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Join Quick Links: rules and policies / application / contact / driver etiquette

The FFRL is a PG-13 league and the overall goal is to bring friends and family together, have some fun, make new friends and experience some good, competitive racing. The FFRL hasn't forgotten that drivers are here to compete and race hard against each other. That's a big part of the fun of sim racing and it's encouraged in the FFRL. These rules are not intended to muzzle drivers' instincts or discourage hard, clean racing and respectful competition. Just the opposite, they are here to ensure that drivers understand what is expected.

 

The admins and members of the review committee are here to enjoy sim racing, too. They are volunteers who have lives and better things to do than review replays for cautions and argue with drivers over grievances and penalties. In an effort to minimize their work and the impact on their time, all drivers are reminded to exercise discretion, race with respect and remember the rules.

 

Come Ready or Don't Come at All -  This is probably the 1st rule of driver etiquette and the key to everything that follows.  "Come to the track ready to race."  It sounds simple enough, but it is probably the first rule broken by new drivers. Before logging on to race you should have practice time on the track. Know what setups you'll use.  Practice running the lines - high, middle, and low through the entire fuel/tire run.  Know your pit window and learn the pit entries and exits under green flag conditions.  Find the ideal passing zones, both to overtake and be overtaken without jeopardizing your fellow competitors.  Practice getting off the starting line and through the 1st turn on cold tires.  Good simulation racers don't depend on luck to run competitive races, they come prepared.

 

Balance - There is a fine line between being a passive driver and an over-aggressive driver that you need to balance on.  Passive drivers rarely win because they are unwilling to take the risks required to make a critical pass.  On the other hand, over-aggressive drivers rarely win because they make foolish or untimely attempts to pass and usually take themselves and their fellow competitors out of the race in the process.  Learning to balance between being passive and aggressive is the key to being a better sim racer.  Before making an on-track decision, learn to analyze the situation and ask yourself the four W's - who, where, what, and why.  Who are you giving or taking from?  Where are you trying to give and take on the track and am I in traffic? What condition is your car in and how many laps are left?  Why should you give or take a position now?  League racers may consider adding these questions as well.  Where am I in the points and how many league races are left?  If you can't answer these questions, it's time to be passive and wait for another time to be aggressive.  Remember this - when it doubt, back out.

 

Control Your Temper - NASCAR Racing 2003 ships equipped with autochat messages that can be used during the race to communicate to your fellow drivers.  The autochat text can be altered from the NASCAR Racing 2003 player info screen.  These messages can be flashed during the race using the numbered 1 through 10 keys, followed by the enter key.  As a minimum, you should use these messages to announce when you are entering and exiting the pits to notify other drivers in the arena to move to the high groove and give you room.  Many online drivers also use the "pass high" and "pass low" messages to communicate where they prefer to pass or be passed.  The "Sorry" and "Thank You" messages although not required, are good tools to thank a driver who has allowed you to pass and accept blame for your mistakes.

 

Hold Your Line - I spoke briefly about lines in the "come ready..." section, but I would like to cover this in more depth.  Each track has three distinct lines a driver should be able to run: the preferred line, the low line, the high line.  The preferred line or normal line is high against the wall on the straights, low in the turns, back out to the wall exiting the turn.  The low line is racing with a driver on your right side, low or in the middle of the straights and using a low corner entry and corner exit.  The high line is racing with a driver on the left side, riding against the wall on the straights and using a high corner entry and exit.  Proper etiquette requires that you know how to run all three lines.  Spend time in the practice period before each race finding the brake and acceleration points for all three lines until you are comfortable with each.

 

Settle In - The initial reaction when an online racer hears the spotter yell, "Green, green, green, Go!" is to stomp the gas and fly into the 1st corner.  Fact - you can't win a race in the first lap, but you can certainly lose it.  The first lap is for getting the cars sorted out, settled in, and for warming cold tires - not for racing.  You must fight the urge and instead hold back for that 1st turn.  Remember, causing a wreck in the first turn will not just take you out, it will normally cause a huge pileup wrecking much of the field and ruining many drivers' nights.  Your goal should be to make it through the 1st lap in one piece and go from there.  Save the hard racing for later in the race.

 

Pass or be Passed - Proper etiquette requires that an online driver know how to pass and be passed cleanly.  Like I spoke about in the "Come ready" section, you should already know the passing zones prior to logging in to a race.  We also discuss track techniques on our forum boards.  The ideal pass should be initiated on the corner exit, racing to get position on the straight and then running a low line into the next corner.  You should know if you can make the pass shortly after you come off the corner.  If while you're racing for position down the straight you end up barely having position when the next corner comes up, consider backing off.  Many times the leading driver won't consider himself passed unless you get side-by-side on the straight and he'll maintain the preferred line - thus turning down on you.  Be prepared for it and be ready to back out.  If you are the lead driver, watch your mirrors and understand your blind spot.  If the passing car disappears he's most likely on your left rear fender and you should allow room on the low side. Most passing accidents are the fault of the overtaking driver, but that's no concession when you're behind the tow truck.


If you're new to online racing more than likely you have questions about what you'll encounter in the arena.  I'm going to use this section to answer several of the questions I initially had and to field any questions that you might feel need answering.

WHAT IS LATENCY AND WARP? - One of the initial adjustments an online racer has to make is learning to deal with warp and latency issues.  When as many as 43 drivers connect to a host computer to race, it takes time for all the signals to be sent across the country or world and to the other racers computers so that they can see where your car is.  This time is known as your latency and is measured in microseconds.  When things get bogged down on the internet, information can get delayed or lost and the program has to guess where your car and others are headed.  The computer generally does a good job, but sometimes it's off and cars disappear and reappear in different positions then where they really are.  This is known as "warp".

WHAT IS "THE BOOT"? - The boot occurs when your connection to the race host degrades to a point where the computer no longer sees you.  You will be disconnected and find yourself sitting back in the pickup race screen.  One of the things you can do to avoid getting the boot is to ensure that you have all background programs shut down prior to logging on to race.  There is a handy program called "End It All" that I use to do this for me.  As a minimum, turn off your screen saver, instant messengers, windows updaters, and virus protection.  They're serious bandwidth killers.

WHAT DETERMINES MY CHASSIS? - The chassis you'll be racing online is determined by the car you select when you initially log into the multiplayer screen. The chassis you race with in NASCAR Racing 2003 doesn't matter though. There is no difference between the chassis except for their appearance. They don't effect the car's handling or performance.

WHAT'S A FIXED SETUP? - Fixed setups come shipped with NASCAR Racing 2003 and are protected against tampering.  Think of them as IROC setups forcing the field to race using the same settings.  The race host can determine if the drivers will race using one of the fixed setups.  You can adjust the steering lock to fit your personal taste.  However, for the FFRL Magnum Cup Series, we do use OPEN setups.  This option allows you to customize how your car handles for your own preference and may be used for the online events.  The FFRL Sportsman Cup Series, CSCS, Diamond, and IROC does use the Fixed setup option.

WHAT VIEW SHOULD I DRIVE IN? - Many new online racers feel more comfortable using the Arcade view versus the in-car view.  Although this gives a "fun" view of the track, it is actually very limiting to the driver and can be hazardous to other racers.  Using the in-car view allows you to steer a straight line and spot your brake and acceleration points.  As well, the in-car view gives you the mirror view that is critical to safe online driving.  You should constantly be monitoring the mirrors to see what the drivers are doing behind you and this can't be done in the arcade view.

I'VE BEEN LAPPED, NOW WHAT? - Every car in the racing arena has the right to race.  When you find yourself in the position of a lapped car you don't have to immediately start pulling over allowing other cars to pass.  It's still the faster cars responsibility to execute a clean pass - as well as your responsibility to allow yourself to get passed cleanly.  Normally this means getting into either the high or low groove and maintaining the line until the faster car is clear.  If you find yourself more than one lap down in the waning laps of a race with the leaders behind you, consider pitting to clear the track for them to race for the win.  It's a courtesy that you may want returned in the future.

Initial "Etiquette Guide" drawn up by Team Lightspeed.  Edited for use with the FFRL.