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News iRacing
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Nick72 Offline
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Messaggio: #21
RE: News iRacing
iRacing.com ha rilasciato un primo video d'anteprima del Nürburgring Nordschleife.
Ricordiamo che iRacing sarà la seconda simulazione che rilascerà la leggendaria pista tedesca realizzata con tecnologia Laserscan,
la prima infatti è stata Assetto Corsa, che ha aggiunto l’ Inferno Verde con il DLC Dream Pack #1




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(Questo messaggio è stato modificato l'ultima volta il: 05-May-2015 17:24 da Nick72.)
05-May-2015 17:24
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Messaggio: #22
RE: News iRacing
Il team di iRacing annuncia oggi il nuovo accordo di licenza con la Mercedes-Benz,
che permetterà la riproduzione nel simulatore americano della nuova e bellissima Mercedes AMG GT3 da competizione.
L'annuncio ufficiale potete leggerlo Per poter visualizzare i link e scaricare il materiale da SimDrivers devi registrarti cliccando QUI e presentarti alla Community usando QUESTA discussione.

Vi ricordiamo inoltre che a breve potremo calarci nell'abitacolo della Aston Martin DBR9.

   


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(Questo messaggio è stato modificato l'ultima volta il: 29-May-2015 16:34 da Nick72.)
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Messaggio: #23
RE: News iRacing
Aston Martin DBR9 Preview Video
iRacing.com ha rilasciato un primo video di anteprima della prossima auto da corsa Aston Martin DBR9 GT1 che verrà rilasciata Martedì prossimo.




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06-Jun-2015 8:14
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Messaggio: #24
RE: News iRacing
Pubblicato il nuovo Update IRacing per questa Season 3 2015, contenente l’attesa Nuova Serie GT1 con L’Aston Martin DBR9 GT1 !

Tante le novità come le qualifiche singole attaccate alla gara per alcune serie, aggiornato il modello di gomme per molte auto, aggiornato il sito internet, nuovo supporto per Logitech ARX, modalità di registrazione agli eventi con accesso alla pratica online mentre attendiamo l’inizio gara , miogliorati i server e il calcolo punti durante il campionato, split times e ghost car semplificati per lo share, è ora possibile prendere le distanze dal fantasma modificando l’anticipo visivo in pista del fantasma stesso, aggiunto un nuovo parametro CPU nell’ UI, aggiornati il livello grafico di dettaglio di alcune Auto e tracciati, Circuiti che nelle prossime release saranno portati ad un livello grafico e di tecnologia rispecchiando le ultime tecniche utilizzate per le ultime piste rilasciate, Nuovi dati per la telemetria, migliorato il tempo atmosferico e vento, modalità di share setup, e utilizzo triplo schermo … vedi in basso dettagli update.

Fonte SimScuderia

Dettagli update a seguire:
Website:

– 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 have partnered with Logitech to bring support for their new ARX api to our sim. ARX is an interface that allows us to easily create displays on your cell phone or portable device. This is similar to the functionality that Brass Monkey provided for us, but with enough power to allow our members to create their own displays using HTML/JavaScript and the data we provide.

To get started you will need to have your device running on the same network as your computer. Each device you want to use needs to have the latest Logitech ARX client installed from your app store. And on the computer you need to be running the Logitech Gaming Software version 8.58.183 or later. This is the gaming software that supports keyboards and mice, and not the one that supports there line of steering wheels. You do not need to own a Logitech product in order to use ARX, Logitech has graciously provided the functionality to all our members without tying it directly to their hardware.

Once everything is up and running, we will automatically connect to the ARX server and send your selected display down to your portable device. You can change what display is shown by going into the settings dialog and selecting the options tab. New layouts can be placed in the [documents]\iracing\arx\ folder at any time. For details on how to create your own layout, and what data is available please head over to the developer section of our forums: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

– It is now possible to load a user provided lap file into the split time manager that you can drive against. This file will not be overwritten when you improve your lap times so it can provide a constant reference, and you can load files provided by other members in order to race against them. This file will drive both the delta bar/split time indicators and the ghost car. Optionally you can load reference files for different cars than your own, for example in a GT3 session if you want to pace yourself against an alternate car type, however the car body on the ghost car will always look like your own car and will not change to match the car type you are racing against.

To share lap files with other members, share the files found in [documents]\iRacing\lapfiles\ with each other. Each file is tagged with your customer id so there is no harm in copying other players files into your directory. Then in the settings tab you can load a custom lap file up for this car.

– The ghost car now lights up the brake lights.

– You can now offset the ghost car up to 2 seconds in front of you by editing app.ini [SplitsDeltas] ghostCarOffsetSec=0.0

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.

Controllers

– We now flash the backlights on some Logitech keyboards and mice in synch with the shift lights on your car. This can be disabled in the settings menu.

– Fixed a bug that broke mouse driving when using triple screens.

Triple Screen

– Fixed a bug where headlights could draw with strange artifacting problems when the field of view is greater than 170 degrees.

Telemetry

– Strip quotes from user provided strings in session string.

– New session string parameter DriverInforiverCarEstLapTime: x.xx, this is the estimated lap time for the players car type.

– Hide ghost car entry from CarIdxXXX[] driver arrays.

– New live telemetry data:

DisplayUnits – Default units for the user interface 0 = english 1 = metric.

PlayerCarPosition – Players position in race.

PlayerCarClassPosition – Players class position in race.

CarIdxPosition – Cars position in race by car index.

CarIdxClassPosition – Cars class position in race by car index.

CarIdxF2Time – Race time behind leader or fastest lap time otherwise.

CarIdxEstTime – Estimated time to reach current location on track.

LapLastNLapSeq – Player num consecutive clean laps completed for N average.

LapLastNLapTime – Player last N average lap time.

LapBestNLapLap – Player last lap in best N average lap time.

LapBestNLapTime – Player best N average lap time.

DCLapStatus – Status of driver change lap requirements.

DCDriversSoFar – Number of team drivers who have run a stint.

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.

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(Questo messaggio è stato modificato l'ultima volta il: 11-Jun-2015 9:53 da Nick72.)
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Messaggio: #25
RE: News iRacing
Con il promo trailer che trovate qui sotto, il team di iRacing annuncia l'accordo di licenza stipulato con l'Automobile Club de l’Ouest per riprodurre nel simulatore americano il mitico circuito della 24 Ore di Le Mans attualmente in sviluppo.




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Messaggio: #26
RE: News iRacing
iRacing annuncia le Formula Renault!

[Immagine: 2l9oabn.jpg]


Il team di iRacing annuncia l'acquisizione di una nuova ed interessante licenza automobilistica, concessa dalla francese Renault, che consentirà la riproduzione nel simulatore americano di due ben note monoposto, la Formula Renault 2.0 e la Formula Renault 3.5. Queste vetture vanno ad aggiungersi al parco macchine a ruote scoperte, che include già Skip Barber Formula 2000, Pro Mazda, Dallara DW12 Indycar, Williams FW31 e l'imminente McLaren–Honda MP4-30. Inoltre, per festeggiare la nuova licenza, è già disponibile un nuovo bonus per tutti i nuovi membri, che potranno sottoscrivere tre mesi di abbonamento per soli 5 dollari, usando il codice promozionale PR-RENAULT quando si crea il tuo nuovo account.

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fonte drivingitalia

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Messaggio: #27
RE: News iRacing
In arrivo la Corvette C7 Daytona Prototype
iRacing.com ha annunciato una imminente aggiunta alla loro simulazione di corse: la C7 Daytona Prototype. La Corvette più veloce del mondo arriverà a settembre, e sarà disponibile per gareggiare nella IMSA iracing. Com online del campionato " SportsCar ".

L'annuncio integrale potete leggerlo Per poter visualizzare i link e scaricare il materiale da SimDrivers devi registrarti cliccando QUI e presentarti alla Community usando QUESTA discussione.

[Immagine: 34t1f8x.png]

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Messaggio: #28
RE: News iRacing
iRacing annuncia sistema anti - cheat

Tony Gardner in persona ha annunciato l'arrivo in iRacing, già nella prossima build prevista per metà settembre, di un sistema integrato anti trucchi ed imbrogli (i cosiddetti "cheat"), che a quanto pare affliggono anche il simulatore americano, non immune da piloti virtuali "imbroglioni". In particolare la prossima versione del software integrerà un sistema specifico, sviluppato dalla Per poter visualizzare i link e scaricare il materiale da SimDrivers devi registrarti cliccando QUI e presentarti alla Community usando QUESTA discussione. , per la verifica in tempo reale di eventuali programmi esterni ad iRacing e dell'integrità dei files di gioco.

Fonte DrivingItalia

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27-Aug-2015 14:22
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Messaggio: #29
RE: News iRacing
iRacing Season 4 2015! Nei Dettagli

Altra Stagione in arrivo a partire da martedi 15 settembre 2015 , updates 8 Settembre per la Week 13… Season 4 2015 iRacing

Calendario:
2015 Season 4 Schedule

Auto Nuova:
in arrivo l’8 settembre 2015.

The Corvette C7 Daytona Prototype. Coming September 8th.





           

Dynamic Tracks: in arrivo l’8 Settembre!









Info:
The Kia now has its own stand alone season. This is an open setup series.
The Cadillac is back to being a stand alone season and this will remain fixed setup.
The HPD has been removed from the IMSA series and will now be paired with the Radical in a multiclass series.
The IMSA series will have the Riley DP car removed and the new Corvette DP car will take its place.
The Toyota Xfinity car will join the Class B NASCAR series.
There will be a 25 week INDYCAR Winter series using the road license and featuring both oval and road races. This will be an open setup series.
The Blancpain Endurance Series will only be a 6 week season and the qualifying season for the Blancpain GT Series that will launch in 2016.

Fonte Per poter visualizzare i link e scaricare il materiale da SimDrivers devi registrarti cliccando QUI e presentarti alla Community usando QUESTA discussione.

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Messaggio: #30
RE: News iRacing
Il team di iRacing ha rilasciato la nuova build season 4 che introduce svariate migliorie e aggiunge due nuove vetture:
la Corvette C7 Daytona Prototype e la Nascar Xfinity Series Toyota Camry.




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RE: News iRacing
In arrivo l'Audi R8 LMS 2016
iRacing.com, ha annunciato in Per poter visualizzare i link e scaricare il materiale da SimDrivers devi registrarti cliccando QUI e presentarti alla Community usando QUESTA discussione. il prossimo arrivo nel simulatore americano della cattivissima Audi R8 LMS 2016.
Purtroppo non è menzionata una data di rilascio, non resta che attendere.......

[Immagine: 30x9c07.jpg]

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RE: News iRacing
L'otto Dicembre arriverà la McLaren MP4-30 di Formula 1, lo ha comunicato il team di iRacing tramite la loro pagina Facebook.

               

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RE: News iRacing
McLaren-Honda MP4-30
Disponibile dall'otto Dicembre.




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RE: News iRacing
Il team di iRacing ha rilansciato la nuova build per il loro simulatore di corse online, rendendo disponibile il tanto atteso Nürburgring Nordschleife e la Mclaren Honda MP4-30





                   
                   
                   

Di seguito trovate il lunghissimo changelog:

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 willneed 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 willneed 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:
– DriverInfoaceCarIdx: So you can more easily identify the pace car
– DriverInforivers[]:CarIsPaceCar: and DriverInforivers[]: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.

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(Questo messaggio è stato modificato l'ultima volta il: 09-Dec-2015 9:21 da Nick72.)
09-Dec-2015 9:12
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Messaggio: #35
RE: News iRacing
Con il promo trailer che trovate qui sotto, il team di iRacing annuncia l'arrivo della nuova Mazda MX-5 Cup 2016, attualmente in sviluppo per il simulatore americano.




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07-Jan-2016 8:44
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Messaggio: #36
RE: News iRacing
Audi R8 LMS GT3 2016 in arrivo a Marzo.
Con il promo trailer che trovate qui sotto, il team di iRacing c'informa che la stupenda Audi R8 LMS GT3 2016 verrà resa disponibile nella build di Marzo.




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26-Jan-2016 14:53
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Messaggio: #37
RE: News iRacing
A Marzo arriverà anche la monoposto di Formula Renault .
Il team di iRacing ha pubblicato un nuovo promo trailer.
Con questo video annunciano l'arrivo della nuova monoposto di Formula Renault, arriverà a Marzo assieme all'Audi R8 LMS GT3 2016




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(Questo messaggio è stato modificato l'ultima volta il: 04-Feb-2016 13:18 da Nick72.)
04-Feb-2016 13:17
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Messaggio: #38
RE: News iRacing
A Marzo arriverà anche la bellissima Mercedes AMG GT3

           





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23-Feb-2016 22:05
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Messaggio: #39
RE: News iRacing
Inside Sim Racing ci mostra in anteprima la Mercedes AMG GT3




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RE: News iRacing
Il team di iRacing è pronto per rilasciare le numerose novità che arriveranno con la prossima Build del simulatore americano, in arrivo il prossimo Martedì 8 Marzo.
Come già sappiamo verranno aggiunte la Mercedes AMG GT3, l'Audi R8 LMS GT3 , la Formula Renault 2.0 e come bonus la Mazda MX5 Cup 2016.
Inoltre avremo a disposizione un nuovo engine grafico con il supporto alle DirectX 11.

Mentre aspettate godetevi questi 2 video








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(Questo messaggio è stato modificato l'ultima volta il: 04-Mar-2016 9:07 da Nick72.)
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