other drivers will not be tolerated.
After this the Stewards will review the footage, add other drivers to the ticket as necessary for
further footage and review each case impartially.
If further response and clarification is required by the reported driver, this should be provided
promptly. If no response or clarification within 12h of the request the driver will get DSQ from the
race and an additional 1p on top of the original penalty.
Completed and closed tickets will appear in the #incident-responses channel. There you can
access the transcript for reference.

6.13 Recording of Races
Incident tickets require footage to be presented to the stewards. If no correct footage provided
the ticket will be dismissed.
• Clips of replay with chase cam view ( also cockpit cam if raining ) and hud on for both cars.
• Real time frame ( 1x ).
• Must not include voice chats.
• Live stream link & time not allowed.

6.14 Tickets Deadlines
Incident tickets must be opened, reported and correct footage sent within 24 hours from the race end. 
Any non compliance will see the ticket dismissed.

6.15 Tickets Decisions
Decisions will be communicated to all parties involved within the ticket. All parties need to react
with a � . This is required so the steward know you have read and are aware of the decision.
It is the drivers responsibility to be aware of any tickets opened against him/her and the ticket will
be closed after 12 hours of the decision even if no reaction to the penalty was made.

6.16 Appeals
An appeal process is available to drivers should they wish to have a secondary review of the incident. Appeal requests are available until 12 hours from the decision being made ( end of race if live stewarding ). Endurance live stewarding appeals will be dealt with post race. Appeal process results are FINAL.
Appeal Process:
You:
• Request an appeal by opening a new incident ticket.
• Reference to the ticket/decision in question.
• If live stewarding or post race control stewarding, send video evidence as per 6.13.
• Reference to FRL rules.
Stewards:
• Will raise a "Eligibility Vote" presented to the entire team of stewards. Here the appealed incident will be reviewed by said team and its members will cast a vote whether they agree or not with the original penalty or ruling. If the majority of the stewards don't agree with the original penalty or ruling, they will have an option to vote a new ruling directly within the vote itself. 
Once at least 8 votes or 12 hours have been reached the vote will be closed and result communicated.
Appeal Rules:
• Abuse of the appeal system is not tolerated. If the “Eligibility Vote” has an unanimous acceptance of the original penalty, an extra 1p + 5s penalty will be given.
• If there is a stalemate between two penalties then the lower of the two will be used.
• Anonymised poll results will be posted into the ticket for transparency so that all drivers can see all results of the polling.
• If a steward is involved in the incident he or she is not allowed to take part in both appeal votes.

6.17 In-Game Penalties
• Penalties applied by ACC itself ( eg: DT at the start ) are to be served and won’t be revoked or removed at any time.


7 DRIVER CLASSES
For each season there will be a hotstint process to place drivers into the correct split.
Driver Rating will remain in place for Endurance purposes and will be available in the Driver Dashboard.

7.1 Driver Classes
The above will be used to place you into classes:
• MASTERS PRO
• MASTERS SILVER
• ROOKIES PRO/AM
• ROOKIES AM

7.2 Hot-Stint
ACC PC & PS5 specific:
• Mandatory hot-stint before season start. 
All the information is found in the relevant HOTSTINT channel at the top of the specific simulator discord category.
When you do, please let @ACC PC ADMIN or @ACC PS5 ADMIN know so we can review.
Result of the hot-stint will be valid for a period of 1 Season.

7.3 Promotions and Demotions
At the end of each season we rerun the hotstints and apply any change of classes as required.

7.4 Special Events
ACC PS5 specific:
• An increased maximum of driver rating 140 points ( 40p Q + 100p R ) can be awarded to each team member.






F1 RULES & REGULATIONS


Due to the different nature of F1 simulation and rules a separate set of extensive rules and regulations apply to FRL F1 league.


Table of Contents


  1. Weather and Time of Day
  2. Rules & Flags
  3. Assist Restrictions
  4. Tuesday Events
  5. Simulation Settings
  6. Points Scoring System
  7. Pre-race responsibilities
  8. Qualifying
  9. Race
  10. Penalties



1. Weather and Time of Day
  • Weather - Dynamic (Weather predetermined for 100%)
  • Session Start Time - Realistic (Night races can be set to midnight to avoid different day times from qualifying and race. Monaco can also be set to midnight if popular demand by lobby)
  • Forecast Accuracy - Approximate


2. Rules & Flags
  • Rules and Flags - On
  • Corner Cutting - Strict
  • Parc Ferme - On (100% - Off)
  • Safety Car - Standard (100% - Reduced)
  • Formation Lap - Off
  • Red Flags - Reduced

3. Assist Restrictions
  • Steering Assist - Off
  • Brake Assist - Any
  • Anti-Lock Brakes - Any
  • Traction Control - Any
  • Dynamic Racing Line - Any
  • Gearbox - Any
  • Pit Assist - Off
  • Pit Release - Off
  • ERS - Off
  • DRS - Off
*All events will have short quali for Sprint weekends

4. Tuesdays (Tiers 1 & 2)
  • Equal Performance
  • Full Qualifying (with 17 or more attendants per lobby)
  • 50% Race
  • 100%
  • Equal Performance
  • OSQ
  • 100% race

5. Simulation Settings
  • AI Difficulty - 85 Tier 1 65 Tier 2
  • Surface Type - Realistic
  • Car Damage - Reduced
  • Car Damage Rate - Standard (100% - Reduced)
  • Low Fuel Mode - Hard
  • Race Starts - Manual
  • Collisions - On
  • Ghosting - On
  • Tyre Temperature - Surface & Carcass
  • Pit Lane Tyre Temperature - On
  • Unsafe Pit Release - On

6. Points Scoring System

[Image: y4maIxe3k_b6YOOHkDh0076AtgNSSZaG3Sgn8v4Q...height=155]

7. Pre-race responsibilities:
  • Apollo check-ins go up exactly 3 days before event starts. Please check-in by an hour before scheduled start to avoid reserves taking your seat.
  • Have the right admin added for invites on race day

8. Qualifying:
  • Using dry tyres in the wet (DRS disabled) is not allowed, Inters on a dry track can be used on a drivers first run in Q1 only to check driver setups etc.
  • Purposeful DNF or retiring on track will result in big penalties at the discretion of the Stewards. Retiring on track will not be tolerated unless you are the last car on track to speed up the process of progressing to the following session.

9. Race
  • Once the session has loaded, select your tyre, pit and fuel strategy and you deem fit. If you are not a member of the Admin team, you are not allowed to press Start Race. If you are not a member of the Admin team and press Start Race to commence the countdown within 45 seconds of the session being loaded, this can be reported to the Incident Stewards and punished as follows: 2 penalty points each time a driver is found guilty
  • Under a Safety Car, drivers must do their best to maintain a gap of 0.8s - 1.2s between cars. Being persistently below 0.8s and causing a collision can be reported to the Incident Stewards.
  • Purposeful DNF, retiring on track, deliberately stopping on track to bring out a Virtual Safety Car or Safety Car and resetting to track are not permitted. This will result in large penalties at the discretion of the Stewards. If you wish to voluntarily retire, this can only be done whilst you are in the pit lane. Resetting to track will incur 2 penalty points each time a driver is found guilty
  • In game penalties can be requested to be removed by Stewards with appropriate evidence: Multiple warnings for track limits can only be removed if they are a 3rd multiple and cause a 3s time penalty to be given, full Race Director must also be provided if you wish to have this removed.
  • 5s and 10s penalties that are deemed to be removable and are served in the pits can be removed if they were served under Green Flag conditions and no further Safety Cars are called during the race. Penalties served under Safety Cars are not generally removed as the time lost is regained in the Safety Car queue. The only exception to this will be if positions are lost in the pit lane as a result of this penalty, Stewards can therefore remove time of up to 5s that they deem fit.
  • Ghosted cars are to be treated as normal drivers as best as possible. This to avoid issues that may be caused by desync or other game issues. Penalties will be applied at Stewards discretion.


10. Penalties
  • Footage must be provided in the event of an incident. Failure to do so will result in the following:
    • Full Time : Quali ban
    • Reserve: 2 Penalty Points
  • Where not already indicated, Stewards have full discretion to hand out penalties to drivers who have been reported and are deemed guilty for what they have been reported for. The available penalties that can be awarded will be awarded on a guideline as follows unless stewards feel this is inappropriate for the incident:
    • Very minor loss of time, X<1s or a position, NO DAMAGE = 3 seconds
    • Minor loss of time, 1s
    • Significant loss of time, X>5s, multiple position loss and/or damage to another driver = 10 seconds + 2 penalty points
    • Major incidents including DNF or significant damage to another driver = 15 seconds + 3 penalty points or 20 seconds + 4 penalty points.
    • 1 extra penalty point to replace time penalty if reported driver has DNF from race
  • If stewards feel none of those penalties deem worth of incident outcome, then other penalties at stewards discretion can be awarded such as:
    • Disqualification from race
    • Qualifying Ban
    • Q2 Ban
    • Q3 Ban
    • Race Ban
  • Accumulated penalty points will result in the following:
    • 6 Qualifying Ban
    • 12 Race Ban
    • 14 Removal of Full Time seat
    • 20 Removal of all seats and removed from Discord server


FRL RULEBOOK V5.0 - June 2024
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