iRacing.com

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Re: iRacing.com

Messaggioda Simone » 21 gennaio 2014, 10:46

iRacing.com | Primo render Dallara DW12

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Re: iRacing.com

Messaggioda Simone » 21 gennaio 2014, 10:48

iRacing.com | Primo render BMW Z4 GT3

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Re: iRacing.com

Messaggioda Simone » 23 gennaio 2014, 16:11

iRacing.com | Anteprima video RUF

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Re: iRacing.com

Messaggioda Simone » 28 gennaio 2014, 16:45

iRacing.com |Disponibile la Build 2014 Season 1



Release Notes:
Spoiler: show
Website:

League Calendar Exports

- You can now export your league calendar in iCalendar format. This allows you to integrate your iRacing League season schedules with your Google Calendar, iPhone, Microsoft Outlook etc.

- Calendars are exported per season. In other words if your league is running multiple race seasons simultaneously you will need to export each season individually.

- To access this feature go to your league race seasons view. If you are either a member of the league or if the league’s race schedule is public you should see a new “Export Calendar” button. Clicking on this presents a dialog that provides two options:

1) Calendar subscription
With this option you copy a URL into your calendar program (e.g. Google Calendar) and the calendar software will listen for calendar changes and update your calendar automatically. This will only work for league race seasons that are public (See League Privacy Settings).

2) Calendar import
For calendar programs that don’t support subscriptions but do support imports you can download the .ics file containing the events for the league season. To download the file click on the download link.

Blacklist

- Racers can now be “blacklisted”. A blacklisted racer will no longer be allowed to join any hosted session that you host.

1) MyRacers Page

- A new checkbox has been added to the MyRacers page called “show blacklisted”. Checking this box will display all racers that have been blacklisted by you.

- To blacklist a racer:
· Search for the racer.
· Hover the mouse pointer over the racer’s helmet.
· Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted. On subsequent searches, all blacklisted racers will be displayed in red.

- To remove a racer from your blacklist:
· Search for the racer or check the “show blacklisted” checkbox to display all blacklisted racers.
· Hover over the racer’s helmet.
· Select “Remove from Blacklist” – Once this is done, the racer’s row will revert to a normal color and upon refreshing the list, will no longer appear in your blacklist.

2) Race Results Page

- To blacklist a racer:
· Hover the mouse pointer over the racer’s helmet.
· Select “Add to Blacklist” – Once this is done, the racer’s row will turn red indicating that the racer is blacklisted.

- To remove a racer from your blacklist:
· Hover over the racer’s helmet.
· Select “Remove from Blacklist.”

3) Join A Race Page

- You cannot join races hosted by admins who have blacklisted you. The join button will be replaced with a red “X”. Keep in mind that is not necessarily an indication that you have been blacklisted, as there are several reasons you may not be able to join a hosted session.

My Account Section

- My Account has a new, easy way to use and redeem gift codes by clicking the blue button that says “Redeem Promotional Code” on the My Account home page.

- Additionally, you can easily recharge your account with the “Recharge My Account” button on the My Account home page.

- My Orders in My Account are easier to read.

Weather Information

- Series’ individual sessions popup details now show the correct weather parameters.

- What’s hot widget now shows the correct weather parameters in the popup details.

- Testing a session now loads correct weather parameters for all sessions.

Car Page

- Car detail pages have been updated with a new look, with new functionality, and can now play videos (where available).

Joined A Session Interlude Page

- iRacing Tips (the random tips and hints) are now called iRacing Tidbits.

Car Paint Kit

- The Car Paint kit now allows you to select a slant design for your car number. This will appear in the Sim, but not in thumbnails on the Member Site.

- 5 additional number fonts have been added.

Simulation:

Scoring

- Fast-Track license promotions for Rookie license holders now occur at an SR of 3.0. Since this matches the end-of-season promotion requirements, there is no longer a need for them. And so there will no longer be a “quiet period” at the end of each Rookie season to allow for Rookie promotions.

Simulation Startup

- The process of loading and painting each car has been significantly optimized so the Sim can now load a lot faster.

Replays

- Fix a bug where cutting and saving a portion of an old replay would result in a replay that would not load.

Controls

- Improve calibration detection to better handle combined axes.

- Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow Fanatec wheel displays to reinitialize when hot plugged. By default this is off.

- Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for users who have unstable USB environments.

- Always output FFB telemetry even if no FFB device is available.

- Fixed a bug that could be causing members to lose their shifter buttons in some odd cases.

- Fixed a crash that could happen if no joysticks are detected for a moment.

- Added in app.ini [Force Feedback] debounceSeqMs=80 flag that can be used to force the sequential shifter to be held down for a specified period after first triggering it, this helps reduce the chances of a double shift caused by buggy hardware, at the expense of slowing down your shifts. This is enabled by default and set to 80 ms.

Graphics

- 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%.

Setup Auto Load

- Added a new ‘auto load’ feature where the Sim will automatically choose an appropriate iRacing setup for the track you are at.

- There is a check box in garage to turn on/off auto setup loading for each car. This is automatically checked only if you didn’t have a -Current- setup already for a car, so it won’t blow away any pre-existing setups you have on a car. The check box is unchecked as soon as a setup is edited, even if the changes are not saved.

- If auto load is enabled, the Sim chooses an iRacing setup by comparing the setup names against the track’s directory name (charlotte_quadoval, for instance), if that fails we look for road or oval, failing that we go with baseline. Autoload will only ever load iRacing setups, not your own.

- All cars have had their iRacing setup names adjusted to support this new feature.

Spotter

- We have added some more variety to many of the existing spotter messages.

Lucky Dog

- The Lucky Dog rule for allowing lapped cars to get a lap back during caution periods is now available.

- When configuring a hosted session, league session or tournament session, you can configure lucky dog by going to the “CAUTIONS” pull-down on the host a race page and select “full course cautions on with lucky dog”.

- Lapped cars are considered for who gets the Lucky Dog in order of how many laps down first, then for cars on the same lap down in the pacing order that the caution settled into.

- Lapped cars will not be considered for the Lucky Dog if they were involved in anything that may be related to causing the caution, or were carrying a black flag at the time of caution, or do anything stupid during the caution before the Lucky Dog gets waved around (such as getting a black flag, crashing into someone, etc)

- The best remaining Lucky Dog candidate will get waved forward a lap as they cross the start/finish line while the lead lap cars are pitting (or even if the lead lap cars didn’t actually pit).

- If you get the Lucky Dog, the pace order instructions will tell you to pass the field, pass the pace car, then catch back up to the back of the field. You will also be issued a “Lucky Dog” end-of-longest-line penalty at the same time, which you will see in the upper left. This doesn’t mean go to the end right then, but it means that you will be held at the end of the longest line after you have caught your lap back up.

- The Lucky Dog can’t pit while they are on their catch-up lap. The pit entrance will be signaled as closed for you until you do the extra lap. You can pit behind the other lap down cars once you’ve done your catch-up lap.

New Tire Model

For cars with v4 and v5 tires:

- The tire probe temperature measurements that are reported in the garage and black box now compute more reasonable equilibrium values to better represent what temperature is actually measured in a pit stop.

- Better carcass yaw stiffness and carcass yaw motion. We think this feels better and there is less force feedback chatter as a result too.

For cars with v5 tires:

- There have been further improvements to tire heating energy transfer calculations.

- The tires now smoke more realistically (and interestingly, that improves the feel over the limit by limiting surface temperature build-up).

- Applied a fix to all v5 cars that we had made to the Ruf when it was released in December, which stops certain sidewall loads when a tire is rolled onto the sidewall (heavily loaded, or low pressure) from adding extra grip.

In case you are losing track of which cars are on which version of our tire models, here is a full summary:

- New cars with v5:

Ruf RT 12R AWD
Super Late Model

- Cars in this build that have updated from v4 to v5:

Cadillac CTS-V Racecar
Chevrolet Corvette C6R
Chevrolet Monte Carlo SS
Ford GT
Ford Mustang FR500S
Kia Optima
McLaren MP4-12C GT3
Radical SR8

- Cars already on v5:

Legends Ford ’34 Coupe
Lotus 49
Mazda MX-5 Cup
Mazda MX-5 Roadster
Pontiac Solstice
Ruf RT 12R C-Spec
Ruf RT 12R RWD
Ruf RT 12R Track
Skip Barber Formula 2000
Spec Racer Ford
Street Stock
VW Jetta TDI Cup
Williams-Toyota FW31

- Cars on v4:

Chevrolet Impala Class B
Chevrolet Impala-COT
Chevrolet National Impala
Chevrolet Silverado
Chevrolet SS-Gen6
Dallara IndyCar
Ford Falcon V8 Supercar
Ford Fusion-Gen6
Ford Mustang Class B
HPD ARX-01c
Lotus 79
Modified – SK
Modified – Tour
Riley Daytona Prototype
Star Mazda

- Cars still on the old tire model:

Silver Crown
Sprint Car

Differentials

- We have improved some aspects of our differential modeling.

- All diffs that use spider gears (cars with open diffs, Salisbury diffs, or viscous diffs) now generate a small amount of diff locking from spider gear friction itself. This will give a subtle improvement in feel to the open diff cars and even the viscous diff cars.

- Our Salisbury diff modeling is better too. The amount of locking from varying ramp angles is a little different than before, but not a lot different. High ramp angles won’t quite be locking as much, but low ramp angles can lock a little bit more. Also, we have changed preload to be the torque required on an axle to overcome the initial friction level of the diff, instead of an internal preload force. All Salisbury diff cars now use this torque value in their setup sheets, but it will initially be populated with the value from the old preload force value, so you may need to adjust your preload values on your setups, probably to a lower value than you’re seeing. An example for reference purposes: McLaren specs their diff to have 80 Nm of breakaway torque (~60 ft-lbs).

Dirty Cars

- All cars will now accumulate dirt over the course of a race, in much the same way that the windshields get dirty.

Collision model

- We’ve made some small improvements to the car collisions, so car damage will be a little bit different than usual. Some cars may get damaged a little more easily, some cars will be a little more difficult to damage.

Cars

- Added Motorsports.com sponsorship.

- Peak and InRacing news logos updated.

Pace Car

- The Mustang pace car has an updated paint scheme.

Cadillac CTS-V Racecar

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- Set fuel increment to 5 liters (1.3 gal).

- Fix visual issues with the hubs not being in the right location.

- New baseline setup.

Chevrolet Corvette C6R

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- More accurate ride height sensor locations.

- All brake lights light up when car brakes.

- New baseline setup.

Chevrolet Impala Class B

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet Impala-COT

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet Monte Carlo SS

- Updated to latest v5 tire model.

- This car, being a regular Late Model, has been overhauled and updated with many of the improvements from the new Super Late Model.

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes.

- Added a setup item to offset the steering wheel.

- Better nose and gearbox cameras.

- Updated setups.

Chevrolet National Impala

- Added a setup item to offset the steering wheel.

- Now has Peak sponsorship on dash and windshield. Rear TV panel is now sponsor 2.

- Updated setups.

Chevrolet Silverado

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet SS-Gen6

- Added a setup item to offset the steering wheel.

- Updated setups.

Dallara IndyCar

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford Fusion-Gen6

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford GT

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- More accurate ride height sensor locations.

- Fixed the flipped bolts on outer wing.

- New baseline setup.

Ford Mustang Class B

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford Mustang FR500S

- Updated to latest v5 tire model.

- Aerodynamic improvements.

HPD ARX-01c

- Better tire pressure ranges.

- More accurate ride height sensor locations.

- Lock final drive ratio to 3.9375.

- Altered the engine torque curve a bit for more bottom end and top end.

Kia Optima

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- New baseline setup.

Legends Ford ’34 Coupe

- Added a setup item to offset the steering wheel.

- Updated setups.

Mazda MX-5 Cup

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result.

- Updated tires.

- Updated aerodynamics.

- New baseline setup.

Mazda MX-5 Roadster

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; a tandem master cylinder with proportioning valve, which generates brake line pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup adjustment has been removed as a result.

- Updated tires.

- Updated aerodynamics.

- New baseline setup.

McLaren MP4-12C GT3

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its proper brake system; an adjustable balance bar, which operates two master cylinders which generate brake line pressures (visible via telemetry) which applies braking forces at the calipers, which are using different brake pads as the setup specifies, for a more realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to the brakes.

- More accurate ride height sensor locations.

- Set fuel increment to 5 liters (1.3 gal).

- Updated setups.

Modified – SK

- Added a setup item to offset the steering wheel.

Modified – Tour

- Added a setup item to offset the steering wheel.

Pontiac Solstice

- Updated tires.

Radical SR8

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics. Wing is now adjustable in 2 degree increments.

- More accurate ride height sensor locations.

- Updated setups.

Ruf RT 12R AWD

- The AWD version of the Ruf is now in your garage along with the other Rufs you own. It is identical to the RWD but with an AWD drive train. The AWD and RWD can load each other’s setups.

Ruf RT 12R C-Spec

- Updated tires.

- The wheels have been replaced with proper racing wheels instead of recolored street wheels.

- Updated aerodynamics.

- Improved shocks.

- Taller final drive option for high top speed tracks like Daytona.

- Now has cockpit adjustable brake bias.

- Total mass increased by 50 kg to match GTC minimum weight of 1205kg (no fuel, no driver).

- Set fuel increment to 5 liters (1.3 gal).

- Tach displays correct gauge texture at night tracks.

- New baseline setup.

Ruf RT 12R RWD

- Adjusted brake bias.

- Added a Tall gear that allows 227mph.

- Removed pit speed limiter.

- Tach displays correct gauge texture at night tracks.

Ruf RT 12R Track

- Updated tires.

- The wheels have been replaced with proper racing wheels instead of recolored street wheels.

- Updated aerodynamics.

- Improved shocks.

- Now has the same fully auto sequential that the McLaren has.

- Total mass increased by 32 kg to match homologated weight of 1200 kg (no fuel, no driver).

- Fuel cell is exactly 100 liters.

- Set fuel increment to 5 liters (1.3 gal).

- Tach displays correct gauge texture at night tracks.

- New baseline setup.

Silver Crown

- Smaller fuel increments.

- Added a setup item to offset the steering wheel.

Sprint Car

- Smaller fuel increments.

- Added a setup item to offset the steering wheel.

Street Stock

- Updated tires.

- Added a setup item to offset the steering wheel.

- New baseline setup.

Super Late Model

- Now available for purchase! Just like the regular Late Model (Chevrolet Monte Carlo SS) but faster!

VW Jetta TDI Cup

- Updated tires.

Williams-Toyota FW31

- More accurate ride height sensor locations.

- Updated setups.

Tracks

- Reviewed scenic cams at many tracks to add cameras where they were missing, and removed some of the less attractive scenic cameras.

- Crowds in grandstands and trackside have better texture normal maps so they will look more three dimensional.
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Re: iRacing.com

Messaggioda Simone » 18 febbraio 2014, 15:51

iRacing.com | Anteprima Video Circuit of the Americas

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Re: iRacing.com

Messaggioda Simone » 7 marzo 2014, 10:44

iRacing.com | Anteprima BMW Z4 GT3 & Circuit of the Americas

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Re: iRacing.com

Messaggioda Beppe16v » 8 aprile 2014, 10:38

Prima voi con l'evento 10th anniversary, ora iRacing mi propongono di tornare a 1$ per un anno!!! Maledetti...... :oops:
[F1Swiss 2008] "Si può avere un n°1 enorme sul muso?" - "No però però se vuoi ti facciamo un enorme muso..."
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Re: iRacing.com

Messaggioda Simone » 20 maggio 2014, 10:15

iRacing.com | Nuovi renders DW12 Indycar

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Re: iRacing.com

Messaggioda Simone » 23 maggio 2014, 10:01

iRacing.com | Rilasciata la Dallara DW12 Indycar a $11.95

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Re: iRacing.com

Messaggioda Simone » 24 luglio 2014, 9:06

iRacing.com | Rilasciata Build 3 Season 2014
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Changelog:

Spoiler: show
Website:

Leagues

- Enhanced League and Tournament Gridding Options:

· There is now a new grid algorithm called “Top N Inverted”. If you select this and click the “Apply Grid Now” button you will be prompted to enter the number of drivers to invert. Previously you were limited to inverting the top 8 or top 10 drivers.

· There is now an option to change a driver’s grid position by N positions in either direction. This is intended to make it easier to apply grid penalties. From the “Race Grid Setup” area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to “change grid position”. This opens a dialog box where you can enter a number of positions to move the driver. Positive numbers will move the driver towards the pole and negative numbers will move the driver towards the back of the grid.

- Added a new interface for editing league member nicknames.

Race Panel

- Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted.

- The Select list now lists series based on MPR.

Other

- Updated MPR Images and added tooltips.

- MPR images are now hidden for Class A License and above.

- Spectator pages now have smarter sorting of what’s available.

- Layering of elements in the main site has been adjusted to fix some display issues.

Simulation:

Tires

- There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except the Silver Crown and Sprint Car which are both still using the old tire model.

- The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e. non-equilibrium). This has significantly improved transient behavior and tire response to changing loads.

- The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds.

- There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars yet, as there hasn’t been time for testing all the cars, but it is on all the high level oval cars and most of the faster road course cars.

User Interface

- Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that can be applied to that driver.

Sound

- Disable using the recently added limiter layer sounds during ignition cut up shifts.

iRacing Telemetry API

- Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx.

- Output ClassPosition in QualifyResultsInfo section to match ResultsPositions.

- Output CarClassColor.

- Output car, suit, helmet paint info.

- Properly escape more strings in the YAML session string.

- Properly show pressure in telemetry when pressure based brake bias is used.

- Fix telemetry for steering angle on remote cars.

Cameras

- The driving camera can now be moved down 4″ instead of just 2″.

Backfires

- Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle, depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine tuning implements these features via an ignition cut (which passes unburned fuel through to the exhaust). And some of our cars don’t make flames at all, typically the lower level cars. The visual effect and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make backfires during upshifts at this time, only off throttle backfires.

Wind

- Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid objects reducing the effective wind strength at ground level.

Grime

- Cars will now accumulate grime as a race progresses. The amount is based upon both time and circumstances of the race. This new grime effect causes a dulling of the car, which combines with the dirt accumulation effect which was added previously.

Paint kit

- L.A. Racing, SimCraft, and diysim.com logos added.

- Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford ’34 Coupe, and Street Stock.

Scenic Cameras

- Half of the tracks had their scenic cameras improved (or added if missing) in the previous season’s update. This update completes that work, with all tracks addressed.

Cars:

Chevrolet Camaro Class B

- Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups.

BMW GT3 Z4

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Performance has been balanced against the other GT3 class cars.

Cadillac CTS-V Racecar

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet Corvette C6R

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet Impala Class B

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet Impala-COT

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet Monte Carlo SS

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- More front spring range.

Chevrolet National Impala

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet Silverado

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Chevrolet SS-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Cockpit updated to match new Camaro dash.

Dallara IndyCar

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Dallara DW12 IndyCar

- Full version of the car is now here, supporting all different track types.

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Ford Falcon V8 Supercar

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Ford Fusion-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Ford GT

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2.

Ford Mustang Class B

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Two new patterns added.

Ford Mustang FR500S

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

HPD ARX-01c

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

Kia Optima

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Legends Ford ’34 Coupe

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Updated engine sounds to sound better when listening from a distance.

- Wheels can now be painted.

Lotus 49

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all inertias increased significantly.

Lotus 79

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Mazda MX-5 Cup

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Updated engine sounds to sound better when listening from a distance.

- Wheels can now be painted.

Mazda MX-5 Roadster

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Add distant external sound layer.

- Wheels can now be painted.

McLaren MP4-12C GT3

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Performance has been balanced against the other GT3 class cars.

Modified – SK

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Modified – Tour

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Pontiac Solstice

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Updated engine sounds to sound better when listening from a distance.

Radical SR8

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Riley Daytona Prototype

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- New engine torque map directly from an engine dyno.

- Reduce minimum front ride height to 1.5″

- Lower the minimum splitter height.

Ruf RT 12R AWD

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Ruf RT 12R C-Spec

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

Ruf RT 12R RWD

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Ruf RT 12R Track

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

- Performance has been balanced against the other GT3 class cars.

Skip Barber Formula 2000

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Wheels can now be painted.

Spec Racer Ford

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Star Mazda

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Street Stock

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Wheels can now be painted.

Super Late Model

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Toyota Camry-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

VW Jetta TDI Cup

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

Williams-Toyota FW31

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car’s physics to match the new tire model.

- Reduce fuel fill time deviation.

Tracks:

Donington Park Racing Circuit

- Donington Park Racing Circuit is now available.

- Includes two configurations: GP and National.

- This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options.

Phoenix International Raceway

- This is an all new version of Phoenix based on changes which were made to the track in 2012. The new oval is very different from the previous, including changes which widened the front straight to 62 feet (19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in banking and an infield road course was removed, making PIR an oval-only facility.

- Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that does allow full use of the dogleg apron.

- This new track includes 3D crowd characters and 3D animated camera operators. These models will appear in race sessions if Object and Crowd are set to high in options.

Auto Club Speedway

- Fixed a bug where terrain was poking through wall.

- A bumpy area in the infield road course is fixed.

Autodromo Jose Carlos Pace

- Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn).

Circuit Gilles Villeneuve

- Remove pit crew objects from pit road as the road is too narrow to fit them.

Circuit of the Americas

- Fixed draw-through signs on the garage.

- Added pit boxes.

- Moved the sign guy out of wall.

Circuit Zolder

- Fixed several track geometry bugs.

Homestead Miami Speedway

- Moved pit crew out of wall.

Iowa Speedway

- Fixed a wall collision issue.

Michigan International Raceway

- Fixed a non-collidable wall in Turn 1.

Phoenix International Raceway circa 2008

- The old version of Phoenix has been re-named to differentiate between it and the new version.

Road America

- The outside of Turn 5 now gives a 1x.

Silverstone Circuit

- Fixed a badly defined segment of track that could crash the sim for everyone connected if someone drove over that one exact spot.

- Fixed pot holes that where between turns 2 and 3.

Sonoma Raceway

- Fixed a light so its shadow starts at the ground.

- Fixed a sunken jersey barrier.

Suzuka International Racing Course

- Fixed issues that caused weird camera and F3 black box behavior near the crossover.

Thompson International Speedway

- Updated for night racing.

- Track updated with new logo.
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Re: iRacing.com

Messaggioda Simone » 31 luglio 2014, 9:41

iRacing.com | Rilasciato nuovo aggiornamento

Immagine

Changelog
Spoiler: show
Simulation

- Change the graphics initialization to use an older Direct3D routine. This resolves the issue where ATI Crossfire was using only one card, where the sim would not load in 64-bit using SoftTH, and could potentially resolve additional recent graphics issues.

Controls

- Includes the latest Fanatec SDK.

Cars:

- Added missing sponsor images.

BMW GT3 Z4

- Updated the car’s graphics model to improve rendering performance in night races.

Chevrolet Camaro Class B

- Removed extra polygons from the cockpit model that were causing wierd reflections in the mirror.

- No longer forces the spoiler color.

- Fixed a bug where the nose of the car could disappear at certain viewing distances.

- Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.

Chevrolet Impala Class B

- Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.

Chevrolet Monte Carlo SS

- Added a setup for the 2012 version of Phoenix.

Chevrolet National Impala

- Added a setup for the 2012 version of Phoenix.

Chevrolet Silverado

- Adjusted the bristol and pocono_oval setups.

Chevrolet SS-Gen6

- Added a setup for the 2012 version of Phoenix.

- Fix the rear spoiler so that it doesn’t pop in and out.

Dallara IndyCar circa 2011

- Updated the baseline setup, renamed road_lowdownforce.sto to road_low_downforce.sto and updated this setup, updated the road_smooth and road_bumpy setups.

Ford Falcon V8 Supercar

- Now has lap time fall off from additional tire curing when the tires are hot.

Ford Fusion-Gen6

- Added a setup for the 2012 version of Phoenix.

Ford GT

- Now has lap time fall off from additional tire curing when the tires are hot.

Ford Mustang Class B

- Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.


Ford Mustang FR500S

- Now has lap time fall off from additional tire curing when the tires are hot.

Legends Ford ’34 Coupe

- Now has lap time fall off from additional tire curing when the tires are hot.

Lotus 49

- We have tweaked the grip level to slow the car down a little as it appears it’s a bit too fast in corners at the moment.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Updated the baseline, road_short and road_long setups.

Lotus 79

- Now has lap time fall off from additional tire curing when the tires are hot.

Mazda MX-5 Cup

- Now has lap time fall off from additional tire curing when the tires are hot.

Mazda MX-5 Roadster

- Now has lap time fall off from additional tire curing when the tires are hot.

- Updated the baseline setup.

Pontiac Solstice

- Now has lap time fall off from additional tire curing when the tires are hot.

Ruf RT 12R AWD


- Now has lap time fall off from additional tire curing when the tires are hot.

Ruf RT 12R RWD

- Now has lap time fall off from additional tire curing when the tires are hot.

Ruf RT 12R Track C-Spec

- Updated the baseline setup.

Skip Barber Formula 2000

- Now has lap time fall off from additional tire curing when the tires are hot.

Spec Racer Ford

- Updated engine sounds to sound better when listening from a distance.

- Now has lap time fall off from additional tire curing when the tires are hot.

Star Mazda

- Now has lap time fall off from additional tire curing when the tires are hot.

Super Late Model

- Improved shadow framerate performance at night tracks.

- Updated all setups.

Toyota Camry-Gen6

- Added a setup for the 2012 version of Phoenix.

VW Jetta TDI Cup

- Now has lap time fall off from additional tire curing when the tires are hot.

Tracks:

Donington Park Circuit

- Added missing pit light to right side of pit exit. Light is attached to catch fence.
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Re: iRacing.com

Messaggioda Stefan Albanese » 10 ottobre 2014, 16:39

ciao a tutti, sono nuovo...mi aiutate a scegliere un bel simulatore?....sono indeciso tra rfactor 2, assetto corse, iracing...i pro e i contro?
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Re: iRacing.com

Messaggioda Simone » 23 ottobre 2014, 10:44

iRacing.com | Rilasciato nuovo aggiornamento



Changelog:
Spoiler: show
Team Driving:

We now have the ability to have multi-driver teams in iRacing!

Some official iRacing series and special events (such as the World Tour) will be set up for Team Driving, and will be so designated. These sessions will have a defined minimum number of drivers that each team may field, and may also specify a maximum number of drivers on a team.

Hosted Team Driving sessions can be created by enabling the “Team Driving” selection when setting up the session. Once enabled, you can then specify additional Team Driving related options. These include the minimum and maximum number of drivers that each team may field, which rules governing requirements for driver changes are to be enforced (if any), and whether or not only a team’s qualifier is allowed to grid the car.

Leagues can host Team Driving events.

Team Driving is NOT currently available for Tournaments.

There will be no Time Trials in any official iRacing Team Driving series.

Driver change rules mostly apply only during Race sessions (see the “Session Behavior” section below). If such rules are enabled, teams that do not follow them during a Race session will receive a post-race Disqualification (see the “Driver Change Requirements In Race Sessions” section below).


Registering For The Session

For Team Driving sessions, spectators may register individually, but all session participants must register as part of a team. When registering for the session, you can choose to register as a member of an already-registered team of which you are a member, as a member of an already-registered team whose password you know, or you can register (one of) your own team(s) for the session. You will have a default team, named “Team Your Name”, that you may use if you have not yet created any teams. You may also create a new team while registering.

When you register a team for a session, you may choose whether or not you are also registering yourself for the session (a team manager who does not intend to participate in the session might use this). Until the session is launched, you are allowed to withdraw your entire team’s registration as long as no other team member is also registered for the session (you can’t yank your team’s registration out from under your teammates). Once the session has launched, you are free to withdraw yourself from the session, and you are free to register yourself and/or your team for a different session, but you may not withdraw your team from the current session.

It is possible that you could be a member of more than one team that is registered for a session. Prior to the session being launched, you are free to register/withdraw/re-register as a member of any team that is registered for the session. Once the session launches, you will be locked-in to the team for which you are registered – you may not jump back and forth between teams during a session, even as a spotter or crew member.

Team members may come and go during the session. You may withdraw from a Team Driving session, register for and participate in some other session (including other Team Driving sessions), withdraw from that session, and then come back later and re-register for the original session. For example, you can participate in an endurance Team race for an hour, withdraw from that race, drive in some other session, log off and go to sleep for several hours, then come back later for another stint in the endurance race.

At most six members of a team may be connected to a session at any one time, though many more than that may connect and disconnect over the course of a session (the current limit is 64 team members). If your team currently has the maximum number of allowed members connected to the session and you attempt to connect, instead of launching the simulation the web site will notify your currently-connected team members that you wish to join the session. If one or more of them exits the session, there will then be space for you, and you will be allowed to connect.

It is up to the team’s members to decide who should be present at various times during the session, and what roles they are to fulfill. All team members with a sufficient license and/or iRating for the session are eligible to drive the car. All team members are eligible to put the car into the garage and make setup changes, become the Crew Chief (and so make black-box changes to be applied during pit stops), or to spot for the driver. Team members may change roles during the session, and could possibly play more than one role at the same time (spot for the driver and act as the crew chief, for example).


Session Behavior

In Race sessions, only as many team members as the maximum specified by the session will be allowed to get into the car. In Lone Qualify sessions, only one team member will be allowed to get into the car. In any other type of session, all of the eligible team members are allowed to drive the car.

In Lone Qualify sessions, the time put in by the one-and-only driver will be used as the team’s Qualifying time in any immediately-following Race session. In official iRacing series that use separate Qualifying sessions, the driver’s Qualifying time will be used to adjust their race-week Qualifying time.

In Open Qualify sessions that are scored as “best lap” (currently this is all such sessions), the fastest lap put in by any of the team’s drivers will be used as the team’s Qualifying time in any immediately-following Race session. In official iRacing series that use separate Qualifying sessions, each individual driver’s Qualifying time will be used to adjust their own race-week Qualifying time.

It is not required that the same team members drive in the Practice, Qualify, Warm-up and Race portions of a session. Each portion of the session is considered individually.

In iRacing official series that use separate Qualifying sessions, a team’s Qualifying time is used to establish the starting grid position for the Race session, and it will be computed as the best Qualifying time set by any of the team’s members who are fully registered for the session as the session is launched. The Qualifying time of team members who are not fully registered (don’t have a [Race in 1:30] type of status on the Race panel) are ignored.

It is not required that the team member whose Qualify time established the team’s grid position drive in the Race session. However, a session can optionally be set up to allow only the team member who established a team’s Qualify time to place the team’s car onto the starting grid. If that team member does not place the car onto the starting grid, then any team member will be allowed to place the car onto pit road and wait for a missed-start to join the race.


Driver Change Requirements In Race Sessions

For a team to be considered “Official” in a Race session, and thus for any of its drivers to be eligible for Championship Points, the team must adhere to the “driver change rules” for the session. There are currently two options: “No Rules” or “Drive Your Fair Share”.

If the “No Rules” option is selected, then there are no requirements placed on the team for how many drivers must drive the car, or how much each driver must drive.

The “Drive Your Fair Share” rule operates as follows: at least the minimum number of drivers specified by the session must drive the car a “fair share” of the team’s laps, or the team will receive a post-race Disqualification. A fair share is currently defined as 25% of an “equal share” of the laps.

You will not need to perform the calculations described below yourself during the session. The Entries tab on the Session screen within the simulation will show for each driver individually a display of the form:

n/r(R)
That is read as
n laps driven / out of r laps required as of now, or (R) laps estimated to be required by the end of the session.

It will be colored red if the team member has not driven enough laps to be considered official at this point in the race. It will be colored yellow if they have driven enough laps as of this point in the race, and it will be colored green if they have driven enough laps that they would be considered official at the current estimate of the number of laps that your team will complete in the session.

Additionally, the driver’s F1/Lap Info black-box will have this same indicator, and the F3/Relative black box will have a simple “DC” indicator that is colored red/yellow/green as described above.

In time-limited sessions, the total number of laps in the session is not known ahead of time. The estimated number of laps required for each driver to be considered official will be recomputed periodically during the session. You should always be mindful that these are estimates. If the race runs under caution through much of the session, and runs under green-flag conditions late in the session, the estimated number of laps required per driver could grow. Don’t wait to put a driver into the car for the final stint only to find that the number of laps they need has become larger than the number of laps remaining in the session!

Here are some examples of how the “fair share” is computed.

In a 100 lap race with a minimum of 4 drivers per team, an equal share for each team driver would be 25 laps. Each driver’s fair share would thus be 25% of 25 laps, or 7 laps (0.25 * 25 = 6.25 laps, but any fractional portion of a lap always bumps the requirement up to the next full lap). It would be unwise to create a race where the minimum number of drivers exceeds the race’s lap limit, as it would then be impossible for any team to meet the requirements!

The determination of whether your team has met the driver change rules in the session is computed against the number of laps your whole team completes in the session. For example, if in a 100 lap race with a minimum of 4 drivers your team only finishes 50 laps, the “fair share” for each of your drivers would be 50 / 4 * 0.25 = 3.125, or 4 laps. Keep this in mind when determining your strategy for the race. If you divide the driving up into the minimum number of roughly equal-length stints, and your second-to-the-last driver crashes your team out of the race, your final driver will not be able to race any laps. Since you then have had too few drivers finish a “fair share” of the race, your team will be Disqualified.

In addition to the “minimum number of drivers,” sessions have a separate “maximum number of drivers” setting. In this same example, say that a team wants 6 of its members to drive. Then for all 6 drivers to be “Official” and receive championship points, each would have to drive their fair share of the laps. An equal share of 100 laps for 6 drivers would be 100/6 = 16.67, and a fair share of that would be 0.25 * 16.67 = 4.17, “ceiling’d” to 5 laps. So once you go beyond the minimum number of different drivers in the session, the number of laps required for each driver can be smaller.

It is possible for a team to be Official for the session, even though one or more of its members who drove is not considered to be Official. Taking the prior example, say that in a 100 lap session that requires a minimum of 4 drivers, a team has 6 of its members drive. Say those drivers drove 30, 20, 20, 20, 6, and 4 laps. The driver who drove only 4 laps would not be considered Official since they didn’t drive enough laps, and they would receive 0 Championship Points for the session, while the remaining 5 team drivers would each receive the number of points the team garnered.

In official iRacing sessions with driver changes, championship points are computed per-car (team). Each team member who drove a “fair share” during the Race session will receive the full championship points given to the team.


No Team Championship – Yet

There is currently no notion of a “Team” championship.


Ratings Adjustments

No iRating adjustments are made in Team Driving sessions.


Safety Rating Adjustments

Incident points and distance driven are tracked separately for each driver. Each driver’s Safety Rating will be adjusted accordingly. The only way incident points incurred by one driver on a team impact the other drivers on the same team is if the session has an incident-point limit. If it does, the limit is applied to the sum of the incident points accrued by all of the team’s drivers.


Car Number Assignment

A car number needs to be assigned when a team is added to a session. Numbers are given out in order of iRating, so a team with a higher iRating would be awarded their preferred number if more than one team wanted that number. A team’s iRating is computed from the iRating of the team members who drive the car (and typically only those drivers that drive the car during the Race session). Since it is unknown at the start of the session which team members are going to drive, the team’s iRating is not yet known. Therefore, just as with Open Practice sessions, car numbers are given out in essentially random order.


Changing Drivers

When in the simulation, the [Drive] button will be displayed to all team members who are eligible to drive in the session whenever the team’s car is “available.” The car will be unavailable when one of the team members is “in” the car (driving, stopped out on circuit, or stopped in the pit stall), whenever someone has the car in the garage, if the session is over, if the team has been DQ’d.

A team member will be ineligible if their license level and/or iRating is insufficient for the session, or if the team has reached its maximum driver limit in a Race or Lone Qualify session and that member has not yet driven in the session.

It is up to the team’s members to decide who should drive the car at any given time. Pressing the [Drive] button registers your request to get into the car. If your request is the first one processed, you will be put into the car. While another team member is in the car, the [Drive] button will be disabled.

Using ESC while out on track operates mostly as before (either the car is reset to the pit stall and made “new”, or it is towed to the pit stall in its current condition), and the driver is removed from the car. Using the Car Reset control does mostly the same thing, except that the driver is left in the car. While sitting stopped in the pit stall, using ESC or Car Reset (if it is allowed to do so) will remove the driver from the car and leave the car in the pit stall. If necessary, the pit crew will turn-off the car’s motor so that it does not overheat.

A driver change can only occur while the team’s car is sitting still in the team’s pit stall. Your current driver may exit the car immediately upon coming to a stop in the pit stall, and the substitute driver may click [Drive] and get into the car right after that. But a substitute driver may not drive away until a 30-second “driver-swap” timer has expired. The “driver-swap” timer starts from the point in time when the car came to a stop in the pit stall, so there is no need to attempt to quickly get the current driver out of the car, or the substitute driver into the car. The timer will count down both while no pit service is being performed and while pit service is being performed, but it will not count down either while the car is being towed to the pit stall, or while a penalty is being served.

If new cars are available for use, a [Request New Car] button (located below the [Drive] button) can be used to remove the current car from the pit stall and replace it with a new one.

If the team’s car comes to a stop out on track, the [Drive] button for all the other team members will become a [Return To Pit] or [Tow Car] button, and any teammate can use the button to request the action (just as if the driver hit ESC or Reset). If the team’s car is at a stop in the pit stall with the driver in the car, the button will become [Remove Driver], which will pull the driver from the car (just as if the driver hit ESC or Reset). Generally, the driver should be allowed to call for the tow or exit the car on their own. The car must be stopped for at least 5 seconds before these buttons become available for the teammates to use. Their purpose is to allow the team to recover the car if their current driver becomes distracted, or walks away from their computer.

So long as it is allowed to make changes to the car in the garage, any team member may remove the driverless car from the pit stall and put it into the garage. Whether or not any changes are made to the car in the garage, the car is left off-track until the next team driver uses [Drive] to put a “new” car back on-track.


Custom Paint Jobs

See http://members.iracing.com/jforum/posts/list/2219.page

User-specific custom paint jobs include a user’s CustomerID in the file name. In Team Driving sessions, everyone registers as part of a team, and teams have their own TeamIDs. Team custom paint jobs are read from files with similar names, but using “team_#” (where # is the TeamID) in place of the CustomerID.

For example, if your CustomerID is 10051, your custom paint job file name would be:

10051.tga

If you have a team with a TeamID of 10943, the custom paint file name for that team would be:

team_10943.tga


Racing Radio (Voice Chat)

Your racing radio has been updated to better support Team Driving.

Transmission on the @drivers channel is now limited to only people that are currently driving their team’s car.

To facilitate communication between teams, a new @allteams channel has been added. Any team member may transmit on this channel. This is the most “public” channel on your radio.

Your racing radio now supports a scripting system. The first time you run the simulation after updating to the 2014 Season 4 (or later) build, it will create within My DocumentsiRacing a folder named “scripts”, and within that folder one named “radio”. Within that folder, it will create a readme.txt that details how to customize the system, as well as the default set of scripts.

Briefly, scripts will be executed when certain actions are performed (starting the simulation, getting in/out of the car, starting/stopping spotting). Within these scripts, you can alter your radio’s configuration (add/remove channels, turn scanning on/off, mute/unmute all channels, or specific channels, and change the transmitter to a particular channel). For example, when you start driving, you might want to mute the @allteams channel, to reduce the distractions.

In addition to the global set of scripts, you can add team-specific scripts (named using the team’s numeric ID). If both scripts for a particular action exist, the two scripts are combined, with the global script first and the team-specific script after it.



Website:


Team Driving

- Now you can create up to five teams to race with your friends and take turns driving the same car.

- Invite / Promote / Remove team members from the team administration section.

- Manage external member applications to your teams.

- View sessions for teams to see what they’re doing, and join them (when able).

- Make each team unique – set up custom paint schemes for each team’s cars and race suits.

- Search the directory of all teams where you can apply or join team sessions.

- View all sessions teams are active in that you are able to join.

- Manage all your team applications and invites.

- Spectate Team Driving sessions.

- Join Team Driving Official Series as your own team or join another team and help drive/spot/crew.

- Join and Host your own Hosted Sessions with your own team, or join another team and help drive/spot/crew.


Web UI

- Be on the lookout for stripes on racing session windows:

· Yellow indicates team driving.
· Teal indicates multiclass.
· Black indicates a fixed-setup race.

- Re-ordered the layout of the main member-site template:

· The updater is still in the upper-left portion of the site, but is redone.
· The primary navigation is moved to the upper-right portion of the site, away from the license.

- The data refresh mechanism now remembers where you were on a page, and when you continue refreshing will take you right back to where you were to continue a seamless experience.

- A content bar on the Cars, Tracks, and Account pages show how much content you own. Can you fill the bars and join the 100% club?

- When hosting a race, you may now select as much Qualifying time as you like (previous cap was 30 minutes).

- Added additional race-length options when purchasing a Hosted session, both shorter (1 hour) and longer (9 to 25 hours). Options are now 1, 2, 4, 6, 9, 14, 17, and 25 hours. The longer sessions have discounts from the usual 2 hours per $1 rate:

· 1-hour sessions are $0.50.
· 9-hour sessions are $4.00 instead of $4.50
· 14-hour sessions are $6.00 instead of $7.00
· 17-hour sessions are $7.00 instead of $8.50
· 25-hour sessions are $9.00 instead of $12.50

- Hosted sessions now allow up to 8000 laps.

- Hosted and League session admins are allowed entry into sessions regardless of iRating or license restrictions.

- Spotter passwords must now be only upper/lower-case letters and numbers (alphanumeric) – please take a moment to reset your spotter password (if you use one) to avoid potential issues with people spotting for you.

- Driver search forms now support international character input (e.g. Cyrillic).

- Registration forms now support international character input (e.g. Cyrillic).

- Fixed a glitch where buying new content then updating content would result in a broken frag page.


Results

- View Team Driving race results broken down by Team and Team Members involved.

- New interactive Lap Graph.

- Results pages are now 100% width.

- Results pages now display certain events that occurred during the session. Drivers getting in/out of car are recorded during Qualify and Race sessions. Penalties applied/served are recorded during all session types. Caution periods are recorded during Race sessions. Lead changes are also recorded. You can highlight particular types of events, and events associated with particular teams.

- Added a new “DQ Scoring Invalidated” “reason out”, which will appear in the Results pages. This is needed so that League scoring can distinguish this type of disqualification (where your score card is ripped up), versus a normal disqualification, where your prior laps are counted but scoring is ended for you.



Simulation:


Oculus Rift

- Added support for the Oculus Rift DK2 utilizing the 0.4.2 SDK (with several custom bug fixes).

- Although the Rift’s new direct access mode is functional with iRacing in some cases, the simulator seems to operate best with the Rift configured as an extended desktop monitor. The Rift’s direct access mode is known to crash or fail in many PC configurations, particularly configurations including multiple GPU’s (and not only with iRacing). Even when it works, it usually works better in extended desktop mode – direct access mode is still a work in progress. So to start with, we recommend to configure the Rift in extended desktop mode, following the user guide from Oculus (1920×1080), and once the Oculus demos run properly, then try launching Racing.

- Positional head tracking is not yet enabled in this version (development is in progress), but the VR experience is already very functional via the Rift’s HMD orientation sensors and a simulated neck model.

- The rendering of the user interface in 3D has been greatly improved in this version of iRacing as it is now fixed in 3D space about 3/4 of a meter away from the viewer.

- When the HMD is configured as an extended monitor, some testers have reported it works well to configure your desktop to a 75 Hz refresh rate, and then use adaptive VSYNC, which seems to help lock the Rift to 75 Hz. It may also work well in many cases to simply unlock the frame rate (disable vsync), and allow the Rift to operate at as high a frame rate as possible. It may take some experimentation to discover how the Rift operates best with the iRacing simulator on your PC. In any case, sustaining a high and steady frame rate is definitely very important with the Rift, it may be necessary to reduce graphics options to offset the extra cost associated with the stereo rendering and distortion post process. There is a lot of information about configuring the rift in various modes available in the forums at http://www.oculus.com

- To enable anti-aliasing with the Rift (recommended) it is necessary to use the simulator’s graphics options rather than using device driver settings. This is because the anti-aliasing is performed on an off-screen multisampled render target, which is then downsampled and warped to the smaller rift display. Setting anti-aliasing via the device driver won’t work properly in this case.

- The current rift related options in renderer.ini have been reduced from previous versions down to the following settings:

[Oculus Rift]
ForceVSYNC=1 ; Force on VSYNC for Rift even if disabled in the graphics options settings
UsePrediction=1 ; Enable motion prediction to reduce latency
CorrectYaw=1 ; Enable magnetic yaw correction
RiftEnabled=1 ; 0=disable rift support 1=enable rift support


Graphics

- The Cockpit Mirror Optimization setting has been disabled, and replaced with a new setting that specifies the maximum number of cockpit mirrors to enable per frame. If there are more mirrors than desired, cockpit mirrors are enabled based on a priority scheme: rear, driver’s side, opposite side, other. Once you launch the simulator, the old settings will be removed from renderer.ini and replaced with defaults as follows:

· Mirrors disabled defaults to 0 max
· Mirrors enabled+optimized defaults to 2 max
· Mirrors enabled+not optimized defaults to 4 max

The enabled mirrors will now render every frame. The disabled mirrors are blacked out.

- It is now possible for a driver to get out of the car while leaving the car in their pit stall, even in single driver events. When viewing a driverless car (Live or in the Replay), the car will have no driver in it.

- When viewing a car in the simulation, the helmet of the person who is driving the car is shown. Just as you could see an all-white car if you have LoadTexturesWhenDriving=0 in renderer.ini, you could see an all-white driver helmet in a car if the driver’s helmet paint job has not yet been computed. All-white helmets will become painted when you get out of your car.


Tire Model

- The tire tread band yaw response has been improved, and is much better at low speeds, and when stopped. Now while at very low speeds the steering will feel heavy because you are trying to turn the tread but it is not able to roll enough to relax that motion. You should be able to feel the difference in higher and lower pressures much more at low speeds now. The tire will feel different even up to 80 mph, where the new low speed code approaches the old model.


UI

- The main screen got a good overhaul to add support for driver swap sessions.

- The various results tabs have been merged together into one tab that lists all results for all sessions at once.

- A new Info tab was added to give more detail about how the session is setup, and in particular to give a detailed description of the driver swap rules that are in effect for the current session.

- The Entries tab was extended so that all members of a team are visible in a team session.

- Your car is now shown on the main screen, along with the track name and your setup in order to reduce confusion about what car you are driving in a multi-car event.

- Added a search/position-change progress indicator to the replay slider. This is useful for monitoring the progress of your request in large replays.

- Show driver change lap requirements in the F1 and F3 black boxes.

- Remove file size column in file dialogs and replace with date/time column.

- Removed overlap in the tire pressure black box that caused part of a check box to be not clickable.

- Stopped name decomposer from incorrectly identifying names that start with ii from being tagged as a suffix, resulting in some members’ first name being detected as their last name.


Telemetry

- New session string information:

TrackConfigName:
TeamRacing:
MinDrivers:
MaxDrivers:
DCRuleSet:
QualifierMustStartRace:
NumCarClasses:
NumCarTypes:
CarNumberRaw:
CarScreenName:
CarScreenNameShort:
CarDesignStr:
CarClassColor:
HelmetDesignStr:
SuitDesignStr:
CarNumberDesignStr:
CarSponsor_1:
CarSponsor_2:
LicString:

- Added a new IsOnTrackCar variable to augment IsOnTrack. IsOnTrack now indicates that the driver is in the car, and IsOnTrackCar indicates that the car is on track, with or without a driver.

- Properly handle negative numbers in YAML parser.

- Force a 5 second timeout before starting to log telemetry to disk again, after shutting it off. Or if asked to swap files, ignore swap requests for 5 seconds after a successful swap.


Cameras

- Open up downward head motion to ~4″ with TrackIR.

- Let blimp camera be scenic cam.


Controls

- Separate the gas and brake pedals on a XBox 360 wheel.


Replay

- There is a known bug in the replay spooling system at the moment that can cause the replay to freeze up and become unresponsive, and sometimes even crash the sim if you have replay spooling active while trying to watch a replay of a session you are still connected to. You may want to turn off spooling for now, or if you want to record a long race with spooling enabled, make sure to save the replay once you’re done and before you start trying to watch the replay. Loading a replay from disk with spooling enabled appears to be safe. We’re working on trying to track the issue down.



Cars:

- All cars with ABS braking now have an improved ABS algorithm.

- All cars with windshields, fixed a bug in the windshield tear-off pit guy’s pit script that was preventing him from ever reporting as being finished when doing pitstops where the windshield tear off was not selected when starting the pitstop, causing the pitstop timer to count up endlessly even after the stop was done, causing confusion about whether the pitstop was really finished or not.



BMW Z4 GT3

- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times – a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.

- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.

- Number font changed to what is used in the Blancpain series.


Cadillac CTS-V Racecar

- Improve the tire so it doesn’t feel like it’s overloading while cornering.

- Updated to 4 way adjustable shocks.

- Increased the front bump rubber gap and the max front spring rate. This was done to address some odd handling characteristics that were encountered when the car transitioned into and out of the bump rubbers.

- Rear shock travel increased to prevent engaging bump rubbers (Ride heights in existing setups will need to be updated to correct for this).

- Updated brake system to use line pressures.

- Rear toe limit reduced to +-10mm.


Chevrolet Camaro Class B

- Made rear camera paintable.

- Updated many iRacing setups.


Chevrolet Impala-COT

- Updated iRacing setups: atlanta_quadoval.sto, bristol.sto, charlotte_quadoval.sto, sonoma.sto, watkinsglen.sto.


Chevrolet Monte Carlo SS

- Wheels can now be painted.

- Increased power based on new dyno information.


Chevrolet SS-Gen6

- Optimized the 3D model to improve frame rate.

- Fixed a bug where backfires could cast a shadow.

- Added a roof camera.


Dallara DW12

- Fixed the metric units display for Fuel Available.

- A few small aero adjustments.

- Added setups for the new tracks on this season’s schedule.


Ford Falcon FG01 V8

- Backfires are now visible.

- Updated the car with physics improvements and refinements from the new Holden.


Ford Fusion-Gen6

- Added a roof camera.

- Optimized the 3D model to improve frame rate.


Ford GT

- Wheels can now be painted.

- Fixed a bug where backfires could cast a shadow.


Ford GT GT3

- Added a GT3 version of the existing Ford GT. This car is part of the Ford GT package so it is included if you already own the Ford GT.

- This car will be included in the GT3 series, and is similarly matched to the other GT3 cars. The only significant difference is that it has a sequential gearbox, not semi-automatic like the other GT3 cars.


Ford Mustang Class B

- Made rear camera paintable.

- Updated many iRacing setups.


Holden Commodore VF V8

- Now available!


HPD ARX-01c

- Update 6th gear rev lights in order to engage all the lights by 9900 rpm.


McLaren MP4-12C GT3

- Slight update to obtain correct rear wheel rates to compensate for a subtle error in our suspension modeling. For the McLaren, this effectively reduced the rear wheel rate from approximately 981 lbf / in to 850 lbf / in. This change introduces significant understeer into pre-existing setups, which will need to be re-tuned to dial it out.

- Added 15 kg as part of balancing performance with the other GT3 cars.

- Rear wing adjustments now have a more noticeable effect on aero drag.

- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times – a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.

- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.

- Number font changed to what is used in the Blancpain series.

- Number plate removed from specular layers.


Radical SR8

- Stiffer spring options are now available.


Ruf RT 12R Track

- Updated the ride height sensors to match the FIA measurement locations as closely as possible. Also updated the allowable ride height range to match FIA guidelines for this car. The net result is that dynamic ride heights may be set significantly lower than before. This brings the CG height / track width ratio more in line with the other GT3 cars (previously, it was too high).

- Recalculated the ARB stiffness using information contained in the FIA Homologation Papers (these weren’t available when we did initial development on this car). This resulted in significantly stiffer bars than before that are much more in line with the other GT3 cars.

- Rear wing adjustments now have a more noticeable effect on aero drag.

- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times – a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.

- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.


Silver Crown

- Updated to the New Tire Model.

- Overhauled the rest of the car’s physics, suspension, aerodynamics, etc.


Sprint Car

- Updated to the New Tire Model.

- Overhauled the rest of the car’s physics, suspension, aerodynamics, etc.


Super Late model

- Optimized the 3D model to improve frame rate.


Toyota Camry-Gen6

- Fixed side windows being black in cockpit.

- Added a roof camera.

- Fixed the pit crew’s corrupt normal maps.


Williams-Toyota FW31

- Changes to the drafting to help overtaking.



Tracks:


Atlanta Motor Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.


Auto Club Speedway

- Raised the oval pacing speed from 65 mph to 70 mph.


Barber Motorsports Park

- Fixed bug where pit-out cones were sunken into the ground.


Brands Hatch Circuit

- Fixed a seam in track surface.


Bristol Motor Speedway

- Walls and advertisements have been updated to match the current look of the track.


Canadian Tire Motorsports Park

- Fixed seam in grass near racing surface.


Charlotte Motor Speedway

- Raised the oval pacing speed from 55 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

- Added a checkpoint so you can no longer cut Turns 1 and 2 of the Road Course configuration.


Chicagoland Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.


Circuit de Spa-Francorchamps

- Fixed a floating issue on the long straight.


Circuit of the Americas

- Fixed first pit stall of West configuration so lollipop guy no longer stands inside of pit wall.


Daytona International Speedway

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.


Daytona circa 2007

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.


Donington Park Racing Circuit

- Turn markers are now visible even when graphic details set at minimum.


Gateway Motorsports Park

- Now available!

- Features both Oval and Road configurations.

- Features night mode.


Homestead Miami Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.


Indianapolis Motor Speedway

- Raised the oval pacing speed from 65 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.

- Removed the yellow cones at the end of pit road for the Indy Oval configuration.


Iowa Speedway

- Fixed a grey surface issue on pit road.

- Adjusted gain time checkpoints on the last corner of the Road Course configuration.


Irwindale Speedway

- Added another checkpoint to the Figure Eight configuration to prevent course cutting.


Kansas Speedway

- Raised the oval pacing speed from 50 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.

- Changed the oval pit road speed to 45mph and Short Road Course pit road speed to 35mph.


Kentucky Speedway

- Raised the pit lane speed from 45 mph to 50 mph.


Las Vegas Motor Speedway

- Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.


Michigan International Speedway

- Raised the oval pacing speed from 65 mph to 70 mph.


Mount Panorama Circuit

- Brake markers are now visible even when graphic details set at minimum.


Pocono Raceway

- Raised the oval pacing speed from 70 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.


Richmond International Raceway

- Fixed a backstretch inside wall glitch.


Sebring International Raceway

- Fixed a pit wall bug.


Sonoma Raceway

- Fix bug where a wall could explode cars.


Suzuka International Racing Course

- Fixed a gain time check point on Turn 130R.

- Fixed floating surface issue near pit stall 3 on pit road.


Talladega Superspeedway

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.

- Fixed floating issues on the backstretch apron.


Texas Motor Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.


Twin Ring Motegi

- Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.


USA International Speedway

- Night mode is now available.

- Added 3D people to the crowds.
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Re: iRacing.com

Messaggioda Simone » 17 marzo 2015, 17:23

iRacing.com | Rilasciata Build 2015 Season 2



Spoiler: show
Release Notes

New Content Highlights

– New track: Autodromo Nazionale Monza. Further details in the Tracks section of these release notes.

– New vehicles: NASCAR Camping World Chevrolet Silverado and NASCAR Camping World Toyota Tundra. Further details in the Cars section of these release notes.

Website:

Navigation and Site Organization

– Member Site global wrapper has been cleaned up, navigation has been reorganized to help new and old users find things more intuitively.

– The News Room, Race Guide, and Hosted Races pages now contain friendly buttons to help you jump to most main activities (Practice, Popular Races & Practices, Official Races, and Hosted Races).

– Many redundant dashboard widgets have been removed due to redundancy. The only ones that are being left in are the Race Planner and the Service Status widgets, which can be reordered, but not removed.

– The What’s Hot widget has been removed and replaced with a full-page Popular Races guide – same data, more useful.

– The Settings panel has only one pane of settings, because there are no widgets to configure, and no tickers.

– There’s an Store Overview page now, that lets you see all that iRacing has for sale at-a-glance.

Documentation

– The Quick Start guide has been revamped, and is actually quick now.

– Paint Policy and Unofficial policies have been updated (new pdfs).

Leagues

– On the page for Ignored League Applications, clicking the red X will now delete the correct entry.

– Leagues now can track & edit Team Standings for individual League Seasons.

– League Session tooltips are now consolidated, and grow to the left to stay within the global wrapper.

– League Seasons are now sorted by the most recent races that have occurred.

– League Members may now opt out of receiving league mail.

– Fixed an issue where parsing fixed setups for league races would sometimes lead to a page not loading fully.

– Added an error state for max-lengths of League Member nicknames.

Teams

– Added a button within My Teams to allow people to willingly leave a team.

– Transfer of Team Ownership now works as intended.

– Fixed a bug in the Team Registration dialogue where selecting a car in a multiclass session would sometimes load the car image either in a huge form, or would never let the loading indicator go away.

– Fixed Team Session Details rollover tooltips to properly show GMT dates/times & local times.

– On “My Profile”, a link in “my last 10 races” will now link to a team’s page, where applicable.

General

– Racepanel tooltips now expand upwards to keep them within the global wrapper.

– Repaired the spotters page so that it loads in all situations correctly, and will display errors that were being lost in some operations.

– Earned Credits and MPR statistics have been moved to the “My Profile” page.

– 11 sets of Series assets have been updated to prevent the issue where the fixed, teams, and multiclass banners won’t overlap.

– We fixed an issue where sometimes on results, you wouldn’t be able to see your fastest lap.

– The log in page now has a different internal structure, so that certain password keepers won’t incorrectly send users to the wrong place.

– Some results show relevant data where “- – -” was displaying.

– Fixed an issue where track configs sometimes would disappear from the testing panel.

– If a series is active, but doesn’t have any scheduled sessions, it now reports that there aren’t any, instead of showing “purchase required.”

– Fixed an issue with joining a friend’s race from the fixed footer where members could potentially get misregistered.

– Racepanel & Testpanel car forum links are removed.

– When editing “My Profile”, a cancel button now shows if you want to cancel. Error messages are more robust if something goes wrong while editing.

Steam

– Existing iRacing users who didn’t sign up using Steam may now generate a steam key to link their iRacing & Steam accounts. Here’s how:

1) Go to “My Account”, and at the bottom of the page there’s a button to generate a Steam Key – click it.

2) Open Steam, and in the top-level menu, click Games, and then click Activate a Product on Steam…

3) Follow the steps on-screen until you’re asked for a Steam Key. Type in your Steam Key, then submit it. If you already have iRacing installed on your system, you don’t need to install it again via Steam in the steps following activation.

4) Finally, enable the Steam Overlay in iRacing by doing any one of these:

· Click the “Click here to enable it” button on account home once you’ve generated your key. This will automatically enable the Steam Overlay.

· Opening your settings dashboard on any page within the main membersite and turn Steam Overlay on under the section marked “Use Steam Overlay.”

· Open or create “_use64bit.txt” in the iRacing installation directory, type the number 1 into it, and save it.

Simulation:

UI

– Add max percent fuel fill and weight penalty to the Info tab on the session screen.

– We now display the total number of available fast repairs that are available for a race on the Session screen’s Info tab.

– Fix a bug where you could potentially get the Options screen to open up while you also entered the car at the same time.

Physics

– Improved the suspension modeling to account for flexibility of the suspension mounting points. This softens the resulting wheel rate of every car by 2-20% depending on the car. Car setups are likely to fail tech inspection and will need to have their ride heights adjusted to restore their previous levels, and also may need to have slightly stiffer springs selected to offset the extra flex and to regain desired handling characteristics. Most cars have had some degree of tuning to make sure there are no problems with suspension travel and to make sure enough range of adjustment is available.

– All of our cars have updated iRacing setups adjusted for these suspension changes.

– All cars now drop into the world with a warmed up motor, they start at about 170F / 77C now instead of ambient air temp.

– Official sessions can now have a per-car weight penalty and a per-car fuel-fill limit, similar to what is available when Hosted sessions are created. These settings are displayed on the Info tab on the Session screen inside the simulation. We will work on getting the values displayed in appropriate places on the web site. For the moment these values are not used in any series. But they are available to help tune the balance of performance in multi-car series as the season progresses.

Updating

– Made some changes to help repair the iRacing installation when a “Failed to verify signature on program executable” error occurs while trying to launch the simulator. This can happen when Windows is “restored” from a restore point, which unfortunately only restores some of our files and causes our installation to become corrupt.

Replay

– Add in a “video timer”, for the broadcasters, that indicates on the display exactly where in the tape you are so you can easily synchronize videos between live driving and a replay tape.

– Added a keyboard macro to fast forward the replay based on session number and session time. Using the number pad, type +num+time<enter>, following the format of the new video timer display.

Telemetry

– Add in new iRSDK remote message to fast forward replay based on a session number and session time.

– Output shock velocity to telemetry.

Fast Repairs

– All cars now have a checkbox in the F4 Fuel black box to allow the driver to choose whether or not they want to use a fast repair in the upcoming pitstop. Also shown beside the checkbox is the number of remaining fast repairs. If a race is configured for unlimited fast repairs, that will show as 255 remaining. The checkbox will not check when no fast repairs are remaining (0 shown). Fast repairs are only available for use during races, so during testing or practice or qualifying you will see 0 fast repairs remaining.

Driver Swap

– Fixed a problem with the way the client notifies the server that pit service is complete. If that notification was generated very frequently (due to a bug), it would prevent other notifications from being sent to the server, such as requests to get out of the car.

– Fix a bug where getting out of your car while in your pit stall when the pit exit is closed during a caution period could cause an exit closed pits black flag.

Drafting

– Updated general drafting behavior a little to improve racing.

Clubs

– NE and Texas Club logos updated.

Cars:

Cadillac CTS-V Racecar

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Wheels are now color changeable.

Chevrolet Corvette C6.R GT1

– Updated to 4-way dampers.

– Fix bad chassis ballast metric/english conversion.

Chevrolet Impala Old Class B

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Set correct gear, and superspeedway drafting for Monza.

Chevrolet Impala-COT

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Removed right rear perch limit that can cause problems.

– Drafting updates.

– New power curves and rev limits.

– Diff adjustments.

– Plate engine updates.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

Chevrolet Monte Carlo SS

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

Chevrolet Silverado – circa 2013

– The Chevrolet Silverado has been renamed to Chevrolet Silverado – circa 2013.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Updates to drafting.

– Updates to gear selections.

– Plate engine updates.

– Weight brought to NASCAR legal limit.

– Increase downforce at superspeedway tracks.

– Add splitter to ground proximity efficiency.

Dallara DW12

– Eliminated the “soft” 3rd bump rubber option.

– Increase maximum spring rates at ovals.

– Add provisions to get a draggy Speedway setup at Monza by increasing IndySWY aero to allow +10 rear wing angle. This will have the side effect allowing that same setting at Indianapolis also.

Ford Falcon FG V8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ford Falcon FG01 V8 – circa 2012

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ford GT

– Rear video camera redone to reduce distortion.

Ford GT GT3

– Updates using the latest FIA Homologation Papers: engine parameters including torque curve and maximum RPM, gearbox and differential, brakes, suspension geometry, suspension spring rate ranges, and ride height ranges.

– Shift lights adjusted.

Ford Mustang FR500S

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Holden Commodore VF V8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

HPD ARX-01c

– The nose is now fully repairable.

Kia Optima

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Legends Ford ’34 Coupe

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Lotus 49

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow the car more suspension droop travel and open up the ride height limits in the rear.

Mazda MX-5 Cup

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Mazda MX-5 Roadster

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Modified – SK

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

NASCAR Camping World Chevrolet Silverado

– The NASCAR Camping World Chevrolet Silverado Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.

– The Existing or “Old” Chevy Silverado will no longer be used in the normal official Series. It will be renamed: Chevy Silverado – circa 2013.

– Physics is identical to the new NASCAR Camping World Toyota Tundra, the two trucks can share setups.

NASCAR Camping World Toyota Tundra

– The NASCAR Camping World Toyota Tundra Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.

– Physics is identical to the new NASCAR Camping World Chevrolet Silverado, the two trucks can share setups.

NASCAR K&N Pro Chevrolet Impala

– The Chevrolet National Impala has been renamed to NASCAR K&N Pro Chevrolet Impala.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

NASCAR Sprint Cup Chevrolet SS

– The Chevrolet SS-Gen6 has been renamed to NASCAR Sprint Cup Chevrolet SS.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR Sprint Cup Ford Fusion

– The Ford Fusion-Gen6 has been renamed to NASCAR Sprint Cup Ford Fusion.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

– Fix for nose and rear disappearing at extreme distances.

NASCAR Sprint Cup Toyota Camry

– The Toyota Camry-Gen6 has been renamed to NASCAR Sprint Cup Toyota Camry.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Make fuel adjustable in qualifying sessions.

– Now uses ‘shock springs’ which replace bumpstops.

– Suspension geometry is adjusted.

– Rear bar is usable at road courses only.

– Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

– Rear shock damping increased 1.5x on the high side.

– Downforce and drag scaled to 2015 specifications, which is less than 2014.

– Drafting updates.

– New power curves and rev limits.

– Plate engine updates.

– Diff adjustments.

– Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

– New shift light RPM at 9000 due to new rev limit and power curve.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR Whelen Tour Modified

– The Modified – Tour has been renamed to NASCAR Whelen Tour Modified.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

NASCAR XFINITY Chevrolet Camaro

– The Chevrolet Camaro Class B has been renamed to NASCAR XFINITY Chevrolet Camaro.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

NASCAR XFINITY Ford Mustang

– The Ford Mustang Class B has been renamed to NASCAR XFINITY Ford Mustang.

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Remove wedge adjustment cap as it can cause problems building a setup.

– Allow 10″ of perch adjustment at each corner.

– Drafting adjustments.

– Plate engine updates.

– Control drag and downforce with splitter height.

– Set correct gear, and superspeedway drafting for Monza.

– Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.

– New pit road war wagons.

Pontiac Solstice

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed the Rookie’s tire black box to show the actual cold pressure of 32 psi instead of an incorrect 3.2 psi.

Radical SR8

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed problems with bumpstop engagement, coil binding springs, hyper-extending shocks and damping, allow more spring and shock travel. The shocks have been rebuilt as linear, instead of digressive, with more high speed damping than before.

Riley MkXX Daytona Prototype

– Added an aero calculator to the garage.

– Now has a replaceable nose and wing.

Ruf RT 12R AWD

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Ruf RT 12R RWD

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

SCCA Spec Racer Ford

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Wheels are now color changeable.

– Brake rotor glow enabled.

Silver Crown

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Skip Barber Formula 2000

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Sprint Car

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Street Stock

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Super Late Model

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

– Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

– Changed from adjustable packer and bumpstop stiffness to only adjustable packer.

VW Jetta TDI Cup

– The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.

Williams-Toyota FW31

– Reduce rear downforce loss with rear car damage – testers noting it’s fairly sensitive.

– Reduce downforce loss with aerodynamic stall. This will gain some downforce above 260kph but not a whole hell of a lot.

– Give low downforce trim a bit more advantage.

– Updates to the shock and spring ranges.

Tracks:

– Improved traffic cone 3D models and textures.

Autodromo Nazionale Monza

– Autodromo Nazionale Monza is now available. Monza has three very different tracks: the 3.6 mile Grand Prix circuit which hosts the Italian Grand Prix, a 1.49 mile Junior circuit, and the 2.64 mile Pista di Alta Velocita (the high banked oval).

– iRacing’s Monza features nine configurations: three variations of the GP circuit, the junior circuit, the historic oval left and right turning, and three variations which combine the high banked oval with the modern GP circuit.

Circuit de Spa-Francorchamps

– Make sure brake markers are visible even with minimal graphic settings.

Gateway Motorsports Park

– Make sure the crowd in the Main and Turn 12 stands disappears if the graphic detail settings are low enough to turn off the grandstand.

Michigan International Speedway

– Turn 4 grandstand crowds no longer disappear at long distances.
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Re: iRacing.com

Messaggioda Guglya » 30 giugno 2016, 0:47

iRacing Development Update:
riassunto delle novità in arrivo


Immagine

Nella giornata di ieri, il produttore esecutivo Steve Myers ha pubblicato un nuovo iRacing Development Update di oltre 2000 parole, annunciando quelle che saranno le novità che dovrebbero arrivare nella prossima build di settembre. Per semplificare la lettura, abbiamo riassunto nell’elenco in basso tutte le cose più importanti.

- iRacing ora ha più di 50 dipendenti
- Hanno avuto dei tempi di inattività a causa di attacchi DDoS. Circa il 75% degli attacchi sono stati fermati dalle misure di sicurezza di iRacing, misure che hanno un costo di quasi mezzo milione di dollari
- Gli sviluppatori di iRacing hanno ora un auricolare HTC Vive VR in ufficio e il supporto è in arrivo
- Lo sviluppo dell’asfalto sterrato ha portato miglioramenti sulle superfici dinamiche della pista
- Non esiste ancora una data di uscita per quanto riguarda la parte DIRT
- Il modello di pneumatico V7 è quasi completo
- Eldora e Williams Grove sono in fase di sviluppo
- Ci sarà un circuito sterrato come parte del pacchetto base del gioco
- Lo sviluppo sulla Ford Fiesta Rallycross è in corso e il freno a mano è già modellato
- Stanno lavorando duramente per finire Le Mans entro settembre
- Miglioramenti dell’interfaccia utente come la possibilità di partecipare ad una sessione di corsa mentre si è in gioco. Dovrebbe arrivare entro la fine dell’anno in versione beta, con il resto nel 2017
- Il passaggio da DX9 a DX11 è nelle fasi finali, a breve quindi ci saranno le transizioni giorno notte
- Miglioramenti sul sonoro in generale
- Nuove animazioni sono in fase di sviluppo
- Bandiere mosse dal vento in lavorazione

http://www.simnews24.com/iracing-development-update-novita-arrivo/
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