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  • Walker™
    Walker™

    iRacing: 2020 Season 2 patch notes - nuove auto, una nuova pista e molto altro

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    Sono finalmente arrivate le tanto attese Patch Notes riguardanti la Stagione 2 2020 di iRacing. Nelle scorse settimane abbiamo avuto modo di vedere la nuova Porsche 718 Cayman GT4 e il nuovo damage model proprio sulla nuova GT4 e altre vetture, ma adesso è il momento di vedere cosa ci riserva per intero la nuova build.

    Beta UI

    Per quanto riguarda la UI in Beta è stato aggiunto il Custom Grid Builder, disponibile per gli eventi hosted in modalità "pratica+gara" e sono presenti diversi modi per generare automaticamente una griglia di partenza, come Top 10, Nome o iRating. 

    Anche la sezione relativa alle gare con la IA ha ricevuto un aggiornamento, creando due differenti pagine: "Seasons" e "Opponent Rosters". La prima è molto simile a quella che c'era precedentemente, dove si possono vedere, modificare e correre le stagioni con la IA, da questa pagina si potrà iniziare una stagione o una gara singola. La seconda, come lascia intendere il nome, è dedicata alla gestione del roster della IA, aggiungere un pilota IA o modificarne uno esistente. 

    Non è tutto, sono presenti infatti molti fix dedicati ai Team, il Paint Shop, la sezione dedicata agli amici e molto altro che potete trovare nel changelog in calce alla notizia.

    iRacing Simulator

    E' stata aggiunta l'Intelligenza Artificiale alla nuova Porsche 718, alla Dallara F3 e alla Audi RS3 LMS. Inoltre le seguenti piste sono state aggiunte: Brands Hatch Grand Prix, Daytona 2007 Road Course, Daytona Road Course e Summit Point Raceway. Sono stati inoltre modificati alcuni comportamenti della IA, come l'utilizzo dei freni negli ovali, la guida in sottosterzo e hanno ricevuto un aggiornamento riguardante l'uscita dalla loro pit stall.

    Le Caution DNC (Do Not Count) sono state riattivate grazie alla correzione di alcuni bug che andavano a causare problemi nel lap timing: il primo riguarda il problema della doppia linea start/finish che dava alle vetture un giro un più. Il secondo problema si verificava quando una nuova caution veniva attivata subito dopo il verde di una caution precedente o del race start: alle auto nei pit non venivano conteggiati i giri.

    Il nuovo modello di danni è stato attivato sulla Aston Martin DBR9 GT1, Chevrolet Corvette C6.R GT1, Ford GT, NASCAR K&N, Audi RS3 LMS, Porsche 718 Cayman. Sono stati fatti aggiustamenti per quanto riguarda gli effetti aerodinamici derivanti da un danno

    Molto altro è presente nel changelog, a partire da molti miglioramenti riguardanti rendering, LoD, audio e vari fix su auto e circuiti. Tra i circuiti si aggiungono un nuovo layout all'ovale di Homestead, l'Indy Oval che usa l'entrata ai pit tra le curve 3 e 4, il Lånkebanen (Hell RX) è ora disponibile per il Rallycross e infine il Texas Motor Speedway è stato completamente rifatto da zero, chi era in possesso della versione 2016 da meno di due anni riceverà questo aggiornamento in modo completamente gratuito.

    Commenti nel topic dedicato

    Quote

    This season release includes one new car, one new and a few upgraded tracks, new AI content, tire updates, and even more cars using the New Damage Model! Welcome to iRacing 2020 Season 2!

    Some highlights include:
    • Porsche 718 Cayman GT4 Clubsport MR
    • Homestead Miami Speedway - Indy Oval
    • Lånkebanen (Hell RX)
    • Texas Motor Speedway - re-built from the ground up!
    • Custom Grid Builder
    • AI Rosters Upgrade
    • New AI Content
    • Expansive tire updates
    • DNC Cautions
    • New Damage Model enabled on more cars
    • Guided Weather System
    • Dynamic Level of Detail System
    • Bass Shaker
    • Much more!

    Full 2020 Season 2 Release details are below.

    iRACING BETA INTERFACE - (03.02.25)

    Custom Grid Builder

    - A new feature, the Custom Grid Builder, has been added to the iRacing BETA Interface!
    - - The Custom Grid Builder is only available for Hosted League Sessions using the "Practice + Race" event type that are created through the iRacing BETA Interface.
    - - If the event requirements are met, the button to open the Grid Builder is accessible via the Track Options step of Create a Race (it is a blue button next to the Track Options header). Or, if you click this button, your Hosted Session will be converted to a "Practice + Race" event type.
    - - - When building a Custom Grid, you can choose a League Roster or a past League Session from which to pull participants for the event.
    - - - There are several methods available for auto-building and sorting the Custom Grid using the event participants, such as Sequential, Top 10, Name, and iRating.
    - - - There is also support for importing the results of past Team Sessions for previous League Seasons.
    - - - Once added to the Custom Grid area, each driver can be dragged around to change positions, and each driver features a detailed mouse-over tooltip to help you organize your grid. These details include: iRating, previous finish position, previous car class finish position, Season Points, and current grid position.
    - - - You can also view the Custom Grid before purchasing a League Session from the Summary page, and event participants can view the Custom Grid before entering the session from the Summary page.

    AI Races

    - The AI Races section of the iRacing BETA Interface has received an upgrade!
    - - This update splits AI Races into two pages: Seasons and Opponent Rosters.

    - The Seasons page remains very similar to what existed for AI Races previously. You can view, edit, and run your saved AI Seasons. You can use the buttons on this page to start a Single AI Race, or Create an AI Season.

    - The Opponent Rosters page is a brand new way for you to manage, view, and create AI Opponent Rosters.
    - - You can sort and filter your Opponent Rosters for viewing ease. Clicking on an Opponent Roster allows you to view or edit it. You can use the buttons on this page to start a Single AI Race, or Create a Roster.

    - The workflow for Create a Roster has been updated and consolidated to better correlate to the Create a Race Wizard.
    - - First, name your Opponent Roster and decide how many of which cars, and/or car classes you want to include. You can easily change the car number or name of the AI Drivers, and you can add, remove, copy, and drag entrants around to adjust your Opponent Roster quickly.
    - - Next, click the dropdown arrow for each AI Driver to customize their Driver Attributes, Paint Car, Helmet & Suit, or Swap Car.
    - - - New graphics, tooltips, and copying tools have been added to assist you with adjusting the Driver Attributes for your Opponent Roster.

    - Several issues with AI Races have also been fixed, including:
    - - Fixed an issue where chrome wheels were not getting saved properly for Opponent Rosters.
    - - Fixed an issue where trying to paint an unnamed AI Driver's car could cause the Paint Shop to crash.
    - - Custom Specular Maps are now supported for AI Cars through the Paint Shop. These texture maps can enhance the shine and matte finish of the vehicle.
    - - AI Car number settings are now validated correctly.

    Teams

    - The Teams section of the iRacing BETA Interface has received a top-to-bottom code revision which optimizes the performance, fixes a variety of issues, and adds some functionality that was not correctly carried over from the Classic Membersite.

    - New Teams Features:
    - - Team owners may now transfer team ownership to a team member if desired.
    - - Team search results are now paginated, instead of one long list.
    - - Team search results now display different buttons based on your status with that team.
    - - When viewing the modal window for an unjoined team, the Apply, Accept Invite, and Cancel Application buttons are now in a new banner area.
    - - When registering a Team for Team Sessions, the registration modal will now attempt to load the correct Team Paint when using a Team that has Team Paints for the selected car.

    - Fixes for Teams:
    - - The Team registration modal window should no longer hide the ability to register a new Team if another team member has already registered one of their Teams.
    - - The Teams page no longer has an empty "Tags" filter.
    - - You may no longer apply for Teams for which you are already a member.
    - - You may no longer invite members whom are already in the Team.
    - - Declining a Team invitation now always removes the Team for your Invited Teams list.
    - - There is no longer a "Remove Member" button to remove yourself from a Team; you may still leave a Team.
    - - Leaving a Team now updates your Teams page properly.
    - - Applied and Invited Teams are indicated in your Teams page for both Grid View and Table View.
    - - Unjoined Teams can no longer be added to your Favorites.
    - - When viewing a Team's info, clicking on their designated URL should now open a web browser window for you, if the URL is valid.
    - - An error message is now displayed if you attempt to register with more than one Team in a Session.
    - - Fixed an issue where users were unable to create new Teams while attempting to register for a Session.

    Up Next

    - Fixed an issue where the registration modal window would open twice when clicking the split dropdown button to Watch a Series Session while in table view.

    Current Series

    - The default sorting for Series has been changed to: "next available start time of the series race session".

    - Fixed an issue where trying to Watch a user registered for a Season Session from the Entries tab was registering you to Watch the wrong sub-session.

    Create a Race Wizard

    - A warning will now appear when you select a track without lights and the time of day selected includes time after sunset.

    Paint Shop

    - Fixed an issue where the colors selected for a car number were not being saved properly.

    Friends

    - Resolved an issue where you could not Spectate a Friend who was in a Session for which you could not register.
    - - You should now be able to Spectate any Session, regardless of the registration status, as long as the Session allows Spectating.

    Downloader

    - The Downloader will now preselect only the Car(s) and/or Track(s) that are Required when initially opening the Downloader.

    - File sizes are now displayed using both "MB" and "GB" labels.

    Active Connections

    - The true race server names are now being displayed in the Connection Information table.

    Profile Settings

    - When enabled, the "Hide Licenses" option should now correctly hide your licenses from the Menu Bar.

    - The Profile Settings menu options have been re-ordered.

    Light Theme

    - Resolved a styling issue where the active selection in the "Select a Car" modal window is now darkened for visual clarity.

    iRACING MEMBERSITE:

    - Fixed an issue where Spotters could not register for a Session if there were no available Spectator slots.

    - Fixed an issue where Team members who were not license eligible for a Session were only able to Spectate. They may now join the Team in the Session but will be forced into the Spotter role so they can not drive.

    iRACING SIMULATOR:

    Team Events

    - Fixed a bug that could cause a user's license info (SR and iRating) to not be updated after an Official Team Racing Session.
    - - This could happen when a user was a member of multiple teams that registered for the session. The race server was properly computing the license updates, but if it computed the license changes for a team on which a user did not participate after computing the license changes for a team on which a user did participate, it would overwrite the user's changes as "none".

    - Fixed an issue with registering for Team Racing sessions, and how a team's members get assigned into Open Practice servers.
    - - When you register for an iRacing-scheduled Race event far enough in advance, the system internally assigns you to an Open Practice server that is part of the same Race Series. There was an issue in how this was being done for Team racing events that could sometimes cause members of the same team to be assigned into different practice servers. The intent is that all the team's members should be put into the same Open Practice server. These "other" practice servers were not being properly set up to receive the registrations for the team members, and were rejecting the registrations.

    AI Races

    - The following cars have been enabled for AI Races:
    - - Audi RS 3 LMS
    - - Dallara F3
    - - Porsche 718 Cayman GT4 Clubsport MR

    - The following tracks have been enabled for AI Races:
    - - Brands Hatch Circuit - Grand Prix
    - - Daytona International Speedway - 2007 - Road Course
    - - Daytona International Speedway - Road Course
    - - Summit Point Raceway - Summit Point Raceway

    - AI Drivers have received additional training at the following track configurations:
    - - Daytona International Speedway - Oval
    - - Nürburgring Grand-Prix-Strecke - Grand Prix
    - - Sebring International Raceway - Club
    - - Sebring International Raceway - International

    - The following adjustments have been made to AI Drivers:
    - - AI Drivers should now avoid using brakes on suitable ovals, relying instead on just lifting.
    - - AI Drivers overall behavior at Superspeedways has been improved.
    - - AI Drivers have improved their understeer driving.
    - - AI Drivers have received additional training for exiting pit stalls.

    - The following adjustments have been made to AI Vehicles:
    - - Tire degradation algorithms have been optimized.
    - - Wheel grip changes from tire curing have been reduced slightly.
    - - The algorithm for brake heat calculations has been adjusted.

    - When running an AI event, the Simulation will now wait for you to exit the car before transitioning from one Session type to the next.
    - - The Session should run for up to 10 minutes if you remain in the car. Once you exit the vehicle, the Session type advances immediately.

    - AI Rosters now support custom specular maps for car paints.

    - Fixed an issue where the "Disable Car Damage" option was not functioning for AI Races.

    - Fixed an issue that could prevent you from getting to the "Grid" button if you went into the garage just as the Race Session was starting.

    Race Control

    - The Do Not Count (DNC) Caution laps feature has been re-enabled!
    - - Fixed a bug relating to DNC Cautions that was causing two lap timing problems:
    - - - At the start of road course races where the pace car crossed the finish timing line before the race went green, cars that had not yet crossed the finish timing line were incorrectly having an immediate first lap crossing scored. This was most easily seen at F1-style tracks where the start line is much further down than the finish line, so it was highly likely the pace car would have crossed the finish timing line before the race went green.
    - - - During races with regular Cautions, if a new Caution was triggered right as a previous Caution or start goes green, before the leaders reached the start/finish line, cars in the pits would not get their laps counted.

    - Fixed a bug that could cause a Race Server to crash under certain circumstances when Do Not Count (DNC) Caution laps were enabled.

    - Fixed an issue that was causing Race Sessions with DNC Cautions enabled to not finish if a Caution came out very late in the Session, or if the Session used a rolling start with a very low lap limit for the Session.

    - Implemented some measures to prevent users from unrealistically enhancing their tires' performance during Qualifying sessions.

    New Damage Model

    - The New Damage Model has been enabled on the following vehicles:
    - - Aston Martin DBR9 GT1
    - - Audi RS 3 LMS
    - - Chevrolet Corvette C6.R GT1
    - - Ford GT
    - - NASCAR K&N Pro Chevrolet Impala
    - - Porsche 718 Cayman GT4 Clubsport MR

    - A new scrape system has been integrated into the New Damage Model!
    - - This system simulates wear and damage caused from scraping materials, such as a car fender dragging along an Armco, or a glancing blow between two vehicles. The system takes into account the material types of the touching bodies as well as paint or other coverings.
    - - - Please note, this new scrape system is not yet active on the Dallara F3, but all other vehicles that have the New Damage Model enabled will display the scrape system.

    - Adjustments have been made to how damage states influence car aerodynamics.

    - Adjustments have been made to how damaged wheels react to pit stop repairs, and how they are tethered to vehicles.

    - Fixed an issue where some collision events were incorrectly being filtered out.

    Time of Day

    - Fixed an issue where flags would fall asleep at nighttime and cease to obey the wind.

    Weather

    - New optional parameters are now available in the iRacing BETA Interface for events created using Specific Weather known as Guided Weather!
    - - These parameters control the initial and ongoing variability from the specified weather conditions. These are displayed as percentages where 0 means no additional variability, and 100 is maximum variability. This allows some deviation from the specified weather conditions to occur, but at an amount that is customizable.
    - - - The parameters that control Guided Weather are as follows:
    - - - - Initial Variability: A setting of 0 yields weather that matches the specified weather at the start of the event. A setting of 100 allows for the maximum shift from the specified weather conditions at the start of the event. You can think of this setting as a measure of how unpredictable the weather is going to be from what is forecast (ie: what you have specified).
    - - - - Ongoing Variability: A setting of 0 yields weather that naturally changes very little from the specified weather throughout the entirety of the event. A setting of 100 will allow the weather to change similarly to what you would expect using a realistic weather pattern for the track, or how the "Generate Weather" option already functions.
    - - Guided Weather is also available for Hosted Sessions created through the Classic Membersite.

    - The prevailing winds direction computations have been updated for clouds.
    - - Clouds will now move in the same direction as the Simulation's wind.

    Rendering

    - New graphics options have been added to allow limiting the maximum number of cars and pit objects rendered in the main view and in mirrors.
    - - Reducing the number of objects rendered can improve frame rate when racing with large fields. These settings may be set independently between the main camera and Replays.
    - - These settings are located on the "Graphics" and "Replay" tabs of the Options screen, as new drop down lists of presets of combinations of the limits.
    - - - These presets control the following settings inside the "RendererDX11.ini" file:
    - - - - [Graphics Options]
    - - - - - MaxPitObjsToDrawInMirrors
    - - - - - MaxPitObjsToDraw
    - - - - - MaxCarsToDrawInMirrors
    - - - - - MaxCarsToDraw
    - - - - [Replay Options]
    - - - - - MaxPitObjsToDrawInMirrors
    - - - - - MaxPitObjsToDraw
    - - - - - MaxCarsToDrawInMirrors
    - - - - - MaxCarsToDraw
    - - Please note that the pre-existing options, "Max Cars", specifies the requested number of cars to be transmitted to your client from the race server. These new rendering settings are separate, and indicate which of those cars are to be rendered. Only the cars transmitted to your local client will be available in your session and your replay. So, for best results, set the "Max Cars" setting as large as your connection can handle, so your client is transmitted data for as many cars as possible in the event, and then limit how many are rendered at any one time using the new "MaxCarsToDraw" settings.

    - The amount of reflective sparkles seen on car bodies from headlights and stadiums lights at night has been reduced slightly.

    - HDR frame buffers are now enabled by default when using the "Class 1" Graphics config.

    - Fixed an issue where a glowing tire could sometimes be seen during pit stops.

    Dynamic Level of Detail System

    - The Dynamic Level of Detail (LOD) System has been replaced with an improved system.
    - - LODs adjust the complexity of the objects in the world as the camera changes distance from the objects in order to optimize appearance and performance.

    - When the Dynamic Level of Detail system is enabled, you specify a minimum acceptable (target) frame rate (FPS), and the Simulator will automatically adjust the LOD selection to maximize quality while helping your PC better maintain the target frame rate. For instance, if the actual frame rate falls below the target frame rate, the system will automatically reduce the LODs of the cars, characters, track-side objects, pit area objects, track surfaces, walls, and fences to improve your frame rate. Conversely, if the frame rate increases beyond the target frame rate, the system automatically increases the Level of Detail to improve the visual quality of everything in the world. The overall result is a much improved frame rate at the most visually intense spots on track, and a much improved visual quality whenever the frame rate is more than acceptable. The system is highly configurable, and is setup with recommended values by default.

    - The new settings for Dynamic Level of Detail can be found on the Options screen. The settings on the Graphics tab adjust the LODs behavior for when the camera is in the car, and the settings on the Replay tab adjust the LODs behavior for when the camera is outside of the car. The settings are as follows:
    - - "Dynamic LOD FPS" Target:
    - - - This is the primary value for this system, your minimum acceptable frame rate. For instance, if you are using a VR headset running at 90Hz, try setting this value to 90. Or, if you are using VSYNC, try setting this value to the VSYNC refresh rate or just above it. If you are streaming iRacing at 60Hz, try setting this value to 60. Generally, you want to set the target to a low frame rate, the bare minimum you want to maintain, such as 60, 75, or maybe as high as 90 or more for VR. If you set this value very high, and your PC cannot run that fast, it will cause the detail to become very low. In which case, you may want to reduce other settings to help improve FPS and the resulting quality.
    - - "Dynamic LOD Cars" and "Dynamic LOD World":
    - - - Each of these settings are drop down lists of presets that will set the Dynamic LOD limits for you. They range from "Max Dynamic" to "Off". Setting these both to "Off" disables the Dynamic LOD system completely. The "Cars" drop list affects the dynamic objects, such as cars, pit crews, loose car parts, flying cones, etc. The "World" drop down list affects grandstands, trees, buildings, light poles, track surface, etc. The "+/- max" is the best setting to start with, it allows the full range of LOD adjustment, from the lowest to the highest. Other presets reduce the range that the LODs may be dynamically altered from normal, and there are also presets to only decrease detail (never raise it past normal) or to only increase detail (never lower it below normal).

    - These options may be manually altered for additional control inside of the "RendererDX11.ini", in which case the Options screen will show "Customized" for the selected preset. The options are named as follows:
    - - [Graphics Options]
    - - - LODMinFPSTarget
    - - - LODPctDynoMirrorsMax
    - - - LODPctDynoMirrorsMin
    - - - LODPctDynoMax
    - - - LODPctDynoMin
    - - - LODPctMirrorsMax
    - - - LODPctMirrorsMin
    - - - LODPctMax
    - - - LODPctMin
    - - - LODMinFPSTarget
    - - [Replay Options]
    - - - LODMinFPSTarget
    - - - LODPctDynoMirrorsMax
    - - - LODPctDynoMirrorsMin
    - - - LODPctDynoMax
    - - - LODPctDynoMin
    - - - LODPctMirrorsMax
    - - - LODPctMirrorsMin
    - - - LODPctMax
    - - - LODPctMin
    - - - LODMinFPSTarget

    Visual Effects
    - Bloom algorithms have been adjusted slightly.

    Audio

    - Support has been added for a new LFE base shaker and sub woofer sound channel. Users can select a sound card and speaker to play low frequency sounds generated from in-game audio and physics. In-Sim users can adjust the overall volume level of this effect.
    - - In addition, the mix for each effect can be adjusted in the "app.ini" file as follows:
    - - - [BaseShaker]
    - - - - enableGameEffects=1 ; Enable game audio based vibrations for base shakers
    - - - - enablePysEffects=1 ; Enable physics based vibrations for base shakers
    - - - - volGameMaster_dB=-5.000000 ; How much to duck or raise volume of the game audio base shaker effect, in Decibels
    - - - - volPhysMaster_dB=0.000000 ; How much to duck or raise volume of all physics based base shaker effects, in Decibels
    - - - - volPhysCarBodyAccel_dB=0.000000 ; How much to duck or raise volume of the car body acceleration base shaker effects, in Decibels
    - - - - volPhysEngineRPM_dB=-20.000000 ; How much to duck or raise volume of the engine rpm base shaker effects, in Decibels
    - - - - volPhysGearChange_dB=0.000000 ; How much to duck or raise volume of the gear change base shaker effects, in Decibels
    - - - - volPhysRevLimit_dB=-3.000000 ; How much to duck or raise volume of the rev limit base shaker effects, in Decibels
    - - - - volPhysRumbleStrip_dB=-6.000000 ; How much to duck or raise volume of the rumble strip base shaker effects, in Decibels
    - - - - volPhysWheelSlip_dB=-2.000000 ; How much to duck or raise volume of the wheel slip base shaker effects, in Decibe

     

     

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