FLAG RULES
Green flag
- The green flag is usually displayed by the starter to indicate the start of a race. During a race, it is displayed at the end of a caution period.
Chequered flag
- The chequered flag indicates the end of a race.
Yellow flags
- Yellow flags are enforced, and Participants must respect the “No passing when under yellow” rule. Participants must be cautious and prepare for slowing down to avoid any incident ahead. Yellow flags are indicated by the game to the player on the game HUD.
- While the yellow flag is displayed, participants are permitted to overtake other vehicles only if they are moving very slowly, they are heavily damaged, or stationary.
Blue flags - Faster vs Slower Class
The Lapped Car's Responsibilities (LMGT3)
- Never Defend: You must not fight or defend your track position against a lapping car.
- Be Predictable: Stay on the racing line. Do not weave or make sudden, reactive moves.
- Ease the Pass: You should not brake on straights, there is also no need to lift the throttle on a straightaway to help a faster Hypercar pass, as this can only increase the chance of an incident
The Lapping Car's Responsibilities (Hypercars)
- Plan Ahead: Do not divebomb. Hypercars excel in aero and cornering speed, while LMGT3 cars often out-brake them.
- Utilise Flashing Lights: Lapping cars can use their flashing headlights to clearly signal an overtaking intention, letting the slower car know exactly where they will go.
- Wait for the Right Moment: Do not force a pass in tight or twisting corners. Wait to complete the overtake on the next straightaway or where there is a clear speed differential and space.
The Overtaking Car: Bears full responsibility for planning a safe overtake.
Blue flags - Same Class (LMGT3 vs LMGT3 or Hypercar vs Hypercar) Because both cars belong to the same class and have similar top speeds, they are effectively racing on track, even if one is a lap ahead.
- The Lapped Car: Must maintain a predictable, consistent racing line. You are forbidden from defending your position or weaving to block. However, you do not need to pull over or go off-line.
- The Overtaking Car: Bears full responsibility for planning a safe overtake. Because both cars essentially have identical braking capabilities, the faster driver should aim to complete the pass on a straight rather than a risky mid-corner dive.
- Flashing Lights: The lapping car may use flashing lights to signal their presence or intent to pass, but this does not give them the right to force an aggressive move.
- Lapped participants are allowed to unlap themselves as long as they can pull away after passing the participant who has a lap advantage.
Black flag
- The black flag indicates that a participant has been disqualified from the competition, and it will result in a DQ at the end of the session.
Championship Registration & Race Attendance
If you choose to register for the Rain Light Racing Championship, you are expected to attend and compete in the events you register for. Driver slots are limited, and having a driver take an available position and then fail to participate without communication will not be tolerated. Drivers who repeatedly fail to attend may be removed from the championship to allow committed competitors the opportunity to race. Rain Light Racing understands that real-life commitments, work, family, health, and unforeseen circumstances can prevent drivers from attending every round of the season. We simply ask that drivers communicate with the organisers as early as possible if they are unable to attend a round and to use the withdraw button on SimGrid. Clear communication and commitment help ensure the best possible experience for the entire community and allow reserve drivers the opportunity to participate. Use of the withdraw button only affects that specific round and does not remove you from the championship.
Penalties
5 second - Loss of 0 - 2 positions
10 second - Loss of 3 - 5 positions
15 second - Loss of 6 - 15 positions
30 second - Loss of more than 15 positions
Lap 1 - 2x penalty
Lap 1 Turn 1 - 3x penalty