The goal of the CanAm Virtual Racing League is to promote fun, competitive racing with a spirit of respect and integrity. Our focus is on realism, with an emphasis on Driver Etiquette.
In order to achieve this goal a set of specific Sporting Regulations has been defined to govern all aspects of competition within the league. This document outlines the sporting regulations and procedures for a race weekend. The document covers General Regulations, Practice Sessions, Qualifying Session, Race Day and Penalties. Any questions regarding these regulations should be directed to a League Panel member.
Due to regular patching and updates of the Project CARS platform, these Sporting Regulations are considered a Living Document and are subject to change at any time. It is every driver's responsibility to ensure they stay up to date on the Sporting Regulations. Failure to remain current will not be considered an excuse in the event of an infraction.
Please note that due to network limitations, any drivers outside of North America will need to provide network performance test results. While we welcome all drivers, we do need to be aware of latency and lag issues which would hinder yourself and others.
This section outlines the basic regulations for our league. Car specific regulations are detailed in the Technical Regulations section.
TeamSpeak Client - Use of the TeamSpeak server during events is considered mandatory. Drivers must be able to communicate with others on the track. Failure to use TeamSpeak with a headset may result in a driver's suspension.
Driver Aids - Driving Aids will always be set to REAL. This means that if a particular car has a specific Aid in real life, it will be available in the game. Other non-performance impacting aids such as Driving Line will also be permitted for those that need them.
Pitting - Each track has clear markings indicating the pit entrance and exit lanes. On most tracks, this is a solid white line. Drivers entering or exiting the pits may not cross outside this white line and drivers racing on the track may not cross inside this white line. Doing so in a race may result in a penalty.
For all official events we will utilize our Dedicated Server. The room will have the following settings:
*Each race will have its own time progression depending on the race location/real world equivalent race. Check Calendar details for specific event.
**If you are unfamiliar with the mechanics behind how REAL weather works in Project CARS 2, please read this Forum post Real Weather
Informal Practice Events will be governed by the same regulations as a race day session. The following exceptions will be in effect for practice sessions:
The current season is being run as a Multiclass season. The eligible classes are LMP2 and GT3. Eligible cars for each class are:
NOTE: The panel reserves the right to impose Balance of Performance regulations, or outright bans, on individual cars if a car is found to have clearly dominant performance. This decision will be made based on data gathered from previous races as well as independant panel member tests.
With more than 32 drivers registered for the season, it is imperative for organizers to know how many drivers intend to race at each event. As a result, drivers will be REQUIRED to register for each race. Failure to register may result in the driver not being able to race due to a lack of grid spaces. The registration form can be found here Race Registration The form will be available for the 2 week period prior to a race. The form will lock down and stop accepting registrations at 01:00 AM Eastern TIme on the Thursday prior to the race to allow us time to inform all drivers that will need to participate in the Qualifying heat as outlined in the next section.
All drivers must regsiter for each race event via the Race Registration Form. This is being done so that organizers can determine if a Qualifying Heat is required. In the event that we have more drivers wishing to participate than there are Grid Spots, we will utilize the following Race Qualification procedure:
The Qualifying heat will be an abbreviated version of the main event, but will use all of the same rules, regulations, and settings as the main event. The Qualifying heat will take place on the Firday evening of the event weekend, exaclty 24 hours prior to the main event. See the Calendar for specific details of each event.
For each scheduled event, the lobby will open at 9:30PM Eastern Time. Drivers who join the lobby prior to this time are asked to NOT use the Vote to Start button.
At exactly 9:30PM Eastern Time, the session will be started. Drivers not yet in the lobby will still be able to join the event until part way through the Qualifying session. During the last 5 minutes of the Qualifying session drivers will no longer be able to join the race. In order to ensure you are able to participate, make sure that you are in the room no later than the start of the Qualifying session (10:20 PM ET)
Under no circumstances will the event be restarted for individual drivers/issues. Once the event is started all elements are automated and cannot be interrupted. Any driver who is not in the room in time and is therefore unable to join the race and will be scored as a DNS (Did Not Start). Drivers can join the room until the last 5 minutes of the Qualifying session.
For the Multi-class season, we will have a split qualifying session. The Qualifying session will be set for a total of 40 minutes.
Although for the most part the in game Rolling Start procedure works well, it does have one flaw in regards to the grid formation. Namely that the cars are sorted on the grid purely by their qualifying lap times. The main issue with this is that it creates separation between class competitors as well as not allowing us to allow for a gap between classes for the actual start as is normally doen in real life. As a result, we will revert back to our tried and ture process of a manual rolling start as follows:
The following rules apply to the formation lap:
Additional time will be added to the duration of each race in order to allow for the above manual procedure. Because the timed races can only be set in 5 minute intervals, all drivers must accomodate for this extra time in their pit strategies. For example, a 90 minute race will now need ot be configured as a 95 minute race. This means that additional laps will be run under timed conditions.
During the first 5 Green Flag laps of every race (laps 2 - 6) any driver that is involved in a multi-car incident may call for a caution. Cautions may only be called for incidents involving 2 or more cars, and there will only be one caution period per race. The caution procedure will be as follows:
Once a caution period has been called for during a race, no further caution periods will be permitted. Local yellow flag rules will apply from that point on. Once all cars have started lap 7 no caution periods will be permitted. The caution period is only available during laps 2 - 6.
As in most forms of road racing, we will utilize the Local Yellow Flag rule from lap 6 until the end of each race. Drivers are NOT permitted to overtake any other drivers in a local yellow zone. When an incident is observed on track, or announced via TeamSpeak, the section from the corner before the incident to the corner after the incident are considered to be the Yellow Flag Zone. The process will work as follows:
*Drivers who have damage and are limping back to pits must make this clear via TeamSpeak, and must remain well off of the racing line.
Any driver who overtakes another driver under a Local Yellow condition must give back the position immediately or face points penalties post-race.
In the event of a server impacting issue, or an issue that impacts a significant number of the field (25% or more), we will institute a Red Flag procedure as follows:
As soon as a server/session impacting situation is identified the event will be Red Flagged by the most senior panel member in the event.
Once the Red Flag is issued, all drivers will stop immediately and remain on track in their current positions.
The senior panel member present will record the current running order via a screen shot
Press ESC to bring up the Monitor
Press F12 to take a screen capture
Once the screen capture has been taken, drivers may leave the server, but remain on TeamSpeak
The Server Admin will adjust the server configuration to the conditions of the track (date, time, etc) when the Red Flag was issued. The server admin will calculate an approximate track time based on the leader's average laptime and laps completed.
Server Admin will restart the server
Drivers will rejoin the server
Drivers who may have been disconnected previously will be allowed to rejoin, but will be scored numbers of laps down based on when they dropped from the previous session.
Host will start the event
When the race officially goes GREEN all drivers will REMAIN in their grid positions.
The most senior panel member will call drivers out one by one in the order listed in the screen capture
Any drivers that were previously disconnected will join on the back of the grid in the order they were disconnected (most recent disconnect first, first disconnect last)
Once the grid order has been reestablished we will continue on the first lap as a caution lap and follow the Restart Procedure as listed in the Caution Period section.
With the exception of the "formation" lap, there will be no caution periods following a Red Flag condition.
The racing surface is defined as the paved area between the solid white (or yellow) lines. Drivers MUST keep 2 tires on the racing surface at all times.
Not all in game track limit penalties will be in use. Only the pit lane limits:
Track limit violations will be reviewed by the league Panel Members using the post race replays. Any driver deemed to be exceeding track limits will face a post race points penalty. Panel members will be looking fo rthe following when determining if a penalty is warranted:
Panel members will also take the following into account when reviewing:
CanAm VRL utilizes a "Blue Flag" rule philosophy regarding lap traffic. This means that drivers who are being lapped by higher placed cars must yield way to those faster cars. This is the same approach and philosophy that is used in all real world forms of road racing. Every reasonable effort must be made to allow the faster car to pass within 3 corners. The lapped car should yield the inside line of the corner to allow the leading car by.
Although lapped cars are expected to allow lead cars by, lead car drivers MUST be aware of any positional battles that the lapped cars may be involved in. Every reasonable effort must be made to NOT interfere with these battles. Ensure that you can clear both cars as quickly as possible. The above mentioned Rules For Overtaking still apply as well. It is the passing driver's responsibility to ensure the pass is completed safely.
The in game Blue Flag system will be in use, including any penalties applied automatically by the game for failing to heed the blue flag.
Each track will have designated "No Passing zones". These no passing zones are areas where there is a high risk of incident between cars of different classes due to the speed differentials, as well as handling and performance differentials between these cars.
These zones will be identified prior to each race. In these zones, cars of different classes will be prohibited from overtaking one another.
Cars within the same class are free to race each other in these zones.
The purpose for these "no passing" zones is to prevent faster class cars from causing an incident, or forcing the slower class cars off track.
Any driver ignoring the designated zone and causing an incident in one of these zones with a car from another class will be subject to disciplinary actions.
CanAm VRL uses a single points system for both the Driver's and Team's Points standings.
Each driver earns points based on their finishing order in the Main Event race. Drivers who must participate in a Qualifying Event but fail to advance to the Main event will be awarded 1 Driver's Point.
Team points will be based on a combination of Drivers points. Driver's points earned by the two highest placing placing drivers on the team will be totaled to create the team points for the event. The third driver's points will not be included. This minimizes the negative impact to a team should one of their drivers not be able to participate on a given weekend.
The points allocations are as follows:
In the event that a driver is able to start the weekend event, but is unable to complete the race (technical or network issues) that driver will be scored based on his/her position at the end of the race. In other words, if the driver is disconnected early and everyone continues on, that driver will earn lowest place points. If however the driver is disconnected near the end of the race then laps completed by all drivers will need to be looked at. If the disconnected driver has completed more laps than another driver then he/she will be scored appropriately.
The above Points are subject to change if/once the game allows for the Online Championships.
Along with the Drivers’ Championship, we also have a Team Championship. Drivers are not required to be part of a team, however any drivers who do decide to form a team must all use the same class of car, i.e. all team members must be in GT3, or all team members must be in LMP2. Since Project CARS does not currently support the use of multiple Custom Liveries online, Teams are NOT required to use the same/similar liveries.
All races will be reviewed by the panel members via the use of the game’s replay. Panel members will use the week following the race to review any issues or concerns.
Any driver wishing to report a concern to the panel must do so no later than Midnight Eastern Time on the Wednesday following the race. This allows the panel members time to review and investigate as needed before meeting on Sunday night. Review requests can be submitted to any panel member via the Private Message function on the website, Private messave via Discord, or via email to @.
In order to accommodate this submission and review process, no official points will be posted until the Sunday of the weekend following the race event (8 days post-race).
For the majority of situations, we will rely on the in game penalties system to provide enforcement of rules. As an example, for minor infractions such as exceeding track limits the game itself will force the penalized driver to slow down and give back time gained. Based on the "Allowabale Penalty Time" setting, you will have 15 seconds to give that time back, or be automatically handed a Drive Through penalty.
Each race will also be reviewed by members of the league leadership panel (Race Control). If necessary, Race Control will issue penalties to drivers who fail to adhere to the rules of the league. Any penalties received by a driver will only apply to the Driver's Points standings and will not impact the Team's Points. Penalties can be awarded for the following:
For the context of these penalties an incident is defined as anything that risks the safe progression of a driver during the race. This could include, but is not limited to:
The minimum penalties that the panel will award are as follows:
These are the minimum penalties the panel may issue. The panel reserves the right to issue more severe penalties for more severe infractions or to a driver committing multiple infractions.
Once a driver has selected a car they are committed to that car for the entire season. Drivers can change cars at any time prior to the first race of the season without restriction, however once the first formal practice session for the first event of the season has started any car changes will result in a driver points penalty. Penalties will be as follows:
***Due to regular patching and updates of the Project CARS platform, these Sporting Regulations are considered a Living Document and are subject to change at any time. It is every driver's responsibility to ensure they stay up to date on the Sporting Regulations. Failure to remain current will not be considered an excuse in the event of an infraction.***