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Crommi
S2 licensed
Quote from Cornys :Anyways, that legends car is the only one that I've driven that seriously understears like you guys say.. of course, I will admit that LFS is way more overstear than iRacing. One of thems wrong (or both )

That depends entirely on setup, iRacing default setups are all bit understeery to make them easier for inexperience drivers. But change a few settings and you can get the balance where you want it.
Crommi
S2 licensed
Quote :EDIT: And also can someone tell me what good tyre temps are? My tyres were at 150F earlier and I've no idea whether that's hot, cold or indifferent :P (MX-5 btw)

There's an option to change temperature readings to celcius. 150F converts to 65'C which is bit on the low side as most tires seem to operate best at 80-100'C range (175-210F). Also, if you're looking at the temperature readings in-garage, it might look like tires are ballooning because center appears much hotter. That is not actually the case, for some reason inner/outer temperature readings in garage screen also include the sidewall temperature, which brings the average temperature for that whole section way down. I'm not sure why it's like that because in telemetry file you don't have sidewall temperatures included in it and that makes it much easier to dial in the right amount of camber.

Quote from PMD9409 :It's RWD and it's the best freakin car they have.

Dallara feels really good with NTM, probably my favorite car right now. While it's not a car you can really drift around with, it doesn't instantly snap around if you get little bit rough.
Only real complaint I have is that fixed setups are bit of a mess, driveable but quite difficult to handle.
Last edited by Crommi, .
Crommi
S2 licensed
Quote from NSX_FReeDoM :The Caddy has absolutely no grip. Understeer at corner entry, and oversteer at corner exit.

Weird, I find it completely opposite regardless of differential settings.
Crommi
S2 licensed
Indycar is big improvement:
-Better feedback through FFB
-Corner entry takes more practice as you can't just stamp on brakes and turn it in because it will lockup front tires
-Brakes also feel much more sensitive to unloaded tires and I had plenty of single-tire lockups in Mid-Ohio. Probably even managed to lock every tire on a single lap without spinning/crashing out.
-There's bit more progressive feel to tire slip and it's not instant spin everytime you hit throttle too hard. Same applies to braking, feels like there's more than just two states of tire rotation; spinning and stopped. That is pretty easy to notice when you get rear-lockup under braking and if it's roughly on the threshold and just one tire, car will just nudge a little sideways and settle back in as you ease off from brakes.
-Old setups are junk, too understeery and you have to run much less downforce because the drag has been increased by a huge amount.

Cadillac (oh boy....)
-It's essentially soft-Corvette (Cadillac suspension, Corvette engine that feels weak)
-Default setup is absolutely horrible and while you can make significant improvement by messing around with the differential, you better get used to dealing with massive lift-off oversteer and sudden spins at low speeds.
-Tires feel little weird, seem to have very high optimal slip-angle and "sliding" through corners is significantly faster than keeping it clean. The angle is significant enough that your brain keeps screaming "Counter-steer! Counter-steer!", making it pretty hard to do consistently with limited practice.
-Steering also feels little bit dead on the center, but you'll get used to it.
Crommi
S2 licensed
Quote from PMD9409 :The Cadillac is supposed to come out this coming season, the RUF is now going to follow it.

Actually Steve said it's going to be coming after McLaren.

Quote :The Ruf is the @iRacing car we have slotted in behind the @McLaren_GT . We are starting data collection ASAP

http://twitter.com/#!/iRacingMyers

Crommi
S2 licensed
All racing sims are compatible with G25, so adding it as a plus for LFS is bit pointless. Instead, you could point out that it has best support for mouse and keyboard players.

Pricing is also something that should be mentioned, LFS is very cheap but rFactor 2 will offer most amount of content for your money once the mods start to roll out. iRacing is by far the most expensive but all of the content is high quality and you don't have to mess around with different versions of tracks and cars to find the one people are racing online.
Crommi
S2 licensed
Quote from BAMBO :http://social.bioware.com/foru ... -Effect-3-10089946-1.html

WOOOOOOT!! WOOOOOOT!!! and some more wooot!! My respect for Bioware has tripled. They've actually handled this maturely and have more or less promised us the much asked for closure.

Sorry, but that's just "please, feel sympathy for the people who worked hard on ME3" without actually telling us anything useful. It's a blatant attempt to make people feel bad about criticizing Mass Effect 3 and nothing else. Quoting NYT and PA about how great the game is also besides the point, I think most people agree that game is pretty good apart from the ending.

JJ72: They can just pick the Destruction ending and say that it's the real way game should have ended. Don't forget that Shepard can also die in the end of ME2 but that doesn't really matter all that much since he's clearly alive in ME3 (although, you cannot export a save where he/she is dead at the end of ME2).
Crommi
S2 licensed
Quote from DeKo :The oval side is full of wankers, the road side isn't. It's a shame oval racing is so much fun.

It's better to avoid those popular super-speedway series, that's where the stupidity is at it's highest concentration. Most recenrtly I've done few races on Impala B and Silver Crown, which were pretty enjoyable and especially with SC there was no useless chatter at all. Late Model wasn't too bad either, but that was so long time ago that things have probably changed. Indycar is pretty good too because you cannot push&shove other cars without breaking yours.

But if you still want to drive Impala A despite the horrible attitudes presented, you'll probably want to do something similiar to what Club Finland is doing and setup weekly events for official series, basically just get together with people in your club who are interested in that series and race each week at pre-determined times.
Crommi
S2 licensed
While iRacing probably has bigger community, it's not necessarily better community. On LFS forums you might have one or two members who dedicate their lives to spouting nonsense and trolling forums, but on iRacig forums there's way more of them. Then you have those hardcore oval/road guys who turn decent threads into "oval vs road" arguments.

But, thankfully the forums are also split into car specific forums and that's really where the good parts of the community are found. People are really helpful and keep posting setups and replays every week, some cars even have user created setup guides to help newbies get started.
Crommi
S2 licensed
Quote from NSX_FReeDoM :Is there anywhere I can change the brake force?

Yup, with the middle-pedal

Joking aside, with most cars the braking treshold is between 75-90% and you cannot make LFS-style setups where set braking force low enough to prevent lockups. If you're experiencing lockups much earlier and brake feels super-sensitive, could be that you need to calibrate pedals by fully pressing them once before exiting pits (for example G25 pedals lose calibration if you unplug the USB-cord).
Crommi
S2 licensed
Quote from Silverracer :Can the people who said they had the controller issues please respond?

Have you tried the above - can it really be not that bad as you've put it out. Obviously, not expecting a lot, but they way its been described ain't leaving much to be desired. Would appreciate an informed choice before shelling out if it really ain't worth it... Thanks.

No FFB on G25 regardless of Profiler or in-game settings. Got steering working decent enough by setting it to 200 degrees and moved linearity slider 3 clicks to left. Brakes are still working like crap and good linearity value for normal driving doesn't work very well on offroads where brakes are super sensitive and make car pull heavily to either left or right.
Crommi
S2 licensed
Quote from anttt69 :I like the idea of grand am but until they fix this multiclass forced purchase issue im not coming back. I hate the way they BS about everything. I cant get them to comment on the fact we all have a mustang pace car?? huh funny that.

I do agree that there should be better way to handle multiclass, but technically Pacecar is different car than the Mustang racecar; different 3d-model, very simple physics, no hitbox and so on.
Crommi
S2 licensed
Release Notes for 2011 Season 1
Quote :Website:

Permanent Site Footer

- We have added a new site footer that is always visible. We've moved some existing functionality from the top of the page down into the footer:

- Number of iRacers online.

- Number of myRacers online as well as the online status popup.

- Links out to external sites (with YouTube addition).

- This footer also features a new facebook icon. More on that below.


Facebook Integration

- The general idea is that you can easily post iRacing-related status information to facebook and your facebook friends can link back to the member's site. Members will be taken directly to an appropriate page depending upon the status content. Non-members will be taken to a special facebook landing page.

The integration points are:

1) Permanent site footer. You'll notice a facebook icon on the right edge of the footer. When you click on this the system will update your facebook status with a post describing what you are currently doing on iRacing. This will be the same information that other iRacers see when they look at your status on the myRacers page or the myRacers popup.

If you are simply logged into the member's site it will say so. If you are registered to race in a session it will provide details of the session. This can be an effective way to notify your friends that you are running in a session. When members follow the link they will be taken to the myRacers page where they can easily join the session.

2) Event results. You'll see a facebook icon on the event results window. This will publish a synopsis of your results in that specific race session.

3) Member awards. You'll see a facebook icon next to each of your awards on the member awards page. This will publish details about your award.

At this time iRacing does not automatically post status updates to facebook. Status updates will only happen when you click on a facebook icon on the site.

Additionally, facebook status updates generated by iRacing do not include information about any iRacers other than yourself. If this position changes in the future you will be notified in advance and given opportunity to opt out.

Security and privacy notes:

When you click on the facebook icon, iRacing sends a message to facebook to see if you are already logged in. If you aren't already logged in facebook will attempt to display a popup login window. If you have popups blocked and want to use this feature you may need to enable them for this purpose.

The first time you go through this process you will see an additional facebook popup asking for security authorization for the members site to post data to your facebook feed. You will only need to go through this process once. This popup specifies that the "iRacing Member's Site" is requesting permission to "Access my basic information" and "Post to my Wall". This is the minimum level of authorization required in order for this feature to work.

If you choose to do this you will be granting iRacing with programmatic access to your basic account information (e.g. friends list). However, iRacing does not query this information and has no plans to query this information from your facebook account. If this position changes in the future you will be notified in advance and given opportunity to opt out or revoke authorization.

After granting authorization you can revoke it at any time from your privacy settings page at facebook. Look for the applications page and remove our application from your list. If you do this, the next time you click the facebook icon from the members site you will need to grant authorization again in order for the feature to work.


Schedule PDF Generator

- There is a new menu item under Events called "iRacing Race Schedule". This will automatically generate a PDF containing the current season's schedule across all series.


Race Length Display

- Race length / duration as well as rolling vs. standing start has been added to the race panel (look underneath the track) as well as the series schedule pages. No more searching for your session in what's hot or the race planner.


Series Race Results Page

- A new page has been added to the series pages that displays all of the races that have occurred for a given series for a given week in the current season. You can access the feature from the race panel (look under the series pulldown) and from the links bar on the various series pages. This page works similar to the schedule page in that you can only view the results for the currently selected series. This page will default to display the races for the most recent day in the selected series. You can click on the header for the other days in the race week to see results for different days.

- Also, a pulldown is provided to switch race weeks.


Series Stats Page

- Added a new club pulldown that will display results containing only members of the selected club.

- Fixed driver links.

- Fixed bug where invalid season could be displayed in pulldown if a series that doesn't have stats was selected to the race panel when the series stats page is loaded.


Subsessions Popup

- The event results window now has a splits popup that will give you links out to other splits in the same session.


Season Time Trial Page

- Fixed dropped field. When you select a week it was displaying "undefined".


Member Profiles

- Fix to allow dashes in URLs.


Results Page

- Fix to remove car class duplicates.


Region Standings Page

- Rounding fix for net and gross club points.


Stats Navigation Menu

- Under the Stats menu we combined the Personal, Friends and Studied picks into a single pick called Individual. The ability to switch between yourself and any of your friends or studied on that page eliminates the need for separate menu selections.


Track Configuration Priority

- The different configurations for each track now have a priority setting that determines their order in pulldowns such as on the test panel as well as on the tracks page. You should be able to find the configuration you want much easier now.


Time Trial Laps Popup

- Fixed a bug where the wrong laps were being highlighted in yellow as the best group of laps.


Pulldown Behavior

- Changed "---" to "ALL" in pulldowns on the drivers stats, replays and club stats pages. The issue is one of consistency. The "---" was being used to represent "ALL" in some places and to represent "NOTHING" in other places. It was confusing.


Live Support Online

- The support page now has a link to "Live Support Online". If the icon is green it means that iRacing support staff are available for online chat. Clicking on the icon will open up a separate window to service your chat session.


Driving School on YouTube

- Our driving school videos are now hosted on YouTube. The user experience should largely be the same with a couple of minor exceptions:

- Clicking on a video while it is playing will take you to YouTube rather than pausing it.

- The video quality dropdown is gone. You can achieve the same result with the settings menu in the YouTube player.

- You can now view the videos in full screen mode if you wish by clicking the button on the right edge of the YouTube player's control bar.


Internet Explorer 9

- The member's site does NOT support IE9 at this time. We recommend that you avoid it as internal testing has shown some major performance issues and situations where pages load twice.



Simulation:

Replay

- The replay system has been updated to allow creating and loading replays that are too large to fit in memory. By default (for now) this new feature is disabled. You can enable it by launching the sim, visiting the Options/Replay page, checking the "Enable replay spooling" checkbox, and exiting the sim. Like many graphics settings, this one does not take effect until you exit the sim.

When this feature is enabled and the sim is launched in a session, the replay system is started with a (comparatively) small memory buffer. A temporary file is created in your replay folder, and the replay is spooled to the file as the session is run. When you exit the sim, the temporary file is deleted. If you want to save the replay (or a portion thereof), you must do so as you normally would (bring up the replay tool bar and click on the disk icon to save it).

While watching the replay (either while in a session, or having loaded one off disk), all of the normal functionality exists. You can FF/REW/Play through the whole tape, search for laps and incidents, etc. The system will bring into memory sections of the tape as needed.

If you do not have the spooling feature enabled, and you attempt to load a replay that is too large for your computer, the sim will make a second attempt to load the replay using spooling.

By default, replay spooling while running a session will be disabled if the disk on which spooling occurs has less than 1GB of free space when the sim is launched. This amount can be changed by updating the following entry in app.ini. [Replay] spoolOnlyIfDiskFreeMB=1024 Setting it to 0 disables the free space check.


Sound

- Small adjustments may be made to adjust the balance between engine, tire, aero, and crash sounds. These can be adjusted on the Options / Sound screen. For technical reasons, you can only lower the volumes, so if you want to make one sound more prominent, turn down the others.

- By default, more sounds will be played on systems with two or more cores for a subtle improvement in sound quality.

- Preliminary support for using Fmod instead of DirectSound has been added. This is considered an experimental feature; it does not yet significantly change how the sim sounds. It's current features are:

- Surround sound works out of the box in Windows Vista and 7.

- May reduce crackling on some systems.

- Include an optional volume boost.

- Uses an additional core on CPUs with three or more cores.

For more information on enabling Fmod, see http://members.iracing.com/jforum/posts/list/1443216.page

Fmod is a modern and powerful sound toolkit that we're transitioning towards using. It provides many features that could be used to improve the sim's soundscape, providing a more compelling, engrossing, and accurate experience. The capabilities will allow our sound designer to have more control over the sound models, will allow us to better model the interactions between sound, air, the track and objects around it, and will allow us to use more resources on modern multicore processors to model sound.


Renderer Optimizations

- Added graphical occlusion culling of trackside objects, which significantly improves frame rates at tracks such as Road America and Spa (for most systems).

- Added graphical occlusion culling of the track surface when 3-monitor mode is enabled. This culling previously existed only when rendering a single viewport.

- Added several optimizations targeted at reducing CPU overhead in the renderer for both cars and trackside objects.


Shadow Map Improvements

- Optimized the organization of track geometry that is used for rendering. Fixes the shadow map pop-in issues from T1 to T2 at Daytona, and improves shadow map coverage in general.

- Enabled edge anti-aliasing in distant shadow maps for trackside objects, this helps reduce distant jaggies.

- Made slight changes to the level of detail of the track surface to improve the quality of fence shadows on distant steeply banked curves.


Garage / Tech Inspection

- Tech inspection runs continuously in garage, and garage physics runs 4 times faster, so we don't have to wait as long for it to pass or fail. Tech inspection can now pass in as little as 0.01 seconds and fails in 0.5 seconds.

- Tech inspection no longer allows for a slight amount of being over the limits on settings, which may cause some previously valid setups to fail tech if the setup was pushing the very edge of allowed tolerances.

- Changes in garage are automatically applied after 5 seconds of inactivity. An app.ini option [Misc] garageAutoApply=1 allows this feature to be turned off for those of you who don't like it.

- You can now exit the garage at any time, even if failing tech. Garage now supports the 'esc' key to exit, and has a close button like the other dialogs in the sim.

- Can now load/save setups from/to subdirectories.


Pit Crew

- The pit crew will no longer attempt to service car as you first jump into your car in the pit lane.

- If your car enters your pit stall via getting into the car, a reset or a tow, and your car is refreshed (non race sessions, or fast tows), then the black box pit checkboxes will default to off. If during a race you take a regular tow or exit/re-enter the car, the black box pit checkbox status is left as you had it set. Getting into your car on the grid will do the same thing as when you drive out of the pit lane, and turn on all the black box pit checkboxes.


Misc

- Flash G27 lights if pit speed limiter engaged.

- Added a new app.ini option to lock the drivers head to the horizon to give you a motion cockpit view effect. There may not be much value in this, but could someone who actually likes motion cockpit view test it out and let us know how bad it is. [view] DriverHeadHorizon=0.0 to 1.0


All Cars

- Improvements to tire damping/bouncing and to the physics subsystem means that all cars should feel a little better to drive.

- All in-car adjustments have "set" controls in addition to "inc" and "dec". "inc" and "dec" are for button controls to step an in-car adjustment up and down, while the "set" control is for an analog axis such as a dial that will vary the adjustment through it's full range using the proper increment steps.

- Fixed a bug where wheel camber was double what it should have been on opponent cars.

- New and revised club logos have been implemented and will show up at the beginning of Season 1 when the three new clubs are added to the service.


Sprint Car

- The Sprint Car will be available for purchase and download later in the week after some final polishing and buffing. At 820 hp and 650 lb/ft of torque, the Sprint Car is one monster of a race car.


Impala A

- Improved how the truck arm mount position adjustment works.

- 3D updates to its nose to match the 2011 season. An updated template file will be available in the paint section of the forum.

- Real-world contingency decals have been added.

- Aerodynamic force orientation adjustment.


Impala B

- Improved how the truck arm mount position adjustment works.

- Real-world contingency decals have been added.

- Aerodynamic force orientation adjustment.


Truck

- Improved how the truck arm mount position adjustment works.

- Real-world contingency decals have been added.


Late Model

- Made steering ratio adjustable.

- Real-world contingency decals have been added.


SK Modified

- Graphical gap between rim and spoke area fixed.


Street Stock

- Street Stock now has it's proper synchromesh transmission instead of a dog teeth racing transmission.

- Made steering ratio adjustable.

- Baseline steering ratio is now 10:1.


Solstice

- Solstice tires have more grip fall-off with too much camber, which should minimize the car's current roll-over tendencies.


Mazda MX-5 Cup and Roadster

- Nvidia logo added to car's base decal layer and dash.

- The Cup and Roadster have been tweaked to be more equal in performance. Draft effect is now equal for both, and difference in drag between the two cars is now half what it was.


Ford Mustang FR500S

- The Grand-AM iRacing.com Series logo is now selectable in the paintkit.


Riley DP

- The Grand-AM iRacing.com Series logo is now selectable in the paintkit.


Dallara

- All setups have been updated to be more stable, and a few more setups have been added.

- Limit cross weight in garage from 30% to 60%.

- Reduced draft effect by 50%.

- Dallara has reduced grip at ovals and increased drag at large ovals (but not Indianapolis). Differential settings are now set to zeros at ovals.

- Aero adjustments now have correct ranges for each type of race track.


Williams FW31

- Edited drag and downforce modifiers to get aero packages closer together.

- Reduced volume of transmission sound.


Spa Francorchamps

- Thanks to member feedback, Spa now has a new configuration: "Endurance Pits". The Endurance Pits configuration combines the upper pit road with the lower pit road to make one single long pit road with one entrance point and exit point. The additional length has provided the space for 60 total pit stalls. The start/finish line and grid locations are the same as the "Classic Pits" configuration.

- The rolling start grid for all configurations is now on the back straight.


Thompson

- Improved racing surface irregularities.

Crommi
S2 licensed
Quote from Jertje :My plan was to make a giant dry-dock in the middle of the sea, then building a submarine in it with a hatch above the surface in order to get in/out. I would then flood the area again by breaking down the dry-dock, but somehow the water doesn't seem to stabilise around my sub properly, which is a bit annoying.

I'll have to keep experimenting I guess

The joys of underwater building, basically to fill up an ocean you need to build a layer of floating blocks just above sealevel and then manually empty buckets of water on their underside. That will give smooth water surface without any dips or waves and it will fill any empty spaces underneath with water.
Crommi
S2 licensed
Trucks can be messy because it's the entrylevel fast oval car, I'd rather drive either LM or go straight to Impala B which is pretty fast but drives much more like a normal racecar.
Crommi
S2 licensed
Quote from DeKo :By the way, are the season standings supposed to make any sense? The number of championship points seems to be completely random and not in any way related to the actual stats.

It's all explained in the Sporting Code, but it's the best 50% of your weekly finishes that count for championship points. How much points is given depends on the SoF, Strength of Field, which is the field's average iRating. Higher SoF, higher the points.
Crommi
S2 licensed
One little update and oval racing just got a whole lot more exciting on Dallara.
With the aero-changes, car handles very differently in different kinds of traffic and you can't just grab setup from forums and drive to finish. This also means that races have bit too many cautions right now, it probably gets better once drivers adapt to the changes and learn how to use in-car tools to make adjustments on the fly. Nevertheless, it makes racing much more dynamic and fun, at least for me.

But it's not all good, two races, two laps completed. It's always a bad sign when driver starting infront of you asks how much fuel you need and sure enough, we're barely into T1 and his car starts wiggling left and right, before going sideways and taking out a whole bunch of cars.
Last edited by Crommi, .
Crommi
S2 licensed
Grant Reeve posted a nice explanation on the throttle response changes:
http://members.iracing.com/ifo ... amp;start=50&tstart=0
Quote :The old throttle response curve was a simple y = x^2, which was done like a million billion years ago, way before I ever arrived at Papyrus in 98 and no one has ever thought to go back and look at it. We would know for all those cars we've modelled for the last 15-20 years what the full throttle dyno curve looks like, and what the off throttle engine braking looks like, but how the engine responds in between those two extremes I guess was never realized to be quite an important driving characteristic.

I believe the original logic was that y=x^2 approximates the shape of a 1-cosine curve from 0 to 90 degrees which was supposed to vaguely model the opening of the butterfly valve in the throttle body (but in my mind I'd expect that the butterfly valve opening would be better modelled with a sine curve than 1-cosine, and that would have been a far better match to the actual response)

The new throttle response curves are based on several sets of real vehicle data. One of the cars we model even has dyno information for full rpm pulls at every 10% of throttle position. By comparing how the engine power at any given rpm varies with throttle application I came up with an approximating function that sort of looks like the average of all the data we have.

At very small throttle openings, the airflow is pretty much choked to a fixed amount, so regardless of engine rpm it's only getting a fixed amount of air to burn for power output. Thus the initial (first 10-15% or so) throttle response regardless of rpm is kind of proportional to power output.

But at full throttle, the power output is limited by how much air the engine can pump. At low rpms the engine can't flow much air so it very quickly saturates it's power output, which is why at low rpm you feel like you're getting 80-90% of engine power by 40-50% of throttle, and the rest of the throttle travel feels very unresponsive. But at high rpm the motor can pump a whole lot of air, so the power output keeps increasing the further you get into the throttle.

Eventually you start running into limitations of how much air the throttle body can flow when wide open, and into limitations of the engine's volumetric efficiency at pumping air at very high rpm, which causes the throttle response to still flatten off as you get towards 80-90% even at max rpm.

It's quite likely that every engine in existance has subtley difference throttle response based on various build characteristics, but we're just giving them all the same response curve for now based on what their rev limit is.

First time I tried the new curves - like most of you guys have noticed - it immediately felt incredibly more natural - even the Spec Racer (which I like to call a Death Trap) was suddenly a whole lot more controllable and drivable. So, yeah, it does seem that it's pretty important to model what happens in between 0% and 100%

Crommi
S2 licensed
TiJay: If you're going to use Turbosmooth, keep in mind that it works best with 4-sided geometry. Triangles and +5-sided polygons will cause "pinching" which may not be what you want.

Also, google up some info on "face topology", your current mesh is unusable for any kind of animation.
Here's one link to get you started: http://www.digitaltutors.com/forum/showthread.php?p=35554

As for those two characters, they lack features and personality. Very basic stuff like shape of the body (small, thin, fat, tall) can be easily done with low polycount and rest you can do with texturing. For texturing that kind of characters, clean and smooth lines are far more important than anything else, yours look like they were painted with a shaky mousehand. (paths are your friends, mkay?)
Last edited by Crommi, .
Crommi
S2 licensed
Quote from Kid222 :Awesome news! This will surely give iRacing much more publicity, customers and also possibilities for creating more content from the whole world.
Oh boy, can't wait!

Exactly, this is huge news for iRacing which many still see as U.S.-centric oval racing sim.
Crommi
S2 licensed
Quote from tiagolapa :Williams FW31 in iRacing
http://www.autosport.com/news/grapevine.php/id/80860

Oh...my....god!
If someone told me year ago that we would be getting a real F1 car in Racing, I would have called them delusional.
Crommi
S2 licensed
Probably bit easy...
Crommi
S2 licensed
Ferrari 275 GTB ?
Crommi
S2 licensed
Couple WIP shots of Zandvoort, posted today by Greg Hill
Also, picture of Ford V8 posted by John Hughes
Last edited by Crommi, .
Crommi
S2 licensed
Quote from MadCat360 :That's what I'm talking about, people drive reserved for it.

For the most part, that ends when people get up to A-licence and realize that only way up is to start racing for real. Unfortunately, this means it's far easier to collect iRating in lower series where many drivers are just cruising to get licence up.
FGED GREDG RDFGDR GSFDG