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The output in iracing is dictated by your windows speaker configuration. How that is then output to your amp/speakers is determined by your sound card. If you want Dolby digital or dts you'll need a sound card that carries out real time encoding of iracings sound. That's not required for multichannel audio though, you can hook it all up via analog multichannel out, or hdmi that can carry multichannel PCM.

If your card doesn't do Dolby or dts encoding you will only get stereo PCM via a digital output from the pc when playing games (DVD/bluray is already encoded on the disk and is passed through the digital).
 
Been away from iRacing for the past 4-5 months what have i missed?

I might come back as im a bit disappointed with GT5
 
Perfect timing to come back. We already have new transmission-model, and after this season perhaps tire-model. Season 4 of 2010 is going to end soon, and whole new 2011 Season starts then. You still have time to get in with your Club-members, and do some strategies if you want to fight for World Cup positions.

...and last... Spaaaaaa...
 
Will iRacing update itself if you're a member and the new tire model is released?
 
Been away from iRacing for the past 4-5 months what have i missed?

I might come back as im a bit disappointed with GT5

As said transmission updates plus various front end improvements, some graphical improvements so that shadows cause less of a performance hit and most importantly - the Williams FW31, an awesome car to drive. Then there is Spa to come within the next few weeks...

Will iRacing update itself if you're a member and the new tire model is released?

Yes, you'll be prompted automatically that an update is required. The next big update for iRacing will be in late January.
 
When exactly will the season end? At the end of the year?

Also, can anyone tell me what class the Skippy car is in, and whether or not I can race it after the graduate from the Mazda MX5 rookie class?
 
iRacing is absolutely awesome, can't wait for Spa too. For me GT5 is a little disappointing as well, but it's still great nonetheless. The graphics on iRacing are as good as GT5 and the physics in my opinion are much better.

Will be doing a lot of B/C Class NASCAR racing because i've had a few good races in that as of late. But I'll also be racing A LOT of Grand-Am, V8's and of course heaps at Spa when that is released. Already :drool: over a laser-scanned Spa....

EDIT: Not sure about when the season ends, we're up to week 6 now so that's 6-7 to go. Yes, you can race the Skippy as soon as you leave Rookie class, the Skippy is a D Class car. 👍 But of course you'll need all the tracks that the series runs.
 
Spa is released between 20-23rd december. Can't wait, and after that they are doing Suzuka, iRacing is getting better and better. Though i'l admit i've not turned a lap on it since i got GT5, soon though, soon! :)
 
Here are the release notes for the 2010 Season 4 build.


Website:

Test Panel

- No longer reloads the entire page when changing car/track/config.

- Added links to car forum.

- Fixed night mode handling so it will load a night track when it should.


Race Panel

- Added car forum links.

- Added series schedule links.

- The session selection box will be hidden if the service isn't running.


Series Pulldowns

- Modified these throughout the site to separate road from oval and eligible from ineligible and active from inactive. This should make the pulldowns more usable as we're always adding more series to the list.


References Menu

- Added sporting code link.


Spectator Mode

- The number of drivers in a session should be correct now. It used to always show ‘0’.

- You will now be asked to select a car when spectating a multi-class session. This allows you drive that car on track in spectator mode.

- Additional filters have been added to the spectator page.


Online Status

- Changed various popups to include session information. An example is if your service isn't running you wouldn't see the details of what your friend is doing. This should be implemented better now.


Driving School

- Changed the driving school certificate button to redirect you to the awards page rather than launching the pdf.


References Menu

- Added sporting code link.


Identity Section

- Added a link from your name to your career stats page.


Hosted Sessions

- IE8 fixes to host a race functionality.

- Resized fixed setup dialog to make it more usable.


Updater

- Fixed progress handling so we will reload the page automatically after installing updates.


Member Profile

- A new “Driver Profile” section has been added to the Community widget on the Dashboard. With this widget members will be able to share info about themselves with other members. Members can upload a photo, input personal information, or write a bio about themselves.


Member Stats Overhaul

- The STATS -> Personal/Friend/Studied sections have been redesigned. The top of the page works similarly to the Driver Profile widget and displays driver profile information. The area below has been split into two tabs: Career and Awards. Career displays the standard career summary. The new Awards tab will serve as a location to collect/display certificates which drivers have earned for winning season racing competitions/completing the driving school/etc. It will also be the future home of a now-in-development iRacing Awards system where drivers will be able to work towards a variety of goals and track their progress towards achieving them. NOTE: Certificates will display retroactively if you have earned any in the past, but not immediately with the rollout of the build. We need to run a process later in the week to make this happen.


iRacing World

- iRacingWorld will soon be closed. Along with this build direct access to iRacingWorld through members.iracing.com has been disabled. In one month’s time the site will be turned off altogether. If you have files you would like to save off of iRacingWorld before its closure, it will remain accessible at the following link www.iracingworld.com.




Simulation:

General

- Fixed hack that let people change the driving camera while hitting the drive button.

- Patched bug that let a driver change his screen name.

- Added in hotkey to adjust driving view (VanishY) up and down to help make dash more visible. The default keypresses are shift-[ and shift-].

- Scenic camera focuses on center line instead of race line. May help keep the cameras out of the wall.


Spectating

- Can test drive a car on track while spectating a race, without being visible to the other drivers.


Sound

- Tweaked volume of sound sources to properly account for delay from sound travel time when stuff is moving. For example, incoming cars are quieter and outgoing cars are louder, and in a fast pack cars ahead will be louder and cars behind will be quieter.

- On-car cameras can now use a set of on-car engine sounds that are different from the in-car and out-of-car sounds. Only the Williams FW31 does this at this time.


Telemetry SDK

- Tire and Gauge data is now output in the telemetry SDK.

- The telemetry SDK was wrapped into a proper DLL and a demo application was written in C# to support it.


Chat

- Increased number of chat messages visible to 1024.

- If you are a driver, spectator chats can now be seen when exiting your car and you can chat with spectators via a new toggle button in the chat box.

- Improved coloring of chat messages to make spectator chats more obvious.

- Spectators can chat even when chat is disabled with the !nchat command.

- Removed spchat/nspchat commands.


Black Boxes / Pitting

- Cleaned up black box and pitting bugs that gave cars a full tank and fresh tires during a tow. And improved refueling controls.

- Enable black boxes during time trials and in qualifying.

- Fixed a bug that allowed cars to get pit service even when parked into the pit travel lanes.

- F4-F8 black boxes now remember which control you were adjusting. The HOME key will reset the currently selected control on one of these pages back to the top which is useful if you were using scripts to adjust these items.

- F2 Standings black box now shows other cars' results when in oval qualifying.

- All cars: F7 black box title should now be "In-pit Adjustments" and F8 title should be "In-car Adjustments"



Graphics

- The illumination model is greatly improved producing brighter brights and better contrast.

- Many of the track and car textures have been adjusted to more correct levels of relative brightness and color.

- Trees, walls, fences, and many trackside objects may now cast shadows very cheaply via the new advanced graphics option, "shadow maps". There are several related options to enable it (note that the settings are on both the graphics and replay options tabs, so you can set each mode differently):

1) First select either "shadows maps on everything", or "shadow maps on tracks/cars". The main difference is that "everything" adds a lot of the terrain to receiving shadows. If you have a fast system, pick "everything", if you have a slower system, pick only "track/cars" at first. Expect a 5% to 10% FPS drop, depending on your selection here (compared to no shadows).

2) For sure, try enabling the related "trackside objects" option. If you later have any new loading problems at larger tracks (and you have an AGP or older GPU), it may help to turn this off, as it requires a little more video memory. Most systems will be able to enable this, and it is worth it!

3) Enable the "Prefer shadow maps" option. This indicates that if you have both shadow maps and shadow volumes enabled, you would prefer that objects cast shadows using shadow maps. This is usually faster (and better in many cases). When checked, walls, and opaque portions of trackside objects will cast shadows via shadow maps rather than shadow volumes when both are enabled.

4) (optional) If you have a really (very) high end system and want shadows from cockpits and cars (or you want them in replays) then go ahead and enable shadow volumes in addition to the above. Currently the cockpits and cars can only cast shadows via shadow volumes. Enabling 2-pass will still be very expensive to enable, so you might want to reserve that for replay mode only. 1-pass shadow volumes are actually about 20% faster now, if you also have shadow maps enabled and preferred.

- A crowd detail option has been added to the advanced graphics options. Selecting "high" detail crowds adds a backside to the spectators at many tracks - useful for replays, but not so important when driving. "Low" is the same setting as in previous builds, the old front side only crowds. "None" is new option to turn off (or greatly reduce) crowds at many tracks during on-line events - useful if you suspect crowds cause a large drop in FPS for your system. Suggested setting is high detail for replays, and low detail (on none on lower end systems) for racing.

- The advanced graphics options for improving car texture appearance have been renamed, but work the same as before.

- Night lighting is now properly adjusted for sRGB gamma. Cars on track shouldn't get so dark in the dimmer spots - the illumination now appears more even.

- Enabled IZ3D to operate without causing a loading error 68. If anyone is currently using the IZ3D driver with a custom workaround (d3d9.dll) that we made for you please try it without the special d3d9.dll (rename it or copy it somewhere safe) and see if now works OK without the workaround.


Tracks

- Mosport and Indianapolis/Road now have gained time checkpoints to prevent cutting pit entrance to gain laptime.

- First couple of pit stalls at Brands Hatch tweaked so they don't aim right at that annoying solid rail.

- Martinsville checkpoints tweaked so not be able to sneakily get a fast lap time by driving the infield just so.


Cars

- In-car adjustable increment and decrement controls are able to be mapped to controller buttons in a new Options page In-Car tab. To make it easy to see which controls are available on a car, the controls that are on the currently loaded car are highlighted, while the unavailable controls are greyed out but still assignable.

- For cars that have it, a pit lane speed limiter is now available. The control is assignable, default is the key A, which toggles the pit lane speed limiter on or off. When getting into your car it is off by default.

- A tweak was made to the current tire model that improves tire damping characteristics. This is most noticable on cars that run very low tire pressures.

- All-aids shifting should be a little bit less of a time loss versus the lower/no shifting aids in all cars.

- Updated how the auto-parking-brake releases so the Jetta TDI doesn't sometimes get bound up trying to pull away from a standstill.

- The Riley DP updated with 2011 contingency decals.

- The Latemodel has slightly improved engine cooling.

- The Dallara now uses the Indy tires and aero package at Pocono, and now uses the road course aero package at Centripetal Circuit.

- The Pontiac Solstice has updated tires to the latest version of our tire model, similar to the Mustang and MX-5 tires.


ATT Williams FW31

- Introducing the 2009 AT&T Williams FW31.

- This is the first car for which we have written a setup guide, located within the Resources -> Reference Documents area of the website.

- 3 downforce trims are available.

- Front flap angle and rear wing wicker can be altered for aero balance adjustments.

- Front suspension has corner springs, anti-roll bar, and heave spring.

- Rear suspension has heave spring and anti-roll bar only.

- Vehicle has 6 dampers: 4 corner dampers, and 2 heave dampers.

- Brake pressure and dynamic brake bias are available to adjust.

- While in pit-box and in neutral dynamic brake balance is shown on display.

- Ballast is moveable.

- Front and rear inerter masses are adjustable.

- Spec out diff locking with ‘diff build.’

- In-car adjustments are brake bias, three diff settings, engine braking, engine power and throttle pedal response.

- Pit stop adjustments include front flap angle.



Mazda MX-5 Cup and Roadster

- Introducing the Mazda MX-5 Cup and Roadster. These cars are our new Rookie cars and can race together in the same series.

The cars are more than just mirror images of each other. The Cup car is left hand drive, and uses the 6-speed transmission available in the production car. The Roadster is based more closely on the Japanese-spec NR-A version, with it’s 5-speed transmission and slightly smaller tires.

This may seem like a mis-match, but it’s closer than you may think. With the different gearing, the Roadster loses a little bit in straight line acceleration, due to the bigger RPM drops between shifts, but partly makes up for it with a better top (5th) gear ratio compared to 6th in the Cup car. That’s not even mentioning the right hand weight bias that can prove beneficial on the predominantly clockwise-run road racing tracks. However, the Cup car does have a potentially higher top speed (in the draft) on the longer tracks.

- Gearing and setups are the big difference between the two. Gearsets are below:
Cup Roadster
1st: 3.82 3.136
2nd: 2.26 1.888
3rd: 1.64 1.330
4th: 1.18 1.000
5th: 1.00 0.814
6th: 0.79
Final Drive: 4.10

- Both cars are going to be fixed setup for Novice level races, so that takes a lot of the “tinkering” out of the equation. Advanced level events in both cars will allow standard adjustment of alignments (Caster, Camber and Toe) along with tire pressures. The Cup car will allow shock damping adjustments as well as limited ride height variation.

- Roadster has Bilstein (non-adjustable) dampers and stiffer springs than standard production, but not too stiff for daily use. (A good number of the racers that run the car at Tsukuba Raceway drive the cars to and from the track, and even commute in them.)

- Cup car has Sachs 2-way adjustable dampers (Bump and Rebound) and are quite similar to the Mustang shocks in their damping adjustment method. Bump is adjusted in “clicks” while rebound is modified by 45° “sweeps.”

- Tires are BFGoodrich G-Force R-1s on the Cup car. The Roadster is going to run the same tires on it, for consistency of performance between the two cars. The mandated tires for the NR-A car are a Bridgestone RE-11 tire, but they aren’t a DOT-R compound, so to minimize any competitive disadvantage it was decided to be consistent, even if not 100% correct in this particular case.
 
Release notes for the 2010 Season 3 build.

Misc/Uncategorized

- The pace car has been switched to a Mustang. The Solstice pace car is still there for older replays.

- Allow SoftTH 2.0 DLL (pre-release version) to load without causing a loading error.

- More cars can be transmitted to clients due to improved compression techniques.

- Added in a ticker bar when spectating with the UI hidden (you can hide the UI with the space bar). You can enable the tickers in the app.ini [Overlay] EnableTicker=1

- Throttle should no longer cause motor to rev up unexpectedly if you haven't moved any controls yet like sometimes happens with Logitech wheels/pedals.

- Splits/delta key is now a mappable control in the Options screen, default behavior is the TAB key.


Graphical Updates

- Added support for night lighting at Richmond.

- Improved illumination levels at most of the tracks. The main difference is that the dark sides of objects are darker with shadows disabled.


Cameras/Replays

- Force TV cameras to set damping and 'aim at group' to on.

- Added in control to FF/RW to next incident in a race with ctrl-NUMPAD1 and ctrl-NUMPAD3.

- New hot key '/<num><enter>' focuses cameras based on running order, similar to the '*<num><enter>' hot key, so /1<enter> focuses on the car in first place.


In-sim Text Chat

- Pressing 'r' from either the driving screen or the session screen responds to the last person who private messaged you.

- Improved driver name matching for chat private message targets: /<driver> message.
- <driver> can be: <name>, or #<car number>, or just <car number>
- Name represents the beginning portion of a name so bob matches on bob or bobby.
- You can string together multiple names using '.' to replace spaces so b.brown could match 'bob brown'.
- Names must be specified sufficiently to give a unique result.
- If two names conflict but one is an exact match than that name is used. This is so bob.brown and bobby.brown can be differentiated.
- The # symbol is optional to help make things faster.

- New chat target: /rc <message> sends a message to the admins of current event. (/rc is short for race control)

- New chat target for admins: /all <message> sends a chat message to all drivers even if chat is disabled.

- Spectators can text chat with each other but not with drivers. This includes spectators that are administrators. In order for an administrative spectator to chat with the drivers they must use either the /<driver> or /rc or /all commands. Or an administrator can allow spectators to chat with drivers using the !spchat command.

- Added in support for administrative race control chat commands, type !help for a complete list of commands. (You must be an iRacing official or the owner of a hosted session)


Administrative Chat Commands

- Some commands may be shortened, the bolded part of the commands are the shortest form acceptable.
- <> means a required parameter.
- [] means an optional parameter.
- <driver> is the name or number of a driver, same as described above.
- [message] is an optional message to be appended to any admin command.
eg: the command '!remove #32 Banning for reckless driving.' would send out the notification:
'#32 was removed from the system. Banning for reckless driving.' to all drivers.

!help [command]
!? [command]
- Print list of commands available, or list additional information about individual commands.
- So '!help admin' would output detailed help about the admin command.

!admin <driver> [message]
- Give other drivers admin privileges.

!nadmin <driver> [message]
- Remove admin privileges from driver.

!remove <driver> [message]
- Permanently remove a driver from the race, can remove spectators as well.

!yellow [message]
- Throw a yellow if not already active, issue during 1 to go, to extend the caution.

!waveby <driver> [message]
- Move car up to next lap and send to the end of the pace line.

!advance [message]
- Advance to next session (qualify to grid, etc).

!chat [driver]
- Enable chat for all drivers.
- If driver is specified, re-enable chat for that driver.

!nchat [driver]
- Disable voice/text chat for all drivers except administrators.
- If driver is specified, disable chat for that specific driver only.

!spchat [message]
- Allow spectators to chat with drivers.

!nspchat [message]
- Disable spectator to driver chat.

!black <driver> [time] or [L(laps)]
- Give a driver the black flag.
- Default is a stop and go, optionally specify time or laps to hold.

!dq <driver> [message]
- Disqualify a driver from the race, but do not remove them from the server.

!eol <driver> [message]
- Move driver backwards to end of pace line.

!clear <driver> [message]
- Clear all pending or active black flags, dq's or eol's for a driver.


Telemetry API

- Extended external telemetry API to output data on current status of the race.

- New sample program to demonstrate updated API.

- Added a new forum for downloading API files and discussion: Technical & Help Forums > iRacing API's and Development Discussions


All Cars

- Vehicle body damage affects aerodynamic drag, downforce and balance, and can affect engine cooling on some cars.

- Heavy impacts can now cause engine damage and failure, and coolant, oil and fuel leaks. (The leaks just reduce the levels of liquid in your car, and are not visible and do not affect any surrounding cars or the track.)

- Reduced pitstop time variability.

- Oval opponent car now display appropriate wheel camber for road courses versus ovals.

- Many cars have had visual improvements to their tires and other bits and pieces.


Impala A

- Tire performance, temperature and wear modified for all tracks.

- Updated front end suspension geometry.

- Increased front anti-roll bar options.

- Aero map coordinate transform improvement.

- Drafting and traffic aero adjustments.

- Point mass repositioned with graphical origin.

- Gauge accuracy improved.

- New default setups. ** Not all the default setups have been finished yet, but the first couple of events have been updated. The rest will be updated soon.


Impala B

- Tire performance, temperature and wear modified for all tracks.

- Aero map coordinate transform improvement.

- Drafting and traffic aero adjustments.

- Point mass repositioned with graphical origin.

- Gauge accuracy improved.

- New default setups. ** Not all the default setups have been finished yet, but the first couple of events have been updated. The rest will be updated soon.

- The fixed setups to be used for this season are included in the iRacing Setups in the garage. ** Not all of the setups have been finished yet, but fixed setups for the first couple of events are in there. The rest will be updated soon.


Silverado

- Shift light comes on 500 rpm before rev limiter chip.

- Gauge accuracy improved.

- New default setups.


Late Model

- Fixed shock 'weight jacking.'

- Larger nose weight adjustment increment.

- Additional setup variables available in garage.

- Point mass repositioned with graphical origin.

- Swaybar display now only shows clearance and removes offset.

- New default setups.


SK Modified

- Massaged rear suspension damper rates to improve handling.

- New default setups.


Tour Modified

- Improved tire model and increased rev limit from newly available data.

- New default setups.


Dallara

- Tire performance curves modified for all tracks.

- Increase tire stagger at ovals as per latest information.

- Front and rear wings adjustable during pitstops.

- Centripetal Circuit loads the road course chassis.

- Increased braking capacity.

- Point mass repositioned with graphical origin.


Corvette C6R

- Increased steering force feedback to improve feel.

- The fixed setups to be used for this season are included in the iRacing Setups in the garage.

- Increased grip fall-off with tire wear.


Radical SR8

- Point mass repositioned with graphical origin.

- Slightly increased shock damping.

- Aerodynamic forces slightly improved while adding the aero damage.


Ford Falcon V8SC

- A small tweak to tire feel.


Mustang FR500s

- Corner weights now displayed in garage screen.

- Increased oil and water cooling.


Lotus 79

- Rev limiter is removed.


Star Mazda

- New default setups.


Fixed Setup Events

- The ability to run fixed-setup races has been added in this build. Fixed-setup hosted sessions can be created. Some regular iRacing series also use fixed-setups, and will be so designated.

Fixed-setup iRacing series and Hosted Races must specify a race setup. This setup will be available for use during testing*, practice, time trial, and race sessions. A separate qualifying setup may also be specified. The qualifying setup will be available during testing*, practice and qualify sessions. If a separate qualifying setup is not specified, the race setup will be used during qualifying.

*When the sim is started using the "Test Car on Track" button on the Race panel for a fixed-setup series, the testing session will be fixed-setup, and will allow use of only the race setup and qualifying setup (if specified) for the current race week in the series.

The system will ensure that only the correct car setups (race and/or qualifying) are available during each session of an event. For example, during the practice session of a hosted race, both the race and qualifying setups will be available for use, but during the race session only the race setup will be available. If both the race and qualifying setups are available during a session, the race setup will be selected by default. The Garage screen can be used to select which setup (race or qualifying) to apply to the car. The car settings can also be viewed on the garage screen, exported, and saved locally for future use.

The car setups used in fixed-setup sessions must reside on iRacing's servers so that the race servers can load them and distribute them to all of the drivers in a race. When setting up a hosted race, you will have the ability to upload the car setup(s) you wish to use. Once uploaded, those setups will be availble to you to use in any future hosted sessions you create. The car setups that iRacing distributes with the cars will be available on our servers so that you may use them in your hosted sessions.

When setting up a hosted race, you may designate that the race will be fixed-setup. For a fixed-setup hosted race, you must choose a race setup for each car that is allowed in the session. If the hosted race includes a qualifying session, you may, but are not required to, specify a qualifying setup for any of the cars allowed in the session.

- Steering ratio is adjustable in fixed setup events for cars that have this adjustment. Nothing else is adjustable in any way during a fixed setup event.


Race Panel

- The Race Panel now supports session selection across event types. So from the race panel you will be able to register for the next race, time trial, qualify or open practice directly from the race panel.

- There has been some confusion regarding the "Cannot Change Car" button/message on the race panel. This error message has been misleading because it would be displayed for multiple different error conditions. Examples being the session is full or the registration period has ended. The error reporting should now be accurate.


Test Panel

- The Test Panel has a "Night Lighting" option on Tracks for which this option is available.


Spectating Sessions

We have added the ability to join a race session as a spectator. You can select a race to watch from three places. There is a new page under Events - Spectator Events that presents a list of all currently active race, open practice and hosted sessions that are available for watching. You can also select a race to watch from the myRacing - myRacers page (more on that in the online status section below). Finally, you can use the new myRacers popup (more on this in the online status section below) that is available just to the left of your iRating in the top right section of the user interface in the members site.

There are a limited number of spectator slots for each race session. When you register as a spectator you will see a "Watch" button appear in the race panel where you would normally see the "Join" button. When you click the "Watch" button you will launch into the sim where you can watch the race and communicate with other spectators. You do not need to have your driving peripherals configured in order to watch a race.


Online Status

- We have added new functionality to help you to determine what your friends / studied / searched for drivers are doing on the service and to easily join their race session or join as a spectator.

This new information is available in two places. First of all we have completely reworked the myRacing - myRacers page. This page now displays a sortable table showing your friend / studied racers along with checkboxes to filter the display. There is an online/offline indicator. If the indicator is green it means that the member has been online within the last 2 hours. If the indicator is red we will display the time of their last login. If a member is currently registered for a session you will see details of their session. If the session is joinable for either racing or watching you can do so from this page.

In order to implement this feature with acceptable performance we now limit your number of friends and studied to be a maximum of 50 each.

- A new myRacers popup is always available just to the left of your iRating towards the top right of the members site UI. A label dynamically updates to display a total of how many of your friends + studied racers are currently online. Mousing over this label will display a list of your online drivers. An icon to the left of each driver's helmet will indicate if you can join their session either as a driver or spectator.

- There is a new setting on the general tab of the settings panel that enables you to hide your online status from other members. At this time this is a simple toggle on/off. If you decide to hide your status, people who have you on their friends or studied list or search for your information will see "Member information is private" next to your name on the "My racers" page.

- There is a new label beneath the iRacing logo on the top left of the member's site UI that dynamically updates to display the total number of unique iRacers who have been online in the last 2 hours.


Hosted Sessions

- In some cases we were removing hosted sessions from the page when the session was full rather than just showing a "Full" button. This was confusing to members because a session would disappear from the screen well before the registration period ended.

- When a hosted session was full we wouldn't allow people to re-enter the session who already had a pit assigned. The problem case is as follows: Join a hosted session and withdraw, wait for the session to fill up completely, if you now tried to get back in it would fail because no pits are available. The correct behavior is to allow you back in because you already have a pit assigned to you. This should be working properly now.


Transmission and Shifting Model

We have replaced our model of a car's transmission and how the driver causes the car to shift gears. Previously, clicking out of a gear or into another gear would instantly do just that - regardless of whether or not such a gear change was actually physically possible.

Now, your shifting inputs tell the sim what you're trying to do, and the sim tries to do what you ask - the sim no longer instantly just shifts. Think of your shifting inputs as telling the sim, "I am pushing/pulling on the shift lever." You will often need to hold the shift control for little while as the shift goes through to completion before releasing, if you let go too early the sim will interpret that as you letting go of the shift before the shift completes, probably leaving you hanging in neutral. If you use an h-pattern shifter, then the shifter is automatically holding the next gear which makes it more comfortable.

This is likely to require some time to adjust to, so do not be afraid of turning on the auto-clutch and auto-blip shift aids when you need reliable shifting while you're still learning to feel out shifting with lower levels of aids in practice and testing.

The currently engaged gear will not disengage unless the transmission is sufficiently unloaded:

- For upshifts, full throttle will definitely hold the current gear engaged. You will need to lift, use the clutch, or hit the rev limiter to unload the transmission enough for the current gear to disengage.

- For downshifts, engine braking when fully off-throttle especially at higher rpm may well be sufficient to prevent the current gear from releasing. You will likely need to use a little bit of throttle (which will happen anyway if you are blipping on downshifts), or use the clutch to disengage the current gear. If you are braking while holding down some throttle it will quite likely be too much throttle to allow the current gear to disengage, unless you use the clutch to unload the transmission.

If you are using an h-pattern shifter control to shift with, moving the stick into neutral will ask the sim to try to leave the current gear if it can. Selecting the next gear will tell the sim to attempt to engage that gear once it succeeds in getting into neutral.

If you are using sequential controls to shift with, holding down the shift button is equivalent to pushing on the shift lever to the next gear. If you let go of the button before the shift completes, you may not have even left the current gear yet, or may end up in a neutral between the two gears.

Cars that have a sequential transmission can no longer be shifted with an h-pattern shifter. If you have your h-pattern set as the preferred shifting method, the sim will give you a warning message when you first get into a sequential car to start driving advising you that you will have to use your configured sequential controls.

If you try to engage the next gear when the rpms are too mismatched, the gears will just grind and the next gear will not engage. So that means that smash-it-into-1st race starts don't work any more, as trying to grab 1st at high rpm is not healthy for the gearbox and you will hear nasty grinding sounds. You'll want to engage 1st gear while the motor is not revved up and the clutch is pushed in (the anti-stall clutch conveniently holds the clutch in for you if you are stopped and not revving the motor). Then you do a race start via revving up the motor with the clutch pushed in, and doing some kind of clutch drop. If you use the auto-clutch shift aid, it will hold the clutch in for you while you are revving in neutral, so selecting 1st gear for your launch is acceptable. The auto-clutch shift aid will release the clutch for you, but with a fractional delay.


For a dog-box transmission, the next gear can typically engage when the revs are within a few thousand rpm - a pretty broad rpm range. You don't need to bother with the clutch, just appropriate throttle lifts or blips to disengage the previous gear are all it takes to shift. This also means that you can quite comfortably left foot brake with dog-box cars.

- Upshifts you want to do as fast as possible: press and hold your upshift a moment before you lift to preload the shifter, then do the fastest lift you can for a really quick shift. It is possible to use the rev limiter to unload the transmission and cause the upshift instead of lifting. If you are using sequential controls, remember to press and hold the upshift button until the gear change finishes. Some race cars have a built in throttle cut that engages when it detects pressure on the gear lever. For these cars you don't need to lift at all, just clicking the button will trigger the throttle cut. But make sure not to release too rapidly, or the shift may not be fully completed as you release pressure from the shift lever.

- Downshifts can be done very quickly too. Press and hold your downshift a moment before you blip to preload the shifter, then tap the throttle for a blip of the motor to minimize upsetting the car's balance as the next gear engages. In most cars there will be enough engine braking torque that the gear won't disengage until you tap the throttle for the blip, and remember to press and hold the downshift button until the gear change finishes.


For the Solstice and other cars with synchromesh gears, the synchros do all the work when the revs are mismatched. You won't hear a grind when you select the next gear while the synchros are doing their thing, so the neutral timing isn't the same as a crash box. You don't absolutely have to use a clutch for a synchro box - but the synchros are not even remotely close to being strong enough to overcome the entire motor when trying to rev match so you have to get the entire motor to match the correct rpms for the next gear yourself, but if you use a clutch pedal then the synchros can easily match the transmission input shaft for you and make shifting a much faster and reliable experience.

When shifting with a real synchromesh gearbox, you engage the next gear's synchros by lightly pulling the stick against the next gear, until the gear clicks into place. Unfortunately, the sim has no ability to know that you're trying to select the next gear until you actually select the next gear, and only then can the sim start working the simulated synchros. With sequential controls, the sim knows you are trying for the next gear up or down, so you just need to press and hold the shift button until the gear engages. With an h-pattern you need to actually click your next gear into place quite quickly so the sim can start pushing it's simulated shifter against that gear's synchro. The timing of the shifting process feels a little different to a real car. You'll have to get used to the timing of your shift request but continuing to hold the clutch in until the gear finally engages before letting the clutch out, unlike in a real car where you can feel the shifter clicking into place as the gear finally engages.

- Upshifts you typically want to do as fast as possible, but it's not as fast as a dog-box transmission can do it: press and hold your upshift a moment before you lift to preload the shifter, then lift the throttle while pushing in the clutch. As the next gear engages, you can push the throttle down again and release the clutch. You could also choose to not lift, and just push in the clutch pedal until the next gear engages. This method of power shifting will not make your clutch want to be friends with you for very long. Or you could not use the clutch at all, but you have to lift off the throttle and wait for what will feel like forever and ever until the engine drops enough rpm for the next gear to engage. Remember to hold the shift button until the gear shift completes.

- Downshifts you will also want to shift as quickly as you can, to start working the next gear's synchro. Press and hold your downshift a moment before you blip to preload the shifter while braking with your right foot, then press the clutch pedal in with your left foot and roll your right foot somehow to blip the throttle while maintaining smooth brake pressure at the same time, and when the next gear catches, release the clutch pedal smoothly. This is called heel-toe downshifting, and it's very hard to get a good feel for in the sim due to not being able to physically feel the response of the car and the shift lever. It is possible to left foot brake and not use the clutch on downshifts, but it's hard work on the synchros and you must make sure to blip the engine rpm well enough to match revs or you'll be stuck in neutral fishing for a gear. Remember to hold the shift button until the gear shift completes.

Sometimes if you mis-time your synchromesh gear shifts (particular if you don't use a clutch) you can clear the synchro but still miss the gear engagement, and you will hear nasty grinding sounds from your gearbox.


Some of the higher end race cars with sequential gearboxes can have fully automated shifting. You just bang the shifter button and it does whatever it needs to do with the throttle to get the next gear for you in a very short amount of time.


Here is a list of the cars we currently have and the type of transmission they have so you know what style of shifting you will want to use with each:

Fully automated sequential:

- Dallara
- Jetta TDI

Dog-box sequential with throttle cut:

- Corvette C6R
- Ford V8SC
- Radical SR8
- Riley DP
- Star Mazda

Dog-box sequential:

- Legends Ford34C
- Skip Barber

Dog-box h-pattern:

- Impala A
- Impala B
- Latemodel
- Lotus 79
- Silver Crown
- Silverado
- SK Modified

Synchromesh h-pattern:

- Mustang FR500S
- Solstice
- Spec Racer Ford


Key points:

- If you are struggling to adapt to shifting with no shift aids, don't be afraid to turn on the auto-clutch shift aid and perhaps even the auto-blip shift aid for important sessions where you need reliable shifting. Like any physical activity you may have been doing for a long time it can take a while to unlearn your old muscle memory habits and learn new ones.

- Sequential cars will not allow the use of h-pattern controls, like the Jetta has been doing for a while now.

- Remember to think "press and hold" for sequential shift buttons until the shift is complete, it's not just "click".

- Practice your timing so you press and hold the shift button before you blip on downshifts or lift on downshifts.
 
I just hoped back into iRacing after a whole week of GT5, and man it feels so slow :)

IMO, maybe Blasphmeny but GT5's FFB feels more like driving a real car to me than iRacing. If you drive the MX-5 in both, back to back, you'll see what I mean. I never felt like I was ever driving a real car in iRacing YMMV
 
IMO, maybe Blasphmeny but GT5's FFB feels more like driving a real car to me than iRacing. If you drive the MX-5 in both, back to back, you'll see what I mean. I never felt like I was ever driving a real car in iRacing YMMV

I'm really surprised you say that. Although I'm pleased with the GT5 physics I find the FFB in GT5 completely lifeless in comparison to iRacing. What does everyone else think?
 
I'm really surprised you say that. Although I'm pleased with the GT5 physics I find the FFB in GT5 completely lifeless in comparison to iRacing. What does everyone else think?

The track FFB feels much better in iRacing off course. Although the Mount Aso theme in GT5 feels good, some interesting FFB and chatter on the wheel on there. Seems to vary from car to car.

I just meant how the driving feels. I get a big disconnet with iRacing, speed perception, how the car reacts, how it slides etc
 
iRacing for me is the best FFB i've ever felt... GT5's is ok but I get the opposite CoolColJ. I get the feeling of disconnection more so in GT5 with the way it slides and the FFB goes light as the car slides. To me this feels a bit strange. For me iRacing is the more realistic "feeling" sim but GT5 is still excellent too.

All personal preference really. ;)
 
Id agree iR feels better to me and tells me more of whats going on with the tires. GT5 feels good but something just feels light on it.
 
iRacing has so much more feel its like the car talks to you in iRacing.

I find in GT5 when you lose the rear end you dont have to finesse it back you just wrench the wheel the other way and the back comes back round, its like theres no weight to the back end of the car.

Very happy I found iRacing a few weeks ago, it has eased the pain of waiting so long for a GT that hasn't delivered anything new imo.

Using G25 btw
 
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I just hoped back into iRacing after a whole week of GT5, and man it feels so slow :)

IMO, maybe Blasphmeny but GT5's FFB feels more like driving a real car to me than iRacing. If you drive the MX-5 in both, back to back, you'll see what I mean. I never felt like I was ever driving a real car in iRacing YMMV


You have something very wrong then. I could not come back to GT because lazy and lifeless ffb compared to iRacing.
 
iRacing or GT5, mmm, which one shall I choose?

Well I think I'm going for iRacing.
 
Yeah, agreed. Spa in the Williams is absolutely fantastic. Spent about an hour there offline the other day and got down to a 1:47.2 which I was pleased with. But amazingly fun, soooo good to have a laser-scanned spa for a sim.
 
I just hoped back into iRacing after a whole week of GT5, and man it feels so slow :)

IMO, maybe Blasphmeny but GT5's FFB feels more like driving a real car to me than iRacing. If you drive the MX-5 in both, back to back, you'll see what I mean. I never felt like I was ever driving a real car in iRacing YMMV

I have been in and out of iRacing since the original Beta in what 2005/2006? And I always end up just leaving. The thing about iRacing is I have noticed people feel obligated to love it because they pay dearly for it. It really is a great "package" if youenjoy a controlled competition environment with a proper league and a way to filter and keep out the carshers and wreckers - but as an accurate driving game it is no more "real" than GTL or rFactor or LFS or GT5 etc etc.

The mere fact that the developers have made significant changes over the years to the core code, tyre model etc shows the thing was never the "perfection" die hard fans claimed it was from day 1.

I have always used a very high spec PC and a very decent controller (even tried a FREX rig a couple years ago) - it is always the same, a disconnected vague feeling (the mere presence and strength of FFB does not equal real life) and unless you are into RACING, iRacing is "just another PC "sim" platform". It is not THE PC "sim" platform.

But as I say, if the actual competition and organised "sports" end is what you crave iRacing is the only game in town - literally ;)

They keep sending me "Welcome Back" free months and I signed up again in October - but ended up doing maybe 5 hours total driving and let it lapse again.
 
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I have been in and out of iRacing since the original Beta in what 2005/2006? And I always end up just leaving. The thing about iRacing is I have noticed people feel obligated to love it because they pay dearly for it. It really is a great "package" if youenjoy a controlled competition environment with a proper league and a way to filter and keep out the carshers and wreckers - but as an accurate driving game it is no more "real" than GTL or rFactor or LFS or GT5 etc etc.

The mere fact that the developers have made significant changes over the years to the core code, tyre model etc shows the thing was never the "perfection" die hard fans claimed it was from day 1.

I have always used a very high spec PC and a very decent controller (even tried a FREX rig a couple years ago) - it is always the same, a disconnected vague feeling (the mere presence and strength of FFB does not equal real life) and unless you are into RACING, iRacing is "just another PC "sim" platform". It is not THE PC "sim" platform.

But as I say, if the actual competition and organised "sports" end is what you crave iRacing is the only game in town - literally ;)

They keep sending me "Welcome Back" free months and I signed up again in October - but ended up doing maybe 5 hours total driving and let it lapse again.

Good post RC45. I got hooked on online racing when I tried GT5P and then i tried iRacing and got hooked on that. I agree that a lot of iRacers are overly defensive, partly because they pay more and feel they need to justify themselves, but also because their experience has truly been better because of the RACING you mention and they just want others to give it a try.

Anyway, I am interested in which PC sim you think has the best feel. iRacing is the only one I have ever tried. I hear a lot about Netkar and LFS, but I have been hesitant to download them because I know it is not as simple and straightforward as iRacing to just download and play. i dont want to waste a lot of time, just want to drive.

Anyway, which other sim would you guys recommend trying and what do you think makes it better than iRacing (in terms of feel and physics)? I love iRacing and dont think i would "convert" but I do want to try something else. I just tried GT5 and dont quite agree that it feels better, but dont really want to debate that. Just doesnt feel like it has the fidelity, partly because of the tracks and partly because I dont think the detail and hertz of the steering is there.
 
Good post RC45.
+1.

I'm still deciding wether I should get an iRacing license or not.

Anyway, which other sim would you guys recommend trying and what do you think makes it better than iRacing (in terms of feel and physics)? I love iRacing and dont think i would "convert" but I do want to try something else. I just tried GT5 and dont quite agree that it feels better, but dont really want to debate that. Just doesnt feel like it has the fidelity, partly because of the tracks and partly because I dont think the detail and hertz of the steering is there.
I had the change to try iRacing and I tried NetKar pro. In my opinion, there is a difference between the two sims (games). iRacing did not feel as good as Netkar Pro. There is something about the feeling of NetKar Pro that makes me smile. The cars in NetKar Pro feels more connected to the tarmac (have to use this word because I don't know better :D). IMO, even Shift, pc version with the overhaul or sharp mod feels better than the iRacing version I tried.

The only thing why I'm interested in iRacing is because of the laser scanned real tracks. Netkar Pro doesn't have real tracks. There are mods for netkar pro but that's not the same.

Bottom line, I ended up getting a NetKar Pro license and not an iRacing license.

There will be more content when Kunos releases netkar pro 1.3. They said it would be released at Christmas but nothing so far

Download the netkar pro demo and see for yourself. You won't be dissapointed.
 
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