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Key Rules & Fouls to Know

A mentor reviews track boundaries with a seated simulator learner, headed “SIM RACING: KNOW THE RULES”, with The Sports Rise branding below.
Original AI-assisted editorial illustration · The Sports Rise. An original learning illustration; no actual team, event, official ruling or measured equipment test is depicted.

Sim racing enforces rules that closely mirror real-world motorsport. Here are the most important ones: **Core rules:** - Do **not jump the start** — wait for the pace/formation procedure. - Maintain **track limits** by keeping the required number of wheels within the white lines. - Under **yellow/caution flags**, slow down, hold your position, and do **not overtake**. - **Blue flags** mean you must yield to faster or lapped traffic behind you. - Obey the **pit-lane speed limit** during all pit stops. **Incident points (iRacing fouls):** - **1x** – Going too far off track. - **2x** – A spin, loss of control, or contact with walls. - **4x** – Heavy contact with another car (2x in dirt disciplines). - When multiple incidents happen together, only the **highest value** counts. **Penalties for too many incidents:** - **Drive-through** – issued at **20x incidents** on iRacing road courses, then every additional **10x**. - **Disqualification (black flag)** – reaching the series maximum removes you from the event. ACC also penalizes corner cutting, pit-lane speeding, and ignoring flags automatically.

Sources & further reading

  1. Preserved legacy publication: Key Rules & Fouls to Know ↗The Sports Rise · Accessed 2026-09-27

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