Skip to main content
Breaking · Trending

Sim Racing rules

Ask the rules assistant

Ask anything about Sim Racing rules — answered from the rulebook below.

Sim Racing (iRacing & Assetto Corsa Competizione)

Sim racing is competitive virtual motorsport on physics-accurate platforms such as iRacing and Assetto Corsa Competizione (ACC). Drivers compete from racing rigs (wheel, pedals, sometimes VR), but the on-track rules closely mirror real-world circuit racing, enforced automatically by the simulator and, in major leagues, by human stewards.

1. Objective & Format

The objective is to complete the scheduled race distance faster than every other car and finish first. Grids range from a handful of cars to large multiclass fields. Sessions follow a structured weekend:

  • Practice – unstructured running where lap times are logged but incidents do not affect a driver's rating (typically ~30 minutes).
  • Qualifying – timed laps (often two timed laps in iRacing road qualifying; ovals use the best of several laps) where the fastest lap sets grid position; skipping qualifying places a driver at the back of the grid.
  • Race – a fixed lap count or timed duration (e.g., sprints of 15–30 minutes up to multi-hour endurance enduros with driver swaps).

Most racing is single-class on a road or oval circuit; multiclass events run faster and slower car classes simultaneously, scored within each class.

2. Scoring

Race results are scored by finishing order. In iRacing official series, championship points are not a fixed scale but are based on Strength of Field (SOF): the stronger the field and the better a driver's finish, the more points awarded. Many leagues and special events instead use a fixed sliding scale (for example, an F1-style 25 points for a win descending to lower finishers), and series-specific formats may add bonuses such as a fastest-lap or pole point.

iRacing also continuously updates two driver ratings: iRating (skill/performance, adjusted by finishing position relative to field strength) and Safety Rating (cleanliness, driven by incident points accrued per corner of racing).

3. Core Rules of Play

  • Start behind the pace/formation procedure; do not jump the start.
  • Maintain track limits — keeping the required number of wheels within the white lines.
  • Obey all flags (see terms). Blue flags require slower/lapped cars to yield to faster traffic.
  • Pit stops follow a pit-lane speed limit; serve fuel, tires, and any penalties in the pit box.
  • Under yellow/caution, slow down, hold position, and do not overtake.

4. Fouls, Violations & Penalties

iRacing tracks incident points: 0x for light contact (noted only), 1x for going too far off track, 2x for a spin/loss of control or contact with walls and barriers, and 4x for heavy contact (2x in dirt disciplines). When multiple incidents occur together, only the highest value is counted.

Accumulating too many incident points triggers in-race penalties, with thresholds set per series. Many series set an incident limit (for example, 17 incidents) that triggers an automatic drive-through or removal from the session. iRacing's default road-course structure issues a drive-through at 20x incidents, with a further drive-through for every additional 10x, and reaching a series' maximum results in disqualification.

In-race penalties (in both iRacing and ACC) include:

  • Drive-through – pass through pit lane at the limit without stopping.
  • Stop-and-go – stop in the pit box (e.g., 20–30 seconds) without service.
  • Time penalty – seconds added to race time.
  • Grid penalty / pit-lane start – applied to a following race.
  • Disqualification (black flag) – removal from the event.

ACC issues automatic penalties for cutting corners/gaining time, speeding in pit lane, and ignoring flags. A black-and-white diagonal flag is a warning that further misconduct will be penalized. Off-track excursions that gain no time generally draw no penalty.

5. Win Condition

The winner is the driver who completes the full race distance (all laps, or the leader when time expires) and crosses the finish line first, having taken the checkered flag without being disqualified. In championships, the title goes to the driver with the most accumulated points across the season.