iRacing Chat

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Sarsippius
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Re: iRacing Chat

Post by Sarsippius »



I'm at work so haven't been able to watch properly yet but it does look good.
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DarrenM
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Re: iRacing Chat

Post by DarrenM »

Part of our month long celebration of ten years of iRacing will include four special throwback series – each featuring original cars and tracks.

August 7th-13th “10 Years of the Solstice”
August 14th-20th “10 Years of the Legends Car”
August 21st-27th “10 Years of the Skippy”
August 28th-September 3rd “10 Years of the Late Model”

We have some fun prizes up for grabs in these series as well. Anyone who competes in at least one race in each of the four throwback series will be eligible for a random drawing for a prize of 10,000 iRacing credits (one winner). We will also be randomly selecting 10 drivers each week, who compete in at least one throwback race, to receive 100 iRacing credits each (40 winners).

Also, as previously announced, we are going to give all active members on August 26, 2018 5-iRacing credits. These will be deposited in your iRacing accounts automatically on August 27, 2018.

Finally, everyone who competes in at least one throwback race each week will earn the 10-Year Throwback Series Participant Award – a once in a lifetime award that will never be able to be earned again!
Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

Yeah I read on the forum they'll be ~15min races with fixed setups. I think I'll try and run a few races each week, I ran all of these cars in the very beginning so it'll be good to give them all another go.
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Re: iRacing Chat

Post by Sarsippius »

Mostly oval stuff for the next build but there's some new road stuff in the works, the new open wheeler will be interesting, have they finally gotten team access to a Renault 3.5??
Tony Gardner wrote:Content likely making the next build(September):

A complete new version of Michigan International Speedway built from a new scan. We will handle it the exact same way we handled Pocono earlier this year:

o All customers who license the existing MIS at the time of the build will be granted it for free. The new MIS will be called Michigan International Speedway (same name as the existing old MIS)
o We will move the old MIS to a free track and I’m sure will start using it in the Unofficial Series like the Carb Cup and Pickup Truck Challenge. Every customer, regardless of current "ownership", will be granted the old track for free. The Old MIS will be renamed Michigan International Speedway Circa 2014

A new built from the ground up (art and production wise) Chevy Camaro Cup Car. It will be called, NASCAR Monster Energy Cup Chevrolet Camaro. It will replace the existing NASCAR Monster Energy Cup Chevrolet SS in official Series.

o The new NASCAR Monster Energy Cup Chevrolet Camaro will sell for the usual $11.95. However, all customers who purchased the aforementioned SS in the last two years will be granted the new Camaro license for free.

o The aforementioned SS, will turn into a free car and will be granted to every customer, regardless of current "ownership".

To answer some questions many will have, yes we will be striving to get the new Toyota and Ford Cup cars as well when they come out as fast as we possibly can. However, for those that do not know, keep in mind we do have to go through the licensing process for every new car with the manufacturers which always takes time (and money), acquire the data, get physical access to the car for various production purposes and then finally build the car. That is the process we went through for the Camaro.

The two other pieces of content that will very likely be in this build will be Kokomo Speedway (an oval Dirt Track), which will be on sale as a new track for $11.95 and a new RX Circuit as part of Atlanta Speedway. As per usual, anyone that licenses Atlanta Speedway will get the RX track for free.

If none of this suits you taste in this particular quarterly update, I hope you will be happy to hear we have a bevy of additional content in various stages of production. We frankly don’t like talking about what is yet to come as things can change in a hurry for various reasons but we also appreciate many customers are interested.

To touch on a few things, a new road track is in full production and striving for a December release. Additionally, the next “old” track we will be working on is a new version of Silverstone. That is a big track so there is no chance it will release in 2018. However, we just made another trip to England to get the latest Silverstone data so the track will literally be from July 2018 and we are jumping right on it.

New sports cars and open wheelers are in production. I think people will be smiling. Also, not that we want to throw salt in the wound, but we do have a plan for a new touring car that is taking shape. I just wanted you to know we have not forgotten about that, is a priority and in the plans. I mentioned the NASCAR cars above along with plans to update other tracks in the future. Additional Dirt tracks are in the works as well as RX tracks. There are also many other content projects taking shape.

Good racing!
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thornz
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Re: iRacing Chat

Post by thornz »

A single seater to bridge the gap is what I have been wanting so badly. Preferably without DRS and ERS and all that carry on.
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Re: iRacing Chat

Post by nutty »

Yep was discussion a page or two ago about it.. Just need something in the middle of F2.0/Mazda and F1.. Bored of the F2.0 and the F1 is full of aliens and too long a races
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Re: iRacing Chat

Post by Duke »

New Silverstone, finally!!!

Well not at least till 2019. Sure...
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Re: iRacing Chat

Post by Duke »

Such a cool story.

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Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

Another bit of an info dump from Tony
Tony Gardner wrote:Yesterday I did a forum post about the content coming in the next build and an overall brief update on content.

Here is an update on some significant features we have mentioned in the past that we are working on.

Damage: We just did a blog and a video about it. It is an all or nothing feature, and we highly doubt we will swap out our existing damage model for the new model in 2018. We are making great progress as you hopefully saw but still some things to do and then a whole lot of testing when we are talking about 80+ cars, car combinations and hundreds of circuits. That testing I’m sure will result in many rounds of tweaking, etc.

AI: Making really good progress on the AI itself and the related UI. We will start with both a one-off race option and the ability to build a whole season including loading rosters. We are excited about it but still work to do on both the AI and the UI. In fact, we plan on making the AI available in our booth at the sim expo in Germany for people to try. It is already very fun and quite good. More about that soon. It is one of those things we could probably keep working on forever; there is so much to it. I’m not sure when we are going to roll it out, but we are talking about months not years. We certainly want it to be very good and not rush it out. We are not sure if in our initial roll-out we will limit it to certain cars or not. That will be evaluated as we get closer. However right now working on everything at once.

Day to Night: The graphics engineers are on the home stretch of the project. We just finished up the cloud shadows for the dynamic track today which was one of the last challenges graphically. Now they are starting on hooking up to the current weather from the sim weather generator. (They also still want to take one more pass at improving the quality of the clouds and sky.) This puts us in position the for the final stages of involving more team members, for example for web, database, setting up sessions and saving the info in the DB, and getting it to the sim and then it all goes to testing. I know the engineers are still targeting December for release and they think a fighting chance to reach that goal, but it will be tight.

HDR (High Dynamic Rendering): This project is mainly done and the plan is to roll out with Day to Night. (The Sky etc. should be in HDR) The two projects need one last evaluation together however as we get in the final stages of day to night.

New Sound Engine (XAudio): We have not talked much about this recently, but we have been working hard on it, and we are fairly confident it will make the December build.

Tire Model V7: It is a shame but not going to be in September build. We are excited about it, but a couple issues/problem were discovered when we started to do more in-depth testing that we still need to correct to move forward with the new version overall. (FYI, we are also working on having multiple tire compounds, not to confused with tire versioning. That would hopefully come next.)

Beta UI: A big quality and speed improvement sitting on the “trunk” that we hope to roll out in September but it is going to be close. It also includes some improved usability and design. We also have other significant additions and design improvements underway which will not make September. It will be an on-going project to keep improving the UI.

Rain: Not a 2018 possibility. Still quite a ways to go but working on it. Main work being done now is on the dynamic surface aspects, water pooling, drying, etc. More resources will move to it after we finish the time of day project.

Graphics/Animation: Multiple projects underway. You should keep seeing new things roll out almost every build. The last build, for example, you saw the shadow improvements, skid marks, particles from tires etc.

Oval Dirt Surface: You should see a nice improvement coming in the September build.

There are a bunch more items big and small not discussed above but that is the brief update on the things we have talked about in the past and we receive the most questions about. On a side note, we are also building out a brand new data center which includes hundreds of thousands of dollars of new equipment. I mention it because that will go live this fall and you will be hearing more about that down the road as we switch over. The down-time should be minimal. Sorry, we don’t have more specific timing on many of the things above.
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Re: iRacing Chat

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Dukester

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Re: iRacing Chat

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Dukester

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Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

For anyone who may not have watched that video there's some preview footage of day/night transitions and it looks pretty damn good :up:
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DarrenM
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Re: iRacing Chat

Post by DarrenM »

The dynamic clouds look pretty sweet as well.
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Re: iRacing Chat

Post by Duke »



Dukester

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Re: iRacing Chat

Post by durbster »

DarrenM wrote:The dynamic clouds look pretty sweet as well.
Yeah that feature looks quite amazing.
Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

It looks like I won myself $100 iRacing credits :happybanana:

They've only announced the winners for the Solstice and Legend so far so I'm guessing it was for my one Skippy race :)

I've been thinking of running the Limited Late Model on Dirt but it would mean buying the car and 5 tracks. I wasn't sure about spending the money but put it all in my cart to see the damage and had a double take when the total was zero lol :eyepop:
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DarrenM
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Re: iRacing Chat

Post by DarrenM »

Nice. I managed to get a race in each week. Fingers crossed.

Did the late model race at Lanier which seems too small for the car. That kind of racing just isn't for me :)
Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

Yeah I'm not sure I ever ran the LM at Lanier, I have vague memories of running the Legend there which is probably about right for that track size. I ran Stafford and Martinsville which are both a pretty good size for the LM, I would have liked to run a few more like Concord and South Boston to really soak in that nostalgia :)
Sarsippius
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Re: iRacing Chat

Post by Sarsippius »

Apart from the new content there seems to be tons of little fixes/improvements
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:
• NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018
• Kokomo Speedway
• Upgraded Michigan International Speedway
• Two Atlanta Motor Speedway Rallycross Configurations
• Huge iRacing Beta Interface Performance Update
• New iRacing Download Delivery Option
• Improved Connectivity Metrics
• More Dynamic Dirt Oval Track Behavior
• New Driver Pit Telemetry Variables



Full 2018 Season 4 Release details are below.



CHANGE LOG:


UPDATES:

iRacing Beta Interface

- Performance Improvements
- - The iRacing Beta Interface has been disassembled and rebuilt from the ground up to improve overall performance and stability in all areas. This was a long-term project, and in the process we've made some dramatic improvements to the underlying structures that will provide immediately noticeable performance upgrades, and will make future development more water-tight.

- Dynamic Modal Menus
- - Modal Menus (A menu screen that appears over the iRacing Beta Interface, such as the Create a Race screen or the Downloader) now resize automatically to better utilize screen space.
- - Modal Menus now utilize a frame that includes action buttons at the bottom, while the content of the screen can scroll freely within the frame. This means that buttons like Cancel, Join, and Test Drive will always be displayed at the bottom of the modal menu window.

- Scaling Improvements
- - The options for scaling the iRacing Beta Interface can still be found in the Settings section, but now the UI Scaling is handled by the game engine, improving performance substantially.
- - The UI may now be scaled in 5% increments between 50% and 200%.

- Spotter Passwords
- - User-Created Races and Official Races now fully support spotter passwords.
- - - To view entries in Official Sessions, click the white icon indicating the amount of drivers registered for an event. Entries looking for a spotter are indicated by the headphone icon next to the "Register" button.

- Combined Sessions
- - Spectator Sessions are now part of all Official Sessions, and are displayed in the same list.

- Test Drive
- - You can now use a Test Drive button for any Hosted Session.

- Ultra HD Support
- - UHD monitors are now natively supported and no longer require a manual activation.


Downloads

- A new Content Delivery Network, Limelight, has been added as an option for our Members.
- - Some details on this enhancement can be found here: http://members.iracing.com/jforum/posts ... 15303.page

- The "Total Download Size" on the Downloads web page has been updated to reflect the amount still to be downloaded, if a previous update attempt was partially downloaded.

- Fixed an issue on the download web page which could erroneously display a "not enough free space" error message.


Updater

- When the iRacing Updater shuts down, it will now generate car setup directories for all cars that you have installed. This should make managing and sharing vehicle setups easier.


Simulator

- We've added some preventative measures for some issues that may have caused stuttering for some members.

- Some of the third party software that the iRacing Simulator utilizes has been updated to a newer version. If you are running Windows 7, you must be running Service Pack 1 (SP1) or later in order to continue to use iRacing.


Connectivity

- The L/Q/S/P meters on the frame rate (FPS) display have been reorganized, and the ability to control them has been added to the in-Sim Options Menu.

- The meters are now broken up into 4 separate groups: Graphics, Network, System, and Steering/Force Feedback (which is only available while driving). They are still attached to the frame rate (FPS) display, and will all be hidden if you choose to hide the FPS display.
- - Each individual group can be disabled, shown graphically, or shown numerically, via selections in the lower-right area of the in-Sim Options Menu in the "On Screen Displays" section.

- Graphics Group:
- - Renderer (R)
- - - Graphically, this meter shows a 1-second running average of how much time it is taking for the iRacing graphics engine to build the set of commands that tell the graphics card how to draw each frame. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the CPU meter, a purple bar is shown beneath this one, and shows the 15-second running average.
- - - Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.
- - Graphics (G)
- - - Graphically, this meter shows a 1-second running average of how much time it is taking your graphics card to draw the displayed frames. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the C and R meters, a purple bar is shown beneath this one, and shows the 15-second running average.
- - - Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.

- Network Group:
- - Latency (L)
- - - Graphically, an empty bar is 0ms of round-trip network latency between your computer and the race server, while a full bar is 1000ms (one second) of round-trip latency.
- - - Numerically, this measurement is in Milliseconds.
- - Quality (Q)
- - - Graphically, the left-side meter measures the incoming network packet loss to the Simulation from the race server, and the right-side meter measures the incoming packet loss on the race server from your Simulation. Both meters measure only your connection to the race server, not your own, nor our race server’s overall internet connection packet loss. An empty meter is 0% packet loss, and a full meter is 50% packet loss.
- - - Numerically, this measurement is a percentage (100 means no packet loss, 0 means 100% packet loss).

- System Group:
- - CPU (C)
- - - The core of the Simulation runs 60 times per second (though some parts run at a higher rate). To keep-up with the simulated world, the Simulation must complete an “update” in less than 1/60th of a second, otherwise it will start to fall behind.
- - - Graphically, this meter shows a 1-second-long running average of the percentage of that 1/60th of a second the simulation is taking to “run the world”. An empty bar means 0% of that 1/60th of a second is being used, while a full bar means at least 100% is being used, but it could actually be “running long”. If the simulation keeps “running long”, it will begin to fall behind “real time”, leading to time Skew between your Simulation and the server. A purple bar is drawn beneath the normal CPU bar, and it shows a longer-term 15-second running average.
- - - Numerically, this measurement is a percentage of the allowed 1/60th of a second that the Simulation is using to update the world. Only the 1-second running average is displayed.
- - Skew (S)
- - - This meter measures the simulation-world time difference between your Simulation and the correct simulated-world time, as kept by the race server. While small flickers of Skew can appear due to “network jitter” (variations in the round-trip network Latency between your computer and the race server), significant amounts of Skew are almost always caused by your computer being unable to perform the calculations necessary to keep up with real time (see the CPU (C) meter discussion above). That is why this metric appears as part of the System group, instead of the Network meter group.
- - - Graphically, an empty bar means your simulation is in sync with the server. As the meter grows to the left from the center, your system is falling behind the server, and the bar will be full-left when the Sim is 1 second behind. As the meter grows to the right from the center, your system is getting ahead of the server, and the bar will be full-right when it is 1 second ahead.
- - - Numerically, this measurement is in seconds.
- - Paging (P)
- - - Modern computers have physical RAM (memory), but programs that run on them operate using a “virtual memory” address space. For a program to actually use the contents of a piece of its virtual memory, it must have actual physical RAM memory attached to it. Paging is the term that covers how the operating system manages the attachment of physical RAM memory to a program’s virtual memory addresses. When the OS must intervene in the virtual<->physical memory attachment of a 4K byte “page” of memory, that causes a “page fault”. “Hard” page faults are when the operating system must transfer data between physical RAM and your disk (or SSD). These are slow operations that can greatly impact the performance of your computer if they occur at a high rate.
- - - Graphically, hard page faults are shown in green or yellow, and the meter will be full-yellow at 30 hard page faults/second.
- - - Numerically, this measurement displays the number of hard page faults per second.

- Steering Group:
- - Force Feedback (F)
- - - This metric shows the torque from the steering column as a percentage, after the scaling from your force slider is applied. You want to keep the forces below 100% so that the wheel is not over-saturating, but still high enough that you are using the full range allowable from your wheel. You can make adjustments to your force levels while driving by using the F9 black box. Or you can drive a clean lap then hit the ‘auto’ button in the F9 box to let us find a reasonable estimate of how much force to send to the wheel.
- - - Graphically, red indicates you have 100% torque saturation, yellow indicates you have 85% to 99% torque saturation, and green indicates 84% or less torque saturation.
- - - Numerically, the value displayed is the percentage of torque saturation.

- If the Simulation determines that it seems to be having performance issues that are causing it to fall behind the race server, the FPS and other meter displays will be forced on, even if you currently have them hidden. Additionally, the System meters (C/S/P) will be forced to be displayed, even if you had marked that particular meter group as hidden. The labels of the meters that indicate the indicate the performance issue will be flashed. Currently only the C and S meters are analyzed for performance issues, and so only those meter’s labels will be flashed.


Driving Aids

- Fixed an issue where the pit lane exit blue line for "Pit Lane 0" at tracks with 2 pit lanes would show when in any pit lane, and the "Pit Lane 1" line would show when not in a pit lane. Now, the blue line will correctly show up for whatever pit lane you are in, and not show any if you are not in a pit lane.


Hybrid Power Units

- Removed an efficiency correction that was left in by mistake in the MGU-K deploy demand, and deploy cap calculations.


Dirt

- The shape of the water gradient on dirt ovals is now variable, and slightly more water will be lost in the process of wearing the track away. This will cause tracks to transition from the prepared state to hardpan a bit faster and less predictably, and create a slightly drier environment overall.

- Made the toughness of dirt and resulting grip more sensitive to water content.

- The lateral strength effect of the cushion dirt has been reduced slightly.

- Heat Races at Dirt Ovals will now initialize with more track wear, and the variance of that starting usage percentage has been increased.

- The track groove that forms during Dirt Oval races should now be displayed even with the Graphics Option "Render Dynamic Track Data" disabled.


Rallycross

- Body stiffness and damping of Rallycross cars has been reduced to help decrease visible body damage and improve car-to-car contact performance.


Opponent Cars

- Opponent vehicles on your machine should now have more accurate positioning measurements sent to it from the Race Server, including altitude, roll, pitch, and steering angle. This should make opponent vehicles appear to drive smoother while racing, and in Replays.


Garage

- Fixed an issue where some values were incorrectly flashing yellow.


Rendering

- Improved the dynamic level-of-detail (LOD) adjustment for cars and pit objects when too many are visible and too high LODs are being used all at once. The LODs are now based on actual object distance rather than view depth.

- Fixed an issue where the driver's hands would disappear from your car when you were not the active driver.


Visual Effects

- Smoke effects now react to wind, lighting, shadow, and a visual turbulence effect has been added.

- Jet fly-overs have been adjusted.


Audio

- Backfires and gear shifting sounds for stockcars have been improved.

- Marble impacts, scrubs, and castoff sounds have been improved.

- Hit and scrape sounds for grounding impacts of vehicle undertrays on soft materials, such as tirewalls, rubber, and some chicane humps have been improved.

- Sawtooth curb sounds have been improved.

- Audio volumes have been re-balanced for all default iRacing camera sets.


Paint Kit

- The Craftsman logo has been added to the Paint Kit.


Force Feedback

- The Simulation will no longer attempt to dampen when the Force Feedback option "Dampen Oscillations" is checked. Instead, it will only reduce the force level. The dampen effect is not stable on all wheels. This should help reduce some wheel oscillations when the car is parked.


Telemetry

- New driver change telemetry variables have been added:
- - dcDashPage, dcPitSpeedLimiterToggle, dcDRSToggle, dcPushToPass, dcStarter, dcLowFuelAccept, dcHystBoostHold, dcFCYToggle

- New driver pit telemetry variables have been added:
- - dpFastRepair, dpFFlapSetting, dpFuelAddKg, dpFuelFill, dpFWingAngleOffset, dpFWingSetting, dpLFTireChange, dpLFTireColdPress, dpLRTireChange, dpLRTireColdPress, dpLTireChange, dpRFTireChange, dpRFTireColdPress, dpRRTireChange, dpRRTireColdPress, dpRTireChange, dpRWingAngleOffset, dpWinshieldTearoff, dpFUFangleIndex

- Driver pit telemetry variables "dpLrWedgeAdj" and "dpRrWedgeAdj" have been renamed to "dpLRWdgeAdj" and "dpRRWedgeAdj" to better match the rest of the driver pit telemetry variables.


EasyAntiCheat

- The latest EAC SDK has been applied.



CARS:

Audi R18

- The "Hybrid" screen display has been updated to show battery state of charge and % deployment used each lap.


Audi R8 LMS GT3

- 2018 Season 4 BoP Adjustment: Vehicle weight has been increased by 35kg.


BMW Z4 GT3

- Improved vehicle sounds including: gear shift, engine, transmission, pneumatic compressor, and backfires.


Chevrolet Corvette C6.R GT1

- Hood and front fenders can now be removed in collisions.

- Baseline setup has been updated.


Chevrolet Monte Carlo SS

- Season setups have been updated.


Dallara DW12

- Improved curb sound levels for this open-top vehicle.


Dallara IR18

- Improved curb sound levels for this open-top vehicle.

- Season setups have been updated.


Dirt Late Model

- (ALL) - An option to adjust the LR droop chain has been added in the garage.

- (ALL) - Brake Bias adjustment range has been opened to allow from 10% (full rear brake) to 90% (full front brake).

- (ALL) - Maximum brake pedal force input has been increased. You should find braking performance to be greatly improved.


Dirt Midget

- Fixed fuel restrictions have been removed.

- Adjustments have been made to the Mass/Inertia properties.

- Tire tread pattern has been adjusted.

- Season setups have been updated.


Dirt Sprint Car

- (ALL) - Setups may now be shared across all three Dirt Sprint Car models (305, 360, and 410).

- (ALL) - Fixed fuel restrictions have been removed.

- (ALL) - Adjustments have been made to the Mass/Inertia properties.

- (ALL) - Aerodynamic performance has been adjusted.

- (ALL) - Shock damping characteristics have been updated.

- (ALL) - Tire tread pattern has been adjusted.

- (ALL) - Opponent cars should race more true to their human driver on your local machine.

- (ALL) - Season setups have been updated.


Dirt Sprint Car Non-Winged

- (ALL) - Setups may now be shared across both Dirt Non-Winged Sprint Car models (360 and 410).

- (ALL) - Fixed fuel restrictions have been removed.

- (ALL) - Shock damping characteristics have been updated.

- (ALL) - Tire tread pattern has been adjusted.

- (ALL) - Season setups have been updated.


Dirt Street Stock

- Fixed an issue where car parts were not correctly being removed from opponent vehicles when taking damage.


Ferrari 488 GT3

- 2018 Season 4 GTE BoP Adjustment: Aero downforce has been increased slightly. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

- Gear ratios have been modified to include the real-world homologated gear ratio stacks: FIA, IMSA Daytona, and IMSA Short.

- The Ferrari Challenge gear ratio stack has been added.
- - Please note: 1st gear from the real car was not modeled. As such, 1st through 6th in iRacing are equivalent to 2nd through 7th in the real car.


Ford Falcon FG V8

- Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

- New backfire sounds have been added.

- Slightly increased the probability of off-throttle backfires occurring.


Ford Fiesta RS WRC

- Fixed an issue where the current gear selection was not showing up in opponent cars during replays.


Ford GT - 2017

- 2018 Season 4 GTE BoP Adjustments: Engine power has been increased slightly for better acceleration. Slightly reduced aero drag at low rear wing angles. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

- Adjusted sounds for backfires and pneumatic shifting.


Formula Renault 2.0

- Minor improvements to the engine, tire, and wind buffeting sounds.

- New backfire sounds have been added.


Holden Commodore VF V8

- Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

- New backfire sounds have been added.


HPD ARX-01c

- Minor improvements to the engine, gear shifts, brakes, tires and backfire sounds.

- Fixed a minor texture issue with one of this vehicle's paint patterns.


Indycar Dallara - 2011

- This car has been renamed from "Indycar Dallara circa 2011" to "Indycar Dallara - 2011".

- Improved curb sound levels for this open-top vehicle.


Lotus 49

- Engine and tire sounds have been updated.


Lotus 79

- Cold and warm engine idle RPM values have been adjusted slightly.

- Improved engine, tire, and wind buffeting sounds.

- On-board engine idle sounds have been updated.


Mazda MX-5 Cup - 2015

- This car has been renamed from "Mazda MX-5 Cup circa 2015" to "Mazda MX-5 Cup - 2015".

- Fuel pressure display will now correctly use the Metric system.


Mazda MX-5 Roadster - 2015

- This car has been renamed from "Mazda MX-5 Roadster circa 2015" to "Mazda MX-5 Roadster - 2015".

- Fuel pressure display will now correctly use the Metric system.


McLaren MP4-30

- The Push-to-Pass control has been replaced with Deployment Hold.
- - This should give drivers greater flexibility to fine tune deployment without taking the hit P2P places on MGU-H harvesting. Please also note that P2P functionality remains available via Qualifying mode.

- The in-car brake bias is now adjustable with the fixed setup for this car.

- Improved curb sound levels for this open-top vehicle.

- Season setups have been updated.


Mercedes-AMG GT3

- Improved engine, gear shift, compressor, and backfire sounds.


Modified - SK

- Fixed an issue where the nerf bars were not changing color correctly when viewed from the cockpit camera.

- Season setups have been updated.


NASCAR Camping World Chevrolet Silverado

- An additional gear selection has been added.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Aero drag has been reduced slightly.

- Engine cooling at higher tape levels has been increased.

- Staggers have been updated for different tracks.

- The camber limit has been reduced to 6 degrees in the front.

- Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Improved engine, gear shift, and backfire sounds.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Season setups have been updated.


NASCAR Camping World Toyota Tundra

- An additional gear selection has been added.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Aero drag has been reduced slightly.

- Engine cooling at higher tape levels has been increased.

- Staggers have been updated for different tracks.

- The camber limit has been reduced to 6 degrees in the front.

- Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Improved engine, gear shift, and backfire sounds.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Season setups have been updated.


NASCAR K&N Pro Chevrolet Impala

- Grip has been increased slightly at super short ovals and road tracks.

- Staggers have been updated for different tracks.

- Gears have been adjusted at Pocono Raceway.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Improved engine sounds.

- Season setups have been updated.


NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018

- NEW CAR!
- - The NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018 is now available for purchase with this release!
- - - Chevrolet's latest entry in to the NASCAR Monster Energy Cup Series is the Chevrolet Camaro ZL1. Built on the racing heritage of the Chevrolet Camaro, the NASCAR Cup version is designed to compete at the top level of NASCAR against Ford and Toyota. Featuring over 750 bhp, the Camaro aims to further tie racing on Sunday with selling cars on Monday. The ZL1 Camaro has long been one of Chevrolet's highest performance cars available at a dealership so it only makes sense that they should be racing the Camaro on the largest stage in US motorsports - the NASCAR Monster Energy Cup Series.
- - A member who had purchased the NASCAR Monster Energy Cup Chevrolet SS within the past two years will receive this vehicle free of charge!


NASCAR Monster Energy Cup Chevrolet SS

- This car has been added to the iRacing default content.
- - All members now have this car unlocked for free!

- Rev limits have been increased.

- Speedway engine power has been increased beyond 8000rpm to help draft passes.

- Superspeedway drafting effects have been increased.

- Aero drag has been reduced slightly.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Staggers have been updated for different tracks.

- The brake balance adjuster as been altered to allow 0.5% bias per click.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

- Fixed a graphical issue with car damage.

- Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

- Improved engine sounds.

- Season setups have been updated.


NASCAR Monster Energy Cup Ford Fusion

- Rev limits have been increased.

- Speedway engine power has been increased beyond 8000rpm to help draft passes.

- Superspeedway drafting effects have been increased.

- Aero drag has been reduced slightly.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Staggers have been updated for different tracks.

- The brake balance adjuster as been altered to allow 0.5% bias per click.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

- Fixed a graphical issue with car damage.

- Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

- Improved engine sounds.

- Season setups have been updated.


NASCAR Monster Energy Cup Toyota Camry

- Rev limits have been increased.

- Speedway engine power has been increased beyond 8000rpm to help draft passes.

- Superspeedway drafting effects have been increased.

- Aero drag has been reduced slightly.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Staggers have been updated for different tracks.

- The brake balance adjuster as been altered to allow 0.5% bias per click.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

- Fixed a graphical issue with car damage.

- Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

- Improved engine sounds.

- Season setups have been updated.


NASCAR Nationwide Chevrolet Impala - 2011

- This car has been renamed from "NASCAR Nationwide Chevrolet Impala circa 2011" to "NASCAR Nationwide Chevrolet Impala - 2011".

- Grip has been increased slightly at super short ovals and road tracks.

- Gears have been adjusted at Pocono Raceway.

- Front toe adjustment range has been reduced to +/- 1/4”.


NASCAR Sprint Cup Chevrolet Impala COT - 2013

- This car has been renamed from "NASCAR Sprint Cup Chevrolet Impala COT circa 2013" to "NASCAR Sprint Cup Chevrolet Impala COT - 2013".

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Front toe adjustment range has been reduced to +/- 1/4”.


NASCAR Truck Series Chevrolet Silverado - 2013

- This truck has been renamed from "NASCAR Truck Series Chevrolet Silverado circa 2013" to "NASCAR Truck Series Chevrolet Silverado - 2013".

- An additional gear selection has been added.

- Grip at super short tracks (Martinsville and smaller) has been increased.

- Staggers have been updated for different tracks.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Improved engine, gear shift, and backfire sounds.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Season setups have been updated.


NASCAR Whelen Tour Modified

- Season setups have been updated.


NASCAR XFINITY Chevrolet Camaro

- Grip has been increased slightly at super short ovals and road tracks.

- Gears have been adjusted at Pocono Raceway.

- Staggers have been updated for different tracks.

- Rev limit has been increased slightly.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Improved engine sounds for the chase camera.

- Season setups have been updated.


NASCAR XFINITY Ford Mustang

- Grip has been increased slightly at super short ovals and road tracks.

- Gears have been adjusted at Pocono Raceway.

- Staggers have been updated for different tracks.

- Rev limit has been increased slightly.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Improved engine sounds for the chase camera.

- Season setups have been updated.


NASCAR XFINITY Toyota Camry

- Grip has been increased slightly at super short ovals and road tracks.

- Gears have been adjusted at Pocono Raceway.

- Staggers have been updated for different tracks.

- Rev limit has been increased slightly.

- The camber limit has been reduced to 6 degrees in the front.

- The left-front ride height may no longer be set higher than right-front ride height.

- Front toe adjustment range has been reduced to +/- 1/4”.

- Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

- Improved engine sounds for the chase camera.

- Season setups have been updated.


Porsche 911 RSR

- 2018 Season 4 GTE BoP Adjustments: Gear ratios have been opened to match the other GTE cars, slightly reduced downforce at high rear wing angles, reduced engine torque, and adjusted aero slightly. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

- Suspension and masses have been updated to prevent roll-overs at curb strikes with low track temperatures.

- Baseline setup has been updated with a gear stack built for the transition to open ratios.


Pro Mazda

- Improved backfire sounds.

- Improved curb sound levels for this open-top vehicle.


Radical SR8

- Fitting the dive planes is now optional on this vehicle.

- Additional fuel has been added to this vehicle's setups.

- Improved backfire and gear shifting sounds.

- Improved on-board engine sounds.

- Improved curb sound levels for this open-top vehicle.

- Fixed an issue with shift lamps appearing black.


Ruf RT 12R

- (Track) - A setup for Autodromo Internazionale Enzo e Dino Ferrari has been added.


SCCA Spec Racer Ford

- Fixed an issue where the rear rebound damping adjustments were incorrectly affecting the front dampers.


Skip Barber Formula 2000

- Improved curb sound levels for this open-top vehicle.


Sprint Car

- This vehicle has been converted to use PBR shaders.

- The wheel rims of this car may now be painted.


Subaru WRX STI

- Fixed issue where the current gear selection was not showing up in opponent cars during replays.


Super Late Model

- Tire compound, front and rear geometry, aerodynamics, and engine performance have been adjusted to improve vehicle handling.

- The fuel consumption rate and engine heat generation rate has been increased.

- The display for wheel toe adjustments has been adjusted.

- Bar torque measurements have been added to the garage info.

- Season setups have been updated.


V8 Supercar Ford Falcon - 2012

- This car has been renamed from "V8 Supercar Ford Falcon circa 2012" to "V8 Supercar Ford Falcon - 2012".

- New backfire sounds have been added.


VW Beetle GRC

- Fixed issue where the current gear selection was not showing up in opponent cars during replays.


Williams-Toyota FW31

- Improved curb sound levels for this open-top vehicle.

- Fixed an issue where the digital display was not being lit correctly.



TRACKS:

Atlanta Motor Speedway

- NEW TRACK CONFIGURATIONS!
- - Two new Rallycross configurations have been added to this track!
- - - (Rallycross Short)
- - - (Rallycross Long)
- - A member who already owns Atlanta Motor Speedway gains access to both of these new configurations.
- - A member who purchases Atlanta Motor Speedway gains access to both of these new configurations.


Barber Motorsports Park

- The fountain at this track has been updated with a new particle emitter and a distortion effect has been added.


The Bullring

- The loading background for day and night sessions at this track has been updated.


Bristol Motor Speedway

- Fixed an issue where incorrect "Exiting Closed Pits" black flags were being thrown for the second pit lane.


Circuit des 24 Heures du Mans

- Bloom levels on LED boards have been adjusted.

- The frequency of the sawtoothed curb sounds have been made more accurate based on their teeth spacing.

- Jet flyover volume has been increased.


Daytona International Speedway - 2007

- This track has been renamed from "Daytona circa 2007" to "Daytona International Speedway - 2007".


Detroit Grand Prix at Belle Isle

- Adjusted the distortion effects of the conservatory fountain.

- Fixed a surface type issue affecting race grid stalls 32 and 34.

- The escape road has been sealed off.


The Dirt Track at Charlotte

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.


Eldora Speedway

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.


Knoxville Raceway

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

- The Start/Finish line has been moved 32 meters forward, to match the location of the flag stand.


Kokomo Speedway

- NEW TRACK!
- - Kokomo Speedway is now available for purchase with this release!
- - The track was opened by partners Albert Miller and John Rose in 1947. The pair, along with former Indianapolis track builder and promoter Ted Everroade opened the facility with the intent of it being exclusively a midget track. Over the years the track has played host to virtually a who's who in racing history. A.J. Foyt, Mario Andretti, Lloyd Ruby, Troy Ruttman, Johnny Parsons, Parnelli Jones, Bill Vukovich, Pancho Carter, John Andretti, Steve Butler, J.J. Yeley, Steve Kinser, Jack Hewitt, Rich Vogler, Tom Bigelow, Tony Stewart and Mike Groff are among those who have both raced at the track as well as in the Indianapolis 500.


Limaland Motorsports Park

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.


Michigan International Speedway

- UPGRADED TRACK!
- - Michigan International Speedway has been significantly updated to a 2018 version, and includes a re-pave of the track surface.
- - The original Michigan International Speedway has been re-named "Michigan International Speedway - 2014".
- - 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, Michigan International Speedway - 2014.


Michigan International Speedway - 2014

- This track is formerly known as "Michigan International Speedway."
- - It has been renamed to "Michigan International Speedway - 2014" 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.

- Adjusted a pit entry checkpoint.


Mid-Ohio Sports Car Course

- The loading background for this track has been updated.


Phillip Island Circuit

- Fixed an issue with the audio frequency of sawtoothed curbs at this track.


Sonoma Raceway

- (Cup) - Track surface grip has been adjusted slightly.


Snetterton Circuit

- (300) - Adjusted Start/Finish line slightly to better match the artwork.

- (300) - Fixed an incorrect course cutting penalty value on the last corner of this configuration.


Texas Motor Speedway

- (Road Course Short B) - Maximum starting grid stall amount has been increased to 60.

- (Road Course Short B) - Some camera locations have been adjusted.

- (Road Course Short B) - The Pace Car's pit entry vector has been optimized.


Volusia Speedway Park

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.


Weathertech Raceway at Laguna Seca

- This track has been renamed from "Mazda Raceway Laguna Seca" to "Weathertech Raceway at Laguna Seca" to reflect real-world changes.


Williams Grove Speedway

- Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

- Adjusted the visual appearance of the crowd.
User avatar
Duke
Dukester Maldonado
Dukester Maldonado
Posts: 11444
Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

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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thornz
Posts: 1396
Joined: Wed Oct 26, 2005 12:56 pm
Location: Christchurch, New Zealand
Contact:

Re: iRacing Chat

Post by thornz »

Where does everyone go for setups these days? Seems most of the car specific forums are all out of date and no one shares much, in particular with the V8.

Even in the servers no one seems to share anymore, not like the good ol days.
pab
Posts: 2486
Joined: Mon Jan 03, 2005 11:40 pm

Re: iRacing Chat

Post by pab »

iRacing Setup Sync?
PB
Radioactive Race Engineering #16 / Lightning Karts KT100s #61
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Duke
Dukester Maldonado
Dukester Maldonado
Posts: 11444
Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

Re: iRacing Chat

Post by Duke »

pab wrote:iRacing Setup Sync?
Yep iRSS it's about the only free option these days but it is also now lacking in current &/or quality sets.
I can't believe how the humble setup as now been monetised & I blame it all on iRacing... Everyone just has to make a buck these days :rolleyes:
Dukester

norbs diplomacy lesson 101: "If I was putting words in your mouth, you'd know."
Sarsippius
Posts: 4336
Joined: Tue Jan 11, 2005 1:13 pm
Location: Darwin

Re: iRacing Chat

Post by Sarsippius »

You can try the weekly race threads for whichever series you are running.
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Duke
Dukester Maldonado
Dukester Maldonado
Posts: 11444
Joined: Tue Jan 23, 2007 9:33 pm
Location: Melbourne

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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