The online racing simulator
iRacing
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Quote from NSX_FReeDoM :
LFS and iRacing, which one has better physics engine?

Try them both, then judge for your self.
Quote from NSX_FReeDoM :I have never played iRacing before so sorry for asking such a noob question.

LFS and iRacing, which one has better physics engine?

Speaking in terms of tire physics since that's the most important part of any racing sim:

Both have downfalls, iRacing has less of them
wow! I just shook my head in disbelief here at the lounge on campus. Lol I got a couple weird looks even.

I really can't believe it. They've been hinting at it for a while now, but never NEVER would I have guessed a 2009 car. This is really just unbelievable.

iRacing has hit it big imo
Yeah, this is a big step for iRacing, especially in getting more people outside the states involved.

All excitement aside, I wonder if people have forgotten that there are only a handful of guys in the world who are qualified to drive this thing competitively, and safely. If the BF1 is any example, the racing in the Williams might...not... be...the best. Here's to hoping.
oh the racing is probably going to be terrible except in the top tier races

Can't wait to see the pro races after its released!

The hotlapping competition is probably going to be grueling though that's for sure.

I think the most awesome part of this is going to be driving the f1 car on all the amazing super accurate American circuits that fancypants FIA has deemed unsafe.

I think this should prove to be a little better experience than an rfactor mod flying around lifeless tracks.
Lime Rock is my first stop...

then Mosport, Road Atlanta, etc. All the tracks it's too fast for.
interesting point, wonder how codemasters feel about this as they paid for the rights to F1 didn't they?
Quote from StableX :interesting point, wonder how codemasters feel about this as they paid for the rights to F1 didn't they?

good point, i assume williams know what they're allowed to do, similarly BMW with the BF1 in LFS. im guessing it's something to do with it being the 2009 car and that codemasters presumably will be launching their game with the 2010 cars.

if peter windsor et all don't pull their collective fingers out, driving the FW31 on iracing may be the closest USF1 get to an F1 car this year
Quote from tinvek :good point, i assume williams know what they're allowed to do, similarly BMW with the BF1 in LFS. im guessing it's something to do with it being the 2009 car and that codemasters presumably will be launching their game with the 2010 cars.

I think you hit the nail on the head - GAME

Quote from tinvek :if peter windsor et all don't pull their collective fingers out, driving the FW31 on iracing may be the closest USF1 get to an F1 car this year

Yeah, their website and videos look like a disaster!
Quote from StableX :I think you hit the nail on the head - GAME

I'd say actually that the fact the team owns the rights to the Car and livery, hence it's a "Williams FWwhatevercrap" rather than "Williams 2009 F1 car". LFS has the BMW.06 becuase BMW/Sauber Own the rights to the car and livery, thus they can give permission for whoever to use it.

Even though Codemasters has the licence to make F1 games, That's only the F1 brand and series, etcera.

Effectively, if a dev team went out and secured licencing for all the F1 teams cars, along with all the tracks, they could create a "F1 game".. so long as they didn't say "F1 CHALLENGE 1945!" (nor used any F1-esque graphics).. they'd need to call it something retarded like "FormulaCar racing" or have that stuff as content in a larger package.
Quote from titanLS :
All excitement aside, I wonder if people have forgotten that there are only a handful of guys in the world who are qualified to drive this thing competitively, and safely. If the BF1 is any example, the racing in the Williams might...not... be...the best. Here's to hoping.

Nah, we've had a handful of rookies jump into F1 this past season and really there wasn't any problem with them adjusting to the cars themselves.

Now... Given there are so few people qualified to drive it, just how accurately can they simulate the car? How much data do they have access to? With so much of the car's characteristics dictated by aero, and so much CFD power used to produce it, are we really going to get a reasonable representation?

Could be the least realistic car. Same goes for the BF1 in LFS.
Quote from Mattesa :Now... Given there are so few people qualified to drive it, just how accurately can they simulate the car? How much data do they have access to? With so much of the car's characteristics dictated by aero, and so much CFD power used to produce it, are we really going to get a reasonable representation?

Could be the least realistic car. Same goes for the BF1 in LFS.

They pulled it off for the Indy car which has quite a few wings on it, is it really that huge of a step up to F1? I'm sure their agreement with Williams includes all the data they'll need to simulate it properly.
Quote from UncleBenny :They pulled it off for the Indy car which has quite a few wings on it, is it really that huge of a step up to F1? I'm sure their agreement with Williams includes all the data they'll need to simulate it properly.

Yes the indy cars as well. Just a general observation that applies to all sims, but iRacing is the benchmark.
can someonne host a indy server at the glen boot ?
Did anyone race in the 8:15 Skip Barber race tonight? When I tried to join I got a "loading error 61". I went to the forum to try and fix it and it looks like the forum is down too - or is it just my connection?

Edit: It was my connection
Quote from Whitmore :Codies F1 title will sell in the millions of copies. iRacing will sell in the low 10s of 1,000s at best. I don't think Codies will lose any sleep

More importantly, who gives a toss about Codies? They've produced nothing but shite since Toca 2.
Quote from MAGGOT :More importantly, who gives a toss about Codies? They've produced nothing but shite since Toca 2.

Why are they even making an F1 game anyway? The F3 cars from Grid were posting faster lap times than F1 cars lol.

I've been testing the SRF a bit now that I've got more of a handle on the physics and I started setting it up so it's possible to drive a lap without spinning. As I've got it right now it's quite fun to drive. I'll prolly start racing it next week.
Hi, i'm planning to start iracing next week and i wanna know if any of this promotion codes are still working:

PR-AMBROSE ($25 - 3 months)
PR-INFINEON ($10 - 1 Month & Infineon Free)
PR-GAMESPOT ($5 - 1 month)
PR-INDY ($25 - 3 months)
PR-RADICAL-ONE-MONTH (1 Month Free Includes Radical SR8 & Silverstone)
Quote from mrspeed21 :Hi, i'm planning to start iracing next week and i wanna know if any of this promotion codes are still working:

PR-AMBROSE ($25 - 3 months)
PR-INFINEON ($10 - 1 Month & Infineon Free)
PR-GAMESPOT ($5 - 1 month)
PR-INDY ($25 - 3 months)
PR-RADICAL-ONE-MONTH (1 Month Free Includes Radical SR8 & Silverstone)

Try it yourself, go to subscription page and enter them and then it will show whether you get discount or not
lol it is so simple
and what's the best offer for a road racer
PR-RADICAL-ONE-MONTH looks good to me.

I got the 3 month for one month deal myself just before xmas. Have already signed up for another two years for better or worse
ok thx i will try PR-RADICAL; see y in track soon
New build release notes are out.

Quote :Release Notes for 2010.01.18.01 - 2010 Season 1

Web Site

- Added World Cup statistics pages for the RACC Runoffs, RACC Finals and World Cup Finals. These are all accessible from the “Stats” top level navigation bar item.

- Added restart configuration option to hosted sessions so you can select single file, double file with lapped cars on the inside or double file with lapped cars at the back.

- The Update Manager now shows file size in units (k, M, G) appropriate to the size.

- The Download/Installation progress indicator in the upper left corner of the site should now carry through to completion, barring any error condition or user abort.

General

- All tracks and configurations are now always available in hosted sessions.

- The Strength of Field (SOF) calculation has changed, which will slightly alter championship points paid out in races. The new calculation more correctly weights the various iRatings in the field.

- The prefix "INCIDENT:" is removed from incident report messages in-sim.

- Drivers reconnecting to a server will now see previously shared group setups.

- remindbf.wav is added to TJ&L spotter pack.

- The sim can now recognize windows accelerator keys (volume up/down etc) as inputs in the sim. All keys are supported except Cut/Copy/Paste. This should stop the bug where volume keys would cycle the cameras.

- The right shift key is now recognized by the sim.

- Pressing a shift key now works in conjunction with keys on the num pad when num lock turned on without having to turn off num lock.

Custom Paint Jobs

- Custom car/helmet/suit paint jobs are now supported.

The filename for a paintjob is just the customer ID with a .tga extension. The sim will also accept it with leading 0’s to form a 6 digits number (which sorts better alphabetically). You can find your customer ID by going to the My Account section of the iRacing website.

For instance, for a driver who has a customer ID of 12345, their custom texture in any of the below directories would be

“12345.tga” or “012345.tga”

The custom texture files need to be placed into the documents\iRacing folder, like this:

Helmets: docs\iRacing\paint\helmets\
Suits: docs\iRacing\paint\suits\

Cars (using the same structure as car setups):
RT2000: docs\iRacing\paint\cars\rt2000\
Rookie Legends: docs\iRacing\paint\cars\legends ford34c rookie\

The cars have to be 1024x1024 pixels in size. The suits and helmets must be 512x512. If they are the wrong size they are ignored.

If the sim can't find a custom texture, it will use the driver's defined colors and pattern from the website as usual.

A custom texture will be loaded and used even when loading older replays that were made before the custom texture was added or changed.

Custom textures are not automatically uploaded, downloaded, transferred, mailed, delivered, etc, in any way. Customers will have to put them up somewhere themselves, and others will have to download them themselves.

Cameras

- Added support for copy/paste of groups of cameras even across files. Pasting a group makes a new copy of all cameras in the group.

- All camera tool sliders now have edit boxes.

- Added a quick set button to adjust camera microphone gain based on current car position. Just click and hold while watching a replay and it will set all cameras you view to the same relative volume.

- Camera groups can now be reordered.

- The scenic camera no longer interferes with the default cameras when the focus car disappears from the view.

- Fixed mouse aim mode when in scenic mode.

- Does not save active camera group transitions to ini file when in scenic mode.

- Fixed bug that could reset active group if exiting sim while driving.

- Fixed chase views when focusing on pace car so that the camera no longer wiggles.

- No longer defaults to invalid camera group at load time.

- Group copy/paste properly grayed out when selecting a static group (on car cameras).

- Camtool only resets camera state when needed, volume etc should not cause camera to flash.

- Camtool updates more frequently when in slow motion.

- Statically aimed cameras as blimp, chopper, or chase cameras will now follow the motion of the camera and not just point north.

Replay

- The replay now back patches skid marks and smoke and dust to move them under the wheels.

Race Control

- Added a new type of double file restart where the lap down cars get pushed to the back of the field. Double file restarts will now be possible on road courses if set.

- Restart type is now selectable for Hosted races.

- During cautions the transition to double file should now occur at 2-to-go, except for road courses and ovals of 2 miles or longer which continue to transition at 1-to-go.
- For the new double file starting mode, lapped cars get sent to the back at 2 To Go while staying single file, then at 1 To Go the pace field will switch to double file. Unless the track is an oval over 2 miles long or a road course, where the lapped cars will get sent to the back at the same time as the field switches to double file at 1 To Go.

- Don't apply jump start rule if a driver entered then exited the grid and then missed the start and is put into their pit stall.

- Cars that end a tow while a caution is in progress are now properly added to the pace field when leaving pit lane.

Controls

- You can now unassign non-driving controls by pressing Enter when the control assignment pop-up window says "unassigned" while waiting for you to give it a control. The 'Esc' key is still good for exiting the control assignment pop-up window without changing the current assignment.

- Each car can now have it's own set of controls assigned. There is a checkbox in the bottom left of the "Controls and Other Options" windows to tell the sim to use a custom controls.cfg for the car (the file is stored in the car setup dir), or to use the default global controls.cfg.

Cars / Physics

- Some improvements and fixes have been made to the collision system. In particular, the player car's chassis should interact far more correctly with the ground surface. Also of note is that curbs seem to be more drivable.

- The anti-stall automatic clutch aid has been improved. (Although all our motors still can't actually stall)

- Drafting now actually reduces your car's downforce, not just drag.

- Atmospheric conditions used by the physics are now responsive to altitude, instead of being sea level all the time. At higher altitude tracks there will be properly reduced engine power and aerodynamics effects.

- Engine power has been recalibrated to match dyno reference conditions, which results in a couple of percent more power when near sea level.

- Engine throttle response is reworked to more correctly match how real motors respond. There is now much more response at initial throttle and less response at full throttle, varying with engine RPM, versus the old mapping which had very little initial throttle response and a lot of response near full throttle and did not change with RPM.

- Engines will now create smoke when damaged.

Dallara

- A default Indianapolis setup is supplied.

- The issue where legitimate setups would fail tech inspection at sim load time is fixed.

- Off-throttle engine braking reduced (per feedback from Real-World drivers of the Dallara).

- Downforce and drag has been tweaked.

- Tire grip levels tweaked to alter car balance (less understeery).

- Bump stop adjustments have been removed. Bump stops are now fixed in place at the end of full travel.

- The aero calculator ride heights updated.

- A small tweak to the updated tire model on this car has been made that gives more grip loss when sliding at high speed.

Riley DP

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted to match the numbers supplied by the Manufacturer. Very small changes were made to the wheel inertias, again due to additional data from the manufacturer. Engine inertia and the driveline inertias have been modified to more closely match real world behavior.

Corvette C6R

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted slightly. Rear wheel inertia and engine, clutch and driveline inertias are subtly massaged based on new data.

- Aero forces from body roll are improved.

- Brake bias in car adjustment is now limited to +/- 3%

- A small tweak to the updated tire model on this car has been made that gives more grip loss when sliding at high speed.

Lotus 79

- Bump stop adjustments have been removed. Bump stops are now fixed in place at the end of full travel.

Latemodel

- There is now more grip falloff with wear, and increased fuel use.

Star Mazda

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted. Engine inertia adjusted to reflect new driveline engineering data.

- A small tweak to the updated tire model on this car has been made that gives more grip loss when sliding at high speed.

Radical SR8

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted per real-world driver feedback.

Pontiac Solstice

- Clutch engagement travel changed to make clutch response correlate better with real world behavior.

...and once again I'm left with the feeling of "why doesn't iRacing seem to accomplish anything from build to build". I'm getting tired of seeing release notes filled with camera updates. Please work on physics, or at least features more people care about.
Missed this part the first time through:

Quote :Some items that are not on this list that I had discussed in the forums are aero and tire changes for the three premier oval cars and a better transmission model.

We were not happy with how testing has gone with both of these updates and have decided to hold them off from this deployment. The truck, nationwide and COT aero and tire changes should hopefully be rolled out next week. The transmission model may take longer than that to be in a state we feel is ready for public use.

So hopefully they fixed some oval stuff finally.
This thread is closed

iRacing
(13603 posts, closed, started )
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