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
Wednesday, 29 July 2015 21:00

IRacing.com:Renault Open Wheel Coming

FormulaRenault3.5sdg290715

 

IRacing has announced another major addition to their online racing simulation as two Renault open wheelers will join the title.

The licensing deal with the French manufacturer will include both the Formula Renault 2.0 and 3.5 cars, fleshing out iRacing’s open-wheel career ladder that has the Williams Formula One car at its sharp end.

“It is great to partner with Renault to bring both the Formula Renault 2.0 and 3.5 to iRacing,” said Steve Myers, Executive Vice-President and Executive Producer at iRacing.com.

“We have been looking to round out the open wheel racing options on iRacing for some time now and these two cars fit the bill perfectly. Just like in the real world you will see iRacers progress through these series on their way to the top series in the sim racing world – the iRacing World Championship Grand Prix Series where drivers compete for more the $10,000 in cash and prizes.”

The design process on both cars has already been kicked off as iRacing has received the required CAD data, both cars are scheduled to be available sometime later this year.

Published in Sim Racing News