Enforced in code

Rules

Two ratings, five licence classes and a steward. Everything below is read from the code that enforces it, so what this page says is what actually happens to you.

Pace rating

What it measures, and how far one race can move it.

1500
Every ladder opens at
10
Placement races
80
Max swing, placement
24
Max swing, settled
0
Floor, no ceiling
  1. One pace rating per category, and the two never mix. A rating in Sports Car says nothing about Formula, and finishing a Formula race moves only the Formula one.

  2. Every ladder opens at 1500. You gain rating from every driver you finish ahead of and lose it to every driver who finishes ahead of you, so it measures where you place against the field rather than how quick a lap you set.

  3. Your first 10 races in a category are placement races, worth up to 80 points each, so a rating settles near where you actually belong instead of crawling there. After that one race moves it by up to 24.

  4. It never falls below 0 and it has no ceiling.

Safety rating

What it measures, and the only two things that move it.

2.50
Opens at, bottom class
0.00to4.99
Range inside a class
+0.20
An hour of clean racing
-0.15
Every incident after the first
3.00
Promotes at
1.00
Drops below
  1. One safety rating per category, from 0.00 to 4.99, measured inside the licence class you hold and always shown with it. Every category opens at 2.50 in the bottom class: unknown drivers are neither trusted nor distrusted.

  2. Racing with no contact at all adds 0.20 an hour of racing, up to 0.40 in one race. Per hour, not per race: a clean hour at a long circuit is worth more than a clean sprint, and turning up is not what is being paid for.

  3. Causing one incident costs you that credit and nothing more. One misjudged braking zone leaves you exactly where you started. Every incident after it in the same race costs 0.15, and one race can never take more than 0.50.

  4. An incident is driving into another car, or going off on your own, which weighs half. Being driven into is not one: if somebody hits you and you carry on, you earn exactly what a driver nobody touched earns.

  5. Contact while genuinely side by side counts half, and a door-to-door rub where neither car led with its nose counts for neither driver. What is counted automatically is how often, not how badly. How badly is a steward's to decide.

  6. Not turning up earns nothing. Credit is for racing cleanly, and a driver classified without a lap never left the garage.

Licences

What each class asks for, and where it is earned.

  1. A licence is earned in the category it admits you to. A season of clean Sports Car racing says nothing about whether you can be trusted in an open-wheel field, so both halves of a class are counted in the category they happened in.

  2. Reaching 3.00 promotes you to the next class the moment you also have its finished races. Meeting one half is not meeting the class, and the one you are further from is the one holding you back.

  3. A promotion starts you at 2.00 in the new class: a step onto a harder ladder, not a prize that carries your standing with it. Falling below 1.00 drops you one class and sets you to 3.00, straight back on the promotion line.

  4. Every driver holds the bottom class in every category from the day they sign up, so there is always a grid you can enter and a way back if your rating falls.

  5. A series states the class it takes before you commit to it, and the entry control is decided by the same rule that would refuse you at the door.

Every licence class and what it asks for, in each category
Every licence class and what it asks for, in each category
ClassPromotes atRaces in that category
RookieHeld from sign-up0
Class D3.002
Class C3.005
Class B3.0010
Class A3.0015

Tiers

The bands on a pace ladder, and what they are not.

  1. A tier is a band your pace rating sits in. It is a description of where you stand, not a permission: it opens nothing and gates nothing.

  2. Licences decide what you may enter. Tiers decide nothing, which is why a driver can hold a high tier in a category and still be refused a field in it.

Every tier and the rating it opens at
Every tier and the rating it opens at
TierFromWhere it sits
Apex3400
Elite3000
Diamond2600
Platinum2200
Gold1800
Silver1400
Bronze1000
Rookie0

Entering a race

What you need before you can take a place on a grid.

  1. To register you need a first and last name on your profile, a verified Steam account, and Steam confirming you own Assetto Corsa and Assetto Corsa Competizione. A private Steam profile that cannot confirm it does not count as owning it.

  2. Your licence has to reach the class the series takes, and the grid has to have a place left. On a grid with more than one class, each class fills on its own: a full class turns its own drivers away and leaves the other open.

  3. Registration stays open until the start. You can withdraw, and on a grid with a choice of cars you can change yours, until then.

  4. Mod content has to be installed at exactly the version the race lists. The server checks your files when you join and turns away any car whose files do not match, including one on a different version.

  5. A race needs at least 2 drivers. With fewer it does not run, and nobody's rating moves.

Championships

How points are scored, how ties are broken, and when a title is decided.

  1. The top 10 finishers score 25, 18, 15, 12, 10, 8, 6, 4, 2, 1. Everyone further back scores nothing, and a driver who did not finish scores nothing wherever they were running.

  2. Drivers level on points are separated by count-back: most wins, then most second places, and on down. Drivers still level after that share the place.

  3. A season championship counts every round and is decided when its final round is scored. Its podium is written into the Hall of Fame that day and never changes afterwards.

  4. A daily series runs in seasons, one per calendar quarter in UTC. Only your best 10 results in a season count, so racing more can never outscore racing better. A finished season is crowned when the first race of the next one is scored.

  5. On a grid with more than one class, points come from your position inside your class, and every class has its own table and its own champion.

  6. Community series keep standings of their own, but their winners are not entered in the Hall of Fame.

Cutting the track

What a cut costs, during the race and after it.

  1. The server counts every time a car leaves the track, and every cut past the allowance adds 5 seconds to your race time when the result comes in.

  2. In a race policed live, which every GRIDLANE race is, the first 3 cuts are forgiven after the flag, because some of them will already have been paid for on track. In a race that is not, no cut is free.

  3. The finishing order is worked out again from those times before the results, ratings and points are, so a place gained by cutting is a place that can be lost again.

  4. A driver who did not finish still has their cuts shown on the result, but is not charged time: there is no race time to add it to.

  5. Policed live means: Cuts, jump starts and pit lane speeding are judged during the race by Real Penalty, which serves drive-throughs on track rather than adjusting the result afterwards. You need its free client app running to take part: the server removes any car without it a few seconds after joining.

Stewards

How a ruling is made, and what it costs.

  1. The server reports where each car was struck, which is enough to say who drove into whom and never enough to say how bad it was. So the automatic charge counts incidents, and it is deliberately smaller than the mildest ruling a steward can make.

  2. An at-fault ruling tops the automatic charge up to the severity, never restarts it. A contact already charged 0.15 and then ruled careless costs 0.30 in total, not 0.45. A steward who dismisses it gives back exactly what it took.

  3. A steward rules on the driver, not on the crash. One contact produces one ruling per driver involved, so a wrecker and their victim are judged separately.

  4. Racing incident is a fault question answered no, not a degree of blame. A driver ruled not at fault loses nothing at all.

  5. An at-fault ruling costs the safety rating of the category the race was run in, once. Ruling the same incident twice changes nothing.

  6. You can report another driver in your race for deliberate contact, blocking, unsafe rejoin and corner cutting for advantage, for 48 hours after the result comes in. One report for each driver you report in a race, and filing one never moves anybody's rating: only a steward's ruling does.

  7. If the server charged you for a contact you think was not yours, you can appeal the charge while it is still waiting for a steward. An appealed charge is looked at first, and dismissing it gives back exactly what it took.

What an at-fault ruling costs at each severity
What an at-fault ruling costs at each severity
SeveritySafety costClean hours to undo
careless0.301.5
reckless0.703.5
dangerous1.507.5

On track

What is expected of you, and what a steward judges a report against.

  1. The overtaking driver is responsible for making the pass a safe one, and the driver being passed is responsible for leaving room once it is made. Both of you own the corner.

  2. Claim a corner by being alongside before the braking zone, not by arriving in it. If you are not alongside by then, the corner is not yours.

  3. One move to defend, and make it early. Changing line again as the braking zone arrives is not defending, and neither is moving under braking.

  4. Contact you initiated is yours, whatever it cost you. Deliberate contact is what a report is for, and a steward can rule it up to dangerous, the heaviest charge on this page.

  5. Spun or off, stop, wait for a gap, and rejoin slowly and predictably. Most incidents that ruin somebody else's race happen after the first one.

  6. Being lapped is not a fight. Hold your line, let them through at the first safe place, and neither of you loses anything.

This section is the one part of these rules a machine does not measure. It is what a steward reads a report against.

What counts

Which races move a rating, and which never can.

  1. Only a race GRIDLANE hosted moves a rating. A result from a server somebody entering the race controlled is not evidence about that race, and the engine refuses to score one.

  2. A field of one is not a race. Cleanliness is demonstrated around other cars, so a session with nobody else in it earns nothing.

  3. Community races never move a ranked rating, and a steward's ruling on one costs nothing. That is a rule rather than a limitation: a ladder is only worth something if every race on it ran somewhere nobody entering it controlled.

Where you stand against all of this is on your profile, and every race states what it takes to enter before you commit to it.