Monday, 22 January 2018 17:41

NR2003:MENCS 2018

20184A

 

 

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


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

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

 

 

 

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

 

SNG header220118

 

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


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

The mod and all associated files can be downloaded @

http://splashngo.studiospeed.club/

Article Created By FabricioMS

 

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

IRACING:2018 Season One Update Release

 FiestaRS WRC

 

2018 Season One Update Notes:

License Classes
iRacing now has four unique License Classes!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Paint Kit
Improved font handling when painting cars.

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

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

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

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

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

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

Telemetry
New live 360 Hz telemetry variables have been added:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Style and Layout:

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

Sorting, Filtering, and Searching:

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

Favorites:

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

Official Series:

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

Creating a Session:

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

Joining a Session:

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

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

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

Dallara DW12
Season setups have been updated.

Dirt Midget
NEW CAR!

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

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

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

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

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

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

Ford Fiesta RS WRC
NEW CAR!

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

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

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

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

Formula Renault 2.0
Tire damping has been increased.

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

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

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

Season setups have been updated.

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

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

Fixed an issue with cockpit windshield reflections.

Season setups have been updated.

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

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

Fixed an issue with Left-Front toe range.

– Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011
Intensive vehicle updates including:

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

Fixed an issue with chrome on the chassis and windshield.

Season setups have been updated.

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

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

Season setups have been updated.

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

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

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

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

Season setups have been updated.

Super Late Model
Season setups have been updated.

VW Beetle GRC
NEW CAR!

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

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

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

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

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

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

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

Concord Speedway
Fixed an intermittent crashing error at this track.

Daytona circa 2007
NEW TRACK CONFIGURATIONS!

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

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

Iowa Speedway
NEW TRACK CONFIGURATION!

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

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

Knoxville Raceway
NEW TRACK!

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

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

Lucas Oil Raceway
NEW TRACK CONFIGURATION!

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

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

Phoenix International Raceway – 2008
NEW TRACK CONFIGURATION!

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

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

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

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

Published in Sim Racing News
Friday, 07 April 2017 22:15

Iracing:2017 Season 2 Build 2

17 dirtlatemodel

 

iRacing Dirt Late Model Photo

 

iRacing  released there 2017 Season 2 Patch 2 which includes the first part of the highly anticipated Dirt related content for the online racing service.

Today iRacing published the release notes for the new build and with it confirmed that there will be seven new cars and 4 new tracks available. Besides the six first Dirt racing vehicles, iRacing also deployed a brand new 3D model in the form of the 2018 NASCAR Toyota Racing Camry.

As usual, this update patch also features a list of fixes and improvements covering various parts of the racing simulator. For more details, check out the full changelog below.

 


New Cars

  • Dirt Late Model
  • Dirt Sprint Car
  • Dirt Legends Ford ’34 Coupe
  • Dirt Street Stock
  • NASCAR Camping World Toyota Tundra
  • NASCAR Camping World Chevrolet Silverado
  • NASCAR Monster Energy Cup Toyota Camry (New 3D model)

 New Tracks

  • Williams Grove Speedway
  • Volusia Speedway Park
  • Eldora Speedway
  • USA International Speedway

iRacing NASCAR Toyota Camry 2018

Changelog:

Website

  • Fixed the “Featured Answers” section of the Support page.

SIM

  • Fixed a bug where newly created lap files for this season would not show up in the comparison lap file selection dialog.
  • The “reduceFrameRateWhenFocusLost” and “muteWhenFocusLost” settings in the “app.ini” file have been renamed by placing an “_” before “WhenFocusLost” in their names, and both settings now defaulted to 0. This means that when another program, or Windows itself, pops-up a notification while the Simulation is running, the Simulation will no longer reduce its drawing to a very low frame rate, or mute its sounds.

Dirt

  • Dirt is finally here!
  • Dirt race tracks are incredibly dynamic puzzles, changing their surfaces every lap as cars skid, scrape, and push dirt around. All these particles and the fluid nature of the track surface demanded a new particle code system, an artistic overhaul, and realistic audio to cover the vast range of variations these tracks present. We’ve implemented methods to cover the full range of wet to dry dirt, and the full spectrum of densities racing dirt presents including hardpan, loose, compact, and prepared racing surfaces. Finally, we’ve also designed the track surface itself to function like dirt racers can expect, whether it is pushing the cushion, gaining grip in certain areas, or forming a blue groove. Up and down the circuit, the vastly complex and seamlessly layered combination of track conditions creates an exhilarating experience.
  • The particles, tires, and surface sounds are dynamically updated using hundreds of debris sounds and scores of tire rolling and skid sounds. These are dynamically adjusted to cover the full range of track conditions to reflect the wetness or dryness of the dirt and to let you know when you’re driving on any combination of hardpan, compact, or loose dirt. We even hurled dirt at helmet visors to get the recordings we required!
  • For the initial dirt release, it is best not to run non-dirt cars at the dirt tracks. This is for a couple of reasons. One, most of the non-dirt cars have slick tires, which do not work well at all on the dirt surface. Two, some of the cars are not yet updated to check for the new dirt track types and will fail to load at the dirt tracks. We’ll work to rectify the failure of cars to load, but it is not likely that you will be wanting to drive cars with slicks at a dirt track anytime soon. Dirt tires are significantly softer and have much more tread pattern than even a normal passenger car tire. So even cars with treaded tires (e.g. the Skip Barber car) do not work well on dirt. Finally, most of the dirt cars allow much lower tire pressures than the pavement cars, which additionally helps them to work. – – So if you would like to try dirt track oval racing, please try it in a dirt track car! The new Dirt Legends car and the Dirt Street Stock are available to all, as is USA Speedway, newly covered with dirt.
  • A brand new Pace Truck has been built and hired to manage all races at dirt ovals to create a more authentic safety vehicle experience at these tracks.
  • Due to the intense nature of the graphics needed for Dirt Racing, it is recommended that you keep “Render Dynamic Track Changes” enabled, and have your “Shader Quality” set to Medium or above, otherwise you will get a notification warning you about your experience.

Spotters

  • Fixed an issue that would have left your computerized spotter disabled if a teammate left the server while they had indicated that they were acting as your live spotter.

GT3

  • GT3 cars are now less sensitive to drafting – you will need to be closer to other cars to feel the effect.

Time Trials

  • Time Trial sessions will now use the same Time Of Day as is used in the other session types in a given series that uses Dynamic Weather, even though the rest of the Time Trial weather settings will be set to the iRacing default weather.

CARS:

Aston Martin DBR9 GT1

  • Updated tires to have a faster response to steering inputs and lower slip angles for peak grip. This should achieve a combination of good responsiveness and the ability to identify peak grip without taking away too much over-the-limit forgiveness.
  • Updated the LeMans aero package: a Rearward shift in the center of pressure that produces better balance in mid-to-high speed corners.

Audi R8 LMS GT3

  • GT3 BoP Adjustment: This car now has less aerodynamic understeer, and the rear wing is more effective at tuning both downforce and aerodynamic balance.

BMW Z4 GT3

  • GT3 BoP Adjustment: Increased engine torque by 1%.
  • GT3 BoP Adjustment: Re-tuned straight line speed to match performance from before the tire construction and compound changes.

Chevrolet Corvette C6.R GT1

  • Updated tires to have a faster response to steering inputs and lower slip angles for peak grip. This should achieve a combination of good responsiveness and the ability to identify peak grip without taking away too much over-the-limit forgiveness.
  • Updated the LeMans aero package: a Rearward shift in the center of pressure that produces better balance in mid-to-high speed corners.

Dirt Late Model

  • NEW CAR! – – As with their pavement racing counterparts (with which they share little beyond their generic name), Late Models are among the most sophisticated and popular classes of race cars on the dirt tracks of North America and Australia. “Classes” is the key term, as there is a category of dirt Late Models – Limited, Pro, and Super – for nearly every level of experience and budget. – – There are several classes of this vehicle available, all of which are included when purchasing this new vehicle.
  • The classes are: – – – Limited Dirt Late Model (350 C.I.D. engine) – – – Pro Dirt Late Model (358 C.I.D. engine) – – – Super Dirt Late Model (438 C.I.D. engine)

Dirt Legends Ford ’34 Coupe

  • NEW CAR! Free addition for all Members! – – Our original Legends car, geared up for the dirt tracks! – – This dirt version of the Legends car is included as part of the free Legends ’34 Ford Coupe package.

Dirt Sprint Car

  • NEW CAR! – – Nothing better epitomizes grassroots American racing than a Winged Sprint Car slinging dirt on one of the scores of 1/4, 3/8, 1/2, and mile dirt ovals dotting the countryside. The Sprint Car’s iconic roller skate shape hearkens to an era when the likes of Bill Vukovich, Jimmy Bryan, and Parnelli Jones scratched and clawed their ways from the short tracks of America to a front-row seat in the Indianapolis 500. More recently, Jeff Gordon, Tony Stewart, Kasey Kahne, and Kyle Larson have used Sprint Cars as a stepping stone to NASCAR even as the likes of Steve Kinser, Sammy Swindell, Donnie Schatz, Joey Saldana, Bryan Clauson, and Levi Jones have fashioned good (if hard-earned) livings racing World of Outlaws and United States Auto Club Sprint Cars three, four, and five nights a week while their counterparts compete in Canada and South Africa, Australia and New Zealand. – – There are several classes of this vehicle available, all of which are included when purchasing this new vehicle.
  • The classes are: – – – Dirt Sprint Car – 305 C.I.D. engine – – – Dirt Sprint Car – 360 C.I.D. engine – – – Dirt Sprint Car – 410 C.I.D. engine

Dirt Street Stock

  • NEW CAR! Free addition for all Members! – – Our original Street Stock, geared up for the dirt tracks! – – This dirt version of the Street Stock car is included as part of the free Street Stock package.

Ford Falcon FG V8

  • The drivetrain stiffnesses and damping values have been reverted to those used before the 2017 Season 2 Patch 1 release. This adjustment is aimed at reducing rear axle tramp.

Ford GT GT3

  • GT3 BoP Adjustment: Fuel consumption has been adjusted.

Holden Commodore VF V8

  • The drivetrain stiffnesses and damping values have been reverted to those used before the 2017 Season 2 Patch 1 release. This adjustment is aimed at reducing rear axle tramp.

HPD ARX-01c

  • Bug fix for Tech in the Garage: Ride heights are now displayed at the rear left and rear right corners instead of along the longitudinal centerline of the car. This ensures that if the car fails Tech because the rear left or rear right ride heights are illegal, it will be highlighted in the Garage screen. – – All iRacing HPD setups now pass Tech.

McLaren MP4-12C GT3

  • GT3 BoP Adjustment: Anti-roll bars are stiffer at both ends in an effort to make handling more benign.
  • GT3 BoP Adjustment: This car now has less aerodynamic understeer, and the rear wing is more effective at tuning both downforce and aerodynamic balance.
  • GT3 BoP Adjustment: Re-tuned straight line speed to match performance from before the tire construction and compound changes.

Mercedes-AMG GT3

  • GT3 BoP Adjustment: Re-tuned straight line speed to match performance from before the tire construction and compound changes.
  • GT3 BoP Adjustment: Fuel consumption has been adjusted.

NASCAR Camping World Chevrolet Silverado

  • NEW DIRT MODEL! Free addition for all Members who already own this vehicle! – – Our original Silverado truck, geared up for the dirt tracks! – – The dirt model of this vehicle will now be automatically used whenever paired with a dirt track. The dirt version of the Silverado is included in the Silverado truck package.

NASCAR Camping World Toyota Tundra

  • NEW DIRT MODEL! Free addition for all Members who already own this vehicle! – – Our original Tundra truck, geared up for the dirt tracks! – – The dirt model of this vehicle will now be automatically used whenever paired with a dirt track. The dirt version of the Tundra is included in the Tundra truck package.

NASCAR Monster Energy Cup Chevrolet SS

  • Updated aero, suspension, and garage setup range for the 2017 season.
  • Track-specific vehicle setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

  • Updated aero, suspension, and garage setup range for the 2017 season.
  • Track-specific vehicle setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

  • This vehicle has been updated with a brand new 3D model.
  • Updated aero, suspension, and garage setup range for the 2017 season.
  • Track-specific vehicle setups have been updated.

TRACKS:
Eldora Speedway

  • NEW TRACK! – – Both by geography and history, Eldora Speedway stands at the epicenter of dirt track racing. Situated in what was once an Ohio cornfield near the Indiana state line, the half-mile clay oval lies in the very heart of the Midwest’s roaring racing scene. And as host to some of the biggest events on the short track racing calendar annually – events that have attracted the top names in American racing for more than half a century – Eldora can rightly bill itself as ‘The World’s Greatest Dirt Track.’

USA International Speedway

  • A NEW DIRT CONFIGURATION HAS BEEN ADDED! Free addition for all Members! – – While the real USA International was a super quick, three-quarter-mile paved oval, thanks to iRacing’s talented artists and software engineers, iRacers (and only iRacers) can now race on a virtual dirt version of the Lakeland, FL track. With its long straights and tight but steeply banked turns, USA International requires both a strong engine and a finely-tuned chassis and poses a stern test of Sim racers’ ability to wheel their dirt cars around a lightning quick oval.

Volusia Speedway Park

  • NEW TRACK! – – Known as ‘The Fastest Half Mile in the World,’ Volusia Speedway Park is a favorite stop on both the World of Outlaws and Super DIRTcar Series calendars, as well as home to the Annual Powell Memorial for Late Models and The Iron Man 100 for V8 Thunderstocks.

Williams Grove Speedway

  • NEW TRACK! – – Hearkening back to an era when America’s dirt tracks were as much a part of county fairs and amusement parks as peanuts and cotton candy, Williams Grove Speedway is located in south central Pennsylvania adjacent to the amusement park established by the Williams family in the 1850s. It was not until the late 1930s, however, that Emmett Shelley convinced the owners of Williams Grove Park to build a speedway across the street, a half-mile dirt track that has since become inextricably woven into the DNA of American racing.

iracing sprint

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
Tuesday, 06 October 2015 21:07

IRacing:Iracing Adds To Base Package

 

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IRacing will be updating its base package to include five more cars and an additional three tracks. The new cars will be the 2011 Indycar Dallara, 2012 V8 Supercar Ford Falcon, 2013 NASCAR Truck Series Chevrolet Silverado, 2013 NASCAR Sprint Cup Chevrolet Impala COT and 2011 NASCAR Nationwide Chevrolet Impala. These cars will be joined by the following three circuits – Concord Speedway, the 2007 version of Daytona International Speedway with both road and oval courses and the 2008 version of Phoenix International Raceway, again featuring both road and oval courses which brings the total number so cars in the base content up to 12 with 13 tracks giving a total of 28 different track configurations. The base content pack now looks like this:

Cars:

JR Motorsports Street Stock
Legends Ford ’34 Coupe
Cadillac CTS-V
Mazda MX-5 Roadster
Mazda MX-5 Cup
Pontiac Solstice
Ford Spec Racer
2011 Indycar Dallara
2012 V8 Supercar Ford Falcon
2013 NASCAR Truck Series Chevrolet Silverado
2013 NASCAR Sprint Cup Chevrolet Impala COT
2011 NASCAR Nationwide Chevrolet Impala

Tracks:

Charlotte Motor Speedway
Mazda RaceWay Laguna Seca
Lanier National Speedway
Lime Rock Park
Okayama International Circuit
Oxford Plains
South Boston
Summit Point Motorsports Park
Thompson Speedway
USA International Speedway
Concord Speedway
Daytona International Speedway 2007
Phoenix International Raceway 2008

Published in Sim Racing News

ISI has released build 1008 and the SCRS Champions Series Stock car pack for rFactor 2. Its been one of rFactor 2’s most highly anticipated updates since ISI announced they were working on bringing stock cars to the sim just over a year ago. That’s not the only good news for rFactor 2 this weekend though because not only have ISI released this new build and the SCRS content but they have also updated the Mountain Peak Speedway to v1.2, released a conversion of rFactor’s Jacksonville Superspeedway and just released a new egg shaped oval track with third party partner 3PA called Brookdale Speedway. With the previously released Indianapolis Motor Speedway that’s four ovals to get stuck into right away with no doubt more to come.

The car, though always fundamentally the same, is tailored to several circuits types. Our stock cars also feature three main brake packages (which are selected automatically on ISI tracks).

Short Track
Similar to other speedway configurations, the brakes tend to be larger, tyres a bit softer. This refers to tracks under 1.0 mile and no inner lines are run. Pressures are also generally much lower and the loads tend to be much lower. Downforce levels are similar to normal speedways, though.

Speedway
Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks under 2 miles).

Speedway II
Similar to speedway, but has reduced downforce as a testbed for 2016 regulations.

Speedway III
Setup to provide maximum left cornering potential, the car will pull left in a straight line. Inner liners are required in the tyres, which add unsprung mass. (Intended for use at tracks over 2 miles).

Roadcourse
The main differences are that it has a symmertical setup, but is otherwise similar to Short Track and Speedway configurations. The ratios are less restrictive as you can run whatever 3rd gear ratio you want. The radiator is opened up and brake cooling is essential.

Plate Tracks
These are tracks which are full throttle all the time (under normal circumstances). The power is reduced, and the overall downforce and drag much lower. The cars also tend to be setup to absolutely minimise drag, usually achieved by lowering the rear. The brakes are also much smaller.

Downloads:

Lite installer – 322 MB

Demo installer – 1.1 GB

SCRS Champions Series Content – 282 MB

NSCRS15 rFM Rules – 3.22 MB

Mountain Peak Speedway v1.2 – 238 MB

Jacksonville Superspeedway  v1.02 – 147 MB

Brookdale Speedway v1.0 – 368 MB

Build 1008 Changelog:

STOCK CARS:
————-
In order to take full advantage of the stock car features, it is recommended that users do the following:
1) Enable the StockCarRules.dll and KnockoutQualifying.dll plugins. In single-player, this can be done in the UI Settings. For dedicated servers, operators will have to open the CustomPluginVariables.JSON file (in the UserData\player directory) and set ” Enabled” to 1 for both of these plugins.
2) Download and install the “National Stock Car Racing 2015” mod. This contains many rules settings geared towards stock car racing.

FEATURES:
————-
Added a couple pieces of info to the internals plugins: approximate tire radius, and the pitstop lap distance.
Added FrontToeOffset and RearToeOffset garage settings which supplement FrontToeIn and RearToeIn.
Added a tiny bit of configurability to the new ‘Low Speed Info’ message box. PLR file value “LSI Top” lets you set its vertical position or disable it altogether.
Implemented the ability for rules plugins to control whether each vehicle is currently allowed to pit.
Added code to get stock car style gauges to work. will take a number of materials (defined in cockpitinfo.ini file parameter “STOCKCARGAUGE”), and turn them on or off depending on how close the player’s speed is to the pitlane speed.
Added .tbc variable “RoadGrooveSqrdGripEffect” so AIs will experience the same grip curve vs. groove as the human driver does.
Attempt to get AI drivers to be more flexible in their line following when trying to draft on superspeedways. (humans don’t necessarily follow the recorded driving lines) Can be disabled by setting playerfile option “AI Logic Override” to 2.
Added a gizmo to the UI in order to turn plugins on and off. In the future, you’ll also be able to edit custom plugin variables here.

MULTIPLAYER:
————-
There exists a new multiplayer.json variable “Plugin Heartbeat Rate” which can be turned off or set to different update rates. In addition, the plugin will be signaled that this is a heartbeat update by setting ScoringInfoV01::mGamePhase to a new value of 9 meaning “paused”.

FIXES:
————-
Fixed slow car cycling
Fix for missing update cmps
Fix a problem with admin commands /pitby*
Fixed mod mode camera editor crash on camera selection by disabling camera naming in the release mod mode.
Fixed some problems where vehicles were moved or re-initialized at unexpected times.

MODDING / PUBLIC DEV:
————-
Fixed bug with updates not showing in game UI select list.
Fixed bug when creating vmod with updated components.
Added ability to normalize collision corridors in the AIW editor (show collision corridors, select waypoints, then select normalize corridors).
Added # of waypoints selected to the AIW waypoint selection menu header.
Raised line drawning to be 0.1 meters above the track.

Stock Car rules:

Lucky Dog
No Lucky Dog to Driver who causes the caution
Speeding penalty during caution EOLL
Speeding penalty during green Drive Thru
Entering Closed pits EOLL penalty
Green White Checker finish
In-Car Track Bar Adjustment
Frozen Field when caution comes out

Partialy Working Stock Car Rules:

Double File Restarts – Leader Chooses which lane he starts
Double File Restarts – Proper line up order of Lead Lap, Lap down, Lucky Dog, Penalty Cars and Wave Arounds – Need feedback from Stock Car Leagues
Double File Restarts – Wave Around Cars – Do not get penalized yet for pitting before green flag is thrown
Qualifying Rules – 3 Round format works
Qualifying Rules – Forcing the use of 1 set of tires for all 3 rounds not working

Rules not implemented Yet:

Commitment cone violation for entering the pits
AI still race back to line when caution is thrown
All car(s) must maintain their respective track position for the restart, until they cross the start/finish line.
Blending rule when re-entering the track during green flag conditions
No passing under double yellow line at Superspeedways

Known issues (A.I.):

We need to give the A.I. another look, as improvements in one area can often affect another. The A.I. are quite dynamic and will adjust their line according to grip levels. At Jacksonville, this tends to see them running high up against the wall. With an upcoming update to the core, we would like to try to keep them from scraping the wall as often as they do right now on the ovals.

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

RFactor 2:Estoril 2.0 Released

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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.

game 0278 012863

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

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Changes at simbin-Plus New FTP Title

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

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

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

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

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

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

Final Update: 26/6/2012

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

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

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

game 0278 014146

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

RaceRoom: Racing Experience

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

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

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

Key Features

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

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

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

System Requirements

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

Recommended:

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