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Duke
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Re: iRacing Chat

Post by Duke »

And the fanboi club goes wild while many other shout, "it's about time". Image

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Re: iRacing Chat

Post by Sarsippius »

Hylas and I had a great result yesterday in the 6hr race, top split out of four :second:

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Re: iRacing Chat

Post by Duke »

I'm not surprised. :cool:

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Re: iRacing Chat

Post by norbs »

Duke wrote:I'm not surprised. :cool:


LOL. Dont get excited there Duke. They are also using RF2 and Forza 6. So all the best sims. :D

Edit. Apparently their is talk of more sims too. What odds SMS get their finger in there?
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Re: iRacing Chat

Post by Duke »

I know that norbs & I wasn't getting excited, it's why I said "I'm not surprised" as it made sense to use iRacing for the F1 part of the competition.
After all it was McLaren themselves who partnered with iRacing to scan & include their F1 car.
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Re: iRacing Chat

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Re: iRacing Chat

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Re: RE: Re: iRacing Chat

Post by Duke »

DarrenM wrote:After doing a race with irFFB last night I'm not so sure on it. Maybe it's just that I'm not used to it but the car just didn't feel right. Also had a spin when it felt like the FFB turned off for about 10 seconds so it may have glitched out for some reason.
I'm interested to know if you're still using irFFB Darren?
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Re: iRacing Chat

Post by DarrenM »

Nah, I did a practice session with it after that race and had another moment where it felt weird so I dropped it. It's a nice idea, but I don't want any uncertainty about what the car is going to feel like when I go into a corner.
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Re: iRacing Chat

Post by Sarsippius »

Release Notes for 2017 Season 4 [2017.09.05.01]

This season release features a wide array of new content including a pair of cars, a pair of tracks, and a hearty dose of updates all around.

Some highlights include:
• Dirt U.M.P. Modified
• Ferrari 488 GT3
• Lanier National Speedway (Dirt config)
• Snetterton Circuit
• Race Sessions can now include up to six different vehicles
• Fixed a significant Dynamic Track update issue occuring after Lone Qualifying
• Dirt Track Initialization v2.0
• Improvements to the event-based audio system
• An update to the New iRacing UI Preview and Time Attack

Full 2017 Season 4 Release details are below.

Have fun out on the track!



CHANGE LOG:

Updater

- The iRacing updater will no longer ask if you want to create a desktop shortcut if it already exists.


Race Sessions

- Race Sessions can now use up to six different vehicles in the same event.


Garage

- Bar end displacement has been adjusted for some cars in the Garage UI.


Dynamic Track

- The visuals for marbles have been improved.

- Fixed an issue whereby a Lone Qualifying session would trigger an error that made some parts of the track on a client unable to send all updates to the server in any sessions which followed, such as an attached race.


Rendering

- The number of fixed cubemaps rendered per frame has been reset to 0.
- - All tracks now have at least one fixed cubemap so the rendering cost per frame will be high. Be sure your system can handle this option.

- The option, "forceCrowdVisible" has been added to the [Graphics] section of the "app.ini" file.
- - forceCrowdVisible = 0 (Default iRacing.com crowd behavior)
- - forceCrowdVisible = 1 (The grandstands are always full, regardless of event type)


Camera

- Fixed a bug that accidentally allowed the track camera option "Limited Acquire" to be toggled on for on-car and driving cameras.


Audio

- New Rumble Strip tire sounds have been created for saw tooth, ramped slabbed, and fine tooth curbs for all vehicles.

- A new sound event script system has been implemented that allows for more customization of sounds. This is the new base for all event driven sounds in the SIM, and will allow us to add in environmental sounds in the future, including linking sounds directly to animations.

- Re-tuned engine and transmission sound parameters for drivetrain loads for all cars. This gives a more dynamic sound with throttle changes as you modulate the delivery of power. Even slight throttle movements will yield more informative sonic responses.

- Tuned the rumblestrip and grass rolling volumes for quieter vehicles. Tire surface sounds have also been adjusted and are likely a little on the loud side. This is to cater for users with speaker combinations and those soundcards that play them quiet. Reduce the tire volume slider to taste. The cars affected include the following:
- - Ford Falcon FG V8
- - Ford Mustang FR500S
- - Formula Renault 2.0
- - Global Mazda MX-5 Cup
- - Holden Commodore VF V8
- - HPD ARX-01c
- - Kia Optima
- - Legends Ford '34 Coupe
- - Legends Ford '34 Coupe Dirt
- - Lotus 49
- - Lotus 79
- - Mazda MX-5 Cup circa 2015
- - Mazda MX-5 Roadster circa 2015
- - McLaren MP4-12C GT3
- - Pontiac Solstice
- - Pro Mazda
- - Ruf RT 12R
- - Ruf RT 12R Track
- - SCCA Spec Racer Ford
- - Skip Barber Formula 2000
- - V8 Supercar Ford Falcon circa 2012
- - VW Jetta TDI Cup

- Fixed a bug in the particle sounds and visor dirt sounds that could cause them to be too quiet for some cars.


Pace Car

- The pace car's line for entering and exiting its pit stall has been improved.


Dirt

- Dirt Track Initialization v2.0
- - The creation of initial track state for dirt ovals has fundamentally changed. We now initialize dirt tracks using data gathered from sessions, rather than an algorithm that simulates track activity. This takes advantage of feedback we have received: our dirt tracks progress realistically when run in by drivers turning laps. Variance is achieved by using multiple starting states and wear histories, created by different sets of drivers and cars, to generate the final track state. This means that even for the same initial usage value, the resulting track may not always be the same!
- - In addition, the default starting usage percentage for dirt oval sessions is now adjusted based on the types of cars in the sessions. Essentially, cars that would normally run earlier at a race weekend and/or are aimed at beginners or rookie drivers will see tackier tracks on average. As drivers move up in car class, they are also considered to be racing later in the event and will typically experience a more worn-out track. Overall, the tracks for race sessions for the upper-end Dirt Sprint Cars and Dirt Late Models will be noticeably slicker than before, but rookies running the Street Stock will still have mostly tacky conditions.

- Fixed an issue where some dirt areas along walls could look patchy.


Replay

- Several small replay processing and playback enhancements to increase the accuracy of the dynamic track in a replay.

- When playing a replay, the play speed will remain unchanged when playing a frame where the player steps into the car, or is the start of a new session. Previously this would trigger an event that would drop the replay out of fast-forward and into regular play speed.


Paint Kit

- Four new sponsors have been added.


Chat

- Fixed a bug that caused the right-click menu to not work on small chat window.


Virtual Reality

- Fixed an issue causing a white flash when transitioning out of a session.


Telemetry

- New irsdk variable "CarLeftRight" that outputs a irsdk_CarLeftRight enum indicating if a car is on your left or right. This can be used to replicate our high/low spotter calls.

- New irsdk Session String parameter WeekendInfo:TrackDirection: that indicates if the track is a left or right (or neutral) handed track. Use this to detect that you are at a reversed oval so you can properly call high when the car is on your left rather than right side.

- Fixed the output of car setup to telemetry to not strip numbers from the key names.


New iRacing UI Preview

- UI Scale: You can scale the entire UI up to 200%.

- You are now able to "Star" cars, tracks, Series, and Time Attack Competitions.

- Cart: You can add cars and tracks to a new shopping cart located in the top right corner. Clicking "continue" lets you check out at the Classic Membersite.

- A host of Series Racing upgrades, including:
- - Sessions have been cleaned up and split into tabs: Race, Qualify, Open Practice, Time Trial.
- - Open Practice sessions now show the server location and country flag.
- - Time Trials will allow you to join the single next available time trial.
- - New "Trending" label appears based on the total racers participating in a series.
- - New "Hot" label appears when a session has at least 10 registered drivers.

- Time Attack now includes both Fixed Setup and Adjustable Setup competitions.

- When you try to Register for a Series with multiple cars or classes without first selecting a car, the UI should force you to download the content first.
- - This should mostly eliminate the "Error 23" that has been showing up.



CARS:

Aston Martin DBR9 GT1

- Season setups have been updated.


Audi R8 LMS GT3

- Fixed an issue with opponent car weight distribution.


BMW Z4 GT3

- Fixed an issue with the side mirrors disappearing.

- Fixed an issue with opponent car weight distribution.

- Fixed an issue with skid sounds.


Dallara DW12

- Season setups have been updated.


Dirt Late Model

- (ALL) - Improved left-rear shock compression click adjustment behavior.

- (ALL) - Season setups have been updated.


Dirt Sprint Car

- (ALL) - For fixed setups, the top wing fore/aft location is now adjustable.

- (ALL) - Season setups have been updated.


Dirt Sprint Car Non-Winged

- (ALL) - Season setups have been updated.


Dirt Street Stock

- Season setups have been updated.


Dirt U.M.P. Modified

- NEW CAR!
- - The Dirt U.M.P. Modified has been added to the iRacing.com garage of vehicles!
- - The UMP Modified cars are specifically built for dirt oval racing. Featuring 750 horsepower these cars race all around the United States. Built to the United Midwestern Promoters (UMP) specifications these are some of the most popular dirt oval cars in the country. The car design is a unique hybrid – open wheel in the front, stock car in the back. Over 3,000 drivers are registered to compete in the UMP DIRTcar Racing open-wheel Modified class, which continues to grow with each passing season. The division's unique style, affordability, standardized rules and competitiveness make it a popular choice for veteran weekend warriors and young racers on the rise.


Ferrari 488 GT3

- NEW CAR!
- - The Ferrari 488 GT3 has been added to the iRacing.com garage of vehicles!
- - The Ferrari 488 GT3 race car is powered by a twin-turbo, 3.9L, V8 engine that produces over 550 horsepower. Raced in multiple series around the world including the IMSA Weathertech Series, Blancpain GT and Endurance, and Pirelli World Challenge. This classic mid-engine car from Ferrari is known for incredibly well balanced handling, superb brakes and raw power - nothing else sounds quite like a Ferrari V8 engine at full throttle.


Ford Falcon FG V8

- Improved backfire and ignition cut sound levels.


Ford GT

- Fixed an issue with opponent car weight distribution.


Ford GT - 2017

- Fixed an issue where the nose of the car would disappear when viewed in mirrors at certain distances.


Ford GT3

- Fixed an issue with opponent car weight distribution.


Formula Renault 2.0

- Tire warmers have been added in response to feedback from members that the car can be difficult to drive before the tires come up to temperature in cold ambient conditions.

- Season setups have been updated.


Global Mazda MX-5 Cup

- Improved asphalt scrub and skid sounds for tires.

- Improved engine, gear, and backfire sounds.


Holden Commodore VF V8

- Improved backfire and ignition cut sound levels.


HPD ARX-01c

- Fixed an issue where the right and left suspension cameras were inverted.


Kia Optima

- This vehicle has been updated to use PBR shaders.

- Improved engine and backfire sounds.


Lotus 49

- Correcting some of the vehicle data specifications, which means time judgements for penalties, cutting corners etc. could have previously been incorrect.


Lotus 79

- Improved asphalt scrub and skid sounds and for tires.


Mazda MX-5 Cup circa 2015

- Improved engine, gear, and backfire sounds.


Mazda MX-5 Roadster circa 2015

- Improved engine, gear, and backfire sounds.


McLaren MP4-12C GT3

- Fixed an issue with opponent car weight distribution.


Mercedes-AMG GT3

- Improved drivetrain and brake sounds.

- Fixed an issue with opponent car weight distribution.


Modified - SK

- Season setups have been updated.


NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.


NASCAR Camping World Toyota Tundra

- Season setups have been updated.


NASCAR K&N Pro Chevrolet Impala

- Rear gear options have been adjusted.

- Fixed an issue with some tachometer lights displaying incorrectly.

- Season setups have been updated.


NASCAR Monster Energy Cup Chevrolet SS

- Season setups have been updated.


NASCAR Monster Energy Cup Ford Fusion

- Season setups have been updated.


NASCAR Monster Energy Cup Toyota Camry

- Season setups have been updated.


NASCAR Nationwide Chevrolet Impala circa 2011

- Sharing setups between the NASCAR Nationwide Chevrolet Impala circa 2011 and the other B Class stockcars has been removed.

- Season setups have been updated.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Season setups have been updated.


NASCAR Whelen Tour Modified

- 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.


Nissan GTP ZXT

- Fixed a typo in the rear wing adjustment text.


Pontiac Solstice

- Improved engine sounds.


Pro Mazda

- Fixed some Level-of-Detail issues with this vehicle's tires.


Radical SR8

- Front dive planes are now fitted.

- Season setups have been updated.


Ruf RT 12R Track

- Season setups have been updated.


SCCA Spec Racer Ford

- Improved engine sounds.

- Season setups have been updated.


Silver Crown

- Season setups have been updated.


Super Late Model

- Season setups have been updated.


VW Jetta TDI Cup

- Improved engine sounds.



TRACKS:

Atlanta Motor Speedway

- Advertisements have been updated.


Auto Club Speedway

- Advertisements have been updated.


Bristol Motor Speedway

- Advertisements have been updated.

- Logos have been updated.


Charlotte Motor Speedway

- Advertisements have been updated.

- Logos have been updated.


Chicagoland Speedway

- Advertisements have been updated.


Circuit de Spa-Francorchamps

- The gain time checkpoint at the chicane has been adjusted.


Darlington Raceway

- Advertisements have been updated.

- Logos have been updated.


Eldora Speedway

- The dust color has been adjusted.


Lanier National Speedway

- NEW TRACK CONFIGURATION!
- - A new Dirt track configuration has been added to this track!
- - Although the iRacing version of Lanier has long been on asphalt, Lanier actually started out as a dirt track when it opened in 1982. In a throwback to those days, we have created a dirt configuration of this great 3/8-mile short oval.

- All major trackside objects have been visually upgraded for both the new Dirt configuration and the original asphalt configuration.

- Lanier National Speedway is an iRacing.com base content track, and this update is provided to all our Members without any additional cost.


Las Vegas Motor Speedway

- Logos have been updated.


New Smyrna Speedway

- Pit stall 1 and 2 have been adjusted.


Nürburgring

- The 1x penalty on the concrete/grass grid to the outside of T12 has been eased.


Phoenix International Raceway

- Advertisements have been updated.


Pocono Raceway

- Logos have been updated.


Snetterton Circuit

- NEW TRACK!
- - The Snetterton Circuit has been added to the digital landscape of iRacing.com!
- - Located in Norfolk, UK, Snetterton Circuit was first opened in 1951. Built on a former WWII RAF airfield, the original circuit was constructed on the old runways and taxi ways left but the track has undergone many renovations and upgrade with the most significant changes having been completed in 2011.
There are three configurations of Snetterton Circuit available in iRacing – the 300 Circuit, 200 Circuit and 100 Circuit. The 300 Circuit is the longest, 2.98 miles with 13 corners and hosts various international championships including British Formula 3, British GT and the British Touring Car Championship. Several of the corners on the track pay homage to famous drivers including Hamilton, Brundle and most recently, the Montreal hairpin was renamed Wilson in honor of the late IndyCar and F1 driver Justin Wilson. Circuit 200 is 2 miles in length and features eight corners while the Circuit 100 measures just under a mile at .95 miles with just six corners.
- - Snetterton Circuit includes the following track configurations:
- - - Snetterton Circuit 100
- - - Snetterton Circuit 200
- - - Snetterton Circuit 300


Sonoma Raceway

- Logos have been updated.


Talladega Superspeedway

- The pace car driver has been retrained on this track, and should no longer clip the tri-oval grass on pit entry, obey the pit road speed limit, and should no longer park sideways in the pit stall.

- Adjusted the level-of-detail distances for flags and fences to reduce visibility popping.

- Logos have been updated.


Texas Motor Speedway

- The pace car driver has received additional training on this track and should enter pit lane with a better line and park in a better location.

- Logos have been updated.


Watkins Glen International

- Logos have been updated.
Will be interested to hear the sound updates, this area has slowly but surely been improving since they brought Aussie Greg Hill on board.
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Re: iRacing Chat

Post by Duke »

Hmm!!!

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Re: iRacing Chat

Post by Duke »

Tony Gardner wrote:Just an update. Our Rally Cross project is still coming along nicely. It is looking like the initial launch will be two cars and three or four circuits. Not sure on the exact timing but it should be this year. Probably within about a month, we can give a better window for the release.

We also are making good progress on the much-requested feature, new license capability. For example, adding both a dirt oval and dirt road (rally cross) license including iRating & Safety Rating etc. It has taken a while as our whole system, database, license and skill structure was hard-coded for just road and oval licenses. However a good shot we will have the new licenses (dirt oval & dirt road) in our next season build.

We also are working on heat racing functionality for both official racing and hosted racing. Much more on this soon but this new functionality also has a good chance of rolling out this year. We are ideally rolling this capability out with Rally Cross racing for example. We would also set up some dirt oval and short track pavement series with this new functionality! (When the timing is right, for example at the start of a new season).

Although each series does things a little differently, heat racing generally would work very similar to the way it works in the real world and includes some nice functional flexibility. Heat racing, for those not familiar, is short races leading up to the main feature race (A-Main) or the consolation race (B-Main). In iRacing, the mini-tournament would all be part of a single session and the whole thing might last for example 45 minutes. For official racing, it would still be part of an overall series.

There also are much more really great projects in development obviously (more on those later) besides the LMP1 Cars we announced today but I thought I would update on rally cross and a couple projects that are related.
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Re: iRacing Chat

Post by Duke »

Dukester

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Re: iRacing Chat

Post by Sarsippius »

Looks pretty good, I think I saw a comment from Tony that it will come for that one Nascar series shown first, then to other series so it seems they will be tailored to cars and series and the different ways the stops are performed in the real world.
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Re: iRacing Chat

Post by durbster »

Do NASCARs really have multiple wheel nuts? I did not know that.
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Re: RE: Re: iRacing Chat

Post by Duke »

durbster wrote:Do NASCARs really have multiple wheel nuts? I did not know that.
Sure do, it's one of the traditions they have kept along with a manual jack & gravity feed fuel fills.
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Re: iRacing Chat

Post by Bails MacKenzie »

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Re: iRacing Chat

Post by Sarsippius »

What happens to those little caps that pop off, 20 of them rolling around each pit box seems a bit dangerous.
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Re: iRacing Chat

Post by pab »

They create great looking sparks as the car takes off, then become missiles that fire down pitlane. I gather it's one of the reasons why the crew wear full suits and helmets.

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Re: iRacing Chat

Post by Duke »

Ouch!!! I often wondered if anyone ever got hit with one, now I know.
Apparently wheel guns are one of the biggest development areas in NASCAR given how restrictive the rules around the cars are these days, most teams spend 10's of thousands of $'s on developing their own guns to make them as quick as possible.
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Re: iRacing Chat

Post by Sarsippius »

So they're the full lug nut, it looked like some plastic cap on the top that would pop off. That's pretty crazy that they just let them go firing down the pit lane.
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Re: iRacing Chat

Post by Duke »

Bedford, MA (October 16) – iRacing and Red Bull Global Rallycross today announced a partnership that will bring official Red Bull GRC racing to the premier online eSport racing game. Rallycross’s unique style of combined dirt and asphalt racing and tight, fender-to-fender racing will complement iRacing’s vast offering of motorsport formats including NASCAR, IndyCar, sportscars, dirt oval and more.

Expected to be available later this year, iRacing’s Red Bull GRC will debut with multiple cars and tracks as well as an exciting new race format – heat racing. Just as in the real world series, the heat format combines multiple short races where competitors battle to qualify for the final.

iRacing previously announced that the Volkswagen Beetle GRC car will be available in iRacing – free to all members. In addition to the VW, iRacing has also licensed and built the Ford Fiesta RS WRC racecar which will be available for purchase when Rallycross becomes available in the online racing service.

Initially there will be four GRC tracks with five separate configurations available to iRacing members – Daytona International Raceway (x2), Iowa Speedway, Gateway Motorsports Park and Lucas Oil Raceway. These purpose built tracks replicate the challenges Red Bull Rallycross drivers face – multiple track surfaces, jumps, hairpin turns and more. iRacing’s dynamic tracks surfaces change lap after lap, just like in the real world and the dirt surface model replicates the ever changing conditions of a rallycross track.

“This is a really exciting announcement for iRacing fans all around the world,” said Steve Myers, executive vice president and executive producer. “Being able to combine dirt and asphalt racing, plus the changing tracks conditions is something we have been working on for quite a while now and to see it come alive with Red Bull Global Rallycross is amazing.”

“We have been working with iRacing for some time now, collaborating to develop the tracks and working with drivers to ensure the cars perform just as they do in the real world,” said Chip Pankow, founder and COO, Red Bull Global Rallycross. “iRacing will be a great way for our fans to experience Red Bull Global Rallycross in way they have never before – getting on track and racing. I know our fans will love it!”

A number of top Red Bull Global Rallycross drivers are already iRacing members and have collaborated to help develop the project. Multi-time Supercar champion Scott Speed was an integral part of the development process, offering feedback to developers to help refine the simulation. Red Bull GRC drivers have competed in numerous top-tier iRacing events, including the iRacing.com World Championship Grand Prix Series and the iRacing Pro Race of Champions.

iRacing and Red Bull Global Rallycross also plan to make full use of the partnership and development tools iRacing has available. Designing, setting up and testing course configurations in iRacing will be a useful tool that will save both time and money for the series in the coming years.

iRacing plans to release Red Bull Global Rallycross later this year.
And finally Dirt specific licences will be coming too...
I am pleased to announce the work is nearly complete and in testing. Our plan is to release these new license types in the next season update for dirt oval and right out of the gate for rallycross in regard to the dirt road license. Keep in mind, with any development, there is always a chance new bugs are found by testers, that could delay our plans.

Here is our plan:
Dirt Oval:

If we had rolled out the new license type with dirt racing, we would have started everyone at the same rookie license class and with our starting standard rookie iRating. However, that is not the case so we are taking the following approach in which every member will fall into one of three categories A, B, or C:

A) We are going to grant the exact same dirt oval license class and safety rating at the time of the build as your pavement oval license class provided that you have raced in 25 official oval dirt races. Therefore if your pavement oval license class is B and you raced 25 official dirt oval races, you will receive a B dirt oval license and the equivalent safety rating. Go out on track and get your 25 official dirt oval races in before the season end/next build!!!

B) If you have raced in some official oval dirt races, but fewer than 25, your new dirt oval license will be scaled between the starting Rookie license and your current oval pavement license, according to the percentage of the 25 required races that you have run. This is done by computing your new oval dirt CPI as being scaled between the new-member CPI and your current oval pavement CPI, and then matching that CPI to a license and safety rating. For example, if you have an oval Class B 3.x license, but have only run in 2 oval dirt official races, you are likely to end up with an oval dirt license close to Rookie, whereas if you have run in 23 oval dirt official races, you are likely to end up with an oval dirt license close to your oval pavement Class B license.

C) If you have not raced in any oval dirt races you will be placed with a rookie license.

Everyone, regardless of any prior dirt racing, will start with our standard rookie iRating (skill rating). We are well aware that match-making, splits, etc. will take a bit of time to start working as intended. Although, it should be fun with everyone getting a fresh start.

Dirt Road:
We will roll the dirt license type out with Rally Cross from the start. Everyone will start at the same rookie license class and with the same rookie iRating.

We will likely have a rookie series and a D series to start. The rookie and D series will probably just be a little different. The rookie series will use all free content as per normal and the D series will use a combination of free and paid content again per usual. The two series will probably also have other minor differences besides content whether fixed or open, race distance perhaps, environment or race structure. Keep in mind, as I mentioned earlier we also are hoping to roll out heat racing in the next build which provides additional options for dirt oval and dirt road.
Dukester

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Duke
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Re: iRacing Chat

Post by Duke »

A very good video about all things Porsche 911 GT3 in iRacing as well as in real life & how they two cross-over.

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Re: iRacing Chat

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Duke wrote:
Looks like fun :)
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Re: iRacing Chat

Post by Duke »

December software update from Tony Gardner
As usual dozens of things are in development and production, a portion of which will be in the next quarterly update.

We are about three weeks away from the update. We will not be releasing Global Rally Cross prior to that to answer that question. However, the graphics, modeling, physics, cars, tracks, new functionality are in very good shape and ready to go. We are still tweaking away on numerous minor details in certain areas like race control, spotter commands, etc. We have done plenty of testing, and we have received great real-world driver feedback which we have incorporated. To cut to the chase, there is a strong likelihood GRC will be in the coming build. This initial rollout should feature three tracks with one of the tracks being an iRacing free track and having two circuits. All of the GRC tracks are circuits within other tracks, so if you already own those, there is nothing to buy in regard to tracks. We are releasing two different GRC cars initially, with one car being free. To answer another question, Yes, feel free to take an F1 car or any car off a GRC jump, I’m sure the suspension will be just fine.

We also are planning on releasing heat racing in the next update. The plan is to have some official series setup for heat racing including GRC, dirt ovals and short pavement ovals. We are also striving to have heat racing ready for use in hosted racing, but there is still some web development left to do so there is no guarantee on that for the build. It is the goal, however.

We also are planning to release the new dirt oval and dirt road license types. In regard to the Dirt Road license, everyone will be starting from scratch as rookies, for the new dirt oval license, we came up with a different convention that I explained in a forum post a while ago that member seemed to like.

We also plan on releasing a new dirt midget car and a new dirt track, Knoxville, however still some shining up going on for both.

There has been a physics update on the stock cars which testers are really liking.

The plan is to release pit crew animation for all the high-level stock cars. It looks great. I think about 10 cars off the top of my head. Could also be further hand-over-hand animation as well for additional cars in this update.

A variety of upgrades and improvements to the new UI.

Well, these are some of the bigger items that are strong candidates for this build but there are also dozens of smaller items and details which sometimes people like the best.

There is certainly much more in the works. No, we have not forgotten about road cars (numerous cars in various stages of production) or tracks, oval content, improvements to existing content, day-to-night transitions, new damage model, physic upgrades and tire improvements, sound improvements, new and improved graphics and several other significant developments not yet mentioned. All those things and much more are in full development. Many more quarterly updates to come.

Thanks for all your support!
Dukester

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