The TURN 2016 Code of Conduct is subject to change at any time for any reason.
All TURN events are formed for enjoyable and civil online competitive racing by which all members must abide by the Code of Conduct in order to participate. The rules in the TURN Code of Conduct cover track and forum protocols, which should be held to at all times. If anyone is found to have disrespected any of these rules the TURN Admin and Race Stewards will take immediate action.
On Track Behaviour
Drive as safe and as fair as possible. Respect your peers on and off the track. Give one another sufficient racing room. Making contact with another competitor that results in that driver leaving the circuit may result in a Steward Investigation that can incur penalties.
A Microphone must be used for racing in events at TURN. Members should never shout out vulgarities and obscenities towards other members. Only general race related conversation will be accepted during an event.
-There may be times when calling out a pass is not necessary, however, a collision caused by a lack of communication by the passer is subject to penalization by the stewards. It is the passer's responsibility to ensure that a clean pass is made.
Poor behavior will not be tolerated on the forum. Absolutely no Spamming or trolling. Personal attacks including racism or sexist comments will not be tolerated. Pornography, violence, sexism, religion and politics are all very sensitive subjects and as such we would appreciate all of these topics to be avoided. Posting links to harmful or pirate websites prohibited. Links or advertising to either another race organizing site, or links to a support site for a series where drivers are required to use the satellite site to participate in the series are strictly against the spirit of building and promoting the growth of the TURN community.
If there is a lag-out in the parade lap or the first lap, the driver that lagged out is sent to the back of the grid, ahead of any drivers serving grid penalties. Only two attempts shall be made to get the driver back in the lobby, if there is a 3rd lag-out by the same driver then they shall miss the race and be classed as DNS.
Headlights and Night racing
During a night race if a driver damages BOTH headlights they shall be required to make a pit stop and repair their car. Not being able to be seen by competitors is a massive safety hazard.
Drivers should strive for a no-contact race. Good practice to avoid contact is as follows:
- If a driver brakes before you do, prepare to brake sooner than you normally do.
- When passing another member, leave enough room. Closing the gap may end in collision.
- When the race begins, be cautious and prepare to brake early, especially in Turn 1 because the group tends to bunch up.
- Be prepared to react by steering to the outside to avoid contact because of a missed braking point or during lockups.
Contact by discipline type
Formula-Style (Open Wheel): Drivers should strive to abstain from contact at all costs.
Touring-Style: Drivers should be advised that light contact may occur during race conditions.
GT/Enduro-Style: Drivers should try to avoid contact.
Unsafe driving can lead to serious trouble and penalties here at TURN. We do not appreciate foolish driving that causes trouble to members and can ruin it for those involved.
Definitions of unsafe driving habits:
- Swerving for no reason on the track.
- Brake checking members.
- Diving late to the inside of the track. (Dive-Bombing)
- Moving off and on the track more than needed.
- Driving with both headlights damaged in a night race.
Drafting is a technique where two vehicles are aligned in a close group reducing the overall effect of drag due to exploiting the lead vehicle's slipstream. Bump drafting - a tactic that begins as normal drafting, but the following car pulls up behind the lead car and bumps into the rear of it, pushing the lead car ahead to maintain momentum, is not permitted, unless stated for a specific an event where bump drafting is allowed.
Overtaking should be made cleanly without contact. The car being overtaken should never put either car in harm's way. During Multi-class overtaking always remember that the slower cars should stick to their racing line, it is the faster cars job to find a safe route around the slower cars. Use your microphone to communicate any type of passing and lapping. When lapping a member politely relay to them before doing so. While being lapped allow them to pass you at a safe zone on the track. If a driver is found to prevent a member from lapping them, they will face consequences.
Blocking is not allowed, but defensive driving is allowed. If a driver moves off the racing line before the car behind attempts to overtake, this is defensive driving. If they move off the racing line after the car behind has started to move across to overtake, this is blocking. If a driver is driving defensively they may move off the line and back onto it only once per straight/section.
Corner-cutting is simply not permitted. At times cuts are purely accidental, but members must try to get their lines clean as possible. Track Limits are defined as the primary white lines at the boundaries of the racing surface, as well as the dual- or tri-colored curbing at the apex and runoff areas of the corners. However, at some tracks the white lines are not the definite boundary, and shall be addressed in the specific race thread for each event.
We've deemed the rumble strips (primary curbs / kerbs) to be on track, with secondary curbs or pavement beyond the rumble strips to be considered off track. In instances where there are no rumble strips to define the edge, the white line will be the limit, with the line itself considered on track. If there is no curbing or white line to denote the edge of the racing surface, either the edge of the tarmac or the clean limits of the racing sim (Forza Motorsport 6 in this instance) will be the limit. There is also the possibility of further, track specific exceptions or clarifications if the statements above still leave room for question, or are not in line with the racing we'd like to see. (ex: Sebring turn 1, allowing cars to go all the way to the inside wall)
Driving Backwards, Wall Riding and Dirt Braking
Driving backwards, wall riding or dirt braking during any TURN event is not permitted. Being seen doing so will result in being penalized or an automatic ban from the event. DO NOT EVER ATTEMPT DOING SO!
Unless it is stated within the rules of an event, using more than one driver under the same gamertag is not allowed. Any members found to be using different drivers under the same gamertag will be penalized or banned.
Exploiting the Game
Any member found to exploit the game during any TURN event is not permitted. Doing so will result in being penalized or an automatic ban from the event. DO NOT EVER ATTEMPT DOING SO!
- Profane words or phrases
- Topics or content of a sexual nature
- Hate speech
- Illegal drugs or controlled substances
- Illegal activities
- Controversial religious topics
- Notorious people or organizations
- Sensitive current or historical events
- Any “sound-alike” or “lookalike” words, phrases, or puns that reference these topics
- Tobacco-sponsored liveries (Unless in a historical series)
TURN Penalty Code
At TURN there will be a 3-tiered penalty system implemented in all official races.
Any Driver penalized will be on Probation for a set amount of races entered to coincide with each Tier.
Probation lasting the next race in the series the Warning takes place, whichever takes longer
Tier 1 Penalty: Minor infraction
4 Point Penalty + 4 place Grid Penalty to be served at the start of the next race + 3 race Probation
Tier 2 Penalty: Moderate Infraction
8 Point Penalty + 8 Place Grid Penalty + 6 race Probation
Tier 3 Penalty: Serious Infraction
12 Point Penalty + 12 Place Grid Penalty + 9 race Probation + Additional Punishment at discretion of the stewards
1) In-Race Offenses
1.1) Offence: Jump Start
1.1.1) On a rolling start, any driver who accelerates too early or goes above the target speed before the announced time and consequently gains an advantage because of this.
1.1.2) On a standing start, any driver who leaves the grid too early and consequently gains an advantage because of this.
Standard Penalty: 10-Second Penalty added to driver's race time
1.2) Offence: Cutting Corners
1.2.1) Cutting of the circuit with the whole car which results in time and/or positions gained.
1.2.2) Using a run-off area which is delegated an illegal run-off area, with the whole car which results in time and/or positions gained.
1.2.3 - Qualifying clarification) If excessive corner cutting is deemed to have taken place in a lobby the driver shall serve an automatic 10-place grid penalty at the next series race.
Standard Race Penalty: Tier-2 Penalty
1.3) Offence: Pit Entry
1.3.1) Cutting the pit entry to the circuit with the whole car which results in time and/or positions gained.
1.3.2) Wall-riding into the pit lane at full speed in order to maintain as much speed as possible
1.4) Offence: Dangerous Circuit Re-entry
1.4.1) Re-entering the circuit from the pit exit procedure onto the racing line, which hampers the speed or direction of a following competitor
1.4.2) Re-joining the circuit after going wide which causes other drivers to take evasive action and/or contact
1.4.3) Re-joining the circuit after an incident or crash which causes other drivers to take evasive action and/or contact
(*) Evasive action defined as the following car having to let off the accelerator considerably, applying the brakes in an area where he would not normally, or steering off the racing line in a forced fashion.
1.5) Offence: Blocking
1.5.1) Protecting a position by moving over on a car already committing to a pass, as related to the racing line. You may not move over onto a competitor which forces them off the circuit, or creates contact.
1.5.2) Running wide on a corner when your competitor is fully on your outside, which forces them off the track with contact
1.6) Offence: Illegal Position Gain
1.6.1) Creating contact with another driver which causes them to lose control and benefiting from the contact.
1.7) Offence: Causing Contact
1.7.1) Causing contact with a competitor in front, either by missing braking point, or failing to react in time to car in front, which results in contact.
1.7.2) On track action that initiates contact which may result in damage
1.7.3) Moving over from the outside to inside (or vice versa) which initiates contact with fellow driver in close proximity
1.7.4) Creating contact which results in opponent losing position and/or track time.
1.8) Offence: Unsportsmanlike Conduct
1.8.1) Driving backwards at any time during Qualifying or Race sessions
1.8.2) Exhibiting behavior which can be classed as Childish and not in the interest of fair play on track
1.8.3) Application of the E-Brake or any game action which can be classed as ‘messing about’
1.8.4) Swearing prolifically and consistently over the game chat channels.
1.8.5) Discussing politics during race conditions
1.8.6) Exploiting any in game glitches or faults which may be used to benefit a racer
2.0) Car Build Offenses
2.1) Offence: Illegal Car Build
2.1.1) PI incorrect from target number as stated in the rules
2.1.2) Any additional hp, torque or parts which are not allowed, as found in the replay telemetry
Penalty: Series DQ
2.2) Offence: Incorrect Car Build
2.2.1) Different wheels on the subject car, without the weight changing
2.2.2) Car build proven to be lower in performance and subsequently lower than the car’s target PI
Once again, the TURN Code of Conduct and the Penalty Code is subject to change at any time.