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
TermDefinition
Racing lineFastest path through a corner. Late apex on most circuit corners.
OverlapHow far the trailing car's nose is up the side of the leading car. Measurement point varies by series (apex, turn-in, percentage).
ApexThe geometric inside of the corner.
Turn-inWhen the leading car commits to the corner. Overlap at turn-in is the usual measurement.
Dive-bombLate-braking lunge from too far back. Can only end in contact or both cars wide.
Send-it passAggressive late-brake from a reasonable distance the attacker can complete cleanly.
Bump-and-runLight contact to the leader's rear bumper to unsettle them through a corner. Acceptable on ovals, not road courses.
SwitchbackDefensive response to a dive-bomb. Let the attacker take the apex wide, cut under on exit.
Racing incidentCollision where no driver is solely at fault. No penalty.

Forza Motorsport default ruleset

Short version
FRR catches roughly 89% of fault calls correctly. It's a neural-net model scoring speed delta and outcome. Penalties are time penalties applied to race results. What FRR misses, the lobby has to enforce: overlap calls, defensive weaving, lap-one grace, revenge driving.
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

The question
Trailing car closing fast on the inside. Does the leader owe them room, and at what moment do you decide? The percentage doesn't matter as much as the timing. The four real schools of thought: at turn-in, at the apex, any overlap anywhere, or no rule at all.
apex direction of travel TURN-IN A (leads) B (got alongside in time) overlap at turn-in B's front past A's rear
B got there in time
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.
apex direction of travel TURN-IN A (holds line to apex) B (closing fast, not alongside) no overlap B's nose just behind A's rear A crosses B's line →
B too late, A on the racing line
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.

apex (later) TURN-IN measure here A (leader) B (closing) No overlap at this moment B's nose still behind A's rear
Strict rule (at turn-in)
Verdict: B isn't alongside when A commits. Leader keeps the line. Sim-racing standard.
turn-in (earlier) APEX measure here A (leader, outside) B (now alongside) Overlap at this moment B has pulled alongside A by apex
Late rule (at apex)
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
ConventionHow much alongsideWhere 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 125-30% (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

Common standard
One move off the line, commit to it. No weaving, no brake-checking, no moving back to the racing line once an attacker is alongside.
to corner → direction of travel outside (racing line) inside attacker (diving inside) defender (was here) 1 one move defender (got there first) Attacker dove for the inside. Defender raced them there and got there first. Attacker now has to take the outside line or back out. Defender holds position.
Legitimate defense
One move to the inside on the straight, commit to it, take the compromised apex. Slower exit, but clean.
to corner → direction of travel outside (racing line) inside attacker (going inside) defender (was here) 1 2 3 4 defender (after 4 moves) Four lateral moves on the straight blocking both lines. Counts as weaving. Foul before any contact happens.
Weaving
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
ConventionDefensive 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 CupNo formal blocking rule. Blocking on the straight is part of the sport.

Scenario 3: Side-by-side through a corner

Common standard
Inside gets the apex. Outside gets the exit. Both leave a car's width. Inside that drifts wide on exit and runs the outside car off owns the foul.
OUTSIDE (wider, longer line) INSIDE (shorter line, apex side) apex B (outside line) A (inside, at apex) one car's width preserved Inside takes the apex. Outside takes the exit. Both leave one car's width. Both make the corner.
Racing
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.
OUTSIDE INSIDE apex B forced off track A drifts wide on exit no room Inside car drifts wide on exit, uses the whole track. Outside car pushed off the road. Inside owns the foul.
Squeeze
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
ConventionSharing threshold
Sim racing online (iRacing, LFM)Front bumper alongside rear of leading car (~20%). Strictly enforced.
ACC league play50% or more shares the corner; 25% or less, outside backs out.
Formula 1Front 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 CupNo formal threshold. Side-by-side is normal racing.

Scenario 4: The bump-and-run

Common standard
Ovals yes, road courses no. Light tap on corner exit at Bristol or Martinsville is a recognized move. Contact under braking on a road course is a punt, not a pass.
NASCAR short-track oval (banked, counterclockwise) direction of travel: counterclockwise (cars moving left along the bottom) B (leads) A (bumps rear) light contact on corner exit Both cars stay on the track. Leader is unsettled enough to lose drive off the corner.
Acceptable on ovals
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.
direction (heavy braking) heavy braking zone B spins out A (punts under braking) Contact under braking on a road course is a punt. Leader is loaded, cannot save it. Foul, no exception.
Not on road courses
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 typeBump-and-run?Notes
Oval, short (Bristol, Martinsville, Richmond)YesExpected. Light contact on corner exit is part of the game.
Oval, intermediate (Charlotte, Kansas)Light onlyLight side-draft contact. Heavy contact wrecks the field.
Superspeedway (Daytona, Talladega)Yes, draftingBump drafting on the straights only. Corners are dangerous.
Forza road course (any)NoPunt under braking is a punt, period.
Forza oval cars (Hot Lap, Indy)NoOpen-wheel cars can't take contact. Wheels touch, someone's in the wall.

Scenario 5: First-lap chaos

The stakes
Cold tires, bunched cars, no ghosting in our lobby. A wreck on lap one ends a 3-lap race. The rule we land on shapes the whole night.

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
ConventionLap-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.
IndyCarSimilar 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 CupPack contact expected. Short tracks too. Road courses lean F1.

Scenario 6: You got punted. Now what?

The single biggest lobby-killer
If you have to choose between being right and keeping the lobby together, keep the lobby together. You can be right next week.

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
ConventionWhen 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 1Stewards investigate. Time or grid penalties for deliberate or careless contact. No give-back convention.
IndyCarSimilar 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 CupSelf-policing. Late-race retaliation is part of the sport.

Scenario 7: The sprint-race square tap

Specific to our format
3-lap race, you catch a slower car. Not slow enough to pass cleanly, slow enough to hold you up. Is a light tap on their rear bumper, enough to break their momentum, acceptable?

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
ConventionSprint-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.
IndyCarConditional. 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

Key difference
NASCAR has almost no formal overlap rules. Practical convention: quarter-overlap forces the lead car to hold their lane. Contact tolerance is much higher than F1, SRO, or sim racing.
NASCAR track typeOverlap conventionContact 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.

SituationRule
You are catching a car on the straightGet overlap by turn-in or back out.
You are defending on the straightOne move. Commit to it. No weaving.
Side-by-side through the cornerInside gets apex, outside gets exit, both leave a car's width.
You went off track and gained a placeGive it back within one lap.
You spun someone, even unintentionallyWait for them. Hand the position back.
Someone spun you and did not waitFinish clean. Raise it after. No revenge driving.
Lap one, turn onePatience. Single-file. A wreck on lap one ends the race.
You are bump-drafting at TalladegaStraights only. Never in the corners.
You are at BristolBump-and-run, do not punt.
You are at Watkins GlenRoad racing rules. No bump-and-run.
You are about to send a dive-bombAsk yourself if you can make the corner alone. If not, do not send it.