APEX & CHILL RACING LEAGUE — LMU SEASON 1 RULES v2
Apex & Chill League Rules — LMU Season 1
1. Respect for All Racers
All racers must be treated with respect at all times. Any form of abuse directed at fellow racers, including verbal harassment or unsportsmanlike conduct, is strictly prohibited. Violation of this rule will result in immediate removal from the league.
2. Penalty Point System
Corner cuts are managed by LMU. Each driver has an allowance of 6 penalty points per race for corner cuts, controlled automatically by the game.
Any incident deemed to be aggressive or intentional will result in 1 penalty point being awarded against the driver responsible.
Threshold
Penalty
3 penalty points
Miss next qualifying session + start at the back of the grid
5 penalty points
Miss the next full race weekend
2 clean races (no new reports)
1 penalty point removed from total
* Stewards may award additional points at their discretion depending on severity. Where an incident is found to be deliberate or an abuse of the penalty system, championship point reductions may also be applied.
3. Qualifying Etiquette
Communication: Drivers on an out lap must actively communicate with surrounding cars to avoid impeding those on a flying lap.
Yielding to Fast Cars: If a driver is on an out lap or cool-down lap and a faster car is approaching from behind, they must safely indicate and move off the racing line to allow the faster car to pass without being held up.
4. Racing Etiquette
Sportsmanship: While hard racing is encouraged, all league members must have fun and be respected. Unsportsmanlike conduct will not be tolerated.
Blue Flags: Upon being shown a blue flag, you must move off the racing line as quickly and safely as possible to allow the faster, lapping car to pass unimpeded.
Accident Responsibility: In the event of an on-track accident where you believe you are at fault, you must give the position back to the driver you affected if it is possible and an attempt should be made. This is a crucial aspect of fair play and personal responsibility within the league.
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League Driving Standard: The core expectation of this league is hard, clean racing. We actively promote high-intensity competition, but this must never come at the expense of another driver's race. Every car on the track is a direct representation of this league's standards.
5. Straight-Line Driving & Weaving (The 'One Move' Rule)
Defensive Movement: A defending driver is permitted one single, distinct change of direction to defend their position. This move must be executed early and predictably.
Weaving is Prohibited: Once the defensive move is complete, the driver must not move back across the track to block a potential counter-move. Excessive or late-reaction weaving is deemed reckless, will be penalised, and will be treated as the cause of any resulting accident.
Strategic Towing: If a defending driver has already made their one move, they must commit to their line. They are expected to allow the challenging driver to re-establish the tow and make their pass, encouraging strategic, non-contact overtakes.
6. General Conduct & Fair Play
Responsibility for Contact: The primary responsibility for avoiding contact rests with the overtaking driver, but the defending driver must always provide reasonable space. In any incident, the onus is on the driver whose actions led to the collision to demonstrate they acted with control and foresight.
The League's Image: We will not tolerate reckless, aggressive, or consistently unfair driving that ruins the experience for others. While competitive errors happen, repeated instances of poor race craft will be met with escalating penalties or removal from the league.
Race hard, race clean, and let your competitive spirit elevate the entire grid's standard.
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7. Stewards & Incident Reporting
Race Stewards: At each race weekend, a group of elected race Stewards will oversee the event.
Reporting Incidents: Any on-track incidents that require review must be reported to a race admin by direct message on Discord — contact either C Jones or Kane.
Appeals: Any decision made by the Stewards can be appealed. In the case of an appeal, the decision will be reviewed by One-parra-wood, CJones, and the acting Steward. This review decision is final.
* We reserve the right to amend any of the rules above at any point during the season as we see fit.
— New for Version 2 —
8. Multi-Class Conduct — Hypercar Lapping GT3 (NEW — v2)
Le Mans Ultimate runs a multi-class field. Hypercars and GT3 cars share the circuit simultaneously, and the difference in outright pace means Hypercars will regularly lap GT3 competitors. This rule follows the standard used in real-world endurance racing and the majority of sim racing leagues.
GT3 Driver — Stay on the Racing Line
GT3 drivers must remain on the racing line at all times. Staying on the racing line is the safest and most predictable approach for everyone on track. A GT3 driver who moves off line unexpectedly is a far greater hazard than one who holds their position consistently.
GT3 drivers should stay aware of their mirrors and radar — but must not do anything erratic or sudden when a Hypercar is in close proximity. Hold your line. Let the Hypercar come to you.
Hypercar Driver — Your Pass, Your Responsibility
It is the Hypercar driver's responsibility to get past safely and efficiently. Hypercars have significant advantages in speed, grip, and acceleration — use them. The Hypercar must not make sudden or aggressive moves toward a GT3, and must allow the GT3 driver time to be aware of their presence before committing to a pass.
Do not bully, intimidate, or make contact with a GT3 car. If a clean pass cannot be made, wait for the next opportunity.
Fault in a Multi-Class Incident
Because the Hypercar is the faster, overtaking vehicle, the primary responsibility for a clean pass rests with the Hypercar driver. Incidents will be assessed on the same principles as same-class incidents. A GT3 driver who acts erratically or makes a sudden move into the path of an approaching Hypercar will share fault accordingly.
9. Terminal Damage — Pit Lane Procedure (NEW — v2)
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A car suffering terminal or severe mechanical damage — such as a missing wheel, major aero damage, or loss of significant mechanical function — must be driven to the pits in a manner that minimises danger to other competitors.
A car with terminal damage must remain well off the racing line at all times while making its way to the pit lane. The driver must hold a consistent, predictable course as far to the side of the track as is safe, giving faster cars the maximum possible room to pass.
Do not rejoin the racing line at any point during the transit to the pits.
Reduce speed appropriately and keep the car stable and predictable.
If safe to do so, pull off the circuit entirely rather than crawl around the full track.
Failure to comply resulting in an avoidable collision will be referred to the Stewards.
10. Discord Voice Communications (NEW — v2)
All drivers must be connected to the league Discord voice channel during race sessions. Clear, timely communication between drivers significantly reduces avoidable incidents, particularly in a multi-class environment.
All drivers must join the designated Discord voice channel before the session begins and configure their microphone to Push-to-Talk (PTT). Open microphones create background noise that disrupts communication — PTT keeps the channel clear for important calls.
When to call out on voice chat:
Hypercar passing: If you are a Hypercar driver actively lapping GT3 traffic, call out your sector position as you approach (e.g. 'Hyper coming through Sector 2').
Terminal damage / slow car: If your car is damaged and significantly below race pace, immediately call it out on voice so drivers behind know where you are on track (e.g. 'Damaged car — limping back to pits from Turn 8').
Any other significant hazard that other drivers need to be aware of should also be communicated promptly.
Note: PTT must be configured before the session. Drivers joining without PTT set up may be asked to mute until corrected. Repeated failure to communicate mandatory call-outs (Hypercar passing, terminal damage) may be treated as a conduct matter.