2022 s e ri e s re g ul at i o ns
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VSCA SPORTSCAR CHAMPIONSHIP
Series Regulations
- 2022 Season -
Document Version: 2022.04.03
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TABLE OF CONTENTS
1. INTRODUCTION ................................................................................................. 8
1.1. INTENT & GOAL OF VSCA .......................................................................... 8
1.2. SOFTWARE EXPLOITATIONS INTEGRITY ................................................. 9
1.3. PERSONAL CONDUCT POLICY .................................................................. 9
2. DEFINITIONS .................................................................................................... 10
2.1. EVENT ........................................................................................................ 10
2.2. RACE BULLETIN ........................................................................................ 10
2.3. ENTRY ........................................................................................................ 10
2.4. TEAM .......................................................................................................... 10
2.5. TEAM MANAGER ....................................................................................... 10
2.6. LEAGUE ADMINS ....................................................................................... 10
2.7. PARTICIPANTS .......................................................................................... 10
3. CHAMPIONSHIPS & SCHEDULE .................................................................... 11
3.1. GENERAL ................................................................................................... 11
3.2. SPORTSCAR CHAMPIONSHIP .................................................................. 11
3.3. ENDURANCE CUP ..................................................................................... 11
3.4. SPRINT CUP ............................................................................................... 11
3.5. SCHEDULE ................................................................................................. 11
4. REGISTRATION & ATTENDANCE .................................................................. 12
4.1. TEAMS ........................................................................................................ 12
4.1.1. Right of Refusal ................................................................................. 12
4.1.2. Team Name & Team Logo Restrictions ............................................. 12
4.1.3. Registration & Team Profile Information ............................................ 13
4.1.4. Restriction on number of cars per Team ............................................ 13
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4.1.5. Restriction on car changes ................................................................ 13
4.1.6. Restriction on number of Drivers per Team ....................................... 14
4.1.7. Requirement of a Team Manager per Team ...................................... 14
4.2. DRIVERS .................................................................................................... 14
4.2.1. Right of Refusal ................................................................................. 14
4.2.2. Registration & Driver Profile Information ............................................ 14
4.2.3. Drivers joining Teams ........................................................................ 15
4.2.4. Drivers changing Teams .................................................................... 15
4.2.5. Drivers changing between Entries of a Team .................................... 15
4.2.6. Drivers sharing one iRacing Account ................................................. 15
4.2.7. Minimum Age ..................................................................................... 16
4.2.8. Language Requirements ................................................................... 16
4.3. CAR NUMBERS .......................................................................................... 16
4.4. ENTRY REGISTRATION ............................................................................ 16
4.5. SERIES GRID ............................................................................................. 17
4.6. RESERVE LIST ........................................................................................... 18
4.7. ENTRY FEE PAYMENT .............................................................................. 18
4.7.1. Intent and Purpose of the Entry Fee .................................................. 18
4.7.2. Entry Fees ......................................................................................... 18
4.7.3. Payment Deadline ............................................................................. 19
4.7.4. Refunds & Refund Deadline .............................................................. 19
4.7.5. How to pay the Entry Fee via PayPal ................................................ 20
4.8. RACE ATTENDANCE ................................................................................. 21
5. CLASSES & CARS ........................................................................................... 21
5.1. MAXIMUM AND MINIMUM GRID SIZE ....................................................... 21
5.2. P2 CLASS ................................................................................................... 21
5.2.1. Cars & Balance of Performance ........................................................ 21
5.2.2. Class Color Codes ............................................................................. 22
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5.3. GT3 CLASS ................................................................................................. 22
5.3.1. Cars & Balance of Performance ........................................................ 22
5.3.2. Class Color Codes ............................................................................. 22
6. TEAM DESIGN REGULATIONS ...................................................................... 23
6.1. GENERAL REQUIREMENTS & SUBMIT DEADLINE ................................. 23
6.2. COPYRIGHT & INTELECTUAL PROPTERTY ............................................ 23
6.3. PROHIBITED MATERIAL ............................................................................ 23
6.4. VSCA SERIES DECALS ............................................................................. 24
6.4.1. Decals in Decal Set ZIP File .............................................................. 24
6.5. CAR SPECIFIC DESIGN REQUIREMENTS ............................................... 26
6.5.1. Requirements for All Cars .................................................................. 26
6.5.2. Requirements for Dallara P217 ......................................................... 28
6.5.3. Requirements for all GT3 Cars .......................................................... 29
6.6. SPEC MAPS ............................................................................................... 29
6.7. SUITS AND HELMETS ............................................................................... 29
6.8. TRADING PAINTS NOT USED IN VSCA .................................................... 29
6.9. DESIGN PACKS USED IN VSCA ............................................................... 29
6.9.1. How Design Packs work .................................................................... 30
6.9.2. How to install & use a Design Pack ................................................... 31
6.10. TEAM DESIGNS SUBMISSION PROCESS ............................................... 33
6.10.1. Deadline to submit Team Designs ..................................................... 33
6.10.2. Uploading Team Designs via Competitors Paddock .......................... 34
7. SCORING REQUIREMENTS ............................................................................ 35
7.1. DRIVE TIME CALCULATION ...................................................................... 35
7.2. DRIVE TIME / MIN LAPS REQUIREMENTS .............................................. 35
7.2.1. Endurance Events ............................................................................. 35
7.2.2. Sprint Events ..................................................................................... 35
7.3. DRIVER & ENTRY IRATING REQUIREMENTS ......................................... 36
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7.4. DRIVER IRACING LICENSE REQUIREMENTS ......................................... 36
7.5. NUMBER OF DRIVERS PER CAR ............................................................. 36
7.6. MINIMUM RACE LAPS REQUIREMENT .................................................... 36
7.7. SERVER REGISTRATION REQUIREMENTS ............................................ 37
7.7.1. Penalty for usage of incorrect car ...................................................... 37
7.7.2. Penalty for usage of incorrect car number ......................................... 37
7.7.3. Penalty for usage of incorrect iRacing Team ID ................................ 37
7.7.4. Penalty for usage of incorrect Entry / iRacing Team Name ............... 38
7.7.5. Penalty for usage of invalid Driver/s .................................................. 38
7.7.6. Penalty for usage of incorrect car number color ................................ 38
8. POINTS SYSTEM ............................................................................................. 38
8.1. SPORTSCAR CHAMPIONSHIP .................................................................. 38
8.2. ENDURANCE CUP ..................................................................................... 39
8.3. SPRINT CUP ............................................................................................... 39
8.4. BONUS POINTS ......................................................................................... 40
9. SESSION SETUP ............................................................................................. 40
10. COMMUNICATION ........................................................................................... 41
10.1. VSCA DISCORD SERVER ......................................................................... 41
10.2. IRACING VOICE CHAT ............................................................................... 42
10.3. IRACING TEXT CHAT ................................................................................. 42
10.4. E-MAIL ........................................................................................................ 42
11. PRE-RACE PROCEDURES ............................................................................. 43
11.1. RACE BULLETIN ........................................................................................ 43
11.2. PRACTICE SESSIONS ............................................................................... 43
11.3. WARMUP .................................................................................................... 44
11.4. QUALIFYING ............................................................................................... 44
11.4.1. Setup ................................................................................................. 44
11.4.2. Requirements .................................................................................... 44
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11.4.3. 24 Hours of Daytona Qualifying ......................................................... 45
12. SPORTING CODE ............................................................................................ 45
12.1. A MESSAGE FROM THE ORGANIZERS ................................................... 45
12.2. DEFINITIONS .............................................................................................. 45
12.2.1. Physical Overlap ................................................................................ 45
12.2.2. Corner ................................................................................................ 47
12.2.3. Turn-in Point ...................................................................................... 47
12.2.4. Racing Surface .................................................................................. 47
12.2.5. Racing Line ........................................................................................ 47
12.2.6. Netcode / Ghost Contact ................................................................... 48
12.3. RACE STARTS ........................................................................................... 48
12.3.1. Green Flag ......................................................................................... 48
12.3.2. Required Gaps .................................................................................. 48
12.3.3. Minimum Speed ................................................................................. 49
12.3.4. Lagging behind, Check-ups and Failure to Accelerate ...................... 49
12.3.5. Side-by-Side Limitations .................................................................... 49
12.3.6. Gaps between Classes and the Safety Car ....................................... 49
12.4. LIVE RACE CONTROL & INCIDENT REPORTING .................................... 49
12.4.1. Live Race Control .............................................................................. 49
12.4.2. Incident Reporting .............................................................................. 50
12.4.3. Penalties ............................................................................................ 51
12.4.4. Car Contact Repeat Offender ............................................................ 51
12.4.5. Incident Limit ..................................................................................... 52
12.5. MULTIPLE CARS AT THE SAME POINT ON TRACK ................................ 52
12.5.1. General Guidelines ............................................................................ 52
12.5.2. Multi-Class Passing Responsibility .................................................... 53
12.5.3. Racing Room ..................................................................................... 54
12.5.4. Situational Illustrations & Race Control Guidelines ............................ 56
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12.5.5. Through Corners, Same Class .......................................................... 58
12.5.6. Situational Illustrations & Race Control Guidelines ............................ 59
12.5.7. Corner Entry, Mid Corner & Corner Exit ............................................ 65
12.5.8. Situational Illustrations & Race Control Guidelines ............................ 66
12.5.9. High-Risk Corners ............................................................................. 69
12.5.10. Blue Flags Within the Same Class ..................................................... 70
12.6. GIVE AND TAKE IN MULTI-CLASS RACING ............................................. 70
12.7. REJOINING THE RACING SURFACE ........................................................ 71
12.8. TRACK LIMITS ............................................................................................ 71
12.9. FULL COURSE YELLOWS ......................................................................... 71
APPENDIX A: EMERGENCY FULL COURSE YELLOW PROCEDURES .............. 73
A1: ANNOUNCEMENT ......................................................................................... 73
A2: PACING .......................................................................................................... 73
A3: FIRST WAVE-BYS ......................................................................................... 73
A4: PIT LANE & PIT STOPS ................................................................................. 74
A5: SECOND WAVE-BYS .................................................................................... 74
A6: END OF LINE PENALTIES ............................................................................ 74
A7: RACE RESTART ............................................................................................ 74
APPENDIX B: MODIFIED FULL COURSE YELLOW PROCEDURES (PRIMARY VERSION USED) ..................................................................................................... 76
B1: ANNOUNCEMENT ......................................................................................... 76
B2: FCY STAGING AREA ..................................................................................... 76
B3: FIRST WAVE-BYS ......................................................................................... 81
B4: PIT LANE & PIT STOPS ................................................................................. 81
B5: SECOND WAVE-BYS .................................................................................... 83
B6: RACE RESTART ............................................................................................ 83
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1. INTRODUCTION
1.1. INTENT & GOAL OF VSCA Virtual Sports Car Association (VSCA) set out to provide a realistic and fun league for
all participants and League Admins. Our goal as League Admins and your goal as
participants is to create an environment that is similar to local club racing: a place
where motorsport enthusiasts come to race in a collaborative and
gentlemanly/gentlewomanly fashion.
Since at the end of the day we are all amateurs and race on iRacing as a hobby, we
try to foster an environment of close, competitive, and clean racing without avoidable
car-to-car contact and a community free of toxicity, where everybody is respected on
and off the track.
Additionally, it is the goal of VSCA to offer a league experience with the highest
possible level of immersion and realism, to emulate a real-life racing series. The
VSCA SportsCar Championship in particular is designed to emulate the IMSA
WeatherTech Sports Car Championship as closely as possible. Regulations and
procedures are designed with this in mind.
All Participants are required to always adhere to these regulations.
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1.2. SOFTWARE EXPLOITATIONS INTEGRITY As VSCA focuses on fostering a gentlemanly/gentlewomanly environment with
sportsmanship and integrity amongst competitors, any action that would not be seen
in real life competition but is found in sim racing and used specifically to exploit the
software is subject to being penalized at Race Control and/or League Organizers
discretion with a warning at first, then a minimum of a 1 lap Stop & Hold up to
removal from the league.
The following, however not limited to, are examples of Software Exploitations.
• Not using the pit limiter and/or rapidly changing gears while on pit lane is trying
to exploit the iRacing software, would violate VSCA's Software Exploitations
Integrity, and is subject to penalties.
• Not staying in the fast lane (the pit lane facing to the track) for as long as
possible before and after a pit stop. Additionally, driving through multiple pit
stalls before coming into your pit is trying to exploit the iRacing software of
ghost cars, would violate VSCA's Software Exploitations Integrity, and is
subject to penalties.
1.3. PERSONAL CONDUCT POLICY By participating in this league, you agree to comply with the rules set forth in this
document and the iRacing Sporting Code. If you have a problem with any Rules or
Regulations, please reach out to League Admins privately.
All Participants shall conduct themselves in a manner that keeps in mind that we are
not professional drivers making a living sim-racing. League Admins and Participants
are all amateurs and here for fun and entertainment purposes. As we are all
amateurs, Participants trying and/or succeeding in exploiting loopholes within the
rules will be penalized. If you are unsure or need clarification on any rules, please
ask.
Every effort will be made by the League Admins to implement these Rules and
operate the events in a manner that is fun and fair for all Participants.
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Participants may not call out another Participant in the League Discord Channel, in-
race voice, in-race text, or through private messages. Calling out another Participant
will result in a penalty. If you have a problem with another Participant, please bring it
up to League Admins.
Abusive conduct toward a League Admin or another participant is prohibited and may
result in disqualification from a race, loss of championship points, or banishment from
the League.
2. DEFINITIONS
2.1. EVENT is any session (practice, qualifying, and/or race) put on by the league
2.2. RACE BULLETIN is the official document sent out by the League Admins prior to each event
2.3. ENTRY is one car entered by a Team with the required minimum of drivers, that runs in a
race or championship
2.4. TEAM is the managing entity entering one or more entries into the series such as Wayne
Taylor Racing or Turner Motorsports from IMSA.
2.5. TEAM MANAGER is the person who oversees and runs a Team within the league
2.6. LEAGUE ADMINS are the people who oversee all of the league activities
2.7. PARTICIPANTS is any driver, spotter, or team manager that participates in a league event
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3. CHAMPIONSHIPS & SCHEDULE
3.1. GENERAL There will be a Driver, Team, & Manufacture (only applicable for classes with multiple
manufactures) championship for each of the Championships listed below. No drop
weeks will be granted.
3.2. SPORTSCAR CHAMPIONSHIP The overall series championship that includes all races in the season. Every car that
participates will be included in this championship.
3.3. ENDURANCE CUP This championship includes only the Endurance races in
the season at Daytona, Sebring, Watkins Glen and
Road Atlanta.
Every car that participates in the Endurance races will
be included in this championship.
3.4. SPRINT CUP This championship includes only the sprint races in
the season at Laguna Seca, Mid-Ohio, CMTP and
Road America.
Every car that participates in the Sprint races will
be included in this championship.
3.5. SCHEDULE The 2022 SportsCar Championship schedule, including dates, championships, and
race lengths. Endurance Cup events will be run on the same date as the iRacing
special events of the same race.
Please note: All Endurance Cup event dates are subject to change, depending on
changes to the 2022 iRacing Special Events Calendar. The Endurance Cup races
WILL run on the same date as the respective iRacing Special Event.
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Example: The 24 Hours of Daytona runs on the same date as the iRacing 24 Hours
of Daytona
Date Race Start* Event Track (Layout)
Jan 22, 2022 1500 GMT 24 Hours of Daytona (E) Duration: 24 Hours
Daytona (Road Course)
Mar 26, 2022 1400 GMT 12 Hours of Sebring (E) Duration: 12 Hours
Sebring (International)
Apr 23, 2022 1600 GMT Monterey Sports Car Challenge (S) Duration: 2 Hours 40 Minutes
Laguna Seca (Full Course)
May 21, 2022 1600 GMT VSCA Sports Car Challenge at Mid-Ohio (S) Duration: 2 Hours 40 Minutes
Mid-Ohio (Full Course)
Jun 18, 2022 1600 GMT 6 Hours of the Glen (E) Duration: 6 Hours
Watkins Glen (Boot)
Jul 9, 2022 1600 GMT Canadian Sports Car Challenge (S) Duration: 2 Hours 40 Minutes
Canadian Tire Motorsport Park
Aug 13, 2022 1600 GMT Elkhart Lake Sports Car Challenge (S) Duration: 2 Hours 40 Minutes
Road America (Full Course)
Oct 8, 2022 1400 GMT Petit Le Mans (E) Duration: 10 Hours
Road Atlanta (Full Course)
* All start times are green flag / race start times
(E) = Endurance Cup event
(S) = Sprint Cup event
4. REGISTRATION & ATTENDANCE
4.1. TEAMS 4.1.1. Right of Refusal League Admins may refuse, suspend, or revoke a Team Manager or Team’s
membership in the League at any time.
4.1.2. Team Name & Team Logo Restrictions Team names are not allowed to have any of the following:
• Sexual or profane references
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• Promotes any product restricted by law to minors (i.e., Tobacco, Cannabis,
Knives, Alcohol etc.) either directly or indirectly.
• Political messages, affiliations, etc. regardless of intent.
• Suggest, emulate or imply jokes/parody or vulgar language
4.1.3. Registration & Team Profile Information Teams have to be registered by a Team Manager. Like any VSCA member, Team
Managers will be required to apply for a VSCA membership first at
https://www.vscaracing.com/register/.
During this process, the Team Manager will automatically create a personal account
for the VSCA Competitors Paddock.
In the VSCA Competitors Paddock, the Team Manager can register his Team
Organization by clicking on “Register Team” and following the instructions.
Privacy Policy: VSCA takes the privacy of all its members very seriously. All
personal data that VSCA is requesting during the registration process is subject to
the VSCA Privacy Policy as described in the VSCA Privacy Policy and will NOT be
sold to any third party at any point.
Important: “Team registration” is about the registration of the Team Organization by
the Team Manager. After the Team Registration has been approved by VSCA, the
Team Manager may proceed to register one or multiple Entries in a VSCA series
through the “Entry registration” process, as described in chapter 4.4 “Entries
Registration & Entry Fees” of these series regulations.
4.1.4. Restriction on number of cars per Team A Team can enter a maximum of 3 cars total with a maximum of 2 cars in a single
class.
4.1.5. Restriction on car changes All cars entered in the same class by a Team, must be the same car Manufacturer
and Model.
A team may change an entry’s car one time. To change the car of an entry, the Team
Manager has to send an email to admin@vscaracing.com before the deadline (14
days before the first scheduled race of the entry).
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The team manager has to provide an updated car design for the new car, by the
same deadline (14 days before the first scheduled race of the entry).
Once an entry has made its first start, the team manager may no longer change the
car. Exceptions may apply when/if VSCA introduces new car models in-season.
4.1.6. Restriction on number of Drivers per Team There is no restriction on the number of Drivers that a Team may use over the course
of the season.
4.1.7. Requirement of a Team Manager per Team Each team is required to have a Team Manager that is responsible for the Team’s
Entry registrations and attendance as per chapter 4.4. “Entries Registration & Entry
Fees” of these series regulations.
4.2. DRIVERS 4.2.1. Right of Refusal League Admins may refuse, suspend, or revoke a Driver’s membership in the
League at any time.
4.2.2. Registration & Driver Profile Information Like any VSCA member, Drivers will be required to apply for a VSCA membership.
For this, a Driver will need to go to www.vscaracing.com/register/ and complete the
registration process, which includes the requirement to also register on the VSCA
Discord Server with the same first and last name used in their website registration.
Their registration will then be reviewed by VSCA.
If VSCA approves the membership registration, the Driver becomes an official
member of VSCA.
For as long as a Driver did not register on the VSCA Discord Server their VSCA
membership will not be approved.
The following information will be required during the registration process:
• Full First and Last Name
• iRacing ID
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For the Driver profile page & news articles VSCA also requires:
• Nationality (so the driver’s country flag can be displayed)
• Hometown
• Age
• A profile photo (optional, but strongly encouraged)
Privacy Policy: VSCA takes the privacy of all its members very seriously. All
personal data provided to VSCA is subject to the VSCA Privacy Policy and will NOT
be sold to any third party at any point.
4.2.3. Drivers joining Teams Drivers must register with VSCA first as described in chapter 4.2.2. and must be
approved by VSCA. When a Driver has been approved by VSCA, a Team Manager
can add the Driver to their Team via the VSCA Competitors Paddock by clicking on
the menu item “Manage Team” => “Team Drivers”
4.2.4. Drivers changing Teams In the event that a Driver changes Teams, the old Team Manager will be required to
remove the Driver from their Team via the VSCA Competitors Paddock by clicking on
the menu item “Manage Team” => “Team Drivers” and then clicking the button
“Remove Driver” next to the driver in question.
After this step is complete, the Driver will now be available to be added by the new
Team Manager via the menu item “Manage Team” => “Team Drivers”.
League Admins reserve the right to veto any driver changes at any time.
4.2.5. Drivers changing between Entries of a Team Drivers can race in any of the Team’s cars/entries at any point during the season, as
long as the iRating requirements are met as specified in chapter 7.4.
4.2.6. Drivers sharing one iRacing Account Drivers sharing one iRacing Account is prohibited. Every Driver must use their own
iRacing account when they connect to any VSCA event or session.
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4.2.7. Minimum Age In order to compete in the SportsCar Championship, Drivers are required to be 16
years or older at the time of their first race start.
4.2.8. Language Requirements Drivers are required to speak and understand English well enough, to be able to
follow text-based and voice chat-based instructions of the Admins and to read and
fully understand rules and regulations set forth by the league.
4.3. CAR NUMBERS Car numbers are granted by the Admins on a first come, first serve basis. The only
restrictions are as follows:
• Car number #1 is reserved for the previous season’s champion in the
Prototype class
• Car numbers cannot lead with a 0 or 00 (for example 0## or 00#)
4.4. ENTRY REGISTRATION Entries must be registered by the Team Manager. The Team Manager’s VSCA
membership and his Team must both have completed the membership and team
registration process as described in chapter 4.1.2. of these series regulations and
must be approved by VSCA.
The Team Manager can register a new Entry for their Team in the VSCA Competitors
Paddock by clicking on the menu item “Manage Team” => “Team Series Entries”.
During the Entry Registration process, the Team Manager must decide between
• the full SportsCar Championship season (all 8 races),
• the Sprint Cup (Laguna Seca, Mid-Ohio, CTMP and Road America),
• the Endurance Cup (Daytona, Sebring, Watkins Glen and Road Atlanta), or
• a Single-Race Entry
To request changes of an existing Entry, the Team Manager will need to send an
email to admin@vscaracing.com. This functionality may be available in the VSCA
Competitors Paddock in the future.
The following information is required during the Entry registration process:
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Important: The Name of the Entry must meet the same requirements as the Team
name as per chapter 4.1.2
• Name of the Entry (e.g., “Chip-Ganassi Racing #45”, “Pegasus Racing Blue”,
etc.) – Note: See restrictions as per chapter 4.1.2
• iRacing Team ID
• Class
• Car Model (Entries of a Team in the same class, must use the same Car
Model)
• Car Number - Note: See restrictions as per chapter 0
• Entry Type
o Full Season
o Endurance Cup
o Sprint Cup or
o Single-Race Entry
4.5. SERIES GRID Grid spots will primarily be granted by VSCA in the following priority order:
• Full Season SportsCar Championship Entries
• Sprint Cup & Endurance Cup Entries
• Single Event Entries
and secondarily by Date of Payment.
Example #1: A full-season entry will be prioritized over a Sprint Cup entry.
Example #2: Among two full-season entries competing for a grid spot, the one with
the earlier payment date will get the grid spot.
Important note: Teams must be approved, Entries must be approved and each
Entry’s Entry Fee must be fully paid in order to be eligible for a spot on the series
grid.
Important note: All Drivers of a Team must be registered on the VSCA Discord
Server 14 days before the next scheduled race, otherwise the Team is risking
demotion of its Entries to the Reserve List.
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4.6. RESERVE LIST In the event of a full grid, any excess Entries will be placed on a Reserve List for their
class. If there is a Reserve List and there is a new registration during the season,
they will be placed at the bottom of the reserve list.
Reserve list spots will primarily be granted by VSCA in the following priority order:
• Full Season SportsCar Championship Entries
• Sprint Cup & Endurance Cup Entries
• Single Event Entries
and secondarily by Date of Payment.
Example #1: A full-season entry will be prioritized over a Sprint Cup entry.
Example #2: Among two full-season entries competing for a reserve list spot, the one
with the earlier payment date will get the higher reserve list spot.
Important note: Teams must be approved, Entries must be approved and each
Entry’s Entry Fee must be fully paid in order to be eligible for a spot on the reserve
list.
4.7. ENTRY FEE PAYMENT 4.7.1. Intent and Purpose of the Entry Fee While a VSCA Membership is completely free, VSCA will charge an Entry Fee for
each Series Entry of a Team. The purpose of the Entry Fee is to help VSCA cover
expenses of running league operations and to pay third-party service providers (e.g.,
live race control etc.).
VSCA operates as a non-profit organization without the intent of financial gain. All
VSCA finances are exclusively bound to a non-personal PayPal account.
4.7.2. Entry Fees The Entry fees are per car entered:
• Full Season SportsCar Championship (8 races) USD $34
• Endurance Cup Events Only (4 races) USD $24
• Sprint Cup Events Only (4 races) USD $10
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For single event entries, the entry fee will vary depending on the race length. Here
are the entry fees for each race:
• Daytona (24H) USD $10
• Sebring International (12H) USD $6
• Laguna Seca (2H40M) USD $2.50
• Mid-Ohio (2H40M) USD $2.50
• Watkins Glen (6H) USD $3
• Canadian Tire Motorsport Park (2H40M) USD $2.50
• Road America (2H40M) USD $2.50
• Road Atlanta (10H) USD $5
4.7.3. Payment Deadline The Entry Fee has to be paid in full before the payment deadline. The payment
deadline is two weeks before the first scheduled race of the Entry.
Example: A full-season 2022 SportsCar Championship Entry that was registered
before the start of the season, will need to be paid by January 8, 2022 because the
first scheduled race of the Entry is the 24 Hours of Daytona on January 22, 2022.
Example: A 2022 Sprint Cup Entry that was registered in February, will need to be
paid by April 2, 2022 because the first scheduled race of the Entry is the Monterey
Sports Car Challenge at Laguna Seca on April 16, 2022.
Important note: An Entry has to be paid in full, before it can earn a chance to be
added to the grid of the series or reserve list. However, paying the Entry Fee does
NOT guarantee a grid spot. If your Entry does not make the series grid, it will be
placed on the Reserve List.
4.7.4. Refunds & Refund Deadline An Entry is eligible for a full refund until the payment deadline, which is two races
before the first scheduled race of the Entry.
If the Entry was ever upgraded to status "Confirmed for Grid", the Entry is
automatically no longer eligible for a refund.
If the Entry was upgraded to status "On Reserve List", the Entry is still eligible for a
full refund before the first scheduled race of the Entry. Every race that the Entry was
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scheduled to participate in, but remained on "On Reserve List" status, makes the
Entry eligible for a refund in the amount of that race's single-race Entry Fee.
Example: If a full-season Entry missed the 24 Hours of Daytona while on the Reserve
List, the Entry is eligible for a $10 refund before the 12 Hours of Sebring.
If the Team Manager decides to withdraw an Entry that was never promoted from the
reserve list to the active series grid, that Entry is eligible for a full refund. After the
refund was issued, the Entry status will be downgraded from "On Reserve List" to
"Approved" and will be removed from the reserve list.
Refunds must be requested by the Team Manager via email to
admin@vscaracing.com and in accordance of the above regulations
4.7.5. How to pay the Entry Fee via PayPal Caution: Please read this section very carefully and to the end, before you make any
payments! In case of any doubts or uncertainty, please contact the VSCA
Administration team first, via email at admin@vscaracing.com.
All Entry Fees must be paid in full via PayPal to admin@vscaracing.com. VSCA will
not accept any other ways of payment.
Please use the “Send money to a friend or family member” option, to avoid a
payment fee deduction. If you do not find this option, PayPal may call the option
“Send money to someone you trust” instead.
Important note regarding PayPal Brazil
PayPal Brazil does not allow personal payments. If your PayPal account is based in
Brazil, please have a team member or trusted person with an international PayPal
account send the PayPal transaction.
Important note: VSCA will NOT cover any potential payment fees. If your
transaction includes a payment fee or currency conversion fee or any other type of
fee, it is your responsibility to ensure VSCA receives the correct Entry Fee amount.
Important note: In the comments/notes of the PayPal transaction, you are required
to add the VSCA Entry ID or the Team Name and Car number. Any Entry Fee
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payment without a clear PayPal transaction note/comment indicating which Entry it is for, will be rejected/sent back.
It is possible to pay multiple Entries in one payment, however it is preferred by VSCA
to receive one payment per Entry.
4.8. RACE ATTENDANCE No Attendance Form has to be filled out on a race-by-race basis. The initial Entry
Registration by the Team Manager via the Competitors Paddock, before the first race
of the Entry serves as confirmation which championship or single-race event an Entry
intends to compete in.
Any Entry that does not show up for a race that it was scheduled to attend as per the
Entry Registration, will be moved to the bottom of the reserve list and replaced by the
first available entry on the reserve list for their class.
5. CLASSES & CARS
5.1. MAXIMUM AND MINIMUM GRID SIZE The maximum grid size for any SportsCar Championship event is 55.
The maximum grid size for the P2 class is 22 cars.
The maximum grid size for the GT3 class is 33 cars.
If fewer than 20 cars total or 5 cars in one class show up on race day, VSCA
reserves the right to cancel the race.
5.2. P2 CLASS 5.2.1. Cars & Balance of Performance The below is the standard season Balance of Performance. However, the Balance of
Performance is subject to change for specific events. Any Balance of Performance
changes will be included in the Race Bulletin.
Car Weight Penalty Power Penalty Fuel Capacity
Dallara P217 -- -- 100%
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5.2.2. Class Color Codes The class will be identified by the following color codes on the VSCA Series Decals
on the car designs, standings, live scoring, websites, graphics, etc.
Property HEX RGB
Background Color 3A53A7 58, 83, 167
Font Color FFFFFF 255, 255, 255
5.3. GT3 CLASS 5.3.1. Cars & Balance of Performance The below is the standard season Balance of Performance. However, the Balance of
Performance is subject to change for specific events. Any Balance of Performance
changes will be included in the Race Bulletin.
Car Weight Penalty Power Penalty Fuel Capacity
Audi R8 LMS GT3 -- -- 100%
BMW M4 GT3 -- -- 100%
Ferrari 488 GT3 Evo -- -- 100%
Lamborghini Huracán GT3 Evo -- -- 100%
McLaren MP4-12C GT3 -- -- 100%
Mercedes AMG GT3 -- -- 100%
Porsche 911 GT3 R -- -- 100%
5.3.2. Class Color Codes The class will be identified by the following color codes on the VSCA Series Decals
on the car designs, standings, live scoring, websites, graphics, etc.
Property HEX RGB
Background Color 00B24E 0, 178, 78
Font Color FFFFFF 255, 255, 255
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6. TEAM DESIGN REGULATIONS
6.1. GENERAL REQUIREMENTS & SUBMIT DEADLINE Team Managers are required to submit custom car designs for all their Team’s
Entries that are on the active series grid or reserve list before the deadline, otherwise
the Entry will not be allowed to compete.
Custom Spec Maps, Team Suits and Driver Helmet Designs are optional.
The process, how to submit car designs, spec maps, team suits and driver helmet
designs is detailed in section 13.10 of these regulations.
6.2. COPYRIGHT & INTELECTUAL PROPTERTY All Teams/Drivers must be able to supply express written consent to the league at
any time for any logos, sponsors, and design used in designs with the following
exceptions:
• Custom logos and other artwork created specifically by/for the team/driver
• Logos and other artwork already licensed by iRacing, league partners and/or
considered to be public domain.
6.3. PROHIBITED MATERIAL Regardless of consent, the logo(s) or materials on a car which falls under any of the
following are not allowed:
• Sexual or profane images
• Represents a competing product to iRacing (i.e., rFactor, Automobilista,
Assetto Corsa, etc.)
• Incorrect manufactures (i.e., Ferrari Logo on a Porsche etc.)
• Promotes any product restricted by law to minors (i.e., Tobacco, Cannabis,
Knives, Alcohol etc.) either directly or indirectly.
• Political messages, affiliations, etc. regardless of intent.
• ‘Parodies’ of logos/intellectual property.
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6.4. VSCA SERIES DECALS VSCA requires specific decals and number panels to be placed on all cars competing
in the 2022 SportsCar Championship. All designs must be submitted with the VSCA
Series Decals.
All required decals will be provided to teams and can be downloaded to a zip file
through either the “Manage Team” section for Team Managers or the “Designs”
page. Within the zip file, there will be numerous decals and templates which will be
described in more detail below. Any and all decals provided cannot be altered in size,
shape, color, etc. The only alterations allowed to the decals are the positioning on the
car (if allowed for specific decals) and the angle or “tilt” of the decals.
Each entry will have a unique set of decals to download that are specific to that entry.
Example: If a team has two BMW M4 GT3 entries (car #4 and car #5), the decals you
download for car #4 cannot be used for car #5 and vice versa.
6.4.1. Decals in Decal Set ZIP File 6.4.1.1. Class Logo The class logo for the Entry’s class.
6.4.1.2. Decal Location Template A color-coded template to overlay on your design. The colors on the template
correlate to specific VSCA requirements for locations of specific decals. Do not
include this layer on your design when submitting.
6.4.1.3. GRID Logo The GRID logo, the Pole Award sponsor for the 2022 SportsCar Championship
Season.
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6.4.1.4. JRT Logo The logo of JRT (Joel Real Timing), the official timing & live scoring partner of VSCA.
6.4.1.5. VSCA Default Template A template layer showing the default positions of the decals.
6.4.1.6. VSCA Mandatory A layer which will have various other decals (such as the wing end plate, window
banner, VSCA logo, etc.) and is required to be included with the design. This layer
cannot be altered in any way, including the position of any decals within the layer.
6.4.1.7. SportsCar Championship Logo The VSCA SportsCar Championship logo for Dallara P217 only
6.4.1.8. Endurance/Sprint Cup Logo Either the VSCA Endurance or Sprint Cup logo depending on the specific entry, for
Dallara P217 only
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6.5. CAR SPECIFIC DESIGN REQUIREMENTS In addition to what is presented below, League Organizers have to approve the
placement of all decals.
6.5.1. Requirements for All Cars 6.5.1.1. Class Logo
• Requirements:
o One on the left side, placed inside the purple box on the
Decal Location Template,
o One on the right side, placed inside the purple box on the
Decal Location Template.
o For all GT3 cars, one on the rear bumper, placed inside the green box
on the Decal Location Template,
• All must remain level to the ground meaning no angle or “tilt” is allowed.
6.5.1.2. GRID Logo
• Four are required on each corner, one inside each of the yellow boxes on the
Decal Location Template.
• The Grid logos are in a fixed position on the rear of the Audi R8 LMS GT3,
BMW M4 GT3, Lamborghini Huracán GT3 Evo, and the front of the Mercedes
AMG GT3
• Logos cannot be covered by the front dive planes, cutouts in body panels, etc.
6.5.1.3. JRT Logo • Two are required:
o One on the left side, placed inside the purple box on the Decal Location Template.
o One on the right side, placed inside the purple box on the Decal Location Template.
• Both must remain level to the ground meaning no angle or “tilt” is allowed.
6.5.1.4. VSCA Mandatory • Must be included within the design.
• Cannot be altered in any way, including the position of any decals within the
layer.
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6.5.1.5. IMSA Branding
• Within the Decal Location Template, two specific items to take into
consideration with your design:
o Black Box with a red “X”: Location of the IMSA Position Panel. Do not
put any decal in that position as it will be blocked
o Pink Box; iRacing IMSA number positions for the rear and/or pit box
6.5.1.6. Rear and Pit Board Number
• Inside the iRacing UI team paint shop, the car number color must be set to a
color that is contrasting the car’s / pit board’s background, so that the number
is clearly readable.
• As team manager, inside the iRacing UI go to “Teams” => Click on the team in
question, then click on “Team Paint Shop”
• Select the correct car model in question
• Set a main color, outline color and secondary outline color that works well with
the background of your custom car design/pit board design, so that the car
number is clearly visible and easy to read.
• Please note: In the case that your custom car design or pit board uses a
complex design where the number is placed, with a variety of dark and bright
colors, it is recommended to add a car class-colored rectangle in that spot that
serves as a background for the rear / pit board number. In such a case the
rear / pit board number MUST be set to white. The background color must
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match the appropriate class color code as specified in section 5.3.2 Class
Color Codes of these regulations.
• Please note: In case your car design uses a spec map, the rectangle
mentioned above must show up unaltered (non-metallic, class colors must be
unaltered, number color must be white etc.)
• Forbidden: Rear numbers that are hard or impossible to read, due to non-
existing or too little contrast to background color (example: white numbers on
white background.
• Penalty: If a team connects with incorrectly set car number color penalties
apply as laid out in section 6.7.6. “Penalty for usage of incorrect car number
color”
6.5.2. Requirements for Dallara P217
6.5.2.1. SportsCar Championship Logo
• Two are required:
o One on the left side, placed inside the purple box on the Decal Location Template.
o One on the right side, placed inside the purple box on the Decal Location Template.
• Both must remain level to the ground meaning no angle or “tilt” is allowed.
6.5.2.2. Endurance/Sprint Cup Logo
• Two are required:
o One on the left side, placed inside the purple box on the Decal Location Template.
o One on the right side, placed inside the purple box on the Decal Location Template.
• Both must remain level to the ground meaning no angle or “tilt” is allowed.
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6.5.3. Requirements for all GT3 Cars There are no specific regulations for the GT3 class cars in addition to the general
regulations for all cars.
6.6. SPEC MAPS Spec Maps have to be uploaded as *.MIP file in the Competitors Paddock, by the
team manager via the section “Manage Team” => “Team Car Designs & Suits”.
If you submit a spec map, it is required to not alter the look/color of all VSCA series
decals within the spec map.
6.7. SUITS AND HELMETS While not required, Team Managers are encouraged to submit custom suits and
helmets of their Teams and Drivers via the VSCA Competitors Paddock under
„Manage Team“ => „Team Car Designs & Suits“ and „Team Driver Helmet Designs“.
6.8. TRADING PAINTS NOT USED IN VSCA VSCA will NOT use Trading Paints for any of its series and events/sessions. The
main reasons for this are:
• Trading Paints would allow Teams to potentially upload, use or change to car
designs not approved by VSCA, which is detrimental to the league in case of
violations of the car design regulations
• VSCA utilizes custom series decals for all cars in its series
• Trading Paints is known to have occasional reliability issues
• Some functionalities in Trading Paints require a PRO membership
Please note: Teams may still use customized paints, but the customized paints have
to be provided to VSCA as a TGA file of the car, car spec map (if applicable), suit
(optional) and helmet (optional) as specified in chapter 8 “How to submit Car
Designs, Suits & Helmets” of this document.
6.9. DESIGN PACKS USED IN VSCA Instead of Trading Paints, VSCA uses design packs for each of its series and events.
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The purpose of a design pack is so that anybody who downloads and uses the
design pack, will see the correct custom car design, spec map, suit and helmet of
every VSCA entry and VSCA driver on their respective iRacing computer.
If you are not installing or using the VSCA design pack on your iRacing computer,
you will not be able to see the correct car designs, spec maps, suits or helmets
submitted by other teams to VSCA.
6.9.1. How Design Packs work The schematic below is supposed to illustrate the purpose and functionality of design
packs provided by VSCA.
• Team Managers upload their car designs, car spec maps, suits and their
driver’s helmet designs to the VSCA Competitors Paddock
(https://www.vscaracing.com/competitors/) as TGA files or MIP file (spec map)
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• VSCA reviews the car design, spec maps, suits, and helmets designs
•
• VSCA approves the car design
• VSCA makes all approved car designs, spec maps, suits and driver helmet
designs available for download in the Competitors Paddock for all competitors,
broadcasters (if applicable), etc.
• Competitors, broadcasters, etc. download and install the design pack as
explained in chapter 13.9.2 “How to install & use a Design Pack”.
6.9.2. How to install & use a Design Pack 6.9.2.1. Download Design Pack To download the latest design pack login into the Competitors Paddock at
www.vscaracing.com/competitors/ and go to “Designs” and click on the button
“Download Design Pack”, prior to the race
Important: The design pack will only work for team sessions and when the car’s
iRacing Team ID matches the iRacing Team ID associated with the Team’s VSCA
entry registration
6.9.2.2. Open Design Pack on your Computer Open the car design pack (ZIP file) with Windows or a third-party ZIP/UNZIP software
like “7zip” for example. Inside the design pack, there are several folders and files:
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6.9.2.3. Unpack Design Pack to iRacing “paint” folder Copy the content of the design pack into the “paint” folder in your iRacing user
directory (default: C:\Users\<your Windows username>\Documents\iRacing\paint)
For example in 7zip you would click on the blue “Extract” button, then type in the path
to the “paint” folder in your iRacing user directory and click OK.
6.9.2.4. Close or disable Trading Paints Disable/Close Trading Paints if you have it installed on your computer prior to
launching iRacing. This will ensure the paints of the design pack, once installed into
iRacing, will not be overwritten by designs on Trading Paints.
6.9.2.5. Launch iRacing and join VSCA session Start iRacing and if you’re the Team Manager, make sure your iRacing Team ID uses
the correct car, car number and iRacing Team ID as per chapter 6.7 “Server
Registration Requirements” in these regulations. Then connect to the iRacing server
session hosted by VSCA and make sure you connect with the correct iRacing Team
ID, Car and Car Number.
6.9.2.6. Force a Refresh of all Car Designs in iRacing (optional) If you do not see any of the custom car designs, you may need to press CTRL + R to
force a refresh of all cars in the session or even restart iRacing one more time.
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6.10. TEAM DESIGNS SUBMISSION PROCESS As mentioned in section 13.1 of these regulations, Team Managers are required to
submit custom car designs for all their Entries on the active series grid and reserve
list, otherwise the Entry will not be allowed to compete.
• Mandatory: Car Design (TGA file)
• Optional: o Spec Map (MIP file)
o Team Suit (TGA file)
o Driver Helmet Designs (TGA file)
6.10.1. Deadline to submit Team Designs The deadline to submit any design (car design, spec map, team suit, driver helmets,
etc.) is 14 days before the first scheduled race of the Entry, or the next race of the
Entry, respectively, if it’s an update of an existing car design or an in-season addition
of a design.
While usage of a spec map in general is optional, if a car design uses a spec map,
the submission deadline applies to the spec map as well as the car design that the
spec map belongs to.
Important: Failure to submit an approvable car design (and its spec map, if applicable) before the deadline will result in demotion of the Entry to the reserve list and the Entry will NOT be allowed to compete in the next race.
Failure to submit a team suit or driver helmet design before the deadline will not
result in any penalty for the Entry, however late submissions will not be included in
this race’s VSCA Design Pack.
Important: If a Team Manager submits a car design before the deadline, VSCA
determines the car design needs changes in order to be approved, but then the
Team Manager fails to submit these edits before the deadline, the Entry will NOT be
allowed to compete in the next race.
Therefore, the VSCA Organizers emphasize that it is the responsibility of the Team
Manager to submit car designs early enough, so they are submitted AND approved
before the deadline, even if the car design could not be approved on the first attempt.
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6.10.2. Uploading Team Designs via Competitors Paddock The Team Manager will need to submit car designs (mandatory), spec maps
(optional), team suits (optional), and helmets (optional) of any driver on their team
through the Competitors Paddock section on vscaracing.com by following the steps
below.
As Team Manager, log in into the Competitors Paddock at
www.vscaracing.com/competitors and go to “Manage Team” => “Team Car Designs
& Suits” or “Team Driver Helmet Designs”.
Then click on the button “Upload Car Design”, “Upload Spec Map”, “Upload Suit” or
“Upload Helmet Design”, respectively.
If it’s a car design, spec map or suit that you wish to upload, select the Entry that the
car design, spec map and/or suit is for. Then upload the *.TGA files (*.MIP file, in
case of spec map) accordingly.
If it’s a helmet design, select the driver this is for. Then upload the *.TGA file
accordingly.
Important: The file name is not important, but make sure you upload files in the
correct file format! For car designs, suits and helmets, upload *.TGA files only! For
spec maps upload *.MIP files only!
There will be no email notification once the car design, spec map, suit or helmet
design was approved by VSCA. To proactively check the status of the designs you
uploaded, please refer to “Manage Team” => “Team Car Designs & Suits” and “Team
Driver Helmet Designs”.
Important: If the VSCA Organizers find a problem with a design you uploaded, they
will let you know in the VSCA Discord, channel “#paint-updates”, so keep an eye on
that channel.
Once designs are approved, they will automatically show up in the Competitors
Paddock as green “In Design Pack” and can be downloaded individually or as part of
the Design Pack once it is published and made available for download prior to the
next race.
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7. SCORING REQUIREMENTS
7.1. DRIVE TIME CALCULATION Drive time is calculated by taking a driver’s individual average lap time multiplied by
his or her laps completed. No other variance will be used to calculate drive time.
Outlier laps such as lengthy laps caused by drivers pitting for extended service will be
removed from the calculation.
7.2. DRIVE TIME / MIN LAPS REQUIREMENTS 7.2.1. Endurance Events Drivers must not exceed the following maximum drive time. The minimum drive time
requirement will be the iRacing fair share.
An iRacing fair share is based on this formula:
𝑖𝑖𝑖𝑖𝑖𝑖𝑖𝑖𝑖𝑖𝑛𝑛𝑔𝑔 𝐹𝐹𝑖𝑖𝑖𝑖𝐹𝐹 𝑆𝑆ℎ𝑖𝑖𝐹𝐹𝑎𝑎 (𝑙𝑙𝑖𝑖𝑙𝑙𝑙𝑙) = � Total Laps Complete (laps) Number of Drivers per Car �
∗ 0.25
Example: 24 Hours of Daytona with 3 drivers
50 𝑙𝑙𝑖𝑖𝑙𝑙𝑙𝑙 𝑚𝑚𝑖𝑖𝑛𝑛𝑖𝑖𝑚𝑚𝑚𝑚𝑚𝑚 = � 600 laps
3 � ∗ 0.25
The Declare Driver System will NOT be used when setting up the sessions.
Race Max Drive Time per Driver Min Laps per Driver
Daytona (24H) 13 hours iRacing fair share
Sebring (12H) 7 hours iRacing fair share
Watkins Glen (6H) 4 hours iRacing fair share
Road Atlanta (10H) 6 hours iRacing fair share
7.2.2. Sprint Events There is no maximum drive time however only two drivers must drive a minimum of
45 minutes each.
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Race Max Drive Time per Driver Min Drive Time per Driver
Laguna Seca (2H40M) -- 45 minutes
Mid-Ohio (2H40M) -- 45 minutes
Canadian Tire Motorsport Park (2H40M)
-- 45 minutes
Road America (2H40M) -- 45 minutes
7.3. DRIVER & ENTRY IRATING REQUIREMENTS The following iRating restrictions will be in place for each event. iRatings used will be
participant’s current iRating on the day of the event. Entry Average will take the
average iRating of all drivers of the car:
Class Individual Min Individual Max Entry Average Max
P2 2000 4000 3500
GT3 1500 3750 3000
7.4. DRIVER IRACING LICENSE REQUIREMENTS Any Driver participating in a VSCA SportsCar Championship race will be required to
have a minimum iRacing Road License of D 4.0 on the day of the event.
The minimum Safety Rating of 4.0 only applies if the Driver has a D license. For any
Driver that holds a C license or higher, there is no minimum Safety Rating.
7.5. NUMBER OF DRIVERS PER CAR For Daytona, an entry must use a minimum of 3 and no more than 6 drivers per car.
For all other races an entry must use a minimum of 2, and no more than 6 drivers per
car.
7.6. MINIMUM RACE LAPS REQUIREMENT An entry must complete 70% of the class winning total laps, in order to be eligible to
score championship points.
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7.7. SERVER REGISTRATION REQUIREMENTS Before connecting to an official VSCA session (practice or race-day session), the
Team Manager or another team member must ensure the Entry connects to the
iRacing server correctly. This means the Entry registers and connects:
• with the correct car, as registered with VSCA
• with the correct car number, as registered with VSCA
• with the correct iRacing Team ID, as registered with VSCA
• with the correct iRacing Team Name, that matches the Entry Name registered
with VSCA (e.g., “Chip Ganassi Racing Blue”)
• with VSCA-registered and VSCA-approved Drivers only
Important note: Failure to meet the below requirements on race day, may result in
severe penalties against the Entry in question. Therefore, it is strongly recommended
to double or even triple check this before registering the Entry on the iRacing server
on race day!
7.7.1. Penalty for usage of incorrect car Registering an Entry to an official iRacing Server session of VSCA (practice or race-
day session) using an incorrect car, results in automatic disqualification of that Entry
from the event and the Entry will NOT be allowed on track!
7.7.2. Penalty for usage of incorrect car number Registering an Entry to an official iRacing Server session of VSCA (practice or race-
day session) using an incorrect car number, results in automatic disqualification of
that Entry from the event and the Entry will NOT be allowed on track!
Other Entries receiving a wrong Car number on the iRacing server because of this,
will NOT be penalized and allowed to participate normally.
7.7.3. Penalty for usage of incorrect iRacing Team ID Registering an Entry to an official iRacing Server session of VSCA (practice or race-
day session) using an incorrect iRacing Team ID, results in automatic disqualification
of that Entry from the event and the Entry will NOT be allowed on track!
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7.7.4. Penalty for usage of incorrect Entry / iRacing Team Name Registering an Entry to an official iRacing Server session of VSCA (practice or race-
day session) using an incorrect Entry Name / iRacing Team Name, results in a 45
second stop & hold penalty for that Entry at the start of the race.
7.7.5. Penalty for usage of invalid Driver/s Registering an Entry to an official iRacing Server session of VSCA (practice or race-
day session) using one or multiple drivers not registered with and approved by
VSCA, results in automatic disqualification of that Entry from the event. This penalty
may be handed out post-race.
7.7.6. Penalty for usage of incorrect car number color Registering an Entry to an official VSCA race-day session using a car number color
that is not easily readable on the car’s rear bumper and/or pit board, is subject to a
drive-through penalty on first occurrence. Violations in practice sessions are subject
to a warning.
The second race a team connects with an incorrect rear car number color, it will be
disqualified from the event and not allowed to compete on the track.
The detailed requirements for rear car numbers can be found in section 13.5.1.6.
“Rear and Pit Board Number” of these regulations. 8. POINTS SYSTEM
8.1. SPORTSCAR CHAMPIONSHIP Points are awarded in each race to the finishers that have met the requirements in
each championship per the following table:
Pos Points Pos Points Pos Points Pos Points Pos Points Pos Points
1st 350 6th 250 11th 200 16th 150 21st 100 26th 50
2nd 320 7th 240 12th 190 17th 140 22nd 90 27th 40
3rd 300 8th 230 13th 180 18th 130 23rd 80 28th 30
4th 280 9th 220 14th 170 19th 120 24th 70 29th 20
5th 260 10th 210 15th 160 20th 110 25th 60 30th+ 10
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8.2. ENDURANCE CUP Points are awarded in each race to the finishers that have met the requirements in
each championship per the following table:
Pos Points
1st 5
2nd 4
3rd 3
4th+ 2
Endurance Cup Points are awarded based on the standings in each class at specific
intervals in each race shown as follows:
Race Intervals
Daytona (24H) 6 hours, 12 hours, 18 hours, finish
Sebring (12H) 4 hours, 8 hours, finish
Watkins Glen (6H) 3 hours, finish
Road Atlanta (10H) 4 hours, 8 hours, finish
At the designated time interval, standings are determined after the overall race leader
completes his current lap, followed by all subsequent cars.
8.3. SPRINT CUP Points are awarded in each race to the finishers that have met the requirements in
each championship per the following table:
Pos Points Pos Points Pos Points Pos Points Pos Points Pos Points
1st 350 6th 250 11th 200 16th 150 21st 100 26th 50
2nd 320 7th 240 12th 190 17th 140 22nd 90 27th 40
3rd 300 8th 230 13th 180 18th 130 23rd 80 28th 30
4th 280 9th 220 14th 170 19th 120 24th 70 29th 20
5th 260 10th 210 15th 160 20th 110 25th 60 30th+ 10
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8.4. BONUS POINTS Each car that completes a combined total of 60 minutes in official practice sessions
will receive 10 bonus points. All time completed by drivers who participate in the race
will be combined for an entry’s total practice time.
It is strongly encouraged for every entry to participate in half of the practice sessions
for each event. 9. SESSION SETUP
VSCA does not use the iRacing league feature and all sessions will be hosted
sessions.
• Server – DE Frankfurt
• Car incident limit – Race Specific
• Qualifying scrutiny – none
• Disable car decals and numbers – enabled
• Disallow all driving aids (but clutch assist OK)
• Dynamic weather & dynamic sky
• Open setups
• Fast repairs – none
• Team Driving Enabled – Yes
• Tire set limits – TBD on a race-by-race basis
• Track conditions starting state:
• Practice – 0%
• Qualifying – carried over
• Race – carried over
• Leave marbles on track – disabled
• In-sim time and date at session launch – specific to each event, will be posted
in the Race Bulletin & on the website.
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10. COMMUNICATION
10.1. VSCA DISCORD SERVER All VSCA members are required to join the VSCA Discord Server (URL:
https://discord.gg/hkhEjeCutb ) when they go through the VSCA Membership
Registration process. Discord will be used for all important announcements from the
Organizers during the season, for driver’s meetings and relevant exchange of
information before and on race weekends.
Important note: VSCA members will not be approved by VSCA until after they have
registered on the VSCA Discord Server using their first and last name.
Important note: If a member of a team is not registered on the VSCA Discord server
with correct first and last name 14 days before the next scheduled race, the team’s
entry may be demoted to the reserve list.
It is required to use the full real name as a Discord nickname on the VSCA Discord
Server, that matches the first and last name provided by the Member during the
membership registration process. The first and last name also has to match the
member’s iRacing name (but without numbers).
VSCA Membership Registration form:
The first and last name entered here by the Member during the membership
registration process, should be their Discord nickname.
To join the VSCA Discord Server, the member must simply make sure to install
Discord on their Windows PC and click on this link: https://discord.gg/hkhEjeCutb
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How to change the Discord nickname: Please refer to the Discord support article
here on how to change your Discord nickname to your full real name / first and last
name: https://support.discord.com/hc/en-us/articles/219070107-Server-Nicknames
10.2. IRACING VOICE CHAT All competitors (drivers, spotters, crew chiefs, etc.) connected to the race server on
race day, are required to enable iRacing voice chat, to be able to hear instructions
from Race Control.
During Qualifying and race sessions all competitors are strictly forbidden from
transmitting (speaking) on iRacing voice chat. Only Race Control may use iRacing
voice chat.
Transmitting on iRacing voice chat during qualifying or race session may result in a
drive-through penalty for the entry/car that the competitor at fault belongs to.
10.3. IRACING TEXT CHAT All competitors (drivers, spotters, crew chiefs, etc.) connected to the race server on
race day, are required to enable iRacing text chat, to be able to read instructions from
Race Control.
During Qualifying and race sessions all competitors are strictly forbidden from
transmitting (speaking) on iRacing text chat, with only two exceptions: The two auto-
chat text messages “Pitting in/Pitting this lap” and “Exiting pits”. All other text chat
messages are forbidden!
The use of these two auto-chat text messages will not be considered during incident
reviews by Race Control, meaning the use of the auto-chat text messages won’t
excuse any reckless driving on pit entry or exit. Only Race Control may use iRacing
voice chat.
Transmitting on iRacing text chat during qualifying or race session may result in a
drive-through penalty for the entry/car that the competitor at fault belongs to.
10.4. E-MAIL Official record changes related to Teams, Team Managers, Entries or Drivers are
required to be requested via e-mail to admin@vscaracing.com
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This includes but is not limited to:
• Changing iRacing ID of a member
• Changing Name of a member
• Changing iRacing Team ID of an Entry
• Transfer of ownership of a Team
• Withdrawal of an Entry
• Changing car number of an Entry
• Changing car of an Entry before the season
Changing member profile picture 11. PRE-RACE PROCEDURES
11.1. RACE BULLETIN League Admins will post the Race Bulletin to the official VSCA Discord Server prior to
the race week beginning with important event specific information.
11.2. PRACTICE SESSIONS Six official practice sessions will be hosted in the seven days leading up to an event.
Teams and Drivers may run any practice session they like, as much as they like.
VSCA strongly encourages Teams and Drivers to participate in these practice
sessions as much as possible.
Week before Race
Session Day Time Duration
Free Practice 1
EU Saturday 0900 GMT 6 Hours
NA Saturday 1510 GMT 6 Hours
Week of the Race
Session Day Time Duration
Free Practice 2
EU Thursday 1700 GMT 4 Hours
NA Friday 0000 GMT 4 Hours
Free Practice 3
EU Friday 1700 GMT 4 Hours
NA Saturday 0000 GMT 4 Hours
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EU = European time zone practice session
NA = North American/Pacific time zone practice session
11.3. WARMUP For Warmup, there will be a 1 hour 25 minute practice session when the server
opens. The first 55 minutes of that session will be reserved for Warmup. Teams must
connect during this session to be able to participate in the race. For Daytona,
Warmup will be only 20 minutes, due to session hosting limitations and a longer
Drivers Meeting.
The final 30 minutes of the armup practice session will be reserved for the Drivers
MeetingDRIVERS MEETING
The Driver’s Meeting will take place during the final 30 minutes of the Warmup
practice session and before Qualifying begins. Each entry must have at minimum one
driver in attendance. This meeting will be held in the “Driver’s Meeting” voice channel
in the VSCA Discord Server.
All cars will be required to be parked in their respective class staging area during the
Driver’s Meeting.
Drivers and Teams are encouraged to ask questions during Driver’s Meeting, if
anything is unclear.
11.4. QUALIFYING 11.4.1. Setup Qualifying will be attached, open Qualifying of 35 minutes length total. The Qualifying
session will be separated by class and each class will get 15 minutes of time to
qualify. The qualifying class order will be as follows: GT3, Prototype
Qualifying setup will differ for the 24 Hours of Daytona, see chapter 8.4.3
11.4.2. Requirements The driver who qualifies the car must start the race. Drivers are allowed to come into
the pits to change tires and refuel.
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If at any point a driver “resets” back to the pit lane or exits the car, their Qualifying
session will be finished and they will not be allowed back out on track for the
remainder of the qualifying session. This rule will not be in place for Daytona.
11.4.3. 24 Hours of Daytona Qualifying Because of session hosting limitations, the Qualifying for the 24 Hours of Daytona will
be a Solo-Qualifying session of 4 Laps or 10 minutes, whichever comes first.
12. SPORTING CODE
12.1. A MESSAGE FROM THE ORGANIZERS By joining the league, you understand we are all amateurs and agree with our goal,
to foster an environment of close, competitive racing without car-to-car contact.
Below we have guidelines for on track conduct which have been utilized in real life
club racing to facilitate close, competitive, and clean racing while very effectively
minimizing the car-to-car contact.
These guidelines are unique to our league and every driver competing is responsible
for understanding and following these guidelines to the best of their ability. If you
view these rules with a collegial and gentlemanly/gentlewomanly fashion as stated in
at the beginning of this section, the on-track racing will be amazing.
In the heat of racing, it is easy to think you did nothing wrong and something may
have been intentional. 99% of the time, accidents are not intentional and both/all
parties could have done something to avoid the incident. Immediately pointing fingers
and trying to assign blame creates a hostile environment, prevents drivers from
taking responsibility, and creates animosity amongst the Participants. Please ensure
any conversations and/or communications about incidents are civil, constructive, and
done in private.
12.2. DEFINITIONS 12.2.1. Physical Overlap Physical overlap is obtained when the front edge of the trailing car passes the rear
edge of the lead car. A car is “clear” or has removed any physical overlap when the
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rear edge of the lead car passes the front edge of the trailing car.
Figure 1 is an example of no obtained physical overlap for the trailing car, and being
“clear” for the leading car.
Figure 1
Figure 2 is an example of the trailing car obtaining physical overlap, and the leading
car not being “clear” of the trailing car.
Figure 2
In a situation where physical overlap HAS NOT yet been obtained and it is not easy
to determine if physical overlap was obtained, Race Control will default to “no
physical overlap was obtained by the trailing car.”
In a situation where physical overlap HAS been obtained by the trailing car and it is
not easy to determine if there is still physical overlap, Race Control will default to the
lead car “not being clear.”
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12.2.2. Corner A corner starts at the braking point or turn-in point, whichever comes first, on corner
entry. A corner ends at the outermost edge of the track, or the outermost point of the
racing line where a car will track out to, whichever comes first.
Figure 3 is an example of a corner. The start of the corner is the braking point, shown
by the pink line (top left), and the end of the corner is the outermost edge of the track
where the car will track out to, shown by the green line (bottom middle).
12.2.3. Turn-in Point To turn into a corner requires steering input significant enough to change a car’s
relative side-to-side position on a track. The turn-in point is the moment in time when
the driver starts turning the steering wheel for this significant input. For a visual
example, please watch this short VSCA’s Turn-In Point Defined video.
12.2.4. Racing Surface Any area between the white lines (some tracks use yellow or other colors) bordering
the edge of the track. Any curbing can be used by competitors, but will never be
included as part of the racing surface.
12.2.5. Racing Line The line taken by cars around the track which is generally considered to be the
fastest while staying on the racing surface. This line also includes the generally
agreed upon braking points, turn in points, and acceleration points in all corners.
“Run off” pavement beyond the curbing or out of the racing surface is not considered
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part of the racing line (i.e., Watkins Glen T1, below the yellow line in the tri-oval or
start/finish line at Daytona).
12.2.6. Netcode / Ghost Contact When contact occurs between two cars without any actual “visible” contact. Usually
there is space between two cars in these situations when the sim initiates the
contact. Netcode or ghost contact cannot be overcome within online racing and
needs to be considered when reviewing incidents.
Any incident reviewed by Race Control with netcode or ghost contact will be viewed
while asking “based on our judgement, would actual contact have occurred given the
trajectory of all cars involved if netcode or ghost contact was not relevant?” If the
answer is yes, the review process will continue. If the answer is no, given that this is
a highly judgmental decision, the incident will be deemed a Racing Incident and no
strikes will be given to any entry.
12.3. RACE STARTS Drivers are urged to exercise the utmost caution during the start and early stages of
the race. These rules apply from the green flag through the exit of the first corner, as
defined in the Race Bulletin. The first corner may not be the first physical first corner
after the start/finish line. The race start rules are as follows below.
12.3.1. Green Flag VSCA will ignore iRacing’s green flag at the start of each race. Instead, each race will
have a unique “designated start zone” where the leader of the class must accelerate.
12.3.2. Required Gaps All cars not starting on the first row of their class are required to have a maximum
gap of 0.5 seconds between them and the car in front when the green flag drops for
their class.
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12.3.3. Minimum Speed There will be a minimum speed in which all cars will be required to be above from the
exit of the final corner until the class leader accelerates unless you are still in the final
corner(s).
12.3.4. Lagging behind, Check-ups and Failure to Accelerate Any car that lags back in an effort to get a run, changes their pacing speed to
“checkup” other cars, and/or fails to accelerate in a timely manner when the race has
started is subject to a drive through penalty.
12.3.5. Side-by-Side Limitations From the start of the race until after the first corner, no more than two cars are
allowed to run side by side. Cars may only pass and/or create a “3-wide” situation if
there is an obvious issue with another car at the start. Also, if you split the track in
half (left half, right half), you are not allowed to move over to the other half of the
track until after the first corner. The first corner may not be the first physical first
corner after the start/finish line but will be defined in the Race Bulletin for each event.
12.3.6. Gaps between Classes and the Safety Car The P2 class pole sitter should leave a 10-15 second gap to the safety car. The GT3
class pole sitter should leave a 20-25 second gap to the last P2 class car ahead of
them. These gaps are required to be formed prior to the pole sitters rolling off the grid
to start their pace lap.
12.4. LIVE RACE CONTROL & INCIDENT REPORTING 12.4.1. Live Race Control All races will have live Race Control to monitor on track conduct and issue penalties
as needed. When Race Control reviews incidents, they will do so following the
guidelines as laid out in this document. While Organizers have tried to think of all
possible scenarios they have come across, not every situation can be covered. Any
situation not covered below will be deemed a Racing Incident for that race, and will
be added before the next VSCA event.
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12.4.2. Incident Reporting Participants will be allowed to report incidents during the race through the
Competitors Paddock at www.vscaracing.com/competitors/ via the menu item “Race
Control” => “Report an Incident”.
12.4.2.1. Time Limit to Submit Incident Report Incidents must be submitted within 30 minutes of the incident occurring.
12.4.2.2. Three-Strike System To prevent excessive and unnecessary reports, to ensure only valid reports are sent
in, and prevent any type of reporting to “gain an advantage” by trying to penalize
opponents, VSCA will be utilizing a three-strike incident reporting system. The three-
strike incident report system works as follows:
• Any report ruled as a Racing Incident or No Further Action and is covered in
the guidelines below will be counted as a “strike” against an entry. Additionally,
any report with the incorrect information submitted (i.e., the incident actually
took place on lap 85 but you submitted lap 86 so there was no incident found
on lap 85) will be counted as a “strike” against an entry. Any incident not
covered in the guidelines below will not count as a “strike”.
• When an entry gets three strikes, they will be issued a drive through penalty
and their strikes will be reset back to zero.
• Any report that is successful, meaning a penalty is issued after reviewing the
report, will remove one strike from an entry’s total. Please note, an entry
cannot go below zero strikes.
• Strikes do not carry over from one race to the next.
As Race Control will be following the guidelines below, the three-strike system is
designed to ensure teams review their own incidents before sending in a report. Also
please note, the guidelines below are meant for “normal” racing conditions meaning
they will not apply in unusual events such as cars checking up on a straight away to
avoid a spinning car ahead when normally cars would be accelerating.
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By reviewing the incident while following the guidelines set forth in the Sporting Code,
you should be able to come to the same conclusion as Race Control will.
12.4.3. Penalties If Race Control deems a penalty is needed based on reviewing reports with our
guidelines below and there are no extenuating circumstances (such as intentional
wrecking), the following penalties will be issued:
• Any incident not warranting at minimum of a drive through penalty = warning.
Note that an entry can only receive a warning once per incident type before
being issued a drive through penalty at minimum. Additionally, car contact
related incidents are not eligible for warnings. Warnings are issued at Race
Control’s discretion.
• Any incident where the victim car only loses time but does not have to
immediately pit for repairs as a result of the incident = drive through penalty.
• Any incident where the victim car has their race significantly affected by having
to pit immediately for repairs as a result of the incident = 1 lap stop & hold.
As VSCA is an amateur league with a focus on gentlemen/gentlewoman sporting
conduct, anyone found to be trying to game the above system in order penalize
another team will be penalized at the discretion of the League Organizers with a
minimum of a 1 lap stop & hold or up to and including permanent removal from the
league for the driver, entry, and/or team as a whole.
12.4.4. Car Contact Repeat Offender At any point if a car is penalized by Race Control for an incident involving car contact
three times during a race, they will be issued a final warning along with the normal
penalty for the car contact on the third occurrence. Upon the fourth occurrence of a
penalty from Race Control for an incident involvingcar contact, the car will be parked
by Race Control, and League Admins will evaluate the drivers and/or team after the
race as to their driving standards.
If a car reaches their fourth occurrence because of a post-race penalty, the car will be
classified as last place among cars in their class that scored points.
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12.4.5. Incident Limit The SportsCar Championship will have an iRacing incident limit for each of the races
in the season. No race will include a hard cap iRacing DQ within the incident limit.
Here are the incident limits for each race
Race Drive Through (first one/every x incs after)
Daytona (24H) 100/20
Sebring (12H) 50/20
Laguna Seca (2H 40M) 25/10
Mid-Ohio (2H 40M) 25/10
Watkins Glen (6H) 35/20
Canadian Tire Motorsport Park (2H 40M) 25/10
Road America (2H 40M) 25/10
Road Atlanta (10H) 40/20
12.5. MULTIPLE CARS AT THE SAME POINT ON TRACK 12.5.1. General Guidelines 12.5.1.1. Defensive Line When the lead car establishes his position off the racing line prior to any car behind
showing intent to pass off the racing line, it is taking a defensive line. Taking a
defensive line is legal and must not be confused with blocking. Remember, if the lead
car moves before the trailing car does, this is taking a defensive line.
12.5.1.2. Blocking Blocking occurs when a leading driver actively adjusts, or reacts, their driving line
based on the actions and/or positioning of a pursuing driver. Remember, if the lead
car moves after the trailing car does, this is blocking. Anyone found to be blocking will
be issued a Drive Through Penalty. In VSCA you are not allowed the “one move”, or
the one reactive move to block, sometimes seen in other series.
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For a more information/visual showing of the difference between a defensive line and
blocking, take a look at this Race Craft & Passing Etiquette video from iRacing,
specifically from 1:54 to 2:50.
12.5.1.3. Moving Under Braking It is the responsibility of the lead car to not move while in the braking zone. When the
lead car moves onto the line of the following car while in the braking zone is
considered moving under braking.
Moving under braking is considered blocking and therefore is forbidden and will result
in a Drive Through Penalty. If you move under braking as a result of an unsettled or
“loose” car, that is not considered moving under braking as you are trying to keep the
car from spinning.
12.5.2. Multi-Class Passing Responsibility 12.5.2.1. General Rule As a general rule, responsibility for safe passes rests with the overtaking driver.
However, cars being overtaken, regardless of class, are required to be aware of
faster cars approaching, or passing attempts being made, and make adjustments to
their line and speed as needed in a predictable manner. Additionally, slower cars
have to help facilitate the pass.
12.5.2.2. P2 Responsibility P2 cars can pass GT3 cars at the entry of a corner and on the inside as long as
physical overlap has been established prior to reaching the braking zone or turn it
point of the GT3 car, whichever comes first, going into a corner. If a P2 car is
following a GT3 car and the GT3 car fails to take the generally agreed upon racing
line at the apex or the middle of the corner, the P2 car can pass on the inside.
However, if neither of the above are true, the P2 car will not be allowed to pass on
the inside from the start of the corner until the middle of the corner.
If the P2 car cannot pass on the inside, they do have the right to pass on the outside
through the corner or can wait until the exit of the corner to pass on either the inside
or outside, depending on the car positioning and scenario.
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12.5.2.3. GT3 Responsibility If a GT3 car does not want the P2 car passing on the inside when physical overlap
can easily be established prior to the braking point of a corner, the GT3 car must take
the inside line fully allowing the P2 to take the outside line. GT3 cars must remain
predictable in their line, speed and trajectory, while doing so.
Additionally, any GT3 car with a P2 car on the inside that has established physical
overlap prior to the braking zone is not allowed to fight the P2 car through the corner
and must help facilitate the pass by removing all physical overlap by the apex of the
corner or shortly after.
12.5.3. Racing Room 12.5.3.1. General Rule At any time, regardless if you are on a straight or in a corner, it is your responsibility
to leave a minimum of 1/2 a car width between you and a car you are next to.
Additionally, it is your responsibility to leave one car width plus an additional 1/2 a car
width to the edge of the racing surface on any side where there is a car next to you.
Figure 5 is an example of two cars leaving racing room while on a straight. As you
can see, both cars have the minimum 1/2 a car width between the car next to them
and both cars have left one car width plus an addition 1/2 a car width between their
car and the edge of the racing surface on the side with the car next to them:
Figure 5
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Figure 6 is an example of one car leaving racing room (on the left) and one car not
leaving racing room (on the right) while on a straight. As you can see, the car on the
left is unable give any more racing room since he is on the edge of the track and the
car on the right has not left one car width plus an addition 1/2 a car width between
him and the edge of the racing surface on the side where the car next to him is:
Figure 6
Figure 7 is one more example of a three-wide scenario where all cars have left racing
room for the others. The car on the left is unable to give any more racing room since
he is on the edge of the track. The car on the right has enough racing room
(minimum 1/2 a car width) between him and the car in the middle but still has
additional room he can leave since he is not on the edge of the racing surface on the
right. The car in the middle has left racing room for both the car on the left and the
car on the right by leaving 1/2 a car width between himself and each of the other
cars.
Figure 7
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12.5.3.2. Overtakes
12.5.4. When overtaking another car, there must be racing room present between the car that is being overtaken and the racing surface on the side the overtaking car is attempting to pass. Any car that attempts to overtake where there is not racing room, will be issued a drive-through penalty at minimum. Attempting an overtake without racing room present as described above is considered “going for a non-existing gap”.Situational Illustrations & Race Control Guidelines
Here are a couple of situations of incidents between corners and how Race Control
would rule them.
Situation #1:
Figure 8
In Figure 8, physical overlap has been obtained between all three cars. Race Control
will note that it is now the responsibility of all three cars to leave racing room for the
other cars.
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Figure 9
Figure 9 is just before contact between the middle car and the car on the left. Race
Control will note that the car on the left has done his responsibility and since he is at
the edge of the track cannot leave any more racing room. While the car in the middle
has done his responsibility of leaving racing room for the car on the right, he has
failed in his responsibility of leaving racing room for the car on the left.
Since he has failed in his responsibility to leave racing room which led to contact, the
car in the middle will be deemed responsible for the incident and will be issued a
penalty.
Situation #2:
Figure 10
In Figure 10, physical overlap has been obtained between both cars. Race Control
will note that it is now the responsibility of both cars to leave racing room for the other
car. As you can see, the car on the left is unable give any more racing room since he
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is on the edge of the track and the car on the right has not left one car width plus an
addition 1/2 a car width between him and the edge of the racing surface on the side
with the car next to him
Figure 11
Figure 11 is the moment when the car on the left has “cleared” the car on the right. At
no point between Figure 9 and Figure 10 did contact occur. Even though the car on
the right did not fulfill his responsibility of leaving racing room, had the car on the left
submitted an incident report for this it would be ruled a “No Further Action” since
nothing occurred in the incident and they would be given a strike towards the three-
strike system.
12.5.5. Through Corners, Same Class 12.5.5.1. Braking Zone It is the responsibility of the lead car not to move while in the braking zone.
Remember, if the lead car was on the racing line while entering the corner, moving
off the racing line would be considered moving under braking. If the lead car was not
on the racing line, moving left or right on track by more than one car width would be
considered moving under braking.
Also, the lead car must determine if physical overlap has been obtained before their
own turn-in point. If physical overlap has been obtained before their turn-in point, the
lead car is required to leave racing room for the overtaking car.
As the trailing car reaches the braking point, it is their responsibility to determine if he
will be able to obtain physical overlap prior to the lead car’s turn-in point. If the trailing
car deems they will not be able to or has not been able to obtain physical overlap by
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the lead car’s turn-in point, the trailing car must yield the corner to the lead car. At
this time, it is best practice to pull back behind the lead car to signal you are not
attempting a pass.
As you can see in Figure 12, physical overlap has been obtained prior to the lead
car’s (car on the left) turn-in point. It is the responsibility of both cars to determine
this, and leave racing room until one car has “cleared” the other.
Figure 12
At any time, if a pass attempt is made in a corner when physical overlap was not
obtained before the lead car’s turn-in point, not only is the lead car not responsible to
leave racing room until the end of the corner, but any contact that is made in the
corner will automatically be the responsibility of the car attempting the pass and
therefore the car attempting the pass will be penalized.
12.5.6. Situational Illustrations & Race Control Guidelines Here are a few situations of common incidents in the braking zone and how Race
Control would rule them.
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Situation #3:
Figure 13
Figure 13 shows the start of the corner (which is where the braking zone starts in this
case) and no physical overlap has been obtained by the trailing car.
Figure 14
As both cars approach the turn-in point of the lead car as illustrated in Figure 14, both
drivers need to be aware that the gap is closing and should be determining if physical
overlap will be obtained before the lead car’s turn-in point.
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Figure 15
Figure 15 is at the lead car’s turn-in point. Physical overlap has been obtained and
both cars need to leave racing room. No contact was made for the duration of this
pass attempt. If the car on the left submitted an incident report for a dive bomb, not
only would it be ruled “No Further Action” because there was no contact, but physical
overlap was obtained prior to the lead car’s turn in point. Additionally, the lead car
who submitted the incident report in this case would be given a strike in the three-
strike system.
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Situation #4:
Figure 16
Figure 17
Figures 16 and 17 are at the same point in time. As we are in the braking zone of a
corner, both drivers need to determine if physical overlap has been obtained prior to
the lead car’s turn-in point.
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Figures 18 and 19 are again at the same point in time, the lead car’s turn-in point. As
you can see physical overlap was not obtained therefore the trailing car must yield
the corner to the lead car.
Figure 18
Figure 19
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Situation #5:
Figure 20
Figure 21
Figures 20 and 21 are taken at the same point in time, which is the lead car’s turn-in
point. Physical overlap has not been obtained therefore the trailing car must yield the
corner and the lead car is not responsible to leave racing room for the trailing car.
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Figure 22
Figure 22 is the moment of contact between the two cars. Again, as previously
mentioned, the lead car is not responsible to leave racing room for the trailing car
since physical overlap was not obtained before the lead car’s turn-in point.
Remember in this case, any contact will automatically be the responsibility of the
trailing car and therefore the trailing car would be penalized.
12.5.7. Corner Entry, Mid Corner & Corner Exit In addition to your responsibility to leave a minimum of 1/2 a car width between you
and a car you are next to and leave one car width plus an additional 1/2 a car width
to the edge of the racing surface on any side where there is a car next to you at any
given time, all cars regardless of class have responsibilities through corners
depending if you are on the inside or the outside.
If you are on the inside, it is your responsibility to maintain a speed and trajectory that
ensures you will not be fully on or cross over (to the outside) the racing line until the
apex of the corner. While at the apex, or for the duration of the middle of the corner
for longer corners, it is the responsibility of the inside car to keep the inside edge of
his car to the inside edge of the racing line (a.k.a. the apex).
If you are on the outside, while navigating from the middle of the corner to the exit, it
is your responsibility to not be fully on or cross over the racing line (to the inside) until
the outermost edge of the track, or the outermost point of the racing line where a car
will track out to, whichever comes first.
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If at any point between the turn-in point of the outside car and the end of the corner,
two cars become “clear” of each other and shortly after physical overlap is obtained
again, both cars are still required to leave racing room.
12.5.8. Situational Illustrations & Race Control Guidelines Here are a couple of situations of common incidents in the braking zone and how
Race Control would rule them.
Figure 25
In Figure 25, physical overlap has been obtained between both cars prior to the lead
car’s turn in point. Race Control will note that it is now the responsibility of both cars
to leave racing room for the other car.
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Figure 26
Figure 26 is the moment of contact. Remember, the racing surface is any area
between the white lines bordering the edge of the track and curbing is not included
as part of the racing surface. Race Control will note that the outside car (car on the
left) has failed in his responsibility to leave the required one car width plus an
additional 1/2 of a car width between the inside of his car and the inside edge of the
racing surface. They will also note the inside car (car on the right) has failed in his
responsibility to keep to the innermost edge of the racing surface (a.k.a. hitting the
apex) through the corner.
Therefore, since both cars involved failed in their responsibility to leave racing room
and therefore were both responsible for the incident, both cars will be issued a
penalty.
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Situation #8:
Figure 27
In Figure 27, physical overlap has been obtained between both cars prior to the lead
car’s turn-in point. Race Control will note that it is now the responsibility of both cars
to leave racing room for the other car.
Figure 28
In Figure 28, the inside car is maintaining a speed and trajectory that ensures he will
not be fully on or cross over (to the outside) the racing line until the apex of the
corner. The outside car has left the required one car width plus an additional 1/2 of a
car width between the inside of his car and the inside edge of the racing surface.
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Figure 29
Figure 29 shows the moment of contact. The inside car has maintained a speed and
trajectory that ensures he will not be fully on or cross over (to the outside) the racing
line until the apex of the corner. The outside car has failed in his responsibility to
leave the required one car width plus an additional 1/2 of a car width between the
inside of his car and the inside edge of the racing surface. Race Control would issue
a penalty to the outside car.
12.5.9. High-Risk Corners 12.5.9.1. General Rule Certain corners VSCA strongly advises against any passing being done in because
of the high risk the passes endure with the low reward of the pass being made.
Remember these are endurance races and teams/drivers who take the endurance
mindset will be rewarded in the long run. These corners are called high risk corners.
League Admins will inform drivers of high-risk corners in the Race Bulletin for each
race. Here are VSCA recommendations for high-risk corners.
12.5.9.2. Inside Car Recommendations Regardless if physical overlap has been obtained or not, it is recommended the
inside car determine if their front wheel is fully in line with the front wheel of the
outside car. If their front wheel is not aligned with the outside car’s front wheel and
their front wheel is behind the outside car’s front wheel prior to the normal turn-in
point of the outside car, it is recommended to remove all physical overlap and fully
yield the corner prior to the outside car's turn-in point.
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12.5.9.3. Outside Car Recommendations Regardless if physical overlap has been obtained or not, it is recommended the
outside car determine if their front wheel is fully in line with the front wheel of the
inside car. If their front wheel is either aligned with the inside car’s front wheel OR
their front wheel is behind the inside car’s front wheel prior to the normal turn-in point
of the outside car, it is recommended to remove all physical overlap and fully yield
the corner prior to the inside car hitting the apex of the corner.
12.5.10. Blue Flags Within the Same Class 12.5.10.1. General Rule As a general rule, responsibility for safe passes rests with the overtaking driver.
However, cars being overtaken, regardless of class, are required to be aware of
faster cars approaching, or passing attempts being made, and make adjustments to
their line and speed as needed in a predictable manner.
12.5.10.2. Requirements Cars in the same class but not on the same lap are not allowed to fight or battle for
position on track. The slower car, regardless if they are lap(s) down or lap(s) ahead,
is not to take defensive lines and/or fight for the position. The slower car is required
to yield the corner and help facilitate the pass as soon as the faster car shows intent
and is close enough (1 to 2 car lengths) on a straight or going into a corner to
effectively make a safe pass.
12.6. GIVE AND TAKE IN MULTI-CLASS RACING All drivers need to understand that you will lose time in multiclass racing, there is no
way to avoid this. Multiclass racing is a game of give and take. If you always expect
to take and never give, it will create a hostile environment and will create more
aggression amongst fellow competitors.
Your goal should be to have an even split of 50% give, even when it might not benefit
you, and 50% take while ensuring you are not putting the other person in a difficult
situation. Those drivers who do this successfully are some of the most respected
drivers and will help you and your team in the long run.
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Remember, even for faster cars and especially in slower corners, going side by side
through a corner most of the time will be slower for both cars vs. braking early and
slotting in behind the trailing car at the apex (for the car being overtaken) or braking
early, slotting in behind the lead car and passing on exit (for the car doing the
overtaking).
12.7. REJOINING THE RACING SURFACE Anytime a car leaves the racing surface, it is their responsibility to rejoin the racing
surface in a safe manner. Cars rejoining the racing surface are required to rejoin
parallel to the racing surface. If at any point another car has to take evasive action to
avoid contact with a car rejoining, the driver of the car rejoining has control of the car,
AND the car rejoining is not parallel to the racing surface, the car rejoining will be
issued a penalty.
Cars rejoining and not at or close to racing speed are required to wait until there is an
opening in traffic before rejoining.
12.8. TRACK LIMITS Cars are not allowed to go beyond the racing surface to pass another car under
normal racing conditions.
12.9. FULL COURSE YELLOWS The VSCA SportsCar Championship will have two versions of full course yellows
(FCY) that could be used this season. The first version uses the built in iRacing
Safety Car and will only be used in an emergency situation where the race needs to
be neutralized immediately. The second version will be the primary version and
utilizes a modified full course yellows (FCY) to bring more strategy and realism into
the series. The vApex Racing Group has developed a Full Course Caution
Application (FCCA) which provides iRacing telemetry to Race Control and
determines when a FCY should be thrown.
As opposed to initiating a FCY for specific incidents on track which has proven to be
very time consuming for Race Control and not enjoyable for drivers, the FCCA
determines when to throw a FCY by taking the number of entries, race length, track
difficulty, number of corners, lap times, desired corners per incident, and real time
incidents from everyone on the grid including off tracks, contacts, loss of control, and
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car contacts. Taking all the variables into account, an incident “window” is calculated
and a random number inside the “window” is chosen as the threshold. Once the total
number of incidents across the grid hits the threshold, a FCY is thrown, the incident
count resets, and a new threshold is chosen. Only those in Race Control will know
what this threshold number is.
iRacing unfortunately does not simulate debris staying on track, the dirt brought on
track does not affect grip much, and car’s needing to tow automatically clear the track
without needing safety vehicles coming on track to tow the car back to the garage.
However, in real life, at some point Race Control would need to stop the race to clean
the track and/or retrieve cars. What this means is that the “dirtier” the grid as a whole
is during a race (meaning the more incidents the entire grid gains), the more cautions
a race will have and the “cleaner” the grid is (meaning fewer incidents), the fewer
cautions a race will have.
This means the amount of FCYs in a race lie solely on the performance of all the
drivers and the number of cautions in a race shows how many incidents the entire
grid is gaining. By tying the FCYs to the performance of the grid, it provides a great
realism aspect for endurance races and some races could have multiple FCYs and
some could have very few to none. The goal would be to have no FCYs during a
race.
All Participants are required to know the procedures before joining the races. As the
procedures do not include using the built in iRacing safety car, heavy penalties will be
issued to Teams that do not follow the procedure properly and do not listen to Race
Control in sim.
The in-depth FCY procedures can be found in Appendix A and Appendix B of these
regulations.
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APPENDIX A: EMERGENCY FULL COURSE YELLOW PROCEDURES
In case of an emergency where Race Control would need to stop the race
immediately, such as the entire track blocked from a wreck, Race Control will throw
the iRacing Full Course Yellow and bring out the actual Safety Car. The procedures
for our emergency Full Course Yellow are different than those for our modified Full
Course Yellow.
A1: ANNOUNCEMENT When Race Control needs to use the emergency Full Course Yellow, they will throw
the yellow within iRacing. The moment the yellow has been thrown, the field will be
frozen and a “full course yellow” black box will pop up on the driver’s screen. This
black box is the same black box that the driver sees during the pace lap of every race
before the start of the race.
A2: PACING When catching the pacing line, please start slowing down to Safety Car speed when
you are within 5-10 seconds of the end of the pacing line. CAUTION!! During this
time, it is extremely easy for “stack ups” or “accordion affect” to happen while closing
up gaps. Drivers and teams need to be looking multiple cars ahead and not focused
just on the car in front of them. It is recommended to close up gaps at no more than
1.25 times the pacing speed. For instance, if the pacing speed is 80 kph, it is not
recommended to close up gaps while traveling faster than 100 kph.
Additionally, when in the pacing line, all cars should stay on the right-hand side of the
track to allow any cars who need a wave by to pass on the left side.
A3: FIRST WAVE-BYS Any car who has their class leader behind them will receive a wave by from Race
Control. Any car that is issued a wave by will be told by iRacing to pass certain cars
and should take their wave by immediately on the left-hand side of the pacing line.
Additionally, any car that receives a wave by should take the wave by at close to race
speed.
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A4: PIT LANE & PIT STOPS Pit Lane will remain closed for the entire FCY procedure, regardless of what iRacing
says. Anyone already on pit lane or who has committed to pit lane (on pit entry road)
at the time of throwing the caution will receive an end of line (EOL) penalty from
iRacing. Unfortunately, there is nothing Race Control can do and these cars will be
required to move to the end of the pacing line.
Any car that enters a closed pit lane after the FCY is called, will be given a drive
through penalty from Race Control regardless if they take service or not.
A5: SECOND WAVE-BYS There will be no second wave by during this FCY procedure.
A6: END OF LINE PENALTIES Anyone who has an end of line penalty will be told by iRacing to move to the end of
the line at the conclusion of the first full pacing lap of the safety car. If you are being
told to move to the end of the line, please pull out of the pacing line and move to the
left-hand side of the track and fall back behind the car iRacing is tells you to.
A7: RACE RESTART iRacing will inform everyone of “one to green” at which point the race will restart at
the end of the current lap.
The race will restart for all cars upon iRacing throwing the green flag, no sooner and
no later. Additionally, no passing of any kind will be allowed prior to the final apex of
the final corner unless there is clearly something wrong with another car.
Restart reminders:
Drivers are urged to exercise the utmost caution during the restart. The following
applies from the green flag through the exit of the first corner, as defined in the Race
Bulletin. The first corner may not be the first physical first corner after the start/finish
line.
Any car that lags back in an effort to get a run, changes their pacing speed to
“checkup” other cars, and/or fails to accelerate in a timely manner when the race has
restarted is subject to a drive through penalty.
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Until crossing the S/F line, no passing for position will be allowed.
From the restart until after the first corner, no more than two cars are allowed to run
side by side, regardless of class.
Cars may only pass prior to the S/F and/or create a “3-wide” situation before the first
corner if there is an obvious issue with another car at the restart.
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APPENDIX B: MODIFIED FULL COURSE YELLOW PROCEDURES (PRIMARY VERSION USED)
As mentioned above, the VSCA SportsCar Championship utilizes a modified Full
Course Yellow (FCY) procedure.
This procedure will NOT use the iRacing’s built in FCY system since the iRacing
programming causes a lot of issues with multiclass races.
This means Participants must fully understand these procedures, pay attention, and
listen to Race Control during a FCY, those who do not listen could be penalized at
Race Control’s discretion. Here are the step-by-step procedures:
B1: ANNOUNCEMENT As the overall leader is about to cross the S/F line, Race Control will announce FCY
over voice and text chat in sim. The moment the overall leader crosses the S/F line
after the FCY announcement, the overall leader and all cars behind him, that have
crossed the S/F line as well, are under yellow. Positions will be recorded via live
timing and scoring, and no passing will be allowed at that point.
Until all cars have crossed the S/F line, they are supposed to race back to the line.
Yellow-flag conditions (no passing allowed) apply once they have crossed the S/F
line.
B2: FCY STAGING AREA Both classes will have a designated, class specific, FCY staging area on the track.
When the FCY announcement is made, all cars will complete the lap they are on and
then proceed to the staging area for their specific class at close race speed.
Drivers will be required to form a single file line in their staging area on the driver's
right-hand side of the track. Again, this is important: When pulling into the staging
area, please ensure you stay to the right-hand side of the track.
Please also make sure you leave plenty of space between you and the car in front so
you are able to pull out from behind them without making contact if needed.
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When approaching the GT3 staging area, Prototypes can pass the GT3 cars as soon
as they are in the staging area.
While we do not see any issues with engine overheating at this time and we do not
anticipate being stopped for more than a couple of minutes, we advise drivers to shut
off their engines when in the staging area. The staging areas per race are as laid out
in the following:
Daytona
Prototype Class (blue): Between exit of T8 and Bus Stop
GT3 Class (green): Between T7 and T8
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Sebring
Prototype Class (blue): Between T8 and T9
GT3 Class (green): Between T5 and T7
Laguna Seca
Prototype Class (blue): Between T5 and T6
GT3 Class (green): Between T4 and T5
Mid-Ohio
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Prototype Class (blue): Between T2 and T4
GT3 Class (green): Between T1 and T2
Watkins Glen
Prototype Class (blue): Between Inner Loop and T6
GT3 Class (green): Between T4 and Inner Loop
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Canadian Tire Motorsports Park
Prototype Class (blue): Between T3 and T5
GT3 Class (green): Between Pit Exit and T3
Road America Prototype Class (blue): Between T3a and T5
GT3 Class (green): Between T2 and T3a
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Road Atlanta Prototype Class (blue): Between T8 and T9
GT3 Class (green): Between T5 and T6
B3: FIRST WAVE-BYS Any car stopped in the staging area who has their class leader behind them will
receive a wave by from Race Control. Any car that is issued a wave by has until the
next Race Control command (usually the next wave by being issued) to start taking
their wave by or will run the risk of losing track position. Anyone who does receive a
wave by is allowed to pass any car ahead of them who is stopped in the staging area
and has not started taking their wave by. Any car that receives a wave by and has a
car pass them because they did not take their wave by in a timely manner, will lose
any positions as a result and must “fall in line” where they currently are. Finally, any
car that receives a wave by should take the wave by at close to race speed.
By the end of this procedure, the class leader should be the first car in the staging
area for each class. If done properly by the drivers, no prototype should have to
receive a wave by during this procedure.
B4: PIT LANE & PIT STOPS When the FCY is announced, the pit lane will be closed until Race Control says Pit
Lane is open. Anyone already on pit lane, meaning they were between the yellow pit
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entry cones and the green pit exit cones, can proceed with their pit stops. Anyone
committed to entering pit lane but not on pit lane when the FCY is called, are required
to drive through pit lane without stopping.
Any car that enters a closed pit lane after the FCY is called, will be required to drive
through pit lane without stopping to avoid a penalty. If the car does stop and takes
any kind of service, this will result in an EOL (end of line) penalty and the car will
have to restart from the back end of their class.
At the conclusion of the First Wave By, Race Control will announce pit road is open.
At this point, the P2 class leader will leave the staging area and continue around the
track at Safety Car speed. The second car in the staging area directly behind the P2
leader has 3 seconds from the time the P2 class leader starts moving, to start moving
and join the pacing line. If the car behind does not do so within 3 seconds, the third
car in the pacing line (directly behind the car who did not move) is allowed to pass
the stationary car. When the stationary car does start to move, they will have to fall in
line where they currently are and cannot go back to their original position. This
procedure will continue all the way down through the rest of the P2 class and the
GT3 class. The GT3 class leader should not move until the final car in the P2 staging
area starts to move.
The overall leader (leader of the P2 class) will maintain Safety Car speed until they
pass pit entrance at which point if they choose not to pit, will proceed back to the
staging area at close to race speed.
All cars in the pacing line, regardless of class should close up any gaps to the car
ahead. GT3 leader please do not move until the last car the in P2 class has started
moving. CAUTION!! During this time, it is extremely easy for “stack ups” or
“accordion affect” to happen while closing up gaps. Drivers and teams need to be
looking multiple cars ahead and not focused just on the car in front of them. We
recommend to close up gaps at no more than 1.25 times the pacing speed. For
instance, if the pacing speed is 80 kph, we don’t recommend closing up gaps while
traveling faster than 100 kph.
When approaching the pit lane, all cars can choose to either go into the pits or not.
Those who do not go into pit lane, once pass pit entrance, will proceed to the staging
area at close to race speed and come to a stop.
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Those who do go into pit lane can do whatever service they choose, and upon exiting
the pit lane will proceed to their staging area at close to race speed.
B5: SECOND WAVE-BYS Regardless if they went into the pits or not, any car stopped in the staging area after
opening pit lane who has their class leader behind them and/or is one or more laps
down will be given a wave by. These cars can go down pit lane if they choose.
Any Prototype that chooses to go down pit lane during their second wave by and has
not gone past the staging area for the GT3 cars by the Race Restart announcement
will be required to remain behind the GT3 class at the restart.
B6: RACE RESTART Once all cars who received the second wave around have either come into pit lane or
crossed the S/F line, Race Control will inform everyone via voice and text chat that
the race will be restarting.
At this point, the P2 class leader will leave the staging area and continue around the
track at Safety Car speed. The second car in the staging area directly behind the P2
leader has 3 seconds from the time the P2 class leader starts moving, to start moving
and join the pacing line. If the car behind does not do so within 3 seconds, the third
car in the pacing line (directly behind the car who did not move) is allowed to pass
the stationary car. When the stationary car does start to move, they will have to fall in
line where they currently are and cannot go back to their original position. This
procedure will continue all the way down through the rest of the P2 class and the
GT3 class. The GT3 class leader is required to close the gap and catch the last P2
class car as quickly and safely as possible. Failure to do so is subject of at least a
drive-through penalty.
Cars that have left the staging area will complete their current lap and one additional
lap (unless specified differently in the race bulletin). Cars proceed to the race restart
in single file formation, without any further passing. The overall leader (leader of the
P2 class) will maintain Safety Car speed until they reach the final corner. Unless
specifically stated in the Race Bulletin, each car will be required to accelerate to race
speed at the final apex of the final corner at which point, the race will be back to
green flag racing.
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All cars in the pacing line, regardless of class should close up any gaps to the car
ahead. CAUTION!! During this time, it is extremely easy for “stack ups” or “accordion
affect” to happen while closing up gaps. Drivers and teams need to be looking
multiple cars ahead and not focused just on the car in front of them. It is
recommended to close up gaps at no more than 1.25 times the pacing speed. For
instance, if the pacing speed is 80 kph, it is recommended to not close up gaps while
traveling faster than 100 kph.
Any car not in the staging area at this time will be required to restart behind the GT3
field, regardless of class.
Restart reminders:
Drivers are urged to exercise the utmost caution during the restart. The following
applies from the green flag through the exit of the first corner, as defined in the Race
Bulletin. The first corner may not be the first physical first corner after the start/finish
line.
Any car that lags back in an effort to get a run, changes their pacing speed to “check
up” other cars, and/or fails to accelerate in a timely manner when the race has
restarted is subject to a drive through penalty.
Until crossing the S/F line, no passing for position will be allowed.
From the restart until after the first corner, no more than two cars are allowed to run
side by side, regardless of class.
Cars may only pass prior to the S/F and/or create a “3-wide” situation before the first
corner if there is an obvious issue with another car at the restart.
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