SPORTING CODE
1. General Rules & Driver Conduct
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Drivers must use their official Xbox Gamertag or Playstation Username in the game in order to participate in the competition.
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To participate in the competition, the maximum allowed ping is 150.
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Drivers with higher ping or a spiky connection are expected to leave the server in a safe manner.
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All drivers are expected to be ready to run at the designated time for official ranked events.
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Drivers are expected to have familiarity with the regulations of the event rules, championship rules, as well as the specific and relevant features and rules of the game platform used.
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Drivers are expected to have read and understood the sporting code.
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Only the admins or event managers will decide whether a session should be delayed or restarted.
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Should a server be set in a different way than communicated, you are expected to follow the server rules and or settings.
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It is not allowed to push the vehicle of another competitor to assist him/her – in case he/she has run out of fuel or experienced a mechanical breakdown etc..
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Bump drafting is also prohibited. The drivers shall provide ‘racing room’ to each other.
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Unsportsmanlike conduct is subject to penalties. Any driver attempting to wreck or intentionally ram another competitor may be banned from XCL.
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Event managers, Stewards and the Admins will oversight the events and sessions. They can report any misconduct to be reviewed by Stewards, and may lead to penalties or removal from the event and/or formal rebuke or ban.
2. Qualifying/Time Trial Event
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Drivers must achieve their fastest lap without exploiting external factors. It is forbidden to gain an advantage by exploiting other players on the track, such as bump drafting or driving too close to opponents in front.
If a driver does so, he/she may receive a warning or even a penalty for the race session, which may include removal of the best lap time set or the obligation to start at the back of the grid. Slipstreaming may be allowed only if the aforementioned factors are not violated. -
Lap invalidation resulting from off-tracks are entirely handled by the game.
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It is strictly forbidden to stop on-track to teleport back to the garage. Teleporting to the garage may only be allowed from exit routes and other tarmac off-track areas (not grass or gravel), where they cannot disrupt the qualifying of other drivers. Any transgression will be severely penalized by the Stewards, and repeated offenders may receive a formal rebuke or may be banned from the event.
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Drivers on the outlap must let other drivers on their fast lap past by moving out of their way. The in-game blue flag system assists drivers in that. Ignoring the blue flag and holding up another driver on their fast lap are conducts that may be penalized by the Stewards.
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Exiting the pitlane must be done by exercising caution in order not to disrupt the timed lap of other drivers. It is strictly prohibited to cross the white line / veer and jump onto the ideal line; any violation may result in severe penalty from the Stewards.
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Approaching a driver on his/her fast lap and overtaking is forbidden. The driver behind must make sure that there is ample space in front before starting the timed lap while predicting potential pace differences, so that he/she does not disrupt the qualifying lap of the car in front. Drivers who disturb another driver on a fast lap from behind may be penalized by the Stewards and repeated offenders may receive a rebuke or ban from the event.
3. Race Start
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Formation lap and race start procedures are handled by the in-game system. In our open servers, test sessions will provide opportunities for participants to practise and become familiar with the system. The game may hand out automatic Drive Through penalties for jumping the start or being out of position during the pre-green flag phase. Automatic penalties may be left in place or cleared at the discretion of the Stewards and the Race Director.
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Tire and brake warming (accelerating and slowing abruptly or weaving) is prohibited in the pitlane and during the double-file phase of the formation lap. Tire and brake warming is permitted during the single-file phase of the formation lap. Drivers not adhering to this rule may be penalized by the Stewards during or after the session.
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During the formation lap, opponent cars are ghosted (collisions are disabled). Collisions are re-enabled at the Green Flag, or when any car coupling is disengaged after the Green Flag.
4. Track Limits
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Track limits are determined by the game itself, utilizing the in-game warning and penalty system for infractions. More on this can be found in the Assetto Corsa Competizione drivers’ manual.
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Pit entry/exit lanes are considered part of the racing surface for the cars on track, unless event managers decide otherwise for certain track layouts. Drivers using the pits have to stay within pit entry/exit lane lines with all four wheels and are not allowed to cross over. Riding on the line will be acceptable and any penalty decision will be at the discretion of the stewards.
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Going off of track with all four wheels due to a mistake is considered part of racing. Repeated leaving the track at the same corner(s) may be deemed as gaining an advantage and a penalty may be given either by the in-game penalty system or the Stewards.
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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, regardless of any in-game penalty that may be handed out, and the Stewards may apply penalties because of that, unless the driver gives back the position immediately or slows down to compensate within the same lap.
5. Flag Rules
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Green Flags: Go/Clear Track Ahead. This flag is used to signal the start of a race. It is also used when a yellow flag is no longer in effect ahead.
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Yellow flags are there to warn you for any unusual behaviour on or off track. Drivers are expected to be cautious and prepare for slowing down to avoid any incident ahead.
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White Flags indicate a slow driver ahead. This flag is normally shown after a yellow flag. In most cases, it is a yellow flagged driver that is now rejoining the track or getting back to racing speeds. Drivers are expected to be aware of where the white flagged driver is and be predictable to show them which side they plan on passing them on.
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Blue flags: they are advisory only, slow/lapped drivers do not have to pull aside, they can stay on their line.
a. A blue-flagged driver is not allowed to defend his track position against the lapping car and he/she should stay on his/her line. Intentionally holding up or defending against a lapping car may determinate the application of a penalty or even the disqualification of the driver by the Stewards. Drivers about to be lapped have to behave in a predictable way without sudden changes of direction or track position.
b. When a blue-flagged driver is approaching a corner, staying on his/her line means to stay on the side of the track he/she is currently on, to provide room to the lapping car. I.e. when he/she is on the outside of the track, he/she leaves the inside of the corner open and vice versa.
c. The lapping driver has to make his/her intentions of overtaking clear before doing so and is expected to overtake safely. -
Lapped drivers are allowed to unlap themselves as long as they can pull away after passing the driver that has a lap advantage.
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Black/Orange (meatball) flags might be shown when a player has excessive damage. Not responding to the warning and staying out on track may result in Disqualification by the game or the Stewards.
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Checkered Flag: Race Has Ended. This flag is shown to signal the end of the race. Please use caution after you cross the finish line, as cars will more then likely be slowing down to return to pits. If you are slowing down to return to pits, make sure you are off the racing line, as to avoid being hit by a car crossing the finish line.
6. On Track Behaviour
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The driver in front has the right to choose any line at any section of the track. The driver in front loses this right when an overtaking driver brings their front axle to line up with the other driver’s rear axle. At this point drivers are in a “side-by-side” position, and they both have to give each other at least 1 car’s width room.
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Defending is allowed and accepted as a reaction by the driver in front. It is not allowed to defend if there is any overlap between cars. Note that following a racing line into a corner is not considered defence (unless cars are deemed side-by-side or driver in front is blue flagged).
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Both the passing driver and the driver in front are responsible for fair racing during the pass. It is the passing driver’s responsibility to choose a safe timing for the pass.
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Pass attempts at a turn is what causes most accidents. The preferred racing line through most corners is usually very narrow and sometimes it will be impossible for two cars to share tight corners side-by-side at full speed. For each corner, the right to the preferred racing line is decided at the turn-in point. A driver attempting to pass at corner entry has to be in a side-by-side position at the turn-in point to have a right to enter the corner side-by-side. If not, this driver must back off and give way to the driver up front.
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Dive-bombing should be avoided and is subject to a penalty. If the attempting driver was out of control and caused contact, or time loss to another driver, the penalties applied may be harsher than normal.
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Brake checking, unnecessary slowing through a corner, punting, bump-passing, cutting-off or chopping, whether there is contact or not, are not permitted and will be subject to penalty.
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Blocking is not allowed and subject to a penalty.
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Weaving to break a draft is considered blocking. Driver is allowed one move of his line and may return to the racing line before the braking zone.
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Out-of-control or spinning drivers should lock their brakes to make it easier for other drivers to predict their movements. After a spin, the driver must keep the brakes pressed to make sure the car does not roll forward or back in order to not create an unpredictable situation for cars passing by.
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Drivers who go off track limits, if they can keep their cars under control, should slow down or wait for traffic to clear and re-join in a safe manner.
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Flashing of lights are permitted to alert the driver ahead you are about to pass or driver ahead will give way to help the pass. It cannot be more than 3 repeat flashes.
7. Incident Reviews & Penalties
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Official Ranked Events can be reviewed by the Stewards. All valid submitted reports will also be reviewed by the Stewards.
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Penalties will lead to a deduction of the XCL-Rating of te perpetrator. The height of the penalty is determined by the height of his/her XCL-Rating.
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The "hood-system" also returns a piece of XCL-Rating to the accuser. This doesn't apply to C (connection error situations) P (Practise) or Q (Qualifiation).
All incident reports should be submitted as follows: -
- 1 POV of the accuser (cockpitview)
- 1 POV of the perpetrator (cockpitview)
- 1 Outside POV of the perpetrator (Heli cam or Chase cam) -
HUD always needs to be turned on so the stewards can see who is reported and if this matches the username in the report.
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Clips need to be online viewable, either from a drive, xbox recording or twitch/youtube clip. Downloadale content may not be reviewed.
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Clips need to be recorded in full speed. Stewards have the option to slow down the clip if they deem this necessary.
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Reviews will be conducted by a minimum of two Stewards and a Admin or Event Manager. Warning/penalty decisions will be issued by the Stewards.
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Penalty criteria is as follows:
CAIC = Causing an intentional collision, will be severely punished and always results in an immediate ban from XCL Servers.
CAHC = Causing a heavy collision, considered a race ending collision where the reporter has no blame.
CAC = Causing a collision, a collision between two drivers, resulting in damage and/or time loss.
CASC = Causing a small collision, a small collision with no big consequences for reporter.
FDOT = Forcing driver of track, unpredictable behaviour or excessive defending resulting in another driver being pushed off the track.
DD = Dangerous driving, unpredictable behaviour, which creaes dangerous situations on track.
DR = Dangerous re-entry, It is always the task of the driver off-track to re-enter track in a safe manner.
IBF = Ignoring blue flags, see blue flag rules 5.4
MUB = Moving under braking, moving towards another driver during the braking zone while they are within radar range/Overtaking range. Taking the racing line does not count as MUB.
WEV = Weaving, making more then the maximum 2 line changes to brake a tow is not allowed.
UI = Unnecessary Impending. This can be given in qualifying, when a driver is blocking another persons timed lap, rather it be blue flags, or them impeding another driver during their out-lap.
ULC = Unsportmanshiplike Conduct, For drivers who do not follow the event rules, such as split qualifying, crossing the white-line entering/exiting pitlane, cutting the track during qualifying. -
Stewards will exercise reasonable judgement at all times and particularly when reviewing light contacts, taps, bumps.
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All reports are judged by mutliple stewards and will not be publlished before the majority can agree on a penalty.
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Stewards are not allowed to review their own reports. Stewards are allowed to report and can be reported like any other driver.
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The final results may be issued only after the Stewards have reviewed all incidents and applied the corresponding penalties. To do so you can submit a ticket on the incident report page.
