P1LMS Rules

  1. Basic requirements
    1. By participating in this league every team and driver confirms that he has understoods and accepts the rules
    2. If you have not understood every rule, please make sure to post your questions on the forum
    3. Every driver must use his real name in the forum and in rFactor2. Make sure the first letter of your first name and last name is in capital letters e.g. Max Racer. Do not use special characters like ä, ö, ü etc.
      1. In game name and name in the entrylist need to be 1:1 identical to avoid trouble during the event. This means no extra blanks between your name or at the end.
    4. Every driver must be on the P1-gaming e.V. TeamSpeak server while he is driving an official session (Qualification and Race) and must be able to hear whisper messages from race control
    5. Every driver has to use a wired connection (WLAN causes lag) and has to make sure his ping is stable and below 200ms
    6. You must not share any content or passwords used on p1-gaming e.V.
  2. Code of conduct
    1. All drivers have to be respectful with each other (no insults, racism etc.) in the forum, on the track, on TeamSpeak as well as in the live stream
    2. All attempts to gain an unfair advantage e.g. using a bug (without reporting it to the staff), cheating etc. will be penalised
  3. General rules
    1. Official sessions will not be delayed due to client-side technical problems. Make sure your system is running fine before an official session
    2. If a briefing is announced for an official session, at least one team member has to take part and must inform the rest of his team
    3. Horn usage is not allowed. Penalty for horn usage will be a drive through penalty
    4. Do not use in game chat. Penalty for chat usage will be a drive through penalty for each line
    5. After a race the Top 3 teams of each class will be interviewed. Make sure at least one of your drivers is available
    6. At least 2 drivers need to drive in a single race per car
    7. If is not allowed for a driver to drive more than 75% of the race distance
    8. It is not allowed to enter channels from other teams in TeamSpeak
    9. It is not allowed to whisper to channels from other teams in TeamSpeak. The only exception are the race stewards
  4. Skins
    1. The from P1-Gaming e.V. provided skin template needs to be used
    2. It is not allowed to remove or to move league sponsors logos
    3. It is not allowed to remove or to move number plates
    4. If any company logos or copyright protected images are used the permission that its allowed to use this logos/images need to be send to support@p1-gaming.de
    5. Without a submitted and approved skin for a car, the car is not allowed to race (not included in the mod)
  5. Sign ups
    1. Car numbers with a leading zero are not allowed. (e.g. 1 is ok, 01 will be not allowed.) If we find a car with a leading zero in the number in the entrylist the car will be removed
    2. Maximum 4 drivers each car
    3. Teamname needs to be unique
    4. Each team manager can maximum sign up 2 cars in each class
    5. It is not allowed to sign up a driver in more than one car in each class
  6. Spectators
    1. It is not allowed to be on the server as spectator. Only exceptions are the offical stream user and race stewards
    2. It is allowed to join the server ~5 min before a driver swap. The second driver has to leave the server after the new driver leaves the pits
  7. Ontrack behaviour
    1. General on track behaviour
      1. Brake checking, unnecessary slowing thru a corner, punting, bump-passing, cutting-off or chopping are all deliberate actions whether there is contact or not, and subject to penalty
      2. Blocking is not allowed and subject to a penalty
      3. Weaving to break a draft is considered blocking
      4. Flashing of lights are permitted to alert driver ahead you are about to pass or driver ahead will give way to help the pass. It can not be more than 3 flashes and longer than 2 seconds
    2. Ontrack penalties
      1. You can ask the stewards to remove in game penalties. Maybe you got several penalties from the game for 1 cut or you avoided a crash and got a penalty for cutting. These removed penalties will be checked afterwards and if the removal was not justified you will be penalized (e.g. speeding in pitlane or cutting the track on your own). 1 lap penalty for each unjustified removal.
      2. If you have a DSQ you can ask the stewards to remove the DSQ. We consider the time loss as enough penalty for not servering a game penalty or forgetting to turn on the headlights. This does not apply to DSQ given by the stewards
      3. DSQs acquired after race finish are not removable
    3. Incident report during the race
      1. Reports have to be send in written form to the stewards
      2. Stewards on duty will be in the stewards channel and will have the stewards user group on teamspeak
      3. Reports sent to stewards or admins off duty will not be processed
      4. It is only allowed to report incidents your car is involved
      5. An incident report needs following information to be reviewed during the race
        1. The number of your car
        2. The lap of your car
        3. Optional:
          1. The oponents car number
          2. The sector / corner where the icident happend
    4. Cutting (track limits)
      1. White (or other color) lines at the edge of the track surface define the racing surface (which includes the lines themselves). If a track or a section of a track has no border lines, the edge of the asphalt is the boundary of the racing surface
      2. You are allowed to cross the track boundaries with two wheels
      3. Going off track with more than two wheels due to a mistake is considered part of racing. Repeated offs at the same corner(s) may be deemed as gaining an advantage and a penalty may be given
      4. Gaining a position or gaining an advantage against a competitor or gaining track position (gaining time) by leaving the track in any way is against the rules and may lead to heavy penalties, unless the position is given back immediately or driver slows down to compensate within the same lap
      5. Exceptions for this rule will be published in the respective event thread
    5. Qualifying
      1. The Qualifying will be spilt into two parts in one session. The first 20min are reserved for GTEs. Then there will be a 5 min break/transition before the 20min for the LMP2s and DPis starts
      2. You have to run sufficient engine cooling. Smoking engines will not be tolerated
      3. Pressing ESC is allowed. Your previously set laptimes will remain valid
      4. Cars on a fast lap always have the right of way compared to cars on an in- or outlap
      5. Make sure to not imped any driver when you are on an in- or out lap
      6. Each driver is responsible to find a sufficient gap in Qualifying without impeding other cars
      7. Each driver has to respect the white lines on pit entry and pit exit
    6. Warm-up
      1. Driver briefing is during the warm-up
    7. Formation lap
      1. You have to drive with caution on the formation lap. Excessive weaving and braking is not allowed
      2. Too large gaps in the field during the formation lap will be penalized with a drive through penalty
      3. If you spin on the formation lap you need to start the race from the back of the grid. Any possible game penalty to you or the rest of the field will be removed
    8. Pitting
      1. Each driver has to respect the white lines on pit entry and pit exit
      2. The car in the fast lane in the pitlane has always the right of way
      3. You have to stay in the fast lane of the pitlane until you reach your pit box
      4. You are not allowed to drive in the slow lane of the pit lane for an unnecessary long distance
      5. Pit speed limit is 80kph
    9. Race restart (in case of server crash)
      1. In case of a server crash the last driver needs to drive the restart (scripts will be automically created based on entrylist)
      2. Standings from the lap before the server crash will be applied to the field (works only is ingame name is equal to name in entrylist)
      3. Lap count from the lap before the server crash will be applied to the field (works only is ingame name is equal to name in entrylist)
      4. After the formation lap the race will not start, teams will have a chance to perform a driver swap
      5. The leader is responsible for a constant and predicable pace of 100-120kph
      6. The race starts when the leader finishes the first lap after the restart
    10. Overtaking
      1. Overtaking means going past someone, not through them. Drivers are not allowed to push cars out of the way in order to overtake them. Though contact may not always be avoidable, it may not act as a means to make the pass
      2. A driver can only attempt a pass when there is room for it and when the chance is reasonably high that it becomes successful without heavy contact. On road courses this means that the overtaking car must be able to get a significant overlap with the defending car before they get to the point of turn-in for a corner. On ovals any bit of overlap is enough to claim space
      3. The defending driver is allowed to defend his position by changing lines once per straight. As soon as the overtaking car has overlap on the straight the defending driver can only use the width of the track between the overtaking car on the one side and the track boundary on the other side to move in, without applying physical force to widen it. Retaking the racing line for a corner is not classed as making a defensive move, provided it is done safety and does not contravene other racing rules
    11. Lapping
      1. Cars in a slower class always have to stick on the racing line and are not allowed to slow down or go off the racing line when being lapped by cars from a faster class
      2. If a car receives a blue flag while being lapped by a car in the same class, the lapped car has to make way for the faster car as quickly as possible
    12. Safety car and yellow flags
      1. Local yellow flags will be displayed by rFactor2. We highly recommend to keep your eyes open in case of a local yellow flag
      2. You will be informed one lap in advance by rFactor 2 when the Satety Car will be in
      3. All drivers have to make sure the field is close together before the restart
      4. All drivers have to stay in single file
      5. As soon as the Safety Car goes in the leader takes over
      6. The leader has to keep the speed below 120kph until rFactor2 restarts the race "Green! Green! Green!"
    13. Full Course Yellow (FCY)
      1. FCY is announced over whisper to all teams in TeamSpeak
      2. When FCY is announced there will be a countdown from 10 to zero. If the countdown reaches zero the pit limiter has to be engaged and the car has to be in pit speed
      3. As soon as a FCY is called you have to lift off and reduce your speed gradually (no heavy braking)
      4. Overtaking under FCY is not allowed, starting with the announcement of the FCY
      5. When the FCY ends there will be a countdown from 10 to zero. When the countdown reaches zero the pit limiter can be released and the race resumed
      6. Pitlane usage during a FCY without stopping at your pit spot is not allowed
    14. Red Flag (Server restart)
      1. Lap count of the cars will be restore from the standing of last completed lap before restart
      2. Positions will be restored from the standing of last completed lap before restart
      3. Race timer keeps running during red flag
      4. Race restart time and length of the race will be announced from the stewards
      5. After the formation lap the race continues under FCY until everything is checked and the stewards ends FCY
    15. Incidents, crashes etc.
      1. A driver who left the track due to an incident or spin has to make sure he rejoins the track in a save manner without impeding other drivers
      2. If a team has a heavily damaged car, they should inform race control, so other drivers can be warned
      3. If you have heavy damage, you have to immediately pit
      4. Out-of-control or spinning drivers should lock their brakes to make it easier for other drivers to predict their movements
  8. Points
    1. There will be a team standing
    2. There will be a driver standing like in e.g. ADAC GT Masters. A driver can score points for each race he participates
    3. Point system
      1. P1 - 28 Points
      2. P2 - 25 Points
      3. P3 - 22 Points
      4. P4 - 20 Points
      5. P5 - 18 Points
      6. P6 - 16 Points
      7. P7 - 14 Points
      8. P8 - 12 Points
      9. P9 - 10 Points
      10. P10 - 9 Points
      11. P11 - 8 Points
      12. P12 - 7 Points
      13. P13 - 6 Points
      14. P14 - 5 Points
      15. P15 - 4 Point
      16. P16 - 3 Point
      17. P17 - 2 Point
      18. P18 - 1 Point
    4. 10 extra points are given position independent to every driver who ends the race with a minimum race distance of 90% compared to the class race winner.
  9. Definitions
    1. Overlap: Is defined as any part of the car behind overlapping (lining up) with any part of the car in front
    2. Turn-in Point: Is defined as the point where the driver starts to turn into the corner entry. It can be observed with steering input of the driver. Determining a turn-in point for any corner can be very tricky due to different class cars having varying speeds and braking performances and will be at the discretion of race stewards
    3. Dive-Bombing: A driver who is following another driver up close, suddenly peels off and dives on the inside unexpectedly at corner entry (past turn-in point). It is prone to contact and is ill-advised
    4. Blocking: Changing racing line more than once as defensive maneuver
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