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Good reminder Ramon, I've got my Road MPR completed on my D license(can't wait to race the mazda) but I haven't bought the Late Model yet so I'll still be a D oval.

I was never really a fan of oval racing(from a spectators perspective) but I've enjoyed it quite a bit so far running the Legends. Being a rookie series, it can't definitely be a bit dangerous at times, but also very fun. I was in a race yesterday, started 2nd, moved back to 4th after a couple laps, and we had a nice 4 position battle going for most of the race, until positions 2 and 3 made contact and got loose allowing me to make it by and chase first(which I ruined my right front tire doing) but eventually finished a second back of first. I want to get the late models, but I get too caught up buying the new tracks for the skip that I don't have enough left to buy the LM(let alone all the tracks to go with it).

Any one else do much oval racing in the Late Models? Is it worth the plunge?
 
I have timetrialed and raced myself to License D 4+ rating. Have done the late model, but I can't match the fast guys. In the legends I was only a tiny bit slower, in the late model 0.5 or so.
Just been on 4.x+ and will try the chev silverado now :) A monster on wheels :)

The Monte Carlo (Late Model) drives nice btw, very cool learning car.

I am more liking the road racing also, but still only did the Skip. On my list to learn is the Mazda and for future the upcoming F1 79. I guess license B/A or so :)
 
I'm also doing mainly road racing in the Skip(I love that car), but I'll hop in a legends race in between skip races every once in a while. I enjoy them because they're short and sweet, only last about 10 minutes but get a good race and it's close racing from start to finish. If I continued the ovals I don't know if I would go much higher than the late models, the races just get too long for me. I love long road races, but I tire on an oval much quicker. A skippy race at sebring Int(about 30 minutes) seems like it goes by faster than a legends race sometimes.

Speaking of which, the Skip and Sebring international is an awesome combination, I've been loving my races there. The last turn can be scary enough alone, but trying to keep close to the guy in front of fend off the person behind can get very intense. I don't know what it is about the track but it just seems to have a great flow and I get into a really good rhythm there that I've yet to find at any other track.
 
Steve Myers Blog: new build

New Blog by Steve Myers with lots of info about the new build:

A day in the life of a cat herder....#10

When I was a “civilian” over a decade ago I can remember how the weeks and months would drag on and on as I eagerly anticipated the release of the next Madden or Papyrus title that I had squirreled away my hard earned dollars to purchase. I can most definitely relate to the anticipation you all have when we are nearing the release of our next build and the frustration you may feel by having more questions about a release than answers.


It is amazing how your perspective on the development timeline of a title changes drastically when you are on the other side of the fence and trying to cram in as much content as you can into the very limited time you have to produce a product. In the old days we were spoiled and got 12 months or more to develop a product. Now we are trying to manage many different layers of development into releases every three months which is a superhuman feat if you ask me.



We have made a lot of progress on all levels over the past three months. I think it is often forgotten that your membership dollars are not just being used to fund new features in the sim software, but also improvements to how we host the website, manage the immense amount of data and expand functionality of our member site.


As an example, the team implemented a new design in the database and started using new caching technology on the web tier. The result is that the system has better scalability and performance has improved, in some cases by an order of magnitude. It has dramatically reduced the load on the servers, which reduces our projected hardware and license needs as we go forward. That's a big win for members, as it helps us control our costs, while delivering improved performance.


Your membership dollars also help to pay for some major projects we have been working on for more than three months now that will allow us to put iRacing in front of hundreds of thousands of potential new customers every year. The nice thing about some of these projects is it helps us move the ball down the field on projects like private leagues which we hope will be in the build at the end of next season.


I am really excited for the release of a slew of new website features. We have done a significant redesign of the main page which now includes tickers with all kinds of information. We have also “gadgetized” the main page so that you can customize it to your liking. The release notes will describe in more detail how all this new functionality will work.


Due to popular demand and under the careful study of John Henry we are moving to a completely new club scoring system in which every race counts toward the Club competition. No more dropped races or weeks, no more averaging in the club scoring system. Each non-Rookie driver racing in an officially scored, Advanced Rookie or higher series will have the opportunity to score club points based on where they place and the size of the field. Other championship scoring systems remain unchanged.


On the software side of things we also have some great improvements and additions. I will release the full release notes for the build later this week but here are some highlights.


It is no secret anymore that we will be launching the Lotus 79 with this build and it will be running as a Class B car for the upcoming season. Although the VW Jetta TDI Cup car will not be in this release, I expect it to be released sometime in the second week of August.


We made some minor tweaks to the Solstice and Spec Racer Ford. The Solstice now has anti-lock-brakes and the SRF has had its brake bias adjustment range increased.


We have also made an adjustment in how the tire temperatures work. The temperature distribution is now properly based on a tire’s load and pressure which will allow you to use tire temp to tune your setups.


On the oval side of things the Truck, Nationwide and Cup car now have rear sway bars and rebound and compression are adjustable on the shocks.


I have seen a few posts in the forums about this so we went ahead and made Summit’s Jefferson course and the VIR Patriot course available to be run in the reverse direction as well. Chicagoland will also be released in this build and it is on the schedule for the Oval Pro Series.


We will also be giving away a free track called the Centripetal Circuit which is a 200 meter radius skid pad. This is the only track in our service not modeled after a real track and it will be featured in our driver training series that will be released later this year.


Towing has been added, replacing resets during a race. Tows are always available in any series. Exiting your car or disconnecting while driving will automatically trigger a tow. A tow will place you in your pit stall until the specified tow time has passed. The pit crew as of yet can not repair any damage, but the types of damage we currently support are either not typically repairable during a race, or have no physical effect and are therefore not worth repairing. If you bust your car up too much you may not be able to keep it on the road.


For lower level races (Rookie and D license level races) you get one "fast" tow, after that any further tows are regular speed. A fast tow takes a little less time than a regular tow, and will give you a fresh car, restoring tires, damage, etc.


The camera system has had a massive overhaul and significant functionality has been added. This is probably best left for you to see in person but one highlight is that we have added a camera tool that can allow those that enjoy getting creative the chance to edit, save and share new groupings of cameras.


Brake calibration has been updated to work well with both pressure-sensitive and deflection-sensitive brakes. There is now an option to control the linearity of the simulator’s brake pressure response to your physical brake pedal travel. Potentiometer-based pedals (most pedals) can adjust this value to suit what feels best for them; lower values give a more linear brake response (more initial brake force with pedal travel than before), while higher values give a more non-linear increase in brake force (less initial brake force, more force near full pedal travel). Linear pressure sensitive pedals (with load cells) should set this value to zero for the most linear true to life feel. A brake force curve factor of 2.0 is close to the brake force curve before this change. This factor is now reset automatically to 1.8 any time the brakes are calibrated—you will need to change it to your preferred value after calibrating the brakes if 1.8 is not to your liking. For most pedals this gives a good feel.

The pedal meters on all screens reflect this change. The throttle meter has also been corrected to match on all screens.


There is plenty more and I could keep typing all day but I will save the rest for the official release notes. Just to start you thinking about what is on the horizon, we do hope to have private leagues, an updated tire model and the ability to do night racing in next season’s build along with many other features and improvements. These projects are all underway and progressing very well.


As I normally do, I will just update you and provide a little information that we have been globetrotting in an effort to build our international portfolio of content. Divi and I have just recently returned from a trip to Europe to meet with potential partners and I am optimistic following those meetings.


I will tell you that we have a huge announcement planned towards the end of August that I think everyone will be extremely happy about.


Just to come full circle. All of this work I have highlighted and much more was completed in less than three months of development time. I think all of us internally relish the actual release of these builds because it reminds us of why we do this and what it was like before we stressed out day and night to bring you what we hope you feel is worthy of your time, patience and hard earned dollars.


Steve
 
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