WORLD RACING LEAGUE NOVICE GUIDE Version 201501.01

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WORLD RACING LEAGUE NOVICE GUIDE Welcome to the World Racing League Novice Program! INTRODUCTION World Racing League does not allow drivers without track experience on the track during a race. All drivers participating in a WRL race must have a minimum amount of instructed track time or a competition license. This restriction is not unreasonable given the fact that you plan to engage in racing cars at high speed in close quarters where things happen fast, and where trust in fellow competitors and their predictability can mean the difference between a good day and a very bad day. Our rules and restrictions are in place to protect you, the other racers on the track, and the series overall. Please note that anyone caught falsifying credentials or otherwise violating the restrictions on novice drivers in order to enter the race has committed trespassing and may be arrested and charged with such. Yes, we are that serious about safety. If you have no experience, find a local HPDE program. You’ll learn a lot, you’ll have a great time, and you’ll make some new friends who share a love for auto racing. Not only will you develop and hone skills, HPDE is a great way to satisfy that racing jones between races! Novice drivers must complete the World Racing League "Novice Program" before they are considered licensed by World Racing League. The Novice Program is designed to provide those with track experience but who are new to racing with in-car instruction and classroom sessions so that they possess a requisite level of skill and knowledge before they compete, and to monitor their first race to ensure they are qualified and safe. All Novices will read this guide and the WRL rulebook in their entirety before attending the Novice classroom session. If you are attending the Novice School at the track, you must print this Guide and bring it with you. Copies will not be available at the track. NOVICE RULES 1 Definition: A Novice is defined as any driver who has track experience but does not have wheel-to-wheel road racing experience or who has not completed any of the following prior to a WRL race: a. Competition License school for any major organization including BMWCCA, NASA, NARRA, PCA, SCCA or any of the major Vintage organizations such as SVRA, RMVRA, CVAR, etc. b. Advanced HPDE run group standing or HPDE Instructor certification c. Professional racing series competition license sanctioned by FIA, IMSA, etc. d. A minimum of 6 hours of race time in LeMons, Chumpcar e. A minimum of 4 hours of race time in local/regional series such as COMMA, PBOC, AER, etc. f. A racing school by Bertil Roos, Skip Barber or Bonduraunt g. Race/track experience must be within the past 12 months 2 Prerequisites: To be admitted into the Novice Program, a novice driver must possess a valid, State-issued driver’s license, and: a. Complete a World Racing League HPDE program (where available), OR; b. Show proof of completion of a specific number of hours with a WRL-recognized HPDE program with in-car instruction  For drivers under 18 years old – a minimum of 8 hours of in-car instruction (approx. 4 days)  For drivers 18 years old and older – a minimum of 4 hours of in-car instruction (Approx. 2 days) c. For non-WRL HPDE experience, the Novice must show proof of completion of the required track experience from that organization’s Chief Driving Instructor. Forms to show proof of completion are available at www.RaceWRL.com/Forms d. Drivers may petition WRL officials to waive part or all of the admission requirements based on other motorsports experience including Time Trials, motorcycle racing, Pro Solo, etc. Approval will be solely at the discretion of WRL officials. 3 Novice Program: In order to complete the Novice Program and be considered licensed by WRL, the novice driver must: a. Attend the Novice School (classroom) held on the day before the race b. Identify his/her car with Novice Stripes - three vertical stripes on the rear bumper area using Racer’s Tape or equivalent in a color that provides high contrast with the car’s paint. Ver: 201501.01

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WORLD RACING LEAGUE NOVICE GUIDE  Stripes should be at least 6” long and approximately 2” apart and be clearly visible to traffic approaching from behind  Novice Stripes may remain on car or may be removed for other team drivers who are not in the program) c. Check in with a race official when entering the track (typically at the Steward’s station at Pit Out) so that your time behind the wheel can be observed and tracked. Clearly state your name and that you are in the Novice Program. d. Complete a minimum of 2 hours of seat time without Avoidable Contact or major infraction and demonstrate good car control, situational awareness and proper track etiquette e. Obtain post-race approval from the Race Director or Chief Driving Instructor (CDI) f. If for any reason a novice does not meet the criteria above over the weekend, he/she must contact the Chief Driving Instructor for further instruction. g. Note that some events may restrict the participation of novice drivers. Check the Race Info sheet before registering. Completing the program is only the first step in becoming a good race car driver. Practicing and honing your skills is an ongoing process. Stay sharp. Race more. Attend DE’s. Hire a coach. Compete in other events like autocross and time trials. The more time you spend behind the wheel, the better and safer you will be, and you’ll shave time off of your lap times!

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WORLD RACING LEAGUE NOVICE GUIDE NOVICE SCHOOL The purpose of the information presented in the Novice School is to provide some basic driving tips, track etiquette and safety information, with the intention preparing novice racers for their first wheel-to-wheel race. This is not a comprehensive performance driving school. We can help you stay safe and off of other drivers’ ****list, but we can’t make you fast. Additional instruction is recommended. DRIVING TIPS AND COURSE ETIQUETTE Definitions Let’s start off by defining some of the common terms you will see and hear during this course and at the track. Racing is full of acronyms, titles and terms and we’re just scratching the surface here. You’ll learn them all quicker than you think. Don’t be afraid to ask! Racing line - The path that the car follows around the track, generally accepted as the fastest path around the race track. Not every car or driver will have the exact same racing line, and the racing line will change depending on weather or track conditions. Apex - a point on the inside edge of a corner that delineates the entry and exit segments of the corner. Exact location of the apex is corner-specific (i.e. early, center or late apex) Braking zone - the area defined by the initial application of the brakes, and the point where the brakes are released. In general, braking should be in a straight line until you are ready for advanced techniques Turn In – the point at which you turn the steering wheel to change direction of the vehicle through a turn Entry speed - Speed of the vehicle as it turns it toward the apex. Follow the maxim "Slow in, fast out" Track out - allowing the car to "unwind" after the apex, or drift across to the opposite side of the track from the apex Off-line pass – Executing a pass of another car or cars on while off the generally accepted or optimum racing line Hot Track – Cars driving on the race course Cold Track – Track closed to all motorized vehicles Pits or Pit Road – the area designation for refueling, driver changes, etc. Paddock – The area designated for parking, repairs, storage, etc. Generally at the garage/parking area Grid – In WRL, placing cars in a double-wide formation in preparation of rolling onto a Hot Track. Generally cars will grid on Pit Road Race Director – The official in charge of all aspects of the event Race Steward – An official in charge of a specific duty or duties related to the race With that out of the way, let’s get started… Know Your Car By the time your make it to this class, you should already understand the differences between various chassis layouts. Front-wheel drive, rear-wheel drive, all-wheel drive, front-, mid- or rear-engine chassis. Inherent under- or over-steer. If you do not know how the configuration of your car affects it’s basic handling characteristics, do not enter it in a race until you do. Vision is Critical This can never be stressed enough. One of the most common mistakes among new racers is not seeing what’s going on – not looking ahead, not looking past the car in front of them, and not checking mirrors  Look up! Scan the track ahead, don’t get tunnel vision or lock on to the cars in front or around you  Look down track one to two turns  Look into the turn and identify apex and track out points before you turn in  Identify corner stations. See corner stations each time by  Check mirrors often

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WORLD RACING LEAGUE NOVICE GUIDE Situational Awareness It is easy to hyper-focus on a car ahead of you, the line you want to take, the gauges, the radio or any number of other distraction. But you must always be aware of the traffic around you, where you are on the track, track conditions, etc.  Always be aware of the cars around you  Know where they are and where they will be  Know where you are on the track  Know where you are in the race Vehicle Dynamics Everything you do on the track is governed by the laws of physics. Understanding inertia, weight transfer  Braking, acceleration, deceleration and turning all shift the car’s weight  Weight shift alters tire contact patch, center of gravity, roll center, even suspension alignment  Controlled weight shift can be beneficial, i.e. “planting” front tires at turn in  Uncontrolled or sudden weight transfer can result in loss of traction, spins and rollovers "Smooth is fast" - Jerky or uneven steering and braking inputs unsettle the car and cause abrupt changes in weight distribution and/or needlessly scrub off speed. Attacking a Corner Straightaways are easy. It's generally point and shoot. As you master turning (cornering) average speed increases and lap times decrease. Refer to the diagram to the right as we walk you through a basic turn: 1. Pick a line through the corner (arrows) 2. Brake in a straight line as you approach the turn and visually identify the apex (blue arrow = apex) 3. Release the brakes and turn in toward the apex (yellow area) 4. Look ahead at your track out area 5. Once the car "sets" or settles into the turn, gradually accelerate through the turn 6. Track out (green area) “Using the whole track” - The process of attacking a corner whereby the driver takes the straightest possible path though the corner. Example, given a right-hand turn as pictured (above): Position the vehicle on track toward the left edge of the track before entering the corner, and turn into the corner to follow the path through the apex (on the right edge of the track). After the apex, follow the path that takes the vehicle back to the opposite (left) edge of the track from the apex. As you can see in the diagram, using the whole track allows you to increase the turn’s radius, allowing you to travel through that area at a higher speed. Braking Smooth and controlled braking habits decrease lap times and increase safety. Novices should always brake in a straight line when approaching a turn. Advanced techniques such as trail braking are to be learned and practiced with an instructor during DE or practice laps, not by trial and error during a race. The process of braking will be the opposite of what most people are accustom to on the streets, where the general practice is to gradually apply the brakes initially and then increase pressure on the brake pedal as the car comes to a stop. On the track:  At the beginning of your braking zone, firmly but smoothly apply the brakes. Try not to “stab” at the brake pedal. Keep the motion smooth even if it is quick.  As the car scrubs off speed and you approach the end of your braking zone, gradually release the brakes Avoid braking at or past your turn-in. Hard or sudden braking while the car is turning unloads the rear suspension and decreases contact at the rear tires, contributing to a spin. Drivers of FWD cars need to also understand that lifting the throttle with the car in gear or downshifting while in a turn creates the similar weight transfer as braking

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WORLD RACING LEAGUE NOVICE GUIDE Passing Passing rules are very simple but not always obeyed. Remember, this is endurance racing. You have hours to go, you have hours to pass other cars. Unless you are on the final few laps and battling a car for position, there is absolutely no reason why you have to pass right now. Exercise patience and discretion. When executing a pass:  You are responsible for planning and executing a safe pass  Maintain racing room at all times (“racing room” is defined below)  Causing car-to-car contact or forcing other cars off track is NOT a safe pass and will result in penalty  Using a “non-racing surface” (the grass) as part of your passing plan is not a safe pass Do not - "Dive bomb" into corners. Trying to out-brake the other car to the turn-in point and then diving under them to try to rob the line is not a well-planned pass. It could end your race, their race, or both When being passed:  Hold your line  Check mirrors  Give hand signals (let them know where you expect them to go)  Be predictable  Maintain racing room at all times Do not- Block. Altering your line more than once when a car is approaching from behind is not predictable behavior and will be viewed as blocking the other car(s). While it provides the officials with much amusement to watch someone hold off another car for 30 minutes but ultimately give up the position when he spins or pits, the sense of amusement is gone by the time the blocking driver makes it to the Black Flag Steward… Off-line passing The ability to complete a pass off-line is a necessity in racing. The car being overtaken does not have to give up the racing line to you through a turn. In fact, if you are passing another car in a turn, it’s likely that you both may have to alter your line. And you will, since physics dictate that no two bodies can occupy the same space at the same time. Off-line passing requires that you understand the limits of your car’s abilities (and yours) while cornering, braking and accelerating and act accordingly. Example, if you don’t think you can hold the tighter radius of the inside line, you’ll need to adjust your speed. Racing room To avoid contact, all drivers should maintain racing room at all times and in all situations. "Racing room" is defined as allowing all competitors room to maneuver their car on the racing surface, or more simply put, giving your competitor a lane to race in. Squeezing them so that they have to leave the racing surface to avoid contact is not racing room. Car to car contact World Racing League is a no contact series. Contact costs time and money for repairs and it can end a team’s weekend. Most importantly it's dangerous and can cause bodily injury (or worse). This is road racing, a gentleman’s sport. Rubbin’s not racin’ here, it’s considered bad form. WRL wants everyone to go home after the race with car and body in one piece. Contrary to what some might think, almost all contact is avoidable – someone usually does something wrong to cause the contact. Main reasons contact occurs:  Someone was not giving racing room to the drivers around them  You weren't looking ahead, planning ahead, and/or paying attention  You attempted a low-percentage move and you lost the bet  You were driving like an asshat

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WORLD RACING LEAGUE NOVICE GUIDE 

And for the remaining 1-2% of contact incidents not covered above - something totally crazy and completely out of your control happened and you got involved despite doing everything right Contact is to be avoided at all times. Penalties for contact can be steep, you will be black flagged and lose laps sitting on Pit Road (or removed from the race altogether). Remember, WRL black flags all drivers involved in contact, so if the driver ahead of you is driving erratically or over-aggressively, be cautious and leave yourself an exit strategy Hand Signals Let other drivers around you know what you're doing.  Point left - "Pass me on the left"  Point right - "Pass me on the right"  Tapping mirror - "I see you/I know you are back there"  Fist or open hand held up - "I am off pace and/or pitting"  Middle finger – “I’m a little pissed off right now but I’ll get over it because this is racing” Wheels Off Course Putting wheels off the racing surface happens. It’s not necessarily an issue unless repetitive. If you are repeatedly dropping wheels off course it is likely for one of the following reasons:  You're tired or even exhausted. Change drivers  You have an issue with the car. Pit and check it out  You're over driving the car/course or your own skills. Slow down  You have no clue what and where the apex is. Feel free to ask someone or follow another car that gets it Putting wheels off at speed does present a certain amount of risk. Once you realize you you’re about to go off track, you have one goal – maintain control of the car.  Don’t panic  Steer straight or use very gradual input  No brakes unless you are headed for an obstacle  Lift throttle, stay in control and gradually steer the car on track  Sudden, drastic braking or steering inputs can cause the car to spin or roll. Be calm… Spins Everyone at some point spins the car. A spin can happen for a variety of reasons. Once you feel the rear lose traction and try to pass you, the safest bet for a Novice is to control the spin. Put "Two feet in" - once the car starts to spin, apply the brake and clutch and hold until the car stops moving. Once the car stops, assess the situation and re-enter the track safely. Do not let the car roll backwards. Stay on the brakes until the car comes to a complete stop. The drivers behind you do not like surprises, and a car suddenly rolling backward across the track is most definitely a surprise. Re-entering the track So you went off. It happens. Calm down! You’ve already lost positions and a little time but that can be made up if you don’t do anything stupid.  Position car so that you can see oncoming traffic  Look at corner station up stream for signals  Clear traffic and re-join the race safely Mechanical Failure Face it, at some point in your career, your car is going to fail or you’re going to “miscalculate fuel”.  Get the car to the safest possible location before it comes to a stop. Preferable just off the racing surface  Stay in the car, harness tight, helmet on  Drop window net and signal to the closest corner station that you are ok. Otherwise we send the Medics  If being towed in, ride the brakes and keep the tow strap tight

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WORLD RACING LEAGUE NOVICE GUIDE Blown Motor/Transmission/Diff If you feel that you’ve blown the motor, perforated the block or have any other reason to suspect an oil leak, move to the side of the track and stay OFF of the racing line. Stop. Do not keep driving and drop oil all over the racing surface!

GENERAL SAFETY Driver's Gear Your fire suit, helmet, gloves etc. are your first line of defense if things go wrong.  Make sure you get the right stuff! See the rules…  Wear it right. Chin strap tight, visor down, suit fully zipped, socks and bala, etc.  Full coverage, no exposed skin  Keep it in good condition - no holes, tears, oil stains etc. Emergency Egress You should never exit the car on an active race track unless there is a fire or other threat to your life or safety inside the car, like a broken oil or fuel line in the cockpit, or a rabid Wookiee running amok. Remember that the safest place on the track is inside the cage! However, under certain circumstances you might find it necessary to exit the car on a "hot" race track. Practice emergency egress!  Start the drill strapped in, steering wheel on, everything plugged in.  Hit the Kill switch!  Know multiple egress routes, you may be upside-down or pinned against a wall or another car.  If upside-down, prepare for gravity to take over when you pop your harness!  Practice with eyes closed or in the dark, your car could be filled with thick smoke.  Your fire suit gives you ~10 seconds of protection against 2nd degree burns. Be faster than 10 seconds Fire Procedures Car fires are rare but knowing what to do if the worst happens can save your life.  Don't panic, assess the situation  Visor down  Slow car, plan to stop near a manned corner station if possible  Start unbuckling and disconnecting before the car comes to a stop  Kill Switch off, hold breath, activate fire system if equipped  Exit car and move as far away from track as possible or go to corner station Do not - try to fight the fire or stay near the car under any circumstances. Unlike you, the car can be replaced. Rollover Rollovers are also rare. Keep the wheels pointed in the direction of travel and the car rolling forward as opposed to sliding sideways and things will likely be fine. If you do roll the car:  Stay calm and assess the situation  Stay in the car, helmet on and harness on unless the car is on fire or leaking fuel  Do not pop the harness if inverted unless you are supporting your fall  Rescue will arrive to assist you No Brake Drill Brakes can fail during a race. Stepping on the brake pedal and feeling no resistance all the way to the floor is almost as frightening as realizing you have a car fire.  Don’t panic  Pump the brake pedal to see if you can build some pressure in the system  Downshift - Use the gears to slow car  Stay off pace and enter pit road with caution

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WORLD RACING LEAGUE NOVICE GUIDE Miscellaneous tips  Stay hydrated  Don’t drive if tired or ill  Keep cool, use a CoolShirt system even in moderate temps  Adjust stint times to account for weather, time of day and other fatigue factors  You won’t win the race on the first lap or in the first hour. Contact, spins and offs cost time  Patience and consistency are critical in making the car last, and making laps  Wookiees don’t hang out at race tracks, we just threw that in to make sure you were awake  Risky passes are unnecessary risks to your car, your team, and your chances of winning  Don’t “over drive” the course, the car, or your skills. Be smart, be patient  And finally – if you are called in for a Black Flag, don’t argue with the Steward. Our Stewards are only enforcing the rules and the calls of the Race Director, Race Control and Corner Stations. But if you really feel the need to get into a verbal confrontation, get comfortable. Our Stewards can make short discussions into long, drawn out arguments as needed.

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WORLD RACING LEAGUE NOVICE GUIDE STANDARD ROAD RACING FLAGS Flags are used to allow race officials to communicate with drivers. Every flag has a meaning, know them all! Make sure you are looking up, and looking down course while racing so that you can see and identify flags when they are displayed. Missing flags can result in a penalty or worse, a serious incident! Green Flag - Go! Race is on. Hammer down, it's party time!

Red Flag - Stop. Bring the car to a quick but safe stop on either side of the paved surface. Wait there for directions from a worker or official, do not exit the car, do not remove your harness or helmet, etc.

Yellow Flag - Caution, something potentially dangerous lies ahead. Slow down, NO PASSING. You are under the control of the Yellow Flag station from the time you reach that flag station until the following two condition are met: (1)You pass the incident that caused the Yellow Flag, and; (2) You do not see a Yellow Flag at the next manned flag station. There are two types of Yellow Flags, it's important to know the difference: 1) Standing or Stationary Yellow - Flag is displayed but not waiving. There is a potential danger ahead but it's off the racing line. Slow down to 70% of racing speed. 2) Waiving Yellow - Waiving denotes urgency. There is an immediate danger ahead on the racing line, or in an impact zone, etc. Slow down to 50% racing speed or less and use extreme caution. Black Flag (opened) - You have screwed the pooch. This flag will be displayed and the offending car will be identified with a point or a number board. Safely enter Pit Road and talk philosophy with a friendly race official. Black Flag (furled) - The Black Flag will be wrapped around the stick, and the worker will shake it at the offending car as one would shake their finger at someone while giving them the business. You've done something wrong and you probably know what it is, keep racing but knock off the shenanigans. Black Flag with a Red or Orange Ball - Meatball Flag, aka Mechanical Flag. Your car has been observed with a possible or definite mechanical issue. Go to your pit or garage and make repairs before you oil down or otherwise mess up the track.

Red/Yellow Stripes - Debris Flag, aka Oil Flag, aka Surface Flag. There is something on the track ahead that you need to know about. It may cause damage to your car or cause a loss of traction. You must identify the exact debris yourself and remember where it is. Regardless of how long the issue persists, the Debris Flag will only be displayed for 2 laps.

Blue Flag with Yellow Stripe - Passing Flag aka Mirror Flag. Faster (than you) traffic is approaching from behind and will be passing you soon. Check your mirrors, be predictable and give a point-by as appropriate. A waiving passing flag indicates urgency; fast rate of closure from behind.

White Flag - Slow moving or off-pace vehicle ahead, often an Emergency Vehicle (EV). Unless accompanied by a Yellow Flag, you may maintain speed BUT pass wide and carefully. Do not race another car or cars to, and around an EV! EV's are a rolling No Passing zone.

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The purpose of your driver’s gear is to offer you a certain level of protection from various risks, including burns, and head, neck and eye injuries. Always use the proper safety gear any time you are on the track or fueling in the hot pits. Make sure your equipment is in good, serviceable condition. Do not drop your helmet, do not spill oil, grease or fuel on your suit. Follow the manufacturer’s care instructions.  Helmet – SA-rated helmets are designed specifically for auto racing and are capable of protecting you from multiple impacts. Comfort and proper fit is crucial, the helmet should be snug so that it cannot rotate side to side, but also not put pressure on your head, specifically around your eyes, temples or forehead. Generally speaking, the more you spend, the more features and comfort you will get.  Suit – Whether single-layer with underwear or multi-layer, the minimum suit requirement gives you about 10 seconds of protection before you run the risk of second degree burns. Nomex is the preferred material, as it “self-extinguishes” and once burned, it forms a carbon barrier that still offers (minimal) protection. Look for a high thermal rating (TTP). As with helmets, the more you spend, the more features and comfort you get.  Neck protection – A foam collar is the minimum requirement, HOWEVER, a head and neck device like NeckGen is very strongly recommended and will be mandatory in 2016. Most head and neck restraints can be shared by team members.  Shoes and Gloves – Make sure they fit well and carry an SFI or FIA rating  Underwear – Nomex Tops and bottom required for 3.2A/1-rated suits. Nomex Bala is required for facial hair or long hair (and recommended for everyone). Nomex socks are required. Ver: 201501.01

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