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

    iRacing Build Season 1 2017

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

    iRacing: lunedi nuova Build

    Il team di iRacing, dopo averci mostrato in video le nuove RUF, ci mostra oggi alcune immagini in pista della nuova Super Late Model, vettura anche lei protagonista della prossima Season 1 Build del simulatore che sarà disponibile a partire da lunedi 27. Our Super Late Model has some build-up on the hood! So will yours after you've turned some laps on iRacing. Our software upgrade coming on January 27th includes this feature. See you on the track!
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