Project Cars 2

Project Cars 2 Rules

Project Cars 2 Rules

LPL Project Cars 2 Rules

1.1. Eligible players
  • Each player must have a valid LPL account with out any match bans for Project Cars 2. If you do not have an account you can create one here
  • Only players from Australia and New Zealand are eligible to play in the LPL Project Cars 2 ladder
  • Players must have a valid steam account linked to their LPL account (Profile> Settings>Game IDs)

1.2. No Shows
  • Each player has 15 minutes from the designated match start time to enter the match.
  • Players who have not entered the match after 15 minutes will receive no points for that match.
  • Players who consecutively no show risk being removed from the ladder.

1.3. Match Disputes
  • Players have 24 hour window after their match is completed to dispute the match. This can be done via the match page or via the support ticket system.
  • When making a dispute screenshots or other supporting documentation must be supplied.
  • Failure to provide evidence will result in the score standing.
  • If a lobby is setup incorrectly you must contact an admin and refuse to play further until this is resolved by an administrator.

1.4. Forfeits
  • Players have 15 minutes from the scheduled match time to join the lobby and start the match.

1.5. Teams
  • Players must have only themselves on their roster in order to be eligible to compete.

2. Hosting & Settings
2.1 Spectators
  • The only spectators permitted to be in a match are Admins, Referees and approved Broadcasters.
  • If you believe a spectator does not fulfil any of the above roles, do not start the match and contact an admin as soon as possible.
  • Official LPL Broadcasters have the right to spectate all games without the agreement of the players.
  • Players are not allowed to watch or listen to any video streams at any time during their match.
  • However, players are free to broadcast their own games as long as there is no official LPL broadcast going on. It is your responsibility to confirm that there is no official broadcast before you attempt to stream your own match.

2.2 Lobby Settings
2.2.1 Host Settings
  • Lobby Name: (As shown on match page)
  • Password: (As shown on match page)
  • Privacy: Public
  • Broadcast: (Defined by the tournament organiser per race, generally off)
  • Wait for race ready input: On

2.2.2 Realism Settings
  • Allow Auto Start Engine: Yes
  • Force Interior View: Yes
  • Force Driving Line Off: No
  • Force Default Setups: Yes
  • Force Manual Gears: No
  • Force Realistic Driving Aids: Yes
  • Allow ABS: Yes
  • Allow Traction Control: Yes
  • Allow Stability Control: Yes
  • Damage Type: Performance Impacting (OFF FOR OPEN WHEEL AND INDY CARS)
  • Mechanical Failures: No
  • Allow Ghosted Vehicles: No
  • Force Manual Pitstops: Yes
  • Pit Stop Errors: No
  • Type Wear: Authentic
  • Fuel Depletion: Yes
  • Force Cooldown Lap: No

2.2.3 Race Settings
  • Duration Type: Laps
  • Session Duration: As Described in most recent announcement
  • Date type: (it will change from default date to custom date when proper season is applied)
  • Session Start Time: 16:00 (except in the occasion of night maps, where you begin at 22:00)
  • Time Progression: Off
  • Season: As described in most recent announcement
  • Weather Slots: As described in most recent announcement.
  • Weather Forecast: As described in most recent announcement.
  • Weather Progression: Sync to Race
  • Start Type: Standing
  • Formation Lap: No
  • Mandatory Pit Stop: No

2.2.4 Session Settings
  • Practice: Off
  • Qualifying: 10 minutes (qualifying for Sprint Races and Open Qualifiers/Relegations will be 5 Minutes) Time: 16:00

2.2.5 Opponent Settings
  • Maximum Grid Size: 16
  • Maximum Human Opponents: 15
  • Fill with AI Opponents: Off
  • Opponent Field Type: Identical
  • Vehicle: As shown in Season 3 Announcement.

2.2.6 Rules and Regulations
  • Rules and Penalties: On
  • Track Limit Penalties: On
  • Allowable Time Penalty: 10
  • Drive-Through Penalties: On
  • Pit Exit Penalty: On
  • Competitive Racing License: Off

2.3 Maps
  • Autodromo Internacional do Algarve
  • Azure Circuit
  • Bannochbrae Road Circuit
  • Circuit de Barcelona-Catalunya GP
  • Bathurst Mount Panorama
  • Brands Hatch GP
  • Brno GP
  • Cadwell Park GP
  • Circuit of the Americas GP
  • Daytona Road Course
  • Donington Park GP
  • Dubai Autodrome GP
  • Fuji GP
  • Hockenheim GP
  • Autodrome Internazionale Enzo E Dino Ferrari Imola
  • Indianapolis Motor Speedway Road Course
  • Knockhill International
  • Mazda Raceway Laguna Seca
  • Le Mans Bugatti Circuit
  • Long Beach Street Circuit
  • Autodrome Nazionale Monza GP
  • Nurburgring GP
  • Oschersleben A Course
  • Oulton Park International
  • Red Bull Ring GP
  • Road America
  • Rouen Les Essarts
  • Ruapuna Park GP
  • Sakitto GP
  • Silverstone GP
  • Snetterton 300
  • Sonoma Raceway GP
  • Circuit de Spa-Francorchamps GP
  • Sportsland SUGO
  • Texas Motor Speedway Road Course
  • Watkins Glen International GP
  • 8Willow Springs International Raceway
  • Zhuhai International Circuit
  • Zolder

3. Racing Code Of Conduct
3.1 Driver Responsibilities
It is each drivers responsibility to drive within the outlined rules and code of conduct, to show respect towards all other competitors and officials, and to race fairly and without intention to break or expose any of the rules to gain an advantage.

3.1.2 Game Glitches
All drivers are expected to not expose or take advantage of any game glitches in game, other than what has been allowed by the live officials. This can be, but is not limited to;
- exposing track cut areas that aren't policed
- by-passing penalties (this does not include the in-game 'slow down' to clear a penalty)
- altering a fixed setup by means not allowed
- breaking a racing rule that the in-game penalty system does not penalise, etc.

3.1.3 Fixed/Default Setups
Unless otherwise specified, all events will be using the in-game fixed/default set- ups. This includes both the 'Loose' and 'Stable' setups. The only alterations allowed to these setups are what is allowable in onboard adjustments. This differs depending on car, but includes onboard brake bias adjustment, onboard front and rear anti roll bar adjustment, KERS, DRS and Push to Pass, and so on. The only other alteration allowed is during pit-stops, where you can choose a different compound tyre and tyre pressure.

3.2 Track Limits
Track limits are defined as the two white OR yellow lines on the edge of the track surface, or where they are missing, the edge of the tarseal where it meets the grass/kerb/non-racing surface.

3.2.1 Exceeding Track Limits
It is each drivers responsibility to ensure at all times they have AT LEAST TWO wheels within the track limits. The kerb's, run off area's, grass, sand, etc are not classified as part of the racing surface or part of the track limits. The only exceptions to this is entering/exiting pit lane, which also has its own track limit areas, defined by the above in 3.2

3.2.2 Penalties For Exceeding Track Limits
Where the game allows, the in-game penalty system will be applied for exceeding track limits. This will result in the option of 'slowing down' to clear in the in-game penalty, or receiving a time penalty. Where the game doesn't enforce penalties, drivers are still required to maintain two wheels within the track limits, and repeat offending can be subject to protest or post-race penalties.

3.3 Pit Lane
This is defined as the area between the two speed limiter lines entering and exiting the pits. There is two defined lanes in pit lane - transit lane and pit booth lane. The pit booth lane is defined as the area where the pit crews work on the car and the pit stop takes place. The transit lane is defined as the lane where cars move from pit entry to exit, and to and from their pit booth. There is to be no stopping in the transit lane.

3.3.1 Pit Lane Etiquette
Any car in the transit lane has 'right of way'. Any car joining the transit lane must do so without impairing or disadvantaging any vehicles currently in the transit lane. It is also each drivers responsibility to ensure they stop as squarely as possible in their pit booth, and ensure they do not box in or interfere with any other drivers pit stop or ability to carry out their pit stop, to the best of their ability and when possible. Track limits must be followed on pit entry and exit, and taking a shorter or quicker route exceeding the defined track limit requirements will result in a time penalty and/or post race penalty.

3.4 Overtaking
Overtaking is classified as soon as there is any overlap between two or more cars on the track.

3.4.1 Overtaking Responsibilities
When an overtaking maneouvre is being carried out, all drivers are responsible for giving all other drivers involved in the overtaking situation AT LEAST one car width of room WITHIN the track limits. Drivers are also required to maintain a consistent driving line, and can not move across into an overtaking vehicle's driving line once an overlap has occurred. It is the overtaking car's responsibility to ensure their maneouvre is not reckless, in that they out brake or drive their car in a way that results in contact due to carrying too much speed or inability to control their car within the above responsibilities. It is the defending cars responsibility to ensure they do not drive in a way to intentionally disadvantage the overtaking car, whether that is by swerving, braking early without reason, or repeatedly on/off the brakes, or by other means.

3.4.2 Defending Your Position
Every driver is entitled to defend their position from an overtaking vehicle, prior to an overtaking maneouvre taking place (see 3.4 and 3.4.1). Each driver can make ONE lane change per straight - eg, you can move from the racing line to a defensive line, or vise versa, ONCE per straight. As soon as there is any overlap however, they must ensure they follow 3.4 and 3.4.1. A defending car is also entitled to take the racing line which suits them - whilst this may not be the fastest line, they are entitled to take any racing line within the track limits that they feel is required in the process of defending their position. If there is no overlap at the point of turn in for the corner, the defending driver is entitled to 'right of way' for the corner.

3.4.3 Overtaking The Car Ahead
Every driver is entitled to overtake the car ahead, other than in the pit transit lane. The overtaking driver is allowed to change their line in an attempt to gain overlap on the defending car, so long as they remain within the track limits. It is the overtaking cars responsibility to not ram the rear of the vehicle ahead, and if contact does occur, they gain no advantage from it. If the overtaking car does not have any overlap by the time they reach the normal turn in point for a corner, the defending car can assume right of way for the corner and it is the overtaking drivers responsibility to ensure they do not contact or spin the car in front.

3.4.4 Contact
Whilst contact is near impossible to avoid, all drivers must do what is realistically possible to minimise any incidents involving contact. When contact is made, the driver who caused the contact must not gain an advantage on the car/s they contacted. Gaining an advantage from contact can be penalised both from within the games penalty system, or via post-race steward decision or from the result of a protest.

3.5 Re-dress Policy
In the unfortunate circumstance where contact has been made, and an advantage gained, the offending driver can choose to 're-dress' the incident and return any advantages/positions gained due to the contact. This does not ensure no further action or penalties, however, in a protest or stewart review a re-dress will be held in favourable condition for the offending driver when a penalty is considered.

3.5.1 Re-dressing
When a driver decides to re-dress an incident, they must ensure they do so in a way that does not interfere or disadvantage any other drivers. It is recommended the driver carrying out the re-dress finds a portion of track, that is off the racing line, that is safe to slow down and carry out the re-dress.

3.6 Protesting An In-Game Penalty
For all circumstances, excluding what is listed below, any in-game penalty, time penalty, drive through penalty, grid penalty, or otherwise, will stand;
- Where the game has incorrectly given you a contact penalty. Examples of this could be making unavoidable contact with a spinning or out of control vehicle.
- Where the game has incorrectly given you a track limit penalty. Examples of this could include where you have had to avoid an accident by exceeding track limits, or contact from another car has caused you to exceed track limits. In these cases,there would still need to be reasonable grounds that NO ADVANTAGE was gained.
- Where the game has not counted you completing a pit stop, drive through penalty,complete lap, etc.

3.7 Drop Rounds
Drop Rounds are only applicable for PRO. All players will be allowed one drop round. Please note Drop Rounds are applied after the end of Week 7.

Players that have participated in all seven rounds of the PRO will drop their "worst round/least points accumulated." This is so players that have missed one week due to travels, etc will not be out of contention. All players should have 6 games played [even if they have played all seven rounds] that goes towards their standings. PC2 admins MUST know if you are unable to make one week prior to the next round.

4. Featured Race Scoring
1st Place2nd Place3rd Place4th Place5th Place6th Place7th Place8th Place

9th Place10th Place11th Place12th Place13th Place14th Place15th Place16th Place

3. Sprint Race Scoring
1st Place2nd Place3rd Place4th Place5th Place6th Place7th Place8th Place

9th Place10th Place11th Place12th Place13th Place14th Place15th Place16th Place

If players have any further questions, they are advised to open a support ticket here: