iRacing Previews Weather Editor Ahead of Tempest Launch

iRacing Previews Weather Editor Ahead of Tempest Launch.jpg
While the interminable wait for dynamic weather (including rain) in iRacing continues, the platform has teased some set-up options.

Images: iRacing

According to a 1999 advert for Guinness – where a surfer stoically anticipates a large wave – good things come to those who wait.

Let’s hope when it comes to dynamic weather within the popular simulator platform iRacing, this expression is prophetic.

Following the August 2021 announcement that rain is in development for the platform, there has been a significant wait. Bit by bit, though, the American service has been drip-feeding its members information. Pun, very definitely intended…


Today, 23rd January 2024, a timeline editor for the Tempest system was unveiled. A short video of it in use was shared via social media, showcasing the ability to select certain weather conditions within blocks. Each block represents a portion of a race.

In theory, then, you could customise an event to start dry, then go foggy, then heavy rain, then dry again at the end – with the track evolving to match.

In principle, the ability to select weather conditions across different race portions seems analogous to the options available in Automobilista 2 or Gran Turismo 7, for example (and among others), when setting up a race.

iRacing weather tempest editor conditions


In the clip, we can spot the following nine condition options, plus the ability to change temperature, wind speed and wind direction:
  • Clear
  • Partly Cloudy
  • Mostly Cloudy
  • Overcast
  • Flog light
  • Fog Heavy
  • Rain Light
  • Rain
  • Rain Heavy
Notably, changeable weather conditions will be rolled out initially on a car-by-car basis, with this demonstration using Lime Rock Park and the Ray FF1600 as an example.

Historical weather data​

Alongside the timeline editor, iRacing claims there will also be an option entitled ‘Forecasted Weather’. With this enabled (we’re once again reminded, on the surface, of the Madness Engine tech currently used by Reiza Studios) the conditions will be based on archival data for each venue.

While the sight of the system is new, the ability to edit conditions and use prior real-world information was previously discussed.

iRacing weather tempest editor


When dynamic weather does hit the service, it is expected to consider the rubbering-in systems and, should the volume of water exceed the abilities of your selected tyres, aquaplaning could be a concern.

While the release date for Tempest is yet to be confirmed, it is expected sooner rather than later.

“Our teams are working with urgency to complete this work as soon as possible, and although we aren’t comfortable 100% committing to it (this is software development at a very R&D-focused company, after all), we are going to really push for a release along with the March build,” said Senior Vice President and Executive Producer, Greg Hill, in November 2023.

Tick, follows tock, follows tick

Do you like the look of the weather customisation options on the way for iRacing? Let us know in the comments below or discuss in our forum.
About author
Thomas Harrison-Lord
A freelance sim racing, motorsport and automotive journalist. Credits include Autosport Magazine, Motorsport.com, RaceDepartment, OverTake, Traxion and TheSixthAxis.

Comments

I hope it works out, but my feeling is that marketing behind this effort has promised a bit too much. Iracing marketing has already convinced players it's somehow more dynamic and realistic than everything else, despite, well, being a bit outdated in many areas, but also using the same lookup tables physics modelling as almost every other sim. They've even managed to sell it's ai, which runs in a train that runs you over, albeit in admitedly pretty good racing lines, lifted from those taken by players, as best ai in genre, which is so obviously not true.
So when they talk about dynamic weather like never before, it's rather misleading considering that it needs to be implemented first per track and per car, which means it's anything but dynamic. I sincerely hope they succeed and alleviate the boredom of driving in Iracing.

But there's one other but, which is FFB, which not only runs at very low rate, but also does not even model all the forces. This has, again and again been justified by Iracing marketing as somehow more realistic.
And so, how exactly they plan to make the feel of driving in rain both legible and distinct is a complete mystery to me, since as we know the feel of not driving on tarmac in Iracing - getting even one wheel on the grass is just no feel at all, all the handling just disappears and cars glide into oblivion. They're not going to make us all rely on sound effects as usual (as with sensation of slip, which only exists as sounds or native mono bass shaker output), aren't they?
 
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But there's one other but, which is FFB, which not only runs at very low rate, but also does not even model all the forces. This has, again and again been justified by Iracing marketing as somehow more realistic.
And so, how exactly they plan to make the feel of driving in rain both legible and distinct is a complete mystery to me, since as we know the feel of not driving on tarmac in Iracing - getting even one wheel on the grass is just no feel at all, all the handling just disappears and cars glide into oblivion. They're not going to make us all rely on sound effects as usual (as with sensation of slip, which only exists as sounds or native mono bass shaker output), aren't they?
Just curious....when was the last time you played iRacing?

They addressed the off-tarmac issues several builds ago, so much so users complained about too much grip and violent forces in the ffb, so they dialed it back.
Also, regarding ffb, tire models, and low physic rates. They announced a while ago that they were working on all of those features.

During COVID iRacing hired Terrance Groening, the guy who created the physics for rFactor Pro. They have also tripled the tire and physics team.

My assumption is that they will release those new features with the weather update or after once any issues are sorted.
But being iRacing....it could take several more years :)
 
Premium
Just curious....when was the last time you played iRacing?

They addressed the off-tarmac issues several builds ago, so much so users complained about too much grip and violent forces in the ffb, so they dialed it back.
Also, regarding ffb, tire models, and low physic rates. They announced a while ago that they were working on all of those features.

During COVID iRacing hired Terrance Groening, the guy who created the physics for rFactor Pro. They have also tripled the tire and physics team.

My assumption is that they will release those new features with the weather update or after once any issues are sorted.
But being iRacing....it could take several more years :)
There have definitely been rumours of a baked in version of iRFFB. Hopefully increased competition from the likes of LFM with AC might spur them into moving a bit more rapidly.
 
Personally I don't see an issue with them having to do per car physics for some of these things. One thing every sim has shown is that they are not up to the task of accurately simulating the tire. While people have preferences no one is putting their hand up and saying this is just like real in every condition in every car.

So while it may be more work, if they can make each car more realistic by having to deal with each car one by one then that is a positive in pursuit of realism.

It is after all what real teams do with sims like rf pro.
 
everything about real weather for online racing is total nonsense. Exactly as it is in rF 2
The trouble with real world weather is that you like it or you dont so you change it if you don't- to something you could have picked anyhow. If it is a thunderstorm do you run?

Its the same with flightsims, real world weather from some place in a different country - can't even fly depending what plane you are in so do you then right away change it to clearer skies or fly somewhere else in the virtual world. Or was the point that you wanted to fly in that nice destination so you change the weather.

Many of the great tracks will be at night time when i race, so real weather and I can only race at night? Perhaps i can change that to day and race with freezing temps that are really there. Sounds great heh.

I think that most who have tried real weather know of the many cons that make it not the best idea most of the time.
 
What exactly is the nonsense? Would be nice to have some reasoning behind it.
Well the realisty is that you may as well pick random weather because there is always a good chance you use real weather and then change it as you dont want it. Often it feels good to go 'real weather' as its an easy option. Then many times you back out and change it as real weather is not so good for what you want to do.
 
Club Staff
Premium
Well the realisty is that you may as well pick random weather because there is always a good chance you use real weather and then change it as you dont want it. Often it feels good to go 'real weather' as its an easy option. Then many times you back out and change it as real weather is not so good for what you want to do.

Maybe for single player or just having fun? But, I mean. We use real weather on most of our rF2 races here, and we just go with it. If it rains it rains. It surprisngly rare to have rain though, but if it happens, it happens. Forecast is shared in the race threads, and leading up to the race, there is a 5min forecast that people can look at, and also take a look at the weather radar. It just adds a little bit of nerves to it all.
 
The iracing thing is a complete disaster for me. With all the money they are grabbing over the years this should be the best simulator on the planet. But it is not. Far from it.

Take for example the most important car in the service: the formula vee. If you drive it in real life as you drive it in iracing it will kill you at the first corner. And no one is complaining.

As simracers we have a responsibility toward our hobby. We must not accept things like that.
 
Anything on iracing here tends to bring out the haters in the comments. No sim is perfect including iracing and "name your favorite sim". Iracing does seem to be good enough for the current F1 champion to spend an entire day racing a 24 hour team event. So there's that.
 
I watched two days ago a youtuber doing the iracing 24h. He was driving his car and at the same time he was looking and responding at the comments there.

I asked myself how can he do that. Daytona is a very technical and demanding track. Any brief moment of inattention and you are killed.
 
Premium
Most of the confirmation bias appears to come from rf2 fanbois, many of whom do not understand the difference between vehicle physics and FFB. They are related, but they are not the same.
rf2 physics may have been ground breaking (kinda) ten years ago, but the marketing hype was always referring to rf2 professional version which was for IRL race teams. The consumer version was and is canned lookup tables with little latitude for weather and track conditions.
It is like the difference between MS Flight Sim up to X consumer edition and the full battlefield scenario version from Lockheed Martin. It is still way behind the times but it is better than the consumer version. Considering rf2 pro has been dropped by most IRLtop tier teams around four years ago (and yes, I am in a position to know, and no I am not going to break NDA's and "prove it")
I know truth hurts, but it is time to face facts.
(waits for the tirade of butt-hurt responses which just prove the point.)
 
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Premium
I watched two days ago a youtuber doing the iracing 24h. He was driving his car and at the same time he was looking and responding at the comments there.

I asked myself how can he do that. Daytona is a very technical and demanding track. Any brief moment of inattention and you are killed.
Because Daytona is not particularly technical. It requires concentration but practice leads to muscle memory and sub-conscious decisions which happen much quicker. If you drive using your conscience mind, you will be slow or crash. All motorsport is faster than the human brain can consciously process; practice achieves removing the conscience mind from the equation so it may concentrate on strategy decisions and discussion.
tl;dr if you need to think about driving the car, you lose.
 

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