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Preliminary schedule for 2019 Season 1. Some notes on the schedule from the forums

Good day!

Attached is the preliminary schedule for 2019 Season 1.


A couple of notes:
-Time of day is completely irrelevant. We know and will have that sorted out next week.
-Centripetal Circuit is a placeholder for Tsukuba
-Charlotte Road Course is a placeholder for Charlotte Roval

Two New Series!
iRacing F3 Championship featuring the new F3
iRacing Formula 3.5 Championship featuring the new FR3.5

*Pro Mazda series time slots will be adjusted to accommodate the above new series. This will show up on the .pdf next week.

Some series have not been built yet and what you see is a placeholder. (F3, FR3.5, Asphalt Sprint Car, GT Endurance Pro Qualifier, Rookie iRacing Rallycross Series)


Thank you.

Will update this thread when the final draft comes out.
 

Attachments

  • 2019 Season 1.pdf
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The iRacing 2019 Season 1 Build (December Build) is here. The release notes are below:


This season release includes the long awaited Day/Night & Time of Day system, a pair of free tracks, two new cars, and a host of updates, features, and fixes for your iRacing enjoyment. We hope to see you out on the track!

Some highlights include:
• Day/Night & Time of Day
• Dallara F3
• Formula Renault 3.5
• Charlotte Motor Speedway (Roval)
• Tsukuba Circuit (7 Configs)
• iRacing BETA Interface - Home and Leagues
• New Crowd System
• New Controls and Force Feedback Settings
• Brake Bias Adjustments for Fixed Setups


Full 2019 Season 1 Release details are below.



CHANGE LOG:



UPDATES:

iRacing BETA Interface

- A new Home section has been added featuring the latest news, promotions, and popular Official and User-Created Races.
- - Read news articles and announcements from iRacing.
- - View available series and sales promotions.
- - Join the most popular Official and User-Created Races all from one place.

- The Leagues section of the iRacing BETA Interface has been unlocked!
- - Full league management functionality, as on the Membersite Leagues pages, is now available through the iRacing BETA Interface!

- A new Help and Support section has been added to the status bar with information and helpful links to support.

- The Create a Race interface has been improved.
- - First, a user will be able to adjust the Car, Track, and Climate. Then, all Race Details are displayed together on their own page. A user may move back and forth between these sections as needed.
- - New "Reset" and "Last Settings" buttons have been added.
- - - Reset will clear all selected content and settings.
- - - Last Settings will load the last successfully hosted session information to all fields.

- Active Sessions are now visible for User-Created Races. A user may Spectate, Spot, Crew, or start a Time Trial any Session that is actively running.
- - Viewing Active Sessions can be toggled on and off. Click on the "Show Running Sessions" toggle next to the view buttons.

- Test Drive is now available as an option from any Session.
- - A Test Drive button will now always be displayed for all Sessions, which will launch a Test Drive session using the information from the session you are viewing. This includes all Official Races and all User-Created Races.

- Season and Series ID is now visible in the interface.
- - Click on a Series, then click on "Series Info" to view this information.

- The track list will now by default only display the list of tracks, instead of a list of all tracks and all of their configurations listed out. Once a track is selected, you may select an individual config.
- - An option has been added so that you may toggle between having the track list display the list of tracks or having the track list show all tracks and all of their configurations listed out.

- The status bar at the top of the screen now features a tinted background for ease of legibility and use when the Interface is scrolled down.

- The iRacing Paint Shop within the iRacing BETA Interface should now be better at remembering when changes are made to cars.

- The iRacing BETA Interface now has an active display of all authenticated connections for your account, with verbose information about the connections, and the ability to manually disconnect remote, active connections.

- The settings panel now has a button to sign out your authenticated connection, plus all other (in)active connections, whether remember me has been selected or not.

- Page content will now fill more of the screen when the interface is scaled to 150% or less.
- - This should improve the display of the iRacing BETA Interface on 27" monitors.

- Fixed an issue where dropdown menus could appear under other content.

- Fixed issues where "invalid date" would display, or the year listed would incorrectly be 1969.

- Fixed an issue where the user was not returned to the last page they were on after exiting a Session.

- Fixed an issue where switching to/from table view and grid view, the Interface was not remembering which view a user was using the next time they returned to that page.

- Fixed an issue where the Interface was not remembering whenever the user chose to order content a certain way after navigating away and returning.

- Numerous other stability fixes; the iRacing BETA Interface should run smoother than ever!


iRacing Membersite

- The iRacing Membersite has been updated to allow for editing Sessions created via the iRacing BETA Interface. However, the user will be unable to edit settings that are only available when creating a Session through the iRacing BETA Interface.

- Various Day/Night & Time of Day information has been added to the Membersite:
- - Sunrise and sunset times will be displayed for all sessions.
- - Simulated start time will be displayed in the Session Info for Official and Hosted Sessions, and in the Race Results.

- A new and improved banner has been added to the top of the Membersite to launch the iRacing BETA Interface!

- Fixed an issue in the shopping cart where the hyperlink of a track added to your shopping cart from the iRacing BETA Interface was not linking to the proper track.


Series Special Event Races

- We have added a new feature which allows us to schedule Special Event Races for a Series within the normal season schedule. Each special event is a stand-alone racing event, and entry is based on championship points within the series. Championship Points awarded from such an event are not integrated back into the Series.
- - We could, for example, schedule a single split race, that would be populated by drivers with the top N in Championship Points, either for a given race week, or the overall season. Or, we could have a “Week 12 Pro Race" automatically built into any given Series for the top 40 drivers, based on Championship Points in that Series during the Season, who show up for the given race time slot. The top 40 who show up based on season points would race.
- - Championship Points earned from Special Event Races are stand-alone, and are not part of the regular Series standings.
- - We will likely be demonstrating this feature during Week 13, and it may even include some prizes, so, stay tuned!


Dynamic Track

- Initialization of a track on the client is now influenced by how many laps have been driven (including carry-over between sessions). This will enable clients to enter a session without causing a dramatic change in the track appearance as the server updates come in.

- The maintenance of track temperatures between sessions, such as the heat added from cars during a Qualify session, will now carry-over and dissipate through the passage of simulated time between the end of one session and the start of the next.
- - Previously it was assumed that enough time existed between sessions for the track to return to its equilibrium state at the start of each session.
- - You may directly influence this through the new Day/Night & Time of Day settings. For example, setting your events to run consecutively will create more vehicle-generated heat buildup throughout your event than having each session start four hours after each other.


Day/Night & Time of Day

- The Simulator now generates dynamic skies that change as time passes. The sun’s motion in the sky is accurate for the selected event location, date, and time. As the sun and cloud cover move, the lighting in the simulated environment changes to match the sky.
- - The generated sky will change as time elapses for all Sessions of all types, except for old Replays, Time Trials, and Time Attack Sessions, where conditions are frozen by design.

- The shadows cast by static objects, such as buildings, trees, and grandstands, now move over time to match the sun's angle.
- - These shadows also influence the dynamic track's temperature where they are cast over time.

- Regular Season and Hosted events now specify a specific starting date and time for the event.
- - A user may only select a day of the year for the start of an event that is within the normal range of dates during which the real-world track would be open for on-track activities.
- - - The default starting date for a Hosted session is a reasonable date in late Spring.
- - Each Session within a Regular Season or Hosted event (Practice, Qualify, Race, Heat, etc.) also has a specific start time within a 36 hour window relative to the starting date and time of the event. For example, you may create a Hosted Session that features an early morning Practice, followed by a twilight Qualify, followed by a sunrise Race. The default option is to run each session consecutively, so that as soon as one finishes, the next one will begin in real-time.
- - For Heat Racing Sessions, a user may only specify the specific start times for the first Session within each block of sessions. For example, you can specify the start time for the first Heat race, but not for each subsequent Heat race. A user may also specify the start time for the first Consolation race, but not for each subsequent Consolation race.

- When selecting the date and time for an event, the local time zone for the selected track is used.
- - Daylight Saving Time adjustments are taken into account when specifying the event start date and time. However, if a session runs through a time change point, the in-session date and time clock will not adjust for this.

- Event starting times may still be specified using generic presets: Sunrise, Morning, Afternoon, Late Afternoon, Sunset, and Night; or a user may specify a precise time at the track, such as 3:30pm.
- - When using the generic presets, the event start time positions the sun at a specific altitude above the horizon to match the generic term.
- - - Sunrise sets the start time such that the sun begins about 0 degrees above the eastern horizon.
- - - Morning sets the start time such that the sun begins about 20 degrees above the eastern horizon.
- - - Afternoon sets the start time such that the sun begins about 58 degrees above the western horizon.
- - - Late Afternoon sets the start time such that the sun begins about 15 degrees above the western horizon.
- - - Sunset sets the start time such that the sun begins about 0 degrees below the western horizon.
- - - Night sets the start time such that the sun begins about 20 degrees below the western horizon.

- Tracks that have night lighting (ie: any of the iRacing tracks for which a user has been able to select a "Night" event at before) will switch to “Night Mode” during the sunset/twilight phase, and the stadium lights will switch on. These lights will turn off during sunrise.
- - Tracks without night lighting will still function using the Day/Night & Time of Day system, however they will get darker and darker until they are nearly pitch black. We do not recommend driving cars without headlights at these tracks past sunset.
- - - As a special bonus, with this 2019 Season 1 Release, Circuit des 24 Heures du Mans has been updated to feature Night Mode!

- The speed at which the sun moves across the sky may be altered.
- - For example, an entire simulated day can occur within a 3 hour session. This “accelerated time” only affects the sun itself and how it changes the temperature of the day or night. Weather, cloud cover, etc. are not effected by the accelerated time.
- - When creating a Session, you may specify 1x, 2x, 4x, or 8x speed for the sun. Please note, the track surface temperatures may not keep up as accurately with a highly accelerated sun as they would at normal speed.

- The Simulation will display the simulated day of the week and wall-clock time in the F1 Black Box, and it will display the simulated date and time on the Replay screen.
- - While in a session where the sun’s motion is sped up, the wall-clock date/time values will advance at the appropriate rate, and will include the appropriate “2x”, “4x”, or “8x” sun-motion-factor indicator.
- - In Time Trial and Time Attack Sessions, since the sun position is fixed, these simulation-world date/time values are also fixed, and will include a “0x” sun-motion-factor indicator.

- Clouds now cast shadows, and these shadows update dynamically as the clouds and the sun move as time passes. Each cloud shadow effects the dynamic track surface temperatures.
- - When using Specified Weather for an event, the event will start at the specified temperature, but may drift up or down a few degrees depending on the time of day and the duration of the session.
- - Please note, when building fixed racing setups, expect at least some track and air temperature variance during sessions.

- Temperature, relative humidity, wind speed, and other weather values will change as time elapses during a session.
- - Currently, these changes are very minimal, and using Generated Weather will allow for slightly more variation during a Session than using Specified Weather. A new weather system is currently in development which will allow the sky conditions to change during the session (ie: clear to overcast, etc,) and will result in far more dynamic weather throughout an event.

- New “Sky Detail” Graphics Options have been added!
- - These settings control how many frames are used to update the sky. Low Detail spreads the work out over more frames, so the sky updates may appear jumpy, but the frame rate will be higher. High Detail does more work per frame so the updates are more frequent, but this can adversely affect frame rate. Medium Detail is an average compromise.

- You must use the iRacing BETA Interface in order to access all of the Day/Night & Time of Day settings that are now available. However, the system will still operate correctly in Sessions created and joined via the classic Membersite.

- Old saved Replays will now load up with a generated sky instead of the static skyboxes of the past. The sun position and sky conditions will attempt to match the conditions of the original replay to the best of their ability, within reason. The sky will then remain fixed while the Replay runs.


Driving Aids

- The Auto-Start Aid is now optional, you can turn it off if you want to manually start your engine when you get into the car. This will be forced to OFF if you map your ignition to an ON/OFF toggle switch.

- The Auto-Start Aid and Auto-Clean Visor Aid are now allowed when using Touch/Tilt Driving.


Rallycross

- Track-config specific setups have been added to a variety of the Rallycross vehicles.


Hybrid Power Units

- The PID auto-deployment system now re-calculates the control variable (EOS % offset) multiple times per lap.

- Adjusted the hybrid system to include the manual deployment offset that compensates for the requirement of a non-zero base value from the refline calculations.

- Updated the refline calculations for hybrids that reduces placement of end-of-straight markers due to cornering drag. The system needs to see 6 consecutive segments with a drop in speed before it will place an EOS marker.

- Additional updates to the auto-tuner. The aim with these changes is to achieve greater stability - slower to converge, but less variation once it gets there.

- PID parameters changed for faster but more stable convergence to target battery charge %. Also, % end-of-straight speed multiplier capped at a maximum value of 1.1.

- Updated the engine system to account for the Porsche 919 harvesting more energy than it may legally deploy at Le Mans.

- Fixed a bug where the battery state of charge was not correctly being carried over between driver changes.


Crowds

- The crowd system has been rebuilt from the ground up to significantly improve both appearance and performance. In the previous system, crowd members would only be seen facing the camera directly from the front or directly from the rear. With this new system, crowd members now render from 360 degrees and face towards the racing action, rather than towards the viewer's camera.

- Each crowd member is rendered from a high fidelity 3D model to a texture with four times the amount of pixels than previously. This results in a crisp, high resolution appearance with accurate normal maps and lighting in the Simulator. The variety of crowd appearance has also increased, with over 33% more unique people than before.

- Each crowd member is also now an instanced object, and each race fan takes advantage of this technology to reduce their memory usage and rendering time.


Paint Kit

- The texture size for all helmet patterns has been increased from 512x512 to 1024x1024.

- Radical and SimSpeed sponsors have been updated.


Options

- All in-car controls not currently in use will no longer be displayed in the Options screen.

- Some Options and Replay Options screen items have been rearranged and adjusted:
- - A Sky/Cloud Detail setting has been added to the Options screen.
- - The Virtual Mirror setting has been removed from the Replay Options screen.
- - The Far Terrain and Tri-linear Filtering options have been removed from the Options and Replay Options screens; these options are still available for adjustment in the ".ini" file.


Controls

- Support has been added for mapping an ON/OFF switch to some toggle controls, that is a switch that remains ON or OFF rather than just a momentary toggle.

- A checkbox has been added to the Option Screen to disable the Auto-Starter Aid that starts your car when you enter the driver's seat.
- - By default, this checkbox is OFF.
- - The ignition will no longer fire when you trigger the starter, a driver must manually turn on the ignition if you want to run the starter.
- - - The Default Ignition option is set to OFF if the Auto-Start is disabled.

- Support has been added for the new QAxis control type. This is a rotary knob that acts as a sequential series of buttons. If the knob has more positions then the states in the item we are attempting to control then each detent on the knob will be mapped 1:1 to the states.
- - For example if the throttle map has 3 possible options, but your knob has 12 positions, then positions 1, 2, and 3 will adjust the throttle mapping, rather than forcing you to rotate the knob through its full range as you would with an analog knob. If there are more states then positions for the knob, then we will spread them out as best we can, skipping some intermediate states.
- - Any hardware developer wanting to add a QAxis knob to there controller needs to ensure that the button defines are in sequential order. So a 4 position knob could use buttons 12, 13, 14, 15, but could not use buttons 12, 14, 13, 7. More details on this will be posted to the hardware forums.
- - The Fanatec CSL Elite McLaren GT3 rim is currently the only rim that ships with support for QAxis rotary knobs, however new rims are expected to be released later this year.

- A calibration wizard has been added to the in-car controls to simplify the process of setting them.

- All F7/F8 black box widgets now have a corresponding map-able control.

- Control calibration improvements have been made, including the enforcement of expected control type when calibrating. This will prevent users from mapping a button to an analog slot by accident.


Admin Commands

- Admins are now allowed to throw a Caution, even when the event has cautions set to "OFF".
- - For all intents and purposes, this option now means that when cautions are turned off for an event, iRacing Race Control does not throw Cautions, but an Admin may.


Force Feedback

- The force feedback setup screen has been reorganized to better support direct drive wheels.
- - Force units have been rescaled so that linear and non-linear are using the same unit scale.
- - Clicking on the Strength value will toggle between iRacing units and Newton meters.
- - A new Wheel Force slider has been added.
- - - Set this to the peak force of your wheel to help keep the auto function from overdriving your wheel. This also rescales the strength slider so you can not manually oversaturate the wheel on accident. This is only beneficial for users with wheels that are as strong or stronger than the force feedback we are getting from the physics (about 10 Nm or greater), so do not worry about setting it perfectly if you have a belt or gear drive wheel.
- - "Dampen Oscillations" has been renamed "Reduce Force When Parked" to better reflect what this option does. Also, the default value for this setting has been reduced to 33% from 50%.
- - The default endstops have been softened from 15 degrees to 45 degrees.
- - A hard knee has been added that reduces forces above 80 Nm by 80% and clips forces above 120 Nm.
- - - This should make running into a wall safer without completely destroying the signal.
- - Mouse-over tooltip help has been added to all force feedback settings.

- Helper text for racing wheel settings has been updated.


Replay

- A pair of settings have been added in the [Replay] section of the "app.ini" file to control how many seconds from the end of the tape Replay playback begins when exiting the car. One setting is for driver swap events, and the other is for non-team events.

- The "FF to End" behavior has been optimized to reduce system load, and to maintain Live Mode viewing when a new session begins.


Oculus Rift

- Rift HMD 1.3.2 support has been migrated to Oculus SDK 1.26.0.


EasyAnti Cheat

- A new version of the EAC application has been integrated into iRacing.



CARS:

Audi R18

- Users may now adjust the lengths of bump rubbers on the heave elements.

- Reduced the maximum packer length for the front heave element to 40mm.


Audi R8 LMS GT3

- A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.


BMW Z4 GT3

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.

- A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.


Chevrolet Corvette C7 Daytona Prototype

- On-board audio improvements have been made to the engine, gear shifts, backfires, and ignition sounds, and a new pneumatic compressor sound has been added.

- A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.


Dallara DW12

- This vehicle now has a single checkbox for changing all tires at once.
- - A new pit command, "#t" has also been added for toggling all tires at once.

- Idling fuel consumption has been reduced.

- Pit limiter sound levels have been reduced.


Dallara F3

- NEW CAR!
- - The Dallara F3 is now available for purchase and use on the track!
- - - The Dallara F3 car is raced in one of the most successful racing series in the world, Formula 3. It's a development series for up and coming drivers in Europe, the United States, Asia and Australia and has seen many a high profile driver move to the top ranks of open wheel racing in Formula One and IndyCar. Raced in spec series, the F3 car was designed for young drivers to move their way up through the ranks of open wheel racing. Racing an F3 car is often the first venture into professional level racing for young amateurs.


Dallara IR18

- This vehicle now has a single checkbox for changing all tires at once.
- - A new pit command, "#t" has also been added for toggling all tires at once.

- Idling fuel consumption has been reduced.

- Gear shift sounds have been improved and the pit limiter sound levels have been reduced.

- Season setups have been updated.


Dirt Late Model

- (ALL) - The damage model has been adjusted to reduce performance losses from side and rear impacts slightly.

- (PRO & SUPER) - Season setups have been updated.


Dirt Midget

- Driveline losses have been adjusted to tame wheel stands at Kokomo.


Dirt Sprint Car Non-Winged

- (360) - Season setups have been updated.


Dirt Street Stock

- Removed a duplicate brake bias bar that appeared when the brake bias bar was rotated.


Ferrari 488 GT3

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.


Ferrari 488 GTE

- 2019 Season 1 GTE BoP: Engine torque and downforce have been increased slightly.

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.


Ford GT - 2017

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.

- A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.

- Season setups have been updated.


Ford GT GT3

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.


Formula Renault 2.0

- Garage layout and notes have been updated.


Formula Renault 3.5

- NEW CAR!
- - The Formula Renault 3.5 is now available for purchase and use on the track!
- - - The (much) bigger brother of the Formula Renault 2.0, the FR3.5 is the perfect fit in the iRacing open wheel ladder system. The open cockpit, V8 powered cars, were traditionally a stepping stone for many drivers who were pursuing careers in Formula One. Featuring a spec chassis and spec motor, the cars allowed drivers to showcase their skills and hopefully get noticed by a Formula One team. The normally aspirated V8 motors produce 530 bhp and the large wings, both front and rear, provide large amounts of downforce and grip. Some say the FR3.5 sounds like a Formula One car should, or at least used to, before they moved to the turbo/hybrid power units.


Global Mazda MX-5 Cup

- Removed the front anti-roll bar pre-load adjustment option from the Garage options.

- Camber adjustment limits have been reduced.


Indycar Dallara - 2011

- This vehicle now has a single checkbox for changing all tires at once.
- - A new pit command, "#t" has also been added for toggling all tires at once.

- Idling fuel consumption has been reduced.


Lotus 49

- Season setups have been updated.


Mazda MX-5 Cup - 2015

- Removed the front anti-roll bar pre-load adjustment option from the Garage options.


Mazda MX-5 Roadster - 2015

- Removed the front anti-roll bar pre-load adjustment option from the Garage options.


McLaren MP4-12C GT3

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.


McLaren MP4-30

- This vehicle now has a single checkbox for changing all tires at once.
- - A new pit command, "#t" has also been added for toggling all tires at once.

- Rev override is now adjustable in the garage.


Mercedes AMG GT3

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.


Modified - SK

- Season setups have been updated.


NASCAR Camping World Chevrolet Silverado

- Fixed issues with rear camber limit, and shock installation stiffness.

- Season setups have been updated.


NASCAR Camping World Toyota Tundra

- Fixed issues with rear camber limit, and shock installation stiffness.

- Season setups have been updated.


NASCAR K&N Pro Chevrolet Impala

- Fixed an issue where the ignition switch was not appearing correctly when the ignition was turned on.

- Season setups have been updated.


NASCAR Monster Energy Cup Chevrolet SS

- Season setups have been updated.


NASCAR Monster Energy Cup Ford Fusion

- Season setups have been updated.


NASCAR Monster Energy Cup Toyota Camry

- Season setups have been updated.


NASCAR Truck Series Chevrolet Silverado - 2013

- Fixed issues with rear camber limit, and shock installation stiffness.

- Season setups have been updated.


NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.


NASCAR XFINITY Ford Mustang

- Season setups have been updated.


NASCAR XFINITY Toyota Camry

- Season setups have been updated.


Porsche 911 RSR

- Brake Bias may now be adjusted in the garage during events with Fixed Setups.

- Tires will now correctly disappear when changed during a pitstop.


Porsche 919 Hybrid

- 2019 Season 1 LMP1 BoP Changes: MGU-H harvesting rate has been slightly reduced to balance the LMP1 cars on tracks with long straightaways.

- Tires will now correctly disappear when changed during a pitstop.


Pro Mazda

- Season setups have been updated.


Radical SR8

- Radical logos have been updated.

- Season setups have been updated.


Ruf RT 12R

- Season setups have been updated.


Silver Crown

- Season setups have been updated.


Sprint Car

- Season setups have been updated.


Street Stock

- Maximum front spring stiffness range has been increased to 2500 lb/in to help at high load tracks.

- Fixed an issue with install stiffness.

- Season setups have been updated.


Super Late Model

- Season setups have been updated.


Williams-Toyota FW31

- This vehicle now has a single checkbox for changing all tires at once.
- - A new pit command, "#t" has also been added for toggling all tires at once.

- Standing start rev limit has been set to 12k RPM in N and 1st gear, just like the real car.

- Rev override is now adjustable in the garage.



TRACKS:

Atlanta Motor Speedway

- (Rallycross Long) - Tire barriers have been added to this configuration to prevent gaining time by driving through the grass around the jump.

- (Rallycross Long) - Adjusted the levels of compact and loose dirt in the starting area, and fixed an issue with the 3rd place starting grid position.


Charlotte Motor Speedway

- NEW UPDATED TRACK!
- - Charlotte Motor Speedway, a newly updated asphalt oval and road track, has been granted to all iRacing Members for FREE!
- - This track currently features one track configuration:
- - - Roval
- - Additional track configurations are planned for release at a later date.
- - The Charlotte Motor Speedway built a new infield road course, designed specifically for NASCAR competition, in 2018. It utilizes nearly all of the 1.5 mile oval as well as newly built infield portion, thus the name Roval (Road/Oval). The Roval configuration is a 17-turn, 2.28 mile track that challenges the best of drivers and team. Car setups are typically compromises, a car good on the oval may not be so good in the infield and vice versa so drivers and crew chiefs have to decide what matters most to them. Two chicanes, one on the back straight and one just before the start finish line, make for some exciting passing opportunities as competitors can attempt to out brake each other. The Charlotte Roval is a unique infield road course that has already proven to be an exciting venue since its NASCAR debut in 2018.

- This track has been added to the default iRacing content, and is now FREE for all iRacing Members!


Charlotte Motor Speedway - 2016

- The track formerly known as Charlotte Motor Speedway has been renamed Charlotte Motor Speedway - 2016 to make room for the updated version of this real-world track location.


Circuit des 24 Heures du Mans

- Night lighting has been fully implemented at this track!
- - Now, when this track is selected to run at Night, or the new Day/Night & Time of Day system transitions to or from night, all track lights, reflectors, and environment lighting will work correctly and seamlessly!


Circuit of the Americas

- Several terrain seams have been fixed.


Indianapolis Motor Speedway

- (IndyCar Oval) - Pit stall positions have been shifted slightly.


Tsukuba Circuit

- NEW TRACK!
- - Tsukuba Circuit, a brand new asphalt road track, has been granted to all iRacing Members for FREE!
- - This track currently features seven track configurations:
- - - 1000 Full
- - - 1000 Outer
- - - 1000 Chicane
- - - 1000 Reverse
- - - 2000 Full
- - - 2000 Moto
- - - 2000 Short
- - Tsukuba Circuit, located in Japan, was built in 1970 and is known for hosting sports car, open wheel and motorcycle races - and most notably Time Attack competitions. There are two main configurations, Course 1000 and Course 2000, with multiple variations of both. This makes the track a perfect fit for the iRacing base package as it can be used in multiple series without becoming repetitive. Course 2000 is just over 2 KM in length and features 14 turns. Course 1000 is approximately 1 KM and has 11 turns. While the two main configurations share the same facilities, they are completely independent of each other and don't share any racing surface. The tracks proximity to Tokyo, Japan has made it extremely popular with local car tuners who compete in Time Attack competitions. Expect to see Tsukuba Circuit feature in both race series and time attack competitions on iRacing.

- This track has been added to the default iRacing content, and is now FREE for all iRacing Members!
 
I entered what I thought was a random hosted session tonight. Turned out to be a new league running dirt legends. They took the top 30 (26 I think this time). I Q'd 9th, gained 6 spots through attrition and made 1 pass and then the leader jumped the start with 1 to go and was black flagged. Somehow I frickin' won!? :lol:
 
I have been watching some iRacing streams of late. It has been cool seeing Tsukuba as well as the time transitions. I even noticed the simulation of light. You can have clear and sunny skies, or you can have some clouds around that limit the sunlight. It was a nice detail I noticed. As for the time transitions, it probably didn't help that [an undisclosed streamer] raced a vehicle without lights in trying to test out the day-night transitions, because it was pitch black with no real way of knowing where you are!

Quite interesting changes to iRacing to say the least.
 
I have been watching some iRacing streams of late. It has been cool seeing Tsukuba as well as the time transitions. I even noticed the simulation of light. You can have clear and sunny skies, or you can have some clouds around that limit the sunlight. It was a nice detail I noticed. As for the time transitions, it probably didn't help that [an undisclosed streamer] raced a vehicle without lights in trying to test out the day-night transitions, because it was pitch black with no real way of knowing where you are!

Quite interesting changes to iRacing to say the least.

I tried that in test mode with the legend @ Oulton Park @ Night it wasn't too hard until the patch a few days ago. Now it's pitch black.

Also I ran the L49 @ Daytona 2007, when the cloud shaded the sun, I ran my best lap. It's definitely affecting track temps and grip. Qualifying is no longer like a lab test where the whole session is the same.
 
Just found out they brought some new openwheelers to iRacing. Very excited about the F3 car. Havent logged in since GTS got released but i am updating right now and will try the F3 car tonight i think. :)
 
This weekend is the 24 Hours of Daytona on iRacing. Several streams on Twitch and YouTube are showing off the action at present. Good luck to all drivers and teams.
 
I think tonight is the iRacing Chili Bowl Nationals action. I saw a stream earlier this week showcasing one of the tracks recently added to iRacing, and I think it's very cool.
 
Very strong line up for the Bathurst 12h.
First time I'm going to watch an Iracing stream.

Bathurst 12hrs Iracing.jpg
 
Not sure whether this is the right thread, but I've just built a new PC, finally signing up to iRacing.
Anyone wanting a referral bonus before I commit, let me know in direct message.
 
i really hate games where i have to pay per month and pay for the extra contents, thats why i found these legal steroids gnc never touched WOW, i dont care how great it is, if i have to pay per month forget about it.

The fact of the matter is, if you’re serious about driving games, PC racing is simply the way to go. Better physics and dedicated racing platforms are expected from PC-based car racing games, giving users the most lifelike racing experience imaginable. Here are a few more reasons why sim racing is better with iRacing rather than consoles like the Xbox One or PS4.

Level of refinement — Using your PC for sim racing means you get the absolute most realistic experience possible. Think of it this way: console games need to cater to all gamers. PC-based sim racing games like iRacing are designed by people who have driven and — in some cases — own the cars, so you’re guaranteed a more authentic experience.

Better technologies — Because online sim racing games like iRacing are the leaders in the industry, they tend to be more high-tech. Using a platform like iRacing gives you access to methodically modeled cars and tracks that are designed from the ground-up for realism — right down to the cracks and pockmarks found on the surface of the world’s most famous racetracks.

More affordable — Even if you decide to invest in a high-performance steering wheel and pedal set and other sim racing accessories, you’ll save money over time by keeping your system web-based. Forget swapping out your system and games for costly new hardware every year and use your up-to-date Windows machine to keep burning rubber.

Fewer glitches — Car simulator games like iRacing are designed for flawless functionality across all systems. Plus, you get access to a community of likeminded racers, one-on-one troubleshooting help and insider racing advice.
 
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iRacing leads the way in terms of the online multiplayer experience.

For everything else though you can find another sim that does the various components of sim racing better from graphics to sound to force feedback to tyre model to weather etc.

Then there is the cost. Earlier this year I picked up Assetto Corsa Ultimate Edition (all the DLC included with 40 laser scanned tracks and countless cars) for less than the cost of 1 track in iRacing!

Having said all that I am an iRacing subscriber and am going to be so for some time I'm sure.

My main gripe about iRacing is the pay model. Having to subscribe AND pay for content just sucks (like Amazon Prime Video) I just wish they would move to a Netflix type model instead.
 
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Tons of new Sim improvements, Features and very fresh content in the last 2 Updates...


2020 SEASON FOUR


https://www.iracing.com/membership/2020-season-four/

This season release includes two new vehicles, three new tracks, driver customization, environmental sounds, NASCAR pit lights, extensive updates for the McLaren MP4-30, paint shop upgrades, League Sessions view, and much more! Welcome to iRacing 2020 Season 4!

Some highlights include:

• Chevrolet Corvette C8.R GTE
• Dallara P217
• Crandon International Raceway
• Nashville Fairgrounds Speedway
• Weedsport Speedway
• Driver Customization
• Environmental Sounds
• NASCAR Pit-in & Pit-out Lights
• McLaren MP4-30 Tire Compounds
• McLaren MP4-30 Energy Recovery System Updates
• Declare Team Drivers System
• Paint Shop Upgrades
• League Sessions View
• Gained-Time Yield Updates
• Five new AI Racing Track Configurations
• AI Drivers Utilize Defensive Driving
• New Damage Model for Global Mazda MX-5 Cup
• New Damage Model System Updates
• Cloud and Fog Rendering Improvements
• Extensive Tire Damping Updates


Full 2020 Season 4 Release details:

https://boxthislap.org/iracing-season-4-build-2020/




2021 SEASON ONE


https://www.iracing.com/membership/2021-season-one/

Welcome to iRacing 2021 Season 1! This season release is one of our biggest yet, including something for your favorite license type. We have added three new vehicles, two new or fully updated tracks, and three new track configurations! But wait, there's more: tire updates on many cars, multiple tire compounds for the Dallara IR18, competition-focused improvements for the New Damage Model, cross-license racing, the 3D Car Viewer, and much more!


Some highlights include:
• Dallara iR-01
• Dirt Modified (two classes!)
• Lamborghini Huracán GT3 EVO
• Cedar Lake Speedway
• Long Beach Street Circuit (fully updated!)
• Brands Hatch Circuit - Rallycross
• Charlotte Motor Speedway - Rallycross
• Irwindale Speedway - Figure Eight Jump
• Cross-License Racing
• 3D Car Viewer
• New AI Racing Content (four vehicles and two tracks!)
• Tire updates on many cars
• Wall proximity aerodynamics effects for a number of stockcars
• Custom Competitive Setups for a variety of vehicles
• Significant New Damage Model Updates
• Night Lighting Improvements
• Russian Spotter Pack
• Multiple Tire Compounds for the Dallara IR18
• New Damage Model added to the Dallara IR18


Full 2021 Season 1 Release details:

https://boxthislap.org/iracing-2021-season-1-release-notes/


They now also offer a couple low and high downforce setups for each car + the setups are way better than before and now on par with the ones you can pay for on some websites...

The M4 GT3 feels really great imo. Bought it yesterday.



Also very nice and very extensive/detailed as everything they add to the Sim:

Welcome to the iRacing User Manual Page!
These documents explain how to get the most out of your new iRacing cars. More vehicles will be added regularly over time, so check back often for frequent updates.


 
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Btw If someone missed it: iR even has AI since a while now and again they offer an insane and nowhere else seen level of options for it. And this means that you can customize every AI driver you put on the grid. This is just mindblowing to me :D

4_roster_attributesintcjp7.jpg
 
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The BMW M4 GT3 as a prototype on iRacing.

As with the BMW M8 GTE and BMW M4 GT4 before it, BMW Motorsport has worked very closely with popular sim racing platform iRacing over the past few months, in order to integrate the BMW M4 GT3 as faithfully as possible in the simulation. The difference this time is that the car is being used as a test car on iRacing even as it is being developed. As such, the sim racers can follow the development together with BMW Motorsport, and can help drive the development forward until the final version is available on iRacing and to real motor racing customers later in 2021. At the same time as the real car is being developed, BMW Motorsport engineers have provided their colleagues at iRacing with CAD data and photos as a reference, which they can then use as a basis when programming and designing the virtual BMW M4 GT3. In an additional data package, iRacing received all the information on the driving dynamics of the BMW M4 GT3. BMW Motorsport engineers use the same set of data to operate the BMW Motorsport simulator, for example. In total, over 70 GB of data has already been exchanged. The common goal: to recreate the actual driving dynamics as realistically as possible.

Source: https://www.press.bmwgroup.com/global/article/detail/T0322010EN/world-premieres-at-bmw-sim-live:-technology-transfer-from-real-and-virtual-motor-racing
 
I noticed that Jimmy Broadbent briefly mentioned that iRacing can no longer use the "Le Mans" branding. Is this just due to the end of a licence deal or something?

Is 24H Le Mans 2021 going to be rebranded something like 24H Circuit de la Sarthe 2021?
 
More affordable — Even if you decide to invest in a high-performance steering wheel and pedal set and other sim racing accessories, you’ll save money over time by keeping your system web-based. Forget swapping out your system and games for costly new hardware every year and use your up-to-date Windows machine to keep burning rubber.
I was just browsing the thread and noticed this post and had to chuckle.

Save money over time using an "up to date" PC web based system!
Yeah considering that my latest tower build which is in the top tier but not absolutely top of the line just cost me over $2500 for just the tower build and considering most consoles stay current for 5-6 years upon a new version release and cost about $500 or less please show me where those money savings originate from.
Also most PC based systems to stay current playing the latest games at the highest settings require serious upgrades basically to the point of needing to be mostly replaced at least every 5 years or so.
I could actually buy a new console every generation and a new complete Fanatec CSL wheel and pedal set up with every new console purchase and still easily spend a $1000 less than just what it cost to build a top tier gaming tower on the same time schedule to keep an up to date PC system.

Do not get me wrong as I have basically transitioned completely to PC gaming as in my opinion there are benefits and I greatly like the options offered to me on the PC that are not available on console gaming but PLEASE do not try to make it sound like up to date PC gaming is cheaper than console gaming because basically that is a flat out lie.

Better technologies — Because online sim racing games like iRacing are the leaders in the industry, they tend to be more high-tech. Using a platform like iRacing gives you access to methodically modeled cars and tracks that are designed from the ground-up for realism — right down to the cracks and pockmarks found on the surface of the world’s most famous racetracks.

And trying to make iracing sound like a leader and are more high tech, again give me a break.

I have an iRacing subscription and as far as physics are concerned there are several titles where the physics, tire models and the way cars behave and act on the track blow iRacing out of the water in realism.

Also graphics on iRacing look like something you may have gotten on PS3 and again many other titles graphically look much better and more realistic than what iRacing puts out, not to mention how cartoonish the cars look compared to some other titles.

Also many titles use laser scanned models for their tracks and have the same realistic modeling only some titles the graphics do much more at relaying that realism visually to the gamer. So again iRacing really is still behind in some aspects even here.

And better technologies, jeesh how much iRacing koolaid are you drinking?
Iracing does not have dynamic weather including rain, does not simulate day/night cycles with weather and track temps, hell in iRacing you run a 24 hour endurance event at the same generated time and light and track temps for the entire 24 hour period and you talk about how high tech iRacing is over other titles!
Not to mention iRacing is just starting to move into the AI arena where other titles have been doing this for ages and some titles are very good at it.
So high tech again for iRacing is a stretch or could even be considered a joke as compared to some other titles.

So what iRacing does do way better than its competition is its online racing and how they have that set up, there is no other title that comes close to what iRacing does there with its races, series and point seasons and driver ratings and matching. That is what keeps iRacing in business.

The other thing in iRacings corner is the sheer number of different world wide real tracks available that are not available anywhere else much less all in the same place although to own a lot of them can very well get really expensive.

So again iRacing has its niche but by far it is not the holy grail of a title you make it out to be.

And this comes to iRacings pricing model where you have to pay both for a subscription and every piece of content past the base content individually at rather high prices per piece. This is another area that compared to the competition is a negative when discussing iRacing and comparing it to other sim titles whith many Gamers.
Take for instance Assetto Corsa Competizione which is one of the more advanced games as far as physics, graphics, and track details with some of the best car modeling in the industry and currently on Steam for PC this game with all DLC content released as of me writing this can be bought in its completion for $84.97 U.S.D. for the PC version and can be vbought during steam sales for a lot less actually.
That sum will only buy roughly 6 tracks total with no cars on iRacing not even counting the subscription prices and iRacings tire and on track car physics are a joke compared to ACC when it comes to realism.
If you compare the number of games say that GT Sport has sold and figure each game represents 1 potential racer then compare the total number of active subscriptions iRacing has then tell me what the majority consider to be a more popular platform.

Iracing has its following but by a long shot it is no where near the best actual sim title available for a lot of reasons and a big part of that is cost and physics and graphics which in my opinion are 3 very important measuring sticks a lot of gamers use and iracing loses to many other titles in those categories.
 
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Iracing does not have dynamic weather including rain, does not simulate day/night cycles with weather and track temps

Sry to ask but what year is on your calendar ? ^^ Dynamic grip, time and day so 3D clouds are in iR since more then 4 and 2 years :D

I enjoy sim details (maybe a bit too much) and i have to say that the iR implementation of dynamic day, night including temps with calculated sun angle, cloud shadows or even grandstand shadows + the usage of the track influences the tarmac temp + the best in class dynamic grip buildup + dirt buildup + full 3d simulated marbels that leave a mark on your car or windscreen as only! sim that you can even watch flying off the tires in slow motion in the replay... What they bring as feature into the sim is complete in every detail compared to the other sims thats what i noticed by comparem them very closely... rF2 track temps are fixed at 29 degress since forever and the "weather menu" with tepms and humidity ect nice to look at but a lie + the dynamic grip buildup often looks weird and wrong ^^






Or just look at the new UI and compare what S397 released after working for 5 years on it... Or they DX11 engine update including new features and what happend to rF2 and the DX11 update...

Or even the iR AI... I thought i would dream when i first looked at the options they give you for it... Thats basically everything you could ever dream of or never thought about getting for AI racing...

Just look at that stuff:

https://www.iracing.com/how-to-use-iracing-ai/

https://www.iracing.com/ai-rosters/


I could go on with more stuff for the next 2 hours lol... :D

iR is constantly evolving in every apspect/area whereeas everyone else is still trying to implement a ranking system and service like iR has to keep up with the multiplayer success...

And I'm sure one day the will learn to use driver feedback instead of theoretical numbers to have a awesome and full detailed tire model... Its bacically just the tire model thats the 1 flaw where iR is a bit behind... NtmV7 fixed alot weird stuff and when i put a V8 Supercar on Oulton Park that i drove for the first time ever in "Iceracing" i had an very unexpected blast of feedback and car control... Rain should be the next big thing thats coming...


Also great dynamic track pr0n:

 
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Sry to ask but what year is on your calendar ? ^^ Dynamic grip, time and day so 3D clouds are in iR since more then years :D

I enjoy sim details and i have to say that the iR implementation of dynamic day, night including temps with calculated sun angle, cloud shadows or even grandstand shadows + the usage of the track influences the tarmac temp + the best in class dynamic grip buildup + dirt buildup + full 3d simulated marbels that leave a mark on your car or windscreen as only! sim... What they bring as feature into the sim is complete in every detail... rF2 track temps are fixed at 29 degress since forever and the "weather menu" with tepms and humidity ect nice to look at but a lie + the dynamic grip buildup often looks weird and wrong ^^




Please show me the transition to full night racing using headlights to illuminate the track on iRacing.
Also please show me the rain and the the puddles on the track and then when the rain ends the drying race line on the track and you trying to find the wetter areas to keep your tire temps and wear down before you pit.
Also please show me where running up on curbings with low pressure tires that you can actually affect and knock out small amounts of air out of your tires which will affect the hot tire temps.
Does iRacing also simulate a tire puncture with a slow loss of pressure you can feel in your wheel, see in your tire pressures in your display and will continue to vibrate and handle worse until you pit or end up on the side of the track with a totally flat tire which can be the result of your driving and flat spotting the tires or once in a blue moon can just happen randomly?
I have not fired up iRacing in a while but do the cars still behave like you are almost driving on an ice rink when the tires are cold and can take up to 3 or 4 laps to get to operating temp?
You enjoy the details then how well does iRacing do reflections off the cars or puddles of water or the headlights off those wet surfaces?
Oh I forgot iRacing has no rain or wet track to have puddles to reflect off of.
Does Iracing even simulate the trees blowing in the wind, Check out these details shown in the following video of actual game play footage on the track walk of the Spa circuit in the background. Go to say the 42:00 minute mark and watch a minute or so and look at the trees in the background that sir is detail!
And yes ACC the track does rubber up and the track temps do change affecting grip throughout a race and fall off through the night and yes the shadows do change and reflect the time of day. The detail even goes as far as the amount of "daylight" hours and dynamic weather and temps is reflective of the actual time of the year the official race is held on that circuit although you can overide those settings in the options I do believe.
Even the windshield wiper laying on the glass is affected and has movement caused by the air and wind at higher speeds.
As far as details I will say ACC probably ranks very near the top of the list overall.
And again ACC in this example is much less expensive and the game does not require an active subscription to access and use the content YOU HAVE PAID FOR unlike iRacing.
 
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Please show me the transition to full night racing using headlights to illuminate the track on iRacing.

Have you not seen the 24H Daytona race in iR ? They do a great job recreating all the lights of the cars and around the tracks+shadows... Or at least they updated the graphics settings too to let you decide how much detail your pc can handle ^^ You can go full out on dynamic lights, shadows for cars and track separate and of course reflections...

Dynamic time and day also means the correct sun position, amount of daylight hours+correct time of sunrise and sunset depending on the set date... Complete feature again, not half done and thats what i love. ACC has those things too in career mode but set to the date and location when the real race took place...

ACC has great details in general too like brakes heating the rim>tire but theres 1 flaw: dry line in rain conditions is not realtime simulated after amount of track usage, its scripted... I'm sure when iR gets rain they will have this realtime... I mean the dry conditions system is already in place as you can see in the video i posted earlier...




On a track without night lights like Monza its pitch black at night...



Here is a great video about the current gfx settings and the cost in fps they have... >






cars still behave like you are almost driving on an ice rink when the tires are cold and can take up to 3 or 4 laps to get to operating temp?

That was already confirmed as realistic by the famous Buddy of Nicki Thiim, GT3 and 911 Cup Pro driver Chris Zoechling... Both are well known to HATE the iR tire model on some cars ^^

And yes as you wrote and i said iR has to update their tire model features not question about that...

You cant damage tires on curbs but the cars body/aero with harsch results...

But beside of the damage model was always outstanding so that you could deform the suspension and the wheel could even get stuck in the wheel arch and does not clip through the bodywork like in every other sim lol... You just can loose wheels and get a off center steering wheel everywhere else but that was it...

LeMans 24h race 2019 i watched a german iRacer driving the 911 RSR and it happend that one of the famous orange cones got stuck under his car and it changed the handling and topspeed until he got rid of it in the pit stop... As a huge fan of details i was amazed about that ^^

And the best thing about it is that they even updated the damage model further recently so its even better ^^



 
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