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  1. Con l'ormai imminente arrivo in iRacing della nuova modalità di gare su sterrato (l'ormai famoso "dirt"), il team del simulatore americano annuncia la nuova partnership con la World of Outlaws, ovvero la serie USA che include le tre categorie delle gare che si disputano su sterrato. Aspettiamoci quindi di vedere prima o poi un pilota virtuale "dirt" correre su un vero ovale tutto sporco di fango! Qui di seguito il comunicato stampa ed il trailer di lancio. iRacing.com and the World of Outlaws announced today that iRacing will become the World of Outlaws exclusive online racing partner. The agreement brings the world’s leading online motorsports simulation service together with North America’s premier dirt track racing series and comes as iRacing prepares to launch its highly anticipated dirt racing feature on March 29. Known around the racing world as “The Greatest Show on Dirt,” the World of Outlaws sanctions nearly 140 events a year throughout North America as part of the World of Outlaws Craftsman® Sprint Car Series and the World of Outlaws Craftsman Late Model Series, while iRacing’s 235,000 plus member subscribers race dozens of precisely-modeled cars on laser-scanned versions of nearly 100 of the world’s greatest ovals and road courses. “We couldn’t be happier than to be associated with the World of Outlaws at the dawn of our online dirt racing feature,” says Steve Myers, Executive Vice President and Executive Producer for iRacing.com. “iRacers around the world are already eager to try their hands at dirt racing, and our partnership with the World of Outlaws will ramp up their enthusiasm to another level.” “This is really exciting news for World of Outlaws fans and competitors,” says Ben Geisler, Chief Marketing Officer of the World of Outlaws. “iRacing is recognized around the world for delivering a remarkably authentic racing experience, and we can’t wait for our fans to see for themselves what it’s like to race our cars at legendary tracks like Eldora, Williams Grove, and Volusia Speedways.” The agreement is part of a long-term commitment by iRacing and the World of Outlaws to integrate their brands in the dirt and online racing communities. In addition to the World of Outlaws Craftsman Sprint Car and Late Model Series, the World of Outlaws’ grassroots sanctioning body, DIRTcar Racing will be partnering with iRacing to bring authenticity to the entry level divisions featured as part of the dirt launch. DIRTcar Racing sanctions thousands of races in more than a dozen divisions ranging from Street Stocks to Pro Late Models and more at hundreds of tracks across the United States and Canada. In collaboration, iRacing plans to develop online versions of a variety of DIRTcar Racing series as a core element of its new dirt racing feature. To learn more about World of Outlaws and to take advantage of special offers visit www.worldofoutlaws.com
  2. VELOCIPEDE

    iRacing: nuova build e "dirt" video in VR

    Il team di iRacing rilascia oggi la nuova build Season 2 2017. L'update, oltre al consueto numero di bugfix e perfezionamenti, fra le novità e migliorie più interessanti, ci offre il tracciato Bullring del Las Vegas Motor Speedway, dedicato alle vetture Nascar ed importanti upgrades alle gomme delle vetture GT3, compresa la Porsche 911 GT3 Cup. Tutti i dettagli sul forum. The Bullring at Las Vegas Motor Speedway is coming as a new piece of content, and provides another short track for those who like rough and tumble left turn-only racing. On the features side, the most impactful update for the most amount of people will be the GT tire update. Taking lessons learned from the sweet feeling Porsche 911 GT3 Cup car, a lot of the other "tin-top" cars will receive the same treatment in Season 2, making for a more forgiving and realistic feeling experience. Per quanto riguarda invece l'attesa modalità sterrato, spostata in rilascio a fine marzo, ci viene mostrato oggi uno spettacolare video di anteprima con la Sprint Car sul circuito dirt di Williams Grove, utilizzando il visore Oculus VR.
  3. VELOCIPEDE

    iRacing: "dirt" ancora in ritardo...

    Steve Myers, vice presidente del gruppo iRacing, ha annunciato con il breve comunicato che potete leggere qui sotto, l'ulteriore ritardo della modalità sterrato (l'ormai noto "dirt") per il simulatore americano. Non sarà quindi presente nel prossimo aggiornamento in uscita il 7 marzo, ma è attualmente prevista per il 29 marzo. Sarà la volta buona? Hi all, I know that the excitement to finally start racing on dirt is very high! We are so very close to be able to get our first go at this out but we have a few open issues that we would like to get in a better place before we do that. So we have made the decision to NOT release dirt next week. What we have decided though is that we are going to officially target a release of some kind of oval dirt racing by March 29th. If the open issues are fixed quickly it very well could be before the 29th but we are committing to do our best to release some combination of the dirt content by March 29th. Thanks for your patience and we really are excited at how this is turning out and we think you will love it! Steve Myers
  4. VELOCIPEDE

    iRacing ci presenta 2 nuove piste in video

    Il team di iRacing ci presenta in video una delle prossime novità del simulatore americano: si tratta del veloce tracciato speedway sterrato di Volusia che, come potete notare dal trailer, sarà parecchio divertente. Un paio di giorni fa, sempre in video, ci è stato presentato anche il piccolo ovale in asfalto di Las Vegas. Vi ricordiamo che la nuova build di iRacing sarà rilasciata il 7 marzo. Announcing Volusia Speedway Park as the latest addition to iRacing's dirt track lineup. Coming Soon.
  5. Pur se ancora in fase beta, vi segnalo l'interessante servizio offerto a tutti i piloti di iRacing dal portale di Virtual Racing School. In sostanza si tratta di un pacchetto pensato specificatamente per la crescita tecnica e sportiva di un pilota virtuale, con supporto diretto che parte dall'analisi di una telemetria dettagliata creata ad hoc ed integrata nel software. Grazie all'opzione Casual, che è gratuita, è possibile provare le funzionalità di base che in futuro saranno estese anche ad altri simulatori di guida, qualora ci sia richiesta da parte degli utenti. Commenti sul forum. Modern racing simulation technology by iRacing.com is giving users an unparalleled and unprecedented experience which closely replicates on track racing. As such, drivers are able to develop their skills from the comfort of their own homes. However, without any guidance, their practice is not as efficient as it could be. Virtual Racing School offers the technology and the support network that will enable a new generation of drivers to develop their skills using online racing simulators. Our mission is to first Create the Next Generation of iRacing Champions and ultimately to Create the Next Generation of Motorsports Champions.
  6. Pur se ancora in fase beta, vi segnalo l'interessante servizio offerto a tutti i piloti di iRacing dal portale di Virtual Racing School. In sostanza si tratta di un pacchetto pensato specificatamente per la crescita tecnica e sportiva di un pilota virtuale, con supporto diretto che parte dall'analisi di una telemetria dettagliata creata ad hoc ed integrata nel software. Grazie all'opzione Casual, che è gratuita, è possibile provare le funzionalità di base che in futuro saranno estese anche ad altri simulatori di guida, qualora ci sia richiesta da parte degli utenti. Modern racing simulation technology by iRacing.com is giving users an unparalleled and unprecedented experience which closely replicates on track racing. As such, drivers are able to develop their skills from the comfort of their own homes. However, without any guidance, their practice is not as efficient as it could be. Virtual Racing School offers the technology and the support network that will enable a new generation of drivers to develop their skills using online racing simulators. Our mission is to first Create the Next Generation of iRacing Champions and ultimately to Create the Next Generation of Motorsports Champions. https://virtualracingschool.com/
  7. VELOCIPEDE

    iRacing Build Season 2 2017 previews

    Il team di iRacing inizia a presentare quale sarà il menu della prossima Build Season 2 del simulatore americano, attesa nel mese di marzo. Dovrebbe essere certo l'arrivo di vetture e circuiti da sterrato (il famigerato "dirt"), anche se non abbiamo ancora la conferma ufficiale, mentre è certo il nuovo ovale corto del Las Vegas Motor Speedway, che vedete nelle immagini qui sotto. Attention short track fans - the 3/8th mile Bullring @ Las Vegas Motor Speedway is coming to iRacing! Due this March for the Season 2 build
  8. Il team di iRacing inizia a presentare quale sarà il menu della prossima Build Season 2 del simulatore americano, attesa nel mese di marzo. Dovrebbe essere certo l'arrivo di vetture e circuiti da sterrato (il famigerato "dirt"), anche se non abbiamo ancora la conferma ufficiale, mentre è certo il nuovo ovale corto del Las Vegas Motor Speedway, che vedete nelle immagini qui sotto. Attention short track fans - the 3/8th mile Bullring @ Las Vegas Motor Speedway is coming to iRacing! Due this March for the Season 2 build
  9. Davvero molto interessante è l'articolo pubblicato da Virtual Racing School, che ha intervistato Brad Dias, pilota virtuale appassionato di iRacing ed al contempo pilota reale, in entrambe i casi della monoposto di Formula Renault. Brad ha spiegato le tante similitudini tra virtuale e reale ed in quale misura e modo il simracing lo aiuti nella pista vera. Now you’re in Hong Kong, readying for the Asian Formula Renault series. How’s iRacing helping with that? I’m practicing the same techniques and skills which you need on the real track. In iRacing, whatever good habits you pick up also apply in real racing. iRacing has the Formula Renault, which is nearly identical except for the tyre I’m racing with. I’m also practising a lot with the Skip Barber, which because it’s slower, I tend to better analyse my driving style. Another benefit is that it helps me become more adaptable with my driving. I really wish I could go back and have started sim racing years ago, when I started racing in real life. I think my progress would have been even better.
  10. VELOCIPEDE

    iRacing dirt si mostra in video!

    Dopo le immagini di anteprima delle ultime settimane, arriva finalmente un breve filmato che ci mostra in azione in pista l'attesa novità "sterrato" (o dirt come dicono gli americani) della prossima build di iRacing. Cosa ve ne pare? Di sicuro ci sarà da divertirsi... Dirt racing is coming soon to iRacing.com. Welcome to a whole new world of racing. This footage is from a work in progress
  11. VELOCIPEDE

    Nuovi screens "dirt" per iRacing

    Tramite i social network, il team di iRacing ci mostra alcuni nuovi screens di anteprima del lavoro in corso sullo sterrato per iRacing, ormai di prossimo arrivo. Truckin' @EldoraSpeedway. #DIRT is coming soon to a PC near you. The dirt cushion is now implemented for our #DIRT testers, which moves up the track over the course of a race. @peakauto
  12. La spettacolare Porsche 911 GT3 Cup è disponibile ormai su numerosi simulatori di guida: il trailer qui sotto ci propone il confronto diretto della vettura tedesca su Assetto Corsa, Automobilista ed iRacing, utilizzando la viasuale dall'abitacolo e l'inquadratura esterna televisiva. Voi quale preferite?
  13. Con il trailer che potete ammirare qui sotto, il team di iRacing annuncia la nuova licenza Porsche per il simulatore americano, con l'arrivo entro gennaio della nuovissima Porsche 911 GT3 Cup. iRacing today announced a partnership that will see the popular online motorsports simulation service create digital models of the German automaker’s iconic race cars, beginning with the recently updated Porsche 911 GT3 Cup (991 II). The new 911 GT3 Cup is employed by customer sports teams to compete in 20 race series organized by Porsche across the globe, like the Porsche Carrera Cup Germany, the GT3 Cup in the USA and the international Porsche Mobil 1 Supercup – making it the world’s most produced and most used GT race car. Now, the 911 GT3 Cup finally arrives in the online racing world. Additional Porsche models will be announced as they become available. This post has been promoted to an article
  14. Sapevamo benissimo che, dopo il rilascio della Porsche GT3 Cup su iRacing, non sarebbero mancati i video di confronto con la stessa vettura ufficiale presente in Assetto Corsa. Ecco quindi un trailer realizzato da DigiProst che mette in paragone diretto al Nurburgring la vettura tedesca del sim americano, con quella creata dalla Kunos Simulazioni. Voi quale preferite?
  15. VELOCIPEDE

    iRacing: ecco la Porsche 911 GT3 Cup !

    Come promesso entro Gennaio, il team di iRacing ha rilasciato per il simulatore americano la spettacolare e godibilissima Porsche 911 GT3 Cup, vettura protagonista di numerosi trofei monomarca, come il ben noto Porsche Mobil 1 Supercup che accompagna la Formula 1, ma anche vari campionati Gran Turismo, come quello italiano. The Porsche 911 GT3 Cup is here and ready to be raced! Raced in more than 20 race series around the world, including the Porsche GT3 Cup Challenge USA and the Porsche Mobil 1 Supercup in support of the FIA Formula One World Championship, the Porsche 911 GT3 Cup is the world's most produced and most used GT race car. With its potent, aluminum, 4 liter, flat 6 installed in the rear of its 1200 kg chassis, the Porsche 911 GT3 Cup is a demanding car to master, but one which delivers ample rewards to those who do. You can purchase and download the Porsche 911 GT3 Cup here.
  16. Our first major team endurance race of the year - the 2017 iRacing 24 Hours of Daytona - kicks off tomorrow around 13:30 GMT (8:30AM EST). Watch our broadcast of the top split LIVE here on Facebook or on iRacing.com/live, with coverage from RaceSpot, Global SimRacing Channel, and v8sonline.
  17. VELOCIPEDE

    iRacing: parliamo ancora di "dirt"

    Si torna a parlare di sterrato (dirt appunto) per iRacing, in quanto il campione NPAS Tyler Hudson ha annunciato di essere entrato nello staff tecnico del simulatore americano ed ha iniziato a provare tutte le caratteristiche "dirt" del software. Nel lungo messaggio, Tyler ha anche confermato che la prima release alpha dirt sarà rilasciata ai beta testers la prossima settimana. 2013 NPAS Champion Tyler Hudson offers his initial thoughts on iRacing’s upcoming Dirt feature Just this week I accepted a job at iRacing working in the customer service department working with Nim, Susan, Angela and the rest of the team including helping Shannon as well with the WC series. I am very excited about it and chomping at the bit to get going. I look forward to doing my best to help iRacers for many years to come. I don’t officially start for a couple weeks. I will be flying up to Bedford to start my training on the various systems they use and start my training. The only bummer is I will not be allowed to race in the NASCAR Peak World Championship Series but I’ll still be racing everything else when I can so that will be fun! I also already started to get some employee perks. The guys let me try out the dirt content last night and after sending Steve a wall of text about it he thought it would be a good idea to post it in the forums! I’m also told Dirt is going to all alpha testers this week. First, let me start by saying most of my real world racing experience is on dirt tracks, from karts, mini stock and street stocks to late models. Not an extraordinary amount, but more than any other form of racing. So I can honestly say that climbing into iRacing’s version of a dirt late model took me by a huge surprise. From the start I had the sensation I was back in my race car; not from the adrenaline rush as much as the fact that the driving sensation and feedback were like no other car I’ve ever driven in the sim. There is so much to say about the many different cars iRacing is developing, but I'll make this as short as possible. These guys have nailed it. Sure, there are some minor issues as with anything in development, but they blew this one out of the park. Maybe it's because we dirt fans/racers have been left out for so long, we haven't had anything worth playing since the PS2 game World of Outlaw Sprint Cars or Dirt to Daytona, but believe me, this is the real deal. The track changes.... A LOT, visually and grip wise. That is a huge part of what makes dirt racing what it is, so you'll be happy to hear that. You legitimately have to search for moisture in the track for grip. After 10 laps around the bottom at Eldora, the grip had fallen off by half a second and - visually - you could SEE the track change color from wet to dry dirt. I followed the moisture every lap until I was up by the wall. Then I went back to the bottom and was 3 tenths slower than up top where it was still a little damp. Eventually, I had gotten all the initial moisture out of the track from the bottom to the top, and virtually from the inside wall to the outside wall ran almost identical lap times. This will be great for searching for grip and racing. Oh, but that's not all. I backed out, set the track state to 100% and went back out. THERE'S A CUSHION!! I couldn't really see the cushion, as I understand that's still in development, but boy you sure can feel it! And the grip it provides will make dirt racing on iRacing genuine, authentic and as real as it gets. I’ve seen a lot of forum posts by people worried by some of the pictures that the late model won't "get up on the bars." Well let me tell you, it took some messing around in the garage, but it does. I haven't found a way to make the car as far up on the bars as I’d like, but maybe that's another item in development -- or for a crew chief way better than me! I was able to twist the rear end and float the left front - everything you see in pictures of real race cars. I'm telling you guys, I am amazed at what iRacing has done. I am thrilled to be a part of it, to help develop it and I can’ wait to see how much further we can push the envelope in motor sports simulations. This is ground breaking stuff: No other game on the market has even scratched the surface at what these guys have already done with dirt – and it’s getting better every day. As I understand it there is still quite a bit of work to do but all the hype will be worth it. I can't wait to turn laps with other cars on the track. Oh, and did I even mention the Ford Fiesta?!?!? No? Well we'll save that for another day. =)
  18. VELOCIPEDE

    iRacing: Porsche in arrivo a Gennaio!

    Con il trailer che potete ammirare qui sotto, il team di iRacing annuncia la nuova licenza Porsche per il simulatore americano, con l'arrivo entro gennaio della nuovissima Porsche 911 GT3 Cup. iRacing today announced a partnership that will see the popular online motorsports simulation service create digital models of the German automaker’s iconic race cars, beginning with the recently updated Porsche 911 GT3 Cup (991 II). The new 911 GT3 Cup is employed by customer sports teams to compete in 20 race series organized by Porsche across the globe, like the Porsche Carrera Cup Germany, the GT3 Cup in the USA and the international Porsche Mobil 1 Supercup – making it the world’s most produced and most used GT race car. Now, the 911 GT3 Cup finally arrives in the online racing world. Additional Porsche models will be announced as they become available.
  19. Il team di iRacing ci presenta ufficialmente la 6° edizione della spettacolare Pro Racing of Champions, ovvero la gara dei campioni, un evento benefico online che vede la partecipazione in pista di tanti piloti reali, campioni del calibro di Rubens Barrichello, Stefan Johansson, Will Power, Denny Hamlin, Alex Gurney, Stefan Wilson, Andy Priaulx e tanti altri. La gara si svolgerà a bordo delle Dallara DW12 IndyCars per 50 giri sul circuito di Phoenix International Raceway e sarà possibile seguirla dal vivo in diretta anche dal link qui sotto. Some of the top professional race drivers from the around the motorsports world will compete online in the 6th Annual iRacing Pro Race of Champions on Wednesday, December 14. The event will see the pros race their digital Dallara DW12 IndyCars for 50 laps on iRacing’s laser scanned version of Phoenix International Raceway beginning at 9 p.m. eastern time. The race will be broadcast on iRacingLive, with iRacing pledging to donate $2,500 to Justin Wilson Children’s Fund in the name of the race winner. CXC Simulations, who will be hosting several competing drivers at their California based headquarters, will be contributing an additional $1,500 to the Wilson charity fund. Among the drivers expected to compete in the race are former Formula One/IndyCar drivers Rubens Barrichello and Stefan Johansson, IndyCar champion Will Power, NASCAR star Denny Hamlin, IMSA champion Alex Gurney, 24 Hours of Le Mans winners Nick Tandy and Gustavo Menezes, and NHRA Funny Car champion Ron Capps. Other noteworthy competitors include X-Game Rallycross gold medalist Mitchell DeJong, IndyCar’s Stefan Wilson, NASCAR’s Timmy Hill and iPROC’s first father/son duo: triple World Touring Car champion Andy Priaulx and his son Sebastian, winner of the 2016 Ginetta Winter Series. In addition, IndyCar team owner Sam Schmidt will race using a CXC simulator equipped with semi-autonomous technology and looks to improve upon his 16th place finish in last year’s race. “The iRacing Pro Race of Champions is a fun and unique event,” says Tony Gardner, president of iRacing.com. “Where else will you find stars from open wheel, sports, stock and touring cars competing head-to-head with one another and with top rallycross and drag racers? And it’s for a great cause. Justin Wilson was a big supporter of iRacing and a regular competitor in the iRacing Pro Race of Champions. We’re pleased to join with CXC Simulations in honoring his legacy with a contribution to the Justin Wilson Children’s Fund.” Former iPROC winners include Hill, Phillip Eng and Kiwis Richie Stanaway and Shane Van Gisbergen. Tune-in to iRacingLive at 9 pm on December 14 and see who will join them as an iPROC champion. This post has been promoted to an article
  20. Our 2017 Season 1 Release Notes have been posted! Notable additions to iRacing include: • World State Triple Buffering that should eliminate some framerate choppiness • Replays can record voice chat • Heat haze effect • Animated support characters • Additional spotter commands • Visor tear-offs • Hand-over-hand steering for some vehicles • Telemetry upgrades • New V8 Supercar tires • New peripheral lighting functionality Full details on the release are below. Welcome to 2017 Season 1! This season release includes a host of updates and balance tweaks. Some highlights include: • World State Triple Buffering that should eliminate some framerate choppiness • Replays can record voice chat • Heat haze effect • Animated support characters • Additional spotter commands • Visor tear-offs • Hand-over-hand steering for some vehicles • Telemetry upgrades • New V8 Supercar tires • New peripheral lighting functionality Full details on the release are below. For an in-depth description of what’s coming to iRacing in the near future, check out this post from Tony Gardner: http://members.iracing.com/jforum/posts/list/3510448.page Have fun out on the track! CHANGE LOG: Website – Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page. – The Sporting Code URL has been updated. – Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions. – Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time. Simulation – Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time. Loading – Track loading has been restructured to reduce the peak memory usage of the Simulator. Race Control – Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed. Dynamic Track – The marbles texture has been updated to provide more accurate information on marble density. – Fixed an issue that could allow the server to create track dust when processing client updates. World State Triple Buffering – This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different. – Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate. – With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business. DirectX 9 – Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve them. DirectX 11 – Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used. – Fixed several bugs with Low Res. particles for multi-views. – Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons. Weather – A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options. Driver – Visor tear-offs have been added to all drivers of vehicles that do not have a windshield. – – The default manual control for performing a visor tear-off is Alt+T. – – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty. – A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes: – – Global Mazda MX-5 Cup – – Legends Ford ’34 Coupe – – McLaren MP4-30 – – NASCAR Camping World Chevrolet Silverado – – NASCAR Camping World Toyota Tundra – – NASCAR Sprint Cup Chevrolet SS – – NASCAR Sprint Cup Ford Fusion – – NASCAR Sprint Cup Toyota Camry – – Street Stock Spotter – Two new options have been added to the “[sPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you: – – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you. – – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you. Pit – Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall. – – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters: – – – High = Fully animated pit crew characters (currently only pit support crew members) – – – Medium = Static pit crew characters – – – Low = No pit crew characters are displayed, only pit box objects – – – Off = Nothing at all – Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car. Pace Car – The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R. – The official iRacing skin has returned to the pace car. Replay – All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay. – – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way. – – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”. – – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay. – – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session. Video Capture – The video capture API has been updated to work around an NVidia driver issue. – – This should fix the issue where videos are coming out black using the most recent NVidia drivers. Telemetry – New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.). – New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip. – A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button. – A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1). – New 360 Hz telemetry output has been implemented! – – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here: – – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled. – – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled. – – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins: – – – XXshockDefl_ST = Shock Position – – – XXshockVel_ST = Shock Velocity – – – SteeringWheelTorque_ST = Steering Wheel Torque – – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine. – A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry. EasyAntiCheat – This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues. Peripherals – Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag. – Added several new options the [External Displays] section of the “app.ini” file: – – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations. – – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations. – – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators. – – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color. – Fixed a bug with keyboard LED shift indicators on Logitech keyboards. CARS Aston Martin DBR9 GT1 – Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008. – Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1. – Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Fuel economy has been slightly increased. – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – Fixed a bug that caused headlight flashing of opponent cars to be invisible. – Season setups have been updated. Audi R8 LMS GT3 – Fuel consumption has been slightly increased for GT3 BoP. BMW Z4 GT3 – Slightly increased aero drag for GT3 BoP. – Fuel consumption has been slightly reduced for GT3 BoP. – Realigned the external mirrors with the appropriate bezel. – Fixed an issue where a driver could not see all of the digits on the blue backlit display. Chevrolet Corvette C6.R GT1 – Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Inner headlights are now enabled during the daytime. – Season setups have been updated. Chevrolet Corvette C7 Daytona Prototype – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle. Chevrolet Monte Carlo SS – Season setups have been updated. Dallara DW12 – Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing. – A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this. – Season setups have been updated. Ford Falcon FG V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. Ford GT GT3 – Season setups have been updated. Ford Mustang FR500S – Driver viewpoint has been adjusted to better suit VR. Holden Commodore VF V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. HPD ARX-01c – This vehicle now uses PBR shaders. – The color of the wheel rims for this vehicle can now be changed. – Fixed an issue with the pivot of the right-front wheel. Kia Optima – Mirror quality has been improved. Lotus 79 – This vehicle now uses PBR shaders. – Fixed a corruption issue with the rear rim textures. McLaren MP4-30 – We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled. Mercedes-AMG GT3 – Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions. – – For more information, see: http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419 Modified – SK – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Season setups have been updated. NASCAR Nationwide Chevrolet Impala circa 2011 – Season setups have been updated. NASCAR Sprint Cup Chevrolet SS – Season setups have been updated. NASCAR Sprint Cup Ford Fusion – Season setups have been updated. NASCAR Sprint Cup Toyota Camry – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Pontiac Solstice – Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars. Pro Mazda – Star Mazda has been officially renamed Pro Mazda! – Star Mazda wing decal has been replaced with the Pro Mazda decal. Ruf RT 12R Track – Season setups have been updated. SCCA Spec Racer Ford – This vehicle now uses PBR shaders. Silver Crown – Season setups have been updated. Skip Barber Formula 2000 – This vehicle now uses PBR shaders. Street Stock – Season setups have been updated. Super Late Model – Season setups have been updated. V8 Supercar Ford Falcon circa 2012 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. TRACKS Circuit des 24 Heures du Mans – Additional tweaks to checkpoint placement and added one additional checkpoint. This post has been promoted to an article
  21. Among the drivers expected to compete in the race are former Formula One/IndyCar drivers Rubens Barrichello and Stefan Johansson, IndyCar champion Will Power, NASCAR star Denny Hamlin, IMSA champion Alex Gurney, 24 Hours of Le Mans winners Nick Tandy and Gustavo Menezes, and NHRA Funny Car champion Ron Capps. Other noteworthy competitors include X-Game Rallycross gold medalist Mitchell DeJong, IndyCar’s Stefan Wilson, NASCAR’s Timmy Hill and iPROC’s first father/son duo: triple World Touring Car champion Andy Priaulx and his son Sebastian, winner of the 2016 Ginetta Winter Series. In addition, IndyCar team owner Sam Schmidt will race using a CXC simulator equipped with semi-autonomous technology and looks to improve upon his 16th place finish in last year’s race. “The iRacing Pro Race of Champions is a fun and unique event,” says Tony Gardner, president of iRacing.com. “Where else will you find stars from open wheel, sports, stock and touring cars competing head-to-head with one another and with top rallycross and drag racers? And it’s for a great cause. Justin Wilson was a big supporter of iRacing and a regular competitor in the iRacing Pro Race of Champions. We’re pleased to join with CXC Simulations in honoring his legacy with a contribution to the Justin Wilson Children’s Fund.” Former iPROC winners include Hill, Phillip Eng and Kiwis Richie Stanaway and Shane Van Gisbergen. Tune-in to iRacingLive at 9 pm on December 14 and see who will join them as an iPROC champion.
  22. VELOCIPEDE

    iRacing Build Season 1 2017

    CHANGE LOG: Website – Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page. – The Sporting Code URL has been updated. – Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions. – Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time. Simulation – Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time. Loading – Track loading has been restructured to reduce the peak memory usage of the Simulator. Race Control – Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed. Dynamic Track – The marbles texture has been updated to provide more accurate information on marble density. – Fixed an issue that could allow the server to create track dust when processing client updates. World State Triple Buffering – This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different. – Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate. – With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business. DirectX 9 – Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve them. DirectX 11 – Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used. – Fixed several bugs with Low Res. particles for multi-views. – Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons. Weather – A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options. Driver – Visor tear-offs have been added to all drivers of vehicles that do not have a windshield. – – The default manual control for performing a visor tear-off is Alt+T. – – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty. – A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes: – – Global Mazda MX-5 Cup – – Legends Ford ’34 Coupe – – McLaren MP4-30 – – NASCAR Camping World Chevrolet Silverado – – NASCAR Camping World Toyota Tundra – – NASCAR Sprint Cup Chevrolet SS – – NASCAR Sprint Cup Ford Fusion – – NASCAR Sprint Cup Toyota Camry – – Street Stock Spotter – Two new options have been added to the “[sPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you: – – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you. – – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you. Pit – Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall. – – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters: – – – High = Fully animated pit crew characters (currently only pit support crew members) – – – Medium = Static pit crew characters – – – Low = No pit crew characters are displayed, only pit box objects – – – Off = Nothing at all – Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car. Pace Car – The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R. – The official iRacing skin has returned to the pace car. Replay – All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay. – – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way. – – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”. – – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay. – – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session. Video Capture – The video capture API has been updated to work around an NVidia driver issue. – – This should fix the issue where videos are coming out black using the most recent NVidia drivers. Telemetry – New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.). – New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip. – A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button. – A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1). – New 360 Hz telemetry output has been implemented! – – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here: – – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled. – – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled. – – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins: – – – XXshockDefl_ST = Shock Position – – – XXshockVel_ST = Shock Velocity – – – SteeringWheelTorque_ST = Steering Wheel Torque – – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine. – A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry. EasyAntiCheat – This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues. Peripherals – Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag. – Added several new options the [External Displays] section of the “app.ini” file: – – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations. – – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations. – – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators. – – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color. – Fixed a bug with keyboard LED shift indicators on Logitech keyboards. CARS Aston Martin DBR9 GT1 – Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008. – Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1. – Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Fuel economy has been slightly increased. – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – Fixed a bug that caused headlight flashing of opponent cars to be invisible. – Season setups have been updated. Audi R8 LMS GT3 – Fuel consumption has been slightly increased for GT3 BoP. BMW Z4 GT3 – Slightly increased aero drag for GT3 BoP. – Fuel consumption has been slightly reduced for GT3 BoP. – Realigned the external mirrors with the appropriate bezel. – Fixed an issue where a driver could not see all of the digits on the blue backlit display. Chevrolet Corvette C6.R GT1 – Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Inner headlights are now enabled during the daytime. – Season setups have been updated. Chevrolet Corvette C7 Daytona Prototype – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle. Chevrolet Monte Carlo SS – Season setups have been updated. Dallara DW12 – Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing. – A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this. – Season setups have been updated. Ford Falcon FG V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. Ford GT GT3 – Season setups have been updated. Ford Mustang FR500S – Driver viewpoint has been adjusted to better suit VR. Holden Commodore VF V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. HPD ARX-01c – This vehicle now uses PBR shaders. – The color of the wheel rims for this vehicle can now be changed. – Fixed an issue with the pivot of the right-front wheel. Kia Optima – Mirror quality has been improved. Lotus 79 – This vehicle now uses PBR shaders. – Fixed a corruption issue with the rear rim textures. McLaren MP4-30 – We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled. Mercedes-AMG GT3 – Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions. – – For more information, see: http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419 Modified – SK – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Season setups have been updated. NASCAR Nationwide Chevrolet Impala circa 2011 – Season setups have been updated. NASCAR Sprint Cup Chevrolet SS – Season setups have been updated. NASCAR Sprint Cup Ford Fusion – Season setups have been updated. NASCAR Sprint Cup Toyota Camry – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Pontiac Solstice – Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars. Pro Mazda – Star Mazda has been officially renamed Pro Mazda! – Star Mazda wing decal has been replaced with the Pro Mazda decal. Ruf RT 12R Track – Season setups have been updated. SCCA Spec Racer Ford – This vehicle now uses PBR shaders. Silver Crown – Season setups have been updated. Skip Barber Formula 2000 – This vehicle now uses PBR shaders. Street Stock – Season setups have been updated. Super Late Model – Season setups have been updated. V8 Supercar Ford Falcon circa 2012 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. TRACKS Circuit des 24 Heures du Mans – Additional tweaks to checkpoint placement and added one additional checkpoint.
  23. VELOCIPEDE

    iRacing: primi screens su sterrato

    Dopo l'anteprima di cosa arriverà nel 2017, oggi il team di iRacing ci mostra finalmente i primi screens in game delle vetture nelle gare su sterrato, anch'esse attese nelle build del simulatore americano del prossimo anno. We released new screenshots today of our upcoming dirt racing feature currently in development. Coming Soon! "As you all know, we've been working incredibly hard to bring authentic dirt racing to iRacing. This project has involved every developer in one way or another, whether it's physics, track dynamics, production, art, audio, rendering, or web. It's also pushed us to try new methods and tools for art creation and new shaders which will pay dividends not just for dirt, but for all of iRacing. We're really excited about it and would like to share these in-progress shots with you as a preview of what's to come. Note that these are in progress and things are subject to change... for example, the cushion is not showing in these shots, but the "prepared" surface is and so is the base surface."
  24. VELOCIPEDE

    iRacing: parliamo di novità 2017...

    Dirt: As you probably are aware we are very excited about “dirt” and have heard the same from so many of you. Major pieces of it have been finished for months. There are so many details, facets and challenges to this new form of racing for us graphically and physically. We had many new development challenges to tackle and many new and unique features to develop. I think you will be very impressed with all the work and detail put into this when you get a chance to see it and drive it. However, a few smaller things are still lingering and we want to nail this down to our satisfaction. The small things can make a big difference. We would not expect to release it by year end either with the year winding down and holidays etc. The good news is we feel we are close and are still optimistic to release before the March build. We would do a “mid-season” release if the feature/Dirt was ready. As far as content we have Eldora, Williams Grove and a dirt version of USA Speedway about done and more tracks in the works already. We have 305, 358 and 410 versions of a Dirt Super Late Model. We have a wingless dirt 410 sprint car. We have a winged Sprint Car including 305, 360 and 410 versions. We are putting the cars through our CFD “wind tunnel” to get better aero data, especially for the Winged Sprint car. We also will have dirt versions of our NASCAR truck and a dirt version of the legends car out of the gate. Much more coming and already in the works including global rally cross. Thanks for your patience. It is heart-breaking not to release some of it for year-end with all the work we have put in and being so close but it is the right thing to do. Time-Attack: This new hot-lapping competition/feature we think is going to be a great fun and will be something that almost everyone from rookies/time constrained people to veteran sim-racers will really enjoy. We are also close on this new feature and also would release at a point in time, not necessarily needing to wait until a season end build. We will be doing a video about it soon to give you a better idea of it. Other: We are also still working on many other things discussed previously like the new damage model, new in-sim UI, web interface, improved and new sounds including working on utilizing XAudio 2, animation and graphics, new forums, physics, incredible content and working on many other things not yet discussed!
  25. Sul forum ufficiale di iRacing, Tony Gardner in persona conferma per il 6 dicembre l'arrivo della nuova build del simulatore americano. Gardner ci parla anche delle numerose novità che arriveranno in iRacing nel corso del 2017, come la modalità dirt (lo sterrato), la funzionalità time attack e molto altro ancora. We are excited about the build next week! You will see multiple enhancements and improvements to the simulation and overall service. Right now the plan is to do the usual quarterly software update on December 6th at about 8:00 AM EST. However I wanted to discuss just a few things that are NOT going to be in build next week and provide a brief update. You will see soon enough what will be in the build next week! Dirt: As you probably are aware we are very excited about “dirt” and have heard the same from so many of you. Major pieces of it have been finished for months. There are so many details, facets and challenges to this new form of racing for us graphically and physically. We had many new development challenges to tackle and many new and unique features to develop. I think you will be very impressed with all the work and detail put into this when you get a chance to see it and drive it. However, a few smaller things are still lingering and we want to nail this down to our satisfaction. The small things can make a big difference. We would not expect to release it by year end either with the year winding down and holidays etc. The good news is we feel we are close and are still optimistic to release before the March build. We would do a “mid-season” release if the feature/Dirt was ready. As far as content we have Eldora, Williams Grove and a dirt version of USA Speedway about done and more tracks in the works already. We have 305, 358 and 410 versions of a Dirt Super Late Model. We have a wingless dirt 410 sprint car. We have a winged Sprint Car including 305, 360 and 410 versions. We are putting the cars through our CFD “wind tunnel” to get better aero data, especially for the Winged Sprint car. We also will have dirt versions of our NASCAR truck and a dirt version of the legends car out of the gate. Much more coming and already in the works including global rally cross. Thanks for your patience. It is heart-breaking not to release some of it for year-end with all the work we have put in and being so close but it is the right thing to do. Time-Attack: This new hot-lapping competition/feature we think is going to be a great fun and will be something that almost everyone from rookies/time constrained people to veteran sim-racers will really enjoy. We are also close on this new feature and also would release at a point in time, not necessarily needing to wait until a season end build. We will be doing a video about it soon to give you a better idea of it. Other: We are also still working on many other things discussed previously like the new damage model, new in-sim UI, web interface, improved and new sounds including working on utilizing XAudio 2, animation and graphics, new forums, physics, incredible content and working on many other things not yet discussed! This post has been promoted to an article
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