The online racing simulator
Searching in All forums
(979 results)
StableX
S2 licensed
Quote from crazyskypimp :and yet it takes 4 years to code one track and one car when ir does dozen in a few months

:d
StableX
S2 licensed
Happy Christmas from all at the Radicals. We've not been so active here on LFS but many of us are hoping that something happens in 2013 to kick start some new content.....

Have a great festive break and great 2013
StableX
S2 licensed
McLaren at Daytona anyone?
StableX
S2 licensed
very impressed with Chad McCumbee. He did a superb job. I thought it would be between Richie and Shane as they both race iRacing loads already at the top level. Bit of an unfair advantage....

Shame LFS and iRacer Wyatt isn't let in to race! Next year he should be I think...
StableX
S2 licensed
Really looking forward to this!
StableX
S2 licensed
I really like that JJ... Clean Simple and you can see a great overview then click from that to get to the comprehensive detail after.
StableX
S2 licensed
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 aother 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
@<user created>
@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 <name>
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 <name>
Will remove the specified channel from your radio. Some channels can not be removed.

@transmit <name>
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 <name>
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 <name>
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 [email protected] 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.
StableX
S2 licensed
Really clear after reading that Victor and totally agree. Great plan I think and look forward to the changes. I think you're right with the LFS World too.

I've always disliked the forum skin here as it's basically the default vbulletin skin. However, I see no real reason to change from using vbulletin as it does the job well overall. I don't think vbulletin is necessarily still the best for forums but I see no reason to do a huge migration to anything new.
StableX
S2 licensed
all working fine for me too...
StableX
S2 licensed
Great job to AJ and Pablo too!
StableX
S2 licensed
had no idea you were dezza Murray either - cool
StableX
S2 licensed
I crashed out but went to watch the top split stream. Whoever managed to keep their car on track the most was going to win each class it seems from the stream with everyone ending up in trouble. That said, INEX did a fantastic job to qualify on pole in two classes and take the win in all three classes......

great job!
StableX
S2 licensed
It would be a great idea, especially as LFS works so well with a mouse too.
StableX
S2 licensed
Thanks Niels....

Quick question... What are your plans for working on some cars for rF2?
StableX
S2 licensed
nice screenshots AVA!
StableX
S2 licensed
Quote from R34GTR :Won my first oval race, only the Legends Rookie but it's a start

one of the hardest series to win a race I think good job ...
StableX
S2 licensed
Quote from J@tko :Oh good, looks like they've ruined the Solstice with the NTM.

I'm hoping it's not too ruined as I've been loving that this last season.
StableX
S2 licensed
great work!!!
StableX
S2 licensed
Quote from Gabkicks :Is now a good time to sign up? How is the formula mazda nowadays? When does the next season start?

http://www.virtualr.net/six-months-of-free-iracing-promo

next season starts in a couple of weeks.
Not driven the Star Mazda in a long time.
StableX
S2 licensed
Quote from The Moose :As much as the 2FMSH is a load of crap, VirtualR trying to make a story out of it is a pretty low blow.

yeah, it's not as if the same doesn't happen in many other sims too. Weird one for virtualR to put out.
StableX
S2 licensed
Asetto I can't wait to try!
StableX
S2 licensed
maybe no more caddy heavy front jumps Phil?

Quote :Website:

Hosted Sessions

- Fuel limiting per car type is now available. **NOTE: There is still a bug where doing a multi-class hosted event with any of the Impalas or the Silverado causes pre-qualifying and pre-race tech inspection to continue indefinitely, preventing the driver from participating in that session. But it appears that customers almost never create multi-class events using these cars, so we have decided to make this new feature available for use now. We are still working on tracking this issue down, but in the meantime please avoid using any of these 4 cars in a multi-class hosted event.


Simulation:

- Fixed the intermittant crash bug that has been showing up in the new season's build.


Cars

- All cars now have the new driver model.

- Driver helmet license stripe is now colored correctly.

- MainPerformance PC sponsorship added.


Cadillac CTS-VR

- The pit boxes now use your car's colors.

- Fixed the downforce math so the car won't act strangely while significantly airborne.


Chevrolet Corvette C6R

- The pit boxes now use your car's colors.


Chevrolet Impala

- The Tape setting now only has three options at super speedway tracks.


Chevrolet Impala Class B

- Longer gears are now available for the Motegi oval.

- The Tape setting now only has three options at super speedway tracks.


Ford GT

- Increased the difference in rear wing drag between minimum to maximum wing angle settings.


HPD ARX-01c

- Revised the engine to have a little less middle rpm torque.


Williams-Toyota FW31

- Based on newly received data from Williams, we have updated the performance of the medium downforce front flap.

- Revised the engine to have a little less middle rpm torque and a little more high rpm torque.

- Reduce tire pressure minimums by 1 psi.


Twin Ring Motegi

- Fixed the sector splits at the West configuration.

- At the Oval configuration, track name in the sim was listing as Okayama. It is now fixed to be Twin Ring Oval.

StableX
S2 licensed
I think the Solstice is on the NTM isn't it?
StableX
S2 licensed
Release Notes...

Quote :Website:

Hosted Sessions

You can now restrict hosted session results to participants only. The checkbox is located in the "OPTIONAL SETTINGS" section of the "HOST A RACE" page. When this flag is set the system will check to make sure that the current user was a participant in the session before either displaying the event results popup or generating event results in csv format.

You can now restrict the viewing / spectating of hosted sessions. This checkbox is also located in the "OPTIONAL SETTINGS" section of "HOST A RACE" page. For this release viewing can be restricted by club only. When this flag is set the system will check to see if the session is restricted to members of one or more clubs. If so it will ensure that the current user is a member of one of the eligible clubs before allowing them into the session as a spectator. This flag will have no effect if you do not restrict the session to one or more clubs. This feature will be expanded in the future to support leagues and teams as well.

You can now specify the maximum amount of fuel that can be loaded into a car. This is specified as a percentage of the car's maximum fuel capacity and should be an integer between 10 and 100. For example if a car has a max fuel capacity of 20 gallons and you specify 50% the sim will not allow you to fill beyond 10 gallons of fuel. **NOTE: This feature will not be available until later in the week due to last minute technical issues.


UltimatePay Support

UltimatePay is a new payment type that can be used for buying everything except gift certificates and gift recharges. The system supports more than 70 different payment methods worldwide and automatically customizes your payment options based on your country.

This system works differently from the existing credit card and PayPal options in that the transaction is not completed immediately. In some instances such as with the Ultimate Game Card the transaction completes almost immediately but with others such as Western Union it can take much longer.

Additionally, iRacing does not receive any notification of failed or canceled transactions. As a result you will always see an Ultimate Pay Order Information page after you close the UltimatePay popup window. You will see this whether you completed the transaction or simply canceled out of the popup.

For example, let's say you decide to purchase a car using Boku with your mobile phone. The general flow is you initiate the purchase on the iRacing Member's site from a popup window presented by UltimatePay. UltimatePay alerts Boku and they will send a text message to your phone. You respond to the text message to complete the purchase. Boku alerts UltimatePay that you completed the purchase and UltimatePay alerts iRacing. At this point iRacing will fulfill the purchase and send you an email to let you know that your car is ready to be downloaded.

It is important to note that some of the payment methods will charge a fee in addition to your order total. iRacing does not control these fees. Please pay close attention to any fee disclosures when completing your transaction.

An additional note is that iRacing is not supporting any recurring payments using UltimatePay at this time.


Site Footer

A new lap counter has been added to the site footer. This displays a recent snapshot of the total laps run across the service since the start of iRacing.


Friends/Watched

It is now possible to remove a friend or watch request to yourself, if you get yourself into that state.


Spectating

The spectating timer will now be 20 seconds for most events. For larger events (some world tour events, etc) the spectating timer will remain at 60 seconds.


Renewals

Fixed a bug where gift cards could not be added to renewal orders.



Simulation:


Graphics

- The graphics engine now supports assignable programmable pixel shaders and multi-texturing on race track related surfaces. Our new track Motegi features this improvement, and New Smyrna also has been updated.

- Visibility culling of track surface decals has been improved, with an emphasis on reducing the number of decals visibly popping in.

- The work-around that helps avoid missing scenery when AMD's adaptive anti-aliasing is enabled is now always automatically enabled for everyone. The previous setting to enable this option in renderer.ini is now ignored.


Camera Tool

- The focus car is now highlighted in the entry list.

- The '/' camera select key sequence now supports the '/' key when selecting the camera (ie: /<driver position>/<camera><enter> )

- You can adjust the level of scaling applied with the 10x hotkey.

- Added a dB meter to measure the current volume at the mic.

- Most camera tool settings are now saved to the app.ini file.

- By default pan speed is tied to the zoom level of the camera. We have added an app.ini [CamTool] useLinearPan=0.0 value to let you blend between a constant pan speed, or one that slows down with higher zoom levels.

- Added in a non-linear scaling to the analog camera controls. Can be adjusted with an app.ini setting.

- You can adjust the relative speeds of each of the analog controls (move, pan/tilt, zoom) using an app.ini setting.

- Fixed a bug in the depth of field effect.

- Fixed a divide by zero bug in joystick calibration, which may sometimes have crashed the sim.


Spotter

- Fixed the bug that caused the spotter to incorrectly call 'go low' when you should 'go high'.

- Radio on/off sounds should work more consistently now.

- Reduced the number of samples needed to call out numbers.

- Spotter packs can now select a message from a list of possible messages to add variety. You can add up to 100 custom samples per message.

- Spotter packs text messages can now be changed. This should allow for user supplied translations of the spotter pack. See this forum post: http://members.iracing.com/jforum/posts/list/1938030.page for more details.

- Long text messages are now automatically wrapped to fit the screen.

- TJ and Steve spotter pack now supports multiple samples per message and custom strings. Special thanks to the Hoff for doing all the hard work.

- New hotkey to turn on and off calling of lap times

- New hotkey to request a notification when the leader crosses the start/finish line.


Telemetry

- Updated the ATLAS plug-in, now it supports english/metric unit conversions and fixed a bug that caused short laps to import improperly. Also simplified installation a bit. You can download the latest iRacingSession.dll from http://members.iracing.com/jforum/posts/list/1477333.page

- Added in a center front splitter ride height sensor to some cars (CFSRrideHeight). This is currently available for the Chevrolet Impala, Chevrolet Impala Class B, Chevrolet Silverado, HPD ARX-01c, and Williams FW31.

- Added a new parameter ReplayFrameNumEnd that shows you how far from the end of tape the replay head is.

- Added new parameters SessionTimeRemain, and SessionLapsRemain indicating time/laps left in race.


Sounds

- All cars have had their engine/wind/tire volumes balanced to match actual recordings. Many cars have new samples so they sound even better.

- Updated scrape and crash sounds.

- Off throttle volumes should now be louder.

- Most cars have a new low frequency sub-wave sound designed to drive sub-woofers better.

- Fixed a bug where loading a replay could use external engine sounds instead of cockpit engine sounds when in cockpit view.


Driver Aids

- Improved the anti-stall clutch aid to allow anti-stall to be released if the car is rolling fast enough that it wouldn't stall the motor to do so. This fixes the problem where locking the drive wheels in a braking zone would result in the antistall clutch staying active until next time the throttle is applied even if the brake pedal was released to free up the locked wheels.


Shifting

- Fixed a problem where initiating a sequential upshift with automatic throttle cut while the engine was already being cut by the rev limiter would cause upshift delays.


New Tire Model

- Fixed an issue where a very lightly loaded tire would lose stiffness, resulting in a "floaty" feeling in the lightly loaded tire.


Drafting

- We have improved the drafting math to be more aware of exactly where the edges of a car are, so the exact amount of draft you get for being bumper to bumper or side to side is much more consistent as speed varies, and for cars of different dimensions.


Car Sponsors

- National Guard sponsorship added.


Cadillac CTS-VR

- New car! And it has been given to everyone for free!


Chevrolette Corvette C6R

- Removed unused light flare model from Corvette C6r that could show up in unwanted places when the car was damaged.


Chevrolet Impala

- Now has a new driver model, hands look much better.

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Adjustable bumpstops have been added along with packer (shim) adjustments.

- Grill tape can now be set based on a choice of 5 options - Min, 25%, 50%, 75% and Full. Tape can be adjusted during pitstops.

- Fuel pressure now displays as if car is fitted with fuel injection instead of carburetion.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- Tire updates.


Chevrolet Impala Class B

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Grill tape can now be set based on a choice of 5 options - Min, 25%, 50%, 75% and Full. Tape can be adjusted during pitstops.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- More rear-end gear options for short tracks.

- Tire updates.


Chevrolet Impala SS 2009

- Updated to use the New Tire Model.

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.


Chevrolet Monte Carlo SS

- Now has a new driver model, hands look much better.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in front.


Chevrolet Silverado

- New driver model, hands look much better.

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- Tire updates.


Dallara IndyCar

- Updated to use the New Tire Model.

- Suspension has been fully updated.

- Single-car and traffic aerodynamics has been updated.

- Damage model has been updated.

- Reduced engine fuel efficiency.


Ford Falcon V8 Supercar

- Updated engine torque curve.

- Reduced engine fuel efficiency.

- Reduced fuel capacity to 75l. Adjusted garage values to correct incremental values to match new fuel capacity.


Ford GT

- Number plates, badging, and position light color changed to match 2010 season.


HPD ARX-01c

- Added missing wire model to external model.

- Updated downforce, sideforce and drag aerodynamics.

- Reduced engine fuel efficiency.

- More low speed (<5000 rpm) engine torque.

- Tire updates.


Lotus 79

- Corrected idle rpms to be more accurate. Now idles at 4000 rpm cold, 2300 rpm warm.

- Added more swaybar options.


Skip Barber Formula 2000

- Now has a new driver model, hands look much better.


Williams-Toyota FW31

- Now has a new driver model, hands look much better.

- Fix for brake glow bleeding out on to the tires of the Williams FW31 car.

- Further correlation with Williams on aerodynamic and mechanical performance of the car. This should help setups get closer to the real thing.

- Reduced engine fuel efficiency.

- Minimum fuel weight changed from 6kg to 3kg.

- Tire updates.


Twin Ring Motegi

- Now available, and features our new track surface shaders.


Circuit de Spa-Francorchamps

- Fixed pace car issues.


Indianapolis Motor Speedway

- Blocked off access to some non-track area and access roads with jersey barriers.


Martinsville Speedway

- Fixed pace car issues.


New Hampshire Motor Speedway

- Fixed pace car issues.


New Smyrna Speedway

- Updated with our new track surface shaders.


Oulton Park Circuit

- Removed floating skid marks.

- Added missing specular highlights (solar reflections) to the section of track exiting pit lane.

- Fixed visual popping issues with some fences.


Suzuka International Racing Course

- Fixed a bump issue in Turn 1.


Texas Motor Speedway

- Fixed a bug where there was some grass edges that were set to concrete or rumble.


USA International Speedway

- Adjusted grass color to bring it more in line with our newer tracks.

StableX
S2 licensed
no release notes yet...
FGED GREDG RDFGDR GSFDG