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SECTION 1: TSRB Championship Mission Statement

The goal of the community and the purpose of this document is to establish a friendly environment where everyone can experience the best online sim racing has to offer. It is our mission to create a collaborative and encouraging community where everyone can improve and enjoy this shared hobby together.

SECTION 2: Code of Conduct

TSRB Championship is an inclusive sim racing community. Discussion of politics, religion, and/or other controversial topics is prohibited. Incidents of racism, discrimination, or hate speech will not be tolerated and will result in increasing timeouts, and bans for consistent offenders.

To report code of conduct or race incidents, the #Race-Control in the Discord open a ticket.

Note: Read the posting guidelines beforehand.

SECTION 3: General Rules

3.1 Custom Teams

We require each driver to join a team and create two custom liveries. These must follow the Code of Conduct stated above. Further instructions for creating a team can be found in the #Team-Socials ‘Create a Team Guidelines’ thread on Discord.

3.1.1 Driver Names

Upon signing up to the Championship, you must pick a first and surname. The use of one’s real name is discouraged. This name should be readable and pronounceable. Use of numbers, symbols, or any special characters (e.g., Â) are strictly not allowed.

3.1.2 Driver Numbers

Driver number 1 is reserved for the winner of the previous season. In the case of a multiclass season, it will be given to the winner of the High Class. All other Driver numbers are claimed on a first-come, first-served basis. Upon signing up to the Championship, you must enter your Driver name, number, and Discord username on the form within this channel #Driver-Numbers. The form will tell you if you picked a duplicate, but you can view all currently reserved driver numbers here.

Note: It is required for every driver to have their number within their Discord username (e.g., Sim Raisinblock | #37).

Note that driver numbers are locked and cannot be changed, even during a new season.

3.1.3 Team Names

Upon signing up to the championship, your team mate must input the exact same name as you. Even one missing capital letter will mean you are entered into the season in seperate teams. When signing up, please ensure your team names are formatted exactly the same.

3.1.4 Custom Liveries

When you enter as a team, you must create a custom livery. There are a few rules for this:

-You must use the provided template for your livery, which will include mandatory stickers, number plates etc.

-Before creating your livery, you must read the "READ BEFORE EDITING.txt", this will include season specific rules and information you need to create your liveries.

-While you can customise almost anything on the car, it must not be distracting to other drivers (ie headlights that project pink light down the entire home straight). If you are caught distracting drivers with modifications like this, you will be forced to update your livery and pay the fine within the economy (Section 8), as well as being given potential time and points penalties.

-When uploading your liveries upon signup, you must pack the entire folder into a .rar or zip. Simply uploading all the files to a google drive folder will result in your application being denied.

3.1.5 Sister Teams

A sister team, is a secondary team owned by the same person. These can be created for a variety of reasons, whether it's on or off track tactics. However, there is a limit of 2 sister teams per owner.

If you have more than 2 teams, you will be forced to transfer ownership to one of the drivers or disband them. Any teams suspected of being covert sister teams will penalised.

3.2 Assists and Cheating

Unless the car has assists by design, we do not allow any kind of assists. These will be automatically disabled by the server. TSRB Championship staff reserve the right to request personal replay files from any driver should they suspect use of third-party software for a performance advantage. If a driver is unable to provide the replay for the session that it was requested for, they will be required to submit a replay from the rest of the season. Failure to comply or a guilty verdict may result in a season or league ban.

3.3 Scoring

TSRB Championship races award championship points based on finishing order. These may be subject to change per season. Check the points reference tab on the championship page for a more detailed scoring breakdown.

3.4 Driver Divisions and Classes

On occasion, the TSRB Championship will be divided into two or three separate classes, known as Low, Standard, and High classes. It is up to teams to decide which class they fit best into. However, we always recommend that the Low class be reserved for lesser confident drivers, Standard for the average driver, and High for the most confident drivers.

3.5 Practice

Free practice sessions are available 24 hours a day throughout the week. They will have the same weather and conditions as qualifying and the race. Drivers are encouraged to practice the track and make adjustments to their setup.

3.5.1 Required Laps

To ensure all drivers are proficient enough at a particular track, there is a minimum amount of laps they must complete through the week. We have divided them into three categories.

  • <1 minute lap: 60 laps
  • >1 Minute Lap: 40 laps
  • ~2 Minute Lap: 20 laps

  • These are rough approximations of how the requirements will be calculated. All laps must be completed at least 1 hour before the race at 7PM BST/GMT. Failure to complete your required laps by this time will mean you are unable to take part in the races.

    3.6 Wet Weather

    From now on there is a possibility that every session will include rain. This requires every user to be on the latest preview version of Custom Shaders Patch. During rainy sessions, it is up to the driver to decide whether or not to switch to wet tyres. However, not switching and as a result, driving dangerously will be seen as negligence and subject to penalisation.

    Weather forecasts can be found in the Championship page, after clicking the "Event Details" button. Note, weather forecasts may change throughout the week and are not final.

    SECTION 4: Qualifying Rules

    Qualifying is held prior to race start and sets the starting order for the races based on each driver’s fastest lap time. Qualifying will typically be 15 minutes long, and class-only. If a driver has been issued a qualifying ban, the driver is prohibited from participating in the qualifying session and must stay in their pit box. Failure to serve a qualifying ban may result in a total disqualification, or the qualifying ban will carry over to the next race at the Safety Men’s discretion.

    4.1 Blue Flags During Qualifying

    After invalidating a lap, a driver is then required to yield and leave sufficient space on track such that they do not hinder any driver behind on a flying lap. Drivers are required to make a clear and obvious effort to slow their car off of the racing line so as to not hinder oncoming drivers on flying laps, and only return to the racing line given a sufficient gap to the next driver behind. Making a concerted effort to slow on a flying lap is construed as abandoning that flying lap, even if the lap is still valid. That driver is then required to yield and leave sufficient space on track such that they do not hinder any driver behind on a flying lap.

    4.2 Overtaking During Qualifying

    A driver is not allowed to overtake cars ahead that are on a flying valid lap unless it is clear and obvious that the car ahead has abandoned their lap and is leaving sufficient space to pass. Every driver is responsible to make sure there is a sufficient gap ahead at the start of a lap such that they will not overtake a car ahead on a flying lap.

    4.3 Yellow Flags During Qualifying

    Drivers on flying laps do not need to slow down or yield for yellow flags, but have the responsibility of avoiding collisions should there be an incident ahead. Do not report incidents where a lap was compromised due to avoiding a driver who has spun out and is stationary on track.

    4.4 Pit Exit Line During Qualifying

    During qualifying, drivers on a flying lap have the priority over cars exiting the pits. Take care not to impede those on a flying lap when exiting the pit lane. Note that the priority is reversed for the race in which cars exiting the pits and cars on track are both required to leave space for each other and all other racing rules apply. Not observing these rules may result in qualifying warnings leading to a qualifying ban in a driver's next race.

    SECTION 5: Racing Rules

    While we want to maintain fair and clean racing, accidents will happen. We will not tolerate abusing a driver that makes a mistake. While the Stewards will see most incidents happening on track, and deal punishments through Real Penalty, they won’t catch everything. We have a Stewarding process to handle all un-caught incidents through the #Race-Control forum in Discord.

    While Discussion of these report threads is allowed in #Event-Chat, we will not accept excessive chatting inside of them.

    5.1 Overlap

    Overlap is defined by the front axle of the attacking car being alongside the rear axle of the defending car at the turn-in point of the defending car. This is not an exact science, so there is some leeway for drivers and Stewards to judge overlap.

    5.2 Overtaking

    In general, it is the responsibility of the car behind to choose a safe point to attempt an overtake, and to do so without causing an incident. Once the car behind establishes overlap, it becomes the responsibility of both drivers to avoid an incident. While cornering, the driver behind must have established overlap to the car in front at the lead driver's turn-in point for the corner before they should attempt an overtake. If there is no overlap at this point, the leading driver has the right to their racing line and does not need to leave space for the attacking driver. Any collision during an attempted overtake may be subject to a penalty. If a rear-end collision is predicted in a braking zone, it is recommended to aim for the outside of the corner to avoid contact. Note that the turn-in point is not the start of the braking zone; drivers can still out brake each other to establish overlap before turn-in.

    5.3 Overtaking and Violating Track Limits

    If an unfair advantage is gained from an off-track event, and an unfair advantage is gained from going off-track during an overtake (either as an attacker or defender), the position should be yielded to the other car, except if the off-track was made to avoid an incident. Stewards reserve the right to penalize keeping an unfair advantage from track limit violations.

    5.4 Defending on the Straights and Squeezing

    The car in front can choose any line they like to drive, as long as they are ahead of the car behind. However, they are only allowed to change direction once before the braking zone to defend, and can only defend one side of the road: either the inside, or the outside (i.e., weaving is not allowed). Any reactionary move to cut off the trajectory of cars behind after the first defensive move is made is construed as blocking and subject to penalties at the steward's discretion. After making the one defensive move, the lead car may return to the racing line before braking only if they are fully clear ahead of the car behind. The defending car is allowed to begin squeezing the attacking car as long as their front axle is still ahead of the attacking car. The defending car is required to leave at least one car's width of space when doing so. If the attacking car is run off of the road due to changes in the track, the fault will be given to the defending car for failure to leave room.

    5.5 Incidents During the Race/Failure to Hold Brakes/Unsafe Rejoins

    If a driver has totally lost control of their car in an incident, they are required to hold their brakes until control is regained and there is a sufficient gap to rejoin the racing line. The goal is to be as predictable as possible so other drivers do not cause additional incidents. If a driver is off-track, they must return to the track in a safe and predictable manner, and yield to cars that are on the racing line. More often than not, this means rejoining parallel to the track, off of the racing line. Unsafe rejoins and/or failure to hold brakes may result in a penalty at the discretion of the stewards.

    5.6 Avoiding Incidents

    Stewards will review incidents and assess whether or not more cars were indirectly involved. Actions such as forcing 3-wide, risky defending, and risky overtaking in the immediate vicinity of other cars can lead to such incidents. If cars that were indirectly involved are found to be at fault, they may be penalized by the stewards.

    5.7 Yellow Flags

    Under yellow flags, drivers are advised to drive cautiously and approach the incident prepared to reduce speed and take evasive action, if necessary. Stewards will penalize incidents caused under yellow flags more severely.

    5.8 Blue Flags

    In a race, a blue flag being shown means a car is about to lap a driver. When under blue flags, a driver is not allowed to defend from the lapping car when the lapping car makes an overtaking attempt. This does not mean the blue-flagged driver has to immediately slow down to let the lapping car through. Instead, it is up to the car behind to make a safe overtake, and for the lapped car to make sure they do not defend going into the next corner. Blue-flagged drivers should drive predictably and hold their line to avoid an incident with the lapping car. With that being said, it is still advised that blue-flagged drivers make it easy for lapping cars to pass them as this most often leads to the least amount of time lost for both cars. The best way to accomplish this is to lift while off of the racing line in the middle of the straight. Drivers must yield the position to the lapping car within one full lap starting at the first marshal post to wave blue flags, regardless of pit strategy.

    5.9 Unlapping

    Drivers are allowed to unlap themselves from cars that are laps ahead. Please only do so if you are confident that you are significantly faster than the car ahead and can pull away from them. After you have unlapped yourself, remember you are still not allowed to defend as long as there are blue flags.

    5.10 Pit Lane Etiquette

    Once cleared of the white line, drivers are free to race. Dotted white lines may be crossed freely. Incidents resulting from pit line infringements will be punished more severely. During qualifying sessions, drivers exiting the pits must not interfere with drivers currently running hot laps. During a race session, drivers leaving the pits have priority, therefore, must be left space by drivers on track. Ballerina is what you're looking for. Drivers are expected to adhere to pit lane limits at all times. Stewards may enforce pit entry/exit requirements during the race defined by failure to keep 4 wheels within the white lines on pit entry/exit. Drivers are not required to signal entering the pits (although it can be helpful at some circuits).

    SECTION 6: Real Penalty

    All of our in-race stewarding is done through the Real Penalty app (RP). It is a requirement to join our server and has a whole host of capabilities.

    6.1 Rolling Starts

    To get clean and fair starts, our races will begin with rolling starts. Usually, the grid will be split, behind two pace cars. Once you get onto the grid, you must not move until the car in front of you does. While doing the pace lap, you must keep the car in front outside of the Helicorsa radar (included with RP). This ensures equal spacing, and that no pileups happen.

    Near the end of the lap, the yellow safety car light will go out, this is your signal to get ready for race start. Please note, you must adhere to the speed limit displayed on screen until after the green light is shown. If you break the speed limit you will be served a Drive Through (DT) penalty. We recommend enabling the ‘Pit Limiter’ hotkey, which will ensure you stay on the 80kph speed limit.

    Once the green light is shown, and the race starts, you must not overtake until you pass the start/finish line.

    Note: At all times during the pace lap, you must remain in the grid formation.

    6.2 Full Course Yellow

    In the event of a large crash, the Full Course Yellow (FCY) will be initiated. Once the Full Course Yellow is enabled, there will be a countdown of 10 seconds. This is your opportunity to slow down to the speed limit (80 kph) and form a single file line.

    6.3 Safety Car

    Once a safety car is deployed, all cars can continue at a normal speed until they catch up with it. However, overtaking is strictly prohibited anywhere on the track. Once caught up to the safety car, you must remain in a single file lane. Once the safety car enters the pit lane, it is up to the leading car to dictate the pace. Much like the rolling starts, the racing must not resume until you cross the start/finish.

    SECTION 7: Infractions

    Penalties will be given out in two separate forms. During the race, you will receive penalties through Real Penalty, and afterwards, through Discord. Penalties may not be appealed. TSRB Championship will not tolerate on-track retaliation of any kind. Any on-track retaliation will result in a race disqualification or a one-race ban. Depending on the severity, it may be escalated up to an immediate ban from the league.

    7.1 Qualifying Penalties

    Qualifying penalties are noted separately from race penalties. Stewards may apply qualifying warnings which include, but are not limited to, pit exit infractions, hindering/impeding, overtaking, and causing a collision. Two qualifying warnings will result in a qualifying ban, but no penalty points are applied.

    7.2 Race Penalties

    No Further Action (NFA): When the stewarding team believes there to be no incident, or no need to apply a penalty onto a single driver (i.e.: a racing incident).

    Warning: The smallest penalty denomination that stewards may issue. Warnings may be issued to call attention to aggressive or unsafe driving behaviors such as excessive bump and runs, excessive weaving, moving under braking, etc. One penalty point will be issued for every two warnings awarded within the span of two races.

    Penalty Points (PP): For mild to severe infringement of the sporting regulations, the stewards will issue penalty point(s) against the infringing driver's License.

    Cut Penalties: During a race, you will be warned for cutting 3 times, via Real Penalty. These are automatic warnings. Upon your fourth cut, you will receive a Drive Through (DT) penalty. Once received, you will have 2 laps to drive through the pit lane. We recommend completing your DT as early as possible, as if you cross the start/finish when taking the DT on the final lap, Real Penalty may think you failed to complete it.

    Time Penalties: For mild to severe infringement of the sporting regulations, the stewards will issue time penalties that will be added to the total race time of the offending driver in the respective race.

    • NFA (No Further Action): No incident/Racing Incident.
    • Warning: For incidents that need to be pointed out, but not enough to warrant a penalty.
    • Warning +5s: For slightly more severe incidents that barely affected anyone else.
    • 10s: This penalty will be given for mistakes that cost other drivers any amount of time.
    • 20s: This penalty will be given for other driver(s) loss of positions/blatant disregard for racing regulations.
    • 30s: This penalty will be given for the most severe of incidents, before a total disqualification (DQ).
    • Drive Through (DT): Drive through, if failed to complete by the checkered flag, 20s will be added to final race time.

    7.2.1 Penalty Point Structure

    Penalty Points will be applied to a driver’s license for mild-to-severe infractions, at the Steward’s discretion. PPs can be applied for repeat offenses, or if the warranted penalty simply isn’t enough. Once a driver accrues 3 penalty points, they will receive a race ban. Penalty points will be calculated on a 6 race rolling basis. After the 6 races have been completed, the PP will be removed.

    7.2.2 Returning Position

    If a driver waits to return the position after causing an incident, the time penalty will be reduced by one tier. However, penalty points issued will remain the same.

    7.2.3 Lap One Incidents

    Lap 1 incidents be classified as L1REPORT in #Race-Control. It is encouraged to submit reports for lap 1 incidents because they often detrimentally affect the race outcome. All lap one incidents will have the penalty escalated by one tier because lap 1 incidents often detrimentally affect the race outcome. For severe cases, an additional penalty may be administered in the form of a 30s time penalty applied to the offending driver's race.

    SECTION 8: Team Management

    8.1 Managing your team

    Upon your team signing up, you will be entered into the TSRB Championship’s economy simulation. While managing your team budget isn’t required, and your team will stay afloat by itself, you can use it to gain some advantages.

    8.2 Money

    A new team will start with $1,000,000 in cash. Things such as entering the season, each race, developing a livery and signing new drivers will incur a cost. At the end of the season, the team will receive winnings based on their performance. These winnings can be increased by 15% for every driver that is signed up to the Patreon.

    8.3 Tax

    At the end of every season, tax will be placed on each team, with the percentage being based on their total balance after season winnings. After all the teams have been taxed, the sum will be totaled, and an equal amount will be sent out to all participating teams. This means the teams that didn’t perform so well will profit from the taxation, and wealth will be somewhat distributed.

    8.4 Purchases

    If you would like to buy one of the purchasables, send money to another team, etc. you can put your transaction in the #Team-Bidness channel. Once your transaction is complete, a staff member will react with a check mark, and you will be able to see your transaction on the ‘Recent Transactions’ section of the spreadsheet. If you would like to see an in-depth list of all transactions a team has made recently, you can view the Team Balances sheet.

    8.4.1 Purchase Timing

    If you would like to make any changes to your team, it must be done at least 24 hours before the race. After this point (8PM BST/GMT Saturday) it will be considered too late. Likewise, we urge you to test new changes before this point.

    8.4.2 Driver Swaps

    Each team is limited to 1x driver swap per season.

    8.5 Debt

    If a team goes into debt and is unable to afford the entry fees to the next season, it will be available for purchase. The price will be calculated by the amount of debt, and any assets or active investments they have. This will either be done on a first come, first served basis, or whomever the team principal would like to sell to. Once a team is purchased, the new principal will have full control. This is also applicable to teams that are not in debt.

    8.6 Limits of the economy

    Anything is possible within the economy system. Everything is for sale, you can transfer cash to other teams for any reason. The only limit is your imagination (and sometimes mischievousness). It is advised to take note from real business, or motorsport team’s practices to get the most out of it.

    If you would like to open a storefront or purchase something nobody is offering, you can do so in the #marketplace forum on the Discord.

    APPENDIX A: Changelog

    09/09/24

    -Weather forecasts updated (3.6)

    -Added information about team names (3.1.3)

    -Added rules about custom liveries (3.1.4)

    -Added rules about flashing headlights in order to distract drivers. (3.1.4)

    -Added rules about sister teams (3.1.5)

    03/09/24

    -Drivers will now no longer recieve an extra penalty point if they recieve multiple penalty points during a race. (7.2.1)

    -Penalty system reworked, can now be found on the budgets spreadsheet.

    -Made lap requirements more concise. (3.5.1)

    -Appended Rolling Starts section with formation rules (6.1)

    -Explained weather forecasts (3.6)