RULEBOOK
The official rules, guidelines, and procedures for SARA.
The Sim Auto Racing Association’s Rulebook is outlined below.
All of our races will follow this rulebook.
Items highlighted in orange are new or worth special noting.
All rules are subject to change without notice.
All standard rules from the iRacing Sporting Code will be used in conjunction with our rules.
These rules shall prevail when there is a conflict among the rules.
This section may be easier to read by turning your mobile device sideways.
SECTION 1
League Info & Points
SECTION 2
Session Formats & Info
SECTION 3
Rules & Procedures
SECTION 4
Penalty Info
SECTION 5
Penalty System
SECTION 6
Super Series Team Championship
SECTION 1 - League Info & Points
1.1 - League Information
- League: Sim Auto Racing Association (SARA)
- Website: www.racesara.com
- Discord: SARA Discord
- Social Media: Facebook Twitter
- Email Address: sarasimracing@gmail.com
- Use email or message our Facebook page, as the primary means of contact for league officials.
- Do not contact admins directly.
1.2 - League Registrations
- Drivers may sign up to be a league member by filling out the registration form on www.racesara.com/register
- A minimum iRating of 2000 is required to register, with other drivers being accepted at admin's discretion.
- SARA officials will review all registrations, and if accepted, drivers will be sent a confirmation email and a league invite prior to the next race night.
- By completing the registration process, drivers agree to the terms of our entire rulebook outlined on this page.
1.3 - New Driver Probation
- ALL new registered drivers will automatically be placed on probation when accepted into the league. Probation will last for a driver’s first three weeks of racing.
- While on probation, new drivers will be monitored based on performance, clean driving, and other factors, and at any point during those three weeks, admins can remove drivers from the league without notice, ask drivers to move into a lower division, or anything else that admins deem necessary.
1.4 - Car Numbers
- 1.4.1 - Car Number Requests
- When registering, drivers can request three different number choices they would like to run.
- To ensure a better chance at getting the number being requested, drivers should look at the Driver Roster page on the website to see which numbers are available.
- Once accepted into the league, admins will do their best to make sure a driver gets one of the car numbers they requested, but in the event that those numbers are taken, admins may assign a driver to a different number that is open.
- Car numbers will be assigned across all divisions (with an exception for Super Series drivers who may be assigned a different number in that series).
- Drivers may request a number change at the end of a season.
- 1.4.2 - Custom Car Numbers
- During the registration process, if a driver selects the option to run Custom Numbers (with a Trading Paints PRO account), they will be allowed to run a custom number on their paint schemes, even if that number is already taken by other drivers.
- Drivers who are running custom numbers, should run custom numbers in ALL divisions.
- Drivers are required to run custom numbers that match their league assigned number. Drivers who run the incorrect custom number on their paint scheme will be given a warning to change the number, and further penalties may be applied.
- For admin purposes only, drivers running custom numbers may be assigned a three-digit number on iRacing to allow more than one driver to run the same number, so drivers should make sure their custom number schemes are uploaded to Trading Paints PRO to ensure the custom number shows up properly.
1.5 - Points Format
- 1.5.1 - Drivers Championship
- The following points format will be used in all SARA divisions. First place is awarded 100 points, going down 2 points each down to the 21st position (60 points). After 21st, the points decrease by 1 point down to the 30th position (51 points).
100 points - 1st
98
96
94
92 - 5th
90
88
86
84
82 - 10th
80
78
76
74
72 - 15th
70
68
66
64
62 - 20th
60
59
58
57
56 - 25th
55
54
53
52
51 - 30th
50 - Provisional Points
- 1.5.2 - Super Series Team Championship
- See Section 6.
1.6 - Bonus Points
- Drivers in all divisions will be eligible to receive bonus points for the following:
- Race bonus points:
- 3 bonus points - Clean race with 0 incidents (must run 75% of the race)
- 2 bonus points - Most laps led
- 2 bonus points - Most positions gained
- Multiple people can receive this if there is a tie.
- Driver must have a valid qualifying time in Time Trials, or attempt to compete in each round of a Heat Race session (Heat, B/C Main).
- If the driver elects to take an End Of Line (EOL) at the start of the race, or receives an EOL penalty to start the race, their original starting position will be used to determine their positions gained.
- Drivers that are included in any invert or handicap will not be eligible to receive this bonus.
- Time Trials bonus points:
- 3 bonus points - Qualify 1st
- 2 bonus points - Qualify 2nd
- 1 bonus point - Qualify 3rd
- In the Contender Series, these bonus points will be applied based on the overall qualifying results, not for each individual split.
- Qualifying bonus points may be removed if drivers are penalized for qualifying violations.
- Heat Race bonus points:
- 2 bonus points - Heat Race 1st
- 1 bonus point - Heat Race 2nd
- Heat Race bonus points may be removed if drivers are penalized for heat race violations.
1.7 - Penalty Points
- Drivers in all divisions may be subject to penalty points for the following:
- Race incident penalty points (for getting X amount of incidents in a single race):
- 0-19 incidents - 0 penalty points
- 20-24 incidents - 5 penalty points
- 25-29 incidents - 10 penalty points
- 30 or more incidents - Automatic DQ and 20 penalty points and may be subject to a larger penalty
- Season incident penalty points (for getting X amount of total incidents during a season, per series):
- For the 24/24 Winter Season:
- 70 incidents - 5 penalty points
- 5 additional penalty points for every 10 incidents exceeded
- For example, if a driver reaches 90 incidents during the season, they will receive a total of 15 penalty points, which includes three 5 point penalties for exceeding 70, 80 and 90 total incidents during the season.
- Penalty points from incidents will be automatically applied in the results, and will not be reviewed during the race review process.
- Drivers that receive 20+ incidents may request an appeal of their incident points (via an email with a list of the laps in question), and admins will review the incidents and may reduce incidents or penalty points, at their discretion. Incidents received from common contact or being involved in wrecks will not be removed. Incidents received from intentional contact or unpreventable contact may be removed.
- Some examples of "unpreventable contact" would be stopping for a wreck and someone badly ARCA brakes, major netcode, or other situations at admin's discretion.
- Drivers may be subject to other points penalties (10 points, 30 points, 50 points, or 100 points) if they are in violation of our other rules (see Sections 3 & 4).
- Penalty points do NOT get dropped from a driver’s points total, regardless if that race becomes one of their drop races.
1.8 - Provisional Points
- Any driver that attempts to qualify for a race but does not make the field due to a capped car count, or qualifies for a race but does not take the green flag, will receive 50 Provisional Points for that race.
- Any driver that joins a session, but does not attempt a qualifying lap or does not participate in a Heat Race, will NOT receive any points.
- Drivers are not eligible to receive provisional points if they can’t attend a race.
1.9 - Drop Races
- We understand during a season that drivers may not be able to participate in every single race (for many possible reasons), or drivers may have a bad race due to factors out of their control (such as connection issues) so we allow drop races so that drivers can stay in contention for points if they have to miss a race or have a bad race.
- Typically there are 2 drop races each season, however drivers should refer to the standings section of each division page for the official number.
- Drop races will be factored into the standings during the middle of the season, so drivers will have a better understanding of where they are in points heading into the final races.
- Drop races do not get locked in, and other races can still be dropped throughout the final race of the season.
1.10 - Championship Tiebreaker
- In the event of a tie at the top of the points standings, the following will be used to determine the tiebreaker:
- Most wins
- Most 2nd place finishes
- Most 3rd place finishes
- If drivers have the same amount of 1st, 2nd and 3rd place finishes, the highest finishing driver in the final race of the season will earn the tiebreaker.
1.11 - Inactive Drivers
- At the conclusion of every season, inactive drivers may be removed from the league and all league related communications (such as Discord or Facebook members group) without notice.
- Drivers who are removed for being inactive will need to complete the registration process to be added back into the league.
- A driver will be considered inactive if they do not make any starts during the course of a season, have 5 or fewer total starts, have no starts within the last half of the season, or if a new driver registers but doesn’t make any starts after being added to the league.
- Other drivers may be removed during the offseason at admin's discretion without notice.
SECTION 2 - Session Formats & Info
2.1 - Practice/Warmup
- All of our divisions will have a 15 minute opening practice session (unless noted otherwise).
- Practice sessions are to be used for drivers to prepare for the night’s race by working on setups, practice racing around others, checking tire wear, etc.
- Practice sessions are NOT to be used to mess around, wreck others, or cause any other issues. We expect all of our drivers to act professional, even in practice, and we take each of our sessions seriously. Drivers that are found to continuously cause issues may be removed from the session or may be subject to penalty.
- In races where two different sessions are used, additional warmup time will also be available prior to the feature event. Warmup will be 10 minutes (unless noted otherwise) to allow drivers time to get into the new session and run laps.
- Warmup sessions may be extended or shortened at admin's discretion.
2.2 - Qualifying
- Our divisions may utilize different types of Qualifying formats throughout the season, including Time Trials or Heat Races.
- 2.2.1 - Time Trials
- After practice, there will be a standard 2-Lap Time Trial session (unless noted otherwise).
- 2-Lap Time Trials will last for 3 or 5 minutes, and at any point during that time, a driver may take their car out on track for up to 2 laps to score their fastest qualifying lap.
- If a driver makes contact with a wall, spins out, cuts the course, or receives any other iRacing incident points, their lap(s) will be nullified and will not be scored. This is determined by iRacing and we will not overturn any laps if iRacing does not score it. Connection issues may also void qualifying laps.
- In some special events, Time Trials may be run as an open qualifying session where only one car will be allowed on track at a time. Officials will notify drivers of this format prior to any sessions.
- Some tracks may require two qualifying sessions if the car count exceeds the number of pit stalls available. In the event that two qualifying sessions are used, drivers may only join ONE of the two sessions to record a qualifying time. If a driver joins both sessions, there is a possibility that their lap times may not be scored, so joining only one session is the only way to guarantee the lap time is recorded properly.
- 2.2.2 - Heat Races
- After practice, Heat Races will be run, plus Consis or a "Last Chance Qualifier" if needed.
- Some events/series may run Time Trials to set Heat Race lineups, while other events/series may use random lineups determined by iRacing. This will be noted on the event/series page.
- Heat Races will be up to 15 laps, and will have a maximum of 12 cars per heat (unless noted otherwise).
- The total number of Heat Races will be automatically adjusted by iRacing based on car counts.
- Heat Races will transfer "X" cars per Heat Race directly to the Feature, while drivers will need to run a Consi or LCQ.
- Consis/LCQ will only be run if there are enough cars in the session that exceeds the capped car count. If there are less than the capped car limit, all drivers will advance to the Feature and no Consi/LCQ will be run.
- Consi/LCQ lineups are based on the results of the Heat Races for drivers that did not transfer directly to the Feature.
- Consis/LCQ will be up to 25 laps in distance depending on the car & track combination.
- Consis/LCQ will transfer "X" cars to the Feature, which will automatically be determined by iRacing based on the capped car count for the Feature.
2.3 - Capped Car Count
- In most of our divisions, car counts will be capped at a maximum of 30 cars.
- If 30 or less cars show up, all cars will make the field.
- If more than 30 cars show up, only 30 cars will be allowed to start the race, and any other drivers that DNQ will be awarded Provisional Points.
- In some events/series, car counts may be capped at a lower number, which will be noted on the event/series page.
- Contender Series
- For the Contender Series, ALL cars will make a race.
- If 30 or less cars show up, the field will compete in a single race, but also may be split into two races at admin's discretion.
- If more than 30 cars show up, the field will be split up evenly into separate races so that all drivers will be allowed to compete.
- The number of splits, and the number of cars per split, will depend on the total number of cars entered and the track size, and is up to admins discretion.
2.4 - Inverts/Handicap
- 2.4.1 - Super Series
- For the first two races of the season, there will be a random invert of between 5 to 8 cars for the feature. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- Starting in the third race of the season, the top 8 qualifiers from Time Trials will be lined up based on a points handicap for the Feature. Drivers will be handicapped based on their average points per race throughout the season. The driver with the highest average of points per race will start 8th, while the lowest average of points per race will start 1st. (For example, if Driver A averages 95 points per race, Driver B averages 76, and Driver C averages 84, these drivers will be lined up in the order of B, C, A).
- For every race that a driver misses throughout the season, they will be credited with 100 points for the sake of the handicap.
- For the handicap, drivers will be given the points they were awarded from the race, prior to any penalties or penalty points are assigned, so that drivers will not benefit from being penalized. For example if a driver finishes 5th in the race, but received a 5 point incident penalty and an EOL in the results, in the handicap formula they will be given 5th place points.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
- 2.4.2 - Contender Series
- Following qualifying, there will be an invert for the feature(s). If there are enough cars to have multiple splits, the top 5 cars will be inverted in each split. If there is only one split the invert will be 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
- 2.4.3 - Other Series
- In other series, inverts may be used and will be listed on the series page.
2.5 - Provisionals
- The Super Series will be the only division that will give out Provisional starting spots to drivers.
- If more than the capped car count of 30 cars attempt to qualify for a race, the top 28 cars from Time Trials will advance directly to the race.
- A maximum of 2 provisionals will be given out, to fill out the 30-car starting field.
- Provisionals will be awarded based on points. For the first two events of a season, the previous season’s points will be used to determine provisionals. Starting in Race 3, the current season’s points will be used to determine provisionals.
- If less than 2 provisionals are filled based on points, we will revert back to lap times to fill out the field.
- Since Reserve Drivers for a team do not earn points towards the drivers championship, in the event that multiple Relief Drivers are in position for a provisional, we will revert back to lap times to determine who earns a provisional.
- In some events, admins may assign provisionals based on different conditions, or may add an additional provisional, and will notify drivers prior to any sessions.
2.6 - Feature Race Session
- Drivers will take the grid, and the field will pace for 1 or 2 laps depending on the track size.
- Feature races range from as low as 30 laps in our dirt divisions, and up to 200 laps in our asphalt divisions.
- All of the rules and procedures for race sessions are outlined in Section 3.
2.7 - Double/Tripleheaders
- In Doubleheader or Tripleheader race sessions, we will use the iRacing Heat Race format to run multiple races within the same session.
- Practice and Time Trials will run as normal to set the lineup for the first race of the session.
- The first race of the session will take place in the “Heat Race” portion of the format.
- In a tripleheader event, the second race of the session will take place in the “Consolation” portion of the format.
- The final race of the session will take place in the “A-Main” portion of the format.
- The lineup for the first race of the sessions will be directly based on Time Trials. The lineup for the second and third races of the session will be based on the results from the previous race with a 5-8 car invert at the front of the field.
2.8 - Track Usage
- 2.9.1 - Rubber Percentage (asphalt)
- All opening practice sessions will open at 0% rubber on the track.
- In divisions where the entire race format is held all within one session, the rubber on the track will carry over throughout the entire session.
- In divisions where two sessions are used in the format (qualifying in one session, the race in a separate session), the rubber on the track will carry over from practice to Time Trials, and then in the second session the warmup period will open at 30% rubber on the track and will carry over into the race.
- In the event two qualifying servers are used (such as the Contender Series), the rubber will be set at 25% for qualifying so the conditions will be the same in both servers.
- 2.9.2 - Track Usage Percentage (dirt)
- All opening practice sessions will open at 0% track usage, and will carry over throughout the entire session.
- In some events the track usage may be reset down to 0% prior to the Warmup and A-Main session. This will be up to admin's discretion.
- 2.9.3 - Marbles
- In all sessions, marbles will be cleaned off the track, either in-between sessions or during cautions.
2.9 - Scheduled Sessions
- Race sessions will be scheduled out early in the week.
- There is no set day or time when these will be created, this is based on admin availability.
- In the Contender Series:
- Race sessions will be scheduled out early in the week at the same time as other series.
- Qualifying sessions will not be scheduled out in advance, but will be scheduled just prior to launching at 9:30 PM ET.
2.10 - Weather
- In most sessions we will use iRacing's Forecasted Weather settings to create a forecast.
- This includes when the entire format is held within a single session, and all Feature sessions.
- In some sessions, such as when qualifying is held in a separate session, Static Weather may be used.
- For example, Contender Series qualifying sessions will use Static Weather so that the conditions are the same in both sessions, then Forecasted Weather will be used in the race session.
- Once sessions are scheduled, drivers can view the forecast for the session in the iRacing UI.
- Visit the Leagues section of the UI, then in the Up Next tab, click on any scheduled session to view it's details.
- In the Weather section of the details, there is a View Forecast button that will allow drivers to see the forecasted weather in each session.
- Weather forecasts and conditions are subject to change.
2.11 - Time of Day (TOD) Settings
- Custom in-sim dates and times will be used in most sessions.
- These will be listed in the schedule section for each race.
- In-sim dates during most of the year will match the date of our race events, but during winter months a different date may be used.
- In-sim times will vary.
- When one session is used for an entire race format, the TOD will progress throughout the event.
- When two sessions are used, such as when qualifying is held in a separate session, the TOD will be static in the qualifying session, then in the race session the TOD will progress through the rest of the event.
- TOD settings are subject to change and may vary for other events (such as special events).
2.12 - Green/White/Checker Finishes
- In all divisions, there will be a maximum of 2 GWC attempts to finish the race if necessary.
SECTION 3 - Rules & Procedures
3.1 - Radio Chatter
- General radio chatter should be kept to a minimum during race sessions, so that the radio channel can be used for race-related communications. This includes during caution periods so drivers can address admins if necessary (for example to claim cautions, or if there are any race control issues that need to be addressed).
- If drivers need to talk to another driver about an incident, they must do so in a professional way, or wait until after that race when frustration levels drop and so both drivers get the chance to watch a replay of what happened.
- 3.1.1 - Negative Voice Chat
- We understand that incidents will happen during the course of a race and frustration levels may rise, however negative voice chat on the radio during the race will not be tolerated.
- Drivers should not get on the radio to yell, curse out, blame, threaten, or etc. towards another driver, which includes getting on the radio to make snarky/snide/sarcastic comments to complain after contact.
- This comes off extremely unprofessional for the driver, but more importantly also makes us look bad, so it will not be tolerated.
- 3.1.2 - Negative Text Chat (on any platforms)
- While negative chatter on the radio channel is not allowed, it does not mean that drivers should use other methods of text chat to message drivers negatively.
- Drivers should not private message others to curse out, blame, threaten, or to use any other abusive language towards another driver. This includes on other platforms in regards to any incident in our sessions.
- If other drivers are sending messages with any type of negative chatter regarding issues that happened in a league event, a “protest” may be submit via email for league officials to review. This should include screenshots/images (proof) of what was said by the other driver, and should include all responses/messages from both sides. Also include additional information of what incident(s) led up to the situation.
- Drivers that are found to negatively message others, may be subject to penalty at the discretion of the admins.
3.2 - Connection Issues
- If a driver has connection issues during a race, admins will notify the driver of the issues, and if the problem persists, the driver may be asked to drop to the back of the field or to park their car.
- Drivers are responsible for their own connection issues, and if these issues result in cautions or other contact, they may be subject to penalty which is based on admin discretion.
- In the event that the entire race server experiences connection related issues, admins may elect to open up a new session, or to possibly postpone/redo the race at a later date.
3.3 - Start/Restart Procedures
- On asphalt, all starts and restarts will be double file, with lapped cars lined up at the back.
- The leader controls the start and may choose to accelerate at any time after the pace car gets all four tires off of the racing surface.
- In some events, admins may decide to use a dedicated restart box or "area" at tracks where the pace car leaves the track early. Admins will notify drivers of the restart box during pre-race.
- If the green flag is given before the leader takes off, this will serve as the green flag and the field may take off at that point.
- The second place driver may not take off before the leader at any time, unless the green flag is given.
- If a driver jumps the start, they must completely give back the position to the leader before completing that lap or they will be subject to a penalty.
- Drivers should avoid making contact with other cars leading up to the green flag on any start/restart. If a driver accelerates early and other cars make contact as a result of the jump start, they may also be subject to penalty.
- Coming to the green flag, the leader should maintain a consistent pace and may not brake, speed up/slow down, or any other tactics in an attempt to gain an unfair advantage.
- 3.3.1 - Double File Restarts
- On all double file starts and restarts, the leader does not have lane choice and must start from the inside lane.
- Drivers must hold the line that they are in, and can not pass, or begin to pass the car in front of them, until after crossing the start/finish line on all starts and restarts. Drivers that change lanes and/or begin passing cars in front of them before the start/finish line will be subject to penalty.
- The leader is the only car that will be allowed to change lanes prior to the start/finish line as long as they do so safely.
- Drivers are allowed to change lanes after the start/finish line, however drivers that force their way into a different groove and make contact or cause others to make contact, may be subject to penalty.
- 3.3.2 - Single File Restarts
- Admins may choose to switch to single file restarts at any time during the race.
- While leading up to the green, the leader will be able to run the line they choose and the rest of the field should fall in line directly behind them.
- Drivers must stay in line behind the car in front of them, and may not stagger lanes.
- Once the leader takes off and/or the green flag is given, drivers will then be allowed to run different lines, but will not be allowed to begin passing the car in front of them until after the start/finish line.
- 3.3.3 - Pacing / One Lap To Green
- Pacing (prior to One Lap To Green)
- During caution periods, drivers should attempt to maintain a reasonable pace with the rest of the field.
- While pacing (prior to One Lap To Green) drivers are allowed to use minor tire warming tactics *within reason*. However any tactics that admin's may deem to be considered excessive or abnormal, may be subject to penalty.
- Specific examples of excessive or abnormal tactics include: Slowing well below pace speed or stopping to do burnouts, and weaving back and forth across the apron. Other tactics may be added to this list without notice.
- One Lap To Green
- Once the field receives the one-to-go on all starts and restarts, drivers are expected to line up in their correct pacing position, maintain pace speed at all times, and should not use any tire warming tactics.
- Drivers should keep up with the car in front of them, and should be starting next to the car they are supposed to be lined up next to (on double file starts). No laying back for any start/restart.
- For all drivers throughout the field, any heavy weaving, heavy braking, speeding up/slowing down, or any other tire warming tactics that results in the field getting stacked up, or creates any major gaps during pacing, may result in a penalty.
- Pacing (prior to One Lap To Green)
3.4 - Car Control
- Drivers are expected to maintain reasonable control of their cars at all times (with the exception of being involved in on-track incidents).
- Drivers are expected to remain on the proper racing surface at all times, and should not intentionally drive in the grass, on any access roads, or any other parts of the track that aren't normally used to race on.
- Drivers are not to attempt to drift in any asphalt sessions.
- Drivers are not to wall ride, or intentionally use the wall to gain time, in any sessions.
- Drivers are not to swerve back and forth, brake check, or any other action while under green flag racing conditions in attempt to slow down other cars.
- Drivers that fail to hold their brakes after being involved in an incident, and roll into oncoming traffic, may be subject to a penalty.
- Drivers are expected to avoid any contact under cautions. Running into other cars during cautions and causing damage, whether intentional or not, may be subject to penalty.
- If a driver spins or crashes, it is their responsibility to return onto the track in the correct direction in a safe manner, without putting other cars in danger of receiving damage.
- Drivers who turn their cars around on track and make contact with either oncoming cars, other cars involved in the wreck, or cars that stopped to avoid the wreck, may be subject to penalty.
- Drivers who attempt to turn their car around in front of oncoming traffic, and force that traffic to wreck or make contact, despite the driver not making direct contact with them, may be subject to penalty.
- Drivers who are involved in contact or an incident and continue to make additional contact with other cars as a part of the incident, or attempt to push their way through an incident, may be subject to penalty.
- Drivers should avoid sitting on track for an extended period of time, by either escaping out of their cars or by turning around in a safe area such as the infield if possible.
- If a driver experiences issues on track such as an engine failure, or if a driver decides to end their race early, they should attempt to drive back to pit road or stop off of the racing surface. If a driver stops on track and brings out a caution, they may be subject to penalty.
3.5 - Passing Etiquette
- 3.5.1 - Passing Etiquette
- We understand that this is short track racing and bumping or contact is going happen on occasion, however there is a certain etiquette that is expected from all drivers to ensure a clean race.
- When passing another car:
- When facilitating a pass, it is the responsibility of the car attempting to pass to facilitate a safe and clean overtake.
- Drivers are not to use their front bumpers to initiate a pass, and drivers are not to make door-to-door contact to complete a pass. If a driver is found to use their front bumper or door slam another to make a pass, they will be subject to penalty.
- When getting passed:
- When a pass is being attempted from behind, drivers are not to block, chop, or aggressively alter their race line in attempt to prevent a passing car from getting by.
- If a driver blocks or chops another car that is attempting to pass, they will be held responsible for any contact and may be subject to penalty.
- Once a pass is initiated and both cars are running side-by-side, both drivers should allow enough room for them to race next to each other without making contact, pinching, or running the other cars out of their groove. Excessive pinching or other contact as a result of not holding a lane may be subject to penalty.
- When passing another car:
- When a car attempts to make a pass via a “slide job”, that driver is responsible for making sure they are 100% clear and the pass is made cleanly without sliding up into the other car, or without coming up in front of the other car at a significantly reduced speed that results in contact. However when a slide job pass is being made from behind, the driver getting passed should be willing to lift off the throttle if needed to ensure both cars avoid contact and without running over the passing car.
- It is fully up to admin’s discretion to determine if contact was made in an aggressive manner, or if the contact was common racing contact.
- We understand that this is short track racing and bumping or contact is going happen on occasion, however there is a certain etiquette that is expected from all drivers to ensure a clean race.
- 3.5.2 - Lapped Cars Etiquette
- Lapped cars and/or cars in the process of going a lap down are not required to give up their position in order to let the lead lap cars pass. However lapped cars that intentionally try to block or slow the leaders to manipulate the race may be subject to penalty.
- It is the faster car’s responsibility to facilitated a safe overtake, however it is strongly encouraged that cars being lapped give sufficient room to the lead lap cars if/when possible.
3.6 - Cautions/Incidents
-
- All cautions and incidents will be reviewed after every race.
- Not all cautions or incidents will result in a penalty if it is determined to be a common racing incident. This will be up to admin discretion.
- Drivers are not to intentionally spin or stop on track to bring out a caution.
- 3.6.1 - Gentleman’s Rule
- Drivers are strongly encouraged to claim fault for causing a caution during the race if they were the cause, which includes self spins/wrecks.
- Claiming a caution is NOT required if the driver believes the caution was a common racing incident or if another driver was at fault.
- If a driver would like to claim a caution, they should notify admin’s either via over the radio or through text chat if they are claiming a caution.
- Drivers should claim the cautions prior to the two-to-green notification on restarts. If a caution is claimed after the one-to-green notification, or claimed after the race, drivers may still be subject to penalty.
- Unless it is painfully obvious that netcode was part of the reason for a wreck, drivers should not use netcode as an excuse for not claiming a caution.
- There are times when a driver may claim a caution to be safe even though they are not sure if they were the actual cause. However in the event that a caution is determined to clearly be another driver's fault, the other driver may be subject to penalty.
- Drivers may not intentionally claim a caution in place of another driver. If it is determined that a driver is claiming a caution for incident caused by another driver in a way that is against the spirit of the rule, both drivers may be subject to penalty.
-
- 3.6.1.1 - Claimed Caution
- By claiming a caution during the race, it allows a driver to continue racing with the possibility of gaining positions back, rather than receiving a post-race penalty.
- If a driver claims fault for a caution, they will receive an End of Line (EOL) penalty on the following restart. If a driver claims multiple cautions in a race, they may receive further penalties outlined in Section 3.6.2 below regarding Repeat Cause of Caution.
- In some cases, if a driver claims their caution, admins may not give out an EOL penalty if the driver is already at the back of the field, or if the driver is on pit road and may not resume the race.
- 3.6.1.1 - Claimed Caution
-
- 3.6.1.2 - Unclaimed Caution
- If a caution is unclaimed, admins will review the incident after the race to determine fault or if it was a common racing incident.
- If a driver does not claim a caution, and admins determine that the driver was at fault, they will be subject to penalty.
- If a driver does not claim a caution, and admins determine that it was a common racing incident, no penalties will be given.
- If a driver causes a caution, including via a self spin/wreck, and they disconnect from the server without claiming, they may be subject to penalty.
- 3.6.1.2 - Unclaimed Caution
- 3.6.2 - Repeat Cause of Caution
- If a driver is responsible for causing multiple cautions and claims them during the race, the following in-race penalties will be issued:
- 1st claimed caution - EOL
- 2nd claimed caution - EOL
- 3rd claimed caution - Disqualification
- Drivers that cause multiple cautions in a race, even if claimed, may be subject to further penalties.
- Drivers that cause multiple cautions in a race without claiming them, will be subject to a more severe penalty.
- If a driver is responsible for causing multiple cautions and claims them during the race, the following in-race penalties will be issued:
- 3.6.3 - End of Race Caution/Incident
- If a race ends under caution, or if an incident happens on the last lap, drivers are still encouraged to claim fault.
- Admins will review the incident, and may adjust the finishing order of the race if they determine that the iRacing scoring is incorrect. Admins may choose to move drivers back in the finishing order if they were involved in the wreck, and may move drivers up in the order if they slowed or stopped to avoid the wreck safely.
- 3.6.4 - Tire Related Cautions
- Drivers are responsible for controlling their cars at all times, which includes when they get a flat tire, or are close to getting a flat tire during the course of a race. When it is clear that there may be a tire issue and the car starts to become uncontrollable, drivers are expected to slow their pace and/or drive to pit lane to avoid causing an incident or caution.
- If a driver abuses their tires and are then unable to control their car, and causes a caution due to a self spin or by stopping on track, they will be subject to penalty, even if the caution is claimed.
3.7 - Retaliation/Intentional Wrecking & Intentional Contact
- Any kind of retaliation or intentional wrecking will not be tolerated.
- This includes any kind of retaliatory contact during the race, aka the “they hit me so I hit them back” rule. Contact is likely to happen during short track racing, and is often not done purposely, but returning the contact after the initial contact is made will be considered retaliation and will be subject to penalty.
- Driving up next to others during cautions or after the race, and swerving, revving the engine, etc. will be considered retaliation and may be subject to penalty.
- Retaliation or intentional wrecking will result in penalties which may include a points penalty, a suspension, or a ban from the league. This will be up to admin's discretion based on the severity of the incident.
3.8 - ARCA Braking
- Drivers that fail to use their brakes, or brake extremely late for an incident and make additional contact with other cars may be subject to penalty.
- Things happen quick in short track racing, but drivers need to be aware of what is going on in front of them, especially in the case of a crash.
- Drivers should make every attempt possible to slow down and avoid the wreck at all costs, and should not try to navigate through the crash until cars have stopped wrecking and the track is clear and safe to continue.
- ARCA Braking penalties will be up to admin’s discretion, and admins will review the incident from the driver’s cockpit perspective to help determine if the incident could have been avoided.
- In dirt races, we understand it can be more challenging to slow down or avoid a wreck when sliding, but drivers still need to be aware of what is in front of them and should make an attempt to slow down and avoid the wreck safely.
3.9 - Practice Penalties
- As outlined in Section 2.1 of this rulebook, practice sessions should not be used to mess around, wreck others, or cause issues. If a driver continues to cause issues in practice, they may be subject to penalty.
3.10 - Post-Race Penalties
- All rules and procedures regarding contact with other cars, will be enforced for 1 full lap after the checkered flag.
- This means that any Intentional Wrecking, Retaliation, ARCA Braking, etc. will be enforced after the checkered flag for 1 full lap. Anyone found to be in violation of any of our rules within the 1 lap cool down period will be subject to penalty.
- Once the field receives the checkered flag, drivers should either drive back to pit road, or slow down and come to a stop in a safe area without causing damage to other vehicles. Drivers that come to a stop in an unsafe area or spin/wreck after the checkered flag on purpose, and causes damage to other cars, may be subject to penalty.
3.11 - Black Flags
- Black Flag penalties will not be cleared unless it is determined to be unwarranted.
- If a driver believes a black flag is unwarranted, drivers should let an admin know as soon as possible and notify them what the penalty was for, and the admin will assess the situation to see if it was unwarranted.
- A couple examples of unwarranted black flags that may be cleared, include things such as spinning onto pit road (receiving a speeding penalty as a result), or for passing under yellow if a wrecked car doesn’t catch the field in time before pitting. Other situations may be deemed unwarranted by admins and will be cleared.
- A couple examples of black flags that will NOT be cleared include speeding on pit road, entering/exiting closed pit roads, and passing the pace car. Other situations may be deemed warranted by admins and will not be cleared.
- Meatball black flags will not be cleared.
- Follow all on-screen instructions during caution flag periods. If the iRacing system is giving instructions to let another car pass, including the pace car, it is the driver's responsibility to follow those instructions. If a black flag is given because a driver did not follow their on-screen instructions, the penalty will not be cleared and the driver will have to serve their penalty.
- If a driver asks for a black flag penalty to be cleared by admins, but it is determined to be for false reasoning, the driver will be subject to penalty.
3.12 - Lucky Dog / Wave Around
- 3.12.1 - Free Pass (“Lucky Dog”)
- All Lucky Dogs are handled by the iRacing service to let one driver get a lap back during each caution. iRacing’s system will determine the Lucky Dog driver. If iRacing does not issue a Lucky Dog, we will not manually give out any Lucky Dogs.
- Exception: In events where caution laps do not count, admins may give manual Lucky Dogs.
- Lucky Dog drivers will be instructed to pass the field on the right side and all other drivers are required to move to the inside lane of the track to allow them to get their lap back in a safe manner.
- If drivers fail to move to the inside lane to allow the Lucky Dog to get by safely, they may be subject to penalty.
- All Lucky Dogs are handled by the iRacing service to let one driver get a lap back during each caution. iRacing’s system will determine the Lucky Dog driver. If iRacing does not issue a Lucky Dog, we will not manually give out any Lucky Dogs.
- 3.12.2 - Wave around
- During a caution, or during a pit stop cycle, it is common for cars at the back of the pack to get “trapped” and be lined up behind the pace car, but in front of the leaders. These cars will receive a wave around to pass the pace car at the one-to-green notification, and will rejoin the tail of the field.
- If a driver is in a position to get a wave around, but is receiving an EOL penalty (for example from claiming a caution), they should notify admins so they can get the wave around prior to the EOL so they don’t lose a lap in the process.
3.13 - Pit Road Etiquette
- Pit Road is to be used properly at all times. There should be no cutting through pit stalls or grass areas to gain an advantage on pit road. If a driver is found to be gaining an advantage for not using pit road properly, they could be subject to a penalty.
3.14 - Tire Limits
- In most asphalt races (unless specified otherwise), drivers will NOT be allowed to pit for any tires during the course of the race. This includes any Heat Race or LCQ sessions.
- The Tire Limit will be set up when creating the session, but if for any reason we forget to set the limit or a bug occurs that allows tires, the tire limit will still be in place and will use the following procedures:
- If a driver is found to take extra tires during the course of the race in the post-race review, they will be subject to penalty, which includes a last place finish and possible points.
- If a driver accidentally takes tires during the race, and notifies an admin of the mistake, they will be issued a black flag penalty in-race that will need to be served during green flag conditions. For tracks that are 3/4-mile or less, a 30 second green flag penalty will be issued, and at tracks larger than 3/4-mile (Richmond included), a 1 minute green flag penalty will be issued.
- ONLY in specially marked races, drivers will be allowed extra tires, and will be notified by admin's prior to the event.
- In these events, if drivers are found to not follow the tire rules provided, they will be subject to penalty.
3.15 - Qualifying Scrutiny
- Drivers are expected to leave pit road, get up to speed, and complete their qualifying laps without using nefarious tactics or "cheesing."
- In all of our asphalt races, the iRacing Qualifying Scrutiny will be set to the highest setting of Severe.
- This should prevent most types of nefarious qualifying tactics automatically.
- If the scrutiny does not like what a driver is doing they will be given a furled black flag as a warning and must reset to the pits to clear the black flag before continuing.
- If drivers attempt to use any other nefarious tactics for qualifying, that isn't automatically detected from the scrutiny system, they may be subject to penalty.
- Admins may save replays from qualifying sessions and will review qualifying laps for unfair tactics, or if other drivers/teams see any tactics they may submit a "protest" to the SARA email with a replay of the entire qualifying session for league officials to review.
3.16 - Choose Rule
- In some series, a Choose Rule may be in place for all restarts during a race. The opening start of the race will use our normal start procedures, while all of the following restarts will use these procedures listed below.
- Admins will announce the choose "zone" prior to the race.
- Once the field is in the choose zone, drivers should begin choosing their lane for the restart.
- Drivers that choose the inside lane should move left as much as possible towards the apron/inside wall (or the designated choose area).
- Drivers that choose the outside lane should stay in the right lanes (to the right of the designated choose area). Moving as high as possible toward the outside wall will be helpful for other drivers behind to see which lane cars are choosing.
- Drivers should make it very clear which lane they are choosing.
- Drivers that do not make it clear which lane they are choosing may be subject to penalty.
- Drivers that choose a lane after the choose zone, or switch lanes while choosing, may be subject to penalty.
- Drivers should stay behind the car in front of them, and should not begin passing cars, until after the choose zone once the car in front of them has chosen a lane.
- Any contact caused while failing to follow these procedures may be subject to penalty.
- After each restart, all penalties issued directly from the restart will be cleared by admins.
- Any penalties from prior to the restart that requires being served on pit road, such as a meatball penalty or any type of stop-and-go or hold penalty, should be served on pit road regardless if the penalty gets cleared by admins.
- If a driver does not attempt to serve their penalty and gains any kind of advantage from not serving their penalty, they may be subject to penalty.
SECTION 4 - Penalty Info
4.1 - Probation
- New drivers are automatically placed on probation when joining the league, outlined in Section 1.3 of this rulebook.
- Drivers that receive a P2 Penalty during the course of the season, or from the previous season, will be placed on probation.
- Drivers that are on probation will have less tolerance regarding penalties, and will be more likely to get a more severe penalty if they continue to earn additional penalties.
4.2 - Penalty Box
- All penalties and offenses that drivers receive during the course of the season will be outlined on the Penalty Box page of our website.
- Penalties will list the driver’s name, which race the penalty occurred in, the level of penalty, and a full description of the offense with the specific rule that was broken.
4.3 - Penalty System
- See Section 5 for more information.
- Our penalty system outlines the penalties that will be handed out into six different categories.
- The categories include Notices, H1 Penalties, Warnings, P1 Penalties, P2 Penalties, and P3 Penalties.
- The Penalty System is designed to outline penalties clearly to all drivers, and is also designed to further penalize repeat offenders.
4.4 - Penalties
- The most common penalties handed out are listed below, with the section of the rulebook that applies the most:
- Aggressive Driving - Section 3.5
- ARCA Braking - Section 3.8
- Black Flag Violation - Section 3.11
- Car Control Violation - Section 3.4
- Contact Under Caution - Section 3.7
- Intentional Wrecking/Retaliation - Section 3.7
- Intentional/Retaliatory Contact - Section 3.7
- Negative Radio Chatter - Section 3.1
- Pit Lane Violation - Section 3.13
- Repeat Cause of Caution - Section 3.6.2
- Restart Violation - Section 3.3
- Tire Limit Violation - Section 3.14
- Unclaimed Caution - Section 3.6
- Admins may hand out penalties for any other offenses at their discretion.
4.5 - Suspensions
- If a driver receives a suspension during the course of the season, the suspension will be in effect across all divisions throughout the duration of the suspension.
- Upon returning from suspension, the driver will automatically be placed on probation for the remainder of the season, and the following season.
- Suspension lengths may vary from the lengths listed in the Penalty System based on the severity of the penalty, and may be extended at admin's discretion.
- If a driver receives a suspension that extends past the end of the current season, the suspension will carry over into the following season.
4.6 - Super Series Damage Points
- In our Super Series division only, we have a Damage Point system in place (kept separately from any championship points) in effort to further encourage clean racing in our top division.
- Damage Points will be assigned for such things as causing cautions, causing wrecks (with no caution), aggressive driving, and self spins.
- 4 Damage Points - Unclaimed Caution/Wreck and Intentional Wrecking - This includes intentional wrecking, causing a caution and not claiming it, or causing a wreck that doesn’t bring out a caution (drivers should also claim fault for incidents that don’t bring out a caution to lower Damage Points).
- 3 Damage Points - Aggressive Driving - This includes bumping or door slamming people to complete a pass, and in some cases other aggressive contact such as pinching, chopping, etc. (outlined in Section 3.5)
- 2 Damage Points - Claimed Caution/Wreck - This includes any claimed cautions or wrecks (even if it doesn’t bring out a caution). By claiming cautions (outlined in Section 3.6.1), Damage Points will reduced by half (2 points instead of 4).
- 1 Damage Point - Self Spin Cautions - This is for any cautions caused by a driver self spinning or self wrecking.
- In addition to the points above, there are also point multipliers that will increase the points given in certain scenarios.
- 1.5x multiplier - If the caution/wreck/contact happens within 5 laps of a start or restart, including any Green/White/Checker finishes.
- 1.5x multiplier - If the caution/wreck/contact happens within the final 10 laps of a race, including any Green/White/Checker finishes.
- 2x multiplier - If the caution/wreck/contact happens both within 5 laps of a restart AND within the final 10 laps of a race, including any Green/White/Checker finishes.
- Once a driver reaches 9 Damage Points for the season, they will receive an automatic 1 race suspension.
- After the suspension, a driver’s Damage Points will reset down to 4 Points and if a driver reaches 9 Damage Points again during the season, a longer suspension or demotion will be applied.
- Drivers can reduce their Damage Points by 1 point by having a clean race, which in this system is defined by not receiving any Damage Points in a race.
- We will still review all incidents and cautions, and will maintain our normal Penalty System in conjunction with these Damage Points, so further penalties may apply beyond just receiving Damage Points.
- A full breakdown of Damage Points and descriptions of each infraction will be posted in the communications tab of the Super Series league page.
SECTION 5 - Penalty System
5.1 - Penalty System
- Penalties will be issued based on our progressive Penalty System, in which penalties will continue to escalate with each additional infraction throughout a season.
- Our Penalty System is outlined below:
- 5.1.1 - Standard Penalties:
NOTICE
A Notice will be issued for basic rules reminders.
Notices may be issued as a notice/reminder for any basic rules that admins would like to inform driver(s) about.
(As an example, drivers should be using correctly numbered custom schemes).
Once driver(s) receives a Notice, any further violations of the same rule will be elevated to a higher penalty level, depending on the severity of the violation.
WARNING
A Warning will be issued for minor rules violations.
Once a driver receives a Warning, any further penalties will be elevated to a higher penalty level, depending on the severity of the violation.
FOR EXAMPLE:
One warning + second warning = P1 Penalty
One warning + P1 Penalty = P1 or P2 Penalty
One warning + P2 Penalty = P2 or P3 Penalty
P1 PENALTY
A P1 Penalty will result in any combination of the following penalties based on the severity of the violation:
• EOL ON LEAD LAP
• EOL IN RESULTS
• 5 POSITIONS DOCKED
• 10 POINT PENALTY
• 30 POINT PENALTY
• EOL TO START NEXT RACE
Once a driver receives a P1 Penalty, any further penalties could be elevated to a higher penalty level, depending on the severity of the violation.
FOR EXAMPLE:
P1 Penalty + Warning = P1 or P2 Penalty
P1 Penalty + P1 Penalty = P2 Penalty
P1 Penalty + P2 Penalty = P3 Penalty
The following violations will result in an automatic P1 Penalty without any warning.
• Unclaimed Cause of Caution/Incident
• Repeat Cause of Cautions/Incidents
• Tire Limit Violation
Any other violations could be elevated to a P1 Penalty without a warning based on the severity of the violation, and is up to the discretion of league admins.
P2 PENALTY
A P2 Penalty will result in any combination of the following penalties based on the severity of the violation:
• EOL IN RESULTS
• 50 POINT PENALTY
• 2 WEEK SUSPENSION
• SERIES DEMOTION
• EOL TO START NEXT RACE
Once a driver receives a P2 Penalty, any further penalties could be elevated to a higher penalty level, depending on the severity of the violation.
FOR EXAMPLE:
P2 Penalty + Warning = P2 or P3 Penalty
P2 Penalty + P1 Penalty = P3 Penalty
P2 Penalty + P2 Penalty = P3 Penalty
The following violations will result in an automatic P2 Penalty without any warning.
• Intentional Wrecking/Retaliation
Any other violations could be elevated to a P2 Penalty without a warning based on the severity of the violation, and is up to the discretion of league admins.
P3 PENALTY
A P3 Penalty will result in any combination of the following penalties based on the severity of the violation:
• EOL IN RESULTS
• 100 POINT PENALTY
• 2 WEEK SUSPENSION
• SEASON SUSPENSION
• LEAGUE BAN
Once a driver receives a P3 Penalty, any additional P3 Penalties in future seasons could result in a league ban.
- 5.1.2 - Additional Penalties:
H1 PENALTY
A H1 Penalty will result in any combination of the following penalties based on the severity of the violation.
• EOL TO START NEXT RACE
• EOL TO START NEXT HEAT/MAIN
(within a Heat Race session)
Drivers may receive a H1 Penalty for any violations that happen in a Heat Race session (including B/C-Mains). If admins are aware of any violations during a session, drivers may receive an EOL to start the next heat race/main of that session. If any violations are found in post-race review, drivers may receive an EOL to start the next race, or heat race/main of that series.
Any violations may be elevated to a higher penalty level, without warning or a H1 Penalty, depending on the severity of the violation.
Once a driver receives a H1 Penalty, any further H1 or other penalties will be elevated to a higher penalty level, depending on the severity of the violation.
FOR EXAMPLE:
One H1 Penalty + second H1 penalty = P1 Penalty (plus EOL next Race/Round)
One H1 Penalty + P1 Penalty = P1 or P2 Penalty
One H1 Penalty + P2 Penalty = P2 or P3 Penalty
SUPER SERIES
TEAM PENALTY
A Team Penalty will result in any combination of the following penalties based on the severity of the violation.
• 10 TEAM POINTSS
• TEAM CAR SUSPENSION
Teams and team owners in the Super Series are responsible for their cars and their drivers.
Continued violations and penalties within a team may result in a Team Penalty.
Any issues between teams may result in a points penalty towards the Team Championship and/or a team's car being suspended.
In addition, if a driver in the Super Series receives a suspension, their car number for the team would also be suspended for the same length, and teams will not be allowed to use a relief driver or part time driver to fill that spot.
At the discretion of SARA admins, a more severe Team Penalty beyond what is listed here, may be issued based on the severity of the violation.
SECTION 6 - Super Series Team Championship
6.1 - Team Information
- For the Super Series, teams within the series will compete for the Team Championship.
- Teams will be able to
purchasereserve up to 5 roster spots, and will fill those spots with members from their team. - Solo drivers will also
purchasereserve their roster spot, and will be able to compete as their own individual team in the Team Championship. - Teams can fill their roster spots with invited Super Series eligible drivers from their team.
- A team can choose to run all of roster spots with full time drivers, or a spot could be split among part time drivers, in order to ensure their roster spots are competing in more races.
6.2 - Relief Drivers (Super Series only, for Team Championship)
- If a Super Series driver from a team is unable to make any of the races, teams will have the option to fill their roster spot with a Relief Driver.
- Relief Drivers could be another part-time Super Series driver, or an approved Contender Series driver, from their respective team.
- Relief Drivers will only earn points towards their team points, not individual driver points.
- Teams should notify league admins in advance to request approval for a Relief Driver from the Contender Series.
- Relief Drivers from the Contender Series will be restricted to a maximum number of 3 total starts.
- Part-time drivers on a team will be allowed to make additional relief starts for one of the other roster spots on their team.
6.3 - Car Numbers
- Teams will choose up to 5 car numbers for their team.
- Duplicate car numbers will be allowed, with a maximum of two teams using the same car number.
- One team will be given priority for the number, and the other team will need to run a letter next to their number (for example 33 and 33x).
- Triple-digit numbers will not be allowed unless a driver has used a three-digit number in previous seasons.
- Any part time drivers that are splitting a car number must all run that same car number when they race. For example if a team has chosen to use #99 for their part time roster spot, all drivers splitting that spot throughout the season must use #99 each time they race in the Super Series.
- Relief Drivers must run that car number of the car they are filling in for.
6.4 - Penalties
- Teams and team owners in the Super Series are responsible for their cars and their drivers.
- Continued violations and penalties within a team may result in a Team Penalty.
- A Team Penalty will result in any combination of the following penalties based on the severity of the violation:
- 10 Team Points, and/or Team Car Suspension
- Any issues between teams may result in a points penalty towards the Team Championship and/or a team's car being suspended.
- If a driver in the Super Series receives a suspension, their car number for the team would also be suspended for the same length, and teams will not be allowed to use a relief driver or part time driver to fill that spot.
- At the discretion of SARA admins, a more severe Team Penalty beyond what is listed here, may be issued based on the severity of the violation.
6.5 - Team Points
- The following points format will be used for the Team Championship. There will be no drop races.
- Team Points will be calculated using the combined driver points for the top two finishers from each team (not counting any bonus or penalty points).
- If only one driver from a team competes in a race, and for all solo drivers, their driver points will be multiplied by 1.75 to determine their total.
- The team with the highest combined driver points each race will earn 10 Team Points, the second highest team will earn 9 Team Points, etc.
10 Team Points - The team with the highest combined driver points
9 - Next highest combined points from a different team
8 - And so on...
7
6
5
4
3
2
1 - All teams that compete in a race will earn at least 1 point.
6.6 - Team/Driver Changes
- If a driver changes teams during the course of a season, they will not be eligible to earn points for their new team.
Rulebook
The official rules, guidelines, and procedures for SARA.
The Sim Auto Racing Association’s Rulebook is outlined below.
All of our races will follow this rulebook.
Items highlighted in blue are new or worth special noting.
All rules are subject to change without notice.
All standard rules from the iRacing Sporting Code will be used in conjunction with our rules.
These rules shall prevail when there is a conflict among the rules.
1.1 - League Information
- League: Sim Auto Racing Association (SARA)
- Website: www.racesara.com
- iRacing League Page: SARA
- Social Media: Facebook Twitter Instagram
- Email Address: sarasimracing@gmail.com
- Use email or message our Facebook page, as the primary means of contact for league officials. Do not contact admins directly.
1.2 - League Registrations
- Drivers may sign up to be a league member by filling out the registration form on www.racesara.com/register
- A minimum iRating of 2000 is required to register, with other drivers being accepted at admin's discretion.
- SARA officials review all registrations, and if accepted, drivers will be sent a league invite prior to the next race night.
- During the season, please allow up to 24 hours between Tuesday-Thursday, or up to 3-4 days between Friday-Monday, to receive the league invite.
- By completing the registration process, drivers agree to the terms of our entire rulebook outlined on this page.
1.3 - Car Numbers
- 1.3.1 - Car Number Requests
- When registering, drivers can request three different number choices they would like to run.
- To ensure a better chance at getting the number being requested, drivers should look at the Driver Roster page on the website to see which numbers are available.
- Once accepted into the league, admins will do their best to make sure a driver gets one of the car numbers they requested, but in the event that those numbers are taken, admins may assign a driver to a different number that is open.
- Car numbers will be assigned across all divisions (with an exception for Super Series drivers who may be assigned a different number in that series).
- Drivers may request a number change at the end of a season.
- 1.3.2 - Custom Car Numbers
- During the registration process, if a driver selects the option to run Custom Numbers (with a Trading Paints PRO account), they will be allowed to run a custom number on their paint schemes, even if that number is already taken by other drivers.
- Drivers who are running custom numbers, should run custom numbers in ALL divisions.
- Drivers are required to run custom numbers that match their league assigned number. Drivers who run the incorrect custom number on their paint scheme will be given a warning to change the number, and further penalties may be applied.
- For admin purposes only, drivers running custom numbers may be assigned a 3-digit number on iRacing to allow more than one driver to run the same number, so drivers should make sure their custom number schemes are uploaded to Trading Paints PRO to ensure the custom number shows up properly.
1.4 - New Driver Probation
- ALL new registered drivers will automatically be placed on probation when accepted into the league. Probation will last for a driver’s first three weeks of racing.
- While on probation, new drivers will be monitored based on performance, clean driving, and other factors, and at any point during those three weeks, admins can remove drivers from the league without notice, ask drivers to move into a lower division, or anything else that admins deem necessary.
1.5 - Points Format
- 1.5.1 - Drivers Championship
- The following points format will be used in all SARA divisions. First place is awarded 100 points, going down 2 points each down to the 21st position (60 points). After 21st, the points decrease by 1 point down to the 30th position (51 points).
100 points - 1st
98
96
94
92 - 5th
90
88
86
84
82 - 10th
80
78
76
74
72 - 15th
70
68
66
64
62 - 20th
60
59
58
57
56 - 25th
55
54
53
52
51 - 30th
50 - Provisional Points
- 1.5.2 - Super Series Team Championship
- See Section 5.
1.6 - Bonus Points
- Drivers in all divisions will be eligible to receive bonus points for the following:
- Race bonus points:
- 3 bonus points - Clean race with 0 incidents (must run 75% of the race)
- 2 bonus points - Most laps led
- 2 bonus points - Most positions gained
- Multiple people can receive this if there is a tie.
- Driver must have a valid qualifying time in Time Trials, or attempt to compete in each round of a Heat Race session (Heat, B/C Main).
- If the driver elects to take an End Of Line (EOL) at the start of the race, or receives an EOL penalty to start the race, their original starting position will be used to determine their positions gained.
- Drivers that are included in the race invert/handicap will not be eligible to receive this bonus.
- Time Trials bonus points:
- 3 bonus points - Pole
- 2 bonus points - Qualify 2nd
- 1 bonus point - Qualify 3rd
- Heat Race bonus points:
- 2 bonus points - Heat Race win
- 1 bonus point - Heat Race 2nd
1.7 - Penalty Points
- Drivers in all divisions may be subject to penalty points for the following:
- 15-19 incidents - 5 penalty points
- 20-24 incidents - 10 penalty points
- 25-29 incidents - 20 penalty points
- 30 or more incidents - Automatic DQ and 30 penalty points and may be subject to a larger penalty
- Penalty points from incidents will be automatically applied in the results, and will not be reviewed during the race review process.
- Drivers that receive 15+ incidents may request an appeal of their incident points (via an email with a list of the laps in question), and admins will review the incidents and may reduce incidents or penalty points, at their discretion. Incidents received from common contact or being involved in wrecks will not be removed. Incidents received from intentional contact or unpreventable contact may be removed.
- Some examples of "unpreventable contact" would be stopping for a wreck and someone badly ARCA brakes, major netcode, or other situations at admin's discretion.
- Drivers may be subject to other points penalties (10 points, 30 points, 50 points, or 100 points) if they are in violation of our other rules (see Sections 3 & 4).
- Penalty points do NOT get dropped from a driver’s points total, regardless if that race becomes one of their drop races.
1.8 - Provisional Points
- Any driver that attempts to qualify for a race but does not make the field due to a capped car count, or qualifies for a race but does not take the green flag, will receive 50 Provisional Points for that race.
- Any driver that joins a session, but does not attempt a qualifying lap or does not participate in a Heat Race, will NOT receive any points.
- Drivers are not eligible to receive provisional points if they can’t attend a race.
1.9 - Drop Races
- We understand during a season that drivers may not be able to participate in every single race (for many possible reasons), or drivers may have a bad race due to factors out of their control (such as connection issues) so we allow drop races so that drivers can stay in contention for points if they have to miss a race or have a bad race.
- Typically there are 2 drop races each season, however drivers should refer to the standings section of each division page for the official number.
- Drop races will be factored into the standings during the middle of the season, so drivers will have a better understanding of where they are in points heading into the final races.
- Drop races do not get locked in, and other races can still be dropped throughout the final race of the season.
1.10 - Championship Tiebreaker
- In the event of a tie at the top of the points standings, the following will be used to determine the tiebreaker:
- Most wins
- Most 2nd place finishes
- Most 3rd place finishes
- If drivers have the same amount of 1st, 2nd and 3rd place finishes, the highest finishing driver in the final race of the season will earn the tiebreaker.
1.11 - Inactive Drivers
- At the conclusion of every season, inactive drivers may be removed from the league and all league related communications (such as our email list or Facebook members group) without notice.
- Drivers who are removed for being inactive will need to complete the registration process to be added back into the league.
- A driver will be considered inactive if they do not make any starts during the course of a season, have 5 or fewer total starts, have no starts within the last half of the season, or if a new driver registers but doesn’t make any starts after being added to the league.
- Other drivers may be removed during the offseason at admin's discretion without notice.
2.1 - Practice
- All of our divisions will have a 15 minute opening practice session.
- In races where two different sessions are used, additional warmup time will also be available prior to the feature event.
- Practice sessions are to be used for drivers to prepare for the night’s race by working on setups, practice racing around others, checking tire wear, etc.
- Practice sessions are NOT to be used to mess around, wreck others, or cause any other issues. We expect all of our drivers to act professional, even in practice, and we take each of our sessions seriously. Drivers that are found to continuously cause issues may be removed from the session or may be subject to penalty.
2.2 - Qualifying
- Our divisions may utilize different types of Qualifying formats throughout the season.
- Asphalt divisions will primarily use Time Trials, but in some events Heat Races may be used.
- Dirt divisions will primarily use Heat Races, but in some events Time Trials may be used.
- 2.2.1 - Time Trials
- After practice, there will be a standard 2-Lap Time Trial session (unless noted otherwise in advance).
- 2-Lap Time Trials will last for 3 or 5 minutes, and at any point during those minutes, a driver may take their car out on track for up to 2 laps to score their fastest qualifying lap.
- If a driver makes contact with a wall, spins out, cuts the course, or receives any other iRacing incident points, their lap(s) will be nullified and will not be scored. This is determined by iRacing and we will not overturn any laps if iRacing does not score it. Connection issues may also void qualifying laps.
- In some special events, Time Trials may be run as an open qualifying session where only one car will be allowed on track at a time. Officials will notify drivers of this format prior to any sessions.
- Some tracks may require two qualifying sessions if the car count exceeds the number of pit stalls available. In the event that two qualifying sessions are used, drivers may only join ONE of the two sessions to record a qualifying time. If a driver joins both sessions, there is a possibility that their lap times may not be scored, so joining only one session is the only way to guarantee the lap time is recorded properly.
- 2.2.2 - Heat Races
- After practice, Heat Races will be run, plus C/B-Mains if needed.
- For Dirt sessions, Heat Race lineups are randomized by iRacing.
- For Asphalt sessions, Heat Race lineups will be based on Time Trials.
- Heat Races will be 8-12 laps in distance depending on the car & track combination.
- Heat Races will have a maximum of 8-10 cars per Heat, and the number of Heats will be automatically adjusted by iRacing based on car counts.
- Heat Races will transfer 4 cars per Heat Race directly to the A-Main, while drivers finishing 5th on back will need to run a C/B-Main (if there are less than the capped car limit, all drivers will advance to the A-Main and no C/B-Mains will be run).
- C/B-Mains will only be run if there are enough cars in the session that exceeds the capped car count.
- C/B-Mains lineups are based on the results of the Heat Races for drivers that did not transfer directly to the A-Main.
- C-B-Mains will be 12-25 laps in distance depending on the car & track combination.
- C-Main will transfer 4 cars to the back of the B-Main, and the B-Main will transfer “X” number of cars to the back of the A-Main (“X” will be automatically determined by iRacing based on the capped car count for the A-Main).
2.3 - Capped Car Count
- In most of our asphalt divisions, car counts will be capped at a maximum of 30 cars.
- If 30 or less cars show up, all cars will make the field.
- If more than 30 cars show up, only 30 cars will be allowed to start the race, and any other drivers that DNQ will be awarded Provisional Points.
- In our dirt divisions, car counts will be capped at a maximum of 24 cars.
- If less than 24 cars show up, all cars will make the field.
- If more than 24 cars show up, only 24 cars will be allowed to start the race, and the full Heat Race and C/B-Main format will be run, and any other drivers that DNQ will be awarded Provisional Points.
- At some tracks (such as the Chili Bowl), the capped car count may be adjusted down. Officials will notify drivers prior to these events.
- Contender Series
- For the Contender Series, ALL cars will make a race.
- If 30 or less cars show up, the field will compete in a single race, but also may be split into two races at admin's discretion.
- If more than 30 cars show up, the field will be split up evenly into separate races so that all drivers will be allowed to compete.
- The number of splits, and the number of cars per split, will depend on the total number of cars entered and the track size, and is up to admins discretion.
2.4 - Inverts/Handicap
- 2.4.1 - Super Series
- For the first two races of the season, there will be a random invert of between 5 to 8 cars for the feature. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- Starting in the third race of the season, the top 8 qualifiers from Time Trials will be lined up based on a points handicap for the Feature. Drivers will be handicapped based on their average points per race throughout the season. The driver with the highest average of points per race will start 8th, while the lowest average of points per race will start 1st. (For example, if Driver A averages 95 points per race, Driver B averages 76, and Driver C averages 84, these drivers will be lined up in the order of B, C, A).
- For every race that a driver misses throughout the season, they will be credited with 100 points for the sake of the handicap.
- For the handicap, drivers will be given the points they were awarded from the race, prior to any penalties or penalty points are assigned, so that drivers will not benefit from being penalized. For example if a driver finishes 5th in the race, but received a 5 point incident penalty and an EOL in the results, in the handicap formula they will be given 5th place points.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
- 2.4.2 - Contender Series
- Following qualifying, there will be a random invert for the feature(s). If there are enough cars to have multiple splits, an invert of between 10 to 16 cars will be spread across all splits (for example, a 12-car invert will see the top 4 drivers inverted in each split of a three-split race). If there is only one split the invert will be between 5 to 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
- 2.4.3 - Dirt Night Series
- Following the completion of all Heat Races and C/B-Mains, there will be a random invert of between 5 to 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
- 2.4.4 - Weekly Series
- In a single-race format, following qualifying, there will be a random invert of between 5 to 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they qualified in.
- In a double or triple header format, the first race of the session will NOT have an invert. After the first race, there will be an invert in between each race from 5 to 8 cars. This invert will set the lineup for the front of the field for the feature event, and all cars outside of the invert will line up in the order they finished the previous race in.
- In some races, there may not be an invert. Officials will notify drivers of this prior to any sessions.
2.5 - Winner’s Handicap
- There are currently no divisions that will use a Winner's handicap.
2.6 - Provisionals
- The Super Series will be the only division that will give out Provisional starting spots to drivers.
- If more than the capped car count of 30 cars attempt to qualify for a race, the top 25 cars from Time Trials will advance directly to the race.
- A maximum of 5 provisionals will be given out, to fill out the 30-car starting field.
- Provisionals will be awarded based on points. For the first two events of a season, the previous season’s points will be used to determine provisionals. Starting in Race 3, the current season’s points will be used to determine provisionals.
- If less than 5 provisionals are filled based on points, we will revert back to lap times to fill out the field.
- Since Reserve Drivers for a team do not earn points towards the drivers championship, in the event that multiple Relief Drivers are in position for a provisional, we will revert back to lap times to determine who earns a provisional.
- In some events, admins may assign provisionals based on different conditions, and will notify drivers prior to any sessions.
2.7 - Feature Race Session
- In any race in which two sessions are used, prior to advancing to the feature event, drivers will be given an additional warmup session:
- Super Series will have a 10 minute warmup session, which may be extended if extra time for broadcasts if needed.
- Contender Series will have a 10 minute warmup session.
- Dirt Night Series will have a 3-5 minute warmup session.
- See section 2.9 below regarding Track Usage for race sessions.
- Drivers will take the grid, and the field will pace for 1 or 2 laps depending on the track size.
- Feature races range from as low as 30 laps in our dirt divisions, and up to 200 laps in our asphalt divisions.
- All rules that will be followed in our races, are outlined in Section 3.
2.8 - Double/Tripleheaders
- In Doubleheader or Tripleheader race sessions, we will use the iRacing Heat Race format to run multiple races within the same session.
- Practice and Time Trials will run as normal to set the lineup for the first race of the session.
- The first race of the session will take place in the “Heat Race” portion of the format.
- In a tripleheader event, the second race of the session will take place in the “B-Main/Consolation” portion of the format.
- The final race of the session will take place in the “A-Main” portion of the format.
- The lineup for the first race of the sessions will be directly based on Time Trials. The lineup for the second and third races of the session will be based on the results from the previous race with a 5-8 car invert at the front of the field.
2.9 - Track Usage
- 2.9.1 - Rubber Percentage (asphalt)
- All opening practice sessions will open at 0% rubber on the track.
- In divisions where the entire race format is held all within one session, the rubber on the track will carry over throughout the entire session.
- In divisions where two sessions are used in the format (qualifying in one session, the race in a separate session), the rubber on the track will carry over from practice to Time Trials, and then in the second session the warmup period will open at 30% rubber on the track and will carry over into the race.
- In the event two qualifying servers are used (such as the Contender Series), the rubber will be set at 25% for qualifying so the conditions will be the same in both servers.
- 2.9.2 - Track Usage Percentage (dirt)
- All opening practice sessions will open at 0% track usage, and will carry over throughout the entire session.
- In some events the track usage may be reset down to 0% prior to the Warmup and A-Main session. This will be up to admin's discretion.
- 2.9.3 - Marbles
- In all sessions, marbles will be cleaned off the track, either in-between sessions or during cautions.
2.10 - Weather
- We will provide a weather forecast for all sessions, which will be listed on each division page prior to the start of the race week.
- iRacing's weather system allows a certain percentage of variance for the weather in a session, meaning there will be some deviation from the specified weather conditions provided.
- All sessions will use 50% initial variance - This controls how different the actual starting conditions may be from the weather conditions that we forecasted.
- All sessions will use 50% ongoing variability - This controls how much the weather will change from the starting conditions as time passes in the sim.
- In some series, iRacing Generated Weather may be used, which will be noted on the series page.
2.11 - Time of Day (TOD) Settings
- Custom in-sim dates and times may be used across all sessions, which will be noted on each series page.
- Otherwise refer to the rest of this section:
- The following TOD conditions will be used for our sessions:
- Afternoon, Late Afternoon, Sunset, Night (Sunrise, Morning, Noon TOD will not be used).
- The TOD for each race will be listed on the division schedules.
- When one session is used for an entire race format, the TOD will directly carry over into the next portion of the format.
- When two sessions are used for a qualifying/race format, the TOD will be the same for both sessions, and will carry over into the next portion of the format within that session.
- (For example, a Late Afternoon race will start as an Late Afternoon session for practice and will carry over into Qualifying, then the race session will also start as Late Afternoon for the Warmup and will carry over into the race).
2.12 - Green/White/Checker Finishes
- In all divisions, there will be a maximum of 2 GWC attempts to finish the race if necessary.
3.1 - Radio Chatter
- General radio chatter should be kept to a minimum during race sessions, so that the radio channel can be used for race-related communications. This includes during caution periods so drivers can address admins if necessary (for example to claim cautions, or if there are any race control issues that need to be addressed).
- If drivers need to talk to another driver about an incident, they must do so in a professional way, or wait until after that race when frustration levels drop and so both drivers get the chance to watch a replay of what happened.
- 3.1.1 - Negative Voice Chat
- We understand that incidents will happen during the course of a race and frustration levels may rise, however negative voice chatter on the radio during the race will not be tolerated.
- Drivers should not get on the radio to yell, curse out, blame, threaten, or etc. towards another driver, which includes getting on the radio to make snarky/snide/sarcastic comments to complain after contact.
- This comes off extremely unprofessional for the driver, but more importantly also makes us look bad, so it will not be tolerated.
- 3.1.2 - Negative Text Chat (on any platforms)
- While negative chatter on the radio channel is not allowed, it does not mean that drivers should use other methods of text chat to message drivers negatively.
- Drivers should not private message others to curse out, blame, threaten, or to use any other abusive language towards another driver. This includes on other platforms in regards to any incident in our sessions.
- If other drivers are sending messages with any type of negative chatter regarding issues that happened in a league event, a “protest” may be submit via email for league officials to review. This should include screenshots/images (proof) of what was said by the other driver, and should include all responses/messages from both sides. Also include additional information of what incident(s) led up to the situation.
- Drivers that are found to negatively message others, may be subject to penalty at the discretion of the admins.
3.2 - Connection Issues
- If a driver has connection issues during a race, admins will notify the driver of the issues, and if the problem persists, the driver may be asked to drop to the back of the field or to park their car.
- Drivers are responsible for their own connection issues, and if these issues result in cautions or other contact, they may be subject to penalty which is based on admin discretion.
- In the event that the entire race server experiences connection related issues, admins may elect to open up a new session, or to possibly postpone/redo the race at a later date.
3.3 - Start/Restart Procedures
- On asphalt, all starts and restarts will be double file, with lapped cars lined up at the back.
- On dirt, the initial start and the first two restarts will be double file, and will automatically switch to single file after the third caution, with lapped cars lined up at the back. In short Heat Races, the restarts may also automatically switch to single file.
- The leader controls the start and may choose to accelerate at any time after the pace car gets all four tires off of the racing surface.
- In some events, admins may decide to use a dedicated restart box or "area" at tracks where the pace car leaves the track early. Admins will notify drivers of the restart box during pre-race.
- If the green flag is given before the leader takes off, this will serve as the green flag and the field may take off at that point.
- The second place driver may not take off before the leader at any time, unless the green flag is given.
- If a driver jumps the start, they must completely give back the position to the leader before completing that lap or they will be subject to a penalty.
- Drivers should avoid making contact with other cars leading up to the green flag on any start/restart. If a driver accelerates early and other cars make contact as a result of the jump start, they may also be subject to penalty.
- Coming to the green flag, the leader may not brake, speed up/slow down, or any other tactics in an attempt to gain an unfair advantage.
- 3.3.1 - Double File Restarts
- On all double file starts and restarts, the leader does not have lane choice and must start from the inside lane.
- Drivers must hold the line that they are in, and can not pass, or begin to pass the car in front of them, until after crossing the start/finish line on all starts and restarts. Drivers that change lanes and/or begin passing cars in front of them before the start/finish line will be subject to penalty.
- The leader is the only car that will be allowed to change lanes prior to the start/finish line as long as they do so safely.
- Drivers are allowed to change lanes after the start/finish line, however drivers that force their way into a different groove and make contact or cause others to make contact, may be subject to penalty.
- 3.3.2 - Single File Restarts
- Admins may choose to switch to single file restarts at any time during the race.
- While leading up to the green, the leader will be able to run the line they choose and the rest of the field should fall in line directly behind them.
- Drivers must stay in line behind the car in front of them, and may not stagger lanes.
- Once the leader takes off and/or the green flag is given, drivers will then be allowed to run different lines, but will not be allowed to begin passing the car in front of them until after the start/finish line.
- 3.3.3 - Pacing / One Lap To Green
- Pacing (prior to One Lap To Green)
- During caution periods, drivers should attempt to maintain a reasonable pace with the rest of the field.
- While pacing (prior to One Lap To Green) drivers are allowed to use minor tire warming tactics *within reason*. However any tactics that admin's may deem to be considered excessive or abnormal, may be subject to penalty.
- Specific examples of excessive or abnormal tactics include: Slowing well below pace speed or stopping to do burnouts, and weaving back and forth across the apron. Other tactics may be added to this list without notice.
- One Lap To Green
- Once the field receives the one-to-go on all starts and restarts, drivers are expected to line up in their correct pacing position, maintain pace speed at all times, and should not use any tire warming tactics.
- Drivers should keep up with the car in front of them, and should be starting next to the car they are supposed to be lined up next to (on double file starts). No laying back for any start/restart.
- For all drivers throughout the field, any heavy weaving, heavy braking, speeding up/slowing down, or any other tire warming tactics that results in the field getting stacked up, or creates any major gaps during pacing, may result in a penalty.
- Pacing (prior to One Lap To Green)
3.4 - Car Control
- Drivers are expected to maintain reasonable control of their cars at all times (with the exception of being involved in on-track incidents).
- Drivers are expected to remain on the proper racing surface at all times, and should not intentionally drive in the grass, on any access roads, or any other parts of the track that aren't normally used to race on.
- Drivers are not to attempt to drift in any asphalt sessions.
- Drivers are not to wall ride, or intentionally use the wall to gain time, in any sessions.
- Drivers are not to swerve back and forth, brake check, or any other action while under green flag racing conditions in attempt to slow down other cars.
- Drivers that fail to hold their brakes after being involved in an incident, and roll into oncoming traffic, may be subject to a penalty.
- Drivers are expected to avoid any contact under cautions. Running into other cars during cautions and causing damage, whether intentional or not, may be subject to penalty.
- If a driver spins or crashes, it is their responsibility to return onto the track in the correct direction in a safe manner, without putting other cars in danger of receiving damage.
- Drivers who turn their cars around on track and make contact with either oncoming cars, other cars involved in the wreck, or cars that stopped to avoid the wreck, may be subject to penalty.
- Drivers who attempt to turn their car around in front of oncoming traffic, and force that traffic to wreck or make contact, despite the driver not making direct contact with them, may be subject to penalty.
- Drivers who are involved in contact or an incident and continue to make additional contact with other cars as a part of the incident, or attempt to push their way through an incident, may be subject to penalty.
- Drivers should avoid sitting on track for an extended period of time, by either escaping out of their cars or by turning around in a safe area such as the infield if possible.
- If a driver experiences issues on track such as an engine failure, or if a driver decides to end their race early, they should attempt to drive back to pit road or stop off of the racing surface. If a driver stops on track and brings out a caution, they may be subject to penalty.
3.5 - Passing Etiquette
- 3.5.1 - Passing Etiquette
- We understand that this is short track racing and bumping or contact is going happen on occasion, however there is a certain etiquette that is expected from all drivers to ensure a clean race.
- When passing another car:
- When facilitating a pass, it is the responsibility of the car attempting to pass to facilitate a safe and clean overtake.
- Drivers are not to use their front bumpers to initiate a pass, and drivers are not to make door-to-door contact to complete a pass. If a driver is found to use their front bumper or door slam another to make a pass, they will be subject to penalty.
- When getting passed:
- When a pass is being attempted from behind, drivers are not to block, chop, or aggressively alter their race line in attempt to prevent a passing car from getting by.
- If a driver blocks or chops another car that is attempting to pass, they will be held responsible for any contact and may be subject to penalty.
- Once a pass is initiated and both cars are running side-by-side, both drivers should allow enough room for them to race next to each other without making contact, pinching, or running the other cars out of their groove. Excessive pinching or other contact as a result of not holding a lane may be subject to penalty.
- When passing another car:
- When a car attempts to make a pass via a “slide job”, that driver is responsible for making sure they are 100% clear and the pass is made cleanly without sliding up into the other car, or without coming up in front of the other car at a significantly reduced speed that results in contact. However when a slide job pass is being made from behind, the driver getting passed should be willing to lift off the throttle if needed to ensure both cars avoid contact and without running over the passing car.
- It is fully up to admin’s discretion to determine if contact was made in an aggressive manner, or if the contact was common racing contact.
- We understand that this is short track racing and bumping or contact is going happen on occasion, however there is a certain etiquette that is expected from all drivers to ensure a clean race.
- 3.5.2 - Lapped Cars Etiquette
- Lapped cars and/or cars in the process of going a lap down are not required to give up their position in order to let the lead lap cars pass. However lapped cars that intentionally try to block or slow the leaders to manipulate the race may be subject to penalty.
- It is the faster car’s responsibility to facilitated a safe overtake, however it is strongly encouraged that cars being lapped give sufficient room to the lead lap cars if/when possible.
3.6 - Cautions/Incidents
- All cautions and incidents will be reviewed after every race.
- Not all cautions or incidents will result in a penalty if it is determined to be a common racing incident. This will be up to admin discretion.
- Drivers are not to intentionally spin or stop on track to bring out a caution.
- 3.6.1 - Gentleman’s Rule
- Drivers are strongly encouraged to claim fault for causing a caution during the race if they were the cause, which includes self spins/wrecks.
- Claiming a caution is NOT required if the driver believes the caution was a common racing incident or if another driver was at fault.
- If a driver would like to claim a caution, they should notify admin’s either via over the radio or through text chat if they are claiming a caution.
- Drivers should claim the cautions prior to the two-to-green notification on restarts. If a caution is claimed after the one-to-green notification, or claimed after the race, drivers may still be subject to penalty.
- Unless it is painfully obvious that netcode was part of the reason for a wreck, drivers should not use netcode as an excuse for not claiming a caution.
- There are times when a driver may claim a caution to be safe even though they are not sure if they were the actual cause. However in the event that a caution is determined to clearly be another driver's fault, the other driver may be subject to penalty.
- Drivers may not intentionally claim a caution in place of another driver. If it is determined that a driver is claiming a caution for incident caused by another driver in a way that is against the spirit of the rule, both drivers may be subject to penalty.
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- 3.6.1.1 - Claimed Caution
- By claiming a caution during the race, it allows a driver to continue racing with the possibility of gaining positions back, rather than receiving a post-race penalty.
- If a driver claims fault for a caution, they will receive an End of Line (EOL) penalty on the following restart. If a driver claims multiple cautions in a race, they may receive further penalties outlined in Section 3.6.2 below regarding Repeat Cause of Caution.
- In some cases, if a driver claims their caution, admins may not give out an EOL penalty if the driver is already at the back of the field, or if the driver is on pit road and may not resume the race.
- 3.6.1.1 - Claimed Caution
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- 3.6.1.2 - Unclaimed Caution
- If a caution is unclaimed, admins will review the incident after the race to determine fault or if it was a common racing incident.
- If a driver does not claim a caution, and admins determine that the driver was at fault, they will be subject to penalty.
- If a driver does not claim a caution, and admins determine that it was a common racing incident, no penalties will be given.
- If a driver causes a caution, including via a self spin/wreck, and they disconnect from the server without claiming, they may be subject to penalty.
- 3.6.1.2 - Unclaimed Caution
- 3.6.2 - Repeat Cause of Caution
- If a driver is responsible for causing multiple cautions and claims them during the race, the following in-race penalties will be issued:
- 1st claimed caution - EOL
- 2nd claimed caution - EOL
- 3rd claimed caution - Disqualification
- Drivers that cause multiple cautions in a race, even if claimed, may be subject to further penalties.
- Drivers that cause multiple cautions in a race without claiming them, will be subject to a more severe penalty.
- If a driver is responsible for causing multiple cautions and claims them during the race, the following in-race penalties will be issued:
- 3.6.3 - End of Race Caution/Incident
- If a race ends under caution, or if an incident happens on the last lap, drivers are still encouraged to claim fault.
- Admins will review the incident, and may adjust the finishing order of the race if they determine that the iRacing scoring is incorrect. Admins may choose to move drivers back in the finishing order if they were involved in the wreck, and may move drivers up in the order if they slowed or stopped to avoid the wreck safely.
3.7 - Retaliation/Intentional Wrecking & Intentional Contact
- Any kind of retaliation or intentional wrecking will not be tolerated.
- This includes any kind of retaliatory contact during the race, aka the “they hit me so I hit them back” rule. Contact is likely to happen during short track racing, and is often not done purposely, but returning the contact after the initial contact is made will be considered retaliation and will be subject to penalty.
- Driving up next to others during cautions or after the race, and swerving, revving the engine, etc. will be considered retaliation and may be subject to penalty.
- Retaliation or intentional wrecking will result in penalties which may include a points penalty, a suspension, or a ban from the league. This will be up to admin's discretion based on the severity of the incident.
3.8 - ARCA Braking
- Drivers that fail to use their brakes, or brake extremely late for an incident and make additional contact with other cars may be subject to penalty.
- Things happen quick in short track racing, but drivers need to be aware of what is going on in front of them, especially in the case of a crash.
- Drivers should make every attempt possible to slow down and avoid the wreck at all costs, and should not try to navigate through the crash until cars have stopped wrecking and the track is clear and safe to continue.
- ARCA Braking penalties will be up to admin’s discretion, and admins will review the incident from the driver’s cockpit perspective to help determine if the incident could have been avoided.
- In dirt races, we understand it can be more challenging to slow down or avoid a wreck when sliding, but drivers still need to be aware of what is in front of them and should make an attempt to slow down and avoid the wreck safely.
3.9 - Practice Penalties
- As outlined in Section 2.1 of this rulebook, practice sessions should not be used to mess around, wreck others, or cause issues. If a driver continues to cause issues in practice, they may be subject to penalty.
3.10 - Post-Race Penalties
- All rules and procedures regarding contact with other cars, will be enforced for 1 full lap after the checkered flag.
- This means that any Intentional Wrecking, Retaliation, ARCA Braking, etc. will be enforced after the checkered flag for 1 full lap. Anyone found to be in violation of any of our rules within the 1 lap cool down period will be subject to penalty.
- Once the field receives the checkered flag, drivers should either drive back to pit road, or slow down and come to a stop in a safe area without causing damage to other vehicles. Drivers that come to a stop in an unsafe area or spin/wreck after the checkered flag on purpose, and causes damage to other cars, may be subject to penalty.
3.11 - Black Flags
- Black Flag penalties will not be cleared unless it is determined to be unwarranted.
- If a driver believes a black flag is unwarranted, drivers should let an admin know as soon as possible and notify them what the penalty was for, and the admin will assess the situation to see if it was unwarranted.
- A couple examples of unwarranted black flags that may be cleared, include things such as spinning onto pit road (receiving a speeding penalty as a result), or for passing under yellow if a wrecked car doesn’t catch the field in time before pitting. Other situations may be deemed unwarranted by admins and will be cleared.
- A couple examples of black flags that will NOT be cleared include speeding on pit road, entering/exiting closed pit roads, and passing the pace car. Other situations may be deemed warranted by admins and will not be cleared.
- Meatball black flags will not be cleared.
- Follow all on-screen instructions during caution flag periods. If the iRacing system is giving instructions to let another car pass, including the pace car, it is the driver's responsibility to follow those instructions. If a black flag is given because a driver did not follow their on-screen instructions, the penalty will not be cleared and the driver will have to serve their penalty.
- If a driver asks for a black flag penalty to be cleared by admins, but it is determined to be for false reasoning, the driver will be subject to penalty.
3.12 - Free Pass / Wave around
- 3.12.1 - Free Pass (“Lucky Dog”)
- All Free Passes are handled by the iRacing service to let 1 driver get a lap back during each caution. iRacing’s system will determine the Free Pass driver.
- If iRacing does not issue a Free Pass, we will NOT manually give out any Free Passes.
- Free Pass drivers will be instructed to pass the field on the right side and all other drivers are required to move to the inside lane of the track to allow the Free Pass driver to get their lap back in a safe manner.
- If drivers fail to move to the inside lane to allow the Free Pass driver to get by safely, they may be subject to penalty.
- 3.12.2 - Wave around
- During a caution, or during a pit stop cycle, it is common for cars at the back of the pack to get “trapped” and be lined up behind the pace car, but in front of the leaders. These cars will receive a wave around to pass the pace car at the one-to-green notification, and will rejoin the tail of the field.
- If a driver is in a position to get a wave around, but is receiving an EOL penalty (for example from claiming a caution), they should notify admins so they can get the wave around prior to the EOL so they don’t lose a lap in the process.
3.13 - Pit Road Etiquette
- Pit Road is to be used properly at all times. There should be no cutting through pit stalls or grass areas to gain an advantage on pit road. If a driver is found to be gaining an advantage for not using pit road properly, they could be subject to a penalty.
3.14 - Tire Limits
- In most asphalt races (unless specified otherwise), drivers will NOT be allowed to pit for any tires during the course of the race. This includes any Heat Race or LCQ sessions.
- The Tire Limit will be set up when creating the session, but if for any reason we forget to set the limit or a bug occurs that allows tires, the tire limit will still be in place and will use the following procedures:
- If a driver is found to take extra tires during the course of the race in the post-race review, they will be subject to penalty, which includes a last place finish and possible points.
- If a driver accidentally takes tires during the race, and notifies an admin of the mistake, they will be issued a black flag penalty in-race that will need to be served during green flag conditions. For tracks that are 3/4-mile or less, a 30 second green flag penalty will be issued, and at tracks larger than 3/4-mile (Richmond included), a 1 minute green flag penalty will be issued.
- ONLY in specially marked races, drivers will be allowed extra tires, and will be notified by admin's prior to the event.
3.15 - Qualifying Scrutiny
- Drivers are expected to leave pit road, get up to speed, and complete their qualifying laps without using nefarious tactics or "cheesing."
- In all of our asphalt races, the iRacing Qualifying Scrutiny will be set to the highest setting of Severe.
- This should prevent most types of nefarious qualifying tactics automatically.
- If the scrutiny does not like what a driver is doing they will be given a furled black flag as a warning and must reset to the pits to clear the black flag before continuing.
- If drivers attempt to use any other nefarious tactics for qualifying, that isn't automatically detected from the scrutiny system, they may be subject to penalty.
- Admins may save replays from qualifying sessions and will review qualifying laps for unfair tactics, or if other drivers/teams see any tactics they may submit a "protest" to the SARA email with a replay of the entire qualifying session for league officials to review.
3.16 - Choose Rule
- In some series, a Choose Rule may be in place for all restarts during a race. The opening start of the race will use our normal start procedures, while all of the following restarts will use these procedures listed below.
- Once the field receives the "one-to-go" signal, drivers should begin choosing their lane for the restart by the start/finish line.
- Drivers that choose the inside lane should move left as much as possible towards the apron/inside wall.
- Drivers that choose the outside lane should move right as much as possible towards the top of the track/outside wall.
- Drivers should make it very clear which lane they are choosing.
- Drivers that remain in the middle of the track while choosing may be subject to penalty.
- Drivers that choose a lane after the start/finish line, or switch lanes while choosing, may be subject to penalty.
- Drivers should also stay in line with the car in front of them, and should not begin passing cars, until after the start/finish line once the car in front of them has chosen a lane.
- Any contact caused while failing to follow these procedures may be subject to penalty.
- After each restart, all penalties issued directly from the restart will be cleared by admins.
- Any penalties from prior to the restart that requires being served on pit road, such as a meatball penalty or any type of stop-and-go or hold penalty, should be served on pit road regardless if the penalty gets cleared by admins.
- If a driver does not attempt to serve their penalty and gains any kind of advantage from not serving their penalty, they may be subject to penalty.
4.1 - Probation
- New drivers are automatically placed on probation when joining the league, outlined in Section 1.4 of this rulebook.
- Drivers that receive a P2 Penalty during the course of the season, or from the previous season, will be placed on probation.
- Drivers that are on probation will have less tolerance regarding penalties, and will be more likely to get a more severe penalty if they continue to earn additional penalties.
4.2 - Penalty Box
- All penalties and offenses that drivers receive during the course of the season will be outlined on the Penalty Box page of our website.
- Penalties will list the driver’s name, which race the penalty occurred in, the level of penalty, and a full description of the offense with the specific rule that was broken.
CLICK HERE TO VIEW THE PENALTY BOX
4.3 - Penalty System
- Our penalty system outlines the penalties that will be handed out into six different categories.
- The categories include Notices, H1 Penalties, Warnings, P1 Penalties, P2 Penalties, and P3 Penalties.
- The Penalty System is designed to outline penalties clearly to all drivers, and is also designed to further penalize repeat offenders.
CLICK HERE TO VIEW THE PENALTY SYSTEM
4.4 - Penalties
- The most common penalties handed out are listed below, with the section of the rulebook that applies the most:
- Aggressive Driving - Section 3.5
- ARCA Braking - Section 3.8
- Black Flag Violation - Section 3.11
- Car Control Violation - Section 3.4
- Contact Under Caution - Section 3.7
- Intentional Wrecking/Retaliation - Section 3.7
- Intentional/Retaliatory Contact - Section 3.7
- Negative Radio Chatter - Section 3.1
- Pit Lane Violation - Section 3.13
- Repeat Cause of Caution - Section 3.6.2
- Restart Violation - Section 3.3
- Tire Limit Violation - Section 3.14
- Unclaimed Caution - Section 3.6
- Admins may hand out penalties for any other offenses at their discretion.
4.5 - Suspensions
- If a driver receives a suspension during the course of the season, the suspension will be in effect across all divisions throughout the duration of the suspension.
- Upon returning from suspension, the driver will automatically be placed on probation for the remainder of the season, and the following season.
- Suspension lengths may vary from the lengths listed in the Penalty System based on the severity of the penalty, and may be extended at admin's discretion.
- If a driver receives a suspension that extends past the end of the current season, the suspension will carry over into the following season.
4.6 - Super Series Damage Points
- In our Super Series division only, we have a Damage Point system in place (kept separately from any championship points) in effort to further encourage clean racing in our top division.
- Damage Points will be assigned for such things as causing cautions, causing wrecks (with no caution), aggressive driving, and self spins.
- 4 Damage Points - Unclaimed Caution/Wreck and Intentional Wrecking - This includes intentional wrecking, causing a caution and not claiming it, or causing a wreck that doesn’t bring out a caution (drivers should also claim fault for incidents that don’t bring out a caution to lower Damage Points).
- 3 Damage Points - Aggressive Driving - This includes bumping or door slamming people to complete a pass, and in some cases other aggressive contact such as pinching, chopping, etc. (outlined in Section 3.5)
- 2 Damage Points - Claimed Caution/Wreck - This includes any claimed cautions or wrecks (even if it doesn’t bring out a caution). By claiming cautions (outlined in Section 3.6.1), Damage Points will reduced by half (2 points instead of 4).
- 1 Damage Point - Self Spin Cautions - This is for any cautions caused by a driver self spinning or self wrecking.
- In addition to the points above, there are also point multipliers that will increase the points given in certain scenarios.
- 1.5x multiplier - If the caution/wreck/contact happens within 5 laps of a start or restart, including any Green/White/Checker finishes.
- 1.5x multiplier - If the caution/wreck/contact happens within the final 10 laps of a race, including any Green/White/Checker finishes.
- 2x multiplier - If the caution/wreck/contact happens both within 5 laps of a restart AND within the final 10 laps of a race, including any Green/White/Checker finishes.
- Once a driver reaches 9 Damage Points for the season, they will receive an automatic 1 race suspension.
- After the suspension, a driver’s Damage Points will reset down to 4 Points and if a driver reaches 9 Damage Points again during the season, a longer suspension or demotion will be applied.
- Drivers can reduce their Damage Points by 1 point by having a clean race, which in this system is defined by not receiving any Damage Points in a race.
- We will still review all incidents and cautions, and will maintain our normal Penalty System in conjunction with these Damage Points, so further penalties may apply beyond just receiving Damage Points.
- A full breakdown of Damage Points and descriptions of each infraction will be posted in the communications tab of the Super Series league page.
CLICK HERE TO VIEW THE TEAM CHAMPIONSHIP PAGE
5.1 - Team Information
- For the Super Series, teams within the series will compete for the Team Championship.
- Teams will be able to
purchasereserve up to 5 roster spots, and will fill those spots with members from their team. - Solo drivers will also
purchasereserve their roster spot, and will be able to compete as their own individual team in the Team Championship. - Teams can fill their roster spots with invited Super Series eligible drivers from their team.
- A team can choose to run all of roster spots with full time drivers, or a spot could be split among part time drivers, in order to ensure their roster spots are competing in more races.
5.2 - Relief Drivers (Super Series only, for Team Championship)
- If a Super Series driver from a team is unable to make any of the races, teams will have the option to fill their roster spot with a Relief Driver.
- Relief Drivers could be another part-time Super Series driver, or an approved Contender Series driver, from their respective team.
- Relief Drivers will only earn points towards their team points, not individual driver points.
- Teams should notify league admins in advance to request approval for a Relief Driver from the Contender Series.
- Relief Drivers from the Contender Series will be restricted to a maximum number of 3 total starts.
- Part-time drivers on a team will be allowed to make additional relief starts for one of the other roster spots on their team.
5.3 - Car Numbers
- Teams will choose up to 5 car numbers for their team.
- Duplicate car numbers will be allowed, with a maximum of two teams using the same car number.
- One team will be given priority for the number, and the other team will need to run a letter next to their number (for example 33 and 33x).
- Triple-digit numbers will not be allowed unless a driver has used a three-digit number in previous seasons.
- Any part time drivers that are splitting a car number must all run that same car number when they race. For example if a team has chosen to use #99 for their part time roster spot, all drivers splitting that spot throughout the season must use #99 each time they race in the Super Series.
- Relief Drivers must run that car number of the car they are filling in for.
5.4 - Penalties
- Teams and team owners in the Super Series are responsible for their cars and their drivers.
- Continued violations and penalties within a team may result in a Team Penalty.
- A Team Penalty will result in any combination of the following penalties based on the severity of the violation:
- 10 Team Points, and/or Team Car Suspension
- Any issues between teams may result in a points penalty towards the Team Championship and/or a team's car being suspended.
- If a driver in the Super Series receives a suspension, their car number for the team would also be suspended for the same length, and teams will not be allowed to use a relief driver or part time driver to fill that spot.
- At the discretion of SARA admins, a more severe Team Penalty beyond what is listed here, may be issued based on the severity of the violation.
CLICK HERE TO VIEW THE PENALTY SYSTEM
5.5 - Team Points
- The following points format will be used for the Team Championship. There will be no drop races.
- Team Points will be calculated using the combined driver points for the top two finishers from each team (not counting any bonus or penalty points).
- If only one driver from a team competes in a race, and for all solo drivers, their driver points will be multiplied by 1.75 to determine their total.
- The team with the highest combined driver points each race will earn 10 Team Points, the second highest team will earn 9 Team Points, etc.
10 Team Points - The team with the highest combined driver points
9 - Next highest combined points from a different team
8 - And so on...
7
6
5
4
3
2
1 - All teams that compete in a race will earn at least 1 point.
5.6 - Team/Driver Changes
- If a driver changes teams during the course of a season, they will not be eligible to earn points for their new team.