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Rules and Info

General Club Rules

Be kind and courteous

We’re all in this together to create a welcoming environment. Let’s treat everyone with respect. Healthy debates are natural, but kindness is required.

No hate speech or bullying

Make sure that everyone feels safe. Bullying of any kind isn’t allowed, and degrading comments about things such as race, religion, culture, sexual orientation, gender or identity will not be tolerate

No promotions or spam

Self-promotion, spam and irrelevant links aren’t allowed on any of our social channels such as Facebook, Discord, Instagram. All posts/comments must be relevant to sim racing.

Carib Rally Club (Dirt Rally 2.0) Rules

Registration Process

  1. New members are expected to register for your driver profile here:

2. Once you have registered, request to join the following clubs on the Codemasters website:

  • Carib Rally Club – Main club and used for the 4WD class during multiclass events
  • CRC NO 2 – 2nd club, generally used for the FWD class during multiclass events
  • CRC NO 3 – 3rd club, generally used for the RWD class during multiclass events

Completing the two above steps will allow you to participate in our standard weekly Speed and Rally events. There may be other special events where a separate registration form will be published on the website.

Competition Settings

  1. Assists not allowed
  2. Tuning allowed
  3. Hardcore damage is on
  4. Unexpected moments are on
  5. Surface degradation will be set to be as realistic as possible with stages degrading the more they are used.

Speed Event Format

Speed events will be clearly indicated in the title of an event.

  • Four runs, only your fastest run counts
  • Service after every run
  • In the event of a retirement/terminal crash you will be out of the event, and cannot complete any additional runs.
  • Speed events are typically run in all dry conditions, and conditions will be consistent for all 4 runs.

Multiclass Rally Rules

  1. Competitors are only eligible to complete in one class!
  2. If a competitor competes in a second class, the slowest time will count. (DNFs will count as the slowest time)
  3. If the event is a multiday rally, and uses multiple ‘events’ in Dirt Rally 2.0, competitors must select the same car for all days. Choosing a different car will result in a disqualification from the overall standings.

Procedure for Involuntary Event Retirements and Mishaps

If for whatever reason you are kicked from the server, and you are able to continue the event, you will be given the average time plus 30 seconds for that kicked stage once a screenshot of the disconnect error message is provided. This is being put in place to ensure that where the serve gives a person a chance to continue, they can continue for overall honors but at no disadvantage to other competitors.

It is also recommended to take screenshots of timing after every stage. If a stage time was not logged due to network error, a provided screenshot would allow that time to be counted in the results.

Please note that timing is done by the Codemasters Club system, and CRC is not responsible for servers or timing. The timing logged to the Dirt Rally 2.0 and the Codemasters site cannot be disputed to CRC.

Additional Info

  • Events are generally setup to run for 20hrs from 4:00 AM to 11:59 PM Atlantic Standard Time (Barbados Time)
  • Stewards can be contacted at [email protected]

Caribbean Sim Motorsport Track Club (Assetto Corsa Competizione) Rules

Registration Process

  1. New members are expected to register for your driver profile here:

2. Individual championships (or special events) will have their own registration form where Car, Starting #, Team etc. must be provided and submitted. If open, the sign up process will be on the homepage of the Caribbean Sim Motorsport Track Club.

3. Join the Caribbean Sim Motorsport Discord. This is mandatory for CSMTC events:

Fundamental Rules

  1. Reading and understanding the Rules: Every driver participating in any event of the Caribbean Sim Motorsport Track Club is agreeing to having understood the rules and is agreeing to obeying to the rules. By entering the Driver bound to the rules. Failure to understand the rules is not an excuse. 
  2. Cheating and usage of external software: It is not allowed to use external programs or data except of MoTeC i2 Pro Data Analysis that alter the functions of the simulation in order to gain a competitive advantage. Drivers caught cheating in any part of the championship will be excluded from all parts of Caribbean Sim Motorsport events. In case no usage of software can directly be proven in the files, but due to video evidence, it is still obvious that the driving behavior of the car cannot be explained with normal game functions, a ban on video evidence is also possible.
  3. Accounts: Drivers must enter their real names in their Assetto Corsa Competizione accounts in order to participate. Fake names or names with clan tags are not 
    allowed. Multiple accounts or deliberate creation of new, lower ranked accounts are not allowed and will result in a permanent exclusion from Caribbean Sim Motorsport events.
  4. Decisions by the Stewards/Staff: The decisions made by the stewards/staff are binding. If a situation is not covered by the rules, the Staff will have the final decision on it. Any statements 
    made by the Staff on the Forums, In-Game at Events by In-Game Text  Chatting or in In-Game Voice Chatting, that are specified as rules, also count as rules and must be accepted by all Drivers. 

Participation

  1. Classes: Caribbean Sim Motorsport Track Club events will be multiclass events, both GT3 and GT4 unless otherwise specified.
  2. Categories: Caribbean Sim Motorsport Track Club event results will also be divided into driver FIA Category rankings: Bronze, Silver, Gold, Platinum.
  3. Teams: Drivers can specify a team that they will be representing during the Championship in their Assetto Corsa Competizione driver profile. There are point tables for teams. It is not necessary to specify a team. Offending or discriminatory names will be rejected by the Staff. Teams are made of a maximum of 2 drivers.
  4. Car Assignment: Every Driver or Team is free to choose a vehicle of their choice. That car must be used for the course of an entire championship to keep the championship points. It is allowed to change car during the championship, but points will be reset to 0 for the new car.
  5. Maximum entries: At this time, all CSMTC events will be have a maximum # of entries of 40 cars. If registration exceeds 40 drivers, these drivers will be placed on a waiting list.
  6. Championship participation: Each championship will define that a minimum level of races has to be committed to by a driver. In the current Caribbean ACC Championship, a driver must be able to commit to 6 of 9 races. 3 declared absences are allowed. A driver must declare an absence to the CSMTC Organizers

Server Settings

The only assist that will be allowed is Auto-clutch. All other assists will be turned off. Please ensure to set button mappings for:

  • Engine Ignition
  • Engine Start
  • Headlights/Rain Light
  • Pit Speed Limiter

The above will all be manually operated and will be needed to be assigned for a driver to avoid penalties.

Race Rules

  1. General Sportsmanship: Drivers must respect the sport, the competition and their competitors. Drivers must always aim to achieve the best result for themselves in each race, while driving within the rules and obeying to fair play.
  2. Basic car control: Drivers and Teams that are taking part in CSMTC events must make sure they are always in control of their cars. Inability to control their cars is not an excuse if they cause an accident.
  3. Race event: A Race Event consists out of: OPEN PRACTICE SESSION, DRIVERS BRIEFING, FREE PRACTICE, QUALFY, RACE, PROTEST TIME/PROTEST DEADLINE and is finished with the official RELEASE OF RESULTS. Drivers have 1 hour from race finish to make a protest or incident reports.
  4. Start Phase: In the start phase, Drivers must be extra careful. It is very easy to cause an accident affecting many cars. Start phase accidents will be penalized more harshly. Please be advised tires are in a cold state, with low pressure at the start of the race, so going slower will be required to maintain control of your car.
  5. Overtaking and defending: Overtaking is one of the most crucial parts of racing. All drivers involved in an overtaking maneuver must show respect and drive with care. Drivers are not allowed to force a chasing car off the track by leaving too little room. Drivers are not allowed to change their line twice before a corner. If the attacking car is alongside going into a corner, drivers must adjust their line to avoid contact. Blocking a car that has an overlap is not allowed. An overlap is defined as the front of the attacker’s car is at least ahead of the rear tires of the of the defender’s car. When exiting a corner and the car on the outside has an overlap, the other Car must leave enough space for the overlap car so that it does not have to leave the track. Excessive Divebombing is also not allowed. Divebombing is defined as where an attacking car suddenly takes the inside line of a corner in a braking zone.
  6. Track Boundaries: The track boundaries will follow the In-game penalties. If there are Track-specific exceptions, they will be communicated to the drivers. When exceeding the track boundaries, the respective Driver will get a Warning for exceeding the Track. Exceeding the track boundaries is not allowed and will be penalized with a Drivethrough penalty after exceeding the Track Boundaries excessively. If you finish the race with a pending Drivethrough penalty, you will receive a 90 second time penalty.
  7. Race Line: Drivers can protect their position by changing their line once. Excessive weaving and blocking are not allowed. If a Driver needs to re-enter the track, he must be extremely careful, and the Driver is not allowed to affect other Drivers.
  8. Qualifying: In qualifying, it is the Drivers responsibility to find free space on the track when starting a hot lap. A Driver on a hot lap does not have to yield for a faster Driver approaching from behind when the slower Driver is gaining on his personal best Time. It depends on General Sportsmanship to let faster Drivers pass under special circumstances. If a Driver is on an in- or out-lap the Driver must let faster Drivers pass without blocking them. If a faster Driver is on a fast lap approaching a slower Driver, flashing lights is a way of notifying the slower Drivers that they are on a fast lap.
  9. Lapping: When being lapped the Driver must have a predictable trajectory and keep a regular trajectory and speed. Excessive manoeuvres such as braking earlier/harder or changing lines to try and facilitate the lapping usually end up in misunderstandings. Drivers are not forced to use their Indicators, but it makes Lapping Situations easier for each affected Driver. The Lapped Driver can use the Indicator to the side where the lapped Driver will stay to let overlapping Driver pass. The Participants need to be aware of their surroundings and yield to a car lapping them by simply not fighting for position. Blue flags will be signalled in game. Ignoring blue flags will lead to a penalty.
  10. Multiclass Lapping: When a faster class car (GT3) is lapping a slower class car (GT4). The slower class should maintain their regular driving line and speed. It is the responsibility of the faster class driver to perform a clean overtake.
  11. Retirement: Drivers are not allowed to press escape during any Session to return to the pits. Drivers who decide to end any Session while the Session is running must return to pits. If the condition of the Driver or Car does not allow to go back to the pits the Car needs to stay on the place outside the Track. It is not allowed to move again or press Escape except the Race control allows.
  12. Connection: It the Drivers responsibility to make sure to have a stable internet connection. Gaining an advantage due to a bad connection is not allowed. Incidents caused by lag will be deemed to be the fault of the lagging Driver. Drivers with a repeatedly bad connection can be excluded from the competition.
  13. In-game chat: Using the in-game chat during qualifying and race is not allowed. 
  14. Discord Voice Channel: Drivers should join the indicated Discord voice channel for the event, even if they don’t have a mic. Race control may communicate messages to drivers. Mics should be muted during Qualifying and the Race. Mics should only be un-muted to indicate an urgent message to Race Control/Stewards.
  15. Formation Lap: There will be 1 full formation lap before the race. The Formation Lap is a part of the Race. Starting with the SINGLE FILE ROMATION where Drivers are allowed to warm up their tires and Brakes until it changes into GRIDFORMATION. It is the Drivers responsibility to leave enough space between each other to avoid contact even when the Driver in front starts heavily braking to warm up his brakes. Drivers are not allowed to leave too much space between each other according to the INGAME rules of Assetto Corsa Competizione. In GRIDFORMATION Drivers must leave enough space to the car Infront and keep on driving in a straight line and with a constant speed following each other until the Signal jumps to Green and the Race is started. Assetto Corsa Competzione does ‘ghost’ cars during the formation lap, but these rules should still be respected.

Flag Signals

Yellow Flag: A yellow flag indicates an accident or a dangerous situation on Track. Drivers must be extra careful in a yellow flag situation.

Blue Flag: A blue flag indicates a faster car approaching from behind. The slower Lapped Driver must let the lapping Driver pass safely to avoid a penalty. Ignoring blue flags will result in a penalty. Only exception to this is when a slower class car (GT4) is being lapped by a faster class car (GT3). The slower class should maintain driving line, and the faster class is responsible for a clean overtake.

Green Flag: The start of the race. Please be cautious as mention in the ‘Start Phase‘ of the racing rules

Checkered Flag: The end of the race. Please wait for all drivers to receive the checkered flag before exiting the server. This will help eliminate any discrepancies in result collection by organizers.

Incidents

  1. Definition of Incidents: “Incident” means any occurrence or series of occurrences involving one or more Drivers, or any action by any Driver, which is reported to the stewards by another Driver or Drivers which include (but is not limited to):
  • Causing a collision which disadvantages competitors.
  • Forcing a driver off the track.
  • Illegitimately preventing a legitimate overtaking manoeuvre by another driver.
  • Illegitimately impeding another driver during overtaking.
  • Dangerous driving.
  • Using in-game text chat during qualifying or race sessions
  • Lack of respect, foul language or bad attitude towards other drivers, staff, or the spectators
  • Violations of track boundaries.
  • Unsafe track entry

2. Reporting Incidents: Drivers involved in an incident have the right to report it to the Stewards. A web form will be provided to participants to record incidents. The form will have the following format:

  • Name of the disadvantaged Driver:
  • Offending driver:
  • Event and race:
  • Lap and corner:
  • Short description of the incident: 
  • Youtube link:

The Youtube link should be a link to an Unlisted Youtube video of the incident. The video should capture both driver’s perspective. A combination of Cockpit cam or Chase cam can be used to give the best perspective of the incident.

Separate incidents must be covered in separate reports. Stewards will not investigate without a report, unless in case of extreme circumstances of misbehavior by a Driver or Drivers. Incident reports must be sent within 1 hour of race finish. Reports sent in after will be ignored.

Any reports that contain disrespectful or discriminatory comments towards the race directors or other competitors in any way will be ignored, and the offender will be irrecoverably excluded from future CSMTC events.

If a Driver or Team repeatedly reports incidents that have not happened, the Driver or Team will be penalized.

Penalties

  1. Introduction to penalties: In cases a Driver gets clearly disadvantaged by an incident , CSMTC uses Time Penalties (but not limited to) to penalize Drivers or Teams such as Time Penalties to the Total Result or Drivethrough Penalties in the Race. Either the Penalties will be added to the Total Race Time after a respective Race or in additional for the next Race the Driver or Team will compete in. Under extreme circumstances the Race Direction has the right to change the type of penalties at any time.

2. Penalty Catalogue:

In cases where a Driver is clearly disadvantaged by an incident the regular penalty for the Driver causing an incident is a 20 second Time Penalty (but not limited to).

In cases where no driver is disadvantaged, but the Driver causing the incident still broke the rules, such as (but not limited to) careless driving, contact with no position loss, track limit infringements with no advantage gained or unintentional contact with small time loss, the penalty may be reduced to a warning or the point penalty may be halved.

In extreme cases, qualification bans, race bans, and expulsion from the championship can be utilized. This is especially the case for repeat offenders.

3. Announcement of Penalties: Stewards will announce any penalties in the league Discord chat prior to the release of results.

Contacts

Stewards

  • Brian Mandeville
  • Robert Simmons
  • Barry Hill

Stewards can be contacted at [email protected] , or directly in Discord

Organizers

  • Damian Yearwood
  • Wilhelm Weirich