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» The Official Non Sequitur Thread, "And now for something COMPLETELY different..."
2012 Season 4 - Starts 10/30 I_icon_minitimeThu Jan 26, 2017 9:19 pm by Forgetful

» DriverSports as a Race Team
2012 Season 4 - Starts 10/30 I_icon_minitimeSat Sep 10, 2016 2:56 pm by Rooster722

» DriverSports Rule Book - GT6
2012 Season 4 - Starts 10/30 I_icon_minitimeSun Mar 01, 2015 12:38 am by Forgetful

» The DriverSports Championship Series
2012 Season 4 - Starts 10/30 I_icon_minitimeThu Feb 26, 2015 6:37 pm by Forgetful

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2012 Season 4 - Starts 10/30 I_icon_minitimeSun Feb 08, 2015 3:21 pm by Forgetful

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2012 Season 4 - Starts 10/30 I_icon_minitimeSun Feb 08, 2015 2:37 pm by Forgetful

» The Global Production Car Challenge
2012 Season 4 - Starts 10/30 I_icon_minitimeMon Jan 26, 2015 8:22 pm by Forgetful

» Moved to Alberta, took a new job
2012 Season 4 - Starts 10/30 I_icon_minitimeFri Dec 19, 2014 8:52 am by Forgetful

» Sportscars 2014 general
2012 Season 4 - Starts 10/30 I_icon_minitimeSat Sep 06, 2014 8:38 pm by group44


2012 Season 4 - Starts 10/30

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clacksman
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2012 Season 4 - Starts 10/30 Empty 2012 Season 4 - Starts 10/30

Post  group44 Sat Oct 27, 2012 1:01 pm

  • 2012 S4 Road Racing Series - Abbreviated

    Cadillac Cup - Cadillac CTS-V Racecar
    Qual 5 past every hour races every 2 hours at 30 past
    • Week 1 (2012-10-30) Mosport International Raceway - 20 laps
      Week 2 (2012-11-06) Mazda Raceway Laguna Seca - 20 laps
      Week 3 (2012-11-13) Mid-Ohio Sports Car Course - 20 laps
      Week 4 (2012-11-20) Infineon Raceway - 15 laps
      Week 5 (2012-11-27) Mosport International Raceway - 20 laps
      Week 6 (2012-12-04) Mazda Raceway Laguna Seca - 20 laps
      Week 7 (2012-12-11) Mid-Ohio Sports Car Course - 20 laps
      Week 8 (2012-12-18) Infineon Raceway - 15 laps
      Week 9 (2012-12-25) Mosport International Raceway - 20 laps
      Week 10 (2013-01-01) Mazda Raceway Laguna Seca - 20 laps
      Week 11 (2013-01-08) Mid-Ohio Sports Car Course - 20 laps
      Week 12 (2013-01-15) Infineon Raceway - 15 laps


    inRacingNews Challenge - Pontiac Solstice, Mazda MX-5 Roadster
    Qual 5 past every hour races every odd 2 hours at 30 past
    • Week 1 (2012-10-30) Okayama International Circuit | Short Course - 25 laps
      Week 2 (2012-11-06) Summit Point Raceway | Jefferson Reverse - 20 laps
      Week 3 (2012-11-13) Charlotte Motor Speedway | Road Course - 15 laps
      Week 4 (2012-11-20) Summit Point Raceway | Short Configuration - 20 laps
      Week 5 (2012-11-27) Lime Rock Park - 20 laps
      Week 6 (2012-12-04) Mazda Raceway Laguna Seca - 11 laps
      Week 7 (2012-12-11) Okayama International Circuit - 12 laps
      Week 8 (2012-12-18) Summit Point Raceway | Jefferson Course - 20 laps
      Week 9 (2012-12-25) Charlotte Motor Speedway - 20 laps
      Week 10 (2013-01-01) Summit Point Raceway - 14 laps
      Week 11 (2013-01-08) Lime Rock Park - 20 laps
      Week 12 (2013-01-15) Mazda Raceway Laguna Seca - 14 laps


    iRacing Grand Touring Cup - Pontiac Solstice, VW Jetta TDI Cup, Mazda MX-5 Cup
    Qual 45 past every hour races every 2 hours at 15 past Tue, Thur, Sat, Sun
    • Week 1 (2012-10-30) New Hampshire Motor Speedway - Road with
      South Oval - 30 mins
      Week 2 (2012-11-06) Mazda Raceway Laguna Seca | Full Course - 30 mins
      Week 3 (2012-11-13) Brands Hatch Circuit | Grand Prix - 30 mins
      Week 4 (2012-11-20) Zandvoort | Grand Prix - 30 mins
      Week 5 (2012-11-27) Barber Motorsports Park | Full Course - 30 mins
      Week 6 (2012-12-04) Road Atlanta | Full Course - 30 mins
      Week 7 (2012-12-11) Mid-Ohio Sports Car Course | Full - 30 mins
      Week 8 (2012-12-18) Road America | Full Course - 30 mins
      Week 9 (2012-12-25) Mosport International Raceway - 30 mins
      Week 10 (2013-01-01) Watkins Glen International | Boot - 30 mins
      Week 11 (2013-01-08) Okayama International Circuit - 30 mins
      Week 12 (2013-01-15) Suzuka International Racing Course - 30 mins


    iRacing Spec Racer Ford Challenge - SCCA Spec Racer Ford
    Qual 15 past every hour races every even 2 hours at 45 past
    • Week 1 (2012-10-30) Watkins Glen International | Boot - 12 laps
      Week 2 (2012-11-06) Brands Hatch Circuit | Grand Prix - 15 laps
      Week 3 (2012-11-13) Circuit Zolder | Grand Prix - 15 laps
      Week 4 (2012-11-20) Lime Rock Park | Full Course - 20 laps
      Week 5 (2012-11-27) Mazda Raceway Laguna Seca | Full Course - 15 laps
      Week 6 (2012-12-04) Watkins Glen International | Cup - 15 laps
      Week 7 (2012-12-11) Summit Point Raceway - 18 laps
      Week 8 (2012-12-18) Okayama International Circuit | Full Course - 15 laps
      Week 9 (2012-12-25) Brands Hatch Circuit | Indy - 23 laps
      Week 10 (2013-01-01) Oran Park Raceway | Grand Prix - 20 laps
      Week 11 (2013-01-08) Mid-Ohio Sports Car Course | Chicane - 18 laps
      Week 12 (2013-01-15) Charlotte Motor Speedway | Road Course - 15 laps


    iRacing Mustang Challenge - Ford Mustang FR500S
    Qual 45 past every hour races every odd 2 hours at 15 past
    • Week 1 (2012-10-30) Mazda Raceway Laguna Seca | Full Course - 17 laps
      Week 2 (2012-11-06) Road America | Full Course - 12 laps
      Week 3 (2012-11-13) Mosport International Raceway - 20 laps
      Week 4 (2012-11-20) Watkins Glen International | Boot - 15 laps
      Week 5 (2012-11-27) Okayama International Circuit | Full Course - 16 laps
      Week 6 (2012-12-04) Virginia International Raceway | Full Course - 12 laps
      Week 7 (2012-12-11) Lime Rock Park | Full Course - 20 laps
      Week 8 (2012-12-18) Mid-Ohio Sports Car Course | Full - 18 laps
      Week 9 (2012-12-25) Summit Point Raceway - 21 laps
      Week 10 (2013-01-01) Oulton Park Circuit | Intl w/no Chicanes - 20 laps
      Week 11 (2013-01-08) Road Atlanta | Full Course - 18 laps
      Week 12 (2013-01-15) Daytona International Speedway | Road - 12 laps


    Grand Am Sports Car Series - Riley MkXX Daytona Prototype, Ford Mustang FR500S
    Qual at 30 past every hour races every odd 2 hours on hour Wed, Fri, Sun, Mon
    • Week 1 (2012-10-30) Barber Motorsports Park | Full Course - 50 mins
      Week 2 (2012-11-06) Watkins Glen International | Cup - 50 mins
      Week 3 (2012-11-13) Daytona International Speedway | Road - 80 mins
      Week 4 (2012-11-20) Circuit Zolder | Grand Prix - 50 mins
      Week 5 (2012-11-27) Mid-Ohio Sports Car Course | Full - 50 mins
      Week 6 (2012-12-04) Mazda Raceway Laguna Seca | Full Course - 50 mins
      Week 7 (2012-12-11) Road America | Full Course - 50 mins
      Week 8 (2012-12-18) Indianapolis Motor Speedway | Road Course - 50 mins
      Week 9 (2012-12-25) Suzuka International Racing Course | Grand Prix - 50 mins
      Week 10 (2013-01-01) Virginia International Raceway | Full Course - 50 mins
      Week 11 (2013-01-08) Sebring International Raceway | International Night race - 50 mins
      Week 12 (2013-01-15) Silverstone Circuit | Grand Prix - 50 mins

group44
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Post  group44 Sat Oct 27, 2012 1:13 pm

So what are you gonna run? I'm excited as this will be my first chance to run a full season Very Happy I will certainly be trying to run the SRF in its entirety. That and I'm sure I will be running the Solstice a good amount. Beyond that, consider me pre entered for the Sebring night race What a Face Off to go buy some tracks and start practicing.
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Post  Forgetful Sat Oct 27, 2012 2:19 pm

I'm thinking Jetta, Solstice and MX-5 through the whole Grand Touring Cup, for sure. We'll see what else I feel comfortable in.
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Post  Goes_To_11 Sat Oct 27, 2012 2:24 pm

I don't have all the tracks for any of the series so I'll probably mix and match this season. I did pick up the Mustang and a few tracks to get my B license so I may start off with the Mustang at Laguna Seca and maybe finish with the mustang at DRC and maybe try multiclass with the mustang at Silverstone. I'd like to try the SRF as well. I was going to try it at Mosport last season but every few laps, I'd get into a catastrophic crash.

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Post  vkaifh Sat Oct 27, 2012 2:24 pm

I'm fully commited to (and already equipped for) the SRF. Not sure if I do anything else; will depend on time on hands and how boring it gets to drive the same car over 12 weeks. Neutral

I'm pretty excited about running a whole season, too. I have to admit to look at things like iRating, career statistics and championship points. But I hope I don't stop racing for the remainder of a week if I get a lot of points on the first attempt(s). Rolling Eyes

Already started practicing for the first week at Watkins Glen and have a low 2'15 as optimal lap and a mid 2'15 as fastest lap. I hope to run the race in the low to mid 2'16s. Very Happy
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Post  SpecMiata-JSW Sat Oct 27, 2012 6:20 pm

Maybe the old Lotus? I don't know. It's always hard to decide what you are going to run.
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Post  Forgetful Mon Oct 29, 2012 12:16 am

K, definately got the SRF figured out, so I think I'll be on board for that all season. I just finished up a solid incident free 2nd place finish at Okaida Short.

So, my schedule will likely consist of the three cars in the iGTC (Jetta, MX-5, Solstice) and the SRF. I'll dabble in other cars if and when I have time.

Edit: If you want to earn your 10$ participation credit you have to compete for 8 weeks in at least three C or D class series
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Post  vkaifh Mon Oct 29, 2012 7:08 am

Forgetful wrote:K, definately got the SRF figured out, so I think I'll be on board for that all season. I just finished up a solid incident free 2nd place finish at Okaida Short
that will be fun, having multiple DriverSports driver in the SRF; the more the better Thumbs Up!

Forgetful wrote:If you want to earn your 10$ participation credit you have to compete for 8 weeks in at least three C or D class series
totally forgot about that. Racing for money, that'll make me feel like a professional race car driver Twisted Evil
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Post  group44 Mon Oct 29, 2012 12:03 pm

Forgetful wrote:K, definately got the SRF figured out

Really... just goes to show good drivers will be good Smile Week 13 was kinda rough for me and the ol safety rating. Too many spins and a couple ugly first laps. Last night was gridded 15th with no Q (my stupidity there), narrowly avoided initial pile up only to be collected from my blindspot by a spinner I never saw until contact.
On a brighter note, I did catch up with a couple DSOers over the weekend for some good times. Can't wait until we all jump in the same split together Very Happy Oh, and Brands is gonna be sweeeet.
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Post  HWKII Mon Oct 29, 2012 4:17 pm

In the words fo the Tasmanian Devil from my childhood: !@)( &* # *( )!@#^ *&!@%^#(* &%!@#.

Work... DIE.

November cannot get here fast enough! bounce bounce bounce bounce bounce bounce
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http://www.driversports.org

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Post  Forgetful Mon Oct 29, 2012 8:52 pm

group44 wrote:
Forgetful wrote:K, definately got the SRF figured out

Really... just goes to show good drivers will be good Smile Week 13 was kinda rough for me and the ol safety rating. Too many spins and a couple ugly first laps. Last night was gridded 15th with no Q (my stupidity there), narrowly avoided initial pile up only to be collected from my blindspot by a spinner I never saw until contact.
On a brighter note, I did catch up with a couple DSOers over the weekend for some good times. Can't wait until we all jump in the same split together Very Happy Oh, and Brands is gonna be sweeeet.

I've got a couple of setups from the forum I'm using, but probably the best thing I did was to put positive toe on both ends of the car. A little more push but more consistent and predictable. Then it's just all about how you lift off the throttle.
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Post  Forgetful Mon Oct 29, 2012 9:04 pm

http://members.iracing.com/jforum/posts/list/1951611.page

I found this guy giving away free Castrol liveries for most of the road cars, so in honour of my GT heritage and the fondness for the green and red hashes on a white car that is a direct result of early era GT addiction, I will be running them on all of my cars.

What a Face
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Post  group44 Tue Oct 30, 2012 12:36 pm

Forgetful wrote:I've got a couple of setups from the forum I'm using, but probably the best thing I did was to put positive toe on both ends of the car. A little more push but more consistent and predictable. Then it's just all about how you lift off the throttle.

Been scavenging forum tunes as well with some success. Thanks for the advice, I will have to try positive toe at both ends. As for the spins, I believe more are under braking than just lifting. Still haven't found the consistency I need when I'm on the binders.
Dem schemes will look awesome on track. Yet another facet of the sim I haven't hit on... yet Smile
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Post  Goes_To_11 Wed Oct 31, 2012 10:02 am

Tried a couple of brief test sessions last night in the SRF at Watkins glen and the Mustang at Laguna Seca. I'm still a couple of seconds off where I want to be for both. The mustang just feels slow. The SRF is much more fun to drive.

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Post  group44 Wed Oct 31, 2012 12:29 pm

Goes_To_11 wrote:Tried a couple of brief test sessions last night in the SRF at Watkins glen and the Mustang at Laguna Seca. I'm still a couple of seconds off where I want to be for both. The mustang just feels slow. The SRF is much more fun to drive.

To be honest I haven't driven the Mustang all that much, but I do agree with ya. Seems like like I'm always waiting for the chassis to realize I'd like to make the corner now Razz SRF is definitely much more lively.
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Post  Forgetful Wed Oct 31, 2012 10:28 pm

http://members.iracing.com/jforum/posts/list/2296707.page

Our new season build is finally coming your way late tonight/early tomorrow. Here are release notes covering what to look for in the new build.



Website:

Downloading/Update Manager

The download/update manager for the member site has been updated to improve stability, speed, and graphics:
- New design to match other pages on Member Pages, UI/UX update.
- The action buttons appear at the top and bottom of the page, to facilitate ease of use and quick updating.
- Required updates are hidden by default to make the list shorter.
- Page now runs faster.


Spotting

- Spotting allows members to join sessions and act as another driver's spotter through various voice chat channels. You can spot through the myRacers page, Spectator Sessions, or through the myRacers popup. Enable spotting in the settings panel under "General Settings". Here, you can also control additional spotter privacy settings.

- Select "Anyone can be my spotter", and any iRacing member can spot for you.

- Select "Only friends can be my spotter" to restrict access to just your friends.

- Enter a password to restrict access to those who have your spotter password. Regardless of what you choose, with this option anyone who wants to spot for you will need your password.

- To join as a spotter, if the driver you want to spot for has a password, you must enter that password before you can spot. If a session has a password and the driver you want to spot for does not, you must enter the session password before you can spot. If a session has a password and the driver you want to spot for has a password, enter the driver's password to spot.


Race Week Scoring

- The best 25% of a driver's race performances (based on points scored) in a given Race Week will be averaged at the conclusion of each Official Series Race during the week. The final average at the conclusion of the Race Week will be the driver's Race Week Point Total and count towards the season championships in that series.

Example: If a driver competes in up to 4 official races in a week, his/her best 1 would count; race 5 to 8 times and the average of the best 2 would count; race 9 to 12 times and the average of the best 3 would count; etc.



Simulation:

Spotting

A lot of internal structural changes have been made to the race servers and the simulation to support some features that will be coming out in future builds. This build includes the first of those features: the ability to have people connect to sessions that you run and be your spotters. For now, we'll call you and your spotters "teammates".

Spotters are participants in the session, just like drivers. Spotters are there to help the driver do their best during the session. They are not "neutral observers", like spectators. Therefore, once you have registered for a session as someone's spotter, you have committed yourself to that driver for the entire session. You cannot disconnect, withdraw from the session, and then re-register for the session as a spectator, as someone else's spotter, or as a driver yourself.

You and your spotters can communicate with each other using your race radio on a channel that is dedicated to your team (see the Radio section). You will not see or hear the communications made between other drivers and their spotters on their team channels, nor will they see or hear the communications within your team on your team channel.

You can have up to six people connected to the server on your team at one time - the driver and five teammates. Over the course of the session you can have up to around 60 different people connect to the server as your teammates, but never have more than six connected at once. If a seventh person tries to connect they will be rejected, and the original six will be informed of this. You can then decide whether one of you should disconnect to allow this other person to join. While it is unlikely anyone will use this capability to the extremes for spotting, it is good to be aware of this restriction as additional features become available in future builds.

You will see a [Start Spotting] or [Stop Spotting] button on the Session screen if you are registered as someone's spotter. Clicking on [Start Spotting] declares your intent to spot for the driver and will change the button to [Stop Spotting]. Clicking on [Stop Spotting] declares your intent to cease spotting for the driver. As long as any one person on the team is connected to the session and has declared their intent to spot, the computer-generated spotter's voice will be disabled, and the computer spotter will only give high priority messages via text chat. Some of the computer-generated spotter's messages have been adjusted from low to medium as a part of this feature. If there is nobody that you could possibly spot for (the team's driver is currently disconnected), the button will be grayed out.


Radio

Text and voice chat within the simulation have been replaced with a race radio. The new radio is a combination scanner and transmitter.

The scanner will automatically scan through all of the channels that are programmed into the radio. The scanner can have up to 32 channels.

The transmitter will be set to transmit on one of these channels. Any text chat or voice transmissions you make will be on the channel the transmitter is set to. You can assign a key or button to the "Next Channel"/"Previous Channel" controls on the Options/Sound screen. You can use these controls to cycle the transmitter through the set of channels that are programmed into the radio. The channel your transmitter is set to is displayed on the replay and driving screens, above the L/Q/S/P meters. The transmitter-channel indicator will blink each time your radio's configuration is changed.

A channel is identified by its name. Channel names begin with the @ symbol, and can include letters, digits, and the - (dash) symbol. Channel names are converted to all upper case letters, and so they are not case sensitive. Channel names can be up to 15 letters long, including the leading @ symbol.

Channels have levels of permission. Only a certain set of people are permitted to talk on a channel, and a different set of people are permitted to scan (listen to) the channel. If you are not permitted to talk on a particular channel, it will be skipped when you cycle your transmitter to the next/previous channel.

There are some predefined channel names:

@ADMIN - Anyone that has admin privileges on the server can scan and talk on this channel. This channel is intended to allow server admins to talk among themselves, without others on the server listening in.

@RACECONTROL - People with admin privileges on the server can talk on this channel. Everyone on the server will scan this channel. It is intended as a way for the server admins to communicate with everyone on the server at once ("I'm going to throw a competition-caution on lap 30").

@DRIVERS - This is roughly the equivalent of the "old" radio. All drivers can scan and talk on this channel.

@SPECTATORS - Anyone can scan and talk on this channel, but it is only pre-programmed into the radio for spectators. Spectators can now text and voice chat among themselves, without interrupting the drivers.

There are some predefined channel names that actually map to many distinct channels internally:

@CLUB - There will be a separate channel for each club. Drivers can only scan and talk on their own club's channel.

@TEAM - Each team will have its own channel. Only people that connect to the server as part of your team can scan and talk on your team channel.

@PRIVATE - Each person that connects to the server will have their own private channel. You must scan your own private channel. Private text chat messages are sent to you on your @PRIVATE channel. Anyone can private text chat to you, and only server admins can voice chat to you.

Server admins can always scan and talk on any channel, provided they know the channel name.

Your radio will come pre-configured with a particular set of channels, depending on how you registered for the server, and your rights on the server:

- If you are a driver in the session you will scan the @DRIVERS, @TEAM, @CLUB, @RACECONTROL, and your own @PRIVATE channels.

- If you are a spotter for a driver in the session, you will scan the @TEAM, @RACECONTROL, and your own @PRIVATE channels.

- If you are a spectator you will scan the @SPECTATORS, @RACECONTROL, and your own @PRIVATE channels.

- All server admins will scan the @ADMIN channel.

Since it would be difficult to understand what is being said if several people talk at the same time on different channels, you will only hear one person speaking at a time. The radio channels have priorities. Your radio will automatically silence someone speaking on one channel if someone starts speaking on a higher-priority channel. For example, if you are hearing someone speak on @DRIVERS and one of your teammates starts talking on your @TEAM channel, your teammate's message will take priority. Channels are ordered as follows, from highest to lowest priority:

@ADMIN
@RACECONTROL
@PRIVATE
@TEAM
@
@CLUB
@DRIVERS
@SPECTATORS

You can also create your own channel and add it to your radio (see the @add command, below). If you give the name of this channel to others, they can also add the channel to their radios, and you can then all talk to each other. Just be aware that anyone that knows (or guesses) your channel name can add the channel to their radio and or join the conversation (or just listen in).

In addition to the next/prev channel controls, some text chat commands exist that can be used to alter your radio. You enter these commands as if you were going to transmit a text chat message. You can enter these commands no matter what channel your transmitter is set to - the commands are intercepted and acted on without actually being transmitted. These commands are signaled by starting your text chat message with the @ symbol.

@help
Will list the radio commands.

@help cmd (for exmample @help list)
Will give you more information about a specific command.

@list
Will list the set of channels that are programmed into your radio. Each channel will be preceded by up to 4 letters, indicating some properties about the channel.
"s" means that the channel is being scanned by your radio's scanner.
"t" means that you can transmit on this channel.
"m" means that you have muted this channel.
"a" identifies the channel your transmitter is set to (the "active" channel).

@add
Will add the specified channel name to your radio, and switch your transmitter to that channel. For this and all the other radio chat commands where you specify a channel name, you can include the @ on the name (@add @lizard), or not (@add lizard). Both will work.

@remove
Will remove the specified channel from your radio. Some channels can not be removed.

@transmit
Will switch your transmitter to the channel. If you do not have permission to transmit on the channel, the transmitter will not be changed.

@mute
Will mute the channel. You will no longer see any text chat, or hear any voice chat sent on the channel. Some channels can not be muted.

@unmute
Cancels muting on the specified channel.

@noscan
Turns off scanning for any channels on your radio that you are allowed to mute. Some channels, like @RACECONTROL, can not be muted, and will still be scanned.

@scan
Turns scanning back on.

None of the changes made to your radio using the chat commands are "sticky". They are forgotten each time you exit the simulation.


64 Bit

- This update installs both a 32-bit and a 64-bit version of the simulator into your iRacing installation. If your system is 64-bit capable, the 64-bit version of the simulator will now be used automatically. Older 32-bit systems will continue to use the 32-bit version of the simulator. To force your 64-bit system to use the 32-bit version of the simulator (for any reason), visit the settings page in the member site (there is a button beneath the "race now" button with a wrench on it), and toggle 64-bit mode to off.

- The simulator's splash screen now indicates which version of the simulator has been launched. It states either "iRacing.com Simulator 64-bit" or "iRacing.com Simulator 32-bit".

- At this time there are no substantial known differences (bugs or features) between the two modes. There are reports of additional z-fighting/flickering with certain cameras in 64-bit mode.

- Some of your existing setups may now produce slightly different ride heights than previous version of the simulator. We discovered and fixed a physics bug that affected the ride heights, they are now more correct.

- The 64-bit version of the software has been updated to load the 64-bit versions of trackIR (npclient64.dll) and our fanatec wheel support (ftk_api64.dll), and will also now directly access all of the 64-bit system DLLs, including DirectX.


Touch Driving

- The Sim now supports the ability to drive using a touch screen or a mouse.

- Added reset/exit buttons to driving display when using touch/mouse driving.

- Added reverse/drive button to driving display when using automatic and touch/mouse driving.

- Added an auto pit speed limiter, enabled only when touch driving.

- Allow user to turn off the mouse interface while driving (exit/reset/drive/black box next buttons)


Dirty Windshields

- Windshields will now get dirty as you drive. Driving behind other cars will make the windshield get dirtier faster. Driving through smoke, dust, clouds of oil from blown motors will make the windshield get really dirty really fast. We have added this effect to all cars with full windshields.

- Your pit crew have an option to do a windshield tear-off, available in the F4 black box, if the car supports windshield tear-offs. By default they will clear your windshield. At this time there is no limit to how often they will clear your windshield, while in real races you would typically see a maximum of four or five tear-offs.


Black Box

- Black boxes now fully usable with touch input or mouse, and can edit and select next/previous items.

- Extended the mirror black box to include FOV, touch sensitivity and FFB controls.

- Separate out spin controls in garage and black boxes so they are easier to touch.


Controller Support

- Allow the user to adjust their steering lock-to-lock range.

- Add 'F' force feedback force meter to 'Q' meters.

- Fix a nasty FFB bug that caused the wrong device to be uninitialized when changing controllers.

- Retry 5 times when initializing the FFB, hopefully this stops the loss of FFB when entering your car bug that some people have encountered.

- Add in some extra protection around the FFB bump stops, it may be possible before for the stops to soften if the FFB forces were just right.

- Add in support for the SimRaceway SRW-S1 wheel shift lights.

- Tweak the shift lights for all cars so controller shift lights and shift indicators line up better.

- Add option to reset FFB settings.

- Bring linear and minimum force settings into the options UI. By default we reduce stronger steering torques to provide the ability to feel a larger range of steering effects within the limited torque range of most wheels. Enabling linear mode removes the reduction and gives you a 1:1 ratio for torques all the way up to the wheel's limit, at the cost of halving the range of torque that can be felt before saturation begins. Min force attempts to remove the 'dead zone' around zero found in many wheels. Try a value of 10% and work your way down from there if the wheel begins to vibrate.

- Add option to display forces in Nm when using linear mode, use app.ini [Force_Feedback] ffbDisplayLinearInNm=1 to turn this behavior on.

- Make all indicators blink the same way, an add in app.ini [Force Feedback] enableWheelDisplayBlink=1 to allow you to shut off the blinking.

- Add in settings option to turn on and off wheel displays.

- Fix a small bug that could cause FFB forces to be biased to the right when using minimum force.

- Fix bug that would cause automatic to get stuck in drive if user switched from h-pattern to sequential mode without restarting the sim.


User Interface

- Hide driving text chat when it loses focus.

- Add ability to toggle the display of the system meter, driving controls, and black boxes from the options screen.

- Shrink all the relevant dialog boxes to fit into a 1200x900 pixel window. That way both the 1280x1024 and 1600x900 monitors will zoom to 100%.


Telemetry

- New telemetry output:

"ManifoldPress" - Engine intake manifold pressure, in bar.

"Lat/Lon/Alt" - Players car "GPS" position, in decimal degrees and meters.

"CarIdxOnPitRoad" - Is a car on pit road between the start/end cones, by car index.

"OnPitRoad" - Is the player car on pit road between the start/end cones.

- New session string info:

"DriverInfo: Drivers:CarClassMaxFuel:" - What fuel penalty is applied to this car.

"DriverInfo: Drivers:CarClassWeightPenalty:" - What additional weight is applied to this car.


Garage

- Dump the current track's file path along with the car's file path when exporting a setup to html.

- Allow adjustment of the car's penalty weight in the garage, but only in offline test sessions.

- When initializing the garage, make sure that if -Current- setup fails to load, drop back to baseline.sto.

- Added mouse-over setup descriptions to all road course cars.


Graphics

- Optimized the filtering of the shadow maps to use fewer texture lookups per pixel. This change should decrease the magnitude of any micro-stutters caused by off-screen shadow map rendering. The new filter is a bit sharper and better aligned, but very distant edge on tree shadows may sparkle just a tad more than before.


Sound

- Fmod support has been removed as part of an internal sound engine design clean-up.


Crash Reporting

- If the simulator crashes it will now produce a .log file in your documents\iracing folder. This file will be time-date stamped and include text information about the fault which may help us find and fix the problem more quickly. When reporting a crash via e-mail to support@iracing.com or to the forums, please attach any associated .log file(s), they really help. Not all crashes will produce a .log file, in that case please continue to just report the standard windows crash report information found in the control panel->event viewer.


Cars

- Simvibe sponsorship added.

- Logitech sponsorship for the Chevrolet Silverado.


Cadillac CTS-V Racecar

- Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel.


Chevrolet Corvette C6R

- Wheels are now black.


Chevrolet Impala

- Fixed a bug where bumpstop packers were not working at short tracks and road courses.

- Increase bumpstop selection two-fold with same max and min limits.

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks.


Chevrolet Impala Class B

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks.


Chevrolet Monte Carlo SS

- Fixed opponent car gauges rotating about the wrong axis.


Chevrolet National Impala

- Fixed opponent car gauges rotating about the wrong axis.

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks.


Chevrolet Silverado

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at superspeedway tracks.


Dallara IndyCar

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent.

- Harder rubber compound for the high speed oval tracks.

- Reduce drag at low and high drag speedway tracks by just a bit.

- Less draft understeer. Reduced draft effects.


Ford Falcon V8 Supercar

- Change the way anti-roll bars are displayed on this car.


Ford GT

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent.

- Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel.


Ford Mustang FR500S

- Updated engine sounds, mostly for the external sounds.


HPD ARX-01c

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent.

- Soften maximum possible shock stiffness so the car will stay stable in the garage.


Lotus 79

- Now has the New Tire Model, and has had a complete overhaul of the physics including tires and aerodynamics.

- Better gauge calibration.

- Telltale RPM needle is now functional on tach gauge.

- All new setups to go along with the physics updates.

- Previous setups are invalidated and will not load in the sim because the car requires such different setups now. Please start with one of our provided setups and move forward from there.


Modified - SK

- Much stiffer and stronger collision spheres.


Modified - Tour

- Much stiffer and stronger collision spheres.


Riley Daytona Prototype

- Stiffen and strengthen body and wheel collision spheres.

- Fuel efficiency is reduced.


Silver Crown

- Fixed the problem where the front axle was not correctly visually located with the car.


Sprint Car

- Fixed chance of engine blow up while on the rev limiter.


Street Stock

- Fixed opponent car gauges rotating about the wrong axis.


VW Jetta TDI Cup

- The turbo modeling of the TDI engine has been improved to better match correct turbo lag and boost pressures - but it's a quick, responsive turbo and you probably can barely feel any lag. Unfortunately the car does not have a boost gauge, because they're really cool, but the new telemetry item "ManifoldPress" will report boost pressure. The torque curve of the motor is better matched to dyno sheets now, there is more high end torque up near the rev limiter, but you will still want to shift before the rpm gets that high on this motor.

- Fixed a bug and improved clutch behavior from a standstill, when in 1st or reverse gears. The clutch will let the rpm build up when trying to pull away from a standstill instead of doing a very jerky almost-stall.


Williams-Toyota FW31

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are consistent.

- Drafting effects have been improved.


Tracks

- All tracks have had their surface textures rebuilt to eliminate a mip-mapping artifact where a line of brightness change would appear a few meters ahead of the car (and this line would move with the car/camera). This change also fixed an issue where triangle boundaries would sometimes appear in the track surface when viewed from certain distances/angles. This change to our source texture maps fixed this issue for most tracks, however Mosport is known to still exhibit a similar issue for some unknown reason. Some other older tracks may as well.


Oran Park Raceway

- Oran Park Raceway added. This track features 6 configurations including Grand Prix, South, North, Moto, North A, and North B.


Rockingham Speedway

- Rockingham Speedway added. This track features 4 configurations including Oval, Road, Infield Road, and Short Road.


Sonoma Raceway

- Infineon Raceway has been renamed Sonoma Raceway.


Irwindale Speedway

- Toyota Speedway at Irwindale has been renamed Irwindale Speedway.


Stafford Motor Speedway

- Jack Arute's Stafford Motor Speedway has been renamed Stafford Motor Speedway.
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Post  group44 Wed Oct 31, 2012 10:30 pm

Just read through the newest build notes. Windshield tearoffs Cool 'Team' radio features have me wondering if driver changes will be coming sooner than later geek
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Post  Goes_To_11 Wed Oct 31, 2012 10:43 pm

group44 wrote:Just read through the newest build notes. Windshield tearoffs Cool 'Team' radio features have me wondering if driver changes will be coming sooner than later geek

I was reading somewhere on the forum about the new radio in this build. Apparently it is part of a major recoding of iRacing with the main purpose being exactly that: in race driver changes. That apparently is supposed to be coming next build.

Edit: here it is http://members.iracing.com/jforum/posts/list/2262287.page

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Post  clacksman Thu Nov 01, 2012 10:12 am

Forgetful wrote:http://members.iracing.com/jforum/posts/list/2296707.page

Our new season build is finally coming your way late tonight/early tomorrow. Here are release notes covering what to look for in the new build.

*wall of text*

Holy crap.
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Post  clacksman Thu Nov 01, 2012 11:20 am

Forgetful wrote:http://members.iracing.com/jforum/posts/list/2296707.page

Our new season build is finally coming your way late tonight/early tomorrow. Here are release notes covering what to look for in the new build.


Touch Driving

- The Sim now supports the ability to drive using a touch screen or a mouse.

Oh, so when I get back to iRacing I'll be being beat by keyboard + mouse guys like it's Live For Speed? Grand. Razz Laughing
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Post  Forgetful Thu Nov 01, 2012 8:27 pm

Ya, I was a little discouraged by that myself. Funny thing is I saw a Dell commercial yesterday for their flipover touchscreen notebook/tablet and on the screen, when the dude shows off the flip feature, is an iRacing ad...

If I can't race from my iPhone by this time next year, I quit. Razz

I forgot to mention my odd Monday night of racing. I came home and immediately started practicing the Jetta at Louden. I got it sorted and did a Q session as well. I got disctracted by dinner and missed the early evening race, and when I came back it was still almost 90 mins until the next race. I figured since I was in the rig, I jumped over to the SRF and got some solo practice in at the Glen. Got so in to it that I missed the GTC race for the Jetta, then realized that the next race for the SRF was now a ways off where as the Skip Barber series was starting a race in less than 15 mins, also at the Glen. You see the skippy and SRF share most of the tracks (and race distances) on their respective schedules, the first two weeks being matched up directly at the Glen and Brand Shatch. The two series also run their races every 2 hours, opposite of each other.

The Skippy is more powerful than the SRF, but a touch more stable. I got it under me pretty quick and was reasonably competitive. I started 7th, got passed by a few un'qd cars and then settled in as the 4th car in a lineup. I got more and more confident as the race progressed and I started attacking the cars I was keeping up with. I passed two straight up, got a couple more donated spots and was aiming for a run at 6th place with 0 incidents, but late in the race I bobbled the 2nd last corner and ran off track and made a donation myself. Finished 8th in a pretty solid drive for the first time running the car in anger. All that was enough to wear me out for the night, so I haven't got to race the Jetta or the SRF geek
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Post  HWKII Thu Nov 01, 2012 10:00 pm

*Wall of Text*

All amazing. Radio and Spotter mode, with upcoming endurance driver swaps.. I love you

And I'll get to experience it again! cheers
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Post  Forgetful Sat Nov 03, 2012 12:27 pm

1.) Each champion of the Season 4 (11/1/2012 – 1/23/2013) NASCAR iRacing Class C Fixed series in all 10 divisions will win a G27 wheel and pedal set.

2.) We will also be executing a contest whereas anyone that races in the Season 4 (11/1/2012 – 1/23/2013) NASCAR iRacing Class C Fixed series in at least 8 official race weeks will be automatically entered to win a G27 Wheel.

3.) Paint any car with the Logitech logo as your primary and sponsor. You can find the logo in the Paint Shop sponsor drop-down menu. Then race in at least 10 official races in Season 4 (11/1/2012 – 1/23/2013). You’ll be automatically entered to win at the end of the season.

SimXperience is back for Season 4 to give all iRacers a chance to win a Stage 1 motion chassis featuring SIMVIBE. SimXperience SimVibe is an advanced, multi-dimensional audio based feedback software (for racing cockpits) that utilizes one to eight bass transducers (ButtKickers, Bass Shakers, etc..) to provide the correct physics based vibrations at each corner of your simulator and throughout the simulator. This greatly enhances immersion and drivability. It’s a great companion to their already immersive motion simulators but can be applied to motionless simulators as well. You’ll feel every available detail of the road surface, engine and transmission in the correct placement on your simulator! The Stage 1 motion chassis is rugged yet affordable. The best part is that they are modular. You can go from mild to wild – Build it up as you go!

Just a reminder, there are two sponsor promos running this season. Wear the Logitech and Simexperience logos as your main sponsor for 10 races each and you're entered to win.
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Post  group44 Sat Nov 03, 2012 1:38 pm

Sweet, already had SimXperience on the Stang. Guess I'll be running the Challange schedule.

Also, just wanted to throw out something I learned this morning. With the inclusion of a check box/settings for Linear FFB in the in game options, my previous settings got wiped out. Found some help on the IR forum that basically said the new Min Force % slider is the same as the old FFB Offset number in the app file. Just multiply the old value by 10. I still had to tweak to taste from there, but it was a start.
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Post  Forgetful Sat Nov 03, 2012 1:39 pm

I'm sorry for that hideous display of driving. Sad
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