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 Driving Regulations

Our Goal – Clean Racing!

CSL RACE LEAGUE

DRIVERS CODE OF CONDUCT (SUMMARY)

1.      Penalties

One or a combination of the following penalties shall be imposed to any driver that causes a collision resulting in another driver being pushed off the course or into a wall, irrespective of the damages to both cars:

 

a)      a mandatory self administered pitt-through penalty which must take place on the same lap of the incident and may not be used as a regular pitstop;

b)      a mandatory pass penalty where by the driver at fault lets the driver victim of the incident recover his position ahead of the driver at fault;

c)      championship points deduction;

d)      any other penalty prescribed by the Administrator.

The Administrator (Host) shall decide before the start of the race which of the aforementioned penalty or combination of penalties shall apply - depending on the type of race and distance - and shall make the decision known to all drivers. See the “Penalties” section of the enclosed substantive set of rules for detailed descriptions of all penalties.

2. Clean Overtaking

A driver may attempt to overtake another driver if:

a)      he establishes sufficient overlap (i.e. side-by-side) before the turn-in point;

b)      he has the inside of the next corner; and

c)      he clearly communicates his position and intent to the other driver using the headset.

The driver being overtaken may still fight for position but must do so from a wider-out position, leaving room for the driver attempting to pass. For detailed examples of the clean overtaking maneuvers, please consult the enclosed substantive set of rules

3. Prohibited conduct

 

The following conduct is prohibited and may result in the driver’s expulsion of a race and/or the League entirely:

a)      cheating – including but not limited to “power boost”, swapping Front/rear wheel drive cars, “undamageable” cheat, using the pause button as a cornering assistance;

b)      blocking – changing driving line more than once in an attempt to block incoming drivers;

c)      unsportsman conduct or manner;

d)      failure to abide by the penalty rule stipulated in section 1.

Pour lire le Sommaire du Code de Conduite des Pilots en français, SVP voir à la fin de ce document.


 

TOCA 2 CSL RACING LEAGUE

Regulations, Driver Etiquette, Hints and Tips

INTRODUCTION

HHH (honor, honesty, highspeeds), if the first 2 aren’t respected then the 3rd (highspeeds) becomes pointless and frustrating.  I know it sounds corny but I’d much rather the HHH philosophy then win at all cost.  I’m guessing you wouldn’t be reading this if you weren’t of a similar point of view and most of us truly know that there is no satisfaction in winning by cheating and dirty racing, unless you are playing burnout3!

To all members, these rules are subject to change and are a preliminary tryout pending on future racing experience and feedback from all of you.  Please, before sending me any feedback on the regulations, make sure you have read it slowly at least twice and fully understand it.

I’d like to extend my thanks to all the members feedback that helped shape this document and to ``Philster`` for having written the Summary of the Drivers Code of Conduct and translated into French.  Also, most of the regulations and etiquette in this document have been thanks to Phillip McNelley (last link) who wrote the regulations for a GPL online racing league.  The sources for these regulations have been edited for the TOCA2 League but you can find their original form with these links:

http://www.david.mcneil.net/Masters/rules/

http://homepage.powerup.com.au/~philmak/gplac/rec_driver_beh.htm

Check out the real FIA regulations at the very end of the site.

REGULATIONS

Clearly, we can't impose a rule on everything. We can't penalize every single mistake. Trying to do so would create racing that consists primarily of contempt, ill will, and bickering over a hundred-page manual of very specific rules. None of us want a league that limits our desires for competition, and has all the fun factor stripped away by rules, regulations, and limitations on creative racing strategy. By the same token, we must impose certain restrictions on ourselves as drivers, in order to adhere to some basic principles for clean driving, and greatly reduce the potential of frustrating problems that we would have to endure, and the fewer penalty points that will need to be handed out from resulting accidents.

It is the intent of this TOCA2 League to provide an environment for developing competitive skills, mutual respect, and lasting online friendships, that would enable any new drivers to gain the experience necessary, to feel confident of their abilities in any online racing league, and, to provide an environment for the veteran online driver to showcase his skills, and hopefully pass along to others, the knowledge he has gained from his online experience.

The following Rules have been put in place to ensure that we all, as drivers in this League, are aware of what is expected of us, and each other.

HAVE FUN!
The most important rule is for our members to have fun, we are all here to have a stress free, enjoyable racing experience with other online drivers with the same interests "TOCA SIM RACING"!

MAINTAIN A SPORTSMAN LIKE MANNER!
As Members, we are to conduct ourselves in a sportsmanlike manner at all times while engaging in online racing events, that also includes keeping the swearing down.

CHEATS WILL NOT BE TOLERATED!
Whether by on the track actions or by cheat codes or game shark codes as to gain an unfair advantage. Members caught cheating will be permanently removed.  

PENALTIES

The host shall clearly indicate to all drivers, before the race starts, what penalties he is implementing.  Penalties are either a Pass Penalty or a Pit Penalty.

Pass Penalties: (Where the driver at fault waits (safely off the track or to the side) until the “victim” of his act has passed him)

1) For unsafe or diving passes where contact is made causing damage and/or the driver being passed is forced off his line and/or off of the track

2) If there is contact and no damage but the leading car is forced off his line and/or off the track

3) There will be no penalty awarded if there is minor contact with no damage and the leading car does not get thrown off the track nor lose any race positions.

4) If there is contact and mild damage (yellow damage), and the race is less than 7 laps long.

Pit Penalty: A drive through penalty where the driver must enter the pit lane (same lap where the incident occurred) and re-join the race.

5) If there is contact and there is damage, and the race is more than 7 laps long.

6) If there is contact and there is severe damage (orange or red)

Domino effect penalty :  When a driver, by his own fault, puts into action an incident resulting in more then one other driver in front of himself getting damaged and/or losing a position.  All other drivers included in the incident will not be at fault and will not be penalized.  The driver at fault will be penalized a pass penalty or pit penalty depending on length of the race.  

CONTACT

Contact on all open wheeled vehicles (American 1000, Formula Ford, F1) will not be tolerated and should be avoided at all cost.

On all closed wheeled vehicles MINOR contact that does not result in a penalty will be tolerated.

In TOCA2 sometimes a following driver will not feel a minor contact but the leading driver will, if this contact results in the leading vehicle to lose his line and/or his position, he will radio to the behind driver (now in the lead as a result) a pass penalty, also, a rolling stop penalty will be self administered. 

PASSING / BLOCKING!

The passing rules are an aid to “help” determine a go or no go in passing.  Pass as you see fit, however, for protest purposes, Administration will use this rule along with other variables to determine judgment in the event of a protest.

(a). Passing  (general).

It is the duty of the overtaking driver to safely initiate and carryout a pass on the cars ahead of him and should radio by headset to warn the ahead driver of his position. The driver being overtaken should be aware that a car is attempting to overtake him, and give room, (hold his line), to the overtaking driver. Once a safe pass has been initiated, it is the responsibility of the Passing driver to ensure that the pass is completed without incident and will be held accountable if it is not.

(b). Blocking

"Blocking" will not be allowed! Changing your line more than once in an obvious
attempt to prevent a trailing car from passing, may be construed as blocking.

ACCIDENTS

Because racing is so intense and competitive with everyone pushing the limits, there will be accidents. 

An accident is usually caused by a leading vehicle losing control of his vehicle (with no interference by a behind driver) and causing an incident with a behind driver but not with a leading driver.  For example: if the leading driver accelerates out of a corner too fast and spins out, causing the behind driver to hit him, neither drivers will be penalized, even if damage occurs.

Of course if a member becomes a huge accident liability every time he races, his membership may be at risk.

POINTS (Season only)
Points will be awarded to drivers using the TOCA points system depending on their finish in a race.

HOSTING/PARTICIPATING IN ONLINE GAMES

All online League games will be password protected.

A member will NEVER give out the room passwords to a non-member, even if it is a friend. Why? Because all league members/participants must know all the regulations in order to be on the same level of racing and understanding, if not there is no point in having an organized league.

All League games will bear the name “CSL Racing”, if it is a season then add an S: “CSL RacingS” and if there are more then one online league games at a time add a number at the end: “CSL Racing2”.

To gain access to the password for all online league games, go to:

http://www.cybersportsleague.net/forums/

and login to the racing forum.

Never run into the back of someone in front of you

This is probably one of the silliest things one driver can do to another. There’s few excuses here. If you are behind then you have the responsibility to drive in a manner that will not lead to you running into a car ahead. It doesn't matter if you're faster, think you have the right to be let by, are more talented, or think that all slower drivers should not hold up faster drivers. If you're behind someone then that's your tough luck. You have to earn your pass the same as anyone. However frustrated you may be, or whatever, it is your responsibility not to run into the car in front of you. Even if their braking zones occur earlier than yours would normally, then tough luck. You have to anticipate these possibilities and drive accordingly.

If you've tried everything, braking, gearing down, changing line, etc., but can see you're still going to collide with a car ahead, then you should drive your own car off the track, crashing yourself out of the race if necessary, if that's what it takes to avoid such a contact.

The in-front driver must not do malicious braking of course. I.e. Deliberately slowing down inappropriately to rattle a following driver. They are required to drive with all haste and due propriety. But while doing so within their limits they are entitled not to have to worry about whether a following driver will run into them.

Being able to follow another driver without running into then is something you have to learn to do. It often takes keen judgment and many times is not easy. You want to be as close as possible, to snatch a pass if a chance comes along, but you need to be far enough away to respond to the ahead driver's maneuvers, evasively sometimes. It does take practice and it is a skill. But its an essential skill for successful enjoyable online racing. You can practice with friends, in non-serious races, or with the AI cars offline. Offline, pick a car that's slower than you and try to hang on their tail for 10 laps or so without passing. You may surprise yourself at how much your skill in this area needs to be improved.

CORNER RIGHTS (VERY IMPORTANT!!!)

If you watch the odd few TOCA2 drivers in action you might think the rule for corner rights goes something like, " Whatever piece of ground I can barge my way into I have the right to ". Well, ... not so. There is actually an etiquette for corner rights. Its not just for TOCA2, or racing sims, but is basically the same for every level of real-world motor racing - from Formula Ford to Formula 1 and everything in between. " What ! ", you say. " You mean I don't have the right to throw my car into any gap I see ? ". Actually no, you don't - and if you raced in any real-world competition the way you may race in TOCA2, instead of being hailed as a motor racing genius you may find yourself banned from even the lowest levels of the sport. Some of the everyday things you see in TOCA2 simply aren't tolerated where real cars are damaged, real money is the cost of repair, and real lives are at risk.

In brief, the concept is, you must establish substantial overlap with the car ahead before a corner's turn-in point to have the right for room to be left for you by the ahead driver. Substantial overlap means at least that the front of your car is up to say the driver's position in the ahead car - and that's at the very least. You probably should have more in many circumstances. The ahead driver has ever right to be fully committed to the racing line of his choice without any interference if there was no overlap before he turned in.

If sufficient overlap is established before the turn-in point, then the behind driver has the right to room. The ahead driver can still battle for the place of course but must do so from a wider-out position, leaving room for the behind driver.

You can see here why overlap established after the turn-in point isn't really valid and therefore isn't honored in car racing rules. Its actually false overlap that's created by the turning movements of the cars. Its not due to one being faster than the other or one out-braking the other. In positions 1, 2, and 3, below, you can see that the Green Car has no overlap at all if you consider the straight ahead direction - shown by the blue lines. But if you take a perpendicular from the attitude of the cars, shown by the red lines, there is some overlap at position 2 and substantial overlap at position 3. This overlap is entirely false of course as the Lotus here hasn't actually out-braked or out-sped the Blue Car by any amount what-so-ever - as I hope you can see form this diagram. Unfortunately many drivers think that if they do this they are some kind of out-braking genius, when in fact they are not out-preforming the other driver at all. Its a geometric illusion that has nothing to do with a driver's ability or performance. If they could really out-brake the other, they would have made some overlap before the turn-in point, not after it.

1 Before the turn-in point there's no overlap - therefore the Green Car has no right to room or to interfere with the Blue Car’s normal racing line in any way.

2 But, as often happens, the Green Car sees this empty zone along the inside and thinks they can zoom up into it, probably believing this to be the move of a talented racing genius.

3 Its possible to get apparent overlap after the turn-in point. The point is you shouldn't.

4 The Green Car may actually achieve their objective, forcing the Blue Car out wide, who may actually not press the issue for the sake of not crashing - if they can.

5 But, if the Blue Car doesn't back away, and holds their line, as they're entitled to do, this is what happens as often as not.

The issue is that the Blue Car has the right to be fully committed to the racing line. In this case, the entire inside area ought to have been a no-go zone for the Green Car, who should have tucked in behind and followed the Blue Car around. Of course, late braking barge drivers often end up in the hay bails, hopefully without taking you with them.

You may wonder how this reconciles with the above regarding leaving room for cars that disappear up your inside from your rear view. Well ... If a behind car doesn't have overlap before the turn-in point then they shouldn't disappear up your inside line but stay tucked in behind you. If they want to disappear up your inside line then they should do so before you reach the turn-in point. If they disappear up your inside line after the turn-in point, then its really up to you how you play it. You may decide to enforce your rights and risk a contact, or your may be willing ( reluctantly ) to leave room because you don't want to crash.

An exception to this is where an ahead driver has clearly made a sufficient error to warrant a passing move. Eg - they brake too late and wash out wide of the apex and have to reduce speed etc. This would be a valid passing opportunity regardless of whether there was pre-existing overlap. However, there is still substantial reasonability on the overtaking driver to take all necessary care.

Small errors by the ahead driver may not be sufficient to allow a safe passing move however. Just because the ahead drivers gets a bit out of shape at times it doesn't give you an automatic right to room. You still have to judge if their error provides sufficient opportunity for a safe pass to take place.

As long as there is genuine overlap, in general , while going through a corner beside another car  ...

The car on the outside has the right to the outer half of the track all the way around - right up to the exit point.  They should not be squeezed against the outside towards the exit point.

The car on the inside has the right to the inside half of the track all the way around - right up to the exit point.  They should not be squeezed against the inside towards the apex area.

Having said all this, one would have to add that corner rights is not an exact science. There are some variables. Presented here is just the basic concept of the accepted etiquette. Even in real life, with full vision, full sensory feedback, infinite fps and resolution, its not uncommon for real drivers to come to grief with this - usually saying it was the other guy's fault. With TOCA2's huge blind spots its even more hit and miss, often literally.

Overtaking

The Non Contested Pass

           A non contested pass is simply a pass where you're happy, for whatever reason, to let an overtaking driver go past with the least hindrance to them as possible. Your reasons may be that you don't want to risk an incident due to an overtaking battle, or you may be being lapped - in which case race etiquette requires you to do what you can to expedite a clean quick safe pass for the lapping driver. Whatever the reason, there may be times when you want to let someone past.

           To let someone past uncontested, use your headset to warn the other driver and drive against one side of the track and maintain that position until they’ve passed. You need to use clear body language here. Moving from side to side trying to stay off the racing line, for the sake of the passing car, is the worse thing you can do. What’s important is not weather you’re on the racing line or not, but whether you’re driving a predictable line. Pick a side of the road to move to, usually the one you’re nearest to at the time, then religiously stay against that side until the car has passed. You might even try slowing a little to expedite the pass, as sometimes a quick pass can benefit you as much as it does the passer. But don’t slow down too abruptly of course.

          The drivers doing the lapping / passing should also bear in mind that the car you're lapping may have absolutely no knowledge of your presence what-so-ever. Be careful. You should always announce yourself on the headset to the ahead car before trying a pass.

The Contested Pass

The contested pass, or the pass done in anger, whatever you want to call it, is arguably one of the most difficult things to do cleanly without incident. Battling for position, passing and counter passing, wheel to wheel racing, is also the most fun thing to do.

The problem with close racing of any sort, contested passing included, is largely one of what each driver in the situation can see of the other. Most people I've raced with are fair and don't mean to cause accidents. Most aren't reckless. Its just that there's a lot of guessing going on about exactly where and how close you are to another driver. The TOCA2 range of vision is much less than real life. There are huge blind spots to contend with. In fact the restricted visual range in TOCA2 is so much a factor in close racing situations it warrants a detailed discussion in itself. The contested pass then is all about what you can and can't see.

TOCA2 Blind Spots

A reminder: even though this article was taken from GPL, I believe it is very similar to TOCA2 and therefore the information should prove very useful.  Again, I have adapted and edited the article for the TOCA2 driver in mind.

Even with the aid of the side view and the racing map, if you’re not willing  to switch to the arcade or 3rd person view (we usually don’t have time to do it while racing…) there are huge blind spots in TOCA2. Often, nearby cars are simply not visible to you. This is a pity to be sure, but I suppose it’s due to limitations the program writers themselves would love to improve on, if only current technology would allow.

In any case, although there's nothing we can do to improve the situation, if we understand it thoroughly then perhaps we can work with it to the best degree - by applying due caution and anticipation.

The extent of the blind spots are as follows ...

You can see down a narrow field of view extending out directly behind you via your rear view. Forward of this rear area your blind spots begin, ( the shadowed area in the illustration).

Your forward vision isn't 180 degrees as you might imagine but is also restricted to an angled area that extends out in front of the car.

Perhaps one of the most significant things of which to be aware, is that your blind spots extend out in front of your own car. I've seen several exchanges where one guy says something like, " what were you doing ? I was in front of you ! The corner was mine"! Etc. Obviously unaware that you can be in front but still be unseen.

What's also noteworthy is how the blind spot areas can effectively hide many nearby car positions. The big problem of close racing in TOCA2.

Here we see the problem in a nutshell. How many of the near-by cars do you think the driver of the Green Car will see ? The answer is none. They are all in his blind spots.

 Even the two cars shown here well in front of the Green Car will not be in his range of vision.

To make maters worse, only the Blue car, in this case, can see the Green Car. In fact, apart from the Blue Car, none of the other cars in this scenario can see one another. Not a pleasant prospect for wheel to wheel racing. A case of the blind racing against the blind.

The answer to the problem of driving very close to other cars you can't actually see is to drive with a lot of caution, care, and respect for your fellow drivers. You have to use your wits and anticipation. Most importantly, you must leave room for other cars whenever you have reason to believe they might be beside you. You can't wait to be sure they're beside you. By the time you're sure, i.e. you can see them, its too late. In my opinion, you need to leave room simply if you have reason to believe someone might be beside you.

1 Here the Red car is coming up on the green car. Each can see the other. Neither is in the blind spot shadow of the other. The Red car has plain forward view of the Green and the Lotus can see the Ferrari with his rear view and map view.

2 The Red car here has moved up along the inside of the Green car. Each are in the blind spot shadow of the other. Neither can see the other. But remember that the Green driver has just seen the Red car come forward from behind and then disappear while heading up his inside track. He has every reason to anticipate that the Red car might be beside him.

3 Shown here is what happens all too often, as the Lotus driver moves towards the apex and squeezes out the Red car.

1 Note, If the Green car wants to guard the inside line, as he's entitled to do, now is the time to close the door and move to the inside, while the Red car is still in his rear view and on map view.

2 Its too late for the Green car to guard the inside line at this stage. He's missed his chance.
What happens next will depend on whether the Green driver leaves room or not.

3 The Green driver should have left room, at least a lane width, for the Red car to maneuver along the inside.

Leaving room for another car means you'll not be driving the ideal racing line. It also means you'll be driving a line you haven't practiced and which is unfamiliar to you. All this means you'll be slower through the given section than usual. This also means that not only will the action of leaving room provide the opportunity for an opponent to pass you, but it also enhances the likelihood of their success - while you're in a slower-than-usual mode of driving. But that's tough. Its just the way it is, and frankly its not that much a departure from real life racing in some of these respects. All things considered, you will still experience the best of sim racing enjoyment by always leaving room for your opponents wherever appropriate.

Things You can do To Overcome The Blind Spots

There are a couple of things you can do to help get around the blind spots problem. Each has its pros and cons.

Headset

Communication is best, when possible use your headset to warn the driver in front of you or in the back of you if you’ve had an accident.

The Look-Around Views

TOCA2 has a built in look-around facility that can be assigned to operate from the controller or game port device buttons. When activated, the forward view slides around to the desired direction to give you a view to the side of the car. These views are a useful idea. No doubt they're included due to a perceived need for some kind of enhancement to the visual range. They can be useful but I find that the side view and the rear view to have too much of a limited vision.

The Arcade View (3rd person view)

The arcade view is available at any time during real time driving. This gives you a elevated driver view from somewhere behind the driver looking forward. This view also includes a good portion of the side areas that you can't see from the cockpit view.

The arcade view can be very useful in a number of circumstances, close quarter racing being one of them especially on the slower cars. Because of the extended side views you can clearly see how close you are to other nearby side-area cars and drive accordingly. I don't suggest you dive in this mode on a continual basis and because switching views can seriously disrupt your concentration and racing flow, but for those close moments when you're wondering where an invisible close-by car exactly is at, a quick toggle to the arcade view to check the scene can be very handy. You may even stay in this mode for the duration of the close racing session. Its superior views can be quiet tempting. Because the change to the arcade view is instantaneous (if in hood view), as opposed to the sliding effect of the look-around views, it can be an easier view to transit (if you’re using the hood view) with less amount of changing-view-mode disorientation.

Using the arcade view at the start of a race can also be a help. I.e. To negotiate your way through the notorious start-line to first turn chaos, or beyond.

The downside of using the arcade view is that it is not a realistic view, and seems to mock the entire idea of trying to simulate the experience of real life racing. If the whole idea of sim racing is to perceive the moment as real racing drivers do, then driving in, or even toggling to, an arcade view seems to blow the illusion.

Another problem is that arcade view driving requires some practice to get it right all in itself. You probably won't be able to jump straight from cockpit driving to arcade driving and expect the same degree of proficiency. This can add to the amount of overall time required to get proficient at the sim as a whole of course, and for many time is precious.

Not sure if its right to call it a downside or not, but I suppose within the defines of the concept of pure simulation I guess it may be. The fact is that once you get practiced at arcade driving you may well find you can actually driver better than when in cockpit view. You can see exactly how close your car is to the edge of the track and use every fraction of it. From the elevated viewpoint you can often perceive the best racing line through corners better. You can see near-by cars much better and make better more finely judged and executed passes and collision avoidance maneuvers. Even when controlling slides, seeing your whole car against a large area of road and surrounds can convey to you a better feel for what's happening and consequently you have more and/or better input to work with. You may find that you can control some slides that would have been a certain crash in cockpit mode.

Once you get arcade driving down pat, which admitably will take some practice, you may find that you're faster, more consistent, have less offs accidents and collisions, better starts and first corner / first lap experiences, able to pass others easier with less risk, able to fend off and defend against passes by others better with less risk, finish more races without incident, and control your slides more deftly. About the only thing against it is that its an unrealistic way to drive.

Avoid close racing when it’s not necessary

 Not only does very close driving give you very little time to react if the need arises, it also increases very much the likelihood of a internet-lag-time caused collision. In TOCA2 online there is sometimes a risk of registering a collision in close driving even without any perceivable contact - due to internet lag, therefore if someone is lagging a bit, give them even more room the usual.  The general rule for the careful and respectful driver would be, not to unnecessarily drive too close to another, especially whenever there is no point. E.g. In situations where there is no possibility of passing anyway. You're asking for trouble if you do, even if you don't actually do anything wrong.

As a guide, drive so you can see some road between the top of your hood and the bottom of the ahead driver's tires. This is a much safer position while waiting for a valid passing opportunity. You're still close enough to make a move when and if an opportunity arises and there's at least some time to react.

Use Clear Body Language

If someone is following you closely looking for a place to pass, and you kind of drift along with ambiguous movements about the track, or you sort of close the door but still leave the inside line half open, then you just might unintentionally lure the following car to try a pass that's only half on. Alternatively, if as soon as a following car gets anywhere near your rear quarter coming up to a corner, and while they are still in your mirrors, you make a firm and clear movement towards the inside line, and stick there, then they will know  that your intentions are to close the door and drive the defensive inside line. Such a clear defensive move will leave them in no doubt not to try a risky inside pass.

This is just one case. There are others. The thing is ... Always try to convey a clear message by your driving style so that surrounding drivers get a very good idea about your intentions. Body language used well can be almost as clear as having indicators on your car.

Hints and Tips

If in doubt, lift.

 If in a loss of control situation or a near loss of control one, lift your foot off the accelerator, usually with gentle haste. In nine out of ten situations this is the right thing to do anyway. The odd situation where you'd keep your foot planted requires such a fine skilled touch you probably wouldn't be successful at it anyway. Lifting to get out of trouble is very often a safe bet. You'll be surprised at how many 'certain crash' situations you can actually drive away from if you would only lift your foot off the accelerator. Some people are very reluctant to lift their foot off for any reason. They're the ones up-side-down in the sand all too often.

Practice the Other Lines Before You Have to Use Them

 If the first time you have ever tried driving around the outside of a certain corner is in a frantic race situation when you're racing toe to toe with someone, then you'll be in unfamiliar territory in the middle of a high stress precision driving situation. A bad place to be. Before a race comes up, just try doing a few laps of the circuit hugging the left-hand-side of the road all the way around and then do a few hugging the right-hand-side. At the very least do 1 or 2 laps against each side of the road. You'll be surprised at how much less likely you are to crash while trying to hold road position if you are at least a little familiar with how the outer and inner lines feel.

Drive, then Race

            In our racing perhaps just two priorities are required. Drive your car, then race it. Meaning, ... The first priority is to stay in control of your car. Only after that is done do you worry about racing it with any near-by competitors. You often see people who left alone can drive well enough. But once they start racing they are going into corners so deep etc they have no chance. The obvious reality is - if you could only take a certain corner at say 80mph when alone, you can't take it at 120mph just because you're racing someone. Don't let the sprit and thrill of the racing moment take your attention away from your number one priority. Drive your car, stay in control of it. Then worry about racing.

Be careful of Details

            Be aware of broken taillights since you will have less visual warning of when the leading driver breaks.

            Also be aware that the breaking markers may disappear since they can get hit by other drivers, therefore possibly throwing your breaking routine out of sync. 

            ---------------------------------------------------------------------------------------------------------------------------------------------------

The 1999 FIA Formula One World Championship Sporting Regulations cover overtaking under "incidents":

"Incident means any occurrence or series of occurrences involving one or more drivers, or any action by any driver, which is reported to the stewards by the race director (or noted by the stewards and referred to the race director for investigation) which:

- caused an avoidable collision;
- forced a driver off the track;
- illegitimately prevented a legitimate overtaking manoeuvre by a driver;
- illegitimately impeded another driver during overtaking.

The stewards may impose a 10 second time penalty on any driver involved in an Incident."

This quite clearly bans using physical contact to overtake and prohibits blocking a driver attempting to overtake.

Formula One drivers are also governed by the FIA International Sporting Code which covers all motor racing events that they organise.

(ÉBAUCHE 1.2)

TOCA RACE DRIVER 2 – LIGUE CSL

CODE DE CONDUITE DES PILOTES (SOMMAIRE)

1.       Pénalités

L’une ou une combinaison des pénalités suivantes se verront imposé au pilote qui est à l’origine d’une collision dans laquelle un autre pilote est poussé hors piste ou dans un mur, indépendamment des dommages causés aux voitures :

a)       un passage aux puits obligatoire sur le même tour de l’incident – qui ne peut être utilisé dans le but d’effectuer quelconque réparation à la voiture;

b)       une pénalité de dépassement obligatoire qui consiste à laisser le pilote victime de l’incident reprendre sa place devant le pilote fautif;

c)       une déduction de points de championnat;

d)       toute autre pénalité prescrite par l’Administrateur (l’hôte).

L’Administrateur devra décider en début de course de la pénalité ou combinaison de pénalités à être appliquée en tenant compte du type de course et de sa durée et devra communiquer clairement sa décision aux autres pilotes. Pour plus amples détails sur les pénalités, consultez la section « Penalties » de la version anglaise du document substantif ci-joint.

2.       Règle de dépassement propre

Un pilote peut tenter un dépassement s’il rencontre les conditions suivantes :

a)       s’il parvient à déborder un autre pilote et à établir un chevauchement suffisant (rouler côte à côte) avant le point de corde du prochain virage;

b)       si grâce au chevauchement, il se retrouve dans la position intérieur pour négocier le  prochain virage; et

c)       s’il communique clairement sa position et son intention à l’autre pilote à l’aide du casque d’écoute.

Le pilote ciblé par le dépassement peut tout de même tenter de défendre sa position mais doit le faire en adoptant une trajectoire de course plus large et ainsi laisser l’espace intérieur du virage au pilote engagé dans la manœuvre de dépassement. Pour des exemples détaillés de manœuvres de dépassement, consultez le document substantif ci-joint, en version anglaise.

3.       Comportements interdits

Les comportements suivants sont strictement interdits et sont passible d’éviction d’une course ou de la Ligue dans son ensemble :

a)       tricherie – incluant notamment les codes bonis visant à augmenter la puissance motrice, à permuter (swapping) les tractions des véhicules, à rendre un véhicule indestructible et à utiliser le bouton « pause » afin de négocier des virages;

b)       obstruction ou toute autre forme de blocage – changer de trajectoire plus d’une fois dans une tentative de bloquer une voiture;

c)       toute fore de conduite anti-sportive;

d)       tout manquement de se conformer à l’imposition des pénalités décrites à l’article 1.

 


Last Updated: Monday, December 13th, 2004.

 

 













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