Formula Rookie Season 2
Apex Online Racing
League Information
General Information:
League Structure
● Amount of leagues: Each platform runs a set amount of leagues, depending on the amount of drivers signing up at the start of the season.
● League setup: In the event of multiple leagues on one platform, the leagues will be tiered, with the aim to have the faster drivers in the higher league(s) and the slower drivers in the lower league(s).
● Driver placements: Driver placements will initially be based on a first come, first served basis. In the event that the number of sign-ups exceeds the number of spots in a tier, all drivers will be asked to complete a set of time trial laps before we can place them into an appropriate league.
● Race night format:
Day/Time
● Race day: Wednesdays
● Event start: 8:00PM (UK time)
16.02.2022 20:00 UTC
Willow Springs International Raceway

Session info
Willow Springs International Raceway
Full layout
● Weather Conditions:
- Qualifying: Clear
- Sprint race: Clear
● In-game time-of-day information:
- Qualifying time: 13/03/2021 15:00
- Sprint race time: 13/03/2021 16:00
16.02.2022 20:40 UTC
Willow Springs International Raceway

Session info
Willow Springs International Raceway
Full layout
● Weather Conditions:
- Feature race: Overcast
● In-game time-of-day information:
- Feature race time: 14/03/2021 15:00
Session info
Sonoma Raceway
GP layout
● Weather Conditions:
- Qualifying: Light cloud
- Sprint race: Light cloud
● In-game time-of-day information:
- Qualifying time: 24/04/2021 16:00
- Sprint race time: 24/04/2021 17:00
Session info
Sonoma Raceway
GP layout
● Weather Conditions:
- Feature race: Rain
● In-game time-of-day information:
- Feature race time: 25/04/2021 09:00
Session info
Long Beach
Full layout
● Weather Conditions:
- Qualifying: Overcast
- Sprint race: Overcast
● In-game time-of-day information:
- Qualifying time: 29/05/2021 15:00
- Sprint race time: 29/05/2021 16:00
Session info
Long Beach
Full layout
● Weather Conditions:
- Feature race: Light cloud
● In-game time-of-day information:
- Feature race time: 30/05/2021 15:00
Session info
Zhuhai International Circuit
Full layout
● Weather Conditions:
- Qualifying: Light cloud
- Sprint race: Light cloud
● In-game time-of-day information:
- Qualifying time: 10/07/2021 10:00
- Sprint race time: 10/07/2021 14:00
Session info
Zhuhai International Circuit
Full layout
● Weather Conditions:
- Feature race: Light cloud
● In-game time-of-day information:
- Feature race time: 11/07/2021 14:00
Session info
Silverstone
International layout
● Weather Conditions:
- Qualifying: Heavy cloud
- Sprint race: Heavy cloud
● In-game time-of-day information:
- Qualifying time: 15/08/2021 11:00
- Sprint race time: 15/08/2021 14:00
Session info
Silverstone
International layout
● Weather Conditions:
- Feature race: Heavy cloud - Rain (sync-to-race)
● In-game time-of-day information:
- Feature race time: 15/08/2021 18:00
Session info
Indianapolis Motor Speedway
Road Course layout
● Weather Conditions:
- Qualifying: Heavy cloud
- Sprint race: Heavy cloud
● In-game time-of-day information:
- Qualifying time: 04/09/2021 12:00
- Sprint race time: 04/09/2021 15:00
Session info
Indianapolis Motor Speedway
Road Course layout
● Weather Conditions:
- Feature race: Medium cloud
● In-game time-of-day information:
- Feature race time: 05/09/2021 15:00
Session info
Brands Hatch
Indy layout
● Weather Conditions:
- Qualifying: Rain
- Sprint race: Heavy cloud
● In-game time-of-day information:
- Qualifying time: 02/10/2021 10:00
- Sprint race time: 02/10/2021 15:00
Session info
Brands Hatch
Indy layout
● Weather Conditions:
- Feature race: Medium cloud
● In-game time-of-day information:
- Feature race time: 03/10/2021 17:00
- 1.1 Amount of leagues
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Each tier contains one league. The amount of tiers/leagues each platform runs depends on the amount of drivers signing up at the start of the season.
All of the tiers will be running the Formula Rookie car.
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- 1.2 Driver placements
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In the event of multiple leagues on one platform, the aim is to have the faster drivers in the higher league(s) and slower drivers in the lower league(s).
Driver placements will initially be based on a first come, first served basis. In the event that the number of sign-ups exceeds the number of spots in a tier, all drivers will be asked to complete a set of time trial laps before we can place them into an appropriate league.
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- 2.1 Structure
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Maximum Grid Size: 26 (32 where possible)
Opponents All Identical Car: Yes
Car Class: Formula Rookie
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- 2.2 Sessions
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Sprint Race Start: Standing
Main Race Start: Manual AOR Rolling Start
Qualifying: 15 mins
Sprint Race time: 20 mins
Main Race time: 40 mins
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- 2.3 Conditions
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Weather: Announced on the Race Calendar.
Weather Progression: Real-time or announced on the Race Calendar.
Date Type: Custom, see calendar for correct in-game date.
Starting Time: See calendar.
Time Progression: Real-time or announced on the Race Calendar.
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- 2.4 Restrictions
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Force Interior View: No
Force Manual Gears: No
Force Realistic Driving Aids: Yes (ABS, Traction control if the car is equipped with it, Stability Control: No)
Force Default Setups: Yes
Allow Ghosted Vehicles: No
Mandatory pit-stop: No for sprint race, Yes for main race
Damage: Performance Impacting
Mechanical Failures: Yes
Tyre Wear: Authentic
Fuel Usage: Authentic
Auto Start Engine: Yes
Flags & Penalties: On
Allowable Time Penalty: 30s
Allow Drive-through Penalty: Off
Competitive Racing License: On
Min. Competitive License Required: U0100 (lowest ranking)
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- 3.1 Cars available
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For this season we are using the Formula Rookie car.
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- 3.2 Livery selection process
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Liveries will be decided individually within each league at the start of the season. When signing up, drivers can create an ordered list of their preferred livery choices. When the placements are published, also a list of drivers and their livery will be published. Afterwards, people can still request livery changes if they agreed with another driver to switch liveries.
The order in which the drivers will receive their liveries within each league is decided based on first come first served.
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- 3.3 Team registration process
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After the leagues and driver placements have been announced, teams can register in the league.
-You can team up with your friends/rivals/fellow racers and come up with a sensational team name! (Within reason!)
-There is a maximum of 2 drivers per team. Teams must run identical liveries.
-Drivers are not forced to join forces with someone, but are encouraged to. If someone does not join a team, you will solely score in the Driver Championship.
- All Teams must be created by the 2nd round, at which point no new teams may be created as not to interrupt the Teams Championship.
-Drivers may not switch teams mid-season.
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- 4.1 Driver championship scoring
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The following points will be scored for each race finishing position.
1st - 50
2nd - 44
3rd - 38
4th - 33
5th - 28
6th - 24
7th - 20
8th - 16
9th - 13
10th -11
11th - 10
12th - 9
13th - 8
14th - 7
15th - 6
16th - 5
17th - 4
18th - 3
19th - 2
20th - 1
Pole position - 1 point
Fastest race lap - 1 point
Drivers who complete more then 90% of the race distance and have retired to the pits will be eligible to score full points for their final classified position.
Drivers who complete between 75% and 90% of the race distance and have retired to the pits will be eligible to score half points for their final classified position.
A driver who disconnects at any stage of the race will not score points and will be classified as DNF (Did Not Finish) in the race results.
In the case of drivers being tied on points in the standings, the higher position will be awarded to the holder of most first places. If the number of first places is the same, the holder of most second places, then third places, and so on until a winner emerges.
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- 4.2 Team championship scoring
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In each race, the Teams will score points based on the finishing positions of their two drivers in the race.
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- 5.1 Disconnections
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If a driver loses connection during qualifying, they will be invited back into the lobby or may join on their own to continue from where they left off.
If a driver loses connection in the transition from qualifying to race, or during the race, that is tough luck, and unfortunately nothing can be done about that.
We do our best to ensure that the best available connection in the lobby acts as the lobby host, so any connection issues are normally a result of a fault on the disconnecting driver's end. Please ensure that your internet connection is fine, and that your NAT type is open, before entering the race lobby.
If you still encounter issues with a particular host, let your coordinator know.
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- 5.2 Mass disconnections
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If 4 (or more) drivers lose connection to the lobby during the transition from qualifying to the race, the lobby will be restarted and the race will be started with a manual rolling start, where drivers will use the first lap of the race to line up in a double file formation based on their qualifying positions. Proper concentration and cooperation from the drivers are required to make this work. This will only happen one time. If the problem persists then the race will be postponed.
The coordinator of the league will make sure everybody is aware of their position - this may take some time.
During the race, if half (or more) of the drivers in a race lose connection at the same time, or over a short period of time, that counts as a mass disconnection.
If less than 50% of the race was completed at the time of the mass disconnection, the race will be restarted immediately, preferably with a new lobby host. If several drivers are unable to restart the race at that time, the race will be rescheduled for a later date.
If more than 50% of the race was completed at the time of the mass disconnection, the race will end, and the race order from the time of the first disconnection becomes the final result. Half points are awarded to all drivers.
If more than 90% of the race was completed at the time of the mass disconnection, the race will end, and the race result will be declared as the order at the time of the first disconnection.
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- 5.3 Postponing a race
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Unfortunately, sometimes the technology that allows us to go racing turns against us. Try as we might, occasionally, it isn't to be. This sometimes means we have to post-pone or cancel a race. If we do so it's because we feel it's the fairest option for everyone.
If a race is postponed or cancelled, the round in question will take place the week following the end of the season. This is to keep the rest of the calendar in sync for social media promotion. If any extra rounds suffer issues, those rounds will not be carried out and will be cancelled. This is again, to keep things in sync with any interim leagues we run. In a case where multiple rounds have been cancelled, the first track that was postponed will be raced at the end of the season.
Reasons we may postpone or cancel a race include:
- A late update to a platform: If Steam for example drops a 5GB update 2 hours before the race, we may pro-actively post-pone the race to make sure everyone has had chance to update it before the race. It would be unfair to not be able to race because your download speed isn't quite as quick as some others.
- Lobby/Connection issues: If Drivers are continually getting dropped and there is no way of keeping everyone in the lobby then we may postpone the race, rather than having a 4-6 person race.
- Mass Disconnection: See above.
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Example reasons to contact them could be:
To inform them that you're missing a race
To get information about your league
If you are unhappy about something, either with regards to a race or on the Discord server
If you have an issue with your League Coordinator and would rather discuss the issue with someone else, then seek out another person from the staff team and address the issue to them. Our Coordinators and Moderators are expected to remain completely unbiased, and as long as you address the situation sensibly and maturely they will be happy to discuss any issues no matter who it is with.
- 1.1 Clean racing
- 1.1.1Race cleanly at all times. No contact should occur between cars on track, and as a driver you are required to do your best to avoid this from happening. Accidents can happen, but if you are at fault for causing a collision, you are likely to be penalised.
- 1.1.2Deliberately crashing into another car will result in being permanently excluded from the league.
- 1.1.3If you accidentally take out another car, or are responsible for causing an incident, you have to slow down and safely let the affected car(s) back in front of you on track, as long as the circumstances allow it. You do need to let the affected car back through as soon as possible (within the next corners that is), even if this means going off-track to do this safely. Even if it doesn't benefit the other car, that is the punishment you have to take for causing a collision. If you fail to follow this rule, you are likely to receive a harsher penalty by the stewards if the incident is reported after the race. This rule can only be overruled by the affected driver telling you over voice chat to keep going.
- 1.1.4The above rule still applies even if lag (connection issues) is the cause of the incident, when it is obvious that your car's lag is the cause of another driver going off, as this would still be classed as an unfair overtake. Please be more careful around other drivers if you are regularly involved in lag-related incidents.
- 1.2 Overtaking
- 1.2.1Don't be too aggressive when trying to overtake. As the chasing car, it is generally your responsibility to not make contact with the car in front.
- 1.3 Defending
- 1.3.1Excessive weaving and blocking is not allowed. When defending from another car, choose a line on the track and stick to it. Do not force a chasing car off the track by leaving it too little room. If the attacking car is alongside you going into a corner (generally if the attacking car's front wheels is alongside or ahead of the defending car's rear wheels), you must adjust your line to avoid contact.
Do not leave it too late to defend a move. Make your move clearly and fairly. If you move too late and the car behind has no time to react, it is not them who will be blamed.
- 1.4 Corner cutting/track extending
- 1.4.1Stay within the track boundaries with at least two tyres at all times. The track boundaries are defined by the white lines, not by the edge of the kerbs.
However, we acknowledge that the racing line at times extends across kerbs or astroturf. If necessary, a driver briefing will be added to the respective race thread, informing of any deviations from the "white line rule."
Cutting corners, or extending the track, to gain an advantage is not allowed. Drivers found to be persistently breaking this rule will be penalised retrospectively. - 1.4.2If you overtake another driver with all four wheels off track, or as a consequence of cutting a corner, you must slow down and give the position back.
- 1.4.3The odd misjudgement of a corner can happen, but if you accidentally gain an advantage by going outside the track limits, you are expected to back off to an extent that clearly negates any advantage gained. Failing to do this puts you at the risk of being penalised in game, however if it fails to penalise you, an enquiry can be opened for the stewards to review.
- 1.4.4If a driver is reported to the stewards for a breach of this rule, it is up to the stewards' discretion as to whether they feel the driver has abused the track limits to an extent where a penalty is justified, and if so what type of penalty is appropriate to be handed out. This will depend on the severity and frequency of the cuts. The bottom line is, if you want to make sure you are not in danger of being awarded a stewards penalty, make sure you don't gain time from leaving the track limits throughout qualifying and the race.
- 1.4.5The in-game system is pretty accurate, however if you are found to still be exceeding track limits regularly, even when coming off throttle to give up any advantage, or not lifting off throttle for long enough, you can still be penalised after the race.
- 1.5 Qualifying etiquette
- 1.5.1In qualifying, it is your own responsibility to find free space on the track when starting a hot lap. A car on a hot lap does not have to yield for a faster car approaching from behind. If you are on an in- or out-lap, however, you have to let faster cars pass you without blocking them. If you are on a fast lap approaching a slow car, flashing your lights is a way of notifying them that you're on a fast lap.
- 1.6 Spacial awareness
- 1.6.1If you spin off whilst the pack is close, rejoining the track immediately is ill-advised. You do not ghost and you will cause accidents. Staying still is the best option until the other cars have avoided you. It is far easier to avoid a stationary obstacle.
- 1.6.2If you go off the track, rejoin in a manner that is both safe and in no way a danger to other competitors.
- 1.6.3When you're coming up to lap another car, it is advised to alert that driver through the chat so they are aware that you will soon be lapping them.
- 1.6.4We strongly recommend using the in-game spotter, an external app like the crew chief or at least enable the proximity arrows to be always aware of your surroundings.
- 2.1 Being lapped
- 2.1.1We are running with the in-game rules & flags system, which means that the game should alert you with a blue flag when you are about to be lapped. When receiving a blue flag or you know that a car is going to lap you and is approaching from behind, you should let them past safely and without interfering with their race.
This is done best by the car that is being shown a blue flag moving off the racing line and easing on the accelerator on a straight, or lifting / braking early, and/or giving up the corner and racing line to let the lapping car pass.
Also, you can see if the driver is a lap higher than you by looking at the mini-map or relative board - the car will be highlighted by a red colour, instead of a regular white dot or name. - 2.1.2As a means of helping with blue flags, we advise the leaders to flash their lights at cars due to be lapped. This should not be done excessively. This is their cue to inform that the driver on the lead lap is about to pass the driver being lapped, and should let the lapping car pass at the next safe available opportunity.
Flashing your lights at a competitor you are racing for position is not to be used as a "distraction technique" or in anger at an incident. - 2.1.3If you are going faster than a car that has lapped you, do not attempt to unlap yourself unless it is safe to do so and doesn't hinder the car in front.
- 2.2 Pit stops
- 2.2.1Stay within the white line and obey the speed limit (60 KPH) when entering and exiting the pit lane. If you cause a dangerous situation by crossing the pit entrance or exit line, or if this is done in a way that blatantly gains time or track position, you will be penalised. Remember to assign your pit limiter button as well.
- 2.2.2For all main races, pit stops are mandatory, so you must come into the pits at least once. We will be running with the 'force mandatory pit-stop' function on. Therefore, you must come into the pits at least once.
- 2.2.3For all main races, pit stops are mandatory, but what constitutes a pit stop? You are required to do the following,
Enter the pit-lane, applying the pit-limiter.
Completely stop in your box.
Leave the pit-lane safely.
You therefore are not required by the rules to change tyres, or refuel, or do any repair work. However, you may complete these changes whilst completing your mandatory pit-stop. - 2.2.4Pit Window - You may not complete your mandatory stop during the formation lap unless you have damage. The pit window opens at the end of the first official race lap, the AOR formation lap is not an official race lap. You may not finish your race in pit lane.
Note: Any pit stops during the formation lap needs the OK from your coordinator. - 2.2.5Failure to pit during the races, or complete your mandatory stop as listed by the rules will result in disqualification from the race.
- 2.2.6It is possible in some rare occasions that if you enter the pits your pit-box is occupied. Just pull in anyway - you will ghost through the car that's there and your pit-crew should service you anyway. If they don't, please wait 6 seconds before pulling out, and create a stewards enquiry afterwards (please make sure you keep video footage of your pitstop and finishing position).
- 2.3 Driving in different conditions
- 2.3.1For races that take place at night time, all drivers are required to have their headlights on in order to make your car visible to others, and to make the road more visible for you. If you're involved in an accident which damages both of your headlights, you must return to the pits immediately for repairs. Please also make sure you have a button assigned to turn the headlights on.
- 2.3.2The above rule about having headlights on also applies to running in the fog and in the rain.
- 2.3.3For races with rain or a chance of rain, please make sure you have a button assigned to turn the wipers on.
- 2.4 Reset to track button
- During the race, you must not use the 'Reset to Track' button (should you have it assigned) except in extreme circumstances. Falling off the track and ending way off in the gravel is not a good enough excuse to use it. If your car rolls over for whatever reason, that is an acceptable reason to use it.
- 2.5 Return to pitbox
- If at any point in qualifying you want to return to the pitbox, please do this off-track or manually drive to the pits. This will prevent any unwanted shadows on the track due to a glitch.
- 2.6 In-game disqualification
- If you are disqualified from the race in-game, submit your full race replay to the stewards. If we feel that the disqualification was justified, it will remain. However if we feel that the disqualification was unfair, or a result of a game glitch, then you will be classified as the last finisher and score full points for that position.
- 2.7 Manual rolling start
- The Procedure and Rules:
- Upon the in-game green light, all cars are to remain stationary for 5 seconds. The leader will then pull away at a slow pace, and subsequently the rest of the field will pull away 1 by 1 behind them to form a single file train with no overtaking. Drivers are to drive along the middle/centre of the grid once they have pulled away to avoid any drivers to the sides with issues.
If a driver is to have an issue at the start, they are to indicate this as clearly as possible to those around them, either by alerting others in voice chat or by rapidly flashing headlights.
If the driver is able to move and then fix the problem, they are to do so by slowly pulling over to the side of the track closest to them to rectify the issue. If the driver with an issue cannot move, they are to remain stationary and rapidly flash their headlights.
Once the issue is resolved, they are allowed to pull away and re-form at the back of the pack in last position.
If the issue is resolved whilst cars are still driving past them on the grid, they are to wait and remain stationary until all drivers have passed them, and re-form at the back of the pack in last position.
If a driver is to sustain heavy damage at the start due to unique circumstances and through no fault of their own, the driver can go ahead of the pack once everyone is moving to enter the pits and repair any significant damage if they wish to do so. Once they leave the pits, they are to park immediately at the pit exit in a safe place and wait for the race start.
Please communicate if you have issues as early as possible and at the start of the formation lap process, as you will only be allowed to go ahead of the pack if the situation is obvious and the coordinator approves for you to do so.
If the pack is moving when approval is given, all drivers are to stick to the right hand side of the circuit, no matter what track it is to allow the affected drivers through ahead of the pack.
For example, if you are in P4 and spin on the formation lap, you must form up at the back of the grid.
- Once the leader of the single file train has pulled away, they can accelerate up to a speed of 80mph/130kph and will then maintain that throughout the lap, slowing down clearly and gradually for any corners that require slower speeds, and then accelerating up to the limit of 80mph/130kph. The rest of the drivers in the train are to follow the leader around the lap, sticking to a similar pace and maintaining safe distances to drivers around them for tyre and braking warming.
Weaving and warming of the brakes is allowed whilst single file, and drivers should be aware that other drivers will be doing this, allowing for sufficient room and ensuring brake warming is done with sufficient space without danger to other drivers.
If a driver spins off at any point in the formation lap, they are to hold their position, wait for the train of cars to pass through and re-form at the back of the grid in last position.
If a driver sustains light damage during the formation lap from contact with another car, but doesn't spin or lose grid position, they will NOT be allowed to go ahead for repairs and must pit after the FIRST racing lap.
- The cars will remain in a single file train until a designated point on the circuit called 'The Formation Point', usually a corner or couple of corners before the start finish line depending on the circuit and its layout.
At the formation point, the leader will slow down to 50mph/80kph and the 2nd placed driver, will pull alongside to form a second train.
The grid will then split into the two trains forming a 2 x 2 formation, with drivers forming up on the opposite side of the circuit to the driver in the position immediately above them. For example at Silverstone, all drivers in an odd numbered position (1,3,5,7 etc) will split to the right hand side of the circuit and all drivers in an even numbered position (2,4,6,8 etc) will move to the left hand side of the circuit. The formation should look like this from a bird's eye view:
2--1
4--3
6--5
8--7
From this point onwards, drivers are no longer allowed to perform excessive tyre and brake warming manoeuvres. Both are to be kept at a minimum if at all. Any manoeuvres that cause others to take avoiding action can have severe detrimental affects to the race start possibly causing contact and/or delays which could result in a penalty from the stewards.
- The two trains will roll in 2 x 2 formation, side by side towards the start finish line and over the marked grid boxes on the trains corresponding side, with the train lead by P1 on the inside line for the first turn.
The lead drivers are to still maintain 50mph/80kph at this stage. Any drivers behind the lead pair can use whatever speed necessary to close up the gap to the car directly in front of them in
- 3.1 Communication
- We urge you to use a working headset while in the race lobby, to effectively receive any potential messages or instructions from the League Coordinator. Having the ability to talk to other drivers during the race can also make it easier to avoid - and resolve - any on-track incidents.
The league will have access to a Discord server which acts as the official game chat. It is required that you join the voice channel, and are able to hear the communication, however a microphone is optional.
It is not allowed to use the game audio/text chat in any other way then warning other drivers for danger at the track.
- 3.2 Lobby etiquette
- 3.2.1Shouting, name-calling and generally speaking rudely is not acceptable. Drivers who are a disruptive influence on the lobby atmosphere will be penalised accordingly, or in extreme cases removed from the league.
- 3.2.2Respect the other drivers. Keep a friendly atmosphere in the race lobby and treat your fellow drivers as equals, regardless of them being quicker or slower than you.
- 3.2.3Respect the League Coordinator. Listen if he is giving a message, and accept the decisions he makes. If you feel any actions/decisions are wrong, address the issue calmly and maturely. Coordinators' decisions are final within the lobby, but may be reviewed later if you feel an error has been made. Please accept that making a call instantly can be tricky and the Coordinator, even if participating in the race, is expected to be entirely neutral.
- 3.3 Race etiquette
- 3.3.1If you are involved in an on-track incident, don't overreact. It may be frustrating, but you need to stay calm and get on with it. Losing out due to another driver's mistake or recklessness is no excuse for retaliation or acting against the rules.
- 3.3.2If another driver does something you feel is against the rules, report it to the Stewards Panel after the race rather than argue about it over the voice or text chat post race.
- 3.3.3If you are having a bad race, don't act foolishly. As a driver, you have to accept that some races will be better than others and you can't always have it your way. If you are unable to enjoy the racing due to not always being at the front, this is not the place for you - there are many drivers in the league, and someone will always have to be at the back.
- 3.3.4During the race keep talking to a minimum. The only reason for talking should be to give viable information about safety or anything else that needs to be addressed mid-race. Wait until everyone has finished the session, both qualifying and race, to discuss the race.
- 3.3.5The cool down lap is part of the race event and therefore the same rules are being applied. Crashing into each other is not allowed during the cool down lap or any other particular time during the race event.
- 3.3.6Penalties will be applied to drivers who knowingly take out brake marker boards and other signs that could be used as reference points.
- 3.4 Rage-quitting
- 3.4.1Deliberately quitting the race in any way - whether that is by quitting through the pause menu, getting yourself disqualified or deliberately crashing your car - is not allowed, unless you have a very good reason to do so. Accepted reasons for quitting could be that you are a danger to other drivers on track due to poor driving or connection issues. Quitting because you "couldn't be bothered" or due to being angry at something - rage-quitting, in other words - are not good reasons.
- 3.4.2Excuses such as 'poor driving' and 'connection issues' will be monitored. These are not a get-out of jail free cards if you can't be bothered. Poor driving is occasional, if perhaps life has been unkind and you haven't had as much time to practice. However, turning up each week having not practised, and therefore not enjoying your racing because you're struggling will see you put under review. We don't expect every driver to complete a certain amount of practice each week, but we expect you to be able to control your car and be safe on track. Also the more practice you do, the more competitive you are.
- 3.4.3Connection issues can strike anybody, but drivers who are continually unable to race safely due to connection will be removed from the league - see Connection and Lag under Participation.
- 3.5 Discord activity
- You are also expected to behave in a respectful manner on the Discord server, like in the race lobbies. Please avoid name-calling, baiting and other behaviour that is intended to aggravate other members of the community.
- 4.1 Missing races
- 4.1.1If you are unable to attend a race, you have to give sufficient notice for your absence before the race starts. As a main driver, you can sign out from a race through the apexonline.racing webpage. For every race there is an option to sign out from the race.
- 4.1.2When informing the Coordinator of your absence, a proper reason must be given for why you can't attend. No-showing a race because you don't like the track, because you "can't be bothered", or other similar reasons are not accepted and you position in the league will be put under review immediately. You be allowed 3 informed absences per season, if you reach 3 then you will have a conversation with your coordinator about your participation in the league. If your social life/work/school is taking up more time than you anticipated then we may consider a reserve role for you. Ultimately we can also decide that it's best if you withdraw from the league completely. Drivers are required to regularly race on race day as part of the sign-up process.
- 4.1.3As a main driver, you are supposed to sign out from a race at least 60 minutes before the race. This gives the coordinators enough time to contact reserve drivers who can then still practice as well.
- 4.1.4If you are absent without informing your league coordinator for a second time during a season, you may be moved to the reserve spots.
A third uninformed absence will see you banned from further racing in AOR Project CARS 2 leagues and events. - 4.1.5Getting another driver to race in your name is also completely prohibited and will result in serious punishment.
- 4.2 Connection & lag
- It's an unfortunate aspect of online racing that having a stable connection can be critical to being able to race closely with other cars. While we understand that not everyone can have perfect connections, and that occasional lag can't be avoided, we reserve the right to ask a driver to step down from the league if their connection is causing too many issues for other drivers.
- 4.3 Pulling out mid-season
- 4.3.1If you have to pull out of the league while the season is ongoing, you must let a member of the Project CARS Team know. If you leave by simply not showing up for the races, without informing anyone, you will be placed on the blacklist, which means you will not be allowed to rejoin the leagues in the future.
- 4.3.2It's impossible for us to stop anyone from leaving if they've made their mind up, but keep in mind when signing up that pulling out of the league without a proper reason while the season is ongoing will see you placed on the blacklist. A proper reason would be something happening in your life that forces you to quit - something that you didn't expect when signing up - or that your equipment (hardware or lag issues) leave you unable to carry on. However, choosing to quit due to getting bored of the game, having a bad season or because something goes against you, is not a good reason. Remember, when signing up you commit yourself to racing for a full season, not only for a few races.
- 4.3.3If you find yourself in a situation where you're not enjoying your league because all other drivers are too quick or too slow compared to yourself, contact a member of the Project CARS Team rather than just giving up - and maybe we can find a solution. We may grant league swaps for drivers during the season if it's clear that they've been misplaced, given that this doesn't upset the balance between the leagues with regards to driver numbers.
- 4.3.4Note that the above rules only apply while the season is ongoing. We don't have a problem with drivers choosing to leave after a season has finished, for whatever reason.
- 5.1 Saving replays
- As a means of helping the stewards with their enquiries, all drivers are required to save their race replays and keep it stored for at least one week after the race has taken place. If possible, it's better if you can record your race so we can see a live view of your screen, although this is not required.
- 5.2 Stewards panel
- The Stewards Panel can be found at apexonline.racing/inquiries
The Stewards Panel can be used to report incidents and other rule violations that occur in a race. A proper explanation and/or evidence of the incident must be provided in order for it to be investigated. This will then be looked into by various members of the Project CARS Team and appropriate action will be taken.
What you can make a stewards enquiry for:
● Racing incidents: If you feel another driver has caused an incident - eg. hitting your car, forcing you off the track, or generally driving too aggressively - you should report this to the stewards for investigation.
● Race start issues: If you feel another driver failed to stick to the rules of the manual rolling start, you should report this to the stewards.
● Track limits: If you witness another driver persistently gaining time by abusing the track limits by either running wide or cutting corners, you should report this to the stewards for investigation.
● Dangerous driving: If a driver rejoins the track in an unsafe or dangerous manner, or drives in a way that is a danger to other cars, you should report it to the stewards.
You should report incidents that you are involved in. Reporting an incident that you heard about, or saw behind you for example, will not be accepted. This is to lower the risk of a "nit-picking" environment. Two drivers may collide, shake hands and speak no more of it. If someone goes and starts causing trouble for the sake of it, the enquiries will be closed if those involved in the incident prefer it to go no further.
AOR staff members may open steward inquiries on any driver.
Time limit for enquiries: Note that enquiries need to be submitted before Friday 23:00 PM UK time for incidents you have been involved in or witnessed during the race. If any new rule violations come to light through videos released after this time, it is still possible to report this, but only if this violation is something that was not visible to the other driver(s) in the race at the time it happened.
Uploading video evidence: Any video evidence submitted in a stewards enquiry must be uploaded to a video streaming site (such as YouTube, Streamable, Dailymotion, Xbox DVR) before being embedded and/or linked to in the enquiry thread. Stewards should not have to download video files in order to watch your evidence.
If the video evidence is part of a longer video that also contains other parts of the race, a time stamp must be provided next to the video to guide the stewards to the relevant part of the video where the evidence can be found. Failing to do this may lead to the evidence being dismissed.
- 5.3 Penalties
- The stewards have a variety of penalties that may be applied to punish drivers who break our racing rules, depending on the severity of the violation. The available penalties are sorted below, in order of severity. Breaking a rule also leads to penalty points being added to your name - see further down for more details.
(Note that penalties may be added together in the event of multiple violations in a race, which could result in total time penalties of a higher number than what is suggested below)
● 5-second time penalty
● 10-second time penalty
● 20-second time penalty
● 30-second time penalty
● Qualifying ban for the next race (may also be applied in place of a time penalty if the driver did not finish the race)
● Disqualification from the race
● One-race ban
● Multiple-race ban
● Permanent removal from the league
Any penalties will be aimed at the person who has done wrong - we cannot compensate anyone else as a result of someone's actions. All penalties are discussed by the Stewards Panel (consisting of the members of the Project CARS Team - Admins, Moderators and Coordinators - from all platforms) before being issued and the driver will always be informed of the outcome. The Stewards Panel is completely neutral and will not include anyone who may be affected by the incident in question.
- 5.4 Penalty points system
- The penalty points system is a way of keeping track of a driver's record of breaking the rules of clean racing, and to more severely punish repeat offenders. Penalty points will be applied alongside normal race penalties, as per the list below.
● 5 points - Driving in a dangerous or unsporting manner.
● 5 points - Causing a minor avoidable collision.
● 10 points - Causing a moderate avoidable collision.
● 15 points - Causing a major avoidable collision.
● 5 points - Failing to wait for the affected driver after causing a collision (in addition to one of the above).
● 5-15 points - Excessively abusing the track limits (depending upon severity).
● 50 points - Deliberately crashing into another driver.
If you accumulate 25 points, you will be awarded a qualifying ban.
If you accumulate 40 points, you will be awarded a one-race ban.
If you accumulate 50 points, your league position will be put under review, with the likely outcome of being removed from the league.
Penalty points will usually be reset ahead of a new season.
- 5.5 Reprimand system
- While the race penalties and penalty points system are aimed at dealing with on-track issues, the reprimand system deals with issues that may occur off the track.
If you receive 3 reprimands, you're out. Receiving 3 reprimands would also see you placed on the blacklist, meaning you would not be allowed to return to the leagues in the future.
You can receive a reprimand for the following:
● No-showing a race without giving prior notice to the League Coordinator and signing out of the race.
● Rage-quitting or deliberately crashing out of the session for no good reason (as specified in rule 3.4)
● Showing abusive behaviour towards another driver, either in the race lobby or on the forum
Note that if we encounter situations where someone's behaviour gets completely out of hand and is extremely serious, a ban may be applied directly regardless of reprimands accumulated.
- 5.6 Blacklist
- The blacklist contains the names of drivers who have been removed from the leagues - either through accumulating 50 penalty points or 3 reprimands - and drivers who have left the leagues during an ongoing season with no good reason.
Having your name applied to the blacklist generally means you will not be allowed to rejoin the leagues in the future.
Teams must consist of 2 drivers.
The deadline for creating a team is before race 2 of the season