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Fri 5 Jun - 7:00 by FCR DaveG

Welcome.
Fartcan racing is an Online sim racing community, a few guys who started out racing with no Sim racing experience and found that the major race leagues are packed with experienced Sim Racer's who’ve been doing this for years and as a result we found it difficult to be competitive, so we decided to create a Race League for those starting out or those who are not at the pointy end of the …

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ALL MEMBERS PLEASE READ BEFORE RACING

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ALL MEMBERS PLEASE READ BEFORE RACING Empty ALL MEMBERS PLEASE READ BEFORE RACING

Post by Admin Sat 23 May - 3:21

We do not want to over officiate our racing with numerous Rules & Regulations but it is important that we have guidelines that all members can operate under.


Racing Name
When you register and post on our forum please use your forum name as your racing name, to prevent confusion for the Admin / Moderators

Driving
Drive with consideration to others, be courteous and friendly, and respect your fellow racers, without them you don't have a race.

Re-addressing
It is very important that if you cause an accident or accidently knock a fellow racer off the track you must re-address, by allowing the driver/s involved to regain their positions ahead of you. This must be done within 3 laps of the incident . If there are only one or two laps left in the race then you should make every attempt to re-address straight away, before the race ends. Incidents will be viewed by Moderators and penalties impossed for failure to rectify these situations

Before Re entering the Track
If you have a spin ( When you have a spin) everyone does !! just be very carefull when re entering the track make sure you are not going to inhibit another racer with your actions. When leaving the pits make sure it's safe to enter the track.


First Corner Awareness
The race doesn't finish at the first corner, be sensible sit back, brake a little earlier be aware that as a stream of vehicles heads into a corner the further back you are the earlier you'll have to break. There's nothing worse than totalling the car on the first corner and sitting watching the rest of the race.


Race Start
Common Sense, you will have a minimum of 5 laps to win the race, trying to win off the Start line usually ends in damaged vehicles and lost places. It's your responsibility to avoid accidents especially running into the back of a slower starting vehicle.

Headlights
Headlights are not to be used unless it is a night race or you are about to LAP another vehicle, If you are simply racing for track position then flashing your headlights will incure a penalty

RE-ADDRESS RE-ADDRESS RE-ADDRESS
Pass with care. If you aren't sure you can pull off a move to pass an opponent, then don't do it. Take your time to work out where to try
the move. If you are passing someone on the inside while entering a corner you must have your car at least 1/2 way alongside the other
car to have the right of way. If you try to pass around the outside then exiting the corner you must be fully alongside the other car,
otherwise they are entitled to take the normal racing line, which may include pushing you wide. In the event that they do start to take you wide, you should fall back behind them as safely as possible.

If you attempt to pass another driver and tag them during your pass, gaining an advantage, allow them to regain the position, even if it means you lose positions to drivers not involved in the incident. Basically, if you stuff up a pass, you may pay a bigger penalty.

Defensive driving. Swerving on straights to block another driver is not allowed, a positional change to ensure and protect your line for the corner are fine. You may move once to defend your position. EG - on a straight approaching a right hand corner, you are allowed to move to the right hand side of the track to defend the inside line for the upcoming corner, you are now committed to that line into the corner, you are not
permitted to move back onto the racing line.

Take care re-entering the track. Whether it is from pit lane or the sand pit, it is the responsibility of the car that is re-entering the track to avoid any collision.

Blue flag. If you get flagged, it means that a car that is leading you is coming up behind. Ensure you give him the racing line and allow an uncontested pass as soon as is practical. This doesn't mean you must leave the track to allow him thru, It means you should allow him thru as soon as possible.

Yellow flag. If you get shown this, there is an incident ahead. Do not try a passing move under yellow. Take extra caution til the area isclear

Abuse of other drivers will not be tolerated, if you have a gripe with someone report it to the Moderators

If we all use commonsence there will be no need for penalties and everyone can enjoy some fun racing.

Have Some Fun (Rubbin is Racin, Smashing them into oblivion is not)

Admin
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ALL MEMBERS PLEASE READ BEFORE RACING Empty Re: ALL MEMBERS PLEASE READ BEFORE RACING

Post by FCR Nibiru Fri 9 Oct - 16:12

Here is a great guide on the Sim Racing Code.

The rules outlined in this guide plus the condensed version above make up FCR Rules & Regulations and will be used as reference material when required by the FCR Administrators.

Minimal Driving Behavior Code
(Draft 29 September 2001, subject approval of the Founding Members)
I. General Driving Behavior Rules
1. Qualifying
a) Out-Lap/In-Lap. A driver on his out-lap or inlap,
(i.e. a lap that will not count for a time on the
starting grid), should always allow other drivers
to pass without incurring upon the faster car any
delay whatsoever. An out-lap should have the driver
staring intently in his/her mirrors for the approach
of any car involved in a hot-lap.
2. Starting grid
a) In sims with rolling starts, drivers are to keep a
tight grid until the green flag drops. Slowing down
to get greater accelerating zone prior to the start
will not be tolerated.
3. Passing
a) The trailing driver has the best view, as vision
straight ahead is far better than peripheral vision
and the ability, at speed, to look behind. Thus, the
passing driver should take full responsibility for
any passing attempts. In real-world racing, if the
trailing driver manages to get side by side and
has the inside line into the following corner, then
the passing driver normally has the right to pass.
In Sim racing, however, things are a little more
complicated.
b) To ensure an absolute minimum of collisions,
drivers are expected not to complete their passing
attempt unless they are clearly in front at the turn
in point. In sims that have a spotter warning about
the positions of other cars, a greater responsability
lies on the driver being passed. Nevertheless:
The trailing driver must take into account that lag
may cause the other drivers spotter to react too
late. Hence, the trailing driver must make sure
that his opponents spotter has spotted him before
completing the passing attempt. As in real-world
racing, passing isn’t always possible. If a faster
driver is slowed behind another driver that hasn’t
been lapped, and cannot find a safe way to
overtake, then the onus is on the faster driver
to remain behind the slower driver until s/he
can construct a clean passing move. Patience
is needed, while desperation, however understandable,
should never be a factor.
c) Passing outside the track or on the apron is not
allowed. A driver gaining positions by such moves
should let those who got passed immediately
regain their position. A driver failing to do so will be
penalized.
4. Passing Moves
a) Blocking. When battling for position, a passing
opportunity will almost always evolve. The driver in
front is allowed to alter his line once. If the drivers
are side by side, a line change is not advisable.
b) Lapping. A driver being lapped should get off
the racing line immediately, and allow the lapping
driver to pass without incurring any time-delay.
Slowing the faster car in a lapping situation is
highly frowned upon, and slowing the faster car for
more than three turns will, in all likelihood, result in
some penalty for the infracting driver.
c) Getting Lapped. Do not slow down in the race
line, especially in an accelerating zone such as the
exit to a turn. Do move off-line, on a straight, or at
the exit of a turn.
d) Faster Cars: The faster car is expected to wait
until the lapped car clearly moves off-line. Impatience
will result in pointless shunts.
5. Accidents
Taking out the opponent should be avoided at all
costs.
a) Out-Braking: If a driver realizes that he cannot
brake sufficiently to avoid contact with the driver in
front, the late-breaking driver is supposed to steer
away from any impact, even if this means a high
risk of ruining his/her own race with an ‘off’. The
alternative would be to risk ruining both one’s own
Version 29 September 2001; subject to approval of Founding Members
©️ 2001 FILSCA (in charge: J. Andersen, M. Barlow, M. Gram-Hansen, A. Martini, C. Schirmer);
All rights reserved
FILSCA - Minimal Driving Behavior Code (Draft 29 September 2001) 2
race, as well as that of the opponent.
6 Mechanical problems
A driver experiencing mechanical problems, either
simulator based on PC Hardware based, should get
off the racing line immediately.
7 Flags. Flags are to be respected at all times.
a) Yellow: Lift off in yellow flag zones. No passing
is allowed in yellow flag zones. Yellow Flags mean
that there is a spin: it does not mean accelerate as
hard as possible into the shunt.
8 Fairplay
FILSCA would like to promote fairness and fairplay in
sim-racing. Needless to say, FILSCA acknowledges
the freedom of speech, but nonetheless encourages
drivers not to chat during race or qualifying sessions.
9 Politeness
“Criticize a friend in private and praise him in public.”
L. Da Vinci. FILSCA strongly recommends that drivers
respect general rules of politeness. Bad-mouthing
other persons in public may - in extreme cases - lead
to a reaction from FILSCA.
10 General
Drivers should act as if they actually could get hurt.
This should explicitly be reflected upon in the rules
of leagues wishing to be a member of FILSCA.
Championship Racing sets the standard upon which
all sim-racers should aspire, and the quality of racing
in leagues within FILSCA can only have a positive
result in the arena of pick-up races.
II. Differences from real life racing
There are several differences between real-world
racing and Sim-racing. This section describes some of
the differences, and it’s implications for on-track Driver
Behavior.
1. Behavior: On track conduct that is perfectly safe
and legitimate in real-world racing may not always
be so in Sim-racing. These differences are explained
herewith.
a) Internet Lag: Due to internet lag, the positions of
the virtual-cars on the track may differ significantly
from what the driver actually sees. While Racing
simulators do have prediction models that take this
lag into account, these prediction models can and
frequently are erroneous, in particular when cars
are turning, braking or accelerating hard. When
following another car at 290 km/h (180 mph) at
one car length’s distance, the relative time-gap
between the cars is 0.05 seconds. A slight rise in
lag for either one of the drivers involved which is
not sufficiently compensated for by the prediction
model may, and frequently does, result in warpcontact.
b) Warp contact: The simulator interprets the
position of the cars as ‘in conflict’ with each other,
i.e., contact, even though the drivers themselves
haven‘t visually touched. Sim racing is, of course, at
its best and most entertaining when crashes do not
occur. Hence, the drivers are encouraged to keep
a safe distance. There is, furthermore, no need to
chase another car too closely at sections of the
track that do not facilitate passing. By remaining
too close, the risks of warp contact increases
significantly, and far outweigh any advantage
gained from tailgating.
Solution: There is thus a need to retain greater
distances to the driver in front in sim-racing than there
is on a real-world racetrack. Failure to do so will
inevitably result in warp contact
2. Peripheral vision. In real-world racing, humans
can detect movements almost 90 degrees to the side
without needing to turn their heads. By turning their
heads, they can perceive a 360. degree arc. In Sim
racing, peripheral vision is very restricted, and remains
at the mercy of the Simulator. Although a simulator
may have a look left/look-right/look and rear-view
option, these cannot fully compensate for the realworld
turning of heads. Again, due to internet lag, the
positions of the cars may differ greatly from what the
driver actually ‘sees’. Hence, even though looking left
and right may suggest that there are no cars ‘visible’,
there still remains the possibility that a car actually is
present.
a) Outside View. Drivers using ‘outside view’ do
not have a problem with restricted peripheral vision.
Therefore, they may not realize that they are not be
visible to the car in front. Drivers using outside view
should act as if the driver in front is using inside
view, i.e. being aware of restricted peripheral vision
and the blind spots.
b) Mirrors. In real-world racing and Sim-racing,
mirrors do not always show the absolute truth.
Even though it may appear as if there are no cars
in the mirrors, there may indeed be a car behind,
hovering within the mirror’s deadspot. Drivers are
encouraged not to remain in the blind spots of the
driver in front longer than absolutely necessary.
Solution: Try to determine the position of otehr cars
by listening. Use look left/look right fascility, as well as
mirrors.
3. The Start. The risk of accidents during the start
of a race, both in real-world racing and Sim-racing, is
always extreme. This is so since there are a group
of cars tightly packed together in an accelerating
zone. Further, the conditions for slipstreaming may be
advantageous at the start of a race. This makes it very
tempting to attempt a passing move right after the
start. This is not advisable for the following reasons:
Version 29 September 2001; subject to approval of Founding Members
©️ 2001 FILSCA (in charge: J. Andersen, M. Barlow, M. Gram-Hansen, A. Martini, C. Schirmer);
All rights reserved
FILSCA - Minimal Driving Behavior Code (Draft 29 September 2001) 3
a) Bandwidth Limitation. Due to bandwith
limitation, a simulator may restrict the number of
cars visible, both in front and in the mirrors. Hence,
even though the road looks clear, there may be
cars already involved in an accident further ahead.
Or, there may be a car already on the piece of
tarmac that appears perfectly clear to the driver.
b) A start-crash frequently results in far more
severe situations than any other incidents. Mass
accidents are generally the result.
Solution: Drivers are especially encouraged not to
take any risks on the starting grid or the critical
moments after the flag drops.Generally, penalties are
very severe for this type of transgression.
FCR Nibiru
FCR Nibiru
ADMINISTRATOR

Posts : 612
Join date : 2009-07-09
Age : 82
Location : somewhere between Pluto and Earth

http://www.naturescapes.com.au

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