The Lobby Code
Vote how you'd call it. The lobby rule is where we agree.
At a glance
Seven scenarios, seven polls. Tap one to jump.
How this guide works
Each scenario shows two top-down diagrams (the clean call vs the foul) and a live poll. Vote how you'd call it. Optional name field lets the crew see your vote. Wherever we agree, that becomes lobby rule. Wherever we split, we talk it out on Discord.
We mostly run 3 to 5 lap sprints, so every lap is late-race territory. The framework draws from FIA, SRO, iRacing, and ACC league play, adapted to what Forza Motorsport and NASCAR 25 actually do.
The one thing every series agrees on: the burden of a clean pass is on the overtaking car. If you can't make it without contact, it doesn't count as a pass.
Background & vocab
For when you want the why behind the rules. Skip if you're here to vote.
Core principles most series agree on
1. The leading car owns the line
Ahead at the braking zone, the line is yours. The trailing car works around it, not through it.
2. Overlap creates obligation
Wheel alongside before turn-in: corner is shared, both leave room. How much overlap counts is the contested part. See Scenario 1.
3. One defensive move
One move off the line. Don't return to the line once a committed overtake is alongside. Weaving is not defending.
4. Make the corner or back out
Can't brake at a normal pace and still hit the apex? Lift, take the loss. Don't use the other car as a backstop.
5. Off-track gains get returned
Four wheels off and you gained? Give it back within a lap.
6. Contact is not racing
Door-to-door rubbing happens. Punting and turning in don't. The wheel out of line owns the incident.
7. Lap one is sacred
Wreck in Turn 1 ends a 3-lap race. Patience is the single highest-leverage skill in a sprint format.
8. Mistakes are paid in time, not metal
Guy ahead makes a mistake? Back out. You don't collect him for handing you a free pass.
Vocabulary
| Term | Definition |
|---|---|
| Racing line | Fastest path through a corner. Late apex on most circuit corners. |
| Overlap | How far the trailing car's nose is up the side of the leading car. Measurement point varies by series (apex, turn-in, percentage). |
| Apex | The geometric inside of the corner. |
| Turn-in | When the leading car commits to the corner. Overlap at turn-in is the usual measurement. |
| Dive-bomb | Late-braking lunge from too far back. Can only end in contact or both cars wide. |
| Send-it pass | Aggressive late-brake from a reasonable distance the attacker can complete cleanly. |
| Bump-and-run | Light contact to the leader's rear bumper to unsettle them through a corner. Acceptable on ovals, not road courses. |
| Switchback | Defensive response to a dive-bomb. Let the attacker take the apex wide, cut under on exit. |
| Racing incident | Collision where no driver is solely at fault. No penalty. |
Forza Motorsport default ruleset
Full FRR breakdown
Forza Race Regulations is a neural-network ML model trained on player collision data. It assigns fault to whoever caused the contact at the moment of contact. Stated accuracy is ~89% in current updates, up from ~80% at launch. Penalty severity scales with speed delta plus whether the other player lost time or position. Penalties are time penalties applied to race results, each infraction type capped.
Private lobbies have a host-controlled FRR setting (off, relaxed, standard, custom, strict). Private races never affect Safety Rating or Driver Rating regardless of setting. Our lobby runs whatever the default is, and we get FRR penalties, so it's not "off." Likely standard. Worth confirming on lobby creation if anyone cares to.
The "I hit a spinning car and got penalized" problem
Real and acknowledged. Three causes: speed delta into a stationary car is huge so FRR treats it as severe; the model evaluates fault at the moment of contact, not the chain that led there; the training set was mostly two-car incidents, so three-plus-car pileups are where pattern recognition is weakest. Team has called it a priority fix; accuracy improves each update.
What FRR enforces
- Collision penalties (ML-assigned fault, scaled to speed delta)
- Track limits (four wheels off + gained advantage → warning or invalidation)
- Ghosting in qualifying
- Safety Rating (matchmaking only, not race outcomes)
What the lobby has to enforce
- Dive-bomb judgments
- Overlap calls at turn-in
- Defensive moves vs weaving
- Lap-one grace
- Off-track passes FRR didn't catch
- Revenge driving (biggest lobby-killer)
Scenario 1: Overlap and when you measure it
B has front-axle-past-rear-axle overlap before turn-in. A is required to leave a car's width on the inside. Both make the corner.
B is closing fast but has not gotten alongside by turn-in. A keeps the normal line to the apex, crossing in front of B. By convention this is B's problem to solve. The practical question is whether A should lift anyway.
What actually changes the call: when you measure
Same pass, same closing speed, just snapshotted at two different moments. The sim-racing schools call it at turn-in. The open-wheel schools call it at the apex. The trailing car has moved between the two moments, and so has the verdict.
Verdict: B isn't alongside when A commits. Leader keeps the line. Sim-racing standard.
Verdict: B has caught up. Leader owes a car's width. F1 / IndyCar standard.
Two other schools sit outside the timing question: touring car (any overlap, anywhere, counts) and NASCAR (no overlap rule, fault is judged on contact and intent).
Vote: When does overlap have to be established?
Wrong, or just stupid? The longer take
If the leader sees the closer car arriving fast but not quite overlapping and holds their normal line to the apex, are they out of line? By convention, no. Every series except NASCAR puts the overlap burden on the trailing car. If they can't make it in time, that's on them. F1 stewards have repeatedly declined to penalize leading drivers who turned in normally and got hit by trailing cars without overlap.
Whether it's smart is a different question. In a 3-lap sprint, neither driver wants the wreck. The trailing car loses time backing out; the leading car risks the same wreck. iRacing penalizes both cars in a contact, so the lift-to-survive instinct has cost-benefit math behind it. The phrase is "racing for stewards' decisions" — technically right, finished in the gravel.
The honest answer: the leader isn't wrong to hold the line, but they're sometimes called stupid for choosing principle over preservation. In our lobby, that judgment call is yours in the moment.
How the various series and leagues set the threshold
| Convention | How much alongside | Where measured |
|---|---|---|
| Sim racing online (iRacing, LFM, ACC league play) | iRacing and LFM ~20%. ACC league play uses 25 / 50 / 75% thresholds. | At turn-in |
| Forza Motorsport (in-game) | No fixed threshold. FRR uses ML; ~89% accuracy. Severity scales with speed delta. | n/a |
| NASCAR 25 (in-game) | Yellow line on superspeedways only. | Yellow line only |
| Formula 1 | 25-30% (front tire alongside rear tire). | At apex |
| IndyCar | ~50% by turn-in. More contact-tolerant than F1. | Turn-in, judged at apex |
| Sportscar / GT (IMSA, WEC, SRO GT3) | 20-30% (front bumper to front wheel). | At turn-in |
| Touring car (BTCC, V8 Supercars) | Quarter-overlap or less. Contact expected. | Anywhere |
| NASCAR Cup (driver convention) | Quarter-overlap on ovals. No formal rule. | Not measured |
Scenario 2: Defending the inside line
One move to the inside on the straight, commit to it, take the compromised apex. Slower exit, but clean.
More than one defensive move on the straight, or moving back to the racing line after an attacker has committed alongside.
Vote: How much defending is too much?
How the various series and leagues call it
| Convention | Defensive moves allowed |
|---|---|
| Sim racing online (iRacing, LFM, ACC league play) | One move rule. Multiple moves trigger an incident point. |
| Forza Motorsport / NASCAR 25 (in-game) | No formal blocking rule. Contact-based enforcement only. |
| Open-wheel and GT (F1, IndyCar, IMSA, WEC, SRO GT3) | One move rule. Brake-checking is an automatic penalty. |
| Touring car (BTCC, V8 Supercars) | One move on paper, multiple-move blocking tolerated in practice. |
| NASCAR Cup | No formal blocking rule. Blocking on the straight is part of the sport. |
Scenario 3: Side-by-side through a corner
Inside car takes the apex tight, leaves one car's width on the outside. Outside car runs a wider arc, gets the better exit. Position can swap on the way out.
Inside car uses the whole road on exit, runs the outside car off. Owns the apex but does not respect the outside car's space.
Vote: Who has the right of way side-by-side?
How the series set the sharing threshold
| Convention | Sharing threshold |
|---|---|
| Sim racing online (iRacing, LFM) | Front bumper alongside rear of leading car (~20%). Strictly enforced. |
| ACC league play | 50% or more shares the corner; 25% or less, outside backs out. |
| Formula 1 | Front wheels alongside or forward (~30%). Less than that, outside yields. |
| IndyCar | ~50% overlap. More contact-tolerant than F1. |
| Sportscar / GT (IMSA, WEC, SRO GT3) | 20-30% (front bumper to front wheel). |
| Touring car (BTCC, V8 Supercars) | Quarter-overlap. Side-to-side contact expected. |
| NASCAR Cup | No formal threshold. Side-by-side is normal racing. |
Scenario 4: The bump-and-run
Light tap exiting a short-track corner. Lifts the leading car just enough to get alongside on the next straight. Both cars stay on the track.
Hitting a car under braking on a road course is a punt, not a pass. Tires are loaded, the leading car cannot save it.
Vote: When is a bump-and-run acceptable in our lobby?
Where the bump-and-run lives, by track type
| Track type | Bump-and-run? | Notes |
|---|---|---|
| Oval, short (Bristol, Martinsville, Richmond) | Yes | Expected. Light contact on corner exit is part of the game. |
| Oval, intermediate (Charlotte, Kansas) | Light only | Light side-draft contact. Heavy contact wrecks the field. |
| Superspeedway (Daytona, Talladega) | Yes, drafting | Bump drafting on the straights only. Corners are dangerous. |
| Forza road course (any) | No | Punt under braking is a punt, period. |
| Forza oval cars (Hot Lap, Indy) | No | Open-wheel cars can't take contact. Wheels touch, someone's in the wall. |
Scenario 5: First-lap chaos
Vote: What is the lap-one rule for our lobby?
The lap-one principles
- Single-file through Turn 1. Cold tires, bunched cars. The move never sticks anyway.
- You inherit overlap from grid position, you don't create it. No new dive-bombs into T1.
- Patience pays even in a sprint. A wreck on lap one ends your race entirely.
- If you spin someone, even unintentionally, wait. Pull off, let them rejoin, give the position back. Highest-impact rule.
How the series and leagues handle lap one
| Convention | Lap-one rule |
|---|---|
| Sim racing online (iRacing, LFM, ACC league play) | Many leagues run a "no passing through T1 on lap one" rule. ACC leagues often require single-file through the first 2-3 corners. |
| Forza Motorsport (in-game) | FRR applies the same model on lap one as the rest of the race. |
| NASCAR 25 (in-game) | Pack contact on superspeedways is normal at the start. Road courses follow FRR. |
| Formula 1 | "Inherit overlap from grid position." Stewards more lenient on contact, but dive-bombs still penalized. |
| IndyCar | Similar to F1, more contact-tolerant. |
| Sportscar / GT (IMSA, WEC, SRO GT3) | F1 standard plus class-passing nuance. |
| Touring car (BTCC, V8 Supercars) | Aggressive lap-one expected. |
| NASCAR Cup | Pack contact expected. Short tracks too. Road courses lean F1. |
Scenario 6: You got punted. Now what?
Vote: How do we handle a guy who punts you and doesn't wait?
Principles that keep a lobby together
- Voice complaints, not bumpers. If you think it was deliberate, say so on chat. Don't retaliate on track.
- If they wait, you take the position back. That's it. No grudge into the next race.
- If they don't wait, finish clean and raise it after. Lobby decides whether someone owes a position next race.
- Revenge driving punishes everyone. The lobby loses a guy, the rest of the night is ruined.
How the series and leagues handle a punt
| Convention | When you get punted |
|---|---|
| Sim racing online (iRacing, LFM, ACC league play) | Incident points apply to the puncher's Safety Rating. Protests can be filed. Many leagues require wait-and-give-back; refusal is a separate penalty. |
| Forza Motorsport (in-game) | FRR time penalty scaled to speed delta. Weakness: rear-end hits and multi-car incidents can misassign fault. |
| NASCAR 25 (in-game) | FRR-style penalty. No formal give-back mechanic. |
| Formula 1 | Stewards investigate. Time or grid penalties for deliberate or careless contact. No give-back convention. |
| IndyCar | Similar to F1. More contact-tolerant on ovals. |
| Sportscar / GT (IMSA, WEC, SRO GT3) | SRO Stewards Manual explicit about contact penalties. |
| Touring car (BTCC, V8 Supercars) | Contact is part of the sport. Only deliberate or excessive contact penalized. |
| NASCAR Cup | Self-policing. Late-race retaliation is part of the sport. |
Scenario 7: The sprint-race square tap
Vote: Is a square tap on a blocker acceptable in our sprint races?
Why this is the question our format actually forces
In a 20-lap race you have laps to set up a clean pass. In three laps you don't. American oval and touring car traditions accept deliberate light contact. Open-wheel, sportscar, and sim racing treat it as a foul. The deciding question: is our 3-lap sprint closer to a Bristol short-track sprint (contact tradition) or a Watkins Glen sprint qualifier (no-contact tradition)?
How the series and leagues would call it
| Convention | Sprint-race tap to slow a blocker |
|---|---|
| Sim racing online (iRacing, LFM, ACC league play) | Not acceptable. Safety Rating drops, collision penalties, protest review. |
| Forza Motorsport (in-game) | Depends on speed delta. Light brush may not penalize. A firm tap that costs time triggers a penalty. |
| NASCAR Cup (short track, late race) | Acceptable. Bump-and-run is a recognized move. |
| Touring car (BTCC, V8 Supercars) | Acceptable. Contact is part of the sport. |
| NASCAR Cup (road course) | Conditional. Light push at low-speed corner exit only. |
| IndyCar | Conditional. Short-track ovals yes; road course no. |
| Open-wheel and sportscar (F1, IMSA, WEC, SRO GT3) | Not acceptable. Deliberate contact penalized regardless of race length. |
NASCAR 25: where the rules diverge
| NASCAR track type | Overlap convention | Contact tolerance |
|---|---|---|
| Superspeedway (Daytona, Talladega) | Quarter-overlap, lead holds the line. | Bump drafting on straights expected. Yellow line is the only hard rule. |
| Intermediate oval (Charlotte, Kansas, Vegas, Atlanta) | Quarter-overlap, lead holds the lane. | Light side-panel contact normal. Side-drafting is the primary move. |
| Short track (Bristol, Martinsville, Richmond) | Overlap matters less; contact resolves disputes. | Bump-and-run, slide jobs, side rubbing all standard. |
| Road course (Watkins Glen, Sonoma, COTA, Indy GP) | Closer to F1/SRO, more permissive on light contact. | No contact under braking. Slide jobs must complete cleanly. |
Why NASCAR's "no rulebook" doesn't mean "no rules"
NASCAR 25 (iRacing-developed) applies most of the same racecraft principles as Forza, but stock cars take contact in ways open-wheel and GT3 cars can't. Drafting changes oval geometry. Yellow flags introduce restart sequences road racing doesn't have.
The practical oval convention: front fender alongside the lead car's rear quarter panel and the lead car holds their lane. Less than that, the lead car moves freely. More lenient than F1 (wants front wheel alongside rear wheel) but stricter than the formal rulebook (silent on the question). On road courses, NASCAR drivers shifted toward road-racing conventions over the past decade, but contact tolerance is still IndyCar-level.
Superspeedways: Daytona and Talladega
- Bump drafting on straights is the whole strategy. Required to make passes work.
- Bump drafting in corners is dangerous. Save it for the straights.
- Yellow line rule. No passing below the apron line. NASCAR 25 enforces with penalties.
- Side drafting. Cut a car's air by pulling alongside and slightly ahead, then let them fall back. Strategic, not contact.
- The Big One. Statistical certainty. If you're not in front of it, expect to be in it.
Short tracks: Bristol, Martinsville, Richmond
- Bump-and-run is the move. Light tap on corner exit to lift the leader, get alongside on the next straight.
- The chrome-horn punt is not. A bump-and-run that wrecks the car in front is a foul.
- Side panel contact. Door-to-door at 90 mph is normal. Pinch a guy, don't push him.
- Slide jobs. Cross under the leader through the corner, end up outside on exit. Clean = legal. Fenced the leader = foul.
Road courses: Watkins Glen, Sonoma, COTA
- All seven scenarios above apply. Bump-and-run is off the table.
- Track limits enforced. Abuse them, get a stop-and-go.
Quick reference card
Common standard on one screen. Once the lobby votes, this shifts to match.
| Situation | Rule |
|---|---|
| You are catching a car on the straight | Get overlap by turn-in or back out. |
| You are defending on the straight | One move. Commit to it. No weaving. |
| Side-by-side through the corner | Inside gets apex, outside gets exit, both leave a car's width. |
| You went off track and gained a place | Give it back within one lap. |
| You spun someone, even unintentionally | Wait for them. Hand the position back. |
| Someone spun you and did not wait | Finish clean. Raise it after. No revenge driving. |
| Lap one, turn one | Patience. Single-file. A wreck on lap one ends the race. |
| You are bump-drafting at Talladega | Straights only. Never in the corners. |
| You are at Bristol | Bump-and-run, do not punt. |
| You are at Watkins Glen | Road racing rules. No bump-and-run. |
| You are about to send a dive-bomb | Ask yourself if you can make the corner alone. If not, do not send it. |