NASCAR Heat Racing League Rules

The rules page governs NASCAR Heat Racing League competition. League members and substitute drivers are expected to read and understand these guidelines. When a competitor violates the league rules, the administrators may assess penalties as well as other punishments. Please do not hesitate to contact the administrators about questions concerning league rules and policies.

Rules Outline

The league administrators try to enforce rules fairly and consistently. Despite this goal, league members may request reconsideration about penalties (also known as secondary reviews). In order to dispute a penalty, a driver should contact the administrators within one week after the appropriate race results are published on the website. Please provide a brief summary about the incident and an opinion about what decision is warranted. The administrators will then use various methods to come to a prompt secondary ruling.

The league administrators maintain the NASCAR Heat Racing League, correcting problematic rules and removing disruptive drivers throughout the season. A competitor should think twice before acting out his or her frustrations or insulting others. We do not need to explain that this type of questionable behavior does not leave a favorable impression. In the end, the administrators simply want to assemble a polite group of NASCAR Heat players. If this objective sounds unreasonable, then you should not participate in our league.

1. BASIC RULES AND RACE FORMATS

General Guidelines

1. Each player should have NASCAR Heat configured with the proper patches and updates. During official league events, drivers are required use NASCAR Heat Patch 1.80. A player will be unable to connect to the league server unless the matching patch is installed.

2. League races take place on a variety of different courses. As a result, a competitor should check the appropriate series schedule in order to determine which tracks must be acquired. The standard NASCAR Heat installation provides most of the required courses, but certain addon tracks must be obtained from the World Wide Web. For drviers looking for a list of tracks, the NASCAR Heat resource website The Mod Squad has a useful download guide.

3. League members are limited to three customized paint schemes per series. Paint schemes may be swapped and updated during the season, but members cannot exceed three cars at any given moment in time.

4. After submitting a new paint scheme, a league member must wait at least one week before using it during a league event. A driver ignoring this rule automatically forfeits 10 points in the season standings. We hope to remove the confusion that takes place as drivers search for updated car files moments before each race.

5. The NASCAR Heat Racing League does not restart events for accidents. League members who crash and then demand a restart can expect penalties. Drivers may, however, request restarts for problems with the starting grid; bad line alignment, uneven speed, and random damage issues are all legitimate restart requests. Only the administrators should enter commands into the server. Drivers who take matters into their own hands and enter commands are subject to league discipline.

Series Configuration

NHRL CUP Series

Typical Season Length : early February to late September
Series Events: Saturdays @ 11:00 PM Eastern Standard Time
Race Distances: around 25% original NASCAR Heat schedule
BasicRace Settings: hardcore realism and 3x wear factor
Pitting Rules: black flags enabled and manual pit road driving

NHRL NBS Series

Typical Season Length : early February to late September
Series Events: Sundays @ 9:00 PM Eastern Standard Time
Race Distances: around 25% original NASCAR Heat schedule
Basic Race Settings: hardcore realism and 3x wear factor
Pitting Rules: black flags enabled and manual pit road driving

NHRL CTS Series

Typical Season Length: early November to early January
Series Events: Saturdays @ 11:00 PM Eastern Standard Time
Race Distances: around 25% original NASCAR Heat schedule
Basic Race Settings: hardcore realism and 3x wear factor
Pitting Rules: black flags enabled and manual pit road driving

Time Trials

1. The NASCAR Heat Racing League server can host around 30 players, but everyone should recognize that the online world can be frustrating. For no apparent reason, our server might perform well during one league event but not during another. We always try to include each league member in every race. If the starting field must be reduced due to server problems, however, then time trial qualifying may be used to eliminate drivers from an event.

2. When a server problem necessitates time trial qualifying, the administrators attempt to determine an optimal cut. Drivers who fail to make the cut (or "fail to qualify") are scored at the bottom of the race results. On some occasions, however, it becomes clear that particular players are causing the server's problems. The NASCAR Heat multiplayer code is based on a single server port, so one questionable connection to the server has the ability to adversely affect other connections. As an alternative to time trials, the administrators may ask drivers with connection problems to withdraw from a league event.

2. EXPECTED BEHAVIOR AND CONDUCT

Sportsmanship

1. Foul language directed at other competitors is prohibited. The league condones two violations per season, but these often involve significant penalties. A third violation results in a permanent ban without exception. Since little reasonable ground for debate exists in language infractions, the administrators do not grant secondary reviews concerning these penalties.

first violation: 50-point penalty and league warning
second violation: 100-point penalty and one-race suspension
third violation: permanent removal from league

We should also mention that each banned driver gains entrance into the infamous NASCAR Heat Racing League Hall of Shame. This exclusive, yet not-so-hallowed ground is home to intentional crashers, the worst in poor sportsmans, and other unfavorable, unsavory characters. Trust us, you don’t want to join this club.

2. The administrators should be notified about conflicts between drivers. We do not accept explanations about payback or revenge scenarios occuring during official league events. Each player should evaluate whether intentional crashing is worth the significant consequences. Penalties can involve point deductions, suspensions, and even permanent bans.

3. The NASCAR Heat Racing League does not accept the "heat of the moment" excuse for prohibited language or intentional contact directed at other competitors. The league administrators do not consider this reasoning when determining penalties related to these infractions. A league event should never descend into a circus of flying insults and uncontrolled chaos.

4. Players should minimize disturbances during league events. Do not start arguments through the NASCAR Heat chat function; please discuss your issues in private with the administrators. Drivers causing pointless disruptions during races can expect penalties.

Racing Tactics

1. Each competitor should recognize that cars are traveling at different speeds. A driver must exhibit caution and patience when encountering slower traffic. The race leader, for instance, should be willing to cruise behind a lapped car before forcing a dangerous passing maneuver, enabling the slower driver to recognize the faster car and make appropriate adjustments. The league administrators may assess penalties when drivers making passes are overly aggressive and initiate unwarranted contact.

2. A lapped driver may compete with and pass the leaders. A slower driver, however, may not block faster cars lap after lap without moving aside in appropriate time. Both frontrunners and backmarkers should be courteous and recognize their surroundings, demonstrating "heads up driving." An aggressive, impatient driver who slams cars out of the way without allowing them to move can expect dangerous driving penalties. At the same time, a backmarker who drives dangerously and causes pointless accidents while attempting to block faster cars should also expect league discipline.

3. Any deliberate blocking and contact between cars is prohibited. Drivers can still “trade paint” while competing in close battles for position, but the contact should never become retaliatory. Drivers may protect a position, but may not cause damage to faster cars attempting to make reasonable passes. Undoubtedly, blocking can be a complicated situation in which fault is ambiguous. As a general rule, once cars are alongside one another (fenders overlapping relative to the track surface), the leading driver no longer has an opportunity to block. Protecting a position and instigating a dangerous block are two different things.

4. A driver should not direct competitors into walls, hazards, and other cars. Players can expect penalties for any deliberate action intending to disrupt fair competition between league members.

Cheating

1. The NASCAR Heat Racing League does not tolerate cheating. What is our definition of cheating? Cheating is editing NASCAR Heat in order to gain a competitive advantage. Certain game files can be modified for fun, such as tire colors and menu screens. These modifications are acceptable because they do not influence the core physics of the game.

2. The league administrators possess various tools to detect cheating. Drivers with modified vehicle and track files, for example, are identified with a streaming cheating message in the league server: “player X may be cheating.” If this message appears, then the administrators may prohibit the competitor in question from participating in a league event.

3. Once in awhile, cheating messages surface due to innocent installation problems. If players are concerned about their NASCAR Heat installation, then they should come to the server ahead of time in order to perform tests.

4. Players caught cheating are banned from the NASCAR Heat Racing League. The league administrators permit secondary reviews regarding cheating bans, but do not expect the outcome to change if the facts remain obvious.

3. LEAGUE SERVER INFORMATION

League Servers

1. The NASCAR Heat Racing League server address is 75.69.70.3. At various times, alternative addresses may be posted on the NHRL Forum for league events. When not hosting formal races, the league server is open to all NASCAR Heat users, including non-league members. Non-members disturbing league members during practices, however, will quickly lose this privilege.

2. Before entering the league server, all players must select the “ISDN” connection option. The server performance is much improved when all clients have selected ISDN. During league events, the administrators may eject drivers ignoring this important requirement.

3. The NASCAR Heat Racing League also hosts a Ventrilo server. Some players communicate on this program during league events and practices. Please contact lepage71 with questions and concerns about installing the Ventrilo client.

4. If the NASCAR Heat Racing League server crashes before the half-way mark of an event, then the race is either rescheduled or cancelled. If the event is more than 50% complete when the server crashes, then the race is deemed official and all of the finishing positions are tallied through a "freeze frame" when the leader crosses the finish line on the final lap before the crash.

5. 10 league members must be present to constitute an official event. Substitute drivers do not count towards this minimum. If the minimum field size is not satisfied, then the event is either rescheduled or cancelled.

Connections and Disconnects

1. The NASCAR Heat Racing League is not responsible for disconnects. A player suddenly dropped from the server during a league race should not return and argue with the administrators. Strange things often happen; sometimes drivers are disconnected without any apparent cause. More often than not, however, the individual's connection, not the league server, is at fault.

2. The league frequently hosts practices before races. League members should test their connections during this time and ask administrators questions about rules and procedures. During this period, the administrators may also prohibit drivers with connection problems from competing in a race. Drivers instructed to leave due to connection issues are scored at the bottom of the race results.

In order to test your internet connection, we suggest visiting: PC Pitstop - In Association with CompUSA.com
A driver should reboot if their Internet connection is not at its proper speed.

3. If more than half of the drivers are dropped from the NASCAR Heat Racing League server during an official event, the race is not counted and either rescheduled or cancelled. This rule applies to disconnects; over half of the field can fail to finish an event due to equipment problems like accidents, engine failures, fuel pressure, and steering issues.

4. POINT DISTRIBUTION AND SUBSTITUTES

Point Distribution

The NASCAR Heat Racing League uses the same point system in each series. Championship points are distributed based on finishing positions in official league events. Furthermore, drivers can also earn bonus points in each race. All bonus points count towards the NASCAR Heat Racing League season standings.

Bonus Points and Awards

A driver can score 5 bonus points for leading a lap, leading the most laps, and earning the Hard Charger or Die Hard awards. A driver gains recognition but does not receive bonus points for earning the Pole Position, Move of the Race, or Headache awards. A substitute driver can earn bonus points for leading a lap and leading the most laps but cannot capture the awards. Finally, the bonus points for the Hard Charger and Die Hard awards are not distributed when fewer than 15 drivers attend a NASCAR Heat Racing League event.

Pole Award: the Pole Award is given to the fastest driver in time trials. Poles are important because they place a driver in favorable position to lead the first lap during the race and earn a relatively easy 5 bonus points. Since substitute drivers are not permitted to participate in time trials, they cannot win the Pole Award.

Lead One Lap: a driver who leads one or more laps during a league race earns the "lead one lap" bonus. A driver can also earn an additional 5-point bonus by leading the most laps relative to other competitors.

Lead the Most Laps: the driver who leads the most laps during a league race earns the "lead most laps" bonus. A driver earning this distinction usually receives 10 bonus points because the "lead one lap" bonus is also satisfied. If two (or more) competitors are tied for leading the most laps, then each driver receives the 5-point bonus.

Move of the Race: the administrators award the Move of the Race to the driver deemed to have executed the greatest move during a league race. Although no bonus points are earned for the Move of the Race, it remains a prestigious award.

Hard Charger Award: the Hard Charger Awarded is given to the driver gaining the most positions during a league race (starting grid position minus finishing position). A driver who struggles in time trials but finishes strongly is a usual candidate for the Hard Charger Award. Drivers who do not complete a time trial lap, however, are disqualified from earning the award. Since substitute drivers are not permitted to participate in time trials, they cannot win the Hard Charger Award.

Die Hard Award: if a driver struggles during a league event, then he or she might find some consolation in earning this award. The Die Hard Award is given to the worst-finishing driver who 1) gains at least one position from the starting grid and 2) remains running throughout the entire race. Substitute drivers and competitors retiring prematurely from league events cannot win the Die Hard Award.

Headache Award: although it's not Pearl Harbor all over again, it usually is a day of infamy whenever a driver wins this award. A driver earns the Headache Award for losing the most positions during a race (starting grid position minus finishing position).

Season Standings

1. In each series, the NASCAR Heat Racing League compiles season standings based on points earned throughout the season. After the final season event, the league member with the most points earns the series championship.

2. Each driver's lowest point totals are dropped in repeating segments as the season progresses. After 4 events, the worst finish is dropped. After 8 events, the worst 2 finishes are dropped. After 12 events, the worst 3 finishes are dropped. After 16 events, the worst 4 finishes are dropped. For a driver scored in all 20 scheduled events, the worst 5 finishes are dropped. Worst finishes frequently shift throughout a season. A mediocre 15th-place finish in the opening event, for instance, may not remain among a driver's "lowest point totals" at the end of a season. Furthermore, all "Did Not Start" and "Did Not Race" finishes are also eligible to be dropped. Therefore, a driver who randomly misses a league event without providing notification is not scored, forfeiting a potential point total that could be dropped. Please contact the administrators about questions and concerns concerning the NASCAR Heat Racing League standings system.

League Absences

1. The NASCAR Heat Racing League administrators should be notified when a driver is unable to attend an event. If a driver properly notifies the administrators about a potential absence, then he or she will still receive points and be scored as “Did Not Race” in the appropriate race results. A driver who does not notify the league about a missed event will not receive points. Please contact an administrator “after the fact” if some last-moment emergency prevents you from notifying the league ahead of time.

2. Informing the league about an absence is not particularly difficult. A driver can speak with a league administrator, post a message on the NHRL Forum, or email lepage71, Reef, or Skoty Speed.

3. Occasionally, a driver comes to the NASCAR Heat Racing League server intending to race, but experiences an unfortunate technical glitch preventing him from competing. Such drivers will still receive points, scored as "Did Not Start" in the race results. In this circumstance, each player scored as "Did Not Start" ranks ahead of any drivers scored as "Did Not Race."

Substitute Drivers

1. League members can use substitute drivers if they do not want to be scored at the back of the field when missing an event. If necessary, the league administrators may reject an inexperienced or unprepared substitute from competing in an event.

2. Substitute drivers may not participate in time trials; they must use a provisional and start at the rear of the field. A substitute who ignores this rule automatically accrues a 10-point penalty.

3. Make sure you find a trustworthy substitute driver! Penalty infractions incurred by substitutes, excluding profanity directed at other league members, will affect the season points of the regular driver.

4. A substitute driver must read and understand the league rules. If a potential substitute is not already a member of the NASCAR Heat Racing League, then you should inform the driver about this page. Once again we remind: penalty points earned by substitutes are deducated from the regular driver’s season points!

5. A substitute driver must use the same car number as the regular driver. If a substitute comes to a league race using a different car number, then he or she accrues an automatic 10-point penalty.

6. During the standard, 20-event season, league members are limited to 3 substitute drivers (per series). League members will be informed about special rules pertaining to shorter series. The administrators may grant exceptions to this rule, but only in special cases.

7. Where can you find a decent substitute driver? An excellent place is right here in the NASCAR Heat Racing League! Drivers in other league series are always the most reliable choices. We have provided a section in the NHRL Forum specifically about searching for substitute drivers. Given the amount of members in the league, we are confident that drivers can find a substitute.

8. Substitute drivers may not be used during exhibition events. Since points are not regularly awarded at these races, little purpose is served in finding a substitute.

Resolving Ties

If two (or more) drivers are tied in the season point standings, then the following criteria determine the tie-break. The league proceeds down this list until the deadlock is broken.

least number of races scored
greater total of victories
greater total of top-5 finishes
greater total of top-10 finishes
lower average finishing position

Race Results

1. After every NASCAR Heat Racing League event, the administrators determine the finishing order with the following items. Under rare circumstances, the administrators may adjust the positions in the race results given a serious penalty infraction or some unusual server issue. The race results and league website are usually updated within one week.

race replay
results.txt
race results screenshot

2. If the administrators make an error tallying the race results or season point standings, then please send a brief notice as soon as possible. We will review everything and fix any potential problems.

3. At the end of a league race, all drivers must cross the start/finish line in order for NASCAR Heat to record their correct finishing positions. Drivers deliberately choosing not to cross the start/finish line can expect penalties or altered finishing positions.

4. Using the race replay, the administrators attempt to determine a status or reason for failing to finish. Potential reasons for a "Did Not Finish" include accident, disconnect, engine, handling, wheel, and retired.

5. No league documents past results like the NASCAR Heat Racing League. Previous season standings, race results, and statistics are available at our comprehensive archives page.

5. COURSE SETTINGS AND PIT ROAD PROCEDURES

Course Settings

1. Certain rules differ between Intermediate Speedways, Road Courses, Short Tracks, and Super Speedways. This section contains guidelines and procedures pertinent to these specific course categories. Due to their intricacies, the league administrators may modify these guidelines during the season. Any race-to-race change will be documented on the NHRL Forum.

2. Shortly before the start of a league event, the administrators may assign special rules not listed in this section. For instance, if the practices before races at Brands Hatch T, IndyRC T, Sears Point, or Watkins Glen lead again and again to pileups on lap one, the administrators might decide to implement a pace lap in order to avoid future problems.

3. On oval courses, slower drivers can easily avoid trouble by moving to the right and allowing others to pass. Slow cars that dart unpredictably from side to side or wander aimlessly in the middle of the track (especially in a turn) send confusing messages to approaching drivers. When you allow a faster car to pass, please make your intentions easy to see by moving into and staying in a particular lane; a driver can also signal using messages such as "<<<" and "pass low."

4. When entering and exiting pit road, drivers must understand the proper procedures. Please read through this section in order to understand the guidelines at the respective course categories.

5. When cruising down pit road, a driver must occupy the outside lane. On oval courses, this is the lane furthest to the right from the sequence of pit stalls. At road courses (depending upon the track), this is either the lane furthest to the right or furthest to the left from the sequence of pit stalls. Please leave adequate room "beneath the outside lane" so that other drivers can enter and exit their own pit stalls without complication. An empty pit road does not mean that a driver can ignore this important guideline.

6. A single car should always occupy the outside lane on pit road. If two competitors enter pit road side-by-side, however, they may remain alongside one another if they follow the proper course of action. In this unusual circumstance, both of the drivers have a responsibility to leave adequate room for other cars between themselves and the row of pit stalls. The inside car does not have to be entirely within the outside lane (two cars do not fit on most pit roads), but it must be positioned reasonably close to the other driver.

7. Do not needlessly cut through other stalls when entering or exiting your own pit box. The league administrators recognize that completely avoiding the stalls immediately in front of and behind your pit box can be challenging and that heavy traffic, awkward positioning, and incoming cars frequently add further complication to the pitting process. As a result, a driver is permitted reasonable leniency given the situation. In the majority of cases, a competitor should never have to cut through more than three stalls in order to enter or exit a box. Drivers attempting to gain some unfair advantage by cutting through multiple pit stalls can expect league discipline.

8. On many occasions, pit road can seem complicated and frantic, making proper decision-making difficult. As a basic rule of thumb, a driver should always strive to avoid colliding with or damaging other cars with throughtless maneuvers. When exiting a pit stall, for instance, a competitor should check his or her mirrors for incoming cars, safely returning to the outside lane in appropriate fashion. Pit road does not have to be confusing; most of the time, simple awareness can prevent much trouble.

Course Categories

Super Speedways

1. Do not make passes inside the course apron. A driver who makes such a pass and then recognizes the mistake, however, can move aside and return any position(s) gained without receiving further league discipline.

2. Due to their curvature, the front straights at Daytona and Talladega are similar to turns. In this part of both courses, the apron boundaries can be confusing because the markers shift near the start/finish line. As a result, competitors are prohibited from making dangerous passes using the "decreasing apron trick." This maneuver occurs when a driver leading a group of drafting cars plans on hugging the apron line, but is suddenly challenged from behind by someone attempting to make a questionable pass where the apron boundary shifts further left. There are, however, circumstances in which the leading driver may move too far to the right, creating a legitimate passing opportunity for pursuers. Spectacular crashes on the front straights at Daytona and Talladega are not uncommon and the league administrators may assess penalties depending on the situation.

3. Drivers may receive penalties for reckless maneuvers that cause enormous pileups. At super speedway courses, patience and positioning are critical elements for success. Wild, unpredictable driving, such as last-moment blocking and random swerving back and forth, can easily cause the dreaded "big one." Yes, we all know that the draft provides a momentary boost and makes everyone a temporary hero, but drivers who refuse to remain in one spot for long and dodge unpredictably in every direction are extremely frustrating. Please do not be that “slingshot all star” who drives every other league member nuts with constant swerving - some drivers never realize that this act wears out after awhile.

4. Slow or damaged cars should safely move aside in order to let faster cars pass. Cars with significant damage or no fuel pressure must move onto the course apron.

Entering Pit Road: After clearing turn 4, drivers can enter pit road directly from the racing surface. When preparing to pit, competitors should drive in the left-most groove through turns 3 and 4; a driver may not suddenly decide to cut across multiple lanes at the last moment! After negotiating the final turn, cars then decelerate onto the lage apron area preceding the pit road entrance.

Exiting Pit Road: Competitors may return to the course directly from pit road. After reaching the racing surface, cars are required to remain alongside the apron line through turns 1, 2, and the entire back straight. Drivers who move from the left-most groove into the middle of the track in a panic or attempting to complete some other ill-conceived maneuver are subject to league discipline.

Intermediate Speedways

1. Intermediate courses are the most diverse tracks in NASCAR Heat. The group consists of ovals ranging from 1 to 2.5 miles, including high-speed, banked tracks such as Atlanta and Texas, flat tracks like Las Vegas and Miami, and short-track-like 1-mile facilities such as New Hampshire and Phoenix. Every intermediate course, however, shares one universal characteristic: apron lanes that drivers must follow in order to enter and exit pit road.

2. Slow or damaged cars should safely move aside in order to let faster cars pass. Please do not drive in unpredictable paths in the middle racing groove. This is confusing to drivers coming from behind and sends mixed messages about passing options.

Entering Pit Road: When preparing to pit, cars enter the apron before turn 3 and remain there until reaching pit road. Drivers must maintain safe speeds on the apron and avoid sliding onto the track surface. Darlington, Las Vegas, and Miami have slightly different procedures, but the entrance process still begins before turn 3. Darlington has a wide apron area and both Las Vegas and Miami have access ramps. A driver should slow to safe speeds on these areas when preparing to enter pit road.

Exiting Pit Road: Cars remain on the apron through turns 1 and 2 and merge onto the back straight. After merging onto the track, cars must drive alongside the apron line until reaching turn 3. At Las Vegas and Miami, drivers leave pit road through the exit ramp. Do not leave the ramp and cut across the grass in order to reach the racing surface.

Long Speedways

1. Long speedway courses are high-speed, wide-laned tracks with comparably tight corners. A driver should use the extra room when passing or allowing others to pass in straights. Since some of the corners are small relative to the straights, drivers must be cautious behind other cars. Please respect the driving line (and rear bumpers) of all competitors.

2. Slow or damaged cars should safely move aside in order to let faster cars pass. The high speeds at these courses require some extra patience from drivers encountering slower traffic.

Entering Pit Road: There are no entrance aprons on long speedway courses. In order to enter pit road, a competitor should safely decelerate once passing turn 4. Since cars are often at high speeds, use caution and do not strike others from behind.

Exiting Pit Road: At the Brickyard, drivers must follow the apron lane leading to the back straight, checking for incoming cars and remaining in the left-most groove until reaching turn 3. MP Pocono, in contrast, has no exit lane; like at super speedways, a driver may proceed directly to the racing surface, remaining to the left until reaching the turn 1.

Short Tracks

1. Short tracks are tight courses with limited maneuvering room. A driver must recognize that a healthy amount of “give and take” is required at these tracks. When passing or allowing another others to pass, please mantain your line and do not swerve unpredictably across the course. Due to the shortage of space, interpreting these erratic maneuvers is difficult at short tracks.

2. Slow or damaged cars should safely move aside in order to let faster cars pass. A driver who wants to let a car pass should not suddenly release the throttle right before entering a turn. Expect to be pegged from behind into the wall in this situation - the majorty of competitors are not expecting this sudden decrease in speed!

Entering Pit Road: At MP Memphis, Richmond, Bristol, and IRP, drivers must decelerate on the back straight and enter the apron before turn 3. Since these courses are small, little margin exists for errors. Drivers who slide onto the track from the apron can create an enormous mess for unsuspecting victims on the racing surface. At Martinsville, drivers must slow on the back straight, move towards the left-side wall, and enter pit road at a safe speed.

Exiting Pit Road: At Bristol and Richmond, drivers are required to stay on the apron until reaching the back straight. After checking for incoming cars, drivers can merge onto the racing surface after passing turn 2. At Martinsville, the pit road exits directly on the back straight; a driver should carefully pull from the pit road exit and remain to the left until turn 3. Do not exit pit road and jump into the middle racing groove. Martinsville is small and a car is bound to be coming from behind.

Road Courses

1. Road courses are the most challenging tracks on the NASCAR Heat Racing League circuit. Drivers should appreciate the speed disparities between cars at these particular tracks. Competitors on road courses are usually differentiated in seconds, not tenths of seconds. Every competitor, therefore, is obligated to use extra caution and patience.

2. A driver may not cut across the gravel, grass, sand, or other off-road areas in order to gain a speed advantage. The league administrators will recognize situations in which competitors simply lose control of their car and slide off of the racing surface. The occasional off-road adventure is acceptable (and sometimes even fun), but the administators will assesses penalties when drivers demonstrate repeated patterns of cutting the course.

3. A driver may not force other cars off of the racing surface. Each competitor is expected to recognize the road course intricacies. At every track, there are certain places where making safe passes is extremely difficult. Please use sound judgment and do not go over reasonable limits...this could force a car in front of you into a hazard.

4. At all times, a car should maintain four wheels on the racing surface. The red-and-white rumble strips bordering the turns at road courses are considered part of the racing surface, but please use some caution when driving over these bumps. On many occasions, competitors actually run over a portion of the grass while navigating the rumble strips. When the league administrators review races, drivers are permitted several violations of the four-time rule, but consistent offenders can expect penalties.

Entering Pit Road: There is nothing confusing about entering pit road on a road course. Drivers should signal their pitting intentions and proceed to the required pit road entrance lane. At IndyRC T, competitors must enter the apron from the NASCAR oval turn 2. Please click here to see a screenshot of the IndyRC T apron entrance.

Exiting Pit Road: When exiting pit road, drivers can merge directly onto the track, but they should use caution and always check for incoming cars. There are some unusual exits that release cars onto large straights so please signal and demonstrate awareness.

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