iRacing.com – 2016 Season 1 Build Available

iRacing 2016 Season 1 Build

iRacing 2016 Season 1 Build

iRacing.com – 2016 Season 1 Build Available

iRacing.com has successfully released the newest 2016 Season 1 build of their online racing simulation.

The new jam-packed build introduces the highly anticipated Nurburgring Gp and the iconic Nordschleife track. For the oval fans, the update adds the Southern National Motorsports Park short track. Furthermore, the McLaren-Honda MP4-30 Formula One car is now available.

This build also features a new net code and particle system that greatly enhances the sim’s audio/visual package, producing a range of realistic features such as engine backfires, flying tire “marbles” and sparks from “bottoming” cars.

As usual, the build also features a host of other updates and tweaks. For more info, check the full changelog below.

 

iRacing 2016 Season 1 Build  iRacing 2016 Season 1 Build

 

Release Notes:

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

Website

  • Vehicle icons have been added to the Team Series Stats page, and show the breakdown of cars for teams in a specific series.
  • When hosting a session that is not a race, the open pit stalls for the track may be extended, allowing more racers into the session. These extra racers will use shared pit stalls.
  • You can now easily refer friends to join you on iRacing by using the “Refer A Friend!” section of the My Account page.
  • The Ping window now shows IPv6 addresses (where available), and a toggle has been added to the Settings panel to enable an IPv6 connection preference in the Sim.
  • In Test Mode, the “At Night” checkbox will now remember its prior state.
  • All “Share on Facebook” links have been removed.
  • The Regional Stats and the Dashboard pages have been removed.
  • Fixed an issue in the extended descriptions for Hosted Sessions where the Weight Penalties were listed as “undefined” instead of a value.
  • Fixed an issue where the “tournament editing” screen sometimes became unusable.
  • Fixed several issues with the “join a team session” screen.
  • Fixed an issue that was causing car information to display incorrectly in the “More Info” section of the What’s Hot page.
  • Fixed an issue that was causing an incorrect amount of content to be reported as being owned by a user.

Billing

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

Paint Kit

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

Data

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

Simulation

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

Dynamic Track

  • Marbles on the track are now immediately influenced by both the player car and opponent cars to better simulate the effect of following a car closely through debris.
  • Debris will collect on tires of the player car and then be flung off when appropriate. This means tires will continue to emit grass, gravel, dirt and marbles even after leaving the associated surface.
  • The in-Sim Info tab now displays actual average race-line temperature at the start of the session as the track temperature, to simulate a crew member taking some sample measurements with a temperature gun pointed at the track a few minutes before the session begins.
  • Improved the way the server broadcasts the track state by allowing it to adjust what it sends depending upon the current situation on a per-client basis.
  • Improved performance when the dynamic track is not being rendered by removing some unnecessary code.

New Netcode

  • We have implemented some new netcode that sends more data to and from each car. This allows us to utilize more information for each vehicle, such as the pit limiter status for all cars that use pit limiters, and the DRS wing state and ERS warning light for the McLaren MP4-30.
  • To help account for the additional data that can be sent for each car, the amount of network bandwidth that can be used for sending data from the server to the simulation has been increased by about 12% to 108kbits/sec for the “128K or faster” connection type selection, and by about 9% to 142kbits/sec for the “256K or faster” connection type selection. See the Preferences section on the Account->My Account page to select your connection type.

Garage

  • Cars with tire warmers will now use the tire warmers while in the garage. The “Cold Pressure” setup item is now renamed “Starting Pressure” to reflect this change. iRacing setups have been adjusted for this change, but you 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.