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  1. 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
  2. L'ultima versione dell'utility SRS è ora compatibile, in versione beta, anche con Assetto Corsa. Offre in sostanza un sistema di punteggi e ranking, con penalità, molto simile ad iRacing. http://www.simracingsystem.com The Sim Racing System was designed to allow simracers, from all across the globe, to enjoy some of their favourite sims on a regular basis. On each session, the system can provide up to 2 servers with 20 players per session, depending on the simulator. All races count for the same championship, with different scoring. POINTS SERVER 1: 102, 98, 95, 92, 90, 88, 86, 84, 82, 80, 78, 76, 74, 72, 71, 70, 69, 68, 67, 66 POINTS SERVER 2: 80, 76, 73, 70, 68, 66, 64, 62, 60, 58, 56, 54, 52, 50, 49, 48, 47, 46, 45, 44 Incidents will affect both your scoring and rating. Each incident will subtract 5 points to your score. If you reach 20 incidents on a race, you will be suspended for a week. You can race as many times as you like during the week: Up to 2 Races - Counts the best result (points including incidents); More than 2 races - Average of all your races. NEVER DRIVE THE WRONG WAY!! ABUSIVE CONTACT BETWEEN VEHICLES IS FORBIDDEN! DO NOT CAUSE ACCIDENTS ON WARMUP LAPS! RESPECT YELLOW AND BLUE FLAGS! MAINTAIN AT LEAST 2 WHEELS ON THE TRACK! CHAT IS NOT ALLOWED!
  3. Proud to be partnered with IMSA. The IMSA iRacing Online SportsCar Championship features our newly released Corvette C7 Daytona Prototype along with a lineup of GT cars competing at Daytona, Sebring, Watkins Glen, and many other tracks on IMSA’s WeatherTech SportsCar Championship calendar. Learn more in our video below. The IMSA iRacing Online SportsCar Championship was created for race fans to experience what it's like to drive in real-world IMSA events. With the vast majority of tracks featured in IMSA available on iRacing, users can compete in professionally sanctioned races online. Our most popular event, the iRacing 24 Hours of Daytona, is a true 24-hour team endurance race based on the Rolex 24. We also host our version of the 12 Hours of Sebring, 6 Hours of Watkins Glen, and the Petit Le Mans. Find out more about our special events here: http://www.iracing.com/specialevents/ This post has been promoted to an article
  4. VELOCIPEDE

    iRacing - IMSA partnership

    Our most popular event, the iRacing 24 Hours of Daytona, is a true 24-hour team endurance race based on the Rolex 24. We also host our version of the 12 Hours of Sebring, 6 Hours of Watkins Glen, and the Petit Le Mans. Find out more about our special events here: http://www.iracing.com/specialevents/
  5. The 2016 iRacing 24 Hours of Daytona is set for this weekend, January 23-24. The event marks the first anniversary of iRacing’s popular driver swap/team feature that saw more than 1850 sim racers take a turn at the wheel in the ‘round the clock event – and scores more participate as team managers, crew chiefs and spotters. For a complete schedule of our 2016 Special Events, head here: http://www.iracing.com/specialevents/ The iRacing 24 Hours of Daytona is scheduled to get underway at 13:00 GMT (8am EST) on Saturday, January 23, with the top split broadcast on iRacing.com/live by RaceSpot TV. Open to all iRacers with a road license level of D 4.0 or higher, the two class race features the Corvette C7 Daytona Prototype together with the full complement of iRacing GT3 cars including the BMW Z4, Ford GT, McLaren MP4-12C and RUF Track.
  6. iRacing.com is proud to release our 2016 Season 1 Update! Prepare yourselves for the excitement of getting behind the wheel of the McLaren MP4-30, and racing on the legendary Nürburgring and Southern National Motorsports Park tracks. We also have a host of other updates and tweaks to help keep iRacing the world's best racing simulation. We'll see you out on the track! Special Notice: After installing the update, please go into your graphics settings for the Sim and disable the "Render Car First" option. It is presently causing graphical issues on many tracks. We will release a small patch soon to fix this issue. Thank you. Website - Vehicle icons have been added to the Team Series Stats page, and show the breakdown of cars for teams in a specific series. - When hosting a session that is not a race, the open pit stalls for the track may be extended, allowing more racers into the session. These extra racers will use shared pit stalls. - You can now easily refer friends to join you on iRacing by using the “Refer A Friend!” section of the My Account page. - The Ping window now shows IPv6 addresses (where available), and a toggle has been added to the Settings panel to enable an IPv6 connection preference in the Sim. - In Test Mode, the “At Night” checkbox will now remember its prior state. - All "Share on Facebook" links have been removed. - The Regional Stats and the Dashboard pages have been removed. - Fixed an issue in the extended descriptions for Hosted Sessions where the Weight Penalties were listed as “undefined” instead of a value. - Fixed an issue where the "tournament editing" screen sometimes became unusable. - Fixed several issues with the "join a team session" screen. - Fixed an issue that was causing car information to display incorrectly in the "More Info" section of the What's Hot page. - Fixed an issue that was causing an incorrect amount of content to be reported as being owned by a user. Billing - Fixed an issue where the confirmation box for purchasing a new league was not reporting the correct cost. Paint Kit - A safeguard against paint schemes being reset to the default white has been implemented. Data - Old session detail data will be archived beginning with this release. With the archiving, drivers will still be able to go all the way back in their history to see the overall results of a given event. Since we have chosen a 3-year window to start with, then prior to 2013, drill downs to lap charts and lap times will no longer be available (the page will be blank). In addition, hovering over the results link of a given session will only show the split that the selected driver was in. It won’t show all splits for the event. Overall statistics will remain the same. Simulation - Support for IPv6 has been added to the Sim, and the Race and Ping servers. You can state a preference for using IPv6 over IPv4 if it appears that your computer has IPv6 connectivity. If you enable the IPv6 preference but either your computer does not appear to have IPv6 connectivity, or the race server you join does not advertise that connections to it are available on IPv6, the Sim will fall back and connect using IPv4. If “both ends” say they support IPv6, and you have stated the preference to use IPv6, the Sim will only attempt to connect to the server using IPv6. If for some reason that fails, it will not re-try using IPv4. You can tell which protocol was used to connect to the race server by invoking the Latency control (by default this is bound to the "L" key). The ping/quality message will tell you which protocol the Sim used to connect to the server. - Fixed an issue where sometimes racers were unable to join a race as part of a team if they had previously been connected to the same race as a spectator. Dynamic Track - Marbles on the track are now immediately influenced by both the player car and opponent cars to better simulate the effect of following a car closely through debris. - Debris will collect on tires of the player car and then be flung off when appropriate. This means tires will continue to emit grass, gravel, dirt and marbles even after leaving the associated surface. - The in-Sim Info tab now displays actual average race-line temperature at the start of the session as the track temperature, to simulate a crew member taking some sample measurements with a temperature gun pointed at the track a few minutes before the session begins. - Improved the way the server broadcasts the track state by allowing it to adjust what it sends depending upon the current situation on a per-client basis. - Improved performance when the dynamic track is not being rendered by removing some unnecessary code. New Netcode - We have implemented some new netcode that sends more data to and from each car. This allows us to utilize more information for each vehicle, such as the pit limiter status for all cars that use pit limiters, and the DRS wing state and ERS warning light for the McLaren MP4-30. - To help account for the additional data that can be sent for each car, the amount of network bandwidth that can be used for sending data from the server to the simulation has been increased by about 12% to 108kbits/sec for the “128K or faster” connection type selection, and by about 9% to 142kbits/sec for the “256K or faster” connection type selection. See the Preferences section on the Account->My Account page to select your connection type. Garage - Cars with tire warmers will now use the tire warmers while in the garage. The "Cold Pressure" setup item is now renamed "Starting Pressure" to reflect this change. iRacing setups have been adjusted for this change, but you will need to increase your tire pressure on any pre-existing setups to keep your hot tire pressures out on the track in the right place. You will need to raise your cold pressures for the various cars that have tire warmers by approximately the following amounts in order to convert them to a "Starting Pressure" value: - - Aston Martin DBR9 GT1 = +3.0 psi - - BMW Z4 GT3 = +6.5 psi - - Chevrolet Corvette C6.R GT1 = +3.0 psi - - Ford GT GT3 = +6.5 psi - - HPD ARX-01c = +5.0 psi - - McLaren MP4-12C GT3 = +6.5 psi - - Ruf RT 12R Track = +6.5 psi - - Williams-Toyota FW31 = + 5.0 psi - Cars without tire warmers will now enter the world with exactly the tire pressure specified in the garage, instead of always being a couple of psi higher than specified. iRacing setups have been adjusted for this change, but you will need to increase your tire pressure on any pre-existing setups to keep your hot tire pressures out on the track in the right place. The typical change for any car will be approximately +1.5 psi. - Fixed a rare crash issue in the Garage. Loading - System memory usage has been optimized for both 32-bit and 64-bit systems. Rendering - A new graphics option, “Render Car First” has been added to the graphics options screen. It is enabled by default, and it causes your car’s cockpit to be drawn very early in the scene (instead of last), reducing overdraw and improving frame rate. - A new graphics option, “Two Pass Trees” has been added to the graphics options screen. When enabled, tracks with enhanced trees models will be rendered using two passes which helps improve their appearance. Currently, Two Pass Trees are only used in Southern National Motorsports Park and Nürburgring. - The Video Memory slider on the graphics option screen now goes up to 4GB to accommodate newer tracks and GPUs. - The order in which video memory resources are created has been improved, and the simulator no longer evicts and restores some GPU resources while loading. These changes help avoid requiring more memory during loading than what is actually required to run the simulation, reducing the required virtual address space necessary to load up racing sessions on 32-bit systems with limited address space. - Additional optimizations have been added to improve three screen rendering performance. - The System Memory Working Set slider now goes up to 8GB when running the 64-bit version of the simulator. Separate system memory slider settings for the 32-bit and 64-bit versions of the simulator are now maintained in the "renderer.ini" file. The new 64-bit setting will default to 2GB less than the RAM installed on the PC, but this value is also clamped between 2GB and 8GB. - The graphical auto-configuration has been significantly revised: - - The classification system has been altered such that many systems will now classify into a better performing performance class than previously. - - The classification system now considers the desktop’s resolution, such that if you have a very high resolution desktop, it may automatically choose slightly lower options to allow for better performance. - - The active settings per performance class setting have been revised. - - It will now set the new 64-bit system memory slider if executed in 64-bit. - - It no longer sets the 32-bit system memory slider too high if the PC is running a 32-bit operating system. In some cases it previously could choose 2000MB, but should have defaulted to only 1200MB since most 32-bit operating systems only provide 2GB of virtual address space to each process by default. - - It can now suggest default resolutions that match your desktop’s resolution of up to 8192 pixels wide (previously only 1920 pixels wide). - Many improvements have been made to the graphical occlusion culling. Track surface, walls, decals and translucent objects are now occlusion culled, and trackside objects are often now detected as occluded much more quickly, improving the frame rate when cornering at large road courses. In addition, a new option, "VisibilityFrameDelay," has been added to the "renderer.ini" file which may be lowered to improve the performance of visibility culling at the cost of CPU time (0= No delay, 5= Five frames of visibility culling latency). - When Pixel Shaders are enabled, the larger vertices that they require are now compressed by default to reduce both system and video memory requirements. Set “CompressedVertices=0” in “renderer.ini” to disable the compression. - Two additional bars have been added to the "Comm" UI when “CPUMeter=1” is enabled in "app.ini" file. There is now an "R" bar which is the time the foreground/Renderer took and a "G" bar which is the time the GPU took. There is also a new option in the "app.ini" file named “CPUMeterAsText=1” which will turn all the "CPU" timing related meters into text that reports the times in milliseconds. - Night track environmental reflections on cars utilizing the physically based rendering (PBR) shaders have been revised. Several other fixes and enhancements have also been added to the PBR shaders. - Fixed an issue where switching cameras would cause occlusion culling to be completely disabled for 80 frames. DirectX 9 - The DX9 Autoconfig has been updated to include PBR shaders. PopcornFX - PopcornFX is a new particle system for iRacing that greatly enhances the audio/visual experience of vehicles interacting with the world. The system manages everything from smoke clouds and grass particles, to marbles and sparks. If your computer can handle it, crank your graphics settings up to the maximum for a hyper-realistic racing experience! - PopcornFX makes the following improvements to the racing experience: - - New sparks, that will collide with vehicle bodies. - - New backfire visual effects and matching audio, customized on a per-car basis. - - New dense smoke effects which can appear from all around a car's tires. - - Debris from the track will now support collision with vehicles and features a matching set of sound effects, including gravel, dirt, grass, and marbles. - - Vehicle tires now also more realistically collect, hold, and discard debris over the course of a race, including dust particles, blades of grass, pebbles, and rubber marbles. Audio - Updated and re-tuned tire sounds including roll, scrub, speed effects, and skids for all of our cars. Opponent Cars - The sounds, skids, smoke, steering accuracy, and much more have been updated to be more consistent with the driver's car. Physics - Zero pressure stiffness calculations have been updated for better realism. Turbo Model - We've updated our turbo modeling to deal with higher altitudes more correctly. Weather - Included more specified weather parameters when computing which random sky texture will be used in “constant weather” sessions. Pit - Fixed the floaty behavior of lollipop-guy's left hand while giving the signal to brake. Shared Pit Stalls - It is now possible to host more drivers in an event than there are pit stalls, and drivers will share a pit stall to make this happen. - If you are hosting an open practice session (with no race involved) at any track, then you can allow up to 60 cars (or a little less if 60 cars would be too many for a small track) to join and drive at the same time. - If you are hosting an event that has a race, then the maximum number of cars is no longer limited by the number of pit stalls at the track, but by the number of starting grid stalls. Most tracks at this time are still limited to having the same number of starting grid stalls as pit stalls, but we have updated a few of the bigger tracks to support up to 60 drivers in a race. - When you are setting up a hosted server, the dropdown where you choose the maximum number of drivers will show up to the number of pit stalls as black numbers, meaning that no pit stalls will be shared, and it will show any extra drivers the track will support as red numbers, meaning pit stalls will be shared to achieve that maximum. - If a session is utilizing the new shared pit stalls feature, then you can have multiple drivers using the same pit stall. The way we implement this is that we allow multiple drivers to use the same pit stall at the same time. Any other car that is using your pit stall will fade out of view as they pull into and out of your pit stall, so you will be able to easily see and drive into your own stall at all times without any obstruction. Other pit stalls will show the multiple cars at the same time drawing on top of each other. Replay - Fixed a bug that would cause the steering wheel angle for an opponent car to be wrong when viewed in a replay. This was most obvious when the car was clearly going straight but the steering wheel appeared to be turned. Controls - The latest Fanatec API has been implemented. This should fix display problems with the latest drivers. - The test to check if a wheel has been properly initialized has been updated to help prevent an improperly initialized wheel from reporting itself as initialized. - After creation, direct input devices are forced to run the initialization test. This should help a hung wheel reset itself. - Wheel oscillations are now dampened when parked. A new friction damper is applied to the wheel at speeds below 15 mph. The force level is also reduced by 50% if "Dampen Oscillations" is checked in the options screen. - The wheel oscillation damper can be tuned by adjusting the values in the "app.ini" file for the [Force Feedback], including: steeringDampingFactor=0.05, steeringDampingParkedMaxPercent=0.20 and steeringForceParkedPct=0.50. Stronger wheels may need to reduce steeringDampingFactor, while weaker wheels could adjust steeringDampingFactor to as high as 0.10. In general, you may not need to change this. - The old damper has been replaced with our new friction damper. Now adjusting the damping slider in the settings tab sets a cutoff for the maximum amount of force that the damper can apply to your wheel. For gear driven wheels, a value between 5% and 20% will add a sense of weight to the wheel without greatly affecting the overall force feedback feel. You can return to the old damper behavior by editing the "app.ini" file and setting [Force Feedback] dampingSliderSetsFriction=0, when the damping slider is set to control the old damper then the "app.ini" file setting [Force Feedback] steeringDampingMaxPercent=0.0 controls the new friction damper. Macros - Added an !invert command to pit macros so you can toggle any operation instead of just setting it to on or off. For example: "#!lf" would toggle the left front tire change flag. - Pit macros now support +/- when adjusting tire pressure so you can add or remove air from a tire. For example: "#lf +3psi" adds 3 pounds of air to the left front tire while "#lf 14psi" sets the pressure to 14 psi. - Pit macros now support incrementing and decrementing how much fuel to add to your vehicle. For example: "#fuel +5g" will add 5 more gallons to the tank than what is already being requested to be added. Telemetry - New telemetry values have been created, including: - - dpFWingAngle - Pitstop front wing adjustment - - dpRWingAngle - Pitstop rear wing adjustment - - dpFUFangleIndex - Pitstop front upper flap adjustment - - dpRrPerchOffsetm - Pitstop right rear spring offset adjustment - - dpLrWedgeAdj - Pitstop lr spring offset adjustment - - dpRrWedgeAdj - Pitstop rr spring offset adjustment - - YawNorth - Yaw orientation relative to north, can be directly compared against wind direction - - TrackTempCrew - Average of spot temperature of track measured by crew around track - New SessionString parameters have been created, including: - - DriverInfoaceCarIdx: So you can more easily identify the pace car - - DriverInforivers[]:CarIsPaceCar: and DriverInforivers[]:CarIsAI: So you can more easily sort out who is a competitor - - WeekendInfo:TrackNorthOffset: So you can match up your car orientation and wind direction - - WeekendInfo:TrackCleanup: Indicating if the track is cleaned between sessions - - WeekendInfo:TrackDynamicTrack: Indicating if the track uses the dynamic surface model - - SessionString SessionInfo:Sessions[]:SessionTrackRubberState: Indicating how much rubber is on the track at the start of the session - PitSvFuel units have been changed from kilograms to liters to better match the rest of the fuel telemetry values. - Changed lfTireColdPressPa, rfTireColdPressPa, lrTireColdPressPa, rrTireColdPressPa to log the pending pitstop tire pressure and not the last recorded pressure so you can monitor changes to the black box. This amounts to the same thing if the user is not adjusting their black box. - Fixed bug that caused CarIdxF2Time to return an invalid float when a car was not in the world. - Discovered an issue with SessionLapsRemain and added a new SessionLapsRemainEx parameter that more accurately reflects the laps remaining in the current session. The old parameter has been left in place, just in case. ARX - A major rewrite of ARX code has been completed that breaks compatibility with old ARX templates. Users will be required to rework how data is accessed. - Completely stripped out Brass Monkey; Logitech ARX replaces this code and Brass Monkey is no more. - Session string is now updated live instead of only once at startup. - ARX gets all memory variables instead of using a subset; this should bring ARX in line with the iRacing API. - The iRacingARX.js and iRacingARXctrl.js files are provided automatically, but you can provide your own copy if you feel the need to modify them. - Javascript helper libraries have been pulled out into their own iRacingARX.js and iRacingARXctrl.js files and all pertinent functions now live inside either an irARX or irARXctrl class that is auto instantiated. - Completely hid details about ARX and hid all private data including data being transmitted from the Sim. Including the iRacingARX.js is now all you need to do to make a project work with iRacing. - The logic for handling the driving controls has been separated out into a standalone iRacingARXctrl.js, this has no dependencies on iRacingARX.js and can be omitted from your project if you do not wish to implement the driving controls. - You now must provide an index.html file. Previously we would allow any .html file to work. - Fixed several minor issues with the ARX Library, debugger, and running ARX on iOS devices. CARS Aston Martin DBR9 GT1 - Reduced the likelihood of damage from strikes to the fenders and nose. - Reduced texture memory usage. - Tire sounds have been updated. - Vehicle setups have been updated. BMW Z4 GT3 - Fixed a bug where the cockpit windshield was too reflective. - Updated damping to address bad rear ride heights and cross weights in the garage. The root cause of the problem was numeric instability resulting from too much damping. Reduced rear low speed damping to eliminate the instability. - This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds. - Now uses PBR shaders. - Tire sounds have been updated. - Vehicle setups have been updated. Cadillac CTS-V Racecar - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Chevrolet Corvette C6.R GT1 - Reduced the likelihood of damage from strikes to the fenders and nose. - Tire sounds have been updated. - Vehicle setups have been updated. Chevrolet Corvette C7 Daytona Prototype - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Chevrolet Monte Carlo SS - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Dallara DW12 - Increased the maximum tire pressure at oval tracks. - The diff ramp angles are now working correctly. - This vehicle is now using V6 tires. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Ford GT - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Ford GT GT3 - This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds. - Vehicle setups have been updated. Ford Mustang FR500S - Backfire sounds have been added. - Tire sounds have been updated. - Engine sounds have been updated. Holden Commodore VF V8 - Tire sounds have been updated. - Vehicle setups have been updated. Indycar Dallara circa 2011 - Increased the maximum tire pressure at oval tracks. - This vehicle is now using V6 tires. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. HPD ARX-01c - Backfire sounds have been added. - Tire sounds have been updated. Kia Optima - Backfire sounds have been added. - Tire sounds have been updated. Legends Ford '34 Coupe - Adjusted backfire location to match the tailpipe. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Lotus 49 - Now uses PBR shaders. - Backfire sounds have been added. - Tire sounds have been updated. Lotus 79 - Backfire sounds have been added. - Tire sounds have been updated. Mazda MX-5 Cup circa 2015 - Backfire sounds have been added. - Tire sounds have been updated. Mazda MX-5 Roadster circa 2015 - Tire sounds have been updated. McLaren MP4-12C GT3 - This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds. - Now uses PBR shaders. - Tire sounds have been updated. - Vehicle setups have been updated. McLaren MP4-30 - New car added! The McLaren MP4-30 Formula 1 racecar features a few cutting edge systems that help set it apart from the pack, including the Drag Reduction System (DRS) to enable boosts of speed on straights, the Energy Recovery System (ERS) to re-charge the vehicle's batteries, and the Motor Generator Unit (MGU) to provide even more power for overtaking. Jump in the cockpit and get ready to experience a truly modern racing machine. Modified - SK - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Camping World Chevrolet Silverado - Mass has been adjusted slightly. - This vehicle now has chassis torsion. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Camping World Toyota Tundra - Mass has been adjusted slightly. - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR K&N Pro Chevrolet Impala - This vehicle now has chassis torsion. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Nationwide Chevrolet Impala circa 2011 - This vehicle now has chassis torsion. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Sprint Cup Chevrolet Impala COT circa 2013 - This vehicle now has chassis torsion. - Improved opponent car ride heights. - Tire sounds have been updated. NASCAR Sprint Cup Chevrolet SS - This vehicle now has chassis torsion. - Improved opponent car ride heights. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Sprint Cup Ford Fusion - This vehicle now has chassis torsion. - Improved opponent car ride heights. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Sprint Cup Toyota Camry - This vehicle now has chassis torsion. - Improved opponent car ride heights. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Truck Series Chevrolet Silverado circa 2013 - Mass has been adjusted slightly. - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR Whelen Tour Modified - This vehicle now has chassis torsion. - Vehicle setups have been updated. NASCAR XFINITY Chevrolet Camaro - This vehicle now has chassis torsion. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR XFINITY Ford Mustang - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. NASCAR XFINITY Toyota Camry - This vehicle now has chassis torsion. - Tire sounds have been updated. Pontiac Solstice - Backfire sounds have been added. - Tire sounds have been updated. Radical SR8 - Backfire sounds have been added. - Tire sounds have been updated. Riley MkXX Daytona Prototype - Backfire sounds have been added. - Tire sounds have been updated. Ruf RT 12R AWD - Tire sounds have been updated. - Vehicle setups have been updated. Ruf RT 12R RWD - Tire sounds have been updated. - Vehicle setups have been updated. Ruf RT 12R Track - This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds. - Tire sounds have been updated. - Vehicle setups have been updated. Ruf RT 12R C-Spec - Fixed a problem that was causing oil to overheat. - Tire sounds have been updated. - Vehicle setups have been updated. SCCA Spec Racer Ford - Backfire sounds have been added. - Tire sounds have been updated. Silver Crown - Fixed a bug where the left front tire would have no temperature. - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Skip Barber Formula 2000 - Backfire sounds have been added. - Tire sounds have been updated. Sprint Car - Fixed a bug where the left front tire would have no temperature. - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Star Mazda - Mass and Inertia values adjusted to better match real-world weight distribution. - Tire compound updated to improve feel and grip characteristics. - Aerodynamics calculator has been added to the garage. - Aerodynamics have been updated. - High-speed understeer greatly reduced. - Backfire sounds have been added. - Tire sounds have been updated. Street Stock - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. Super Late Model - This vehicle now has chassis torsion. - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. V8 Supercar Ford Falcon circa 2012 - Backfire sounds have been added. - Tire sounds have been updated. - Vehicle setups have been updated. VW Jetta TDI Cup - Tire sounds have been updated. Williams-Toyota FW31 - The anti-roll bars (ARBs) have been adjusted so that they are fairly flat while cornering rather than at a big angle which can make them effectively stiffer. - Tire sounds have been updated. - Vehicle setups have been updated. TRACKS Autodromo Jose Carlos Pace - DRS Zones have been added to all configs. Autodromo Nazionale Monza - DRS Zones have been added to all configs. Circuit of the Americas - DRS Zones have been added to the Grand Prix and West configs. Circuit Gilles Villeneuve - DRS Zones have been added. Circuit Park Zandvoort - DRS Zones have been added to the Grand Prix config. Circuit de Spa-Francorchamps - Starting grid now supports up to 60 racers. - DRS Zones have been added to all configs. Daytona International Speedway - Starting grid now supports up to 60 racers. Donington Park Racing Circuit - DRS Zones have been added to the Grand Prix and National configs. Indianapolis Motor Speedway - DRS Zones have been added to the Road, and Moto Grand Prix configs. Mid-Ohio Sports Car Course - DRS Zones have been added to the Full and Chicane configs. New Hampshire Motor Speedway - Fixed floating cones off of Turn 2 of the road course. Nürburgring - New track added! Take your vehicle of choice out for a spin on this legendary German road course. Now the longest and largest track in iRacing.com, the Nürburgring is sure to provide you with months of learning and improving your lap times on the multiple course configurations and give you the opportunity to put your road racing skills to the test against other players from around the world. - This track is so large that it comes in two parts: If you purchase the Grand Prix package you get access to the various configurations that use the Grand Prix course. If you purchase the Nordschleife package then you get access to the Nordschleife configurations. And if you purchase both, then you also gain access to the configurations that utilize both the Grand Prix and Nordschleife courses! - The Tourist config of the Nordschleife supports Bridge to Gantry timing. The pit speed limit applies across the whole width of the race track, you must not exit the pit speed limit area too fast or you will carry the black flag into the timed portion of the lap and not get a scored lap time. You may drive past the pits directly to start another lap, but you must slow down to pit speed to do so. Any black flags you may be carrying at the time will be cleared once you are down to pit speed before you start the next lap. - Due to the very long nature of the configurations that use the Nordschleife, it wouldn't be much fun to crash while learning the course and have to start back in your pit stall every time. To remedy this, the Nordschleife configurations have "reset stalls" placed at strategic locations around the length of the track. When you reset your car, you will be placed at the most recent reset stall you passed before you triggered the reset, so you can continue working your way around the track from there. Reset stalls are only available in Testing and Practice sessions; in all other types of events you will reset back to your pit stall as usual. When pulling out onto the track from a reset stall, we recommend that you first check to see if anyone is coming up on you at speed and letting them by, rather than pulling out directly in front of them. - Starting grid supports up to 60 racers. - DRS Zones are in all configs that use the Grand Prix circuit. Okayama International Circuit - DRS Zones have been added to the Full and Short configs. Phillip Island Circuit - DRS Zones have been added. Road America - DRS Zones have been added to the Full and Bend configs. Road Atlanta - DRS Zones have been added to the Full config. Sebring International Raceway - Starting grid now supports up to 60 racers. - DRS Zones have been added to the International and Modified configs. Silverstone Circuit - DRS Zones have been added to the Grand Prix and Historic Grand Prix configs. Sonoma Raceway - Fixed a bump along the drag strip. Southern National Motorsports Park - New track added! Hop into your favorite oval vehicle and burn some rubber on this 4/10 mile track. Located in North Carolina, Southern National Motorsports Park offers another excellent track choice for oval racers to compete for the checkered flag. - Starting grid supports up to 60 racers. Suzuka International Racing Course - DRS Zones have been added to the Grand Prix and Moto configs. Twin Ring Motegi - Fixed a bug with TV2 Set. - DRS Zones have been added to the Full and East configs. Virginia International Raceway - DRS Zones have been added to the Full, North, East, and West configs. Watkins Glen International - DRS Zones have been added to the Full, Full (No Loop), Classic, and Cup Circuit configs. Circuit Park Zandvoort - DRS Zones have been added to the Club, National, Grand Prix, and Chicane configs
  7. Dopo una serie di imprevisti tecnici, è finalmente disponibile la nuova build di iRacing ! La release dedicata alla nuova stagione di gare, oltre ai consueti bugfix e migliorie varie (questa volta anche grafiche), ci offre in particolare due spettacolari novità, da tempo attese dagli appassionati del simulatore americano: da oggi infatti potremo gustarci la temibile pista del Nürburgring Nordschleife (sia il layout GP che il Green Hell) e la velocissima McLaren MP4-30 della stagione di Formula 1 appena conclusa. This post has been promoted to an article
  8. VELOCIPEDE

    iR: Nurburgring Nordschleife in tris video

    iRacing's Co-founder and CEO Dave Kaemmer talks about his history with the Nürburgring - how it inspired him to create Grand Prix Legends almost 20 years ago, how the tracks were built back then compared to now, and how much sim racing technology has changed since then. The Nürburgring is set for release on iRacing December 8th.
  9. Il prossimo 20 Settembre si svolgerà sul tracciato del Nurburgring la gara del campionato Blancpain GT Endurance Series, che sarà sponsorizzata da iRacing. Negli stessi giorni nell'impianto tedesco si svolgerà anche l'evento del Sim Racing Expo, nel corso del quale per la prima volta sarà possibile ammirare e provare proprio il mitico circuito tedesco sul simulatore americano. Sim Racing Expo -> http://www.simracingexpo.de/ english -> http://www.simracingexpo.de/simracingexpo_en.html Next month, iRacing is sponsoring the final 2015 Blancpain Endurance Series Event - the iRacing GT500 at the Nürburgring. We'll also be running a booth at the Sim Racing Expo, showing off a preview build of our Nürburgring track. So if you're in the area, stop by and give it a go! We'd love to meet you all. This post has been promoted to an article
  10. Il prossimo 20 Settembre si svolgerà sul tracciato del Nurburgring la gara del campionato Blancpain GT Endurance Series, che sarà sponsorizzata da iRacing. Negli stessi giorni nell'impianto tedesco si svolgerà anche l'evento del Sim Racing Expo, nel corso del quale per la prima volta sarà possibile ammirare e provare proprio il mitico circuito tedesco sul simulatore americano. Next month, iRacing is sponsoring the final 2015 Blancpain Endurance Series Event - the iRacing GT500 at the Nürburgring. We'll also be running a booth at the Sim Racing Expo, showing off a preview build of our Nürburgring track. So if you're in the area, stop by and give it a go! We'd love to meet you all.
  11. The world’s fastest Corvette is coming to iRacing.com. The renowned online motorsports service announced today that a digital version of the Corvette C7 Daytona Prototype will be available to its more than 60,000 members come mid-September when it will be featured in the official IMSA iRacing.com Online SportsCar Championship. Developed in partnership with Chevrolet, Pratt & Miller, Coyote and Whelen Motorsports’ Action Express Racing Team, iRacing’s Corvette C7 is a precise digital replica of the car that has so far scored seven wins in IMSA’s 2015 Tudor United Sportscar Championship including victories by Action Express at Sebring, Detroit and, most recently, Road America. “It’s been a bit of fun and educational working with the iRacing people to develop the C7,” says Eric Curran, who co-drove the Action Express Corvette to victory with Dane Cameron at Detroit and Road America. “Their attention to detail is amazing. We’ve also had a blast working on the digital car’s setups and performance to make sure they accurately reflect those of the ‘real’ Whelen Corvette. I can’t wait to take it for a spin with the members.” “We’re really excited to bring the Corvette C7 to iRacing,” says Steve Myers, iRacing.com Executive Vice President and Producer. “The Corvette is as fast as it is beautiful and I’m sure our members will be chomping at the bit to get behind the virtual wheel of the car and compete in IMSA’s official online sportscar series.” The Corvette C7 joins a growing catalogue of world class sports cars available on iRacing, along with digital versions of every car/truck in the top tier NASCAR series as well as Formula One, Indy, short track and showroom stock cars raced by iRacers on laser-scanned version of more than 75 of the world’s most legendary ovals and road courses. This post has been promoted to an article
  12. “It’s been a bit of fun and educational working with the iRacing people to develop the C7,” says Eric Curran, who co-drove the Action Express Corvette to victory with Dane Cameron at Detroit and Road America. “Their attention to detail is amazing. We’ve also had a blast working on the digital car’s setups and performance to make sure they accurately reflect those of the ‘real’ Whelen Corvette. I can’t wait to take it for a spin with the members.” “We’re really excited to bring the Corvette C7 to iRacing,” says Steve Myers, iRacing.com Executive Vice President and Producer. “The Corvette is as fast as it is beautiful and I’m sure our members will be chomping at the bit to get behind the virtual wheel of the car and compete in IMSA’s official online sportscar series.” The Corvette C7 joins a growing catalogue of world class sports cars available on iRacing, along with digital versions of every car/truck in the top tier NASCAR series as well as Formula One, Indy, short track and showroom stock cars raced by iRacers on laser-scanned version of more than 75 of the world’s most legendary ovals and road courses.
  13. In celebration of the iRacing.com GT500, iRacing is offering a special $5 US three month subscription offer to new members. Go to www.iracing.com to take advantage of this special offer and use promo code PR-RINGRELEASE2015 when signing up.One of the most exciting displays at the SimRacing EXPO will be a preview of iRacing’s highly-anticipated virtual versions of the Nürburgring’s Nordscheife and the Grand Prix circuit, which have been in development for nearly a year. “The iRacing.com GT500 weekend is an exciting intersection of virtual motorsport and real racing action,” says Tony Gardner, President of iRacing.com. “Sim racers and gamers from around Europe and the rest of the world can see the latest in sim racing technology and enjoy the sensational drivers, teams and cars of the Blancpain Endurance Series competing at the Nürburgring. I can’t think of a better time or place for iRacing to introduce the world’s most authentic digital recreation of the Nordschleife and Nürburgring Grand Prix circuit.” “iRacing.com is recognized around the world as a leader in the field of realistic simulations and we are happy to have them returning as the title sponsor of this event,” says Marc Hennerici, head of the Sport & Event department of the ADAC Mittelrhein. “Even racing professionals use the realistic simulations for training purposes.” In addition to iRacing.com, more than 20 exhibitors are expected to have their latest products, services and technology display on the 8,800 square metre SimRacing EXPO. A highlight of the SimRacing EXPO will be the virtual ADAC-Trophy race, which will enable sim racer s to experience the realism of modern race simulators and racing games while testing their own limits.
  14. 2015 iRacing.com Indy 500 The iRacing Indy 500 will have four time slots – Friday at 9pm EDT / (01:00 GMT Saturday), Saturday 4pm EDT / (20:00 GMT Saturday), Saturday 9pm EDT/ (Sunday 1:00 GMT) and Sunday 8:00am EDT / (Sunday 12:00 GMT) Event Date and Time: All races will be run between May 29 and May 31. Saturday 1:00 GMT (Friday 9:00pm EDT) Saturday 20:00 GMT (Saturday 4:00pm EDT Sunday 1:00 GMT (Saturday 9:00pm EDT Sunday 12:00 GMT (Sunday 8:00am EDT) Twitter hashtag: #iRacingIndy500 Server: US Server Only Car: Dallara DW12 Track: Indy Oval Practice Sessions: Open practice sessions will begin on Tuesday, May 26th at 00:00 GMT and will remain open until the event starts. Qualifying: Qualifying sessions will begin on Tuesday, May 26th at 00:30 GMT and will remain open through May 28th at 23:59. Qualifying Process: Each qualifying session will last for four green flag laps. Average lap time will be your qualifying time. Drivers will be placed in splits based on Qualifying times and then gridded based on their qualifying time. Qualifying is not required. If a driver does not post a qualifying time they will be placed behind all the drivers who did post a qualifying time, then they will be gridded according to their iRating. Warm up: A 15 minute warm-up will precede the race, to allow extra time to join the session Safety Rating & iRating: This event is an official session and official session rules apply. Safety Rating and iRating will be in effect. Tows, Resets, Pitstops, Yellow Flags: No resets will be allowed. Damage repair will be on. Typical pit stop rules will be in effect. The race will begin with a rolling start. Full course yellow flags and single file restarts will be used. Member Eligibility: All members in good standing with at least an Oval D 4.0 license will be eligible to compete in this race. Race Length: 200 laps Max Incidents: 24 Field Size: Up to 33 racecars per split Broadcast: • The top split on Friday will be broadcast live by PSRTV at http://www.iracing.com/live • The top split on Saturday will be broadcast live by Race Spot at http://www.iracing.com/live
  15. VELOCIPEDE

    Race Tech analizza iRacing

    La rivista inglese Race Tech, specializzata nella tecnologia applicata al motorsport, ha pubblicato a pagina 30 del numero di giugno uno speciale interamente dedicato ad iRacing, con analisi tecniche approfondite del simulatore americano da parte di alcuni ingegneri.
  16. VELOCIPEDE

    iRacing: quando il pilota si allena...

    Di solito accade che un simdriver particolarmente bravo riesca a passare alle corse reali, questa volta invece vi segnalo l'evento opposto: Nicky Catsburg, pilota reale che corre con la Lamborgini Gallardo GT3 del team Reiter Engineering, ha deciso di unirsi al famoso team virtuale Redline (quello di Huttu) per allenarsi online con iRacing. Watch as our driver Nicky Catsburg prepares for his race at Barber Motorsports Park this coming weekend. He will be driving the Lamborgini Gallardo FL2 Gt3 designed by Reiter Engineering. In this video Nicky uses Iracing software to practice on his simulator at home.
  17. Come gli appassionati della Nascar e di iRacing sapranno già, l'italo americano Michael Conti ha trionfato nel 2014 conquistando il campionato online ufficiale Nascar organizzato proprio dal simulatore americano. Il 17enne simdriver ha quindi avuto l'occasione di provare in pista una vera stock car, come ci racconta questo interessante speciale curato da Yahoo. Commenti sul forum. Michael Conti had a busy 2014. In 16 NASCAR-sanctioned races, from Daytona to Las Vegas, the 17-year-old Conti won three times and led twice as many laps as his nearest competitor. Whether on an oval track or road course, Conti often finished several seconds ahead of a packed field. And he did it all from his bedroom in suburban New Jersey, after work bagging groceries. In 2014, Conti won the NASCAR world title in the highly competitive arena of online racing, becoming the youngest person in its history to do so.
  18. VELOCIPEDE

    iRacing approda su Steam

    We are the ultimate place to go racing online. From NASCAR, to IndyCar, Aussie V8 Supercars to sports cars and Grand Prix racing, iRacing has it all. All you need is a computer, a gaming wheel or game pad that simply plugs into the USB port of your computer and an Internet connection. iRacing centrally organizes all of the racing for you with over 100 cars and tracks, 40 official series , or you can choose to host your own race or race in one of over 800 private leagues. iRacing is a thrilling on-line experience that offers: * The best on-line racing simulation and service in the world with brilliant features and functionality * Head-to-head racing competition in a easy to use centralized place- racing against real people * Open practice, qualifying, testing, ghost racing, time trialing competition * Team Racing - share driving, spotting and pit crew responsibilities with your teammates and race in events up to 24 hours long * Constant free automatic updates and improvements to the service * Officially licensed cars that are engineered from the ground up in cooperation with real world race teams and using real-world physics * Officially-licensed, laser-scanned exact replicas of the world’s greatest race tracks * Officially-sanctioned racing organized by iRacing * An online community of racing enthusiasts over 50,000 strong * Host your own private sessions, run your own tournaments * League Racing: create your own custom racing series with your friends or join one of the 800+ existing leagues
  19. VELOCIPEDE

    iRacing: un amico a metà prezzo

    Tell your friends. Tell your family. Tell everyone you know! Now is a great time to go iRacing with all NEW MEMBERSHIPS AT HALF PRICE! With the new Team Racing/Driver Swap feature now available on iRacing you can race with your friends in official, hosted and league races. Be sure to have your friends enter your iRacing email address when they create their new accounts any referral for a paid, 3-month or longer new membership earns you 10 iRacing credits. You can use these credits to purchase cars or tracks, extend your membership or purchase hosted sessions.
  20. Con il comunicato che potete leggere integralmente qui sotto, il team di iRacing ha annunciato la sponsorizzazione del simulatore americano per la prossima Blancpain Endurance Nürburgring 1000 Km, gara che si svolgerà sul mitico tracciato tedesco il 19-21 settembre prossimi. In concomitanza con l'evento reale, si svolgerà anche il primo SimRacing Expo, dedicato a tutti gli appassionati di simulazione di guida. Per celebrare la partnership, iRacing offre a tutti i nuovi iscritti 3 mesi di abbonamento completamente gratuiti. iRacing.com, whose popular online racing game is recognized as the most accurate simulation of “real” racing, today announced it will sponsor the Nurburgring 1000. Round 5 of the Blancpain Endurance Series, the “iRacing.com Nurburgring 1000”, is scheduled for the weekend of September 19-21. Motorsports fans attending the iRacing Nurburgring 1000 will have the opportunity to test iRacing throughout the race weekend at the SimRacingExpo 2014, which will be held in the exposition center adjacent to the circuit. “The Blancpain Endurance Series brings the world’s top GT cars and teams to one of the world’s great race circuits for the Nurburgring 1000,” says Tony Gardner, president of iRacing.com. “More than 50,000 iRacers worldwide have the opportunity to race digital versions of some of the leading cars in the Blancpain Endurance Series, including the BMW Z4 GT3 and the McLaren MP4-12C. With such a large international fan base, we feel our association with this series, and the Nurburgring 1000 and Sim Racing Expo 2014 in particular, is a great way to introduce iRacing to even more racing fans from Europe and all around the world.” “We’re pleased to have iRacing.com as sponsor of the Nurburgring 1000,” says CEO and Founder of SRO Motorsports Group Stephane Ratel. Marc Hennerici from the host promoter ADAC Mittelrhein adds: “iRacing.com, the Blancpain Endurance Series and the Nurburgring represent the epitome in their respective endeavors, and we look forward to a long and fruitful partnership with iRacing.” To celebrate this partnership, iRacing is offering a free, three-month subscription to new members who visitwww.iracing.com/nurburgring1000. iRacing.com enables motorsports and gaming enthusiasts around the world to race against one another online in more than 40 precisely-modeled cars on 65 laser-scanned road courses, ovals and speedways in officially-sanctioned and private league competition. From GT racing to NASCAR, grand prix racing to prototypes and Indycars, iRacing delivers the most realistic racing experience you can have on your PC or Mac from the comfort and convenience of your home. With literally thousands of official races every week, there is always someone to race against at iRacing. Learn more about iRacing here: http://youtu.be/LppUNwdCiug?list=PL55FD8A5F9F5FB3E2 Learn more about SimRacingExpo 2014 and Nurburgring 2014 here: www.nr1000.co.uk SimRacingEXPO 2014 is the first event of its kind to connect the world of virtual motorsport with real action going on at one of the most legendary race tracks of the world – the Nürburgring. Starting from a steering wheel, over current console and PC games, up to the professional simulators for racing teams: Many exhibitors present the latest virtual racing trends at theRing°Boulevard. The combination with the Blancpain Nürburgring 1000 weekend running at the same time hereby provides a most splendid and exciting support programme. Professional drivers used to set the pace at the race track take up the challenge with the pole setters in the virtual world of gaming software….. This post has been promoted to an article
  21. VELOCIPEDE

    iRacing sponsor della Nurburgring 1000

    “The Blancpain Endurance Series brings the world’s top GT cars and teams to one of the world’s great race circuits for the Nurburgring 1000,” says Tony Gardner, president of iRacing.com. “More than 50,000 iRacers worldwide have the opportunity to race digital versions of some of the leading cars in the Blancpain Endurance Series, including the BMW Z4 GT3 and the McLaren MP4-12C. With such a large international fan base, we feel our association with this series, and the Nurburgring 1000 and Sim Racing Expo 2014 in particular, is a great way to introduce iRacing to even more racing fans from Europe and all around the world.” “We’re pleased to have iRacing.com as sponsor of the Nurburgring 1000,” says CEO and Founder of SRO Motorsports Group Stephane Ratel. Marc Hennerici from the host promoter ADAC Mittelrhein adds: “iRacing.com, the Blancpain Endurance Series and the Nurburgring represent the epitome in their respective endeavors, and we look forward to a long and fruitful partnership with iRacing.” To celebrate this partnership, iRacing is offering a free, three-month subscription to new members who visitwww.iracing.com/nurburgring1000. iRacing.com enables motorsports and gaming enthusiasts around the world to race against one another online in more than 40 precisely-modeled cars on 65 laser-scanned road courses, ovals and speedways in officially-sanctioned and private league competition. From GT racing to NASCAR, grand prix racing to prototypes and Indycars, iRacing delivers the most realistic racing experience you can have on your PC or Mac from the comfort and convenience of your home. With literally thousands of official races every week, there is always someone to race against at iRacing. Learn more about SimRacingExpo 2014 and Nurburgring 2014 here: www.nr1000.co.uk SimRacingEXPO 2014 is the first event of its kind to connect the world of virtual motorsport with real action going on at one of the most legendary race tracks of the world – the Nürburgring. Starting from a steering wheel, over current console and PC games, up to the professional simulators for racing teams: Many exhibitors present the latest virtual racing trends at theRing°Boulevard. The combination with the Blancpain Nürburgring 1000 weekend running at the same time hereby provides a most splendid and exciting support programme. Professional drivers used to set the pace at the race track take up the challenge with the pole setters in the virtual world of gaming software…..
  22. VELOCIPEDE

    iRacing: 2014 Season 3 build

    Website: Leagues - Enhanced League and Tournament Gridding Options: · There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid Now" button you will be prompted to enter the number of drivers to invert. Previously you were limited to inverting the top 8 or top 10 drivers. · There is now an option to change a driver's grid position by N positions in either direction. This is intended to make it easier to apply grid penalties. From the "Race Grid Setup" area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to "change grid position". This opens a dialog box where you can enter a number of positions to move the driver. Positive numbers will move the driver towards the pole and negative numbers will move the driver towards the back of the grid. - Added a new interface for editing league member nicknames. Race Panel - Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted. - The Select list now lists series based on MPR. Other - Updated MPR Images and added tooltips. - MPR images are now hidden for Class A License and above. - Spectator pages now have smarter sorting of what's available. - Layering of elements in the main site has been adjusted to fix some display issues. Simulation: Tires - There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except the Silver Crown and Sprint Car which are both still using the old tire model. - The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e. non-equilibrium). This has significantly improved transient behavior and tire response to changing loads. - The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds. - There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars yet, as there hasn't been time for testing all the cars, but it is on all the high level oval cars and most of the faster road course cars. User Interface - Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that can be applied to that driver. Sound - Disable using the recently added limiter layer sounds during ignition cut up shifts. iRacing Telemetry API - Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx. - Output ClassPosition in QualifyResultsInfo section to match ResultsPositions. - Output CarClassColor. - Output car, suit, helmet paint info. - Properly escape more strings in the YAML session string. - Properly show pressure in telemetry when pressure based brake bias is used. - Fix telemetry for steering angle on remote cars. Cameras - The driving camera can now be moved down 4" instead of just 2". Backfires - Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle, depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine tuning implements these features via an ignition cut (which passes unburned fuel through to the exhaust). And some of our cars don't make flames at all, typically the lower level cars. The visual effect and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make backfires during upshifts at this time, only off throttle backfires. Wind - Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid objects reducing the effective wind strength at ground level. Grime - Cars will now accumulate grime as a race progresses. The amount is based upon both time and circumstances of the race. This new grime effect causes a dulling of the car, which combines with the dirt accumulation effect which was added previously. Paint kit - L.A. Racing, SimCraft, and diysim.com logos added. - Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and Street Stock. Scenic Cameras - Half of the tracks had their scenic cameras improved (or added if missing) in the previous season's update. This update completes that work, with all tracks addressed. Cars: Chevrolet Camaro Class B - Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups. BMW GT3 Z4 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Cadillac CTS-V Racecar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Corvette C6R - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala-COT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Monte Carlo SS - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - More front spring range. Chevrolet National Impala - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Silverado - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet SS-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Cockpit updated to match new Camaro dash. Dallara IndyCar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Dallara DW12 IndyCar - Full version of the car is now here, supporting all different track types. - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Falcon V8 Supercar - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Fusion-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford GT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2. Ford Mustang Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Two new patterns added. Ford Mustang FR500S - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. HPD ARX-01c - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Kia Optima - updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Legends Ford '34 Coupe - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Lotus 49 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all inertias increased significantly. Lotus 79 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Mazda MX-5 Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Mazda MX-5 Roadster - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Add distant external sound layer. - Wheels can now be painted. McLaren MP4-12C GT3 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Modified - SK - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Modified - Tour - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Pontiac Solstice - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. Radical SR8 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Riley Daytona Prototype - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - New engine torque map directly from an engine dyno. - Reduce minimum front ride height to 1.5" - Lower the minimum splitter height. Ruf RT 12R AWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R C-Spec - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Ruf RT 12R RWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R Track - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. - Performance has been balanced against the other GT3 class cars. Skip Barber Formula 2000 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Spec Racer Ford - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Star Mazda - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Street Stock - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Super Late Model - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Toyota Camry-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. VW Jetta TDI Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Williams-Toyota FW31 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Reduce fuel fill time deviation. Tracks: Donington Park Racing Circuit - Donington Park Racing Circuit is now available. - Includes two configurations: GP and National. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Phoenix International Raceway - This is an all new version of Phoenix based on changes which were made to the track in 2012. The new oval is very different from the previous, including changes which widened the front straight to 62 feet (19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in banking and an infield road course was removed, making PIR an oval-only facility. - Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that does allow full use of the dogleg apron. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Auto Club Speedway - Fixed a bug where terrain was poking through wall. - A bumpy area in the infield road course is fixed. Autodromo Jose Carlos Pace - Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn). Circuit Gilles Villeneuve - Remove pit crew objects from pit road as the road is too narrow to fit them. Circuit of the Americas - Fixed draw-through signs on the garage. - Added pit boxes. - Moved the sign guy out of wall. Circuit Zolder - Fixed several track geometry bugs. Homestead Miami Speedway - Moved pit crew out of wall. Iowa Speedway - Fixed a wall collision issue. Michigan International Raceway - Fixed a non-collidable wall in Turn 1. Phoenix International Raceway circa 2008 - The old version of Phoenix has been re-named to differentiate between it and the new version. Road America - The outside of Turn 5 now gives a 1x. Silverstone Circuit - Fixed a badly defined segment of track that could crash the sim for everyone connected if someone drove over that one exact spot. - Fixed pot holes that where between turns 2 and 3. Sonoma Raceway - Fixed a light so its shadow starts at the ground. - Fixed a sunken jersey barrier. Suzuka International Racing Course - Fixed issues that caused weird camera and F3 black box behavior near the crossover. Thompson International Speedway - Updated for night racing. - Track updated with new logo. View attachment: 10301929_10152583607096085_1649599587576385576_n.jpg View attachment: 10373506_10152583607211085_1264735404819417964_n.jpg View attachment: 10463911_10152583607306085_1378407666435409754_n.jpg View attachment: 10475519_10152583607086085_1005729525894354750_n.jpg View attachment: 10478937_10152583607091085_1793926242484618551_n.jpg View attachment: 10511080_10152583607141085_6357827734287208520_n.jpg View attachment: 10530736_10152583607276085_9145992160329179151_n.jpg View attachment: 10553429_10152583607146085_2735917732427847082_n.jpg View attachment: 10568977_10152583607221085_8399884833731970134_n.jpg View attachment: 10570403_10152583607226085_835225217623573197_n.jpg
  23. Come promesso a inizio settimana, il team di iRacing ha rilasciato oggi la nuova build della Season 3 del 2014 per il simulatore americano. Oltre alla consueta lunga lista di bugfix e migliorie (compreso il modello delle gomme), che trovate qui sotto, le due principali novità di questa release sono i due nuovi circuiti di Phoenix International Raceway, aggiornato al 2012 e il Donington Park Racing Circuit in due configurazioni, GP e National. Website: Leagues - Enhanced League and Tournament Gridding Options: · There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid Now" button you will be prompted to enter the number of drivers to invert. Previously you were limited to inverting the top 8 or top 10 drivers. · There is now an option to change a driver's grid position by N positions in either direction. This is intended to make it easier to apply grid penalties. From the "Race Grid Setup" area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to "change grid position". This opens a dialog box where you can enter a number of positions to move the driver. Positive numbers will move the driver towards the pole and negative numbers will move the driver towards the back of the grid. - Added a new interface for editing league member nicknames. Race Panel - Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted. - The Select list now lists series based on MPR. Other - Updated MPR Images and added tooltips. - MPR images are now hidden for Class A License and above. - Spectator pages now have smarter sorting of what's available. - Layering of elements in the main site has been adjusted to fix some display issues. Simulation: Tires - There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except the Silver Crown and Sprint Car which are both still using the old tire model. - The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e. non-equilibrium). This has significantly improved transient behavior and tire response to changing loads. - The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds. - There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars yet, as there hasn't been time for testing all the cars, but it is on all the high level oval cars and most of the faster road course cars. User Interface - Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that can be applied to that driver. Sound - Disable using the recently added limiter layer sounds during ignition cut up shifts. iRacing Telemetry API - Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx. - Output ClassPosition in QualifyResultsInfo section to match ResultsPositions. - Output CarClassColor. - Output car, suit, helmet paint info. - Properly escape more strings in the YAML session string. - Properly show pressure in telemetry when pressure based brake bias is used. - Fix telemetry for steering angle on remote cars. Cameras - The driving camera can now be moved down 4" instead of just 2". Backfires - Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle, depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine tuning implements these features via an ignition cut (which passes unburned fuel through to the exhaust). And some of our cars don't make flames at all, typically the lower level cars. The visual effect and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make backfires during upshifts at this time, only off throttle backfires. Wind - Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid objects reducing the effective wind strength at ground level. Grime - Cars will now accumulate grime as a race progresses. The amount is based upon both time and circumstances of the race. This new grime effect causes a dulling of the car, which combines with the dirt accumulation effect which was added previously. Paint kit - L.A. Racing, SimCraft, and diysim.com logos added. - Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and Street Stock. Scenic Cameras - Half of the tracks had their scenic cameras improved (or added if missing) in the previous season's update. This update completes that work, with all tracks addressed. Cars: Chevrolet Camaro Class B - Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups. BMW GT3 Z4 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Cadillac CTS-V Racecar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Corvette C6R - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Impala-COT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Monte Carlo SS - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - More front spring range. Chevrolet National Impala - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet Silverado - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Chevrolet SS-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Cockpit updated to match new Camaro dash. Dallara IndyCar - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Dallara DW12 IndyCar - Full version of the car is now here, supporting all different track types. - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Falcon V8 Supercar - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford Fusion-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Ford GT - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2. Ford Mustang Class B - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Two new patterns added. Ford Mustang FR500S - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. HPD ARX-01c - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Kia Optima - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Legends Ford '34 Coupe - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Lotus 49 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all inertias increased significantly. Lotus 79 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Mazda MX-5 Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. - Wheels can now be painted. Mazda MX-5 Roadster - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Add distant external sound layer. - Wheels can now be painted. McLaren MP4-12C GT3 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Performance has been balanced against the other GT3 class cars. Modified - SK - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Modified - Tour - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Pontiac Solstice - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Updated engine sounds to sound better when listening from a distance. Radical SR8 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. Riley Daytona Prototype - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - New engine torque map directly from an engine dyno. - Reduce minimum front ride height to 1.5" - Lower the minimum splitter height. Ruf RT 12R AWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R C-Spec - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. Ruf RT 12R RWD - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Ruf RT 12R Track - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Now has 4-way adjustable shocks; low and high speed bump and rebound. - Performance has been balanced against the other GT3 class cars. Skip Barber Formula 2000 - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Spec Racer Ford - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Star Mazda - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Street Stock - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. - Wheels can now be painted. Super Late Model - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Toyota Camry-Gen6 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. VW Jetta TDI Cup - Updated to the latest tire physics. - Adjustments and improvements to the whole car's physics to match the new tire model. Williams-Toyota FW31 - Updated to the latest tire physics. - Now has lap time fall off from additional tire curing when the tires are hot. - Adjustments and improvements to the whole car's physics to match the new tire model. - Reduce fuel fill time deviation. Tracks: Donington Park Racing Circuit - Donington Park Racing Circuit is now available. - Includes two configurations: GP and National. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Phoenix International Raceway - This is an all new version of Phoenix based on changes which were made to the track in 2012. The new oval is very different from the previous, including changes which widened the front straight to 62 feet (19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in banking and an infield road course was removed, making PIR an oval-only facility. - Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that does allow full use of the dogleg apron. - This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options. Auto Club Speedway - Fixed a bug where terrain was poking through wall. - A bumpy area in the infield road course is fixed. Autodromo Jose Carlos Pace - Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn). Circuit Gilles Villeneuve - Remove pit crew objects from pit road as the road is too narrow to fit them. Circuit of the Americas - Fixed draw-through signs on the garage. - Added pit boxes. - Moved the sign guy out of wall. Circuit Zolder - Fixed several track geometry bugs. Homestead Miami Speedway - Moved pit crew out of wall. Iowa Speedway - Fixed a wall collision issue. Michigan International Raceway - Fixed a non-collidable wall in Turn 1. Phoenix International Raceway circa 2008 - The old version of Phoenix has been re-named to differentiate between it and the new version. Road America - The outside of Turn 5 now gives a 1x. Silverstone Circuit - Fixed a badly defined segment of track that could crash the sim for everyone connected if someone drove over that one exact spot. - Fixed pot holes that where between turns 2 and 3. Sonoma Raceway - Fixed a light so its shadow starts at the ground. - Fixed a sunken jersey barrier. Suzuka International Racing Course - Fixed issues that caused weird camera and F3 black box behavior near the crossover. Thompson International Speedway - Updated for night racing. - Track updated with new logo. This post has been promoted to an article
  24. Il geniale Nick Thissen, appassionato pilota virtuale di iRacing, ha rilasciato per il simulatore americano un comodo ed utilissimo programmino: iRacing Setup Sync permette in modo semplice di scambiare e scaricare gli assetti vettura, suddividendoli per categoria e anche per ogni singolo tracciato. We all know that setups can become an important part of your official iRacing races. And let’s admit it, most of us don’t have a clue where to start when it comes to building or tweaking a car setup. So the majority out there is counting on the goodwill of those who do master the art of setup creation. But even then, it can become a tiresome quest trying to hunt for the right setup file. So now a creative iRacing member has created a very interesting tool to help us all find de preferred setup file for your car of choice. iRacing member Nick Thissen introduces the first official version of “iRacing Setup Sync (iRSS)” This is an application dedicated to iRacing setup sharing and downloading. iRacing Setup Sync (or iRSS for short) is a Windows application that attempts to automate most of the tedious work around storing and managing your setups. It operates on a large database of setups, which is synced to most of the popular Setup Shops on the forum and therefore always contains the latest setups, even those shared on the forums. It allows you to browse setups by car, track or team and automates downloading the setups into the correct folder, and it can even automatically download setups for the car / track you are driving right now! iRacing members can follow the development of Sync Setup or provide feedback to Nick at the iRacing forum thread. Download -> http://iracingsetups.nickthissen.nl/Client/iRacingSetupSync_installer.zip This version contains a normal installer which will install an iRacing Setup Sync Launcher application. The Launcher application will automatically update to the latest version and then launch iRacing Setup Sync. You can just use the Launcher application to start the application, if there is no update available it will just launch iRacing Setup Sync. Official iRacing Setup Sync website - http://iracingsetups.nickthissen.nl/ Important features: Automatically download recent setups for your current car / track, as soon as you start iRacing. Similar to Trading Paints – except for setups! Search setups by car, track or team and download the ones you don’t have yet. Compares your local setups with the online database setups to determine which setups you already own – there is no point in downloading duplicates! Subscribe to cars, tracks and teams and quickly search setups that match any of your subscribed items. Completely customizable directory and setup naming convention with macros like the setup author, car, track, season and many more. Operates on a vast database of over 1,000 setups which is continuously updated by setups added to the various Setup Shops around the forums, and by user uploads. (Soon) Upload the setups you used in a recent session (if you want to share them) with the click of a button. Setup database website & account The setups in the application come from an online database that can also be accessed via : http://iracingsetups.nickthissen.nl/ You will need to create an account on this website and use that to login to iRacing Setup Sync. Do not login with your iRacing credentials, you need to login with the iRacing Setups website credentials. I will make that more clear in the next version. Where do the setups come from and how up to date is the database? The setups come from the online database also available at http://iracingsetups.nickthissen.nl/. You will need an account to use iRacing Setup Sync, which you can create by registering at the website. You don’t need an account to download setups from the website however. The database also contains setups manually uploaded by many different users, but mostly consists of all the setups available in the Setup Shops in the iRacing forums. Since a few months ago, most of these setup shops are being generated with another application I wrote, which automatically syncs the setup shops with the online database. That means that (at least for the cars that have an active setup shop thread) the database will always immediately contain every setup shared on the forum! How does it work? iRacing Setup Sync takes a snapshot of the setups on your computer. When you search for setups, the setups in the online database are quickly compared to your local setups (this is done by hashing their contents – I cannot read your setups), and you will see which setups you are still missing. Automatically downloading setups when you are racing If enabled in the options, iRacing Setup Sync will monitor for iRacing activity. When you start iRacing while iRacing Setup Sync is active (either visible or minimized to the background as a system tray application) it will detect which car and track you are driving and automatically search (and download) matching setups from the current season. As soon as you are connected you can go to your Garage and find the most recent setups in your download folder, ready to go. The application only very briefly checks for iRacing activity every 5 seconds so that it has a negligible impact on your racing experience. You can turn it off by closing it from the system tray when you start racing to be absolutely sure, but it should not be necessary. In a future update I will add automatic support for this. Finding setups by Subscribed items Once you have subscribed to cars, tracks, teams or groups (see below), visit the Subscribed tab to quickly search for setups that match your subscriptions. Click the ‘Find subscribed setups’ button to start searching. For example: if you are subscribed to the Ford GT – this will find any setups (that you do not yet own) for the Ford GT. Subscribe to your favorite cars and tracks to quickly get all of the new setups available. Finding setups by car, track, team or group If you want to look for setups manually by car, track, team or group simply visit the corresponding tab on the left side of the application. Use the dropdown to select your car, track, team or group and the setup list will be refreshed with matching setups. Use the Season dropdown at the top-right to filter by season. Setups that appear gray have already been detected on your computer, you don’t need to download them again. You can also see their location if you want to find them. You can still check the checkbox for these setups and download them again if you wish. Downloading the found setups Once you found some setups via your subscribed items or by searching for cars, tracks, teams or groups, you can hit the ‘Download selected setups’ button to add the selected (checked) setups to your current download list. Visit the Downloads tab to view your download list, and click Start to start automatically downloading the setups in the list. Options, setup location and naming Downloaded setups will be placed in the correct directory for each car, possibly under a further sub-directory if specified in the Options, with a name that follows the naming convention you specified in the Options. You can choose your directory under the Download Options tab, relative to the directory of the car that the setups are for. The default is ‘SetupSync’, so setups for (for example) the BMW Z4 GT3 would be placed under ‘iRacing/setups/bmwz4gt3/SetupSync/…” The name of the setup can be specified in the Setup Naming tab. You can use many different ‘tags’ or macros like {car}, {track}, {madeby} that will be replaced with the relevant values for each setup. For example, I like to call my setups by the person who made them, then the season and then whether it’s a race or qualify setup (eg “NickThissen_14S2_Q”), and I want a separate directory for each track: so I use the format “{track}/{madeby}_{season}_{type}”. You can select your favorite format from the list, or specify a custom format. What are teams and groups?A Team is a private team consisting of members and administrators. You can upload setups for your private team on the http://iracingsetups.nickthissen.nl/ website, those setups will only be visible to your team members. Create and configure your teams on the website. A Group can be used to group setups together. The setups in a group are publically accessible (if you want to control who has access to them, use a team instead). You can add multiple contributors to a group who can add setups to that group. Group support might be removed in a later update because it is almost never used. Updates Version 2.1 - Added support for automatic updates. - Added donate button by popular request (see Options page). - Added support for grouping setups. - Fixed setup naming convention save bug. Troubleshooting If there is a crash when running the new launcher, try running it as an administrator. Running as admin should not be required to just run iRacing Setup Sync, but it may be required when it needs to update. Known issues- Window shadow remains for a few seconds when you close it (click it to make it disappear). - Subscribing to teams is broken. - Nick has a very cheap shared webserver which may not be able to cope with a large demand. This post has been promoted to an article
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