
RULES & REGULATIONS
Everything you need to know to race clean, fair, and competitive with Envy SimSports.
Version 1.0.5 · Prepared by the Envy SimSports Staff
Welcome and thank you for joining Envy SimSports.
Click any section below to expand it. Regulations may be updated at any time and changes will be communicated via Discord.
Welcome and thank you for joining Envy SimSports. This document outlines the rules, regulations, and expectations required to participate in our iRacing events and to be a positive member of our community.
1.1 League Administration
1.1.1 All series and championship registrations, results, eligibility verification, and prize distribution are managed via SimGrid and the iRacing League UI.
1.1.2 Drivers must be properly registered on SimGrid to participate, score points, or receive prizes.
1.1.3 All Series/Championship events are run through the iRacing League UI.
1.1.4 Single (one-off) events are hosted events and not run through the League UI.
1.1.5 All event times are listed in US Eastern Time.
1.1.6 All official communication is conducted through the Envy SimSports Discord server.
1.1.7 Unless otherwise stated, all classifications, penalties, eligibility decisions, and enforcement actions are at the discretion of the Envy SimSports Admin Team.
1.1.8 Regulations may be updated at any time and changes will be communicated via Discord.
2.1 Driver
2.1.1 A “Driver” is any individual registered via SimGrid and enrolled in the Envy SimSports League on the iRacing UI.
2.2 Driver Requirements
2.2.1 Must not be banned from Envy SimSports or its partners.
2.2.2 Must agree to these Regulations, the Sporting Code, and the Code of Conduct.
2.3 Eligibility Enforcement
2.3.1 Drivers who do not meet eligibility requirements will not be permitted to compete until corrected.
2.3.2 The Admin Team may verify software and hardware eligibility if required.
2.4 Wildcard Entries
2.4.1 Wildcard entries may be granted at the Admin Team’s discretion.
2.4.2 Wildcards are not eligible for championship points, prizes, or prize money.
3.1 Software Requirements
3.1.1 Active iRacing subscription.
3.1.2 Ownership of the required car(s) and track(s) for the event or series.
3.2 Hardware Requirements
3.2.1 Stable internet connection with a maximum ping of 250ms.
3.2.2 A PC capable of reliably running iRacing.
3.3 Driver & Team Identification
3.3.1 Driver names must match across SimGrid and Discord.
3.3.2 Driver names must not include obscene, offensive, or targeted language.
3.3.3 Numbers
3.3.3.1 Number priority is given to Donors.
3.3.3.2 Numbers are assigned on a first-come, first-served basis.
3.3.3.3 Duplicate numbers across classes: priority is given to the first registered driver/team.
3.3.3.4 Valid numbers range from 000–999.
3.3.4 Team Names
3.3.4.1 Team names must not be offensive, vulgar, or targeted toward any group or individual.
3.3.4.2 Violations may result in removal from events and further disciplinary action.
3.4 Driver Classifications
3.4.1 Please use the example below and base it off your PEAK iRating, not current iRating.
3.4.2 Driver Classifications may differ from Series or Championship, see below:
3.4.2.1 Multi-Class Racing: GTP, LMP2, GT3 Classes
3.4.2.1.1 GTP, LMP2: 1,600 iRating or Higher and A Class Sportscar License.
3.4.2.1.2 GT3 PRO: 2,500 iRating or Higher.
3.4.2.1.3 GT3 AM: 2,499 iRating or Lower.
3.4.2.2 GT3 Only Series/Championships
3.4.2.2.1 GT3 PRO: 2,500 iRating or Higher.
3.4.2.2.2 GT3 SILVER: 2,499 – 1,500.
3.4.2.2.3 GT3 AM: Under 1,499 iRating.
3.4.3 The iRatings are a starting point if you have never raced with Envy SimSports.
3.4.4 Drivers may be reclassified or granted exceptions at any time mid-season to maintain competitive balance or prevent exploitation.
3.5 Car Changes
3.5.1 Car changes are not permitted in championship series unless explicitly allowed on the SimGrid event rules page.
3.5.2 If permitted, all changes must be completed on SimGrid by the published deadline.
3.5.3 Late changes will result in a 100% deduction of championship points earned to date.
3.5.4 Drivers making multiple car changes to gain an advantage will be disqualified from the series.
Respecting our Code of Conduct is essential. Any Driver who fails to respect and adhere to the Rules and Code of Conduct will be ineligible to participate in an event hosted by Envy SimSports. If the rules are breached, the Admin team may remove the guilty party.
All drivers are expected to conduct themselves professionally both on and off track.
4.1 General Behavior
4.1.1 Racism, discrimination, harassment, bullying, or hateful conduct of any kind is prohibited.
4.1.2 Drivers must respect Admin staff, Organizers, Sponsors, and fellow competitors.
4.1.3 Retaliation for racing incidents is prohibited.
4.1.4 Aggressive outbursts or threatening behavior may result in suspension or ban.
4.2 Communication & Media
4.2.1 Posting disruptive, defamatory, or brand-damaging content related to Envy SimSports may result in removal from events or the league.
4.2.2 Spam or self-promotion without staff approval is prohibited.
4.2.3 Driver streams may be shared only in the designated 🎥driver_streams Discord channel.
4.3 Liveries & Decals
4.3.1 All liveries must be uploaded to Trading Paints and must not be offensive or political.
4.3.2 Required series decals must be used when provided.
4.3.3 Drivers unable to apply decals must notify Admins at least 48 hours in advance.
4.3.4 Non-compliant liveries may result in removal from sessions.
4.4 Voice & Text Chat (In-Game)
4.4.1 In-game voice and text chat is prohibited during qualifying and race sessions.
4.4.2 Violations may result in time penalties or further disciplinary action.
4.4.3 For Driver’s Briefings, the Race Director will communicate the location (In-Game or Discord) via text chat during the practice session at least 5 minutes before the briefing.
5.1 General Rules & Driver Conduct
5.1.1 Drivers may join the session at any time iRacing will allow.
5.1.2 Drivers with unstable connections may be removed.
5.1.3 Only the Race Director may delay or restart sessions.
5.1.3.1 During the Formation Lap, Drivers must maintain safe spacing.
5.1.3.2 Formation Lap incidents will be penalized.
5.1.4 Bumping or accidentally/intentionally wrecking other drivers to gain an advantage is prohibited.
5.1.5 Drivers shall provide racing room to each other to limit contact, if possible, and not cause an incident where one or more parties lose time, position, or cause terminal damage.
5.2 Qualifying
5.2.1 General
5.2.1.1 Drivers must set a competitive time.
5.2.1.2 Sandbagging or failure to qualify may result in starting from pit lane.
5.2.2 Open Qualifying
5.2.2.1 No passing unless a car yields completely.
5.2.2.2 Drivers on hot laps are not required to yield.
5.2.2.3 Drivers abandoning a lap must yield safely.
5.2.3 Split Qualifying
5.2.3.1 Each class is assigned a qualifying window.
5.2.3.2 Drivers impeding other classes after time expiry may be penalized.
5.3 Race Start
5.3.1 All events will have a Full Formation lap when supported by iRacing.
5.3.2 Drivers are allowed to go single file during the formation lap to warm their tires/brakes.
5.3.3 Drivers will line up double file before the last turn and remain in double file and no further than 2 car lengths back from the car in front until the green flag.
5.3.4 Pole position will maintain Safety Car speed until the green flag.
5.3.5 Any jump starts or intentionally backing the field up to gain an advantage will result in a penalty.
5.3.5.1 Multi-Class Starts
5.3.5.1.1 Fastest Class will maintain Safety Car Speed until Green Flag.
5.3.5.1.2 Slower class(s) will maintain a 5–10 second gap between the faster class.
5.3.5.1.3 Slower Class(s) will not start on the Green Flag. There will either be a Start Zone, or Race Control will announce the Green Flag via in-game Voice Chat.
5.3.5.1.4 Start Zones
5.3.5.1.4.1 The Leader will maintain Safety Car speed until a designated “Start Zone”.
5.3.5.1.4.2 Once the Leader enters the “Start Zone”, the Leader has control and can decide when to go.
5.3.5.1.4.3 If the Leader passes the designated “Start Zone” it will be assumed that the Green Flag has been waived for the class.
5.3.5.1.4.4 The Envy SimSports Admin Team will let everyone know where the “Start Zone” is for every track.
5.3.5.1.4.5 Any changes or modifications to the “Start Zone” will be communicated prior to each event.
5.4 Track Limits
5.4.1 Track limits are enforced by the iRacing system.
5.4.2 Gaining an advantage outside track limits may result in additional penalties.
5.4.3 Pit entry and exit lanes must be respected at all times.
5.5 Flag Rules
5.5.1 GREEN FLAG
5.5.1.1 This flag is to signal the start of the race and the track is clear.
5.5.2 YELLOW FLAG
5.5.2.1 There is no passing in a yellow flag sector.
5.5.2.2 Drivers must proceed with caution to avoid any incident ahead and be prepared to come to a complete stop to allow cars to clear the track.
5.5.2.3 Any driver found to not slow down during a local yellow flag will be subject to a penalty up to and including a race suspension.
5.5.2.4 Drivers causing additional incidents under a yellow or full course yellow will receive harsher penalties including but not limited to DT or Race Suspension.
5.5.2.5 Ignoring Yellow Flags will result in a severe penalty up to and including race suspension.
5.5.3 FULL COURSE YELLOW (FCY)
5.5.3.1 FCY procedures are controlled by the iRacing Safety Car system.
5.5.3.2 Drivers must follow all in-game instructions.
5.5.3.3 Additional laps may be added to restore lead lap order.
5.5.3.4 The race will restart Single File and there is no overtaking until the timing (start/finish) line.
5.5.3.5 Race Restarts after Yellow Flags.
5.5.4 WHITE FLAG
5.5.4.1 Final Lap.
5.5.5 BLUE FLAG
5.5.5.1 Blue Flags With The Same Class
5.5.5.1.1 The blue flagged driver must let lapping cars through when the gap is 0.5s or less. This should be done on the next straight. Both drivers must act safely and predictably. The blue flagged car must stay on its racing line and lift off without braking. If possible, slow down gradually to show intent to yield. Once the faster car is not directly behind, slow down as needed before the next corner to help facilitate the overtake.
5.5.5.1.2 The Blue Flagged Car may not fight or defend against the Faster Car.
5.5.5.1.3 The Faster Car may go for an overtake. In this situation normal overtaking rules apply.
5.5.5.2 Blue Flags With Cars From A Different Class
5.5.5.2.1 The Blue Flagged Car should hold their racing line and not make any sudden moves or change direction suddenly.
5.5.5.2.2 The Faster Car is responsible for overtaking safely. If an overtake is done in a corner, normal racing rules apply.
5.5.5.3 Unlapping
5.5.5.3.1 A Lapped Car may unlap themselves as long as they are able to maintain a faster pace.
5.5.5.3.2 The Unlapping Car must pull 0.5 seconds to the overtaken car in one (1) lap and keep the faster pace.
5.5.5.3.3 The overtake to unlap yourself must follow normal racing rules.
5.5.6 BLACK / ORANGE (meatball) FLAG This means your car has severe damage and is unsafe to drive. When displayed, if the car is too damaged to make it back to the pits you must leave the racing surface and “Tow” the car back to the pit. If you can make it back to the pit safely, do so to repair the damage. Failing to do so may result in DSQ by the game or the Stewards.
5.5.6.1 We encourage you not to leave the lobby and keep racing after the damage is repaired because you never know you might make up some positions.
5.5.6.2 All events will have at least 1 Fast Repair.
5.5.7 RED FLAG Red flags are NOT shown in the game.
5.5.8 CHECKERED FLAG You have completed the race.
5.6 On Track Behavior
5.6.1 Bumping or accidentally/intentionally wrecking other drivers to gain an advantage is prohibited. Drivers shall provide racing room to each other to limit contact, if possible, and not cause an incident where one or more parties lose time, position, or cause terminal damage.
5.6.2 The Driver in front has the right to choose any line at any section of the track. The Driver in front loses this right when an overtaking Driver brings their front wheel to line up with the other Driver’s door (or mid point of the car). At this point, drivers are in a “side-by-side” or “overlap” position. At that point they both have to give each other space to race cleanly and safely.
5.6.3 Defending The driver ahead may make ONLY 1 defensive maneuver per straight consisting of at least a 1 car width change of line. The driver may hold this line into the next turn or move back to the racing line prior to the turn in point.
5.6.4 Blocking Any Driver moving more than once while defending is considered to be blocking and may result in a penalty.
5.6.5 No weaving or swerving to break slipstream.
5.6.6 Overtaking
5.6.6.1 Both Drivers are responsible for safe and fair racing during the overtake.
5.6.6.2 Dive-bombing without establishing sufficient overlap is prohibited.
5.6.6.3 Brake checking, punting, and moving under braking, whether there is contact or not, are not permitted and may be subject to penalty.
5.6.6.4 Bump-Drafting is allowed.
5.6.6.5 Contact from “side-by-side” racing is allowed as long as it does not cause loss of control.
5.6.6.6 Before entering a braking zone, drivers should be committed to their line for the corner, and should not deviate from that line while defending against another car.
5.6.7 Spins & Rejoins
5.6.7.1 Out-of-control or spinning Drivers MUST hold their brakes. They must continue holding the brakes after the spin until it is safe to rejoin. Rolling onto the track, intentional or not, and causing additional incidents will be subject to severe penalties.
5.6.7.2 If you find yourself off track for any reason make sure the track is clear before you rejoin. If there is traffic, you must wait until the track is clear to rejoin. Any incident caused from an unsafe rejoin will receive a penalty.
5.6.8 Connection Issues & Netcode
5.6.8.1 “Netcode” incidents will be reviewed case by case.
5.6.8.2 Drivers should use discretion when racing near unstable connection/blinking drivers.
5.6.9 Flashing of the lights while racing another car is permitted.
5.6.9.1 Excessive flashing will result in a penalty or post-race time penalty.
5.6.10 During official race sessions, Drivers must always engage the pit limiter in the pit lane.
5.6.11 Aggressive Driving
5.6.11.1 Aggressive Drivers may receive warnings, and BWP penalties.
5.6.11.2 Aggressive Driving includes dive bombing, pushing, or unsafe maneuvers.
5.6.12 MULTI-CLASS/CATEGORY ETIQUETTE (See BLUE FLAG RULES)
5.6.12.1 (Car Classes) When there are cars of different classes racing at the same time usually one car class is faster. It is ALWAYS up to the faster car class to make a safe overtake on the slower car. The slower car MUST not defend or interfere with the faster car. Like blue flags they hold their line and be predictable. The faster car may flash to indicate a pass.
5.6.12.2 (Driver Category) When cars of the same class, but different categories (PRO, AM, etc.) Drivers are not required to yield to a faster category and are permitted to race normally, including defending the position.
5.6.13 All Drivers starting from the Pit Lane must wait until after all the cars have gone past the pit exit wall before leaving the pit and joining the race.
5.6.14 Unsportsmanlike/Intentional incidents are subject to penalties and may result in removal from the race but not limited to the championship or league.
5.7 Incident Reviews & Penalties
5.7.1 Incidents will be reviewed and Verdicts will be issued by the Stewards.
5.7.2 Penalties assigned in game by the live stewards may result in additional Penalty Points.
5.7.3 Serving penalties
5.7.3.1 DT or SG: must be served within 3 laps or the game will automatically issue a DSQ. If the race ends before the 3 laps it will be automatically converted to a time penalty.
5.7.3.2 Time penalties: will be served along with a pit stop or added to the end of the race.
5.7.4 Final results will be issued after the Stewards have reviewed and applied all necessary penalties. The final results will include any post-race penalty applied by Race Control.
5.8 Protest (Incident Reports & Appeals)
5.8.1 Incident Reports may be submitted up to 24 hours after the race using the 📄reporting channel in Discord. Follow the instructions posted in that channel.
5.8.2 Drivers are responsible for saving your own replay file.
5.8.3 Verdicts will be communicated to involved drivers.
5.8.4 Verdict Appeals may be submitted up to 24 hours after the decision has been posted using the same incident reporting channel. You may NOT use any other channel or DM staff as a form of appeal, this may result in the denial of your appeal or a penalty.
5.8.5 Reports and Appeals must be opened as PRIVATE THREADS ONLY.
5.8.6 Reports and Appeals posted outside of the 24 hour window will be denied.
5.8.7 Reports and Appeals MUST include the lap number, turn(s) and the alleged at-fault party in your post as well as the alleged violation. TURN THE HUD ON IN THE REPLAYS.
5.8.8 Unlisted YouTube (or other video hosting service) videos are suggested for reporting incidents.
5.8.9 A panel of TWO or more stewards will review the incidents or appeals to call a verdict.
5.8.10 Any driver may submit an incident report or appeal even if not involved.
5.8.11 Do Not use iRacing’s system to report any incident during our events.
5.9 Race Finish
5.9.1 Once you have crossed the finish line, please either drive around the track to the pits, or stop safely off of the racing surface and return to pits.
5.9.2 Racing rules apply after crossing the finish line, regular penalties may still be applied.
5.10 Race Retirement
5.10.1 A driver may choose to retire from the race at any time. In order to do so you must safely remove yourself from the racing surface to a safe location away from traffic and off the racing line before using the in-game menu to return to the pits prior to exiting the session.
The following outlines the Envy SimSports Penalty and Stewarding System for iRacing events. This system is based on SRO, FIA, and IMSA sporting regulations and adapted specifically to suit the needs of the league.
All drivers are strongly encouraged to submit incident reports for any on-track incidents within 24 hours of the session. Incident reporting is the primary and preferred method of stewarding review.
6.1 Stewarding Philosophy
6.1.1 Envy SimSports encourages drivers to race clean, hard and fair. As such, the goal of stewarding is not to punish drivers unnecessarily, but to encourage cleaner, closer, and more competitive racing through constructive review of incidents and driver conduct.
6.1.2 Incidents resulting from hard racing may be treated with more leniency than incidents caused by negligence, recklessness, or malicious intent. Stewarding will prioritize maintaining respectful and fair competition over strict punishment for every minor contact.
6.2 Staff Accountability
6.2.1 To maintain fairness and trust within the league, Envy SimSports Staff and Stewards are held to a higher standard of conduct.
6.2.2 Penalties issued to staff members may be more severe than those issued to non-staff members for similar offenses.
6.2.3 Reports, protests, and decisions involving staff members will be handled transparently and may be made public to the community.
6.2.4 Members are HIGHLY ENCOURAGED to report any incidents involving staff members.
6.3 General Stewarding Principles
6.3.1 First Lap & Opening Lap Incidents
6.3.1.1 The opening lap is considered a high-risk phase due to tightly packed fields and position changes. Drivers are expected to exercise heightened caution and avoid unnecessary risk.
6.3.1.2 Incidents occurring during the opening lap will generally carry a minimum +10 second time penalty.
6.3.2 Returning Position On Track
6.3.2.1 Drivers are not required and are strongly discouraged from stopping, slowing excessively, or waiting on track to return a position following an incident.
6.3.2.2 Drivers should continue racing and rely on the official reporting and stewarding process to resolve any perceived advantage or position gain.
6.4 Behavior Warning Points (BWP)
6.4.1 Drivers involved in incidents or reported for unsportsmanlike conduct or poor driving standards may, in addition to any time or in-sim penalties, be assigned Behavior Warning Points (BWP).
6.4.2 BWP Accumulation
6.4.2.1 3 Points: Qualifying Ban for the next race.
6.4.2.2 4 Points: Qualifying Ban and must start from the pit next race.
6.4.2.3 6 Points: Race Suspension from next race.
6.4.2.4 10 Points or more will receive a 2 Week Suspension.
6.4.3 BWP Reduction
6.4.3.1 After a penalty has been issued, 1 BWP will be deducted following the next event the driver participates in, with remaining points carrying forward.
6.4.3.2 If a driver competes in six consecutive league races without receiving additional penalties or warnings, all remaining BWP will be cleared.
6.4.4 Race Suspensions
6.4.4.1 Following a race suspension:
6.4.4.1.1 The driver’s BWP total will be reset to 5 BWP.
6.4.4.1.2 The driver must start from the pit lane in their return event.
6.4.4.1.3 The driver will be ineligible to qualify for their next two league races.
6.5 Race Control / Live Stewarding
6.5.1 Select events may feature Live Stewarding with active Race Control monitoring. During Live Stewarding events, Race Control may issue real-time penalties including:
6.5.1.1 In-game time penalties
6.5.1.2 Drive-Through penalties (DT)
6.5.1.3 Stop-and-Go penalties (SG)
6.5.1.4 Black Flag instructions (where applicable)
6.5.2 All live penalties issued by Race Control are considered final and enforceable during the event.
6.5.3 Drivers are expected to monitor in-game messages, black flags, and race chat instructions from Race Control. Failure to serve an assigned in-sim penalty may result in additional post-race penalties.
6.5.4 Below is a guide on what to expect based on the severity of the incident.
| At fault → Consequences ↓ |
Unavoidable | Racing Incident (<50% fault) |
Avoidable (>50% fault) |
Negligent Driving (100% fault) |
|---|---|---|---|---|
| Nobody’s race impacted | None | None | None | Warning |
| Small damage, no position lost | None | Warning | Warning | Minor |
| Aggrieved party loses 1+ positions, spins, or is substantially damaged | Warning | Minor | Minor | Major |
| 1–3 cars substantially impacted | Warning | Minor | Major | Severe |
| 4 or more cars substantially impacted | Warning | Major | Severe | Severe |
6.5.5 The above chart is to serve as a guide for incidents and penalties that may be issued by Race Control. The general guideline is as follows:
WARNING: Warning or No Further Action.
MINOR: Warning or +15s | Warning or 0–2 BWP.
MAJOR: +30s and 2–5 BWP.
SEVERE: DT/SG30 or +30/45/60s post race time penalty and 4–10 BWP, depending on the severity of the incident.
Severe Penalties can also be awarded a DQ, Qualifying Ban, Suspension and 6+ BWP.
Basics
Times: All events in US Eastern Time.
Registration: Must be on SimGrid + enrolled in the iRacing League UI.
Communication: Official only via Envy SimSports Discord.
Names/Numbers: Names must match SimGrid & Discord. Numbers 000–999 (Donor priority, then first-come).
Liveries: Upload to Trading Paints; no offensive/political content. Required series decals mandatory.
On-Track Rules (Most Important)
Give racing room. No bumping/wrecking for advantage.
Overlap: Front wheel level with the other car’s door → both must leave space.
Defending: Only one defensive move per straight (≥ 1 car width). No blocking or weaving.
Overtaking: Both drivers are responsible. No dive-bombs without overlap. No brake-checking or moving under braking.
Spins/Rejoins: Hold brakes until safe. Wait for clear track before rejoining.
Multi-class: Faster class always responsible for the pass. Slower car holds line and stays predictable.
Pit lane: Always use pit limiter.
In-game voice/text chat prohibited during qualifying and race.
BWP Snapshot
3 pts → Qualifying ban next race.
4 pts → Qualifying ban + pit-lane start.
6 pts → Race suspension.
10+ pts → 2-week suspension.
Short Glossary
BWP – Behavior Warning Points.
DT – Drive-Through penalty. Must be served within 3 laps or converted to a time penalty/DSQ.
SG – Stop-and-Go penalty. Same serving rules as DT.
FCY – Full Course Yellow.
Start Zone – Designated track section where the leader of a slower class may choose when to accelerate on a multi-class start.
Overlap / Side-by-side – When the overtaking car’s front wheel reaches the midpoint/door of the car ahead.
Meatball Flag – Black/Orange flag indicating severe car damage.
Sandbagging – Deliberately not setting a competitive qualifying time.
Fast Repair – Limited free repairs available during an event (minimum of 1 guaranteed).
Netcode – Connection-related visual/physics glitches; reviewed case-by-case.
Full rules always take precedence. When in doubt, ask Race Control or check Discord.
You have reached the end of the Envy SimSports League Rules & Regulations. To confirm that you have read and accepted these Rules & Regulations, please go to the #league_rules channel in the Envy SimSports Discord server and react with the ✅ emoji on the pinned rules post.
By reacting, you acknowledge that you understand and agree to follow all rules, the Sporting Code, and the Code of Conduct.
We hope you enjoy the racing and your time here at Envy SimSports.






