CMS League Rules and Regulations

INTRODUCTION
These rules apply to all CMS chapters. In addition, each chapter may have supplemental rules and regulations. All members are required to know these rules before starting to race on CMS servers. Chapter or Special Event administrators can put together special events, championships, or points systems that are constructed around these league rules and regulations.

GENERAL RULES AND DRIVER CONDUCT
1- Drivers must use their full name in the race sims and in CMS forums to participate in competition.
2- Wi-Fi connection is not allowed due to high ping and lag. Maximum allowed ping is 200 to participate in competition. Drivers with higher ping may be asked to leave the server by series admin or race director.
3- All drivers are expected to be ready to run at the designated time for qualifying > warmup > race.
4- It is solely the race admins decision as to whether a session should be delayed or restarted for driver(s) to join the server.
5- All drivers should access and run on the event server prior to the event to ensure they are ready to compete.
6- The ‘calling out’ of other drivers/teams and/or using inflammatory language in forums or during race communication is subject to penalties, probation or bans.
7- Assisting another competitor -who has run out of fuel or experienced a mechanical breakdown etc.- by pushing their vehicle is not allowed. Bump drafting is also prohibited.
8- Unsportsmanlike conduct is subject to penalties. Any driver attempting to wreck or intentionally ram anothercompetitor may be banned from the series or the league.

EVENT COMMUNICATIONS
1- The race event should use an audible communication program (such as iRacing chat, Teamspeak, or Discord) for race admins to communicate to drivers during an event. Regulation of voice chat by competitors will be determined by admins.
2- The extent of acceptable text chat during any session is the decision of the race admins.

OFFICIAL PRACTICE AND QUALIFYING SESSIONS (race day)
1- The oversight of these sessions is the responsibility of race series or event admins. Admins can report any misconduct to be reviewed by stewards, which may lead to penalties or probation. CMS General Rules and chapter supplemental rules apply to all sessions.

RACE STARTS
1- Formation lap and race start procedures will be determined by admins and will be outlined in each chapter's supplemental rules.
2- Tire and brake warming (accelerating and slowing abruptly or weaving) is prohibited in the pitlane and during the formation lap. Chapter supplemental rules may override this rule.
3- The start of any race and first lap is the most likely time for incidents occur. To control avoidable contacts, first corner pile-ups or aggressive driving habits, there will be a designated "Orange Zone" inside which drivers are expected to be more cautious in an effort to avoid ruining someone’s race.
4- The OZ (Orange Zone) starts at the designated starting point for the race and runs for at least the first 1/4 of the circuit, and may be extended to a full lap at the discretion of the race admins.
5- Drivers are obligated to be extremely cautious when passing in OZ and any avoidable incident will result in double penalties. OZ info should be posted in driver briefings by admins.
6- The race admins may declare certain sections of the track a permanent OZ for the duration of the race.

TRACK LIMITS
1- Drivers have to keep at least one tire in contact with the racing surface to be considered "on track".
2- White (or other color) lines at the edge of the track surface define the racing surface (which includes the lines themselves). If a track or a section of a track has no border lines, the edge of the asphalt is the boundary of the racing surface.
3- Admins are allowed to exclude certain corners at some tracks from the track limit rules and cutting an apex or going wide will be allowed at such places. These exceptions have to be posted in advance in driver briefings with the reasons explained.
4- At certain road courses or street circuits where track boundaries may not be clear, admins should explain in advance how they will define track boundaries.
5- Pit entry/exit lanes are considered part of the racing surface for the cars on track, unless admins decide otherwise for certain track layouts. Drivers using the pits have to stay within pit entry/exit lane lines with all four wheels and are not allowed to cross over. Riding on the line will be acceptable.
6- Going off track with all four wheels due to a mistake is considered part of racing. Repeated offs at the same corner(s) may be deemed as gaining an advantage and a penalty may be given.
7- Gaining a position or gaining an advantage against a competitor or gaining track position (gaining time) by leaving the track in any way is against the rules and may lead to heavy penalties, unless the position is given back immediately or driver slows down to compensate within the same lap.

HOW TO COMPLY TO FLAGS
1- Yellow flags are enforced and drivers need to respect a rule of "No passing when under yellow".
2- In case it is unclear during review (in replay) when and where the yellow was displayed, any penalty decision will be at the discretion of the stewards.
3- Blue flags are to inform drivers they are about to be lapped and depending on their own racing they should allow the pass to be made within a 4-corner stretch of the lap. At certain circuits a sequence of corners may be counted as one for the purpose of this rule.
4- A blue-flagged driver is not allowed to defend his track position against the lapping car and should stay on his/her line.
5- Lapped drivers are allowed to unlap themselves as long as they can pull away after passing the driver that has a lap advantage.
6- FCY (full course yellow) may be used if there is a live race director, and it will be their decision on when to use it.

PASSING AND ON-TRACK BEHAVIOR
1- The driver in front has the right to choose any line at any section of the track. The driver in front loses this right when an overtaking driver brings their front wheel to line up with the other driver's head. At this point drivers are in "side-by-side" position and both have to give each other at least 1 car’s width room.
2- Defending is allowed and accepted as one reactionary move by the driver in front. They are not allowed to defend if there is any overlap* between cars. Note that following a racing line into a corner is not considered defending (unless cars are deemed side-by-side).
3- Both the passing driver and the driver in front are responsible for fair racing during the pass. It is the passing driver's responsibility to choose asafe timing for the pass.
4- Passing attempts when going into a turn is where most incidents happen. Preferred racing line thru most corners is usually very narrow and sometimes it will be impossible for two cars to negotiate tight corners side-by-side at full speed. For each corner, the right to the preferred racing line is decided at the turn-in point*. A driver attempting to pass at corner entry has to be in side-by-side position at the turn-in point to have a right to enter the corner side-by-side. If not, they must back off and give way to driver up front.
5- Dive-bombing* should be avoided and is subject to a penalty. If the attempting driver was out of control and causes contact, or time loss to other driver, any applied penalty may be harsher than normal.
6- Brake checking, unnecessary slowing thru a corner, punting, bump-passing, cutting-off or chopping are all deliberate actions whether there is contact or not, and subject to penalty.
7- Blocking* is not allowed and subject to a penalty.
8-Weaving to break a draft is considered blocking.
7- Out-of-control or spinning drivers should lock their brakes to make it easier for other drivers to predict their movements.
8- Drivers who go off track limits but can keep their cars under control should slow down or wait for traffic to clear and rejoin in safe manner.
9- Flashing of lights are permitted to alert driver ahead you are about to pass or driver ahead will give way to help the pass. It can not be more than 3 flashes and longer than 2 seconds.

IRR (Incident Race Review) AND PENALTIES
1- There will be no proactive race review by race stewards.
2- Stewards (Race Review Cmte.) will only review incidents that are submitted by involved drivers or series admins.
3- Reviews will be conducted by minimum of two stewards and penalty decisions have to be made by majority.
4- Live race director or steward(s) in a race will have no authority to assign in-race penalties.
5- Penalties will be served on the next race the driver/team competes.
6- Penalties assessed in the last race of the series, will be applied to that race and the resultsrecalculated. This type of penalty can be a time deduction or lap deduction.
7- Penalty criteria is as follows:
- Unavoidable contact or action: Racing incident, no penalty.
- Avoidable contact or action: Warning, DT (drive thru), Stop and Go (0 to 60 seconds in length), Loss of a lap, DQ (disqualification from results)
- Unsportsmanlike conduct or any other misdemeanor: Probation (length determined by Review Cmte.), Ban (length determined by Review Cmte.)
8- Serving penalties: Penalties should be served right after the start and at the end of the first green flag lap of the race. Any stop and go penalty need to be served at the end of the pit lane (driver chooses a spot after all the pit boxes passed) without blocking the pit exit lane.

IRR Form: click here

DEFINITIONS
Overlap: Is defined as any part of the car behind overlapping (lining up) with any part of the car in front.
Turn-in Point: Is defined as the point where the driver starts to turn into the corner entry. It can be observed with steering input of the driver. Determining a turn-in point for any corner can be very tricky due to different class cars having varying speeds and braking performances and will be at the discretion of race stewards.
Dive-Bombing: A driver who is following another driver up close, suddenly peels off and dives on the inside unexpectedly at corner entry (past turn-in point). It is prone to contact and is ill-advised.
Blocking: Changing racing line more than once as defensive maneuver.