F1ndia League Season 3 Rulebook 1-1

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F1ndia F1 23 league

Official rulebook

Version 2.1.3
PC, Xbox, Playstation | F1 23 | Season 3
Approved by F1ndia Management
Last updated: June 20, 2024
Index
1. League details
1.1 Game and platform(s)
1.2 Points System
1.3 Attendance
1.4 Team formation
1.5 Penalty points system
1.6 In-game Telemetry
2. Lobby details
2.1 Communication
2.2 Lobby settings
2.3 Assist Restrictions
2.4 Lobby Information
2.5 Connection to lobby
3. Qualifying Rules and Regulations
3.1 Out-lap and In-lap Etiquette
3.2 Flying lap etiquette
4. Race Rules and Regulations
4.1 Ready up rules
4.2 Race procedure
4.3 Race craft
4.4 Track limits and in-game penalties
4.5 Blue flag rules
4.6 Safety car procedures
4.7 AI control and Disconnections
4.8 Reset to Track
5. Race Control
5.1 Race control discretion
5.2 Lodging a report
5.3 Appealing a decision

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6. Rescheduling a session.
6.1 Rescheduling due to game bugs
6.2 Rescheduling due to network issues
6.3 Rescheduling due to server errors

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1. League Details

1.1 Game and Platform(s)


1.1.1 – All races in the league are held on the official F1Ⓡ 23 game
developed by Codemasters and EA. Drivers are required to have a licensed
copy of F1Ⓡ 23.

1.1.2 – It is mandatory for the drivers to keep the game updated before a
league race in order to not cause any delays in the start of the event. Please
check for updates 30 minutes before joining the lobby.

1.1.3 – This rulebook is intended for the F1® 23 League hosted by F1ndia on
the PC, XBOX & PS platforms.

1.2 Points System


1.2.1 – Points are awarded to the drivers per race based on their finishing
position in the top 10. The Point Scheme is as found below:
Position 1 2 3 4 5 6 7 8 9 10

Points 25 18 15 12 10 8 6 4 2 1

1.2.1 a – The finishing position may change once subjected to


time penalties, in-game and post-race.
1.2.2 – An additional point will be awarded with the fastest lap of the race,
provided they are in the top 10 of the finishing order.

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1.2.3 – It is required that the driver must only incur a maximum of 1 warning
in their fastest lap. If the driver exceeds this limit, it will be considered
invalid.

1.3 Attendance
1.3.1 – Attendance will be scheduled to open on the race day 4 hours before
the race in its respective channel.

1.3.2 – Approved drivers and reserves can mark their attendance as


‘Accepted’ or ‘Declined.’

1.3.3 – Attendance will close 2 hours before the scheduled race time, post
which no more additions will be entertained.

1.3.4 – If a driver with a permanent seat has declined or not marked his
attendance, his seat can be occupied by an approved reserve.

1.3.5 – If a driver fails to make race control aware of their absence from the
race before 2 hours before the race time, they will be awarded a 5 second
penalty in the next race.

1.3.6 – Post deadline for attendance, the tentative grid will be put up as a
message in the same attendance channel.

1.3.7 – A driver’s briefing will be held 1 hour before the race, and it is
mandatory for all attending drivers to join.

1.4 Team formation


1.4.1 - All drivers will be added to a team randomly, There will be a random
wheel spin for allocating teammates and teams

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1.5 Penalty Points System
1.5.1 – Stewards may award penalty points in addition to time penalties to
drivers for incidents within the race.
1.5.1 a – Collisions that are intentional or deemed intentional
by the race stewards will be handed 2 penalty points.
1.5.2 b – Collisions that are avoidable or deemed avoidable by
the race stewards will be given a 5 second time penalty at the
end of the race.
1.5.2 c – Drivers impeding another driver on a hotlap in
qualifying will be handed 1 penalty point.

1.5.2 – If a driver accumulates 4 penalty points, he will be required to serve a


qualifying ban with immediate effect.

1.5.3 – If a driver accumulates 8 penalty points, he will be required to serve a


race ban with immediate effect.

1.5.4 – If a driver accumulates 12 penalty points, he will be barred from


participating in the remainder of the season.

1.6 In-game Telemetry

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1.6.1 – Race control uses the in-game telemetry to review appeals and
collisions. Thus it is mandatory for all drivers to set their telemetry to the
public.

1.6.2 – The setting: Game Settings -> Telemetry Settings -> Your Telemetry
should be set to Public

2. Lobby Details

2.1 Communication
2.1.1 – The primary channels of communication with your respective
coordinators are to be done via Discord. Either channel is considered
appropriate. Once the lobby has been hosted, you can join using the invite
link provided, join on the lobby host using the EA invite, or procure an invite
from a coordinator.

2.1.2 – In case of any issues, you are mandated to immediately contact a


coordinator who will take the necessary action.

2.1.3 – You are required to ready up in the lobby once you see a coordinator
ready within the lobby. In the absence of a coordinator, appropriate
communication will be provided.

2.1.4 – In the event of a lobby restart, the same will be informed by the
coordinators via Discord. Additionally, a new invite will be sent via the in
game friends list.

2.2 Lobby Settings


2.2.1 – The Lobby Settings for ‘standard' race weekends will be as follows:
Maximum Players 22 (20 Drivers + Host + Streamer)

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Crossplay Enabled

Session Privacy Friends only

Car Category F1 23

Car Performance Equal

Qualifying Short

Race Distance 35%

Starting Grid Short Qualifying

Weather Dynamic

Session Start time Official

Forecast Accuracy Approximate

Rules and Flags ON

Corner Cutting Stringency Strict

Parc Ferme Rules ON

Pit Stop Experience Immersive

Safety Car Standard

Safety Car Experience Immersive

Formation Lap OFF

AI driver level 40

Damage Setting Standard

Low Fuel mode Easy

Collision ON

Ghosting ON

Unsafe Pit Release ON


2.2.1a – Everything else should be kept at the default value assigned by the game.

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2.2.2 – All drivers will be provided with spare invites to re-join the lobby in
the event of a disconnection. Please contact your coordinators if you get
disconnected.

2.3 Assist Restrictions


Steering Assists OFF

Braking Assists OFF

ABS ON

Traction Control ON

Racing Line Full

Gearbox Automatic

Pit Entry ON

Pit Release ON

DRS/ERS Manual

2.4 Lobby Information


2.4.1 – Ensure that you have the host added as a ‘friend’ in game to make the
invitation process as smooth as possible.

2.4.2 – Drivers will be invited by the host 30 minutes before the race starts.
All drivers must be in game at this point. This is to prevent delays due to
game bugs and/or disconnections.

2.4.3 – Once you have entered the lobby, drivers are expected to wait for a
coordinator to ready up before doing so themselves.

2.4.4 – In the event, the coordinators are not available, an alternative person
will be notified.

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2.4.5 – If the coordinator deems that a lobby restart is required due to
technical issues, a lobby restart may be done.
2.4.5 a – In the above event, drivers will receive a second invite
from a coordinator. Please join this lobby as soon as
possible. If qualifying has been completed, a custom grid will
be arranged appropriately.
2.4.5 b – Drivers will be disqualified in the event they do not
join on time.
2.4.5 c – Weather conditions will be appropriately mapped as
per the initial lobby to the best of the host’s ability.

2.4.6 – Events may be aborted at the coordinator’s discretion if the race


significantly exceeds the expected duration.

2.5 Connection to Lobby


2.5.1 – Drivers are required to ensure that you are racing with a stable
internet connection.

2.5.2 – You may not be allowed to race if it results in a poor experience for
other drivers until the issues have been rectified.

2.5.3 – Within a race, if a driver begins to experience significant lag spikes,


they are advised to leave the lobby and re-join the lobby after ensuring the
stability of their connection.

2.5.4 – All drivers are required to provide an authentic speedtest result at the
time of sign-up. Failure to do so may result in the driver being unable to
qualify for the league.

3 – Qualifying Rules & Regulations


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3.1 Out-lap and In-lap Etiquette
3.1.1 – The use of custom setups is allowed, unless otherwise specified by
Coordinators. Make sure to load your setups before heading out for your first
run.

3.1.2 – When on an out or in lap, drivers are expected to yield to drivers on a


hot lap by moving away from the racing line in advance and in a safe manner
in order to not impede the hotlap of another driver.
4.1.2 a – Drivers are to try and move away from the racing line before the approaching
driver gets within 10 car lengths of the
car ahead.
4.1.2 b – A penalty of 1 penalty point may apply
for a driver found to be in violation.

3.1.3 – Every driver is responsible for the behaviour of their car on the track,
whether they are under AI control or not. Incidents caused while under AI
control will incur similar or harsher penalties.

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4.1.3 a – Drivers can only voluntarily retire in the garage or the
pit box during qualifying if they feel the need for it.

3.1.4 – Drivers cannot leave the session and rejoin in order to reset back into
the pits. Severe penalties will apply for a driver found to be doing so.

3.2 Flying Lap Etiquette


3.2.1 – Drivers are responsible for ensuring they begin their hotlaps in a safe
manner with enough time left on the clock so as to not cause traffic
accumulating at the end of the track.

3.2.2 – If two drivers are on flying laps, the driver in front is not required to
yield to the driver behind. This is only the case if the driver in front is on a
flat out lap, making maximum use of the tools provided to set his fastest lap
in qualifying at that instance.

3.2.3 – Drivers are not permitted to deliberately slow down other drivers to
prevent them from getting a hot lap in qualifying. Severe penalties will apply
to a driver found doing so.

3.2.4 – Repeated instances of unsportsmanlike conduct during qualifying may


also attract penalties or reprimands.

4 – Race Rules & Regulations

4.1 Ready Up Rules


4.1.1 – A ONE minute window is provided to all drivers before readying up
for the race. This is to allow all drivers to make necessary strategy, setup and
fuel load changes before the start of formation lap, as well as provide
sufficient time for drivers with higher PC load times to load onto the grid

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5.1.1 a – A co-ordinator will indicate when drivers can ready up
on the grid. You will have 30 seconds after that to carry out last
minute changes
5.1.1 b – A driver readying up early will attract a penalty of 5
seconds.

4.2 Race Procedure


4.2.1 – Any jump starts will result in a game-awarded drive through penalty,
which must be served within 3 laps of the race start. These penalties cannot
be served under Safety Car (SC) conditions. Failure to serve the penalty will
lead to that driver being disqualified from the race.

4.2.2 – A driver is required to complete at least 75% of the race distance


under their own control in order to be classified for the race finish

4.2.3 – Lobbies may be restarted in exceptional circumstances if the


Coordinators deem so
5.2.3 a – Any issues that any driver feels may require a lobby
restart should be reported within the first 3 laps of the race.

5.2.4 – Drivers can only voluntarily retire in the garage or the pit box during the race if
they feel the need for it. 1 penalty point will be awarded for not following this procedure.

4.3 Race craft


Drivers are expected to drive in a safe manner when racing other cars. This
includes, but is not limited to:

4.3.1 – Waiting for a safe opportunity to make an overtake and backing out of
the move when it is not safe to do so. A car’s width must be left by both
drivers when significantly alongside.
5.3.1 a – Being ‘significantly alongside’ can be extremely
vague. To be considered significantly alongside, the attacking

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the car is expected to be at least half a car-length alongside. This is
the guide that will be used by stewards.
5.3.1 b – When following another car, if you miss your braking
point or suffer from technical issues, you are expected to take
every possible evasive action to avoid cars in proximity. Failure
to do so will be considered dangerous driving.

4.3.2 – While making a defensive move, drivers can only make ONE
defensive manoeuvre. This includes the following:
5.3.2 a – Whilst defending, drivers can move away from the
racing line and gradually drift back provided there will be no
contact made with the attacking driver. However, this move
must be progressive.
5.3.2 b – No change in direction in the braking zone is
permitted. Violators of this rule will be penalised.
5.3.2 c – For the purposes of this league, the braking zone will be classified from the first
braking marker, regardless of the point of braking for F1 cars. This will be done to avoid
any confusion.

4.3.3 – Weaving in general is not allowed. Drivers are not allowed to make
more than 2 changes in direction to break the tow before approaching the
braking zone. Failure to adhere would result in a penalty
Note: Weaving is not to be confused with a defensive manoeuvre.

4.3.4 – While defending a position, you must leave adequate space for the car
to continue on-track i.e. not push a car into the pitlane/off the track, forcing
them to make a pit stop or back out. Instances of this are considered
unsportsmanlike conduct and will be dealt with severely.

4.4 Track Limits & In-game Penalties


4.4.1 – If you complete a pass with all four wheels off the track, you must
concede the position at the next appropriate point, irrespective of what the
game imposes on the driver
5.4.1 a – Instances of going off the track to avoid a collision

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may be deemed legal

4.4.2 – Penalties awarded for corner cutting under Safety Car (SC or VSC)
conditions may be removed under exceptional circumstances. The stewards
will take this on case by case basis

4.4.3 – All in-game penalties are non-removable by default unless


exceptionally unjust. This is solely for the stewards to decide.

4.4.4 – In case of a report where the driver requests for removal of a track
limits warning, it will be only considered if it is deemed that the driver could
not have taken any further evasive action.
5.4.4 a – A screenshot of the full race director is required for
supporting such a report. Stewards may have a copy of the race
director on-hand, in which case this is no longer a requirement.
However, it is still the driver’s responsibility to have it on hand
should the stewards not have a copy.

4.5 Blue Flag Rules


4.5.1 – Drivers are expected to move away from the racing line and give way
to leading cars if they are shown blue flags or within three corners of being
within a second of the leading car, this also applies to instances at the safety
car restart.
5.5.1 a – The penalty for impeding a lead car will be 5
seconds + Warning.
5.5.2 – Lapped cars can unlap themselves provided they
are able to create a gap of more than a second and not
impede the race of the leading car.

4.6 Safety Car Procedures


4.6.1 – Drivers are expected to maintain sufficient and safe distance to the car
ahead and also not needlessly back the field up.

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4.6.2 – Overtaking under safety car is prohibited no matter what the game
tells you and a position can only be made if a driver ahead has clearly lost
control or gone off the track.

4.6.3 – Unlapping yourself under safety car conditions by overtaking other


cars and/or the safety car is strictly prohibited.

4.6.4 – At the safety car restart, the lead driver should give the adequate time
for the safety car to head to the pits. Failure to do so will cause ‘throttle
locking’ during the ‘Prepare to Resume racing’ phase which is highly
unpredictable.
5.6.4 a – The lead driver is allowed to bunch up the field
without any abrupt change in speed or direction. The
movements made should be predictable in nature
5.6.4 b – The lead driver isn’t allowed to make multiple sprints
before the start/finish line at the restart phase

4.6.5 – Under SC or VSC conditions, drivers are expected to not brake


heavily or slow down excessively. Drivers must follow their delta as best as
possible whilst maintaining a reasonable gap to the car ahead.

4.7 AI Control and Disconnections


4.7.1 – All drivers are responsible for any incidents their AI car causes

4.7.2 – If a driver gets disconnected, they are expected to use the spare invite
to re-join the lobby. In any case where an invite is required, a respective
coordinator can be approached.

4.7.3 – If a driver is found to use AI to brake before crashing into walls or the
AI gains control of the car off track to avoid any collision, a 5s penalty will
be given along with a penalty point.

4.8 Reset to Track

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4.8.1 – Drivers are neither allowed, nor encouraged to reset to track at any
point during the span of the race or qualifying
5.8.1 a - Drivers found to have reset to track will be awarded 1 penalty point.

5.8.1 b - Exceptions may be made if it is judged that resetting to


track is the safest option. The final decision lies with the
stewards which will be made on a case-by-case basis.

5 - Race Control
5.1 Race control Discretion
5.1.1 – Stewards will have the ability to note and review incidents until
verdicts are announced. The relevant drivers will be informed if they are
under review and will have the opportunity to submit their defence
notwithstanding the reporting deadline in such a scenario .

5.2 Lodging a Report


5.2.1 – Reports to be filed within 24 hours post event in the following format:
1. Who you are Reporting
2. Lap at which incident occurred.
3. Brief explanation of incident
4. Evidence

5.2.2 – Stream evidence can be submitted but may lead to inconclusive


verdicts, we strongly suggest recording your own races and submitting that as
evidence for stewards to provide a verdict.

5.2.3 – Based on the reports, stewards will award time penalties as well as
penalty points to the offending driver depending on the magnitude of the
offence.

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5.2.4 – Penalty Points can accumulate over the season resulting in the
consequences noted in 1.5.2, 1.5.3 and 1.5.4.

5.3 Appealing a decision


5.3.1 – Defence against a report or appeal against a decision can be submitted
directly to a steward

5.3.2 – Drivers will be required to have concrete video evidence of their


incident. This has to be submitted in the appropriate channels, and a verdict
will be passed by the stewards within an appropriate time.

6 - Rescheduling sessions

6.1 Rescheduling due to game bugs


6.1.1 – F1ndia holds the right to reschedule a session due to game breaking
bugs. In such a case where a bug is encountered, the lobby will be restarted
and all drivers reinvited. All drivers are to join the new lobby formed and
wait for the coordinator to ready up

6.1.2 – If the bug still persists, management may choose to reschedule the
session on another day which they deem fit. All drivers must be prepared for
such a scenario and join on the specified day.

6.2 Rescheduling due to network issues


6.2.1 – In a case where the created lobby faces network issues(high ping,
unstable ping) the lobby will be restarted
6.2.2 – If the problem still persists, the session will be rescheduled to another
day.

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6.3 Recheduling due to server errors
6.3.1 – In a case where the lobby faces a server error, a new lobby may be
created, however there still may be an issue from EA’s side.
6.3.2 – In such a scenario where the server errors persist, we may reschedule
the session to another day.

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