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Does our DP even currently run in any real races? I thought the model was phased out for the new one.
Yes, our DP is an obsolete car, the last one of its generation ran last year IIRC as a rental for guys with more money than talent with no Pro in the car.

I think the Road Warrior series is going to be my only series from January on, other than my usual Indy Oval fixed. I love the idea of being able to race so many different cars and that means I only have to schedule time for a race every 2.5 weeks (on average) which works great for my school/family/work schedule.

Road Warrior series looks awesome, I'll be getting in as many of those races as I can!

Same here! Endurance events are a bit of a specialty for me as well so, the longer the race, the better I'll fare!

Right there with you guys, still think the Global Challenge races should be 45 minute heats just like they are in real life, other than that really loving the concept which is pretty much I had ambitions to get going this year on the hosted side...
https://www.gtplanet.net/forum/showthread.php?p=7995086#post7995086
 
Jav
They have other plans for the Riley, guess they won't update the tires on that car. It was supposed to get new physics a couple of seasons ago and it never happened, my guess is they plan to update the car to best represent the USCR DPs...?
When they update the Riley, will I have to buy it all over again?
 
Jav
Right there with you guys, still think the Global Challenge races should be 45 minute heats just like they are in real life, other than that really loving the concept which is pretty much I had ambitions to get going this year on the hosted side...
https://www.gtplanet.net/forum/showthread.php?p=7995086#post7995086

Well the good thing is they have plenty of time to adjust/change things around a little.

When they update the Riley, will I have to buy it all over again?

If they release an entirely new Daytona Prototype, yes, you will have to buy it again. But if they just "refresh" update physics/tires/etc our current DP, no you won't have to buy anything.
 
superbike81
Well the good thing is they have plenty of time to adjust/change things around a little.

If they release an entirely new Daytona Prototype, yes, you will have to buy it again. But if they just "refresh" update physics/tires/etc our current DP, no you won't have to buy anything.

Idk. When the new NASCAR came out, if you had the COT, you got the new one for free. Im hoping iracing does us that
 
Idk. When the new NASCAR came out, if you had the COT, you got the new one for free. Im hoping iracing does us that

I hope they do the same with the DW12 once they get things sorted out with simraceway.

I am quickly learning that plate racing is really really annoying.
 
The CTS-V is a very tough car for rookies, it really should be C or D class. Start off with the MX-5, until you understand how the game handles you should stick to the lower end cars. The current tire model (NTM v4) is pretty bad IMO, there isn't much grip, but V5 should be applied for most cars at the end of this season (2 weeks from now).

After watching the Bathurst 1000 yesterday, week 13 and Bathurst can't come soon enough!
The car seems to handle very strange, I noticed when I changed rotation degrees to a lower amount, it became much easier to drive. I saw also some comments regarding steering setup someone changed to recommended settings and cars became undrivable to him so maybe something in there.

Tried a few laps with MX-5 on TT mode which uses 4 lap average, even that car feels a bit on the knife edge. I also don't know how I can go much faster as I seen afterwards a fast lap on YouTube and they have the same braking points, similar apex speeds but are way faster. I think my optimum time is something like a 1:41.2XX using the fixed setup provided. My average on TT mode on my second 4 lap run was quite a bit slower due to being more conservative and also final lap, I think I broke something that lost me engine power as I lost over a second compared to my fastest lap on the four lap run. I guess not many people attempt the TT of event as I managed to go top:
29lfv9c.jpg


Will give the V5 model a go, hopefully it is somewhat better but it seems iRacing needs something big to catch up on FFB front and driving physics wise compared to some of the other PC sims.

The iRacing engine is one of the most realistic out there. But not all of the cars are modelled (in terms of physics and handling) equally accurately/realistically. Some are better than others, as those who race the real things can attest. And, of course, the tire model is always evolving and improving (it's up to version 5 right now, but has yet to be applied to every car in the service).

However, it is far more accurate than any console game. It is less of a game and more of a simulator, and so many of the tricks that work in a console racing game don't work in iRacing. Then again, they don't work in the real world either.

iRacing skills are somewhat unique to iRacing since it is neither as unrealistic as a video game nor as realistic as the real thing (you can't feel the car under you, for instance). Throw away all your preconceptions and expectations, treat it like an entirely new discipline, and you'll have much better success (and you'll probably enjoy it more).
Seems to require a style that seems unrealistic to me to go fast. At the moment of PC sims I played, I don't think I would rate it in my top 5 going by the cars I drove in the sim so far. Maybe the higher downforce cars are more realistic, I don't know but of the F1 car I seen footage off, seems to have too much grip.

Hopefully there is something I can do regarding steering settings to make it more enjoyable but at the moment I find feeling of car very vague so I'm guessing car behaviour and doesn't feel like much fun given there are other sims where I can feel what is happening with the car a lot better and requires a more realistic driving style it seems to me.

This sim is most likely the best for overall accuracy of tracks and racing though which seems main attraction to play it.
 
Saidur, in a few days (next week for sure, but the day's never the same AFAIK) the new build for S4 will be released. The MX-5 will get the NTMV5. You should try it then and compare. I think the NTMV5 is one of the best there have been -- some people say even better than the iRacing "1.0" to "2.0" transition.
 
LOL, that's because 2+ years later, the iRacing 2.0 transition STILL isn't anywhere near complete, haha!

NTMv5 made me go from disliking the Skip Barber to loving it, so I have high hopes for it on other cars as well.
 
Still haven't been able to make online for a while...but from my understanding Bathurst will be available in a day or two ??
Please please someone confirm this for me
 
Still haven't been able to make online for a while...but from my understanding Bathurst will be available in a day or two ??
Please please someone confirm this for me

It will be out sometime this week.

I must be the only one that thinks NTMv5 is trash. I'm fairly certain the F1 car has it and the lap times have gained about 2 seconds thanks to the new tire. Which makes the F1 car a good 3 seconds faster than it should be in.
 
LOL, that's because 2+ years later, the iRacing 2.0 transition STILL isn't anywhere near complete, haha!

NTMv5 made me go from disliking the Skip Barber to loving it, so I have high hopes for it on other cars as well.

Perhaps it is going slower than we'd like, but we can't deny that the NTMV5 on the Skippy is just brilliant. I too have high hopes for other cars, but looks like we'll have to wait. :(
 
It will be out sometime this week.

I must be the only one that thinks NTMv5 is trash. I'm fairly certain the F1 car has it and the lap times have gained about 2 seconds thanks to the new tire. Which makes the F1 car a good 3 seconds faster than it should be in.

It is quicker than it should be, but it is still 500,000,000,000,000 times better than NTMv4 and is the best tyre we have had to date on it...
 
Congrats for PRO License LJ! I remember when I had mine I said to you I hope you could get it and you get it!

See you and good luck for PRO Series!
 
Congrats for PRO License LJ! I remember when I had mine I said to you I hope you could get it and you get it!

See you and good luck for PRO Series!

Same to you Ricardo, I wish you the best in the Pro Series and hope you grab some of the hidden pace again that you had in S1 :)

I miss a round at Silverstone so I will be just running nice and steady trying not to get caught up in other peoples wrecks ;)

Cheers again and good luck 👍
 
Not that I know of officially. I know rFactor have FSR but there are no license classes there it is just some top quality drivers competing against each other and a few have now moved over to iRacing to race in the Pro Series here.
 
Not so excited for the build tomorrow. Doesn't really seem like anything of real importance will be dropping. The fact that the iRacing staff have kept so quiet is another reason for me to be a bit disappointed before hand.

Either way I'll probably buy Bathurst, Ford Gen 6, and Homestead tomorrow.

Here's my paint job that I will be running in the Class B Series. Going to be revamping my McLaren paint, along with creating paints for the Gen 6 and Silverado.

 
lost 300 or more irating running trucks at Dega! only 3 gained races out of 14:ouch: I'm so 🤬 angry! if iracing would refund half I would take it!
people need to practice more and hold their 🤬 line and use the spotter and have a mic!! if ya don't know what you are doing don't join!! plain n simple. IMO iracing shouldn't let controllers or mouse or joystick or touchscreen driving race with people that use wheels! they are all over the freaking track!:nervous: taking people out of races and ruining peoples races. this sh t is not very fun anymore! :grumpy: Now i need to build my irating back up so I can race better drivers!
 
Yeah, the iRating and SR systems are fundamentally flawed in terms of the number of incompetent drivers they let slip into races they have no business entering. iRating doesn't work unless participation is high enough to produce splits regularly, and this seems to be a serious problem for all but the most popular two or three series in the service.

And SR is rather pointless, IMO, if it doesn't track driving competence an a per-car-track-combo basis. Earning SR in the MX-5 makes it easy to (eventually) get into a Riley seat but that SR fails to reflect the lack of experience or competence in the new car.
 
Sorry for how long this will be but, 2013 S4 Release Notes.

Here are the release notes for tomorrow's new season's update.


Website:

My Account

My Account has been updated to be easier to use, and to allow you to manage your information and personal data faster. You may also now manage more email notification preferences.


Weather Indicators

You may now see weather settings for race series, league sessions, hosted sessions, and popular races in your What's Hot widget.


Driving School and How-To Videos

The Driving School and How-to video sections have been overhauled and redone. They're faster, more reliable, and easier to use now.


Multi-Platform Downloads

Anywhere you see a download link to get the software, you are now able to download all alternate versions of the software we offer. Just click on "Other Download Options" to see more!


League Page

Add a Session:

- When creating a session, there will be a new "NOTIFICATION" section at the bottom of the page as the last panel. Opening the panel will reveal a form with four notification options:
· Don't Send - This is the default action. No notifications will be sent when this option is checked.
· Send Now - This will send out a notification to the distribution list (see below) at the time the session is created.
· Send at Time Before - This will allow the League Admin to select an amount of time before the session starts to send the notification. The times are from 15 minutes to 2 hours in 15 minute increments.
· Send at Set Time - This option will allow the League Admin to set a specific date and time to send the notification.

- When a notification option other than Don't Send is selected the following distribution options are revealed along with a place to type a message and a time selection control:
· Send to All League Members - Choosing this will send the notification to all who are members at the time of the session being created. Deleting a member from the league will have no effect.
· Send to League Members In Grid - This option will send the notification to all members in the grid setup for the session. If any member(s) is/are added or deleted from the league, the notification will be sent to all current members at the time of notification.
· Send to Specific League Members - Choosing this will display a list of league members to choose from. Simply click on a member to select/deselect.


Automatic Disqualification

All hosted sessions including tournaments and league sessions now support an optional maximum incident setting that will result in drivers being automatically disqualified from sessions once they accumulate the configured number of incident points. To configure this setting look for a new checkbox inside the hosted session's "OPTIONAL SETTINGS" area. You will need to check the checkbox and enter a number greater than 0.


League Racing

The system now supports three additional session configurations:
- Open qualifier only
- Open practice + open qualifier
- Open practice + lone qualifier

This affords league administrators the flexibility of running qualifiers without a race component. They can then use these results to configure the grids for subsequent league races. This is only relevant when the subsequent league race is configured as an open practice + race.

For example you could do the following:
1) Create an open practice + open qualifier session
2) Create a subsequent open practice + race session. When configuring the session click on the "Click here to configure your field and grid" link to open the grid builder. Inside the grid builder select "Load from prior session" and select the prior qualifier and click on the "LOAD DRIVERS" button. That pulls the drivers from the qualifier into your race field. Then you can select the grid algorithm you want to use, then click on the "APPLY GRID NOW" button to arrange the grid. Don't forget to click on "DONE" when you are done. This is the step that actually saves the grid to the database.


League Requests Bug Fix

The applications section of the league requests section of the league details page had a bug and was incorrectly processing requests to accept or deny applications. As a result any request to accept or deny an application would be applied to the last item in the list. This should now be resolved.


League Wall Bug Fix

Large league helmets now show up again on the League Communication page. This bug fix also fixes an issue where some users were unable to reply to wall posts.



Simulation:


Graphics

- The sim now supports up to 2048x2048 car textures. There is a new graphics option to enable this.

- Allow the system mem slider to go all the way to 3GB.

- Remove uncompressed car textures option and always force it off.

- Remove prefer shadow maps option and always force it on.

- Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving screen up so commercial simulators with a car body in the way can still see the black box. Note that this is an integer so 10 is 10%.

- Fixed several bugs related to the biasing of dynamic shadow maps that were causing dark bands (zebra stripes) on cars and other dynamic objects, especially when viewed with highly zoomed cameras.


Oculus Rift

- Updated to the 2.5 version of the Oculus SDK.

- Turn off manual calibration of magnetometer now that the new Rift software takes care of it for us.

- Add an additional renderer.ini option for the rift headset that disables it completely (forces detection to fail). The Oculus VR SDK apparently recognizes some TVs/monitors as rift HMDs when they're not, and setting "RiftEnabled=0" allows customers with these devices to disable the Rift prompt that appears when launching the simulator.

- Added a simplistic neck/head model so that the eye locations translate properly with the currently tracked head orientation.


SDK

- Added an IsSpectator flag to the session string.

- Added LapDeltaToSessionLastLap parameter.

- RadioTransmitCarIdx now clears when the UI indicator clears.


Race Control

- Added a new rule that will disqualify a driver in a race session if their incident points reach an incident points limit defined in the event options. By default there is no limit defined. In a race the message you see when you get an incident point will show you your total incident points for the race so far, eg: "Off Track (1x) Total 14x" If there is a limit, it is displayed after the total, eg: "Off Track (1x) Total 14x/25x" if there is a 25 point limit.

- At a few of our tracks the actual finish line where lap timing is scored is not at the front of the starting grid, it can be towards the back of the starting grid. We now support doing these lap timing and finish lines properly. Tracks that we have updated to support this are Suzuka, Spa Francorchamps, and Mount Panorama.

- We now make a better computation of when to release cars who missed the start from the pit lane to prevent situations where drivers starting from pit lane were being released into the middle of the pack, unless there are people who are just really slow getting started.


Controllers

- The joystick code now supports hot plugging of joysticks. Devices can be plugged in after the sim starts, without forcing a recalibration, or unplugged and plugged back in at any time without causing issues. And secondary devices, like a joystick mapped to the cameras, can remain unplugged if they are not currently needed, again without losing any joystick mappings.

- The joystick code has been reworked and optimized to remove the chance that there could be a conflict between iRacing and the joystick drivers. Force feedback effects should now behave consistently from run to run.

- Added in a centerSpringPct option to the app.ini file, so you can activate a center spring force while driving. This is not recommended for use, but was added in to better support members who are already modifying the drivers to support this.

- Most joysticks will now auto calibrate, so you should not need to use the calibration routine when setting up a device to control the cameras or the in car adjustments. Devices, like analog knobs, that don't have a centering spring may still need to be manually calibrated.

- Manual calibration should now be more reliable for joysticks and low resolution devices. The calibration wizard has also been extended so that the reset button properly resets both the calibration and detection of the device.

- The joystick calibration data has been split out of the controls.cfg file into a text base JoyCalib.yaml file. So you can now edit the calibrations by hand in order to better support short calibrating your pedals.

- We now support 32 physical joysticks, up from 8 previously.

- Hat switches (d-pads) now support diagonal motion.

- Added in app.ini [ForceFeedback] disableAutoCenter=1 option, this allows you to keep the auto center effect enabled if you need it on your force feedback joystick. Note that auto center is a feature that only works on FFB joysticks and will have no effect on a FFB wheel.

- Split the trigger buttons on the XBox 360 controller into two axes using the XInput api. This can be turned on or off with the app.ini [Force Feedback] seperateXBox360Triggers=1 option.


Force Feedback

- The minimum force parameter now smoothly compresses the forces below the minimum force level instead of applying a hard cut-off. This provides some buffer in case the slider is set wrong, and allows the minimum force to work with any device, not just G27 wheels. You can return to the older behavior with the app.ini flag: [Force Feedback] FFBUseSimpleMinForce=0

- The range of the minimum force slider was boosted to a maximum of 40%, up from 20%. This was put in place to help members running the Fanatec CSW v29 firmware to remove their rather large force deadzone.


Drafting

- Many of the road course cars have a more realistic aerodynamic drafting response to other cars.


New Tire Model - v5 Updates

- There is now much better rolling drag computation, which gives more rolling drag and more tire heat.

- Improved the low speed vs high speed grip levels. Now there is a little less low speed grip, and a little more high speed grip.

- Improved/increased the loss of grip that occurs the thinner the tire tread rubber gets.

- Cars that have been updated to the v5 model this season are:
· Legends Ford '34 Coupe
· Mazda MX-5 Cup
· Mazda MX-5 Roadster
· Pontiac Solstice
· SCCA Spec Racer Ford
· VW Jetta TDI Cup

- As a reminder, the cars that were already on the v5 model are:
· Lotus 49
· Skip Barber Formula 2000
· Street Stock
· Williams-Toyota FW31


Sponsors

- Added a new sponsor in remembrance of Morgan Schooley.


2048x2048 Textures

- All cars now have 2048x2048 textures, up from 1024x1024.


Cadillac CTS-V Racecar

- Wheel strengths have been increased to match other vehicles in the simulation.


Chevrolet SS-Gen6

- Grille tape limits have been changed so that overheating can occur to a greater degree and reduce tandem racing.

- Green light on fuel ignition box added.


Dallara IndyCar

- Updated external engine sounds.


Ford Fusion-Gen6

- Grille tape limits have been changed so that overheating can occur to a greater degree and reduce tandem racing.

- Green light on fuel ignition box added.


Ford GT

- The front suspension physics modeling has been improved.

- Revised the fuel level increments so they're at 5 liters (1.34 gallons) per increment, rather than 7.8 liters (2.068 gals) per increment.


Ford Mustang Class B

- This car is now available for purchase. This car is in the same class as the Chevrolet National Impala and should drive identically, and setups should be interchangable, just like how the Chevrolet SS-Gen6 and Ford Fusion-Gen6 behave.


Legends Ford '34 Coupe

- This car and its Rookie counterpart have been updated to NTMv5 along with other physics refinements.


Mazda MX-5 Cup

- This car has been updated to NTMv5 along with other physics refinements.

- Raised minimum allowable ride height to 5"


Mazda MX-5 Roadster

- This car has been updated to NTMv5 along with other physics refinements.

- Raised minimum allowable ride height to 5"


Pontiac Solstice

- This car and its Rookie counterpart have been updated to NTMv5 along with other physics refinements.


SCCA Spec Racer Ford

- This car has been updated to NTMv5 along with other physics refinements.


VW Jetta TDI Cup

- This car has been updated to NTMv5 along with other physics refinements.


Williams-Toyota FW-31

- Tire pressures now adjusts at 1/10th psi per click.


Circuit de Spa-Francorchamps

- The Grand Prix and Endurance configs now have a correctly placed finish line, about half way along the upper grid area.


New Hampshire Motor Speedway

- Now has a Legends oval config.


New Jersey Motorsports Park

- This track is now available as a Tech Track.


Mount Panorama Circuit

- This track is now available.


Suzuka International Racing Course

- This track now has a correctly placed finish line, about half way along the starting grid area.
 
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