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

    iRacing dirt si mostra in video!

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

    Nuovi screens "dirt" per iRacing

    Tramite i social network, il team di iRacing ci mostra alcuni nuovi screens di anteprima del lavoro in corso sullo sterrato per iRacing, ormai di prossimo arrivo. Truckin' @EldoraSpeedway. #DIRT is coming soon to a PC near you. The dirt cushion is now implemented for our #DIRT testers, which moves up the track over the course of a race. @peakauto
  5. La spettacolare Porsche 911 GT3 Cup è disponibile ormai su numerosi simulatori di guida: il trailer qui sotto ci propone il confronto diretto della vettura tedesca su Assetto Corsa, Automobilista ed iRacing, utilizzando la viasuale dall'abitacolo e l'inquadratura esterna televisiva. Voi quale preferite?
  6. Con il trailer che potete ammirare qui sotto, il team di iRacing annuncia la nuova licenza Porsche per il simulatore americano, con l'arrivo entro gennaio della nuovissima Porsche 911 GT3 Cup. iRacing today announced a partnership that will see the popular online motorsports simulation service create digital models of the German automaker’s iconic race cars, beginning with the recently updated Porsche 911 GT3 Cup (991 II). The new 911 GT3 Cup is employed by customer sports teams to compete in 20 race series organized by Porsche across the globe, like the Porsche Carrera Cup Germany, the GT3 Cup in the USA and the international Porsche Mobil 1 Supercup – making it the world’s most produced and most used GT race car. Now, the 911 GT3 Cup finally arrives in the online racing world. Additional Porsche models will be announced as they become available. This post has been promoted to an article
  7. Sapevamo benissimo che, dopo il rilascio della Porsche GT3 Cup su iRacing, non sarebbero mancati i video di confronto con la stessa vettura ufficiale presente in Assetto Corsa. Ecco quindi un trailer realizzato da DigiProst che mette in paragone diretto al Nurburgring la vettura tedesca del sim americano, con quella creata dalla Kunos Simulazioni. Voi quale preferite?
  8. Come promesso entro Gennaio, il team di iRacing ha rilasciato per il simulatore americano la spettacolare e godibilissima Porsche 911 GT3 Cup, vettura protagonista di numerosi trofei monomarca, come il ben noto Porsche Mobil 1 Supercup che accompagna la Formula 1, ma anche vari campionati Gran Turismo, come quello italiano. The Porsche 911 GT3 Cup is here and ready to be raced! Raced in more than 20 race series around the world, including the Porsche GT3 Cup Challenge USA and the Porsche Mobil 1 Supercup in support of the FIA Formula One World Championship, the Porsche 911 GT3 Cup is the world's most produced and most used GT race car. With its potent, aluminum, 4 liter, flat 6 installed in the rear of its 1200 kg chassis, the Porsche 911 GT3 Cup is a demanding car to master, but one which delivers ample rewards to those who do. You can purchase and download the Porsche 911 GT3 Cup here.
  9. Our first major team endurance race of the year - the 2017 iRacing 24 Hours of Daytona - kicks off tomorrow around 13:30 GMT (8:30AM EST). Watch our broadcast of the top split LIVE here on Facebook or on iRacing.com/live, with coverage from RaceSpot, Global SimRacing Channel, and v8sonline.
  10. VELOCIPEDE

    iRacing: parliamo ancora di "dirt"

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

    iRacing: Porsche in arrivo a Gennaio!

    Con il trailer che potete ammirare qui sotto, il team di iRacing annuncia la nuova licenza Porsche per il simulatore americano, con l'arrivo entro gennaio della nuovissima Porsche 911 GT3 Cup. iRacing today announced a partnership that will see the popular online motorsports simulation service create digital models of the German automaker’s iconic race cars, beginning with the recently updated Porsche 911 GT3 Cup (991 II). The new 911 GT3 Cup is employed by customer sports teams to compete in 20 race series organized by Porsche across the globe, like the Porsche Carrera Cup Germany, the GT3 Cup in the USA and the international Porsche Mobil 1 Supercup – making it the world’s most produced and most used GT race car. Now, the 911 GT3 Cup finally arrives in the online racing world. Additional Porsche models will be announced as they become available.
  12. 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
  13. Among the drivers expected to compete in the race are former Formula One/IndyCar drivers Rubens Barrichello and Stefan Johansson, IndyCar champion Will Power, NASCAR star Denny Hamlin, IMSA champion Alex Gurney, 24 Hours of Le Mans winners Nick Tandy and Gustavo Menezes, and NHRA Funny Car champion Ron Capps. Other noteworthy competitors include X-Game Rallycross gold medalist Mitchell DeJong, IndyCar’s Stefan Wilson, NASCAR’s Timmy Hill and iPROC’s first father/son duo: triple World Touring Car champion Andy Priaulx and his son Sebastian, winner of the 2016 Ginetta Winter Series. In addition, IndyCar team owner Sam Schmidt will race using a CXC simulator equipped with semi-autonomous technology and looks to improve upon his 16th place finish in last year’s race. “The iRacing Pro Race of Champions is a fun and unique event,” says Tony Gardner, president of iRacing.com. “Where else will you find stars from open wheel, sports, stock and touring cars competing head-to-head with one another and with top rallycross and drag racers? And it’s for a great cause. Justin Wilson was a big supporter of iRacing and a regular competitor in the iRacing Pro Race of Champions. We’re pleased to join with CXC Simulations in honoring his legacy with a contribution to the Justin Wilson Children’s Fund.” Former iPROC winners include Hill, Phillip Eng and Kiwis Richie Stanaway and Shane Van Gisbergen. Tune-in to iRacingLive at 9 pm on December 14 and see who will join them as an iPROC champion.
  14. 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.
  15. VELOCIPEDE

    iRacing: primi screens su sterrato

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

    iRacing: parliamo di novità 2017...

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

    iRacing: Johansson prova il Nordschleife

    L'ex pilota F1 e vincitore a Le Mans, Stefan Johansson, ha provato al simulatore dinamico CXC Simulations, il Nurburgring Nordschleife di iRacing, raccontandoci in video le sue impressioni. Former F1 driver, Le Mans winner, and overall racing legend Stefan Johansson recently visited CXC Simulations to experience our virtual Nordschleife for the first time - a track which Mr. Johansson shares a history with, having raced it in Formula 3, Formula 2, and in the legendary Group C car - the Porsche 956. Listen to Stefan Johansson give some little known tips on how to navigate the 20.8km track in the McLaren-Honda MP4-30, and hear his impressions of the laser-scanned track itself.
  19. VELOCIPEDE

    iRacing: in arrivo la Ferrari 488 GTE

    “This is a landmark moment for iRacing and online racing,” says Steve Myers, Executive Vice President and Executive Producer for iRacing.com. “Ferrari is synonymous with world championship caliber race cars and high performance automobiles. The Prancing Horse logo famously inspires passion among racing and automotive aficionados everywhere. iRacers are also passionate about online racing and I have no doubt they will be thrilled at the prospects of racing the 488 GTE and other Ferraris in the future.” The Ferrari 488 will join iRacing’s stable of more than 50 meticulously-modeled open wheel, sedan, sports and stock cars which race on laser-scanned versions of the world’s legendary road courses and ovals in private leagues and officially-sanctioned series including the Blancpain GT Series, the iRacing World Championship Grand Prix Series and the NASCAR PEAK Antifreeze Series. https://www.youtube.com/watch?v=HVdYmeirJw8
  20. Bonus Credits are Back! Use them to purchase cars/tracks, extend your membership, and more! Offer valid through October 19. Details below:
  21. VELOCIPEDE

    iRacing ci aggiorna sullo sterrato

    Con un messaggio su Facebook accompagnato da uno screenshot, il team di iRacing ci aggiorna sul lavoro di sviluppo in corso riguardo l'implementazione dello sterrato nel simulatore americano. Il tracciato in terra sarà ovviamente dinamico e reagirà in modo realistico al passaggio delle vetture. Development work on dirt is going great! The physics, art, and track dynamics systems are all starting to work together in real-time. Today we took the #25 Sprint car out for a spin at Eldora Speedway. Here you'll see the first glimpse of a prepared track beginning to develop a groove. Not yet visible but almost ready will be the accumulation of loose dirt and a cushion. Again, this is all dynamic... the track will constantly change and react based on the cars, resulting in an unparalleled dirt racing simulation.
  22. ARX is provided to you in two parts, there is a client that runs on your android and ios device that you can pick up in your favorite app store and a server that is built into the Logitech Gaming Software (version 8.87.166 as of this writing) that supports the logitech gaming mice and keyboards. Both the client and server are available for free and Logitech has graciously allowed you to use the ARX software even if you do not own a Logitech gaming mouse or keyboard. To use the ARX functionality you need to install both the LGS and phone app from above, and make sure both are running and connected together. From there simply launch the sim and we will push out a display to your phone. Inside the sim youYou can go into the options tab and under external display you will find a check box to turn ARX off and an ARX mode: dropdown that lets you choose what page to display on your phone.
  23. Il Logitech ARX è in sostanza un plugin di comunicazione (gratuito) che permette di interfacciare le informazioni provenienti dal PC per mostrarle su un dispositivo esterno basato su Android o iOS. Seguendo la procedura descritta qui di seguito, potrete avere per iRacing, sul vostro tablet o telefono, le informazioni relative a tempi e distacchi, oppure persino la telemetria in tempo reale. Insomma una risorsa decisamente utile e persino gratuita, che richiede solo un pò di attenzione in fase di configurazione. Il video qui sotto spiega tutti i dettagli. This is an introduction to the Logitech ARX client and how you may go about developing new plugins for it. With the rewrite of ARX, I felt it was time to launch a new thread. First off ARX is a communication layer provided by Logitech that allows communication between an application on the PC and your Android or iOS based device. It basically allows us to act as a web server sending pages to your phone, along with a simple bidirectional communication channel so we can push live data to the phone and receive inputs back. ARX is provided to you in two parts, there is a client that runs on your android and ios device that you can pick up in your favorite app store and a server that is built into the Logitech Gaming Software (version 8.87.166 as of this writing) that supports the logitech gaming mice and keyboards. Both the client and server are available for free and Logitech has graciously allowed you to use the ARX software even if you do not own a Logitech gaming mouse or keyboard. http://support.logitech.com/software/gaming-software To use the ARX functionality you need to install both the LGS and phone app from above, and make sure both are running and connected together. From there simply launch the sim and we will push out a display to your phone. Inside the sim youYou can go into the options tab and under external display you will find a check box to turn ARX off and an ARX mode: dropdown that lets you choose what page to display on your phone. Dettagli e download qui http://members.iracing.com/jforum/posts/list/3344813.page This post has been promoted to an article
  24. CHANGE LOG: Website – The Race Guide now has a filter for filtering out “unofficial” sessions. – League Admins may now quickly add a session to one of their active league seasons by clicking the plus icon when looking at their “All Leagues/Find Leagues” page. – The Set Up Grid button has been moved up the page to a more relevant position when setting up a league session. – The Grid Builder context menu now positions itself correctly to correlate with the Racer Grid position. – The My Series Results page now features a dropdown menu for jumping to a specific page of results. – The Date column on the My Series Results page now displays the LOCAL date and time in the cell, and both GMT and LOCAL time in the tooltip. – The My Series Results page now shows detailed pagination details for searches with more results than can be displayed (ie: Showing Results 1-25 of 36 Total Results). – When a user selects a series on the Series Results page, the page will now look for data relevant to that selected series. If any is available, the page will display a link that takes the user to the archival page that shows ALL results from ALL races from that season. – Adding an item to your cart should now be more responsive. – Adjusted the font sizes of the homepage News section for increased readability. – Fixed the myRacers Online pop-out menu. – Fixed an issue where sometimes a racer would be prevented from joining a session because they required updates, when in fact the racer was up to date. – Fixed an issue that prevented you from joining your friends’ sessions directly from the myRacers persistent footer. – Fixed an issue that sometimes prevented you from joining an open practice session. – Fixed an issue that sometimes prevented the Race Panel from populating correctly where looking at Series Stats or Results pages. – Fixed an issue where duplicate entries could be seen for each Team Session on the myTeam Racing page. – Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context menu for moving drivers. – Fixed an issue where the Lap Results page could sometimes break when data was emerging slowly. – Fixed an issue on the My Personal Stats page where your last 10 races sometimes would not load. – Fixed the Settings Panel so that when opting to not use IPv6, your selection is saved correctly. – Fixed an issue where sometimes the side splash panels would not display correctly. – Fixed an issue with the display of promotional prices where they would drop a zero from the cents value. – Fixed an issue where some users were able to see region restricted series for which they were not qualified. – All chat features have been removed. – The Previous and Past Seasons page is now depreciated. Paint Kit – Leo Bodnar, Simability, and Simsteering logos have been added to the Paint Kit. – the Inside Sim Racing logo has been revised. Simulation – The description of the “maxParticleThreads” option in the “app.ini” file has been updated to include the value of “0” as an acceptable option. Race Sessions – Fixed a bug that was preventing League Sessions with qualifiers and without a race from using shared pit stalls. Dynamic Track – Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts with the tires to affect grip and accumulation of debris on the tires. – The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the track surface state to be seen immediately. Rendering – The cubemaps for all tracks have been updated. This will cause much brighter reflections off of objects. – Post-processing effects have been removed from the cubemaps for all night tracks. This was useful in the past, but is no longer needed. – Fixed occlusion culling so that very large nearby objects no longer incorrectly disappear, especially in mirrors. – Fixed a crash that could happen when trying to draw a lot of cars in the world with headlights. – Improved the algorithm for updating Dynamic Track textures to ensure timely graphical updates. – The option, “DynamicTrackTextureUpdateRate,” has been added to the “renderer.ini” file to control the maximum frequency of Dynamic Track texture updates. – The option, “ParticlesDetail,” has been renamed to “ParticleDetail” in the “renderer.ini” file. – Hang logging is now disabled by default, but can be enabled in order to help us investigate issues. DirectX 9 – Fixed a memory leak that occurred when rendering a Tech Track. DirectX 11 – Tech Tracks utilizing direct laser scan data can now be rendered in DirectX 11. – Glowing light effects now interact more accurately with fog. – Ghost car now renders correctly. – The old spark system is now hidden if PopcornFX is active, due to the new PopcornFX spark system. – Adjusted the graphical autoconfig selection of default graphics modes to favor higher refresh rates and standard scaling modes. – Fixed several bugs with night lighting and high detail headlights, where DX11 could look significantly different than DX9. – Fixed an issue with track shaders when using “Low” Shader Detail. – Fixed an issue where random flickers of geometry could render along with some particles. – Fixed several issues related to the antialiasing of painted lines and other surface decals at both night and day tracks. – Fixed an issue where tire rims could appear white when using the “Low” Shader Detail setting. – Fixed the Sim’s UI to correctly toggle between fullscreen and windowed cursor modes when the Sim toggles between fullscreen and windowed modes. – Fixed an issue where shadow volume geometry was being created at load time even when the “ShaderQuality” option in the “DX11.ini” file was set to 0. – If DirectX 11 fails to report a display mode, a fake display mode is created. This may allow the Simulator to operate in a windowed display mode or a fake fullscreen. – All new installations of iRacing will now default to DirectX 11. PopcornFX – All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce along the surface instead of passing through the environment. Audio – Improved road rolling, aero, and wind sounds for all vehicles. – Scrape noises for Armco fence rails and vehicle undertrays have been improved. Tires – Improved the effective tire grip calculations related to marbles and dust on track. Incident Points – The Info tab on the Session screen will now show your incident point count for the current session. In a team event, it will also show the count for your team as a whole. – The Entries tab now has a new “INCS” column. In a live session, you will see the incident point counts for the current session. There is no way to “back up” and see the incident point counts for prior sessions. In race sessions, everyone is only able to see their own team’s incident point counts. However, in a non-race session, or once a race session is complete, everyone is able to see the incident point counts for everyone. Admins are also able to see the incident point counts for everyone during a race session. – When watching a replay, you will see the incident point counts for the session replay you are currently watching. The same session visibility restrictions apply to watching replays (so you can not circumvent the restriction during an event by having a teammate save the replay, and load it to see everyone’s incident point counts). Radio – Fixed a rare issue that could allow you to transmit a text chat message that would be rejected by the race server. If the configuration of your radio changed just as you finished the message, it was possible that the message would be created with the identifying information from the prior configuration of the radio. Video Capture – Timestamp will no longer appear on screen captures. – A new video capture library has been added. – Fixed an issue that was preventing some members from utilizing this feature. Telemetry – Three new telemetry variables related to incident count have been added. If the event is a team race, the incident count is broken down in different ways; but if not, then all three variables will equal the same value. The variables are as follows: – – “PlayerCarTeamIncidentCount” = Incident count this session for your whole team. – – “PlayerCarMyIncidentCount” = Incident count this session just for you. – – “PlayerCarDriverIncidentCount” = Incident count this session for the current team driver. – A new session string entry, “WeekendInfo:WeekendOptions:IncidentLimit:,” has been added that indicates the maximum incidents you can receive before being ejected from the session. – A new telemetry variable, “PlayerTrackSurface,” has been added that indicates the track surface under the player vehicle. This is available both live and on disk. – A new telemetry variable, “PlayerCarIdx,” has been added that allows developers to access the current player’s car index without loading up the session string. This is available both live and on disk. – Fixed a bug where setup information in a telemetry session string could become stale. iRacing API – A new iRacing SDK disk client C++ wrapper has been added that will allow you to read “.ibt” files with less effort. – A new iRacing SDK example application, “irsdk_ffbforce,” has been added that can analyze the wheel torque data found in our telemetry files. ARX – A new Force Feedback demo (ffb_demo) has been added that can help users setup Force Feedback for their racing wheel in the Sim. – ARX clients can now send text chat messages to the Sim via the call: irArx.sendChatString(“message”). Additionally, these messages can include macro commands. Oculus Rift – Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus 1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator. The DirectX 9 version of the Simulator is still based on the Oculus 0.4.2 BETA SDK. – Whenever the Oculus Rift is in use, the Simulator will mirror its output to a resizable window on the desktop. You may resize/position this window. Using a very small mirror window may reduce mouse pointer precision inside of the Rift, so try not to make it too tiny. The window will remember any adjustments to dimensions/positions between sessions. – The following section of Rift related options will be added to the Oculus Rift section of the “rendererDX11.ini” file after you exit the simulator for the first time: – – RiftEnabled=1 ; Enable Oculus Rift Detection/Support – – PixelsPerDisplayPixel=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! – – AutoSelect=0 ; Use Rift, if detected, without prompting – – AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears – – UIScreenSize=130 ; 3D UI screen width (cm) – – UIScreenDistance=70 ; 3D UI screen distance (cm) – – MirrorEnabled=1 ; Create mirror texture and render copies on screen. – The “RiftEnabled” option allows you to disable the auto-detection of the Rift if necessary, and simply disables it completely. For instance if you do not want to be prompted to use the Rift every session, you can disable that here. – The “PixelsPerDisplayPixel” option adjusts the rendering resolution for the scene before it is warped into the Rift’s display. It defaults to 1.5 which improves quality but may hurt performance on some systems. If you are having performance problems with the Rift, try lowering this to 1.0 (100%). If you are still having issues, try lowering your graphics settings. It is important to have a good frame rate when using the Rift. – The “AutoSelect” option is useful if you always want to use the Rift, and want to automatically skip the prompt. – The “AutoCenter” option will automatically re-center the head tracking when you acknowledge the health and safety warning, or when loading completes, whichever comes first. Otherwise, to re-center tracking during loading, hit the space bar. Or to re-center tracking after loading use the assigned control (see the options screens for the “HMD re-center” command). You may reassign this command to a keyboard key combo or to a controller input. – The “UIScreenSize” and “UIScreenDistance” options control how far away and how large the user interface screens appear inside of the virtual world. – The “MirrorEnabled” option allows you to disable the mirror output rendering to the desktop window. This will save some video memory and, in some cases, slightly improve frame rate. Peripherals – A new feature, called “forceMap,” has been added. By adding a file named, “forceMap.csv” to your [documents]\iRacing\ folder you can remap your racing wheel’s force output to make it more linear. See the thread http://members.iracing.com/jforum/posts/list/3482238.pagefor more details. – Windows 10 support for Xbox One controllers is now enabled by default. CARS Aston Martin DBR9 GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle, so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bars to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – Minimum vehicle weight has been increased to 7.1 kg for GT1 BOP. – The tire compound has been adjusted to better handle high operating temperatures; it now is matched to the Chevrolet Corvette C6.R GT1. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Mirrors have been adjusted. Audi R8 LMS GT3 – Deactivated the fuel mixture increment, decrement, and level controls for this vehicle. – Throttle Shaping tooltip text has been updated to no longer overrun the available space. – Mirrors have been adjusted. BMW Z4 GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – Mirrors have been adjusted. Cadillac CTS-V Racecar – Aerodynamics have been modified to make them more benign; very similar in character to the GT1 cars. – Tire construction has been changed to be more forgiving at and over the limit. – Front bump rubbers have been re-introduced to better reflect real-life setups. – Mirrors have been adjusted. Chevrolet Corvette C6.R GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bar to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – A more temperature resistant tire compound has been added, so that the Chevrolet Corvette C6.R GT1 is more competitive with the Aston Martin DBR9 GT1, particularly in hot ambient conditions. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Dallara DW12 – Indiana Donor Network sponsored KV Racing Technology Dallara DW12 Indycar scheme has been added to the Paint Kit. This is a non-color changeable scheme. – Several new Levels of Detail (LODs) have been added to the car model to aid performance, especially during night racing. Ford Falcon FG V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. Ford GT – The baseline setup for this vehicle has been updated. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Ford GT GT3 – The baseline setup for this vehicle has been updated. – Slight reduction in aero drag for GT3 BOP. – Changed differential build for less overall locking and less locking on throttle to address feedback that the car snaps to oversteer when putting power down. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Ford Mustang FR500S – Updated engine, gear shift, transmission, and brake sounds. Formula Renault 2.0 – A taller final drive has been added so now this vehicle can be used in a draft on high speed ovals. – Handling by Opponent vehicles has been improved. – Mirrors have been adjusted. Holden Commodore VF V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. HPD ARX-01c – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Particle collision bodies, that were previously missing, have been added to this vehicle. Kia Optima – Various new sounds have been implemented for this vehicle, including: engine, gear shift, transmission, brakes, backfires, and limiters. Global Mazda MX-5 Cup – The baseline setup for this vehicle has been updated. – The extended length of the rear dampers has been reduced in order to prevent heavy engagement of the rear bump rubbers, which had resulted in rear instability, especially at curb strikes. – The operating temperatures of the tires have been reduced to help maintain more consistent grip throughout longer runs. – Mirrors have been adjusted. – Fixed an issue with an incorrect normals texture reference with the vehicle tires. McLaren MP4-12C GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). McLaren MP4-30 – Fixed an issue with the deployment of the Energy Recovery System (ERS). If the driver crashed repeatedly on out laps, the counter that determines the amount of energy to transfer from the ERS battery for deployment to the MGU-K did not reset. Once this counter reached a rules-specified maximum, no more energy could be transferred from the ERS battery to the MGU-K until the driver reached the next valid lap crossing. The result was that the driver may have experienced low deployment on out lap(s) until they managed to successfully complete an out lap without crashing. – Mirrors have been adjusted. Mercedes-AMG GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – The Low Fuel warning has been updated to trigger off of fuel level instead of fuel pressure. The warning now activates when the fuel level drops below 10 liters. – Mirrors have been adjusted. NASCAR Camping World Chevrolet Silverado – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR Camping World Toyota Tundra – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR K&N Pro Chevrolet Impala – The baseline setup for this vehicle has been updated. – New engine sounds have been added for this vehicle. NASCAR Nationwide Chevrolet Impala circa 2011 – New engine sounds have been added for this vehicle. NASCAR Sprint Cup Chevrolet SS – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The fog light and upper grill decals have been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Ford Fusion – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Toyota Camry – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added to this vehicle. NASCAR XFINITY Chevrolet Camaro – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Ford Mustang – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Toyota Camry – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. Radical SR8 – Unfortunately, the developments for Season 2 did not have the desired effects on car performance, drive-ability, and real-world correlation. As a result, this vehicle has been restored to the 2016 Season 1 specifications. Ruf RT 12R Track – The baseline setup for this vehicle has been updated. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Sprint Car – The baseline setup for this vehicle has been updated. Star Mazda – Small shift rearward in aerodynamic center of pressure (10 mm) to reflect feedback from real-world drivers, resulting in more aero understeer. Super Late Model – This vehicle has been converted to use PBR shaders. – Mirrors have been adjusted. V8 Supercar Ford Falcon circa 2012 – This vehicle now has V6 tires that match the 2014 V8 Supercars. TRACKS Atlanta Motor Speedway – Fixed an issue with cars appearing off the ground near the entrance to pit road. Autodromo Enzo e Dino Ferrari – NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack steeped in history. Autodromo Nazionale Monza – The Time Gain Checkpoint at Turn 1 has been updated. – Barriers have been added to the Grand Prix Circuit config to prevent use of the oval as a shortcut. – A bump has been removed from the entrance of Turn 1 on the Junior config. – A missing wall cap has been added to the pit out. Iowa Speedway – Fixed a few seams near the entrance to pit road. Irwindale Speedway – The Pace Car now completely exits the race groove before the Green Flag is given. Long Beach Street Circuit – Fixed the brake markers so they no longer disappear in “Low” Detail mode. Martinsville Speedway – Fixed a pit road cheat by placing some collision volumes. New Hampshire Motor Speedway – Fixed several seams that were visible in the grass area of Turn 1. Nürburgring – A Time Gain Checkpoint has been added on the right side of Turn 14. – Fixed an issue with white splotches and inconsistent white/red corner curb lengths in several places. – Fixed several track geometry issues including: – – Fixed a bump on the outside of the T1 asphalt runoff. – – Fixed a “curbed” white line at Döttinger Höhe, near the Gantry. – – A seam on the right side towards Hohenrain chicane. – – A seam on the Nordschleife at the T13 pit exit. – – A seam on the left side at Fuchsröhre. Phoenix International Raceway – Fixed a surface-type issue with a portion of the wall along the front stretch. Road America – Fixed some missing textures on some terrain areas. South Boston Speedway – South Boston Speedway has received an extensive art upgrade for all track configs, including the track surface, environment objects, and structures to help it shine like new! Talladega Superspeedway – Fixed an issue where a scenic camera was drawing through the ground. Thompson Speedway Motorsports Park – Fixed a bump in the track at the entrance to Turn 3
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