Welcome to the Realish Racing Club rules. If you’re new, or thinking of joining, please have a read through. If you’re an established member, take a read anyway, refresh your memory. Here at Realish Racing we have a wide range of skill levels, certainly wider than we started with in June 2011. We have some drivers who have crept into the top 100 leaderboard times, and others who struggle to tickle the top 10,000. But however fast or slow our members are, they’re ultimately here to have fun.
Becoming a club member is easy. Sign yourself up to the Realish Racing forums, and introduce yourself in the introduction thread. If any events are available, all new members are encouraged to have a few casual club races before entering into any official competitions. This is simply to test your internet connection to make sure there’s no lag, your headset to make sure we can hear you and you can hear us, and your skill level and attitude to make sure we’re all on the same page.
Upon sign up, you are classified as a Realish Racing Newcomer Driver until you have raced more than half the races in any one season. Rookie drivers tend to have their own title to fight for alongside a season’s main title to help ease them into the club and give them something to fight for.
To discuss the races, we have a forum. Joining in with forum discussions is an important part of being a club member. Alongside our Discord, it helps us all get to know each other better, and makes for a better time on track. We’re big on community, so much so that many of us have become good friends and have even ventured outside several times over to meet up.
The wiki used to be a more vital part of our community, it’s still fun to delve into the past – and nothing is stopping anyone from updating it, for it is still around! In fact, if you feel like taking over a bit of maintenance work over there, let us know and we’ll set you up with an account in no time!
These times, we’re mostly using rFactor 2 and Assetto Corsa Competizione for our events and series, with a firm look on new developments within the simracing world. We also like to our annual Crashmas special event powered by Wreckfest, so you might want to check out that Steam store page as well.
Wireless controller, wired controller or steering wheel, we allow all three. You will need at least one. Wireless controllers can run out of batteries, so make sure they’re fully charged before a race.
Communication both in races and pre/post race is paramount. You need to be able to hear the other drivers in the race, and you need to be able to talk back to them. In the pre-race phase this could be confirming the understanding of rules, or asking any last-minute questions. It’s even more vital in the race for driver-to driver communication regarding lapping moves and positioning, alerting others to your entering and exiting of the pit lane, and warning of an accident or obstacle. If you don’t have a headset, please get one as soon as possible.
We don’t impose any rules regarding your choice of wired or wireless network, or maximum lag times etc. – just make sure your connection is reasonably stable and we’re good. In fact, we had people from the U.S. and Australia racing together without problems in the past!
In races you will need to be driving for a team. You have two options here. You can start your own team, by yourself or with another driver (although that does require a pleb club membership), or you can join an existing team, which is preferred if space is available – there should be though, for some teams are run by the club itself to provide adequate seats.
All club members need a racing number. Choose a number that’s in some way special to you, but check whether it’s taken or not first. You’ll use it throughout your Realish Racing career, though changes are possible.
Once you have a team and number, you’ll need to paint any future cars you race with in your team’s livery. If you’ve joined an established team, they’ll probably take care of that for you, but if you’ve created a new team, try to come up with an identity unique to you and your team. Liveries are allowed to change depending on sponsors, race series, and your own personal preferences, just make sure they’re tasteful and stick to race-type liveries.
Whilst you may have a favourite real-life motor racing team or tuning shop, try to be original with your names and liveries. It’s ok to take cues from real life racing teams, but avoid copying an entire setup from a real-life racing team. This is your team and your identity so don’t rip off someone else’s.
Realish Racing seasons and events tend to have a title theme, or a specific livery layout. In these cases, a livery design file will be made available to all drivers participating, which they can then add their own unique livery to. In this case, all sponsors, number boxes etc. must be left unchanged (aside from adding your own racing number).
Each season has its own sub-forum on the forums. Each special event will have its own thread(s). This is where the season/special event and its races will be organised from. Unless otherwise stated, these races take place on Sunday evenings. Usually, the same applies to our Special Events, though there can be exceptions.
Each Season or special event will have its own set of rules, car choices, qualifying (if applicable), race formats, championship points allocation, lobby settings and other nuances, so please see the forum thread and/or website page for that season or event for full details and specifics.
In the week before each race, an information forum post will appear featuring important facts about the upcoming event and track.
Accompanying that post, or added to afterwards, will usually be a Stewards’ Report. This outlines the tracks to be used in the race, and things to look out for whilst racing on them. It will also note any corners that are easy to cut, to which special attention will be paid.
A test server for the upcoming race will always be open 24 hours a day for about a week before the race. Drivers are asked to use this not only for their own practice sessions but also to make sure everything is working as expected.
Severely interfering with other people’s laps during qualifying may be grounds for a warning or penalty. This includes, but is not limited to, deliberately blocking the track, unsafe rejoins and willingly overheating the engine.
Did not start
If you have signed up for a race and are online ready to join the server, but then disconnect for whatever reason (disconnection/emergency) at some point between there and the start lights turning green/going out, you are deemed to have not started, and the results for that race will show as a DNS.
Race restarts are uncommon. A race will only be restarted if there is a mass disconnection in the very early stages of the race or a grave incident during the formation and initial laps. Once the lights go green, a race will rarely be restarted, and only at the discretion of the admin team.
General motor racing etiquette applies in the virtual world as well as the real, so please be courtious and leave space whilst racing (although don’t let anyone by too easily. You are allowed to defend your position after all). Don’t weave (especially in fast cars or on narrow tracks) and don’t change lines in the braking zones.
Make sure to get to the grid in time – should you miss the countdown, you will be allowed to start from the pits, fully obeying the pit lights.
For rolling starts specifically, if there is a grave incident in the third sector of the formation lap, the race will be restarted and the driver causing it might face further investigations, as well. If everything goes well, the lead car has to follow the safety car or, if there is no safety car, run the lap at about 100kph/62mph. Wide gaps between the cars are recommended for sectors 1 and 2, before the lead car lets the grid bunch up again during sector 3. Entering the main straight, a constant speed of about 100kph/62mph is to be maintained, with excessive accelerating/decelerating potentially causing investigations. Once the green flag/light drops, everyone is free to accelerate and overtake.
To avoid incidents, please keep in mind the following basic guidelines of overtaking another driver:
- Don’t push others off to get by. While some contact might be acceptable, depending on the vehicles used, it should not be the main means of getting past your opponent.
- Only attempt a pass when it is reasonably promising and there is room for it. There needs to be a significant overlap with the defending car before turning in to a corner to claim the inside line and bind the other party to leave room and/or take the outside/other line.
- The defending driver is entitled to deviate from his racing line once per straight in order to defend his position. This has to happen before the opponent gets too close and certainly before there is any overlap, pushing off your opponent as a means of defending is not acceptable.
Motor racing is a non-contact sport. Some of our races (Touring Cars) will lend themselves to a little more bump and grind than others (Le Mans Prototypes), no contact should remain the goal. If you are seen, heard, or alledged to have made contact with another, that contact may come up for review. If deemed malicious, avoidable, or just plain stupid, your actions may carry a penalty which will be applied after the race. Penalties can range anywhere from a caution or reprimand to a penalty or disqualification. Persistent offending may result in a ban or permanent exclusion from Realish Racing. It has happened before. Don’t let it happen again.
If contact results in you taking another competitor or competitors off, whether accidental or otherwise, waiting for that driver to re-join the track and reclaim their rightful place ahead of you is recommended and appreciated, apologise whilst doing so. Failure to do so can result in a harsher verdict if you are found to be primarily responsible for the incident. If you are unable to give the place back for any reason, the stewards will investigate on a case-by-case basis.
If you’re unsure whether there was contact prior to your opponent going off and/or you gaining a position, feel free to communicate with each other to resolve this mid-race. Do not start an argument over the incident, though.
If you have an incident and leave the track, please be mindful of how you re-join the circuit. Be incredibly aware of approaching cars, and use the game’s look left/right/back/minimap/radar features to check your surroundings and make sure that it is safe to rejoin. Rejoin gradually and at a shallow angle. Don’t dive straight back onto the racing line, and don’t rejoin on the apex of a corner – it’s busy there.
If you are towards the tail end of the field, please keep in mind that you may be lapped. Similarly, if you are up front, watch out for cars ahead of you. Leading cars should not expect lapped cars to jump off of the track at the drop of a hat to allow you through (and neither should those lapped aim to do so – you still got your own race going on, after all!), please consider the location of a pass to minimise the amount of time lost to both of you. Any backmarkers found intentionally holding up leaders as they are being lapped run the risk of a penalty. Feel free to communicate to ensure a safe lapping.
In oval races only, a lapped car may fight for position in the queue regardless of whether or not they are on the lead lap, however, incidents with cars on a different lap will be dealt with as if they involve two cars on the same lap.
If you find yourself faster than a car that has already lapped yourself, you might want to unlap you. While permitted, preceding communication from the unlapping party is mandatory, preferrably reaching an amicable agreement before starting the process, although still permitting the driver to unlap themselves safely if no answer or agreement occurs. Failure to initiate communication will put the unlapping driver at fault for a potential incident.
Once unlapped, you are expected to clear blue flags within a reasonably quick time (a guideline of a lap can apply on most tracks), returning track position to the car ahead if you fail to.
If you collect damage during the race that renders your car uncontrollable and/or find yourself overheating the engine or otherwise interfering with other drivers’ races, make sure to take action against either, i.e. pitting to repair the damage, shortshifting to avoid overheating the engine or making sure to minimise your impact on others by other means. Listen and pay attention to both your car and your fellow racers regarding possible issues.
Some races might have mandatory pits stops, others have necessary ones. If a track features a precarious pit entry/exit, announce that you are doing so so that cars around you don’t get caught out by a sudden change of direction or deceleration. Similarly, announce as you are leaving the pits and be wary of any cars approaching at full racing speed. Do not veer out of the pits directly into the path of approaching cars.
Cheating includes but is certainly not limited to corner cutting, brake-testing, intentional ramming, bumping or contact, not pitting when it is a mandatory part of the race, and pre-meditated race result fixing. Do not use a car, upgrades or setup tune other than those specified. Penalties, disqualifications, bans and exclusions apply to those found cheating.
Network and Hardware Problems
Drivers experiencing network, game or hardware problems should do everything possible to avoid interfering with other drivers. This includes, but is not limited to, persistent network lag, persistent screen freezes, wheel/force feedback problems and VR problems, where a car is not under full control of the driver and/or is moving in an unpredictable manner for other drivers.
If a driver suspects they have such a problem, for example if other drivers consistently report their car moving erratically, they should attempt to stay off the racing line away from other drivers. If the problem persists, the driver should return to the pits and not resume racing until the problem is felt to be resolved. This applies in all official practice, qualifying and race sessions.
Drivers will be classified and eligible to score points where their total completed laps is within 75% of the winner’s total. This applies whether drivers finish the race or not.
If a race is abandoned before full distance, the result will be taken from the penultimate lap before the race was stopped, i.e. the last full lap. If the race is declared to be finished before the leader completes 75% of the scheduled time/distance, half points will be awarded.
Stewarding & Reports
If you feel you have been unfairly treated during a race, blatantly crashed into or weren’t given back a position after an incident, you’re entitled to filing a report with our stewards. However, this is supposed to be a driver’s last resort, so please consider both cooling off for a few hours and/or contacting the other party first. You can file a report until the Tuesday after the race. The Stewarding team will then reach a verdict on the incident (see below), potentially including hearing the involved parties’ opinions. In case the Stewards, contrary to your inital report, find you at fault, this may also be a verdict to your disadvantage.
The stewarding team can take the following actions depending on the severity of the offence:
- Warning (1 point) – Informal caution, for minor infractions.
- Reprimand (2 points) – Formal caution, for significant infractions.
- Penalty – For serious infractions. May take the form of a post-race time penalty, disqualification from the race or event, a drive through penalty to be served at next race, or being ordered to start the next race from the pitlane.
- Ban – For persistent poor conduct. May take the form of a race ban or permanent exclusion. Please don’t let this happen.
Accumulation of 4 points within a season will result in an additional penalty at the discretion of the stewarding team.
A driver may appeal a decision to the admin team within two days of the stewarding outcomes being published.