Sunday, 12 August 2018 16:45

GTR Franchise Returning In 2018



18 months have past since any news relating to the GTR 3 Franchise. That silence has ended now, with word that the upcoming sim racer will be on the ground at Gamescom 2018 later this month.

Rather surprisingly, the news doesn’t come from developer SimBin itself. Instead, it comes from Catalyst Games, a Liverpool-based video game production outsourcing company. Rather conveniently, that’s the same city SimBin finds itself in.


The tweet reveals that GTR 3 will recreate the FIA World Endurance Championship. What’s interesting is that the 911 GT3 R in the picture doesn’t actually run in the WEC; that’d be the mid-engined 911 RSR. The two cars — The Racing Group’s No. 991 and the No. 9 Gulf Racing machine — competed in IMSA WeatherTech SCC and Super GT, respectively. This could suggest multiple series will at least be partially represented.

Regardless, the focus on the WEC puts the Unreal Engine 4-powered racer in a similar space to Assetto Corsa Competizione. Kunos’ upcoming title, which runs on the same engine, will put the Blancpain GT series in the spotlight when it hits Early Access September 12.

Both racers will feature full 24-hour time of day transitions. One important difference, however, is platform. SimBin is targeting both PC and consoles for GTR 3, whereas ACC is currently PC-only (though that could very well change).


More news to follow.


Published in Sim Racing News
Tuesday, 06 March 2018 17:01

IRACING:2018 Season 2 Release Notes

IndyCar 2018


iRacing deployed a brand new build of their online racing service featuring some impressive new content.

Besides a host of updates, features, and fixes, this update brings us two state of the art modern endurance Le Mans Prototypes in the form of the Porsche 919 Hybrid and the Audi R18 e-tron Quatrro.

Both cars will be deployed in an iRacing LeMans Series, which will run 60-90 minute races every two hours with a 12-week schedule. Then there is also the new team-based iRacing Lemans Endurance Series which features an LMP2 and GTE Class. This series will run 6-hour endurance sessions every other week with 2-time slots. Saturday at 7:00GMT and Saturday at 19:00GMT.

In time for this years iRacing Indy 500, the new build deploys the 2018 spec Dallara IR18. iRacing members who have already purchased the existing DW12 Indy car in the last six months will receive a full credit of $11.95 and that all iRacing members will receive the existing DW12 Indycar as free content.

The 2018 season 2 build also features some new tracks. The Dirt Track at Charlotte, the Sonoma Raceway Rallycross layout, theLimaland Motorsports Park dirt oval and an upgraded version of Pocono Raceway are now available.

 highlights include:

  • Additional functionality and performance enhancements for the iRacing BETA Interface
  • Custom Car Classes
  • Extensive Rallycross Race Control updates
  • Complete hand-over-hand animations for all vehicles
  • Brand new crowd system
  • Audi R18
  • Dallara IR18
  • Porsche 919 Hybrid
  • The Dirt Track at Charlotte
  • Limaland Motorsports Park
  • Pocono Raceway track upgrade
  • Sonoma Raceway (Rallycross)

Full 2018 Season 2 Changelog:

Racing BETA Interface

– Some extensive background system updates have been completed for the iRacing BETA Interface to greatly enhance the speed, responsiveness, and stability of the application.

– Fixed Setups are now available when creating Hosted Sessions!
– – When making the vehicle selection, you can activate the “Fixed Setup” switch near the top-right corner of the vehicle.
– – – This allows you to select or upload the Setups to be used for the Hosted Session.

– Spectator Sessions are now available for Official Races!
– – Activate the “Show Running Sessions” switch near the top-right in the “Official Races” section of the interface. Then, click on one of the running races, and click the “Watch”, “Spot”, or “Crew”, buttons to start that activity for that session.
– – Individual spotter settings and spotter passwords remain in development, and will be coming soon.

– An additional “Download” button has been added at the top of the Updater menu screen, so you can start downloads even faster!

– Additional indicators for when the iRacing BETA Interface is loading and/or processing information have been added.

– The Time Attack Launch screen now features an “Overall” view.

– The Time Attack Results screen now always shows your current position at the top, if you have one.
– – Click directly on it to jump to your row in the Results table!

– The Time Attack Results screen now features “Go to Beginning” and “Go to End” paging buttons.

– Improved support for scaling the iRacing BETA Interface.

– Improved support for the use of 4K (UHD) monitors.
– – If we detect you are using a 4K (UHD) display, you will get a prompt asking if you want to enable 4K Mode.
– – – If you ignore the prompt, or if you click “Don’t show me this again,” you can enable 4K Mode by opening the Settings Menu and clicking “Enable 4K Mode.”

– The system for painting the Primary Sponsor has been improved.

– Fixed an issue where using the Test Drive function for a Race Series during Week 1 would not work correctly.

– Fixed the usage of plurals (-s, or -es).

– Fixed some text bugs.

Hosted Sessions

– Car Classes can now be selected when creating a hosted race.
– – Sessions are still limited to a total of 6 unique cars per session, and car classes can contain from 1 to 6 cars. The car class selections are grouped by the number of cars in the class.
– – – Car classes are represented as tabs in the interface, so only the cars for the selected car class are displayed.
– – This feature is currently only available on the Classic Membersite, not on the iRacing BETA Interface yet.

Custom Car Classes

– You are now able to create and edit your own Custom Car Classes for Hosted Sessions!
– – When selecting the “Use Car Classes” Option when creating a Hosted Session, a new link called “Create New Car Class…” is now displayed above the Car Class tabs. This link brings up a dialog where you can enter a name for the Custom Car Class and select a group of cars for that Custom Car Class. For “Rel. Speed” (Relative Speed), there is a suggested value displayed, which is the average of all the selected cars, but any number between 0 and 200 can be used.
– – – Rel. Speed values for Car Classes are hidden unless the “Grid Together” option is selected.
– – The Car Class dropdowns will now display iRacing’s Car Classes as well as any Custom Car Classes you have created. Custom Car Classes will include an asterisk (*) in the name. You can edit your Custom Car Classes by using the “Edit…” link, which is displayed when one of your Custom Car Classes is selected. This will bring up the same dialog used when creating a Custom Car Class.
– – By using Custom Car Classes, anything about a Car Class can be changed, although it is not recommended to stray too far from the original purpose of the Car Class.
– – Race Results from past races using a Custom Car Class will use the current name of the Custom Car Class that was used, not the name at the time of the event.
– – This feature is currently only available on the Classic Membersite, not on the iRacing BETA Interface yet.

Race Sessions

– An indicator denoting that a final Race event is Official (Ranked) or Unofficial (Unranked) has been restored to the Session screen and its Info page.
– The Popular Races list will now properly filter by Dirt Oval and Dirt Road.

Hosted Results

– The Date Range filter is now a primary filter, and it may not be deselected. This is to allow the most often viewed results to load faster.
– – The “From” date defaults to 30 days in the past.
– – The “To” date defaults to today.
– – This filter allows a maximum span of 90 days.

Dynamic Track

– Some updates have been made to the debris throwing system.
– – The physics for debris now utilize a new collision system. This should eliminate the ability for thrown particles to slip through walls, making their build-up more accurate.


– Dirt heights across all areas of the track now allow for a greater possible range of dirt amounts.
– – This will allow for both a greater build-up of dirt on the track, and allow for deeper digging-down of the dirt surface.

– Dirt cushion modeling has been greatly improved.
– – This is a pretty big change to how dirt ovals behave as the tracks are worn in. With this update, the cornering force from the cushion and increased banking that naturally develops should be noticeably greater, and the outside should be faster as a result.

– The mean starting usage state for Dirt Oval Heat Races has been increased, and the variance of this value has also been increased slightly.


– The starting area for Rallycross tracks is now well defined for Race Control.
– – The F3 Black Box now correctly sorts the cars on the starting grid.
– The F3 Black Box is now aware of the starting area and the Joker Lap area when computing the time delta, and displaying information.
– – Cars on the race path are always displayed as normal.
– – Cars on the starting area are always dimmed, like cars in pit lane.
– – Cars on the optional path(s) always have a cyan background color across their row.
– The gained time rule can now deal with the Joker Lap, and should correctly maintain and track your yield status regardless of what path combination you take.
– Race Lines have been adjusted on some Rallycross configurations to improve accuracy.
– Excessive post-race penalty time is now converted to post-race lap penalties.

Lone Qualifying

– Fixed an issue where ghost effects and skids were showing up from other cars during these sessions.

Driver Swap

– iRating exchanges are now possible in scheduled driver-swap races. The Info tab on the Session screen will indicate whether or not iRating will be impacted by this particular team racing event. iRating exchanges in driver swap races are being enabled as of the deployment of 2018 Season 2 during the 13th week.

Hybrid Engines

– Hybrid system can no longer be deployed while pit speed limiter is active.
– Hybrid system can no longer continue to deploy after the battery state-of-charge has been drawn down to zero.


– The Sim should now make better estimates for controller calibration when initially starting up the Simulation.
– Joystick calibration routine has been adjusted to reduce the likelihood of a noisy joystick axis getting detected.
– Improved the ability to map a multiple button press trigger to a single control response.
– – For Example: Button A = Action 1 -and- Button A + Button B = Action 2
– Support for mapping actions to buttons that are permanently held down (for example a position switch that simulates pressing and holding a button), has been added.
– – When mapping button controls, iRacing would normally watch for the “button release” event before mapping that input to the action. But in this case a user can hit “Enter” when mapping the control to accept the held-button (or switch position) in its current location.


– Markers have been added to the driving control interface elements to indicate if you are dragging your brake or clutch. Markers will light up if there is any input at all on a control.


– A new switch has been added to the [SPCC] section of the “app.ini” file, called “carLowHiAtStart”
– – carLowHiAtStart=0 = Spotter “Car Low / High” calls are disabled for a short duration after the green. (Default functionality)
– – carLowHiAtStart=1 = Spotter “Car Low / High” calls are enabled as soon as you get the green.

Driver Animation

– Hand-over-hand steering animations have now been completed for all cars!
– – We have fully implemented driver hand animations for all iRacing vehicles.

Animated Pit Crew

– The pit crew members’ running routes have been adjusted slightly to minimize clipping through larger vehicles.
– The pit crew members with a war wagon should now appear correctly on loaded replays.
– Fixed an issue where the animated pit stop was not appearing correctly with team swaps.
– Fixed an issue where the level-of-detail distances for some pit crew members was causing them to lose their heads.
– Fixed an issue where the pit stop could break when driving in backwards.

Opponent Cars

– All opponent-controlled vehicles will now have their actual gear and RPMs displayed in their cockpits.


– A new system has been created and implemented for crowds at all tracks!
– – The folks in the stands should now appear more realistic than before.
– – This system will function as follows depending on your Crowd Detail setting:
– – – OFF = No crowds
– – – LOW = The crowds display with front-faces only
– – – MEDIUM = The crowds are in full attendance
– – – HIGH = Additional 3D characters are added around the track


– Fixed an issue where some tires were showing up as white-wall or chrome-wall.
– Fixed an issue where grass track edges on dirt tracks could look too dark at night.

Paint Shop

– Fixed an issue that could cause unpainted cars to corrupt the texture cache.


– Performance improvements have been made to the mechanism used to prepare the replay world for playback.
– – This change will be most noticeable when skipping around in a replay, getting out of the car in the Sim, and playing through a session change within a replay. The effect on the Skew (S) bar during these operations should now be greatly diminished.

Video Capture

– The video capture API has been updated.
– The file format, “.MP4” is now the default file format for the video capture system.


– The old telemetry session string will now clear when launching a new session via the iRacing Beta Interface.


– Support has been added for LED rev lights on the new Thrustmaster TS-PC RACER Ferrari Challenge wheel.
– The Fanatec Light API version has been updated to 3.2.

iRacing Support

– We have upgraded our FAQs and Support Forms.
– – Check them out here:


Audi R18

– – The Audi R18 has been added to the iRacing virtual garage!
– – This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store.
– – -The R18 etron quattro is a diesel Hybrid LMP1 prototype racecar that competed at the Le Mans 24 hour race and in the World Endurance Championship. It began its life as simple the R18 TDI – a diesel powered prototype racer, in 2011. As the rules of the series changed so to did the R18. The car evolved over time to incorporate hybrid technology in the form of KERS (Kinetic Energy Recovery System). The R18, in its varied forms, won the Le Mans 24 Hour four times and the WEC title twice (2012 & 2013).
– – –

Audi R8 LMS GT3

– The range of toe settings has been expanded so target toe values may be achieved over a larger range of camber settings.
– Driver seating position has been moved further back in the car.
– – This change also alters the driver viewpoint.


– Baseline setup has been adjusted so it can pass Tech with any fuel level.

Chevrolet Monte Carlo SS

– Season setups have been updated.

Dallara DW12

– All users who had purchased this vehicle within the past seven months will receive $11.95 in iRacing credits. This is to compensate for the release of the Dallara IR18 so soon after their investment. Thank you for your purchase!

– This vehicle has been added to the garage of all users!
– – The Dallara DW12 is now considered part of the iRacing default content.
– Max Travel of dampers will now always remain positive.
– Honda logos have been removed from this vehicle.
– Fixed an issue where the damaged version of the aero map could add downforce to either end of the vehicle instead of subtracting downforce.

Dallara IR18

– – The Dallara IR18 has been added to the iRacing virtual garage!
– – This is the new IndyCar, and is now available for purchase in the iRacing Store.
– – – Indycar’s latest generation car, the Dallara IR18, was designed to not only look better on track, but also improve the racing. All cars in the Verizon Indycar series will race with the same aero kit, designed and built by Dallara, regardless of the engine manufacturer they choose. This will make for closer racing, more opportunities for on-track passes and more exciting races overall. Featuring two distinctly different aero packages – one low downforce package for super speedways like Indianapolis and another high down force package for street and road courses. Under the hood the power plant remains at 2.2 liter turbocharged V6 that produces upwards of 700 bhp.
– – –

Dirt Late Model

– (ALL) – Updated front bumpstop rate curves with more accurate data.
– (ALL) – Updated shock lengths and positions using more accurate data.
– (ALL) – Adjusted weight and inertia properties. Setups can now be more easily shared across all versions of the dirt late model.
– (ALL) – Trimmed nose valence and door skirts in the solid model to more typical lengths and adjusted collision elements accordingly.
– (ALL) – Adjusted collision elements in the nose and tail to allow closer racing per member suggestions and feedback.
– (ALL) – The driver’s view position has been adjusted slightly.
– (Limited) – Improved cockpit engine sounds.
– (ALL) – Season setups have been updated.

Dirt Midget

– Two new iRacing paint schemes have been added to this vehicle.
– Garage fuel ranges have been updated to include three settings.
– – Lowest setting is for Qualification
– – Middle setting is for Heats and Consolation races
– – Highest setting is for Feature races.
– The center of gravity location for this vehicle has been adjusted slightly. This change should make the car less prone to wheel stands and more stable down long straights and on corner entry.
– Season setups have been updated.

Dirt Sprint Car

– (ALL) – Last season’s suspension update has been reverted.
– (ALL) – Nose wing angle is now adjustable in the garage.
– (ALL) – Garage fuel ranges have been updated to include three settings.
– – Lowest setting is for Qualification
– – Middle setting is for Heats and Consolation races
– – Highest setting is for Feature races.
– (ALL) – Rear collision elements have been adjusted to result in improved rear frame rail / ride height marker bottoming behavior upon contact with the track surface.
– (ALL) – Adjusted the collision model of opponent cars.
– (ALL) – Season setups have been updated.

Dirt Sprint Car Non-Winged

– (ALL) – Removed the ability to make in-car cockpit adjustments to shocks.
– – 2018 USAC Rule Book 307-I: “Suspension adjustments by the driver from the cockpit will not be permitted.”
– (ALL) – Garage fuel ranges have been updated to include three settings.
– – Lowest setting is for Qualification
– – Middle setting is for Heats and Consolation races
– – Highest setting is for Feature races.
– (410) – Mass and inertia properties have been adjusted.
– (ALL) – Fixed a texture issue with the rollbars when the rock cage is removed.
– (ALL) – Season setups have been updated.

Dirt Street Stock

– Rev limit has been increased from 6200 RPM to 6800 RPM.
– – Season setups have been updated accordingly.

Dirt U.M.P. Modified

– Season setups have been updated.

Ford GT – 2017

– Fixed an issue where duplicate hub models were appearing when viewing from inside the cockpit.

Ford Mustang FR500S

– This car has been converted to now use PBR shaders.

– Fixed an issue where the mirrors were not using the correct aspect ratio.

Indycar Dallara circa 2011

– Honda logos have been removed from this vehicle.

McLaren MP4-30

– Hybrid control and deployment have been re-tooled. The existing deployment strategies have been replaced by a single strategy that is track-position aware. Deployment is completely cut when the car speed exceeds a fixed percent of the expected maximum speed on the current straightaway (end-of-straight or EOS speeds).
– – There are two user modes: Automatic and Manual Trim.
– – – In Automatic mode, the system calculates and applies an offset to the % EOS speed cut parameter that attempts to balance harvested and deployed electrical energy. Per the description, this mode requires no intervention from the driver – you simply get in and drive.
– – – In Manual mode, the user specifies a Trim via the MFH knob (1 to 14), in 2% increments from -12% to +14%. Setting 7 applies a 0% trim. -ve offsets cut deployment at lower speeds, resulting in net energy savings while +ve offsets result in deployment cuts at higher speeds, draining the battery. Note that the base %EOS speed cut parameter and expected EOS speeds are generated using ref-line calculations that have been modified to handle hybrid power units (ref-line calcs are used for the driving line display and race control functions like applying track-cutting time penalties in real-time).
– MGU-K power is now shown on the digital display.
– A Qualifying mode has been added for MGU-K deployment.
– Dynamic brake biasing and handling of MGU-K harvesting has been updated.
– – The car is now much more stable at brake release, even with very aggressive re-gen setting.
– The cure-based degradation and wear-based degradation of the tires has been increased.
– – Please evaluate this change over the 7-10 days after release, and please provide us with feedback. If necessary, we will adjust this again before the start of the F1 WCS.

Mercedes-AMG GT3

– 2018 Season 2 BoP adjustments: -15 kg minimum weight, reduced drag sensitivity for rear wing adjustments at greater than 4 degrees (so higher angles generate less drag), slightly reduced overall aero drag.

Modified – SK

– Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

NASCAR Camping World Toyota Tundra

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

NASCAR Whelen Tour Modified

– Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.


– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.


– Contingency decals have been updated for the 2018 season.
– Season setups have been updated.

Porsche 911 GT3 Cup Car (991)

– Anti-roll bar stiffness has been increased.
– Drivetrain stiffness has been increased.

Porsche 919 Hybrid

– – The Porsche 919 Hybrid has been added to the iRacing virtual garage!
– – This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store.
– – – The Porsche 919 Hybrid marked Porsche’s return to prototype racing after a successful program with the RS Spyder ended in 2011. The 919 made its debut at the World Endurance Championship (WEC) 6 Hours of Silverstone in 2014 and ultimately finished the season championship in third. In 2015, Porsche would return to its winning ways by earning victory at the 24-Hours of Le Mans and the overall season championship as well. The Porsche 919 would go on to win the Le Mans 24 and the WEC championship in 2016 and 2017 as well.
– – –

Ruf RT 12R

– (Track) – Season setups have been updated.

Silver Crown

– Season setups have been updated.

Sprint Car

– Season setups have been updated.

V8 Supercar Ford Falcon circa 2012

– Fixed an issue where the mirrors were not using the correct aspect ratio.


Atlanta Motor Speedway

– (Oval) – Track surface grip level has been increased slightly.

Circuit des 24 Heures du Mans

– Adjusted the audio system for the jet flyover.

The Dirt Track at Charlotte

– – The Dirt Track at Charlotte has been added to the digital landscape of iRacing!
– – This dirt oval track is now available for purchase in the iRacing Store.
– – – This is a stand-alone track; this is not a new configuration for Charlotte Motor Speedway.
– – – A 4/10 mile dirt track located across the street from its big sister – the Charlotte Motor Speedway, the Dirt Track at Charlotte was built in 2000 and hosts many weekly dirt series throughout the year including UMP Modifieds, Dirt Late Models, and Dirt Sprint cars. The World of Outlaws dirt series have held their finals at the Dirt Track at Charlotte as well.
– – –

Limaland Motorsports Park

– – The Limaland Motorsports Park has been added to the digital landscape of iRacing!
– – This dirt oval track is now available for purchase in the iRacing Store.
– – – One of Ohio’s favorite dirt tracks, Limaland Motorsports Park is known to locals as Northwest Ohio’s Quarter Mile of Thunder. The track is owned and operated by the University of Northern Ohio (UNOH) and host Friday night racing throughout the racing season. This offers the university students a unique opportunity to compete in professional level racing while attending school. Originally opened in 1935, Limaland Motorsports Park hosts a variety of dirt classes on a weekly basis included including UMP Modifieds.
– – –

Phoenix International Raceway – 2008

– (Rallycross) – An extra Joker Lap checkpoint has been added to fix a problem where the second half of the Joker Lap was considered valid for the Split Time sector.

Pocono Raceway

– – Pocono Raceway has been significantly updated to a version circa 2016, and includes a re-pave of the track surface.
– – The original Pocono Raceway has been re-named “Pocono Raceway – 2011”.
– – This asphalt oval track is now available for purchase in the iRacing Store.
– – This track upgrade includes the following:
– – – Re-scanned and re-photographed the track.
– – – Using that scan, modeled new track geometry from scratch.
– – – Created brand new track surface textures for every surface using our latest methods.
– – – Upgraded a variety of the most prominent track objects from the old track by re-modeling and re-texturing them to our current art standards.
– – –
– Ownership of this track will be automatically granted to users who already owned the previous version, Pocono Raceway – 2011.

Pocono Raceway – 2011

– This track is formerly known as “Pocono Raceway.”
– – It has been renamed to “Pocono Raceway – 2011” to make room for the upgraded version of the track.

– Ownership of this track will be automatically granted to all iRacing users, and it is now considered part of the default iRacing content.

Richmond Raceway

– This track is formerly known as “Richmond International Raceway.”
– – It has been re-branded “Richmond Raceway” to reflect the changes to this track in the real world.

Sonoma Raceway

– – 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.
– – –

Texas Motor Speedway

– (Oval) – Track surface grip level has been increased slightly.

USA International Speedway

– (Dirt) – Fixed a surface type bug on the back stretch of the track.



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!

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!


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
Monday, 20 July 2015 20:27

GTR 3:The game that never was

Back in 2010 simbin studios announced the news that they were working on there 3rd installment of the very successful GTR series.

SimBin have announced that a new GTR game is in the pipeline, aiming to take gamers back to their roots of the basic concept "easy to drive, hard to master". The game will feature a new graphics engine, rumoured to be the first Lizard based game, and will be based on an FIA GT Championship - and whilst it is not yet confirmed which, it is rumoured to be the new FIA GT1 World Championship series.

SimBin have announced that the game will feature comprehensive online features including a downloadable-content plan. It is further rumoured that the game will be fully iOpener-enabled.

Update: 15/1/2012 simbin released some eye catching renders

Simbin have released 10 new screenshots / renders for GTR3 , showing the design process for the P4/5 Competizione car included in the game.

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Update: 1/3/2012 Simbin  releases the first in-game screenshots of the Pagani Zonda R officially licensed car for GTR3

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Changes at simbin-Plus New FTP Title

March 30 – 2012 – SimBin Studios has evolved significantly over the last year. Strong investments have led to the employment of new and experienced developers from all over the world, a new state of the art office as well as new projects currently in the making.­­

In the line of these changes, Henrik Roos, one of three founders of SimBin and the CEO of the company, has decided to step down from his position. Henrik is turning the leadership of SimBin Studios AB into the capable hands of Klaus Wohlfarth, the owner of KW Automotive, and the main investor and shareholder of SimBin Studios. Henrik Roos will continue to support the company as a business consultant.

”It feels strange and sad to step down from my role as CEO for SimBin after 10 years of ”marriage” with the company. It is with joy in my heart that I turn the company into the trustworthy hands of Klaus Wohlfarth and his management team. I will for sure follow and support SimBin in its future endeavors, but my family needs me and I also have new and exciting opportunities to explore” says Henrik Roos.

Today, SimBin, RaceRoom and KW Automotive provide a wide product line of software and hardware products within the racing games industry. All three companies are 100% dedicated to motorsports and have a true passion for all things motorized, living up to the statement: “We Are Racing”.

“It is our intention to provide people with the best opportunities to become virtual racers. By controlling the complete production chain in all areas, we are able to offer complete solutions that include software, hardware as well as the overall concepts. The combination of all these values in one, offered by RaceRoom, is a unique concept in the world” says Klaus Wohlfarth.

Additionally, SimBin is happy to inform that the company is working on a Free2Play game platform. Further details will be revealed later this year.

Final Update: 26/6/2012

Simbin have announced that they have officially licensed the Dutch Zandvoort track for inclusion in a future title.

We don't know which game this will be for yet, but we've added some rather impressive screenshots of the new track to our GTR3 game profile. It is not known whether this is linked to the recent Aquilia CR1 screenshots released in May.

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Sad to say that this game title never made it to be published and after reading some comments made by past employees things got a little heated,It's a shame the sim racers never got to try this promising title out as am sure it would of been a huge hit amongst sim racing fans worldwide.

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Published in Sim Racing News
Wednesday, 17 June 2015 20:13

RaceRoom: Racing Experience



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

    • 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


  • 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