Jump to content

Benvenuto nel Simracing Esport: registrati subito!

Dal 1999, la più importante e seguita community di appassionati di simulatori di guida

Search the Community

Showing results for tags 'iracing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Modellismo
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Due ruote
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing
    • Driving Simulation Center
    • Pilota Virtuale: la rubrica TV sul simracing esport!
    • Gare
    • DrivingItalia AKR ACADEMY
    • DrivingItalia Champs & Races

Categories

  • Assetto Corsa
    • APPS
    • Open Wheelers Mods
    • Cover Wheelers Mods
    • Cars Skins
    • Miscellaneous
    • Sound
    • Template
    • Track
  • Automobilista
    • Cars
    • Tracks
    • Patch & addon
  • F1 2017 Codemasters
    • mods & addons
    • patch
  • GP Bikes
    • Skins
    • Tracks
  • GTR 2
    • Car Skin
    • Cover wheel Mods
    • Open wheel Mods
    • Patch & addons
    • Setups
    • Sound
    • Tracks
  • Kart Racing Pro
    • Tracks
    • Graphic Skins
    • Setups
  • netKar PRO
    • Tracks
    • Patch & addons
    • Setups
    • Track Update
    • Cars & Skin
  • rFactor2
    • Official ISI Files
    • CarSkin
    • Cover Wheel Mod
    • Open Wheel Mod
    • Patch & addons
    • Setup
    • Sound
    • Tracks

Categories

  • Software
  • Hardware
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 171 results

  1. VELOCIPEDE

    iRacing: un amico a metà prezzo

    Tell your friends. Tell your family. Tell everyone you know! Now is a great time to go iRacing with all NEW MEMBERSHIPS AT HALF PRICE! With the new Team Racing/Driver Swap feature now available on iRacing you can race with your friends in official, hosted and league races. Be sure to have your friends enter your iRacing email address when they create their new accounts any referral for a paid, 3-month or longer new membership earns you 10 iRacing credits. You can use these credits to purchase cars or tracks, extend your membership or purchase hosted sessions.
  2. Purchase $20 of iRacing credits and get $25 total credits and/or Purchase $75 of iRacing credits and get $100 total credits To get $100 credits for only $75 click here and complete the checkout process To get $25 credits for only $20 click here and complete the checkout process
  3. VELOCIPEDE

    iRacing sponsor della Nurburgring 1000

    “The Blancpain Endurance Series brings the world’s top GT cars and teams to one of the world’s great race circuits for the Nurburgring 1000,” says Tony Gardner, president of iRacing.com. “More than 50,000 iRacers worldwide have the opportunity to race digital versions of some of the leading cars in the Blancpain Endurance Series, including the BMW Z4 GT3 and the McLaren MP4-12C. With such a large international fan base, we feel our association with this series, and the Nurburgring 1000 and Sim Racing Expo 2014 in particular, is a great way to introduce iRacing to even more racing fans from Europe and all around the world.” “We’re pleased to have iRacing.com as sponsor of the Nurburgring 1000,” says CEO and Founder of SRO Motorsports Group Stephane Ratel. Marc Hennerici from the host promoter ADAC Mittelrhein adds: “iRacing.com, the Blancpain Endurance Series and the Nurburgring represent the epitome in their respective endeavors, and we look forward to a long and fruitful partnership with iRacing.” To celebrate this partnership, iRacing is offering a free, three-month subscription to new members who visitwww.iracing.com/nurburgring1000. iRacing.com enables motorsports and gaming enthusiasts around the world to race against one another online in more than 40 precisely-modeled cars on 65 laser-scanned road courses, ovals and speedways in officially-sanctioned and private league competition. From GT racing to NASCAR, grand prix racing to prototypes and Indycars, iRacing delivers the most realistic racing experience you can have on your PC or Mac from the comfort and convenience of your home. With literally thousands of official races every week, there is always someone to race against at iRacing. Learn more about SimRacingExpo 2014 and Nurburgring 2014 here: www.nr1000.co.uk SimRacingEXPO 2014 is the first event of its kind to connect the world of virtual motorsport with real action going on at one of the most legendary race tracks of the world – the Nürburgring. Starting from a steering wheel, over current console and PC games, up to the professional simulators for racing teams: Many exhibitors present the latest virtual racing trends at theRing°Boulevard. The combination with the Blancpain Nürburgring 1000 weekend running at the same time hereby provides a most splendid and exciting support programme. Professional drivers used to set the pace at the race track take up the challenge with the pole setters in the virtual world of gaming software…..
  4. Come promesso a inizio settimana, il team di iRacing ha rilasciato oggi la nuova build della Season 3 del 2014 per il simulatore americano. Oltre alla consueta lunga lista di bugfix e migliorie (compreso il modello delle gomme), che trovate qui sotto, le due principali novità di questa release sono i due nuovi circuiti di Phoenix International Raceway, aggiornato al 2012 e il Donington Park Racing Circuit in due configurazioni, GP e National. Website: Leagues - Enhanced League and Tournament Gridding Options: · There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid Now" button you will be prompted to enter the number of drivers to invert. Previously you were limited to inverting the top 8 or top 10 drivers. · There is now an option to change a driver's grid position by N positions in either direction. This is intended to make it easier to apply grid penalties. From the "Race Grid Setup" area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to "change grid position". This opens a dialog box where you can enter a number of positions to move the driver. Positive numbers will move the driver towards the pole and negative numbers will move the driver towards the back of the grid. - Added a new interface for editing league member nicknames. Race Panel - Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted. - The Select list now lists series based on MPR. Other - Updated MPR Images and added tooltips. - MPR images are now hidden for Class A License and above. - Spectator pages now have smarter sorting of what's available. - Layering of elements in the main site has been adjusted to fix some display issues. Simulation: Tires - There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except the Silver Crown and Sprint Car which are both still using the old tire model. - The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e. non-equilibrium). This has significantly improved transient behavior and tire response to changing loads. - The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds. - There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars yet, as there hasn't been time for testing all the cars, but it is on all the high level oval cars and most of the faster road course cars. User Interface - Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that can be applied to that driver. Sound - Disable using the recently added limiter layer sounds during ignition cut up shifts. iRacing Telemetry API - Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx. - Output ClassPosition in QualifyResultsInfo section to match ResultsPositions. - Output CarClassColor. - Output car, suit, helmet paint info. - Properly escape more strings in the YAML session string. - Properly show pressure in telemetry when pressure based brake bias is used. - Fix telemetry for steering angle on remote cars. Cameras - The driving camera can now be moved down 4" instead of just 2". Backfires - Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle, depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine tuning implements these features via an ignition cut (which passes unburned fuel through to the exhaust). And some of our cars don't make flames at all, typically the lower level cars. The visual effect and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make backfires during upshifts at this time, only off throttle backfires. Wind - Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid objects reducing the effective wind strength at ground level. Grime - Cars will now accumulate grime as a race progresses. The amount is based upon both time and circumstances of the race. This new grime effect causes a dulling of the car, which combines with the dirt accumulation effect which was added previously. Paint kit - L.A. Racing, SimCraft, and diysim.com logos added. - Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and Street Stock. Scenic Cameras - Half of the tracks had their scenic cameras improved (or added if missing) in the previous season's update. This update completes that work, with all tracks addressed. Cars: Chevrolet Camaro Class B - Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups. BMW GT3 Z4 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Cadillac CTS-V Racecar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Corvette C6R - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala-COT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Monte Carlo SS - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - More front spring range. Chevrolet National Impala - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Silverado - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet SS-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Cockpit updated to match new Camaro dash. Dallara IndyCar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Dallara DW12 IndyCar - Full version of the car is now here, supporting all different track types. - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Falcon V8 Supercar - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Fusion-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford GT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2. Ford Mustang Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Two new patterns added. Ford Mustang FR500S - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. HPD ARX-01c - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Kia Optima - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Legends Ford '34 Coupe - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Lotus 49 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all inertias increased significantly. Lotus 79 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Mazda MX-5 Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Mazda MX-5 Roadster - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Add distant external sound layer. - Wheels can now be painted. McLaren MP4-12C GT3 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Modified - SK - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Modified - Tour - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Pontiac Solstice - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. Radical SR8 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Riley Daytona Prototype - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - New engine torque map directly from an engine dyno. - Reduce minimum front ride height to 1.5" - Lower the minimum splitter height. Ruf RT 12R AWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R C-Spec - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Ruf RT 12R RWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R Track - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. - Performance has been balanced against the other GT3 class cars. Skip Barber Formula 2000 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Spec Racer Ford - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Star Mazda - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Street Stock - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Super Late Model - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Toyota Camry-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. VW Jetta TDI Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Williams-Toyota FW31 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Reduce fuel fill time deviation. Tracks: Donington Park Racing Circuit - Donington Park Racing Circuit is now available. - Includes two configurations: GP and National. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Phoenix International Raceway - This is an all new version of Phoenix based on changes which were made to the track in 2012. The new oval is very different from the previous, including changes which widened the front straight to 62 feet (19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in banking and an infield road course was removed, making PIR an oval-only facility. - Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that does allow full use of the dogleg apron. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Auto Club Speedway - Fixed a bug where terrain was poking through wall. - A bumpy area in the infield road course is fixed. Autodromo Jose Carlos Pace - Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn). Circuit Gilles Villeneuve - Remove pit crew objects from pit road as the road is too narrow to fit them. Circuit of the Americas - Fixed draw-through signs on the garage. - Added pit boxes. - Moved the sign guy out of wall. Circuit Zolder - Fixed several track geometry bugs. Homestead Miami Speedway - Moved pit crew out of wall. Iowa Speedway - Fixed a wall collision issue. Michigan International Raceway - Fixed a non-collidable wall in Turn 1. Phoenix International Raceway circa 2008 - The old version of Phoenix has been re-named to differentiate between it and the new version. Road America - The outside of Turn 5 now gives a 1x. Silverstone Circuit - Fixed a badly defined segment of track that could crash the sim for everyone connected if someone drove over that one exact spot. - Fixed pot holes that where between turns 2 and 3. Sonoma Raceway - Fixed a light so its shadow starts at the ground. - Fixed a sunken jersey barrier. Suzuka International Racing Course - Fixed issues that caused weird camera and F3 black box behavior near the crossover. Thompson International Speedway - Updated for night racing. - Track updated with new logo. This post has been promoted to an article
  5. VELOCIPEDE

    iRacing: 2014 Season 3 build

    Website: Leagues - Enhanced League and Tournament Gridding Options: · There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid Now" button you will be prompted to enter the number of drivers to invert. Previously you were limited to inverting the top 8 or top 10 drivers. · There is now an option to change a driver's grid position by N positions in either direction. This is intended to make it easier to apply grid penalties. From the "Race Grid Setup" area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to "change grid position". This opens a dialog box where you can enter a number of positions to move the driver. Positive numbers will move the driver towards the pole and negative numbers will move the driver towards the back of the grid. - Added a new interface for editing league member nicknames. Race Panel - Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted. - The Select list now lists series based on MPR. Other - Updated MPR Images and added tooltips. - MPR images are now hidden for Class A License and above. - Spectator pages now have smarter sorting of what's available. - Layering of elements in the main site has been adjusted to fix some display issues. Simulation: Tires - There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except the Silver Crown and Sprint Car which are both still using the old tire model. - The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e. non-equilibrium). This has significantly improved transient behavior and tire response to changing loads. - The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds. - There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars yet, as there hasn't been time for testing all the cars, but it is on all the high level oval cars and most of the faster road course cars. User Interface - Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that can be applied to that driver. Sound - Disable using the recently added limiter layer sounds during ignition cut up shifts. iRacing Telemetry API - Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx. - Output ClassPosition in QualifyResultsInfo section to match ResultsPositions. - Output CarClassColor. - Output car, suit, helmet paint info. - Properly escape more strings in the YAML session string. - Properly show pressure in telemetry when pressure based brake bias is used. - Fix telemetry for steering angle on remote cars. Cameras - The driving camera can now be moved down 4" instead of just 2". Backfires - Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle, depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine tuning implements these features via an ignition cut (which passes unburned fuel through to the exhaust). And some of our cars don't make flames at all, typically the lower level cars. The visual effect and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make backfires during upshifts at this time, only off throttle backfires. Wind - Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid objects reducing the effective wind strength at ground level. Grime - Cars will now accumulate grime as a race progresses. The amount is based upon both time and circumstances of the race. This new grime effect causes a dulling of the car, which combines with the dirt accumulation effect which was added previously. Paint kit - L.A. Racing, SimCraft, and diysim.com logos added. - Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and Street Stock. Scenic Cameras - Half of the tracks had their scenic cameras improved (or added if missing) in the previous season's update. This update completes that work, with all tracks addressed. Cars: Chevrolet Camaro Class B - Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups. BMW GT3 Z4 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Cadillac CTS-V Racecar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Corvette C6R - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala-COT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Monte Carlo SS - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - More front spring range. Chevrolet National Impala - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Silverado - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet SS-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Cockpit updated to match new Camaro dash. Dallara IndyCar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Dallara DW12 IndyCar - Full version of the car is now here, supporting all different track types. - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Falcon V8 Supercar - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Fusion-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford GT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2. Ford Mustang Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Two new patterns added. Ford Mustang FR500S - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. HPD ARX-01c - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Kia Optima - updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Legends Ford '34 Coupe - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Lotus 49 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all inertias increased significantly. Lotus 79 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Mazda MX-5 Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Mazda MX-5 Roadster - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Add distant external sound layer. - Wheels can now be painted. McLaren MP4-12C GT3 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Modified - SK - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Modified - Tour - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Pontiac Solstice - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. Radical SR8 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Riley Daytona Prototype - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - New engine torque map directly from an engine dyno. - Reduce minimum front ride height to 1.5" - Lower the minimum splitter height. Ruf RT 12R AWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R C-Spec - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Ruf RT 12R RWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R Track - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. - Performance has been balanced against the other GT3 class cars. Skip Barber Formula 2000 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Spec Racer Ford - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Star Mazda - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Street Stock - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Super Late Model - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Toyota Camry-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. VW Jetta TDI Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Williams-Toyota FW31 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Reduce fuel fill time deviation. Tracks: Donington Park Racing Circuit - Donington Park Racing Circuit is now available. - Includes two configurations: GP and National. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Phoenix International Raceway - This is an all new version of Phoenix based on changes which were made to the track in 2012. The new oval is very different from the previous, including changes which widened the front straight to 62 feet (19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in banking and an infield road course was removed, making PIR an oval-only facility. - Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that does allow full use of the dogleg apron. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Auto Club Speedway - Fixed a bug where terrain was poking through wall. - A bumpy area in the infield road course is fixed. Autodromo Jose Carlos Pace - Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn). Circuit Gilles Villeneuve - Remove pit crew objects from pit road as the road is too narrow to fit them. Circuit of the Americas - Fixed draw-through signs on the garage. - Added pit boxes. - Moved the sign guy out of wall. Circuit Zolder - Fixed several track geometry bugs. Homestead Miami Speedway - Moved pit crew out of wall. Iowa Speedway - Fixed a wall collision issue. Michigan International Raceway - Fixed a non-collidable wall in Turn 1. Phoenix International Raceway circa 2008 - The old version of Phoenix has been re-named to differentiate between it and the new version. Road America - The outside of Turn 5 now gives a 1x. Silverstone Circuit - Fixed a badly defined segment of track that could crash the sim for everyone connected if someone drove over that one exact spot. - Fixed pot holes that where between turns 2 and 3. Sonoma Raceway - Fixed a light so its shadow starts at the ground. - Fixed a sunken jersey barrier. Suzuka International Racing Course - Fixed issues that caused weird camera and F3 black box behavior near the crossover. Thompson International Speedway - Updated for night racing. - Track updated with new logo. View attachment: 10301929_10152583607096085_1649599587576385576_n.jpg View attachment: 10373506_10152583607211085_1264735404819417964_n.jpg View attachment: 10463911_10152583607306085_1378407666435409754_n.jpg View attachment: 10475519_10152583607086085_1005729525894354750_n.jpg View attachment: 10478937_10152583607091085_1793926242484618551_n.jpg View attachment: 10511080_10152583607141085_6357827734287208520_n.jpg View attachment: 10530736_10152583607276085_9145992160329179151_n.jpg View attachment: 10553429_10152583607146085_2735917732427847082_n.jpg View attachment: 10568977_10152583607221085_8399884833731970134_n.jpg View attachment: 10570403_10152583607226085_835225217623573197_n.jpg
  6. VELOCIPEDE

    iRacing Setup Sync: scambiamoci gli assetti!

    iRacing member Nick Thissen introduces the first official version of “iRacing Setup Sync (iRSS)” This is an application dedicated to iRacing setup sharing and downloading. iRacing Setup Sync (or iRSS for short) is a Windows application that attempts to automate most of the tedious work around storing and managing your setups. It operates on a large database of setups, which is synced to most of the popular Setup Shops on the forum and therefore always contains the latest setups, even those shared on the forums. It allows you to browse setups by car, track or team and automates downloading the setups into the correct folder, and it can even automatically download setups for the car / track you are driving right now! iRacing members can follow the development of Sync Setup or provide feedback to Nick at the iRacing forum thread. Download -> http://iracingsetups.nickthissen.nl/Client/iRacingSetupSync_installer.zip This version contains a normal installer which will install an iRacing Setup Sync Launcher application. The Launcher application will automatically update to the latest version and then launch iRacing Setup Sync. You can just use the Launcher application to start the application, if there is no update available it will just launch iRacing Setup Sync. Official iRacing Setup Sync website - http://iracingsetups.nickthissen.nl/ Important features: Automatically download recent setups for your current car / track, as soon as you start iRacing. Similar to Trading Paints – except for setups! Search setups by car, track or team and download the ones you don’t have yet. Compares your local setups with the online database setups to determine which setups you already own – there is no point in downloading duplicates! Subscribe to cars, tracks and teams and quickly search setups that match any of your subscribed items. Completely customizable directory and setup naming convention with macros like the setup author, car, track, season and many more. Operates on a vast database of over 1,000 setups which is continuously updated by setups added to the various Setup Shops around the forums, and by user uploads. (Soon) Upload the setups you used in a recent session (if you want to share them) with the click of a button. Setup database website & account The setups in the application come from an online database that can also be accessed via : http://iracingsetups.nickthissen.nl/ You will need to create an account on this website and use that to login to iRacing Setup Sync. Do not login with your iRacing credentials, you need to login with the iRacing Setups website credentials. I will make that more clear in the next version. Where do the setups come from and how up to date is the database? The setups come from the online database also available at http://iracingsetups.nickthissen.nl/. You will need an account to use iRacing Setup Sync, which you can create by registering at the website. You don’t need an account to download setups from the website however. The database also contains setups manually uploaded by many different users, but mostly consists of all the setups available in the Setup Shops in the iRacing forums. Since a few months ago, most of these setup shops are being generated with another application I wrote, which automatically syncs the setup shops with the online database. That means that (at least for the cars that have an active setup shop thread) the database will always immediately contain every setup shared on the forum! How does it work? iRacing Setup Sync takes a snapshot of the setups on your computer. When you search for setups, the setups in the online database are quickly compared to your local setups (this is done by hashing their contents – I cannot read your setups), and you will see which setups you are still missing. Automatically downloading setups when you are racing If enabled in the options, iRacing Setup Sync will monitor for iRacing activity. When you start iRacing while iRacing Setup Sync is active (either visible or minimized to the background as a system tray application) it will detect which car and track you are driving and automatically search (and download) matching setups from the current season. As soon as you are connected you can go to your Garage and find the most recent setups in your download folder, ready to go. The application only very briefly checks for iRacing activity every 5 seconds so that it has a negligible impact on your racing experience. You can turn it off by closing it from the system tray when you start racing to be absolutely sure, but it should not be necessary. In a future update I will add automatic support for this. Finding setups by Subscribed items Once you have subscribed to cars, tracks, teams or groups (see below), visit the Subscribed tab to quickly search for setups that match your subscriptions. Click the ‘Find subscribed setups’ button to start searching. For example: if you are subscribed to the Ford GT – this will find any setups (that you do not yet own) for the Ford GT. Subscribe to your favorite cars and tracks to quickly get all of the new setups available. Finding setups by car, track, team or group If you want to look for setups manually by car, track, team or group simply visit the corresponding tab on the left side of the application. Use the dropdown to select your car, track, team or group and the setup list will be refreshed with matching setups. Use the Season dropdown at the top-right to filter by season. Setups that appear gray have already been detected on your computer, you don’t need to download them again. You can also see their location if you want to find them. You can still check the checkbox for these setups and download them again if you wish. Downloading the found setups Once you found some setups via your subscribed items or by searching for cars, tracks, teams or groups, you can hit the ‘Download selected setups’ button to add the selected (checked) setups to your current download list. Visit the Downloads tab to view your download list, and click Start to start automatically downloading the setups in the list. Options, setup location and naming Downloaded setups will be placed in the correct directory for each car, possibly under a further sub-directory if specified in the Options, with a name that follows the naming convention you specified in the Options. You can choose your directory under the Download Options tab, relative to the directory of the car that the setups are for. The default is ‘SetupSync’, so setups for (for example) the BMW Z4 GT3 would be placed under ‘iRacing/setups/bmwz4gt3/SetupSync/…” The name of the setup can be specified in the Setup Naming tab. You can use many different ‘tags’ or macros like {car}, {track}, {madeby} that will be replaced with the relevant values for each setup. For example, I like to call my setups by the person who made them, then the season and then whether it’s a race or qualify setup (eg “NickThissen_14S2_Q”), and I want a separate directory for each track: so I use the format “{track}/{madeby}_{season}_{type}”. You can select your favorite format from the list, or specify a custom format. What are teams and groups? A Team is a private team consisting of members and administrators. You can upload setups for your private team on the http://iracingsetups.nickthissen.nl/ website, those setups will only be visible to your team members. Create and configure your teams on the website. A Group can be used to group setups together. The setups in a group are publically accessible (if you want to control who has access to them, use a team instead). You can add multiple contributors to a group who can add setups to that group. Group support might be removed in a later update because it is almost never used. Updates Version 2.1 - Added support for automatic updates. - Added donate button by popular request (see Options page). - Added support for grouping setups. - Fixed setup naming convention save bug. Troubleshooting If there is a crash when running the new launcher, try running it as an administrator. Running as admin should not be required to just run iRacing Setup Sync, but it may be required when it needs to update. Known issues - Window shadow remains for a few seconds when you close it (click it to make it disappear). - Subscribing to teams is broken. - Nick has a very cheap shared webserver which may not be able to cope with a large demand.
  7. The New Build sees a host of cars equipped with the NTMv5, including the Gen6 cars, Class B Chevy Impala and Ford Mustang, Chevrolet COT, Silverado and National Impala, Star Mazda, HPD ARX 01c and Riley Daytona Prototype. Adjustable traction control, together with a new level of backfire and crackle sounds, is now featured on more than half a dozen cars, while custom-colored wheels are available on more than a dozen cars. We’ve also introduced a customizable user interface enabling you to reposition certain elements (eg mirrors and delta time window) and increase the background’s level of transparency. In addition, of course, there’s great new content including the Gen6 Toyota Camry and BMW Z4-GT3, Circuit of the Americas and Lucas Oil Raceway. Simulation: User Interface - Both the replay and driving screens now have user interfaces where elements can be moved around. Not all elements can be moved, but most can. Press alt-k to activate the UI edit mode, any object that can be moved will then be highlighted with a blue background. Simply use your mouse to drag the object around and then hit alt-k again to exit edit mode and permanently save the positions. Some elements are laid out relative to other elements, for example the delta time windows depend on the vertical location of the virtual mirror, so if you move the virtual mirror then the delta time bar will move as well. Just be sure to move the parent element first then the child, if you want to precisely place everything. - By default you can only move elements that are currently visible on the display, but if you set app.ini [Graphics] forceVisibleWhenMove=1 then all movable elements will become visible when you enter the UI edit mode. - If you are using a triple screen setup and you want to move the UI elements onto your side displays you can now turn off the code that restricts the UI to just the center monitor. In app.ini [Graphics] set DriveUIFullScreen=1 to allow the driving UI to span all three monitors and set SessionUIFullScreen=1 to allow the replay screen to span to all three monitors. - The delta bar can now be hidden when using the ghost car or delta time feature, just set app.ini [splitDeltas] deltaBarHideBar=1. - You can now increase the level of transparency of the background of the UI in both the driving and replay screens. Set app.ini [graphics] SessionUITransparency=1.0 or DriveUITransparency=1.0 to a value less than 1.0 to increase the transparency of the replay and driving user interface and set it to a value greater than one to decrease the transparency so the UI is easier to view (in some limited cases). - Fixed a bug with the delta time bar where the reported time could get cutoff if it jumped over 1 minute. Camera - We have added in support for editable driving cameras; think of it as having an adjustable seat position. You can now bring up the camera tool and edit the driving camera just like any other camera. You will be limited to the same range of motion that the TrackIR device is limited to (a couple inches in all directions). Note that this is not cumulative. Moving the camera up to the limit will stop TrackIR from being able to move up. The driving field of view and VanishY are not currently adjustable on a per car basis, instead they are still written out to the app.ini like always so that your FOV is shared between all cars. - We have added in two new wheel cameras to complete the set, bringing the total number of editable on car cameras to nine. - We have opened up the camera tool to support 179 deg FOV's, even if most cameras can't go past 160 without a triple monitor setup. - There is a known bug where changing the FOV while driving and then editing the FOV from within the camera tool can cause the FOV set while driving to be lost, reverting back to the original FOV when the session was started. - We have opened up TrackIR head motion a bit in order to improve compatibility with the Oculus Rift. Using the TrackIR with the original Rift is a nice experience, if you can get it to work. The trick is to start up a Rift demo before starting up the TrackIR software so that the TrackIR software does not attach to the Rift head tracking sensors. Once the TrackIR software is up and running you can launch iRacing at any time and everything will work until you restart the TrackIR software (until you reboot the computer). Brass Monkey Support - We are now utilizing the Brass Monkey engine http://playbrassmonkey.com/ to provide integration between your tablet or smart phone and iRacing. By downloading the Brass Monkey client from your app store you can now use your tablet or phone as a digital dash or even as a driving controller. Simply launch the Brass Monkey client on your phone, and click the iRacing link once the simulator is up and running. Tapping the steering wheel or HUD icon in the upper left will allow you to switch between displays. The app.ini key [brass Monkey] BMAllowDrive=1 allows you to enable or shut off the driving controls. 1) Install Brass Monkey client on your phone or tablet. 2) Launch Brass Monkey client on your phone or tablet. 3) Start the iRacing simulator (not the website). 4) Click the iRacing link on the Brass Monkey client to connect. 5) Click the steering wheel or HUD icon in the upper right hand side to switch between a heads up display and driving controls. 6) If you can't make this work, double check that your phone is on the same wi-fi network as your computer. Spotter - Updated the TJ and Steve spotter pack with new samples. Controls - Turned down our rejection of noisy axis so that joysticks that only use a tiny fraction of their available range still work. - Fixed a bug that caused the bump stops to be applied backwards when inverting the force feedback forces with an app.ini switch. - Added in a new experimental 'friction' damper to the sim. This provides a small amount of resistance to wheel motion no matter how slow or fast you move the wheel, creating a sense of weight on your wheel. This works best on lower end wheels. To use this change app.ini [Force Feedback] steeringDampingMaxPercent=0.0 to a value between 0.05 and 0.30 depending on how much weight you want to add to the wheel. If this becomes unstable then adjust app.ini [Force Feedback] steeringDampingFactor=0.10 to a smaller value, but you should not need to adjust this at all. - Make the traction control controls available for assignment. - Added look up and look down controls. Telemetry - Write traction control state to telemetry as "dcTractionControlToggle". Note that this is the real in car traction control for cars that have it, and not the driving aid. - We no longer expose the ghost car information to telemetry. - In order to better support synchronizing disk based telemetry with live telemetry we have added the following features: A new broadcast commands to turn telemetry on/off and to start a new file so an external application can control the telemetry. A new telemetry status output "IsDiskLoggingEnabled" and "IsDiskLoggingActive" to indicate that telemetry is enabled and if a file is actively being written to disk, and a new session string parameter "TelemetryOptions:TelemetryDiskFile:" that provides the full path to the current telemetry file so you can locate and parse it in when it is finished being written. Using these, along with the session time parameter you should be able to easily merge both data sets together after the disk based telemetry gets written out. Garage - You can now switch from English to metric units inside the garage with a checkbox. Race Control - At tracks that have an extended start line (Suzuka, Spa, Bathurst) the leader of the second pacing line will no longer be restricted from passing the race leader until the end of the entire first lap. Now that restriction correctly only applies until passing the start line. Shifting - Fix problems where cars with a fully computer controlled gearbox get stuck in neutral if the clutch is disengaged while downshifting. Cars: Pit Crew - Pit crew's helmets now get their color from the pit crewman's suit instead of from the driver's helmet. Wheel Color - You can now change the color of the wheels on the BMW Z4 GT3, Chevrolet Impala Class B, Chevrolet Impala-COT, Chevrolet National Impala, Chevrolet Silverado, Chevrolet SS-Gen6, Ford Fusion-Gen6, Ford Mustang Class B, McLaren MP4-12C GT3, Ruf RT 12R AWD, Ruf RT 12R C-Spec, Ruf RT 12R RWD, Ruf RT 12R Track Super Late Model, Toyota Camry-Gen6. Toyota Camry - Now available for purchase! BMW Z4 GT - Now available for purchase! - Features: · Wheels can be custom colored. · 4-way adjustable shocks, low and high speed bump and rebound. · Adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. · Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Cadillac CTS-V Racecar - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Now has ABS. Chevrolet Corvette C6R - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Fixed caster to about 9.5 degrees. - Re-measured the C6R front anti-roll bar thickness; it is softer now. - Updated power steering setting - Pit crew now references proper texture for helmets. Chevrolet Impala Class B - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Impala-COT - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Monte Carlo SS - Improvements made to reduce inside wheel pickup. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet National Impala - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet Silverado - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Increased strength of wheels so they don't damage so easily when brushing the wall. Chevrolet SS-Gen6 - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. - New spoiler added. - Contingency decals updated to 2014 season. Dallara IndyCar - Slow down jack-drop to reduce chance of damaging car as it hits the ground. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Ford Fusion-Gen6 - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. - New spoiler added. - Contingency decals updated to 2014 season. Ford GT - Added adjustable traction control. Traction control can also be turned on or off via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. Ford Mustang Class B - Wheels can be custom colored. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Tape is now adjustable in 1% increments. - Increased strength of wheels so they don't damage so easily when brushing the wall. HPD ARX-01c - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Lotus 79 - Slow down jack-drop to reduce chance of damaging car as it hits the ground. McLaren MP4-12C GT3 - Wheels can be custom colored. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Updated engine sounds with new distant external sounds. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Now has 4-way adjustable shocks, low and high speed bump and rebound. - Re-measured the anti-roll bars; they are softer now. - Generally improved the car's handling over bumps and curbs. Radical SR8 - Added dive planes for more front downforce. - Updated the differential, only the preload is adjustable. Riley MkXX Daytona Prototype - Overhauled the car physics. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Updated the differential; only the preload is adjustable. - Updated garage layout. Ruf RT 12R AWD - Wheels can be custom colored. - More aero stability for very high speed corners. Ruf RT 12R C-Spec - Wheels can be custom colored. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Updated brake system to use pressure-based bias. Ruf RT 12R RWD - Wheels can be custom colored. - More aero stability for very high speed corners. Ruf RT 12R Track - Wheels can be custom colored. - Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction control toggle control. - Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - Updated brake system to use pressure-based bias. - Increased low end torque. Star Mazda - Overhauled the car physics. - Updated tires to latest version of NTM v5. - Updated aerodynamics. - Updated suspension geometry. - Updated engine. - Updated gear ratios. - Updated brake system to use pressure-based bias. - Now has 4-way adjustable shocks, low and high speed bump and rebound. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Street Stock - Increased strength of wheels so they don't damage so easily when brushing the wall. Super Late Model - Improvements made to reduce inside wheel pickup. - Increased strength of wheels so they don't damage so easily when brushing the wall. VW Jetta TDI Cup - Fuel is now adjustable. Williams-Toyota FW31 - Has an updated layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift ignition cut. - fix ranges on differential settings so that 1-20 shows up in sim. - Updated damper curves. - Heaving spring preload limit increased from 3.5mm to 5mm. - Slow down jack-drop to reduce chance of damaging car as it hits the ground. Tracks: Animation - Animated trackside characters added to spectator areas at Circuit of the Americas and Lucas Oil Raceway. These characters will appear if shaders are enabled, Crowds are set to low or higher, Grandstands are set to low or higher, and Object Detail is set to high. Circuit of the Americas - Now available for purchase! Lucas Oil Raceway - Now available for purchase! Auto Club Speedway - Scoring issue fixed at the Competition configuration. Circuit de Spa-Francorchamps - The GP Pits configuration mistakenly had a different 1x configuration than the other configurations. It is now the same as the other two. - A wall has been constructed joining the upper and lower pits when running the Endurance configuration. Long Beach Street Circuit - Brake markers added. Mount Panorama Circuit - Brake markers added. - Several surface issues fixed. New Hampshire Motor Speedway - Fixed an issue where a car would visually sink into the surface in Turn 2 and Turns 3 and 4. Okayama International Circuit - 0x issue fixed in the area where the configurations join. Phillip Island - Moved pit road exit to the nearer exit. No longer uses the narrow exit road. Road America - Extended the yellow pit exit line. Watkins Glen International - Edited grass normal map textures to remove noise and make them more like our other tracks. A sneak peek at next weeks build. Paintable wheels are coming. Choose your color and either a matte or chrome finish.
  8. VELOCIPEDE

    La Guerra dei Mondi

    Assetto Corsa è probabilmente uno dei titoli più attesi dell'anno, sia perchè è già nota la cura che la Kunos Simulazioni ama riporre nei suoi lavori a livello realismo/simulazione, sia perchè già la versione Tech Demo del software ha saputo solleticare notevolmente l'appetito degli appassionati. Una delle novità di AC è quella legata ad un cambio di "mentalità" ed approccio da parte della stessa Kunos: come prima cosa non mancheranno vetture e tracciati con licenza ufficiale (e parliamo di calibri del peso di Ferrari e Monza, per citarne solo due fra i tanti), inoltre la software house con base a Valllelunga ha deciso di porre la propria attenzione anche verso i giocatori non proprio avvezzi alla simulazione più pura, offrendo loro vari aiuti per rendere il tutto meno complicato soprattutto all'inizio, con l'intenzione evidentemente di appassionarli cosi tanto da trasformarli poi in veri simdriver. Gli appassionati della guida virtuale dura e pura possono comunque stare tranquilli, perchè AC non deluderà certamente le loro aspettative sul fronte fisica - feedback - realismo, come molti hanno già potuto constatare con la demo e come ha già confermato ad esempio il pilota Alessandro Balzan, senza dimenticare l'anteprima di DrivingItalia. Le numerose vetture e circuiti presenti, con altri ancora che arriveranno in seguito, la modalità carriera ed il multiplayer (che non c'è motivo di ritenere sarà inferiore a quello offertoci dall'ultima release di netKar Pro), garantiranno certamente una longevità notevole. La grafica è di altissimo livello, pur richiedendo un PC adeguatamente attrezzato per essere goduta appieno. L'apertura al modding è poi importantissima, sia per garantire ulteriore durata al gioco, sia per creare un folto gruppo di appassionati e giocatori, intorno a quello che potrebbe diventare il nuovo punto di riferimento del genere. La nota dolente al momento è praticamente solo quella dell'attesa divenuta spasmodica, anche se la promessa della Kunos per un rilascio entro l'anno non è stata ancora disattesa: del resto non appena il gioco sarà disponibile, le polemiche, discussioni ed ansie saranno subito dimenticate.... L'incognita resta quella dei possibili bugs, anche se ormai siamo abituati alle patch post rilascio, ma c'è da dire che la demo non ha portato alla luce criticità o problemi hardware. Riguardo a gRally c'è al momento poco da dire, ma voglio segnalarlo in quanto potrebbe rivelarsi la grande sorpresa rallystica del 2014, finalmente un simulatore per i fans della derapata controllata utile a far dimenticare l'ancora insuperato Richard Burns Rally. Il progetto è stato annunciato tramite Facebook da un gruppo di appassionati del genere, che ha iniziato immediatamente a lavorare con grande entusiasmo. I primi dettagli annunciati riguardanti il motore fisico e le prime immagini, pur se ancora acerbe, fanno comunque ben sperare e l'unica incognita al momento resta quella sui tempi di sviluppo, considerando che il team è comunque ristretto e non può dedicarsi al sim in full time. I simdrivers col freno a mano tirato sono però tutti qui a fare il tifo! Un'altra sorpresa simulativa, questa volta su 2 ruote, è il GP Bikes di PiBoSo. Il gioco è già disponibile nelle sue prime versioni beta ed aggiornato costantemente mano a mano anche se purtroppo molto lentamente, soprattutto perchè l'instancabile PiBoSo, oltre a questo, lavora in contemporanea ad altri due progetti! Pur se in una beta ancora embrionale per certi versi, GPB ha già saputo rapire gli appassionati centauri, grazie ad alcune scelte tecniche davvero notevoli, combinate con una fisica e dinamica del mezzo davvero eccellenti, il tutto per restituire sensazioni alla guida da vero... motociclista. Inoltre il sim per certi versi è già moddabile e non mancano infatti vari tracciati aggiuntivi, alcune moto ed una valanga di skin grafiche. GPB potrebbe quindi essere nel 2014 il nuovo punto di riferimento per gli appassionati delle due ruote, resta solo da verificare anche in questo caso il fattore tempo, sperando che il buon PiBoSo si metta al lavoro giorno e notte! L'americano iRacing non è certamente un titolo nuovo, infatti è già disponibile da alcuni anni, ma la citazione è doverosa almeno per due buone ragioni. La prima è che il sim targato Kaemmer viene considerato da moltissimi appassionati come il vero punto di riferimento per l'online racing, grazie alla sua "struttura" organizzativa ed al sistema software ad essa legata, che consente anche ai piloti virtuali alle prime armi una vera e propria progressione di carriera, ponendo proprio il pilota al centro di un mondo virtuale ormai collaudatissimo. Il secondo motivo è nei costanti aggiornamenti apportati ad iRacing dagli sviluppatori, che di build in build ne fanno a volte un gioco quasi nuovo, non solo con nuove vetture e circuiti, ma anche con upgrade ed implementazioni completamente inedite, come ad esempio la recente fisica dei pneumatici o la possibilità di attivare un proprio server e quindi creare un proprio campionato online personale. iRacing, grazie alla sua struttura online, non teme al momento la "concorrenza" (di fatto è unico nel suo genere) e non penso avrà a preoccuparsene nel 2014, sia perchè per mettere in piedi un simile lavoro occorrono mesi e mesi, sia perchè occorrono anche ingenti investimenti che di questi tempi non si saprebbe proprio dove reperire. Le perplessità sul sim americano però non mancano. iRacing richiede un notevole impegno di tempo da dedicarci per poter essere goduto appieno, nonchè un costante "investimento" economico soprattutto se si vuole progredire di carriera guidando nuove vetture e piste (anche se negli ultimi mesi sconti e bonus non mancano). Da un anno a questa parte i nuovi utenti iscritti non crescono più come sarebbe lecito aspettarsi ed anche le grigle di partenza non sono più affollate con lunghe liste di attesa come agli inizi. Basta poi contare ad esempio gli utenti italiani effettivamente attivi, cioè quelli che corrono online almeno una volta al mese (perchè ci sono anche quelli che si sono iscritti sfruttando un bonus e dopo qualche giro sono scomparsi), per rendersi conto che il numero oscilla intorno a qualche centinaio, obbiettivamente assai risicato (e nonostante gli sconti...). Non tutti i simdrivers possono permettersi di farne quasi un lavoro come Greger Huttu? Forse si preferisce una maggiore "libertà"? Vedremo cosa accadrà nei prossimi mesi... Certo è che poter disputare nuovamente il Campionato Italiano GPL con la Lotus 49 ha il suo fascino! Kart Racing Pro è forse il progetto più amato dal suo stesso autore, il già citato PiBoSo, che lavora contemporaneamente anche a GP Bikes e World Racing Series. Oltre ad essere quello più seguito ed aggiornato, è di certo il suo lavoro di maggior successo, visto che può contare già su molte migliaia di appassionati kartisti virtuali. La versione definitiva 1.0 è attesa nei prossimi mesi, ma già dalle ultime release beta KRP ha saputo imporsi all'attenzione degli appassionati come il primo ed unico serio punto di riferimento simulativo e realistico per una categoria del motorsport che ha grande importanza, finora troppo spesso sottovalutata e ridotta a semplice "giochino" su 4 ruote. KRP è infatti un vero e proprio simulatore di kart, in grado di offrire anche al pilota reale di kart le stesse sensazioni che si provano e sentono in pista: una fisica delle gomme molto curata, un comportamento del telaio realistico e verosimile, i trasferimenti di carico e di peso accurati, la dinamica generale del mezzo ottimamente calcolata, la gommatura del tracciato incredibilmente riprodotta, condizioni meteo mutevoli con conseguente traiettoria più o meno asciutta, possibilità di modding (con skins e circuiti) e molto altro ancora, fanno del titolo di PiBoSo un vero e proprio acquisto obbligato per gli appassionati di karting. KRP è uno strumento incredibile per far provare ai bambini le prime emozioni della guida in pista, grazie alla presenza del telaio 60 Mini (categoria dedicata appunto ai pilotini dagli 8 ai 12 anni), inoltre non solo è utilissimo per imparare una pista sconosciuta (e lo ha fatto mio figlio Gaetano con Lonato ad esempio), ma è uno strumento affidabile per preparare un assetto per il proprio mezzo da poter poi perfezionare in pista, visto che la rispondenza fra sim e realtà è notevolissima. Le incognite al momento sono tre: sistemare i bugs ed i problemi (lo start lanciato ad esempio è un incubo se tutti i piloti non sanno perfettamente come comportarsi!), i tempi di sviluppo per arrivare ad una prima versione definitiva non sono certi (del resto Piboso lavora da solo!) e, fattore ben più importante, l'avere un multiplayer efficente. L'online racing infatti soffre al momento di alcuni fenomeni di lag sulle connessioni meno performanti, che impattano quindi in modo particolare sulle collisioni fra kart. Speriamo perciò che Piboso risolva il tutto almeno nella release finale del software, perchè Kart Racing Pro è il sim che i kartisti attendono da molto tempo. Project CARS è l'ormai ben noto nuovo software targato Slightly Mad Studios, un progetto partito esattamente due anni fa, in modo decisamente originale, con una "sottoscrizione" pubblica proposta sostanzialmente al buio a tutti gli appassionati, che hanno però risposto in modo entusiastico, permettendo quindi al team di sviluppo di iniziare a lavorare da subito a pieno ritmo. Il gioco è stato quindi rilasciato sin dalle sue prime settimane di vita, in una versione praticamente alpha, con moltissimi bugs, problemi, mancanza di ottimizzazione, una fisica delle vetture ben più che approssimativa ed una grafica che lasciava intravedere buone prospettive ma assai acerba. Il gran merito degli Slightly Mad Studios è stato quello di lavorare senza sosta ogni giorno, rilasciando ogni settimana e mese versioni sempre migliori del proprio lavoro, mostrando quindi in tempo reale agli appassionati sostenitori progressi concreti, meritando perciò sul campo la loro fiducia, ancora oggi in crescita. Questa estate poi, Project CARS è approdato su Steam, rendendo ancora più semplici gli aggiornamenti, ora completamente automatizzati. Due importanti scelte degli sviluppatori sono state chiare sin dall'inizio: puntare su una grafica strabiliante (anche se ovviamente pesantina) e risolvere il problema delle licenze utilizzando nomi di fantasia. A condizione di avere un PC all'altezza, PCARS lascia effettivamente a bocca aperta sul fronte estetico: basta dare uno sguardo ai vari screenshots e video di anteprima per capire che, al momento, non c'è nulla nel settore racing che possa reggere il confronto con il lavoro degli SMS a livello visivo, pur essendo ancora in fase beta. Gli sviluppatori hanno offerto agli appassionati sin da subito vetture e tracciati ben noti, riprodotti anche in modo eccellente, aggirando il problema licenze con il classico metodo dei nomi di fantasia, che fra l'altro strappano spesso più di un sorriso. Negli ultimi mesi però, probabilmente anche grazie agli incassi provenienti dal sistema World of Mass Development ed alla notorietà raggiunta dal gioco, gli SMS hanno firmato svariati accordi ufficiali di licenza. Mentre il multiplayer funziona già ora in modo più che soddisfacente, l'unica incognita di PCARS resta al momento quella della fisica e del realismo che sapranno offrirci le vetture. Gli sviluppatori negli ultimi mesi stanno concentrando il loro lavoro proprio sul fronte della fisica, con la diretta collaborazione degli utenti che forniscono impressioni, valutazioni e suggerimenti. Allo stato attuale è presto per dare un giudizio, anche perchè il gioco è costantemente work in progress, ma la sensazione è che avremo a disposizione un ottimo compromesso semi-simulativo, orientato verso il divertimento ed il piacere di guida, che proprio gli SMS hanno già dimostrato di saper offrire. Ultimo, ma solo per motivi alfabetici, resta da considerare rFactor 2. Il nuovo titolo targato ISI è stato lungamente atteso da migliaia di appassionati, ma sin dal suo rilascio ha lasciato molti con l'amaro in bocca: è apparso da subito evidente che il team americano si trovava in netto ritardo con lo sviluppo del suo sim, quasi si fosse adagiato sugli allori del primo rFactor, ma lo aveva comunque reso disponibile, forse per non restare indietro rispetto alla concorrenza ora agguerritissima. rFactor 2, pur in una beta incompleta, offriva comunque alcune features molto interessanti, come ad esempio il mutare delle condizioni della pista in tempo reale, ma portava con sè anche alcuni difetti macroscopici. Come prima cosa la "scivolosità" e lo scarso feedback dei pneumatici (il famoso effetto "saponetta" del primo rFactor...), una grafica non certo all'avanguardia tecnicamente ed anche poco ottimizzata e non priva di bugs, ma soprattutto una gestione molto complicata del modding, sia per gli utenti che per i volenterosi creativi! Il vero problema di rF2 resta però la lentezza dello sviluppo da parte degli ISI, che, ancora oggi dopo molti mesi dal suo primo rilascio beta, sono ancora lontani da una possibile versione definitiva del gioco ed anzi vari difetti iniziali sono ancora in parte irrisolti. Molto invece hanno fatto i modders per fortuna: un paio di piste extra rilasciate di recente sono migliori di quelle ISI e sfruttano decisamente bene il motore grafico (che a quanto pare può offrire molto di più!), cosi come alcune vetture addon, non solo pregevoli sotto il profilo estetico, ma anche piacevolissime da guidare ed in grado di offrire un feedback soddisfacente e decisamente superiore e molto più comunicativo rispetto alle auto by ISI. Insomma, rFactor 2 per quanto è possibile vedere adesso, potrà comunque dire la sua nel 2014, a condizione che gli ISI si mettano a lavorare ad un ritmo superiore e con risultati efficaci nell'immediato periodo, altrimenti rischieranno di rimanere... ai box. Se siete arrivati fin qui a leggere tutti questi caratteri, avrete già intuito il mio pensiero conclusivo: Assetto Corsa e Kart Racing Pro (quest'ultimo per i kartisti ovviamente) potrebbero proporsi come le grandi rivelazioni del 2014, per la gioia degli appassionati di guida virtuale. Mentre tenete in caldo i vostri volanti, fate sentire le vostre opinioni a questo link del forum. Nicola "Velocipede" Trivilino
  9. VELOCIPEDE

    iRacing: 2014 Season 1 Build

    Website: League Calendar Exports - You can now export your league calendar in iCalendar format. This allows you to integrate your iRacing League season schedules with your Google Calendar, iPhone, Microsoft Outlook etc. - Calendars are exported per season. In other words if your league is running multiple race seasons simultaneously you will need to export each season individually. - To access this feature go to your league race seasons view. If you are either a member of the league or if the league’s race schedule is public you should see a new “Export Calendar” button. Clicking on this presents a dialog that provides two options: 1) Calendar subscription With this option you copy a URL into your calendar program (e.g. Google Calendar) and the calendar software will listen for calendar changes and update your calendar automatically. This will only work for league race seasons that are public (See League Privacy Settings). 2) Calendar import For calendar programs that don’t support subscriptions but do support imports you can download the .ics file containing the events for the league season. To download the file click on the download link. Blacklist - Racers can now be “blacklisted”. A blacklisted racer will no longer be allowed to join any hosted session that you host. 1) MyRacers Page - A new checkbox has been added to the MyRacers page called “show blacklisted”. Checking this box will display all racers that have been blacklisted by you. - To blacklist a racer: · Search for the racer. · Hover the mouse pointer over the racer’s helmet. · Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted. On subsequent searches, all blacklisted racers will be displayed in red. - To remove a racer from your blacklist: · Search for the racer or check the “show blacklisted” checkbox to display all blacklisted racers. · Hover over the racer’s helmet. · Select “Remove from Blacklist” – Once this is done, the racer’s row will revert to a normal color and upon refreshing the list, will no longer appear in your blacklist. 2) Race Results Page - To blacklist a racer: · Hover the mouse pointer over the racer’s helmet. · Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted. - To remove a racer from your blacklist: · Hover over the racer’s helmet. · Select “Remove from Blacklist.” 3) Join A Race Page - You cannot join races hosted by admins who have blacklisted you. The join button will be replaced with a red “X”. Keep in mind that is not necessarily an indication that you have been blacklisted, as there are several reasons you may not be able to join a hosted session. My Account Section - My Account has a new, easy way to use and redeem gift codes by clicking the blue button that says “Redeem Promotional Code” on the My Account home page. - Additionally, you can easily recharge your account with the “Recharge My Account” button on the My Account home page. - My Orders in My Account are easier to read. Weather Information - Series’ individual sessions popup details now show the correct weather parameters. - What’s hot widget now shows the correct weather parameters in the popup details. - Testing a session now loads correct weather parameters for all sessions. Car Page - Car detail pages have been updated with a new look, with new functionality, and can now play videos (where available). Joined A Session Interlude Page - iRacing Tips (the random tips and hints) are now called iRacing Tidbits. Car Paint Kit - The Car Paint kit now allows you to select a slant design for your car number. This will appear in the Sim, but not in thumbnails on the Member Site. Simulation: Scoring - Fast-Track license promotions for Rookie license holders now occur at an SR of 3.0. Since this matches the end-of-season promotion requirements, there is no longer a need for them. And so there will no longer be a “quiet period” at the end of each Rookie season to allow for Rookie promotions. Simulation Startup - The process of loading and painting each car has been significantly optimized so the Sim can now load a lot faster. Replays - Fix a bug where cutting and saving a portion of an old replay would result in a replay that would not load. Controls - Improve calibration detection to better handle combined axes. - Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow Fanatec wheel displays to reinitialize when hot plugged. By default this is off. - Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for users who have unstable USB environments. - Always output FFB telemetry even if no FFB device is available. - Fixed a bug that could be causing members to lose their shifter buttons in some odd cases. - Fixed a crash that could happen if no joysticks are detected for a moment. - Added in app.ini [Force Feedback] debounceSeqMs=80 flag that can be used to force the sequential shifter to be held down for a specified period after first triggering it, this helps reduce the chances of a double shift caused by buggy hardware, at the expense of slowing down your shifts. This is enabled by default and set to 80 ms. Graphics - Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving screen up so commercial simulators with a car body in the way can still see the black box. Note that this is an integer so 10 is 10%. Setup Auto Load - Added a new ‘auto load’ feature where the Sim will automatically choose an appropriate iRacing setup for the track you are at. - There is a check box in garage to turn on/off auto setup loading for each car. This is automatically checked only if you didn’t have a -Current- setup already for a car, so it won’t blow away any pre-existing setups you have on a car. The check box is unchecked as soon as a setup is edited, even if the changes are not saved. - If auto load is enabled, the Sim chooses an iRacing setup by comparing the setup names against the track’s directory name (charlotte_quadoval, for instance), if that fails we look for road or oval, failing that we go with baseline. Autoload will only ever load iRacing setups, not your own. - All cars have had their iRacing setup names adjusted to support this new feature. Spotter - We have added some more variety to many of the existing spotter messages. Lucky Dog - The Lucky Dog rule for allowing lapped cars to get a lap back during caution periods is now available. - When configuring a hosted session, league session or tournament session, you can configure lucky dog by going to the “CAUTIONS” pull-down on the host a race page and select “full course cautions on with lucky dog”. - Lapped cars are considered for who gets the Lucky Dog in order of how many laps down first, then for cars on the same lap down in the pacing order that the caution settled into. - Lapped cars will not be considered for the Lucky Dog if they were involved in anything that may be related to causing the caution, or were carrying a black flag at the time of caution, or do anything stupid during the caution before the Lucky Dog gets waved around (such as getting a black flag, crashing into someone, etc) - The best remaining Lucky Dog candidate will get waved forward a lap as they cross the start/finish line while the lead lap cars are pitting (or even if the lead lap cars didn’t actually pit). - If you get the Lucky Dog, the pace order instructions will tell you to pass the field, pass the pace car, then catch back up to the back of the field. You will also be issued a “Lucky Dog” end-of-longest-line penalty at the same time, which you will see in the upper left. This doesn’t mean go to the end right then, but it means that you will be held at the end of the longest line after you have caught your lap back up. - The Lucky Dog can’t pit while they are on their catch-up lap. The pit entrance will be signaled as closed for you until you do the extra lap. You can pit behind the other lap down cars once you’ve done your catch-up lap. New Tire Model For cars with v4 and v5 tires: - The tire probe temperature measurements that are reported in the garage and black box now compute more reasonable equilibrium values to better represent what temperature is actually measured in a pit stop. - Better carcass yaw stiffness and carcass yaw motion. We think this feels better and there is less force feedback chatter as a result too. For cars with v5 tires: - There have been further improvements to tire heating energy transfer calculations. - The tires now smoke more realistically (and interestingly, that improves the feel over the limit by limiting surface temperature build-up). - Applied a fix to all v5 cars that we had made to the Ruf when it was released in December, which stops certain sidewall loads when a tire is rolled onto the sidewall (heavily loaded, or low pressure) from adding extra grip. In case you are losing track of which cars are on which version of our tire models, here is a full summary: - New cars with v5: Ruf RT 12R AWD Super Late Model - Cars in this build that have updated from v4 to v5: Cadillac CTS-V Racecar Chevrolet Corvette C6R Chevrolet Monte Carlo SS Ford GT Ford Mustang FR500S Kia Optima McLaren MP4-12C GT3 Radical SR8 - Cars already on v5: Legends Ford ’34 Coupe Lotus 49 Mazda MX-5 Cup Mazda MX-5 Roadster Pontiac Solstice Ruf RT 12R C-Spec Ruf RT 12R RWD Ruf RT 12R Track Skip Barber Formula 2000 Spec Racer Ford Street Stock VW Jetta TDI Cup Williams-Toyota FW31 - Cars on v4: Chevrolet Impala Class B Chevrolet Impala-COT Chevrolet National Impala Chevrolet Silverado Chevrolet SS-Gen6 Dallara IndyCar Ford Falcon V8 Supercar Ford Fusion-Gen6 Ford Mustang Class B HPD ARX-01c Lotus 79 Modified – SK Modified – Tour Riley Daytona Prototype Star Mazda - Cars still on the old tire model: Silver Crown Sprint Car Differentials - We have improved some aspects of our differential modeling. - All diffs that use spider gears (cars with open diffs, Salisbury diffs, or viscous diffs) now generate a small amount of diff locking from spider gear friction itself. This will give a subtle improvement in feel to the open diff cars and even the viscous diff cars. - Our Salisbury diff modeling is better too. The amount of locking from varying ramp angles is a little different than before, but not a lot different. High ramp angles won’t quite be locking as much, but low ramp angles can lock a little bit more. Also, we have changed preload to be the torque required on an axle to overcome the initial friction level of the diff, instead of an internal preload force. All Salisbury diff cars now use this torque value in their setup sheets, but it will initially be populated with the value from the old preload force value, so you may need to adjust your preload values on your setups, probably to a lower value than you’re seeing. An example for reference purposes: McLaren specs their diff to have 80 Nm of breakaway torque (~60 ft-lbs). Dirty Cars - All cars will now accumulate dirt over the course of a race, in much the same way that the windshields get dirty. Collision model - We’ve made some small improvements to the car collisions, so car damage will be a little bit different than usual. Some cars may get damaged a little more easily, some cars will be a little more difficult to damage. Cars - Added Motorsports.com sponsorship. - Peak and InRacing news logos updated. Pace Car - The Mustang pace car has an updated paint scheme. Cadillac CTS-V Racecar - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - Set fuel increment to 5 liters (1.3 gal). - Fix visual issues with the hubs not being in the right location. - New baseline setup. Chevrolet Corvette C6R - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - More accurate ride height sensor locations. - All brake lights light up when car brakes. - New baseline setup. Chevrolet Impala Class B - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet Impala-COT - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet Monte Carlo SS - Updated to latest v5 tire model. - This car, being a regular Late Model, has been overhauled and updated with many of the improvements from the new Super Late Model. - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes. - Added a setup item to offset the steering wheel. - Better nose and gearbox cameras. - Updated setups. Chevrolet National Impala - Added a setup item to offset the steering wheel. - Now has Peak sponsorship on dash and windshield. Rear TV panel is now sponsor 2. - Updated setups. Chevrolet Silverado - Added a setup item to offset the steering wheel. - Updated setups. Chevrolet SS-Gen6 - Added a setup item to offset the steering wheel. - Updated setups. Dallara IndyCar - Added a setup item to offset the steering wheel. - Updated setups. Ford Fusion-Gen6 - Added a setup item to offset the steering wheel. - Updated setups. Ford GT - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - More accurate ride height sensor locations. - Fixed the flipped bolts on outer wing. - New baseline setup. Ford Mustang Class B - Added a setup item to offset the steering wheel. - Updated setups. Ford Mustang FR500S - Updated to latest v5 tire model. - Aerodynamic improvements. HPD ARX-01c - Better tire pressure ranges. - More accurate ride height sensor locations. - Lock final drive ratio to 3.9375. - Altered the engine torque curve a bit for more bottom end and top end. Kia Optima - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. - New baseline setup. Legends Ford ’34 Coupe - Added a setup item to offset the steering wheel. - Updated setups. Mazda MX-5 Cup - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result. - Updated tires. - Updated aerodynamics. - New baseline setup. Mazda MX-5 Roadster - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result. - Updated tires. - Updated aerodynamics. - New baseline setup. McLaren MP4-12C GT3 - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, which are using different brake pads as the setup specifies, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes. - More accurate ride height sensor locations. - Set fuel increment to 5 liters (1.3 gal). - Updated setups. Modified – SK - Added a setup item to offset the steering wheel. Modified – Tour - Added a setup item to offset the steering wheel. Pontiac Solstice - Updated tires. Radical SR8 - Updated to latest v5 tire model. - Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering. - Updated aerodynamics. Wing is now adjustable in 2 degree increments. - More accurate ride height sensor locations. - Updated setups. Ruf RT 12R AWD - The AWD version of the Ruf is now in your garage along with the other Rufs you own. It is identical to the RWD but with an AWD drive train. The AWD and RWD can load each other’s setups. Ruf RT 12R C-Spec - Updated tires. - The wheels have been replaced with proper racing wheels instead of recolored street wheels. - Updated aerodynamics. - Improved shocks. - Taller final drive option for high top speed tracks like Daytona. - Now has cockpit adjustable brake bias. - Total mass increased by 50 kg to match GTC minimum weight of 1205kg (no fuel, no driver). - Set fuel increment to 5 liters (1.3 gal). - Tach displays correct gauge texture at night tracks. - New baseline setup. Ruf RT 12R RWD - Adjusted brake bias. - Added a Tall gear that allows 227mph. - Removed pit speed limiter. - Tach displays correct gauge texture at night tracks. Ruf RT 12R Track - Updated tires. - The wheels have been replaced with proper racing wheels instead of recolored street wheels. - Updated aerodynamics. - Improved shocks. - Now has the same fully auto sequential that the McLaren has. - Total mass increased by 32 kg to match homologated weight of 1200 kg (no fuel, no driver). - Fuel cell is exactly 100 liters according to FIA. - Set fuel increment to 5 liters (1.3 gal). - Tach displays correct gauge texture at night tracks. - New baseline setup. Silver Crown - Smaller fuel increments. - Added a setup item to offset the steering wheel. Sprint Car - Smaller fuel increments. - Added a setup item to offset the steering wheel. Street Stock - Updated tires. - Added a setup item to offset the steering wheel. - New baseline setup. Super Late Model - Now available for purchase! Just like the regular Late Model (Chevrolet Monte Carlo SS) but faster! VW Jetta TDI Cup - Updated tires. Williams-Toyota FW31 - More accurate ride height sensor locations. - Updated setups. Tracks - Reviewed scenic cams at many tracks to add cameras where they were missing, and removed some of the less attractive scenic cameras. - Crowds in grandstands and trackside have better texture normal maps so they will look more three dimensional.
  10. VELOCIPEDE

    iRacing: nuova Build in ritardo

    Direttamente Steve Myers aggiorna tutti gli appassionati di iRacing riguardo l'uscita della nuova ed attesa Build del simulatore americano: il rilascio dovrebbe avvenire il prossimo giovedi, ma potrebbe slittare alla settimana successiva (30 Gennaio), per ottimizzare al meglio il nuovo modello dei pneumatici v5. Nell'attesa quindi possiamo consolarci con alcune immagini di anteprima di futuri addons: ecco il primo render della BMW Z4 GTE, poi la Dallara DW12 Indycar e la Super Late Model, senza dimenticare che gli sviluppatori sono al lavoro anche sulle piste di Imola e Monza.
  11. VELOCIPEDE

    iRacing arriva su MAC

    E' disponibile da oggi la versione per sistemi MAC di iRacing. Questa nuova release MAC è la stessa di quella già disponibile per PC (aggiornata con alcuni bugfix proprio oggi) e riceverà gli stessi contenuti ed upgrades anche nel prossimo futuro. La casa americana ha inoltre confermato di essere al lavoro anche ad una versione per Linux di iRacing. Queste le caratteristiche della versione MAC: System Requirements Mac OS X Snow Leopard (10.6), Lion (10.7), and Mountain Lion (10.8) Macbook Pro, Macbook Air, iMac, Mac Pro, or Mac Mini Intel HD Graphics 4000 or better 2 GB of Ram 6 GB free hard drive space Microphone optional, required for voice chat
  12. E' disponibile da oggi la versione per sistemi MAC di iRacing. Questa nuova release MAC è la stessa di quella già disponibile per PC (aggiornata con alcuni bugfix proprio oggi) e riceverà gli stessi contenuti ed upgrades anche nel prossimo futuro. La casa americana ha inoltre confermato di essere al lavoro anche ad una versione per Linux di iRacing. Queste le caratteristiche della versione MAC: System Requirements Mac OS X Snow Leopard (10.6), Lion (10.7), and Mountain Lion (10.8) Macbook Pro, Macbook Air, iMac, Mac Pro, or Mac Mini Intel HD Graphics 4000 or better 2 GB of Ram 6 GB free hard drive space Microphone optional, required for voice chat This post has been promoted to an article
  13. digiprost

    Video: iRacing, rFactor2 e Project CARS

    Da non perdere assolutamente i nuovi video di confronto pubblicati oggi sul forum: DigiProst ci propone il paragone diretto fra iRacing, rFactor2 e la realtà con la Skip Barber sulla pista di Lime Rock, mentre AdrianF1 ci mostra il confronto a Monza fra rFactor2 e Project CARS !
  14. Ecco le note di rilascio della Season 3 2013 di iRacing: la nuova versione del software sarà disponibile a partire dal 23 luglio e, fra le varie novità, ci metterà a disposizione la Lotus 49, il circuito Gilles Villeneuve di Montreal e quello di Long Beach in versione tech track! This post has been promoted to an article
  15. VELOCIPEDE

    iRacing: patch Season 3

    Il team di iRacing ha rilasciato una patch per aggiornare l'ultima build Season 3 del simulatore: fra le novità apportate dall'upgrade, ritorna il supporto al sistema Oculus Rift, che potete ammirare nel video sottostante. http://www.youtube.com/watch?v=W_X5kyL13ek
  16. VELOCIPEDE

    iRacing: Season 3 disponibile!

    Finalmente, le novità gustose per gli appassionati di iRacing sono arrivate. E' infatti disponibile da qualche minuto l'attesissima Season 3 2013 di iRacing: la nuova versione del software, fra le varie novità, ci mette a disposizione anche la Lotus 49, il circuito Gilles Villeneuve di Montreal e quello di Long Beach in versione tech track! Inoltre da questa stagione viene introdotta la possibilità di variare temperatura, umidità e nuvolosità, variabili che potranno anche mutare autonomamente durante le sessioni, influenzando le performance delle auto. È poi presente una opzione che permette di usare un meteo "realistico" per la determinata pista che si è scelta. Le sessioni ufficiali online, per questa stagione manterranno purtroppo il meteo bloccato, ma varierà comunque l'illuminazione e la copertura delle nuvole in maniera casuale. Per i vostri commenti e discussioni fate riferimento a questo topic.
  17. E' disponibile da qualche ora un nuovo aggiornamento per iRacing: il team americano ha infatti rilasciato il nuovo circuito ovale di Kansas Speedway, disponibile in tre configurazioni, compreso lo stradale, sul quale è possibile correre di giorno e di notte, inoltre il software è stato upgradato ad una nuova release, che include anche alcune migliorie per i teams ed un paio di bugfix grafici.
  18. Il team di iRacing ha puntualmente rilasciato la nuova Build del simulatore utile per disputare la nuova Stagione 4 che partirà in questi giorni. Come di consueto sono numerose le migliorie, i bugfix e le novità apportate da questa release, come ad esempio i circuiti di Oran Park e Rockingham Speedway, il nuovo spotter e la radio in car, il nuovo modello gomme per la Lotus 79 e molto altro ancora. iRacing is excited to release yet another feature, function and content update to the service as it does every 90 days. The constant updates are unique in the industry and we hope you enjoy the latest update as our standard Season 4 racing season is set to start. This build was a big one for us as some massive architectural changes were completed including allowing for 64 bit computing and touch screen capabilities as well as the foundation for what we are calling Team Racing. From a members perspective – for now -- you will notice the new spotter functionality and new radio and scanner features as the start of the overall team functionality in this build. More will continue to roll out in the future. These large architectural changes are exciting for us long-term and set the stage for many enhancements in the future. That said, we have not forgotten about the short term either as you can see from our release notes by clicking here. Along with the spotter functionality some of the highlights include new content including Rockingham Speedway and Oran Park. One of America’s most legendary ovals, Rockingham (aka The Rock) hosted nearly 100 NASCAR Sprint Cup races over the years, while Oran Park enjoyed a special place in the hearts Australian race fans before it was demolished to make way for a housing development. Now, Oran Park and its distinctive figure eight layout will live forever . . . thanks to iRacing. FYI, the much anticipated Lotus 49 is close to being released but not quite ready for prime time and we will get it out as soon as it is ready. We also included our latest dose of realism - a feature that produces buildup of dirt and grime on your windshield, along with tear-offs enabling your crew to give you a clear view ahead after every pit stop. Again, see our release notes linked above for full list of updates. Our new season build is finally coming your way late tonight/early tomorrow. Here are release notes covering what to look for in the new build. Website: Downloading/Update Manager The download/update manager for the member site has been updated to improve stability, speed, and graphics: - New design to match other pages on Member Pages, UI/UX update. - The action buttons appear at the top and bottom of the page, to facilitate ease of use and quick updating. - Required updates are hidden by default to make the list shorter. - Page now runs faster. Spotting - Spotting allows members to join sessions and act as another driver's spotter through various voice chat channels. You can spot through the myRacers page, Spectator Sessions, or through the myRacers popup. Enable spotting in the settings panel under "General Settings". Here, you can also control additional spotter privacy settings. - Select "Anyone can be my spotter", and any iRacing member can spot for you. - Select "Only friends can be my spotter" to restrict access to just your friends. - Enter a password to restrict access to those who have your spotter password. Regardless of what you choose, with this option anyone who wants to spot for you will need your password. - To join as a spotter, if the driver you want to spot for has a password, you must enter that password before you can spot. If a session has a password and the driver you want to spot for does not, you must enter the session password before you can spot. If a session has a password and the driver you want to spot for has a password, enter the driver's password to spot. Race Week Scoring - The best 25% of a driver's race performances (based on points scored) in a given Race Week will be averaged at the conclusion of each Official Series Race during the week. The final average at the conclusion of the Race Week will be the driver's Race Week Point Total and count towards the season championships in that series. Example: If a driver competes in up to 4 official races in a week, his/her best 1 would count; race 5 to 8 times and the average of the best 2 would count; race 9 to 12 times and the average of the best 3 would count; etc. Simulation: Spotting A lot of internal structural changes have been made to the race servers and the simulation to support some features that will be coming out in future builds. This build includes the first of those features: the ability to have people connect to sessions that you run and be your spotters. For now, we'll call you and your spotters "teammates". Spotters are participants in the session, just like drivers. Spotters are there to help the driver do their best during the session. They are not "neutral observers", like spectators. Therefore, once you have registered for a session as someone's spotter, you have committed yourself to that driver for the entire session. You cannot disconnect, withdraw from the session, and then re-register for the session as a spectator, as someone else's spotter, or as a driver yourself. You and your spotters can communicate with each other using your race radio on a channel that is dedicated to your team (see the Radio section). You will not see or hear the communications made between other drivers and their spotters on their team channels, nor will they see or hear the communications within your team on your team channel. You can have up to six people connected to the server on your team at one time - the driver and five teammates. Over the course of the session you can have up to around 60 different people connect to the server as your teammates, but never have more than six connected at once. If a seventh person tries to connect they will be rejected, and the original six will be informed of this. You can then decide whether one of you should disconnect to allow this other person to join. While it is unlikely anyone will use this capability to the extremes for spotting, it is good to be aware of this restriction as additional features become available in future builds. You will see a [start Spotting] or [stop Spotting] button on the Session screen if you are registered as someone's spotter. Clicking on [start Spotting] declares your intent to spot for the driver and will change the button to [stop Spotting]. Clicking on [stop Spotting] declares your intent to cease spotting for the driver. As long as any one person on the team is connected to the session and has declared their intent to spot, the computer-generated spotter's voice will be disabled, and the computer spotter will only give high priority messages via text chat. Some of the computer-generated spotter's messages have been adjusted from low to medium as a part of this feature. If there is nobody that you could possibly spot for (the team's driver is currently disconnected), the button will be grayed out. Radio Text and voice chat within the simulation have been replaced with a race radio. The new radio is a combination scanner and transmitter. The scanner will automatically scan through all of the channels that are programmed into the radio. The scanner can have up to 32 channels. The transmitter will be set to transmit on one of these channels. Any text chat or voice transmissions you make will be on the channel the transmitter is set to. You can assign a key or button to the "Next Channel"/"Previous Channel" controls on the Options/Sound screen. You can use these controls to cycle the transmitter through the set of channels that are programmed into the radio. The channel your transmitter is set to is displayed on the replay and driving screens, above the L/Q/S/P meters. The transmitter-channel indicator will blink each time your radio's configuration is changed. A channel is identified by its name. Channel names begin with the @ symbol, and can include letters, digits, and the - (dash) symbol. Channel names are converted to all upper case letters, and so they are not case sensitive. Channel names can be up to 15 letters long, including the leading @ symbol. Channels have levels of permission. Only a certain set of people are permitted to talk on a channel, and a different set of people are permitted to scan (listen to) the channel. If you are not permitted to talk on a particular channel, it will be skipped when you cycle your transmitter to the next/previous channel. There are some predefined channel names: @ADMIN - Anyone that has admin privileges on the server can scan and talk on this channel. This channel is intended to allow server admins to talk among themselves, without others on the server listening in. @RACECONTROL - People with admin privileges on the server can talk on this channel. Everyone on the server will scan this channel. It is intended as a way for the server admins to communicate with everyone on the server at once ("I'm going to throw a competition-caution on lap 30"). @DRIVERS - This is roughly the equivalent of the "old" radio. All drivers can scan and talk on this channel. @SPECTATORS - Anyone can scan and talk on this channel, but it is only pre-programmed into the radio for spectators. Spectators can now text and voice chat among themselves, without interrupting the drivers. There are some predefined channel names that actually map to many distinct channels internally: @CLUB - There will be a separate channel for each club. Drivers can only scan and talk on their own club's channel. @TEAM - Each team will have its own channel. Only people that connect to the server as part of your team can scan and talk on your team channel. @PRIVATE - Each person that connects to the server will have their own private channel. You must scan your own private channel. Private text chat messages are sent to you on your @PRIVATE channel. Anyone can private text chat to you, and only server admins can voice chat to you. Server admins can always scan and talk on any channel, provided they know the channel name. Your radio will come pre-configured with a particular set of channels, depending on how you registered for the server, and your rights on the server: - If you are a driver in the session you will scan the @DRIVERS, @TEAM, @CLUB, @RACECONTROL, and your own @PRIVATE channels. - If you are a spotter for a driver in the session, you will scan the @TEAM, @RACECONTROL, and your own @PRIVATE channels. - If you are a spectator you will scan the @SPECTATORS, @RACECONTROL, and your own @PRIVATE channels. - All server admins will scan the @ADMIN channel. Since it would be difficult to understand what is being said if several people talk at the same time on different channels, you will only hear one person speaking at a time. The radio channels have priorities. Your radio will automatically silence someone speaking on one channel if someone starts speaking on a higher-priority channel. For example, if you are hearing someone speak on @DRIVERS and one of your teammates starts talking on your @TEAM channel, your teammate's message will take priority. Channels are ordered as follows, from highest to lowest priority: @ADMIN @RACECONTROL @PRIVATE @TEAM @<user created> @CLUB @DRIVERS @SPECTATORS You can also create your own channel and add it to your radio (see the @add command, below). If you give the name of this channel to others, they can also add the channel to their radios, and you can then all talk to each other. Just be aware that anyone that knows (or guesses) your channel name can add the channel to their radio and or join the conversation (or just listen in). In addition to the next/prev channel controls, some text chat commands exist that can be used to alter your radio. You enter these commands as if you were going to transmit a text chat message. You can enter these commands no matter what channel your transmitter is set to - the commands are intercepted and acted on without actually being transmitted. These commands are signaled by starting your text chat message with the @ symbol. @help Will list the radio commands. @help cmd (for exmample @help list) Will give you more information about a specific command. @list Will list the set of channels that are programmed into your radio. Each channel will be preceded by up to 4 letters, indicating some properties about the channel. "s" means that the channel is being scanned by your radio's scanner. "t" means that you can transmit on this channel. "m" means that you have muted this channel. "a" identifies the channel your transmitter is set to (the "active" channel). @add <name> Will add the specified channel name to your radio, and switch your transmitter to that channel. For this and all the other radio chat commands where you specify a channel name, you can include the @ on the name (@add @lizard), or not (@add lizard). Both will work. @remove <name> Will remove the specified channel from your radio. Some channels can not be removed. @transmit <name> Will switch your transmitter to the channel. If you do not have permission to transmit on the channel, the transmitter will not be changed. @mute <name> Will mute the channel. You will no longer see any text chat, or hear any voice chat sent on the channel. Some channels can not be muted. @unmute <name> Cancels muting on the specified channel. @noscan Turns off scanning for any channels on your radio that you are allowed to mute. Some channels, like @RACECONTROL, can not be muted, and will still be scanned. @scan Turns scanning back on. None of the changes made to your radio using the chat commands are "sticky". They are forgotten each time you exit the simulation. 64 Bit - This update installs both a 32-bit and a 64-bit version of the simulator into your iRacing installation. If your system is 64-bit capable, the 64-bit version of the simulator will now be used automatically. Older 32-bit systems will continue to use the 32-bit version of the simulator. To force your 64-bit system to use the 32-bit version of the simulator (for any reason), visit the settings page in the member site (there is a button beneath the "race now" button with a wrench on it), and toggle 64-bit mode to off. - The simulator's splash screen now indicates which version of the simulator has been launched. It states either "iRacing.com Simulator 64-bit" or "iRacing.com Simulator 32-bit". - At this time there are no substantial known differences (bugs or features) between the two modes. There are reports of additional z-fighting/flickering with certain cameras in 64-bit mode. - Some of your existing setups may now produce slightly different ride heights than previous version of the simulator. We discovered and fixed a physics bug that affected the ride heights, they are now more correct. - The 64-bit version of the software has been updated to load the 64-bit versions of trackIR (npclient64.dll) and our fanatec wheel support (ftk_api64.dll), and will also now directly access all of the 64-bit system DLLs, including DirectX. Touch Driving - The Sim now supports the ability to drive using a touch screen or a mouse. - Added reset/exit buttons to driving display when using touch/mouse driving. - Added reverse/drive button to driving display when using automatic and touch/mouse driving. - Added an auto pit speed limiter, enabled only when touch driving. - Allow user to turn off the mouse interface while driving (exit/reset/drive/black box next buttons) Dirty Windshields - Windshields will now get dirty as you drive. Driving behind other cars will make the windshield get dirtier faster. Driving through smoke, dust, clouds of oil from blown motors will make the windshield get really dirty really fast. We have added this effect to all cars with full windshields. - Your pit crew have an option to do a windshield tear-off, available in the F4 black box, if the car supports windshield tear-offs. By default they will clear your windshield. At this time there is no limit to how often they will clear your windshield, while in real races you would typically see a maximum of four or five tear-offs. Black Box - Black boxes now fully usable with touch input or mouse, and can edit and select next/previous items. - Extended the mirror black box to include FOV, touch sensitivity and FFB controls. - Separate out spin controls in garage and black boxes so they are easier to touch. Controller Support - Allow the user to adjust their steering lock-to-lock range. - Add 'F' force feedback force meter to 'Q' meters. - Fix a nasty FFB bug that caused the wrong device to be uninitialized when changing controllers. - Retry 5 times when initializing the FFB, hopefully this stops the loss of FFB when entering your car bug that some people have encountered. - Add in some extra protection around the FFB bump stops, it may be possible before for the stops to soften if the FFB forces were just right. - Add in support for the SimRaceway SRW-S1 wheel shift lights. - Tweak the shift lights for all cars so controller shift lights and shift indicators line up better. - Add option to reset FFB settings. - Bring linear and minimum force settings into the options UI. By default we reduce stronger steering torques to provide the ability to feel a larger range of steering effects within the limited torque range of most wheels. Enabling linear mode removes the reduction and gives you a 1:1 ratio for torques all the way up to the wheel's limit, at the cost of halving the range of torque that can be felt before saturation begins. Min force attempts to remove the 'dead zone' around zero found in many wheels. Try a value of 10% and work your way down from there if the wheel begins to vibrate. - Add option to display forces in Nm when using linear mode, use app.ini [Force_Feedback] ffbDisplayLinearInNm=1 to turn this behavior on. - Make all indicators blink the same way, an add in app.ini [Force Feedback] enableWheelDisplayBlink=1 to allow you to shut off the blinking. - Add in settings option to turn on and off wheel displays. - Fix a small bug that could cause FFB forces to be biased to the right when using minimum force. - Fix bug that would cause automatic to get stuck in drive if user switched from h-pattern to sequential mode without restarting the sim. User Interface - Hide driving text chat when it loses focus. - Add ability to toggle the display of the system meter, driving controls, and black boxes from the options screen. - Shrink all the relevant dialog boxes to fit into a 1200x900 pixel window. That way both the 1280x1024 and 1600x900 monitors will zoom to 100%. Telemetry - New telemetry output: "ManifoldPress" - Engine intake manifold pressure, in bar. "Lat/Lon/Alt" - Players car "GPS" position, in decimal degrees and meters. "CarIdxOnPitRoad" - Is a car on pit road between the start/end cones, by car index. "OnPitRoad" - Is the player car on pit road between the start/end cones. - New session string info: "DriverInfo: Drivers:CarClassMaxFuel:" - What fuel penalty is applied to this car. "DriverInfo: Drivers:CarClassWeightPenalty:" - What additional weight is applied to this car. Garage - Dump the current track's file path along with the car's file path when exporting a setup to html. - Allow adjustment of the car's penalty weight in the garage, but only in offline test sessions. - When initializing the garage, make sure that if -Current- setup fails to load, drop back to baseline.sto. - Added mouse-over setup descriptions to all road course cars. Graphics - Optimized the filtering of the shadow maps to use fewer texture lookups per pixel. This change should decrease the magnitude of any micro-stutters caused by off-screen shadow map rendering. The new filter is a bit sharper and better aligned, but very distant edge on tree shadows may sparkle just a tad more than before. Sound - Fmod support has been removed as part of an internal sound engine design clean-up. Crash Reporting - If the simulator crashes it will now produce a .log file in your documents\iracing folder. This file will be time-date stamped and include text information about the fault which may help us find and fix the problem more quickly. When reporting a crash via e-mail to support@iracing.com or to the forums, please attach any associated .log file(s), they really help. Not all crashes will produce a .log file, in that case please continue to just report the standard windows crash report information found in the control panel->event viewer. Cars - Simvibe sponsorship added. - Logitech sponsorship for the Chevrolet Silverado. Cadillac CTS-V Racecar - Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel. Chevrolet Corvette C6R - Wheels are now black. Chevrolet Impala - Fixed a bug where bumpstop packers were not working at short tracks and road courses. - Increase bumpstop selection two-fold with same max and min limits. - Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks. Chevrolet Impala Class B - Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks. Chevrolet Monte Carlo SS - Fixed opponent car gauges rotating about the wrong axis. Chevrolet National Impala - Fixed opponent car gauges rotating about the wrong axis. - Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks. Chevrolet Silverado - Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks. Dallara IndyCar - Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent. - Harder rubber compound for the high speed oval tracks. - Reduce drag at low and high drag speedway tracks by just a bit. - Less draft understeer. Reduced draft effects. Ford Falcon V8 Supercar - Change the way anti-roll bars are displayed on this car. Ford GT - Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent. - Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel. Ford Mustang FR500S - Updated engine sounds, mostly for the external sounds. HPD ARX-01c - Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent. - Soften maximum possible shock stiffness so the car will stay stable in the garage. Lotus 79 - Now has the New Tire Model, and has had a complete overhaul of the physics including tires and aerodynamics. - Better gauge calibration. - Telltale RPM needle is now functional on tach gauge. - All new setups to go along with the physics updates. - Previous setups are invalidated and will not load in the sim because the car requires such different setups now. Please start with one of our provided setups and move forward from there. Modified - SK - Much stiffer and stronger collision spheres. Modified - Tour - Much stiffer and stronger collision spheres. Riley Daytona Prototype - Stiffen and strengthen body and wheel collision spheres. - Fuel efficiency is reduced. Silver Crown - Fixed the problem where the front axle was not correctly visually located with the car. Sprint Car - Fixed chance of engine blow up while on the rev limiter. Street Stock - Fixed opponent car gauges rotating about the wrong axis. VW Jetta TDI Cup - The turbo modeling of the TDI engine has been improved to better match correct turbo lag and boost pressures - but it's a quick, responsive turbo and you probably can barely feel any lag. Unfortunately the car does not have a boost gauge, because they're really cool, but the new telemetry item "ManifoldPress" will report boost pressure. The torque curve of the motor is better matched to dyno sheets now, there is more high end torque up near the rev limiter, but you will still want to shift before the rpm gets that high on this motor. - Fixed a bug and improved clutch behavior from a standstill, when in 1st or reverse gears. The clutch will let the rpm build up when trying to pull away from a standstill instead of doing a very jerky almost-stall. Williams-Toyota FW31 - Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent. - Drafting effects have been improved. Tracks - All tracks have had their surface textures rebuilt to eliminate a mip-mapping artifact where a line of brightness change would appear a few meters ahead of the car (and this line would move with the car/camera). This change also fixed an issue where triangle boundaries would sometimes appear in the track surface when viewed from certain distances/angles. This change to our source texture maps fixed this issue for most tracks, however Mosport is known to still exhibit a similar issue for some unknown reason. Some other older tracks may as well. Oran Park Raceway - Oran Park Raceway added. This track features 6 configurations including Grand Prix, South, North, Moto, North A, and North B. Rockingham Speedway - Rockingham Speedway added. This track features 4 configurations including Oval, Road, Infield Road, and Short Road. Sonoma Raceway - Infineon Raceway has been renamed Sonoma Raceway. Irwindale Speedway - Toyota Speedway at Irwindale has been renamed Irwindale Speedway. Stafford Motor Speedway - Jack Arute's Stafford Motor Speedway has been renamed Stafford Motor Speedway. This post has been promoted to an article
  19. This post has been promoted to an article
  20. VELOCIPEDE

    Smyrna Speedway

    If all goes as planned, to be released tomorrow Dec-21.
×

Important Information

By using this site, you agree to our Terms of Use.