iRacing - News et mises à jour

  • la course parait réduite !! et sans indiscrétion ça te revient à combien ?

    I7 6700k gtx1080t1 - volant dd mige 20nm simucube - fanatec csl elite pedals + clubsport shifter SQ v1.5 - windows 10

    Message modifié 1 fois, dernière modification par sport02 (8 décembre 2017 à 11:34).

  • On verra bien, de toute façon ça serra toujours mieux qu'un bouton on/off ^^

    55,70€ pour le frein à main, le potentiomètre, la carte et un câble USB(tout viens d'Amazon, y'a peut-être moyen de réduire un peu la note avec Aliexpress et eBay mais les délai d'envoi peuvent doubler pour certaines pièce). J'ai déjà le reste.

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go

    Message modifié 1 fois, dernière modification par FloSimRace (8 décembre 2017 à 12:36).

  • Pour éviter de "poluer" ce sujet, j'en ai créé un ici avec le détail de mes achats ;)

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go

  • Pour cette saison 2018-S01, 2 séries récompenseront les 3 premiers pilotes de chaque divisions (1er: 25$ iRacing Crédit, 2eme: 15$ iRacing Crédit, 3eme: 10$ iRacing Crédit)

    Les séries sont NASCAR Class C Fixed (Trucks) pour l'oval et Spec Racer Ford Challenge pour le road


    Il y a aussi 3 séries Time Attack qui récompenseront les 3 meilleurs pilotes ainsi que 3 pilotes tirés au hasard parmi ceux ayant participé à toutes les épreuves.

    Les séries sont:

    - Porsche Cup – FIXED SETUP
    - NASCAR Truck Series - FIXED SETUP
    - Dirt Limited Late Model – FIXED Setup

    Pour les récompenses de chacune de ces séries:

    - 1er: 1000$ Cash

    - 2ème: 500$ iRacing Crédit

    - 3ème: 250$ iRacing Crédit

    - 100$ iRacing Crédit pour les 3 pilotes tirés au sort.


  • 2018 Season 1 Hotfix 2 Release Notes [2017.12.13.01]

    CHANGE LOG:

    Website

    - Updated the Help section with Rallycross information and About Teams information.

    Licenses

    - Fixed a bug that was preventing the new Dirt Oval and Dirt Road license types from showing up under a Member's stats under Career Stats and Yearly Stats.

    Heat Racing

    - Fixed an issue that was preventing Heat events from honoring the separate caution type selections for their Qualify, Heats/Consolations, and Feature race.

    - Drivers that were in the starting grid for a Race Session, but did not participate in the session, are now tacked-on to the end of the Race Session's results (after all drivers that did actually compete) in their relative starting grid order. Previously, such non-starters were tacked-on in order of their iRatings.

    Race Control

    - Jump-Start penalties now double the severity penalty that was added last week.

    - - The penalty is now the amount of time a racer jumps, plus 10 seconds.

    - Fixed a bug where an entire lap could be cut by looping around the finish line checkpoint so that a racer could hit the same checkpoint twice in a row (this could be done at Daytona's Rallycross configurations). This would compute a time-gained of 0 seconds instead of the entire laptime, resulting in only getting penalized by the base 15 seconds amount instead of roughly 70 seconds.

    - The track reference line processing code used by opponent cars has been updated to remove some quick jitters or slow-downs at seemingly erratic locations along some tracks.

    Rendering

    - Fixed an issue where tire smoke could sometimes appear green at night.

    Pit Stop

    - Fixed an issue where the pit crew would continuously try to restart a pit stop if the tire pressures were set to a different value (blue) but were not checked-off, potentially locking a car in pit lane indefinitely.

    - Fixed an issue where an entire pit stop was being canceled when only the first fuel can was being canceled.

    - Fixed an issue where optional repairs could continue to be performed even after a pit stop was completed.

    - The animated pit crew's "pit stop finished" sound will no longer trigger for pit stops that do not feature the animated pit crew.

    Controls

    - Fixed an issue where the Rallycross cars could not get into Reverse Gear if the Auto-Shift Driver Aid was enabled.

    CARS:

    Dirt Late Model

    UPDATE: The Dirt Late Model update package did not quite make it into this deployment. We will have another small window of downtime tomorrow to deploy this particular update.

    - Brake system has been updated.

    - Nose collision elements have been moved upward to prevent bottoming at low ride heights.

    Kia Optima

    - Season setups have been updated.

    NASCAR Monster Energy Cup Chevrolet SS

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR Monster Energy Cup Ford Fusion

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR Monster Energy Cup Toyota Camry

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR Nationwide Chevrolet Impala circa 2011

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR Sprint Cup Chevrolet Impala COT circa 2013

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR XFINITY Chevrolet Camaro

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR XFINITY Ford Mustang

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    NASCAR XFINITY Toyota Camry

    - Maximum ride height has been set to 6/6/8/8 inches.

    - Camber range has been increased.

    VW Beetle GRC

    - The dashboard read-outs have been updated to work better with Imperial units.

    TRACKS:

    Iowa Speedway

    - (Rallycross) - Race Control has been updated for this track configuration including adjustments to and adding additional checkpoints and fixing issues with cutting the Joker.

    Knoxville Raceway

    - The dirt properties of the berm have been adjusted so it should act more like dirt hardpan and have reduced grip as was intended for this track.

    - Improved variability in the initial track state for this dirt oval.

    Phoenix International Raceway - 2008

    - (Rallycross) - The Joker exit has been adjusted by removing the gain-time checkpoints, and extending the protective wall. Additional dirt has also been spread wide into the former off-track area.

    - (Rallycross) - A gain-time checkpoint, and some barriers have been added to the right-hander.

    - (Rallycross) - A bump at the exit of the starting grid has been adjusted.

  • News récupérée sur le forum iracingfr

    Quelques bonnes infos de Tony Gardner :

    - Nouveau système de dégât pour cette année

    - Cycle J/N et mouvement des nuages pour cette année

    - Nouveau modèle de pneu pour cette année

    - Nouvelle interface toujours en progression

    - IA, intelligence artificiel, oui, ce n'est pas une blague visiblement ...

    - Des circuits oval/road/dirt et une 12ène de voitures en productions pour tous les formats également


    http://members.iracing.com/jforum/posts/...e#10861371

    First of all, Happy New Year to all of our members. We also want to sincerely thank you for your membership.


    We know that some members are always curious what is next in regard to development. We do try and share what we can when appropriate. Various factors may dictate when we start discussing development on xyz feature, upgrade or xyz content.


    We also might not exactly work on what you want as fast as you want, but keep in mind we are developing for many types of racing. The totality of all the “niches” makes iRacing a much better and sustainable sim for everyone. We also believe action speaks louder than words and we are proud of what we accomplished in 2017.


    It would be too long for a forum post to cover everything we are working on nor can I talk about everything for various reasons. However, I can confirm a few of the larger projects in the works that we have already discussed publically and spill the beans on a new project.


    New graphical and physical damage model. Making great progress on this massive project and we are really excited about it. There are so many different parts to it but getting to the polish on many parts of it. We expect to move it into the testing environment in the coming months and shooting for a 2018 release but as usual no promises.


    Dynamic time of day/moving clouds/day to night. Working night and day on day to night and the goal is to release this year.

    New Tire Model Version. Already testing locally and we are excited about it, Dave Kaemmer to write about in the coming weeks. Again, should release this year.


    New Interface and User experience inside and out of the sim. The new app is now in beta, and members have access to it. The first giant step is to get the new design and application up and working with our new technology to include all the functionality and more of our existing website. We are almost there in that regard. We still have many plans once that happens so it will be a continued evolution over a long period of time. For example, we have much more we want to do when it comes to user-experience, this new system and app will allow us to do that. For example, we want to create an onboarding process for new members including getting them on track with some basic instruction, guided tours, more on-line help, better organization and much more.

    Ok, this will be a “shocker” to some. We are working on AI/Artificial cars and in fact very far down the road with the project. In fact, we should release it this year as well. Hardcore folks take a deep breath. We are not straying even the slightest from our philosophy of trying to create the most accurate and detailed simulation we can along with the best head to head racing competition. This has been an isolated project being done by a small team and has not impacted any other development.

    However, having this feature will allow for many opportunities for members and for us to continue to grow. It will allow members to practice in a simulated setting before getting on track with real cars which is a good thing, especially for people new to sim racing. It will also allow for a more relaxed and fun format which will be a welcome addition from time to time for even hard-core members. Now you don’t need to go to another racing game for AI. Ha Ha. It will bring in many new members who will use it as a stepping stone to head to head racing. It allows us to have a much more competitive demo option for potential new customers in various settings like trade shows or even on-line trials. At the end of the day, it is a huge feature and request in regard to the overall market. It will be a free addition to members and yet another option for you under your membership. If AI not for you, great, but you will still benefit. The work has helped improve our multiplayer net code and player car code which will be out on members about the time we launch AI. We also feel it will help novice drivers and again boost the overall service.

    Right now our plan is roll out options of one-off AI races along with a season-long “career” in which you can build your own schedule/series. We have other plans as well down the road to increase the fun factor in regard AI. We likely will roll out AI for a large chunk of the racing including oval and road. Some cars and types of racing might be held back initially because of all the different variables we need to work out. For example joker laps and going over the jumps for GRC. There are many other things like that which we are working on now. The web development side of this is also significant and still much work to do there before we can roll it out. There will be a "difficulty" choice or “slider” option. More information as we get closer will be available.

    Alright, well, this is getting long but much more in the works in terms of features and improvements.


    As far as content, working on multiple new tracks including road, oval, dirt and GRC and a complete redo of an oval track. Hopefully we will plug away on more tracks. Literally dozens of cars in the works in some form of production or licensing. Including many new road cars and updates to existing road and oval cars. We already shared working on LMP1 cars, you should have those as soon as the next season build. These cars are a lot of work to build! More to come on content and everything else as we move forward. I hope you liked the Chili Bowl Video. undefined

    We are expecting another good year, and we hope you agree when the year is over.

    Thanks again!

  • Ça chôme pas en tout cas chez iRacing ! Pas mal de nouveauté qui me donnent envie :sleurp:A voir la 12ène de circuit/voiture, qu'est-ce que qui vous donnerait envie comme voiture ?

    Et il me semble avoir vu une offre d'emploi sur leur forum et ça parlait de maîtriser les aspects de la pluie aussi ;)

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go

  • Pour les LMP1 je suis impatient mais j'aurais préféré une LMP2 ... Moins complexe technologiquement et elle aurait pu être insérer en IMSA

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go

  • Salut,

    Oh mon dieu, j'ai bien lu, ils développent une IA pour la meilleure simu du monde ? :dingue:

    Je vais peut être reprendre un abonnement !!!:B

    Blague à part, le taf prévu pour cette année est tout simplement incroyable !!! :yes:

  • Depuis un mois je n’ai pas roulé ... j’ai changé de Firmware (simcube) et je trouve la Ferrari 488 GTE (suzuka et Nordschleife) encore plus géniale à piloter ... j’ai vu un upgrade du circuit de Suzuka ... même impression sur l’enfer vert ... voiture plus vive en dérive ... le FFB est plus précis ... c’est de la faute à qui ?

  • 2018 Season 1 - Patch 1


    CHANGE LOG:

    Website

    - The Order History page of your Account now displays a note that all dates use GMT.
    - - Additionally, when viewing a specific order, the date and time should now be labeled with "GMT" for clarity.


    Simulator

    - Fixed a bug that could cause the Simulator to crash when transitioning from one session to another while remaining in-Sim (for example, by transitioning from an Open Practice server to the Race server for which you registered).

    Rendering

    - Fixed an issue with the rendering of wheels and tires at night tracks with Shader Detail settings set to LOW or MEDIUM.

    Physics

    - Track objects should now only have their "home position" set when the very first session of an event launches. Then, whenever any subsequent session within the event begins, track objects should be reset to their original home position; not wherever they ended up at the end of the session. This should avoid the issue where tire stacks or other objects were starting subsequent sessions in strange places like on the track surface.


    Rallycross

    - Lap time computations are now more aware of dirt being on the track, and how dirt affects speed and lap times.

    - - Gained time penalty behavior and other race control systems should now be much more accurate.

    - The car-to-car contact incident point threshold for Rallycross events has been reduced to a level that is more sensitive than Dirt Ovals.

    Series

    - A new race points payout system has been implemented for the iRacing Grand Prix World Championship Series and the Blancpain Endurance Series World Championship for the 2018 season.


    Pit Lane

    - Fixed an issue where cars were getting jacked up while on pit lane.


    Pit Stop

    - You can now ask for fuel at any point during an animated pit stop.

    Weather

    - Fixed a bug that was causing the race servers to record out-of-range temperatures.


    Radio

    - Fixed the default channel in the "StartDriving.txt" file so that the radio script does not switch you to "@drivers" when you start driving if it is a driver-change session.

    Black Boxes

    - Fixed an issue in the F2 Black Box where a car's number and time displays were using incorrect colors, which could make some of them difficult to read.

    Cameras

    - Fixed an issue where a track could load the wrong custom camera set when switching cars or tracks when using the iRacing BETA Interface.

    Vive

    - Updated the SteamVR SDK from 1.0.6 to 1.0.11.

    – A possible fix is in place for when the HTC Vive head tracking fails for some customers with recent nVidia drivers.

    – A new prediction mode setting in the “OpenVR” section of “rendererDX11.ini.” file has been added. By default, “PredictionMode” will be set to 1, which predicts the head pose when the rendered frame will be displayed using timers, the same as with previous versions. But, set this to 0 to disable the prediction completely (NOT RECOMMENDED), or set this to 2 to always predict the frame to be displayed at a constant time in the future (This time is equivalent to just over 1 frame when the Sim is running at 90 fps), to eliminate the timing code (better than disabling completely).

    iRacing Beta Interface

    - The iRacing Beta Interface taskbar icon has been replaced with the original iRacing icon.

    CARS:

    Dirt Late Model

    - (Limited) - This car has been re-bodied to include a spoiler. The aerodynamics map has been updated to match.

    - (Limited) - Season setups have been updated.

    Dirt Midget

    - Static front-to-rear weight distribution has been adjusted to best match that of typical real-world National Series sanctioned events.

    - Fixed a bug causing occasional graphical steering oddities at full steering lock.

    - Season setups have been updated.

    Dirt Sprint Car

    - (ALL) - Fixed a bug where axles were failing due to light contact.

    - (ALL) - Fixed a bug that was causing occasional graphical steering oddities at full steering lock.

    Dirt Sprint Car Non-Winged

    - (ALL) - Fixed a bug where axles were failing due to light contact.

    - (ALL) - Fixed a bug that was causing occasional graphical steering oddities at full steering lock.

    - (360) - Season setups have been updated.


    Dirt Street Stock

    - Numerous physics updates have been made to provide a more realistic driving experience for our Rookie-class dirt stock car, including:

    -- A new aerodynamics map

    -- Engine updates to reduce power and rev limit

    -- The tire compound has been updated

    -- Garage ride height ranges have been adjusted to prevent rear tires from clipping through bodywork


    Ford Fiesta GRC

    - Improved lower Level-of-Detail models to alleviate excess popping when viewed from a distance.


    TRACKS:

    Iowa Speedway

    - (Rallycross) - Fixed some bumpiness at the Start/Finish line.

  • Un petit changement pour les endurances aussi: Les tailles des splits passent à 55 max au lieu de 60 pour les Evénements Spéciaux dont les 24h de Daytona.

    Citation

    We are making a change to the field size of our Special Events going forward. Instead of having 60 cars per split we are going to be moving to 55 cars per split. This is to assist broadcasters who have been experiencing issues while trying to spectate and broadcast 60 car fields.


    This will not prevent anyone from being able to participate and race and will simply result in more splits of 55.



    Source : http://members.iracing.com/jforum/posts/...e#10867006

  • Petit Hotfix en espérant que ça corrige les plantage du Daytona...

    CHANGE LOG:
    Physics
    - Fixed a critical issue where some track objects were falling out of the world and causing the Sim to crash.

    CARS:
    Dirt Midget
    - Reverted changes to steering system from patch and tweaked NW adjustment back slightly.
    - Reduced maximum brake torque.
    - Reduced engine braking.

    Dirt Sprint Car Non-Winged
    - (ALL) – Reverted changes to steering system from patch.

    Dirt Street Stock
    - Season setups have been updated.

    TRACKS:
    Lanier National Speedway
    - Dirt Config - All vehicle setups for this track configuration should now be named, "lanier_dirt"

  • Je pose ça là : iRacing veut créer un nouveau championnat, les iRacing Endurance Series pour accueillir les nouvelle LMP1 et les GTE mais enlever ces dernières de l'IMSA ...

    Ça grogne déjà, et j'en fait parti, pour deux raisons : le retrait des GTE de l'IMSA alors qu'elle y roulent IRL et l'impossibilité de rouler en LMP1 et GTE sans devoir passer par la case endurance ... C'est sympa pour ceux qui ne peuvent pas faire d'endurance et qui n'ont pas de team :bad:

    Du coup, j'y suis allé de ma petite proposition (en page 9 du topic sur le forum iRacing) :

    - IMSA : on ne touche à rien, on garde la C7 DP, les GTE et les GT3 dans des courses de 45 (ou 75) minutes.

    - on crée une iRacing Sprint Serie avec les mêmes voitures réelles du WEC (LMP1, LMP2 et GTE) dans des courses de 45 (ou 75) minutes.

    - iRacing Endurance Serie : on prend les mêmes voitures et les mêmes circuits que l'iRacing Sprint Serie (à la façon du BSS et BES) et on fait des courses de 3 à 6 heures le weekend en alternance avec les BES. Ça fait un championnat de 12 courses sur 6 mois ou de 6 courses sur 3 mois), ça permet de ne pas déserter le BES et ça laisse de la place à un championnat sprint avec les LMP1 et GTE.


    Qu'est-ce que vous en pensez ? Est-ce que mon idée vous paraît clair et cohérente ?

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go

  • Bof, du sprint en LMP1 ça perd de son intérêt je trouve.

    Au pire juste laisser les GTE en IMSA et on laisse comme ça. Vu ce qu'il se passe sur le forum, il y a des chance que ça finisse comme ça d’ailleurs.

    Mais tu ne peux pas alterner les endurance BES et LMP1 ceux qui roulent en LMP1 ne pourront rouler qu'une semaine sur deux.

    Sans compter qu'un championnat sur 6 mois ce n'est pas pratique à suivre avec la gestion des saisons officiel.

    Dans tous les cas, ça va être compliqué parce qu'ils ne pourront jamais contenter tout le monde. Créer trop de nouveau championnat n'est pas bon car ça fini forcément pas vidé les séries déjà pas trop populaire (RIP le ProtoGT à la sortie des GTE)

  • Dans l'ensemble je suis d'accord avec toi mais les GTE sont aussi des voitures d'endurance comme les LMP1.

    Bon ok, mon idée d'alternance iRES et BES n'est pas l'idée du siècle, mais les deux séries ont lieux le weekend, elles vont se faire concurrence non ?

    C'est sûr, ça va être très sur de contenter tout le monde, mais j'aurais pas dit non à un championnat "abordable" à tout le monde avec les LMP1.

    Parce que du coup, je suis même pas sur d'en acheter une étant donné que j'ai pas le temps pour les endurances ...

    Simulateur : SimuCube 2 Pro / Ascher Racing F28-SC et B16M-SC / Heusinkveld Silm Pedals Pro / Thrustmaster TH8A / Heusinkveld Sim Handbrake / Sim-Lab GT1 Evo / Oreca Trophy / Meta Quest 2

    PC : Zalman Z1 / Intel Core i5-7600K / Gigabyte RTX 2070 WindForce 2X / DDR4 HyperX Fury 2x8 Go