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iRacing General Discussion

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Re: iRacing General Discussion

Post  clacksman on Mon Jun 10, 2013 10:13 am

Pic is borked.

Champions Wall gonna gain a bunch of scrubs. Laughing

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Re: iRacing General Discussion

Post  HWKII on Mon Jun 10, 2013 1:53 pm

clacksman wrote:Pic is borked.

Champions Wall gonna gain a bunch of scrubs. Laughing

Ficksed.

Also: Yupppp. Laughing

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Re: iRacing General Discussion

Post  timneyb on Mon Jun 10, 2013 6:30 pm

clacksman wrote:Pic is borked.

Champions Wall gonna gain a bunch of scrubs. Laughing

Hopefully they'll just let people wreck themselves on it, instead of making some BS anal-retentive-driving-school +1 SR for getting within 10 feet of it.

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Re: iRacing General Discussion

Post  HWKII on Mon Jun 10, 2013 9:00 pm

Over the last 12 months I think they've made some adjustments to those +1 SR spots. Or maybe I am just way more anal about not violating the track boundaries. That seems unlikely, but if so... genius system is genius.

But seriously, I think they've made it more reasonable. Then there's places like Sebring/Sonoma/Watkin's Glen where you can just go waaaaaaay outside of the designated track area for no penalty. Rolling Eyes Or, clip Eau Rouge / Rivage by a hair, and "you've got to slow down to give up the time gained!" but meanwhile you can go a mile around the outside of Pouhon... k.

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Re: iRacing General Discussion

Post  timneyb on Mon Jun 10, 2013 11:08 pm

HWKII wrote:Over the last 12 months I think they've made some adjustments to those +1 SR spots. Or maybe I am just way more anal about not violating the track boundaries. That seems unlikely, but if so... genius system is genius.

But seriously, I think they've made it more reasonable. Then there's places like Sebring/Sonoma/Watkin's Glen where you can just go waaaaaaay outside of the designated track area for no penalty. Rolling Eyes Or, clip Eau Rouge / Rivage by a hair, and "you've got to slow down to give up the time gained!" but meanwhile you can go a mile around the outside of Pouhon... k.

I think you just got better Smile

I think our track boundary rules were better thought out and more consistent. Being based on tires on the track and lines/curbing and not this "center of the car" thing was also preferable. I further wish that those +1 didn't come up for a very slight, rather meaningless excursion that resulted in no improvement in sector time, unless you made another within some period of time, although I could live with the fact that might be too easily abused once the limits were found.

Nothing much elicits more swearing and grumbling than getting a black flag while trying to learn a completely new track on private damn practice. How about, "good thing we're just practicing, that would be a black flag"?

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Re: iRacing General Discussion

Post  HWKII on Tue Jun 11, 2013 9:59 pm

Dawwwwww. Shucks.

I mean you can get 4 wheels off the track in Turn 1 at Watkins Glen, hell you just pretty much go all the way out to the wall and not get an 1x Off Track, but so help me if you even look at the inside of turn 3 (if counting the opening hairpin as 1 corner) at Legume Sega? ALERT THE FBI, WE HAVE A CRIMINAL ON THE LOOSE!

This is, incidentally, one of the reasons I f***ing hate driving at Legolasaco.

On the other hand, if the tracks were designed by real men, there'd just be track and dirt, and you'd know when you violated the track boundary because you'd be dead. I uh... sorry, I don't know where that came from. Shocked

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Re: iRacing General Discussion

Post  clacksman on Wed Jun 12, 2013 10:09 am

HWKII wrote:
On the other hand, if the tracks were designed by real men, there'd just be track and dirt, and you'd know when you violated the track boundary because you'd be dead. I uh... sorry, I don't know where that came from. Shocked

Get out of my head.

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Re: iRacing General Discussion

Post  HWKII on Wed Jun 12, 2013 1:44 pm

Private league racing appears to have adjustable weather in the works for the next build. Unclear/doubtful that rain will be possible, but temperature and humidity which impact the cars will be adjustable. Pretty cool, and one step closer to dynamic weather/time.

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Re: iRacing General Discussion

Post  group44 on Thu Jun 13, 2013 10:25 pm

Kewl indeed HWK.  I'm sure there will be plenty of drivers that won't appreciate this move towards dynamic track conditions (not necessarily talking about rain).  I for one applaud it.  Over a full RL race weekend, I enjoy the challenge of finding a rhythm with an ever changing track.  Cold morning practice vs a sunny late afternoon race will give you two very different animals to grapple with.  While I'm sure there will be issues like making a tune that is worthless in a given condition, it is still awesome that you have the ability to create that situation.  
So am I to assume by 'private league' race, that applies to any hosted session? Me likes Twisted Evil
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Re: iRacing General Discussion

Post  HWKII on Thu Jun 13, 2013 11:30 pm

group44 wrote:Kewl indeed HWK.  I'm sure there will be plenty of drivers that won't appreciate this move towards dynamic track conditions (not necessarily talking about rain).  I for one applaud it.  Over a full RL race weekend, I enjoy the challenge of finding a rhythm with an ever changing track.  Cold morning practice vs a sunny late afternoon race will give you two very different animals to grapple with.  While I'm sure there will be issues like making a tune that is worthless in a given condition, it is still awesome that you have the ability to create that situation.  
So am I to assume by 'private league' race, that applies to any hosted session? Me likes Twisted Evil

Yep, any hosted session will support it. And I agree. This is one of the things I really like about rFactor2 as well - the fact that the road rubbers in over time throughout the weekend (and the state is saved between sessions from Practice, to Qualifying, to Race. I look forward to dynamic time and weather in iRacing as I very much miss and look forward to being able to race in the rain. Smile

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Re: iRacing General Discussion

Post  Forgetful on Sat Jun 15, 2013 1:52 pm

Tony Gardner wrote:Yes, right now the plan is to release Lotus 49 in the range between a couple weeks before this coming build and the coming build on V5 of tire Model. As painful as it has been for us and I know you, we are glad we waited. It was worth it. Much better.

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Re: iRacing General Discussion

Post  HWKII on Sat Jun 15, 2013 3:00 pm

Forgetful wrote:
Tony Gardner wrote:Yes, right now the plan is to release Lotus 49 in the range between a couple weeks before this coming build and the coming build on V5 of tire Model. As painful as it has been for us and I know you, we are glad we waited. It was worth it. Much better.

Don't toy with my emotions now...

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Re: iRacing General Discussion

Post  clacksman on Mon Jun 17, 2013 10:09 am

Better than :

A: No Lotus 49
B: GPL
C: Other _____

Question

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Re: iRacing General Discussion

Post  Forgetful on Tue Jun 25, 2013 5:20 pm

S3 will have no 4 hour schedules. All series will be on 2 hour cycles, except for those popular enough to go every hour.

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Re: iRacing General Discussion

Post  group44 on Tue Jun 25, 2013 9:51 pm

Forgetful wrote:S3 will have no 4 hour schedules. All series will be on 2 hour cycles, except for those popular enough to go every hour.

Good to know they figure they've got enough participation to support that Cool
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Re: iRacing General Discussion

Post  clacksman on Sat Jul 13, 2013 11:40 am

http://www.youtube.com/watch?v=28-r6AMC8Jc

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Re: iRacing General Discussion

Post  clacksman on Mon Jul 15, 2013 12:55 pm

Here's your first 'tech track' - $5 for a finished surface with unfinished scenery.

https://www.youtube.com/watch?v=QPXTD4dYIi8

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Re: iRacing General Discussion

Post  Forgetful on Mon Jul 15, 2013 1:00 pm

Sweet, now I know what it looks like to drive through the eyes of Rack, Gar and the other alien s who can see the MATRIX.

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Re: iRacing General Discussion

Post  HWKII on Mon Jul 15, 2013 8:48 pm

clacksman wrote:Here's your first 'tech track' - $5 for a finished surface with unfinished scenery.

https://www.youtube.com/watch?v=QPXTD4dYIi8
That's really all the scenery I'd need... Also, I am pretty sure the dev driving that corvette hit the 1 cone on purpose. Dick.Sherlock 
Forgetful wrote:Sweet, now I know what it looks like to drive through the eyes of Rack, Gar and the other alien s who can see the MATRIX.

 lol!

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Re: iRacing General Discussion

Post  Forgetful on Tue Jul 16, 2013 8:00 pm

Dave Kaemmer wrote:The Lotus 49 has been just about as hard to develop and release as it is to drive. Just as it is a great tool (albeit a sharp one) for teaching good smooth driving habits, it has been a good tool for teaching us about flaws in our simulation. Because it is lightweight, with no downforce, and lots of power, it has tested the tires more than almost any car we’ve developed. Its development has led to a lot of improvements over the past eight months in the tire model, some of which you have already experienced. There are more improvements on the way. For now, even though the newer tire code isn’t quite finished yet, we have decided it’s far enough along to let you try couple of cars with it: the Lotus 49, and the Skip Barber Formula Car. These will both be available in the new build which should be out next week. 

There are some known issues—the tires don’t get warm enough, and the skidding and smoke are unfinished, among other things—but we have been enjoying driving these tires, and we hope you will too. They are a work in progress, though, and should improve even more as we finish them up. 

One last note: the Lotus 49 is a beast. You will have to relearn the meaning of smooth control inputs, but if you take the time to do that, it is also a blast. 

Check out the following article for more Lotus 49 info: 

http://www.iracing.com/1967-the-summer-of-lo-tus-49/ 

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Re: iRacing General Discussion

Post  HWKII on Tue Jul 16, 2013 8:53 pm

bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce bounce

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Re: iRacing General Discussion

Post  clacksman on Tue Jul 16, 2013 8:57 pm

That sounds super neato.

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Re: iRacing General Discussion

Post  Forgetful on Thu Jul 18, 2013 5:16 pm


 The new season's build will arrive next week on Tuesday July 23rd baring any unforeseen glitch happening between now and then. Please note that anything in these release notes will not be available until Tuesday, even if the release notes sound like they are in present tense. 


Website: 

Leagues Page 


Members 

- League admins can assign members a nick name 

- League admins can assign members a car number 


League Info 

- League admins can tag their leagues with keywords and other pre-set filter options under the 
Set League Filters button. This information allows members to find leagues through filtering 
and is a complement to finding leagues via name search. 

- Admins can create a comma-separated list of keywords from a drop-down or enter new keywords 
which will be saved for use on other leagues. The Save button needs to be clicked for keywords 
to take effect. 

- Keywords can be removed from the list, thereby, disassociating the league from those 
keywords. 

- Checked pre-set options are saved or removed immediately as the admin clicks on the 
checkboxes. This allows members who are filtering for leagues to see leagues in real-time as 
admins make their changes. 


League Directory 

- Next Page and Previous Page buttons are working. 

- A new Filters button was added. This brings up a form allowing members to search for leagues 
via pre-set filter options and keywords. This compliments the league name search option. 

- Members can create a comma-separated list of keywords from a drop-down and/or select from 
pre-set filter options. If filtering with keywords only, the member must click on the Done 
button to set the filter. 

- Clicking on the pre-set filter options immediately filters the list of leagues as options 
are selected/unselected. The list of keywords are automatically used in combination with the 
pre-set filter options. 

The filtering is persisted until the member clicks the Reset Filters button or clears cookies 
from the browser. This allows the member to view details of/join the filtered leagues without 
losing the filtered list, even through multiple sessions. 


Preferred Car Number 

- Has been changed to allow for three digits 


File a Protest 

Filing protests can now be accomplished by clicking "File Protest" in the header of the member 
site. Fill out the appropriate information, and submit. In some cases, you WILL have a time 
limit to get these protests into the system. 

You will be emailed a notice of receipt of the submission. These protests will be sent to the 
iRacing.com Appeals Board, and the appropriate measures will be taken to resolve them. This 
new system will help us utilize a more orderly way of resolving problems and issues, as well 
as keep you informed of the situation as it progresses. 


Downloading Software 

The page that allows you to download the iRacing software just got smarter. It will now offer 
an appropriate download option for the operating system you visit it with, as well as offer a 
choice of alternate download options, if that's needed. The page has also been updated to be 
friendlier and easier to use. Check it out at 
http://members.iracing.com/download/member/noservice.jsp 

- At this time there is only the PC version of software available. The Mac version will be 
released in the next few weeks. 


Awards 

- Consistent Finish awards were added. These awards are given for finishing 2, 5, or 10 races 
at your own iRating or higher. There are awards for both road and oval, for a total of 6 new 
awards. These awards are not retroactive. 


Race Guide 

- Improved the performance of the Race Guide 


Full Grid Control for League Racing 

- When configuring league races you now have the option to configure the grid in advance 
rather than relying on a qualifier. To do so you should select the new league session type 
“Open practice + race”. The session is configured exactly the same as other sessions except 
you will now see a link to “Click here to configure your field and grid”. This session type 
is the only one that allows you to configure the grid because all of the other configurations 
either don’t have a race component or have a qualifier component that will determine the grid. 

- When you select “Open practice + race” you will see a “Click here to configure your field 
and grid” link. When you click on the link you will see the “League Session Grid Builder” 
user interface. 

- Similar to tournament session grids, configuring a league session grid is a 3 step process: 

Load drivers into the race field. You can load all league drivers, all league drivers who 
participated in a prior race in the same season, or individual league drivers selected from a 
list. 

Move drivers from the race field onto the grid. You can drag and drop drivers or use one of 
the grid algorithms to set the grid automatically. When loading drivers from a prior race the 
system will use that race’s finishing positions to determine a position for this race. 
Additional drivers will be slotted behind drivers who participated. 

Click Done to save the grid. 

As with tournament sessions you have the option to drag and drop racers on the grid. This 
gives you total flexibility to set the grid exactly as you want it. For example, let’s say 
you are using a sequential gridding algorithm to pull racers from your most recent league 
race. Let’s also say that one of the drivers did something and the league administrator has 
issued a penalty that the driver should start at the back of the field. After applying the 
sequential algorithm you can drag the driver from the top spot to the back of the field. 

It is possible to create the session without setting the grid. This should allow people to 
configure their entire season in advance and configure the grid prior to each race. If you 
don’t set a grid the session will allow any league drivers to enter and the grid will be set 
by iRating 

The grid is presented as a two-column list that supports dragging and dropping drivers to 
change their position in the grid. In oval-racing terms the left column is the inside lane 
and the right column is the outside lane. Each grid position is presented as a rectangle with 
the driver’s name. The current row and grid position of the driver is shown in a box to the 
left of drivers in the left column and to the right of drivers in the right column. 

A current limitation of the system is that there is no way to delete the grid. At the moment 
the only way to delete a grid after you have saved it is to cancel your session and recreate 
it. 


Simulation: 


Teams 

A prior build added the ability for your teammates to become your "crew chief" (though only 
one at any given time). Doing so allowed them to make "black box" changes to request 
adjustments at the next pit stop. 

This build introduces the ability for your teammates to help out with setting up your car in 
the garage. Apply whatever term fits your mental model for this; possibly "head mechanic", 
though internally we call this person the "garage editor". As with the crew chief, any of 
your teammates can take-on and give-up the garage editor role at will, but only one person may 
claim that role at any given time. 

You can envision visiting the garage screen as picking up a clipboard that has the team's 
setup sheet on it. In order to make any changes, you need to request that you become the 
team's "garage editor", and that the team's car be physically put into the garage, where the 
mechanics can flail away at it with tools, and the effects of any updates can be measured. 
You do this by clicking the green "edit" icon near the upper-right corner of the garage 
screen. If you are the only person on your team that is connected to the session, the "edit" 
button is automatically clicked for you. If the icon is gray, then the car is forbidden from 
being placed into the garage (generally after a race session starts). 

While the car is in the garage, the [Drive] button on the session screen will be disabled, and 
will be shown as [Garage], instead. The helmet and name of the person that is adjusting the 
car is displayed on the garage screen to all the team's members. All of the teammates can see 
the changes the garage editor is making to the car's setup each time the setup finishes "tech 
inspection". Many changes tech quickly and are automatically sent, but some require the 
[Apply] button to be clicked, or for the [Apply] to be automatically executed. 

All changes to the team's car setup are tentative, and will only be committed when the garage 
editor clicks the garage screen's [Done] button. Clicking on this button relinquishes the 
garage editor role, and physically releases the team's car from the garage with the latest 
changes applied to it. The garage editor can discard any changes they've made and revert to 
the team's car as it entered the garage by clicking [Cancel], the "edit" icon, or [X] to close 
the garage screen, and then confirming that the changes are to be thrown away. Discarding the 
changes from having clicked the "edit" icon or the [X] will also give up the garage editor 
role. 

The garage editor has access to all of the car setups that iRacing includes, any setups they 
have stored locally, and any setups that have been "shared" by other users in the session. 
They do not have access to setups stored on the disks of other team members. If a particular 
member of your team has a setup you wish to use, let them become the garage editor so that 
they can load it, and then hit [Done] to apply it to the team's car. Any other team member 
can then make additional changes to that setup. 

No one on the team will be allowed into the garage screen until the team has a car setup. 
When the team's driver first connects to the session, their last-used setup is loaded and 
applied as the team's car setup (unless this is a fixed-setup race, in which case the 
appropriate fixed setup is used, instead). 

To prevent the loss of any changes you might be making to the car's setup near the end of a 
session, you can continue to edit your team's setup across session transitions (for example 
from practice to qualify, or qualify to race). Except in fixed-setup sessions, where your 
garage editor status is revoked, and the "preferred" or "mandated" setup for the session is 
forced onto the car. 

The garage editor can exit the garage with a setup that fails tech inspection, but the driver 
will not be allowed into the car until the setup is modified so that it passes tech. 


Collidable Cones 

- All cones at all tracks are now collidable. 


Reflap Car 

- The Splits/Delta system has been expanded to be able to show a transparent car representing 
your currently selected reference lap. We call this a Reflap Car. 

- By default the Tab key cycles through the modes, including Off. The key can be remapped in 
the Options screen. First time into the sim we default the Reflap car to being on. There are 6 
reference lap modes: 

Off 

All-time Best Lap - Your fastest lap ever recorded 

All-time Optimal Sector - your fastest sectors even if they were not part of the same lap 

Session Best Lap - best lap this session 

Session Optimal Sector 

Session Last Lap - the last lap you drove 

- The Splits/Deltas function in all modes, but the Reflap car is only viewable in Testing or 
Time-trial events. 

- The UI will hide itself as you enter the grid to start a race, but tapping the Tab key will 
make the UI visible again. 

- The transparency of the Reflap car is adjustable via an app.ini setting: 

[Graphics] 
reflapCarTransp=0.350000 ; Set level of transparency for reference lap car. 

- There is a hotkey to toggle the display of the ReflapCar, the default keypress is ctrl-c. 

- There is a Reflap car button in the delta time window, that if clicked toggles the Reflap 
car. 


Weather 

- You can now control some weather parameters for Hosted sessions and off-line Testing. There 
is no rain. 

- Temperature, from 65°F to 90°F 

- Humidity, from 0% to 100%. 

- Humidity is combined with fog - continuing up past 100%RH, you can select a fog level from 
1% (light fog) to 100% (heavy fog). Note that the maximum fogginess level is far beyond what 
any race organizer would consider to be "safe" conditions under which to race - especially at 
a fast race track. You should experiment with your desired fog level in testing sessions 
before creating a hosted session using such conditions. 25% is probably a good real-world 
safe level of fog in which to race. 

- Wind speed, from 0MPH to 30MPH 

- Wind direction, specified as "from which direction is the wind blowing?", with 8 selections 
on the compass. 

- Cloud cover. "Clear," "Partly Cloudy," "Mostly Cloudy" and "Overcast." 

- You can choose to specify the temperature in either °F or °C. You can choose to specify the 
wind speed in either MPH or KPH. Regardless of how the session's host specified them, the sim 
will display the values in the units you've chosen in-sim. 

- You can also choose "Realistic" weather. The sim will randomly choose weather conditions 
that, on average, meet the conditions that we specify on a track-by-track basis. The values 
that are randomly chosen will have the same limits as listed above. Weather conditions can 
vary slightly during the session (the temperature can change, and the wind can be variable). 
Note that wind gusts can go over the 30MPH max. At a night event, the realistic setting will 
bias towards lower temperatures and higher humidity than a daytime event. 

- All official iRacing sessions continue to use the usual iRacing Default weather conditions. 
But, we have changed the iRacing Default weather to now be "Partly Cloudy", where in the past 
it used to be "Clear" even if you saw a cloudy sky. This change will result in the track 
temperature being a couple of degrees cooler, which will produce a subtle difference in lap 
times and tire feel. 

- Cars will drive differently as the weather changes. You may find that you need to alter your 
setup to get the most out of the car under different weather conditions. 

- Whenever you join any session, the sky (which defines things like the sun position, lighting 
conditions, reflections, and shadow angles) will be chosen at random to match the selected 
cloud cover setting. 

- Cars turn on their headlights on foggy days. 


Tech Tracks 

- Tech Tracks are essentially tracks that, for one reason or another, are unfinished iRacing 
tracks but are to the point of being driveable. 

- For a track to be considered a Tech Track, the track is not on our current production list 
to complete. We may someday complete a given Tech Track, OR NOT. We are making Tech Tracks 
available because of the many requests we get from real world drivers and members. 

- Tech tracks will not ever be put on a schedule for official series. However they can be 
used for testing or private sessions. They will include race control and grid boxes and can 
be used for private or league racing. 

- The standard license fee of a Tech Track will be US$5. 

- A Tech Track is what it is, and we will not be actively updating the track in any way unless 
we decide to fully finish it. If we do finish it, we will take the tech track away and issue 
iRacing credit for the purchase price to any member who purchased it. Again, do NOT buy a 
tech track with the assumption it will someday be finished. 

- Tech tracks will not be part of any volume discount purchase program like the 100% club. 

- Settings are available in renderer.ini to override the dimensions and density of the laser 
scan dots. We recommend using the default values, but if you experience poor performance when 
rendering laser scans it may help to reduce the point sizes or density. PointSizeMM specifies 
the physical width of each dot in world space (in millimeters) – dots far away will render 
smaller than points near the camera. PointSizeMax specifies the upper limit of how big of a 
dot will be rendered on screen (in pixels), and PointSizeMin specifies the size of the 
smallest dot to be rendered on screen (in pixels). The MaxLaserScanVidMem setting specifies 
how much video (GPU) memory may be used (at most) to contain the laser scan, lowering this 
value will reduce the density of dots. 

[Laser Scan] 
MaxLaserScanVidMem=128 ; Max scan density to load into vidmem (32 
to 128 MB) 
PointSizeMM=90 ; desired physical point size width (mm): 1 
to 120 
PointSizeMin=2 ; min point size in screen pixels (1 to 15) 
PointSizeMax=8 ; max point size in screen pixels (1 to 20) 


Pit Macros 

- Add new pit service text chat macros. Parameters include: 

#help - print help message 

#clear - unselect all request for service 

#ws - use up one tear off to clean the windshield 

#fuel - Add fuel. Optionally specify an ammount to add, defaulting to your displayed units if 
not specified. (#fuel 5, 5g[allon], 5l[iter], 5k[ilo], etc) 

#lf - replace left front tire. Optionally specify the pressure, defaulting to your displayed 
units if not specified. (#lf 30, 30p[si], 30k[pa]) 

#rf, rr, lr - same as lf but for the other three tires. 

- Add in 5 new text chat macros, and populate them with reasonable defaults for pit service. 
The new macros default to keys shift-1 to shift-5. 

- Renamed chat macro 0 to 10, this will break any custom macro already defined for that slot. 

- Added an option to turn off the automatic request for full pit service every time you exit 
pit road. The default is to leave this behavior active, just like it was previously. The 
setting can be found in app.ini [Pit Service] autoResetPitBox=1, setting it to 0 turns off the 
auto check behavior. 


Oculus Rift 

- Added preliminary support for the Oculus Rift VR Headset Development Kit. 

Follow the instructions of the dev kit to install it as either an extended desktop monitor 
(recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible 
inside the Rift). The resolution for the dev kit monitor should be 1280x800. 

When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog 
box will prompt you if you want to use the Rift. If the simulator does not properly detect the 
Rift, try configuring it differently on the PC. 

Centering the Rift: When the simulator first launches, the 2D loading screen image will 
appear (as usual), about a meter way from the view point. While on the loading screen, hold 
your head straight and level, and press any key to re-center the head tracking. Any time 
after loading completes, such as on the replay screen or while driving, you may use the 
assignable hot key (options screen, default is ‘;’) to re-center the head mounted display 
(HMD). You may want to assign this command to a button on your wheel, to make it as easy as 
possible to re-center if necessary. 

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC 
is recommended to prevent tearing, but many report less latency and better tracking with it 
disabled. 

Multisampling is supported with the Rift. The number of samples per pixel is specified in the 
graphics options screen (AA #samples) and is applied to the Rift’s display if supported on 
your GPU. 

The user interface screens now pan (to a limited extent) with head tracking. This allows 
navigation of the garage and options screen within the Rift. It also allows the black boxes 
and other driving UI to be viewed while driving. This is a work in progress. 

In general, achieving higher frame rates is very important when using the Rift. Reduce 
graphics quality as necessary to achieve low latency head tracking. 

There are several new options located renderer.ini related to the Rift as follows. 

[Oculus Rift] 
CorrectYaw=1 ; Enable magnetic yaw correction 
CorrectPitch=1 ; Enable gravity based pitch correction 
UsePrediction=1 ; Enable motion prediction 
PredictionTimeMS=20 ; How many milliseconds to use during prediction 
ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics 
options settings 
PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking 

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the 
setting from the options screen only for the Rift. We don’t currently set this option by 
default because it increases controller lag and head tracking latency on some PC's. 

The CorrectYaw and CorrectPitch settings, when enabled, use the Rift’s magnetometers (for 
yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift 
accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift 
(using the hotkey) a magnetic calibration will automatically begin – the calibration will 
automatically complete after the headset is rotated over a large enough range (it helps to 
look around after initiating the calibration). 


Garage 

- The sim now monitors the performance of its "real time" thread. The "garagePhysicsSpeedup" 
entry from app.ini has been removed, and the sim will now dynamically adjust how aggressively 
it runs the physics while in the Garage. If you have a slow computer, and you used to have 
the garagePhysicsSpeedup tweak set to 1, it could have caused the sim to drop out of real 
time, causing clock smashes, lots of skew, and probably any replay recorded while you're in 
the garage to be bad. Now, if you have a fast computer, the physics will settle more quickly 
in the garage. If you have a slower computer, it will take longer, but the sim won't drop out 
of real time while you're in the garage. 


Replay 

- Added a volume level adjustment for overall replay volume vs driving volume (eg: Hall of 
Fame can turn down the volume level coming from non-driving pods). App.ini only so far, no UI. 


[Audio] 
loudnessReplay=0.0 ; Volume adjustment for overall replay volume versus driving volume in dB 


Controls 

- Default Fanatec display to on, now that it has been stable for a while. 

- Request all forces to start every tick to resolve certain FFB issues. 


Telemetry 

- Dump the garage tire measurements to telemetry so members no longer need to enter garage to 
log data. We only update the data every time the garage takes a measurement. 

- Fix a small bug that caused a telemetry variable to not be unregistered properly when the 
car was reinstanced. 


iRacing API 

- Added support for chat and pit script control to remote api 

- Add support for remote pit control to session display (so the crew chief can use automated 
tools). 

- Include the additional weather related info in the irsdk output. 


Voicechat 

- Fix potential sim crash when keying up voice chat. 

- Add a mic VU meter to the voice chat UI cluster. 

- If you attempt to transmit and someone else is speaking on your transmitter's frequency, a 
"no microphone" icon will be displayed to you, indicating to you that you are not being heard. 
When the server takes the frequency away from the other person and gives it to you, this 
indicator will be removed, so that you know others are now hearing you. 


Graphics 

- Allow the FPS display (system meters) to work on the session screen during replays. 


Bump Drafting 

- Reduced bump friction to help reduce hooking bumpers while drafting. 


UI 

- Add new app.ini setting which, when enabled, stops the UI from reappearing when the iRacing 
window gains focus or is clicked on. 


[Graphics] 
KeepUIHiddenOnFocus=0 


Options Screen 

- Re-arranged many of the tabs. Most key definitions have been moved into a single tab with a 
scroll bar. 

- All hotkeys can now be reassigned, including the replay controls. 

- Fixed a bug in the code that generates the "Your control is assigned to this device" string 
for "two sided" controls, like Look Left/LookRight, when the control is assigned to a single 
two-sided axis. It likely would have said something like "Dev 0 Axis 3 <<" instead of "Dev 0 
Axis 3 <>". 


Helmets 

- Stamp iRacing logos over the top of helmet license stripe. 


Tire Model 

- Fixed a bug that would allow the tire carcass to move too rapidly as it passes through zero 
deflection. This helps the tires to feel less twitchy. 

- Fixed a bug in the temperature calculation that helps the over-the-limit feel. 


Cars 

- Added Lindblad chassis sponsorship. 


ABS 

- Updated the ABS algorithm on all our ABS cars for less jarring force feedback. 


Chevrolet Corvette C6R 

- Damaged cars no longer have the dash and interior door panels disappear. 


Chevrolet Impala Class B 

- The track bar split rule instituted at the beginning of the season has been withdrawn. 


Chevrolet SS-Gen6 

- The track bar split rule instituted at the beginning of the season has been withdrawn. 

- Fuel load is now adjustable in the garage for practice only. 


Ford Falcon V8 Supercar 

- Fixed an aerodynamic drag bug that could occur if ride heights got into places that were 
outside of the aerodynamic map's limits. 


Ford Fusion-Gen6 

- The track bar split rule instituted at the beginning of the season has been withdrawn. 

- Fuel load is now adjustable in the garage for practice only. 


Kia Optima 

- Fixed a problem where the telemetry reported incorrect fuel levels. 


Lotus 49 

- The Lotus 49 is now available, and is using the Version 5 Tire Model. 


Radical SR8 

- Added a kph label on the digital dash. 

- Updated external engine sounds. 


Silver Crown 

- Updated external engine sounds. 


Sprint Car 

- Updated external engine sounds. 


Skip Barber Formula 2000 

- The Skip Barber car is now using the Version 5 Tire Model. 


Street Stock 

- The Street Stock is now using the Version 5 Tire Model. 


Tracks 


Circuit Gilles Villeneuve 

- Now available. 


Long Beach Street Circuit 

- Now available as a Tech Track. 


South Boston Speedway 

- Racing at night is now available. 


Lanier National Speedway 

- Racing at night is now available. 


Irwindale Speedway 

- Added a Figure 8 configuration. 

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Re: iRacing General Discussion

Post  clacksman on Thu Jul 18, 2013 8:04 pm

That's a lot of stuff.  The gridding options for league racing sound cool.

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So, Like a Star @ heaven, in which tier do you Racin\' ?
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Re: iRacing General Discussion

Post  Forgetful on Thu Jul 18, 2013 8:29 pm

Lol figure 8

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Re: iRacing General Discussion

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