Of course. Kirill Kryukov posted this a while back in response to criticism of grass and sky textures:
"The grass appearance depends a lot of a season, how long ago it was watered and an angle the sun rays come through grass blades. It doesn't have some only right color. It's always something in a scope of possible. Many games have the grass and other textures too dark imho that kills a general feeling of lighting.
p.s. Colors may vary a bit in real life but if you see the sky “too blue” you definitely need to calibrate your monitor. Many pc monitors and even expensive TVs come way over-saturated nowadays to attract buyers. The only way to see actual colors is a colorimeter (color calibrator)."
The last few months have seen the biggest increases in membership since iRacing went public, and that for sure has a lot to do with the hosted racing option. Based on stats posted mid-March, activity in official races has gone slightly down during this season while hosted racing has kept getting more popular. Certainly some of the drop in official series participation is because of the hosted option, but on the other hand, activity always goes down during a season.
There are dedicated people for general physics, vehicle dynamics, 3d modeling, textures, sounds, etc. So there aren't two teams but lots of different areas that need their own experts who are not just going to jump and work on something they are not familiar with. It shouldn't be that hard to understand.
Among other things they've been working on tire modeling, aerodynamics, damage modeling, netcode, setting up servers in Australia, building the hosted racing system, a huge number of website updates, converting their whole database to Oracle etc. Not all progress is immediately apparent to the end user, either.
Based on the article I linked to, for cars which don't have pre-measured inertia values provided by the manufacturer they probably have a basic equation that uses all the known masses and weight distribution, and the resulting inertia value is refined by comparing it to the inertia and masses of those vehicles for which they have accurately measured data.
The cars that seemed more responsive all have wings at the back and much stiffer suspension than the Skippy or Solstice, as well as slick tires unlike the two. I think inertia has only a small part to play in the end result. This article has a couple of quotes about inertia values: http://issuu.com/autosimsportm ... t_vol4_num4_irmastersmass
The amount of data they get probably varies a lot, but I don't think engine braking is such a vital issue and educated guesses will do fine if there's not enough data to calculate it accurately. One of their engineers admitted that they had calculated the engine intake wrong in the SRF, the only car of the few with engine braking changes that had a significant change in handling. But even with SRF the true effect of the changed engine braking remains to be seen, since Grant Reeve said that he had accidentally included some work-in-progress tire physics for that car in the update, and according to him the car behaves very much like it used to after switching back to the "correct" tire physics.
The fact that they have such accidents might not increase anyone's confidence in them, either, but at least they admitted it right away and a fix is likely coming as early as Monday...
You are right. Grant Reeve confirmed it in a post about the increased grip on grass in the Mazda:
"The grass is different on the Mazda (and C6R and Dallara) because they use the slightly updated tire model. The model is still aimed at solid surfaces, and whatever happens on grass/dirt/etc is not completely correct either way, it's just that grass just happens to feel nicer."
The SI standard allows both dots and commas, but since this is an English language forum, for clarity you should use dots like English speaking countries do.
Brake lights were there before the service even went public. Road course yellows were introduced five months after going public. But yeah, the furled black flag is stupid. They have researched real life rules, though, as a few sections of the sporting code are pretty much taken verbatim from the FIA rule book.
It was planned from the start, but they just hadn't figured out how they were going to do it. The following has been in their website FAQ for a couple of years at least:
"Will iRacing.com support private leagues, allowing groups of friends to run invitation-only races?" - One of our highest priorities is to develop ways to fulfill requests for individual races and leagues.
The race ended up having only three green laps, and Prather got stuck behind the club racer guest driver. Well, there will be more interesting results when the iRacing series winner gets in the real world driver selection process early next year.
November 3rd when Season 4 starts. Before that you would have been promoted from rookie to D after a 4 week rookie season, and from D to C after the regular Season 3. The Lotus is B class car, but with a high enough safety rating it would be possible to race it with a C license.
It's definitely on their radar, but it'll probably take at least one more season before any major changes. Tim Wheatley said this yesterday: "Transmission and drivetrain will be worked on considerably, to the point where you can damage them or lose time/speed by doing things in an incorrect manner. Those items have not been implemented yet, however."
I never use throttle while braking, but I can drive all the road cars perfectly safe and relatively fast. One of the top 10 fastest guys on road courses is also braking with his right foot.
If you want linear steering, it's best to use 900 in the profiler and calibrate like the game instructs you to do. That way you'll get a full-range 1:1 ratio with your wheel and the in-game wheel. Another option to get linear steering, if you don't want to change the profiler setting, is to set the "maximum lock while at speed" slider to match the actual range your wheel has (as measured by the calibration procedure).
All series follow a predetermined schedule, and the track changes once per week (on Tuesday 00:00 GMT). You can find the schedules on the series pages, or as a html file on the announcement forum: http://members.iracing.com/ifo ... readID=36124&tstart=0
Doesn't look good to me, though. The colors are even more dull than they appear on TV: http://www.youtube.com/watch?v=bkwgXn1Li7o. In iRacing it's always midday and the sun never goes behind clouds, and it's natural that the colors are bright to reflect that.
Well, there's no brake wear/heat in LFS, netKar Pro has terrible collision detection, and so on. LFS hasn't had an update for a year, but I don't think the devs have been on a holiday all that time.
Yeah, I agree it is slightly overdone, but not by much from my experience. Probably netcode-related issues sometimes exaggerate the results of contact.