Monday, 22 January 2018 17:41

NR2003:MENCS 2018

20184A

 

 

From Splash N 'Go and Studio Speed, with collaboration from Big Evil Designs comes the most realistic mod for the Nr2003 simulator, MENCS 2018.


It includes the most current Chevrolet model in NASCAR that being the sublime Camaro ZL1 other manufacturers in the series includes the Ford Fusion and Toyota Camry. Although no longer running in the series the mod creators have also included the Dodge Charger. The damage models of the cars are the best that I have seen for Nr2003 and who would have thought that this could be possible from a racing simulator that was originally released back in 2003.

Great attention to detail and overall improvement in the graphics of the cars.
Includes the possibility that you can paint the steering wheel of the cars and play with the design of the driver, which is shown in the Showroom within the player's game menu
MENCS 2018 has digital Dashboards for all brands.
The mod includes all the paintings announced so far for the  Monster Energy NASCAR Cup Series for 2018, As well as some fictional schemes created by Splash N 'Go..

 

 

 

This modification may cause issues with different gaming systems. We suggest the following to improve performance experience:
All car files should be kept under 4 Mb.
24-bit compressed exported tga files for cars and 1024 24-bit compressed pit crews.
Do not modify your game beyond the point it is recommended for "graphical improvements"

 

SNG header220118

 

Credits:     3D modelling by: Douglas Allen and Cosmin Ioaneșiu with the stock NR2003 pace car
            Templates: Nick Baker, Chad Mikosz, Taylor Smith, Chris Everett, Cosmin Ioaneșiu, Italo Rapacci and James Hodge (rims textures)
            Textures: Matt Muir, Italo Rapacci, Cosmin Ioaneșiu
            Denis Rioux for the chassis and part textures (used with permission)
            Paint schemes: Chad Mikosz, Nick Baker, Cosmin Ioaneșiu, Chris Everett, George Mihai, Daniel Ruppel, Kevin Dwight, Dobbs , David Baker, Italo Rapacci, Vincent Furlong, Matt Muir, Travis Baker, Maxi Moreno


            Pit crews by Szip on NNracing.com
            Various helpers: Andrew Schwartz, Steve Rada, Robert Panko, Jon Flournoy.

The mod and all associated files can be downloaded @

http://splashngo.studiospeed.club/

Article Created By FabricioMS

 

Published in Sim Racing News
Monday, 15 January 2018 17:16

IRACING:2018 Season One Update Release

 FiestaRS WRC

 

2018 Season One Update Notes:

License Classes
iRacing now has four unique License Classes!

  • Each of the four licenses are completely separate from each other, and you will have your own Class, iRating, and Safety Rating in each.
  • There is one license for each type of racing available: Oval, Road, Dirt Oval, and Dirt Road.
    • Your initial Dirt Oval License Class was granted to you based on an algorithm that took into account both your 2017 Oval License Class, and your 2017 participation in Official Dirt Oval races.

Heat Racing
Heat Racing, a new format of racing competition has been added to iRacing!

  • Heat racing is a system of competition that divides racers into different groups, or Heats, based on their qualification performance. Each Heat has its own winners and losers, and the best racers from each Heat will go on to compete against each other in the final session, the Main Event. Before that, the other racers from each Heat will go on to Consolation Races, where they may have a chance to earn themselves a spot in the Main Event!
  • For detailed information on Heat Racing, check out this document:https://d3bxz2vegbjddt.cloudfront.net/dev/pdfs/2017-iracing-heat-racing-doc.pdf

You are able to create and join your own Hosted Sessions using the Heat Racing format!

  • This option is only available in the iRacing Beta Interface!
  • To setup your own Heat Race:
    • Click on: “Go Racing”, then, “Create a Race”, then, in the “Set Race Options” section, for the “Event Type”, select “Heat Racing”. Then, select one of the different configurations in the dropdown and finally purchase your session and join!
  • Session time and price are calculated using the maximum possible value for the number of entrants, which would yield the maximum number of Heat sessions being run. Thus, the time is an estimated total of the time limits for each of the predicted sessions plus a small buffer to account for session transitions and gridding times.
  • The cost for purchasing a Hosted Heat Racing Session has a 25% discount in addition to any other bulk discounts you may already receive.

Race Results
The in-Sim Race Results page has been reorganized to handle Heat Racing events, which can have many more sessions than just Practice/Qualify/Warmup/Race. If necessary, you can now scroll the Results left/right to reveal the results for the particular session of interest. Since all cars in the event are listed, yet only a subset of them actually drive in some of the sessions, you can sort the results for a particular session, thus grouping the cars that participated together, and pushing the cars that were not involved in that session to the bottom.

Asphalt Oval Racing
A physics overhaul has been performed on our asphalt oval cars!

Dirt Oval Racing
The default value for the starting track state for Dirt Ovals in a Race session has been lowered slightly for most cars, and has been lowered significantly for the Non-Winged Sprint Cars. This change will affect Official Sessions and any hosted sessions where the starting state is not explicitly specified.

The default value for the starting track state for Dirt Ovals in Test, Practice, and Unattached Qualify sessions has been increased to make these tracks more closely match typical starting race conditions. Overall, you should expect the track for a Dirt Oval Practice session to have nearly the same starting usage as a Race session for the entry-level Dirt Oval cars.

The variability in default starting track states for Dirt Ovals has been increased, meaning that when a starting usage value is not explicitly given, the distribution of generated usage percentages is wider. This will result in more variety in starting track state in Official Sessions and any hosted sessions where the starting state is not explicitly specified.

Dirt Oval Track surface properties have been adjusted to reduce traction.

For some extensive and detailed information on the changes within Dirt Oval Racing, check out this link: http://members.iracing.com/jforum/posts/list/3582313.page#10803079

Red Bull Global Rallycross Series
Welcome to the world of Rallycross!

Rallycross is a form of racing that combines asphalt and dirt track sections into a short circuit, that also includes a dirt jump. There are limited penalties, no pit stops, and cars designed specifically for this racing format.

Rallycross cars and tracks have been added to the iRacing repertoire!

  • Ford Fiesta RS WRC
  • VW Beetle GRC
  • Daytona circa 2007 (Rallycross – Long)
  • Daytona circa 2007 (Rallycross – Short)
  • Iowa Speedway (Rallycross)
  • Lucas Oil Raceway (Rallycross)
  • Phoenix International Raceway – 2008 (Rallycross)

On the “Host A Race” page on the membersite, when a track with a Joker Lap (currently only Rallycross tracks) is selected, a new option for selecting the “Number of joker laps” is displayed. Additionally, Full Course Cautions and fast Tows are both completely disabled, and Standing Starts is mandatory.

Simulation
Headlights can no longer be disabled on Road courses at night.

The in-car slowdown penalty display now rounds up to the nearest tenth, so that “0.0” is never displayed for time remaining.

Dynamic Track
Improved the method for calculating simulated tire activity during track initialization.

Rendering
A new water shader has been implemented at Daytona circa 2007. This shader replaces the formerly static water effect with one which is reactive to the wind and uses current lighting techniques. Please look forward to this water shader seeping into other tracks later this season!

Audio
A new Ambient Volume slider can be found in the Options menu. This will control sounds like fireworks and jet fly-overs.

Fixed a bug that was causing backfires to emit at the wrong location when watching a replay. Backfires and shift sound emission should now also stick to the car, rather than Doppler shifting away when viewing from inside the cockpit.

Spotter
A brand new Spotter Pack, Cole Carter, the official spotter for Scott Speed, is now available in iRacing! This Spotter Pack is ready to assist in all types of racing, including all calls needed for Rallycross racing!

  • You may select which Spotter Pack iRacing uses in your Audio Options menu.

The default Aussie Spotter is ready to assist with Rallycross calls. Other Spotter Packs (except Cole Carter), are currently not setup to perform Rallycross calls.

Pit Crew
iRacing has now finished hiring and training a highly experienced and fully animated pit crew to service some cars and trucks!

  • NASCAR Camping World Chevrolet Silverado
  • NASCAR Camping World Toyota Tundra
  • NASCAR Monster Energy Cup Chevrolet SS
  • NASCAR Monster Energy Cup Ford Fusion
  • NASCAR Monster Energy Cup Toyota Camry
  • NASCAR Truck Series Chevrolet Silverado circa 2013
  • NASCAR XFINITY Chevrolet Camaro
  • NASCAR XFINITY Ford Mustang
  • NASCAR XFINITY Toyota Camry

This super-fast and hardworking team will jump into action whenever you’re pitting with one of the above vehicles on a track where that vehicle should be racing competitively.

War wagons for many stock cars have been updated! The war wagons should now have more detail, and randomly opened toolbox doors.

Opponent Cars
Opponent car spec data has been updated for ALL cars.

  • The results of this change may be visible on timed penalties (such as cutting corners). An accurate car spec is required to determine the amount of time gained by cutting a corner and hence the appropriate penalty.

Fixed an issue with the way some cars looked due to an error in weight distribution.

Paint Kit
Improved font handling when painting cars.

In-Sim Race Radio
Added the ability for the Sim to ask, within a radio script, whether or not the current session is either a Qualify Session or a Race Session (qual_or_race), or if the current event is a Heat Racing event (heats).

  • See the “readme.txt” file located in your My Documents/iRacing/scripts/radio/ directory for more information.

Changed the default “StartDriving.txt” and “StopDriving.txt” radio scripts to mute/unmute @ALLTEAMS if “qual_or_race” is true.

  • This change is ONLY applied if you do not have customized versions of these two radio scripts. If you have customized versions of these scripts, and wish to incorporate these changes, see the “readme.txt” file located in your My Documents/iRacing/scripts/radio/ directory for more information on how to use them. (You would basically add “if qual_or_race mute @allteams” to the “StartDriving.txt” file, and “if qual_or_race unmute @allteams” to the “StopDriving.txt” file.)

Controls
A gold hand brake overlay has been added over the normal red brake bars shown during calibration and when in or out of your car. This overlay will only be present for our brand new Rallycross cars: the Ford Fiesta RS WRC, and the VW Beetle GRC.

Virtual Reality
Fixed an issue where mirrors and environment maps were rendering with the incorrect cameras when Oculus Rift or Vive was active.

Telemetry
New live 360 Hz telemetry variables have been added:

  • VelocityX_ST
  • VelocityY_ST
  • VelocityZ_ST
  • LongAccel_ST
  • LatAccel_ST
  • VertAccel_ST
  • RollRate_ST
  • PitchRate_ST
  • YawRate_ST

More telemetry variables are now optionally available to output at 360 Hz to the “.ibt” file.

The iRacing telemetry now includes a “NumJokerLaps:” property under “WeekendOptions:” that indicates the number of required Joker laps that must be taken in any race session.

The iRacing telemetry now includes a “JokerLapsComplete:” property for each “- Position:”.

Fixed a bug in telemetry session string “CurDriverIncidentCount,” output.

Fixed a telemetry bug that caused DRS lights to track the last car to join the session.

iRacing Beta Interface
The iRacing Beta Interface, which includes the Time Attack race mode, has been updated.

The iRacing Downloader is now fully integrated and functional within the iRacing Beta Interface, and no longer needs to direct the user to the iRacing membersite via a web browser.

The “Recent Results” section of the iRacing Beta Interface is now fully functional! This section will display results of all kinds from the past 24 hours.

The “Sign Out” section that was in the bottom-left corner has returned to the top-right corner, and is now a dropdown menu.

The “My Content” section has been folded into a dropdown menu that appears when you click on your profile name box in the top left corner.

  • This section includes where you can view the Cars and Tracks you own, as well as your Racing Suit and Helmet.
  • Within the Cars and Suit & Helmet sections, you can also access the Paint Kit to customize each item.

You are able to create and join your own Hosted Sessions using the Heat Racing format!

  • This option is only available in the iRacing Beta Interface!
  • To setup your own Heat Race:
    Click on: “Go Racing”, then, “Create a Race”, then, in the “Set Race Options” section, for the “Event Type”, select “Heat Racing”. Then, select one of the different configurations in the dropdown and finally purchase your session and join!
  • Session time and price are calculated using the maximum possible value for the number of entrants, which would yield the maximum number of Heat sessions being run. Thus, the time is an estimated total of the time limits for each of the predicted sessions plus a small buffer to account for session transitions and gridding times.
  • The cost for purchasing a Hosted Heat Racing Session has a 25% discount in addition to any other bulk discounts you may already receive.

Style and Layout:

  • The side-bar action buttons under the “Go Racing” section for “Create a Race” and “Test Drive” are now toggleable, and can be managed in the “Settings” menu. They have been turned off by default.
  • Fixed an issue where some dropdown menus were dropping down behind other interface elements.
  • The gutter between items in the grid view has been reduced, leaving more space for text.
  • Overall style has been tweaked.

Sorting, Filtering, and Searching:

  • The term “Ranked” has been changed from a Tag into a Category for sorting and filtering.
  • When filtering or searching, if no results are found, the “No Results Bar” should now always appear.
  • The default “no results” text has been updated.
  • Fixed an issue with sorting cars and tracks. This should now work properly.
  • Both the “My Cars” and “My Tracks” sections should now sort items by “Name” by default.
  • Both the “My Cars” and “My Tracks” sections should no longer show Unowned content.
  • The Store should no longer show Owned content.
  • The method for determining if you own a piece of content has been improved.

Favorites:

  • The toggle for Favorites should now work again for all Car and Track lists.
  • Fixed a rendering issue with the Favorite Star when selecting a car or track.

Official Series:

  • Now, up to 10 sessions will be displayed for Official Sessions.

Creating a Session:

  • In the Create a Race modal, selecting a different Race Server now updates the server name.
  • In the Create a Race modal, the purchase cost amount should always be correctly displayed.
  • In the Create a Race modal, the “Track State: Rubber % Slider” has been fixed.

Joining a Session:

  • The modal for joining a Hosted Session now displays the currently Registered Drivers.
  • Fixed some issues with the Weather Card when viewing the information for a User-Created Session.

Sporting Code
Some additional information has been added to the Time Attack section.
The term “Ranked” will now pertain to Official iRacing Sessions in which a participant’s iRating and Safety Rating will be affected.

CARS:
Chevrolet Monte Carlo SS
Season setups have been updated.

Dallara DW12
Season setups have been updated.

Dirt Midget
NEW CAR!

The Dirt Midget has been added to the iRacing virtual garage!

  • This vehicle is now available for purchase in the iRacing Store.
  • Originating in the United States in the 1930s and now raced on a global scale, the Midget cars are an incredibly fun spectacle to witness. These cars appear very small but pack a huge power-to-weight ratio and typically run four-cylinder engines. The cars feature a handful of safety features including their own roll cages due to the dangerous nature of their power. The small vehicles weigh in around only 900 pounds but carry engines capable of 300 to 400 horsepower. Often used as a stepping stone to high profile divisions, Dirt Midget races can often feature drivers of high notoriety such as Tony Stewart, Kasey Kahne, Kyle Larson, and others. Arguably the most famous Dirt Midget event, the Chili Bowl takes place in early January at the Expo Square Pavilion in Tulsa, Oklahoma.

Dirt Sprint Car
(ALL) – Aero sensitivity to top wing angle and position has been adjusted.
(ALL) – Adjusted suspension geometry to promote more realistic body pitch / roll motion.
(ALL) – Legal CW limits are now bound between 42% and 49% in the garage.
(ALL) – Season setups have been updated.

Dirt Sprint Car Non-Winged
(ALL) – Adjusted suspension geometry to promote more realistic body pitch / roll motion.
(ALL) – Legal CW limits are now bound between 42% and 49% in the garage.
(ALL) – Season setups have been updated.

Dirt U.M.P. Modified
Fixed an issue where the brake bias adjustment knob was rotating on opponent cars.
Season setups have been updated.

Ferrari 488 GTE
Pit scripts have been updated so re-fueling and tire changes take place simultaneously per expected WEC sporting regulations for the 2018-2019 season.

Ford Fiesta RS WRC
NEW CAR!

The Ford Fiesta RS WRC has been added to the iRacing roster of vehicles!

  • This vehicle is now available for purchase in the iRacing Store.
  • The ability to go 0-60mph in under 2 seconds is a phenomenal feat. Probably not a feat you would expect your friendly neighborhood Ford Fiesta to achieve. But take that Fiesta and pack it with a 600-horsepower, turbocharged 2.0-liter engine powering all four wheels and that is exactly the kind of acceleration you get. Rallycross cars are little beasts unlike any other vehicle, and the Ford Fiesta RS WRC is no exception. Driven by Steve Arpin in the Red Bull Global Rallycross Series, this vehicle transitions from dirt to asphalt and back to dirt seamlessly.

Ford GT – 2017
Pit scripts have been updated so re-fueling and tire changes take place simultaneously per expected WEC sporting regulations for the 2018-2019 season.

Updates to ensure the rear tires will spin at launch when launch and traction control are disabled.

Formula Renault 2.0
Tire damping has been increased.

McLaren MP4-12C GT3
The windshield banner is now part of the body texture, and should be editable by the user.

NASCAR Camping World Chevrolet Silverado & Toyota Tundra
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Fixed an issue with cockpit windshield reflections.

Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS, Ford Fusion, and Toyota Camry
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Fixed an issue with Left-Front toe range.

– Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Fixed an issue with chrome on the chassis and windshield.

Season setups have been updated.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Season setups have been updated.

NASCAR Truck Series Chevrolet Silverado circa 2013
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

NASCAR XFINITY Chevrolet Camaro, Ford Mustang, and Toyota Camry
Intensive vehicle updates including:

  • Tire updates.
  • Suspension adjustments for better height control.
  • Additional shock damping.
  • Aerodynamics updates.

Season setups have been updated.

Super Late Model
Season setups have been updated.

VW Beetle GRC
NEW CAR!

The VW Beetle GRC has been added to the iRacing roster of vehicles!

  • This vehicle is FREE for all iracing.com Members!
  • A little buggy that packs a big punch, the Volkswagen Beetle GRC crosses asphalt and gravel effortlessly with its turbocharged, four-cylinder engine. Championed by Red Bull Global Rallycross driver Scott Speed, his 560-horsepower machine has proven to be a formidable powerhouse, winning three championship titles in a row (2015, 2016, 2017). The all wheel drive Beetle can accelerate from 0 to 60mph in just two seconds, meaning you’ll be putting the transversally mounted, six-speed racing gear box to good use right off the starting grid. This Volkswagen Beetle GRC features a retro form that pays homage to the original Volkswagen Type 1, the longest-running and most-manufactured car of a single platform ever made.

TRACKS:
Atlanta Motor Speedway
Track settings have been adjusted to better correlate to real world lap times.

Auto Club Speedway
(Oval) – Track settings have been adjusted to better correlate to real world lap times.

Charlotte Motor Speedway
(Oval) – Track settings have been adjusted to better correlate to real world lap times.

Circuit de Spa-Francorchamps
Adjusted Pit and Grid stalls as follows:

  • (Classic Pits) – Pit Stalls = 37
  • (Classic Pits) – Grid Stalls = 60
  • (Endurance) – Pit Stalls = 60
  • (Endurance) – Grid Stalls = 60
  • (Grand Prix Pits) – Pit Stalls = 42
  • (Grand Prix Pits) – Grid Stalls = 60

Concord Speedway
Fixed an intermittent crashing error at this track.

Daytona circa 2007
NEW TRACK CONFIGURATIONS!

  • A new Rallycross configuration (Rallycross – Long) has been added to this track!
  • A new Rallycross configuration (Rallycross – Short) has been added to this track!
  • All members own this track by default, and these new configurations are now available for use.

Dover International Speedway
Track settings have been adjusted to better correlate to real world lap times.

Iowa Speedway
NEW TRACK CONFIGURATION!

  • A new Rallycross configuration has been added to this track!
  • A member who already owns or purchases this track gains access to this new configuration.

Kansas Speedway
Track settings have been adjusted to better correlate to real world lap times.

Knoxville Raceway
NEW TRACK!

  • Knoxville Raceway has been added to the digital landscape of iRacing!
  • This track is now available for purchase in the iRacing Store.
  • Located at the Marion County Fairgrounds in Knoxville, Iowa, USA, this half-mile dirt oval raceway is revered as the “Sprint Car Capital of the World”. Every August the Knoxville Nationals, the paramount sprint car event in the United States, is held at Knoxville Raceway. The event takes place over two days and now features a nearly one-million-dollar prize purse. The track was originally built in the late 1800s as a horse racing venue and has progressed from racing stock cars to modifieds to supermodifieds to its current sprint cars.

Las Vegas Motor Speedway
(Oval) – Track settings have been adjusted to better correlate to real world lap times.

Lucas Oil Raceway
NEW TRACK CONFIGURATION!

  • A new Rallycross configuration has been added to this track!
  • A member who already owns or purchases this track gains access to this new configuration.

Michigan International Speedway
Track settings have been adjusted to better correlate to real world lap times.

Phoenix International Raceway – 2008
NEW TRACK CONFIGURATION!

  • A new Rallycross configuration has been added to this track!
  • All members own this track by default, and this new configuration is now available for use.

Pocono Raceway
(Oval) – Track settings have been adjusted to better correlate to real world lap times.

Richmond International Raceway
Track settings have been adjusted to better correlate to real world lap times.

Texas Motor Speedway
(Oval) – Track settings have been adjusted to better correlate to real world lap times.

Published in Sim Racing News
Monday, 13 March 2017 22:05

Iracing:2017 Season 2

iracing bringlv

Improvements and upgrades galore with this new season release.

Some highlights include:
• The Bullring
• Selectable pace cars
• Expanded hand-over-hand driver animations
• Dynamic headset audio for virtual reality
• McLaren MP4-30 MGU-K Optimized deployment strategy
• Autodromo Enzo e Dino Ferrari frame rate improvements
• Extensive vehicle tire changes
• Engine sound updates
• 32-bit and DirectX 9 versions of the iRacing software are officially removed

Full details on this release are below.

Have fun out on the track!

CHANGE LOG:

Simulation

– 32-bit versions of Windows, and running the 32-bit version of the simulation, has been unsupported by iRacing for some time now. As of this build, we have removed the 32-bit versions of the Simulation and other software from our distribution. You will no longer be able to install or run iRacing on 32-bit versions of Windows.

– DirectX 9 support within the Simulation has been deprecated for some time now. As of this build, we have removed the DirectX 9 versions of the Simulation from our distribution. We now only support DirectX 11.

– – The removal of the DirectX 9 version of the Sim will also now make the Sim incompatible with Wine software that allows the Sim to run on Mac OSX and Linux machines. However, you can continue to use your Mac computer to run the Sim using Apple’s Boot Camp utility and install a 64-bit version of Windows.

Control

– Speed up release of automatic parking assist brake when using a lot of throttle, to eliminate momentary brake drag when launching a car.

Dynamic Track

– Updated the mip mapping on marbles textures.

Rendering

– A new graphics option to adjust Sharpening Strength has been added to the .ini file. This is very helpful for Virtual Reality users, as it enhances edges and reduces blurriness.

– A new graphics option to enable Fast Approximate Anti-Aliasing (FXAA) has been added to the .ini file. This enhances anti-aliasing and makes pixels forming the edges of objects on the screen transition smoother between each other.

– In the Graphics Options screen, the text color of all post-processing effects that require a Sim restart to function has been changed. An asterisk explaining this has also been added.

– Enabled the super-high resolution screen-shot functionality using DirectX 11.

– The Ghost Car should now be less opaque the closer it is to you.

– Fixed a crash caused by headlight textures when Particle Detail was set to Low.

– Fixed an issue with heat haze and screen resolution.

– Fixed an issue with the Matte-Chrome settings for rims using PBR Shaders.

– Fixed an issue with night shadows being darker than intended and for shadows on self-lit geometry.

PopcornFX

– Particle debris performance has been improved.

– Fixed an issue where particles could be seen coming into the cockpit through the car body.

Animation

– Driver arms now interpolate better in slow-mo, so steering animations will no longer appear choppy in slow motion.

– Hand-over-hand animations have been added or updated on the following vehicles:

– – Aston Martin DBR9 GT1

– – Audi Quattro GTO

– – Audi R8 LMS GT3

– – Cadillac CTS-V Racecar

– – Chevrolet Corvette C6.R GT

– – Chevrolet Corvette C7 Daytona Prototype

– – Dallara DW12

– – Ford Falcon FG V8

– – Formula Renault 2.0

– – Holden Commodore VF V8

– – HPD ARX-01c

– – Mercedes-AMG GT3

– – NASCAR K&N Pro Chevrolet Impala

– – NASCAR XFINITY Chevrolet Camaro

– – NASCAR XFINITY Ford Mustang

– – NASCAR XFINITY Toyota Camry

– – Nissan GTP ZXT

– – Porsche 911 GT3 Cup Car (991)

– – Ruf RT 12R

Pace Car

– Safety cars may now be selected for hosted sessions!

– – A drop-down labeled “Safety Car” has been added to the “Optional Settings” section of the hosted session setup.

– – The default selection is always “Default” which means the current safety car for the track type is used (Mustang for Ovals, Ruf RT 12R for Road).

– – The available safety cars can change depending on the type of track selected.

Driver

– Filth threshold for triggering an automatic visor tear-off has been reduced.

Spotter

– Two new Indycar spotter packs have been included in this build:

– – Chris Wheeler – Chris has been on the spotter stand for over 10 years and currently is the eye in the sky for Indycar racer Sebastien Bourdais.

– – Darren Manning – Darren is an English racer who formerly raced Indycar for Chip Ganassi Racing.

– Fixed an issue with the toggling of the spotter calling out lap times.

Replay

– A camera cut is now forced when switching between any cameras during a slow motion replay.

Virtual Reality

– The sound system is now aware of VR headset movement, and will now move and rotate the sounds to match your movements.

– – There is a UI option to enable/disable headset audio rotation. By default this setting is on, for headphone support. But if you use external speakers (such as a surround sound system) with your VR headset you should turn this setting off.

– The VR mirror output (Rift/Vive) now zooms to fill the entire window, rather than black boxing the image.

Clubs

– Club Canada logos updated.

– Club Michigan logos updated.

Peripherals

– Rearranged how we initialize force feedback devices.

CARS:

Aston Martin DBR9 GT1

– Season setups have been updated.

– Updated tires to reflect GT3 development, and are aimed at better over-the-limit feel. Drivetrain inertias and stiffnesses also updated to better match real life data.

Audi Quattro GTO

– Season setups have been updated.

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

Audi R8 LMS GT3

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

– New drivetrain, transmission, gear shift, and brake sounds have been added.

BMW Z4 GT3

– Season setups have been updated.

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

– New drivetrain, transmission, gear shift, and compressor sounds have been added.

– Rear brake and tail lights now display properly at night tracks.

Cadillac CTS-V Racecar

– Season setups have been updated.

– Updated tire construction and compound aimed at better over-the-limit feel. Also tried to reign performance levels back down to more realistic levels (~2 seconds slower over a 1:20 lap) without compromising feel. Driver aids (ABS and traction control, if applicable) were re-calibrated to suit the tires. Drivetrain inertias and stiffnesses also updated to be more realistic.

– This car has been converted to use PBR shaders.

Chevrolet Corvette C6.R GT1

– Season setups have been updated.

– Updated tires to reflect GT3 development, and are aimed at better over-the-limit feel. Drivetrain inertias and stiffnesses also updated to better match real life data.

Chevrolet Corvette C7 Daytona Prototype

– Season setups have been updated.

– Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain inertias and stiffnesses.

– Fixed a bug with the rotation of the brake bias knob in opponent cars.

Chevrolet Monte Carlo SS

– Season setups have been updated.

– This car has been converted to use PBR shaders.

Dallara DW12

– Season setups have been updated.

Ford Falcon FG V8

– Improved drivetrain, transmission, and idle noises.

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Audio mix for engine and transmission sounds has been improved.

– Fixed an issue where the rotor glow was displaying incorrectly at various speeds.

Ford GT

– Season setups have been updated.

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Updated tire construction and compound aimed at better over-the-limit feel.

– Tires have been converted to use PBR shaders.

– New gear shift sounds have been added.

– Improved engine and transmission audio mix.

– This car in the Paint Kit UI should now display tires properly.

Ford GT GT3

– Season setups have been updated.

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

– New gear shift sounds have been added.

– Improved engine and transmission audio mix.

– This car in the Paint Kit UI should now display tires properly.

Ford Mustang FR500S

– Updated tire construction and compound aimed at better feel throughout the slip range.

Formula Renault 2.0

– Modified drivetrain inertia and stiffness properties to address downshift issues.

Global Mazda MX-5 Cup

– Updated tire construction and compound aimed at better feel throughout the slip range.

Holden Commodore VF V8

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Improved drivetrain, transmission, and idle noises.

– Fixed an issue where the rotor glow was displaying incorrectly at various speeds.

HPD ARX-01c

– Season setups have been updated.

– Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain inertias and stiffnesses.

Kia Optima

– Updated tire construction and compound aimed at better over-the-limit feel. Also tried to reign performance levels back down to more realistic levels (~2 seconds slower over a 1:20 lap) without compromising feel. ABS was re-calibrated to suit the tires. Drivetrain inertias and stiffnesses also updated to be more realistic.

Mazda MX-5 Cup circa 2015

– Updated tire construction and compound aimed at better feel throughout the slip range.

– Tires have been converted to use PBR shaders.

Mazda MX-5 Roadster circa 2015

– Updated tire construction and compound aimed at better feel throughout the slip range.

McLaren MP4-12C GT3

– Season setups have been updated.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

– Audio mix for engine sounds has been improved.

McLaren MP4-30

– The MGU-K deployment has been updated. “Adaptive” mode has been replaced by “Optimized” mode. Our first implementation of an Optimized deployment strategy is speed dependent. Below a set speed, a constant, low speed deployment value is used. Above that speed, a constant, high speed deployment value is used. The low speed deployment, transition speed, and high speed deployment are set by the user (either in the Garage or via the F8 Black Box). High speed deployment and transition speed may be mapped in the Controls section of the Options screen.

– – Please also note that we are working on our next iteration of Optimized deployment, which will take into account the car’s position on the racetrack.

– Updated the trigger for the rain light flashing when MGU-K deployment suddenly drops. The light will now flash whenever deployment drops by at least 80 kW while at full throttle (and not on the rev limiter.).

Mercedes-AMG GT3

– Season setups have been updated.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

– Improved engine sounds at lower RPM ranges.

Modified – SK

– Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

– Season setups have been updated.

– Engine sounds and tire volume levels have been improved.

NASCAR Camping World Toyota Tundra

– Season setups have been updated.

– Engine sounds and tire volume levels have been improved.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

– This car now uses PBR shaders.

NASCAR Nationwide Chevrolet Impala circa 2011

– Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

– Visually updated to match NASCAR’s 2017 ruleset.

– Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Sprint Cup Ford Fusion

– Visually updated to match NASCAR’s 2017 ruleset.

– Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Sprint Cup Toyota Camry

– Visually updated to match NASCAR’s 2017 ruleset. The car body is still the 2016 version; the 2017 body style is a work in progress.

– Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Truck Series Chevrolet Silverado circa 2013

– Season setups have been updated.

– Engine sounds and tire volume levels have been improved.

NASCAR XFINITY Chevrolet Camaro

– Season setups have been updated.

– Contingency decals updated to meet the 2017 NASCAR season.

NASCAR XFINITY Ford Mustang

– Season setups have been updated.

– Contingency decals updated to meet the 2017 NASCAR season.

NASCAR XFINITY Toyota Camry

– Season setups have been updated.

– Contingency decals updated to meet the 2017 NASCAR season.

Pontiac Solstice

– Updated tire construction and compound aimed at better feel throughout the slip range.

Riley MkXX Daytona Prototype

– Season setups have been updated.

– Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain inertias and stiffnesses.

Ruf RT 12R C-Spec

– Tires updated to match the Porsche 991.2 GT3 Cup. Drivetrain inertias and stiffnesses also updated.

Ruf RT 12R Track

– Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out of gear, and show some oscillation when shifting gears.

– Significant update to tire construction and compound. Setups will need to be updated both to pass tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help in ensuring a good BoP for the race season ahead.

Sprint Car

– Season setups have been updated.

Street Stock

– Season setups have been updated.

– Slipstream drag reduction has been reduced slightly.

Super Late Model

– Season setups have been updated.

VW Jetta TDI Cup

– Updated tire construction and compound aimed at better feel throughout the slip range.

TRACKS:

Autodromo Enzo e Dino Ferrari

– Art updates have been made with a focus on improving performance, especially at Rivazza and Piratella.

– Caution lights are now functional.

The Bullring

– NEW TRACK!

– – The Bullring at Las Vegas Motor Speedway is racing’s answer to truth in advertising. Located a stone’s throw away from the big 1.5 mile superspeedway that hosts NASCAR’s big three national touring championships each year, The Bullring is an asphalt oval that’s short on distance (3/8 of a mile) and long on action.

Charlotte Motor Speedway

– (Road Course) – Several cones have been added to the apron areas to discourage driving there.

Daytona International Speedway

– (Road Course) – Several cones have been added to the apron areas to discourage driving there.

Sebring International Raceway

– Fixed an issue where cars sometimes appeared to float at certain areas on this track.

sdg886 k

 

 

Published in Sim Racing News
Tuesday, 13 December 2016 21:56

IRacing:2017 Season 1

iRacing 2017 Build 2

Welcome to iRacing 2017 Season 1!

This season release includes a host of updates and balance tweaks.

Some highlights include:
• World State Triple Buffering that should eliminate some framerate choppiness
• Replays can record voice chat
• Heat haze effect
• Animated support characters
• Additional spotter commands
• Visor tear-offs
• Hand-over-hand steering for some vehicles
• Telemetry upgrades
• New V8 Supercar tires
• New peripheral lighting functionality

Full details on the release are below.

For an in-depth description of what’s coming to iRacing in the near future, check out this post from Tony Gardner:
http://members.iracing.com/jforum/posts/list/3510448.page

Have fun out on the track!

CHANGE LOG:

Website

– Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page.

– The Sporting Code URL has been updated.

– Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions.

– Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time.

Simulation

– Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time.

Loading

– Track loading has been restructured to reduce the peak memory usage of the Simulator.

Race Control

– Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed.

Dynamic Track

– The marbles texture has been updated to provide more accurate information on marble density.

– Fixed an issue that could allow the server to create track dust when processing client updates.

World State Triple Buffering

– This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different.

– Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate.

– With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business.

DirectX 9

– Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at This email address is being protected from spambots. You need JavaScript enabled to view it. to resolve them.

DirectX 11

– Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used.

– Fixed several bugs with Low Res. particles for multi-views.

– Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons.

Weather

– A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options.

Driver

– Visor tear-offs have been added to all drivers of vehicles that do not have a windshield.
– – The default manual control for performing a visor tear-off is Alt+T.
– – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty.

– A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes:
– – Global Mazda MX-5 Cup
– – Legends Ford ’34 Coupe
– – McLaren MP4-30
– – NASCAR Camping World Chevrolet Silverado
– – NASCAR Camping World Toyota Tundra
– – NASCAR Sprint Cup Chevrolet SS
– – NASCAR Sprint Cup Ford Fusion
– – NASCAR Sprint Cup Toyota Camry
– – Street Stock

Spotter

– Two new options have been added to the “[SPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you:
– – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you.
– – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you.

Pit

– Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall.
– – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters:
– – – High = Fully animated pit crew characters (currently only pit support crew members)
– – – Medium = Static pit crew characters
– – – Low = No pit crew characters are displayed, only pit box objects
– – – Off = Nothing at all

– Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car.

Pace Car

– The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R.

– The official iRacing skin has returned to the pace car.

Replay

– All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay.
– – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way.
– – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”.
– – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay.
– – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session.

Video Capture

– The video capture API has been updated to work around an NVidia driver issue.
– – This should fix the issue where videos are coming out black using the most recent NVidia drivers.

Telemetry

– New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.).

– New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip.

– A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button.

– A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1).

– New 360 Hz telemetry output has been implemented!
– – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here:
– – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled.
– – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled.
– – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins:
– – – XXshockDefl_ST = Shock Position
– – – XXshockVel_ST = Shock Velocity
– – – SteeringWheelTorque_ST = Steering Wheel Torque
– – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine.

– A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry.

EasyAntiCheat

– This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues.

Peripherals

– Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag.

– Added several new options the [External Displays] section of the “app.ini” file:
– – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations.
– – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations.
– – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators.
– – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color.

– Fixed a bug with keyboard LED shift indicators on Logitech keyboards.

charlotte17

 

CARS

Aston Martin DBR9 GT1

– Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008.

– Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1.

– Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits.

– Fuel economy has been slightly increased.

– The external engine sound transitions between close and distant sounds for this vehicle have been improved.

– Fixed a bug that caused headlight flashing of opponent cars to be invisible.

– Season setups have been updated.

Audi R8 LMS GT3

– Fuel consumption has been slightly increased for GT3 BoP.

BMW Z4 GT3

– Slightly increased aero drag for GT3 BoP.

– Fuel consumption has been slightly reduced for GT3 BoP.

– Realigned the external mirrors with the appropriate bezel.

– Fixed an issue where a driver could not see all of the digits on the blue backlit display.

Chevrolet Corvette C6.R GT1

– Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits.

– Inner headlights are now enabled during the daytime.

– Season setups have been updated.

Chevrolet Corvette C7 Daytona Prototype

– The external engine sound transitions between close and distant sounds for this vehicle have been improved.

– The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle.

Chevrolet Monte Carlo SS

– Season setups have been updated.

Dallara DW12

– Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing.

– A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this.

– Season setups have been updated.

Ford Falcon FG V8

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

Ford GT GT3

– Season setups have been updated.

Ford Mustang FR500S

– Driver viewpoint has been adjusted to better suit VR.

Holden Commodore VF V8

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

HPD ARX-01c

– This vehicle now uses PBR shaders.

– The color of the wheel rims for this vehicle can now be changed.

– Fixed an issue with the pivot of the right-front wheel.

Kia Optima

– Mirror quality has been improved.

Lotus 79

– This vehicle now uses PBR shaders.

– Fixed a corruption issue with the rear rim textures.

McLaren MP4-30

– We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled.

Mercedes-AMG GT3

– Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions.
– –

Modified – SK

– Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011

– Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

– Season setups have been updated.

NASCAR Sprint Cup Ford Fusion

– Season setups have been updated.

NASCAR Sprint Cup Toyota Camry

– Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

– Season setups have been updated.

NASCAR XFINITY Ford Mustang

– Season setups have been updated.

NASCAR XFINITY Toyota Camry

– Season setups have been updated.

Pontiac Solstice

– Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars.

Pro Mazda

– Star Mazda has been officially renamed Pro Mazda!

– Star Mazda wing decal has been replaced with the Pro Mazda decal.

Ruf RT 12R Track

– Season setups have been updated.

SCCA Spec Racer Ford

– This vehicle now uses PBR shaders.

Silver Crown

– Season setups have been updated.

Skip Barber Formula 2000

– This vehicle now uses PBR shaders.

Street Stock

– Season setups have been updated.

Super Late Model

– Season setups have been updated.

V8 Supercar Ford Falcon circa 2012

– Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions.

– Power steering has been increased to help balance this vehicle with similar cars in the Sim.

TRACKS

Circuit des 24 Heures du Mans

– Additional tweaks to checkpoint placement and added one additional checkpoint.

iRacing171

Published in Sim Racing News
Saturday, 01 August 2015 20:44

Iracing:Announces Le Mans

iracinglemans

 

If you ask any iRacing member what track he/she would love to see on the online racing service, one of those answers would be “Le Mans”, and for good reason too: the circuit holds one of the most historic races in all of motor racing. Following the announcement of the Nurburgring coming to iRacing, all eyes fell on France for a potential announcement.

This time, iRacing did not disappoint, with an announcement of Le Mans coming to the sim. Not only that, but they dropped the bombshell that they have already scanned the circuit! Since Circuit de la Sarthe is a temporary circuit, utilizing public roads, iRacing had to travel to Le Mans, France over the 24H weekend to scan the circuit. Luckily, the Automobile Club de l’Ouest was able to help iRacing with gathering data for the circuit.

The video above also showcases iRacer and professional driver Jordan Taylor, who contributed to Corvette Racing’s GTE-PRO win in the 24 Hours of Le Mans. Greg Hill (VP of Art and Production at iRacing) also elaborated on how everything fell together to the development of this iconic circuit. It is definitely worth the watch.

To celebrate this announcement, iRacing is offering 3 months of racing for $5. Just go to http://www.iracing.com/membership, and use the codePR-LEMANS.

 

 

Published in Sim Racing News
Saturday, 25 July 2015 20:37

RFactor 2:Estoril 2.0 Released

rf2 portugal20 07

 

Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list.

Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy!

Profile: http://rfactor.net/web/rf2/tracks/portugal-international/
Download: 323 MB
Screenshots: Below changelog.

Image Space Incorporated has released a new version of Estoril (or Portugal International as it is officially-named) for their rFactor 2 simulation.

Estoril has been one of the tracks that have been in rFactor 2 ever since the first public build and as such, the track has received a major upgrade to bring it to the latest spec, resulting in a quite long changelog as you can see below!

Changelog

Implemented RealRoad Shader and reworked/remapped roads
Added RealRoad to curbs
Mapped RaceGroove for GP and GT Layouts
Remapped access roads
Remapped painted lines
Smoothed out the excessive road bumps for the most part
Lowered sawtooth curbs
Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
Cut Astroturf into terrain meshes
Implemented new Terrain Shader and reworked/remapped terrain
Cut in new gravel trap edges for use with Terrain Shader
New road, curb and terrain texture set
Terrain Radiosity pass
Added grass verges
Added high poly inner embankments inside T1-T4
Added high poly outer embankment between T6-T7
Added terrain shadow casters
Added vegetation shadow casters
Added new grid + new texture
Vertex Blended tyre colours
Added normal and spec maps to armco posts
Cut in transparent glass with cheap interior for key buildings
Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
Implemented Digital Flags technology
Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
Updated TDF to latest set of grip values
Added telehandlers
Added new and updated cams
Added new loading screens
Added Test Team RealRoad Preset Pack
Removed one particularly nasty tyre wall on GP Layout
Removed HDR Profiles
Fixed small building proportion inaccuracy
Re-conformed painted stripes to smoothed surface
Fixed tyre wall smoothing
Fixed some access road T verts
Remapped start lights to match reality
Fixed many but probably not all popups
Re-exported XSectors to fix 32 bit issues
Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
Replaced all modular grandstands with higher detail ones
Replaced apex tyre stacks to GT Layout with higher detail ones
Replaced outhouses with much better ones
Replaced tyre walls with higher detail ones
Replaced all cones with much better models
Replaced glass materials
Replaced entire crowd and optimized for smoother performance
Optimized road and terrain objects and materials for better and smoother performance
Optimized access roads for smoother performance
Optimized tyre wall material
Optimized tyre wall objects
Optimized 3D tyre objects
Optimized fence textures and materials for better performance
Optimized Armco (aggressive), Armco posts and fence posts
Optimized and improved barriers (Armco, pitwall)
Optimized all vegetation objects for smoother performance
Optimized smaller TrackSide Objects for smoother performance
Optimized shadow casters for armco and tyres for better performance
Optimized small concrete grandstands
Removed some hardly-seen pit objects
Aggressive mirror optimization
Optimized night lighting
Removed unused/obsolete meshes and textures
Cleaned up pit building textures
Cleaned up main grandstand textures
Removed negative mip map bias on all/most materials
Improved and rebalanced all vegetation textures
Remapped and optimized marshal huts
Improved road and curb textures
Randomized vegetation a bit
Remapped tyre wall canvas and revamped its texture
Improved tyre textures
Slightly improved distance markers
Updated crowd textures
Improved vegetation textures
Cut in red bricks on old ruin house
Rescaled T3 flags
Tweaked fog

Published in Sim Racing News

After several weeks of development, the Team today unveils the first ingame previews of the Endurance Series rF2 mod. Note that the we are still in works on the cars, so the screenshots diffused may not reflect the final quality of the mod. On these screenshots, you can see the Aston Martin V8 Vantage GTE, the Oreca 03, the Zytek, the Corvette C6R ZR1 and the Flat6 GTC.

The mod development is good at the moment, we are still in process for the new rF2 features. As announced, we are looking for new talents to help the team build new cars for the MOD, specially in 3D modeling process. If you are skilled and motivated, do not hesitate to contact us and try your best to join the team !

More updates will follow as they become available.

 

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Published in Sim Racing News
Tuesday, 16 June 2015 21:36

RaceRoom: Racing Experience

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RaceRoom is the premier free-to-play racing simulation on PC and home to official race series like DTM, WTCC, and ADAC GT Masters. Enter RaceRoom and enter the world of a professional race car driver.

A selection of free-to-play race cars and tracks are yours to drive with unlimited wheel time in multiplayer and single player games modes. Sponsored competitions and other free-to-play events allow you to enjoy premium game content at no cost.

Additional cars, tracks, and liveries can be bought individually or as packs inside the game store using an in-game currency called vRP, which is purchased using your Steam Wallet.

Key Features

  • Free to play - Eat, Sleep, Race, Repeat
    A premium racing simulator is yours free-to-play on the PC. Race endlessly alongside the world’s most talented drivers in online multiplayer and single player game modes.
  • Your dream car is here - Grab your pick
    BMW, Mercedes-Benz, Audi, Chevrolet, Ford, McLaren, Pagani, RUF, Radical, Volvo, Saleen, and more to come. These manufacturers bring the best minds in racing together to dominate the world of motorsport and the machines they create are precision instruments of power, perfection, and speed. We are proud to present them in the digital form for your enjoyment.
  • Speed is a universal language - Hit the road
    Going fast is a worldwide pastime and many of the most beautiful points on the globe are home to miles of thrilling blacktop. Start racing and conquer these places for yourself.
  • Up Close and Personal - Stand among the giants of racing
    No game gets you closer to professional racing and the drivers that make a racing series great. RaceRoom is home to WTCC, DTM, and ADAC GT Masters, with more to come.
  • Realism - Every sense touched
    You will see, hear, and feel what a race car driver does behind the wheel. You’ll grow smelly from intense focus and the resulting perspiration, and all you control is the taste at the end of the race. Will it be that of sweet victory... or bitter defeat? The experience of racing is yours and it’s unforgettable.
  • Accessibility - Racing is a family sport
    Novice, Amateur, and Get Real game modes cater to drivers of all ability. This game is fit for the entire family, so start driving today with your Steering wheel, keyboard, or gamepad.
  • The pursuit of perfection - Single Player
    Refine your skills against intelligent and challenging computer driven opponents. Use the Adaptive A.I., which automatically adjusts opponent difficulty based on your performance, or customize opponent difficulty to your liking.
  • Defeat the competition - Online Multiplayer
    Line up with a grid of twenty-four players as you battle new friends and rivals in online multiplayer races.
  • Competitions - Capture glory
    Compete against the world’s greatest drivers in sponsored competitions from Mercedes-Benz, EURONICS, DTM, ADAC GT Masters, and more. These competitions also allow free players access to premium content throughout the duration of most events.
  • Fast paced gameplay
    Be ready to break a sweat! Racing is the ultimate in twitch gameplay. No time for breaks, no room for mistakes. You are on point or you are into the weeds. Push harder, go faster, and reap the rewards of an adrenalin induced smile.
  • Important Info/DLC Purchasing Policy

    R3E user accounts are associated with the user’s Steam account for security and transactions through Steam Wallet. A Steam account can use multiple R3E accounts by using the ‘switch accounts’ function in the R3E Account Settings.

    Upon purchasing an R3E DLC via the Steam Store, an R3E user account will be permanently associated with that Steam account and it will no longer be possible to switch accounts. The option to switch accounts will be permanently removed from the R3E Account Settings.

System Requirements

Minimum:
    • OS:Microsoft Windows Vista / 7
    • Processor:Dual core at 1.6 GHz Intel Core 2 Duo Processor or AMD equivalent
    • Memory:2 GB
    • Graphics:NVIDIA 7900 512 MB Video Card or AMD equivalent
    • DirectX®:9.0c
    • Hard Drive:12 GB HD space
    • Sound:DirectX compatible
    • Other Requirements:Broadband Internet connection

Recommended:

  • Processor:Quad-core AMD or Intel @ 2.4 GHz
  • Graphics:NVIDIA GeForce GTX 460 1.5 GB Video Card or AMD equivalent
Published in Sim Racing News

rFactor 2 Atlanta Motorsports Park 2

 

Atlanta Motorsports Park (AMP) is a road circuit designed by famed Formula One architect, Hermann Tilke. AMP is a 2-mile road circuit with elevation changes, a technical circuit layout, high speed straights and two ‘signature’ corners designed to pay homage to famed European race circuits; Belgium’s Spa-Francorchamps and the iconic ‘Karussell’ from Germany’s Nurburgring.

The Full circuit boasts 35 to 40 feet wide racing surfaces, aggressive elevation changes of 100 feet, and a technical layout that can help develop world-beating racing drivers.

Home to the only kart track in America built to CIK Level ‘A’ (F1 standard), the Kart A, B, B+ and C layouts feature up to 43 feet of elevation change – unrivaled anywhere in the world.

The facility operates as a Motorsports Country Club similar to a golf club, where you can purchase a membership – but instead of a golf course they have a winding road circuit with elevation changes, where you can drive your sports car fast and legal.

Family activities range from cars on track, go-karts, horseback riding, pool, fire pits, in – and outdoor play areas, tennis court, a fitness center, club house, restaurant, hiking and mountain bike trails, and rental garages.

Our Atlanta Motorsports Park release has one roadcourse layout and four karting configurations. Click ‘Play Video’ to see a lap on that configuration.

A second roadcourse configuration should be added in a future update.

Full – 1.83 mile roadcourse
Flying down the main straight, get yourself over to the right side and brake early, as turn 1 is downhill and will push you wide of the apex. Heading back up the hill, stay right, flat through turn 2 and brake into turn 3. Turn 4 is a double apex left, wait to put the power down because you need to get inside the next apex and head back down the hill to a sweeping uphill loop.

Down the next hill stay left over the blind crest and quickly swoop right into the braking zone for a tight left, downhill to a tight right, before heading up towards the sky and a tight right then left. Let the car go wide on exit, stay in around the middle of the swooping fast left until you can feed full power in, get to the left and swoop right into the tricky final turn.

 

Kart A – 0.85 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Flat up the hill, brake or lift slightly, avoiding the inside kerb again, flat out towards the final turn, where the ideal line is on the outside.

Kart B – 0.46 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area.

Kart B+ – 0.58 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb. Over the blind crest you’ll have to brake hard downhill for the hairpin that takes you right back uphill again. Turning left across the top of that hill, you’ll find yourself heading back down again towards a tight chicane that can be taken flat if you’re on the correct line. This will lead you out onto a long straight.

Sacrifice the first apex of the next left, run wide and clip the second apex so you can go faster through the esses and back towards the start/finish area. Up the hill brake and stay right so you can get onto the connecting road and then down to the hairpin, turning back towards the start/finish area.

Kart C – 0.27 mile roadcourse
Down the main straight you’ll see a wall of asphalt before you, head uphill and tap the brakes for a tight left where you should avoid the inside kerb and swing left onto the connecting link to the backstretch. Flat out towards the final turn, where the ideal line is on the outside.

Published in Sim Racing News
Wednesday, 27 May 2015 19:54

Iracing:Season 2 Build

 

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IRacing has released its season 2 2015 build which brings new content, features and updates to the sim.  The big content news for the build is the addition of Monza and the NASCAR Camping World Truck Series Toyota Tundra and Chevrolet Silverado.

Release Notes

New Content Highlights

– New track: Autodromo Nazionale Monza. Further details in the Tracks section of these release notes.

– New vehicles: NASCAR Camping World Chevrolet Silverado and NASCAR Camping World Toyota Tundra. Further details in the Cars section of these release notes.

Website:

Navigation and Site Organization

– Member Site global wrapper has been cleaned up, navigation has been reorganized to help new and old users find things more intuitively.

– The News Room, Race Guide, and Hosted Races pages now contain friendly buttons to help you jump to most main activities (Practice, Popular Races & Practices, Official Races, and Hosted Races).

– Many redundant dashboard widgets have been removed due to redundancy. The only ones that are being left in are the Race Planner and the Service Status widgets, which can be reordered, but not removed.

– The What’s Hot widget has been removed and replaced with a full-page Popular Races guide – same data, more useful.

– The Settings panel has only one pane of settings, because there are no widgets to configure, and no tickers.

– There’s an Store Overview page now, that lets you see all that iRacing has for sale at-a-glance.

Documentation

– The Quick Start guide has been revamped, and is actually quick now.

– Paint Policy and Unofficial policies have been updated (new pdfs).

Leagues

– On the page for Ignored League Applications, clicking the red X will now delete the correct entry.

– Leagues now can track & edit Team Standings for individual League Seasons.

– League Session tooltips are now consolidated, and grow to the left to stay within the global wrapper.

– League Seasons are now sorted by the most recent races that have occurred.

– League Members may now opt out of receiving league mail.

– Fixed an issue where parsing fixed setups for league races would sometimes lead to a page not loading fully.

– Added an error state for max-lengths of League Member nicknames.

Teams

– Added a button within My Teams to allow people to willingly leave a team.

– Transfer of Team Ownership now works as intended.

– Fixed a bug in the Team Registration dialogue where selecting a car in a multiclass session would sometimes load the car image either in a huge form, or would never let the loading indicator go away.

– Fixed Team Session Details rollover tooltips to properly show GMT dates/times & local times.

– On “My Profile”, a link in “my last 10 races” will now link to a team’s page, where applicable.

General

– Racepanel tooltips now expand upwards to keep them within the global wrapper.

– Repaired the spotters page so that it loads in all situations correctly, and will display errors that were being lost in some operations.

– Earned Credits and MPR statistics have been moved to the “My Profile” page.

– 11 sets of Series assets have been updated to prevent the issue where the fixed, teams, and multiclass banners won’t overlap.

– We fixed an issue where sometimes on results, you wouldn’t be able to see your fastest lap.

– The log in page now has a different internal structure, so that certain password keepers won’t incorrectly send users to the wrong place.

– Some results show relevant data where “- – -” was displaying.

– Fixed an issue where track configs sometimes would disappear from the testing panel.

– If a series is active, but doesn’t have any scheduled sessions, it now reports that there aren’t any, instead of showing “purchase required.”

– Fixed an issue with joining a friend’s race from the fixed footer where members could potentially get misregistered.

– Racepanel & Testpanel car forum links are removed.

– When editing “My Profile”, a cancel button now shows if you want to cancel. Error messages are more robust if something goes wrong while editing.

Steam

– Existing iRacing users who didn’t sign up using Steam may now generate a steam key to link their iRacing & Steam accounts. Here’s how:

1) Go to “My Account”, and at the bottom of the page there’s a button to generate a Steam Key – click it.

2) Open Steam, and in the top-level menu, click Games, and then click Activate a Product on Steam…

3) Follow the steps on-screen until you’re asked for a Steam Key. Type in your Steam Key, then submit it. If you already have iRacing installed on your system, you don’t need to install it again via Steam in the steps following activation.

4) Finally, enable the Steam Overlay in iRacing by doing any one of these:

· Click the “Click here to enable it” button on account home once you’ve generated your key. This will automatically enable the Steam Overlay.

· Opening your settings dashboard on any page within the main membersite and turn Steam Overlay on under the section marked “Use Steam Overlay.”

· Open or create “_use64bit.txt” in the iRacing installation directory, type the number 1 into it, and save it.

Simulation:

UI

– Add max percent fuel fill and weight penalty to the Info tab on the session screen.

– We now display the total number of available fast repairs that are available for a race on the Session screen’s Info tab.

– Fix a bug where you could potentially get the Options screen to open up while you also entered the car at the same time.

Physics

– Improved the suspension modeling to account for flexibility of the suspension mounting points. This softens the resulting wheel rate of every car by 2-20% depending on the car. Car setups are likely to fail tech inspection and will need to have their ride heights adjusted to restore their previous levels, and also may need to have slightly stiffer springs selected to offset the extra flex and to regain desired handling characteristics. Most cars have had some degree of tuning to make sure there are no problems with suspension travel and to make sure enough range of adjustment is available.

– All of our cars have updated iRacing setups adjusted for these suspension changes.

– All cars now drop into the world with a warmed up motor, they start at about 170F / 77C now instead of ambient air temp.

– Official sessions can now have a per-car weight penalty and a per-car fuel-fill limit, similar to what is available when Hosted sessions are created. These settings are displayed on the Info tab on the Session screen inside the simulation. We will work on getting the values displayed in appropriate places on the web site. For the moment these values are not used in any series. But they are available to help tune the balance of performance in multi-car series as the season progresses.

Updating

– Made some changes to help repair the iRacing installation when a “Failed to verify signature on program executable” error occurs while trying to launch the simulator. This can happen when Windows is “restored” from a restore point, which unfortunately only restores some of our files and causes our installation to become corrupt.

Replay

– Add in a “video timer”, for the broadcasters, that indicates on the display exactly where in the tape you are so you can easily synchronize videos between live driving and a replay tape.

– Added a keyboard macro to fast forward the replay based on session number and session time. Using the number pad, type +num+time<enter>, following the format of the new video timer display.

Telemetry

– Add in new iRSDK remote message to fast forward replay based on a session number and session time.

– Output shock velocity to telemetry.

Fast Repairs

– All cars now have a checkbox in the F4 Fuel black box to allow the driver to choose whether or not they want to use a fast repair in the upcoming pitstop. Also shown beside the checkbox is the number of remaining fast repairs. If a race is configured for unlimited fast repairs, that will show as 255 remaining. The checkbox will not check when no fast repairs are remaining (0 shown). Fast repairs are only available for use during races, so during testing or practice or qualifying you will see 0 fast repairs remaining.

Driver Swap

– Fixed a problem with the way the client notifies the server that pit service is complete. If that notification was generated very frequently (due to a bug), it would prevent other notifications from being sent to the server, such as requests to get out of the car.

– Fix a bug where getting out of your car while in your pit stall when the pit exit is closed during a caution period could cause an exit closed pits black flag.

Drafting

– Updated general drafting behavior a little to improve racing.

Clubs

– NE and Texas Club logos updated.

Cars:

Cadillac CTS-V Racecar

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Wheels are now color changeable.

Chevrolet Corvette C6.R GT1

– Updated to 4-way dampers.

– Fix bad chassis ballast metric/english conversion.

Chevrolet Impala Old Class B

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Set correct gear, and superspeedway drafting for Monza.

Chevrolet Impala-COT

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Removed right rear perch limit that can cause problems.

– Drafting updates.

– New power curves and rev limits.

– Diff adjustments.

– Plate engine updates.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

Chevrolet Monte Carlo SS

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

Chevrolet Silverado – circa 2013

– The Chevrolet Silverado has been renamed to Chevrolet Silverado – circa 2013.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Updates to drafting.

– Updates to gear selections.

– Plate engine updates.

– Weight brought to NASCAR legal limit.

– Increase downforce at superspeedway tracks.

– Add splitter to ground proximity efficiency.

Dallara DW12

– Eliminated the “soft” 3rd bump rubber option.

– Increase maximum spring rates at ovals.

– Add provisions to get a draggy Speedway setup at Monza by increasing IndySWY aero to allow +10 rear wing angle. This will have the side effect allowing that same setting at Indianapolis also.

Ford Falcon FG V8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ford Falcon FG01 V8 – circa 2012

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ford GT

– Rear video camera redone to reduce distortion.

Ford GT GT3

– Updates using the latest FIA Homologation Papers: engine parameters including torque curve and maximum RPM, gearbox and differential, brakes, suspension geometry, suspension spring rate ranges, and ride height ranges.

– Shift lights adjusted.

Ford Mustang FR500S

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Holden Commodore VF V8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

HPD ARX-01c

– The nose is now fully repairable.

Kia Optima

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Legends Ford ’34 Coupe

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Lotus 49

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow the car more suspension droop travel and open up the ride height limits in the rear.

Mazda MX-5 Cup

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Mazda MX-5 Roadster

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Modified – SK

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

NASCAR Camping World Chevrolet Silverado

– The NASCAR Camping World Chevrolet Silverado Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.

– The Existing or “Old” Chevy Silverado will no longer be used in the normal official Series. It will be renamed: Chevy Silverado – circa 2013.

– Physics is identical to the new NASCAR Camping World Toyota Tundra, the two trucks can share setups.

NASCAR Camping World Toyota Tundra

– The NASCAR Camping World Toyota Tundra Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.

– Physics is identical to the new NASCAR Camping World Chevrolet Silverado, the two trucks can share setups.

NASCAR K&N Pro Chevrolet Impala

– The Chevrolet National Impala has been renamed to NASCAR K&N Pro Chevrolet Impala.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

NASCAR Sprint Cup Chevrolet SS

– The Chevrolet SS-Gen6 has been renamed to NASCAR Sprint Cup Chevrolet SS.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR Sprint Cup Ford Fusion

– The Ford Fusion-Gen6 has been renamed to NASCAR Sprint Cup Ford Fusion.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

– Fix for nose and rear disappearing at extreme distances.

NASCAR Sprint Cup Toyota Camry

– The Toyota Camry-Gen6 has been renamed to NASCAR Sprint Cup Toyota Camry.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR Whelen Tour Modified

– The Modified – Tour has been renamed to NASCAR Whelen Tour Modified.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

NASCAR XFINITY Chevrolet Camaro

– The Chevrolet Camaro Class B has been renamed to NASCAR XFINITY Chevrolet Camaro.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR XFINITY Ford Mustang

– The Ford Mustang Class B has been renamed to NASCAR XFINITY Ford Mustang.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

Pontiac Solstice

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed the Rookie’s tire black box to show the actual cold pressure of 32 psi instead of an incorrect 3.2 psi.

Radical SR8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed problems with bumpstop engagement, coil binding springs, hyper-extending shocks and damping, allow more spring and shock travel. The shocks have been rebuilt as linear, instead of digressive, with more high speed damping than before.

Riley MkXX Daytona Prototype

– Added an aero calculator to the garage.

– Now has a replaceable nose and wing.

Ruf RT 12R AWD

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ruf RT 12R RWD

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

SCCA Spec Racer Ford

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Wheels are now color changeable.

– Brake rotor glow enabled.

Silver Crown

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Skip Barber Formula 2000

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Sprint Car

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Street Stock

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Super Late Model

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

– Changed from adjustable packer and bumpstop stiffness to only adjustable packer.

VW Jetta TDI Cup

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Williams-Toyota FW31

– Reduce rear downforce loss with rear car damage – testers noting it’s fairly sensitive.

– Reduce downforce loss with aerodynamic stall. This will gain some downforce above 260kph but not a whole hell of a lot.

– Give low downforce trim a bit more advantage.

– Updates to the shock and spring ranges.

Tracks:

– Improved traffic cone 3D models and textures.

Autodromo Nazionale Monza

– Autodromo Nazionale Monza is now available. Monza has three very different tracks: the 3.6 mile Grand Prix circuit which hosts the Italian Grand Prix, a 1.49 mile Junior circuit, and the 2.64 mile Pista di Alta Velocita (the high banked oval).

– iRacing’s Monza features nine configurations: three variations of the GP circuit, the junior circuit, the historic oval left and right turning, and three variations which combine the high banked oval with the modern GP circuit.

Circuit de Spa-Francorchamps

– Make sure brake markers are visible even with minimal graphic settings.

Gateway Motorsports Park

– Make sure the crowd in the Main and Turn 12 stands disappears if the graphic detail settings are low enough to turn off the grandstand.

Michigan International Speedway

– Turn 4 grandstand crowds no longer disappear at long distances.

Published in Sim Racing News
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