iGPFUN

League Rules

The short version. This is everything you need for your first race.

Race with the spirit of drivers from the 1960s, when an accident often had real consequences. If in doubt, do not do it. Every car to car contact is reviewed after the race.

No blocking

Blocking is moving in reaction to the car behind you. Even one move can be blocking.

The test is simple: if you move before the car behind you, that is defending and it is allowed. If you move after they do, that is reacting, and it is blocking.

Think about driving on a motorway. If there is a car slightly behind you in the next lane, you cannot move across and occupy that lane.

No dive bombing

You must be alongside the other car before turn in. Alongside means at least at helmet level. Front wing to rear tyre is not enough.

Take it easy at the start

Active overtaking is forbidden for the first few corners of the race. The exact zone is different at every circuit and is shown in magenta on the map in that week's race briefing.

Attempting a three wide move on lap 1 is forbidden anywhere on the track, not just in the no pass zone. No sudden lane changes either. Watch for the concertina effect through the opening corners.

Passing and corner rights

Significant overlap means you are at least at helmet level. If you have that, you have a right to the corner and the other driver must leave you room. If you do not, the corner is not yours.

Stay on the racing surface

The track is delimited by the solid paint lines, usually white. You must keep two wheels on track on corner entry.

The purpose of this rule is to stop people exploiting track limits for lap time, not to punish honest mistakes. Some circuits have specific exceptions, which are listed in the briefing for that round.

Incident points

Races run with 1x incident points. The number of incidents allowed before a black flag is not disclosed.

Blue flags and being lapped

Let the leaders through. Aim to be lapped in the middle of a straight, and do not lift on corner exit to do it. The car behind starts gaining on you from the draft when it is around 0.7 seconds away, so give the move room to happen naturally.

Black flags

Serve your slow down penalty promptly, and serve it off the racing line.

Spinning and unsafe rejoins

When you spin, lock the brakes and do not move until the track is clear. Do not try to save it back onto the racing line. An unsafe rejoin is one of the easiest ways to collect safety points.

No team games

No coordinating with another driver against the rest of the field, and no tows in qualifying.

No chat in qualifying or the race

The in race chat is reserved for important and urgent messages. It is not for "thank you", "pass right", "you moron" or "sorry". Say all of that after the race.

Championship points

Alongside the overall championship there are two sub championships, so newer drivers race for something real: iGPFun-3000 for drivers under 3000 iRating, and iGPFun-2000 for drivers under 2000 iRating.

Penalties and stewarding

Incidents are judged by a panel of three race stewards. Report an incident by private message to Luca Varani rather than arguing about it in public.

Stewards issue safety points on a scale from 0 for a netcode or hardware problem, up to 5 for causing a crash deliberately, which is extremely rare. Repeated safety points escalate through a warning, a major warning, and then a penalty such as a disqualification, a post race time penalty, or a race suspension.

Incident reports are normally posted after the race, usually on Saturday.

This is the short version, kept to what you need to race cleanly. The stewards apply the full rule set, and anything unusual for a given circuit appears in that week's race briefing.