Today is the day to get better at Dirt Track racing on iRacing!

Join hundreds of other racers on our Discord!

How Many Incidents Is Too Many In Iracing Dirt

Wondering how many incidents is too many in iRacing dirt? Learn practical limits, how SR works, and simple drills to cut contacts and finish more races.

You’re trying to race hard without getting DQ’d or wrecking your Safety Rating, but dirt ovals get chaotic fast. This guide shows you exactly how incident points work on iRacing dirt, what “too many” really means, and the on-track habits that cut your 2x/4x in half—starting next race.

If you’ve been asking “How Many Incidents Is Too Many In Iracing Dirt,” you’ll get a clear rule of thumb, how to check the actual incident limit each event uses, and a short plan to avoid the common rookie traps.

Quick answer:

  • Aim for 0–2x in a heat and under 6–8x for a full feature. Past that, you’re hurting your Safety Rating and likely your finish. The official DQ limit varies by series (often 12x–17x for dirt), so always check the Session Info. Set your personal cap lower than the DQ so you never flirt with a black flag.

What “Incidents” Mean on Dirt—and Why You Should Care

On iRacing, incidents are a scoring system for unsafe events. On dirt ovals, you’ll mainly see:

  • 2x: Loss of control (spin/half spin) or contact with a wall.
  • 4x: Contact with another car (most car-to-car hits).
  • 0x: “Contact” with no points (still logged, still reviewed if protested).

Key differences from road racing:

  • You almost never get 1x “off-track” on dirt ovals.
  • Heats, LCQs, and Features often share one cumulative incident total for the entire event. Check the Session Info to confirm.

Why this matters:

  • Safety Rating (SR) is driven by incidents per corner. Dirt ovals rack up corners quickly, so SR can swing fast both ways.
  • iRating doesn’t change from incidents directly—but contacts and DQs crush finishes, which crush iRating.
  • Fewer incidents usually means better car control, less damage, more green-flag laps—exactly how you move up splits.

How Many Incidents Is Too Many In Iracing Dirt?

Use these practical targets:

  • Heat race: 0–2x is solid. 4x means you probably hit a wall or wheel’d someone—clean it up.
  • Feature (20–40 laps): Try to stay under 6–8x. Over 10x, you’re flirting with a DQ and likely leaving pace or positions on the table.
  • Personal cap: Set your own redline 4x below the posted DQ limit. If the event shows a 16x DQ, treat 12x as your absolute ceiling.

Important: Official incident limits vary by series and event (especially with heat formats). In the sim UI, open Session Info and look for “Incident Limit.” That’s the only number that can DQ you tonight.

Step-by-Step: How To Keep Incidents Down (Without Driving Like a Cone)

  1. Check the event’s rules before you grid
  • In the iRacing UI, open the race Session Info. Note:
    • Incident Limit (DQ).
    • Whether incidents carry across heats/LCQ/Feature (they usually do).
    • Cautions on/off and wave-around rules.
  1. Set your personal plan
  • Decide your cap (e.g., “No more than 2x in heat; 6x max in the main”).
  • If you’re new or your SR is fragile, don’t qualify. Starting in the back buys you space to learn and finish.
  1. Drive the safer line early
  • Bottom or middle groove early in runs is usually calmer.
  • The cushion (that piled-up, grippy ridge near the wall) is fast but bites hard; wall taps are easy 2x. Build up to it.
  1. Manage inputs to avoid loss-of-control 2x
  • Throttle: Roll it on. If the rear starts stepping out, breathe off, don’t stab it.
  • Wheel: Smooth hands. If you saw back and forth, you’ll over-rotate and earn a 2x.
  • Brake bias/pedal: If your brakes are touchy, add a small deadzone in Options and practice trail-off.
  1. Racecar etiquette to avoid 4x
  • Hold your line. The other driver can’t guess if you’re floating up or pinching down.
  • Call sliders. If you’re sending a slide job, announce “Slider” on voice or text. Commit and clear—or don’t send it.
  • On restarts: Give a car length. Many dirt incidents happen T1 Lap 1 and T3 Lap 1 of restarts.
  1. Read the track state
  • “Slick” means polished, low-grip clay; “marbles” are loose dirt balls off the main groove; both reduce grip.
  • As it slicks off, slow entries, straighter exits, and shorter sliders help you stay off walls and other cars.
  1. Finish strong to protect SR
  • Don’t quit after a couple incidents. SR is corners-per-incident. Finishing clean laps at the end dilutes early mistakes.

Key Things Beginners Should Know

  • Safety Rating basics: SR goes up when you complete many corners with few incidents. It goes down when you rack up incidents, especially early in short races.
  • Incident limits can DQ you: Many dirt series DQ around 12x–17x. Heats+LCQ+Feature often share one incident bucket.
  • 0x still counts socially: It won’t hit SR, but repeated 0x “nudges” can escalate into 4x—and people remember.
  • Tight vs loose: Tight (understeer) = car doesn’t want to rotate. Loose (oversteer) = rear wants to come around. Loose causes spins (2x); tight causes wall taps (2x).
  • Cushion risk/reward: Fast when you’re smooth. If you’re choppy, it’s a 2x waiting to happen. Think balance beam: look ahead, be steady, trust the throttle roll.
  • Spotter and Relative: Keep the F3 Relative box open and listen to the spotter. If you don’t know where the other car is—hold your lane, don’t move.

Expert Tips to Improve Faster

  • Pick a “no-hero” opening: First two laps of any run, drive at 90%. You’ll miss half the wrecks by simply lifting early.
  • Build a slider checklist:
    1. Run in higher entry only if you’re clearly alongside by the center.
    2. Announce “Slider.”
    3. Clear by a lane. If not, stay in your lane and abort. No “maybe” slide jobs.
  • Sprint car wing for stability: In sprints, moving the top wing back plants the rear and tames corner entry. Forward = freer car, more risk of 2x.
  • Safer gears and steering: If open setup, gear for smoother exits, not edge-of-rev. Use a slightly slower steering ratio to reduce snap oversteer.
  • Visual target: Look at the next exit cone or a board down the straight. Where your eyes go, your right foot follows.
  • Post-race review: Watch the replay at 1/2 speed for each incident. Ask “What could I control?” Entry speed, throttle roll, lane, timing? Fix one thing next race.

Common Beginner Mistakes (and How to Fix Them)

  • Chasing the cushion too early

    • Symptom: 2x wall taps, then damage and a 4x with traffic.
    • Why: The cushion demands smooth, precise hands.
    • Fix: Run middle/bottom until your car feels planted. Add the top line late in the run after two clean laps in a row.
  • Sending sliders from too far back

    • Symptom: “It would’ve worked if he lifted” 4x moment.
    • Why: Poor timing and no callout.
    • Fix: Only send if you’ll clear by mid-corner. Call “Slider,” and if it’s not there, don’t force it.
  • Throttle-stabbing in the slick

    • Symptom: Lazy spins (2x), especially off T2/T4.
    • Why: Rear tires overwhelmed mid-exit.
    • Fix: Roll in throttle. Keep the car straighter off the corner. If it steps out, breathe—not slam.
  • Not finishing the race after early incidents

    • Symptom: SR freefall and frustration.
    • Why: Fewer corners completed means each incident hurts more.
    • Fix: Reset mentally, aim for zero more incident points, and bank clean laps to dilute the damage.
  • Ignoring track evolution

    • Symptom: You’re great for 5 laps, then slide everywhere.
    • Why: Line and inputs didn’t adapt as the groove slicked off.
    • Fix: Move down a lane, slow entries, square off exits. Let the car breathe.

A Simple Practice Routine to Cut Incidents in Half

  • 15-minute solo Test session on your next race track:

    • 10 laps bottom, 10 laps middle, 10 laps top. Goal: zero wall touches, no spins.
    • Add AI at 60–70% strength. Practice making one pass per lap without contact.
    • Replay check: Mark the first throttle touch and the first wall proximity. Smooth both by 10%.
  • Race-night checklist:

    • Session Info: confirm incident limit and if it carries across heats.
    • Controls: F3 Relative on, spotter volume up, look left/right mapped.
    • Mindset: “No hero Lap 1.” First slider only if you’re clearly alongside.

FAQs

  • What incidents count on iRacing dirt?

    • Mostly 2x for loss of control or wall contact, and 4x for car-to-car contact. 0x contact can be logged without SR hit but still shows in the results.
  • Do 0x incidents hurt my Safety Rating?

    • No, 0x doesn’t reduce SR. But repeated 0x usually means you’re inches from a 4x—and racers take note.
  • What’s a good incident total for a dirt feature?

    • Under 6–8x is a strong target for most official features. Clean races happen—aim there, but don’t force speed at the cost of 4x.
  • Do incidents reset between heat and feature?

    • Often they carry over across the entire event, but it depends on the series. Always check the Session Info for that event.
  • Should I quit to save SR if I already have a few incidents?

    • Usually no. SR is incidents per corner. Finishing the race with clean laps dilutes the earlier hits and is better for SR long-term.
  • Does iRating change from incidents?

    • Not directly. iRating changes based on finish position, but incidents often cause damage, DQs, and poor finishes—so they hurt indirectly.

Conclusion

How Many Incidents Is Too Many In Iracing Dirt? If you’re aiming to improve, think 0–2x in a heat and under 6–8x for a feature, with your personal cap comfortably below the posted DQ limit. Drive 90% early, avoid low-percentage sliders, and finish the race to protect SR.

Next step: Run the 30-lap three-lane drill in a Test session, then do one AI race where your only goal is zero 2x/4x. Nail that, and the speed will come.

Suggested images (optional):

  • Labeled diagram of dirt oval lines (bottom/middle/cushion) with risk notes
  • Screenshot of iRacing Session Info showing Incident Limit and heat format
  • Side-by-side images: proper slider vs. over-commit slider entry points
  • Telemetry-style graphic showing smooth vs. stabby throttle traces on exit

If you want to learn more about dirt track racing in iRacing, join the other racers in our Discord. Everyone is welcome. We talk about dirt racing all the time and have fun league races you can join.

Join hundreds of other racers on our Discord!