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CODE OF CONDUCT

The respect of the Code of Conduct is fundamental to every Esports organization and competition. Every user who does not respect the Code of Conduct will be ineligible to race in any of the races of this competition.

  1. GENERAL BEHAVIOR RULES
    1. All drivers of the Ferrari Esports Series must agree to the following;
      1. Drivers must not use language that is deemed by the organizer to be obscene, vulgar, insulting, threatening, abusive, libelous, defamatory or otherwise offensive or objectionable, or promote or incite hatred or discriminatory conduct, at any time, off or on broadcast or social media;
      2. Harassment of any kind is strictly prohibited;
      3. Any kind of discriminatory words, phrases or gestures offending the dignity or integrity of a private person, a group of people, a team, a brand, a sponsor, a country through contemptuous or discriminatory words or actions on account of race, skin color, ethnic, national or social origin, gender, language, religion, political opinion or any other opinion, financial status, birth or any other status, sexual orientation or any other reason, are strictly prohibited; 
      4. Posting inflammatory messages in an online community such as a forum, text channel, blog, or any social media, with the primary intent of provoking readers into an emotional response is strictly prohibited;
      5. Drivers must show respect to all staff members, sponsors, and partners at all times.
    2. Cheating in any form will not be tolerated and will result in a permanent ban. 
      1. The following actions are considered cheating;
        1. Exploiting any known in-game bug to seek an advantage;
        2. Failure to report a bug, glitch or game issue that gives you an unfair advantage;
        3. Any modification to the game software or third party software that allows them to function in a way the developers did not intend;
        4. Impersonating another player by racing under their name on their account;
        5. Colluding with other users to affect the outcome of a race or competition.
  2. SOCIAL MEDIA CONDUCT
    1. Drivers posting negative, disruptive and/or brand-damaging content on social media about the following may result in the driver being disqualified from the series:
      1. Ferrari Esports Series;
      2. Race Administration, Stewards or any series staff; 
      3. Assetto Corsa, Assetto Corsa Competizione and iRacing (In the sphere of the Ferrari Esports Series);
      4. Fellow Drivers of the series;
      5. Any faults of Game Software/Broadcast Failure or similar, pertaining to the Ferrari Esports Series.
  3. SPORTING CODE

  4. GENERAL RULES & DRIVER CONDUCT
    1. Drivers must comply with the Code of Conduct and Participation Requirements.
    2. Drivers must follow direct orders from Race Control at all times.
    3. All participating drivers are expected to be familiar with the regulations in addition to relevant features and rules of the game platform in use.
    4. Behavior classified as Unsportsmanlike by the Stewards and/or Events Director is subject to penalties;
      1. These penalties could be in-game (e.g. a time penalty) or outside the game (e.g. points deduction);
      2. The penalty applied is solely at the discretion of the Stewards and/or Events Director;
      3. Severe cases may result in competition disqualification..   
  5. DRIVERS BRIEFING
    1. Drivers Briefings will be present in the Regional Qualifiers, Regional Finals and Grand Finals of the Ferrari Esports series.
    2. Drivers Briefings are mandatory and must be attended by participating drivers;
    3. Drivers must have their car parked in the garage throughout the duration of the Drivers Briefing;
      1. Drivers will be disqualified from the qualifying session if they are not parked in the garage;
        1. If there is no qualifying session to follow the Drivers Briefing, then a SG30 will be imposed instead;
      2. Reminders about the Drivers Briefing will be communicated via in-game chat in the minutes leading up to the start of the briefing.
      3. Any rule changes or rule exceptions mentioned in the Drivers Briefing will override the ruling detailed in this document;
        1. Any changes or exceptions will only be applicable to that specific event
  6. HOTLAP QUALIFIERS
    1. Priority is always given to drivers currently on flying laps. This means that drivers on outlaps, Inlaps or invalidated laps are expected to give way and not impede others;
  7. QUALIFYING SESSIONS
    1. Drivers must achieve their fastest lap without exploitation of external factors such as bump drafting an opponent.
    2. Priority is always given to drivers currently on flying laps. This means that drivers on outlaps, Inlaps or invalidated laps are expected to give way and not impede;
      1. Ignoring blue flags and impeding may be penalized by the Stewards;
      2. Grid penalties will be used when possible, otherwise a time penalty will be applied.
    3. It is the driver’s responsibility to find a suitable window to set their flying lap as overtaking another driver on a flying lap may be penalized;
      1. Approaching a slower driver on their own flying lap does not give the faster driver priority. Whilst the slower driver may choose to give way, they are not obliged to do so.
    4.  Use of the Return to Garage (RTG) function is only allowed if you are stopped safely off-track.
  8. RACE SESSIONS
    1. Formation lap and race start procedures can differ depending on the game platform in use;
      1. In ACC events, the game controls speed and positioning of drivers through the use of a widget that drivers must follow;
      2. In iRacing, the driver who sets the fastest qualifying lap will lead the pack at the start of the race, with all other drivers expected to follow their lead, once the pace car leaves the track
        1. The drivers shall not speed up, unless the green flag is shown
      3. Assetto Corsa will utilize its standing start feature, with all drivers required to adhere to the instructions provided by the game.
    2. Failing to comply the game given widgets, you may receive a penalty
      1. ACC may apply DT (Drive-Through) penalties due to incorrect positioning or speeding
      2. iRacing may penalize drivers that are not following the rules with a Black Flag 
      3. Assetto Corsa can swiftly teleport drivers to the pitlane if they attempt a jump start.
    3. It's important for all drivers to remember to come to a safe stop after the race, ensuring they are clear of the racing line.
    4. Drivers should wait for the race to fully complete before disconnecting from the  server.
  9. TRACK LIMITS
    1. Track limits are determined and controlled by the game but the punishment for repeated track limit violations can differ from game to game;
      1. In ACC, each car is given 3 track limit warnings and the fourth violation awards a DT penalty;
        1. In ACC, a severe track limit violation can award a penalty without any warning;
      2. iRacing will adhere to its in-game track limit and penalty point system, as well as its slow-down system.
      3. AC will follow the in game rules for track cut violation
        1. If the Stewards notice severe and unfair track cutting behavior that goes unnoticed by the game, they reserve the right to penalize the responsible driver.
    2. No matter the game platform in use, gaining a position or a lasting advantage by leaving the track is against the rules and may result in a penalty at the discretion of the Stewards, regardless of any warning or penalty issued by the game;
      1. Drivers must slow down and/or return position (if they overtook) immediately (or when safe to do so) to avoid any penalty from the Stewards.
    3. Drivers must keep all four wheels within the solid white lines on pit entry and pit exit;
      1. Riding on the white line is acceptable;
      2. Crossing over the line may result in a penalty at the discretion of the Stewards;

        Some game platforms may penalize pit lane infringements automatically.

      3. Cars on track must stay out of the pit lane exit if another vehicle is exiting the pit, even if the pit exit is on the racing line.
  10.  FLAG RULES
    1. Blue flags are advisory that the car behind is going to lap them;
      1. The distance that the blue flags are waved may vary depending on the platform in use, but commonly they are waved when the lapping car is within a 1s gap;
      2. Drivers receiving the blue flag are not required to move off the racing line to allow the lapping driver to pass;
      3. The driver must stay alert for an overtaking attempt by the lapping car;

        Blue flag drivers must not defend an attempted overtaking maneuver from the lapping car under any circumstances and will be penalized by the Stewards for doing so.

      4. If the driver receiving the blue flag is not faster than the approaching lapping car, then it is recommended that the driver being lapped makes every reasonable effort to allow the lapping driver to pass;
      5. The lapping driver is responsible for attempting a safe overtaking maneuver on the blue flag driver, just as they would if they were overtaking a driver for position
      6. It is recommended that the lapping driver should flash their headlights to signal their intent to pass the lapped driver.

      7. Lapped drivers are only allowed to unlap themselves if the car in front of them facilitates an overtaking maneuver. Once past, they must be able to pull a gap of at least 1 second (to get out of the blue flag window) within a maximum of 2 full laps or they must allow the lapping car back through.
    2. In Yellow Flag situations, drivers must respect the “No overtaking under yellow flag” rule;
      1. Overtaking is only permitted on cars that are stationary or moving very slowly;
      2. Drivers must be cautious under yellow flags and be prepared to slow down or even come to a stop;
      3. Ignoring yellow flags is a severe offense – especially if it results in further incidents – and may be penalized at the discretion of the Stewards.
    3. Red flags will be used in rare emergencies only and immediately stop the entire race;
      1. If red flags are called, drivers are to follow the instructions of Race Control which will be provided through in-game chat;
      2. Drivers may be called to the Drivers Briefing voice channel to receive vocal instructions from the Events Director.
    4. Red flagged races are only eligible for a restart if less than 75% of the race duration has been completed;
      1. The grid order for the restart is determined by the positions at the end of the last full lap completed by the leader;
      2. Cars that are retired will not be allowed to return to the race;
      3. Restarts of the race after a red flag are entirely at the discretion of the Events Director and numerous factors have to be considered for a restart to proceed (e.g. real world time, remaining race duration).
      4. If the Events Director determines that a race restart is not to occur, then 50% points will be awarded, based on the positions at the end of the last full lap completed by the leader;
    5. Red flagged races will not be restarted if 75% or more of the race duration has been completed;
      1. The standings at the end of the last full lap completed by the leader will be used to determine the results of the race;
      2. Points will be awarded in full.
  11. DRIVING CONDUCT
    1. On a straight, before entering the approach of a corner, the driver in front may use the full width of the track and drive whatever line they wish. However;
      1. The driver in front loses this right when the driver behind establishes any portion
        of overlap between the two cars. At this point, both drivers have to give each
        other space.
    2. Drivers may only make one change of direction to defend a position;
    3. A defending drivers singular change of direction must be made before the driver attempting an overtake makes their move
      1. Moving in reaction to the car behind is considered blocking and may be
        penalized at the discretion of the Stewards;
      2. Weaving (continuously altering your driving line on a straight) may be
        considered blocking in some scenarios and may be penalized at the
        discretion of the Stewards;
      3. Moving back toward the racing line having made their one defensive
        maneuver off-line is permitted but the driver must leave at least one car
        width between their car and the track edge;
        1. Failure to leave a car width in this scenario may be penalized at the discretion of the Stewards.
    4. Maneuvers likely to hamper other drivers, such as abnormal changes of direction may be penalized at the discretion of the Stewards;
      1. Doing this in or just before the braking zone for a corner is extremely dangerous and drivers could receive a more severe punishment from the Stewards for “Dangerous Driving”;
      2. For the avoidance of doubt, trail-braking (turning into the corner with some brake applied) is expected and not considered abnormal.
    5. In most situations, the right to the preferred racing line through a corner is decided between the braking zone and the apex of the corner;
      1. If the attacking driver is more than half-way alongside the inside of defending driver by the apex, then the attacker on the inside has the right to the apex;
      2. If the attacking driver is half-way alongside (front axle of attacker is ahead of rear axle of defender) the inside of the defending driver by the apex, then both drivers have a reasonable claim to the apex;
      3. If the attacking driver is less than half-way alongside the inside of the defending driver by the apex, then the defender on the outside has the right to the apex;
      4. Drivers do not have a right to the racing line by dive-bombing;

        A driver is deemed to have dive-bombed if they can only get at least half-way alongside of the defending driver by carrying excess speed to make the corner – this means that they were too fast to turn the car toward the apex and/or they were too fast to keep the car within the track limits;

        For the avoidance of doubt, track limits in this instance are defined as the white lines.

    6. The right to the preferred racing line on the exit of a corner is dependent on who is ahead at the exit;
      1. If the driver on the outside is level with the driver on the inside (front axle in line with front axle) then both drivers have a reasonable claim to the racing line;
      2. If the driver on the outside is ahead of the driver on the inside then the driver on the inside must leave at least one car width between their car and the track edge;
      3. If the driver on the outside is behind the driver on the inside (front axle behind front axle) then the driver on the inside has the right to the racing line and the driver on the outside must back out to avoid a collision.
    7. If a driver loses control of their car then they must do everything in their power to avoid causing further incident;
      1. Causing further incidents due to an inappropriate response (e.g. applying throttle and moving into the racing line rather than holding the brakes to try and stop the car rolling) may result in a penalty at the discretion of the Stewards.
    8. If a driver fully exits the track (all 4 wheels are outside of the white line and/or kerb at that section of track) then it is their responsibility to rejoin the track in a safe manner;
      1. If a driver rejoining the track makes contact with another driver then they will be deemed fully at fault in all cases and should expect a penalty at the discretion of the stewards;
      2. Rejoins are solely based on all 4 tyres being outside of the white line and/or kerb, regardless if the games automatic track limit system allows for more than this without a track limit infringement.
    9. It is not permitted to drive unnecessarily slowly, erratically or in a manner deemed by the Stewards as potentially dangerous to others.
    10. If for any reason a car becomes permanently disabled, either in pitlane, on track, or in a run-off area, the driver should use the RTG function as soon as possible;
      1. Race Control may issue a warning to the driver that they must RTG and failure to comply promptly will result in being disqualified and/or kicked from the session.
  12. ALLOCATION OF FAULT

    Racing is a chaotic sport and collisions between drivers are a part of racing. When incidents occur on track, the Stewards will review those incidents with the intention of finding the driver at fault. In the majority of incidents between two drivers, both drivers will share some of the blame. When blame can be attributed more to one driver than the other, then that is where warnings or penalties may be applied, at the discretion of the Stewards.

    1. Stewards will refer to Article 8 when reviewing an incident and use these points to try and allocate fault. However, no two incidents are ever the same and any decision made is entirely at the discretion of the Stewards.
    2. When warnings/penalties are awarded, they are for the transgression committed, not the outcome of the incident itself;
      1. A penalty may be increased in severity if there are multiple transgressions in a single incident – e.g. an unsafe rejoin and a resulting collision with another driver.
    3. An incident that results in damage to another vehicle and/or a loss of positions is taken into consideration when deciding if a penalty is required, however;
      1. The significance of that damage to their vehicle and/or number of positions lost are irrelevant.

    It is important to note that when deciding whether a penalty for a transgression is required or not, the Stewards are under specific instructions to use common sense. In some scenarios, a rule may have been broken but it does not require a penalty to be applied.

    The Stewards also expect the drivers to use common sense and apply preservation of their own car above everything. If another driver has broken a rule then they can be reported for that transgression and the Stewards may penalize that driver at their discretion, but drivers not applying common sense to a situation and instigating a collision, as a result, will be looked upon negatively by the Stewards and may affect the outcome.

  13. PENALTIES

    Whenever live stewarding is present in the Ferrari Esports Series events they will use a tool that automatically logs all contact between cars. The Stewards will then view each of these logs to determine what needs investigating. 

    1. It is entirely at the discretion of the Stewards to decide whether an investigation is
      required for any incident.
    2. It is entirely at the discretion of the Stewards to decide if any driver involved in an incident
      should be penalized;
      1. While all races will have stewarding, each incident will be reviewed and potential time penalties will be applied after the race, as stated in 12.

      Following their investigation, the Stewards may determine that a penalty is required and then Stewards may impose any of the following penalties;

    3.  Warning;
      1. Warnings come in two forms – Warning and Final Warning;
      2. Stewards can award a Final Warning to a driver without issuing any Warning first;
      3. After receiving a Final Warning, the minimum penalty the driver can receive is a 5s Time Penalty;
      4. A driver is eligible to receive a Warning for any incident, regardless of any prior penalty, as long as they have not been issued their Final Warning.
    4. Time Penalty;
      1. 5 second time penalty, 10 second time penalty, 15 second time penalty, 20 second time penalty
      2. Time penalties will be issued post-race, with penalty seconds added to the total race time of the penalized driver.

      Following their investigation, the Stewards may determine that a penalty is not required and then rule “No Further Action” or classify the incident as a “Racing Incident”;

    5. No Further Action (NFA);
      1. A transgression reported to the Stewards through the Report form results in NFA if the Stewards determine that no Warning or Penalty is required.
    6. Racing Incident (RI);
      1. Stewards may determine that a collision is a Racing Incident for several reasons, including but not limited to;
        1. Incidents where no single driver can be deemed wholly or predominantly at fault;
        2. Incidents where the drivers are seen to be doing everything that was reasonably in their power to avoid a collision;
        3. Incidents where drivers are racing each other within the regulations;
        4. Incidents caused by minor misjudgements and mitigating circumstances.
  14. PROTEST SYSTEM
    1. The protest system covers reports. These are handled through a special form;
    2. The form will be made available in a discord text channel for the respective championship named “Protest Form”;
      1. After the race concludes, drivers will have a one-hour window to raise any protests regarding incidents that occurred during the event.
    3. Before filing a Protest, please check the Public Incident Sheet to see if the incident has already been noted by the Race Director and Stewards.
  15. CHAT
    1. Each driver must have the in-game chat option enabled so they can receive any in-game messages from the Stewards and/or Event Director.
    2. Drivers are allowed to use in-game chat during practice sessions.
    3. Drivers are not allowed to use in-game text chat during Qualifying or Race sessions for any reason.
    4. Using the voice chat function in iRacing during a Qualifying or Race session is strictly forbidden