The rules
What Vela2D enforces
Touching a mark (RRS 31). Hit a mark and you owe a One-Turn Penalty. A full 360°
containing one genuine tack and one genuine gybe, in the same direction. Weaving back and
forth doesn't count. This is the real penalty from the real rulebook (RRS 44.1 and 44.2).
Finishing with a penalty still owed is a DSQ. Do your turn when you get it.
OCS. Over the line at the gun, and you must return below it before starting.
Correct side, correct order. Miss a mark or round it the wrong way and the leg doesn't
count.
The marks are really rounded. This one took me three tries to get right. A boat used to
get credit for a mark by crossing the correct side of it, which meant you could sail straight
past and the game would tick the leg off anyway. It doesn't any more. It runs the
Sail the Course definition's own test, where the string representing your track, pulled
taut, has to lie on the required side of the mark. Same test for me, same test for the AI.
The whole fleet finishes. There's a 48-race test matrix that runs every venue, every
course and every wind, and all 48 races finish with all 192 boats finishing. No disqualifications
and no retirements. Older builds used to leave the odd boat parked head to wind in light air with
a dash next to its name, and that bothered me more than it probably should have.
Right-of-way, and who keeps clear
You can foul the AI fleet, and they can foul you. Hulls have real extent now, so boats
touch instead of passing through each other. The fleet sails to the same rules you do. Nobody
gets a private version. A foul costs the boat that had to keep clear a Two-Turns Penalty
(RRS 44.1, made the way 44.2 describes): two full 360s, each with a genuine tack and a
genuine gybe, in the same direction. Same machinery as the mark-touch penalty above. Still owed
at the finish and you're DSQ.
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Rule 10, opposite tacks. A port-tack boat keeps clear of a starboard-tack boat. The big
one, and the reason "Starboard!" is the most-shouted word on a racecourse.
- Rule 11, same tack, overlapped. The windward boat keeps clear of the leeward boat.
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Rule 12, same tack, not overlapped. The boat clear astern keeps clear of the boat clear
ahead.
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Rule 18, mark-room. Inside the three-hull-length zone an overlapped inside boat
is entitled to room to sail to the mark, round it on the required side, and leave it astern.
That often reverses the answer rules 10, 11 and 12 would give, which is why I left the
zone unjudged until I could judge it correctly. Entitlement is decided by
who reaches the zone first (the 2025 change, not by who is clear ahead), and the boat
that owes room keeps owing it even if the overlap later breaks. Take your room and you are
exonerated for the Section A rule you broke taking it.
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Rule 14, avoid contact. If reasonably possible, a boat shall avoid contact with another
boat, not cause contact between boats, and not cause contact between a boat and an object that
should be avoided. A boat with right of way, or one sailing within the room or mark-room she's
entitled to, doesn't have to act until it's clear the other boat isn't keeping clear or giving
room. The let-off lives in rule 43.1(c), not in rule 14: a right-of-way boat is
exonerated for breaking rule 14 only if the contact causes no damage or injury.
So "I had right of way" is not a licence to hit someone.
Cite: World Sailing, Racing Rules of Sailing 2025–2028.
Rules I haven't modelled
Here's what the game doesn't know yet, so you're not surprised by it mid-race.
- Rule 13, while tacking. A boat tacking keeps clear until she's on a close-hauled course. Not modelled.
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Rules 15, 16 and 17. Acquiring right of way, changing course, and proper course. Not
modelled.
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Rules 18.3 and 18.4, tacking and gybing in the zone. Separate rules from the mark-room
entitlement above, and not modelled. A boat that tacks inside the zone is simply released from
the mark-room latch and handed back to the rules above, rather than judged under 18.3.
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Two mark-room exceptions I left out, and which way they're wrong. 18.1(a)(2) and
18.2(d) both turn on something the simulation can't see. A boat's intended course after the
mark, and whether the outside boat was able to give room. Leaving them out can only
apply rule 18 where the rules wouldn't, which gives more room, never less. So it can
produce a wrong call against an outside boat, but it can't strip an inside boat of the
protection the rule exists to give her. If I had to pick a direction to be wrong in, that's
the one.
- No protests. The penalty is applied on the water or not at all.
Cite: World Sailing, Racing Rules of Sailing 2025–2028.
What I haven't built yet
The list gets shorter. Slowly.
The start is the only pre-race phase. No general recalls, no black flag, no shortened
course. There's no pre-start tactics beyond the start itself.
Weather is realistic, but it isn't live. Each venue's wind comes from that location's
observed climatology, and the tidal current is a modelled scenario you pick, not today's
forecast. Connecting it to live weather is the plan. It isn't done.
No leaderboard, and nowhere to save a time. You sail a race, you get a time, and then
it's gone. The simulation is deterministic so a verified board is possible, and I want it. It
needs accounts, and I haven't built those either.
The rules gaps are listed above, and I'd rather they sat on the page than surprised you on
the water.
Found something that looks wrong for the water you actually sail? That's the most useful thing
you can send me.
Tell me what's wrong →