Regulations F1 2019

League Regulations - IRG Formula

International Racing Group

 

1. General.

1.1. Participating in the series organized by the IRG portal you accept the Regulations of the Portal and these League Regulations.

1.2. IRG servers are available only to registered users.

1.3. You need IRG Tool to start competing in our races. It is a multifunctional tool - it is used for downloading the necessary files, sending the required telemetry after races, uploading your own skins and making it easier to enter the servers. It is also an anti-cheat protection.

1.4. The user uses services on IRG servers under the name and surname (given in the profile). You can also use the nickname chosen during registration.

 

 

2. The Licenses

2.1. License is granted by IRG Administration.

2.2. To obtain a license you are required to:

2.2.1. know the rules of the portal and the league regulations of the racing series - especially the acquaintance of 2-wide rules.

2.2.2. drive stably with enough consistency and behave safely during 2-wide driving.

2.2.3. lap times are not so important, but it's good to see 107% of the best time on a track.

2.3. A new driver who wants to get a license must advance it to the administration and arrange to verify the skills on the server.

2.4. Verification can be based on:

2.4.1. Observation of behavior on the test race called full race (if it takes place - Saturday 21:00)

2.4.2. Observation of behavior at mini race (at any time after the practice session if there is an adequate number of players on the server).

2.4.3. training racing with the administrator.

2.5. Fair play driving, kindness and politeness, propriety on servers and the entire IRG website, positively affects the decision to maintain the license.

2.6. The opposite actions, as described above, may have negative effect on the decision and may lead to the droping out from the IRG website.

2.7. After the license is granted, it is valid up to 2 years from the last official race in which the competitor participated.

2.7.1. If this deadline expires, the competitor must apply again for the license.

2.8. The license entitles to take part in each racing series organized by IRG.

2.9. The message about granting the license (or not) will be given in the "Driver Panel". Inquiries can be sent to e-mail.

 

3. Competitors, teams, starting numbers, painting

3.1. On IRG portal drivers have permanent starting numbers.

3.2. The numbers are from 2-999 range, regarding whether the selected number is free.

3.3. The number can not be changed.

3.4. The driver loses his number if he does not take part in any official race within 2 years along with the loss of the license. The number then returns to the free numbers pool.

3.5. The number 1 is reserved for current season champions.

3.5.1. The IRG Formula Champion can use number 1 on his painting - only in the series in which he won it.

3.5.2. The Champion of the GT, DTM or other series with the hard top from spring or autumn season can use the number 1 on his painting - in the next GT class season.

3.6. Drivers can race independently (no team) or they can make teams.

3.7. The team can include only two players (requirement - both players need to have a license).

3.7.1. The team makeup can be changed only twice during one season.

3.8. The single drivers and the teams makeup need to be advance on the forum in the appropriate topic of "league entry".

3.9. Team name can not contain offensive words or phrases.

3.10. Due to copyright, team names can not contain names of real teams already existing in the real racing series nor paintings and other names existing in reality.

3.11. In the IRG Formula league , players can start individually or in two-drivers teams.

3.12. Individual competitors can use car painting provided by IRG administration or can create their own livery called skin.

3.13. Teams must use their own paintings.

3.13.1. Team skin must be marked by a common motif used by both players.

3.13.2. At the same time, it is permissible for each player to have some addons, advertisements, etc., which are specific to him.

3.14. Skin should be an original product, his own idea. It is not allowed to copy paintings from real series or from other virtual leagues.

3.15. Team skins can not contain advertisements for prohibited products (eg alcohol, cigarettes, etc.).

3.16. Skins should be sent by IRG Tool.

3.17. Paintings are checked and accepted by the administration on Saturday or Sunday before the race. If the skin is accepted - it is placed in the pool for download for other players via IRG Tool.

3.17.1. In case of non-acceptance, it is possible that the corrected skin will be added on the next round.

 

4. Servers settings and competitors’ behavior

4.1. The servers are open 24 hours a day. IRG has two servers # 1 - main and # 2 - the spare one.

4.2. When you are on the server, you must have the IRG Tool running in the background.

4.3. When using IRG servers with rfactor 2 game, download / upload network settings in the game must be set correctly. It is recommended:

4.3.1. For internet connection up to 20 mbps, sey the largest possible bandwidth for rfactor 2 and do not go below 80% of the range. The setting can not be lower than 1 mbps.

4.3.2. If you have internet connection above 20 mbps, you can gradually decrease the range of the reserved bandwith for rfactor 2

4.4. When you are on the server, please do not use dirty words - it is punished by an automatic system with an immediate ban to the server.

4.5. During Race and qualifications voting and chatting in the game is strictly forbidden. The only messages can be sent by the admins. It is allowed to send information to the administrator this way only in the case of important information - for example, an incorrectly set server.

4.6. The weather plugin is used during the practice and race sessions, which means that drivers can expect the same weather as the real conditions in a certain area around the track. However, it should be remembered that data is collected from a weather station, which may be within a few - several dozen kilometers from the track. It is recommended that the competitors follow the weather forecast and be prepared for the announced conditions.

4.6.1. In the case of actual temperature on the track below 10 degrees, the administration reserves the right to offset this value on the server.

4.6.2. Server # 1 during trainings reflects actual temperatures, cloudiness and precipitation.

4.6.3. Server # 2 during the training reflects the actual temperatures, cloudy, while the rain is off.

4.7. While using the servers, it is NOT ALLOWED to use the RESTART option because it causes the laps times for a session to be lost. If the players on the server want to change the session - use the NEXT SESSION or NEXT CIRCUIT option and make a vote.

4.8. Mini races (5 laps) - can take place every day, at any time, when there are minimum 4 players on the server - except for the official practice session on the day of the race.

4.9. Full races are test races (full race distance) - they can be held on Saturday around 9:00 PM, when the server has a minimum of 4 players.

4.10. Server settings common to all series:

4.10.1. Black Flags Only

4.10.2. Driving aids - Clutchonly

4.10.3. view- cockpit only

4.11. The RF2 platform simulate applying the rubber from the tires on the track surface, affecting the achieved times. Before the last training session on the day of the official race the state of the rubber on the track will be deleted and it starts from zero level before the Official Round.

4.12. The qualifying session is closed - you can not enter the server during the session. Such a possibility exists only on warm up session.

4.13. Race Client Wait is set to 120 seconds. This means 2 minutes of the initial waiting time for the start of the formation lap.

4.13.1. "Trial starts" during a 2-minute wait for the start of the race are categorically forbidden, the penalty for this offense will be starting from the pit lane on the next race.

4.14. Formation Lap - this is the first lap before the start, which the drivers perform to heat tires and brakes. Be careful not to finish yourself and other race all too soon. You must not overtake. Drive steady with safe intervals between the cars.

4.15. Orange Lap (OL) - the first flying lap after the start, be careful and do not cause a collision. The penalty committee will verify the behavior of all competitors on this lap, the penalties for all offenses are multiplied by x2 on this lap. The Best Line (BL) is not on T1 - it means that in the presence of other driver side by you we stick to our driving line and we do not change it.

4.15.1. By "driving line" should be understood the line of movement of the car parallel to the white lines defining the boundary of the track.

4.16. During the official race, it is mandatory to use half of the service position (only left or right wheels are in the position). This allows two cars to use one pit stop box at the same time, if rf2 incorrectly assigned two cars to a single position. The commission does not check the correctness of this manoeuvre automatically, however, in the case of taking the entire pit stop box and blocking another player, the injured person may report such situation after the race and the guilty will incur a penalty.

4.17. The race takes place in the presence of a minimum of 4 players on the server.

4.18. In the races of touring or GT cars, the progress of time can be sometimes multiplied, that means the time of day will change. Some races may end at dusk - therefore, in the GT series should be assigned a switch for light.

4.19. The distance of each race is given each time in the event panel.

4.20. The administration may order the restart of the official race only in the case of technical problems related to the server - these include, cases such as: simultaneous ejection most players by the server, incorrect server setting, incorrect loading and setting of players on the grid, problems with the connection and losing players position which makes the correct fight for positions impossible etc. Then you will see the message: RED FLAG.

4.21. In the case of interrupting the race by technical problems, the administration may order:

4.21.1. Resumption of the race by setting player on the grid in order on which they had been on the lap before technical problems. Drivers with DNF/DQ are not allowed to start in that case.

4.21.2. Restart the whole race from the beginning if there is not much time left from the start and there are problems with getting information about the player's order before RED FLAG.

4.21.3. Finish the race according to the results of the lap preceding the incident with the points awarded: up to 50% distance half points, between 50% and 75 % distance 3/4 points. Above full set of points.

4.21.4. In other cases, the administration has the option of considering a given round or a part of it for not being held. It can be moved to the open term or canceled completely.

4.22. The other settings are regulated by the separate regulations of the racing series.

 

5. Admission to the race

5.1. The driver can take part in the "Official Race" on condition of completing required limit of flying laps during the training days before the race. The required amount of laps should be done until the practice session of official round starts.

5.2. The limit of flying laps in the IRG FORMULA League is set at minimum 50 laps. Except for the first race of season in which the limit is 70 laps.

5.3. A competitor who has completed from 30 to 49 flying laps may be let to start by the Administration decision - but only to start from the pitlane without participating in the qualification.

5.4. If you participate in the race without the required limit, the player automatically receives DQ for this race.

5.5. A new person on the portal who has just acquired the license is to perform a double quantity of flying laps required in the given series.

5.6. New competitors, even if they reached required limit of flying laps, may be asked to take part in their first race from the pitlane or the end of the grid (that means, no participation in qualifications) - it all depends on the player's skills verification.

 

6. Division into groups

6.1. In the case of entering a larger number of people than is foreseen for a given race, the administration may order a division into two groups. To have a place in one of the groups, you must follow the procedures for applying to the race.

6.2. On the IRG website there is a [I WILL START] button to advance to the race - if you want to start, click on it until Saturday 23:59 before the round;

6.3. The order of places on server is determined by the system on the basis of 10-lap stints, which are constantly registered by the automated system on servers, so the drivers can drive such a stint at any time during training and it will be registered.

6.3.1. In the case of a warning for a cut track, the lap time doesn’t count and the stint is lost. The system counts only 10 laps, without any cut track.

6.3.2. Measured stint must be completed by Saturday before the round until 23:59. On Sunday - on the day of the race, the stints will not be registered.

6.3.3. Stint must be done according to the rules which are effective in the given series (eg the right tires compounds)

6.3.4. In addition to the stints, the date and the time of registration for the race is taken into account.

6.4. The possible division into groups on each race depends on the number of places on a given track.

6.5. The division is made by the system automatically in such a way that a minimum of 7 driver will participate in the race in the second group.

6.6. In the case when someone did not advance to the race, and appears on the server at the last minute and the number of allowed places is exceeded - it can only race if there is still some space in one of the groups - otherwise they must leave the server.

6.7. During the first division into groups in the season all competitors fight for participation in Group I

6.8. During subsequent rounds if there is a division into groups - players from the TOP 15 group I from the previous round and TOP 3 players from group II have guaranteed participation in group I of the next round - if the division into groups is necessary.

6.9. Each driver in group II gets only 1 point for finishing a race. The only reward is a guarantee of participation in the 1st group in the next round for drivers on the podium.

 

7. Organization of the round

7.1. On the day of the race at 20:00 the servers are restarted, along with the reset of the track regurgitation. The Practice session starts during which the massage is applied, which will then be transferred to subsequent sessions.

7.2. The qualifying session starts at 21:00 and it consists of two parts: Q1 - 15 minutes and Q1 - 10 minutes. Q2 is the part in wchich only top10 drivers of Q1 can compete.

7.2.1. Parc Ferme rules are applied except amount of fuel.

7.2.2. Drivers who get into the Q2 (Top 10) must use at the start of the race the tire compound on which they got their best time in Q1.

7.3. The Warm Up session starts at 21:25.

7.3.1. A warm up session can last from 5 to 10 minutes depending on the administration's needs.

7.3.2. It is not allowed to leave the game during warm up session because it may disturb the order of the loaded grid.

7.4. Immediately after the Warm Up session, the race begins. The race lasts 80 minutes.

7.5. During the race driver are never allowed to use all three tire compounds.

7.5.1 During the race in dry conditions drvers can only use two out of three slick tire compound.

7.5.2 During the race when drivers have to use intermediate or full wet compounds, the rule from point 7.5.1 is not applied - it means driver can use two, one or none of slick compound.

7.6. Server settings:


Flagrules - Black only

Fuel usage - normal

Tire usage - 1x

Mechanical failures - Time scaled

Driving aids - Clutch only

View - cockpit only

 

7.7. Summary of the round’s plan:

20:00 Practice

21:00 Qualifications Q1 + Q2

21:25 Warm Up

21:30 Race

 

8. Behaviour and fight on the track

8.1. The driver, changing his line in a curve or on the straight is obliged to make sure that there will be no contact with the vehicle next to it. The driver who is changing driving line is responsible for safe manoeuvring.

8.1.1. The driving line should be understood as the line of movement of the car parallel to the white lines defining the boundary of the track.

8.2. The 2-wide situation entitling the space in the nearest corner occurs when the front wheel of attacking driver are neck and neck with the rear wheels of defending drivers. In addition, this condition must be met before the defending competitor begins to turn to the apex. If the front and rear wheels are not neck and neck, before turning , the defending player has the full right to choose a passing line through the apex and the corner.

8.2.1. Competitors should remember that in disputable situations, the Commission will check the moment of bending also on other laps to eliminate the situation of too early apex turning (in order to avoid 2-wide rules).

8.2.2. In the situation when the defending driver made a mistake in the corner, through which he would leave the bestline or did it deliberately and cars are 2-wide in the later phase of the turn, both drivers are to leave enough space for each other.

8.3. In the case of a 2-wide situation, opponents must leave enough space for each others within the track, on straights as well as in high-speed curves, sharp turns and chicanes.

8.3.1. Sufficient space means the width of the car of the racing series plus the safe distance to avoid contact.

8.4. The defending driver has the right on the straight only once to change his driving line on the straight - this is usually done by the defence of inner line.

8.4.1. This movement should be made early enough not to cause an accident. Defend yourself early or not at all.

8.4.2. After making the move to the inner line defending one can move back towards the outside line, but not completely to the edge of the track - at this point he must leave the space for braking.

8.5. Changing the driving line right in the braking zone, especially when defending car lands right in front of other car is particularly risky because it takes whole ground effect needed to proper braking. In most cases such a manoeuvre may be considered as too late defence.

8.6. The driver who is in a lower position in the race than the driver passing him is called a lapped driver. A driver who is being lapped is required to pass the driver behind in a secure manner, as soon as possible, trying to minimise the time losses of the leader.

8.7. The driver who laps his rival is obligated to be cautious and do not force this manoeuvre if the lapped driver believes that the circumstances on the track do not allow him to safely leave the space. Situations in which the lapping driver finds that he has been blocked too long should be reported to the commission.

8.8. Competitors are required to drive a minimum of two wheels on the track. The track is considered to be the area of ​​asphalt limited by a white solid line (sometimes in a different color) or curbs, whereby the white line area is considered as a track, but kurbs do not belong to the track.

8.9. If a competitor overtakes a rival as a result of cutting the track, he is obliged to give back the position. This rule does not apply if both competitors (attackers and defendants) cut the track or the driver who is cutting the track do it as a result of bypassing a hazard on the track and it is the only way of rescue.

8.10. It is forbidden to overtake under the yellow flag. If one does it accidentally, one should give back the position.

8.11. In case of loss of control of the car, the main aim of the competitor should be to do everything to avoid contact with other cars. One of the surest ways is to press the brake, which causes that the car usually moves on locked wheels in a straight line - the trajectory is then predictable for approaching drivers.

8.12. If you spin and stop in the middle of the track, push the brakes and do not let your car to roll - NEVER move until the circuit is completely empty. A car which stand still is easy to get around, even in the middle of the track. The player who moves or rolls is an unpredictable aim.

8.13. Entering and exiting the pit lane should be done between white lines painted on the track. Crossing is not allowed.

8.13.1. In the case where the exit alley is marked with lines within the track - the player between the lines it is "untouchable". A player moving on the track may use the surface of the service path during the fight, but only if he does not cause a threat to those leaving the box. He also bears all responsibility for the crashes as a result of this manoeuvre.

 

9. Scoring Table

9.1. Races are scored according to the table below.

 

Place

Number of points

1

35

2

28

3

24

4

21

5

19

6

17

7

15

8

13

9

12

10

11

11

10

12

9

13

8

14

7

15

6

16

5

17

4

18

3

19

2

 

9.2. All others competitors below 19th places who have reached the finishing line and been classified (It means they gained at least 90% of race distance) also receive 1 point each.

9.3. In the case of division into groups - group II competitors receive only 1 point for reaching the finish line.

 

10. Telemetry.

10.1. Players who have completed the race are obliged (under the threat of DQ) to send telemetry from the race (races) within 48 hours.

10.2. Telemetry is only valid from the DAQ plug provided by IRG tool.

10.3. We send telemetry using IRG Tool.

10.4. In our profile tab, we can check if the telemetry has been delivered.

10.5. Telemetry is needed for detecting cheating, looking into incidents, helps in assessing the behaviour of the drivers and checking cut tracks which can not be detected by the automatic system.

10.6. The administration also has the right to ask for telemetry from the qualification, so after each race it should be kept until the next round.

10.7. In special cases, the administration may request telemetry from the race even despite the DNF of the player. For the lack of telemetry (only after the Administration's request), the STOP & GO 10s penalty is awarded. For the lack of telemetry from the race, the player is disqualified (DQ).

10.8. If the game crashes, the player is obliged to send temporary files (* .temp) created during the log recording.

10.9. The administration may exclude a player from the league and / or withdraw licenses for all games conducted by IRG for permanent evasion of sending telemetry.

 

11. Automatic cut track system

11.1. In the leagues served by IRG portal the automatic cut track system is used. It is the inner Rfactor 2 system, but it has been corrected and tuned to the given series by the administration.

11.2. In case of cut track the system gives warnings for the first two cuts. In the case of the third and each subsequent cut track, the system assigns S&G penalty of 10 seconds.

11.3. In 95% of cases, the system distinguishes profitable cut track from lossy ones, however, in order to have 100% certainty to avoid warnings and consequent penalties, in case of going off the track, the gas should be released about 0.5-1.0 seconds and then we can return to the boundary of the track - only in this way we are sure that the system will detect a loss of time and will not give a warning.

11.4. In the case of a cut track at apex - warning practically cannot be avoided, because we almost the system works immediately when we return to the track.

11.5. The system should distinguish the car cutting the corner from the spinning vehicle going without a control through the curve (detection based on the deviation from the normal course) - and this worked in most cases during testing. However, we do not give 100% certainty that this will happen every time in racing conditions.

11.6. To avoid excessive punishment and so that the racing look quite natural, the administration gives drivers a fairly large margin for leaving the track - however excessive overstretching these limits may result in system warnings.

 

12. Reporting of incidents.

12.1. The driver has the opportunity to submit a protest only in the case of incidents and unsportsmanlike behaviors of which he was a participant (perpetrator or aggrieved) and directly concerned him. The deadline for submiting is 48 hours after the end of the race. Then within 48 hours of submitting the protest, all competitors included in the protest may respond to the protest.

12.2. The protest can also be submitted by IRG Administration - in this case there are no time limits for submitting.

12.3. The protest should be reported via the "Report Incident" form located in the "Driver Panel" tab.

12.3.1. The most important thing during filling the form is careful choice of a race (R1 - when it concerns the first race in the round or simply there is only one race, R2 or R3 - when the round is held two or three races and the case concerns one of them)

12.3.2. Please choose the perpetrator and the victim studiously as well.

12.3.3. Currently we do not complete the time and lap in form.

12.3.4. THE MOST IMPORTANT, in the CONTENT, specify the TIME in seconds from the server replay. This is the best information to identify and find the incident.

12.3.5. Server replays are available usually next day after the race in the Download section.

12.4. Protests are examined by the IRG Administration committee.

12.4.1. In the event of incorrect submission (wrong race, wrong time from the replay, mistakenly chosen offender or victim) - it will be rejected from and will not be considered.

 

13. Penalties

13.1. The basis for issuing penalties is the tariff.

13.2. In the first place IRG Administration imposes penalties from the tariff in the form of a basic penalty. If there is no possibility of putting into effect a basic penalty of at least 2/3 of the amount, an alternative penalty or a special penalty for the last race is taken into consideration.

13.3. Penalty tariff

 

Type of incident

Basic

punishment Alternative punishment

(when there is no possibility of putting into effect a basic penalty)

Last race

(alternative punishment)

contact or minor incident with limited time losses (up to 10 seconds), no loss of position (also when committed), unfair defence (eg multiple changes of the track line, braking 2-wide rules )

-3 to -6 positions on the grid in the next race

 

adding 15 seconds

contact, accident with a loss of 1 position or loss over 10 seconds

- 1 position in the current race

DT penalty in the next race

- 2 points from classification

contact, accident with a loss of 2-4 positions (total aggrieved)

- 2 positions in the current race

S&G 10s penalty in the next race

- 3 points from the classification

contact, accident with a loss of 5-7 positions (total aggrieved)

- 3 positions in the current

S&G 20s penalty in the next race

- 4 points from theclassification

contact, accident with a loss of 8-10 positions ( total aggrieved)

- 4 positions in the current race

S&G 30s penalty in the next race

- 5 points from the classification

accident with a loss of 11 and more positions (total aggrieved)

- 5 positions in the current race

S&G 40s penalty in the next race

- 6 points from theclassification

An accident in which the aggrieved driver has to repair their car up to 60 seconds

additional -1 position

additional 10s to the S&G penalty

additional -1 points from the classification

An accident in which the aggrieved driver has to repair their car 60 seconds and longer

additional -2 positions

additional 20s to S&G penalty

additional -1 points from theclassification

accidentin which the aggrieved driver must finish his race

additional -3 positions

additional 30s to the S&G penalty

additional -2 points from the classification

accident under the yellow flag

additional -1 positions

additional 10s to the S&G penalty

additional -1 points from the classification

accident when returning to the track straight under the other auto

additional -1 problems

additional 10s to S & G penalty

additional -1 points from the classification

position gain under the yellow flag

displacement by the number of won positions

DT penalty in next race

adding 30 seconds

coming back to the track causing a loss of time or forcing the rival to brake

back from 3 to 6 positions on the grid in the next race

 

adding 15 seconds to

block another player in pit stop (point 4.16 violation)

-1 position for each 20 seconds of blocking

S&G penalty - time is depending on blocking time

adding time depending on blocking time

Slowing down another driver on flying lap during out-lap or in-lap

5 or 8 position on grid in next race

 

adding 15 seconds

Off-track or cut-track in order to overtake other driver

displacement by the number of won positions

DT penalty in next race

adding 15 seconds to

blocking the lapping driver longer than it is needed from circumstances on the track.

back from 2 to 5 positions on the grid in the next race

 

adding 15 seconds,

crossing the white line of pit alley - possibly causing a threat.

back from 2 to 5 positions on the grid in the next race

 

additionally 15 seconds

collecting 3 reprimands

back 5 positions on the grid

 

adding 15 seconds

 

13.4. Penalties for the first lap are multiplied by x2.

13.5. In the case of penalties with the option of available range - the commission is governed by the following rule: the greater the time loss of the aggrieved driver, the longer the repairs - this results in a higher penalty.

13.5.1. In the case of extenuating circumstances - a lower penalty may be chosen.

13.6. The penalty for each incident is charged separately and it is added up at the end, however, the combined alternative penalty can not exceed two S&G penalties of 60 seconds.

13.7. Special cases of exceptionally unsportsmanlike behaviour related to the points in the tariff may result in an additional committee meeting in order to impose additional penalties.

13.8. Situations and circumstances unforeseen in the tariff (in particular: unsportsmanlike behaviour, deliberate crashing to another car, cases of revenge on the track, driving "cross-country", blocking the lapping driver whole the lap, etc.) are subject to separate assessment and penalty.

13.9. As an additional penalty the Commission has at its disposal an entire range of penalties (from displacement on the grid, time penalties, DT, S&G, DQ to the exclusion a player from a certain number of races or absolute taking out the licenses in the grossest cases)

13.10. Drive through and Stop & Go Penalties are to complete within 3 laps of the race. In the case of not serving a penalty in the designated number of laps, the game itself gives disqualification.

13.11. DT and S&G penalties are automatically assigned by a supervisory system on the server.

13.11.1. In the case of a system error and failure to give such a penalty, the competitor may perform it himself - ie, go to the box and wait for the right number of seconds in his position or in a safe place. You should also inform the administration about it immediately after the race.

13.11.2. If the penalty is not given and the competitor does not complete it - the penalty passes to the next race.

13.12. The driver receives penalty points for each accident (except for a reprimand).

13.12.1. Penalty points for further offences are added.

13.12.2. After receiving a total of 5 points, the player receives an additional S&G 60 penalty.

13.12.3. The driver who has run 2 races without penalty and reprimand is one penalty point subtracted.

13.13. In the case of absence, the penalties imposed on the player pass to the next round.

13.14. At the end of the season, all uncompleted penalties are converted into alternative penalties - special ones for the last race.

 

14. Others

14.1. The Administrative Publications regulating the unique issues related to particular rounds appearing on the portal have the same or greater validity than these regulations and may temporarily abolish the provisions contained in these regulations. The Administrative Publications should be strictly applied and one should be up to date with them.

14.2. The administration has the right to change / improve the series mod if necessary.

14.3. Possible contact with the IRG Administration, especially in cases of penalties is possible only via e-mail or PM addressed to the administration. All attempts to write about penalties and complaints on a shout box or forum about these topics may ultimately lead to removing of the player from the servers and IRG Portal.

14.4. IRG Administration may remove from the server a player who has committed acts noncompliant with the rules or the common fair play rules not included in the Regulations.

14.5. IRG uses games that can be constantly under development and constantly improved. This means that the game, simulation platform may perform incorrect action, so-called "Bugs". The player joins the league and accepts this information and oblige not to use potential game imperfections to gain advantage over other players.

14.6. All issues not included in the regulations will be solved by the IRG Administration Committee.