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

– 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.

Rallycross

– 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.

Controls

– 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.

Feedback

– 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.

Spotter

– 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.

Crowds

– 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

Rendering

– 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.

Replay

– 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.

Telemetry

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

Peripherals

– 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: https://iracing.freshdesk.com/support/home

CARS:

Audi R18

– NEW CAR!
– – 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).
– – – http://members.iracing.com/membersite/member/CarDetail.do?carid=98

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.

BMW Z4 GT3

– 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

– NEW CAR!
– – 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.
– – – http://members.iracing.com/membersite/member/CarDetail.do?carid=99

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.

NASCAR XFINITY Ford Mustang

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

NASCAR XFINITY Toyota Camry

– 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

– NEW CAR!
– – 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.
– – – http://members.iracing.com/membersite/member/CarDetail.do?carid=100

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.

TRACKS:

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

– NEW TRACK!
– – 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.
– – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=314

Limaland Motorsports Park

– NEW TRACK!
– – 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.
– – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=303

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

– UPGRADED TRACK!
– – 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.
– – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=277
– 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

– 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.
– – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=312

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
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, 09 March 2016 21:38

IRacing:2016 Season 2 Release

42a7dc10 857b 4c6e 88e2 0baaa35a0134

 

This release features a whopping FOUR new vehicles: Audi R8 LMS GT3, Formula Renault 2.0, Mercedes-AMG GT3, and Mazda MX-5 Cup. Try them all and find out which one is going to be your favorite!

With this release we are also launching a few brand new systems to further enhance your sim racing experience. We have added a DirectX 11 mode for the Sim to streamline the rendering process and reduce the CPU bottleneck inherent in our complex scenes. The Dynamic Tire Debris Accumulation system will actually show you in real-time what’s sticking to your tires based on our physics calculations and the Dynamic Track. We have also expanded our horizons, literally, and are proud to introduce the Time of Day feature including both Morning and Late Afternoon as options on all tracks and race modes. We have enhanced our Netcode with an option for greater bandwidth, allowing more information to pass between you and our servers. A new easy-to-use video capture tool has also been rolled directly into the Sim with this release. Also, our vehicle audio, including engine sounds, tires, gear shifting, and much more has been made even more realistic with this release. All of these systems help to enhance our realism and raise the bar on what you can expect from the quality of your favorite racing simulator.

We hope you enjoy this release; see you out on the track!

Website

– Added the ability to select the time of day to drive in Test Mode and Hosted Mode. Results will also now show the time of day for the session.

– All pages that reach into the backend for stats are sped up significantly.

– The My Series Results page has been rewritten and optimized; it should be much more responsive now!

– Hosted Sessions should now remember the correct league selections when editing.

– The modal window that appears when you receive a gift is now sizing and building correctly.

– The Replays page now features a message explaining how it works.

– The All Teams page now requires you to search before displaying any results, which should expedite loading of the page. You must search with a minimum of 4 characters.

– The Team Series Stats page will now only display Official Series.

– Fixed places where Open Practices appear available as a joinable link, but should not be due to license restrictions.

– In the Team Registration modal window, Autofill will no longer input your email address as your team name.

– Pre-Driver Chat has been removed from Pre-Race.

– Toned down the look & feel of the “To-Do” buttons across page headers. This includes yellow, red, green, and blue.

Billing

– Earlier last month, we added Paymentwall as an additional Payment Option for all of our customers. Paymentwall is a safe and secure way to pay for purchases made within iRacing. Paymentwall allows you to pay with a wide range of local payment options and currencies, so that you may choose the most convenient method for your purchase. These payment options include Gift Cards, Mobile, Prepaid Cards, Bank Transfer, and various local options for your country. Paymentwall offers the highest level of security and is trusted by over 150 million users worldwide.

Updater

– The iRacing Updater will now ensure that it has updated itself before checking and/or installing MSVC, DirectX, EAC, and D3DGear. This could have caused the self-update process to time out and not complete the update for some people.

Paint Kit

– Virtual Racing School sponsor added.

– iRacing logos have been updated to a newer version.

– The Inside Sim Racing sponsor has been updated.

Simulation

– Substantially reduced the time required for the simulator to exit.

– If a race server rejects your attempt to connect to it, it will now provide a more helpful message explaining why, instead of a generic messages about your connection being closed.

Race Control

– Fixed a bug where racers would only be allowed up to 8 minutes to finish their lap after the leader finishes a race. This should enable racers to complete their final lap on tracks with longer configs.

– Fixed an issue where sometimes incident limits were being reported in sessions which did not actually have incident limits.

Dynamic Track

– Marble creation rate has been roughly doubled.

– Fixed an issue where marbles were getting cleared from oval tracks during cautions even when the "Automatically clean marbles" option was disabled.

Netcode

– Two new Connection Type selections are now available on the main Account->My Account page, under Preferences. These selections allow higher network bandwidth usage between the simulation and the race servers. Mostly, this allows the server to send more detailed data for each opponent car and/or more opponent cars to the simulation. If your computer, graphics card, and Internet connection are all fast enough, and you select one of these new options, you’ll likely also want to adjust the in-sim Options->Graphics “Max Cars” setting to take advantage of the extra allowed bandwidth usage.

Garage

– Initial temperatures of wheels and tires have been improved, especially for cars with tire warmers. Previously, the entire wheel and tire was heated to the tire warmer temperature; now only the tire surface is heated to the specified temperature, while the wheel is more appropriately closer to the ambient temperature. This may produce a subtle change in ride height in the garage, so cars with tire warmers may need an adjustment to pass Tech if they were close to the limit on ride height.

Rendering

– The "Two-Pass Trees" rendering option is now functional on ALL tracks.

DirectX 9

– Added a new option to the "renderer.ini" file named, “ReduceCockpitFlicker,” which is enabled by default. This option reduces the z-fighting and flickering between objects that can sometimes be seen in vehicle cockpits while racing at very large tracks.

– Fixed an issue with the rendering of fog over the Dynamic Track, which occurred when rendering the Dynamic Track as a separate pass via the setting in the “renderer.ini” file.

– The flare intensity of headlights has been reduced during the daytime.

– Fixed several issues with physically based rendering at night tracks.

– Fixed an issue with shadow maps that caused some of them to periodically render using incorrect texture sampling.

DirectX 11

– A preliminary “beta” version of a DirectX 11 based version of the Simulator is now available for testing and is provided via two additional executables, a 32-bit version named “iracingSimDX11.exe,” and a 64-bit version named “iRacingSim64DX11.exe.” You may select to use either the DirectX 9 or DirectX 11 version, as well as choose between the 32-bit or 64-bit version of the Simulator using the “Settings” page of the member site. We recommend using the 64-bit version if possible.

– The Graphics Options settings for the DirectX 11 version are stored separately from those for the DirectX 9 version; they can be found in the “rendererDX11.ini” file. This file will be created automatically after launching the DirectX 11 version of the simulator for the first time, which will also initiate the auto-configuration process.

– The configuration options for the DirectX 11 versions, including the resolution and refresh rate as selected during the auto-configuration, are stored in a new section of “app.ini” file named, “[Graphics DX11].”

– Please note that when setting up any application overrides in your GPU’s device driver’s settings to take care to set them for the correct executable name(s).

PopcornFX

– The color of debris and dust is now tinted based upon the surface from which it was gathered.

– Increased the accuracy of the tire widths for debris related positional effects.

– Enhanced the accuracy for position and velocity offsets of particles.

– Grass debris particles now have a greater size variation.

– Dust particle velocity has been improved.

– Fixed an issue with smoke being lit incorrectly at night.

Audio

– New tire roll, scrub, and skid sounds have been added.

– Updated all vehicle shift sounds and tuned volume levels.

– Engine sounds will transition smoother between loads and throttle changes.

– All vehicles now make gear shifting sounds that are audible both inside and outside of a vehicle.

– Tires will now make sound when spinning while the car is stationary.

– Updated the audio frequency of rumble strip and curb sound effects.

– Fixed an issue where the sound buffer was not getting properly cleared while the Sim was shutting down, sometimes causing an annoying looping noise.

Opponent Cars

– Smoke and debris generated by opponent vehicles can now be seen.

– Opponent vehicles now show wheelspin and lockup, and skids and smoke from these actions are more realistic.

– Fixed a bug that was causing distant opponent cars to appear to have minor systems malfunctions; such as the DRS wing twitching, or pit limiter lights blinking.

Dynamic Tire Debris Accumulation

– Tires on all vehicles now visually show the accumulation and dispersal of debris. This includes materials such as grass, gravel, rubber marbles, dust, and sand. These materials are picked up when driven over based on the surface type, grip, and speed of the vehicle, and then they are removed over time by the same factors. The physics model for this activity has already been running since last season’s update, so there is no change to driving characteristics, but now you can see the effects!

Vehicle Headlights

– We have added the ability for some of our cars to flash their headlights. Sports cars use this ability to notify a driver in front of them that they are about to attempt a pass. Mapping the function to a button will allow the headlights to flash on and off several times each key press. The cars that have been updated to utilize this new ability include:

– – Aston Martin DBR9 GT1

– – Audi R8 LMS GT3

– – BMW Z4 GT3

– – Chevrolet Corvette C6.R GT1

– – Chevrolet Corvette C7 Daytona Prototype

– – Ford GT GT3

– – HPD ARX-01c

– – McLaren MP4-12C GT3

– – Mercedes-AMG GT3

– – Riley MkXX Daytona Prototype

– – Ruf RT 12R C-Spec

– – Ruf RT 12R Track

Time of Day

– When creating a race you are now able to set a Time of Day parameter which includes two additional options beyond the traditional Afternoon and Night; Morning and Late Afternoon. Both new selections adjust the position of the sun in the sky, and affect the race just as this would in real life. This feature is available for all tracks and in all session modes.

Pit

– Lollipop Guy has received an animation overhaul, and will appear much more realistic!

Video Capture

– A new video capture system has been added to the Sim based on the D3DGear capture engine. By default, the hotkey "Ctrl-Alt-Shift-V" will toggle video capture on and off. Video is saved to the [documents]\iRacing\videos\ folder.

– By default video is captured at 720p and 30 fps using the WMV video container. You can change the default video quality and format by editing the [Video] section of the "app.ini" file.

– Unfortunately, the Windows 8 and Windows 10 Metro Player cannot load video for Windows codecs, so the video captured by this tool will need to be played in Windows Media Player or a third party video player.

– Windows Media Player (WMP) cannot handle the AVI2 (OpenML) file format. This format allows AVI files to grow beyond the 2 GB file limit. You will need to use a third party player such as Video LAN Player (VLC) or MPC-HC.

– A new screen capture system has also been added along with the video capture feature. By default, hitting "Ctrl-Alt-Shift-S" will save a screenshot of the sim to [documents]\iRacing\screenshots\ folder.

– Due to a limitation of our control handling code we cannot trigger a screenshot or toggle video capture when a dialog is opened. This effectively makes it impossible to take a screenshot of the garage or settings dialogs. However, you can get around this limitation by starting to capture video before you enter the Garage or other options screens and then stopping the video capture once you exit that screen. We are looking into ways to work around this limitation.

– You can disable the loading of our video capture module by setting "videoCaptureEnabled=0" under the [Video] section in the "app.ini" file.

Replay

– Fixed an issue where opponent vehicle wheels would appear to rotate incorrectly when viewing replays frame-by-frame, or rewinding.

Macros

– Text chat macro speed is no longer limited when applying a pit or admin command. Now users can use "#fuel +1g$" to increment fuel in their tank without waiting a second between button presses!

Telemetry

– Legacy telemetry (NR2003 Telemetry) is now disabled by default. It can be turned on again in the "app.ini" file by adjusting the "enableLegacyTelemetry=1" option. This interface is deprecated and will be removed from the sim next season.

– Session times are now reported with 4 decimals of precision.

ARX

– Examples have been updated.

– Fixed an issue with iOS where the UI would zoom when the app was rotated to landscape.

– ARX can now handle automatic unit conversions using either a string type or an offset/scalar pair.

– ARX data transmissions are now limited to 10 times per second to prevent overload.

ATLAS

– The ATLAS Installer has been updated, and it now fully automates the process of configuring ATLAS to work with iRacing ".ibt" files.

– A new Quickstart Guide has also been added to the ATLAS Installer.

Oculus Rift

– Fixed a bug where night track shadow volumes were rendering incorrectly in one eye.

Peripherals

– Fixed a potential crashing issue while Force Feedback is enabled in a 64-bit operating system.

CARS

Aston Martin DBR9 GT1

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Audi R8 LMS GT3

– New car added!

– The Audi R8 LMS GT3 ranks among the most successful GT3 cars with more than 200 international wins in events such as the Bathurst 12 Hours and Nürburgring 24 Hours, along with back-to-back championships in the 2014 and 2015 Blancpain Endurance and Blancpain GT Series. In contrast to its all-wheel drive road going version, the R8 LMS GT3 is built by Audi Sport and quattro GmbH to comply with the rear wheel drive only GT3 regulations. However, the superb balance and impressive power to weight ratio of the R8 LMS GT3 have made it a winner in virtually every series in which it’s competed.

– This vehicle is capable of flashing its headlights.

BMW Z4 GT3

– Season setups have been added.

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

– Two additional sets of level-of-detail artwork have been added.

– Tires have been updated to match those of the Mercedes-AMG GT3.

– Lumirank system has been added to match the Blancpain GT3 Series.

– Tires have been converted to Pirelli.

– This vehicle is now capable of flashing its headlights.

– Updated engine sounds.

– Updated tire sounds.

Cadillac CTS-V Racecar

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Chevrolet Corvette C6.R GT1

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Chevrolet Corvette C7 Daytona Prototype

– Brakes have been adjusted to reduce sensitivity to lock-up.

– Slightly increased engine inertia.

– Body panels may now be fully repaired during optional repairs.

– When the front clip is heavily damaged, the pit crew will now replace the whole nose during a pitstop. This replacement takes approximately 2.5 minutes (they also have to swap the radiator and other mechanical parts), but does not show up as a repair countdown timer in the UI, so be patient if the stop appears to be delaying and you’ll get a shiny new nose soon enough. This should help with the errant black flags for damage that this car is known to generate.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Chevrolet Monte Carlo SS

– Season setups have been updated.

– Reduced tire grip.

– Chassis torsion has been adjusted.

– Updated tire sounds.

Dallara DW12

– Season setups have been updated.

– Rear wing will now be replaced during pitstops if it has damage.

– Digital scoreboard has been added.

Ford Falcon FG V8

– Tint of cockpit windows has been reduced slightly.

– Updated tire sounds.

Ford GT

– Updated tire sounds.

Ford GT GT3

– Season setups have been added.

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Ford Mustang FR500S

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Formula Renault 2.0

– New car added!

– Since its debut in 2000, Formula Renault 2.0 has been a vital springboard to the upper echelons of open wheel racing for the likes of Lewis Hamilton, Kimi Räikkönen, Felipe Massa, Valtteri Bottas, Daniel Ricciardo and Romain Grosjean. Featuring a spec chassis and budget caps, Formula Renault places a premium on driver ability and proven to be a popular national series in Europe, South America and Asia over the years. Currently the three leading Formula Renault 2.0 Series are the Eurocup Formula Renault 2.0, the Formula Renault 2.0 Asia and Formula Renault NEC in northern Europe.

– Season setups have been added.

Holden Commodore VF V8

– Tint of cockpit windows has been reduced slightly.

– Updated tire sounds.

HPD ARX-01c

– Body panels may now be fully repaired.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Kia Optima

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Legends Ford ’34 Coupe

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

Lotus 49

– Updated tire sounds.

Lotus 79

– Chassis torsion has been added.

– Front mass and inertia have been adjusted.

– Updated tire sounds.

Mazda MX-5 Cup

– New vehicle added!

– The newest Mazda MX-5 embodies the classic top down, sports car characteristics that have made previous generations of MX-5s genuine classics: an engaging blend of power, nimble handling and comfort in an affordable package. iRacing is proud to have contributed to the design and development of the MX-5 which, like its predecessors, quickly became the world’s most raced production car with the Battery Tender MX-5 Cup in North America and similar series in Europe and Asia. Each year the international Mazda MX-5 competition culminates in the crowning of the Global MX-5 overall series champion during the Global Finale at Mazda Raceway Laguna Seca.

– This vehicle has been granted to all users for free!

Mazda MX-5 Cup circa 2015

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Mazda MX-5 Roadster circa 2015

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

McLaren MP4-12C GT3

– Season setups have been updated.

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

– Lumirank system has been added to match the Blancpain GT3 Series.

– Tires have been converted to Pirelli.

– This vehicle is now capable of flashing its headlights.

– Updated engine sounds.

– Updated tire sounds.

McLaren MP4-30

– Tire wear and degradation rate has been increased.

– Updated tire sounds.

Mercedes-AMG GT3

– New car added!

– With a lineage hearkening back to the SLS AMG GT3 and more than 180 wins in international competition from Bathurst and Dubai to Spa and the Nürburgring, the Mercedes AMG GT3 is a potent addition to the GT3 category. While styling cues like its gullwing doors and Panamericana radiator grille pay homage to Mercedes’ glorious history, the Mercedes AMG GT3 epitomizes state-of-the-art technology with its "front mid-engine" 6.2 liter, DOHC V8 and six speed sequential gearbox mounted in a transaxle to provide optimum weight distribution. Aluminum, double wishbone suspension, multi-disc, limited-slip differential and traction control complete a package campaigned by the likes of Black Falcon, Fortec, GT Russian and Rowe Racing in the Blancpain GT and Blancpain Endurance Series.

– This vehicle is capable of flashing its headlights.

Modified – SK

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Camping World Chevrolet Silverado

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Camping World Toyota Tundra

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR K&N Pro Chevrolet Impala

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Nationwide Chevrolet Impala circa 2011

– Season setups have been updated.

– Shock springs have been added.

– Suspension has been adjusted slightly.

– Tire grip has been adjusted slightly.

– Chassis torsion adjusted slightly.

– Updated tire sounds.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Sprint Cup Chevrolet SS

– Season setups have been updated.

– 2016 Rules Package adjustments: tire, gear, and aero adjustments.

– Slightly modified drafting capabilities to reduce pack speeds.

– Drag has been increased for all tracks except super speedways.

– This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

– Several new sets of level-of-detail artwork have been added for better performance, especially when used at night to match the other Gen 6 cars.

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Sprint Cup Ford Fusion

– Season setups have been updated.

– 2016 Rules Package adjustments: tire, gear, and aero adjustments.

– Slightly modified drafting capabilities to reduce pack speeds.

– Drag has been increased for all tracks except super speedways.

– This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

– Chassis torsion has been adjusted.

– Updated engine sounds.

– Updated tire sounds.

NASCAR Sprint Cup Toyota Camry

– Season setups have been updated.

– 2016 Rules Package adjustments: tire, gear, and aero adjustments.

– Slightly modified drafting capabilities to reduce pack speeds.

– Drag has been increased for all tracks except super speedways.

– This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Truck Series Chevrolet Silverado circa 2013

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR Whelen Tour Modified

– Chassis torsion has been adjusted.

– Updated tire sounds.

NASCAR XFINITY Chevrolet Camaro

– Season setups have been updated.

– Shock springs have been added.

– Suspension has been adjusted slightly.

– Tire grip has been adjusted slightly.

– Chassis torsion adjusted slightly.

– Updated tire sounds.

NASCAR XFINITY Ford Mustang

– Season setups have been updated.

– Shock springs have been added.

– Suspension has been adjusted slightly.

– Tire grip has been adjusted slightly.

– Chassis torsion adjusted slightly.

– Updated engine sounds.

– Updated tire sounds.

NASCAR XFINITY Toyota Camry

– Season setups have been updated.

– Shock springs have been added.

– Suspension has been adjusted slightly.

– Tire grip has been adjusted slightly.

– Chassis torsion adjusted slightly.

– Updated tire sounds.

Pontiac Solstice

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Pontiac Solstice – Rookie

– Braking performance during big slides has been improved by altering the ABS slip calculations.

Radical SR8

– Season setups have been updated.

– Chassis torsion has been added.

– Tire grip has been increased.

– Aero balance adjusted forwards.

– Adjusted torque slightly.

– Dampers are now 3-way adjustable to match real-world counterpart.

– Reduced roll heat multiplier to keep tires a bit cooler.

– Maximum RPM for shift light has been reduced to 10,400.

– Updated tire sounds.

Riley MkXX Daytona Prototype

– Body panels may now be fully repaired.

– Chassis torsion has been added.

– Slightly increased engine inertia.

– Updated level-of-detail artwork.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Ruf RT 12R AWD

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Ruf RT 12R C-Spec

– Season setups have been updated.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

Ruf RT 12R RWD

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

Ruf RT 12R Track

– Season setups have been added.

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds, in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

– Minimum weight has been increased by 10kg for the GT3 BOP.

– Lumirank system has been added to match the Blancpain GT3 Series.

– This vehicle is now capable of flashing its headlights.

– Updated tire sounds.

SCCA Spec Racer Ford

– Chassis torsion has been added.

– Adjusted inertia slightly.

– Updated tire sounds.

Silver Crown

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

Skip Barber Formula 2000

– Updated tire sounds.

Sprint Car

– Season setups have been updated.

– Chassis torsion has been adjusted.

– Updated tire sounds.

Star Mazda

– Season setups have been updated.

– Tires now heat up faster; the goal is to have the tires come in more quickly from cold. Ideally, a fast lap is a timed 3rd or 4th lap.

– Greater force pedal displacement is now required to generate equivalent stopping power. This change addresses real-world feedback.

– Aero balance shifted significantly forward to better reflect wind tunnel data.

– Tire stiffness has been greatly reduced at both front and rear. Tires now seem better matched and have slightly more progressive breakaway characteristics.

– Torsional stiffness has been cut in half to align more with numbers data.

– Updated tire sounds.

Street Stock

– Season setups have been updated.

– Drafting suck up has been increased in order to improve passing at large tracks.

– Chassis torsion has been adjusted.

– Updated tire sounds.

Super Late Model

– Season setups have been updated.

– Reduced tire grip slightly.

– Chassis torsion has been adjusted.

– Updated tire sounds.

V8 Supercar Ford Falcon circa 2012

– Updated tire sounds.

VW Jetta TDI Cup

– Braking performance during big slides has been improved by altering the ABS slip calculations.

– Updated tire sounds.

TRACKS

Autodromo Jose Carlos Pace

– Pit Stalls and Starting Grids have been expanded for the Grand Prix and Moto configs.

Autodromo Nazionale Monza

– Pit Stalls and Starting Grids have been expanded for the Combined Chicanes, Full, Grand Prix Second Chicanes, Historic, Historic Second Chicane, Junior, No Chicane, Oval, and Oval Left configs.

Barber Motorsports Park

– Pit Stalls and Starting Grids have been expanded for the Full, Short A, and Short B configs.

Brands Hatch Circuit

– Pit Stalls and Starting Grids have been expanded for the Grand Prix and Indy configs.

Canadian Tire Motorsports Park

– Pit Stalls and Starting Grids have been expanded.

Circuit de Spa-Francorchamps

– Fixed the collision volume to better match the tire wall on the right-side of Les Combes.

Circuit Gilles Villeneuve

– Pit Stalls and Starting Grids have been expanded.

Circuit of the Americas

– The track surface textures and walls have all been converted to our PBR shader system. This includes the various asphalt, grass, gravel, curbing, Armco, and fence textures around the track. These surfaces will now appear more physically correct.

Circuit Park Zandvoort

– Pit Stalls and Starting Grids have been expanded for the Grand Prix, Club, National, Chicane, and Oostelijk configs.

Circuit Zolder

– Pit Stalls and Starting Grids have been expanded for the Grand Prix and Alt configs.

Concord Speedway

– Pit Stalls and Starting Grids have been expanded.

Daytona International Speedway

– Pit crews have been removed from the Short config.

– Fixed a bug where you would get a Black Flag for exiting the Pits on the Bike config.

Donington Park Racing Circuit

– Pit Stalls and Starting Grids have been expanded for the Grand Prix and National configs.

Five Flags Speedway

– Pit Stalls and Starting Grids have been expanded.

Gateway Motorsports Park

– Pit Stalls and Starting Grids have been expanded for the Oval and Road configs.

Langley Speedway

– Pit Stalls and Starting Grids have been expanded.

Lanier National Speedway

– Loading image for night-mode has been updated.

Lime Rock Park

– Pit Stalls and Starting Grids have been expanded for the Full and Chicane configs.

– Fixed a visual seam that could be seen in the distant mountains while driving near the unnamed straight that leads to the uphill.

Long Beach Street Circuit

– Pit Stalls and Starting Grids have been expanded.

Mazda Raceway Laguna Seca

– Pit Stalls and Starting Grids have been expanded.

Mid-Ohio Sports Car Course

– Pit Stalls and Starting Grids have been expanded for the Full, Short, Chicane, Oval, and Alt Oval configs.

Mount Panorama Circuit

– Pit Stalls and Starting Grids have been expanded.

New Smyrna Speedway

– Pit Stalls and Starting Grids have been expanded.

Nürburgring

– Adjusted which objects appear in the vicinity of the front straight of the Nürburgring Grand Prix when graphics settings are set to "Low Detail" to help with frame rate.

– Weather information has been updated.

Okayama International Circuit

– Pit Stalls and Starting Grids have been expanded for the Full and Short configs.

Oran Park Raceway

– Pit Stalls and Starting Grids have been expanded for the Grand Prix, Moto, North, North A, North B, and South configs.

Oulton Park Circuit

– Pit Stalls and Starting Grids have been expanded for the Fosters, Fosters with Historic Loop, International, International Brittens, International Historic Loop, International No Chicane, Island, and Island Historic configs.

Phillip Island Circuit

– Pit Stalls and Starting Grids have been expanded.

Phoenix International Raceway – 2008

– A Gain Time Checkpoint has been added to the inside of T7.

Road Atlanta

– Pit Stalls and Starting Grids have been expanded for the Full, Club, and Short configs.

Sebring International Raceway

– Pit Stalls and Starting Grids have been expanded for the Club, International, and Modified configs.

Silverstone Circuit

– Pit Stalls and Starting Grids have been expanded for the Grand Prix, Historic Grand Prix, International, National, and Southern configs.

Sonoma Raceway

– Pit Stalls and Starting Grids have been expanded for the Cup, IRL, IRL2, and Long configs.

– A yellow line has been added to the drag strip.

South Boston Speedway

– Fixed a terrain detail issue on the outside of turn 4.

– Loading image has been updated.

Southern National Motorsports Park

– Night mode is now available at this track.

– The speed limit for the back stretch of pit road now matches the front stretch of pit road.

– Weather information has been updated.

– Lighting has been updated.

– Loading image has been updated.

Stafford Motor Speedway

– Pit Stalls and Starting Grids have been expanded for the Oval and Short configs.

Summit Point Raceway

– Pit Stalls and Starting Grids have been expanded for the Raceway, Short, and Jefferson configs.

Twin Ring Motegi

– Pit Stalls and Starting Grids have been expanded for the Full RC, East, and West configs.

Virginia International Raceway

– Pit Stalls and Starting Grids have been expanded for the Full, Patriot, North, South, East, and West configs.

Watkins Glen International

– Pit Stalls and Starting Grids have been expanded for the Classic, Full Course, Full No Loop, and Cup Circuit configs.

Published in Sim Racing News
Monday, 08 February 2016 21:44

RFactor 2 Build 1052 Now Available

jville07

 

This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.

Downloads:
Lite Installer – 331MB
Demo Installer – 891MB
SDK Installer – 355MB

Steam auto update available (use beta access to revert to older build if your league host hasn’t yet updated).

Build Notes:
FEATURES:
————-
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)

FIXES:
————-
Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.
Weather and wet saturation speed fine-tuned.
Non-steam players now showing in Steam Matchmaker.
Timeouts/Errors sending passwords to server fixed.
LOD issue when switching trackside cams fixed.

MODDING / PUBLIC DEV:
———————
Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.
Command line option added for Mod Manager: -b[DatFile] [index …] = build mod/cmp at specified indices from DatFile. Use -help if needed.

Published in Sim Racing News
Friday, 11 December 2015 21:23

RFactor 2:RFactor 2 Build 1036 Now Available

mpeak04

 

Update 36 of rFactor 2 is Build 1036. This includes a number of fixes and tweaks as we continue to further refine the product.

Installers:

Lite – 322MB
Demo – 882MB
SDK/Mod Dev – 355MB

Steam users will obviously update through Steam. You should not use these installers. Read more.

Build Notes:

FEATURES:
————-
– Made the pit menu wing adjustments use the same display value as the garage.

FIXES:
————-
– Fixed idiot light when vehicle rev limit is smaller while in neutral.
– Attempted fix for laps sometimes being lost on a race rejoin.
– Fixed a crash when starting ded server if borderless mode was previously selected
– Fixed a problem where the wrong port was used to tell Steam friends about the server you are on.
– Removed the condition that only non-demos can change the opponent list.
– Fix for “join as spectator” problem.
– PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed.
– Fixed occasional ‘missing gears’ problem.

MODDING / PUBLIC DEV:
———————
– Increased size of some mas2 dialogs
– Added a confirmation before deleting all waypoints in mod mode.
– Added delete next/prev to selected waypoint menu.
– Changed “delete branch” to only require single waypoint selected.
– Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.

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
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

game 0278 013491

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.

game 0278 014368

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.

game 0278 014146

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
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