Jump to content

Search the Community

Showing results for tags 'iracing'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome to pcgamingforum.net
    • Introducing Yourself
  • Virtual Reality
    • Oculus Rift
    • HTC Vive
    • Other VR products
  • Overclocking
    • Overclocking CPU
    • Overclocking GPU
  • Help with computer problems
    • Hardware problems
    • Software problems
  • Hardware and equipment for gamers
    • Joysticks
    • Racing wheel for gamers
    • Equipments for gamers
    • Something Other
  • PC Hardware
    • Power Supplies
    • Computer Monitors
    • Mouse
    • Keyboards
    • Computer Cases
    • Motherboards
    • Memory
    • CPU Coolers, CPU Fans
    • Notebooks
    • Graphics Cards
    • Something Other
  • PC flight games
    • DCS (Digital Combat Simulator)
    • Falcon 4.0 (F-16 Flight Simulator)
    • IL-2 Sturmovik
    • Microsoft Flight simulator
    • Other flight games
  • Racing games
    • rFactor 2
    • Assetto Corsa competizione
    • Assetto Corsa
    • iRacing
    • Automobilista
    • rFactor
    • R3E (RaceRoom Racing Experience)
    • Project CARS
    • General Discussions
  • PC Racing Games
  • Other racing games
  • PC combat games
  • PC fighting games
  • PC strategy games
  • PC puzzle games
  • PC adventures games
  • PC RPG
  • PC Indie-Games (Independent video games)
  • PC Horror games
  • MMO (Massively Multiplayer Online)
  • PC Sports Games
  • PC Open World Survival Games
  • MAME (Multiple Arcade Machine Emulator)
  • Kickstarter
  • Steam
  • About Games
  • Deals & Offers
  • Forum News - Forum Proposal Discussions - Informations
  • Expos, Events, Etc.
  • Marketplace from users to users
  • World's Fastest Gamer Sim Drivers
  • Games Engines
  • Trash
  • Software for VR

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Found 11 results

  1. IRACING BETA INTERFACE: New Application Framework - The iRacing BETA Interface now utilizes a brand new application framework. - - This system will make future development for our team much easier, and streamline the connectivity between the iRacing BETA Interface and the actual iRacing Simulator itself. - - This framework should greatly enhance the speed and usability of the iRacing BETA Interface as a whole, cutting down on loading times, increasing click responsiveness, and providing better usability feedback. - - With this new framework, the iRacing BETA Interface will now live in its own application window, even while the Simulator is running. - - The iRacing BETA Interface will no longer be viewable through VR headsets, and will be displayed on a traditional monitor screen. - - - The Simulation will still launch in a VR headset if selected. - - - If desired, you may also utilize third-party software, such as Virtual Desktop, in order to run the iRacing BETA Interface in a VR headset. - - Once you've finished downloading and installing the 2019 Season 3 Release update, you will be asked if you would like to create a desktop shortcut to the iRacing BETA Interface, even if you disabled this question in the past. If you allow it, this will create a brand new desktop shortcut that will launch the new iRacing BETA Interface with the new application framework. - - The new desktop shortcut points at a different .exe file (iRacingUI.exe, located in the "ui" folder of your installation directory). - - - If you opt to create this new desktop shortcut, the updater will also delete any old desktop shortcuts iRacing had created to the former iRacing BETA Interface. However, the updater will not delete any shortcuts you may have made (or edited), so be sure to replace any of those yourself. - - You can access the updated iRacing BETA Interface via the new desktop shortcut, the Membersite website banner, or launching the iRacingUI.exe file. Create a Race - Wizard - A brand new iRacing UI Wizard has been summoned to manage the Create a Race process for Hosted Sessions! - - The Wizard is a new method and layout for creating Hosted Sessions. - - This method allows a user to configure Hosted Sessions in a step-by-step interface or consolidate all steps into a single scrollable interface. Users can also jump back and forth between the two views, and also between steps as desired. - - - Click on any step in the top navigation bar to jump to that step. - - - To view all steps into a single consolidated list, use the "All Steps" button near the bottom-left corner. - - Users may also perform the following actions using the dropdown menu in the bottom-left corner: - - - Reset all fields - - - Load Last Session info - - - Load Autosaved Sessions - - The Wizard features all new "compact" car and track selection interfaces. - - The Wizard is still studying to make the following features a reality, and will be coming soon: - - - The ability to directly upload a Fixed Setup for the Session. - - - The ability to select a Session Administrator. - - - The ability to restrict a Session to specific Clubs and/or Leagues. Time Attack - This section of the iRacing UI has been overhauled for speed and reliability, including the results pages. - - The Favorites filter is now functional for Time Attack data. - - The message displayed to a user who has not yet completed a Time Attack Session for each track within a Time Attack Competition has been updated for clarity. - - Track configuration license-type labels are now correctly displayed on the selected track card within the Time Attack Competition. Paint Shop - An extensive redesign has been completed and applied to the Paint Shop! - - This refers to both the vehicle Paint Shop, and the suit and helmet Paint Shop. - - This update enhances access to the Paint Shop; with new "Paint" buttons on every car image in the service. - - You may now switch your selected car directly within the Paint Shop modal. - - The Paint Shop now automatically saves your changes after every adjustment. An "Undo All" arrow appears in the top-right corner to go back to start. - - The color picker has been rebuilt for better usability. - - Your saved paint swatches are now available to paint your cars. Select the "Paint Swatches" option and they will appear as choices for paint color in dropdown menus. - - Pattern selection has been made easier. - - A large assortment of bugs and issues have been fixed. Leagues - Some major enhancements and fixes have been made to the Leagues area of the interface! - - New Leagues may now be purchased with iRacing Credits. - - League members may now select their preference to receive PMs or Emails or neither from League Announcements. - - League Admins are now able to accept applications from drivers to their League. - - League Admins are now able to set and change Member Nicknames. - - League Admins are now able to set and change Member Numbers. - - Important league actions now provide the user with a confirmation message before taking effect, including: member promotions, member demotions, and league ownership transfer. - - League Admins now have more control over their Leagues' customization: - - - You may post announcements to your league via the "Announcements" tab, and send them via email or PM to your members. - - - You may now assign Tags to your league to help others find your league when searching: just select "Assign Tags" from your League Overview modal window. - - - You may now manage League applications and invited members from the League Info modal window. - - - You may now create Hosted Sessions that are not tied to League Seasons. - - League applications that are rejected are now removed from the applicant's list of Leagues. - - League invites that are rejected are now removed from the invitee's list of Leagues. - - A large assortment of bugs and issues have been fixed. Replays - The Replays section has been re-built from the ground-up! - - A complete architectural rewrite has been completed on the Replays section of the interface. - - Using this section of the interface should be much faster and more responsive. - - The Online/Offline tabs have been removed; all Replays are listed together in a single table. - - Sorting, filtering, tags, and the favorites system have all been added to improve the user experience of browsing Replays. - - A Delete button has been added to the "Register" button dropdown menu. - - - Users may now delete Replays. - - A Race Results button has been added to the "Register" button dropdown menu. Connectivity Data - A table of active ping data for a user's machine has been added to the interface. - - Access this table by clicking on the "Connectivity Data" icon in the top-right area of the interface. - - This table shows a user's connectivity quality to the various Race Server Farms. Shorter times, displayed in milliseconds (ms), are better for performance and racing. An ideal Percent Loss is zero (0), or as close to zero as possible. Updates and Upgrades - Track configuration names will no longer be included in search filters; only the actual track name is used. - Zoom scaling for the interface is now remembered on a per-machine basis. - UI logs will now be saved to the iRacing folder within your My Documents directory. - Team-related actions will now appear in the sidebar menu when the interface option to display actions in the sidebar menu is enabled. - Fixed an issue where the Registration status bar was not 100% reliable. - Fixed an issue where a user could not Spot for a driver in a User-Created Session. IRACING SIMULATION Updater - The update process for this release, particularly for the iRacing BETA Interface, requires a few specific steps in order for you to be able to utilize the iRacing BETA Interface. The very short version of these instructions is to utilize the classic Membersite for your initial download of the update. - - Please also refer to the very first section above, entitle "New Application Framework", for more details. - - You may also want to review the special post, "2019 Season 3 - iRacing BETA Interface Update Steps", found here: https://members.iracing.com/jforum/posts/list/3650535.page - When the iRacing Updater finishes and is checking to see if a user has the necessary system components installed, it will now check Windows 7 systems for the "D3DCompiler_47.dll" file, and it will direct a user to Microsoft's website to obtain the appropriate Windows Update if it is missing. Cars - Suspension damper (shock) velocity has been capped to help to prevent zippies (unrealistic rapid accelerations, usually due to a collision, that often send the car flying into the air). Car Classes - All Car Class groups have been updated to account for the new, updated, and retired vehicle changes with this season release. - A new Car Class, NASCAR Cup – 2018, has been added. - - This Car Class includes the NASCAR Cup Chevrolet SS and the NASCAR Cup Ford Fusion. Opponent Cars - Opponent cars should now align better with where their driver actually is. Vehicle Setups - All previous and current vehicle setup versions should now be usable within each NASCAR vehicle class. Green-White-Checkered Flags - The ability to ensure a Green-White-Checkered finish to Race Sessions that run with full-course cautions has been added. - - With this feature enabled, if a full-course caution begins under the green flag (not white or checkered), the race will be extended to ensure that when the caution period ends, drivers get the green flag, then get the white (1 lap to go) flag on the next lap after that. - - A Session can have either an unlimited number of Green-White-Checkered Cautions (G/W/C) at the end, or a limited number. System and spotter messages will inform a driver of whether or not a caution period is the final caution period during which a G/W/C finish will be attempted. - - In a Session with Full Course Cautions OFF, a race admin is also able to throw a caution that will utilize Green-White-Checkered Flags. - - This feature is available when creating Hosted Sessions on both the iRacing BETA Interface and the classic Membersite. Tires - Low speed handling (<25mph) of cars with deep and/or soft tire treads has been improved. Dynamic Track - The total amount of solar energy allowed to penetrate through clouds and adjust the track surface temperature has been increased. This will cause clouds to have a reduced effect on temperature changes. - The Track Conditions information on the Info tab of the Session screen has been updated to include all Sessions, and now uses the same Session names as the Race Details area. Spotter - A significant portion of the base spotter audio has been re-recorded for improved consistency and variety. - A variety of new spotter calls have been added, including: - - SPCC_GWC_EXTENDED = Lets you know whether this caution period will extend the race in order to end under the Green-White-Checkered Flag. - - SPCC_GWC_FINAL = Lets you know that this is the final caution period that will extend the race in order to end under the Green-White-Checkered Flag. - - SPCC_FUEL_1LAPS = Called when you only have one lap of fuel left. - - SPCC_MINUTE & SPCC_SECOND = Called for labeling lap time lengths (minute & second). - - SPCC_MINUTEPL & SPCC_SECONDPL = The plural forms of the above (minutes & seconds). - - SPCC_1TOGREEN_RESTART & SPCC_GOGREEN_RESTART & SPCC_GREEN_RESTART & SPCC_NOGREEN_RESTART & SPCC_PACEIN_RESTART = Optional spotter calls that are triggered during race restarts. If the flags are not filled in then iRacing will default to the non-restart variations of these spotter calls (i.e. SPCC_NOGREEN). - The calls, 'SPCC_1TOWIN' (one lap to win) or 'SPCC_1TOGO' (one lap to go), will now always be called when applicable for time-based races. - Our online guide for how to develop new spotter packs has been updated. - - See this thread to learn more: https://members.iracing.com/jforum/posts/list/3646900.page - A great many improvements have been made to our spotter calls to aid in translation. - - All existing spotter packages will need to be updated to fit the new form! - - - You can read about these changes here:https://members.iracing.com/jforum/posts/list/100/1938030.page#11513531 - Translation Improvements: - - Support has been added for more plural forms of spotter messages. - - - We now optionally support zero, one, two or many items. This requires a renaming of the messages, previously the default form was singular, and we marked the plural case with a PL at the end. Now the default form is the plural (many) case and we mark the 0, 1, 2 cases with a _P0, _P1, or _P2 at the end of the message. If your language does not use a particular plural form you can NULL out both the string and wave file and we will ignore that form. For example, in English, we only need the _P1 and default forms to handle 1 and many. - - All multi-part messages no longer share any message id's. - - - This allows you more freedom to rearrange the sentences as needed or NULL out a part you do not need. For example, the messages SPCC_PACE_PASS <num> SPCC_PACE_PASS_PT2 says 'pass the' <num> 'car' in English, but could be reorganized to say 'pass car' <num> NULL for another language. - - Numbers now support a SPCC_Nx_EQ form that is called if the number is an exact match. - - - For example, this allows us to use two different forms of the word 'one', as in 1, 21, and 301. - - Support for an optional call SPCC_DECIMAL has been added. - - - When filled in, this message will be called at the end of a decimal number, used to say 'decimal' after reading a decimal number if that is what is expected in your language. - - An optional call, SPCC_AND_TEN has been added that when filled in will reverse the tens and ones place. - - - For example, the number 321 would be called out as SPCC_N300 + SPCC_N1 + SPCC_AND_TEN + SPCC_N20, to say 'three hundred one and twenty'. - Fixed an issue with the "fuel left" calls triggering when not needed. Driver Swap - Fixed an issue in a driver-swap session where the last-displayed driver's name would be displayed in the Driver/Team area, in the lower-left of the Session screen, even when the selected car had no driver. Flagman - The start/finish flagman has been re-built from the ground-up, and should now fully animate to wave the appropriate colored flags at the appropriate times during events! Driving Camera Adjustments - A variety of new driving camera adjustment options have added to the Drive tab of the Options Screen! - - Height of the driver can now be adjusted. - - - This affects the user's view height across all cars at the same time. The user can also tweak each car individually as needed via the camera tool. While driving, the user can adjust the height of the driver camera using the F9 Black Box, or using the "Ctrl+[" or "Ctrl+]" keys. - - The value "VanishY" has been renamed to "Horizon Offset" to better reflect its purpose. - - - A user can adjust this value to shift the horizon up and down on the display without changing the location of the camera. Ideally, the horizon would be set to the same height as the driver's eye line, but a user may want to shift it up to get a better view of the dashboard. While driving, the user can adjust the height of the Horizon Offset using the F9 Black Box, or using the "Shift+[" or "Shift+]" keys. - - Field of View (FOV) is now available for adjustment. - - - This value was already, and remains, adjustable while driving with the F9 Black Box, or using the "[" and "]" keys. FOV adjusts how zoomed-in the view appears, much like using a zoom-lens on a camera. Ideally, this value would be set via the FOV calculator in the Graphics tab, but on a single monitor setup using a wider FOV may be necessary. - - The "Roll Chassis" value lets a user blend the side-to-side motion of the driver's head between staying level with the car's chassis, or staying level with the world horizon when on a banked surface. - - - A value of 100% indicates that the camera would be locked to the car chassis, and a value of 0% indicates that the camera would be locked to the horizon. The default value is 100%. - - The "Pitch Chassis" value lets a user blend the up-and-down motion of the driver's head between staying level with the car's chassis, or staying level with the world horizon when climbing or descending a hill. - - - A value of 100% indicates that the camera would be locked to the car chassis, and a value of 0% indicates that the camera would be locked to the horizon. The default value is 100%. - - The "Neck Motion" value controls how much the neck of the driver moves to try and smooth the motion of the car chassis. This value can be reduced if a user has a motion platform or is using VR. - - - The default value is 100% for optimal automatic smoothing. - - The "Rotate With Velocity" value controls how much blending is done between the driver's head aiming in the direction the car body is actually facing, or aiming in the direction in which the car body is actually moving. Increasing this value may help a driver detect an over-steer situation. - - - A value of 100% indicates that the camera would be locked to the car body's velocity vector, and a value of 0% indicates that the camera would be locked to the car body's forward-facing vector. The default value is 0%. Rendering - Cockpit glass material has been improved to have a realistic maximum visible light transmission. - The ambient occlusion of driver models inside of cars has been improved. - World lighting has been adjusted to better account for the various densities of clouds. - Trees now darken with overcast skies and cloud shadows. - RTX2000 series graphics cards now use true Multi-View-Projection (MVP) rather than w-warping (which is used on GTX1000s), when three screen Simultaneous Multi-Projection (SMP) is activated. The MVP mode properly supports Y-offsets in the projections and also supports wider field of views (FOV) and side screen tilt angles than W-Warping. - - The options screen now allows: - - - Night Shadows may be enabled. - - - Depth of Field may be enabled. - - - Full side screen tilt angles larger than 45 degrees may be used (this angle is limited with W-Warping). - - - Field-of-View (FOV) values larger than 145 degrees may be used (this angle is limited with W-Warping. - Vehicle lightmaps have been adjusted to work better with bloom when using High Dynamic Range (HDR) Rendering. - Night-time bloom thresholds have been adjusted, so objects should not bloom as easily at night. - Particle detail levels of Medium and High are now functional with Simultaneous Multi-Projection (SMP) Rendering. - Fixed several issues with the ambient occlusion effect in several shaders and improved its accuracy. - Fixed an issue where Windows 10 display scaling above 100% would cause the Simulator’s window to be sized much larger than requested. Headlights - Headlight effectiveness and brightness has been improved, and many issues affecting the performance of headlights have been fixed. Specific updates include: - - Headlight beam patterns are now always generated procedurally on the GPU and may now be affected when various individual lamps toggle due to damage (more to come in further updates), partial headlight flashing, or when some bulbs are otherwise turned off. - - Car-to-car lighting from headlights and flashing has been improved. - - Several rendering shaders and materials have been repaired that were causing headlights to be missing or to appear with incorrect intensities on many objects. - - Headlight flashing has been improved on several of the higher-end road cars where partial sets of bulbs blink, and one can now always see their own headlights flash properly from in-car as well as from external views. Dynamic Sky - The appearance of a jagged edge at the horizon has been reduced. Motion Blur - A motion blur effect may now be enabled when viewing the environment from any camera. - - This includes viewing as a driver, spotter, or spectator during an event, or when watching a Replay. - - In the Graphics Options menu, a user may enable or disable motion blur, and select from three levels of motion blur that impact the intensity of the visual effect: Low, Medium, and High. - - - This feature can significantly affect performance, especially on high resolution displays and multi-monitor setups. - - - While motion blur is an expensive process when enabled, there is very little performance difference between the different amounts of motion blur. - - While viewing a Replay, a user can enable motion blur for broadcast and/or driving cameras separately. - - - A user may select to enable or disable motion blur for each camera type from the Replay Options menu. Crowds - Lighting effects on 2D grandstand crowd characters have been updated at all tracks. Visual Effects - Spark particle effects have been updated. - Dirt racing particle effects have been updated. - Fixed an issue where particle effects would look incorrect when switching car focus while in Replay mode. - Camera flashes have been spotted occurring at many more tracks! Animated Pit Stops - Fixed an issue where the wheel hub was sometimes drawing over the wheel. Audio - Starter and ignition sounds have been added to all vehicles. - Additional vibration noises have been added for curb and rumble strip interactions for the in-cockpit views on metal monocoque cars. - - This excludes carbon tub cars: - - - Dallara DW12 - - - Dallara F3 - - - Dallara IR18 - - - Formula Renault 2.0 - - - Formula Renault 3.5 - - - Indycar Dallara - 2011 - - - McLaren MP4-30 - - - Pro Mazda - - - Williams-Toyota FW31 - A reset button has been added to the Sound Volume sliders and the Driver View sliders that will return the sliders to the default value. - Fixed an issue where car starter and ignition sounds for stockcars were not being universally applied to those cars with multiple motor types. - - This should fix the issues with some stockcars starter and ignition audio sounded different at different tracks. Controls - Joystick button support has been increased from 64 buttons to 144 buttons. This will move the button address for the switch on newer Fanatec wheels; users will need to re-map any controls to the switch after this update. Replay - All cars have been updated so that the player car's dashboard in old replays functions correctly. - Fixed an issue where the right-front wheel of opponent Dirt Late Model cars appeared to have the wrong camber. - - There will also be a very subtle change to the wheels of other opponent cars in replays. Paint Kit - A new sponsor, Sim-Lab, has been added. - Several sponsors with multiple variations have been appended with numbers to differentiate them from each other. Driving Aids - For drivers with ability challenges, the driving line is rendered further into the darkness at night. - - Please contact Customer Support for more information. Race Admins - The admin command "!trackstate <pct>" will now correctly ignore skipped Sessions when executing, and apply the requested setting to the next active Session in the event. - Fixed an issue where the Info tab does not update when an Admin uses the "!trackstate" command to change the conditions of the next session. EasyAntiCheat - A new version of the SDK has been applied. CARS: Aston Martin DBR9 GT1 - Season setups have been updated. Audi R18 - 2019 Season 3 LMP1 BoP Adjustment: Car spec has been adjusted so the baseline speeds at which to cut deployment with the automatic algorithm are rebalanced with the updated harvesting power, and maximum harvest power, and the speed-dependent rate at which it is applied, have both been increased. - Fixed a minor error with dynamic brake bias calculations. Audi R8 LMS GT3 - The masterswitch now correctly operates this vehicle's headlights via the cockpit view. - Fixed aesthetic issues with the roof antennae texture and the trunk area of the vehicle. BMW M8 GTE - Up-shift, anti-lag, and backfire sounds have been improved for exterior cameras. - Engine sounds have been updated for cockpit cameras. - Clutch slip noises have been added. - Fixed an issue where the rear tire lockup lights were not displaying for the correct tire. Chevrolet Corvette C6.R GT1 - Improved backfire, ignition cut, gear shift, and engine sounds for cockpit views. - Season setups have been updated. Dallara DW12 - Rev limiter and engine sounds have been improved. Dallara F3 - Lower RPM deceleration sounds have been improved. - Fixed an issue where mirrors would sometimes not appear correctly on all Dallara F3 cars for all camera views. Dallara IR18 - This vehicle now receives the same performance boost it gets at road courses when racing on short ovals. - - Short track power has been updated to match road course power to correspond with this turbo boost change. - The Advanced Frontal Protection (AFP) has been added to this car. - Rev limiter and engine sounds have been improved. - Opponent vehicles will now appear to use the correct flap and wicker settings. Dirt Late Model - (ALL) - Maximum allowable bite has been reduced from 325 lbs. to 225 lbs. - (ALL) - The right-hand side wheel collision spheres have been adjusted slightly on opponent vehicles to prevent collisions with the ground while driving normally. - (ALL) - A new fixed paint pattern has been added for Morton Builders. - - The previously customizable paint pattern that occupied this paint pattern slot (#4) has been moved to paint pattern slot #27. - (Super) - Season setups have been updated. Dirt Sprint Car Non-Winged - (ALL) - Left-rear shock and rear tire tread parameters have been adjusted. - (ALL) - Fixed an issue where shock adjustments could not be mapped to buttons. - (ALL) - Season setups have been updated. Dirt Street Stock - Engine sounds for the in-cockpit camera have been improved. Ford Falcon FG V8 - Backfire effects have been adjusted. Ford GT - 2017 - A shouting pit crew sound has been removed from the in-car idle audio. - Volume of high RPM backfire sounds has been reduced. Ford Mustang FR500S - Audio for engine dynamics and liveliness across the RPM range has been improved for in-car cameras. Formula Renault 3.5 - Steering wheel lights have been adjusted. - Season setups have been updated. Global Mazda MX-5 Cup - Exhaust crackles and ultra high frequency clatter sounds have been removed from the in-car engine sounds. Holden Commodore VF V8 - Backfire effects have been adjusted. Legends Ford '34 Coup - (ALL) - Season setups have been updated. Lotus 49 - New backfire and gear shift sounds have been added. Lotus 79 - New backfire and gear shift sounds have been added. Lucas Oil Off Rroad Pro Trucks - NEW TRUCKS! - - The Lucas Oil Off Road Pro Trucks are now available for purchase in iRacing! - - - This purchase includes TWO vehicles: - - - - Lucas Oil Off Road Pro 2 Truck - - - - Lucas Oil Off Road Pro 4 Truck - - The Lucas Oil Off Road Pro Trucks are specially designed for Dirt Road racing. - - - iRacing gives you the chance to drive the premier trucks in short course off-road racing! Pro 4 trucks are the biggest and baddest vehicles in the Lucas Oil Off Road Racing Series. These full-size, four-wheel drive race trucks can boast up to 900 horsepower and up to 20 inches of wheel travel. They’re designed to race in some of the most rugged conditions in motorsports, flying upwards of 100 feet in the air on massive jumps, carving through the dirt in high-speed corners, and taking heavy contact from other vehicles. One thing is for certain: they’re unlike any other vehicles in iRacing, except for maybe their Pro 2 counterparts! - - - The Lucas Oil Off Road Racing Series is now available in iRacing, and the immensely popular Pro 2 truck class is along for the ride! Like their Pro 4 counterparts, Pro 2 trucks are absolute beasts under the hood, producing up to 900 horsepower. They’ve also got the same suspension travel as their slightly bigger brother. But with only two driven wheels and a slightly smaller wheelbase, they’re not just a perfect training ground for drivers who are looking to move up to Pro 4 someday, they’re a long-term home for some of the biggest names in the sport. All that adds up to some intense competition on race weekends, competition that you’ll get to experience firsthand with iRacing! Mazda MX-5 Cup - 2015 - Exhaust crackles and ultra high frequency clatter sounds have been removed from the in-car engine sounds. Modified - SK & NASCAR Whelen Tour Modified - UPDATED VEHICLES! - - We've completely rebuilt these cars from the ground up! Any user that already owned these vehicles receives these new versions free of charge. This update includes entirely new vehicle models, new textures, and a full re-evaluation of the vehicles' physics and parameters. - - The Modified - SK and the NASCAR Whelen Tour Modified are available as a unit; two cars for the price of one! - - - Modified - SK: SK Modified racing is one of the most popular forms of oval track racing in certain parts of America, and iRacing’s updated SK Modified for 2019 brings these cars up to their latest and greatest spec. Many short track racers are happy to spend their entire careers racing these nimble, quick cars. But for drivers looking to further advance their careers, racing in large fields of high-powered, open wheeled cars provides an excellent learning experience. - - - NASCAR Whelen Tour Modified: iRacing’s NASCAR Whelen Tour Modified is all new for 2019, sporting an updated body style that reflects the sport’s highest spec. Sporting a roof but no fenders, a Modified Stock Car - "Modified" for short - is a unique oval-track race car. And while today's Modified is built from the ground up as a tube-frame chassis racecar and has significantly different configurations for paved or dirt tracks, the breed traces its lineage back to the very beginning of stock car racing. Light in weight and fitted with wider tires, a current Modified Stock Car is pure racer and much faster around a short oval paved track than one of NASCAR's Sprint Cup cars. NASCAR Camping World Chevrolet Silverado - This vehicle has been retired and replaced by the NASCAR Gander Outdoors Chevrolet Silverado. - - Any member who owned this vehicle prior to this release now owns the NASCAR Gander Outdoors Chevrolet Silverado. - - This vehicle is now retired, and is no longer available for purchase or use within iRacing. NASCAR Cup Chevrolet SS - This vehicle has been renamed, from the NASCAR Monster Energy Cup Chevrolet SS. NASCAR Cup Ford Fusion - This vehicle has been renamed, from the NASCAR Monster Energy Cup Ford Fusion. - This vehicle is now FREE and has been granted to all members! - - Any member who purchased this vehicle after the 2017 Season 3 Release has also been granted ownership of the brand new NASCAR Monster Energy Cup Ford Mustang! NASCAR Gander Outdoors Chevrolet Silverado - NEW TRUCK! - - The NASCAR Gander Outdoors Chevrolet Silverado is now available for purchase in iRacing! - - - Why race pick-up trucks? For starters, they're arguably the most popular automotive vehicle in America, with upwards of 2 million new pickups sold every year in the United States. And they're a blast to race, particularly the trucks of the NASCAR Gander Outdoors Truck Series. With 625 horsepower pushing their 3450 pounds around super speedways, ovals, short tracks and the occasional road course, NASCAR's trucks are fun to watch and challenging to drive. No manufacturer has had more fun in the NASCAR Gander Outdoors Truck Series than Chevrolet, and its Silverado is all new and updated for iRacing in 2019. The Bow Tie contingent won the series' first four manufacturer titles in 1995-98 and hasn't looked back. While other manufacturers have come (and, in some cases, gone), Chevrolet has remained committed to the world's fastest truck racing series as its teams and drivers keep racking-up race wins and series championships. - This vehicle is a full upgrade and replacement for the NASCAR Camping World Chevrolet Silverado. - - Any member who owned the NASCAR Camping World Chevrolet Silverado prior to this release now owns this vehicle. - - The NASCAR Camping World Chevrolet Silverado is now retired, and is no longer available for purchase or use within iRacing. NASCAR Gander Outdoors Toyota Tundra - This vehicle has been renamed from the NASCAR Camping World Toyota Tundra. - A new Ilmore NTI spec engine and gears have been added, and aero has been adjusted slightly. NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018 - Aero grills will now be adjusted based on the track type, per the 2019 NASCAR rule change. - Per updated NASCAR Monster Energy Season rules, the right-hand speedway window is now mandatory at all tracks. - Gear ratios and limits have been updated to match latest NASCAR specs. - Fixed an issue that could lead to a pitboard logo being in the wrong location. NASCAR Monster Energy Cup Ford Mustang - NEW CAR! - - The NASCAR Monster Energy Cup Ford Mustang is now available for purchase in iRacing! - - - The Generation 6 Sprint Cup Car embodies NASCAR's "Win on Sunday, Sell on Monday" heritage. After years of competing in other NASCAR levels, the Ford Mustang finally made its move to the NASCAR Cup Series for the first time in 2019, and found a home at the front of the pack right out of the gate. For more than 50 years, the Mustang has been the signature ride in the Ford stable of vehicles—a pony car that packs a punch and takes the fight to its rivals. The NASCAR Gen6 version of the car takes that fight to the next level, with a 3300 pound minimum total weight (with no less than 1600 pounds on the right side) along with carbon-fiber hoods and deck lids, and a 53" wide rear spoiler. - Any member who purchased the NASCAR Cup Ford Fusion after the 2017 Season 3 Release has been granted ownership of this vehicle for free. NASCAR Monster Energy Cup Toyota Camry - Aero grills will now be adjusted based on the track type, per the 2019 NASCAR rule change. - Per updated NASCAR Monster Energy Season rules, the right-hand speedway window is now mandatory at all tracks. - Gear ratios and limits have been updated to match latest NASCAR specs. NASCAR Truck Series Chevrolet Silverado - 2013 - A new Ilmore NTI spec engine and gears have been added, and aero has been adjusted slightly. Porsche 911 GT3 Cup Car (991) - Fixed an issue with the rear camber on opponent cars. Radical SR8 - Season setups have been updated. Skip Barber Formula 2000 - Aerodynamic profile has been adjusted to better match real-world data. - V7 tire adjustments, including: - - Tire compound and carcass curvature have been adjusted. - - Oversteer/Understeer balance and over-the-limit behavior have been improved. - - Minimum tire pressure has been set to 25 psi for all four tires. - - All four tires now also have tire warmers to bring them up to 130F. - - - The primary change to the RT2000 is the improved aerodynamic forces, particularly side force and yaw moment. The rubber conditioning, which is the softening effect of simply working (stretching) the rubber repeatedly, is not quite correct yet, but the car is in a much better place than any previous build, so we wanted to share our current improvements. The tire pressure minimum is present because the handling is more predictable and better for new drivers with the higher pressures; without a minimum, nobody would run higher pressures. The tire warmers have been added to help offset some of the still unfinished conditioning effect. - New gear shift sounds have been added. TRACKS: Atlanta Motor Speedway - (Rallycross Long) - Starting grid setup has been adjusted to allow all cars to hit a dirt surface at the same point. Barber Motorsports Park - Pace Car speed has been reduced to 50 miles per hour. - Fixed an issue where the digital digits on the timing tower were z-fighting (flickering). Bristol Motor Speedway - All NASCAR Class A, B, and C vehicles now utilize intermediate track tires instead of short track tires on this track. Chicagoland Speedway - Night Mode has been fully enabled at this track! Darlington Raceway - Night Mode has been fully enabled at this track! Homestead Miami Speedway - Night Mode has been fully enabled at this track! - Fixed an issue with the pit speed limit message not appearing correctly when entering pit road. Indianapolis Motor Speedway - Fixed an issue where some drivers could get stuck in their pit stalls. Lanier National Speedway - The original track configuration here has been named "Asphalt". Silverstone Circuit - UPGRADED TRACK! - - Silverstone Circuit, completely overhauled and updated, including brand new track scan data, and all new environment art assets, has been added to iRacing! - - This track features three configurations: - - - Grand Prix - - - International - - - National - - Get on track with the newest configuration of the “Home of British Motor Racing.” Silverstone Circuit’s current layout is one of the longest in its storied history, which includes the first-ever race of the Formula One World Driver’s Championship in 1950. Two years later, Frolian Gonzales gave Ferrari its first-ever F1 victory there, and the rest is history: in the nearly seven decades that have followed, the former World War II air base has become one of the world’s legendary motorsport venues. - Any member who purchased the original Silverstone Circuit - 2011 track after the 2017 Season 3 Release has also been granted ownership of this brand new version of the track. Silverstone Circuit - 2011 - This track has been renamed from Silverstone Circuit to Silverstone Circuit - 2011 to make room for the newly upgraded track. - Any member who purchased this track after the 2017 Season 3 Release has also been granted ownership of the brand new version of Silverstone Circuit. - This track has been added to the base content of iRacing, and has been granted as FREE content to all members. Sonoma Raceway - (Rallycross) - Additional checkpoints have been added to the up-hill sweeper to prevent drivers from cutting too far into the grass. USA International Speedway - The original track configuration here has been named "Asphalt". Wild Horse Pass Motorsports Park - NEW TRACK! - - Wild Horse Pass Motorsports Park, a new Dirt Road track, is now available for purchase on iRacing! - - - One of the most diverse racing venues in North America, Wild Horse Pass Motorsports Park hosts everything from dragsters to motorboats, and has for years been a staple of short course off-road racing with two annual stops on the Lucas Oil Off Road Racing Series calendar. The stadium-style course was built in 2008, and made its LOORRS debut two years later. The five-turn layout features a mix of sweeping corners, high-flying jumps, and full-throttle straightaways. Wild Horse Pass is also the only track on the LOORRS calendar to feature Pro 4 and Pro 2 trucks on the track at the same time, as the season-ending Lucas Oil Challenge Cup offers a five-figure grand prize to the fastest racer in short course. Wild West Motorsports Park - NEW TRACK! - - Wild West Motorsports Park, a new Dirt Road track, is now available for purchase on iRacing! - - - Sparks always fly in Sparks, Nevada when the Lucas Oil Off Road Racing Series makes its annual stop at Wild West Motorsports Park. With a stunning mountain backdrop, it's one of the most visually unique tracks in short course, with a track layout to match. Wild West features four turns, two of which are proper hairpins, with four tabletop jumps, a massive drop-off jump after Turn 1, and a rhythm section before Turn 2 all designed to get the trucks into the air. Located just 10 minutes outside of Reno, it's a great place to watch a race, and an even more exciting track to drive with iRacing's new Pro 4 and Pro 2 builds!
  2. 'Daytona Rising' - Graphical Update Trailer Charlotte Motor Speedway 2018 Trailer 2019 Season 2 Update Highlights: Engine Model Enhancements (engine stalling) High Dynamic Range (HDR) Rendering BMW M8 GTE NASCAR 2019 Season updates V7 Tire Model enabled on the Skip Barber Formula 2000 Charlotte Motor Speedway – 6 New Track Configurations Daytona International Speedway – Daytona Rising upgrades Nürburgring Night-Mode preview iRacing BETA Interface – Current Series and performance upgrades Full 2019 Season 2 Release details are below. iRacing BETA Interface – New Features – “Vehicle Damage” is now a toggleable option when creating Hosted Sessions and Test Sessions via the “Car Options” dropdown. – – You can toggle damage ON (default) or OFF within the Car Options section of the Cars card. – – With vehicle damage disabled, all vehicles in the session are indestructible, and will take no damage at all from any sources. Being invulnerable also means your vehicle performance will never be adjusted from collisions, such as changes in aerodynamics or vehicle weight that might normally result from an impact. – – – For any and all iRacing Series (Ranked and Unranked), Practices, Qualifiers, Time Trials, Time Attack, and other non-user created racing events, vehicle damage will remain ON. This feature is designed for use in Hosted Sessions and Test Drive only. – “Disable Decals & Numbers” is now a toggleable option when creating Hosted Sessions and Test Sessions via the “Car Options” dropdown. – – With this option enabled, car numbers and car decals applied via the Paint Kit will not be displayed. Stockcar contingencies will also be removed. – The Filtering and Sorting toolbar has been upgraded, separating filters into 3 different sections: – – Sort = Orders the displayed information. – – Categories = Filters by selected items. – – Tags = Filters in ANY or ALL selected items. – Race registration has been updated, and any errors that occur should be displayed more clearly. – – These errors most often occur when trying to register for a Session for which you are already registered using a different car. – For all Table Views, each column header can now be clicked to sort the table by the values of that column. – – These sorts are saved when leaving the screen, or exiting the application. – License restrictions for joining a Session no longer apply to Spectators. – A new error modal window has been implemented that will catch some errors and display them. iRacing BETA Interface – Current Series – The Official Series section has been redesigned and optimized so that browsing the available Series is now faster and easier than ever before! – – Users now have a page with all Current Series for the season displayed. – – Clicking on any Series opens the Series modal window, which contains all available Sessions, a list of entries, schedule, and series information. – – – Join an Official Session for the Series by selecting a Session to join. – – – Click on “Entries” to see a list of all currently registered entrants, where you can spot, spectate, or join the session as a driver. – – – “Schedule” and “Series Info” have all the details on the Series. – – These changes result in dramatic performance improvements, and have been made to fix stuttering and responsiveness. – Additional Current Series improvements include: – – The “Search” function has been optimized. – – Additional filtering options are now available at the top-right. – – Tag filters can be set to match ALL selected Tags, or set to match ANY selected Tags in the dropdown menu. – – – You can filter by Session details, such as if the Session is populated, has spectators, has friends, or has someone from your Watched Drivers list in the Session. – – A Sessions filter has been added which matches Sessions that are currently “Open” for Registration as well as if a Session is “Ready Soon”. Additionally, Practice, Qualifier and Race Sessions can be filtered individually. – – For Table View, reduced the number of columns for improved legibility. – – For Table View, the column formerly known as “Promo” has been renamed “MPR” for clarity. iRacing BETA Interface – User-Created Races – The retrieval of Session data has been optimized, to get you the data you need faster and more efficiently. – Selecting individual cars or entire car classes, results in a more consistent interface. – For creating Hosted Sessions, “Fixed Setups” and “Car Classes” have been moved to the “Car Options” dropdown. – Car abbreviations now appear in the Hosted Session modal Entry List. – The Admin list is now alphabetized by driver. – Filtering enhancements: – – Individual car categories have been added to the Filter dropdown menu. – – “Owned” and “Unowned” have been added as Tags for cars. iRacing BETA Interface – Time of Day – Time of Day and Date/Time selection has been reworked to use sliders instead of the calendar. – – Time carry over has been removed in favor of simply not adding a time offset to the Session you are configuring. – – The estimated start time of a Session with zero offset is displayed for reference purposes. Moving the slider past zero will recalculate the date based on the starting time and the offset that you choose. – – Moving the slider bar will increase the offset of that Session and the starting time displayed will change based on the offset. – – When the offset carries over into the next day, the date will be displayed for reference. – Date formatting has been changed to be more internationally friendly. iRacing BETA Interface – Fixed Issues – Fixed an issue where Starred items would require a page refresh to be visible. – Fixed an issue in Current Series and User-Created Races where the team label would highlight a team for which the user did not belong. – Fixed an issue in the Open Practice tab where clicking the left “Register” button in a register dropdown menu registers the user as a Spectator instead of a Driver. – Fixed an issue where clicking the Active Connections button would cause the iRacing BETA Interface to error out. – Fixed an issue when selecting a track, sometimes only the first track config would be displayed as a choice. – Fixed an issue where opening a Hosted Session modal, joining a League Session, or launching a Test Drive could cause the application to error, and/or enter an unstable mode. iRacing Membersite – General – As of this 2019 Season 2 deployment, iRacing no longer officially supports the Internet Explorer web browser. – – For some web browser alternatives and more information on what this means, check out this post: – – http://members.iracing.com/jforum/posts/list/0/3639224.page#11436534 iRacing Membersite – League Seasons – League Season Driver and League Team Points standings can now be viewed as Overall (All Car Classes/All Cars), by Car Class, by Car, or by Car In Class. – League Seasons can now be configured to drop races by specifying the number of races to count toward the standings. This can be set when creating or editing a season and a points system is selected. – – Races are dropped for an individual when the number they have participated in surpasses the number to count toward the standings. – – Races are ordered by the total points after adjustments with the highest scoring races being kept. Only adjustments made from the race results screen apply when determining if the race is to be dropped or kept. – League Seasons can now be edited to change the season name, the points system, or number of races to count. Edit a League Season by selecting it and then using the new “Edit” button in the header. – – Changes to the points system apply only to Sessions run AFTER the change was made. – – If the points system is changed from “Custom” to something else, the original Custom points schedule will be deleted. – League Season points adjustments can now only be made from the standings when viewing the overall (All Car Classes/All Cars) to be more clear that these adjustments count toward all of the standings, not only for a specific car class or car. – League Season points adjustments made from the standings view are added in after races have been dropped for an individual. – A new points system has been added as an option for League Seasons called “Dirt” which corresponds to USAC’s 2019 feature event points for non-Silver Crown races, as found in section 5.9 B. here: http://www.usacracing.com/assets/files/rules/2019/2019_part_4_Points.pdf iRacing Membersite – League Heat Race Results – For League Heat Races, the “Points” column now reflects the points earned in that segment. – A new column called “Agg Points” has been added to the League Heat Race Results and reflects the total number of points earned from the first segment to the current segment. iRacing Membersite – Spectator Sessions – When Series Sessions that are available for spectating continue into the following race week, they will now be listed separately from the current race week sessions. Each list will be titled by the correct track name for the race week. – Series Spectator Sessions are now first listed in order by license class (Rookie to Pro), then listed alphabetically within a license class. – Hosted and League Spectator Sessions are now ordered by Session Name. – Improved the performance of loading Spectator Sessions. iRacing Downloader – After applying the 2019 Season 2 update, the iRacing Downloader will now use IPv6 for its downloads if you have enabled iRacing to use this protocol, and you actually have IPv6 available. If a download attempt via IPv6 fails to connect, the downloader will retry using IPv4. If the download then succeeds using IPv4, the rest of your current download call will use IPv4. Engine Model – An engine cylinder compression torque model has been added to iRacing. – – At low RPMs (below idle rpm), as the engine rotates it causes cycles of positive and negative torque to be generated as the individual pistons are being compressed then released. The amount of torque generated depends on the engine configuration parameters, such as compression ratio and number of cylinders. This allows the motor to stall out properly, and allows it to get “stuck” between cylinder compression torque peaks and not roll away if the car is in gear without the clutch being pressed. This also produces a jerky motion if the vehicle is rolling at very low rpm. – – – The Anti-Stall Aid should be disabled in order to notice this in action, otherwise you will struggle to get the engine to go below idle. – The Driving Shift Aid has been updated. – – What was previously the “None” option was actually not none; it always left the Anti-Stall Clutch Aid on for you. With the updated engine stalling, we can finally let you turn the Anti-Stall Aid all the way off. Now, the “None” option really means no clutch aid at all. The “Anti-Stall Clutch” is now it’s own option. If you had “None” selected previously, you will now have the “Anti-Stall Clutch” selected to maintain the same level of behavior you had before. – – If you choose “None,” it is very easy to stall the motor if you do not press the clutch in at the right moments. Watch out if you are in a car without a starter motor! – – You will probably also want to turn the Auto-Starter Aid OFF and start the motor yourself. – – When setting up a custom event, the Hardcore Level dropdown has a new entry for “Disallow all driving aids” that forces the Shift Aid to None. – The engine startup sequence has been updated. – – All cars now have engine ignition and starter noises. – – The ignition/starter sequence remains a work in progress, and will be updated over time. Many cars will use a default sequence and share a generic set of sounds. – – Cars with unique ignition/starter sounds are as follows: – – – Audi Quattro GTO – – – Audi R8 LMS GT3 – – – BMW M8 GTE – – – BMW Z4 GT3 – – – Chevrolet Corvette C6.R GT1 – – – Chevrolet Corvette C7 Daytona Prototype – – – Cadillac CTS-V Racecar – – – Dallara DW12 – – – Dallara F3 – – – Dallara IR18 – – – Ferrari 488 GT3 – – – Ferrari 488 GTE – – – Ford Falcon FG V8 – – – Ford GT – – – Formula Renault 2.0 – – – Formula Renault 3.5 – – – Holden Commodore VF V8 – – – Indycar Dallara – 2011 – – – McLaren MP4-30 – – – Pro Mazda – – – Skip Barber Formula 2000 – – – V8 Supercar Ford Falcon – 2012 – – – Williams-Toyota FW31 – Certain cars require the clutch pedal to be pressed (if the anti-stall clutch is not enabled) before the starter will operate: – – Ford Mustang FR500S – – Global Mazda MX-5 Cup – – Mazda MX-5 Cup – 2015 – – Mazda MX-5 Roadster – 2015 – – Pontiac Solstice – Certain cars have anti-stall clutch behavior built in to them, so even if you turn the Shift Aid to None, they will still have anti-stall. – – Audi R18 – – Dallara DW12 – – Dallara IR18 – – McLaren MP4-30 – – Porsche 911 GT3 Cup Car (991) – – Porsche 919 Hybrid – – Williams-Toyota FW31 – Direct drive cars with Shift Aid set to None will still use Anti-Stall Clutch Aid when in the pit stall, or in a starting grid location to allow you to start the car up and get rolling – at which time the Anti-Stall Aid is disabled, so you can stall the car if you spin or stop. – The auto-starter has been updated. – – When getting in a car, the auto-starter will wait about half a second before trying to start the car, instead of the instant you hit the Drive button. If you have stalled the car on track, the auto-starter waits 2 seconds (while stopped, in Neutral, or pressing the clutch) before trying to start the car. Pressing the throttle makes the auto-starter fire more quickly. Tire Model – The new version 7 (V7) tire model has been introduced on the Skip Barber Formula 2000. – – This model has significant improvements to both rubber compound modeling and tire carcass dynamics modeling, and the feedback has been very positive for the few vehicles we have been testing it on. Only the RT2000 has undergone enough testing to release with this build, but we hope to put this tire model on every vehicle soon. – The allowable cold pressure range has been opened up to allow pressures that are, frankly, too low (14 psi) all the way up to too high (45 psi), but we feel it is important to allow you to push the boundaries so we can better find out if the tire is behaving reasonably. Running at too low a pressure can give you a very evil car. High speed corners and low tire pressures do not work well together. Which tire pressure is optimal will vary from track to track, and sometimes you may find compromising one part of a track is worth extra speed in other parts of that track. Also remember that average lap time is often more important than best lap time, so don’t forget to average in extra time caused by spins! In other words, if you’re having trouble racing on low pressures, try raising them. League Racing – League Season Heat Racing events can now earn Season points. – – The Feature Race is allocated points based on the Season’s selected points system. – – Qualifying, Heats, and Consolation Races are only allocated points if they are configured to do so and the points system is not “None”. – – Points schedules and rules for Qualifying, Heats, and Consolation Races are based on USAC’s 2019 points schedules for non-Silver Crown races, as found in section 5.9 B. here: http://www.usacracing.com/assets/files/rules/2019/2019_part_4_Points.pdf – – – Qualifying allocates points to the first six positions, 6 points for first, and decreasing by 1 for each subsequent position. – – – Heats allocate points to the first eight positions, 8 points for first, and decreasing by 1 for each subsequent position. However, if Consolation Races are configured to receive points, then positions 5 through 8 only receive their points if they advanced directly to the Feature. – – – Consolation Races allocate points to the first eight positions, 4 points for first and decreasing by 1 for each subsequent position with 4th through 8th receiving 1 point. However, participants earning Heat Race points will not also receive Consolation Race points. – – – Stacked Consolation Races only allocate points for the final Consolation Race. Non-Stacked Consolation Race allocate points to each Consolation Race. – – – – Custom points will be supported in a later release. Heat Racing – The method in which drivers are appended to the Feature Race’s starting grid when there is more than one non-stacked Consolation Race has been updated. – – Previously, the specified number of drivers that advanced from a Consolation Race were appended to the Feature starting grid from the results of the first Consolation Race, then that number from the results of the second Consolation Race were added, etc.. Now, the winner of the first Consolation Race is added to the Feature grid, then the winner of the second Consolation Race is added, etc., followed by the 2nd place finisher of the first Consolation Race, then the 2nd place finisher of the second Consolation Race, etc., until the specified number of drivers have been taken from all of the Consolation Races. Dynamic Track – The system for calculating track temperature as reported to the user in the Info tab and telemetry has been improved. Dynamic Sky – Fixed an issue where Dynamic Weather mode would sometimes use the default cloud cover. Dirt Racing – Reduction to tire grip on dirt surfaces as the hardpan is approached has been amplified. Pit Stops – Rule changes for GTE pit stops have been implemented. – – Cars must now re-fuel first and may only change tires once re-fueling is complete. This takes into account the real-life WEC rules for the 2019/20 season. Rendering – Fixed an issue where teammates could not see the steering wheel rotate. High-Dynamic Range (HDR) – This release includes a preliminary version of High Dynamic-Range (HDR) rendering. When it is enabled the Simulator uses HDR render targets for items such as mirrors, environment maps, main render targets, and even HDR display back buffers. Previously, very bright pixels would be clamped to “fit” into Standard Dynamic Range (SDR) formats. This clamping causes important information about the actual brightness of bright pixels to be lost and to be treated as less bright than they should be treated. HDR rendering allows the bright pixels to be rendered without loss of information, and used during many internal rendering steps, limiting the loss of brightness to only the final step of converting to the display. HDR rendering drastically improves the quality of rendering, and also provides for additional future effects (this is a very early version!). And, when coupled with an HDR display, it allows for an expanded color gamut and extremely bright sun and solar reflections to actually be displayed at higher intensity than the rest of the scene on the display. HDR does not require an HDR display to provide most of the visual benefits because many of the benefits occur before the conversion to the display, but HDR displays benefit the most. – Support has been added for HDR displays, such as HDR10 televisions and monitors. The Simulator can now be configured to output HDR formats to an HDR display via an HDR10 frame buffer (10-bits per color channel instead of 8), or an HDR16F frame buffer (16-bit floats per color channel). When using HDR16F, the Simulator renders a special expanded color space (BT. 2020) using a special gamma (ST.2084). When rendering in HDR10 mode the Simulator just outputs the smaller color space BT.709 (HDTV color). However, Windows or the device driver may do conversions in either case, so you likely want to try both. When used in conjunction with HDR rendering, very bright sun and solar reflections can be displayed on screen, and the expanded color space looks incredible. You almost certainly need to be in full-screen modes when using these formats, especially HDR16F. If the Simulator leaves full screen, the colors may look blown out, and you may need to press Alt+Enter to get back into full-screen. – To enable HDR rendering without an HDR display, all you need to do is check the “HDR rendering” checkbox on the Graphics Options screen, and restart the Simulator for it to take effect. When HDR rendering is checked, bloom is also checked, and cannot/should not be unchecked for best results. Enabling this option will use more video memory to store the extra large image formats, but higher end cards should have plenty of memory for this. – To enable an HDR display, you will need to run the iRacing graphics auto-config and select an HDR10 or HDR16F mode from the resolution dialog, this will automatically force on HDR rendering and bloom. Try both HDR modes and select whichever works best for you. HDR10 uses slightly less memory, but HDR16F looks best in many cases due to the expanded color space. If the graphics auto-config does not present either of those modes, then you first need to setup your HDR display properly in Windows 10. HDR displays only work with Windows 10, and only when connected with higher-end display port 1.4 or HDMI 2.0 connections. And, in the Windows 10 display settings, the display first needs to be setup to be HDR. See the Windows 10 HDR settings in the Windows Settings -> Display Settings. If you cannot get Windows to first recognize the display as HDR and allow you to toggle it into HDR mode for gaming, you will be unable to get the Simulator to provide the HDR modes via DX11. Please note, you may need to also alter a setting inside the HDR display’s menus to enable HDR mode on the desired input, this is very common, before Windows will detect it as HDR capable. HDR display modes will not work on very old versions of Windows 10, and will not work at all on Windows 7. Visual Effects – Photographer spectators have been spotted using flash photography in the stands, and around the track! – – These spectators will light-up their flashbulbs throughout a session, especially when there’s some serious action going on! – Visual effects generated via PopcornFX should now better obey a users’ selected minimum detail level. Virtual Reality – A form of nVidia’s simultaneous multi-projection, named Single Pass Stereo (SPS), has been added to help optimize VR rendering. SPS allows the Simulator to render the scene for one eye, and then GPU, via shaders and SPS, create the image for the other eye, without the Simulator needing to submit the entire scene a second time. This reduces the CPU load of the rendering thread and increases the frame rate, especially for the largest and most complex scenes when the frame rate would be lowest. – – SPS requires a supporting nVidia GPU with a newer device driver installed. GTX1000 and GTX2000 series GPUs, with device drivers after v390 support it. The option is called “SPS” on the Graphics Options screen, and it will be enabled by default if your device driver reports that your GPU supports it. If the SPS option is disabled in the Graphics Options screen, and you have a supported GPU, try a newer device driver. – Fixed an issue when using VR where the mouse cursor could get stuck on a “curved screen mode” while using the iRacing BETA Interface, even when not on a curved screen. Audio – Ignition and starter sequences remain a work-in-progress, and will be updated over time. – – Currently, many cars will use a default audio sequence and will share a generic set of sounds. – – Cars with unique ignition and starter sounds are as follows: – – – Audi Quattro GTO – – – Audi R8 LMS GT3 – – – BMW M8 GTE – – – BMW Z4 GT3 – – – Cadillac CTS-V Racecar – – – Chevrolet Corvette C6.R GT1 – – – Chevrolet Corvette C7 Daytona Prototype – – – Dallara DW12 – – – Dallara F3 – – – Dallara IR18 – – – Ferrari 488 GT3 – – – Ferrari 488 GTE – – – Ford GT – – – Ford Falcon FG V8 – – – Formula Renault 2.0 – – – Formula Renault 3.5 – – – Holden Commodore VF V8 – – – Indycar Dallara – 2011 – – – McLaren MP4-30 – – – Pro Mazda – – – Skip Barber Formula 2000 – – – Williams-Toyota FW31 – All cars have had their engine load sounds modified to be more sensitive to subtle changes in throttle levels. – All gear shift volumes for all cars have been adjusted. Driver – Additional detailing has been added to the driver’s gloves. Animated Pit Crew – The animated pit crew will now look directly at your car as it approaches and leaves. – The animated Indycar Pit Crew has been training all season, and is now 10% faster! – The reflectivity of skin-tones in light has been reduced slightly. – The air wrench hose movements have been smoothed a bit, and should appear less jaggy. Pace Car – A new pace car model, Porsche 911 GT3 Cup Car (991), has been added to the iRacing service! – The default Road pace car is now the Porsche 911 GT3 Cup Car (991). Replay – When playing through a Session change, the system will look forward for data to prepare the replay world for the new session. – – This fixes an issue on Session transitions where the track in replays could appear to have a stripe-pattern effect. This was being caused by data from the previous Session being used to create the track state, only then to have it overwritten in chunks with the new data. Cameras – While using the camera tool, blimp velocity may now be a negative number, so it can rotate in both directions. Admin Commands – A new Admin Command, “!trackstate”, has been added. – – This command allows an Admin to view and change the track state of the NEXT Session. – – – This is intended especially for dirt racing, to allow Admins to make on-the-fly changes to the track (like simulating some re-prep before the feature for example). – – – – You can type “!trackstate” with no arguments to see the track state for the next session. You can adjust it by putting a number as an argument, like “!trackstate 30” (“!trackstate 30%” is safe and will work too). If you go with say “!trackstate -1” or any negative number less than that, you’ll get carry over in the next session (0 means 0% usage). Telemetry – A new telemetry variable, “PitsOpen” has been added. This variable is true if you are currently able to receive service in your pit. – A new telemetry variable, “PlayerCarInPitStall” has been added. This variable is true if you are stopped in your stall and parked cleanly so that you can receive service. Peripherals – The Fanatec API has been updated to the latest version. EasyAntiCheat – The iRacing software has been updated with the latest EasyAntiCheat libraries. CARS: Audi R18 – The car number font has been adjusted to better match the real world version. – The blue lights on the FIA safety display will now flash when Cautions are out. BMW M8 GTE – NEW CAR! – – The BMW M8 GTE has been added to the iRacing roster of vehicles! – – The twin-turbo, V8 powered beast joins the already impressive lineup of GTE cars in iRacing. With over 500 bhp, the flagship racing car from BMW competes around the world in series including the FIA World Endurance Championship and the IMSA Weathertech SportsCar Championship. In iRacing, you will see the M8 in the multiclass IMSA Series as well as the iRacing Le Mans and iRacing Le Mans Endurance series. A front engine car, the BMW has already earned a reputation for being tough to pass due to its performance and size. iRacers will have the opportunity to race the M8 wheel to wheel against the Porsche RSR, Ford GT, and Ferrari 488 and find out for themselves which of the GTE cars will reign supreme. BMW Z4 GT3 – Starter and compressor sound levels have been adjusted. Cadillac CTS-V Racecar – Fixed an issue where the wing supports would disappear whenever the car was damaged. – Fixed an issue where the digital display digits were sometimes not at the correct brightness. Chevrolet Corvette C6.R GT1 – Fixed an issue where some display digits were not illuminating correctly. – Season setups have been updated. Chevrolet Monte Carlo SS – Season setups have been updated. Dallara F3 – Currently, there is a known issue where the tire warmers are not working for this vehicle during Race Sessions. We are still investigating, and do not currently have a timeline for a fix. – – Please note that the car was only intended to have tire warmers during Race Sessions, so it does not have tire warmers at all. Dallara IR18 – Tire grip has been reduced slightly at road tracks. – New 2019 rear speedway wicker options added. Full length front speedway wicker has been removed due to season rules. – Minimum fuel capacity is now 0.25 KG. – Vehicle branding has been adjusted for the 2019 season. – Fixed an issue where the inside of the hubs were not rendering when the tires were removed. – Season setups have been updated. Dirt Late Model – (ALL) – Front packer garage increment adjustment has been changed from 1/4″ to 1/16″. – (ALL) – World of Outlaws branding has been updated. – (ALL) – Minimum damping is now enforced while the car is in the garage. – – Damper adjustments will no longer influence heights and weights while the car is sitting in the garage. – (ALL) – Season setups have been updated. Dirt Midget – Damper adjustments will no longer influence heights and weights while the car is sitting in the garage. – Season setups have been updated. Dirt Sprint Car – (ALL) – Damper adjustments will no longer influence heights and weights while the car is sitting in the garage. – (ALL) – Season setups have been updated. Dirt Sprint Car – Non-Winged – (ALL) – Cockpit adjustable dampers have been re-enabled per latest USAC rules. – (ALL) – Damper adjustments will no longer influence heights and weights while the car is sitting in the garage. – (ALL) – Season setups have been updated. Dirt Street Stock – Season setups have been updated. Dirt U.M.P. Modified – Minimum damping is now enforced while the car is in the garage. – – Damper adjustments will no longer influence heights and weights while the car is sitting in the garage. – Season setups have been updated. Ferrari 488 GT3 – Season setups have been updated. Ferrari 488 GTE – The car number font has been adjusted to better match the real world version. – Baseline setup has been adjusted. Ford Fiesta RS WRC – Season setups have been updated. Ford GT – 2017 – The car number font has been adjusted to better match the real world version. – Baseline setup has been adjusted. Ford GT GT3 – Season setups have been updated. Formula Renault 3.5 – Legal pushrods length have been increased. – Non-adjustable bumpstops have been altered to better assist with suspension over-travel concerns. Legends Ford ’34 Coupe – (ALL) – The rear wheel mass position has been adjusted slightly. Lotus 49 – Fixed an issue with the mirrors rendering incorrectly. NASCAR Camping World Chevrolet Silverado – Vehicle branding and ruleset have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR Camping World Toyota Tundra – Vehicle branding and ruleset have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Diff ranges have been opened to allow for any ratio at any track. – Vehicle branding and ruleset have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR Monster Energy Cup Chevrolet Camaro ZL1 – 2018 – Short Tracks/RC will use 750hp engine and INTS and SS will use 550hp engine. – 2019 spec aero packages have been applied. – Contingency decals and branding have been updated for the 2019 NASCAR season. – Aero grills have been implemented for this vehicle. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Season setups have been updated. NASCAR Monster Energy Cup Chevrolet SS – Contingency decals and branding have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR Monster Energy Cup Ford Fusion – Short Tracks/RC will use 750hp engine and INTS and SS will use 550hp engine. – 2019 spec aero packages have been applied. – Contingency decals and branding have been updated for the 2019 NASCAR season. – Aero grills have been implemented for this vehicle. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Season setups have been updated. NASCAR Monster Energy Cup Toyota Camry – Short Tracks/RC will use 750hp engine and INTS and SS will use 550hp engine. – 2019 spec aero packages have been applied. – Contingency decals and branding have been updated for the 2019 NASCAR season. – Aero grills have been implemented for this vehicle. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Season setups have been updated. NASCAR Nationwide Chevrolet Impala – 2011 – Diff ranges have been opened to allow for any ratio at any track. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Small changes to drafting to improve suckup at Super Speedway tracks. NASCAR Sprint Cup Chevrolet Impala COT – 2013 – Diff ranges have been opened to allow for any ratio at any track. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. NASCAR Truck Series Chevrolet Silverado – 2013 – Diff ranges have been opened to allow for any ratio at any track. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. NASCAR XFINITY Chevrolet Camaro – Contingency decals and branding have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR XFINITY Ford Mustang – Contingency decals and branding have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. NASCAR XFINITY Toyota Camry – Contingency decals and branding have been updated for the 2019 NASCAR season. – Minimum and maximum tire pressure limits have been adjusted. – Brake and gearbox settings have been simplified by track type. – Steering offset variable has been reduced to +/- 15 degrees. – Small changes to drafting to improve suckup at Super Speedway tracks. – Season setups have been updated. Porsche 911 GT3 Cup Car (991) – Rear wing has been strengthened to reduce the likelihood of damage from small impacts. Porsche 911 RSR– 2019 Season 2 GTE BoP: – – Slightly reduced aero drag for higher topspeed. – – Aero downforce has been decreased slightly. – – Fuel consumption has been increased slightly to compensate for reduced aero drag. – Baseline setup has been adjusted. – The car number font has been adjusted to better match the real world version. Porsche 919 Hybrid – The car number font has been adjusted to better match the real world version. – The blue lights on the FIA safety display will now flash when Cautions are out. Radical SR8 – Idle speeds have been increased. – Season setups have been updated. Ruf RT 12R – (Track) – Season setups have been updated. Silver Crown – Season setups have been updated. Skip Barber Formula 2000 – The long awaited V7 Tires are now implemented on this vehicle! – – Please take them out for some vigorous testing, and let us know what you think. We are looking to gather feedback before fully implementing these on all vehicles. – Allowable tire pressure range has been adjusted to 14 to 45 psi. – New in-car, on-board, and chase engine sounds, as well as starter, ignition, gear shift, and engine limiter sounds have been added for this vehicle. – Baseline setup has been updated. Sprint Car – Season setups have been updated. Subaru WRX STI – Fixed an issue with rendering artifacts on the side mirrors. Super Late Model – Various vehicle updates, including: – – New aerodynamic information applied. – – Brakes have been altered to better match car performance after aero updates. – – Small Front-end geometry tuning. – – 3″ ride heights are now legal in the garage. – Season setups have been updated. VW Beetle GRC – Season setups have been updated. Williams-Toyota FW31 – Fixed an issue where some display digits were not illuminating correctly. TRACKS: Autodromo Nazionale Monza – (ALL) – The fixed cubemaps for this track has been adjusted for better visual reflections. – (ALL) – Fixed an issue where some walls would colorfully flicker at night when headlights shone on them. Charlotte Motor Speedway – NEW TRACK CONFIGURATIONS! – – A fully re-scanned and re-built version of Charlotte Motor Speedway was released in the 2019 Season 1 build, but it only included the Roval. With this release, we have have added numerous additional track configurations. These were built using the updated laser scan data. These new configs are as follows: – – Oval – The full oval track used by NASCAR. – – Roval Long – An alternate version of the Roval which uses an additional track area in the infield to create a longer version of the track. This track is 2.42 miles in length. – – Legends Oval – The standard Legends oval using parts of the oval and pit road. – – Legends RC Short – A 0.72 mile road configuration using a short area of the infield road course. – – Legends RC Medium – A 1.25 mile road configuration using an expanded area of the infield road course. – – Legends RC Long – A 1.5 mile road configuration using an even more expanded area of the infield road course and parts of the NASCAR oval and pit road. – This current version of Charlotte Motor Speedway appears on the website as “Charlotte Motor Speedway”. The original Charlotte is still available for historical reasons and appears on the website as “Charlotte Motor Speedway – 2016”. Circuit des 24 Heures du Mans – The color of gravel trap tire marks has been adjusted. Circuit of the Americas – Fixed an issue where some walls were not visible on lower graphics settings. Daytona International Speedway – TRACK UPGRADE! – – The Daytona Rising real-world track facility upgrades have been implemented at our digital version of this legendary speedway! – – – The art team has also overhauled much of the environment to bring it up to the latest and greatest specs! Twin Ring Motegi – (Oval) – Animated pit crews have been enabled on this track configuration. Nürburgring – A preliminary version of night lighting has been added to all configurations of Nürburgring, including the GP Circuit, Nordschleife, and Combined circuits. We do not consider this project finished and still plan to place additional lighting, but consider this an early-access preview!
  3. iRacing 2019 Season 1 Update Deployed iRacing.com deployed the 2019 Season 1 build for its online racing simulation. This new build is easily one of the biggest iRacing updates to date and is packed with a big list of new features and exciting new content. The Charlotte Motor Speedway Roval track and the Japanese Tsukuba Circuit have been added to the default iRacing content and are now FREE for all iRacing Members. The most prominent feature of this update is the Dynamic Sky and Day/Night Transitions which have been in development for quite a while. The simulation now generates dynamic skies that change with elapsed time. temperature, humidity, and wind will change over time. The suns motion in the sky is realistic for the event location, date and time. Tracks that have night lighting will switch during sunset/twilight. Stadium lights and headlights will turn on and will turn off at sunlight. Clouds now cast shadows, and static shadows update dynamically as the sun moves. The sun, clouds, shadows, and general weather will impact the track surface temperatures. On the car content side, iRacing has released two new open-wheelers in the form of the Dallara Formula 3, and the Formula Renault 3.5. Check out the Full 2019 Season 1 Release changelog for more update details. The Dallara F3 car is raced in one of the most successful racing series in the world, Formula 3. It’s a development series for up and coming drivers in Europe, the United States, Asia, and Australia and has seen many a high profile driver move to the top ranks of open wheel racing in Formula One and IndyCar. Raced in spec series, the F3 car was designed for young drivers to move their way up through the ranks of open-wheel racing. Racing an F3 car is often the first venture into professional level racing for young amateurs. You can purchase the Dallara F3 from the iRacing store Here. The Formula Renault 3.5 is the perfect fit in the iRacing open-wheel ladder system. The open cockpit, V8 powered cars, were traditionally a stepping stone for many drivers who were pursuing careers in Formula One. Featuring a spec chassis and spec motor, the cars allowed drivers to showcase their skills and hopefully get noticed by a Formula One team. The normally aspirated V8 motors produce 530 bhp and the large wings, both front and rear, provide large amounts of downforce and grip. Some say the FR3.5 sounds like a Formula One car should, or at least used to, before they moved to the turbo/hybrid power units. You can purchase your Formula Renault 3.5 from the iRacing store, right Here. 2019 Season 1 Update highlights: Day/Night & Time of Day Dallara F3 Formula Renault 3.5 Charlotte Motor Speedway (Roval) Tsukuba Circuit (7 Configs) iRacing BETA Interface – Home and Leagues New Crowd System New Controls and Force Feedback Settings Brake Bias Adjustments for Fixed Setups Full Changelog: UPDATES: iRacing BETA Interface – A new Home section has been added featuring the latest news, promotions, and popular Official and User-Created Races. – – Read news articles and announcements from iRacing. – – View available series and sales promotions. – – Join the most popular Official and User-Created Races all from one place. – The Leagues section of the iRacing BETA Interface has been unlocked! – – Full league management functionality, as on the Membersite Leagues pages, is now available through the iRacing BETA Interface! – A new Help and Support section has been added to the status bar with information and helpful links to support. – The Create a Race interface has been improved. – – First, a user will be able to adjust the Car, Track, and Climate. Then, all Race Details are displayed together on their own page. A user may move back and forth between these sections as needed. – – New “Reset” and “Last Settings” buttons have been added. – – – Reset will clear all selected content and settings. – – – Last Settings will load the last successfully hosted session information to all fields. – Active Sessions are now visible for User-Created Races. A user may Spectate, Spot, Crew, or start a Time Trial any Session that is actively running. – – Viewing Active Sessions can be toggled on and off. Click on the “Show Running Sessions” toggle next to the view buttons. – Test Drive is now available as an option from any Session. – – A Test Drive button will now always be displayed for all Sessions, which will launch a Test Drive session using the information from the session you are viewing. This includes all Official Races and all User-Created Races. – Season and Series ID is now visible in the interface. – – Click on a Series, then click on “Series Info” to view this information. – The track list will now by default only display the list of tracks, instead of a list of all tracks and all of their configurations listed out. Once a track is selected, you may select an individual config. – – An option has been added so that you may toggle between having the track list display the list of tracks or having the track list show all tracks and all of their configurations listed out. – The status bar at the top of the screen now features a tinted background for ease of legibility and use when the Interface is scrolled down. – The iRacing Paint Shop within the iRacing BETA Interface should now be better at remembering when changes are made to cars. – The iRacing BETA Interface now has an active display of all authenticated connections for your account, with verbose information about the connections, and the ability to manually disconnect remote, active connections. – The settings panel now has a button to sign out your authenticated connection, plus all other (in)active connections, whether remember me has been selected or not. – Page content will now fill more of the screen when the interface is scaled to 150% or less. – – This should improve the display of the iRacing BETA Interface on 27″ monitors. – Fixed an issue where drop-down menus could appear under other content. – Fixed issues where “invalid date” would display, or the year listed would incorrectly be 1969. – Fixed an issue where the user was not returned to the last page they were on after exiting a Session. – Fixed an issue where switching to/from table view and grid view, the Interface was not remembering which view a user was using the next time they returned to that page. – Fixed an issue where the Interface was not remembering whenever the user chose to order content a certain way after navigating away and returning. – Numerous other stability fixes; the iRacing BETA Interface should run smoother than ever! iRacing Membersite – The iRacing Membersite has been updated to allow for editing Sessions created via the iRacing BETA Interface. However, the user will be unable to edit settings that are only available when creating a Session through the iRacing BETA Interface. – Various Day/Night & Time of Day information has been added to the Membersite: – – Sunrise and sunset times will be displayed for all sessions. – – Simulated start time will be displayed in the Session Info for Official and Hosted Sessions, and in the Race Results. – A new and improved banner has been added to the top of the Membersite to launch the iRacing BETA Interface! – Fixed an issue in the shopping cart where the hyperlink of a track added to your shopping cart from the iRacing BETA Interface was not linking to the proper track. Series Special Event Races – We have added a new feature which allows us to schedule Special Event Races for a Series within the normal season schedule. Each special event is a stand-alone racing event, and entry is based on championship points within the series. Championship Points awarded from such an event are not integrated back into the Series. – – We could, for example, schedule a single split race, that would be populated by drivers with the top N in Championship Points, either for a given race week, or the overall season. Or, we could have a “Week 12 Pro Race” automatically built into any given Series for the top 40 drivers, based on Championship Points in that Series during the Season, who show up for the given race time slot. The top 40 who show up based on season points would race. – – Championship Points earned from Special Event Races are stand-alone and are not part of the regular Series standings. – – We will likely be demonstrating this feature during Week 13, and it may even include some prizes, so, stay tuned! Dynamic Track – Initialization of a track on the client is now influenced by how many laps have been driven (including carry-over between sessions). This will enable clients to enter a session without causing a dramatic change in the track appears as the server updates come in. – The maintenance of track temperatures between sessions, such as the heat added from cars during a Qualify session, will now carry-over and dissipate through the passage of simulated time between the end of one session and the start of the next. – – Previously it was assumed that enough time existed between sessions for the track to return to its equilibrium state at the start of each session. – – You may directly influence this through the new Day/Night & Time of Day settings. For example, setting your events to run consecutively will create more vehicle-generated heat buildup throughout your event than having each session start four hours after each other. Day/Night & Time of Day – The Simulator now generates dynamic skies that change as time passes. The sun’s motion in the sky is accurate for the selected event location, date, and time. As the sun and cloud cover move, the lighting in the simulated environment changes to match the sky. – – The generated sky will change as time elapses for all Sessions of all types, except for old Replays, Time Trials, and Time Attack Sessions, where conditions are frozen by design. – The shadows cast by static objects, such as buildings, trees, and grandstands, now move over time to match the sun’s angle. – – These shadows also influence the dynamic track’s temperature where they are cast over time. – Regular Season and Hosted events now specify a specific starting date and time for the event. – – A user may only select a day of the year for the start of an event that is within the normal range of dates during which the real-world track would be open for on-track activities. – – – The default starting date for a Hosted session is a reasonable date in late Spring. – – Each Session within a Regular Season or Hosted event (Practice, Qualify, Race, Heat, etc.) also has a specific start time within a 36 hour window relative to the starting date and time of the event. For example, you may create a Hosted Session that features an early morning Practice, followed by a twilight Qualify, followed by a sunrise Race. The default option is to run each session consecutively so that as soon as one finishes, the next one will begin in real-time. – – For Heat Racing Sessions, a user may only specify the specific start times for the first Session within each block of sessions. For example, you can specify the start time for the first Heat race, but not for each subsequent Heat race. A user may also specify the start time for the first Consolation race, but not for each subsequent Consolation race. – When selecting the date and time for an event, the local time zone for the selected track is used. – – Daylight Saving Time adjustments are taken into account when specifying the event start date and time. However, if a session runs through a time change point, the in-session date and time clock will not adjust for this. – Event starting times may still be specified using generic presets: Sunrise, Morning, Afternoon, Late Afternoon, Sunset, and Night; or a user may specify a precise time at the track, such as 3:30pm. – – When using the generic presets, the event start time positions the sun at a specific altitude above the horizon to match the generic term. – – – Sunrise sets the start time such that the sun begins about 0 degrees above the eastern horizon. – – – Morning sets the start time such that the sun begins about 20 degrees above the eastern horizon. – – – Afternoon sets the start time such that the sun begins about 58 degrees above the western horizon. – – – Late Afternoon sets the start time such that the sun begins about 15 degrees above the western horizon. – – – Sunset sets the start time such that the sun begins about 0 degrees below the western horizon. – – – Night sets the start time such that the sun begins about 20 degrees below the western horizon. – Tracks that have night lighting (ie: any of the iRacing tracks for which a user has been able to select a “Night” event at before) will switch to “Night Mode” during the sunset/twilight phase, and the stadium lights will switch on. These lights will turn off during sunrise. – – Tracks without night lighting will still function using the Day/Night & Time of Day system, however they will get darker and darker until they are nearly pitch black. We do not recommend driving cars without headlights at these tracks past sunset. – – – As a special bonus, with this 2019 Season 1 Release, Circuit des 24 Heures du Mans has been updated to feature Night Mode! – The speed at which the sun moves across the sky may be altered. – – For example, an entire simulated day can occur within a 3 hour session. This “accelerated time” only affects the sun itself and how it changes the temperature of the day or night. Weather, cloud cover, etc. are not effected by the accelerated time. – – When creating a Session, you may specify 1x, 2x, 4x, or 8x speed for the sun. Please note, the track surface temperatures may not keep up as accurately with a highly accelerated sun as they would at normal speed. – The Simulation will display the simulated day of the week and wall-clock time in the F1 Black Box, and it will display the simulated date and time on the Replay screen. – – While in a session where the sun’s motion is sped up, the wall-clock date/time values will advance at the appropriate rate, and will include the appropriate “2x”, “4x”, or “8x” sun-motion-factor indicator. – – In Time Trial and Time Attack Sessions, since the sun position is fixed, these simulation-world date/time values are also fixed, and will include a “0x” sun-motion-factor indicator. – Clouds now cast shadows, and these shadows update dynamically as the clouds and the sun move as time passes. Each cloud shadow effects the dynamic track surface temperatures. – – When using Specified Weather for an event, the event will start at the specified temperature, but may drift up or down a few degrees depending on the time of day and the duration of the session. – – Please note, when building fixed racing setups, expect at least some track and air temperature variance during sessions. – Temperature, relative humidity, wind speed, and other weather values will change as time elapses during a session. – – Currently, these changes are very minimal, and using Generated Weather will allow for slightly more variation during a Session than using Specified Weather. A new weather system is currently in development which will allow the sky conditions to change during the session (ie: clear to overcast, etc,) and will result in far more dynamic weather throughout an event. – New “Sky Detail” Graphics Options have been added! – – These settings control how many frames are used to update the sky. Low Detail spreads the work out over more frames, so the sky updates may appear jumpy, but the frame rate will be higher. High Detail does more work per frame so the updates are more frequent, but this can adversely affect frame rate. Medium Detail is an average compromise. – You must use the iRacing BETA Interface in order to access all of the Day/Night & Time of Day settings that are now available. However, the system will still operate correctly in Sessions created and joined via the classic Membersite. – Old saved Replays will now load up with a generated sky instead of the static skyboxes of the past. The sun position and sky conditions will attempt to match the conditions of the original replay to the best of their ability, within reason. The sky will then remain fixed while the Replay runs. Driving Aids – The Auto-Start Aid is now optional, you can turn it off if you want to manually start your engine when you get into the car. This will be forced to OFF if you map your ignition to an ON/OFF toggle switch. – The Auto-Start Aid and Auto-Clean Visor Aid are now allowed when using Touch/Tilt Driving. Rallycross – Track-config specific setups have been added to a variety of the Rallycross vehicles. Hybrid Power Units – The PID auto-deployment system now re-calculates the control variable (EOS % offset) multiple times per lap. – Adjusted the hybrid system to include the manual deployment offset that compensates for the requirement of a non-zero base value from the refline calculations. – Updated the refline calculations for hybrids that reduces placement of end-of-straight markers due to cornering drag. The system needs to see 6 consecutive segments with a drop in speed before it will place an EOS marker. – Additional updates to the auto-tuner. The aim with these changes is to achieve greater stability – slower to converge, but less variation once it gets there. – PID parameters changed for faster but more stable convergence to target battery charge %. Also, % end-of-straight speed multiplier capped at a maximum value of 1.1. – Updated the engine system to account for the Porsche 919 harvesting more energy than it may legally deploy at Le Mans. – Fixed a bug where the battery state of charge was not correctly being carried over between driver changes. Crowds – The crowd system has been rebuilt from the ground up to significantly improve both appearance and performance. In the previous system, crowd members would only be seen facing the camera directly from the front or directly from the rear. With this new system, crowd members now render from 360 degrees and face towards the racing action, rather than towards the viewer’s camera. – Each crowd member is rendered from a high fidelity 3D model to a texture with four times the amount of pixels than previously. This results in a crisp, high resolution appearance with accurate normal maps and lighting in the Simulator. The variety of crowd appearance has also increased, with over 33% more unique people than before. – Each crowd member is also now an instanced object, and each race fan takes advantage of this technology to reduce their memory usage and rendering time. Paint Kit – The texture size for all helmet patterns has been increased from 512×512 to 1024×1024. – Radical and SimSpeed sponsors have been updated. Options – All in-car controls not currently in use will no longer be displayed in the Options screen. – Some Options and Replay Options screen items have been rearranged and adjusted: – – A Sky/Cloud Detail setting has been added to the Options screen. – – The Virtual Mirror setting has been removed from the Replay Options screen. – – The Far Terrain and Tri-linear Filtering options have been removed from the Options and Replay Options screens; these options are still available for adjustment in the “.ini” file. Controls – Support has been added for mapping an ON/OFF switch to some toggle controls, that is a switch that remains ON or OFF rather than just a momentary toggle. – A checkbox has been added to the Option Screen to disable the Auto-Starter Aid that starts your car when you enter the driver’s seat. – – By default, this checkbox is OFF. – – The ignition will no longer fire when you trigger the starter, a driver must manually turn on the ignition if you want to run the starter. – – – The Default Ignition option is set to OFF if the Auto-Start is disabled. – Support has been added for the new QAxis control type. This is a rotary knob that acts as a sequential series of buttons. If the knob has more positions then the states in the item we are attempting to control then each detent on the knob will be mapped 1:1 to the states. – – For example if the throttle map has 3 possible options, but your knob has 12 positions, then positions 1, 2, and 3 will adjust the throttle mapping, rather than forcing you to rotate the knob through its full range as you would with an analog knob. If there are more states then positions for the knob, then we will spread them out as best we can, skipping some intermediate states. – – Any hardware developer wanting to add a QAxis knob to there controller needs to ensure that the button defines are in sequential order. So a 4 position knob could use buttons 12, 13, 14, 15, but could not use buttons 12, 14, 13, 7. More details on this will be posted to the hardware forums. – – The Fanatec CSL Elite McLaren GT3 rim is currently the only rim that ships with support for QAxis rotary knobs, however new rims are expected to be released later this year. – A calibration wizard has been added to the in-car controls to simplify the process of setting them. – All F7/F8 black box widgets now have a corresponding map-able control. – Control calibration improvements have been made, including the enforcement of expected control type when calibrating. This will prevent users from mapping a button to an analog slot by accident. Admin Commands – Admins are now allowed to throw a Caution, even when the event has cautions set to “OFF”. – – For all intents and purposes, this option now means that when cautions are turned off for an event, iRacing Race Control does not throw Cautions, but an Admin may. Force Feedback – The force feedback setup screen has been reorganized to better support direct drive wheels. – – Force units have been rescaled so that linear and non-linear are using the same unit scale. – – Clicking on the Strength value will toggle between iRacing units and Newton meters. – – A new Wheel Force slider has been added. – – – Set this to the peak force of your wheel to help keep the auto function from overdriving your wheel. This also rescales the strength slider so you can not manually oversaturate the wheel on accident. This is only beneficial for users with wheels that are as strong or stronger than the force feedback we are getting from the physics (about 10 Nm or greater), so do not worry about setting it perfectly if you have a belt or gear drive wheel. – – “Dampen Oscillations” has been renamed “Reduce Force When Parked” to better reflect what this option does. Also, the default value for this setting has been reduced to 33% from 50%. – – The default endstops have been softened from 15 degrees to 45 degrees. – – A hard knee has been added that reduces forces above 80 Nm by 80% and clips forces above 120 Nm. – – – This should make running into a wall safer without completely destroying the signal. – – Mouse-over tooltip help has been added to all force feedback settings. – Helper text for racing wheel settings has been updated. Replay – A pair of settings have been added in the [Replay] section of the “app.ini” file to control how many seconds from the end of the tape Replay playback begins when exiting the car. One setting is for driver swap events, and the other is for non-team events. – The “FF to End” behavior has been optimized to reduce system load, and to maintain Live Mode viewing when a new session begins. Oculus Rift – Rift HMD 1.3.2 support has been migrated to Oculus SDK 1.26.0. EasyAnti Cheat – A new version of the EAC application has been integrated into iRacing. CARS: Audi R18 – Users may now adjust the lengths of bump rubbers on the heave elements. – Reduced the maximum packer length for the front heave element to 40mm. Audi R8 LMS GT3 – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. BMW Z4 GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. Chevrolet Corvette C7 Daytona Prototype – On-board audio improvements have been made to the engine, gear shifts, backfires, and ignition sounds, and a new pneumatic compressor sound has been added. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. Dallara DW12 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. – Pit limiter sound levels have been reduced. Dallara F3 – – The Dallara F3 is now available for purchase and use on the track! Dallara IR18 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. – Gear shift sounds have been improved and the pit limiter sound levels have been reduced. – Season setups have been updated. Dirt Late Model – (ALL) – The damage model has been adjusted to reduce performance losses from side and rear impacts slightly. – (PRO & SUPER) – Season setups have been updated. Dirt Midget – Driveline losses have been adjusted to tame wheel stands at Kokomo. Dirt Sprint Car Non-Winged – (360) – Season setups have been updated. Dirt Street Stock – Removed a duplicate brake bias bar that appeared when the brake bias bar was rotated. Ferrari 488 GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Ferrari 488 GTE – 2019 Season 1 GTE BoP: Engine torque and downforce have been increased slightly. – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Ford GT – 2017 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear. – Season setups have been updated. Ford GT GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Formula Renault 2.0 – Garage layout and notes have been updated. Formula Renault 3.5 – – The Formula Renault 3.5 is now available for purchase and use on the track! Global Mazda MX-5 Cup – Removed the front anti-roll bar pre-load adjustment option from the Garage options. – Camber adjustment limits have been reduced. Indycar Dallara – 2011 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Idling fuel consumption has been reduced. Lotus 49 – Season setups have been updated. Mazda MX-5 Cup – 2015 – Removed the front anti-roll bar pre-load adjustment option from the Garage options. Mazda MX-5 Roadster – 2015 – Removed the front anti-roll bar pre-load adjustment option from the Garage options. McLaren MP4-12C GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. McLaren MP4-30 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Rev override is now adjustable in the garage. Mercedes AMG GT3 – Brake Bias may now be adjusted in the garage during events with Fixed Setups. Modified – SK – Season setups have been updated. NASCAR Camping World Chevrolet Silverado – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR Camping World Toyota Tundra – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Fixed an issue where the ignition switch was not appearing correctly when the ignition was turned on. – Season setups have been updated. NASCAR Monster Energy Cup Chevrolet SS – Season setups have been updated. NASCAR Monster Energy Cup Ford Fusion – Season setups have been updated. NASCAR Monster Energy Cup Toyota Camry – Season setups have been updated. NASCAR Truck Series Chevrolet Silverado – 2013 – Fixed issues with rear camber limit, and shock installation stiffness. – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Porsche 911 RSR – Brake Bias may now be adjusted in the garage during events with Fixed Setups. – Tires will now correctly disappear when changed during a pitstop. Porsche 919 Hybrid – 2019 Season 1 LMP1 BoP Changes: MGU-H harvesting rate has been slightly reduced to balance the LMP1 cars on tracks with long straightaways. – Tires will now correctly disappear when changed during a pitstop. Pro Mazda – Season setups have been updated. Radical SR8 – Radical logos have been updated. – Season setups have been updated. Ruf RT 12R – Season setups have been updated. Silver Crown – Season setups have been updated. Sprint Car – Season setups have been updated. Street Stock – Maximum front spring stiffness range has been increased to 2500 lb/in to help at high load tracks. – Fixed an issue with install stiffness. – Season setups have been updated. Super Late Model – Season setups have been updated. Williams-Toyota FW31 – This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once. – Standing start rev limit has been set to 12k RPM in N and 1st gear, just like the real car. – Rev override is now adjustable in the garage. TRACKS: Atlanta Motor Speedway – (Rallycross Long) – Tire barriers have been added to this configuration to prevent gaining time by driving through the grass around the jump. – (Rallycross Long) – Adjusted the levels of compact and loose dirt in the starting area, and fixed an issue with the 3rd place starting grid position. Charlotte Motor Speedway – NEW UPDATED TRACK! – – Charlotte Motor Speedway, a newly updated asphalt oval and road track, has been granted to all iRacing Members for FREE! – – This track currently features one track configuration: – – – Roval – – Additional track configurations are planned for release at a later date. – – The Charlotte Motor Speedway built a new infield road course, designed specifically for NASCAR competition, in 2018. It utilizes nearly all of the 1.5 mile oval as well as newly built infield portion, thus the name Roval (Road/Oval). The Roval configuration is a 17-turn, 2.28 mile track that challenges the best of drivers and team. Car setups are typically compromises, a car good on the oval may not be so good in the infield and vice versa so drivers and crew chiefs have to decide what matters most to them. Two chicanes, one on the back straight and one just before the start finish line, make for some exciting passing opportunities as competitors can attempt to out brake each other. The Charlotte Roval is a unique infield road course that has already proven to be an exciting venue since its NASCAR debut in 2018. – This track has been added to the default iRacing content, and is now FREE for all iRacing Members! Charlotte Motor Speedway – 2016 – The track formerly known as Charlotte Motor Speedway has been renamed Charlotte Motor Speedway – 2016 to make room for the updated version of this real-world track location. Circuit des 24 Heures du Mans – Night lighting has been fully implemented at this track! – – Now, when this track is selected to run at Night, or the new Day/Night & Time of Day system transitions to or from night, all track lights, reflectors, and environment lighting will work correctly and seamlessly! Circuit of the Americas – Several terrain seams have been fixed. Indianapolis Motor Speedway – (IndyCar Oval) – Pit stall positions have been shifted slightly. Tsukuba Circuit – NEW TRACK! – – Tsukuba Circuit, a brand new asphalt road track, has been granted to all iRacing Members for FREE! – – This track currently features seven track configurations: – – – 1000 Full – – – 1000 Outer – – – 1000 Chicane – – – 1000 Reverse – – – 2000 Full – – – 2000 Moto – – – 2000 Short
  4. geovas77

    iracing iRacing

    Έχω ολόκληρο subforum για την πάρτη μου, γουστάρω
  5. iRacing And Porsche Present New eSports Tournament With Cash Prizes From today, November 30, 2018, and through December 9, 2018, Porsche AG and the iRacing online racing platform have partnered up to create an eSports tournament in which you can win a trip to the Porsche Factory in Leipzig Germany and compete for various cash prizes totaling €30,000. Professional eSports teams, SimRacers, and motorsport representatives will meet Porsche and the community to take SimRacing to the next level. Also, non-competing sim racing enthusiasts are welcome to visit the Porsche Sim Racing summit in Leipzig on Sunday 16 December 2018 from 10:00 until 16:30 CET. You will have to register your visit and can do so for free at the Porsche registration page. Competition: In a two-part qualify, interested Sim Racers can qualify utilizing iRacing’s Time Attack competitions. The first qualify competition will start on November 30, 2018, and run through December 3, 2018, at 23:59 GMT, while the second Time Attack qualifier is scheduled for December 5 through December 9 at 23:59 GMT. The top 15 qualifiers from each Time Attack will be invited to compete live, at the Porsche Factory in Leipzig, Germany on December 15 and 16. Prizes: iRacing and Porsche have set up a rulebook with the regulations for the competition with three rounds of action-packed races. The 15 qualify finalist will not only be able to race the virtual cars but will also have the opportunity to experience Porsche cars on the track at the private Porsche race circuit at the Leipzig Factory. 1st place: 15,000 € (7,500 € each) 2nd place: 10,000 € (5,000 € each) 3rd place: 5,000 € (2,500 € each) You can find the complete rulebook and more info here. How to Qualify: To qualify online, log into your iRacing member accounts and select “Beta UI” at the top of the screen. Then choose Time Attacks and select the corresponding Time Attack competition. iRacing will automatically keep track of your time and the top 15 from each Time Attack week will earn invitations to the live event in Leipzig, Germany on December 15 and 16. Only the times from iRacing members who meet the qualifications for the contest will be considered for the prize(s). Qualifying Time Attack Competitions: Porsche SimRacing Summit Laguna Seca Porsche SimRacing Summit Brands Hatch Vehicle: Porsche 911 GT3 Cup Setup: fixed setup Tracks: Laguna Seca & Brands Hatch Mode: Time Attack Top 15 qualifiers from each track (30 drivers in total) will be invited to the final event. If drivers qualify on both tracks, the worse score is canceled and the drivers placed behind move one position at a time 2 wild card entry slots will be provided for the competition Qualified drivers will receive a confirmation within 72 hours after the end of the online qualification. Every qualified driver needs to confirm or decline his participation in Leipzig within another 72 hours after they received their confirmation. Summit in Leipzig: The Porsche Sim Racing Summit will be split into 3 stages. For the first stage, the players will be split into 4 race groups which will be determined via a qualification lap and snake split system. At the second stage, players will be paired into teams of two drivers which will continue throughout the rest of the event as a team. Events Schedule – Main Event at Porsche Factory Leipzig Stage 1 – Saturday, December 15th Stage 2&3 – Sunday, December 16th Stage 1 32 single racers (30 qualifiers + 2 Porsche wildcards) Vehicle: TBA at the event Setup: fixed setup Qualifying: 1 timed lap only 4 groups of 8 drivers each will be split up after qualifying time (snake split) Race: 1 race a 20 min per group Track: TBA at the event From each of the 4 groups, the first 4 drivers continue to round 2 16 drivers will, therefore, be eliminated from the competition Stage 2 8 teams (2 drivers each) Vehicle: TBA at the event Setup: fixed setup 8 teams with 2 drivers each (drawing process in front of race 1) Qualifying: Donington Park. One driver, one timed lap only, the qualifier is allowed to race only once in the three main races of this round. 3 races Race 1: 25 min – 1 x points. Track: TBA at the event (starting grid according to qualifying) Race 2: 20 min – 1.5 x points. Track TBA at the event (starting grid inverse grid based on points) Race 3: 15 min – 2 x points. Track: TBA at the event (starting grid inverse grid based on accumulated points) Points system (single points): 35, 32, 30, 28, 26, 25, 24, 23 The points from the 3 races are added to a total score for the respective team Stage 3 All 8 teams from round 2 continue The points from round 2 are carried forward Vehicle: TBA at the event Race: one 60 min race Track: TBA at the event There are three times the points for the final race Setup: fixed setup Fuel: limit max fuel tank capacity, fixed fuel level for the start (same for all drivers), set up in a way that at least one pit stop is necessary Pit stop window for 60 min race: 25 – 35 min with a mandatory driver change Points system (single points):: 35, 32, 30, 28, 26, 25, 24, 23 The final race will be scored with a factor of 3x the regular points. These points will be added up with the points from round 2 to a final total score for the respective team In case of a tiebreak between multiple teams, the team with the best single result from stage & is going to prevail. If it is still a tie the team with the better qualification lap-time from stage 3 will prevail.
  6. Update αύριο http://members.iracing.com/jforum/posts/list/3582887.page
  7. Δεν φαίνεται άσχημο...
  8. Multiclass Epic Historic Championship
  9. Laserscanned LeMans Coming Tomorrow Σκέφτομαι να τρέξω την επόμενη σεζόν με τη Ruf GT3 (30 λεπτά sprints, 2-4 αγώνες την εβδομάδα & practice), ακόμα έχει πολλές ζέστες και Lotus 79 + Ζέστη = Ποτάμια Ιδρώτα . Θα είναι η πρώτη σεζόν που τρέχω με GT Car οπότε θα έχει ενδιαφέρον αν και δε με ενθουσιάζει το γεγονός ότι θα αφήσω λίγο το H-Shifter στην άκρη, θα τρέxω μάλλον και στο πρωτάθλημα Spec Racer Ford 1-2 αγώνες την εβδομάδα (25-30 λεπτά) πιο χαλαρά και χωρίς practice.
×
×
  • Create New...