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EdRacing.com a personal compilation of iRacing tweaks, links & information.
• iRacing release notes & updates (last updated 2016s4)
EdRacing.com/facebook for site updates and random posts
Help keep this site hosted: EdRacing.com/donate 
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• From 2016: Alt-Tab | in-sim Video Capture | DirectX 11 | Dirt 


 

  EdRacing.com site updates suspended (18 November 2016)
some links may be added to Facebook post

06/2017: Facebook removed the (above) linked post.
8 months of links and info vanished without reason!

After 4 years, EdRacing.com has outgrown the 1 person maintaining it,
especially with Facebook deleting information I was compiling.

With support the site will remain hosted as is.
Random posts may be added to facebook.

For iRacing support: ask iRacing


   Home      iRacing-Help      release-notes
iRacing release notes
Share an easy link: edracing.com/release
 
 
  • iRacing release notes & announcements are found in the iRacing staff anouncements section.
    Seasonal links and release notes further down this page.

  • Also look for a current version of iRacing release notes history in iRacing staff anouncements section.
    The last one I bookmarked: 15 July 2015 - thread - please let me know if it changes.
    (Saved an old one for myself, 15 July 2015 release-notes.zip).

  • iRacing staff (Steve Myers twitter post Sept 2016)
    "Really trying for a Dec release of dirt but it needs to be a good first pass at it. Won't really know until Oct."

  • iRacing staff (Steve Myers twitter post Sept 2016)
    "We have said that day/night transition will not happen until DX11 is fully implemented. Still a lot of work to do"

  • Forum software, post by Tony Gardner April 2016
    "We have been researching new forum software, we have looked at many different products, nothing is perfect for our needs. We even thought of writing our own but we think we have one that meets most of our needs. Testing it out now further and then if we give it a thumbs up we can start working on the integration and setup."

  • iRacing may get a car licence but may not get access to all necessary data.
    An iRacing staff member posted (Sept 2016) some of the issues with completing a car. (Thread related to Formula Renault 3.5).

    You have to also understand that while a manufacturer will sometimes supply CAD for a car, that doesn't mean they supply CAD for the entire car. A lot of times we only get The body shell. Engines, suspension, cockpit etc. commonly aren't suppplied. So we need access to a car to get data. Other times the CAD we receive is the cad they send out to diecast manufacturers as it isn't as sensitive as the real thing is.

    That's where you need access to a team. Unfortunately you run into problems there as teams are usually very busy during the racing season, and asking them to supply us with a car for a few days where they can't work on it, etc is hard to do. They also are very reluctant to allow you access to suspensions, engine, etc the same way that manufacturers are. All teams have their secrets, and we (fortunately) have a reputation in the industry of being very detailed oriented. Being a racing team and not a simulation company, they don't understand poly counts, and that we can't reproduce every single detail graphically. That means they usually aren't very excited to have us reproduce their car down to the MM. They may not want industry secrets out there since they believe everything they show us is going to end up in a video game that everyone in the world can see, including their competition.

    So as Steve noted (what I read on twitter), we can get licenses, that's the easy part, getting access to a car where we can get the information we need to capture it fully isn't, even if the manufacturer does give us some CAD.


  • iRacing Data Archiving announcement 12/2012.
    "In an effort to continue to improve the performance of our website we will be doing some data house cleaning.
    We will be archiving race results from everything prior to 2013 next week during the build deployment.
    Going forward we will have a rolling three year window for this data and will archive data outside of that window after each season.
    With the archiving, drivers will still be able to go all the way back in their history to see the overall results of a given event.
    Since we have chosen a 3-year window to start with, then prior to 2013, drill downs to lap charts and lap times will no longer be available (the page will be blank).
    In addition, hovering over the results link of a given session will only show the split that the selected driver was in. It won’t show all splits for the event.
    Your overall statistics will still remain the same."

  • 2016s4 schedule staff post.

  • 2016s3 schedule - attached to Staff post 28 May 2016. Also noted:
    "Ruf Cup is now open setup
    There is a new Ruf GT3 series that is fixed
    The Ford GT will move into the GT3 class and replace the Ruf track. This will not show up on the pdf until the 13th week.
    The Prototype and GT challenge is back with the HPD, Ford GT, and GT1 cars.
    The IMSA series is now the Vette DP, German GT3 cars, and Ruf CSpec.
    Radical is back as a stand alone series.
    Verizon INDYCAR series is an open setup road series with both oval and road races."

  • 2016s2 schedule - attached to Staff post 27 Feb 2016. Also noted:
    "The 2016 Mazda MX-5 Cup car will replace the current MX-5 in all official series.
    This includes the Mazda Cup, Advanced Mazda Cup, and the Production Car Challenge.
    The Formula Renault 2.0 car will be released and will have an official season at Class C.
    The Industriefahrten Fun series will move to using the Riley DP, Ruf RWD, and Ford GT3.
    The Blancpain Sprint and Endurance series will use the McLaren, BMW, Ruf, Audi, and Mercedes.
    The Super Late Model Series will now move to odd hours opposite of the Late Model schedule."

  • NumBumRing will not run well on 32 bit systems, iRacing staff post (15 Dec  2015).
  • http://www.iracing.com/membership/system-requirements/ says "32-bit support ends March 14, 2016" (windows).
  • "Just to be clear though, the days of running iRacing in anything other than 64 bit and Windows 7 or higher are coming to an end"
    Source: "The seasons end and Half Life 3 confirmed…" Blog 18 Nov 2015 by SteveM
    Read Steve's blog for other news & coming updates.
  • 12 May 2016 operating system updates by iRacing staff in the 'Technical Assistance iRacing Software Related' forum section.
    4 separate threads quoted below: Windows XP, Vista, 32 bit, 64 bit, OSX and Linux (scroll the box you read more...)
    * iRacing staff thread Windows XP Information:

    We wish to call to your attention that our support for Windows XP ended in 2015. It is quite likely that within the next three to six months we will make enhancements to our software that will prevent it from being usable on computers that are running Windows XP. It is fairly likely that a computer running Windows XP either will not operate well running a current version of Windows, or will not be capable of being upgraded to meet our current hardware requirements (see http://www.iracing.com/membership/system-requirements/). For uninterrupted use of the simulation, you will need to replace or upgrade your system fairly soon.

    Feel free to contact our support team for more information or assistance at support@iracing.com

    * iRacing staff thread 32 bit Information:

    We wish to call to your attention that our support for 32-bit versions of Windows ended as of 14-March-2016. 32-bit versions of Windows can only support 4GB of system memory (RAM). As we continue to develop and enhance the simulation, this small memory limit becomes more and more problematic. The simulation can run out of memory while loading the data needed for a session. Should you run into this situation, you might be able to extend the usable life of your current system configuration by reducing or turning-off some options that require significant amounts of memory. Ultimately, this either will cease to make any difference, or we will stop distributing versions of the simulation that will run at all on 32-bit Windows. The only option at that point will be to either replace the computer with one that runs a supported version of 64-bit Windows, or install a 64-bit version of Windows (and likely replace the existing RAM to increase the capacity to a supported level - see http://www.iracing.com/membership/system-requirements/).

    Feel free to contact our support team for more information or assistance at support@iracing.com
    This message was edited 1 time(s). Last update was at 5/12/2016 5:00 a.m.

    * iRacing staff thread 64 bit Windows Vista Information:

    We wish to call to your attention that our support for Windows Vista ended in 2015. While no immediate action is required on your part, you should be aware that our current minimum requirement is 64-bit Windows 7. As we continue to develop the simulation, there may come a time at which some feature we wish to add will require support from the computer operating system that Microsoft does not provide on Windows Vista. Should that situation arise, the simulation will cease to work with your current system configuration. You should consider upgrading your operating system, or the computer itself, if it is not supported by more recent versions of Windows.

    Feel free to contact our support team for more information or assistance at support@iracing.com

    * iRacing staff thread OSX and Linux 32 bit Information:
    You should be aware that we now support running the 64-bit version of the simulation on these operating systems, provided the operating system itself is also 64-bit. You should also be aware that our support for running the 32-bit version of the simulation has come to an end running natively on Windows, and is winding down on these other operating systems. If your OS is 64-bit, you can enable running the simulation itself in 64-bit from the Settings page on the member web site.

    Feel free to contact our support team for more information or assistance at support@iracing.com




  • David Tucker is trying to incorporate a video codec that will allow you to directly export video files from the sim.
    Source: article by Steve Myers (9/2015).
    Has been done - see iRacing's 2016 season 2 release notes 8/3/2016.
    I added it to my Keyboard page

  • EAC EasyAntiCheat software added 2015s4 cheats. | Sim-errors

  • Dynamic Braking post by Eric H (8/2015).
    I can't find any reference to the introduction of Dynamic Braking other than Eric's post 8/2015.
    "We already have dynamic braking friction in the sim.
    If the brakes get too hot pad friction reduces and braking performance degrades.
    Also in fact, most of the pads in our models start out with relatively lower grip until they come up to temperature"

  • NURBURGRING is now available 2016s1 youtube - sold as 2 tracks.
    Minimum specs post by Shawn N.:
    "In a 32-bit OS, each process only gets 2GB of memory for it's use, even if the PC has 16 GB. There is a boot option in some 32-bit versions of windows to increase this to about 3GB. As far as I know the 'Ring will not load in 2GB of address space. And, if it will load in 3GB depends on the PC and your settings. Lowering you system memory slider to about 1200MB will ensure it loads in the smallest footprint possible, but the 'Ring requires a 64-bit OS honestly to load. I can load it running the 32-bit sim in Windows 7 64-bit if my memory slider is reasonably low on the graphics options screen."
    More added to 3monitors
    Tip: How to reset to a point on the track at the Ring: use 'reset' not 'esc'.

    From thread (22 Oct 15), a preview video on youtube.   
    This will be the first track released using iRacing's new PBR-based shaders.
    Update (22 Oct 15) from post:
      * Will be sold as 2 tracks.
      * (Reset) bring you back to the last sector rather than the start.
    Update (21 Oct 15) from post: expect release December build.
    (Update from post: Scheduled for release due Nov 2015)
    As we connect the road surface (15.2 miles) after months of work and can actually start running laps,
    we thought it a good time to do a little video. Still a long way to go on the art and all the detail however.
    Youtube clip
    https://www.youtube.com/watch?v=EVk2r5v9A8I

  • CONTENT UI is going to be a massive change in the way we use the site.
    Tony G posted video March 2015 https://www.youtube.com/watch?v=EVk2r5v9A8I
     
  • Q&A WITH TONY GARDNER
    - 2015 iRace4Life Seminar
    : (March 2015)
       Q&A compiled text version forum post | posted on Facebook | youtube.
    - 2015 SimRacing Expo:
       Coanda Simsport interviewed Tony Gardner at SimRacing Expo 2015 youtube | thread.
    - 2016 ISR interview (Feb 2016) - youtube

  • Dynamic Tracks: bug fixed 8 Oct 2015 - noted on Dynamic-Tracks.
     

While I'm on hiatus, see my facebook comments for anything I've noted.
2017s1 we'll see
* Voice chat recording
* ALT-T visor tearoff some cars
* app.ini change to spotter
* animated crew settings in graphic options
* backlight settings in app.ini



Boxes below are resizable
Chrome and Firefox: click & drag bottom right corner  
Scrolling on iPad: I slide my fingers in the box
 
 
 
 
Release Notes for 2016 Season 4 Patch 4 Hotfix 3 [2016.11.02.01]



CHANGE LOG:

Penalty Weights

- Fixed a bug where penalty weights were not configurable for all competitive cars in the service.



CARS:

Audi R8 LMS GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.


BMW Z4 GT3

- The recent aerodynamic updates for BoP have been adjusted for improved balance.


Ford GT GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.


McLaren MP4-12C GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.


Mercedes-AMG GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.


Ruf RT 12R Track

- The recent aerodynamic updates for BoP have been reverted for improved balance.

 
 
• 2016s4 Release Notes for 27/29 October
 
 
Release Notes for 2016 Season 4 Patch 4 Hotfix 1 [2016.10.25.01]
http://members.iracing.com/jforum/posts/list/3506821.page
CHANGE LOG:
Third Party Apps
- Fixed an issue with the formatting of the data from iRacing to third party applications and tools. 

Release Notes for 2016 Season 4 Patch 4 Hotfix 2 [2016.10.27.01] http://members.iracing.com/jforum/posts/list/3506911.page CHANGE LOG: Circuit des 24 Heures du Mans - Added checkpoints near the pit entrance to correctly give Course Cut penalties for cutting the course.
 
 
 
Release Notes for 2016 Season 4 Patch 4 [2016.10.19.01]

CHANGE LOG:

Network

- Updated our networking code to better handle delayed packet delivery which is likely caused by "Internet bufferbloat".


Connection Quality

- At this time, the recent "Red Q-Bar Issue" that has been discussed in the forums should be resolved! A very special THANK YOU to the small team of volunteer Members who helped us with testing, tracking, and eliminating this issue for the iRacing community. Thanks guys!


Dynamic Track

- Fixed an issue that could allow the server to essentially create track dust when processing client updates.


Replays

- Fixed a crash error that could occur at the end of saving a replay if the Radio Black Box was active.


Telemetry

- Fixed an issue that failed to update telemetry info on the current driver when viewing a replay.


Virtual Reality

- Fixed several issues related to the particle-based effects and the depth-of-field effects. The fixes address missing particles, particles missing from one eye, lack of depth of field effects, and some resource management inefficiencies.

- OpenVR SDK has been updated to version 1.0.2.

- A temporary workaround that seems to help avoid the crash in SteamVR at shutdown in DX11 when using the HTC Vive has been added.



CARS:

Audi Quattro GTO

- Rear anti-roll bar increment, decrement, and set controls have been enabled in the Options dialog.


Audi R8 LMS GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- GT3 BoP Adjustments:
- - Slightly reduced engine torque.
- - Slightly increased fuel consumption.


BMW Z4 GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- GT3 BoP Adjustments:
- - Minimum weight has been increased by 55 kg to match this car to real-world specifications.
- - Adjustments have been made to aero and engine to recover performance lost due to weight increase.

- Updated season setups for this vehicle.


Ford GT GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.


HPD ARX-01c

- Fixed an issue where the headset and some cockpit pieces would disappear when the car is damaged.


McLaren MP4-12C GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- Updated max applied brake pedal force so all GT3 cars require similar pedal force / travel to lock the wheels.

- GT3 BoP Adjustments:
- - Slightly increased fuel consumption.

- Fixed the tooltip for in-car traction control settings adjustments so that they now match the Garage tooltip: Higher settings are more sensitive (intrusive).


Mercedes AMG GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.


Ruf RT 12R

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- Updated max applied brake pedal force so all GT3 cars require similar pedal force / travel to lock the wheels.



TRACKS:

Circuit des 24 Heures du Mans

- Gain/Time Checkpoints have been added to prevent cars from swinging out wide entering both chicanes, Mulsanne Corner, and Arnage.

- Flyover will no longer be drawn when "Shader Quality" is set to "Low Detail".


Daytona International Speedway

- Fixed a bump on the outside of T1 in the Road Course configuration.



This message was edited 1 time(s). Last update was at 10/25/2016 12:58 a.m.

 
 
• 2016s4 Release Notes for 2016 Season 4 Patch 3 (29 Sept 2016)
 
Release Notes for 2016 Season 4 Patch 3 [2016.09.28.01]
CHANGE LOG:

Rendering

- Some additional items have had reflections disabled while at night.


Audi Quattro GTO

- Pit Limiter has been removed for historical accuracy.

- Dashboard elements on opponent cars no longer rotate when the car is cornering.


Ford GT

- Graphical tire pivots have been returned to their pre-Season 4 positions.


McLaren MP4-12C GT3

- Fuel consumption has been increased for GT3 BoP.


NASCAR Camping World Chevrolet Silverado

- Fixed a misspelled IGN label on the dashboard.


NASCAR Camping World Toyota Tundra

- Fixed a misspelled IGN label on the dashboard.


NASCAR Truck Series Chevrolet Silverado circa 2013

- Fixed a misspelled IGN label on the dashboard.


Nissan GTP ZXT

- Shift lights have been set appropriately.

- Fixed an issue with flipped suspension cameras.

- Dashboard elements on opponent cars no longer rotate when the car is cornering.


Ruf RT 12R
- Fixed an issue with the Level-of-Detail shaders for the windshield.
 
 
• 2016s4 Release Notes for 2016 Season 4 Patch 2 (19 Sept 2016)
 
Release Notes for 2016 Season 4 Patch 2 [2016.09.16.01]


CHANGE LOG:


Simulator

- Power saving and screen savers are now turned off when the Sim launches.


Connection

- Fixed a bug that would cause your Options/Graphics/Max cars selection to be sent only to the first server to which you connect while remaining in the simulation. If you registered for a Race session far enough ahead of time, and joined the pre-race Open Practice, the Open Practice server would have been told of your selection. But when you clicked on the [Race!] button inside the simulation to transition to the Race session, the Race server would not be told of your selection, and would instead use the default, maximum value.


Rendering

- Windshield reflections have been disabled at night tracks.

- Fixed an issue where sometimes partially invisible cars would be present with large fields at Le Mans.

- All floating point exceptions (reporting in .logs and/or crashing out) in the FG and BG have been disabled if the SIM is running on Wine (Mac/Linux).


Options

- Fixed a misspelling in the help text for the Far Terrain setting on the Options screen.


Animation

- Fixed an issue where the lollipop guy would sometimes appear in a T-pose.


CARS

Aston Martin DBR9 GT1

- Season setups have been updated.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an oven, as used on GT3 cars.


Audi Quattro GTO

- Season setups have been updated.

- Minor bug fix to selection of number of clutch plates for the rear diff. The change increment was two plates, but the range of plates was 1 plate to 8 plates, resulting in strange selection increments depending on where you started. The range has been changed to be from 2 plates to 8 plates.

- Fixed a car number position issue with the official Audi 90 GTO paint scheme pattern.

- Fixed the misspelling of FELUERLOSCH-ANLAGE on the dashboard.


Chevrolet Corvette C6.R GT1

- Season setups have been updated.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an oven, as used on GT3 cars.


Dallara DW12

- Road course tire wear has been significantly increased to ensure more realistic degradation.


Ford GT

- Slight reduction in fuel consumption to try to hit target stint lengths.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an oven, as used on GT3 cars.


HPD ARX-01c

- Added a starter so the engine is able to re-fire if it is shut down when on track.

- Fixed a distortion issue with the mirror portals.


TRACKS

Circuit des 24 Heures du Mans

- Signage and advertisements have been updated.

- Adjusted several race control checkpoints.

- Le Mans is becoming more and more popular; additional crowds and cars have appeared at the track.
 
 
• 2016s4 Release Notes for 2016 Season 4 Patch 1 (12 Sept 2016)
 
Release Notes for 2016 Season 4 Patch 1 [2016.09.09.02]


CHANGE LOG:


Time of Day

- Fixed an issue that was causing the selected time of day to be ignored when anything other than "Constant" weather was selected.


Animation

- Flyover timing has been adjusted to better match race events.

- Flyover smoke is now influenced by wind.

- Pit crew helmets are now even safer, with extra padding inside!


Driver

- Fixed some hard edges on the air vents for open wheel car helmets.

- Added helmet tear offs for the open cockpit cars helmets.


ARX

- A new library, "iRacingARXmsg.js," is now included in the ARX package.



CARS

Aston Martin DBR9 GT1

- Opponent cars are now capable of flashing their headlights.


Dallara DW12

- Slightly tweaked the road course tires to give a bit more degradation.


Ford GT

- Shift lamps and suspension have been changed to match the Ford GT GT3.

- Wheel pivots have been adjusted to help avoid fender collisions.


Formula Renault 2.0

- Damage parameters have been updated so the engine is less resistant to impacts.


HPD ARX-01c

- Adjustments have been made to the low DF aero package. This slightly reduces maximum speeds.

- The mirror portals have been moved out slightly so that when damaged, the mirror frames are not in front of the portal.

- Adjustments have been made to the seat-belt mesh and the driver position.


Lotus 79

- Fixed an issue with the driver's right arm.


Mercedes-AMG GT3

- The tooltip text for the traction control setting was corrected so it correctly indicates that support decreases when increasing the setting number.


NASCAR XFINITY Chevrolet Camaro

- Fixed an issue with the pitbox textures.


SCCA Spec Racer Ford

- Fixed a camera bug.


Skip Barber Formula 2000

- Fixed a camera bug.


Sprint Car

- Fixed a camera bug.


Street Stock

- The rear windshield now uses PBR shaders and should no longer have environment reflections.


TRACKS

Circuit des 24 Heures du Mans

- Fixed curb LOD settings.

- Various environment fixes and updates.

 
 
• 2016s4 Release Notes for 2016 Season 4 (6 Sept 2016)
 
The release notes was later edited to include:
Skip Barber Formula 2000
- A number of physics changes have been made to make the handling balance more similar at corner entry and exit. 
Previously, the car tended to oversteer at corner entry and understeer at corner exit.
These changes were aimed at reducing both entry oversteer and exit understeer. ---------------------------------------------------------------------- Additional note posted by David T I forgot a release note. I added in code to auto detect the optimal FFB force slider value. Go out and drive a lap or two in your favorite car and watch the F9 black box. At the bottom, where you can set the FFB force an 'auto' button will appear if I determine that your force setting is not optimal, click on that at any time to apply the new value. There is a similar button in the settings dialog that lets you apply it from there. Ideally you would drive a clean lap with no off tracks or curb strikes, but I have code in place to try and filter out those cases so it should work reasonably well no matter how you drive.

(Already noted on my FFB page) ---------------------------------------------------------------------- Welcome to 2016 Season 4! This season adds the long awaited Circuit des 24 Heures du Mans to the iRacing service! Some extensive updates to the Dynamic Track System have also been added that should increase the realism of heat mapping and make rubber have a bit more of an impact on your race. Brake bias adjustment is now also available in Fixed Setup Series to a small host of vehicles. Your experience at night tracks has been improved with the new Dynamic Night Shadow Maps system, and every vehicle windshield has been improved with realistic reflections. A new character model has taken the driver's seat and is also positioned in the pits, and you should start to see wind-animated flags appearing at race courses. We are also launching preliminary support for OpenVR / HTC Vive headsets, and antialiasing in our virtual reality views. All of these along with a host of setup updates, bug fixes, and other enhancements are here for the 2016 Season 4 Release. CHANGE LOG: Website - The Live Broadcast Banner that slides into view after a short delay whenever a broadcast is available has been moved to the fixed footer of the website. It also no longer pushes the webpage content when it slides into view. - The "About" information related to the different Series Sessions (ie: Practice, Qualify, Race), previously seen at the bottom of each session block for the series, has been moved into a mouse-over panel, titled "Tell Me More," below each session title. This information has also been updated and expanded. - On the Stats pages, tooltips have been added to show the "About" information for each session type. - Fixed an error with the Stats page due to special characters not being displayed. - The Past Seasons page has been restored, and scoped down to only display the past two years. - The Sporting Code documents have been updated. - Descriptions for the session on each series' session page have been updated. - When hosting a Session, the Practice Session Time now defaults to the same value used previously. - The "Options" toolbar dropdown in the Official Race Guide will now always be displayed. - The iRacing Merch page has been re-added. - A handful of loading indicators have been added to the League Manager menus and several of the league processes should now load faster. - The UI for the Car and Track pages has been updated. - Embedded YouTube videos on the forums are now 640x360, and can now be viewed in full-screen mode. - A post-race quality survey now appears whenever you exit a session of any type. - Steam users are now prompted to create an account password for members.iracing.com for additional security and stability. - Improvements have been made to the single and multi-class car selection UI. - Fixed an issue where data would sometimes get overwritten in the race selection area. - Minor text fixes. Connection - The Q-Bar on the frame rate/connection status meter area now has two side-by-side meters. The original value is in the left-hand bar, and shows the amount of packet loss from the race server to the simulation. The new right-hand bar (which grows from right to left) shows the amount of packet loss from the simulation to the race server. Note that the data for this right-hand bar is sent from the server to the simulation, so if there is a sudden loss of all packets sent by the server to the simulation, the value in this bar will not update. As before, each bar becomes full at 50% packet loss, though each is now about half the width of the original Q meter. Sessions - Fixed an issue where a team member in a driver-swap session could be incorrectly marked as Unofficial if it happened that none of the team's members were registered for the session as it was launched. - Fixed an issue where suspended members were being allowed to join multiplayer sessions. Time Trial - Fixed an issue that was causing some Time Trial sessions to be run with the "time of day" set to something other than the default of "afternoon". Garage - When you use the "Share a Car Setup" capability on the Garage screen inside the Sim, the name of the setup is now also sent and will be displayed to the recipient(s). Dynamic Track - Increased the effective starting usage level, which controls the amount of rubber on the track, for sessions that have a short Practice and an attached Qualifying prior to a Race. - Improved the calculations used to conduct heat from the tire into the track, and updated the conduction and convection model for the track surface. This results in lower starting track temperatures, but a significantly more dynamic range when cars interact with the track. - The tearing of rubber from the tires versus from the track has been adjusted so that when a tire is not sliding, it is more inclined to pick up track rubber. Also, the calculations for determining the thickness of the track rubber under the contact patch and the rate at which the track will accept rubber have each been improved. The combination of these changes will make the track rubber build up about three times as fast, and in general be more dynamic. - The Dynamic Track system now assumes there is some residual starting dust on the track even before any simulated running of cars or cleaning for a session is performed. The amount of starting dust is related to how must dirt and gravel is around that track, such that a track like Mazda Raceway Laguna Seca is more prone to being dusty than a track like Talladega Superspeedway. - Dust will now be picked up and thrown due to air displacement near moving vehicles. Mirrors - With the Virtual Mirror option enabled, a hotkey (Alt+M) has been added to show/hide the virtual mirror while driving. Driver - A new driver character model has been fully implemented into all vehicles. - The new driver has been shifted into a more accurate position in some vehicles than the previous driver. - Due to the new driver model, the driver camera position in some cars to be adjusted slightly for a better perspective. - All vehicle seat belts now change color to match driver selections. Pit - The pit box characters behind the wall and the lollipop guy are now using a new character model. Rendering - All cars have had their windshields updated to use a new shader which provides realistic reflections. - Driver, pit crew, and pit boxes for all cars have been converted to use PBR shaders. DirectX 9 - Our support for using DirectX 9 as the graphics system used by the simulation is winding down. If you are currently using DX9, your selection will be changed to DX11 one time upon installing this build. If you run into issues using DX11, you should work with our support team at support@iracing.com to resolve them, as we will not be implementing new graphical features on DX9, and will eventually remove the ability to use it altogether - quite possibly as soon as the December 2016 build. For now, you can switch back to the DX9 version of the simulation, if needed, by opening the tools panel on the central navigation bar on the web site, and disabling the use of DX11. Again, you should work with support to resolve any issues you encounter with DX11, as the option to fall-back to DX9 will not remain forever. DirectX 11 - Support for three screen surround rendering using NVIDIA Simultaneous Multi-Projection (SMP) technology has been enabled for GPUs that support SMP. - - To enable this feature you must configure three monitors as usual, enable the Multi-Projection option (previously named "render view per screen"), then enable the new SMP option. All of these options are located in the top area of the Graphics Options screen. - - Due to some limitations with the NVIDIA SMP surround technology at this time in DX11, the maximum supported side screen angle is clamped to 45 degrees, and the maximum field of view is clamped to 160 degrees. Beyond this the SMP warping can malfunction. NVidia is working on a solution for this. - - A few of the Simulator's subsystems still require compatibility fixes to operate correctly with SMP. Therefore, in this early version, when SMP is enabled, some other systems must be adjusted for compatibility: Particle Detail is set to Low, Dynamic Night Shadows are Disabled (Shadow Volumes still work), and Depth-of-Field effects are Disabled. - A new night shadowing system, Dynamic Night Shadow Maps (DNSM), has been implemented. It is activated by enabling the "Night Shadow Maps" option. This system works more like the sun shadow maps during the day time and should have similar performance. By default the system chooses the "best" three lights and projects those shadows into the scene. The shadows for these lights will fade in and out as new lights are automatically selected as the "best" sources. - - The options for this setting are as follows: - - Global Options (both driving and replay): - - - DNSMMaxLightsPerPass=3 ; 0-6 = Shadowing lights per-fullscreen pass - - - - How many shadowing lights to render per-pass. Lower numbers may be faster for lower end hardware. - - - DNSMQuality=2 ; 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 - - - - This controls the size of the shadow maps. Lower numbers are worse quality but render faster. - - Mode Specific Options (driving or replay only): - - - DNSMEnable=1 ; 0 = off 1 = dynamic night shadow maps - - - - Enables or disables the night shadow maps for this mode. - - - DNSMTSOsCastShadows=1 ; 0 = off 1 = track objects cast shadows - - - - This will cause track objects (pit objects like signs etc) to cast shadows as well as cars. - - - DNSMWallsCastShadows=0 ; 0 = off 1 = track walls cast shadows - - - - This will cause track walls to cast shadows. - - - DNSMHeadlightsCastShadows=0 ; 0 = off 1 = car headlights cast shadows - - - - This will cause car headlights to cast shadows. - - - DNSMShadowFade=50 ; 0 to # = time for night shadows in 100ths of a sec to fade in and out (50 default) - - - - How long it takes for shadows to fade in and out. Lower numbers mean less time and shadows will "pop" more but look darker. Higher numbers mean you will see less popping but shadows will typically appear less dark initially. - - - DNSMFilter=2 ; 0 = none 1 = Fetch4 2 = PCF4 - - - - The kind of filtering to apply to the shadows. We especially need testing with level 1 as it is not supported by all DX10/11 level hardware. Higher numbers mean shadows will look better but will be more expensive to render. - - - DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night - - - - How many shadowing lights to render every frame. This will perform multiple passes based on DNSMMaxLightsPerPass in order to render all of the lights. It will only render the number of lights actually required so if you set this to 100 but there are only 5 lights in the scene it will only render 5 shadows. - - - DNSMDownsampleFirst=0 ; 0 = per-AA-sample shadows 1 = per-pixel shadow - - - - This determines if we do shadows per-pixel or at every AA sample in the buffer. Setting this to 1 may be faster, especially if you have a large number of lights enabled, but will result in slightly lower quality. - Fixed the flickering static shadow maps when AMD Crossfire is enabled, and improved the compatibility/performance of both AMD Crossfire and NVIDIA SLI. For these changes to take effect, you must manually set the "Number of GPUs" in the Graphics Options screen and restart. This setting is stored as "NumMultiGPUs=" in the "rendererDX11.ini" file. Setting the number of GPUs higher than needed will waste video memory as some graphics resources are allocated per GPU. - In the Graphics Options, the "Max Prerenderered Frames" option will now be disabled when the "Number of GPUs" option is set to a value of 2 or greater. This is because frame queries are not accurate in these cases. - In the Graphics Options, the windowed "Border" option will now be disabled when the "Fullscreen" option is enabled. This is because the "Border" option has no effect in fullscreen. - Reduced the magnitude of the delay when entering and exiting the car at night tracks. - Disabled incorrect self-shadowing on cars at night tracks when Shadow Volumes enabled. PopcornFX - Fixed an issue where dust clouds were appearing where no cars were driving. Animation - The wind now procedurally animates the flags on some tracks including: - - Barber Motorsports Park - - Circuit des 24 Heures du Mans - - Circuit de Spa-Francorchamps - - Circuit of the Americas - - Daytona International Speedway - - Five Flags Speedway - - Indianapolis Motor Speedway - - Mid-Ohio Sports Car Course - - Road Atlanta - - Talladega Superspeedway - - Watkins Glen International - The Patrouille de France will now be performing fly-overs at Le Mans. Opponent Cars - The amount of smoke being emitted by opponent cars should now match closer to the player car. Chat - Toggle support has been added for Mute and Scan Radio commands. - - "@!mute" will toggle the Radio Mute on and off. - Fixed an issue where an open text chat window would sometimes steal focus at session boundaries. Telemetry - A new telemetry session string tag, "DriverInfo:DriverUserID: %d", has been added that returns your own user id, even in a team session. - Added Accessor to "irsdk_diskclent.h" to indicate how many data records are in an .ibt file. - The telemetry variable, "PlayerCarTeamIncidentCount," is now properly updated when the current player is not the driver in a team session. - A new setup will no longer be dumped to Telemetry when Black Box edits are made. ARX - A new iRacingARXmsg.js ARX module that allows for the sending of remote control messages from an ARX client to iRacing has been added. This mirrors the remote control messages currently supported by the IRSDK api. Now ARX is functionally equivalent to IRSDK. - - See the ARX development forums for details: http://members.iracing.com/jforum/posts/list/3344813.page - The ability to clear fuel, windshield, and fast repair pit commands have been added using the IRSDK api. - Data will now only be pushed if a device is connected. Oculus Rift - The bounding box on the driving camera has been set to 0.10 meters (4 inches) in the vertical direction, and to 0.25 meters (10 inches) in all other directions to give users a little more room to move around. - The Oculus Rift mirror window display has been altered to show the source render for the left eye, rather than the post-distorted images of both eyes. - Anti-aliasing has been enabled. - The health and safety warning has been removed from the loading screen. OpenVR / HTC Vive - OpenVR / HTC Vive support has been enabled! - The following OpenVR settings have been added to the "RendererDX11.ini" file: - - [OpenVR] - - OpenVREnabled=1 ; Enable OpenVR Support. - - ResolutionScalePct=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! - - AutoSelect=0 ; Use OpenVR without prompting (NOTE: Oculus will have priority if enabled) - - AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears. - - UIScreenSize=130 ; (cm) 3D UI screen width. - - UIScreenDistance=70 ; (cm) 3D UI screen distance. - - NOTE: The resolution scale percentage setting ("ResolutionScalePct") is similar but not equivalent to the Oculus Rift setting: "PixelsPerDisplayPixel". For OpenVR, you are directly scaling the off-screen render target, while for the Rift you are scaling the pixel density in the center of the image – so the values are not directly comparable with each other. - Full-screen anti-aliasing for headsets operating via OpenVR (HTC Vive) has been enabled. iRacing Surprise - A previously unannounced special addition will be brought to iRacing during the first week of 2016 Season 4! - - Be sure to visit http://www.iracing.com at 1:00PM EDT (17:00 GMT) for a special presentation on Tuesday, September 13th, 2016! CARS Aston Martin DBR9 GT1 - Le Mans-specific aero packages have been added. Audi R8 LMS GT3 - Season setups have been updated. Cadillac CTS-V Racecar - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. Chevrolet Corvette C6.R GT1 - Le Mans-specific aero packages have been added. Chevrolet Corvette C7 Daytona Prototype - Fixed an ambient occlusion texture corruption issue with the central cockpit rollbar. Chevrolet Monte Carlo SS - Season setups have been updated. Dallara DW12 - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Tire wear for the road course tires has been increased to bring the total wear over the course of a stint closer to real-life values. - When replacing the rear wing, the rear body structure is also now replaced. Ford Falcon FG V8 - Season setups have been updated. - Two new drop gear pairs have been added for greater adjustability of top speed and shift points to reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip text in the Garage has also been updated to directly reference the drop gear pair, which is what they change in real-life. - In-car idle sound has been improved. - Backfire effects have been adjusted. - Fixed a bug with the appearance of the rear suspension motion on opponent cars. Ford GT - Season setups have been updated. - A complete physics overhaul of this vehicle has been completed leveraging some of the recent work on the Ford GT GT3 as a starting point. Ford GT GT3 - Shift lamps are now identical to the Ford GT. Formula Renault 2.0 - Season setups have been updated. - The collision properties have been updated to reduce yield and failure loads so the car will be both more consistent in impact response, and less capable of sustaining large impacts without suffering permanent damage. - Fixed a bug that was causing the brake bias knob on opponent cars to continually rotate. Holden Commodore VF V8 - Season setups have been updated. - Two new drop gear pairs have been added for greater adjustability of top speed and shift points to reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip text in the Garage has also been updated to directly reference the drop gear pair, which is what they change in real-life. - Fixed a bug with the appearance of the rear suspension motion on opponent cars. HPD ARX-01c - Season setups have been updated. - Improvements have been made to the engine sounds. - The low downforce package has been updated to bring performance in line with real-life data at Le Mans. Kia Optima - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. Lotus 49 - The seat belt has been moved down to better match the shoulders since the driver does not wear a HANS device. McLaren MP4-30 - Season setups have been updated. - The pit limiter label should now be self-lit. Mercedes-AMG GT3 - Season setups have been updated. NASCAR Camping World Chevrolet Silverado - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Vehicle specular map has been altered. NASCAR Camping World Toyota Tundra - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Fixed an issue where the windshield frame was being rendered as transparent. - Vehicle specular map has been altered. NASCAR K&N Pro Chevrolet Impala - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. NASCAR Nationwide Chevrolet Impala circa 2011 - Season setups have been updated. NASCAR Sprint Cup Chevrolet Impala COT circa 2013 - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. NASCAR Sprint Cup Chevrolet SS - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Updated the rear end gear ratios to match the latest Cup Series specs. - Vehicle specular map has been altered. NASCAR Sprint Cup Ford Fusion - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Updated the rear end gear ratios to match the latest Cup Series specs. - Vehicle specular map has been altered. NASCAR Sprint Cup Toyota Camry - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Updated the rear end gear ratios to match the latest Cup Series specs. - Vehicle specular map has been altered. NASCAR Truck Series Chevrolet Silverado circa 2013 - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. NASCAR XFINITY Chevrolet Camaro - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - A missing banner has been added to Paint Kit Pattern 4. - Vehicle specular map has been altered. NASCAR XFINITY Ford Mustang - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Vehicle specular map has been altered. NASCAR XFINITY Toyota Camry - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Vehicle specular map has been altered. Pontiac Solstice - The driver's head position has been adjusted slightly so that it is in line with the way other cars calculate the driver view. Radical SR8 - Season setups have been updated. - The driver model for this vehicle now uses the open-wheel style helmet. Ruf RT 12R - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. - Maximum brake torque has been increased so this car is more capable of getting into ABS. - Turbo noises, including intake and spooling, have been added. - This vehicle now uses PBR shaders. Ruf RT 12R C-Spec - Season setups have been updated. Ruf RT 12R Track - Season setups have been updated. Silver Crown - Season setups have been updated. Skip Barber Formula 2000 - A number of physics changes have been made to make the handling balance more similar at corner entry and exit. Previously, the car tended to oversteer at corner entry and understeer at corner exit. These changes were aimed at reducing both entry oversteer and exit understeer. - The driver's head position has been adjusted slightly so that it is in line with the way other cars calculate the driver view. Sprint Car - Season setups have been updated. Street Stock - Season setups have been updated. - Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series. Super Late Model - Season setups have been updated. - Two additional Levels of Detail (LOD) models have been added to this vehicle to help with performance, especially at night tracks. TRACKS Autodromo Enzo e Dino Ferrari - Fixed a graphics issue on the roof of Hotel Rivazza. Circuit des 24 Heures du Mans - NEW TRACK! - Our latest work on Le Mans is pending a final approval from the top brass at ACO (Automobile Club de l’Ouest), and will be available for purchase in the iRacing Store as soon as we get the green flag! - - EDIT: Le Mans has been approved for release! Have fun on the new track! Circuit de Spa-Francorchamps - The tirewalls off the track in Bus Stop, Les Combes, and after La Source now have a collidable material type applied to them. Lime Rock Park - All Armco segments in Turn 3 now have a collidable material type applied to them. South Boston Speedway - The main grandstand is now influenced by the Grandstand Detail Setting instead of the Object Detail Setting. This message was edited 4 time(s). Last update was at 9/8/2016 6:47 a.m.
 
 
 
Release Notes for 2016 Season 3 Patch 2 [2016.07.28.01]

This Patch release aims to fix some of the issues seen with the 2016 Season 3 Patch 1 Release. We hope this improves your racing experience!


CHANGE LOG:


Incident Points

- Fixed an issue that was causing delays in getting driver Incident Point counts distributed to everyone that is connected.


Aston Martin DBR9 GT1

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.


Chevrolet Corvette C6.R GT1

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.


Ford GT

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.


HPD ARX-01c

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.

 
 
• 2016s3 Website Maintenance (4 August 2016)
 
The Website Maintenance period for 2016-08-03 has been completed.


CHANGE LOG:

- An additional account authentication screen for the "/account/" section of the website has been added.

Release Notes for 2016-08-03 Website Maintenance
- Changed website cookie format.

- Fixed an issue where the cars page for a series would sometimes fail to load.

- The proper links to the iRacing.com CafePress Store have been added - enjoy the merch!


This message was edited 2 time(s). Last update was at 8/4/2016 5:40 a.m.

Ed note: Although there was no official announcement
I expect this maintenance addressed the issue of members logging into other member accounts exposing our personal information.
Another related member thread, "WHAT THE F**!"
Following this website maintenance there were hiccups resulting in the following announcement:
"Stats and prompts to login" We are aware of issues with single-sign-on prompting many of you to login repeatedly, and this is related to stats not displaying -- it is failing to login behind the scenes. We are investigating the issue and are sorry for the inconvenience. Edit: You can try clearing your cache and cookies to minimize the chances that you'll be prompted to login. This message was edited 1 time(s). Last update was at 8/4/2016 9:33 a.m.
 
 
• 2016s3 Release Notes for 2016 Season 3 Patch 1 (21 June 2016)
 
Release Notes for 2016 Season 3 Patch 1 [2016.06.20.01]

This Patch release aims to fix some of the issues seen with the 2016 Season 3 Release. We hope this improves your racing experience!



CHANGE LOG:

Simulator

- Fixed an issue that could have caused an unnecessary request to run the Microsoft C++ runtime installer for either x86 or x64, even if the required files were already installed.


Race Sessions

- Fixed an issue seen in the Blancpain Endurance Series where sessions were being split into larger run-groups than dictated by the track.


Dynamic Track

- For sessions using an Automatically Generated track state, the default starting usage will now vary by a percentage based on the following:
- - Session Type = Such that earlier sessions, such as Practice, are cleaner than later sessions, such as Qualifying. This behavior was originally done and this behavior continues with this update.
- - Time of Day = Such that sessions earlier in the day are cleaner than session later in the day, reflecting usual track usage throughout a given day.
- - Weather = Such that the cloud cover affects the likelihood that relatively recent rain may have compromised track time and/or washed away some percentage of the previous track state. Also, for sessions with Realistic Weather, a random factor is also used to account for variation in track usage due to miscellaneous events prior to the session.


DirectX 11

- Fixed an issue with missing external car shadow volumes.

- Fixed an issue where the framerate could drop dramatically due to particle effects at night tracks.


Macros

- Fixed a bug with pit macros that stopped you from unchecking two tires at the same time, (ie: #-rf -rr$).


Telemetry

- Session string is now updated as soon as the sim starts to avoid leaving a stale string around from a previous session.


Oculus Rift

- Virtual mirror can now be enabled for use with DirectX 11.

- Fixed the text cursor in Edit Widgets.


Peripherals

- The "forcemap.csv" file will now attempt to load from the root iRacing folder if not found in a custom controls folder.


CARS

Dallara DW12

- Fixed an issue with missing fuel fills on certain pit road configurations.


Ford Mustang FR500S

- Exterior engine sounds have been updated.


Mazda MX-5 Cup (Global)

- The baseline setups for this vehicle has been updated.

- The allowable range of rear toe adjustment has been reduced to +/- 6 mm.

- Fixed an RPM display glitch where the digital display would show a dip when the car was around 5500 RPM.


Mazda MX-5 Cup circa 2015

- The baseline setups for this vehicle has been updated.


Mercedes-AMG GT3

- Fixed some defects with traction control (TC) and ABS. TC now has 12 active positions, ranging from 1 (most intrusive) to 12 (least intrusive). The ABS system is also now correctly disabled and inactive when it is switched OFF.


NASCAR Sprint Cup Chevrolet SS

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.

- Fixed an issue where the inner front bumper was poking outside of the car body.

- Updated the rear lower bumper decal to match the 2016 NASCAR Season version.


NASCAR Sprint Cup Ford Fusion

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.


NASCAR Sprint Cup Toyota Camry

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.


NASCAR XFINITY Chevrolet Camaro

- Removed a portion of the tail light decal that was bleeding onto the rear spoiler texture.


Silver Crown

- Removed a bright halo effect from the RPM display digits.


Skip Barber Formula 2000

- Fixed an issue where the front wing was not visible while in the cockpit and using the Oculus Rift.


TRACKS

Autodromo Enzo e Dino Ferrari

- Fixed zippy at the outer Piratella corner.

- A checkpoint has been added to the Acque Minerali corner.
 
 
 
This hotfix release aims to fix some of the issues seen with the 2016 Season 3 Release. We hope this improves your racing experience!



CHANGE LOG:

Website

- Added an icon to the fixed footer in the bottom-right corner of the screen that toggles your Online Status visibility.

- We identified a calculation error in Statistics from past races where we were counting wins in unofficial races as well as counting wins that occurred during weeks that were dropped. For most drivers, these are not an issue and their counts remain the same. But some drivers will have reduced numbers due to these changes, especially drivers with a longer driving history.

- Fixed a logic error in the Lap Results Chart page.


DirectX 11

- Fixed an issue where reflectors appeared too dim at night tracks when vertex compression was enabled.


CARS

Global Mazda MX-5 Cup

- Fixed an issue that prevented setting very low rear ride heights (RRH). RRH may now be in the range from approximately 3.75" to 8.50".


McLaren MP4-12C GT3

- Fixed an issue where the hundreds' place for the Fuel Level would not display when Metric units were used.


NASCAR Sprint Cup Chevrolet SS

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue with vehicle paint patterns caused by the roof camera and new front splitter mapping.


NASCAR Sprint Cup Ford Fusion

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue where the wrong material texture would appear on the rear windshield at certain Level-of-Detail (LOD) distances.


NASCAR Sprint Cup Toyota Camry

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue with vehicle paint patterns caused by the new front splitter mapping.


TRACKS

Autodromo Enzo e Dino Ferrari

- Removed a mysterious floating object from the sky.


Canadian Tire Motorsports Park

- Fixed a wall shape bug on the outer pit wall.



* This post was updated on 06/09/16 at 14:03 EDT This message was edited 1 time(s). Last update was at 6/10/2016 4:03 a.m.

 
 
• 2016s3 Release Notes for 2016 Season 3 (4 June 2016)
 
Welcome to 2016 Season 3!

This season release features the brand new Italian road course, Autodromo Enzo e Dino Ferrari, better known as Imola! We have performed an extensive update to all track surfaces to better model physics collisions, even with tiny particles like sparks, gravel, and marbles. The dynamic track surface now includes dust and gravel, which is brought onto the racing surface from off-track excursions and affects tire grip. Also, we have added the ability to retrieve more accurate statistics on Incident Points for all racers, even in Replay mode. Some time was also spent adjusting the 2014 V8 Supercars to improve their stability, and handling, and bringing the 2016 digital dashboards to the NASCAR Sprint Cup series' vehicles. We've even added preliminary DirectX 11 support for those of you with an Oculus Rift! Finally, we have completed an artistic overhaul of the South Boston Speedway to help it shine with the latest iRacing graphics updates. Along with a host of bug fixes, balance tweaks, and minor updates, we hope you enjoy the 2016 Season 3 Release!



CHANGE LOG:

Website

- The Race Guide now has a filter for filtering out “unofficial” sessions.

- League Admins may now quickly add a session to one of their active league seasons by clicking the plus icon when looking at their “All Leagues/Find Leagues” page.

- The Set Up Grid button has been moved up the page to a more relevant position when setting up a league session.

- The Grid Builder context menu now positions itself correctly to correlate with the Racer Grid position.

- The My Series Results page now features a dropdown menu for jumping to a specific page of results.

- The Date column on the My Series Results page now displays the LOCAL date and time in the cell, and both GMT and LOCAL time in the tooltip.

- The My Series Results page now shows detailed pagination details for searches with more results than can be displayed (ie: Showing Results 1-25 of 36 Total Results).

- When a user selects a series on the Series Results page, the page will now look for data relevant to that selected series. If any is available, the page will display a link that takes the user to the archival page that shows ALL results from ALL races from that season.

- Adding an item to your cart should now be more responsive.

- Adjusted the font sizes of the homepage News section for increased readability.

- Fixed the myRacers Online pop-out menu.

- Fixed an issue where sometimes a racer would be prevented from joining a session because they required updates, when in fact the racer was up to date.

- Fixed an issue that prevented you from joining your friends' sessions directly from the myRacers persistent footer.

- Fixed an issue that sometimes prevented you from joining an open practice session.

- Fixed an issue that sometimes prevented the Race Panel from populating correctly where looking at Series Stats or Results pages.

- Fixed an issue where duplicate entries could be seen for each Team Session on the myTeam Racing page.

- Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context menu for moving drivers.

- Fixed an issue where the Lap Results page could sometimes break when data was emerging slowly.

- Fixed an issue on the My Personal Stats page where your last 10 races sometimes would not load.

- Fixed the Settings Panel so that when opting to not use IPv6, your selection is saved correctly.

- Fixed an issue where sometimes the side splash panels would not display correctly.

- Fixed an issue with the display of promotional prices where they would drop a zero from the cents value.

- Fixed an issue where some users were able to see region restricted series for which they were not qualified.

- All chat features have been removed.

- The Previous and Past Seasons page is now depreciated.


Paint Kit

- Leo Bodnar, Simability, and Simsteering logos have been added to the Paint Kit.

- The Inside Sim Racing logo has been revised.


Simulation

- The description of the "maxParticleThreads" option in the "app.ini" file has been updated to include the value of "0" as an acceptable option.


Race Sessions

- Fixed a bug that was preventing League Sessions with qualifiers and without a race from using shared pit stalls.


Dynamic Track

- Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts with the tires to affect grip and accumulation of debris on the tires.

- The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the track surface state to be seen immediately.


Rendering

- The cubemaps for all tracks have been updated. This will cause much brighter reflections off of objects.

- Post-processing effects have been removed from the cubemaps for all night tracks. This was useful in the past, but is no longer needed.

- Fixed occlusion culling so that very large nearby objects no longer incorrectly disappear, especially in mirrors.

- Fixed a crash that could happen when trying to draw a lot of cars in the world with headlights.

- Improved the algorithm for updating Dynamic Track textures to ensure timely graphical updates.

- The option, "DynamicTrackTextureUpdateRate," has been added to the "renderer.ini" file to control the maximum frequency of Dynamic Track texture updates.

- The option, "ParticlesDetail," has been renamed to "ParticleDetail" in the "renderer.ini" file.

- Hang logging is now disabled by default, but can be enabled in order to help us investigate issues.


DirectX 9

- Fixed a memory leak that occurred when rendering a Tech Track.


DirectX 11

- Tech Tracks utilizing direct laser scan data can now be rendered in DirectX 11.

- Glowing light effects now interact more accurately with fog.

- Ghost car now renders correctly.

- The old spark system is now hidden if PopcornFX is active, due to the new PopcornFX spark system.

- Adjusted the graphical autoconfig selection of default graphics modes to favor higher refresh rates and standard scaling modes.

- Fixed several bugs with night lighting and high detail headlights, where DX11 could look significantly different than DX9.

- Fixed an issue with track shaders when using "Low" Shader Detail.

- Fixed an issue where random flickers of geometry could render along with some particles.

- Fixed several issues related to the antialiasing of painted lines and other surface decals at both night and day tracks.

- Fixed an issue where tire rims could appear white when using the "Low" Shader Detail setting.

- Fixed the Sim's UI to correctly toggle between fullscreen and windowed cursor modes when the Sim toggles between fullscreen and windowed modes.

- Fixed an issue where shadow volume geometry was being created at load time even when the "ShaderQuality" option in the "DX11.ini" file was set to 0.

- If DirectX 11 fails to report a display mode, a fake display mode is created. This may allow the Simulator to operate in a windowed display mode or a fake fullscreen.

- All new installations of iRacing will now default to DirectX 11.


PopcornFX

- All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce along the surface instead of passing through the environment.
- Fixed an issue where all dust was being rendered as black in the 32-bit version of the Sim.


Audio

- Improved road rolling, aero, and wind sounds for all vehicles.

- Scrape noises for Armco fence rails and vehicle undertrays have been improved.


Tires

- Improved the effective tire grip calculations related to marbles and dust on track.


Incident Points

- The Info tab on the Session screen will now show your incident point count for the current session. In a team event, it will also show the count for your team as a whole.

- The Entries tab now has a new "INCS" column. In a live session, you will see the incident point counts for the current session. There is no way to "back up" and see the incident point counts for prior sessions. In race sessions, everyone is only able to see their own team's incident point counts. However, in a non-race session, or once a race session is complete, everyone is able to see the incident point counts for everyone. Admins are also able to see the incident point counts for everyone during a race session.

- When watching a replay, you will see the incident point counts for the session replay you are currently watching. The same session visibility restrictions apply to watching replays (so you can not circumvent the restriction during an event by having a teammate save the replay, and load it to see everyone's incident point counts).


Radio

- Fixed a rare issue that could allow you to transmit a text chat message that would be rejected by the race server. If the configuration of your radio changed just as you finished the message, it was possible that the message would be created with the identifying information from the prior configuration of the radio.


Video Capture

- Timestamp will no longer appear on screen captures.

- A new video capture library has been added.

- Fixed an issue that was preventing some members from utilizing this feature.


Telemetry

- Three new telemetry variables related to incident count have been added. If the event is a team race, the incident count is broken down in different ways; but if not, then all three variables will equal the same value. The variables are as follows:
- - “PlayerCarTeamIncidentCount” = Incident count this session for your whole team.
- - “PlayerCarMyIncidentCount” = Incident count this session just for you.
- - “PlayerCarDriverIncidentCount” = Incident count this session for the current team driver.

- A new session string entry, "WeekendInfo:WeekendOptions:IncidentLimit:," has been added that indicates the maximum incidents you can receive before being ejected from the session.

- A new telemetry variable, "PlayerTrackSurface," has been added that indicates the track surface under the player vehicle. This is available both live and on disk.

- A new telemetry variable, "PlayerCarIdx," has been added that allows developers to access the current player's car index without loading up the session string. This is available both live and on disk.

- Fixed a bug where setup information in a telemetry session string could become stale.


iRacing API

- A new iRacing SDK disk client C++ wrapper has been added that will allow you to read ".ibt" files with less effort.

- A new iRacing SDK example application, "irsdk_ffbforce," has been added that can analyze the wheel torque data found in our telemetry files.


ARX

- A new Force Feedback demo (ffb_demo) has been added that can help users setup Force Feedback for their racing wheel in the Sim.

- ARX clients can now send text chat messages to the Sim via the call: irArx.sendChatString("message"). Additionally, these messages can include macro commands.


Oculus Rift

- Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus 1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator. The DirectX 9 version of the Simulator is still based on the Oculus 0.4.2 BETA SDK.

- Whenever the Oculus Rift is in use, the Simulator will mirror its output to a resizable window on the desktop. You may resize/position this window. Using a very small mirror window may reduce mouse pointer precision inside of the Rift, so try not to make it too tiny. The window will remember any adjustments to dimensions/positions between sessions.

- The following section of Rift related options will be added to the Oculus Rift section of the “rendererDX11.ini” file after you exit the simulator for the first time:
- - RiftEnabled=1 ; Enable Oculus Rift Detection/Support
- - PixelsPerDisplayPixel=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
- - AutoSelect=0 ; Use Rift, if detected, without prompting
- - AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
- - UIScreenSize=130 ; 3D UI screen width (cm)
- - UIScreenDistance=70 ; 3D UI screen distance (cm)
- - MirrorEnabled=1 ; Create mirror texture and render copies on screen.

- The “RiftEnabled” option allows you to disable the auto-detection of the Rift if necessary, and simply disables it completely. For instance if you do not want to be prompted to use the Rift every session, you can disable that here.

- The “PixelsPerDisplayPixel” option adjusts the rendering resolution for the scene before it is warped into the Rift’s display. It defaults to 1.5 which improves quality but may hurt performance on some systems. If you are having performance problems with the Rift, try lowering this to 1.0 (100%). If you are still having issues, try lowering your graphics settings. It is important to have a good frame rate when using the Rift.

- The “AutoSelect” option is useful if you always want to use the Rift, and want to automatically skip the prompt.

- The “AutoCenter” option will automatically re-center the head tracking when you acknowledge the health and safety warning, or when loading completes, whichever comes first. Otherwise, to re-center tracking during loading, hit the space bar. Or to re-center tracking after loading use the assigned control (see the options screens for the “HMD re-center” command). You may reassign this command to a keyboard key combo or to a controller input.

- The “UIScreenSize” and “UIScreenDistance” options control how far away and how large the user interface screens appear inside of the virtual world.

- The “MirrorEnabled” option allows you to disable the mirror output rendering to the desktop window. This will save some video memory and, in some cases, slightly improve frame rate.


Peripherals

- A new feature, called "forceMap," has been added. By adding a file named, "forceMap.csv" to your [documents]/iRacing/ folder you can remap your racing wheel's force output to make it more linear. See the thread http://members.iracing.com/jforum/posts/list/3482238.page for more details.

- Windows 10 support for Xbox One controllers is now enabled by default.



CARS


Aston Martin DBR9 GT1

- The baseline setup for this vehicle has been updated.

- The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle, so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bars to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks.

- Minimum vehicle weight has been increased to 7.1 kg for GT1 BOP.

- The tire compound has been adjusted to better handle high operating temperatures; it now is matched to the Chevrolet Corvette C6.R GT1.

- Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

- Mirrors have been adjusted.


Audi R8 LMS GT3

- Deactivated the fuel mixture increment, decrement, and level controls for this vehicle.

- Throttle Shaping tooltip text has been updated to no longer overrun the available space.

- Mirrors have been adjusted.


BMW Z4 GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle).

- Mirrors have been adjusted.


Cadillac CTS-V Racecar

- Aerodynamics have been modified to make them more benign; very similar in character to the GT1 cars.

- Tire construction has been changed to be more forgiving at and over the limit.

- Front bump rubbers have been re-introduced to better reflect real-life setups.

- Mirrors have been adjusted.


Chevrolet Corvette C6.R GT1

- The baseline setup for this vehicle has been updated.

- The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bar to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks.

- A more temperature resistant tire compound has been added, so that the Chevrolet Corvette C6.R GT1 is more competitive with the Aston Martin DBR9 GT1, particularly in hot ambient conditions.

- Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.


Chevrolet Corvette C7 Daytona Prototype

- Fender bounding boxes have been added to the vehicle model, so that all parts of the vehicle nose will morph when damaged.

- The vehicle nose is no longer processed by Softshadow, so that if the vehicle nose is removed, it will no longer cast a shadow.


Chevrolet Monte Carlo SS

- The baseline setup for this vehicle has been updated.

Dallara DW12

- The baseline setup for this vehicle has been updated.

- Indiana Donor Network sponsored KV Racing Technology Dallara DW12 Indycar scheme has been added to the Paint Kit. This is a non-color changeable scheme.

- Several new Levels of Detail (LODs) have been added to the car model to aid performance, especially during night racing.


Ford Falcon FG V8

- The baseline setup for this vehicle has been updated.

- Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include:
- - Chassis torsional stiffness has been enabled.
- - Available rear damping forces have been increased.
- - Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended.

- This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold.

- Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively.

- Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity.

- Fixed a display issue with the digits on the steering wheel display.

- This vehicle has been converted to use PBR shaders.

- Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added.


Ford GT

- The baseline setup for this vehicle has been updated.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.


Ford GT GT3

- The baseline setup for this vehicle has been updated.

- Slight reduction in aero drag for GT3 BOP.

- Changed differential build for less overall locking and less locking on throttle to address feedback that the car snaps to oversteer when putting power down.

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle).


Ford Mustang FR500S

- Updated engine, gear shift, transmission, and brake sounds.


Formula Renault 2.0

- A taller final drive has been added so now this vehicle can be used in a draft on high speed ovals.

- Fixed an issue that caused the aero center of pressure to intermittently migrate forward after the front end was damaged.

- Handling by Opponent vehicles has been improved.

- Mirrors have been adjusted.


Holden Commodore VF V8

- The baseline setup for this vehicle has been updated.

- Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include:
- - Chassis torsional stiffness has been added.
- - Available rear damping forces have been increased.
- - Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended.

- This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold.

- Chassis torsional stiffness has been enabled (iRacing removed this note: reduced to help the rear lose lateral grip more progressively).

- Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity.

- Fixed a display issue with the digits on the steering wheel display.

- This vehicle has been converted to use PBR shaders.

- Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added.


HPD ARX-01c

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

- Particle collision bodies, that were previously missing, have been added to this vehicle.


Kia Optima

- Various new sounds have been implemented for this vehicle, including: engine, gear shift, transmission, brakes, backfires, and limiters.


Global Mazda MX-5 Cup

- The baseline setup for this vehicle has been updated.

- The extended length of the rear dampers has been reduced in order to prevent heavy engagement of the rear bump rubbers, which had resulted in rear instability, especially at curb strikes.

- The operating temperatures of the tires have been reduced to help maintain more consistent grip throughout longer runs.

- Mirrors have been adjusted.

- brake light glow has been reduced.

- Fixed an issue with an incorrect normals texture reference with the vehicle tires.


McLaren MP4-12C GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle).


McLaren MP4-30

- Fixed an issue with the deployment of the Energy Recovery System (ERS). If the driver crashed repeatedly on out laps, the counter that determines the amount of energy to transfer from the ERS battery for deployment to the MGU-K did not reset. Once this counter reached a rules-specified maximum, no more energy could be transferred from the ERS battery to the MGU-K until the driver reached the next valid lap crossing. The result was that the driver may have experienced low deployment on out lap(s) until they managed to successfully complete an out lap without crashing.

- Mirrors have been adjusted.


Mercedes-AMG GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle).

- The Low Fuel warning has been updated to trigger off of fuel level instead of fuel pressure. The warning now activates when the fuel level drops below 10 liters.

- Mirrors have been adjusted.


NASCAR Camping World Chevrolet Silverado

- This vehicle has been converted to use GGX Shaders.

- Vehicle appearance has been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- Fixed the gearbox camera so that it is no longer under the rear bumper.

- Mirrors have been adjusted.


NASCAR Camping World Toyota Tundra

- This vehicle has been converted to use GGX Shaders.

- Vehicle appearance has been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- Fixed the gearbox camera so that it is no longer under the rear bumper.

- Mirrors have been adjusted.


NASCAR K&N Pro Chevrolet Impala

- The baseline setup for this vehicle has been updated.

- New engine sounds have been added for this vehicle.


NASCAR Nationwide Chevrolet Impala circa 2011

- New engine sounds have been added for this vehicle.


NASCAR Sprint Cup Chevrolet SS

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen.

- The fog light and upper grill decals have been updated to match the 2016 NASCAR Season.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.


NASCAR Sprint Cup Ford Fusion

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen.

- The appearance of the vehicle has been updated to match the 2016 NASCAR Season.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.


NASCAR Sprint Cup Toyota Camry

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added to this vehicle.



NASCAR Whelen Tour Modified

- The baseline setup for this vehicle has been updated.


NASCAR XFINITY Chevrolet Camaro

- The appearance of the vehicle has been updated to match the 2016 NASCAR Season.

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.


NASCAR XFINITY Ford Mustang

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.


NASCAR XFINITY Toyota Camry

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.


Radical SR8

- The baseline setup for this vehicle has been updated.
- Unfortunately, the developments for Season 2 did not have the desired effects on car performance, drive-ability, and real-world correlation. As a result, this vehicle has been restored to the 2016 Season 1 specifications.


Riley MkXX Daytona Prototype

- Fixed an issue where the right rear tire texture was not being updated correctly with Dynamic Tire Debris.




Ruf RT 12R Track

- The baseline setup for this vehicle has been updated.

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle).


Silver Crown

- The baseline setup for this vehicle has been updated.


Sprint Car

- The baseline setup for this vehicle has been updated.


Star Mazda

- Small shift rearward in aerodynamic center of pressure (10 mm) to reflect feedback from real-world drivers, resulting in more aero understeer.

- The vehicle nose is no longer processed by Softshadow, so that if the vehicle nose is removed, it will no longer cast a shadow.


Super Late Model

- This vehicle has been converted to use PBR shaders.

- Mirrors have been adjusted.


V8 Supercar Ford Falcon circa 2012

- The baseline setup for this vehicle has been updated.

- This vehicle now has V6 tires that match the 2014 V8 Supercars.


VW Jetta TDI Cup

- Fixed the rollbar camera so that it no longer clips the rollbar


TRACKS


Atlanta Motor Speedway

- Fixed an issue with cars appearing off the ground near the entrance to pit road.


Autodromo Enzo e Dino Ferrari

- NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack steeped in history.


Autodromo Nazionale Monza

- The Time Gain Checkpoint at Turn 1 has been updated.

- Barriers have been added to the Grand Prix Circuit config to prevent use of the oval as a shortcut.

- A bump has been removed from the entrance of Turn 1 on the Junior config.

- A missing wall cap has been added to the pit out.


Iowa Speedway

- Fixed a few seams near the entrance to pit road.


Irwindale Speedway

- The Pace Car now completely exits the race groove before the Green Flag is given.


Long Beach Street Circuit

- Fixed the brake markers so they no longer disappear in "Low" Detail mode.


Martinsville Speedway

- Fixed a pit road cheat by placing some collision volumes.


New Hampshire Motor Speedway

- Fixed several seams that were visible in the grass area of Turn 1.


Nürburgring

- A Time Gain Checkpoint has been added on the right side of Turn 14.

- Fixed an issue with white splotches and inconsistent white/red corner curb lengths in several places.

- Fixed several track geometry issues including:
- - Fixed a bump on the outside of the T1 asphalt runoff.
- - Fixed a "curbed" white line at Döttinger Höhe, near the Gantry.
- - A seam on the right side towards Hohenrain chicane.
- - A seam on the Nordschleife at the T13 pit exit.
- - A seam on the left side at Fuchsröhre.


Phoenix International Raceway

- Fixed a surface-type issue with a portion of the wall along the front stretch.


Road America

- Fixed some missing textures on some terrain areas.


South Boston Speedway

- South Boston Speedway has received an extensive art upgrade for all track configs, including the track surface, environment objects, and structures to help it shine like new!


Talladega Superspeedway

- Fixed an issue where a scenic camera was drawing through the ground.


Thompson Speedway Motorsports Park

- Fixed a bump in the track at the entrance to Turn 3.


*These Release Notes were last updated on 06/06/16 at 15:02pm EDT.
This message was edited 1 time(s). Last update was at 6/7/2016 5:02 a.m.
 
 
• 2016s2 release notes - patch 2.2 (28 April 2016)
 
Release Notes - 2016 - S2 - Patch 2.2 [2016.04.28.01]

This patch aims to fix several remaining issues after our last patch.



CHANGE LOG:

Website

- Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context menu for moving drivers.


Race Servers

- The iRacing infrastructure will now alert the developers if any race servers are running with any type of out-of-date content, to help avoid a repeat of the recent "Package Error 22" issue.


Netcode

- Fixed a couple of issues that could cause small amounts of packet loss to briefly generate higher apparent latency and lower quality.

- Our US ISP has resolved the issue that was preventing proper IPv6 routing switch-over to redundant equipment in the event of an equipment failure. We have re-enabled IPv6 for Simulation to Race Server connections on the US server farm.


DirectX 11

- Added support for "centered" (letterboxed) and "stretched" graphics modes. When these are available, the options screen and the graphical auto-configuration screen will indicate these special scaling attributes along with each mode’s refresh rate. We also removed a previous attempt to collapse multiple graphics modes with very similar refresh rates into a single mode, and now simply expose all of the unique modes, as they can behave subtly different, and the differences can be important. If you are using DX11 in full screen, we recommend running the graphics auto-configuration after installing this patch to select a full screen mode again from the enhanced choices.
- - KNOWN ISSUE: Currently when using Alt+Enter to return to full-screen mode from windowed-mode, DXGI may not return the Simulator to the originally selected full-screen mode.


Black Boxes

- Fixed an issue where teammates' black boxes could sometimes display the incorrect tire data after a driver swap.


NASCAR Sprint Cup Chevrolet SS

- Updated Hall of Fame and Richmond International Raceway vehicle setups.


NASCAR Sprint Cup Ford Fusion

- Updated Hall of Fame and Richmond International Raceway vehicle setups.


NASCAR Sprint Cup Toyota Camry

- Updated Hall of Fame and Richmond International Raceway vehicle setups.

 
 
• 2016s2 release notes - patch 2.1 (21 April 2016)
 
Release Notes - 2016 - S2 - Patch 2.1 [2016.04.20.01]


This patch aims to fix several remaining issues after our last patch.



CHANGE LOG:


Web

- Functionality of the Race Panel has been restored when the user is on the Series Stats page.

- An issue preventing racer counts from populating correctly, as well as race position selection from displaying, has been fixed.

- Fixed an issue with Heat Builder that was causing Position Builder and Racer Count to throw an error.

- Added functionality for scrolling while dragging racers around the Race Setup Grid.

- The issue preventing racer counts from populating correctly, as well as race position selection from displaying, has been fixed. (This required more than one line of code to fix.)

- The "Past Seasons" page has been removed from the "Results & Stats" section of the website.


Netcode

- Fixed an issue where sometimes the server would not use the space available to transmit opponent cars to you, leading to cars disappearing, especially when you were on or near pit road.

- Fixed an issue that was incorrectly interpreting the values implied by your "My Account/Preferences/Connection Type" selection. This incorrect interpretation made the system think you had less available bandwidth than your selection. This could have led to less data being sent to you, resulting in the display of a fewer number of cars and possibly bad or missing voice chat.


DirectX 11

- Fixed an issue where shadow volume geometry was being created at load time even when the "ShaderQuality" option in the "DX11.ini" file was set to 0.


Tires

- Fixed a bug where performing a driver swap would not transfer how cured the tire's rubber was to the next driver, so the next driver would be able to continue on much faster rubber without having taken the time to swap a tire.
-- Please note that a separate existing bug, where the reported values in the Tire Info's Black Box may not show the correct values during a driver swap, has not been fixed at this time, but you may be assured that the physics and racing behavior are working correctly.


Voice Chat

- Fixed an issue that could have caused your own voice chat to be discarded instead of being sent to the server, especially if your bandwidth selection, in the "My Account/Preferences/Connection Type" dropdown on the website, was at the default "128K or faster" selection (which is the minimum value).


Indycar Dallara circa 2011

- The black backing of the IZOD logo on the nose of the vehicle has been removed.


Kia Optima

- The time variance for re-fueling during endurance races has been reduced significantly, making total pit stop time more consistent.


McLaren MP4-30

- Adjusted the Energy Recovery System (ERS) so that it is now able to handle throttle pedal calibrations in which the sensor reading is greater than zero when the pedal is released. Any reading less than 5% is now considered to be a zero reading for throttle.


NASCAR Sprint Cup Chevrolet SS

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it does when a race session begins. This fixes various issues that arose from allowing sessions prior to the race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle setup for Richmond International Raceway (Night).


NASCAR Sprint Cup Ford Fusion

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it does when a race session begins. This fixes various issues that arose from allowing sessions prior to the race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle setup for Richmond International Raceway (Night).


NASCAR Sprint Cup Toyota Camry

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it does when a race session begins. This fixes various issues that arose from allowing sessions prior to the race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle setup for Richmond International Raceway (Night).


This message was edited 1 time(s). Last update was at 4/22/2016 1:42 a.m.

 
 
• 2016s2 release notes - patch 2 (14 April 2016)
 
Release Notes - 2016 Season 2 - Patch 2 [2016.04.12.01]


This patch aims to fix several remaining performance and functionality issues after our last patch. We've also included a few more vehicle balance tweaks to help make the remainder of this racing season more competitive and exciting.

Have fun 'round the circuits and ovals!



CHANGE LOG:


Netcode

- Fixed an issue that might have caused the loss of voice chat and/or dynamic track updates from the server when using the “1Mbit/sec or higher” bandwidth selection in sessions with 58 or more cars.


Simulator

- Enhanced the Crash Dumper to log additional info when a freeze is detected.

- Fixed an issue with altered thread priorities on Windows 10 systems.


DirectX 11

– Fixed an issue where the drop shadow of a car was sometimes rendered using the texture of a different car.

– Fixed an issue where random flickers of geometry could be rendered with some particles.

- Fixed some large pauses that would occur while loading due to shadow volumes.

– The Alt+Tab functionality of the Sim has been adjusted due to several issues that could occur, such as crashing during exiting or notifications causing the screen to go completely black. The new changes work as follows:
- - The Sim may be toggled between Full-Screen Mode and Windowed Mode by pressing Alt+Enter.
- - When running in Full-Screen Mode, Alt+Tab toggles the Sim into Windowed Mode.
- - When running in Windowed Mode, Alt+Tab switches the active app focus as normal.
- - The Sim will not automatically toggle back into Full-Screen Mode when regaining active app focus. Be sure to use Alt+Enter to toggle back into Full-Screen Mode from Windowed Mode.
- - The Sim may automatically switch from Full-Screen Mode to Windowed Mode for several reasons including certain program notifications, or DXGI detecting another window suddenly overlapping the Sim window. A registry setting, "HKCU/Software/Microsoft/DXGI/DisableFullscreenWatchdog", may modify some of this DXGI behavior. Experiment at your own risk!
- - If you experience problems with Full-Screen Mode, a highly recommended alternative is to use Windowed Mode with a full-screen sized borderless window. This may be configured during the auto-configuration or using the Graphics Options screen inside the Sim.


PopcornFX

- We have worked with the folks at PopcornFX and fixed an issue where the Sim could freeze when the Particle Detail setting is at the "Medium" or "High" value. With this fix, please feel free to adjust the Particle Detail setting as you wish. If you increase the Particle Detail setting and start to experience application freezes, please try reducing it back to the "Low" value and contact Customer Support for advice.


Controls

- Fixed a pedal calibration bug with certain custom pedal boards.

- Fixed a bug that prevented users from using the S, V, and ; keys when naming a new radio channel.


Audi R8 LMS GT3

- Ride height sensitivity of aerodynamics has been reduced to increase stability when sudden changes in track elevation and track camber occur.


Dallara DW12

- Fixed a bug so that brake pressure bias value is now displayed in the Garage and F8 Black Box instead of the brake bar bias value. This fix has no effect on existing car setups, it only corrects the displayed value for brake bias.


Formula Renault 2.0

- Fixed a bug so that brake pressure bias value is now displayed in the Garage and F8 Black Box instead of the brake bar bias value. This fix has no effect on existing car setups, it only corrects the displayed value for brake bias.


Mazda MX-5 Cup

- The maximum allowable suspension damping has been reduced to ensure the dampers are numerically stable while driving.


McLaren MP4-30

- Fixed an issue where the Energy Recovery System (ERS) was unable to toggle from Adaptive Deployment Mode back to Fixed Deployment Mode.


Mercedes-AMG GT3

- Slightly improved fuel economy to equalize stint lengths against other GT3 cars.

- Very slightly reduced downforce to enhance balance between GT3 cars.


Super Late Model

- Vehicle setups have been updated.


This message was edited 1 time(s). Last update was at 4/14/2016 10:40 p.m.

 
 
• 2016s2 release notes - patch 1 (31 March 2016)
 
Release Notes for 2016 S2 Patch 1 [2016.03.30.01]
Release Notes - 2016 Season 2 - Patch 1 [2016.03.30.01]


Several quality improvements have been made with this patch to enhance your experience on iRacing, including frame rate improvements and various bug fixes. We hope this build addresses many of the issues that you have helped us find.

That said, there is still a known issue that a small number of our testers have with this patch. The iRacing application can freeze when the Particle Detail setting is at the "Medium" or "High" value. Therefore, the Sim will automatically set your Particle Detail setting to the "Low" value when it first launches. Feel free to adjust this if you wish, as these freezes are fairly rare and seem to affect only a small percentage of systems. If you do increase the Particle Detail setting and then experience application freezes, it may be due to this setting. Please adjust your Particle Detail setting back to the "Low" value and contact Customer Support for advice. Also, there appears to be some correlation between these freezes and several older versions of NVIDIA graphics card device drivers. We are actively investigating this issue and hope to resolve it shortly.

Thank you for your patience with this 2016 Season 2 Patch 1 build deployment. We hope you notice some improvements and have fun out on the track!


CHANGE LOG:


Web

- Fixed an issue that was causing the "Popular Races & Practices" page to fail to load correctly for some users.


Paint Kit

- Inside Sim Racing sponsor images have been updated.


Simulation

- Fixed several issues with thread affinity and thread priorities that could cause performance problems and stuttering.

- Removed the setting "[Task] num_processors_to_use" parameter from the "core.ini" file, since altering this could adversely affect the Simulation's performance.


Netcode

- Prevent the Sim from dynamically probing your network connection to see how large a packet it can send.

- Changed the default maximum network packet size to ensure that Connection Type selections on the Account->My Account->Preferences page on the web site up to “512K or faster” require only one packet. The two higher selections (768K and 1Mbit) will require more than one packet.


Sessions

- Fixed an issue that was causing incident points during a Qualifying session embedded within a Race event from counting towards your SR.


Tires

- Fixed a bug where a tire could stop interacting with the ground after being in the air during a pit stop.


Rendering

- Fixed a bug where the Sim could crash transitioning from a practice server to a race server.

- Added the ability for the Sim to detect certain application freezes and generate a crash log file. These files can help our developers track down the causes for such behaviors and try to get them fixed. This logging ability is optional, and is disabled by default, however you can enable it if you are experiencing application freezes by adjusting the "maxAllowedHangTimeSecondsBG" and "maxAllowedHangTimeSecondsFG" options in your "app.ini" file to a value of "=50". This means that if your Sim freezes, a snapshot of your program will be generated after about 1 minute, and output into a .log file which you can then send to Customer Service and our developers for review. However, please note that we do not advise enabling this detection system unless necessary to help debug an issue.


DirectX 9

- Fixed an issue where windshield reflections appeared dimmer than in DirectX 11.


DirectX 11

– Fixed a crash bug that happened when exiting the simulator with certain graphics settings, such as class 1 settings with Render Dynamic Tires disabled.

– Fixed a crash bug that happened when exiting race sessions launched from pre-race practice sessions.

- Fixed an issue where track temperatures in DX11 were reported to be warmer than track temperatures in DX9.

- Fixed an issue where skies were often not oriented correctly. For instance, the sun was often located at some random and incorrect position.

- Fixed the odd bluish shadow patches that could appear on road surfaces and curbs with low sun angles such as occur during the morning and afternoon. The issue was noticed at Lime Rock Park and Virginia International Raceway.

– Fixed an issue where shadow volumes were not utilizing the optimized “shadow models” when available. Lit dashboard displays no longer cast unnecessary shadow volumes.

- Fixed an issue where black lines would sometimes appear when using "High" Shader Quality.

- Fixed an issue where Track Surface Decals could tile incorrectly, resulting in odd patterns of lines seen on the track at Southern National Motorsports Park, and some other areas.

- Fixed an issue where some tire rims were rendering white. Generally, these vehicles were not yet updated to be using the PBR Shader.

- Fixed an issue where chrome could render too bright on some of the older car models.

- Fixed a framerate issue with low res particles.

- Fixed lighted dash displays clipping with the wheel.

- Mirrors now support low detail mode; previously they always rendered in high detail mode.

- The filter that removes resolutions smaller than the desktop dimensions in the Autoconfig application has been removed.

- The simulator now attempts to keep activation, and not minimize, when losing window activation, unless an Alt+Tab function was recently processed. This may help prevent "pop-up windows" and notifications from minimizing the simulator.


PopcornFX

- As a precaution against a known issue with application freezes that may occur when Particle Detail is set to the "Medium" or "High" value, the Sim will reset your Particle Detail setting to the "Low" value the first time it launches.

- Opponent vehicles will now emit dust particles correctly.

- An issue with black particle debris effects on tires has been fixed.


Dynamic Tire Debris Accumulation

- Fixed an issue where tires would appear black when the Particle Detail option was set to the "Low" setting.

- This system will be disabled when the "Shader Quality" is set to "Medium" or lower.


Pit

- A new setting, "[Pit Service] autoResetFastRepair=1" has been added to the "app.ini" file. This setting separates resetting the fast repair Black Box checkbox from the existing setting "[Pit Service] autoResetPitBox=1" in the "app.ini" file.


Black Boxes

- Setup changes that are applied during a pit stop (like tire pressures) are no longer kept when the Sim advances from one session to another. Immediate in-cockpit adjustments (like brake bias or traction control setting) are still kept across a session transition.


Weather

- Fixed an issue where one of the partly cloudy sky lighting files was configured with the incorrect cubemap.

- Temperatures in sessions using Dynamic Weather will now remain within the same limits that can be selected in offline Testing and Hosted sessions.


EasyAntiCheat

- Should a Package Error 73 occur, the specific EasyAntiCheat message that caused the error will be appended to the sim_launch.txt log file in your My DocumentsiRacinglogs directory, for future reference.


Video Capture

- Video Capture will now disabled by default.

- Video Capture can now be enabled and disabled via a Settings option.

- Users are now able to select "Fullscreen" when capturing video.

- A new video capture library has been added to fix an issue with DX11 and XSplit.


Peripherals

- Logitech G27 Racing Wheel shift indicators now function correctly when racing with the Aston Martin DBR9 GT1, Formula Renault 2.0, and Mercedes-AMG GT3.

- Xbox One controllers will not be initialized by iRacing on Windows 10 machines. Windows 10 has buggy drivers for Xbox One controllers that cause direct input to lock up or run very slowly. This default can be changed by setting the "[Force Feedback] allowXBoxOneOnWin10=1" in the "app.ini" file.


Vehicles

Audi R8 LMS GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.

- Rear damping has been added to improve performance over curbs and with sudden changes in track camber or elevation.


BMW Z4 GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 5kg.

- The current baseline setup will no longer fail Tech.


Dallara DW12

- Illuminated Lumirank digits will now turn green when entering pit road.


Ford GT

- Fixed an issue with the brake lights in DirectX 11.

- This vehicle is now capable of flashing its headlights.


Ford GT GT3

- Fixed a bug where the traction control switch was unable to turn off and the slip limits were incorrectly defined, compromising system function.


Formula Renault 2.0

- Setups have been updated.

- Fixed an issue with the animation of the suspension.

- Dampers have been adjusted; dampers for all setups prior to this build will be set to 0. Members who already own the car should either adjust their damper settings to feel/speed or restart setups based on these new iRacing baselines included in this build.

- Brake Balance can now be adjusted using the in-car Black Box.

- F8 now controls in-car adjustments instead of F7.

- The level-of-detail distance for the suspension system has been adjusted.

- Opponent cars should no longer bounce when they enter the world.

- Controls option for fuel mixture settings has been removed.


Legends Ford '34 Coupe

- Season setups have been added for Five Flags Speedway, South Boston Speedway, and Stafford Motor Speedway.


Mazda MX-5 Cup

- Setups have been updated.


McLaren MP4-12C GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 10kg.


McLaren MP4-30

- Efficiency of P2P/OT of the Energy Recovery System (ERS) has been reduced significantly.

- Aero drag has been reduced when the Drag Reduction System (DRS) is engaged to improve the ability to overtake.


Mercedes-AMG GT3

- 2016 S2 GT3 BOP Change: The straight-line performance between 45 and 150 MPH has been improved via adjustments to engine performance and aerodynamic drag.

- Internal windshield of the external model will no longer appear green.

- Fixed a bug where the traction control switch was unable to turn off.

- Fixed some level-of-detail textures.


NASCAR Camping World Chevrolet Silverado

- Season setups have been updated for Richmond International Raceway.


NASCAR Camping World Toyota Tundra

- Season setups have been updated for Richmond International Raceway.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- The restrictor plate engine package has been removed.

- A 2.90 rear gear is now allowed at superspeedway tracks.

- Tire grip has been increased at superspeedway tracks.

- Tires now absorb heat slightly slower at superspeedway tracks.

- Shock and spring limits have been removed at superspeedway tracks.

- Season setups have been updated for Daytona International Speedway and Talladega Superspeedway.


Ruf RT 12R AWD

- Gear shift sounds have been updated.


Ruf RT 12R C-Spec

- Illuminated Lumirank digits have been removed while in cockpit mode.

- Season setups have been updated for Circuit de Spa-Francorchamps, Donington Park Racing Circuit, and Silverstone Circuit.

- Gear shift, transmission, and engine sounds have been updated for cockpit and onboard/chase views.


Ruf RT 12R RWD

- Gear shift sounds have been updated.


Ruf RT 12R Track

- Illuminated Lumirank digits have been removed while in cockpit mode.

- Gear shift, transmission, and engine sounds have been updated for cockpit and onboard/chase views.


SCCA Spec Racer Ford

- Setups have been updated.


Tracks

Autodromo Jose Carlos Pace

- Terrain art updates.


Autodromo Nazionale Monza

- Terrain art updates.


Barber Motorsports Park

- Terrain art updates.


Brands Hatch Circuit

- Terrain art updates.


Canadian Tire Motorsports Park

- Terrain art update.


Circuit of the Americas

- Terrain art updates.


Circuit Gilles Villeneuve

- Terrain art updates.


Donington Park Racing Circuit

- Terrain art updates.


Lime Rock Park

- Terrain art updates.


Mazda Raceway Laguna Seca

- Terrain art updates.


Mid-Ohio Sports Car Course

- Terrain art updates.


Mount Panorama Circuit

- Terrain art updates.


Nürburgring

- Terrain art updates.


Okayama International Circuit

- Terrain art updates.


Oran Park Raceway

- Fixed a pitstalls and starting grid placement issue in the North B config.

- Terrain art updates.


Oulton Park Circuit

- Terrain art updates.


Phillip Island Circuit

- Terrain art updates.


Phoenix International Raceway

- Tweaked the shape of a backstretch wall where a Turn 2 safer barrier ends.


Road Atlanta

- Terrain art updates.


Sebring International Raceway

- Pesky cones have been removed.


South Boston Speedway

- Terrain art updates.


Southern National Motorsports Park

- Fixed a bug where jersey barriers were disappearing when using Medium or Low object detail settings.

 
 
• 2016s2 release notes - patch 1 (17 March 2016 - not deployed - new notes above)
 
Release Notes - 2016 Season 2 - Patch 1 [2016.03.16.01]

This release is a small patch designed to fix some of the issues with the current build, and improve the simulation overall.


Paint Kit

- Inside Sim Racing sponsor images have been updated.


Netcode

- The default initial maximum size of a network datagram the Sim generates has been adjusted. At this new default size, maximal packets using the "512k or faster" bandwidth selection will require only one datagram to be sent in full. In the "core.ini" file, the "[Communications] default_datagram_max_size" setting has been renamed "default_dgram_max_size" to ensure this new default is used.

- Dynamic probing of the maximum size datagram your connection will support has been disabled. With this probing disabled, the number of datagrams needed to send a maximal "1Mbit/sec or faster" packet increases from 2 to 3. In the "core.ini" file, the "[Communications] enable_path_mtu_discovery" setting has been renamed to "enable_pmtu_discovery" to ensure this new default is used.


DirectX 9

- Fixed an issue where windshield reflections appeared dimmer than in DirectX 11.


DirectX 11

– Fixed a crash bug that happened when exiting the simulator with certain graphics settings, such as class 1 settings with Render Dynamic Tires disabled.

- Fixed an issue where skies were often not oriented correctly. For instance, the sun was often located at some random and incorrect position.

- Fixed the odd bluish shadow patches that could appear on road surfaces and curbs with low sun angles such as occur during the morning and afternoon. The issue was noticed at Lime Rock Park and Virginia International Raceway.

- Fixed an issue where black lines would sometimes appear when using "High" shader level.

- The filter that removes resolutions smaller than the desktop dimensions in the Autoconfig application has been removed.

- The simulator now attempts to keep activation, and not minimize, when losing window activation, unless an Alt+Tab function was recently processed. This may help prevent "pop-up windows" and notifications from minimizing the simulator.


PopcornFX

- Opponent vehicles will now emit dust particles correctly.


Dynamic Tire Debris Accumulation

- Fixed an issue where tires would appear black when the Particle Detail option was set to the "Low" setting.

- This system will be disabled when the shader level is set to Medium or lower.


EasyAntiCheat

- Should a Package Error 73 occur, the specific EasyAntiCheat message that caused the error will be appended to the sim_launch.txt log file in your My Documents/iRacing/logs directory, for future reference.


Video Capture

- Video Capture will now be defaulted to disabled.

- Video Capture can now be enabled and disabled via a Settings option.

- Users are now able to select "Fullscreen" when capturing video.

- A new video capture library has been added to fix an issue with DX11 and XSplit.


Audi R8 LMS GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.


BMW Z4 GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 5kg.

- The current baseline setup will no longer fail Tech.


Dallara DW12

- Illuminated Lumirank digits will now turn green when entering pit road.


Ford GT

- This vehicle is now capable of flashing its headlights.


Ford GT GT3

- Fixed a bug where the traction control switch was unable to turn off and the slip limits were incorrectly defined, compromising system function.


Formula Renault 2.0

- Setups have been updated.

- Fixed an issue with the animation of the suspension.

- Dampers have been adjusted; dampers for all setups prior to this build will be set to 0. Members who already own the car should either adjust their damper settings to feel/speed or restart setups based on these new iRacing baselines included in this build.

- Brake Balance can now be adjusted using the in-car Black Box.

- The level-of-detail distance for the suspension system has been adjusted.

- Opponent cars should now bounce less when they enter the world.

- Controls option for fuel mixture settings has been removed.


Legends Ford '34 Coupe

- Season setups have been added for Five Flags Speedway, South Boston Speedway, and Stafford Motor Speedway.


Mazda MX-5 Cup

- Setups have been updated.


McLaren MP4-12C GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 10kg.


McLaren MP4-30

- Efficiency of P2P/OT of the Energy Recovery System (ERS) has been reduced significantly.

- Aero drag has been reduced when the Drag Reduction System (DRS) is engaged to improve the ability to overtake.


Mercedes-AMG GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.

- Internal windshield of the external model will no longer appear green.

- Fixed a bug where the traction control switch was unable to turn off.

- Fixed some level-of-detail textures.


NASCAR Camping World Chevrolet Silverado

- Season setups have been updated for Richmond International Raceway.


NASCAR Camping World Toyota Tundra

- Season setups have been updated for Richmond International Raceway.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- The restrictor plate engine package has been removed.

- A 2.90 rear gear is now allowed at superspeedway tracks. .

- Tire grip has been increased at superspeedway tracks.

- Tires now absorb heat slightly slower at superspeedway tracks.

- Shock and spring limits have been removed at superspeedway tracks.


Ruf RT 12R C-Spec

- Illuminated Lumirank digits have been removed while in cockpit mode.


Ruf RT 12R Track

- Illuminated Lumirank digits have been removed while in cockpit mode.


SCCA Spec Racer Ford

- Setups have been updated.


Autodromo Jose Carlos Pace

- Terrain art updates.


Autodromo Nazionale Monza

- Terrain art updates.


Barber Motorsports Park

- Terrain art updates.


Brands Hatch Circuit

- Terrain art updates.


Canadian Tire Motorsports Park

- Terrain art update.


Circuit of the Americas

- Terrain art updates.


Circuit Gilles Villeneuve

- Terrain art updates.


Donington Park Racing Circuit

- Terrain art updates.


Lime Rock Park

- Terrain art updates.


Mazda Raceway Laguna Seca

- Terrain art updates.


Mid-Ohio Sports Car Course

- Terrain art updates.


Mount Panorama Circuit

- Terrain art updates.


Nürburgring

- Terrain art updates.


Okayama International Circuit

- Terrain art updates.


Oran Park Raceway

- Fixed a pitstalls and starting grid placement issue in the North B config.

- Terrain art updates.


Oulton Park Circuit

- Terrain art updates.


Phillip Island Circuit

- Terrain art updates.


Road Atlanta

- Terrain art updates.


Sebring International Raceway

- Pesky cones have been removed.


South Boston Speedway

- Terrain art updates.


Southern National Motorsports Park

- Jersey barriers have been updated.

 
 
• 2016s2 release notes - update in thread (8 March 2016)
 
Late addition by David Tucker to release notes for 2016 Season 2

I missed out on a small but important release note.
Your current car setup is now being logged to telemetry, both to the live telemetry that external tools can access and it is appended to the end of the disk based .ibt telemetry file.
For the most part this is a good thing, but if some reason you are worried that someone will use this to gain access to your setup you can turn off this behavior by setting app.ini [Misc] irsdkLogSetup=0.
So in summary, your car setup is now buried in every telemetry file you capture, so when you share a telemetry file you are potentially sharing your setup as well.
 
 
• 2016s2 release notes (8 March 2016)
 
Release Notes for 2016 Season 2 [2016.03.07.02]
Welcome to 2016 Season 2!

This release features a whopping FOUR new vehicles: Audi R8 LMS GT3, Formula Renault 2.0, Mercedes-AMG GT3, and Mazda MX-5 Cup. Try them all and find out which one is going to be your favorite!

With this release we are also launching a few brand new systems to further enhance your sim racing experience. We have added a DirectX 11 mode for the Sim to streamline the rendering process and reduce the CPU bottleneck inherent in our complex scenes. The Dynamic Tire Debris Accumulation system will actually show you in real-time what's sticking to your tires based on our physics calculations and the Dynamic Track. We have also expanded our horizons, literally, and are proud to introduce the Time of Day feature including both Morning and Late Afternoon as options on all tracks and race modes. We have enhanced our Netcode with an option for greater bandwidth, allowing more information to pass between you and our servers. A new easy-to-use video capture tool has also been rolled directly into the Sim with this release. Also, our vehicle audio, including engine sounds, tires, gear shifting, and much more has been made even more realistic with this release. All of these systems help to enhance our realism and raise the bar on what you can expect from the quality of your favorite racing simulator.


We hope you enjoy this release; see you out on the track!




Website

- Added the ability to select the time of day to drive in Test Mode and Hosted Mode. Results will also now show the time of day for the session.

- All pages that reach into the backend for stats are sped up significantly.

- The My Series Results page has been rewritten and optimized; it should be much more responsive now!

- Hosted Sessions should now remember the correct league selections when editing.

- The modal window that appears when you receive a gift is now sizing and building correctly.

- The Replays page now features a message explaining how it works.

- The All Teams page now requires you to search before displaying any results, which should expedite loading of the page. You must search with a minimum of 4 characters.

- The Team Series Stats page will now only display Official Series.

- Fixed places where Open Practices appear available as a joinable link, but should not be due to license restrictions.

- In the Team Registration modal window, Autofill will no longer input your email address as your team name.

- Pre-Driver Chat has been removed from Pre-Race.

- Toned down the look & feel of the “To-Do” buttons across page headers. This includes yellow, red, green, and blue.


Billing

- Earlier last month, we added Paymentwall as an additional Payment Option for all of our customers. Paymentwall is a safe and secure way to pay for purchases made within iRacing. Paymentwall allows you to pay with a wide range of local payment options and currencies, so that you may choose the most convenient method for your purchase. These payment options include Gift Cards, Mobile, Prepaid Cards, Bank Transfer, and various local options for your country. Paymentwall offers the highest level of security and is trusted by over 150 million users worldwide.


Updater

- The iRacing Updater will now ensure that it has updated itself before checking and/or installing MSVC, DirectX, EAC, and D3DGear. This could have caused the self-update process to time out and not complete the update for some people.


Paint Kit

- Virtual Racing School sponsor added.

- iRacing logos have been updated to a newer version.

- The Inside Sim Racing sponsor has been updated.


Simulation

- Substantially reduced the time required for the simulator to exit.

- If a race server rejects your attempt to connect to it, it will now provide a more helpful message explaining why, instead of a generic messages about your connection being closed.


Race Control

- Fixed a bug where racers would only be allowed up to 8 minutes to finish their lap after the leader finishes a race. This should enable racers to complete their final lap on tracks with longer configs.

- Fixed an issue where sometimes incident limits were being reported in sessions which did not actually have incident limits.


Dynamic Track

- Marble creation rate has been roughly doubled.

- Fixed an issue where marbles were getting cleared from oval tracks during cautions even when the "Automatically clean marbles" option was disabled.


Netcode

- Two new Connection Type selections are now available on the main Account->My Account page, under Preferences. These selections allow higher network bandwidth usage between the simulation and the race servers. Mostly, this allows the server to send more detailed data for each opponent car and/or more opponent cars to the simulation. If your computer, graphics card, and Internet connection are all fast enough, and you select one of these new options, you’ll likely also want to adjust the in-sim Options->Graphics “Max Cars” setting to take advantage of the extra allowed bandwidth usage.


Garage

- Initial temperatures of wheels and tires have been improved, especially for cars with tire warmers. Previously, the entire wheel and tire was heated to the tire warmer temperature; now only the tire surface is heated to the specified temperature, while the wheel is more appropriately closer to the ambient temperature. This may produce a subtle change in ride height in the garage, so cars with tire warmers may need an adjustment to pass Tech if they were close to the limit on ride height.


Rendering

- The "Two-Pass Trees" rendering option is now functional on ALL tracks.


DirectX 9

- Added a new option to the "renderer.ini" file named, “ReduceCockpitFlicker,” which is enabled by default. This option reduces the z-fighting and flickering between objects that can sometimes be seen in vehicle cockpits while racing at very large tracks.

- Fixed an issue with the rendering of fog over the Dynamic Track, which occurred when rendering the Dynamic Track as a separate pass via the setting in the “renderer.ini” file.

- The flare intensity of headlights has been reduced during the daytime.

- Fixed several issues with physically based rendering at night tracks.

- Fixed an issue with shadow maps that caused some of them to periodically render using incorrect texture sampling.


DirectX 11

- A preliminary “beta” version of a DirectX 11 based version of the Simulator is now available for testing and is provided via two additional executables, a 32-bit version named “iracingSimDX11.exe,” and a 64-bit version named “iRacingSim64DX11.exe.” You may select to use either the DirectX 9 or DirectX 11 version, as well as choose between the 32-bit or 64-bit version of the Simulator using the “Settings” page of the member site. We recommend using the 64-bit version if possible.

- The Graphics Options settings for the DirectX 11 version are stored separately from those for the DirectX 9 version; they can be found in the “rendererDX11.ini” file. This file will be created automatically after launching the DirectX 11 version of the simulator for the first time, which will also initiate the auto-configuration process.

- The configuration options for the DirectX 11 versions, including the resolution and refresh rate as selected during the auto-configuration, are stored in a new section of “app.ini” file named, “[Graphics DX11].”

- Please note that when setting up any application overrides in your GPU’s device driver’s settings to take care to set them for the correct executable name(s).


PopcornFX

- The color of debris and dust is now tinted based upon the surface from which it was gathered.

- Increased the accuracy of the tire widths for debris related positional effects.

- Enhanced the accuracy for position and velocity offsets of particles.

- Grass debris particles now have a greater size variation.

- Dust particle velocity has been improved.

- Fixed an issue with smoke being lit incorrectly at night.

- SURPRISE! You found the secret update! Fireworks have been added to all night races to celebrate the winner. Enjoy the show!


Audio

- New tire roll, scrub, and skid sounds have been added.

- Updated all vehicle shift sounds and tuned volume levels.

- Engine sounds will transition smoother between loads and throttle changes.

- All vehicles now make gear shifting sounds that are audible both inside and outside of a vehicle.

- Tires will now make sound when spinning while the car is stationary.

- Updated the audio frequency of rumble strip and curb sound effects.

- Fixed an issue where the sound buffer was not getting properly cleared while the Sim was shutting down, sometimes causing an annoying looping noise.


Opponent Cars

- Smoke and debris generated by opponent vehicles can now be seen.

- Opponent vehicles now show wheelspin and lockup, and skids and smoke from these actions are more realistic.

- Fixed a bug that was causing distant opponent cars to appear to have minor systems malfunctions; such as the DRS wing twitching, or pit limiter lights blinking.


Dynamic Tire Debris Accumulation

- Tires on all vehicles now visually show the accumulation and dispersal of debris. This includes materials such as grass, gravel, rubber marbles, dust, and sand. These materials are picked up when driven over based on the surface type, grip, and speed of the vehicle, and then they are removed over time by the same factors. The physics model for this activity has already been running since last season's update, so there is no change to driving characteristics, but now you can see the effects!


Vehicle Headlights

- We have added the ability for some of our cars to flash their headlights. Sports cars use this ability to notify a driver in front of them that they are about to attempt a pass. Mapping the function to a button will allow the headlights to flash on and off several times each key press. The cars that have been updated to utilize this new ability include:
- - Aston Martin DBR9 GT1
- - Audi R8 LMS GT3
- - BMW Z4 GT3
- - Chevrolet Corvette C6.R GT1
- - Chevrolet Corvette C7 Daytona Prototype
- - Ford GT GT3
- - HPD ARX-01c
- - McLaren MP4-12C GT3
- - Mercedes-AMG GT3
- - Riley MkXX Daytona Prototype
- - Ruf RT 12R C-Spec
- - Ruf RT 12R Track


Time of Day

- When creating a race you are now able to set a Time of Day parameter which includes two additional options beyond the traditional Afternoon and Night; Morning and Late Afternoon. Both new selections adjust the position of the sun in the sky, and affect the race just as this would in real life. This feature is available for all tracks and in all session modes.


Pit

- Lollipop Guy has received an animation overhaul, and will appear much more realistic!


Video Capture

- A new video capture system has been added to the Sim based on the D3DGear capture engine. By default, the hotkey "Ctrl-Alt-Shift-V" will toggle video capture on and off. Video is saved to the [documents]iRacingvideos folder.

- By default video is captured at 720p and 30 fps using the WMV video container. You can change the default video quality and format by editing the [Video] section of the "app.ini" file.

- Unfortunately, the Windows 8 and Windows 10 Metro Player cannot load video for Windows codecs, so the video captured by this tool will need to be played in Windows Media Player or a third party video player.

- Windows Media Player (WMP) cannot handle the AVI2 (OpenML) file format. This format allows AVI files to grow beyond the 2 GB file limit. You will need to use a third party player such as Video LAN Player (VLC) or MPC-HC.

- A new screen capture system has also been added along with the video capture feature. By default, hitting "Ctrl-Alt-Shift-S" will save a screenshot of the sim to [documents]iRacingscreenshots folder.

- Due to a limitation of our control handling code we cannot trigger a screenshot or toggle video capture when a dialog is opened. This effectively makes it impossible to take a screenshot of the garage or settings dialogs. However, you can get around this limitation by starting to capture video before you enter the Garage or other options screens and then stopping the video capture once you exit that screen. We are looking into ways to work around this limitation.

- You can disable the loading of our video capture module by setting "videoCaptureEnabled=0" under the [Video] section in the "app.ini" file.


Replay

- Fixed an issue where opponent vehicle wheels would appear to rotate incorrectly when viewing replays frame-by-frame, or rewinding.


Macros

- Text chat macro speed is no longer limited when applying a pit or admin command. Now users can use "#fuel +1g
quot; to increment fuel in their tank without waiting a second between button presses!


Telemetry

- Legacy telemetry (NR2003 Telemetry) is now disabled by default. It can be turned on again in the "app.ini" file by adjusting the "enableLegacyTelemetry=1" option. This interface is deprecated and will be removed from the sim next season.

- Session times are now reported with 4 decimals of precision.

- Your current car setup is now being logged to telemetry, both to the live telemetry that external tools can access and it is appended to the end of the disk based ".ibt" telemetry file. For the most part this is a good thing, but if for some reason you are worried that someone will use this to gain access to your setup you can turn off this behavior by setting "[Misc] irsdkLogSetup=0" in the "app.ini" file. So in summary, your car setup is now buried in every telemetry file you capture, so when you share a telemetry file you are potentially sharing your setup as well.


ARX

- Examples have been updated.

- Fixed an issue with iOS where the UI would zoom when the app was rotated to landscape.

- ARX can now handle automatic unit conversions using either a string type or an offset/scalar pair.

- ARX data transmissions are now limited to 10 times per second to prevent overload.


ATLAS

- The ATLAS Installer has been updated, and it now fully automates the process of configuring ATLAS to work with iRacing ".ibt" files.

- A new Quickstart Guide has also been added to the ATLAS Installer.


Oculus Rift

- Fixed a bug where night track shadow volumes were rendering incorrectly in one eye.


Peripherals

- Fixed a potential crashing issue while Force Feedback is enabled in a 64-bit operating system.


CARS


Aston Martin DBR9 GT1

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Audi R8 LMS GT3

- New car added!

- The Audi R8 LMS GT3 ranks among the most successful GT3 cars with more than 200 international wins in events such as the Bathurst 12 Hours and Nürburgring 24 Hours, along with back-to-back championships in the 2014 and 2015 Blancpain Endurance and Blancpain GT Series. In contrast to its all-wheel drive road going version, the R8 LMS GT3 is built by Audi Sport and quattro GmbH to comply with the rear wheel drive only GT3 regulations. However, the superb balance and impressive power to weight ratio of the R8 LMS GT3 have made it a winner in virtually every series in which it's competed.

- This vehicle is capable of flashing its headlights.


BMW Z4 GT3

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

- Two additional sets of level-of-detail artwork have been added.

- Tires have been updated to match those of the Mercedes-AMG GT3.

- Lumirank system has been added to match the Blancpain GT3 Series.

- Tires have been converted to Pirelli.

- This vehicle is now capable of flashing its headlights.

- Updated engine sounds.

- Updated tire sounds.


Cadillac CTS-V Racecar

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Chevrolet Corvette C6.R GT1

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Chevrolet Corvette C7 Daytona Prototype

- Brakes have been adjusted to reduce sensitivity to lock-up.

- Slightly increased engine inertia.

- Body panels may now be fully repaired during optional repairs.

- When the front clip is heavily damaged, the pit crew will now replace the whole nose during a pitstop. This replacement takes approximately 2.5 minutes (they also have to swap the radiator and other mechanical parts), but does not show up as a repair countdown timer in the UI, so be patient if the stop appears to be delaying and you'll get a shiny new nose soon enough. This should help with the errant black flags for damage that this car is known to generate.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Chevrolet Monte Carlo SS

- Season setups have been updated.

- Reduced tire grip.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Dallara DW12

- Season setups have been updated.

- Rear wing will now be replaced during pitstops if it has damage.

- Digital scoreboard has been added.


Ford Falcon FG V8

- Tint of cockpit windows has been reduced slightly.

- Updated tire sounds.


Ford GT

- Updated tire sounds.


Ford GT GT3

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Ford Mustang FR500S

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Formula Renault 2.0

- New car added!

- Since its debut in 2000, Formula Renault 2.0 has been a vital springboard to the upper echelons of open wheel racing for the likes of Lewis Hamilton, Kimi Räikkönen, Felipe Massa, Valtteri Bottas, Daniel Ricciardo and Romain Grosjean. Featuring a spec chassis and budget caps, Formula Renault places a premium on driver ability and proven to be a popular national series in Europe, South America and Asia over the years. Currently the three leading Formula Renault 2.0 Series are the Eurocup Formula Renault 2.0, the Formula Renault 2.0 Asia and Formula Renault NEC in northern Europe.

- Season setups have been added.


Holden Commodore VF V8

- Tint of cockpit windows has been reduced slightly.

- Updated tire sounds.


HPD ARX-01c

- Body panels may now be fully repaired.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Kia Optima

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Legends Ford '34 Coupe

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Lotus 49

- Updated tire sounds.


Lotus 79

- Chassis torsion has been added.

- Front mass and inertia have been adjusted.

- Updated tire sounds.


Mazda MX-5 Cup

- New vehicle added!

- The newest Mazda MX-5 embodies the classic top down, sports car characteristics that have made previous generations of MX-5s genuine classics: an engaging blend of power, nimble handling and comfort in an affordable package. iRacing is proud to have contributed to the design and development of the MX-5 which, like its predecessors, quickly became the world’s most raced production car with the Battery Tender MX-5 Cup in North America and similar series in Europe and Asia. Each year the international Mazda MX-5 competition culminates in the crowning of the Global MX-5 overall series champion during the Global Finale at Mazda Raceway Laguna Seca.

- This vehicle has been granted to all users for free!


Mazda MX-5 Cup circa 2015

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Mazda MX-5 Roadster circa 2015

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


McLaren MP4-12C GT3

- Season setups have been updated.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

- Lumirank system has been added to match the Blancpain GT3 Series.

- Tires have been converted to Pirelli.

- This vehicle is now capable of flashing its headlights.

- Updated engine sounds.

- Updated tire sounds.


McLaren MP4-30

- Tire wear and degradation rate has been increased.

- Updated tire sounds.


Mercedes-AMG GT3

- New car added!

- With a lineage hearkening back to the SLS AMG GT3 and more than 180 wins in international competition from Bathurst and Dubai to Spa and the Nürburgring, the Mercedes AMG GT3 is a potent addition to the GT3 category. While styling cues like its gullwing doors and Panamericana radiator grille pay homage to Mercedes' glorious history, the Mercedes AMG GT3 epitomizes state-of-the-art technology with its "front mid-engine" 6.2 liter, DOHC V8 and six speed sequential gearbox mounted in a transaxle to provide optimum weight distribution. Aluminum, double wishbone suspension, multi-disc, limited-slip differential and traction control complete a package campaigned by the likes of Black Falcon, Fortec, GT Russian and Rowe Racing in the Blancpain GT and Blancpain Endurance Series.

- This vehicle is capable of flashing its headlights.


Modified - SK

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Camping World Toyota Tundra

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR K&N Pro Chevrolet Impala

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Nationwide Chevrolet Impala circa 2011

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Sprint Cup Chevrolet SS

- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

- Several new sets of level-of-detail artwork have been added for better performance, especially when used at night to match the other Gen 6 cars.

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Sprint Cup Ford Fusion

- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

- Chassis torsion has been adjusted.

- Updated engine sounds.

- Updated tire sounds.


NASCAR Sprint Cup Toyota Camry

- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale Monza.

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Truck Series Chevrolet Silverado circa 2013

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR Whelen Tour Modified

- Chassis torsion has been adjusted.

- Updated tire sounds.


NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.


NASCAR XFINITY Ford Mustang

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated engine sounds.

- Updated tire sounds.


NASCAR XFINITY Toyota Camry

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.


Pontiac Solstice

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Pontiac Solstice - Rookie

- Braking performance during big slides has been improved by altering the ABS slip calculations.


Radical SR8

- Season setups have been updated.

- Chassis torsion has been added.

- Tire grip has been increased.

- Aero balance adjusted forwards.

- Adjusted torque slightly.

- Dampers are now 3-way adjustable to match real-world counterpart.

- Reduced roll heat multiplier to keep tires a bit cooler.

- Maximum RPM for shift light has been reduced to 10,400.

- Updated tire sounds.


Riley MkXX Daytona Prototype

- Body panels may now be fully repaired.

- Chassis torsion has been added.

- Slightly increased engine inertia.

- Updated level-of-detail artwork.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Ruf RT 12R AWD

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Ruf RT 12R C-Spec

- Season setups have been updated.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


Ruf RT 12R RWD

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Ruf RT 12R Track

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds, only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds, in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver greater ability to use throttle to set the attitude of the car.

- Minimum weight has been increased by 10kg for the GT3 BOP.

- Lumirank system has been added to match the Blancpain GT3 Series.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.


SCCA Spec Racer Ford

- Chassis torsion has been added.

- Adjusted inertia slightly.

- Updated tire sounds.


Silver Crown

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Skip Barber Formula 2000

- Updated tire sounds.


Sprint Car

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Star Mazda

- Season setups have been updated.

- Tires now heat up faster; the goal is to have the tires come in more quickly from cold. Ideally, a fast lap is a timed 3rd or 4th lap.

- Greater force pedal displacement is now required to generate equivalent stopping power. This change addresses real-world feedback.

- Aero balance shifted significantly forward to better reflect wind tunnel data.

- Tire stiffness has been greatly reduced at both front and rear. Tires now seem better matched and have slightly more progressive breakaway characteristics.

- Torsional stiffness has been cut in half to align more with numbers data.

- Updated tire sounds.


Street Stock

- Season setups have been updated.

- Drafting suck up has been increased in order to improve passing at large tracks.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Super Late Model

- Season setups have been updated.

- Reduced tire grip slightly.

- Chassis torsion has been adjusted.

- Updated tire sounds.


V8 Supercar Ford Falcon circa 2012

- Updated tire sounds.


VW Jetta TDI Cup

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


TRACKS


Autodromo Jose Carlos Pace

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Moto configs.


Autodromo Nazionale Monza

- Pit Stalls and Starting Grids have been expanded for the Combined Chicanes, Full, Grand Prix Second Chicanes, Historic, Historic Second Chicane, Junior, No Chicane, Oval, and Oval Left configs.


Barber Motorsports Park

- Pit Stalls and Starting Grids have been expanded for the Full, Short A, and Short B configs.


Brands Hatch Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Indy configs.


Canadian Tire Motorsports Park

- Pit Stalls and Starting Grids have been expanded.


Circuit de Spa-Francorchamps

- Fixed the collision volume to better match the tire wall on the right-side of Les Combes.


Circuit Gilles Villeneuve

- Pit Stalls and Starting Grids have been expanded.


Circuit of the Americas

- The track surface textures and walls have all been converted to our PBR shader system. This includes the various asphalt, grass, gravel, curbing, Armco, and fence textures around the track. These surfaces will now appear more physically correct.


Circuit Park Zandvoort

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Club, National, Chicane, and Oostelijk configs.


Circuit Zolder

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Alt configs.


Concord Speedway

- Pit Stalls and Starting Grids have been expanded.


Daytona International Speedway

- Pit crews have been removed from the Short config.

- Fixed a bug where you would get a Black Flag for exiting the Pits on the Bike config.


Donington Park Racing Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and National configs.


Five Flags Speedway

- Pit Stalls and Starting Grids have been expanded.


Gateway Motorsports Park

- Pit Stalls and Starting Grids have been expanded for the Oval and Road configs.


Langley Speedway

- Pit Stalls and Starting Grids have been expanded.


Lanier National Speedway

- Loading image for night-mode has been updated.


Lime Rock Park

- Pit Stalls and Starting Grids have been expanded for the Full and Chicane configs.

- Fixed a visual seam that could be seen in the distant mountains while driving near the unnamed straight that leads to the uphill.


Long Beach Street Circuit

- Pit Stalls and Starting Grids have been expanded.


Mazda Raceway Laguna Seca

- Pit Stalls and Starting Grids have been expanded.


Mid-Ohio Sports Car Course

- Pit Stalls and Starting Grids have been expanded for the Full, Short, Chicane, Oval, and Alt Oval configs.


Mount Panorama Circuit

- Pit Stalls and Starting Grids have been expanded.


New Smyrna Speedway

- Pit Stalls and Starting Grids have been expanded.


Nürburgring

- Adjusted which objects appear in the vicinity of the front straight of the Nürburgring Grand Prix when graphics settings are set to "Low Detail" to help with frame rate.

- Weather information has been updated.


Okayama International Circuit

- Pit Stalls and Starting Grids have been expanded for the Full and Short configs.


Oran Park Raceway

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Moto, North, North A, North B, and South configs.


Oulton Park Circuit

- Pit Stalls and Starting Grids have been expanded for the Fosters, Fosters with Historic Loop, International, International Brittens, International Historic Loop, International No Chicane, Island, and Island Historic configs.


Phillip Island Circuit

- Pit Stalls and Starting Grids have been expanded.


Phoenix International Raceway - 2008

- A Gain Time Checkpoint has been added to the inside of T7.


Road Atlanta

- Pit Stalls and Starting Grids have been expanded for the Full, Club, and Short configs.


Sebring International Raceway

- Pit Stalls and Starting Grids have been expanded for the Club, International, and Modified configs.


Silverstone Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Historic Grand Prix, International, National, and Southern configs.


Sonoma Raceway

- Pit Stalls and Starting Grids have been expanded for the Cup, IRL, IRL2, and Long configs.

- A yellow line has been added to the drag strip.


South Boston Speedway

- Fixed a terrain detail issue on the outside of turn 4.

- Loading image has been updated.


Southern National Motorsports Park

- Night mode is now available at this track.

- The speed limit for the back stretch of pit road now matches the front stretch of pit road.

- Weather information has been updated.

- Lighting has been updated.

- Loading image has been updated.


Stafford Motor Speedway

- Pit Stalls and Starting Grids have been expanded for the Oval and Short configs.


Summit Point Raceway

- Pit Stalls and Starting Grids have been expanded for the Raceway, Short, and Jefferson configs.


Twin Ring Motegi

- Pit Stalls and Starting Grids have been expanded for the Full RC, East, and West configs.


Virginia International Raceway

- Pit Stalls and Starting Grids have been expanded for the Full, Patriot, North, South, East, and West configs.


Watkins Glen International

- Pit Stalls and Starting Grids have been expanded for the Classic, Full Course, Full No Loop, and Cup Circuit configs.
 
 
• 2016s1 5th update release notes (7 January 2016)
 
Release Notes for Jan 7 Update [2016.01.06.01]

Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues.

Rendering

- Improved the graphics autoconfig to set the "Video Memory to Use" limit to precisely 10% less than the dedicated video memory of the GPU, rather than always 128MB less at most.

- Replaced the graphics option, "Cap Frame Queue," with a more useful version,
"Max Prerendered Frames," adjustable from 1 to 4 frames. Typically you should set this value to the number of GPUs in use for rendering, in most cases this is 1, but for SLI or Crossfire this is often 2. Setting the limit to zero frames disables this function completely, which is not advisable since it will lead to increased control lag, or in some cases stuttering. This new setting defaults to a value of 1, and is named "MaxPreRenderedFrames" in the "renderer.ini" file.

- A new setting, "ParallelSorting=1," has been added to the "renderer.ini" file. Changing this setting to 0 will disable the use of multi-threading during scene sorting in the renderer. The multithreading optimizations are enabled by default.

- Fixed an issue where textures were only loading after entering the garage screen when the option "LoadTexturesWhenDriving" was set to zero in the "renderer.ini" file.


Shared Pit Stalls

- Sessions will now be split into run-groups based on the number of starting grid stalls at the track, instead of the number of pit stalls.


Telemetry

- A new telemetry item "LapCompleted" has been added which contains the number of laps completed by your car (Similar to "Lap" which contains your car's currently started lap). At a circuit event, "CarIdxLapCompleted" will always be 1 less than "CarIdxLap", since the finish line both finishes one lap and starts the next. But at the Nürburgring Tourist config, where the start and finish are separate, completing a lap does not start the next one.

- A new telemetry item "CarIdxLapCompleted" has been added which is an array containing the number of laps completed for each CarIdx (Similar to "CarIdxLap" which contains the currently started lap).

- Telemetry items "LapDistPct" and "CarIdxLapDistPct" have been updated to export "0.0" to "1.0" correctly for the Nürburgring Tourist config, with "1.0" being at the finish line. The number will continue to increase above "1.0" in the non-timed area, and wrap back to "0.0" at the start line.

- The state of "TrackCleanup" has been inverted. Now a value of "0" indicates that the track is not being cleaned up, and a value of "1" indicates the track is being cleaned up.

- Renamed several telemetry parameters to remove the unacceptable characters, "-" and, " ", as follows:
- - PowerMGU-K = PowerMGU_K
- - TorqueMGU-K = TorqueMGU_K
- - PowerMGU-H = PowerMGU_H
- - EnergyBatteryToMGU-KLap = EnergyBatteryToMGU_KLap
- - EnergyBudgetBattToMGU-KLap = EnergyBudgetBattToMGU_KLap
- - DRS Status = DRS_Status


McLaren MP4-30

- Fixed an issue where DRS lights were not activating correctly when the control screen was active.


Radical SR8

- Fixed an issue where the left side mirror was not being deformed correctly when damaged.


Silver Crown

- Changed the weight jacker from 5/8" throw to 1.25" throw. This change means each click will have double the cross weight change compared to before.


Super Late Model

- Vehicle setups have been updated.


Circuit de Spa-Francorchamps

- Removed erroneously placed pit boxes.


Nürburgring

- Qualifying laps that begin directly from the Tourist exit on Nordschleife and Combined configs will now correctly score the first flying lap.

- Fixed some issues with object collision on the left side of the Tourist pit lane.

 
 
• 2016s1 4th update release notes (22 December 2015)
 
Release Notes for Dec 22 Update [2015.12.21.01]

Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues to make your racing experience even better.


Rendering

- The rendering cutoff distance for track surfaces at most tracks has been increased by 1km.

- Improved the graphics autoconfig to set the "Video Memory to Use" limit to approximately 128MB less than the dedicated video memory of the GPU, rather than to the full amount dedicated video memory. This is because Microsoft Windows uses a portion of the video memory for itself, leaving even less for the simulator, especially in newer versions of Windows. The first time the simulator executes, your existing video memory setting may be automatically lowered to this new setting if it was set too high. Please do not increase it, as it will only lead to performance issues and stuttering. The setting in renderer.ini has been renamed from "VidMemMB" to "VideoMemMB" to help facilitate this change.


Scoring
- Fixed a bug that was causing official multi-class series with embedded qualifying to fail to reorder the starting grid to keep all cars in a class gridded together.


McLaren MP4-30

- DRS Status can now be seen in telemetry. The variable has four possible values:
- - 0 = Inactive
- - 1 = Available in Next Zone
- - 2 = Available and in a DRS Zone
- - 3 = Active

- DRS can now be used for Lone Qualifying.

- A low oil pressure warning will now trigger the dashboard to enter a failure mode when the engine lets go.

- Fixed an issue where Control Setting changes where not appearing in the display.

- Fixed a bug that was allowing Spotters and Crew Chiefs to adjust the diff preload control in the F8 Black Box.


Nürburgring

- Added a large speed limit sign, portable toll booth, and cones for the length of the straight alongside the pit lane on the Tourist config.

 
 
• 2016s1 3rd update release notes (16 December 2015)
 
Release Notes for Dec 16 Update [2015.12.15.01]
Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues, and added in a few more balance tweaks. SIM - Fixed an issue that reduced the maximum number of car positions transmitted to you by the server, causing fewer than the actual number of cars to be displayed. Rendering - Improved the Level of Detail selection of the track surfaces for very wide fields-of-view in three-screen mode. Previously, the side monitors could render distant portions of the track at a higher level of detail than necessary. - Added the ability to limit the number of track surface decals rendered from the cockpit cameras. These limits can be specified in the “renderer.ini” file. The “MaxTrackDecalsInCockpit” setting is for the driver’s view, and the “MaxTrackDecalsInMirrors” setting is for the driver’s view in the mirrors. Because track surface decals are rendered in clumps, try adjusting the settings using increments of about 150. If any portion of a clump would render, the entire clump will render, so the limit input may be slightly exceeded. All decals very near the camera will render even if the limit is exceeded to avoid very obvious popping in of the decals. Mirrors will only render track decals when the “Higher Detail Mirrors” setting is enabled in the Graphics/Replay options screen, which will negatively affect performance. Opponent Cars - Fixed an issue where the tires of opponent cars would wobble, causing smoke. Telemetry - Several values have been added for better monitoring of the McLaren MP4-30, including: ERS Battery Charge, Power from Battery to MGU-K, and Power from MGU-K to Battery. McLaren MP4-12C GT3 - Fixed an issue where a second steering wheel could be seen in the external model. NASCAR Sprint Cup Chevrolet SS - Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter. NASCAR Sprint Cup Ford Fusion - Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter. NASCAR Sprint Cup Toyota Camry - Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter. Star Mazda - Downforce has been increased in response to feedback from a real-world driver. - Diff locking has been reduced from 10% to 3%. - Tire grip has been increased slightly.
 
 
• 2016s1 2nd update release notes (14 December 2015)
 
Release Notes for Dec 14 Update [2015.12.11.01]


Here is a small follow-up to our 2016 Season 1 Release. We've fixed a few issues, and added in a few more balance tweaks. 


Rendering

- The "Draw Car First" option is disabled for now due to some potential problems.

- Fixed a bug in the vertex compression that caused at least one car to appear dented and may have been responsible for more serious issues.


PopcornFX

- Fixed a bug in the particle system that may have caused missing particles, crashes, or hangs, especially at Nürburgring.


Aston Martin DBR9 GT1

- Fixed some PBR shader issues.


Ford GT GT3

- GT3 BoP Update: Aero drag has been reduced slightly.


Ford Mustang FR500S

- Updated baseline setup.


McLaren MP4-12C GT3

- GT3 BoP Update: Minimum weight has been reduced by 10 kg.


McLaren MP4-30

- Added new assignable controls to the Sim for use with this car: Peak Brake Bias, Diff Preload, MGU-K Re-Gen Gain, MGU-K Deploy Mode Toggle, MGU-K Deploy Fixed, MGU-K Deploy Adaptive.

- The "Push To Pass" control is now called "Push To Pass / Overtake" since it operates the Overtake function on this car.

- Deploy Mode is added to the wheel display. eg: A03 means Adaptive mode (Setting 3), F06 means Fixed mode (Setting 6).

- The deployment rate of the MGU-K can now be configured by the driver.

- There are now some MGU telemetry channels available for logging.

- Replace the baseline.sto with the high downforce setup rather than medium downforce setup.

- The shift light RPMs for Logitech G27 wheels have been properly tuned for this car.

- Lap Time and Current Delta display items are now labeled correctly.

- Fixed several issues with the MGU-K deployment.


NASCAR Camping World Chevrolet Silverado

- Fine tuned the chassis torsion to be a little softer.


NASCAR Camping World Toyota Tundra

- Fine tuned the chassis torsion to be a little softer.


NASCAR K&N Pro Chevrolet Impala

- Fine tuned the chassis torsion to be a little softer.


NASCAR Nationwide Chevrolet Impala circa 2011

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Fine tuned the chassis torsion to be a little softer.


NASCAR Sprint Cup Chevrolet SS

- Fine tuned the chassis torsion to be a little softer.


NASCAR Sprint Cup Ford Fusion

- Fine tuned the chassis torsion to be a little softer.


NASCAR Sprint Cup Toyota Camry

- Fine tuned the chassis torsion to be a little softer.


NASCAR Truck Series Chevrolet Silverado circa 2013

- Fine tuned the chassis torsion to be a little softer.


NASCAR XFINITY Chevrolet Camaro

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.


NASCAR XFINITY Ford Mustang

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.


NASCAR XFINITY Toyota Camry

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.


Ruf RT12-R C-Spec

- Driving Aid downshift auto-blips have been adjusted to prevent the rear tires from locking up due to an insufficient blip.


Ruf RT 12R Track

- GT3 BoP Update: Overall aero drag has been increased slightly.

- GT3 BoP Update: The rear wing gurney flap sensitivity has been increased, adjusting the downforce and drag.


Star Mazda

- Updated baseline and high_downforce setup.


Nürburgring

- Fixed a curb across from the Nordschleife pit lane that was incorrectly marked as pit lane.


This message was edited 1 time(s). Last update was at 12/15/2015 4:46 a.m
 
 
• 2016s1 release notes (9 December 2015)
Note: iRacing's release notes wrongly displayed an emoticon.
I edited DriverInfoRaceCarIdx and DriverInfoDrivers (I may of missed any other bugs).
 
Release Notes for 2016 Season 1 [2015.12.07.02]


iRacing.com is proud to release our 2016 Season 1 Update! Prepare yourselves for the excitement of getting behind the wheel of the McLaren MP4-30, and racing on the legendary Nürburgring and Southern National Motorsports Park tracks. We also have a host of other updates and tweaks to help keep iRacing the world's best racing simulation. We'll see you out on the track!


Special Notice:
After installing the update, please go into your graphics settings for the Sim and disable the "Render Car First" option. It is presently causing graphical issues on many tracks. We will release a small patch soon to fix this issue. Thank you.


Website

- Vehicle icons have been added to the Team Series Stats page, and show the breakdown of cars for teams in a specific series.

- When hosting a session that is not a race, the open pit stalls for the track may be extended, allowing more racers into the session. These extra racers will use shared pit stalls.

- You can now easily refer friends to join you on iRacing by using the “Refer A Friend!” section of the My Account page.

- The Ping window now shows IPv6 addresses (where available), and a toggle has been added to the Settings panel to enable an IPv6 connection preference in the Sim.

- In Test Mode, the “At Night” checkbox will now remember its prior state.

- All "Share on Facebook" links have been removed.

- The Regional Stats and the Dashboard pages have been removed.

- Fixed an issue in the extended descriptions for Hosted Sessions where the Weight Penalties were listed as “undefined” instead of a value.

- Fixed an issue where the "tournament editing" screen sometimes became unusable.

- Fixed several issues with the "join a team session" screen.

- Fixed an issue that was causing car information to display incorrectly in the "More Info" section of the What's Hot page.

- Fixed an issue that was causing an incorrect amount of content to be reported as being owned by a user.


Billing

- Fixed an issue where the confirmation box for purchasing a new league was not reporting the correct cost.


Paint Kit

- A safeguard against paint schemes being reset to the default white has been implemented.


Data

- Old session detail data will be archived beginning with this release. With the archiving, drivers will still be able to go all the way back in their history to see the overall results of a given event. Since we have chosen a 3-year window to start with, then prior to 2013, drill downs to lap charts and lap times will no longer be available (the page will be blank). In addition, hovering over the results link of a given session will only show the split that the selected driver was in. It won’t show all splits for the event. Overall statistics will remain the same.


Simulation

- Support for IPv6 has been added to the Sim, and the Race and Ping servers. You can state a preference for using IPv6 over IPv4 if it appears that your computer has IPv6 connectivity. If you enable the IPv6 preference but either your computer does not appear to have IPv6 connectivity, or the race server you join does not advertise that connections to it are available on IPv6, the Sim will fall back and connect using IPv4. If “both ends” say they support IPv6, and you have stated the preference to use IPv6, the Sim will only attempt to connect to the server using IPv6. If for some reason that fails, it will not re-try using IPv4. You can tell which protocol was used to connect to the race server by invoking the Latency control (by default this is bound to the "L" key). The ping/quality message will tell you which protocol the Sim used to connect to the server.

- Fixed an issue where sometimes racers were unable to join a race as part of a team if they had previously been connected to the same race as a spectator.


Dynamic Track

- Marbles on the track are now immediately influenced by both the player car and opponent cars to better simulate the effect of following a car closely through debris.

- Debris will collect on tires of the player car and then be flung off when appropriate. This means tires will continue to emit grass, gravel, dirt and marbles even after leaving the associated surface.

- The in-Sim Info tab now displays actual average race-line temperature at the start of the session as the track temperature, to simulate a crew member taking some sample measurements with a temperature gun pointed at the track a few minutes before the session begins.

- Improved the way the server broadcasts the track state by allowing it to adjust what it sends depending upon the current situation on a per-client basis.

- Improved performance when the dynamic track is not being rendered by removing some unnecessary code.


New Netcode

- We have implemented some new netcode that sends more data to and from each car. This allows us to utilize more information for each vehicle, such as the pit limiter status for all cars that use pit limiters, and the DRS wing state and ERS warning light for the McLaren MP4-30.

- To help account for the additional data that can be sent for each car, the amount of network bandwidth that can be used for sending data from the server to the simulation has been increased by about 12% to 108kbits/sec for the “128K or faster” connection type selection, and by about 9% to 142kbits/sec for the “256K or faster” connection type selection. See the Preferences section on the Account->My Account page to select your connection type.


Garage

- Cars with tire warmers will now use the tire warmers while in the garage. The "Cold Pressure" setup item is now renamed "Starting Pressure" to reflect this change. iRacing setups have been adjusted for this change, but you will need to increase your tire pressure on any pre-existing setups to keep your hot tire pressures out on the track in the right place. You will need to raise your cold pressures for the various cars that have tire warmers by approximately the following amounts in order to convert them to a "Starting Pressure" value:
- - Aston Martin DBR9 GT1 = +3.0 psi
- - BMW Z4 GT3 = +6.5 psi
- - Chevrolet Corvette C6.R GT1 = +3.0 psi
- - Ford GT GT3 = +6.5 psi
- - HPD ARX-01c = +5.0 psi
- - McLaren MP4-12C GT3 = +6.5 psi
- - Ruf RT 12R Track = +6.5 psi
- - Williams-Toyota FW31 = + 5.0 psi

- Cars without tire warmers will now enter the world with exactly the tire pressure specified in the garage, instead of always being a couple of psi higher than specified. iRacing setups have been adjusted for this change, but you will need to increase your tire pressure on any pre-existing setups to keep your hot tire pressures out on the track in the right place. The typical change for any car will be approximately +1.5 psi.

- Fixed a rare crash issue in the Garage.


Loading

- System memory usage has been optimized for both 32-bit and 64-bit systems.


Rendering

- A new graphics option, “Render Car First” has been added to the graphics options screen. It is enabled by default, and it causes your car’s cockpit to be drawn very early in the scene (instead of last), reducing overdraw and improving frame rate.

- A new graphics option, “Two Pass Trees” has been added to the graphics options screen. When enabled, tracks with enhanced trees models will be rendered using two passes which helps improve their appearance. Currently, Two Pass Trees are only used in Southern National Motorsports Park and Nürburgring.

- The Video Memory slider on the graphics option screen now goes up to 4GB to accommodate newer tracks and GPUs.

- The order in which video memory resources are created has been improved, and the simulator no longer evicts and restores some GPU resources while loading. These changes help avoid requiring more memory during loading than what is actually required to run the simulation, reducing the required virtual address space necessary to load up racing sessions on 32-bit systems with limited address space.

- Additional optimizations have been added to improve three screen rendering performance.

- The System Memory Working Set slider now goes up to 8GB when running the 64-bit version of the simulator. Separate system memory slider settings for the 32-bit and 64-bit versions of the simulator are now maintained in the "renderer.ini" file. The new 64-bit setting will default to 2GB less than the RAM installed on the PC, but this value is also clamped between 2GB and 8GB.

- The graphical auto-configuration has been significantly revised:
- - The classification system has been altered such that many systems will now classify into a better performing performance class than previously.
- - The classification system now considers the desktop’s resolution, such that if you have a very high resolution desktop, it may automatically choose slightly lower options to allow for better performance.
- - The active settings per performance class setting have been revised.
- - It will now set the new 64-bit system memory slider if executed in 64-bit.
- - It no longer sets the 32-bit system memory slider too high if the PC is running a 32-bit operating system. In some cases it previously could choose 2000MB, but should have defaulted to only 1200MB since most 32-bit operating systems only provide 2GB of virtual address space to each process by default.
- - It can now suggest default resolutions that match your desktop’s resolution of up to 8192 pixels wide (previously only 1920 pixels wide).

- Many improvements have been made to the graphical occlusion culling. Track surface, walls, decals and translucent objects are now occlusion culled, and trackside objects are often now detected as occluded much more quickly, improving the frame rate when cornering at large road courses. In addition, a new option, "VisibilityFrameDelay," has been added to the "renderer.ini" file which may be lowered to improve the performance of visibility culling at the cost of CPU time (0= No delay, 5= Five frames of visibility culling latency).

- When Pixel Shaders are enabled, the larger vertices that they require are now compressed by default to reduce both system and video memory requirements. Set “CompressedVertices=0” in “renderer.ini” to disable the compression.

- Two additional bars have been added to the "Comm" UI when “CPUMeter=1” is enabled in "app.ini" file. There is now an "R" bar which is the time the foreground/Renderer took and a "G" bar which is the time the GPU took. There is also a new option in the "app.ini" file named “CPUMeterAsText=1” which will turn all the "CPU" timing related meters into text that reports the times in milliseconds.

- Night track environmental reflections on cars utilizing the physically based rendering (PBR) shaders have been revised. Several other fixes and enhancements have also been added to the PBR shaders.

- Fixed an issue where switching cameras would cause occlusion culling to be completely disabled for 80 frames.


DirectX 9

- The DX9 Autoconfig has been updated to include PBR shaders.


PopcornFX

- PopcornFX is a new particle system for iRacing that greatly enhances the audio/visual experience of vehicles interacting with the world. The system manages everything from smoke clouds and grass particles, to marbles and sparks. If your computer can handle it, crank your graphics settings up to the maximum for a hyper-realistic racing experience!

- PopcornFX makes the following improvements to the racing experience:
- - New sparks, that will collide with vehicle bodies.
- - New backfire visual effects and matching audio, customized on a per-car basis.
- - New dense smoke effects which can appear from all around a car's tires.
- - Debris from the track will now support collision with vehicles and features a matching set of sound effects, including gravel, dirt, grass, and marbles.
- - Vehicle tires now also more realistically collect, hold, and discard debris over the course of a race, including dust particles, blades of grass, pebbles, and rubber marbles.


Audio

- Updated and re-tuned tire sounds including roll, scrub, speed effects, and skids for all of our cars.


Opponent Cars

- The sounds, skids, smoke, steering accuracy, and much more have been updated to be more consistent with the driver's car.


Physics

- Zero pressure stiffness calculations have been updated for better realism.


Turbo Model

- We've updated our turbo modeling to deal with higher altitudes more correctly.


Weather

- Included more specified weather parameters when computing which random sky texture will be used in “constant weather” sessions.


Pit

- Fixed the floaty behavior of lollipop-guy's left hand while giving the signal to brake.


Shared Pit Stalls

- It is now possible to host more drivers in an event than there are pit stalls, and drivers will share a pit stall to make this happen.

- If you are hosting an open practice session (with no race involved) at any track, then you can allow up to 60 cars (or a little less if 60 cars would be too many for a small track) to join and drive at the same time.

- If you are hosting an event that has a race, then the maximum number of cars is no longer limited by the number of pit stalls at the track, but by the number of starting grid stalls. Most tracks at this time are still limited to having the same number of starting grid stalls as pit stalls, but we have updated a few of the bigger tracks to support up to 60 drivers in a race.

- When you are setting up a hosted server, the dropdown where you choose the maximum number of drivers will show up to the number of pit stalls as black numbers, meaning that no pit stalls will be shared, and it will show any extra drivers the track will support as red numbers, meaning pit stalls will be shared to achieve that maximum.

- If a session is utilizing the new shared pit stalls feature, then you can have multiple drivers using the same pit stall. The way we implement this is that we allow multiple drivers to use the same pit stall at the same time. Any other car that is using your pit stall will fade out of view as they pull into and out of your pit stall, so you will be able to easily see and drive into your own stall at all times without any obstruction. Other pit stalls will show the multiple cars at the same time drawing on top of each other.


Replay

- Fixed a bug that would cause the steering wheel angle for an opponent car to be wrong when viewed in a replay. This was most obvious when the car was clearly going straight but the steering wheel appeared to be turned.


Controls

- The latest Fanatec API has been implemented. This should fix display problems with the latest drivers.

- The test to check if a wheel has been properly initialized has been updated to help prevent an improperly initialized wheel from reporting itself as initialized.

- After creation, direct input devices are forced to run the initialization test. This should help a hung wheel reset itself.

- Wheel oscillations are now dampened when parked. A new friction damper is applied to the wheel at speeds below 15 mph. The force level is also reduced by 50% if "Dampen Oscillations" is checked in the options screen.

- The wheel oscillation damper can be tuned by adjusting the values in the "app.ini" file for the [Force Feedback], including: steeringDampingFactor=0.05, steeringDampingParkedMaxPercent=0.20 and steeringForceParkedPct=0.50. Stronger wheels may need to reduce steeringDampingFactor, while weaker wheels could adjust steeringDampingFactor to as high as 0.10. In general, you may not need to change this.

- The old damper has been replaced with our new friction damper. Now adjusting the damping slider in the settings tab sets a cutoff for the maximum amount of force that the damper can apply to your wheel. For gear driven wheels, a value between 5% and 20% will add a sense of weight to the wheel without greatly affecting the overall force feedback feel. You can return to the old damper behavior by editing the "app.ini" file and setting [Force Feedback] dampingSliderSetsFriction=0, when the damping slider is set to control the old damper then the "app.ini" file setting [Force Feedback] steeringDampingMaxPercent=0.0 controls the new friction damper.


Macros

- Added an !invert command to pit macros so you can toggle any operation instead of just setting it to on or off. For example: "#!lf" would toggle the left front tire change flag.

- Pit macros now support +/- when adjusting tire pressure so you can add or remove air from a tire. For example: "#lf +3psi" adds 3 pounds of air to the left front tire while "#lf 14psi" sets the pressure to 14 psi.

- Pit macros now support incrementing and decrementing how much fuel to add to your vehicle. For example: "#fuel +5g" will add 5 more gallons to the tank than what is already being requested to be added.


Telemetry

- New telemetry values have been created, including:
- - dpFWingAngle - Pitstop front wing adjustment
- - dpRWingAngle - Pitstop rear wing adjustment
- - dpFUFangleIndex - Pitstop front upper flap adjustment
- - dpRrPerchOffsetm - Pitstop right rear spring offset adjustment
- - dpLrWedgeAdj - Pitstop lr spring offset adjustment
- - dpRrWedgeAdj - Pitstop rr spring offset adjustment
- - YawNorth - Yaw orientation relative to north, can be directly compared against wind direction
- - TrackTempCrew - Average of spot temperature of track measured by crew around track

- New SessionString parameters have been created, including:
- - DriverInfoPaceCarIdx: So you can more easily identify the pace car
- - DriverInfoDrivers[]:CarIsPaceCar: and DriverInfoDrivers[]:CarIsAI: So you can more easily sort out who is a competitor
- - WeekendInfo:TrackNorthOffset: So you can match up your car orientation and wind direction
- - WeekendInfo:TrackCleanup: Indicating if the track is cleaned between sessions
- - WeekendInfo:TrackDynamicTrack: Indicating if the track uses the dynamic surface model
- - SessionString SessionInfo:Sessions[]:SessionTrackRubberState: Indicating how much rubber is on the track at the start of the session

- PitSvFuel units have been changed from kilograms to liters to better match the rest of the fuel telemetry values.

- Changed lfTireColdPressPa, rfTireColdPressPa, lrTireColdPressPa, rrTireColdPressPa to log the pending pitstop tire pressure and not the last recorded pressure so you can monitor changes to the black box. This amounts to the same thing if the user is not adjusting their black box.

- Fixed bug that caused CarIdxF2Time to return an invalid float when a car was not in the world.

- Discovered an issue with SessionLapsRemain and added a new SessionLapsRemainEx parameter that more accurately reflects the laps remaining in the current session. The old parameter has been left in place, just in case.


ARX

- A major rewrite of ARX code has been completed that breaks compatibility with old ARX templates. Users will be required to rework how data is accessed.

- Completely stripped out Brass Monkey; Logitech ARX replaces this code and Brass Monkey is no more.

- Session string is now updated live instead of only once at startup.

- ARX gets all memory variables instead of using a subset; this should bring ARX in line with the iRacing API.

- The iRacingARX.js and iRacingARXctrl.js files are provided automatically, but you can provide your own copy if you feel the need to modify them.

- Javascript helper libraries have been pulled out into their own iRacingARX.js and iRacingARXctrl.js files and all pertinent functions now live inside either an irARX or irARXctrl class that is auto instantiated.

- Completely hid details about ARX and hid all private data including data being transmitted from the Sim. Including the iRacingARX.js is now all you need to do to make a project work with iRacing.

- The logic for handling the driving controls has been separated out into a standalone iRacingARXctrl.js, this has no dependencies on iRacingARX.js and can be omitted from your project if you do not wish to implement the driving controls.

- You now must provide an index.html file. Previously we would allow any .html file to work.

- Fixed several minor issues with the ARX Library, debugger, and running ARX on iOS devices.


CARS

Aston Martin DBR9 GT1

- Reduced the likelihood of damage from strikes to the fenders and nose.

- Reduced texture memory usage.

- Tire sounds have been updated.

- Vehicle setups have been updated.


BMW Z4 GT3

- Fixed a bug where the cockpit windshield was too reflective.

- Updated damping to address bad rear ride heights and cross weights in the garage. The root cause of the problem was numeric instability resulting from too much damping. Reduced rear low speed damping to eliminate the instability.

- This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds.

- Now uses PBR shaders.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Cadillac CTS-V Racecar

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Chevrolet Corvette C6.R GT1

- Reduced the likelihood of damage from strikes to the fenders and nose.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Chevrolet Corvette C7 Daytona Prototype

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Chevrolet Monte Carlo SS

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Dallara DW12

- Increased the maximum tire pressure at oval tracks.

- The diff ramp angles are now working correctly.

- This vehicle is now using V6 tires.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Ford GT

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Ford GT GT3

- This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds.

- Vehicle setups have been updated.


Ford Mustang FR500S

- Backfire sounds have been added.

- Tire sounds have been updated.

- Engine sounds have been updated.


Holden Commodore VF V8

- Tire sounds have been updated.

- Vehicle setups have been updated.


Indycar Dallara circa 2011

- Increased the maximum tire pressure at oval tracks.

- This vehicle is now using V6 tires.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


HPD ARX-01c

- Backfire sounds have been added.

- Tire sounds have been updated.


Kia Optima

- Backfire sounds have been added.

- Tire sounds have been updated.


Legends Ford '34 Coupe

- Adjusted backfire location to match the tailpipe.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Lotus 49

- Now uses PBR shaders.

- Backfire sounds have been added.

- Tire sounds have been updated.


Lotus 79

- Backfire sounds have been added.

- Tire sounds have been updated.


Mazda MX-5 Cup circa 2015

- Backfire sounds have been added.

- Tire sounds have been updated.


Mazda MX-5 Roadster circa 2015

- Tire sounds have been updated.


McLaren MP4-12C GT3

- This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds.

- Now uses PBR shaders.

- Tire sounds have been updated.

- Vehicle setups have been updated.


McLaren MP4-30

- New car added! The McLaren MP4-30 Formula 1 racecar features a few cutting edge systems that help set it apart from the pack, including the Drag Reduction System (DRS) to enable boosts of speed on straights, the Energy Recovery System (ERS) to re-charge the vehicle's batteries, and the Motor Generator Unit (MGU) to provide even more power for overtaking. Jump in the cockpit and get ready to experience a truly modern racing machine.


Modified - SK

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Camping World Chevrolet Silverado

- Mass has been adjusted slightly.

- This vehicle now has chassis torsion.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Camping World Toyota Tundra

- Mass has been adjusted slightly.

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR K&N Pro Chevrolet Impala

- This vehicle now has chassis torsion.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Nationwide Chevrolet Impala circa 2011

- This vehicle now has chassis torsion.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- This vehicle now has chassis torsion.

- Improved opponent car ride heights.

- Tire sounds have been updated.


NASCAR Sprint Cup Chevrolet SS

- This vehicle now has chassis torsion.

- Improved opponent car ride heights.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Sprint Cup Ford Fusion

- This vehicle now has chassis torsion.

- Improved opponent car ride heights.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Sprint Cup Toyota Camry

- This vehicle now has chassis torsion.

- Improved opponent car ride heights.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Truck Series Chevrolet Silverado circa 2013

- Mass has been adjusted slightly.

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR Whelen Tour Modified

- This vehicle now has chassis torsion.

- Vehicle setups have been updated.


NASCAR XFINITY Chevrolet Camaro

- This vehicle now has chassis torsion.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR XFINITY Ford Mustang

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


NASCAR XFINITY Toyota Camry

- This vehicle now has chassis torsion.

- Tire sounds have been updated.


Pontiac Solstice

- Backfire sounds have been added.

- Tire sounds have been updated.


Radical SR8

- Backfire sounds have been added.

- Tire sounds have been updated.


Riley MkXX Daytona Prototype

- Backfire sounds have been added.

- Tire sounds have been updated.


Ruf RT 12R AWD

- Tire sounds have been updated.

- Vehicle setups have been updated.


Ruf RT 12R RWD

- Tire sounds have been updated.

- Vehicle setups have been updated.


Ruf RT 12R Track

- This car will now only use 1 tire changer instead of 2. The tire change order is: inside front, outside front, outside rear, inside rear, and it should take approximately 27 seconds.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Ruf RT 12R C-Spec

- Fixed a problem that was causing oil to overheat.

- Tire sounds have been updated.

- Vehicle setups have been updated.


SCCA Spec Racer Ford

- Backfire sounds have been added.

- Tire sounds have been updated.


Silver Crown

- Fixed a bug where the left front tire would have no temperature.

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Skip Barber Formula 2000

- Backfire sounds have been added.

- Tire sounds have been updated.


Sprint Car

- Fixed a bug where the left front tire would have no temperature.

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Star Mazda

- Mass and Inertia values adjusted to better match real-world weight distribution.

- Tire compound updated to improve feel and grip characteristics.

- Aerodynamics calculator has been added to the garage.

- Aerodynamics have been updated.

- High-speed understeer greatly reduced.

- Backfire sounds have been added.

- Tire sounds have been updated.


Street Stock

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


Super Late Model

- This vehicle now has chassis torsion.

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


V8 Supercar Ford Falcon circa 2012

- Backfire sounds have been added.

- Tire sounds have been updated.

- Vehicle setups have been updated.


VW Jetta TDI Cup

- Tire sounds have been updated.


Williams-Toyota FW31

- The anti-roll bars (ARBs) have been adjusted so that they are fairly flat while cornering rather than at a big angle which can make them effectively stiffer.

- Tire sounds have been updated.

- Vehicle setups have been updated.


TRACKS

Autodromo Jose Carlos Pace

- DRS Zones have been added to all configs.


Autodromo Nazionale Monza

- DRS Zones have been added to all configs.


Circuit of the Americas

- DRS Zones have been added to the Grand Prix and West configs.


Circuit Gilles Villeneuve

- DRS Zones have been added.


Circuit Park Zandvoort

- DRS Zones have been added to the Grand Prix config.


Circuit de Spa-Francorchamps

- Starting grid now supports up to 60 racers.

- DRS Zones have been added to all configs.


Daytona International Speedway

- Starting grid now supports up to 60 racers.


Donington Park Racing Circuit

- DRS Zones have been added to the Grand Prix and National configs.


Indianapolis Motor Speedway

- DRS Zones have been added to the Road, and Moto Grand Prix configs.


Mid-Ohio Sports Car Course

- DRS Zones have been added to the Full and Chicane configs.


New Hampshire Motor Speedway

- Fixed floating cones off of Turn 2 of the road course.


Nürburgring

- New track added! Take your vehicle of choice out for a spin on this legendary German road course. Now the longest and largest track in iRacing.com, the Nürburgring is sure to provide you with months of learning and improving your lap times on the multiple course configurations and give you the opportunity to put your road racing skills to the test against other players from around the world.

- This track is so large that it comes in two parts: If you purchase the Grand Prix package you get access to the various configurations that use the Grand Prix course. If you purchase the Nordschleife package then you get access to the Nordschleife configurations. And if you purchase both, then you also gain access to the configurations that utilize both the Grand Prix and Nordschleife courses!

- The Tourist config of the Nordschleife supports Bridge to Gantry timing. The pit speed limit applies across the whole width of the race track, you must not exit the pit speed limit area too fast or you will carry the black flag into the timed portion of the lap and not get a scored lap time. You may drive past the pits directly to start another lap, but you must slow down to pit speed to do so. Any black flags you may be carrying at the time will be cleared once you are down to pit speed before you start the next lap.

- Due to the very long nature of the configurations that use the Nordschleife, it wouldn't be much fun to crash while learning the course and have to start back in your pit stall every time. To remedy this, the Nordschleife configurations have "reset stalls" placed at strategic locations around the length of the track. When you reset your car, you will be placed at the most recent reset stall you passed before you triggered the reset, so you can continue working your way around the track from there. Reset stalls are only available in Testing and Practice sessions; in all other types of events you will reset back to your pit stall as usual. When pulling out onto the track from a reset stall, we recommend that you first check to see if anyone is coming up on you at speed and letting them by, rather than pulling out directly in front of them.

- Starting grid supports up to 60 racers.

- DRS Zones are in all configs that use the Grand Prix circuit.


Okayama International Circuit

- DRS Zones have been added to the Full and Short configs.


Phillip Island Circuit

- DRS Zones have been added.


Road America

- DRS Zones have been added to the Full and Bend configs.


Road Atlanta

- DRS Zones have been added to the Full config.


Sebring International Raceway

- Starting grid now supports up to 60 racers.

- DRS Zones have been added to the International and Modified configs.


Silverstone Circuit

- DRS Zones have been added to the Grand Prix and Historic Grand Prix configs.


Sonoma Raceway

- Fixed a bump along the drag strip.


Southern National Motorsports Park

- New track added! Hop into your favorite oval vehicle and burn some rubber on this 4/10 mile track. Located in North Carolina, Southern National Motorsports Park offers another excellent track choice for oval racers to compete for the checkered flag.

- Starting grid supports up to 60 racers.


Suzuka International Racing Course

- DRS Zones have been added to the Grand Prix and Moto configs.


Twin Ring Motegi

- Fixed a bug with TV2 Set.

- DRS Zones have been added to the Full and East configs.


Virginia International Raceway

- DRS Zones have been added to the Full, North, East, and West configs.


Watkins Glen International

- DRS Zones have been added to the Full, Full (No Loop), Classic, and Cup Circuit configs.


Circuit Park Zandvoort

- DRS Zones have been added to the Club, National, Grand Prix, and Chicane configs.

 
 
• 2015s4 Fixes - release notes (22 October 2015)
 
Release Notes for Oct 22 [2015.10.22.01]

This new release contains a few bug fixes that will make your racing experience even better. Have fun out on the track!

Race Control

- Fixed a bug where a team's car could trigger the gained time corner cut penalties on every team members' computer, not just the driver's computer. This was a problem because the car is likely to be extrapolating around a bunch due to latency on the other team members' computers and accidentally catching the corner cut checkpoints.

EasyAntiCheat

- Fixed a bug that was leading to an EasyAntiCheat “Not Authenticated” message, and ejecting racers from the server if:
-- You stayed connected to a race server until it finished the session and forcibly disconnected you, then you later joined another session that happened to be assigned to the same race server.
-- The race server lost its own connection to the EasyAntiCheat servers, but you were still connected to it.

Chevrolet Silverado - circa 2013

- Added phoenix_oval setup ( for Phoenix International Raceway - 2008 ), and updated daytona_2011_oval setup.

Dallara IndyCar - circa 2011

- Added charlotte_quadoval setup.
 
 
• 2015s4 Fixes - release notes (6 October 2015)
 
Additional notes:
Website Release Notes:

My Account
- Added a Friend Referral link in "My Account" - use it and earn some free iRacing credits!
- Tweaked the code that computes how much of the total available content is owned

Template
- Tweaked the code that checks if you've actually accepted Terms & Conditions
- Fixed the code that gives the corresponding helmet stripe in testing mode

Team Series Stats
- Added a listing and visual tooltip of cars used by teams

2015s4 6 October fixes - release notes.
Sim

- Fixed a memory leak in the 64 bit version of the iRacingSim. This should help reduce loading issues with very large tracks such as Monza.

- Update the 32 bit version of the iRacingSim to better manage the memory limitations of 32 bit while trying to load very large tracks such as Monza.


Dynamic Track

- Fixed the session transition super-grip bug.

- Fixed a problem with the dynamic track data being misplaced on the unused overpass at Motegi when running the road course configuration (and possibly other tracks).


Driver Swaps

- Fixed an issue that would cause a team in a driver-swap session to be marked as "unofficial", and thus not score any championship points, if none of the team's members was fully-registered for the session at the time it was launched.


Session Splits

- Highest-to-lowest session splits are once again numbered with smallest-to-largest sub-sessionIDs.


Controls

- Fixed a bug where the sim starts to stutter when unplugging then replugging in a USB keyboard.


Garage

- Fixed a rare sim crash that could happen while in the Garage.


Race Control

- Fixed a bug that was causing certain portions of the race line to freak out, that would show up as the racing groove drawing a long distance sideways, or causing the pace car to drive off the track. (This fix required updating a small amount of data for every track, which is why you will see so many track updates.)


Road America

- Fixed a bump on the inside grass of Turn 14.

 
 
• 2015s4 Fixes - release notes (16 September 2015)
 
2015s4 16 September fixes - release notes.
Simulation:

- Fixed an issue that was causing different splits in the same session to have different sky conditions.

- Fixed an issue that was causing sessions at Lucas Oil Raceway to fail to start.

- Fixed an issue related to the updating of the dynamic track effects. On
certain PC configurations (particularly those running the simulator in only
16-bit color), the texture updates during the session could scribble on
memory used for other things, leading to mysterious crashes and hangs,
especially in D3D9.DLL. The error also often resulted in visual problems
with the dynamic track effects, such as the marbles appearing in tight dark
rows.

- Fix for headlights turning on/off in replays for various cars.

- Fix smoke puff lighting at night when using "High" particle detail.


Dynamic Track

- Tweak the amount of track rubber that adheres to the tire as it rolls over.
- Slightly reduced some of the client to server communications related to dynamic track conditions in some circumstances.



Cars:

Chevrolet Corvette C7 Daytona Prototype

- All new engine sounds.

- Updated setups.

- Fix anti-roll bar tool tips in the garage.


Chevrolet Impala Old Class B

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto, richmond.sto, watkinsglen.sto.


Ford GT and Ford GT GT3

- Updated engine sounds.


Lotus 49

- Updated setups.


Lotus79

- Fix tire pressure range.


NASCAR Sprint Cup Chevrolet SS

- Speedway spoiler now shows up properly in cockpit mode at restrictor plate tracks.


NASCAR XFINITY Chevrolet Camaro

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto, richmond.sto, watkinsglen.sto.


NASCAR XFINITY Ford Mustang

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto, richmond.sto, watkinsglen.sto.

- Fix for contingency decal flipped wrong way.


NASCAR XFINITY Toyota Camry

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto, richmond.sto, watkinsglen.sto.

- Fixed a texture mapping issue.


Radical SR8

- Updated setups.


Riley MkXX Daytona Prototype

- Updated setups.

- Updated engine sounds.


Ruf RT 12R C-Spec

- Updated setups.


Street Stock

- Updated road.sto.



Tracks:

Interlagos

- Fixed some data issues that were causing problems for the pace car, and the graphical racing groove when rendering of dynamic track conditions is disabled.




edit: added updated Ford GT and Riley engine sounds This message was edited 2 time(s). Last update was at 9/17/2015 2:32 a.m.
 
 
• 2015s4 added to release notes (9 September 2015)
 
2015s4 9 September added to release notes.
The following was missing from the posted release notes.

Counting of sessions towards the Minimum Participation Requirements (MPR)

The way in which we maintain the count of the number of sessions that apply towards the Minimum Participation Requirements (MPR) for promotion has been updated. The visibile differences are:

- The count of completed sessions now updates at around the same time as your SR and iRating. Generally this is as soon as the session finishes. Note that this is when the session finishes, not when you leave the session. For example, Time Trial sessions generally run for 30 minutes. If you finish your laps and leave 10 minutes into the session, it might not be counted until around 20 minutes later, when the entire session finishes.

- Sessions in long-running Series that do not follow the regular 12-week Season schedule will now be counted towards MPR. Previously, only sessions run in the first Season in which the long-running Series was run were counted.

- The MPR counts are only reset to zero when you get promoted. If for whatever reason you have not met the qualifications for promotion by the end of a Season, the sessions counted towards MPR will now carry forwards to the next season. Previously, the counts would be reset at the end of Week 13, and you'd have to complete the entire MPR all over again in the new season.

 
 
• 2015s4 release notes (5 September 2015)
 
2015s4 5 September release notes.
Here are the release notes for the upcoming new season's build which is scheduled for deployment on Tuesday next week.


Website:

- The Race Panel now is more descriptive about where it is registering and sending users in official sessions, as well as more aware of registration status after a session has ended.

- Cars/Tracks/Tech Tracks pages have been simplified, and are now more of a storefront and informational page.

- Updated the License indicator in the global template to show more information.

- Added a Team Series Stats page to show team rankings in official team series.

- Added tooltips to describe Track Conditions in official series & results.

- Added messaging when setting up a hosted session when only one driver slot is made available.

- Added the ability to set & preview custom Track Conditions (settings for the new Dynamic Track feature) in hosted sessions, as well as test mode.

- Fixed some scenarios where the website would occasionally think that members could register for events outside of their license level.

- Modified the members site to help Windows 10 + Edge users get iRacing running.

- Expected time for a session to start should now properly be passed into a "Test on Track" session, so users get an alert when their session will begin.

- Added indicators in the race panel and series sessions pages to show race week cut overs that indicates how the sessions will change (track, race week, etc).

- Fixed the join action in some open practice sessions in the What's Hot page.

- Added a preference that remembers it's state in leagues->show only my leagues.

- The Schedule PDF has added displaying more of the race setup options, and also a clickable Table of Contents to find sections or series more easily.



Simulation:


Easy Anti Cheat

iRacing has always invested significant time, energy and development effort into trying to stop "cheating". There are many different types of cheating. In the last June build for example we installed software code to prevent on-track tire heating during qualifying for oval racing. Poor sportsmanship on track could even be construed as cheating as another example. However more often than not, the main concern for members are potential software hacks that essentially attempt to change the game in some way for the cheater's benefit. In that regard, all of the prevention and detection code we have put in iRacing in the past was done by us internally. We never included any of that work in our release notes mainly for the obvious reason that we did not want to provide cheaters with any information.

However in our next quarterly software update (early September) our current plan is to include new cheat prevention & detection in the update and release notes for several reasons. Mainly because the new cheat prevention and detection comes in the form of a partnership and integration we did with a professional gaming anti-cheat company called Easy Anti Cheat. We are excited about this partnership as we have enhanced our ability to detect and prevent cheating significantly. The EAC system prevents cheaters from using several common methods to try to gain an advantage over other players. This includes things like: running the iRacing simulation inside a "sandbox", to prevent external programs from hacking into and modifying the simulation as it runs; or modifying the iRacing installation files (cars and tracks) to gain an advantage; or replacing system level components used by the simulation with versions that include cheat hacks.

When applying this next build on a Windows computer, the installer program for the EAC software will automatically be run. On Mac OSX and Linux, the EAC software is able to operate without this explicit installation step. In all cases, the EAC software is only active on your computer when you are running the iRacing simulation software - when the sim exits, the EAC software exits, too.

If you launch the simulation and an issue is detected before the simulation has connected to the race server, a message describing the problem will be shown to you in a dialog box, and the sim will not run. If an issue is detected after connecting to the race server, a message describing the problem will be shown in the Chat Pad, and you will be disconnected from the server.

The error messages are intended to be sufficient to identify what caused the issue. But if it's not clear how to resolve the issue, email iRacing customer support at support@iRacing.com to help get you back to racing. We will work diligently with you to correct any issues. However, we do not expect many issues as we have done extensive testing already. The most likely error to arise will be if you are using replacement versions of system libraries (d3d9.dll, for example) that are not already flagged as being innocuous. Since such replacement libraries could potentially contain hacks to enable cheating, they are not allowed unless they have been validated. You can also check out the FAQ's at EasyAntiCheat if you want here: http://faq.easyanticheat.net/index.html


Splitting Multi-car-class Fields

The prior algorithm for forming splits for multi-class sessions attempted to ensure that as many splits as possible would be multi-class, down to some minimum number of drivers in each class within a split. This made for some not-so-great racing for drivers in classes where their split had this minimum number of drivers.

With this season's build, we have implemented a new split-forming algorithm for multi-class sessions that instead attempts to ensure that all car classes are packed relatively evenly into the higher-rated splits, potentially at the expense of the lower-rated splits being devoid of one or more car classes.

The algorithm for choosing the overall field size for each of the splits is unchanged - each of the higher-rated splits formed for a session will have the same overall number of teams, with the lower-rated splits potentially having one less team. Since the higher-rated splits might "consume" all the teams in one or more of the less-used car classes, and since the lower-rated splits will still have the same overall number of teams, the lower-rated splits could thus have more teams in each of their car classes than the higher-rated splits have in those same car classes.


Session Splits

We have added a new method by which sessions get split into run-groups. The earlier method typically chooses the "best" race server farm (US, Sydney, Amsterdam) based on the average ping time of all the registrants to the farms, and then splits the teams into run-groups based on iRating. The new method splits the teams into run-groups based on iRating, and then chooses the best farm for each run-group.

Additionally, the new method tries to avoid assigning the group onto a farm if any of the drivers in the group would generally prefer to avoid that farm. In practice this will mean that if anyone in the run group prefers the Sydney farm, and anyone else in the run-group prefers the Amsterdam farm, the run-group will be assigned to the US server farm.


Dynamic Track

- The track surface is now dynamic, and models the changes in track rubber, marbles, and temperature. Track rubber is built up under the tires in rough proportion to how hard they are working. Tires generate marbles, and these can accumulate on tires and be thrown off and redistributed on the track. Temperature is variable across the track and is influenced by weather, the position of the sun in the sky, the surface angle of the track, albedo (color), track rubber, shadows, and interaction with cars.

- These variable aspects of the track affect the level and characteristics of tire grip available, and the wear rate. Generally, a rubbered-in but cool track free of marbles will offer the most grip.

- Initial track conditions can be specified for testing and private hosting sessions. The amount of running activity on the track prior to the session can be specified as a percentage, or left to be determined automatically based on the session type. The percent usage amount determines the level of track rubber and marbles at session start. In a multi-session event, each session can be specified individually to simulate changes to the track between sessions due to additional running or from an overnight rain, or a session may be designated to follow immediately and inherit the track state from the previous session. Marbles can be cleaned off the racing surface prior to the session, and also during yellow flags on ovals, or they can be left undisturbed.


Borderless Window Support

- The sim can now be run in windowed mode without a border or title bar. There is a new option on the auto-config dialog and a new graphics option to disable the border. Like the full screen toggle in options, the border configuration does not take effect until the sim is restarted.


Replay

- Add an app.ini setting [Replay] maxFramesToSearchPerUpdate=2048 setting to control how much tape is searched per update during a long search.


Telemetry

- Add support for fast repair to telemetry pit script commands.

- Log pending pit service request to telemetry as "PitSvXXX". PitSvFlags is a bitfield defines in irsdk_defines.h as irsdk_PitSvFlags and covers all the check boxes.

- Log live weather to telemetry.

- Log the driver's fuel tank size to session string as "DriverCarFuelMaxLtr". Log the fuel restriction percent (if any) to session string as "DriverCarMaxFuelPct". Multiplying both together will give you the true fuel limit for this session.

- Renamed "CarClassMaxFuel" to "CarClassMaxFuelPct" to better reflect the fact that it is a percent of the tank that you are allowed to use.

- Dump information about the current setup to the session string
DriverInfo:
DriverSetupName: path
DriverSetupIsModified: bool
DriverSetupLoadTypeName: [invalid|user|iracing|baseline|current|default|fixed|shared]
DriverSetupPassedTech: bool

- Fix a bug where not all cars had a properly set carClassColor in a mixed class race.


Keyboard Macros

- Added a #fr fast repair macro, to check the fast repair box.

- Add 'invert' flag to pit chat macros so prepending - to front of command will unset it, i.e. -lf will uncheck the left front tire, also -clear will check all options.


Audio

- Turn off ducking of audio when Windows detects a phone call. Windows often confuses our voice chat as a call and kills the engine sounds.


Controls

- When we detect a joystick was added or removed, attempt to identify what controller was changed and only reinitialize that device. Previously we reinitialized all devices and this could lead to a momentary loss of steering control if your button box loss connection to the sim. You can revert to the old behavior where all devices are reinitialized every time a device is plugged in by setting app.ini [Force Feedback] initOnlyNewDevices=0.

- Added new keyboard backlight support for Logitech G910 keyboards. Now we dynamically highlight keys that have some function assigned to them, and color them by function. In addition the F keys act as a shift indicator/pit speed indicator if you are in your car.

- Removed code that would set the backlight on older Logitech keyboards and mice to try and replicate a shift indicator.

- Added support for LED lights in the new Logitech G29 wheel.

- The minimum threshold to detect motion when calibrating can be adjusted by the app.ini switch initialMoveThreshold. This can be used to get devices with very small ranges of travel to be detected by iRacing.


New Tire Model

- v6 tires now include a term in the lateral stiffness calculations that was missing in the NTM previously (including the v1-5 tires). All prior cars with v6 tires from last season have been revised to suit, and many more cars have been upgrade to v6 tires.


Black Boxes

- In the F1 black box, don't show the same car ahead and behind you, if only one other car on track, or only one other car in your class.

- In the F3 black box, sort cars into position based on class, if no position is currently known for the car.

- Allow the virtual mirror field of view to be adjusted from the F9 black box.


Driver Aids

- The auto-blip shift aid now uses the new drivetrain physics model, instead of falling back to our ancient old drivetrain model. This significantly improves how smoothly the cars shift when using the auto-blip aid.

- Allow H-pattern gearboxes to be downshifted into neutral at speed when using sequential shifting controls.


Towing

- When someone is disconnected from the server via a connection failure, we now compute the tow from when we last saw them on track, instead of when the connection finally timed out.


Cars:


Paint Kit

- Justin Wilson Memorial sponsor added.

- Go Gold for Kids with Cancer (American Childhood Cancer Organization) sponsor added.


Mustang FR500S Pace Car

- Repainted with American Childhood Cancer Organization sponsorship.

- Updated to use the new PBR shaders.


Aston Martin DBR9 GT1

- Updated the v6 tires.

- Updated to use the new PBR shaders.

- For this season's GT1 class balancing, we have made the following changes: 7.1 kg less weight.


BMW Z4 GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 20 kg less weight, and diff locking increased from 2 plates to 4.


Cadillac CTS-V Racecar

- Updated the v6 tires.


Chevrolet Corvette C6.R GT1

- Updated the v6 tires.

- Updated to use the new PBR shaders.

- The number plates have been moved from the mandatory_decal to the car_decal so that they can be edited by the end user with custom schemes.


Chevrolet Corvette C7 Daytona Prototype

- The Chevrolet Corvette C7 Daytona Prototype is now available.


Chevrolet Impala Old Class B

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.


Chevrolet Impala-COT

- Updated to v6 tires.


Chevrolet Monte Carlo SS

- Updated to v6 tires.

- Add more rear end ratio options.

- Fixed bug in chassis ballast adjustment.


Chevrolet Silverado - circa 2013

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aerodynamic revisions.


Ford Falcon FG V8

- Changed window logo to the 2015 version of the V8 Supercars logo.


Ford GT

- Updated the v6 tires.


Ford GT GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 23 kg more weight, 1.25% less downforce, and a small reduction in torque over 6750 RPM.


Ford Mustang FR500S

- Updated the v6 tires.

- Opened up the tire pressure range.


Holden Commodore VF V8

- Changed window logo to the 2015 version of the V8 Supercars logo.


HPD ARX-01c

- Updated the v6 tires.


Kia Optima

- Updated to v6 tires.


Legends Ford '34 Coupe

- Updated the v6 tires.

- Updated to use the new PBR shaders.


Lotus 49

- Updated to v6 tires.


Lotus 79

- Updated to v6 tires.


Mazda MX-5 Cup

- Updated the v6 tires.

- Opened up the tire pressure range.


Mazda MX-5 Roadster

- Updated the v6 tires.

- Opened up the tire pressure range.


McLaren MP4-12C GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 10 kg more weight, and greater yaw stability via aero adjustments.


Modified - SK

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Slightly raised center of gravity.

- Adjusted engine efficiency.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.


NASCAR Camping World Chevrolet Silverado

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR Camping World Toyota Tundra

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR K&N Pro Chevrolet Impala

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR Sprint Cup Chevrolet SS

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Sprint Cup Ford Fusion

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Sprint Cup Toyota Camry

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Whelen Tour Modified

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Adjusted engine efficiency.

- Slightly raised center of gravity.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.


NASCAR XFINITY Chevrolet Camaro

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.

- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR XFINITY Ford Mustang

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.

- Updated to the 2015 identity package (headlights, taillights, etc).

- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR XFINITY Toyota Camry

- The Nascar Xfinity Toyota Camry is now available.

- It has the same physics as the NASCAR XFINITY Chevrolet Camaro, NASCAR XFINITY Ford Mustang and Chevrolet Impala Old Class B, and each car can load and share setups with the others.


Pontiac Solstice

- Updated the v6 tires.

- Opened up the tire pressure range.


Radical SR8

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- Headlights and various other details added to car.

- Optimizations to improve framerate.


Riley MkXX Daytona Prototype

- Updated to v6 tires.

- Rear toe should be measured from 18" wheels, not 13".

- Added estimated maximum speeds in each gear to the Drivetrain tab in the Garage.


Ruf RT 12R AWD

- Updated the v6 tires.

- Increased power steering.


Ruf RT 12R C-Spec

- Updated the v6 tires.

- Increased power steering.

- The rpm gauge has been edited so that redline is at 8500 rpm.


Ruf RT 12R RWD

- Updated the v6 tires.

- Increased power steering.


Ruf RT 12R Track

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 2.5% more downforce.

- Increased power steering.


SCCA Spec Racer Ford

- Updated to v6 tires.

- Slightly increased aerodynamic stability.


Silver Crown

- Updated to v6 tires.


Skip Barber Formula 2000

- Updated the v6 tires.


Sprint Car

- Updated to v6 tires.


Star Mazda

- Updated to v6 tires.


Street Stock

- Updated to v6 tires.


Super Late Model

- Updated to v6 tires.

- Add more rear end ratio options.

- Double the bumpstop length and stiffness.


VW Jetta TDI Cup

- Updated to v6 tires.


Williams-Toyota FW31

- Updated to v6 tires.



Tracks:


Autodromo Nazionale Monza

- Fixed a camera sound bug.

- Removed bump on inside of turn entry of T1 of Junior config.

- Added a bump map for the oval.


Circuit Zolder

- Fixed issues relating to the pit lane exit being too close to other side of track: cars on other side of course showing on F3 black box, unexpected yellow flags, etc.


Daytona International Speedway

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the Road configuration. In particular, the run-off area in Turn 1 now does a much better job of belonging to Turn 1, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming out of the infield, bogus camera switches, etc.

- Fixed hole in grass on entrance of Turn 3.


Five Flags Speedway

- Fixed floating issues on pit road.

- Moved the inside green pit exit cone.


Indianapolis Motor Speedway

- Added curbing to replace cones.

- Fixed the gained time checkpoints in Turns 1-3 of Road and Moto courses.


Oran Park Raceway

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the GP and Moto configurations. This also improves some possible issues with the crossover.


Phillip Island Circuit

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line. In particular, the run-off area in Turn 3 now does a much better job of belonging to Turn 3, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming out of the hairpin, bogus camera switches, etc.


Sonoma Raceway

- Fix track description from NC to CA.


Suzuka International Racing Course

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the Grand Prix, Moto, West, and West Chicane configurations. This also improves some possible issues with the crossover.


 
 
• 2015s3 more release notes (22 July 2015)
 
2015s3 22 July more release notes.
This release has several internal fixes, as well as updates for our commercial customers.
There are only a couple of things that are visible to our regular customers.

Options

- Fixed the left/right arrows that adjust virtual mirror field of view in the Graphics Settings tab.

NASCAR Sprint Cup Chevrolet SS
NASCAR Sprint Cup Ford Fusion
NASCAR Sprint Cup Toyota Camry

- Updated the Hall of Fame setups.
 
 
• 2015s3 more release notes (25 June 2015)
 
2015s3 25 June more release notes.
Simulation:

Registering for Race sessions will place you into an Open Practice while waiting

- While in the sim and connected to an Open Practice due to having registered for a Race session, the messages informing you that your Race session is ready will now identify whether you should switch to your Race session due to session having an embedded Qualify session, or because the Race will grid soon.

- Fixed some issues that could arise if you were in the garage screen, the options screen, had the Save Replay dialog active, etc, and the sim automatically tried to transition you to your Race session because Qualifying or Gridding would start soon.

- While in the sim and connected to an Open Practice due to having registered for a Race session, the sim will keep you informed of the number of registrants for your race session up until the Race session is launched.


Wind

- If a series is using Realistic weather, Time Trial sessions in that series will instead use the iRacing default weather. All other session types in the series will use Realistic weather.

- Realistic weather now produces much more reasonable wind gusts and overall wind direction changes.


Aston Martin DBR9 GT1

- Fixed error in how the sim locates the car's graphical position which could cause an issue with screenshots and certain cameras.


Chevrolet Monte Carlo SS

- Updated road.sto.


NASCAR Sprint Cup Chevrolet SS

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto, darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto, kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto, talladega.sto, texas_oval.sto.


NASCAR Sprint Cup Ford Fusion

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto, darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto, kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto, talladega.sto, texas_oval.sto.


NASCAR Sprint Cup Toyota Camry

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto, darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto, kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto, talladega.sto, texas_oval.sto.


Super Late Model

- Updated road.sto.
 
 
• 2015s3 release notes 2 (12 June 2015)
 
2015s3 13 June release notes 2.
Simulation:

- Fixed the problem where the sim would fail to start with either a pop up complaining about "app life cycle handlers" or a black screen.

- Fixed a bug where alt-tabbing could leave the sim thinking the alt key was still pressed down when it was not.

- Fixed an issue that would cause your race radio to reset between sessions (for example, transitioning from Warmup to Race).

- Fixed an issue that was causing some sessions to not complete the steps required to make their results available for viewing.

- Fixed the bug where the fullscreen window would minimized when you click on another screen.


Registering for Race sessions will place you into an Open Practice while waiting

- Fixed the issue where the sim quits to desktop when transitioning from open practice to race using the [Race!] button (or automatically if you don't use it) when the "Save replay on quit" option is also selected.

- Make the messages about how to get from your open practice into your race session more clear.


Graphics

- When advanced shaders are turned off our content that uses the new PBR shaders will no longer be incredibly glossy, but they still don't look very good for now. We will be looking further into trying to make the PBR shader cars and tracks look better when you turn off the PBR shaders. We highly recommend running advanced shaders if you can.

- Fixed a bug in the PBR shader lighting of wheels painted with non-metallic colors.

- Fixed the too-intense fog with the PBR shaders.


Oculus Rift

- Fixed the bug which was preventing the Rift from working correctly.


Sector Splits

- Fixed a bug which could cause a much too fast sector split to be recorded if driving outside of a regular racing line while crossing an overpass (such as driving on the apron in the Monza oval as you pass over the bridge crossing the regular GP circuit).


Aston Martin DBR9 GT1

- Clarified tool-tip for rear wing setting.

- Tuned the speedometer to match GPS speed.

- Moved the gearbox camera back so that it isn't inside the rear of the car.

- Windshield wiper added to cockpit view.

- Made the rear wing paintable.


Chevrolet Impala-COT

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.


Dallara

- Updated setups for the new season.


Dallara DW12

- Updated iowa_oval.sto.


NASCAR Camping World Chevrolet Silverado

- Added fiveflags.sto and chicagoland.sto setups.


NASCAR Camping World Toyota Tundra

- Added fiveflags.sto and chicagoland.sto setups.


NASCAR Sprint Cup Chevrolet SS

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.


NASCAR Sprint Cup Ford Fusion

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.


NASCAR Sprint Cup Toyota Camry

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.
 
 
• 2015s3 release notes (9 June 2015)
 
2015s3 9 June release notes.

There is New Joining Race Feature: We created a new race joining methodology in which when you join an official race, it will take you directly into that session right then and there. Therefore, the countdown timers for sessions will be gone. When one registers for a session, the information displayed will show that you are about to enter the session, then automatically launch the simulator when the session is ready to accept you. Typically, like before you can register for a session I believe 30 minutes early. When you register early it will take you into open practice and you simply stay in that session and it will take you into the race when the races is about to start. Similar to how hosted sessions work in which it just moves you to the next session without exiting the sim. In the case where the user does exit the sim (but doesn't withdraw), they will be presented with a "Join" button to re-join. In many cases, the wait will be between 10 and 20 seconds, and many sessions if not all will be set up to place users into an open practice before the race session begins as I said. FYI, right before the session starts no matter what practice session you were in, it will calculate field splits and the like as it always did based on iRating and qualifying and put you in the correct race field. Not only is this a more elegant way to join a race, for example you don’t have to join and then join again when the session launches, it also will make the website more efficient. Also note that there is no change to existing open practice sessions. Race Points: We improved the calculation of race points awarded so small field sizes like in mixed class racing with just one or two cars don't hand out too many or so many championship points. We also slightly reduced the advantage of high iRating fields in awarding championship points. High iRating fields will still pay the most points, just a little less. Frankly the race point curve has changed for the better but those are the biggest impacts. Oval qualifying "Cheat": During qualifying at medium, long and superspeedway ovals, the tires will reset to unworn and cold if travelling < 30 mph. This should fix the oval qualifying "burnout cheat" and if need be we will adjust this further. We also put a visual timer in for the course cutting black flag so you can better judge how long the sloWebsite: - Ultimate Pay is no longer available as a payment method. - All viewable future sessions are only viewable up to a specific view date range. - Fixed a bug where uploading setups for a fixed Hosted Session with specific foreign characters could interfere with parsing. - Fixed the Firefox no-data bug. - Added an "Accept" button to the league ignored requests page to allow the admins to "unignore" and accept the request. - When clicking "I'm still here" on the hosted sessions page after the timeout, the sessions will refresh properly. - Opting out of league PMs and Emails now works as intended. - Making edits to a team that hasn't been assigned a team ID should now properly fully create the team. - A button to launch the graphics config has been added to the settings panel. - Fixed a link where IE users were having trouble when revoking team invites. - Fixed a bug where selecting to drive certain cars in a team multi-car hosted session could cause errors. - Popular races now have an additional filter to show sessions using only the content that the user owns. - The Cars, Tracks, and Tech Tracks pages are redone with filters. - Fixed a bug where, under specific conditions, the race planner could bug out and not show sessions. Registering for Race sessions will place you into an Open Practice while waiting - For many series, if you register for a Race session more than a couple minutes prior to the session's scheduled start time, you will be automatically placed into an Open Practice session. This way you can get onto track, instead of waiting for the Race session to launch. Note that the splits for your Race session will not yet have been formed. So there's no guarantee that the other drivers you see in your Open Practice will be in your split. In fact, some of the drivers in the Open Practice might have registered for it directly, and won't be transferring to your Race session at all. The simulation will notify you when your Race session is ready, and present a green [Race!] button on the Session screen. Clicking on this button will disconnect you from the Open Practice session, and connect you to your Race session. Only then can you tell with whom you have been grouped. If you do not click on the [Race!] button, the simulation will automatically switch you over to your Race session shortly prior to when you must grid your car for the race, or sooner if the Race session also has an embedded Qualify session. Simulation: Updater - When you run the iRacingUpdater it will ask you to install the Microsoft Visual C redistributions for x86 and x64, if you don't already have them installed on your computer. Auto-Config - Added a drop-down to the auto-config dialog to choose which display adapter to use. It attempts to recommend NVidia/AMD cards over Intel to help with laptops. Networking - Change how the simulation configures its network connection to the race server. This might reduce the possibility of "error occurred on network device" messages, and disconnections from the race server. Race Points Given Field Size - We improved the calculation of race points awarded so small field sizes don't hand out too many championship points. This also reduces the advantage of high iRating fields in awarding championship points. Logitech ARX - We now support Logitech's ARX interface. ARX is a simple communication layer provided by Logitech that allows communication between an application on the PC and your Android or iOS based device. It basically allows us to act as a web server sending pages to your phone, along with a simple bidirectional communication channel so we can push live data to the phone and receive inputs back. For further information and details on how to use or create something for ARX, please go to this forum thread: http://members.iracing.com/jforum/posts/list/3316230.page Graphics - Improved frame rates with a more dynamic adjustment of detail levels when many cars are on screen. - We are beginning to convert some of our cars and tracks to using physically based rendering (PBR) shaders to give more accurate looking cars and tracks. In this release the new Five Flags Speedway track uses these new shaders, as do the new Aston Martin DBR9 GT1, and the updated Chevrolet Corvette C6.R GT1 and updated Legends Ford '34 Coupe. Race Control - Show the driver the amount of time they still have to yield in order to clear their "gained time by shortcutting, slow-down" furled black flag. - Fixed a bug where sometimes incident report messages would incorrectly say there is a limit of 17 incidents. - During qualifying at medium, long and superspeedway ovals, doing a burnout no longer gives an advantage. Split Times - Add in an option to load split time files from other drivers and cars for you to compare yourself against. - The ghost car now lights up the brake lights. UI - Added the C (CPU) meter to the L/Q/S/P group on the Session screen. The CPU meter is only displayed if you have manually enabled it in the "XXX Dev Use Only" section of app.ini. Triple Screen - Fixed a bug where headlights could draw with strange artifacting problems when the field of view is greater than 170 degrees. - Fixed a bug that broke mouse driving when using triple screens. Telemetry - New live telemetry outputs CarsPosition, CarsClassPosition, PlayerCarPosition, PlayerCarClassPosition, CarIdxPosition, CarIdxClassPosition, CarIdxTime, LapLastNLapSeq, LapLastNLapTime, LapBestNLapLap, LapBestNLapTime, DCLapStatus, DCDriversSoFar. Sharing Setups - When you share a setup from the Garage, all different types of car that should be able to load your setup can now actually see and load your setup (for instance, the two V8 Supercars, or the NASCARs). New Tire Model - Dave has a new model of the tire carcass that does a much more accurate computation of the tire's stiffnesses. Amongst other things tires now respond much more correctly to tire pressure changes. This is what is called a "Version 6" tire. Most of our road course cars have been updated with this. Chassis Torsion - We can now model the fact that a car's chassis can twist due to forces and torques acting on the car. But only a few of our cars have been updated with this so far. Weather - Reduced wild wind direction swings. Cars: - Added new sponsor logos for Pep Boys, People Against Distracted Driving (PADD), iAnalyze Racing, and Max Papis Innovations (MPI). - Revised Club Scandinavia logo. Aston Martin DBR9 GT1 - Now available for purchase. Will be classed with the Chevrolet Corvette C6.R GT1. - Features our new chassis torsion modeling, new V6 tires, and new PBR shaders. BMW Z4 GT3 - Chassis torsion is now modeled. - Now has the new V6 tires. - Revised car performance to better match real life. Top speeds and cornering grip are now more accurate. - Updated setup for the new season. - Adjusted when G27 shift lights illuminate. Cadillac CTS-V Racecar - Now has the new V6 tires. - Updated setup for the new season. Chevrolet Corvette C6.R GT1 - Now has the new V6 tires. - Updated to use the new PBR shaders. - Wheels can now be painted. - Performance has been re-tuned to match appropriately against the Aston Martin DBR9 GT1. - Added tire warmers to avoid very cold tire issues in cold weather. - Updated setup for the new season. Chevrolet Impala Old Class B - Revised drafting. - Increased tire wear. - Added 100 lb of front downforce to match the 2015 cars. Chevrolet Impala-COT - Revised drafting. - Increased tire wear. Chevrolet Monte Carlo SS - Updated setups for the new season. - Cleaned up visible positioning of wheels to reduce fender interactions. Chevrolet Silverado - circa 2013 - Revised damage modeling for less damage with door bangs and to reduce engine damage associated with front end contact. - Revised drafting. - Increased tire wear. Dallara DW12 - Fixed boost levels to be inline with regulations. - Updated setups for the new season. Ford Falcon FG V8 - Chassis torsion is now modeled. - Improved levels of detail for better frame rates. - Re-worked the rear view mirror. Ford GT - Now has the new V6 tires. - Updated collision settings to match the BMW. This should reduce the 4x response from light hits. - Updated setup for the new season. Ford GT GT3 - Chassis torsion is now modeled. - Now has the new V6 tires. - Revised car performance to better match real life. Top speeds and cornering grip are now more accurate. - Updated collision settings to match the BMW. This should reduce the 4x response from light hits. - Adjusted when G27 shift lights illuminate. - Updated setup for the new season. Ford Mustang FR500S - Now has the new V6 tires. - Update the diff with a little more locking bias. Holden Commodore VF V8 - Chassis torsion is now modeled. - Improved levels of detail for better frame rates. - Updated setup for the new season. HPD ARX-01c - Now has the new V6 tires. - Sound overhaul including additional near/far engine layers. Legends Ford '34 Coupe - Updated the 3D model to our latest standards, including the new PBR shaders. - Updated with chassis torsion and suspension installation stiffnesses. - Now has the new V6 tires. - Minimum cold tire pressures reduced to 10 psi. - Updated setups for the new season. Lotus 49 - Chassis torsion is now modeled. Lotus 79 - Revised damage modeling to reduce damage associated with bottoming out against the track surface. Mazda MX-5 Cup - Now has the new V6 tires. - Made dampers linear to get rid of the weirdness in force changes from low to mid speed. Also linearized the click settings and degree sweeps - now each adjustment produces an even level of damping change throughout adjuster range. - Increased wheel inertia. - Adjusted the center of gravity height a little lower and re-tuned the chassis mass distribution angle a little lower at the front. - Updated setup for the new season. Mazda MX-5 Roadster - Now has the new V6 tires. - Made dampers linear to get rid of the weirdness in force changes from low to mid speed. Also linearized the click settings and degree sweeps - now each adjustment produces an even level of damping change throughout adjuster range. - Adjusted the center of gravity height a little lower and re-tuned the chassis mass distribution angle a little lower at the front. - Updated setup for the new season. McLaren MP4-12C GT3 - Now has the new V6 tires. - Revised car performance to better match real life. Top speeds and cornering grip are now more accurate. - Updated setup for the new season. Modified - SK - Updated setups for the new season. NASCAR Camping World Chevrolet Silverado - Updated aero based on latest GM Racing information. - Improved levels of detail for better frame rates. - Revised damage modeling for less damage with door bangs and to reduce engine damage associated with front end contact. - Revised drafting. - Increased tire wear. - Added fans back into the model. - Updated setups for the new season. NASCAR Camping World Toyota Tundra - Updated aero based on latest GM Racing information. - Improved levels of detail for better frame rates. - Revised damage modeling for less damage with door bangs and to reduce engine damage associated with front end contact. - Revised drafting. - Increased tire wear. - Updated setups for the new season. NASCAR K&N Pro Chevrolet Impala - Revised drafting. - Increased tire wear. - Updated setups for the new season. NASCAR Sprint Cup Chevrolet SS - Revised engine power, aerodynamics, and drafting. - Improved levels of detail for better frame rates. - MPI steering wheel added. - Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks. - Updated setups for the new season. NASCAR Sprint Cup Ford Fusion - Revised engine power, aerodynamics, and drafting. - Improved levels of detail for better frame rates. - MPI steering wheel added. - Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks. - Updated setups for the new season. NASCAR Sprint Cup Toyota Camry - Updated the 3D model to the 2015 season car. - Revised engine power, aerodynamics, and drafting. - Improved levels of detail for better frame rates. - MPI steering wheel added. - Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks. - Updated setups for the new season. NASCAR Whelen Tour Modified - Updated setups for the new season. NASCAR XFINITY Chevrolet Camaro - Added 100 lb of front downforce to match the 2015 cars. - Revised drafting. - Increased tire wear. - Updated setups for the new season. NASCAR XFINITY Ford Mustang - Added 100 lb of front downforce to match the 2015 cars. - Revised drafting. - Increased tire wear. - Updated setups for the new season. Pontiac Solstice - Now has the new V6 tires. Radical SR8 - Fixed a bug where you could fail tech for ride height but not see why. Ruf RT 12R AWD - Now has the new V6 tires. Ruf RT 12R C-Spec - Updated with fixed setups for the new season. Ruf RT 12R RWD - Now has the new V6 tires. Ruf RT 12R Track - Now has the new V6 tires. - Revised car performance to better match real life. Top speeds and cornering grip are now more accurate. - Updated setup for the new season. Silver Crown - Updated setups for the new season. Skip Barber Formula 2000 - Now has the new V6 tires. - Sound overhaul including additional near/far engine layers. Sprint Car - Updated setups for the new season. Star Mazda - Chassis torsion is now modeled. - Sound overhaul including additional near/far engine layers. Street Stock - Fixed a bug where the rear suspension operated with NASCAR rear style springs instead of leaf springs. - Updated setups for the new season. Super Late Model - Updated setups for the new season. Williams-Toyota FW31 - Adjusted tire pressure ranges and increments. Tracks: Auto Club Speedway - Fixed upside-down environment reflection texture. Autodromo Nazionale Monza - Fixed upside-down environment reflection texture. - Added check point and 1x at the exit of the last corner. Circuit de Spa-Francorchamps - Fixed upside-down environment reflection texture. Circuit Gilles Villeneuve - Fixed upside-down environment reflection texture. Circuit of the Americas - Fixed upside-down environment reflection texture. Donington Park Racing Circuit - Fixed upside-down environment reflection texture. Five Flags Speedway - Now available for purchase. - Features our new PBR shaders. Gateway Motorsports Park - Fixed upside-down environment reflection texture. Lucas Oil Raceway - Fixed upside-down environment reflection texture. Mount Panorama Circuit - Fixed upside-down environment reflection texture. Okayama International Circuit - Fixed some weird shading in the trees. Rockingham Speedway - Fixed upside-down environment reflection texture. down penalty will be.
 
 
  • 2015 Season 3 New Joining Race Feature thread by Tony G.
    There is New Joining Race Feature:

    We created a new race joining methodology in which when you join an official race, it will take you directly into that session right then and there. Therefore, the countdown timers for sessions will be gone. When one registers for a session, the information displayed will show that you are about to enter the session, then automatically launch the simulator when the session is ready to accept you. Typically, like before you can register for a session I believe 30 minutes early. When you register early it will take you into open practice and you simply stay in that session and it will take you into the race when the races is about to start. Similar to how hosted sessions work in which it just moves you to the next session without exiting the sim. In the case where the user does exit the sim (but doesn't withdraw), they will be presented with a "Join" button to re-join. In many cases, the wait will be between 10 and 20 seconds, and many sessions if not all will be set up to place users into an open practice before the race session begins as I said. FYI, right before the session starts no matter what practice session you were in, it will calculate field splits and the like as it always did based on iRating and qualifying and put you in the correct race field. Not only is this a more elegant way to join a race, for example you don’t have to join and then join again when the session launches, it also will make the website more efficient. Also note that there is no change to existing open practice sessions.

    Race Points:

    We improved the calculation of race points awarded so small field sizes like in mixed class racing with just one or two cars don't hand out too many or so many championship points. We also slightly reduced the advantage of high iRating fields in awarding championship points. High iRating fields will still pay the most points, just a little less. Frankly the race point curve has changed for the better but those are the biggest impacts.

    Oval qualifying "Cheat":

    During qualifying at medium, long and superspeedway ovals, the tires will reset to unworn and cold if travelling < 30 mph. This should fix the oval qualifying "burnout cheat" and if need be we will adjust this further.

    We also put a visual timer in for the course cutting black flag so you can better judge how long the slow down penalty will be.

  • 2015 Season 3 preview Q&A (4th June). Notes & links http://www.edracing.com/2015s3.html

  • 2015 Season 3 iRacing schedule post including PDF.
    Some notes about the schedule:
    
    The NASCAR open truck and nationwide series are not on here because they are still running from season 2.
    The NASCAR iRacing open and fixed series are not on here because they are technically active Season 1 seasons.
    The GT1 schedule will have the Aston Martin and Corvette in it. Corvette not showing because a change needs to be made in the DB
    Ruf Cup is now fixed setup. If you would like to drive this car in an open setup season you can do so in the IMSA series.
    Sprint car and Silver crown schedule is not updated yet.
    National Series now has qualifying attached to the race sessions
    Super late model now has qualifying attached to the race sessions
    Blancpain Sprint Series now has qualifying attached to the race sessions and all cars set to 46% fuel capacity.
    IMSA series will have all 4 cars set to 60% fuel capacity.
    V8 Supercar series has 4 races set at 72% fuel capacity and 1 race set to 50% fuel capacity.
    
    All seasons that have qualifying sessions attached to race sessions will have dynamic weather.
    


  • • 2015s2 more release notes (8 April 2015)
     
    2015s2 8 April release notes.
    
    Framerate Improvements - Improved shadow volume performance at night tracks, when driving near large groups of cars, such as during starts and re-starts. - Dynamically reduce the level of detail of cars and pit related objects, when driving near too many high detail objects, such as during starts and restarts. - Added some clamping to the level of detail for mirrors and cockpit camera to prevent detail level from going too high when it shouldn't. - If both the virtual mirror and cockpit mirrors are enabled at the same time, the rear-view cockpit mirror is now lowered in priority to be after the side mirrors. Now you can say you want 1 cockpit mirror and the virtual mirror, and you get the driver side cockpit mirror and the virtual mirror, instead of the rear view mirror and the virtual mirror. Screenshots - Fix the giant screen shot code so that it works again. Fonts - Fixed the Charlie Brown font so it will now display properly. BMW Z4 GT3 - Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect sounding opponent engine rpms. - Updated baseline setup. Chevrolet Impala Old Class B - Updated darlington setup. Ford GT - Maximum perch offset for both fronts set to be equal. Ford GT GT3 - Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect sounding opponent engine rpms. McLaren MP4-12C GT3 - Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect sounding opponent engine rpms. Modified - SK - Updated all setups. NASCAR Camping World Chevrolet Silverado - Added more levels of detail, and optimized existing LOD's. - New shadow model for night tracks. NASCAR Camping World Toyota Tundra - Added more levels of detail, and optimized existing LOD's. - New shadow model for night tracks. - Made sure parts of the damage model doesn't show up at the wrong time. NASCAR Sprint Cup Chevrolet SS - Updated martinsville and monza_ovalleft setups. NASCAR Sprint Cup Ford Fusion - Updated martinsville and monza_ovalleft setups. NASCAR Sprint Cup Toyota Camry - Updated martinsville and monza_ovalleft setups. NASCAR XFINITY Chevrolet Camaro - 3D model optimizations. - Updated darlington setup. - Rear of car should no longer disappear at certain viewing distances. NASCAR XFINITY Ford Mustang - 3D model optimizations. - Updated darlington setup. - Rear of car should no longer disappear at certain viewing distances. Super Late Model - Updated all setups. Autodromo Nazionale Monza - Collisions enabled on the oval tirewalls. - Pitwall collisions for final piece of wall was missing after oval/road split. - Fixed tunnel shadow problem. - Fixed terrain gap near tunnel. Summit Point Raceway - Fastlane object no longer creates black-hole shadow for shadowmaps. Phoenix International Raceway - Lights on the T1 stand were not hooked up into grandstand detail level and had configuration problems causing a lot of double rendering. Twin Ring Motegi - Fixed bug with a pit wall in the East config missing a collision chunk.
     
     
     
    • 2015s2 2nd release notes (16 March 2015)
     
    2015s2 2nd release notes.
    
    Cars:
    
    - Fixed the DYIsim web logos from not showing up in the paintkit.
    
    
    BMW Z4 GT3
    
    - Update the front perch offset range to allow low static front ride heights to be set in the garage for the full range of front springs.
    
    
    Chevrolet Impala Old Class B
    
    - Added a Las Vegas Motor Speedway setup.
    
    
    Ford Falcon FG V8
    
    - Updated the baseline setup to load correctly.
    
    - Corrected the positions of the spring perch offsets which allows the shocks to have a proper range of travel.
    
    - The available rear spring rates allowed springs that were much too soft (from when the car was being developed and we were testing various things), we have restored the proper range of options.
    
    
    Ford Falcon FG01 V8 - circa 2012
    
    - Updated the baseline setup to load correctly.
    
    
    Holden Commodore VF V8
    
    - Updated the baseline setup to load correctly.
    
    - Corrected the positions of the spring perch offsets which allows the shocks to have a proper range of travel.
    
    - The available rear spring rates allowed springs that were much too soft (from when the car was being developed and we were testing various things), we have restored the proper range of options.
    
    
    NASCAR Camping World Chevrolet Silverado
    
    - Fixed a texture mapping issue on the rear quarter panels.
    
    - Fixed a bug where pitboxes would not show up.
    
    
    NASCAR Camping World Toyota Tundra
    
    - Fixed a texture mapping issue on the rear quarter panels.
    
    - Changed pitboxes to use different pole positions for variety.
    
    
    NASCAR Sprint Cup Chevrolet SS
    
    - All new setups for a many tracks.
    
    
    NASCAR Sprint Cup Ford Fusion
    
    - All new setups for a many tracks.
    
    
    NASCAR Sprint Cup Toyota Camry
    
    - All new setups for a many tracks.
    
    
    NASCAR Whelen Tour Modified
    
    - Use the non-restricted engine at Monza ovals.
    
    
    NASCAR XFINITY Chevrolet Camaro
    
    - Added a Las Vegas Motor Speedway setup.
    
    
    NASCAR XFINITY Ford Mustang
    
    - Added a Las Vegas Motor Speedway setup.
    
    - Pitboards changed to different positions for variety.
    
    
    Radical SR8
    
    - Increased free length and max travel of rear dampers to try to avoid the dampers going into full droop while driving.
    
    - Added ride height limits for the garage. Front ride height must be between 1" and 2", and rear ride height must be between 1.2" and 2.75". These ranges are designed to make sure the dampers minimize hitting the end of their travel.
    
    - Updated the setups to suit the new changes.
    
    
    Skip Barber Formula 2000
    
    - Fixed a bug in the antiroll bar mounting positions which made both antiroll bars too soft (inaccurately long drive arms) and insensitive to adjustment.
    
    
    
    Tracks:
    
    Autodromo Nazionale Monza
    
    - Added province to track info.
    
    - Adjusted oval pace speed.
    
    - Collisions added for tunnel.
    
    - Flip arrow sign in chicane.
    
    - Paddock buildings no longer disappear at grandstand detail.
    
    - Lots of weekend crowd clipping fence problems and floating fixed.
    
    
    Michigan International Speedway
    
    - Extend view distance for crowds to stop them from disappearing.
    
    
    
     
     
     
    • 2015s2 release notes (11 March 2015)
     
    2015s2 release notes.
    
    (Wednesday March 11th 2015) we will be deploying the 2015 Season 2 build. Here are the release notes for that build.
    
    
     
    New Content Highlights
    
    - New track: Autodromo Nazionale Monza. Further details in the Tracks section of these release notes.
    
    - New vehicles: NASCAR Camping World Chevrolet Silverado and NASCAR Camping World Toyota Tundra. Further details in the Cars section of these release notes.
    
    
    
    Website:
    
    
    Navigation and Site Organization
    
    - Member Site global wrapper has been cleaned up, navigation has been reorganized to help new and old users find things more intuitively.
    
    - The News Room, Race Guide, and Hosted Races pages now contain friendly buttons to help you jump to most main activities (Practice, Popular Races & Practices, Official Races, and Hosted Races).
    
    - Many redundant dashboard widgets have been removed due to redundancy. The only ones that are being left in are the Race Planner and the Service Status widgets, which can be reordered, but not removed.
    
    - The What's Hot widget has been removed and replaced with a full-page Popular Races guide - same data, more useful.
    
    - The Settings panel has only one pane of settings, because there are no widgets to configure, and no tickers.
    
    - There's an Store Overview page now, that lets you see all that iRacing has for sale at-a-glance.
    
    
    Documentation
    
    - The Quick Start guide has been revamped, and is actually quick now.
    
    - Paint Policy and Unofficial policies have been updated (new pdfs).
    
    
    Leagues
    
    - On the page for Ignored League Applications, clicking the red X will now delete the correct entry.
    
    - Leagues now can track & edit Team Standings for individual League Seasons.
    
    - League Session tooltips are now consolidated, and grow to the left to stay within the global wrapper.
    
    - League Seasons are now sorted by the most recent races that have occurred.
    
    - League Members may now opt out of receiving league mail.
    
    - Fixed an issue where parsing fixed setups for league races would sometimes lead to a page not loading fully.
    
    - Added an error state for max-lengths of League Member nicknames.
    
    
    Teams
    
    - Added a button within My Teams to allow people to willingly leave a team.
    
    - Transfer of Team Ownership now works as intended.
    
    - Fixed a bug in the Team Registration dialogue where selecting a car in a multiclass session would sometimes load the car image either in a huge form, or would never let the loading indicator go away.
    
    - Fixed Team Session Details rollover tooltips to properly show GMT dates/times & local times.
    
    - On "My Profile", a link in "my last 10 races" will now link to a team's page, where applicable.
    
    
    General
    
    - Racepanel tooltips now expand upwards to keep them within the global wrapper.
    
    - Repaired the spotters page so that it loads in all situations correctly, and will display errors that were being lost in some operations.
    
    - Earned Credits and MPR statistics have been moved to the "My Profile" page.
    
    - 11 sets of Series assets have been updated to prevent the issue where the fixed, teams, and multiclass banners won't overlap.
    
    - We fixed an issue where sometimes on results, you wouldn't be able to see your fastest lap.
    
    - The log in page now has a different internal structure, so that certain password keepers won't incorrectly send users to the wrong place.
    
    - Some results show relevant data where "- - -" was displaying.
    
    - Fixed an issue where track configs sometimes would disappear from the testing panel.
    
    - If a series is active, but doesn't have any scheduled sessions, it now reports that there aren't any, instead of showing "purchase required."
    
    - Fixed an issue with joining a friend's race from the fixed footer where members could potentially get misregistered.
    
    - Racepanel & Testpanel car forum links are removed.
    
    - When editing "My Profile", a cancel button now shows if you want to cancel. Error messages are more robust if something goes wrong while editing.
    
    
    Steam
    
    - Existing iRacing users who didn't sign up using Steam may now generate a steam key to link their iRacing & Steam accounts. Here's how:
    
    1) Go to "My Account", and at the bottom of the page there's a button to generate a Steam Key - click it.
    
    2) Open Steam, and in the top-level menu, click Games, and then click Activate a Product on Steam...
    
    3) Follow the steps on-screen until you're asked for a Steam Key. Type in your Steam Key, then submit it. If you already have iRacing installed on your system, you don't need to install it again via Steam in the steps following activation.
    
    4) Finally, enable the Steam Overlay in iRacing by doing any one of these:
    
    · Click the "Click here to enable it" button on account home once you've generated your key. This will automatically enable the Steam Overlay.
    
    · Opening your settings dashboard on any page within the main membersite and turn Steam Overlay on under the section marked "Use Steam Overlay."
    
    · Open or create "_use64bit.txt" in the iRacing installation directory, type the number 1 into it, and save it.
    
    
    
    Simulation:
    
    
    UI
    
    - Add max percent fuel fill and weight penalty to the Info tab on the session screen.
    
    - We now display the total number of available fast repairs that are available for a race on the Session screen's Info tab.
    
    - Fix a bug where you could potentially get the Options screen to open up while you also entered the car at the same time.
    
    
    Physics
    
    - Improved the suspension modeling to account for flexibility of the suspension mounting points. This softens the resulting wheel rate of every car by 2-20% depending on the car. Car setups are likely to fail tech inspection and will need to have their ride heights adjusted to restore their previous levels, and also may need to have slightly stiffer springs selected to offset the extra flex and to regain desired handling characteristics. Most cars have had some degree of tuning to make sure there are no problems with suspension travel and to make sure enough range of adjustment is available.
    
    - All of our cars have updated iRacing setups adjusted for these suspension changes.
    
    - All cars now drop into the world with a warmed up motor, they start at about 170F / 77C now instead of ambient air temp.
    
    - Official sessions can now have a per-car weight penalty and a per-car fuel-fill limit, similar to what is available when Hosted sessions are created. These settings are displayed on the Info tab on the Session screen inside the simulation. We will work on getting the values displayed in appropriate places on the web site. For the moment these values are not used in any series. But they are available to help tune the balance of performance in multi-car series as the season progresses.
    
    
    Updating
    
    - Made some changes to help repair the iRacing installation when a "Failed to verify signature on program executable" error occurs while trying to launch the simulator. This can happen when Windows is "restored" from a restore point, which unfortunately only restores some of our files and causes our installation to become corrupt.
    
    
    Replay
    
    - Add in a "video timer", for the broadcasters, that indicates on the display exactly where in the tape you are so you can easily synchronize videos between live driving and a replay tape.
    
    - Added a keyboard macro to fast forward the replay based on session number and session time. Using the number pad, type +num+time, following the format of the new video timer display.
    
    
    Telemetry
    
    - Add in new iRSDK remote message to fast forward replay based on a session number and session time.
    
    - Output shock velocity to telemetry.
    
    
    Fast Repairs
    
    - All cars now have a checkbox in the F4 Fuel black box to allow the driver to choose whether or not they want to use a fast repair in the upcoming pitstop. Also shown beside the checkbox is the number of remaining fast repairs. If a race is configured for unlimited fast repairs, that will show as 255 remaining. The checkbox will not check when no fast repairs are remaining (0 shown). Fast repairs are only available for use during races, so during testing or practice or qualifying you will see 0 fast repairs remaining.
    
    
    Driver Swap
    
    - Fixed a problem with the way the client notifies the server that pit service is complete. If that notification was generated very frequently (due to a bug), it would prevent other notifications from being sent to the server, such as requests to get out of the car.
    
    - Fix a bug where getting out of your car while in your pit stall when the pit exit is closed during a caution period could cause an exit closed pits black flag.
    
    
    Drafting
    
    - Updated general drafting behavior a little to improve racing.
    
    
    Clubs
    
    - NE and Texas Club logos updated.
    
    
    
    
    Cars:
    
    
    Cadillac CTS-V Racecar
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Wheels are now color changeable.
    
    
    Chevrolet Corvette C6.R GT1
    
    - Updated to 4-way dampers.
    
    - Fix bad chassis ballast metric/english conversion.
    
    
    Chevrolet Impala Old Class B
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Remove wedge adjustment cap as it can cause problems building a setup.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Drafting adjustments.
    
    - Plate engine updates.
    
    - Set correct gear, and superspeedway drafting for Monza.
    
    
    Chevrolet Impala-COT
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Remove wedge adjustment cap as it can cause problems building a setup.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Removed right rear perch limit that can cause problems.
    
    - Drafting updates.
    
    - New power curves and rev limits.
    
    - Diff adjustments.
    
    - Plate engine updates.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    
    Chevrolet Monte Carlo SS
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.
    
    
    Chevrolet Silverado - circa 2013
    
    - The Chevrolet Silverado has been renamed to Chevrolet Silverado - circa 2013.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Updates to drafting.
    
    - Updates to gear selections.
    
    - Plate engine updates.
    
    - Weight brought to NASCAR legal limit.
    
    - Increase downforce at superspeedway tracks.
    
    - Add splitter to ground proximity efficiency.
    
    
    Dallara DW12
    
    - Eliminated the "soft" 3rd bump rubber option.
    
    - Increase maximum spring rates at ovals.
    
    - Add provisions to get a draggy Speedway setup at Monza by increasing IndySWY aero to allow +10 rear wing angle. This will have the side effect allowing that same setting at Indianapolis also.
    
    
    Ford Falcon FG V8
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Ford Falcon FG01 V8 - circa 2012
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Ford GT
    
    - Rear video camera redone to reduce distortion.
    
    
    Ford GT GT3
    
    - Updates using the latest FIA Homologation Papers: engine parameters including torque curve and maximum RPM, gearbox and differential, brakes, suspension geometry, suspension spring rate ranges, and ride height ranges.
    
    - Shift lights adjusted.
    
    
    Ford Mustang FR500S
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Holden Commodore VF V8
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    HPD ARX-01c
    
    - The nose is now fully repairable.
    
    
    Kia Optima
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Legends Ford '34 Coupe
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Lotus 49
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Allow the car more suspension droop travel and open up the ride height limits in the rear.
    
    
    Mazda MX-5 Cup
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Mazda MX-5 Roadster
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Modified - SK
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    NASCAR Camping World Chevrolet Silverado
    
    - The NASCAR Camping World Chevrolet Silverado Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.
    
    - The Existing or "Old" Chevy Silverado will no longer be used in the normal official Series. It will be renamed: Chevy Silverado - circa 2013.
    
    - Physics is identical to the new NASCAR Camping World Toyota Tundra, the two trucks can share setups.
    
    
    NASCAR Camping World Toyota Tundra
    
    - The NASCAR Camping World Toyota Tundra Truck is now available. These trucks each weigh 3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class Series Fixed.
    
    - Physics is identical to the new NASCAR Camping World Chevrolet Silverado, the two trucks can share setups.
    
    
    NASCAR K&N Pro Chevrolet Impala
    
    - The Chevrolet National Impala has been renamed to NASCAR K&N Pro Chevrolet Impala.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Drafting adjustments.
    
    - Plate engine updates.
    
    - Control drag and downforce with splitter height.
    
    - Set correct gear, and superspeedway drafting for Monza.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    
    NASCAR Sprint Cup Chevrolet SS
    
    - The Chevrolet SS-Gen6 has been renamed to NASCAR Sprint Cup Chevrolet SS.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Make fuel adjustable in qualifying sessions.
    
    - Now uses 'shock springs' which replace bumpstops.
    
    - Suspension geometry is adjusted.
    
    - Rear bar is usable at road courses only.
    
    - Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.
    
    - Rear shock damping increased 1.5x on the high side.
    
    - Downforce and drag scaled to 2015 specifications, which is less than 2014.
    
    - Drafting updates.
    
    - New power curves and rev limits.
    
    - Plate engine updates.
    
    - Diff adjustments.
    
    - Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.
    
    - New shift light RPM at 9000 due to new rev limit and power curve.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    - New pit road war wagons.
    
    
    NASCAR Sprint Cup Ford Fusion
    
    - The Ford Fusion-Gen6 has been renamed to NASCAR Sprint Cup Ford Fusion.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Make fuel adjustable in qualifying sessions.
    
    - Now uses 'shock springs' which replace bumpstops.
    
    - Suspension geometry is adjusted.
    
    - Rear bar is usable at road courses only.
    
    - Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.
    
    - Rear shock damping increased 1.5x on the high side.
    
    - Downforce and drag scaled to 2015 specifications, which is less than 2014.
    
    - Drafting updates.
    
    - New power curves and rev limits.
    
    - Plate engine updates.
    
    - Diff adjustments.
    
    - Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.
    
    - New shift light RPM at 9000 due to new rev limit and power curve.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    - New pit road war wagons.
    
    - Fix for nose and rear disappearing at extreme distances.
    
    
    NASCAR Sprint Cup Toyota Camry
    
    - The Toyota Camry-Gen6 has been renamed to NASCAR Sprint Cup Toyota Camry.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Make fuel adjustable in qualifying sessions.
    
    - Now uses 'shock springs' which replace bumpstops.
    
    - Suspension geometry is adjusted.
    
    - Rear bar is usable at road courses only.
    
    - Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.
    
    - Rear shock damping increased 1.5x on the high side.
    
    - Downforce and drag scaled to 2015 specifications, which is less than 2014.
    
    - Drafting updates.
    
    - New power curves and rev limits.
    
    - Plate engine updates.
    
    - Diff adjustments.
    
    - Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.
    
    - New shift light RPM at 9000 due to new rev limit and power curve.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    - New pit road war wagons.
    
    
    NASCAR Whelen Tour Modified
    
    - The Modified - Tour has been renamed to NASCAR Whelen Tour Modified.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    NASCAR XFINITY Chevrolet Camaro
    
    - The Chevrolet Camaro Class B has been renamed to NASCAR XFINITY Chevrolet Camaro.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Drafting adjustments.
    
    - Plate engine updates.
    
    - Control drag and downforce with splitter height.
    
    - Set correct gear, and superspeedway drafting for Monza.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    - New pit road war wagons.
    
    
    NASCAR XFINITY Ford Mustang
    
    - The Ford Mustang Class B has been renamed to NASCAR XFINITY Ford Mustang.
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Remove wedge adjustment cap as it can cause problems building a setup.
    
    - Allow 10" of perch adjustment at each corner.
    
    - Drafting adjustments.
    
    - Plate engine updates.
    
    - Control drag and downforce with splitter height.
    
    - Set correct gear, and superspeedway drafting for Monza.
    
    - Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did not know about that limit. Now they do.
    
    - New pit road war wagons.
    
    
    Pontiac Solstice
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Fixed the Rookie's tire black box to show the actual cold pressure of 32 psi instead of an incorrect 3.2 psi.
    
    
    Radical SR8
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Fixed problems with bumpstop engagement, coil binding springs, hyper-extending shocks and damping, allow more spring and shock travel. The shocks have been rebuilt as linear, instead of digressive, with more high speed damping than before.
    
    
    Riley MkXX Daytona Prototype
    
    - Added an aero calculator to the garage.
    
    - Now has a replaceable nose and wing.
    
    
    Ruf RT 12R AWD
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Ruf RT 12R RWD
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    SCCA Spec Racer Ford
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Wheels are now color changeable.
    
    - Brake rotor glow enabled.
    
    
    Silver Crown
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Skip Barber Formula 2000
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Sprint Car
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Street Stock
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Super Late Model
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    - Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.
    
    - Changed from adjustable packer and bumpstop stiffness to only adjustable packer.
    
    
    VW Jetta TDI Cup
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged.
    
    
    Williams-Toyota FW31
    
    - Reduce rear downforce loss with rear car damage - testers noting it's fairly sensitive.
    
    - Reduce downforce loss with aerodynamic stall. This will gain some downforce above 260kph but not a whole hell of a lot.
    
    - Give low downforce trim a bit more advantage.
    
    - Updates to the shock and spring ranges.
    
    
    
    Tracks:
    
    - Improved traffic cone 3D models and textures.
    
    
    Autodromo Nazionale Monza
    
    - Autodromo Nazionale Monza is now available. Monza has three very different tracks: the 3.6 mile Grand Prix circuit which hosts the Italian Grand Prix, a 1.49 mile Junior circuit, and the 2.64 mile Pista di Alta Velocita (the high banked oval).
    
    - iRacing's Monza features nine configurations: three variations of the GP circuit, the junior circuit, the historic oval left and right turning, and three variations which combine the high banked oval with the modern GP circuit.
    
    
    Circuit de Spa-Francorchamps
    
    - Make sure brake markers are visible even with minimal graphic settings.
    
    
    Gateway Motorsports Park
    
    - Make sure the crowd in the Main and Turn 12 stands disappears if the graphic detail settings are low enough to turn off the grandstand.
    
    
    Michigan International Speedway
    
    - Turn 4 grandstand crowds no longer disappear at long distances.
    
    
    
     


    • 2015s1 additional release notes (29 January 2015)
     
    2015s1 additional release notes.
    
    We are deploying a small simulation update today to support the Daytona 24 hour race this weekend.
    
    
    General Simulation
    
    - Improved the synchronization between the session time maintained on the server and the equivalent time maintained on the client. This is likely to greatly reduce the occurrence of missing split times.
    
    - Fixed a bug in practice and testing sessions where your first timed lap after leaving the pits after resetting the car would not be scored when it should have been.
    
    - Removed a blocking point between the game's simulation component and its drawing component. This might have a minor impact on either the overall frame rate, or the consistency of the frame rate.
    
    
    Team Endurance Races
    
    - Fixed a bug that was causing the graphical driver models that appear in cars that are on track to (mostly) disappear after about 23:18 into a session.
    
    - Fixed a bug that caused incorrect determination of which drivers on a team met the requirements under the "drive fair share" rule if the race session had only a time limit, and not also a lap limit.
    
    - Fixed a bug that could cause a team to be limited to having only 5 members concurrently connected to a session, instead of the proper limit of 6 members.
    
    - Made a couple of changes to the race server code that will improve the performance of the server when large numbers of people are in the session, and might reduce the big time-skew/wink-out/clock-smash that occurs once the final competitor finishes the race.
    
    
    Towing
    
    - During a race if you call for a tow while in your pit lane and near to your stall (such as if you get out of your car without quite having parked correctly in your pit stall), we now allow the pit crew to "push your car" into the pit stall if you're not too far away, more quickly than a regular tow. It will still appear to be a tow, you don't actually see the pitcrew doing anything, but the tow timing is much quicker.
    
    
    BMW Z4 GT3
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    - Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.
    
    
    Chevrolet Corvette C6.R GT1
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    
    Ford GT
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    
    Ford GT GT3
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    - Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.
    
    
    HPD ARX-01c
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    - Added an additional three final drive ratios to choose from.
    
    
    McLaren MP4-12C GT3
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    - Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.
    
    - Added an additional taller final drive ratio.
    
    
    Riley MkXX Daytona Prototype
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    
    Ruf RT 12R C-Spec
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    
    Ruf RT 12R Track
    
    - The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
    
    - Updated fuel use to better equalize green flag ranges amongst the four GT3 cars. This car has increased fuel consumption by 1.3%.
    
    - Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.
    
    
    
    
     
     

    • 2015s1 release notes (9 December 2014)
     
    2015s1 release notes.
    
    Website:
    
    
    Teams
    
    - Teams no longer show a public join button when not recruiting.
    
    - Fixed car preview image and its loading process in team registration modal dialog.
    
    - Changed available registration options when a user is rejoining a session (after withdrawing).
    
    - When renaming "Team [my name]", the team will be created properly, and be counted properly toward the maximum team limit.
    
    
    Optimizations
    
    - More requests to dynamic web data have been targeted more precisely to conserve bandwidth.
    
    - The "Are you still there" page won't scroll the browser away from the top of the page if it was already near the top.
    
    
    Hosted Sessions
    
    - Hosted session sub-session details are shown in readable formats now (1 hour, 20 minutes instead of 80 minutes).
    
    - Host a Race and Hosted Races pages' load times have been improved significantly.
    
    
    Leagues
    
    - League Sessions page's load time has been improved significantly.
    
    
    Results
    
    - In the event that race event data is still being processed for results, the page will show that state.
    
    - Fixed the 1969 date bug.
    
    - When hosting a session with a restriction for results to be viewed only by the participants, the purchaser of the hosted session may also look at the results.
    
    - We no longer log penalty set/clear events unless it's a Qualify or Race session (similar to get in/out of car).
    
    
    Misc
    
    - You may now message members from their account profile page.
    
    - Server farms are identified in a more consistent manner, using flag icons with rollover tooltips.
    
    - Hovering a rejected registration button now shows you the reason you've been rejected.
    
    - What's Hot Widget & Race Planner now handle errors more gracefully, and registration error message are shown.
    
    - Setting wind speeds for test mode in KPH should now give the proper upper and lower bounds for that unit after refreshing.
    
    
    
    Simulation:
    
    
    Pit Guy
    
    - There is a new lollipop guy using a new animation system, which allows improved animations. This new system now allows us to save your pit guy to the replay.
    
    
    Driver Swaps
    
    - Fixed a bunch of bugs involved with the handling of swapping team drivers around that was causing all kinds of different pitting related issues, such as incorrect invalid pit entry black flags when towing, getting stuck in a tow loop if stopped very close to your pit stall but not in it, car physics popping when driver swapping, etc.
    
    - Fixed a bug that could cause the server to fail to release the team's car from the driver if their sim crashed or they closed the sim using ALT-F4 or the close-window [x] button.
    
    
    Net Code
    
    - The multiplayer prediction code has been improved, reducing the effect of internet latency on braking and acceleration zones. This was already being done for cornering. Now a car ahead of you should not appear to out brake you by as much when approaching a corner.
    
    
    Radio
    
    - There is a new Radio Black Box accessed via F10 from both in-car and out-of-car.
    
    - Fixed a bug in the radio that would prevent you from hearing people speak or seeing their text chat if the channel you had your transmitter set to was muted.
    
    - Fixed a bug that would cause your radio's transmitter to switch channels if you removed an earlier channel from the radio.
    
    RADIO NOTE:
    There is a known bug with the new F10 radio control.
    If you click on the 'add' button to create a new channel, then hit 'F1' to switch away from the radio box,
    then the add control incorrectly keeps its focus causing you to loose the ability to use most of the driving controls.
    To work around this for now, just hit esc, or click on any other part of the dialog before exiting out of the F10 box 
    in order to force the add control to loose focus. UI - Revert last season's Relative Standings Black Box changes, now all cars will now show up in the list again, until that code can more reliably detect that a driver is out of their car. Race Control - Fixed a bug that was preventing dropped races within a race week from being so marked. - In Lone Qualify, when returning to pits we now return to the Qualifying-exit stall, not the team's Pit stall. - Fixed the bug where you could get out of the car if stopped near the pits but in line with your pit stall. Telemetry - Fixed the off-by-1 bug in CarClassPos telemetry output. - Dump team name to telemetry along with team ID. - Optionally push disk telemetry to memory when a commercial client is running non-official race sessions (for motion simulators). Cars: BMW Z4 GT3 - Updated setup. Cadillac CTS-V Racecar - Fixed speedometer inaccuracy. Chevrolet Camaro Class B - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Updated setups. Chevrolet Impala Old Class B - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. Chevrolet Impala-COT - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Added gateway_oval setup. Chevrolet National Impala - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Updated setups. Chevrolet Silverado - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Updated setups. Chevrolet SS-Gen6 - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Added gateway_oval setup. Dallara DW12 - Updates to the tires and engine. - Added tire degradation for the faster ovals (we already had it at road courses and short ovals). - Updated setups. - Limit fuel consumption and increase engine temperature while the car is at rest. Dallara IndyCar - circa 2011 - Fixed a bug where sponsors were not showing up. - Updates to tires. Ford Falcon FG V8 - Now available for purchase! This car has identical physics to the Holden Commodore VF V8, and the two cars can share setups. Ford Fusion-Gen6 - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Added gateway_oval setup. Ford GT - Added a distant external sound layer and also improved the rest of the engine sounds too. Ford GT GT3 - Added a distant external sound layer and also improved the rest of the engine sounds too. - Reduced weight by 45 kg. - Brakes are not quite as strong. - Adjusted the power ramp side of the diff to 80 degrees. Ford Mustang Class B - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Updated setups. Holden Commodore VF V8 - Numbers changed to match the new Ford Falcon FG V8. Kia Optima - Add missing windshield tear-off black box UI element. McLaren MP4-12C GT3 - Reduced weight by 15 kg. - Updated setup. Silver Crown - Updated aerodynamics, tires, suspension, engine, rear axle, plus more. - Updated setups. Sprint Car - Updated aerodynamics, tires, suspension, engine, rear axle, plus more. - Updated setups. Super Late Model - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. Toyota Camry-Gen6 - Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward. - Added more tire degradation. - Added gateway_oval setup. Williams-Toyota FW31 - Lowered allowable minimum tire pressures. - Updated setups. Tracks: Circuit de Spa-Francorchamps - Night mode is now available. Indianapolis Motor Speedway - Fixed a geometry bug in the grass of Turn 2 on the Road Course. New Hampshire Motor Speedway - Fixed floating cones in Turns 1 and 2 of the Road Course. Twin Ring Motegi - Fixed an issue with the TV2 camera set of the Grand Prix configuration
     
     

    • 2014s4 release notes (20 Oct 2014)
     
    2014s4 release notes.
    
    
    Team Driving:
    
    We now have the ability to have multi-driver teams in iRacing!
    
    Some official iRacing series and special events (such as the World Tour) will be set up for Team Driving, and will be so designated. These sessions will have a defined minimum number of drivers that each team may field, and may also specify a maximum number of drivers on a team.
    
    Hosted Team Driving sessions can be created by enabling the "Team Driving" selection when setting up the session. Once enabled, you can then specify additional Team Driving related options. These include the minimum and maximum number of drivers that each team may field, which rules governing requirements for driver changes are to be enforced (if any), and whether or not only a team's qualifier is allowed to grid the car.
    
    Leagues can host Team Driving events.
    
    Team Driving is NOT currently available for Tournaments.
    
    There will be no Time Trials in any official iRacing Team Driving series.
    
    Driver change rules mostly apply only during Race sessions (see the "Session Behavior" section below). If such rules are enabled, teams that do not follow them during a Race session will receive a post-race Disqualification (see the "Driver Change Requirements In Race Sessions" section below).
    
    
    Registering For The Session
    
    For Team Driving sessions, spectators may register individually, but all session participants must register as part of a team. When registering for the session, you can choose to register as a member of an already-registered team of which you are a member, as a member of an already-registered team whose password you know, or you can register (one of) your own team(s) for the session. You will have a default team, named "Team Your Name", that you may use if you have not yet created any teams. You may also create a new team while registering.
    
    When you register a team for a session, you may choose whether or not you are also registering yourself for the session (a team manager who does not intend to participate in the session might use this). Until the session is launched, you are allowed to withdraw your entire team's registration as long as no other team member is also registered for the session (you can't yank your team's registration out from under your teammates). Once the session has launched, you are free to withdraw yourself from the session, and you are free to register yourself and/or your team for a different session, but you may not withdraw your team from the current session.
    
    It is possible that you could be a member of more than one team that is registered for a session. Prior to the session being launched, you are free to register/withdraw/re-register as a member of any team that is registered for the session. Once the session launches, you will be locked-in to the team for which you are registered - you may not jump back and forth between teams during a session, even as a spotter or crew member.
    
    Team members may come and go during the session. You may withdraw from a Team Driving session, register for and participate in some other session (including other Team Driving sessions), withdraw from that session, and then come back later and re-register for the original session. For example, you can participate in an endurance Team race for an hour, withdraw from that race, drive in some other session, log off and go to sleep for several hours, then come back later for another stint in the endurance race.
    
    At most six members of a team may be connected to a session at any one time, though many more than that may connect and disconnect over the course of a session (the current limit is 64 team members). If your team currently has the maximum number of allowed members connected to the session and you attempt to connect, instead of launching the simulation the web site will notify your currently-connected team members that you wish to join the session. If one or more of them exits the session, there will then be space for you, and you will be allowed to connect.
    
    It is up to the team's members to decide who should be present at various times during the session, and what roles they are to fulfill. All team members with a sufficient license and/or iRating for the session are eligible to drive the car. All team members are eligible to put the car into the garage and make setup changes, become the Crew Chief (and so make black-box changes to be applied during pit stops), or to spot for the driver. Team members may change roles during the session, and could possibly play more than one role at the same time (spot for the driver and act as the crew chief, for example).
    
    
    Session Behavior
    
    In Race sessions, only as many team members as the maximum specified by the session will be allowed to get into the car. In Lone Qualify sessions, only one team member will be allowed to get into the car. In any other type of session, all of the eligible team members are allowed to drive the car.
    
    In Lone Qualify sessions, the time put in by the one-and-only driver will be used as the team's Qualifying time in any immediately-following Race session. In official iRacing series that use separate Qualifying sessions, the driver's Qualifying time will be used to adjust their race-week Qualifying time.
    
    In Open Qualify sessions that are scored as "best lap" (currently this is all such sessions), the fastest lap put in by any of the team's drivers will be used as the team's Qualifying time in any immediately-following Race session. In official iRacing series that use separate Qualifying sessions, each individual driver's Qualifying time will be used to adjust their own race-week Qualifying time.
    
    It is not required that the same team members drive in the Practice, Qualify, Warm-up and Race portions of a session. Each portion of the session is considered individually.
    
    In iRacing official series that use separate Qualifying sessions, a team's Qualifying time is used to establish the starting grid position for the Race session, and it will be computed as the best Qualifying time set by any of the team's members who are fully registered for the session as the session is launched. The Qualifying time of team members who are not fully registered (don't have a [Race in 1:30] type of status on the Race panel) are ignored.
    
    It is not required that the team member whose Qualify time established the team's grid position drive in the Race session. However, a session can optionally be set up to allow only the team member who established a team's Qualify time to place the team's car onto the starting grid. If that team member does not place the car onto the starting grid, then any team member will be allowed to place the car onto pit road and wait for a missed-start to join the race.
    
    
    Driver Change Requirements In Race Sessions
    
    For a team to be considered "Official" in a Race session, and thus for any of its drivers to be eligible for Championship Points, the team must adhere to the "driver change rules" for the session. There are currently two options: "No Rules" or "Drive Your Fair Share".
    
    If the "No Rules" option is selected, then there are no requirements placed on the team for how many drivers must drive the car, or how much each driver must drive.
    
    The "Drive Your Fair Share" rule operates as follows: at least the minimum number of drivers specified by the session must drive the car a "fair share" of the team's laps, or the team will receive a post-race Disqualification. A fair share is currently defined as 25% of an "equal share" of the laps.
    
    You will not need to perform the calculations described below yourself during the session. The Entries tab on the Session screen within the simulation will show for each driver individually a display of the form:
    
    n/r(R)
    That is read as
    n laps driven / out of r laps required as of now, or (R) laps estimated to be required by the end of the session.
    
    It will be colored red if the team member has not driven enough laps to be considered official at this point in the race. It will be colored yellow if they have driven enough laps as of this point in the race, and it will be colored green if they have driven enough laps that they would be considered official at the current estimate of the number of laps that your team will complete in the session.
    
    Additionally, the driver's F1/Lap Info black-box will have this same indicator, and the F3/Relative black box will have a simple "DC" indicator that is colored red/yellow/green as described above.
    
    In time-limited sessions, the total number of laps in the session is not known ahead of time. The estimated number of laps required for each driver to be considered official will be recomputed periodically during the session. You should always be mindful that these are estimates. If the race runs under caution through much of the session, and runs under green-flag conditions late in the session, the estimated number of laps required per driver could grow. Don't wait to put a driver into the car for the final stint only to find that the number of laps they need has become larger than the number of laps remaining in the session!
    
    Here are some examples of how the "fair share" is computed.
    
    In a 100 lap race with a minimum of 4 drivers per team, an equal share for each team driver would be 25 laps. Each driver's fair share would thus be 25% of 25 laps, or 7 laps (0.25 * 25 = 6.25 laps, but any fractional portion of a lap always bumps the requirement up to the next full lap). It would be unwise to create a race where the minimum number of drivers exceeds the race's lap limit, as it would then be impossible for any team to meet the requirements!
    
    The determination of whether your team has met the driver change rules in the session is computed against the number of laps your whole team completes in the session. For example, if in a 100 lap race with a minimum of 4 drivers your team only finishes 50 laps, the "fair share" for each of your drivers would be 50 / 4 * 0.25 = 3.125, or 4 laps. Keep this in mind when determining your strategy for the race. If you divide the driving up into the minimum number of roughly equal-length stints, and your second-to-the-last driver crashes your team out of the race, your final driver will not be able to race any laps. Since you then have had too few drivers finish a "fair share" of the race, your team will be Disqualified.
    
    In addition to the "minimum number of drivers," sessions have a separate "maximum number of drivers" setting. In this same example, say that a team wants 6 of its members to drive. Then for all 6 drivers to be "Official" and receive championship points, each would have to drive their fair share of the laps. An equal share of 100 laps for 6 drivers would be 100/6 = 16.67, and a fair share of that would be 0.25 * 16.67 = 4.17, "ceiling'd" to 5 laps. So once you go beyond the minimum number of different drivers in the session, the number of laps required for each driver can be smaller.
    
    It is possible for a team to be Official for the session, even though one or more of its members who drove is not considered to be Official. Taking the prior example, say that in a 100 lap session that requires a minimum of 4 drivers, a team has 6 of its members drive. Say those drivers drove 30, 20, 20, 20, 6, and 4 laps. The driver who drove only 4 laps would not be considered Official since they didn't drive enough laps, and they would receive 0 Championship Points for the session, while the remaining 5 team drivers would each receive the number of points the team garnered.
    
    In official iRacing sessions with driver changes, championship points are computed per-car (team). Each team member who drove a "fair share" during the Race session will receive the full championship points given to the team.
    
    
    No Team Championship - Yet
    
    There is currently no notion of a "Team" championship.
    
    
    Ratings Adjustments
    
    No iRating adjustments are made in Team Driving sessions.
    
    
    Safety Rating Adjustments
    
    Incident points and distance driven are tracked separately for each driver. Each driver's Safety Rating will be adjusted accordingly. The only way incident points incurred by one driver on a team impact the other drivers on the same team is if the session has an incident-point limit. If it does, the limit is applied to the sum of the incident points accrued by all of the team's drivers.
    
    
    Car Number Assignment
    
    A car number needs to be assigned when a team is added to a session. Numbers are given out in order of iRating, so a team with a higher iRating would be awarded their preferred number if more than one team wanted that number. A team's iRating is computed from the iRating of the team members who drive the car (and typically only those drivers that drive the car during the Race session). Since it is unknown at the start of the session which team members are going to drive, the team's iRating is not yet known. Therefore, just as with Open Practice sessions, car numbers are given out in essentially random order.
    
    
    Changing Drivers
    
    When in the simulation, the [Drive] button will be displayed to all team members who are eligible to drive in the session whenever the team's car is "available." The car will be unavailable when one of the team members is "in" the car (driving, stopped out on circuit, or stopped in the pit stall), whenever someone has the car in the garage, if the session is over, if the team has been DQ'd.
    
    A team member will be ineligible if their license level and/or iRating is insufficient for the session, or if the team has reached its maximum driver limit in a Race or Lone Qualify session and that member has not yet driven in the session.
    
    It is up to the team's members to decide who should drive the car at any given time. Pressing the [Drive] button registers your request to get into the car. If your request is the first one processed, you will be put into the car. While another team member is in the car, the [Drive] button will be disabled.
    
    Using ESC while out on track operates mostly as before (either the car is reset to the pit stall and made "new", or it is towed to the pit stall in its current condition), and the driver is removed from the car. Using the Car Reset control does mostly the same thing, except that the driver is left in the car. While sitting stopped in the pit stall, using ESC or Car Reset (if it is allowed to do so) will remove the driver from the car and leave the car in the pit stall. If necessary, the pit crew will turn-off the car's motor so that it does not overheat.
    
    A driver change can only occur while the team's car is sitting still in the team's pit stall. Your current driver may exit the car immediately upon coming to a stop in the pit stall, and the substitute driver may click [Drive] and get into the car right after that. But a substitute driver may not drive away until a 30-second "driver-swap" timer has expired. The "driver-swap" timer starts from the point in time when the car came to a stop in the pit stall, so there is no need to attempt to quickly get the current driver out of the car, or the substitute driver into the car. The timer will count down both while no pit service is being performed and while pit service is being performed, but it will not count down either while the car is being towed to the pit stall, or while a penalty is being served.
    
    If new cars are available for use, a [Request New Car] button (located below the [Drive] button) can be used to remove the current car from the pit stall and replace it with a new one.
    
    If the team's car comes to a stop out on track, the [Drive] button for all the other team members will become a [Return To Pit] or [Tow Car] button, and any teammate can use the button to request the action (just as if the driver hit ESC or Reset). If the team's car is at a stop in the pit stall with the driver in the car, the button will become [Remove Driver], which will pull the driver from the car (just as if the driver hit ESC or Reset). Generally, the driver should be allowed to call for the tow or exit the car on their own. The car must be stopped for at least 5 seconds before these buttons become available for the teammates to use. Their purpose is to allow the team to recover the car if their current driver becomes distracted, or walks away from their computer.
    
    So long as it is allowed to make changes to the car in the garage, any team member may remove the driverless car from the pit stall and put it into the garage. Whether or not any changes are made to the car in the garage, the car is left off-track until the next team driver uses [Drive] to put a "new" car back on-track.
    
    
    Custom Paint Jobs
    
    See http://members.iracing.com/jforum/posts/list/2219.page
    
    User-specific custom paint jobs include a user's CustomerID in the file name. In Team Driving sessions, everyone registers as part of a team, and teams have their own TeamIDs. Team custom paint jobs are read from files with similar names, but using "team_#" (where # is the TeamID) in place of the CustomerID.
    
    For example, if your CustomerID is 10051, your custom paint job file name would be:
    
    10051.tga
    
    If you have a team with a TeamID of 10943, the custom paint file name for that team would be:
    
    team_10943.tga
    
    
    Racing Radio (Voice Chat)
    
    Your racing radio has been updated to better support Team Driving.
    
    Transmission on the @drivers channel is now limited to only people that are currently driving their team's car.
    
    To facilitate communication between teams, a new @allteams channel has been added. Any team member may transmit on this channel. This is the most "public" channel on your radio.
    
    Your racing radio now supports a scripting system. The first time you run the simulation after updating to the 2014 Season 4 (or later) build, it will create within My DocumentsiRacing a folder named "scripts", and within that folder one named "radio". Within that folder, it will create a readme.txt that details how to customize the system, as well as the default set of scripts.
    
    Briefly, scripts will be executed when certain actions are performed (starting the simulation, getting in/out of the car, starting/stopping spotting). Within these scripts, you can alter your radio's configuration (add/remove channels, turn scanning on/off, mute/unmute all channels, or specific channels, and change the transmitter to a particular channel). For example, when you start driving, you might want to mute the @allteams channel, to reduce the distractions.
    
    In addition to the global set of scripts, you can add team-specific scripts (named using the team's numeric ID). If both scripts for a particular action exist, the two scripts are combined, with the global script first and the team-specific script after it.
    
    
    
    Website:
    
    
    Team Driving
    
    - Now you can create up to five teams to race with your friends and take turns driving the same car.
    
    - Invite / Promote / Remove team members from the team administration section.
    
    - Manage external member applications to your teams.
    
    - View sessions for teams to see what they're doing, and join them (when able).
    
    - Make each team unique - set up custom paint schemes for each team's cars and race suits.
    
    - Search the directory of all teams where you can apply or join team sessions.
    
    - View all sessions teams are active in that you are able to join.
    
    - Manage all your team applications and invites.
    
    - Spectate Team Driving sessions.
    
    - Join Team Driving Official Series as your own team or join another team and help drive/spot/crew.
    
    - Join and Host your own Hosted Sessions with your own team, or join another team and help drive/spot/crew.
    
    
    Web UI
    
    - Be on the lookout for stripes on racing session windows:
    
    · Yellow indicates team driving.
    · Teal indicates multiclass.
    · Black indicates a fixed-setup race.
    
    - Re-ordered the layout of the main member-site template:
    
    · The updater is still in the upper-left portion of the site, but is redone.
    · The primary navigation is moved to the upper-right portion of the site, away from the license.
    
    - The data refresh mechanism now remembers where you were on a page, and when you continue refreshing will take you right back to where you were to continue a seamless experience.
    
    - A content bar on the Cars, Tracks, and Account pages show how much content you own. Can you fill the bars and join the 100% club?
    
    - When hosting a race, you may now select as much Qualifying time as you like (previous cap was 30 minutes).
    
    - Added additional race-length options when purchasing a Hosted session, both shorter (1 hour) and longer (9 to 25 hours). Options are now 1, 2, 4, 6, 9, 14, 17, and 25 hours. The longer sessions have discounts from the usual 2 hours per 
     rate:
    
    · 1-hour sessions are $0.50.
    · 9-hour sessions are $4.00 instead of $4.50
    · 14-hour sessions are $6.00 instead of $7.00
    · 17-hour sessions are $7.00 instead of $8.50
    · 25-hour sessions are $9.00 instead of 
    2.50
    
    - Hosted sessions now allow up to 8000 laps.
    
    - Hosted and League session admins are allowed entry into sessions regardless of iRating or license restrictions.
    
    - Spotter passwords must now be only upper/lower-case letters and numbers (alphanumeric) - please take a moment to reset your spotter password (if you use one) to avoid potential issues with people spotting for you.
    
    - Driver search forms now support international character input (e.g. Cyrillic).
    
    - Registration forms now support international character input (e.g. Cyrillic).
    
    - Fixed a glitch where buying new content then updating content would result in a broken frag page.
    
    
    Results
    
    - View Team Driving race results broken down by Team and Team Members involved.
    
    - New interactive Lap Graph.
    
    - Results pages are now 100% width.
    
    - Results pages now display certain events that occurred during the session. Drivers getting in/out of car are recorded during Qualify and Race sessions. Penalties applied/served are recorded during all session types. Caution periods are recorded during Race sessions. Lead changes are also recorded. You can highlight particular types of events, and events associated with particular teams.
    
    - Added a new "DQ Scoring Invalidated" "reason out", which will appear in the Results pages. This is needed so that League scoring can distinguish this type of disqualification (where your score card is ripped up), versus a normal disqualification, where your prior laps are counted but scoring is ended for you.
    
    
    
    Simulation:
    
    
    Oculus Rift
    
    - Added support for the Oculus Rift DK2 utilizing the 0.4.2 SDK (with several custom bug fixes).
    
    - Although the Rift's new direct access mode is functional with iRacing in some cases, the simulator seems to operate best with the Rift configured as an extended desktop monitor. The Rift's direct access mode is known to crash or fail in many PC configurations, particularly configurations including multiple GPU's (and not only with iRacing). Even when it works, it usually works better in extended desktop mode - direct access mode is still a work in progress. So to start with, we recommend to configure the Rift in extended desktop mode, following the user guide from Oculus (1920x1080), and once the Oculus demos run properly, then try launching Racing.
    
    - Positional head tracking is not yet enabled in this version (development is in progress), but the VR experience is already very functional via the Rift's HMD orientation sensors and a simulated neck model.
    
    - The rendering of the user interface in 3D has been greatly improved in this version of iRacing as it is now fixed in 3D space about 3/4 of a meter away from the viewer.
    
    - When the HMD is configured as an extended monitor, some testers have reported it works well to configure your desktop to a 75 Hz refresh rate, and then use adaptive VSYNC, which seems to help lock the Rift to 75 Hz. It may also work well in many cases to simply unlock the frame rate (disable vsync), and allow the Rift to operate at as high a frame rate as possible. It may take some experimentation to discover how the Rift operates best with the iRacing simulator on your PC. In any case, sustaining a high and steady frame rate is definitely very important with the Rift, it may be necessary to reduce graphics options to offset the extra cost associated with the stereo rendering and distortion post process. There is a lot of information about configuring the rift in various modes available in the forums at http://www.oculus.com
    
    - To enable anti-aliasing with the Rift (recommended) it is necessary to use the simulator's graphics options rather than using device driver settings. This is because the anti-aliasing is performed on an off-screen multisampled render target, which is then downsampled and warped to the smaller rift display. Setting anti-aliasing via the device driver won't work properly in this case.
    
    - The current rift related options in renderer.ini have been reduced from previous versions down to the following settings:
    
    [Oculus Rift]
    ForceVSYNC=1 ; Force on VSYNC for Rift even if disabled in the graphics options settings
    UsePrediction=1 ; Enable motion prediction to reduce latency
    CorrectYaw=1 ; Enable magnetic yaw correction
    RiftEnabled=1 ; 0=disable rift support 1=enable rift support
    
    
    Graphics
    
    - The Cockpit Mirror Optimization setting has been disabled, and replaced with a new setting that specifies the maximum number of cockpit mirrors to enable per frame. If there are more mirrors than desired, cockpit mirrors are enabled based on a priority scheme: rear, driver's side, opposite side, other. Once you launch the simulator, the old settings will be removed from renderer.ini and replaced with defaults as follows:
    
    · Mirrors disabled defaults to 0 max
    · Mirrors enabled+optimized defaults to 2 max
    · Mirrors enabled+not optimized defaults to 4 max
    
    The enabled mirrors will now render every frame. The disabled mirrors are blacked out.
    
    - It is now possible for a driver to get out of the car while leaving the car in their pit stall, even in single driver events. When viewing a driverless car (Live or in the Replay), the car will have no driver in it.
    
    - When viewing a car in the simulation, the helmet of the person who is driving the car is shown. Just as you could see an all-white car if you have LoadTexturesWhenDriving=0 in renderer.ini, you could see an all-white driver helmet in a car if the driver's helmet paint job has not yet been computed. All-white helmets will become painted when you get out of your car.
    
    
    Tire Model
    
    - The tire tread band yaw response has been improved, and is much better at low speeds, and when stopped. Now while at very low speeds the steering will feel heavy because you are trying to turn the tread but it is not able to roll enough to relax that motion. You should be able to feel the difference in higher and lower pressures much more at low speeds now. The tire will feel different even up to 80 mph, where the new low speed code approaches the old model.
    
    
    UI
    
    - The main screen got a good overhaul to add support for driver swap sessions.
    
    - The various results tabs have been merged together into one tab that lists all results for all sessions at once.
    
    - A new Info tab was added to give more detail about how the session is setup, and in particular to give a detailed description of the driver swap rules that are in effect for the current session.
    
    - The Entries tab was extended so that all members of a team are visible in a team session.
    
    - Your car is now shown on the main screen, along with the track name and your setup in order to reduce confusion about what car you are driving in a multi-car event.
    
    - Added a search/position-change progress indicator to the replay slider. This is useful for monitoring the progress of your request in large replays.
    
    - Show driver change lap requirements in the F1 and F3 black boxes.
    
    - Remove file size column in file dialogs and replace with date/time column.
    
    - Removed overlap in the tire pressure black box that caused part of a check box to be not clickable.
    
    - Stopped name decomposer from incorrectly identifying names that start with ii from being tagged as a suffix, resulting in some members' first name being detected as their last name.
    
    
    Telemetry
    
    - New session string information:
    
    TrackConfigName:
    TeamRacing:
    MinDrivers:
    MaxDrivers:
    DCRuleSet:
    QualifierMustStartRace:
    NumCarClasses:
    NumCarTypes:
    CarNumberRaw:
    CarScreenName:
    CarScreenNameShort:
    CarDesignStr:
    CarClassColor:
    HelmetDesignStr:
    SuitDesignStr:
    CarNumberDesignStr:
    CarSponsor_1:
    CarSponsor_2:
    LicString:
    
    - Added a new IsOnTrackCar variable to augment IsOnTrack. IsOnTrack now indicates that the driver is in the car, and IsOnTrackCar indicates that the car is on track, with or without a driver.
    
    - Properly handle negative numbers in YAML parser.
    
    - Force a 5 second timeout before starting to log telemetry to disk again, after shutting it off. Or if asked to swap files, ignore swap requests for 5 seconds after a successful swap.
    
    
    Cameras
    
    - Open up downward head motion to ~4" with TrackIR.
    
    - Let blimp camera be scenic cam.
    
    
    Controls
    
    - Separate the gas and brake pedals on a XBox 360 wheel.
    
    
    Replay
    
    - There is a known bug in the replay spooling system at the moment that can cause the replay to freeze up and become unresponsive, and sometimes even crash the sim if you have replay spooling active while trying to watch a replay of a session you are still connected to. You may want to turn off spooling for now, or if you want to record a long race with spooling enabled, make sure to save the replay once you're done and before you start trying to watch the replay. Loading a replay from disk with spooling enabled appears to be safe. We're working on trying to track the issue down.
    
    
    
    Cars:
    
    - All cars with ABS braking now have an improved ABS algorithm.
    
    - All cars with windshields, fixed a bug in the windshield tear-off pit guy's pit script that was preventing him from ever reporting as being finished when doing pitstops where the windshield tear off was not selected when starting the pitstop, causing the pitstop timer to count up endlessly even after the stop was done, causing confusion about whether the pitstop was really finished or not.
    
    
    
    BMW Z4 GT3
    
    - Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.
    
    - Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.
    
    - Changed re-fueling increments from 5 liters to 1 liter.
    
    - Set the minimum fuel level to 5 liters.
    
    - Reduced variability in fuel fill rates.
    
    - Pit crew now waits to change tires until fueling finishes.
    
    - Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.
    
    - Number font changed to what is used in the Blancpain series.
    
    
    Cadillac CTS-V Racecar
    
    - Improve the tire so it doesn't feel like it's overloading while cornering.
    
    - Updated to 4 way adjustable shocks.
    
    - Increased the front bump rubber gap and the max front spring rate. This was done to address some odd handling characteristics that were encountered when the car transitioned into and out of the bump rubbers.
    
    - Rear shock travel increased to prevent engaging bump rubbers (Ride heights in existing setups will need to be updated to correct for this).
    
    - Updated brake system to use line pressures.
    
    - Rear toe limit reduced to +-10mm.
    
    
    Chevrolet Camaro Class B
    
    - Made rear camera paintable.
    
    - Updated many iRacing setups.
    
    
    Chevrolet Impala-COT
    
    - Updated iRacing setups: atlanta_quadoval.sto, bristol.sto, charlotte_quadoval.sto, sonoma.sto, watkinsglen.sto.
    
    
    Chevrolet Monte Carlo SS
    
    - Wheels can now be painted.
    
    - Increased power based on new dyno information.
    
    
    Chevrolet SS-Gen6
    
    - Optimized the 3D model to improve frame rate.
    
    - Fixed a bug where backfires could cast a shadow.
    
    - Added a roof camera.
    
    
    Dallara DW12
    
    - Fixed the metric units display for Fuel Available.
    
    - A few small aero adjustments.
    
    - Added setups for the new tracks on this season's schedule.
    
    
    Ford Falcon FG01 V8
    
    - Backfires are now visible.
    
    - Updated the car with physics improvements and refinements from the new Holden.
    
    
    Ford Fusion-Gen6
    
    - Added a roof camera.
    
    - Optimized the 3D model to improve frame rate.
    
    
    Ford GT
    
    - Wheels can now be painted.
    
    - Fixed a bug where backfires could cast a shadow.
    
    
    Ford GT GT3
    
    - Added a GT3 version of the existing Ford GT. This car is part of the Ford GT package so it is included if you already own the Ford GT.
    
    - This car will be included in the GT3 series, and is similarly matched to the other GT3 cars. The only significant difference is that it has a sequential gearbox, not semi-automatic like the other GT3 cars.
    
    
    Ford Mustang Class B
    
    - Made rear camera paintable.
    
    - Updated many iRacing setups.
    
    
    Holden Commodore VF V8
    
    - Now available!
    
    
    HPD ARX-01c
    
    - Update 6th gear rev lights in order to engage all the lights by 9900 rpm.
    
    
    McLaren MP4-12C GT3
    
    - Slight update to obtain correct rear wheel rates to compensate for a subtle error in our suspension modeling. For the McLaren, this effectively reduced the rear wheel rate from approximately 981 lbf / in to 850 lbf / in. This change introduces significant understeer into pre-existing setups, which will need to be re-tuned to dial it out.
    
    - Added 15 kg as part of balancing performance with the other GT3 cars.
    
    - Rear wing adjustments now have a more noticeable effect on aero drag.
    
    - Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.
    
    - Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.
    
    - Changed re-fueling increments from 5 liters to 1 liter.
    
    - Set the minimum fuel level to 5 liters.
    
    - Reduced variability in fuel fill rates.
    
    - Pit crew now waits to change tires until fueling finishes.
    
    - Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.
    
    - Number font changed to what is used in the Blancpain series.
    
    - Number plate removed from specular layers.
    
    
    Radical SR8
    
    - Stiffer spring options are now available.
    
    
    Ruf RT 12R Track
    
    - Updated the ride height sensors to match the FIA measurement locations as closely as possible. Also updated the allowable ride height range to match FIA guidelines for this car. The net result is that dynamic ride heights may be set significantly lower than before. This brings the CG height / track width ratio more in line with the other GT3 cars (previously, it was too high).
    
    - Recalculated the ARB stiffness using information contained in the FIA Homologation Papers (these weren't available when we did initial development on this car). This resulted in significantly stiffer bars than before that are much more in line with the other GT3 cars.
    
    - Rear wing adjustments now have a more noticeable effect on aero drag.
    
    - Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.
    
    - Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.
    
    - Changed re-fueling increments from 5 liters to 1 liter.
    
    - Set the minimum fuel level to 5 liters.
    
    - Reduced variability in fuel fill rates.
    
    - Pit crew now waits to change tires until fueling finishes.
    
    - Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for Blancpain Series races (Sprint and Endurance) in 2014.
    
    
    Silver Crown
    
    - Updated to the New Tire Model.
    
    - Overhauled the rest of the car's physics, suspension, aerodynamics, etc.
    
    
    Sprint Car
    
    - Updated to the New Tire Model.
    
    - Overhauled the rest of the car's physics, suspension, aerodynamics, etc.
    
    
    Super Late model
    
    - Optimized the 3D model to improve frame rate.
    
    
    Toyota Camry-Gen6
    
    - Fixed side windows being black in cockpit.
    
    - Added a roof camera.
    
    - Fixed the pit crew's corrupt normal maps.
    
    
    Williams-Toyota FW31
    
    - Changes to the drafting to help overtaking.
    
    
    
    Tracks:
    
    
    Atlanta Motor Speedway
    
    - Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    Auto Club Speedway
    
    - Raised the oval pacing speed from 65 mph to 70 mph.
    
    
    Barber Motorsports Park
    
    - Fixed bug where pit-out cones were sunken into the ground.
    
    
    Brands Hatch Circuit
    
    - Fixed a seam in track surface.
    
    
    Bristol Motor Speedway
    
    - Walls and advertisements have been updated to match the current look of the track.
    
    
    Canadian Tire Motorsports Park
    
    - Fixed seam in grass near racing surface.
    
    
    Charlotte Motor Speedway
    
    - Raised the oval pacing speed from 55 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.
    
    - Added a checkpoint so you can no longer cut Turns 1 and 2 of the Road Course configuration.
    
    
    Chicagoland Speedway
    
    - Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    Circuit de Spa-Francorchamps
    
    - Fixed a floating issue on the long straight.
    
    
    Circuit of the Americas
    
    - Fixed first pit stall of West configuration so lollipop guy no longer stands inside of pit wall.
    
    
    Daytona International Speedway
    
    - Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.
    
    
    Daytona circa 2007
    
    - Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.
    
    
    Donington Park Racing Circuit
    
    - Turn markers are now visible even when graphic details set at minimum.
    
    
    Gateway Motorsports Park
    
    - Now available!
    
    - Features both Oval and Road configurations.
    
    - Features night mode.
    
    
    Homestead Miami Speedway
    
    - Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    Indianapolis Motor Speedway
    
    - Raised the oval pacing speed from 65 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.
    
    - Removed the yellow cones at the end of pit road for the Indy Oval configuration.
    
    
    Iowa Speedway
    
    - Fixed a grey surface issue on pit road.
    
    - Adjusted gain time checkpoints on the last corner of the Road Course configuration.
    
    
    Irwindale Speedway
    
    - Added another checkpoint to the Figure Eight configuration to prevent course cutting.
    
    
    Kansas Speedway
    
    - Raised the oval pacing speed from 50 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.
    
    - Changed the oval pit road speed to 45mph and Short Road Course pit road speed to 35mph.
    
    
    Kentucky Speedway
    
    - Raised the pit lane speed from 45 mph to 50 mph.
    
    
    Las Vegas Motor Speedway
    
    - Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    Michigan International Speedway
    
    - Raised the oval pacing speed from 65 mph to 70 mph.
    
    
    Mount Panorama Circuit
    
    - Brake markers are now visible even when graphic details set at minimum.
    
    
    Pocono Raceway
    
    - Raised the oval pacing speed from 70 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.
    
    
    Richmond International Raceway
    
    - Fixed a backstretch inside wall glitch.
    
    
    Sebring International Raceway
    
    - Fixed a pit wall bug.
    
    
    Sonoma Raceway
    
    - Fix bug where a wall could explode cars.
    
    
    Suzuka International Racing Course
    
    - Fixed a gain time check point on Turn 130R.
    
    - Fixed floating surface issue near pit stall 3 on pit road.
    
    
    Talladega Superspeedway
    
    - Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.
    
    - Fixed floating issues on the backstretch apron.
    
    
    Texas Motor Speedway
    
    - Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    Twin Ring Motegi
    
    - Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.
    
    
    USA International Speedway
    
    - Night mode is now available.
    
    - Added 3D people to the crowds.
    
    
    
    
     
     

    • 2014s3 another update - release notes posted (27 Aug 2014)
     
    2014s3 more updates 27 August 2014.
    
    Tires
    
    - Fixed a mathematical instability bug where the tires could begin to jitter and shake and feel slippery, particularly after driving around at low speeds and/or on a cold track for a while.
    
    
    UI
    
    - Fix to make right click popups work properly when in triple display mode.
    
    
    Controls
    
    - Support seperate triggers on the X-Box One controller.
    
    
    Chevrolet Corvette C6R
    
    - Updated baseline.sto.
    
    
    Chevrolet SS-Gen6
    
    - Added sonoma.sto and sonoma_hof.sto.
    
    
    Dallara DW12
    
    - Fixed a bug where telemetry was reporting the fuel density incorrectly.
    
    - Increased the '3rd spring gap' at ovals to correctly show that the 3rd spring can never be engaged.
    
    - Alter 3rd spring gap pass/fail limits at all oval tracks so gap can never fall into the red and fail tech on an otherwise passable setup.
    
    - Updated phoenix_2012.sto.
    
    
    Dallara IndyCar
    
    - Fixed a bug where telemetry was reporting the fuel density incorrectly.
    
    
    Ford Fusion-Gen6
    
    - Added sonoma.sto and sonoma_hof.sto.
    
    
    HPD ARX-01c
    
    - Update 6th gear rev lights in order to engage all the lights by 9900 rpm.
    
    
    Lotus 49
    
    - Fixed fuel conversions between UK and US gallons.
    
    
    Lotus 79
    
    - Fixed fuel conversions between UK and US gallons.
    
    
    McLaren MP4-12C GT3
    
    - Updated baseline.sto.
    
    
    Spec Racer Ford
    
    - Updated baseline.sto.
    
    
    Star Mazda
    
    - Improved the calibration of the dashboard's speed indicator.
    
    
    Toyota Camry-Gen6
    
    - Added sonoma.sto and sonoma_hof.sto.
    
    
     
     
    • 2014s3 spotter password change - posted (13 Aug 2014)
     
    2014s3 spotter password change notes 13 August 2014.
    
    Good morning!
    As you know, we rolled out some new membersite code this week.
    As part of this effort, we changed the requirements for valid spotter passwords.
    They may only now be alphanumeric (a-z,A-Z,0-9).
    Please take a moment now and change your spotter passwords to something alphanumeric.
    Older passwords that don't use these rules may not be interpreted properly in-sim,
    and may not be able to prevent unauthorized people from joining or spotting you.
    
    To do that:
    From the Home Page, click on the blue settings button.
    A settings panel will roll down.
    You'll see a section to enter a new/different spotter password.
    Enter something alphanumeric, and hit save.
    
    
     

    • 2014s3 update 2 additional notes posted (13 Aug 2014)
     
    2014s3 update 2 addtional notes 13 August 2014.
    
    • Racepanel series select dropdown now properly sorts series
    
    • Going forward, spotter passwords may only be alphanumeric (a-z,A-Z,0-9)
    
     

    • 2014s3 update 2 posted 11 Aug 2014
     
    2014s3 another update 11 August 2014.
    
    Graphics - Fixed a bug that was causing occasional weird shadows to appear on the track surface at night tracks. - Fixed a bug which could cause parts of the Gen 6 Nascars to disappear. - Fixed a bug that was preventing certain shadows from being visible in mirrors. - Improve performance of shadows at night tracks. Auto Config - Fixed the autoconfig to more properly detect amount of video memory of GPUs with 2+ GB of RAM and increased the system memory slider for high end PCs Driving Aids - Fixed the automatic gearbox driver aid's downshift logic to cope with very close gear ratios, so now the Dallara won't get stuck in 6th. Chevrolet Camaro Class B - Fixed the mandatory stamp so that the top blade parts of the spoiler doesn't stamp on custom cars. - Improved texture mapping on the roof. Chevrolet SS-Gen6 - Added a california.sto, and added updated Hall of Fame setups. Chevrolet Silverado - Updated and added setups. Dallara DW12 IndyCar - Fixed a bug where the push to pass limit of 10 during road course races was not being applied. Ford Fusion-Gen6 - Added a california.sto, and added updated Hall of Fame setups. Ford Mustang Class B - Improved texture mapping on the roof. Mazda MX5 Cup and Roadster - Quieten the transmission sounds back to original levels. Toyota Camry-Gen6 - Added a california.sto, and added updated Hall of Fame setups. Circuit de Spa-Francorchamps - Fixed the bug where the pace car would crash through the pit wall at the Endurance configuration. - Fixed the bug where the pace car would not stop correctly at the GP Pits configuration. Circuit of the Americas - Fixed the visible seam in the track surface entering Turn 1.
     

    • 2014s3 update 1 posted 28 July 2014
     
    2014s3 update 1 release notes.
    
    Simulation
    
    - Change the graphics initialization to use an older
    Direct3D routine. This resolves the issue where ATI Crossfire was using
    only one card, where the sim would not load in 64-bit using SoftTH, and
    could potentially resolve additional recent graphics issues.
    
    
    Controls
    
    - Includes the latest Fanatec SDK.
    
    
    Cars:
    
    - Added missing sponsor images.
    
    
    BMW GT3 Z4
    
    - Updated the car's graphics model to improve rendering performance in night races.
    
    
    Chevrolet Camaro Class B
    
    - Removed extra polygons from the cockpit model that were causing wierd reflections in the mirror.
    
    - No longer forces the spoiler color.
    
    - Fixed a bug where the nose of the car could disappear at certain viewing distances.
    
    - Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.
    
    
    Chevrolet Impala Class B
    
    - Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.
    
    
    Chevrolet Monte Carlo SS
    
    - Added a setup for the 2012 version of Phoenix.
    
    
    Chevrolet National Impala
    
    - Added a setup for the 2012 version of Phoenix.
    
    
    Chevrolet Silverado
    
    - Adjusted the bristol and pocono_oval setups.
    
    
    Chevrolet SS-Gen6
    
    - Added a setup for the 2012 version of Phoenix.
    
    - Fix the rear spoiler so that it doesn't pop in and out.
    
    
    Dallara IndyCar circa 2011
    
    -
     Updated the baseline setup, renamed road_lowdownforce.sto to
    road_low_downforce.sto and updated this setup, updated the road_smooth
    and road_bumpy setups.
    
    
    Ford Falcon V8 Supercar
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Ford Fusion-Gen6
    
    - Added a setup for the 2012 version of Phoenix.
    
    Ford GT
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Ford Mustang Class B
    
    - Updated the phoenix_2012, iowa_oval, and charlotte_quadoval setups.
    
    
    Ford Mustang FR500S
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Legends Ford '34 Coupe
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Lotus 49
    
    - We have tweaked the grip level to slow the car down a little as it appears it's a bit too fast in corners at the moment.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Updated the baseline, road_short and road_long setups.
    
    
    Lotus 79
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Mazda MX-5 Cup
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Mazda MX-5 Roadster
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Updated the baseline setup.
    
    
    Pontiac Solstice
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Ruf RT 12R AWD
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Ruf RT 12R RWD
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Ruf RT 12R Track C-Spec
    
    - Updated the baseline setup.
    
    
    Skip Barber Formula 2000
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Spec Racer Ford
    
    - Updated engine sounds to sound better when listening from a distance.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Star Mazda
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Super Late Model
    
    - Improved shadow framerate performance at night tracks.
    
    - Updated all setups.
    
    
    Toyota Camry-Gen6
    
    - Added a setup for the 2012 version of Phoenix.
    
    
    VW Jetta TDI Cup
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    
    Tracks:
    
    Donington Park Circuit
    
    - Added missing pit light to right side of pit exit. Light is attached to catch fence.
    This message was edited 3 time(s). Last update was at 7/29/2014 1:27 a.m.
    
    
     

    • 2014s3 release notes posted 22 July 2014
     
    2013s3 release notes.
    
    
    Website:
    
    Leagues
    
    - Enhanced League and Tournament Gridding Options:
    
    · There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid Now"
     button you will be prompted to enter the number of drivers to invert.
    Previously you were limited to inverting the top 8 or top 10 drivers.
    
    ·
     There is now an option to change a driver's grid position by N
    positions in either direction. This is intended to make it easier to
    apply grid penalties. From the "Race Grid Setup" area of the grid builder you can right-click on any driver to access a new popup menu that includes an option to "change grid position".
     This opens a dialog box where you can enter a number of positions to
    move the driver. Positive numbers will move the driver towards the pole
    and negative numbers will move the driver towards the back of the grid.
    
    - Added a new interface for editing league member nicknames.
    
    
    Race Panel
    
    - Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or miscounted.
    
    - The Select list now lists series based on MPR.
    
    
    Other
    
    - Updated MPR Images and added tooltips.
    
    - MPR images are now hidden for Class A License and above.
    
    - Spectator pages now have smarter sorting of what's available.
    
    - Layering of elements in the main site has been adjusted to fix some display issues.
    
    
    
    Simulation:
    
    
    Tires
    
    -
     There are no cars left using the version 4 NTM (New Tire Model). All
    the cars are on version 5 except the Silver Crown and Sprint Car which
    are both still using the old tire model.
    
    - The tire model has an
    improved solver to find the amount of tread yaw under dynamic conditions
     (i.e. non-equilibrium). This has significantly improved transient
    behavior and tire response to changing loads.
    
    - The modeling of tread wear depth and its effects has been improved. There is now more tread wear on the softer road compounds.
    
    -
     There is a preliminary model for advancing the tread rubber cure as the
     rubber gets hot; this gives very reasonable lap time fall off for cars
    over the course of a race. This model is not enabled on all the cars
    yet, as there hasn't been time for testing all the cars, but it is on
    all the high level oval cars and most of the faster road course cars.
    
    
    User Interface
    
    -
     Right clicking on any visible driver name or driver helmet will bring
    up a context menu of actions that can be applied to that driver.
    
    
    Sound
    
    - Disable using the recently added limiter layer sounds during ignition cut up shifts.
    
    
    iRacing Telemetry API
    
    - Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx.
    
    - Output ClassPosition in QualifyResultsInfo section to match ResultsPositions.
    
    - Output CarClassColor.
    
    - Output car, suit, helmet paint info.
    
    - Properly escape more strings in the YAML session string.
    
    - Properly show pressure in telemetry when pressure based brake bias is used.
    
    - Fix telemetry for steering angle on remote cars.
    
    
    Cameras
    
    - The driving camera can now be moved down 4" instead of just 2".
    
    
    Backfires
    
    -
     Many cars will now spit out backfire flames when appropriate. Some cars
     backfire when off throttle, depending on their engine tuning. Others
    will backfire if you hit the rev limiter or upshift if their engine
    tuning implements these features via an ignition cut (which passes
    unburned fuel through to the exhaust). And some of our cars don't make
    flames at all, typically the lower level cars. The visual effect and the
     sound effect of backfires are not synchronized at this time. Also,
    opponent cars do not make backfires during upshifts at this time, only
    off throttle backfires.
    
    
    Wind
    
    - Reduce the strength of
    the wind applying to cars to 1/3, so even if the wind says 30mph, it
    will only affect the car at 10mph. This is to account for ground
    turbulence and non-wind transparency of solid objects reducing the
    effective wind strength at ground level.
    
    
    Grime
    
    - Cars
    will now accumulate grime as a race progresses. The amount is based upon
     both time and circumstances of the race. This new grime effect causes a
     dulling of the car, which combines with the dirt accumulation effect
    which was added previously.
    
    
    Paint kit
    
    - L.A. Racing, SimCraft, and diysim.com logos added.
    
    - Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and Street Stock.
    
    
    Scenic Cameras
    
    -
     Half of the tracks had their scenic cameras improved (or added if
    missing) in the previous season's update. This update completes that
    work, with all tracks addressed.
    
    
    
    Cars:
    
    
    Chevrolet Camaro Class B
    
    - Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each others setups.
    
    
    BMW GT3 Z4
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Performance has been balanced against the other GT3 class cars.
    
    
    Cadillac CTS-V Racecar
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet Corvette C6R
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet Impala Class B
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet Impala-COT
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet Monte Carlo SS
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - More front spring range.
    
    
    Chevrolet National Impala
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet Silverado
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Chevrolet SS-Gen6
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Cockpit updated to match new Camaro dash.
    
    
    Dallara IndyCar
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Dallara DW12 IndyCar
    
    - Full version of the car is now here, supporting all different track types.
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Ford Falcon V8 Supercar
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Ford Fusion-Gen6
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Ford GT
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from 0 to 2.
    
    
    Ford Mustang Class B
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Two new patterns added.
    
    
    Ford Mustang FR500S
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    HPD ARX-01c
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Now has 4-way adjustable shocks; low and high speed bump and rebound.
    
    
    Kia Optima
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Legends Ford '34 Coupe
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Updated engine sounds to sound better when listening from a distance.
    
    - Wheels can now be painted.
    
    
    Lotus 49
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    -
     Mass and inertia have been completely recalculated. Car has gained
    approximately 20 kg, and all inertias increased significantly.
    
    
    Lotus 79
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Mazda MX-5 Cup
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Updated engine sounds to sound better when listening from a distance.
    
    - Wheels can now be painted.
    
    
    Mazda MX-5 Roadster
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Add distant external sound layer.
    
    - Wheels can now be painted.
    
    
    McLaren MP4-12C GT3
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Performance has been balanced against the other GT3 class cars.
    
    
    Modified - SK
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Modified - Tour
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Pontiac Solstice
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Updated engine sounds to sound better when listening from a distance.
    
    
    Radical SR8
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Riley Daytona Prototype
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - New engine torque map directly from an engine dyno.
    
    - Reduce minimum front ride height to 1.5"
    
    - Lower the minimum splitter height.
    
    
    Ruf RT 12R AWD
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Ruf RT 12R C-Spec
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Now has 4-way adjustable shocks; low and high speed bump and rebound.
    
    
    Ruf RT 12R RWD
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Ruf RT 12R Track
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Now has 4-way adjustable shocks; low and high speed bump and rebound.
    
    - Performance has been balanced against the other GT3 class cars.
    
    
    Skip Barber Formula 2000
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Wheels can now be painted.
    
    
    Spec Racer Ford
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Star Mazda
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Street Stock
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Wheels can now be painted.
    
    
    Super Late Model
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Toyota Camry-Gen6
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    VW Jetta TDI Cup
    
    - Updated to the latest tire physics.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    
    Williams-Toyota FW31
    
    - Updated to the latest tire physics.
    
    - Now has lap time fall off from additional tire curing when the tires are hot.
    
    - Adjustments and improvements to the whole car's physics to match the new tire model.
    
    - Reduce fuel fill time deviation.
    
    
    
    Tracks:
    
    
    Donington Park Racing Circuit
    
    - Donington Park Racing Circuit is now available.
    
    - Includes two configurations: GP and National.
    
    -
     This new track includes 3D crowd characters and 3D animated camera
    operators. These models will appear in race sessions if Object and Crowd
     are set to high in options.
    
    
    Phoenix International Raceway
    
    -
     This is an all new version of Phoenix based on changes which were made
    to the track in 2012. The new oval is very different from the previous,
    including changes which widened the front straight to 62 feet (19
    meters), repaved the pit stalls with concrete and moved the dogleg
    outward by 95 ft (29 m) while increasing its radius to 500 ft (150 m)
    and changing its banking to 10-11 degrees. In addition, the track
    changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were
     changed to 8-9 degrees in banking and an infield road course was
    removed, making PIR an oval-only facility.
    
    - Includes two
    configurations: one that does not allow cutting of the dogleg apron
    area, and one that does allow full use of the dogleg apron.
    
    -
    This new track includes 3D crowd characters and 3D animated camera
    operators. These models will appear in race sessions if Object and Crowd
     are set to high in options.
    
    
    Auto Club Speedway
    
    - Fixed a bug where terrain was poking through wall.
    
    - A bumpy area in the infield road course is fixed.
    
    
    Autodromo Jose Carlos Pace
    
    - Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn).
    
    
    Circuit Gilles Villeneuve
    
    - Remove pit crew objects from pit road as the road is too narrow to fit them.
    
    
    Circuit of the Americas
    
    - Fixed draw-through signs on the garage.
    
    - Added pit boxes.
    
    - Moved the sign guy out of wall.
    
    
    Circuit Zolder
    
    - Fixed several track geometry bugs.
    
    
    Homestead Miami Speedway
    
    - Moved pit crew out of wall.
    
    
    Iowa Speedway
    
    - Fixed a wall collision issue.
    
    
    Michigan International Raceway
    
    - Fixed a non-collidable wall in Turn 1.
    
    
    Phoenix International Raceway circa 2008
    
    - The old version of Phoenix has been re-named to differentiate between it and the new version.
    
    
    Road America
    
    - The outside of Turn 5 now gives a 1x.
    
    
    Silverstone Circuit
    
    -
     Fixed a badly defined segment of track that could crash the sim for
    everyone connected if someone drove over that one exact spot.
    
    - Fixed pot holes that where between turns 2 and 3.
    
    
    Sonoma Raceway
    
    - Fixed a light so its shadow starts at the ground.
    
    - Fixed a sunken jersey barrier.
    
    
    Suzuka International Racing Course
    
    - Fixed issues that caused weird camera and F3 black box behavior near the crossover.
    
    
    Thompson International Speedway
    
    - Updated for night racing.
    
    - Track updated with new logo.
    
    
     
     
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