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Duke
Dukester Maldonado
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Re: iRacing Chat

Post by Duke »

Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
Dukester Maldonado
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Re: iRacing Chat

Post by Duke »

Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
Dukester Maldonado
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Re: iRacing Chat

Post by Duke »

Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
Dukester Maldonado
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Re: iRacing Chat

Post by Duke »

Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

This release features a host of new content, updates, features, and fixes for the iRacing experience. We hope you have fun out on the track of your choice!

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

Full 2018 Season 2 Release details are below.



CHANGE LOG:


iRacing BETA Interface

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

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

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

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

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

- The Time Attack Launch screen now features an "Overall" view.

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

- The Time Attack Results screen now features "Go to Beginning" and "Go to End" paging buttons.

- Improved support for scaling the iRacing BETA Interface.

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

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

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

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

- Fixed some text bugs.


Hosted Sessions

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


Custom Car Classes

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


Race Sessions

- An indicator denoting that a final Race event is Official (Ranked) or Unofficial (Unranked) has been restored to the Session screen and its Info page.


Dynamic Track

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


Dirt

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

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

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


Rallycross

- The starting area for Rallycross tracks is now well defined for Race Control.
- - The F3 Black Box now correctly sorts the cars on the starting grid.

- The F3 Black Box is now aware of the starting area and the Joker Lap area when computing the time delta, and displaying information.
- - Cars on the race path are always displayed as normal.
- - Cars on the starting area are always dimmed, like cars in pit lane.
- - Cars on the optional path(s) always have a cyan background color across their row.

- The gained time rule can now deal with the Joker Lap, and should correctly maintain and track your yield status regardless of what path combination you take.

- Race Lines have been adjusted on some Rallycross configurations to improve accuracy.

- Excessive post-race penalty time is now converted to post-race lap penalties.


Lone Qualifying

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


Driver Swap

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


Hybrid Engines

- Hybrid system can no longer be deployed while pit speed limiter is active.


Controls

- The Sim should now make better estimates for controller calibration when initially starting up the Simulation.

- Joystick calibration routine has been adjusted to reduce the likelihood of a noisy joystick axis getting detected.

- Improved the ability to map a multiple button press trigger to a single control response.
- - For Example: Button A = Action 1 -and- Button A + Button B = Action 2

- Support for mapping actions to buttons that are permanently held down (for example a position switch that simulates pressing and holding a button), has been added.
- - When mapping button controls, iRacing would normally watch for the "button release" event before mapping that input to the action. But in this case a user can hit "Enter" when mapping the control to accept the held-button (or switch position) in its current location.


Feedback

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


Spotter

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


Driver Animation

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


Animated Pit Crew

- The pit crew members' running routes have been adjusted slightly to minimize clipping through larger vehicles.

- The pit crew members with a war wagon should now appear correctly on loaded replays.

- Fixed an issue where the animated pit stop was not appearing correctly with team swaps.

- Fixed an issue where the level-of-detail distances for some pit crew members was causing them to lose their heads.

- Fixed an issue where the pit stop could break when driving in backwards.


Opponent Cars

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


Crowds

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


Rendering

- Fixed an issue where some tires were showing up as white-wall or chrome-wall.


Replay

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


Video Capture

- The video capture API has been updated.

- The file format, ".MP4" is now the default file format for the video capture system.


Telemetry

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


Peripherals

- Support has been added for LED rev lights on the new Thrustmaster TS-PC RACER Ferrari Challenge wheel.

- The Fanatec Light API version has been updated to 3.2.



CARS:

Audi R18

- NEW CAR!
- - The Audi R18 has been added to the iRacing virtual garage!
- - This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store.


Audi R8 LMS GT3

- The range of toe settings has been expanded so target toe values may be achieved over a larger range of camber settings.

- Driver seating position has been moved further back in the car.
- - This change also alters the driver viewpoint.


BMW Z4 GT3

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


Chevrolet Monte Carlo SS

- Season setups have been updated.


Dallara DW12

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

- This vehicle has been added to the garage of all users!
- - The Dallara DW12 is now considered part of the iRacing default content.

- Max Travel of dampers will now always remain positive.

- Honda logos have been removed from this vehicle.


Dallara IR18

- NEW CAR!
- - The Dallara IR18 has been added to the iRacing virtual garage!
- - This is the new IndyCar, and is now available for purchase in the iRacing Store.


Dirt Late Model

- (ALL) - Updated front bumpstop rate curves with more accurate data.

- (ALL) - Updated shock lengths and positions using more accurate data.

- (ALL) - Adjusted weight and inertia properties. Setups can now be more easily shared across all versions of the dirt late model.

- (ALL) - Trimmed nose valence and door skirts in the solid model to more typical lengths and adjusted collision elements accordingly.

- (ALL) - Adjusted collision elements in the nose and tail to allow closer racing per member suggestions and feedback.

- (ALL) - The driver's view position has been adjusted slightly.

- (Limited) - Improved cockpit engine sounds.

- (ALL) - Season setups have been updated.


Dirt Midget

- Two new iRacing paint schemes have been added to this vehicle.

- Garage fuel ranges have been updated to include three settings.
- - Lowest setting is for Qualification
- - Middle setting is for Heats and Consolation races
- - Highest setting is for Feature races.

- Season setups have been updated.


Dirt Sprint Car

- (ALL) - Last season's suspension update has been reverted.

- (ALL) - Nose wing angle is now adjustable in the garage.

- (ALL) - Garage fuel ranges have been updated to include three settings.
- - Lowest setting is for Qualification
- - Middle setting is for Heats and Consolation races
- - Highest setting is for Feature races.

- (ALL) - Adjusted the collision model of opponent cars.

- (ALL) - Season setups have been updated.


Dirt Sprint Car Non-Winged

- (ALL) - Removed the ability to make in-car cockpit adjustments to shocks.
- - 2018 USAC Rule Book 307-I: "Suspension adjustments by the driver from the cockpit will not be permitted."

- (ALL) - Garage fuel ranges have been updated to include three settings.
- - Lowest setting is for Qualification
- - Middle setting is for Heats and Consolation races
- - Highest setting is for Feature races.

- (ALL) - Season setups have been updated.


Dirt Street Stock

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


Dirt U.M.P. Modified

- Season setups have been updated.


Ford GT - 2017

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


Ford Mustang FR500S

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

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


Indycar Dallara circa 2011

- Honda logos have been removed from this vehicle.


McLaren MP4-30

- Hybrid control and deployment have been re-tooled. The existing deployment strategies have been replaced by a single strategy that is track-position aware. Deployment is completely cut when the car speed exceeds a fixed percent of the expected maximum speed on the current straightaway (end-of-straight or EOS speeds).
- - There are two user modes: Automatic and Manual Trim.
- - - In Automatic mode, the system calculates and applies an offset to the % EOS speed cut parameter that attempts to balance harvested and deployed electrical energy. Per the description, this mode requires no intervention from the driver - you simply get in and drive.
- - - In Manual mode, the user specifies a Trim via the MFH knob (1 to 14), in 2% increments from -12% to +14%. Setting 7 applies a 0% trim. -ve offsets cut deployment at lower speeds, resulting in net energy savings while +ve offsets result in deployment cuts at higher speeds, draining the battery. Note that the base %EOS speed cut parameter and expected EOS speeds are generated using ref-line calculations that have been modified to handle hybrid power units (ref-line calcs are used for the driving line display and race control functions like applying track-cutting time penalties in real-time).

- MGU-K power is now shown on the digital display.

- A Qualifying mode has been added for MGU-K deployment.

- Dynamic brake biasing and handling of MGU-K harvesting has been updated.
- - The car is now much more stable at brake release, even with very aggressive re-gen setting.

- The cure-based degradation and wear-based degradation of the tires has been increased.
- - Please evaluate this change over the 7-10 days after release, and please provide us with feedback. If necessary, we will adjust this again before the start of the F1 WCS.


Mercedes-AMG GT3

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


Modified - SK

- Season setups have been updated.


NASCAR Camping World Chevrolet Silverado

- Contingency decals have been updated for the 2018 season.


NASCAR Camping World Toyota Tundra

- Contingency decals have been updated for the 2018 season.


NASCAR K&N Pro Chevrolet Impala

- Season setups have been updated.


NASCAR Monster Energy Cup Chevrolet SS

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


NASCAR Monster Energy Cup Ford Fusion

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


NASCAR Monster Energy Cup Toyota Camry

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


NASCAR Whelen Tour Modified

- Season setups have been updated.


NASCAR XFINITY Chevrolet Camaro

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


NASCAR XFINITY Ford Mustang

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


NASCAR XFINITY Toyota Camry

- Contingency decals have been updated for the 2018 season.

- Season setups have been updated.


Porsche 911 GT3 Cup Car (991)

- Anti-roll bar stiffness has been increased.

- Drivetrain stiffness has been increased.


Porsche 919 Hybrid

- NEW CAR!
- - The Porsche 919 Hybrid has been added to the iRacing virtual garage!
- - This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store.


Sprint Car

- Season setups have been updated.


V8 Supercar Ford Falcon circa 2012

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



TRACKS:

Atlanta Motor Speedway

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


Circuit des 24 Heures du Mans

- Adjusted the audio system for the jet flyover.


The Dirt Track at Charlotte

- NEW TRACK!
- - The Dirt Track at Charlotte has been added to the digital landscape of iRacing!
- - This dirt oval track is now available for purchase in the iRacing Store.
- - - This is a stand-alone track; this is not a new configuration for Charlotte Motor Speedway.


Limaland Motorsports Park

- NEW TRACK!
- - The Limaland Motorsports Park has been added to the digital landscape of iRacing!
- - This dirt oval track is now available for purchase in the iRacing Store.


Pocono Raceway

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

- Ownership of this track will be automatically granted to users who already owned the previous version, Pocono Raceway - 2011.


Pocono Raceway - 2011

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

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


Richmond Raceway

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


Sonoma Raceway

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


USA International Speedway

- (Dirt) - Fixed a surface type bug on the back stretch of the track.
Dave Kaemmer has also posted an update on the V7 tyre model but it's very long and detailed

http://members.iracing.com/jforum/posts ... 96425.page
If you’ve made it to here, congratulations, you now know a lot more about the V7 tire model that will be making an appearance on a few cars (we hope) next season (June, that is)!

TLDR:

With V7 the variation in laptimes from cold to hot temperatures is much better, there is no longer a “Golden Out Lap” syndrome, and the grip loss with temperature and feel over the limit has been improved. Plus a whole lot of other good stuff!
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plastik8
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Joined: Sat Jan 14, 2006 1:10 pm
Location: Adelaide

Re: iRacing Chat

Post by plastik8 »

Does anyone use Kapps overlay? I love it, but it seems to cause bad screen tearing for me, even with v-sync on.

Anyone have same issue? no issue? If no issue, do you run v-sync, unlimited fps or limited fps? Single screen or multi? iRacing in Full screen?

Cheers!


Update: There's a setting in regards to Win 10 + hardware acc. that you can disable - seems to have done the job. :yes:
Image[url=steam://friends/add/76561197971333750]Image[/url]
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Duke
Dukester Maldonado
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Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

Re: iRacing Chat

Post by Duke »

iRacing.com has released Season 2 Update 2 for their Online Racing Service. This relatively small build mainly consists of fixes and improvements which should further improve the user experience and smoother running of the racing simulation.

S2 Build 2 Changelog
Championship Points

When determining whether championship points are to be awarded in the Qualify, Heat, or Consolation portions of a Heat Racing event, consult whether the Feature race has enough competitors to meet the series’ minimum starters requirement for the overall event to be official, and thus eligible for points, instead of whether each of those individual sessions within the event had enough competitors to meet that requirement. This change avoids the odd situation where, for example, in a series with a 6-car minimum, Heat 1 might score championship points because it has 6 competitors, while Heat 2 might fail to score championship points because it has only 5 competitors.

Dynamic Track
The area of influence for aerodynamics picking up track dust has been widened, but less dust gathered in this way will be returned to the track than previously.
Updated the method used to calculate the water content below the track surface to better account for the influence of built-up dirt on top of the prepared surface. The result is that water is lost more readily as cars disturb the built-up dirt.

Hybrid Power Units
Hybrid deployment schemes now update end-of-straight speeds to reflect how quickly your car is going. In addition, the system is now capable of marking end-of-straights even when the brakes aren’t applied, which was an issue for turn 1 at Phillip Island, with the MP4-30 in particular.

Paint Shop
Leo Bodnar and Simsteering logos have been updated.

Camera
Fixed an issue where the helmet and visors for the drivers of some vehicles were disappearing at close viewing distances or angles. The vehicles affected include:
– – Chevrolet Monte Carlo SS
– – Ford Mustang FR500S
– – Kia Optima
– – Lotus 79
– – Mazda MX-5 Cup circa 2015
– – Mazda MX-5 Roadster circa 2015
– – Modified – SK
– – NASCAR Nationwide Chevrolet Impala circa 2011
– – NASCAR Sprint Cup Chevrolet Impala COT circa 2013
– – NASCAR Truck Series Chevrolet Silverado circa 2013
– – Radical SR8
– – Riley MkXX Daytona Prototype
– – SCCA Spec Racer Ford
– – Silver Crown
– – Sprint Car
– – Super Late Model
– – Williams-Toyota FW31

Video Capture
The latest version of the D3DGear API has been added. This fixes a conflict with Oculus Rift headsets.

Controls
A new switch has been added to the “app.ini” file in the [Force Feedback] section:

– – calibUsingRawData=0 1 = Use the older raw parameters to detect input during calibration.
– – – This may help in the rare case that a wheel is installed with a bad driver and the device can not be detected.

Telemetry
A new switch has been added to the “app.ini” file in the [Misc] section:
– – irsdkAutoLogDisk=0 1 = Force disk-based telemetry logging set to “ON” every time you enter your car. (WARNING: Setting this is bound to fill up your hard drive, make sure you have lots of room (Telemetry can eat a few hundred megabytes per hour)!)

Cars:
Audi Quattro GTO
Fixed an issue where this vehicle could appear to float after taking damage.

Dallara IR18
Oval tire wear rate has been reduced slightly and altered oval tire compound very slightly.
Fixed an issue with FWEP and FW angles in the garage that impacted the balance/efficiency display. This means you are no longer required to press “Apply” for the correct reading to display.
Sidepod collision model has been adjusted to more clearly show damage from side impacts.
A tiny adjustment has been made to the drafting system for this vehicle.
Additional downforce options have been added for Auto Club Speedway.
Season setups have been updated.

Dirt Late Model
ALL) – Adjusted opponent cars to remove tire sinkage in backpatched replays.

Dirt Midget
Tire carcass stiffness has been increased slightly.
Season setups have been updated.

Dirt Sprint Car
(ALL) – Maximum brake torque has been reduced slightly.

Dirt Sprint Car – Non-Winged
(ALL) – Maximum brake torque has been reduced slightly.

Dirt U.M.P. Modified
Season setups have been updated to account for increased tire carcass stiffness.

Tracks:
Eldora Speedway
Chain-link fences along the edge of the track should now allow dirt particles to pass through them.

The Dirt Track at Charlotte
The track has been updated to have more water on the inside line.

Limaland Motorsports Park
The track has been updated to have more water and prepared dirt on the inside line.
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
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Duke
Dukester Maldonado
Dukester Maldonado
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Re: iRacing Chat

Post by Duke »

iRacing once again went into maintenance mode today in order to allow another new build update to deploy. Developed mainly to support the season 2 schedule of events, S2 Patch 3 still contains a few useful changes to the wider simulation itself, with several handy fixes released around some of the more complex motor management functions in relation to hybrid technology, some more visual improvements to the game UI and a few annoying bug removals around replay modes the more noticeable features of the latest change log document.

Season 2 Patch 3 Release Notes:
Website

Fixed the inability to Register for a Hosted Team Session if at least one multi-car class was being used.
Fixed an issue with Team Registration for Hosted Sessions where occasionally the car selection for another session would be displayed.
Fixed an issue where some old Hosted Session Results were not being displayed.

iRacing BETA Interface
Fixed an issue with the Results Page.

Hybrid Power Units
Fixed a minor issue with the end-of-straight speed live-updater regarding the Start/Finish Line.

Clutch
The clutch control indicator bar is now split into two, to show how the clutch is being operated by the driver vs the computer aids and assists. This is purely a display change, there is no actual change in how the clutch operates internally.
- - The normal, thicker, dark blue bar exclusively shows the player's clutch control input.
- - Any assisted clutch operations by the various aids such as the anti-stall or automatic shifting now appears as a thinner light blue bar.
- - - This allows the driver to see what their own clutch level is at while the anti-stall aid is fully in effect on a starting grid.​
The new clutch values and the handbrake value have been added to the Replay interface, so you can see these controls being used while watching a replay.
A clutch heat model has been implemented and enabled only on the McLaren MP4-30.

Audio
During Replays, looping sounds should now play with the correct volume and start and end at the appropriate time.

Paint Kit
Two new car sponsors have been added: Racespot and V8SOnline.
- The Trading Paints logo has been updated.​

Replay
Fixed an issue with opponent cars having the wrong ride height and orientation during Replays. This was most noticeable with dirt cars, and they may have appeared to tilt or hop occasionally.

CARS:
Dirt Late Model
(ALL) – Increased tire carcass stiffness slightly.
(ALL) – Season setups have been updated.

McLaren MP4-30
A second clutch control is now available for mapping on the McLaren MP4-30, just like the real car actually had. The Simulation takes the highest clutch value from both controls and uses that to operate the clutch. This is intended for starting. For instance: while idling on the start grid, press your clutch pedal to your desired starting clutch slip position (using the newly updated clutch indicator bars), then press the second clutch all the way in (maybe mapped to a button), then engaged 1st and rev for the start, then release the second clutch and the clutch will drop to your pre-set clutch pedal position allowing you to hopefully make a more controlled launch.
The McLaren MP4-30 also now has a clutch heat model where overheating the clutch will cause it to lose grip capacity and start slipping until it cools down. For example, you can do two high slip 1st gear launches in a row before heat soaking, or one high slip 2nd gear launch before heat soak, but trying to do a 3rd gear or above high slip launch will not be a happy experience, as the clutch will heat soak mid-launch.

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 Truck Series Chevrolet Silverado circa 2013
Season setups have been updated.

Pontiac Solstice
Fixed an issue where the helmet and visor for drivers of this car were disappearing when viewed from close-up angles.

Pro Mazda
Fixed an issue where the helmet and visor for drivers of this car were disappearing when viewed from close-up angles.

TRACKS:
Iowa Speedway
(Rallycross) - Fixed an issue with incorrectly placed pit stalls.

Williams Grove Speedway
Fixed an issue where vehicles on Pit Road were collidable.
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Re: iRacing Chat

Post by Duke »

Could this be a precursor to them finally finishing Long Beach!!! :p
The iRacing development team is working hard on the Belle Isle Street Circuit, which is their second attempt to bring a full-blown street course to the iRacing Online racing service.
Located on Belle Isle in Detroit, Michigan, this temporary street circuit winds through Belle Isle Park and has 14 corners at 2.360 miles / 3.798 km in length.

Out of all American street courses, Belle Isle had the most potential to end up on iRacing due to the lack of buildings and complex objects around the track.
Currently, the development of the Belle Isle Street Circuit is well underway and is scheduled to be released in June.
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Re: iRacing Chat

Post by DarrenM »

It's a little bumpy :)

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Re: iRacing Chat

Post by KNAPPO »

In the day and age of super stable on-board cameras (compared to the early 90's F1 over the shoulder cam) I freakin love the Indycar helmet cam for illustrating how violent these cars must be to drive.
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Re: iRacing Chat

Post by Duke »

KNAPPO wrote:In the day and age of super stable on-board cameras (compared to the early 90's F1 over the shoulder cam) I freakin love the Indycar helmet cam for illustrating how violent these cars must be to drive.
Yep & add the fact they don't have power steering & their road races go longer than an F1 race, they are pretty mental!!!
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Re: iRacing Chat

Post by Sarsippius »

A bit of an update on the day/night transitions.
Tony Gardner wrote:We have been able to move the sun for years but that is not the quality we are looking for and you would not be happy with just that as a customer base. The project is moving right along and it looks great. The track temperature will be changing and impacted by the moving sun, moving clouds and shadows, etc. We do still expect a 2018 release but it will not be in this June build and we never planned on it making this build.

Right now we are working on the moving clouds casting the right shadows, hopefully, that works out well. There are all different types of shadows to give that realistic look. In fact, one of the things we are generally working on also is additional shadows. A big impression spoiler can be shadows, although most people could not tell you why, they would just say something does not look right or fake. All the little details are important and they take time. A lot of work that is also being done now on this particular project is the optimization of the graphics, to make sure no loss in frame rates etc. No sense doing any of it, if the frame rate quality suffers in a meaningful way.

The sunsets and sunrises look spectacular. We were just looking at the sun rising at Belle Ise on a partly cloudy day, it looked really cool with the sun impacted by shadows reflecting off the glass buildings.
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Re: iRacing Chat

Post by Duke »

Not a very inspiring video & not to the quality we have seen from iRacing of late.

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Re: iRacing Chat

Post by Duke »

Yeah baby, the GTE garage expands.

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Re: iRacing Chat

Post by Sarsippius »

Nice, I think many would have been expecting it but I think it's a bit better strategy they have now to announce things when they're almost done rather than get people excited for things that end up falling through. I'd assume a Porsche GT3 will be on the cards at some point as well.
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Re: iRacing Chat

Post by Duke »

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Re: iRacing Chat

Post by Sarsippius »

Some info being shared on the forums prior to the update coming tonight, apparently no NTM v7 though.
Tony Gardner wrote:The new damage model/system will not be in this build. (Nor was it ever planned to be.) However, we do plan on doing a fairly in-depth video about the model in the coming weeks after this build.

One thing to note, we can't role it out just partially. It will replace the old model completely for every car. Point being that the model itself was a very big project, a true R&D project, but the art department and vehicle dynamics engineers also need to do some work for every car.

It will be worth the effort. Thanks for your patience.
Greg Hill wrote:One of the improvements we're most excited about with this upcoming June release, is a significant overhaul of our shadow system. Many more things in the sim now receive shadows and the end result is a much more lifelike environment. Check out the below animations to see the before and after. You'll be surprised by what you haven't been seeing all this time.

*****Updated with comments from our lead graphics engineer*****
Shawn Nash wrote:The difference is nearly all GPU side. The creation of the shadow maps is nearly identical to previous versions (a slightly different surface format is all, it uses a little more GPU memory). But, the shadow maps themselves contain the same shadows in them as before, the change is that more objects are capable of receiving them now. This means that the pixel shaders do a little more work for all of those objects that are receiving them, but not much more.

The extra receiving code on trackside objects is disabled by default on lower performance hardware, and may be manually disabled (for the most part), via an rendererDX11.ini setting (or forced on) if necessary.
Click the attached gif to see a comparison of the change, it's quite dramatic, I like my shadows and thankfully it sounds like there will be little to no performance impact :)


Also a video showing the beta UI and new custom heat racing

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Re: iRacing Chat

Post by Sarsippius »

This release features a host of new content, updates, features, and fixes for the iRacing experience. We hope you have fun out on the track of your choice!

Some highlights include:
• Porsche 911 RSR
• Subaru WRX STI
• Detroit Grand Prix at Belle Isle
• Pit Exit Line
• Custom Heat Racing
• Dynamic Track Updates
• Bloom Lighting Effects
• Self-Shadowing


Full 2018 Season 3 Release details are below.



CHANGE LOG:


New Download Option

- We have setup a new Content Delivery Network (CDN) option for users to use when downloading updates. For this build we have randomly assigned 10% of users (per country) who have logged in over the last month to use the new CDN.
- - If you would like to test this out, you can manually opt-in by selecting this option in the "My Account" section of the Membersite with the following steps:
- - - Log in to the Membersite.
- - - Select "My Account" from the Account menu.
- - - Choose CloudFront in the drop down next to Choose A Content Delivery Network in the Preferences section.
- - - Click Save.

- If you encounter any issues while updating, and restarting the Updater does not resolve the issue, you can switch back to what you are presently using by following the steps above and selecting "Default", "International", or "North America".
- - Currently, all three options point to the same provider.

- Please report any issues encountered, particularly speed related, in the following thread:
- - http://members.iracing.com/jforum/posts ... 06870.page


iRacing BETA Interface

- GENERAL:
- - Improved consistency of listing cars for sessions so that all events will display vehicle lists the same way.
- - Stability enhancements have been made to the Paint Kit pages.
- - Fixed some bugs where registering for a Session could inadvertently put you in the wrong car class.
- - Fixed an issue where the Nürburgring Combined track was not showing up in some content lists.

- MY PROFILE:
- -Spotter settings can now be managed though the "Profile & Licenses" upper-left section of the iRacing BETA Interface.

- HOSTED:
- - You may now create Hosted Sessions using pre-defined car classes! Use the "Enable Car Classes" option when creating a Hosted Session.
- - When creating a Hosted Session, some user-friendly reminders will now be displayed if your account funds are a bit low.
- - You may no longer schedule a Hosted Session in the future if you do not have the funds for it at time of scheduling.
- - Stability enhancements have been made to the Host a Race process.
- - Fixed an issue where metric and imperial weights were not being displayed correctly when toggled in Hosted Races.

- TIME ATTACK:
- - Enhanced the Time Attack Results content to make finding your specific position easier, relative to others.
- - Performance enhancements have been made to the Time Attack section of the interface.

- OTHER:
- - Terms and Conditions of using the site can now be viewed in the "Help" section of the main sidebar menu.
- - Fixed some issues with word pluralization.


Membership

- When signing up for a new membership, users should no longer be prompted for their phone number or birthday.


Connection Quality

- The communications meters section of the Frame Rate display (the L/Q/S meters) include the Skew in simulation-time between the simulation and the race server (by default, you press the F key to toggle this display on/off while on the Replay screen, or while in the car). While it is not unusual for the S meter to flicker a little, when it becomes large, and particularly when it grows then resets repeatedly, this is a bad condition. All the other cars on track will disappear for you, and your car will disappear for everyone else.
- - This particular behavior is almost always because your computer is not able to keep up with all the calculations required to stay in sync with the race server. There is an additional meter that can be added to that display that would help identify this condition - the CPU meter (labeled C). You can cause this C meter (along with two graphics-related meters labeled R and G) to be displayed by editing your My Documents\iRacing\app.ini file, and changing the "CPUMeter=0" setting to the value 1.
- - To help identify this situation, without needing to hand-edit a configuration file, the simulation will now automatically show the CPU meter when this condition arises, and also blink the C (CPU) and S (Skew) labels for the meters. A few seconds after the condition clears, the C and S labels will stop blinking, and if the CPU meter was automatically added to the display, it will be removed.
- - If this condition is indicated to you, the simplest way to reduce the amount of work the simulation needs to do is to go to the in-sim Option/Graphics page, and in the left column reduce the "Max Cars" setting. By how much will depend on your computer. The minimum allowed value is 10. This setting tells the race server the maximum number of opponent cars for which it should send you their position information. By sending your computer the position information for a smaller number of cars, the simulation will not have to move them around, store them into the replay, generate sounds for them, etc., thus reducing the load. Contact support@iracing.com via email for additional suggestions to help reduce the simulation's computational load on your computer.


Race Control

- Measurements are now better defined to support pit exit penalty checks.
- - Pit exit policy is that a car must keep all tires inside of the apron's painted line to avoid getting pit exit penalties.


Dynamic Track

- The reported track temperature will now be dynamically updated throughout a session.


Driving Aids

- A new driving aid has been added: Pit Exit Line.
- - This driving aid is enabled by default, and appears similar to Driving Line. The aid will show the line to drive to exit a pit lane if that pit lane has a specific exit that must be followed in order to avoid an unsafe merge black flag. The line for Pit Exit Line appears on the track in blue, and it only appears when you are in a pit lane, or exiting a pit lane. It will disappear once you've cleared the merge point.
- - Pit Exit Line will only appear for Oval track configurations. This feature will be added for road courses next season.


Custom Heat Racing

- Custom Heat formats are now available in the “Create A Race” screen though the iRacing BETA Interface.
- - This feature allows you to control and manage every session of the event, including Practice, Qualifying, Heats, Consolations, and of course, the Feature Race!
- - You can now create a custom heat configuration either from scratch, or by using an existing iRacing configuration as a base format.
- - A visual breakdown of the sessions and how they progress is displayed for the user to easily see total entrants in each session as well as the number of entrants advancing to the Feature Race.
- - Formats can also be previewed on the “Set Race Options” screen by hitting “Preview Format” Custom formats will be saved to the user’s account and will be available for use in Hosted Sessions the user creates.

- There are currently a few known issues (that we are working on fixing presently) with this brand new feature that we would like to make everyone aware of:
- - Currently, the Track Usage state does NOT carryover between each Session. The Track Usage state will reset at the start of each Session type.
- - When creating a Custom Heat Race, you must enter a Description in order to save the Custom Heat Race.
- - Please let us know what you think of this brand new feature, and if some aspect could be improved in this forum thread: http://members.iracing.com/jforum/posts ... 07027.page


Time Attack & Time Trial

- For Time Attack or Time Trial events, the car will now start much closer to the end of a lap, to make for a much quicker start to the first timed lap. This is only if the track configuration makes sense for this to happen.


Dirt

- When dirt is thrown, some water loss will now occur as it flies through the air, making the dirt drier where it lands.

- Water will now evaporate a bit quicker from a surface covered in loose dirt.


Visual Effects

- Adjustments have been made to skid parameters to make them more accurate based on the surface type, and the parameters of the surface type, such as wetness.

- Updated grass particle effects for skids.

- A new off-track grass particle effect has been added.

- Updated the appearance of smoke puffs.


Tire Marks

- Tire-specific tire marks will now be created by tires on soft surfaces, instead of all tires generating an identical tire mark. This includes details like tread pattern and tire width.
- - Tire marks will adjust their appearance based on surface factors, such as the water content, material of the surface, and time of day.


Bloom

- Bloom is now available as a graphics option for iRacing!
- - Bloom is a feathered lighting effect that can be seen around the edges of bright lights to make them appear more realistic in the simulation.
- - Bloom may be enabled and disabled via a Graphics Option switch.
- - When enabled, you will see bloom effects for all light sources, including vehicle headlights, taillights, track caution lights, and track lighting.


Shadows

- Track walls and track-side objects (TSOs) can now self-shadow, and cast shadows on other walls and TSOs.
- - This new setting, "AllowTSOSelfShadows" has been added to the [Graphics Options] section of the "rendererDX11.ini" file, which may be used to enable or disable the new self-shadowing of some TSOs when shadow mapping is also properly enabled. By default it is enabled automatically after the first launch of the SIM if the shader level is set to "High" and the video memory slider is set to "1500MB" or greater, but this may be edited manually. When enabled, this setting will cause the Simulator to use a little extra video memory and may reduce the frame rate slightly in some spots.


Trees

- Many trees throughout the landscape of iRacing will now sway in the wind.
- - The amount and direction of this movement is driven by the wind speed and direction.

- Tree sway will be disabled when using "Medium" shader quality or lower.


Audio

- Fixed an issue that could cause vehicle scrape sounds to transfer from one car to another.


Pit Crew

- The pit crew will no longer be visible for non-driver teammates.


Paint Kit

- Two new sponsors have been added to the Paint Kit.


Telemetry

- A pair of new settings have been added to the "app.ini" file under the [Misc] section that provide the ability to permanently turn telemetry off while in the Simulation.
- - irsdkEnableMem=0 This disables memory-based telemetry, and will disable the Logitech ARX telemetry tool.
- - irsdkEnableDisk=0 This disables disk-based telemetry.

- New variables have been added to Telemetry, including:
- - ManualBoost - Hybrid manual boost state.
- - ManualNoBoost - Hybrid manual no boost state.
- - PlayerCarTowTime - Players car is being towed if time is greater than zero.
- - - This variable has replaced "PlayerCarIsTowing" from a previous change.
- - dcMGUKDeployOptSpeed - In car MGU-K optimized deployment speed adjustment.
- - dcFuelCutPosition - In car adv end straight fuel cut.
- - dcHeadlightFlash - In car headlight flash control active.

- A new variable, "PlayerCarIsTowing" has been added to the iRacing API. This variable indicates true if your car is currently being towed.


Peripherals

- The latest Fanatec API has been added to support wheel displays.

- ForceFeedback effects will now stop resetting at Sim startup to work around incompatibility with Vive Pro devices. If you have a DD wheel and start having issues with a crash in pid.dll then try re-enabling this option in the "app.ini" file under the [Force Feedback] category: forceResetBeforeStartup=1


Easy AntiCheat

- An updated version of the EasyAntiCheat SDK has been incorporated.



CARS:


BMW Z4 GT3

- Minor adjustments to damage parameters and brakes.


Chevrolet Monte Carlo SS]

- Fixed an issue where shift lights were not working properly.

- This vehicle has been fully converted to use PBR shaders.


Dallara IR18

- Airflow has been increased with qualifying radiator blanking.

- Fixed an issue where shift lights were not working properly.

- Fixed an issue with flaps on opponent cars at Iowa Speedway.


Dirt Late Model

- (ALL) - Contingency decals have been updated for the 2018 season.


Dirt Sprint Car

- (ALL) - Contingency decals have been updated for the 2018 season.


Ferrari 488 GTE

- 2018 Season 3 BoP adjustments: Aero adjustments.

- Headlight color has been changed from yellow to clear to meet 2018 regulations.


Ford GT - 2017

- 2018 Season 3 BoP adjustments: Aero adjustments.

- Headlight color has been changed from yellow to clear to meet 2018 regulations.


Ford Mustang FR500S

- Adjusted the bump map texture for this vehicle.


Formula Renault 2.0

- Minor adjustments to damage parameters and brakes.


Global Mazda MX-5 Cup

- The digital display for this vehicle is no longer backlit during day races.

- Windshield reflections have been adjusted.

- Improved tire and engine sounds.


Indycar Dallara circa 2011

- The nose cone and front wings are now a single piece when detached.

- Season setups have been updated.


Legends Ford '34 Coupe

- Season setups have been updated.


Mazda MX-5

- (ALL) - Improved tire and engine sounds.


McLaren MP4-30

- Fixed an issue with the display of the shift lamps.


Modified - SK

- This car's vehicle dynamics specs have been updated.
- - Changes include: adjustments to suspension, and adjustments to mass positions and front spring range.

- Camber limits have been added.

- Suspension cameras adjusted.

- This vehicle has been fully converted to use PBR shaders.

- This vehicle's wheels can now change color when using the Paint Kit.

- Slowed pit crew tire changes down.

- Season setups have been updated.


NASCAR Camping World Chevrolet Silverado

- Low camber gain suspension geometry.


NASCAR Camping World Toyota Tundra

- Low camber gain suspension geometry.


NASCAR K&N Pro Chevrolet Impala

- Weight has been reduced to match the latest rules.


NASCAR Monster Energy Cup Chevrolet SS

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


NASCAR Monster Energy Cup Ford Fusion

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


NASCAR Monster Energy Cup Toyota Camry

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


NASCAR Truck Series Chevrolet Silverado circa 2013

- Low camber gain suspension geometry.


NASCAR Whelen Tour Modified

- This car's vehicle dynamics specs have been updated.
- - Changes include: adjustments to suspension, and adjustments to mass positions and front spring range.

- Camber limits have been added.

- Fixed an issue where pit crew tire changes were happening too quickly.

- Season setups have been updated.


NASCAR XFINITY Chevrolet Camaro

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


NASCAR XFINITY Ford Mustang

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


NASCAR XFINITY Toyota Camry

- Low camber gain suspension geometry.

- Aerodynamics have been updated.

- ARB sliders have been added.

- Season setups have been updated.


Porsche 911 RSR

- NEW CAR!
- - The Porsche 911 RSR is now available for purchase with this release!
- - - The first mid-engine Porsche 911 is the RSR and it features a 4.0 liter, normally aspirated engine that produces 510 hp. Purpose built for racing, the car is raced worldwide in the LM-GTE category in series including IMSA, WEC and Le Mans. The 911 RSR is Porsche through and through. With its aggressive styling cues and familiar silhouette, the flat-six engine literally screams at you when you accelerate out of corners. Weighing in at a mere 1,243 kg (2,740 lbs), the RSR is a well-balanced race car with massive brakes for unrivaled stopping power and a newly designed 6-speed sequential gearbox that allows for lightning changes up and down through the gears.
- - For more information and to purchase: http://members.iracing.com/membersite/m ... ?carid=102


Pro Mazda

- Mirror portals have been adjusted so they no longer clip into the body of the car.


Radical SR8

- FREE CAR!
- - This vehicle is now FREE to own and download for all iRacing members!

- Brake bias is now adjustable on this vehicle for Fixed Setup events.

- Season setups have been updated.


Silver Crown

- This vehicle has been fully converted to use PBR shaders.


Street Stock

- This car's vehicle dynamics specs have been updated.
- - Changes include: heights and mass updates.


Subaru WRX STI

- NEW CAR!
- - The Subaru WRX STI is now available for purchase with this release!
- - Subaru, a name synonymous with rally and rallycross. Enter the Subaru STI Supercar - a purpose built rallycross car designed to go head-to-head with the likes of the VW Beetle and Ford Focus rallycross cars. Designed and constructed by Vermont SportsCar, the Subaru STI packs 585 hp under its hood and applies the power to the road via an all-wheel-drive system. A sequential gearbox makes shifting a breeze as you man-handle the car through the corners, over the jumps and deal with the ever changing track surfaces of dirt and asphalt.
- - For more information and to purchase: http://members.iracing.com/membersite/m ... ?carid=101


Super Late Model

- This car's vehicle dynamics specs have been updated.
- - Changes include: mass values and positions, collision strengths, vehicle geometry, spring and bumpstop packages, and tire compound.

- Tire psi has been increased slightly.

- Camber limits have been added.


VW Beetle GRC

- Improvements to dashboard and wheel knob.
- - Start RPM and mode are now displayed at the bottom of the dashboard during launch. This will not display until the car is in gear, and then disappears as the car gets moving. The Launch Mode rotary dial on left side of steering wheel now functional.


VW Jetta TDI Cup

- This vehicle has been fully converted to use PBR shaders.



TRACKS:

Atlanta Motor Speedway

- Additional starting grid locations have been added to the following track configurations:
- - Legends Oval
- - Oval
- - Road Course

- Adjusted some particle effect colors to better match this track.


Autodromo Internazionale Enzo e Dino Ferrari

- Adjusted some particle effect colors to better match this track.

- Fixed a missing tire wall end-cap near a chicane.


Autodromo Nazionale Monza

- (Grand Prix) - Camera mic gain levels have been adjusted.


Auto Club Speedway

- Adjusted the Pit Exit Line Aid at the following configurations:
- - Oval
- - Competition


The Bullring

- Additional starting grid locations have been added.


Charlotte Motor Speedway

- Additional starting grid locations have been added to the following track configurations:
- - Road Course
- - Infield Road Course
- - Legends Oval
- - Oval


Chicagoland Speedway

- A new merge checkpoint has been added to this track.

- Wall ads have been updated.


Detroit Grand Prix at Belle Isle

- NEW TRACK!
- - Detroit Grand Prix at Belle Isle is now available for purchase with this release!
- - The temporary street circuit, located on the Detroit River, Belle Isle has hosted a multitude of auto races since first opening in 1992. Currently hosting the Verizon IndyCar Series and IMSA Weathertech Sportscar Championship among others, the 2.35 mile, 13-turn circuit is located on a picturesque island minutes from downtown Detroit. The digital replica of the track will highlight the beautiful landscape as well as several signature features, most notably the fountain near turns 9 and 10, the Detroit skyline and views into Canada. The racing surface is very unique and features smooth concrete, worn/polished concrete, new and old asphalt. The multiple surface types will challenge drivers as they discover where they can push hard and where they will need to be cautious.
- - For more information and to purchase: http://members.iracing.com/membersite/m ... ?trkid=319


The Dirt Track at Charlotte

- Fixed a texture issue with the water towers at this track.


Donington Park Racing Circuit

- Fixed a bump located at the Turn 11 run-off area.

- A pit exit merge checkpoint has been added.


Iowa Speedway

- (Legends) - Additional starting grid locations have been added to this track configuration.

- Fixed intersecting pit walls.


ISM Raceway

- The track formerly known as Phoenix International Raceway has been updated and renamed ISM Raceway.
- - All track logos and signs have been updated to reflect this change.


Langley Speedway

- Additional starting grid locations have been added.


Mount Panorama Circuit

- Fixed a missing wall end-cap in Turn 9.


Nürburgring Grand-Prix-Strecke

- Fixed an issue where a cement barrier and cone blocking a curb appeared and disappeared very quickly.


Silverstone Circuit - 2011

- (ALL) - The first pit stall has been adjusted so that the driver no longer needs to drive through the pace car when exiting the pit stall.


Snetterton Circuit

- Adjusted some particle effect colors to better match this track.


Sonoma Raceway

- Sonoma Raceway - Long - Fixed an issue where the final corner of this track configuration could be cut without penalty.


South Boston Speedway

- Additional starting grid locations have been added.


Southern National Motorsports Park

- Additional starting grid locations have been added.


Talladega Superspeedway

- Fixed a bug with the appearance of a tunnel on the terrain.


Thompson Speedway Motorsports Park

- Additional starting grid locations have been added.


Volusia Speedway Park

- Fixed a floating cone near the entrance to pit road.
Edit: This looks pretty awesome :eyepop:

nutty
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Re: iRacing Chat

Post by nutty »

Thats sweet! Tempted to do a big go this season, ive been in and out of love with iRacing of late, cant really find a car that I want to do track after track, it was the F 2.0, but ive found the late afternoon sessions in Australia are getting smaller.
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Re: iRacing Chat

Post by Sarsippius »

Yeah it can be hard to find something with good participation in our timezone, it's a shame that the FR3.5 has never eventuated as that would have been a nice step up from the FR2.0.

I'm thinking I might give the Radical a try, if ever that's going to get some decent participation it will be next season now that it's free and using fixed setups. I race Saturday mornings to tie in with the yanks racing on Friday evenings and will see how that goes for a few weeks. I think I've wanted to race the Radical since I first joined nearly 10 years ago but there's just never been any participation.
nutty
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Re: iRacing Chat

Post by nutty »

Yeah there really is a big gap with open wheelers.

The Skip gets ok participation due to being low class, but its slow and full of rookies, the F2.0/Mazda are both fun, but can split participation week to week and the McLaren is just too much work to compete with the aliens.
Liked mention the FR3.5 or GP2/F2 would be a great fit, give it Class B and you should have good racing.
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Re: iRacing Chat

Post by Sarsippius »

A hotfix for the new build.
This deployment focuses on fixing some specific issues with the 2018 Season 3 Release.



CHANGE LOG:

iRacing BETA Interface

- When creating a Hosted Event through the iRacing BETA Interface, you can now specify a Starting Track Usage for different Sessions within the event, including Heat Racing, to customize your experience. You may also select to have the Track State carryover from one Session to the next.


Rallycross

- Fixed an issue where Rallycross trusses were invisible on lower graphics settings.


Visual Effects

- Adjusted the lighting on grass particles and improved the performance.

- Adjusted dust effects.

- Fixed an issue where trees would not appear at some tracks.


Shadows

- The graphics option, "Object Self Shadowing", has been added to the in-Sim Options screen.
- - This option will enable/disable the extra self-shadowing on Track-Side Objects (TSOs).

- Improved shadow performance slightly.

- Fixed an issue where tunnels could cast shadows above them, onto the overlying track surface, with certain graphics settings.



CARS:

Dallara IR18

- Season setups have been updated.


Dirt Street Stock

- Fixed an issue where duplicate switches could be seen on the control console in the cockpit.


Ferrari 488 GTE

- LED light strips have been added back onto the mirrors for this vehicle.


Indycar Dallara circa 2011

- Fixed an issue where this vehicle was using the incorrect wheel models.


Ruf RT 12R

- The brakelight texture has been adjusted to reduce the bloom effect.

- Fixed an issue where opponent cars could appear to float above the track surface.


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

- 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 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.


Porsche 911 RSR

- Fuel cell capacity is now correctly set to 106 liters.

- Fuel consumption rate has been increased to account for the proper setting of the fuel cell size in the Garage.

- Adjusted headlight flashing.


Super Late Model

- Season setups have been updated.



TRACKS:

Detroit Grand Prix at Belle Isle

- Various environment texture improvements.

- Reduced graphics rendering strain in some areas, and adjusted object LODs to increase performance.


Homestead Miami Speedway

- Adjusted the pit lane exit slightly.


Indianapolis Motor Speedway

- Adjusted the pit lane exit slightly.


Las Vegas Motor Speedway

- (Oval) - Fixed an issue where a driver could get a black flag when exiting pit road.


Lime Rock Park

- Adjusted several environment objects to better utilize the new shadow system.


Michigan International Speedway - 2014

- Adjusted some merge-line checkpoints to alleviate unwarranted black flags.


Pocono Raceway

- Adjusted the pit lane exit slightly.


Pocono Raceway - 2011

- Adjusted the pit lane exit slightly.


Texas Motor Speedway

- (Oval) - Fixed an issue where a driver could get a black flag when exiting pit road.
Sarsippius
Posts: 4336
Joined: Tue Jan 11, 2005 1:13 pm
Location: Darwin

Re: iRacing Chat

Post by Sarsippius »

This is an interesting blog post regarding the updated damage/collision model, it sounds like there's still a ways to go on it all but it looks like it will be very comprehensive.

https://www.iracing.com/road-new-damage/
Sarsippius
Posts: 4336
Joined: Tue Jan 11, 2005 1:13 pm
Location: Darwin

Re: iRacing Chat

Post by Sarsippius »

A bit of an update on the day/night transitions, unfortunately still a ways off yet.
http://members.iracing.com/jforum/posts ... e#11137028
Tony Gardner wrote:Hi Folks

I believe we told Racespot our goal was to have the time of day project completed for Le Mans. That is/was our goal as we started the year with the progress we had already made. Everyone needs a goal and that was realistic. However, we ended up pulling key engineers off the project a little more than planned over the last six months to fix bugs and to aid in other projects in their areas of expertise to keep those projects moving along as well. Also, in typical iRacing fashion, we ended up expanding our scope of the project which in the long run is a good thing for members. Therefore we are not going to reach the goal of releasing for Le Mans. We will not make the September build either. The good news is we are still confident it will be a 2018 release, we are getting to the final stages of the project. We will still run the race as scheduled and I'm sure when we roll out day to night we will schedule another race to give it a go. Nobody wants these projects released more than us including the engineers and others who have toiled on them for many months or years in some cases. We appreciate the patience and apologize for not having the feature sooner.

We certainly have a number of significant projects that are in advanced stages of completion which we are very excited about and a number of new projects starting up as well.
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