Rules

a) Administration
b) League Format
c) General Rules
d)
Obtaining a Class License
e)
Classes/Car Filenames/Numbers/Makes
f)
Pre-Race and Practice
g)
Qualifying
h) Starts
i)
Green-Flag Conditions
j) Class Differences
k)
Player/Team Names/Driver Changes/Pitting
l) Protests/Penalties
m) Points System


a) Administration

Brian Wegner:  Administrator, Web Design, Forum Administrator, Graphic Design, Standings/Statistics Official, Rules & Replay Official, NRTV Track Map Artist
Neil Stratton: 
Vice Administrator, Web Design, Forum Moderator, Media, Promotions/Marketing, Rules & Replay Official
Richard Dickson: 
Vice Administrator, Forum Moderator, Consulting
Brad Atkinson:  
Race Control Administrator
Toby Margison, Joel Martin:  
Race Control Officials
Brendan Kaczmarek: 
Broadcast Team, Track Making, Editing, & Consulting
Esben Tipple: 
Broadcast Team, Media
ISRA Racing Team:  Track Testing & Consulting


b) League Format

Simulation:  NASCAR Racing 2003 Season using the Redline GTP Mod
Server Connection:  
IP Address to be given before the race in the Driver's Meeting email 
Race Length:
 
Approximately 6-24 hours; the race will end at the lap distance specified on the schedule page
Mandatory Minimum Number of Disconnects:  
Will vary; the minimum number will be posted on the schedule page
Yellows: 
Off
Starts: 
Single file, Staggered with 0.5 - 1 second interval
Weather: 
Clear, variable temperature approximately +/- 5 degrees of the average temperature posted on the schedule page.  Wind will always be light on average, but wind gusts can be as much as 12 mph
Pace Lap: 
Full (*with the notable exception of Le Mans)
Pit Road Speed Limit: 
For most tracks we will set this for 70 mph - check the track.ini for verification
Class System: 
Two classes on the track at the same time; GTP (Any Chassis) & GTP Lights (Toyota, Mazda)
Car Setup: 
Open
Hardcore Mode:  
Driving Aids Off  & Open Cockpit View
Pitstop Frequency: 
1x
Damage:  
Moderate

 All Times are U.S. Eastern Time - New York City on the World Time Clock
                                         *Practice/Qualifying/Race Times are subject to change

Race Date:  Saturdays (Sundays if GMT +8 or greater) every 4-8 weeks
Practice Time:
 
11:00 am - 11:40 am
Qualify Time:  
11:40 am
Qualifying Laps: 
Will vary between 2-5 laps; the number of qualifying laps will be posted on the schedule page
Happy Hour:  
Approximately 11:50 am
Race Time: 
Noon


c) General Rules

These rules can be added to, taken away from, changed, or modified at any time.  It is up to you to keep current with the rules.

1) Teams will be accepted on a first-come/first-served basis.  All others will be placed on a waiting list until spots become available.  In order to be accepted for a roster spot, each team will have to name at least 2 confirmed drivers with email addresses to race. Once registered, you may be asked to prove that your drivers have the skills necessary to run in the class you have registered for by completing a road test session.  All new teams will be subject to the licensing system outlined later in the rules.

2) Teams should have each of their members sign-up for our private forum so that they can receive important league information via the forum's mass email function.  Non-active members will be removed from the forum.

3)  No flaming, obscene, or inappropriate language will be tolerated.   It is at Race Control's discretion whether or not to eject your team immediately or just give your team a warning.  Furthermore, depending upon the severity of the situation, your team may be expelled from future events.

4) No intentional wrecking.  If a team is judged to have intentionally wrecked another team, they will be immediately ejected and expelled from our events.  Anyone that consistently spins, wrecks other drivers, or is a hazard on the track may be parked, forced to change drivers, or be ejected from the event.

5) No cheating.  If someone is judged to be cheating, they will be ejected immediately and banned from all future events.

6) All rules of the simulation will be enforced.

INFRACTIONS PENALTIES
Cutting the course (track dependent) Black Flag Stop-and-Go
Dropping fluids or debris on the track Black Flag Stop-and-Go;  you must get the damage repaired.
Improperly entering pit road Black Flag Stop-and-Go;  Adds a 30 second penalty.
Improperly merging upon exit of pit road (not staying below blend line etc.) Black Flag Stop-and-Go
Passing the car in front of you to the inside at the start of the race Black Flag Stop-and-Go
Passing the Leader before the S/F line at the start of the race Black Flag Stop-and-Go
Speeding on Pit Road Black Flag Drive-Thru; Must drive down pit road adhering to the pit speed limit (no stop is required).  If you speed during your drive-thru you will be given a second Black Flag and then you will have to serve a stop-and-go penalty as well.
Reckless Driving (driving in the wrong direction) DISQUALIFICATION
Multiple Penalties  Will all be served at the same time, however, additional time will be tacked on to the penalty to simulate the time it would take to make multiple pit stops.

Post Race Penalties  If you have not served a penalty that you should have during the race, you will be assessed a 1 lap penalty for each outstanding penalty against you.

Qualification Penalties  If you break the pit road speed limit, drive in the wrong direction for a certain amount of time, or cut the course your time will be disallowed.

7) 'Bogus' black flags may be able to be cleared by Race Control during a race.  If for some reason you cannot clear a black flag then come around again to try to clear it a second time.  'Drive-thru' penalties for speeding cannot be cleared if you do a 'stop & go.'  You have to drive through the pits at or below the pit speed in order to clear this type of penalty.   Use the private chat or have a teammate contact Race Control immediately via Teamspeak to investigate.  If it is found that the black flag was indeed valid after we have cleared the penalty then you will be given the original penalty as well as an additional penalty at Race Control's discretion.

8) Black flags that you are not able to clear, after trying a second time, can be cleared by Race Control during a race.  Use the private chat or have a teammate contact Race Control immediately via Teamspeak to investigate.  If it is found that the black flag was indeed valid after we have cleared the penalty then you will be given the original penalty as well as an additional penalty at Race Control's discretion.

9) In the unlikely event that we would have mass server connection issues before the start of the race, we will delay the race for up to 30 minutes in an attempt to clear up any problems before considering cancellation.  Also, a race could be cancelled for the following reasons:

a) Last minute server unavailability.
b)
Critical bug found for the track to be run without time to reschedule to another track
.
c)
Server crashes during the course of the race.

*If a race has to be cancelled, we will attempt to reschedule it at a later date.

10) SERVER CRASH RULE:  If the server crashes and/or all drivers get booted, the race will not be scored, UNLESS the leader has completed more than, or equal to, half the scheduled race distance AND we can utilize one of the following to help determine the final running order before the boot:  the GNLtv/NRTV running order and/or Race Control/Replay Server's saved replays.  We will use whichever method scored the most laps.

11) MASS DISCONNECTION RULE:  In cases where server and/or connection issues arise, ALWAYS make multiple attempts to reconnect. Continue racing unless Race Control has thrown the RED FLAG. At times, it may be that a Mass Disconnection has occurred and in those cases ONLY, the following procedures will be used.

If approximately 50% or more of the cars running get booted, we will attempt to continue the race if the connection issues pass, UNLESS we have completed more than, or equal to, half the scheduled race distance.

 IF WE HAVE COMPLETED LESS THAN HALF THE SCHEDULE RACE DISTANCE...  

AND (in this order of usage precedence):

A) Race Control does not get disconnected and can take a screenshot or export of the running order, -OR-
B)
GNLtv/NRTV is still up and it's possible to take a screenshot, or get an XML export of the current running order, -OR-
C) 
The Server we have saving the replay doesn't get disconnected and we can use Replay Analyzer to determine the running order.

Then we will attempt to complete the race, by doing the following:

a) Race Control, as soon as possible after it has been determined that a 'Mass Disconnection' has occurred, will continuously alert teams who are reconnecting that we are under RED FLAG CONDITIONS. This will be done via the in-game chat function. During this time, teams that WERE NOT disconnected should go to there pits for service so that they have the same fuel load and tires as those who got disconnect. Teams that WERE disconnected are to click DRIVE in the game, but keep the car in their pit stall. BE PATIENT, it may take 10-15 minutes to get the running order and it may take 15-30 minutes longer to actually add laps depending upon the circumstances,

b) Once the running order has been established by Race Control with everyone on pit lane, he will start adjusting the number of laps each team is to get back.

c) After the number of laps given back are completed for each team, Race Control will call out CAR NUMBERS, one by one, in the order in which they should be positioned on track. When your car number is called out, you should leave pit road and enter the track while maintaining a pace speed of 70 mph where possible. DO NOT EXCEED THE PIT ROAD SPEED LIMIT WHEN DOING THIS! Cars should utilize the single file staggered method with at least 1 second in between the next car. The leader will then pace the field for a few laps so scoring can reset.

d) Once every car is in the correct running order, Race Control will signal via in-game chat that we will GO TO GREEN AT THE S/F line to continue racing.

e) The cars should utilize the single file staggered method just as they do at the start of the race. As cars approach the S/F line, Race Control will use the in-game chat to signal 'GREEN FLAG.' At this time, all the cars should accelerate and commence racing. Please do so with the utmost care, especially in the first few laps after the restart when the tires will be a bit cooler than normal.

 *NOTE - Mass Disconnects do not count toward your number of Mandatory Driver Change Disconnects.  

 OTHERWISE

If the leader has completed more than, or equal to, half the scheduled race distance, the race will be considered official if we can utilize one of the following to help determine the final running order before the boot: the GNLtv/NRTV running order and/or Race Control/Replay Server's saved replays. We will use whichever method scored the most laps.

If we could not satisfactorily recover the running order reasonably close to the time of the mass disconnection, the race will not be scored and will be considered a 'rainout' and either postponed or canceled.

12) All drivers who finish the race must save their race standings.  You don't need to send your standings to the Administrators unless asked to do so. 

13) We understand that from time-to-time teams will not be able to make a race.  Please notify the Administrators if you plan to be absent as their maybe teams on the Waiting List that will be able to fill you position.  You risk losing your License/Permit if you do not notify the Administrator of your absense at least one day before the race.  Two consecutive absences without notifying the Administrator will result in termination of membership.

14) The race results and standings, shown on their respective pages, are unofficial until one week after the race.


d) Obtaining a Class License

1) In an effort to make sure that the our teams are sufficiently capable of running clean competitive races, the league, just like real sanctioning bodies, will require teams to obtain a class license.  Our system has 3 tiers (you can verify your tier level on the Teams Page):

a) No Permit Issued Yet - This is the first step which is for team's that have signed up, but have not been road tested by the Administration, and are not yet permitted to run races in the league.  This tier may be waived if the team can show the proficiency of all of it's drivers from performances in other leagues or from performances in past Special Events.
b) Permit Holder -
This step is for team's that have signed up and have experience.  The permit allows the team to run in 2 events under increased scrutiny similar to that of a probationary period.   All aspects of the team's performance will be closely monitored by both the Administrators as well as Race Control.  This tier may be waived if the team can show the proficiency of all of it's drivers from performances in other leagues or from performances in past Special Events.
c) Licensed -
Teams that have completed the necessary requirements to become full-time members will be licensed in the class for which they registered for.

 2) If you are currently a licensed team competing in our GTP Lights class and would like to run as GTP class team, you must request a license upgrade and the Administration may require a road test to verify competency.


e) Classes/Car Filenames/Numbers/Makes

1) The league runs two-classes of cars which compete on the track at the same time. 

GTP Class consists mainly of  the Jaguar XJR9 (chassis B) and the Sauber Mercedes C9 (chassis C).  Advanced skill teams that wish to run either the Toyota CV-88 (chassis A) and/or the Mazda 787B (chassis D) in the GTP class, must get permission from the Administrators in order to do so, and must remain in the GTP class for the duration of the season.    

GTP Lights Class consists ONLY of  Toyota CV-88 (chassis A) and the Mazda 787B (chassis D). 

*NOTE:  The league will set aside 36 total roster spots.  Of those, 20-21 roster spots are reserved for the GTP class and 15-16 roster spots for the GTP Lights class.  The number of reserved spots in each class may be adjusted based upon need.

2) We allow teams to choose the chassis they prefer to run at each individual race so long as they choose a chassis that is allowed to be run in for their class.  I.E. if you are a GTP team and signed up to run the Jaguar XJR9 (chassis B), you will be allowed to run ANY chassis at any race during the season.  If you are a GTP Lights team and signed up to run Toyota CV-88 (chassis A), you will be allowed to switch ONLY between the Toyota CV-88 (chassis A) and the  Mazda 787B (chassis D) during the season and vice-versa.

3) The purpose of running a two-class system is to allow teams to compete against chassis' similar in speed.

4) All GTP class teams MUST use 2-digit numbers regardless of the chassis they choose.  All GTP Lights class teams MUST use 3-digit numbers.  Be sure to check the roster page to find out which numbers are available.

5) Your car should be named using the following conventions (we do this to aid in managing the car set):      

Class  +  _  +  #  +  _  +  Team Name  +  _  +  Engine/Chassis  +  gtp.car
(3 letter abbreviation)                                (truncate to 10 or less characters)                          (3 letter abbreviation)                                       |
Examples:   GTP_68_JPS_SAU.gtp.car     LTS_222_AtlasF1_MAZ.gtp.car
Class Abbreviation Manufacturer
GTP GTP Primarily for the Jaguar XJR9 (chassis B) and the Sauber Mercedes C9 (chassis C).  If you plan to run in GTP class while racing a Toyota CV-88 (chassis A) or Mazda 787B (chassis D), then select GTP as well.
GTP Lights LTS For the Toyota CV-88 (chassis A) & Mazda 787B (chassis D)
Manufacturer Engine/Chassis Abbreviation  Example
Toyota CV88 (A) TOY LTS_277_NASSGPL_TOY.gtp.car
Jaguar XJR9 (B) JAG GTP_70_Hillcrest_JAG.gtp.car
Sauber Mercedes C9 (C) MER or SAU GTP_84_VTR1_MER.gtp.car
Mazda 787B ( D) MAZ LTS_500_Sim500_MAZ.gtp.car
Special Circumstances
Mercedes painted like a Pontiac GTP_19_OATAS_PONT-MER.gtp.car
Mazda painted like a Porsche LTS_202_FCR_POR-MAZ.gtp.car
Special Edition 2nd & 3rd Car Files for the same chassis GTP_43_MSPR_MER2.gtp.car
GTP_43_MSPR_MER3.gtp.car
If last name is too long and the simulation will not recognize your car file then you may truncate your team name. Example: Scuderia Toro Rosso GTP_41_ScudTR_SAU.gtp.car or GTP_41_STR_SAU.gtp.car

6) Car files should be submitted to 

Sorry, but a Javascript-enabled browser is required to email me.

.  Submitted car files must be valid GTP cars that can be seen in the simulation with the correct number and the team name placed in the last name field of the car file.

7) You must use the same team name & Player IDs for each of your cars during the season.  This aids in keeping the scoring database accurate.


f) Pre-Race and Practice

1) Practice will start at the prescribed time set above in the 'League Format' section.  Your team is expected to have plenty of practice before the start of these races.

2) Only the driver starting the race for your team may enter the practice session.  Teams that violate this rule may be ejected.


g) Qualifying

1) Qualifying will start at the prescribed time set above in the 'League Format' section.  Please be there on time, we generally cannot hold up a race because someone is late.  If for some reason the qualifying session cannot be started at the time mentioned in the Driver's Meeting, or within a maximum delay of 1 hour, the race will be cancelled.

2) The number of qualifying laps will depend upon the length of the track.  In general, we want to give each team 1-3 laps to get in their best qualifying times.

3) No chat or autochat will be allowed during qualifying sessions.  No exceptions.


h) Starts

1) Before the green flag is dropped to start the race, the field of cars needs to quickly get into a single file, staggered, pacing line.  The even numbered qualifiers (2nd, 4th, 6th, etc.) will drop into position behind the car that out-qualified them.   Keep the pacing line fairly tight, maintaining between 0.5 and 1.0 second distance between your car and the car staggered in front of you.

2) The driver on the pole will lead the field, maintain the pace speed set by the pace car, and will not accelerate until the green flag is dropped. 

3) Absolutely no jump-starting, lagging back, or brake-checking on starts.

4) Swerving back-and-forth on the start of the race to 'heat' the tires is prohibited.


i) Green-Flag Conditions

1) It is the responsibility of each driver to execute a clean, safe pass.  If you are trying to complete a pass but do not think it can be done without putting anyone at risk of spinning or wrecking, lift and wait for a better passing opportunity.

2) Excessive blocking is not permitted and will be penalized if a valid protest is brought to the attention of Race Control.  Any blocking is not recommended, but will not be penalized unless an incident occurs that causes damage to a competitor.  Defending your position by holding a tighter line than normal when a car catches you is not blocking.  Blocking is defined as making a sudden change in line in response to a competitor’s attempt to pass you in order to prevent that pass.  Those who continually hold up faster cars should expect to be moved, however.

3) Two tires should be on the tarmac/pavement/racing surface at all times.  For purposes of this rule, curbs, rumble strips, & the like ARE NOT considered a part of the tarmac/pavement/racing surface.  They are considered to be just like grass or dirt.  Drivers who repeatedly put more than 2 tires off the tarmac/pavement/racing surface, with the intention* of  gaining a lap time advantage, will be warned and subsequent violations will be penalized.  Those who intentionally bypass the course in an attempt to gain a lap time advantage will also be penalized.  Exceptions are if you have an accident, are avoiding an accident, or if you are trying to avoid causing an accident.

*For purposes of this rule, intention is defined as a driver that continues to repeat the same action without having made an obvious mistake.

4) As a guide, we would prefer that no driver complete a race by himself in a single car even with mandatory disconnects.  Also we would prefer that no driver should drive more than 70% of the race distance in a single car.

5) Selected autochat will be allowed during the race.  It is optional and should ONLY be used for the following reasons:

a) Signaling Pit Entry/Exit - To signal that you are entering or exiting the pits when you know there may be potential for a wreck. (e.g. like a car directly behind you, or when you are coming out of a blind or obstructed pit exit)
b)
Apologizing - To apologize for an incident you may have caused.  A short message of apology - such as 's' is permissable.

If you want to talk with your teammates, use a separate voice communications program to do so.  If you need to talk to an official, you may do so via whisper, but ONLY while in the pits.  To use whisper, start your chat normally by pressing “t”, and start the chat with a slash “/”, the pound sign “#” and the official’s car number (Example: “/#091 Hi official” will display “Hi official” to only car number 091).  You could have a teammate contact Race Control via Teamspeak if the need arises as well. 

6) When rejoining the track after going off-course, or in case of a spin that results in your car stopping on the racing surface, you should stay exactly where you are until the immediate cars have passed.  Allow your competitors to maneuver around your stopped car.  DO NOT move your car until the immediate traffic has moved around you.  Cars that leave the track due to loss of control must come to a complete stop and wait until the track is clear before rejoining the race surface. Use your F2 key to stay away from incoming traffic. In the case of off-track excursions on the first lap, drivers must wait for the entire line of cars to pass, and then rejoin at the end of the field.

7) Severely damaged cars must give way and stay off the racing line on the straights only.  Hold your normal racing line through any turns, but immediately move off the standard racing line once you reach a straight.

8) If a driver has a very bad connection, he is advised to qualify at the back of the field, leave room during the race and wait until his connection improves before racing hard for position.  In the same way, other drivers are advised to leave more room when driving around warping cars.  An Official may ask you to "PARK IT."  Your car number will precede the message (Example: #18 PARK IT).  Treat this as a black flag and enter your pit stall.  You then have the option to stay in your stall until your connection gets better (reboot if needed), a driver change, or a retirement.  If connection problems persist, you may be asked to retire.


j) Class Differences

GTP:  Jaguar XJR9 (chassis B) and the Sauber Mercedes C9 (chassis C).
GTP Lights:  Toyota CV-88 (chassis A) and the Mazda 787B (chassis D).

1) GTP teams are much faster than the GTP Lights cars while accelerating.  On the longer straights, you can be up to 20 mph faster then a GTP Lights car. Keep a close eye on your {F2} screen and plan to pass the Lights cars on the straights only.   Do NOT expect the GTP Lights driver to know that you are coming.  If you cannot pass him under acceleration, pull in behind and follow him to the next straight.  Remember that your GTP car will NOT out-brake a GTP Lights car.  Do not expect to complete a pass on a Lights car under braking.  Patience will be key when driving a GTP car.  Do not rush yourself past a Lights car, and do not rush the Lights driver to get out of your way.  All GTP drivers will get held up at times, that is what makes 2 classes of cars on the track "flavorful."

2) GTP Lights teams will have slower acceleration compared to the GTP cars.  On the longer straights, you can be up to 20 mph off the straight-line speed of a GTP car.  It is well advised to keep a close eye on your {F2} screen.  If a GTP car is within 2 seconds of you as you are approaching a long straight, it is best to give the preferred line to the faster GTP car while on the straight.  This is best achieved by staying low as you exit the turn leading onto the straight while staying on full power.  DO NOT change your exit speed or you will get punted off course.  Also, be aware that GTP Lights cars will brake later than a GTP car.  Do not set yourself up directly behind a GTP car as you approach a braking zone. Always keep yourself one car width to his left or right to be safe.  Be considerate of the fact that a GTP car may have to brake for a turn that you do not have to.  In almost all circumstances, GTP Lights cars will out-corner a GTP car.  You could get held up behind a GTP car through longer sequences of turns.  Prepare for it by either holding the position until after the sequence of turns or by giving a large gap between you and the GTP car.


k) Player/Team Names/Driver Changes/Pitting

1) Each team's player IDs must be the team's name or an abbreviation of.  Ex: SoCal Racing can be So Cal, etc.  The player ID must be placed in the last name field when creating the player.  Each team MUST use the same name they use from the first race forward.  If you use a player ID named differently at any time after the initial race you enter, you will not be scored.

2) In order to permit online driver swaps on the same car, all drivers from a team must share the same player ID name and online car file.  This can be done by determining what player ID name you want your team to use and then having each teammate create the same player ID name.  PLACE THE TEAM NAME IN LAST NAME FIELD ONLY to insure visibility in the standings - WE WILL MAKE YOU CHANGE THIS IF YOU DON'T DO IT RIGHT.

3) Each team will be a required to make a minimum number of mandatory driver changes with disconnects for each race.  That number of  mandatory driver changes with disconnects will be posted on the Schedule page.  In order for a mandatory driver change with disconnect to count toward the minimum, your team must do the following:

a) The disconnecting driver must stop in his own pit stall (driver changes anywhere else on the track will not count toward the minimum number of mandatory disconnects), AND
b)
Initial pit crew service to the car must be started,  (you do not have to wait for service to be completed - the pit crew just needs to start moving as you disconnect), AND
c)
The connecting driver must drive around the track for at least two full laps before coming back to pit road and performing another driver change.  This may not occur on either the first lap or the last lap of the race.  Essentially, this makes it easier on the Administrators to identify, without question, the lap number in which a potential mandatory disconnect was made.  Failure to adhere to this rule will result in severe penalties especially if it is found that a team has intentionally attempted to gain advantage by violating this rule.  Replays will be used to verify the compliance of these rules after the race is completed.
d)
In the event that your car is disabled somewhere around the track due to damage etc., and you wish to disconnect for a driver change, you still need to be in your pit stall before disconnecting which requires that you 'CALL TOW TRUCK' to return to your pit stall, wait a few seconds for the car to get there, and then disconnect for the driver change.

*Disconnects done in this manner will be allowed to count as one of your mandatory driver changes with disconnect.  Failure to adhere to this rule by not disconnecting at your pit stall will result in severe penalties, especially if it is found that a team has intentionally attempted to gain advantage by violating this rule.  Replays will be used to verify the compliance of these rules after the race is completed.

**Cars which are not running at the end of the race, will not be penalized for not completing all of the mandatory driver changes with disconnect.

4) Drivers running from the same physical location can swap as many times as they want during pit stops.  However, they will still need to perform the minimum number of mandatory disconnects during the course of the race even if the team consists of only 2 drivers.

5) Do not drive through other teams' pit stalls when pitting.  Drivers performing changes can be reconnecting and pop-up out of nowhere causing a collision if you are running through their stall.  If there is a collision on pit road the replay will be reviewed and the team at fault will be penalized.


l) Protests/Penalties

1) Protests can be lodged via Teamspeak to Race Control during the race or sent along with a replay, where possible, to the league within 24 hours of the race.  Penalties will be assessed on an case-by-case basis.  We strive to be fair to all parties.  Be sure to specify the lap number your team was on when the incident occurred so that it may be reviewed by Race Control.

2) If you are caught breaking any of the above rules, become a hazard to other competitors, or are driving erratically, there are 3 steps that will be followed:

a) Verbal Warning via a whisper from an official.  You may continue racing without interruption.
b) Black Flag
You will receive a black-flag & get a “talking to” while you are in your pit stall.  Expect it to be a long talking to in which you will not be allowed to leave your pit stall until the discussion is completed.  (It may be wise to complete a driver change soon).
c) Ejection
If things don't get corrected, your team will be ejected from the server.  No discussions, no warnings, just ejected.

*Exception:  If you flame another team, or an official, you will go straight to step C (Ejected).  At no point is an official's discussion or point of view arguable.  The official is the law, agree or disagree, that is how it is.  If you do not like what the official has to say, your response will still be "Sir, yes sir."


m) Points System

We utilize a custom championship points system to reward both consistency as well as podiums finishes.   

Finish Points Finish Points Finish Points
1st  50 (100) 11th 20 (40) 21st 10 (20)
2nd 44 (88) 12th 19 (38) 22nd 9 (18)
3rd 39 (78) 13th 18 (36) 23rd 8 (16)
4th 35 (70) 14th 17 (34) 24th 7 (14)
5th 32 (64) 15th 16 (32) 25th 6 (12)
6th 29 (58) 16th 15 (30) 26th 5 (10)
7th 26 (52) 17th 14 (28) 27th 4 (8)
8th 24 (48) 18th 13 (26) 28th 3 (6)
9th 22 (44) 19th 12 (24) 29th 2 (4)
10th 21 (42) 20th 11 (22) 30th 1* (2)*

*Drivers who start a race and finish 30th and below will receive 1 point.   Drivers who miss a race will not receive any points.  We do not award bonus points for laps led or pole positions.
(##)Races scheduled for 10 hours or more will be worth double the amount of points. 

Addendums
Just like endurances series around the world, we will score each class separately.  All teams will receive points based on their class finish.  We will double the amount of points available if races are scheduled to be 10 hours or more in length.

Provisionals
No provisionals will be awarded. 

Dropped Races
No races will be dropped. 

Tie-Breakers
If at the end of the season, two or more teams are tied in championship points, then tie-breakers will be used to determine their final position in the standings.  Ties will be broken in the order of precedence as follows: number of 1st-place finishes, number of 2nd-place finishes, number of 3rd-place finishes, etc. etc., until the tie is broken.  If the tie still cannot be broken then a second set of tie-breakers will be used in this order of precedence: Starts, Laps Led, Laps Completed, and finally, Pole Positions.  If the tie still cannot be broken then the tie will remain.

*Results/Standings do not become official until 7 days after the last race has been completed.

 



 


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