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Old 26 July 12, 14:18   #1
AllanGP
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Location: Wrexham, North Wales, 25 mins from Oulton Park
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Default S3 New Build

Will post release notes here when we have them!

Comments also welcome!

Website:

Hosted Sessions

- Gridding - In a multi-class event you can now select a third gridding option "One class per car - grid all cars in a class together". The order in which the classes are gridded is predetermined based on the overall capability of the cars, not on the qualify times set by drivers using the cars in any particular session.

- Weight Penalty - You can now specify a weight penalty in kg for each car class independently. The value must be positive and currently the highest the penalty can be set is 250kg. The value can be set in either lbs or kg. If you click on the label "KG Penalty" it will switch to "LBS Penalty" and vice versa. Please note, it always stores the value as kg in the database, so there will be some loss of precision when switching back and forth between lbs and kg.


Notifications

- The notification icon on the footer has been updated so that it is more pronounced. The notification box has been re-styled.


Leagues

- You can now create or join a League through a new built-in League section of the iRacing member site. Leagues provide a place for racers to get together with a group of like-minded iRacers and custom tailor their racing activities to what interests them, as well as a social hub for discussion and organization. Within each league, competition on many levels can occur: "Race Seasons" can be set up where League admins create a schedule of races with or without Championship standings, or more casual one-off races can be set up at any time for fun.

This area is accessible via the new "LEAGUES" link that is located in the primary navigation links area.

When you arrive in this area, you are first presented with a Directory of all of the Leagues in iRacing. Some leagues may be openly recruiting members (indicated by a "Join" button in their row) while others will be closed for private competition. To join a league, click on that Join button to send the league admin an application for membership. If your interest is rather to create a league, click on the large "CREATE A LEAGUE" button in the upper right corner of the screen. This will bring up a dialog where you enter your desired League name and save it (there is a charge for this). Upon league creation, a league management wizard will appear which allows immediate access to adding members, creating race seasons, or personalizing your new League section.

A great deal more functionality is available, and a quick look at this functionality is available in video form by following this link: https://www.youtube.com/watch?v=NOri...c&feature=plcp



Simulation:

Graphics/UI

- A mouse rollover help capability has been added to the simulation user interface. For now, help is available on setup items in the garage for all the oval track cars, and also on the graphics options screen.

- Try to do something more reasonable if Direct3D 9 has to deal with more than 4 GB of texture memory.

- Allow specifying an alternate FPS limit when on battery power.

- Auto hide the mouse cursor instead of permanently disabling it while driving.

- Fix a bug that caused the mouse scroll wheel to stop working when on secondary monitor.


Spotter

- Make damage spotter messages only play when chatty set to high.

- Make leader/pace positions only play when chattiness set to medium.

- Bump suspension damage threshold up to > 0.8 from > 0.5 to try and minimize how often we hear the 'you've got wheel damage' message.

- Make SPCC_N21 to SPCC_N99 messages optional, so international translations can override them as needed in custom spotter packs


Telemetry

- Log pit stop and in car adjustments to telemetry (dcBrakeBias, etc).

- Turn on shock deflection to live telemetry (LFshockVel, etc).

- Output shift indicator RPM's to telemetry.

- Marked shiftIndicatorPct telemetry variable as deprecated. Replaced by DriverCarSLFirstRPM define in the session string.

- Output relative track location of players pit stall to telemetry (DriverPitTrkPct: in the Session string).

- Output gear grind info to telemetry (ShiftPowerPct and ShiftGrindRPM).



Controls/Force Feedback

- Stop G27 shift lights from getting stuck on when you exit the sim.

- Tweak G27 shift indicator to be more linear.

- Finish filling in shift indicator data for all cars.

- Fanatec wheels now display their gear/pit limiter info on the built in numeric display.

- Fanatec CSW wheels now use the shift indicator lights.

- Fanatec pedals vibrate when locking up the wheels with the brake assist aid turned on.

- You can turn off all wheel displays by setting app.ini [misc] enableWheelDisplay=0.

- FFB wheels now use FFB effect to limit wheels rotation to the rotation of the virtual car. Can be disabled with app.ini [misc] steeringBumpStopDeg = -1, or adjusted to any level of firmness using the same variable.

- New app.ini option [misc] steeringFFBLinearForce=0, setting it to 1 will turn off the boost we apply to small FFB forces giving you true linear FFB force output. This will make it more difficult to dial in your FFB feel, so be careful when applying this.

- New app.ini option [misc] steeringFFBBaseOffset=0 that forces the FFB motors to output a minimum force. This can help tighten up a wheel around neutral, when the drivers have a lot of FFB dead zone. Settings in the 0.05 to 0.15 range are typical (5% to 15%).

- Smooth out joystick data when using it to look left/right while driving.

- Improve joystick detection code to better deal with small joysticks, like those found on the Fanatec CSW wheel.


Garage

- Added a notes tab for entering notes that get saved with a setup, for all cars.


Physics

- Fixed a bug in the detroit locker differential that wasn't unlocking the correct wheel when it should have when unloaded. Makes a noticeable change to turn-in characteristics of all the NASCAR cars.

- Fixed a bug which would cause engine torque to produce twice as much rearward weight transfer as it should, but only while the clutch is slipping.


Black Box

- The F3 black box now indicates cars that are in the pit lane by dimming them.


Cars

- The "Chevrolet Impala SS 2009" and the "Chevrolet Impala Class B" (formerly part of the same package) have been split out into their own packages. With this split the Chevrolet Impala SS 2009 has been re-named the Chevrolet National Impala. Members who owned the single combined package of both cars prior to the Season 3 build will continue to own both cars, but now in the form of two packages instead of one. Going forward the cars will need to be purchased independently.

- The way numbers are displayed on the cars have been adjusted so that there is less space (kerning) between the numbers. This mainly concerns forward and back leaning numbers.


Chevrolet Corvette C6R

- Maximum braking torque has been decreased to reduce likelihood of tire lockup.


Chevrolet Impala

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.


Chevrolet Impala Class B

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data. A fraction less drag at Super Speedway tracks.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.


Chevrolet Monte Carlo SS

- Aero forces now act in a fashion more similar to our other high level stockcars. Handling should remain similar or with no noticeable change at all.


Chevrolet National Impala

- The aerodynamics have been updated with newly received data.

- Engine power updated to use NASCAR-spec engine.


Chevrolet Silverado

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.

- Spek gauges have been added to the cockpit.

- Roll bar camera has been updated so the view isn't blurry.


Dallara IndyCar

- Steering effort reduced at oval tracks.

- More accurate speed estimates for selecting gears in the garage.

- Drafting performance improvements at all track types.


Ford Falcon FG01 V8

- Increase power steering assist.

- Reduced caster limits to more realistic range

- Increased tire degradation.

- Engine fuel economy has been reduced.


Ford Mustang FR500S

- Updates to collision sphere stiffness, damping and strengths.


Legends Ford '34 Coupe and Rookie

- Full physics refresh to suspension, chassis, tires and baseline setups.


Lotus 79

- Reduce radiator blockage effects while in slipstream.

- Aero oversteer with trailing car in close proximity has been reduced.


Modified - SK and Tour

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.

- Additional garage variables added for setup tuning including: track bar heights, ballast adjustment, steering ratio as well as rebound and compression damping.


Pontiac Solstice and Rookie

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.


Riley MkXX Daytona Prototype

- Increased power steering assist.

MORE IN A LOWER POST!! SORRY!

Last edited by AllanGP; 26 July 12 at 17:43.
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Old 26 July 12, 14:37   #2
wpsracing78
 
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My comment is - I'm not up to date on whats coming - but I'm DAMN excited!

I've decided to take the plunge and go V8 Racing this season too! So I'm big time excited for S3!!!
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Old 26 July 12, 15:32   #3
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Quote:
Originally Posted by AllanGP View Post
Will post release notes here when we have them!
Soon?
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Old 26 July 12, 15:46   #4
Gil Abobeleira
 
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Where's iRacing "soon-o'clock" when we need?
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Old 26 July 12, 16:03   #5
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Quote:
Originally Posted by Gil Abobeleira View Post
Where's iRacing "soon-o'clock" when we need?
I want to make one to hang on my wall at home. Then the next time my kids ask for something I'm not inclined to give them I can point to my "soon o'clock"!!
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Old 26 July 12, 16:15   #6
Gil Abobeleira
 
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It is now possible to download the updates (562 Mb for me, as I'm a 99% content owner).
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Old 26 July 12, 17:13   #7
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I got another 6-7 hours before I can get the new build...
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Old 26 July 12, 17:16   #8
wpsracing78
 
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Well I've downloaded it...

.... now what IT is exactly I don't know! haha
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Old 26 July 12, 17:17   #9
AllanGP
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Lot's of track updates from what I can see, yeah!
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Old 26 July 12, 17:23   #10
carfetish
 
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Quote:
Originally Posted by iracerstuff
updates for almost every car. Looks like updates to the NTM on every car.
Can you confirm that now every car has NTM?
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Old 26 July 12, 17:24   #11
AllanGP
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Quote:
Originally Posted by carfetish View Post
Can you confirm that now every car has NTM?
Not yet!
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Old 26 July 12, 17:39   #12
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most cars have about 10-20mb it seems - lots of 1,2,3mb tracks

should be fairly impressive I think!
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Old 26 July 12, 17:41   #13
C3PO
 
Join Date: Apr 2008
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Website:

Hosted Sessions

- Gridding - In a multi-class event you can now select a third gridding option "One class per car - grid all cars in a class together". The order in which the classes are gridded is predetermined based on the overall capability of the cars, not on the qualify times set by drivers using the cars in any particular session.

- Weight Penalty - You can now specify a weight penalty in kg for each car class independently. The value must be positive and currently the highest the penalty can be set is 250kg. The value can be set in either lbs or kg. If you click on the label "KG Penalty" it will switch to "LBS Penalty" and vice versa. Please note, it always stores the value as kg in the database, so there will be some loss of precision when switching back and forth between lbs and kg.


Notifications

- The notification icon on the footer has been updated so that it is more pronounced. The notification box has been re-styled.


Leagues

- You can now create or join a League through a new built-in League section of the iRacing member site. Leagues provide a place for racers to get together with a group of like-minded iRacers and custom tailor their racing activities to what interests them, as well as a social hub for discussion and organization. Within each league, competition on many levels can occur: "Race Seasons" can be set up where League admins create a schedule of races with or without Championship standings, or more casual one-off races can be set up at any time for fun.

This area is accessible via the new "LEAGUES" link that is located in the primary navigation links area.

When you arrive in this area, you are first presented with a Directory of all of the Leagues in iRacing. Some leagues may be openly recruiting members (indicated by a "Join" button in their row) while others will be closed for private competition. To join a league, click on that Join button to send the league admin an application for membership. If your interest is rather to create a league, click on the large "CREATE A LEAGUE" button in the upper right corner of the screen. This will bring up a dialog where you enter your desired League name and save it (there is a charge for this). Upon league creation, a league management wizard will appear which allows immediate access to adding members, creating race seasons, or personalizing your new League section.

A great deal more functionality is available, and a quick look at this functionality is available in video form by following this link: https://www.youtube.com/watch?v=NOri...c&feature=plcp



Simulation:

Graphics/UI

- A mouse rollover help capability has been added to the simulation user interface. For now, help is available on setup items in the garage for all the oval track cars, and also on the graphics options screen.

- Try to do something more reasonable if Direct3D 9 has to deal with more than 4 GB of texture memory.

- Allow specifying an alternate FPS limit when on battery power.

- Auto hide the mouse cursor instead of permanently disabling it while driving.

- Fix a bug that caused the mouse scroll wheel to stop working when on secondary monitor.


Spotter

- Make damage spotter messages only play when chatty set to high.

- Make leader/pace positions only play when chattiness set to medium.

- Bump suspension damage threshold up to > 0.8 from > 0.5 to try and minimize how often we hear the 'you've got wheel damage' message.

- Make SPCC_N21 to SPCC_N99 messages optional, so international translations can override them as needed in custom spotter packs


Telemetry

- Log pit stop and in car adjustments to telemetry (dcBrakeBias, etc).

- Turn on shock deflection to live telemetry (LFshockVel, etc).

- Output shift indicator RPM's to telemetry.

- Marked shiftIndicatorPct telemetry variable as deprecated. Replaced by DriverCarSLFirstRPM define in the session string.

- Output relative track location of players pit stall to telemetry (DriverPitTrkPct: in the Session string).

- Output gear grind info to telemetry (ShiftPowerPct and ShiftGrindRPM).



Controls/Force Feedback

- Stop G27 shift lights from getting stuck on when you exit the sim.

- Tweak G27 shift indicator to be more linear.

- Finish filling in shift indicator data for all cars.

- Fanatec wheels now display their gear/pit limiter info on the built in numeric display.

- Fanatec CSW wheels now use the shift indicator lights.

- Fanatec pedals vibrate when locking up the wheels with the brake assist aid turned on.

- You can turn off all wheel displays by setting app.ini [misc] enableWheelDisplay=0.

- FFB wheels now use FFB effect to limit wheels rotation to the rotation of the virtual car. Can be disabled with app.ini [misc] steeringBumpStopDeg = -1, or adjusted to any level of firmness using the same variable.

- New app.ini option [misc] steeringFFBLinearForce=0, setting it to 1 will turn off the boost we apply to small FFB forces giving you true linear FFB force output. This will make it more difficult to dial in your FFB feel, so be careful when applying this.

- New app.ini option [misc] steeringFFBBaseOffset=0 that forces the FFB motors to output a minimum force. This can help tighten up a wheel around neutral, when the drivers have a lot of FFB dead zone. Settings in the 0.05 to 0.15 range are typical (5% to 15%).

- Smooth out joystick data when using it to look left/right while driving.

- Improve joystick detection code to better deal with small joysticks, like those found on the Fanatec CSW wheel.


Garage

- Added a notes tab for entering notes that get saved with a setup, for all cars.


Physics

- Fixed a bug in the detroit locker differential that wasn't unlocking the correct wheel when it should have when unloaded. Makes a noticeable change to turn-in characteristics of all the NASCAR cars.

- Fixed a bug which would cause engine torque to produce twice as much rearward weight transfer as it should, but only while the clutch is slipping.


Black Box

- The F3 black box now indicates cars that are in the pit lane by dimming them.


Cars

- The "Chevrolet Impala SS 2009" and the "Chevrolet Impala Class B" (formerly part of the same package) have been split out into their own packages. With this split the Chevrolet Impala SS 2009 has been re-named the Chevrolet National Impala. Members who owned the single combined package of both cars prior to the Season 3 build will continue to own both cars, but now in the form of two packages instead of one. Going forward the cars will need to be purchased independently.

- The way numbers are displayed on the cars have been adjusted so that there is less space (kerning) between the numbers. This mainly concerns forward and back leaning numbers.


Chevrolet Corvette C6R

- Maximum braking torque has been decreased to reduce likelihood of tire lockup.


Chevrolet Impala

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.


Chevrolet Impala Class B

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data. A fraction less drag at Super Speedway tracks.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.


Chevrolet Monte Carlo SS

- Aero forces now act in a fashion more similar to our other high level stockcars. Handling should remain similar or with no noticeable change at all.


Chevrolet National Impala

- The aerodynamics have been updated with newly received data.

- Engine power updated to use NASCAR-spec engine.


Chevrolet Silverado

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking bug fix.

- Spek gauges have been added to the cockpit.

- Roll bar camera has been updated so the view isn't blurry.
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Old 26 July 12, 17:42   #14
C3PO
 
Join Date: Apr 2008
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Dallara IndyCar

- Steering effort reduced at oval tracks.

- More accurate speed estimates for selecting gears in the garage.

- Drafting performance improvements at all track types.


Ford Falcon FG01 V8

- Increase power steering assist.

- Reduced caster limits to more realistic range

- Increased tire degradation.

- Engine fuel economy has been reduced.


Ford Mustang FR500S

- Updates to collision sphere stiffness, damping and strengths.


Legends Ford '34 Coupe and Rookie

- Full physics refresh to suspension, chassis, tires and baseline setups.


Lotus 79

- Reduce radiator blockage effects while in slipstream.

- Aero oversteer with trailing car in close proximity has been reduced.


Modified - SK and Tour

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.

- Additional garage variables added for setup tuning including: track bar heights, ballast adjustment, steering ratio as well as rebound and compression damping.


Pontiac Solstice and Rookie

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.


Riley MkXX Daytona Prototype

- Increased power steering assist.


VW Jetta TDI Cup

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.

- The gauge needles and lit numbers shouldn't overlap each other at night anymore.


Williams-Toyota FW31

- Fixed a bug inside our inerter function. Inerter ranges have been reduced to satisfy simulation integration step limitations.

- A fraction more max braking torque available.


Tracks

- Flaggers have been added to the Start/Finish Lines of all tracks to display Green, Yellow, White, and Checkered flags. The initial implementation of the flagger is limited to live timing only and will not display the flags in replays, rather it displays the current live state of the flag in the current session. The flagger will not be visible if Vertex Shaders are disabled. Replay functionality and corner works with local cautions will be coming in a future update.

- Older tracks have had their base lighting edited to match some of our newer day tracks. Difference will be subtle.

- Updated track surface shaders have now been added to the following tracks:

Barber Motorsports Park

Circuit de Spa-Francorchamps

Indianapolis Motor Speedway

Iowa Speedway

Thompson Speedway

Watkins Glen International


Barber Motorsports Park

- The gas station has been edited so it displays properly, it is no longer inside out. The attendant at the station is relieved.


Charlotte Motor Speedway

- Fixed a section of track exiting pit road where the car would sink below the surface.


Darlington Raceway

- Fixed the problem with the black box resetting pit requests - a painted line in the middle portion of the pit lane thought it was racing surface instead of pit lane!


Daytona International Speedway

- Adjusted night lighting to reflect the lack of Musco lights.


Infineon Raceway

- Fixed a bump/seam on the corner that leads onto Indy config.


Oulton Park Circuit

- Removed some x-sections on curbing for Fosters config to improve FPS.

- Turn 1 had a segment that was set to concrete that was causing a spec issue, fixed to be set as asphalt.

- Fixed a seam in turn 5 sand trap.


Oxford Plains Speedway

- Fixed a seam in the infield grass on Turn 2 exit.


New Smyrna Speedway

- Adjusted night lighting to reflect the lack of Musco lights.


Suzuka International Racing Course

- Fixed a bug in the West configuration so that pit stalls 14 through 23 will have their laps counted properly.


USA International Speedway

- Fixed a few camera issues with the camera set.

- Widened the race groove by creating a new min and max race line.

- Fixed camera tv1_00; turned off manual focus so cars will no longer be out of focus on the front stretch.


Virginia International Raceway

- The safety truck just outside pit road has been lowered so that it sits on the terrain.
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Old 26 July 12, 17:43   #15
carfetish
 
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Release Notes for 2012 Season 3!
http://www.iracing.com/inracingnews/...-2012-season-3

Quote:
Ford Falcon FG01 V8 ... - Increased tire degradation.
For Pontiac Solstice and Rookie and VW Jetta TDI Cup:

Quote:
Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.
The Lotus79 remains OTM. What else?
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Old 26 July 12, 17:44   #16
AllanGP
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MORE BUILD NEWS!

VW Jetta TDI Cup

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and baseline setups.

- The gauge needles and lit numbers shouldn't overlap each other at night anymore.


Williams-Toyota FW31

- Fixed a bug inside our inerter function. Inerter ranges have been reduced to satisfy simulation integration step limitations.

- A fraction more max braking torque available.


Tracks

- Flaggers have been added to the Start/Finish Lines of all tracks to display Green, Yellow, White, and Checkered flags. The initial implementation of the flagger is limited to live timing only and will not display the flags in replays, rather it displays the current live state of the flag in the current session. The flagger will not be visible if Vertex Shaders are disabled. Replay functionality and corner works with local cautions will be coming in a future update.

- Older tracks have had their base lighting edited to match some of our newer day tracks. Difference will be subtle.

- Updated track surface shaders have now been added to the following tracks:

Barber Motorsports Park

Circuit de Spa-Francorchamps

Indianapolis Motor Speedway

Iowa Speedway

Thompson Speedway

Watkins Glen International


Barber Motorsports Park

- The gas station has been edited so it displays properly, it is no longer inside out. The attendant at the station is relieved.


Charlotte Motor Speedway

- Fixed a section of track exiting pit road where the car would sink below the surface.


Darlington Raceway

- Fixed the problem with the black box resetting pit requests - a painted line in the middle portion of the pit lane thought it was racing surface instead of pit lane!


Daytona International Speedway

- Adjusted night lighting to reflect the lack of Musco lights.


Infineon Raceway

- Fixed a bump/seam on the corner that leads onto Indy config.


Oulton Park Circuit

- Removed some x-sections on curbing for Fosters config to improve FPS.

- Turn 1 had a segment that was set to concrete that was causing a spec issue, fixed to be set as asphalt.

- Fixed a seam in turn 5 sand trap.


Oxford Plains Speedway

- Fixed a seam in the infield grass on Turn 2 exit.


New Smyrna Speedway

- Adjusted night lighting to reflect the lack of Musco lights.


Suzuka International Racing Course

- Fixed a bug in the West configuration so that pit stalls 14 through 23 will have their laps counted properly.


USA International Speedway

- Fixed a few camera issues with the camera set.

- Widened the race groove by creating a new min and max race line.

- Fixed camera tv1_00; turned off manual focus so cars will no longer be out of focus on the front stretch.


Virginia International Raceway

- The safety truck just outside pit road has been lowered so that it sits on the terrain.
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Old 26 July 12, 17:48   #17
maccam26
 
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Can't wait to try Fanatec Brake Lockup!!!!
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Old 26 July 12, 17:53   #18
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ohhhh baby!!

Love some of the little things too!

Notes in the garage and dimmed F3 people in the pits!!

--
NTM on the Solstice!! and Jetta... and Modifieds!

V8's reduced caster/more tyre deg/less fuel eco

and this diff thing in the NASCAR sounds good!

Can't wait for Tuesday!
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Old 26 July 12, 17:57   #19
C3PO
 
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As I wrote on the iRacing forum, some nice things in there but really just tweaks and no physics updates. If you combine the changes from the last build and this latest build, not an awful lot has changed in 6 months.
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Old 26 July 12, 18:05   #20
Jack B
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I like

League functionality
Notes on setups in pits
Hover over help in pits on setups
F3 screen shows cars dimmed in pits (very helpful when merging on track)
Flag men - It's a start, but they need to get them at all flag stations on all tracks.

I find it hard to believe they didn't update the tire model in 3 months. I'm guessing they did, they just didn't mention it... I'd be really surprised if 3 months of Dave Kaemmer's efforts didn't produce any new improvements.
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Old 26 July 12, 18:15   #21
wpsracing78
 
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Oh god

do yourselves a favor and DON'T go in the iracing general discussion threads.

The whingers in there are almost unbelievable.

One guy even said "OMG the Solstice is worse than before" - SEVEN MINUTES AFTER THE RELEASE......

Seriously - I'm happy to even have a game like this - so I'm not going to bite the hand that feeds when it doesn't produce a brand new game every 12 weeks!!!

As far as no physics changes - the diff in the NASCAR will change a fair bit... for the NASCAR's.

---

My excitement though has been built not by the build... (if you follow me) but by my own intentions for the next season - which I advise is a healthy way to enjoy this sim - get yourself excited from a self-driving and competition standpoint, rather than what is released!
And also the ever nearing Zolder and Oran Park!!
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Old 26 July 12, 18:24   #22
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Well my F3 poll worked! Yea!

My principle cars HPD & Skippy drove pretty good before.

I am going to have a drive or two before commenting further.

I too am surprised about the lack of NTM info and I thought all cars were going to get the NTM this build plus no "vulcanisation" which Eric said was nearly done before the last build.

Either some thing big is coming, progress is proving too difficult or Dave Kaemer's actually in an asylum and nobody wants to talk about it! The last part was a JOKE.

When I take a moment to sit and contemplate that I actually race real people across the internet from all over the world and it works, I get a nice smile across my face, I'm always amazed we can actually do this. Especially without any PC file changing effort!
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Old 26 July 12, 18:28   #23
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Scanner team re-scanning at Silverstone!

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Old 26 July 12, 20:32   #24
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From Shawn Nash post;


Some features and enhancements take longer than 1 season to develop and release. We have several such things in the pipeline. For instance, we expect a 64-bit version of the sim to enter alpha testing in a week or two - we've already ported the sim to x64 - but that isn't in this current release (but should be ready by next season!) . Other good stuff is also coming. A lot of engineering has been tied up in a couple larger projects, and really, that is a good thing.

Wasn't expecting 64 bit so soon!
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Old 26 July 12, 20:35   #25
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Quote:
Originally Posted by AllanGP View Post
From Shawn Nash post;


Some features and enhancements take longer than 1 season to develop and release. We have several such things in the pipeline. For instance, we expect a 64-bit version of the sim to enter alpha testing in a week or two - we've already ported the sim to x64 - but that isn't in this current release (but should be ready by next season!) . Other good stuff is also coming. A lot of engineering has been tied up in a couple larger projects, and really, that is a good thing.

Wasn't expecting 64 bit so soon!
I wouldn't expect it next season though. Not slaggin iRacing, it's just that they always miss a projected, or even speculated, release by a season or two.

I do have to wonder, what improvement we would see going to an x64 version.
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Old 26 July 12, 20:50   #26
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Well we could get better shocks for a start! DX11?

I don't expect it next Season, the fact it has been mentioned so confidently means it will be much sooner than I was thinking, which was a minimum of 12 to 18 months away.
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Old 26 July 12, 21:52   #27
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Well, getting the NTM seems to be a plus for the SK Mod. The move to the new tire has been something the SK old timers have not looked forward to. I just spent an hour in a hosted session and there were a bunch of them there.

It was conspicuously quiet. One newbie said the "damn car felt like it was on glass" and nearly got laughed out of the place. It really looks like it'll be a popular move.

Personally, it really felt like the steering was giving more info. At least at Langley it's two thumbs up. Having a flagman in the box really does get rid of something that would look really odd to rl drivers.

They also fixed the Tour Mod's "haunted wheels" that rotated and squeeled when the car was at rest.

Fixing stuff really is a good idea.
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Old 27 July 12, 07:06   #28
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Ah forgot to test the SK! Will do tonight - sounds good from what your saying.

The trucks felt great at Pocono!

The V8 is completely 100% driveable now! Still 2 secs off the top guns - but you can get on top of the car instead of always being scared it's going to career off into the carpark!
The increased min caster is the reason for it - the minimum has gone up from 7.4 to 14.2 or something close to that! Big change and it feels brilliant!

Solstice is one I was anxious for - because I was WR pace last season with the OTM!
First impression is it takes a heck of a lot more talent to reach the same lap times! A lot more finesse required rather than just mashing the steering and throttle. It also bites if you get it wrong, and the engine is nicer.
However, getting less feedback in my steering which is contributing to the learning process difficulty!
But like all NTM transitions, there's probably at least 40-50%+ to do with the setup. I believe the pressures need to come up a lot, and the caster and camber need tweaking for sure.

Can't wait for this season! Too much stuff I want to run VS time I actually have!
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Old 27 July 12, 14:05   #29
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do you agree?
Quote:
whatever iracing have done to it [the v8], they done good. Feels amazing. They need to apply whatever they have done to the other cars.

The low speed oversteer correction is perfect, something that is a bit funny on some cars. The Mustang should be priority number 1.
http://forums.overclockers.com.au/sh...ostcount=10123
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Old 27 July 12, 14:12   #30
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Yes the V8 community has wanted for a while to get the minimum caster increased to real world levels.

Before when it was around 7 the thing would spin out on you on curved straights just about - now the minimum is 14, a normal level, and it now feels like an actual race car! You can catch it and slide it like a pro.

There is a bit of understeer to engineer out of it at first, I think lowering the front roll center is the key adjustment for it so far.

I'm only really just getting serious with the v8 in the last couple of weeks - Kritter, a member here, is a lot faster and knows more about it than me! If he jumps in here he'll be able to better explain it!

But the V8 side of things is thumbs up from everyone as far as I can tell.

However the caster issue was more a less a V8 only issue, so it can't be used to fix every car.
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Old 27 July 12, 14:44   #31
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Quote:
Originally Posted by wpsracing78 View Post
Yes the V8 community has wanted for a while to get the minimum caster increased to real world levels.

However the caster issue was more a less a V8 only issue, so it can't be used to fix every car.
That's somewhat of an indictment of iRacing. They laser scan the cars and supposedly create them to perfectly simulate the real thing. How would they not get something so absolutely important as the caster settings? There really are a number of details that absolutely should be on a must-be-there checklist.

Just recently one of the iRacing physics/handling gurus admitted he doesn't have access to a G27 steering wheel. Here is iRacing creating and testing a sim for the world and not having what might be the most popular wheel ever. He also asked if anyone knew the peak rpm for a car that apparently isn't set right. His admission and request were things that just might get him in trouble with his boss. If his boss understands what it just disclosed to the membership, that is. Since the boss is pretty much responsible for not providing appropriate tools and information, I'd bet he won't notice the insight "loose lips" just gave the world.
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Old 27 July 12, 16:54   #32
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Anyone tried the new FFB settings?

I'm hearing good things about them.
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Old 27 July 12, 17:24   #33
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Quote:
Originally Posted by wpsracing78 View Post

But the V8 side of things is thumbs up from everyone as far as I can tell.
Huh? Odd.

As far as I can tell, all my buddies still dislike the handling of the V8 SC (they're hardcore fans of the series, and yet dislike the darn car). Same goes for people commenting on it at other forums, so actually far from thumbs up from "everyone".

They're working on it, iRacing said, but still people (obviously, not everyone, but then it is easy to see why others do not complain) report the same old issues.

Quote:
Just recently one of the iRacing physics/handling gurus admitted he doesn't have access to a G27 steering wheel. Here is iRacing creating and testing a sim for the world and not having what might be the most popular wheel ever. He also asked if anyone knew the peak rpm for a car that apparently isn't set right.
Strange...to say the least. The best modding teams have that information (the peak rpm) and test their creations with different wheels in a variety of scenarios.

Strange.
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Old 27 July 12, 17:34   #34
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Anytime a new build comes out you have to discard any statements such as, "OMG!! It's even suckier than it was before!!" or "ZOMG, this car is the best evar!!!" Think of it like finding averages. Toss out the high and low first.

There is a thread asking for an statement from iRacing re: the development of the sim in general, and the NTM specifically. I don't think it's too much to ask to be honest. Even though I know that whatever statement they do make will likely not answer a lot of questions.

http://members.iracing.com/jforum/po...t/2021265.page
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Old 27 July 12, 18:59   #35
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Chronus I was basing "everyone" off of the reactions from the v8 forum "s3 reactions" thread! Where just about everyone including all of the top drivers commented on how nice the car was to drive finally.

NICE - meaning - the wheelspin is now controllable.

NOT necessarily meaning other areas are perfect.

It's definitely a step in the right direction.
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Old 27 July 12, 19:47   #36
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Well I've tried the new FFB settings - a good solid improvement as far as I can tell.

Chronus, snappy lift off over steer is virtually gone in the Skippy, a few more laps and I'll be drifting it!
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Old 27 July 12, 19:48   #37
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It is always good news that they keep improving things.

However, it's disappointing as hell when they admit to having missed something as basic as the caster setting and their equipment doesn't include a steering wheel as popular as the G27. It's not just disappointing, it's depressing.

I guess it's probably one reason so many members wind up specializing in just one or two cars. It seems the road cars differ quite a lot from one to another and require somewhat focused dedication.

Yup, it is always good news that they keep improving things. Having the Tour Mod returned to it's 'un-haunted' ways is encouraging. Getting a better feel through the wheel is also a plus. Hope it's better on my other favorite cars, the ones I've not had time to try out. MOF, think I'll go give them a test run.
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Old 27 July 12, 20:43   #38
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Quote:
Originally Posted by wpsracing78 View Post

NICE - meaning - the wheelspin is now controllable.

NOT necessarily meaning other areas are perfect.

It's definitely a step in the right direction.
I read you.

According to what my mates tell me, the problems we experienced before are still there - not that this means some "cosmetics" have been effected on the car, but for them certainly not that far from what was before.

Sliding at very low speeds on braking (straight line) and also while cornering were quite a let down for me, with or without new physics. Hopefully, things will change for the better.

Quote:
Originally Posted by AllanGP
Chronus, snappy lift off over steer is virtually gone in the Skippy, a few more laps and I'll be drifting it!
Ah, that's great news.

---

EDIT:

just watching Rolex Sports Cars series at Indy RC. Rain everywhere, puddles all over the place, spray making it difficult to approach, drivers trying to get the dry line.

I know this will come, someday. I can only imagine how unbelievably great iracing (with all things improved, etc, plus this) will be with rain.
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Old 27 July 12, 20:54   #39
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Quote:
Originally Posted by Chronus View Post

just watching Rolex Sports Cars series at Indy RC. Rain everywhere, puddles all over the place, spray making it difficult to approach, drivers trying to get the dry line.

I know this will come, someday. I can only imagine how unbelievably great iracing (with all things improved, etc, plus this) will be with rain.
+1 I right there with you buddy!!
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Old 27 July 12, 21:19   #40
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Quote:
Originally Posted by AllanGP View Post
Well I've tried the new FFB settings - a good solid improvement as far as I can tell.

Chronus, snappy lift off over steer is virtually gone in the Skippy, a few more laps and I'll be drifting it!
I just tested the Skippy at Watkins, what an improvement! Now it feels like a race-trainer and not some dangerous little dog that wants to bite you at every opportunity. I might even race it next season!
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Old 27 July 12, 22:21   #41
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Quote:
Originally Posted by AllanGP View Post
Well I've tried the new FFB settings - a good solid improvement as far as I can tell.

Chronus, snappy lift off over steer is virtually gone in the Skippy, a few more laps and I'll be drifting it!
The documentation didn't seem to spell out what the new settings should be.

What did you set, the three parameters listed? What did you set them to?
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Old 27 July 12, 22:24   #42
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There are some good settings in this thread darock: http://members.iracing.com/jforum/po...t/2021333.page
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Old 27 July 12, 22:32   #43
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G27/G25 For Logitech driver.

Overall Effects Strength : 100%.
Spring Effect Strength : 0%.
Damper Effect Strength : 0%.
Centering Spring : unchecked. 100%
Report Combined Pedals : unchecked.
Rotation : 900°.
Allow Game To Adjust : checked.

For iRacing
FFB for Skippy now 9 was 4.8. HPD now 10, was 7.8

in app.ini
steeringFFBBaseOffset=0.085000 ; Boost FFB forces by a set amount to increase sensitivity around zero (0.0 to 0.5)
steeringFFBLinearForce=1 ; Use a linear force profile instead of compressing the FFB forces to fit

Play about with steeringFFBBaseOffset to suit your style.
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Old 28 July 12, 01:34   #44
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Chronus - Van Gisbergen and Maclaughlin say the v8 is dead on.
They are the most specific cars in the world to drive, proven every year at the gold coast.

The main problem is noone but the top guys know how to set them up.
I've often gained 2-3 seconds just on pure setup when someone shares.

Im slowly getting better at setting it up.

I think the car is realistic and no offense to you or any other sim racer, but im going to believe twov8 actual v8 drivers who play sims as much as us when it comes to the physics
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Old 28 July 12, 01:57   #45
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Quote:
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Chronus - Van Gisbergen and Maclaughlin say the v8 is dead on.
Which build was in effect when they said that?

There are a lot of people who are saying the cars have improved this build. Seems they've changed for the better a couple of times after builds.

So did iRacing move them away from 'dead on', the way they handled before this build, with this new version of them?

Problem with iRacing is they change the way the cars handle very often with new builds. Yet there are huge numbers of people who profess the cars are spot on, and do so after every build. Every different Skippy can't be perfectly spot on, just as every V8SC iteration isn't.
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Old 28 July 12, 02:14   #46
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Originally Posted by wpsracing78 View Post
Before when it was around 7 the thing would spin out on you on curved straights just about - now the minimum is 14, a normal level, and it now feels like an actual race car! You can catch it and slide it like a pro.
Wasn't it the point though that people opted for low caster setting because it was faster. SVG had said they hadn't bothered testing with it that low as it wouldn't be sensible in RL even though you could set there. So is there any reason to think iRacing have done more than simply limit the minimum setting allowable?

Regarding SVG saying it's spot on..your point, sir, is unanswerable! Cognitive dissonance over here because I still find it undriveable when I'm not more than a few tenths off the fastest in 5 other road cars. Must be something in the Aussie water....

I notice the Brands thread had, helpfully, setups from last year - OTM
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Old 28 July 12, 08:50   #47
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Quote:
Originally Posted by wpsracing78 View Post
Chronus - Van Gisbergen and Maclaughlin say the v8 is dead on.
[...]

I think the car is realistic and no offense to you or any other sim racer, but im going to believe twov8 actual v8 drivers who play sims as much as us when it comes to the physics
No probs.

Here's what SVG also said (part of the at Iracing where he explains his INVOLVEMENT with the development of the V8):

Quote:
We need to make it better and make the car a little better as well, but it’s definitely going to be awesome when it’s finished.
Both drivers (SVG and McLaughlin) have been contributing to the development of the V8 (or did so for a period):

Quote:
Having worked together with Scotty (McLaughlin) and iRacing developing their Ford Falcon, I know firsthand[...].
- SVG
I usually step back and take statements made by pilots involved in the development of a sim with a grain of salt.

If people I know, who are iracing die-hard fans, say they still don't like it, I tend to believe in them.

Plus, darock has a point, handling changes often, what is now "spot on" might a few builds down the road be "skittish again"...or vice-versa.

Quote:
Cognitive dissonance over here because I still find it undriveable when I'm not more than a few tenths off the fastest in 5 other road cars. Must be something in the Aussie water....
Aussie water...

That, above, is what people (still) tell me.

But when iRacing finally gets it right...wow. All that's left is to throw in the Commodore (most Aussies support Holden, don't they?) and we'll have a GREAT series.
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Old 28 July 12, 08:57   #48
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Well we know the NTM is not finished yet so I doubt it is "spot on" maybe they meant to say "spot on with the Sim in it's current stage of development"!
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Old 28 July 12, 09:05   #49
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Hmm...the V8 SC was one of the reasons for me to get into iRacing years ago, so I have been patiently waiting for the "closest thing to a real V8 Super Car".

The NTM is only part of the equation. Its calibration for the V8 SC is another part of it. And then there's aeros, chassis and the obvious "foe": setups. Bad default setups can ruin it, until we turn them around and find the sweet spot(s).

And you're right, the NTM isn't finished, so this whole process is an on-going thing, sometimes "spot on", sometimes "quite off".
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Old 28 July 12, 13:33   #50
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I've yet to hear something about the NTM Jetta. It would be interesting now to repeat the experiment of putting an iRacer in the real life Jetta series.
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