iRacing | Loads Of New Content And A Massive Update

Paul Jeffrey

Premium
iRacing are the kings of the sizeable update, and their 2020 Season 3 is no different - alongside no less than six new content releases for good measure.

The new build and DLC drop covers the world of closed top GT racing, modern and historic NASCAR competition and open wheel motorsport... so pretty much something for everyone.

If you are tightening the financial belts somewhat and don't fancy new content just yet, well you to can rejoice with the wealth of updates and improvements that come as part of this new build, as can be seen below:

2020 Season 3 Update Notes:

Highlights

  • BMW M4 GT4
  • Indy Pro 2000 PM-18
  • NASCAR Chevrolet Monte Carlo – 1987
  • NASCAR Ford Thunderbird – 1987
  • NASCAR Gander Outdoors Ford F150
  • USF 2000
  • Kentucky Speedway – re-built from new scan data!
  • Road America – updated
  • Limited Tire Sets
  • Quickie cautions, drive-through penalties, and more Race Control updates
  • Stockcars, trucks, and some road car tire updates
  • 7 more cars utilizing the New Damage Model
  • New Damage Model multithreaded processing
  • Auto-Exposure Camera System
  • XAudio2 API, an updated audio manager, has been integrated into iRacing
  • Much more!
Build Notes

iRACING BETA UI – (04.02.01):

Loading Screen

– A new loading screen, launched directly from the iRacing BETA UI, has been integrated!

– This new loading screen replaces the loading screen shown by the Simulator, and it displays some valuable information for you, including:
– – The percentage of completion for loading.
– – Detailed information on the track being loaded.
– – Displays the other entries in the session.
– – For online races, other registered Members are viewable and a projected Strength of Field is shown.
– – For AI Races, the AI opponents are shown with their driver stats.

– Additionally, you may continue to use the iRacing BETA UI or your PC as you wait for the Simulator to load, while still being able to track the loading progress.

– This loading screen is only available when launching the Simulator from the iRacing BETA Interface.
– – If desired, you can disable this new loading screen and utilize the Simulator’s original loading screen by setting the “EnableHiddenLoadMode” value to 0, found under the “[Graphics DX11]” section of “App.ini” file.

Store

– A new page has been added to the iRacing Store, Prices!
– – The Prices page consolidates some aspects of the Store for an easy to browse list of all Cars and all Tracks. The list includes helpful basic information, such as the price, ownership status, number of track configurations, and a purchase button.
– – Access the Prices page using a button found in the top-right corner of the Store page.

User-Created Sessions

– When making a User-Created Session, options for the cars in the Session are now consolidated under a Car Options pop-out menu, found by clicking on the gear icon associated with each car.
– – These options include weight penalty, fuel percentage, and tire sets.

– – Short Parade Laps are now available!
– – This allows Race Sessions with a Rolling Start to have the initial “Parade Lap” (a Pace Lap/Laps behind the Pace Car) be a partial lap, as opposed to a complete lap.
– – You may select this option during the Track Options step of the Create a Race process.
– – – Currently, there is one track configuration that supports this option: Watkins Glen – Boot.

Test Drive

– Fixed an issue where Test Drive was not functioning correctly when used from a Season page.
– – You can now Test Drive using the same car, track, and conditions that are defined in the Season page.

Paint Shop

– The iRacing Paint Shop may now be sponsored by real world organizations!
– – The iRacing Paint Shop sponsor’s logo appears at the top of the Paint Shop.
– – The current iRacing Paint Shop sponsor is Summit Racing Equipment!

Security

– Fixed an issue where users running ad-blockers at the network level were experiencing issues when clicking on the iRacing eSports Network on the Home page.
– – This was happening as a result of Amazon’s ad network being pulled in by the embedded Twitch feed.

– Links to external websites are defaulted to https if no protocol is provided.

Accessibility

– Fixed an issue where launching the iRacing Simulator via the iRacing BETA UI was not supporting accessibility camera changes.
– – These camera changes function in non-multiplayer Sessions to support our customers with accessibility difficulties.

Miscellaneous

– Fixed an issue where the iRacing BETA UI would resize itself whenever the Simulator closed.

iRACING MEMBERSITE:

Website Data

– For those who scrape the iRacing Membersite website for data and are using the endpoint behind the “My Series Results” page (/memberstats/member/GetResults) we request that you switch to the new endpoint “/memberstats/member/SearchSeriesResults”.
– – Key differences for the new endpoint are that it has fewer filters and returns all results unordered rather than pages of ordered results making the query easier for our system and requiring fewer calls.
– – Request parameters:
– – – custid (Required): ID for the customer whose official series results will be pulled.
– – – seriesid (Optional): ID of the series to limit results. Excluding pulls the customer’s results for all series.
– – – catid (Optional): The ID(s) of the categories to limit results. This parameter may be included zero or more times. Excluding pulls results for all categories. Acceptable values are ‘1’ (Oval), ‘2’ (Road), ‘3’ (Dirt Oval), ‘4’ (Dirt Road).
– – – evttype (Optional): The type(s) of events to limit results. This parameter may be included zero or more times. Excluding pulls results for all event types. Acceptable values are ‘2’ (Practice), ‘3’ (Qualify), ‘4’ (Time Trial), ‘5’ (Race).
– – – Either ‘seasonyear’ and ‘seasonquarter’ must be included, or ‘starttime_low’ and ‘starttime_high’. Our recommended approach is to use ‘seasonyear’ and ‘seasonquarter’ for initial pull of a customer’s data, then using ‘starttime_low’ and ‘starttime_high’ where ‘starttime_low’ is the start time from the last session pulled.
– – – – seasonyear: The season year for which to limit results (e.g. 2020).
– – – – seasonquarter: The season quarter for which to limit results (e.g. 3).
– – – – OR
– – – – starttime_low: Include in the results sessions which started after this date/time, in milliseconds since the epoch beginning midnight January 1, 1970 UTC.
– – – – starttime_high: Include in the results sessions which started prior to this date/time, in milliseconds since the epoch beginning midnight January 1, 1970 UTC. May be no more than 90 days after starttime_low.
– – Example pulling Oval and Road race results (note that this returns no results):
– – – https://members.iracing.com/memberstats/member/Sea…easonyear=2020&seasonquarter=3

SIMULATION:

Race Servers

– Open Practice Sessions can now utilize Run-Groups.
– – Previously, Open Practice Sessions were limited to having only as many drivers connected at once as the max field size specified by the Series. For popular Series with small max field sizes, this led to having dozens of Open Practice Sessions running during popular time slots. The display of all those Sessions was cumbersome, and made it overly difficult to directly register for an Open Practice.
– – Open Practice Sessions can now utilize the Run-Groups capability that was only used previously during the Open Practice and Open Qualifying portions of Heat Racing events. Each Open Practice Session can now have as many full-field Run-Groups as will fit, plus a fractional “orphan” group that is no smaller than 8 cars, or half of the full-field size, whichever is greater.
– – When an Open Practice Session is using Run-Groups, the Race Server will assign you to an open slot in a Run-Group when you connect. While on track, you will only be driving with the other cars that are in your Run-Group, and the @Drivers radio channel will only have the chatter of the drivers in your Run-Group.
– – – Once you have connected to the Session, you may use the Entries page to switch to a different Run-Group, as long as it has an open slot. The Entries page shows what Run-Group each team is assigned to. Above this information, a user may use a dropdown menu to switch to a different Run-Group. This allows a user to join a friend in the Open Practice Session and be on the track together.
– – – Please note that due to the rate at which the track surface changes for Dirt Racing, Open Practices at tracks with any racing dirt surfaces will not utilize Run-Groups.

Dirt Oval Racing

– The average rate of water loss in prepared dirt surfaces has been reduced slightly.

– The overall starting Dynamic Track state for non-Heat Events has been made slightly fresher.

Heat Racing

– Fixed an issue that would cause a driver that enters a Heat Racing Session during Open Qualifying to not be assigned to a Run-Group, thus preventing them from driving.

AI Racing

– The following additional cars are now available for AI Racing:
– – BMW M4 GT4
– – Indy Pro 2000 PM-18
– – SCCA Spec Racer Ford
– – USF 2000

– The following additional track configurations are now available for AI Racing:
– – Chicagoland Speedway
– – Circuit de Spa-Francorchamps – Grand Prix Pits
– – Dover International Speedway
– – Homestead Miami Speedway – Oval
– – Kentucky Speedway – Oval
– – Tsukuba Circuit – 2000 – Full
– – WeatherTech Raceway at Laguna Seca – Full

– You may now select to grid Multiclass Races by car class.

– You may now use customized fuel amounts.

– AI Drivers have completed training courses on the following topics:
– – Understanding how their current car-type races on the current track-type.
– – Tracking their own laps and race position.
– – Passing procedures and etiquette.
– – Drafting techniques and methods.
– – Predicting goal speed calculations based on their current location on the track.
– – Reacting and stabilizing when forced to switch their driving line.
– – Making race adjustments in response to tire grip changes due to track rubber.
– – Holding steady beyond the optimal slip angle.
– – Managing brake locking and recovery.
– – Assessing stationary and mobile track hazards.
– – Moving the car off the track before parking after surviving big hits.
– – Accelerating after the Pace Car has pulled off.
– – Maintaining the correct lateral positioning when entering a pit stall.
– – Reducing lateral errors during pit entry and exit.
– – Achieving optimal speeds while exiting the pits during Practice Sessions.
– – Completing cooldown laps.
– – Executing a Lucky Dog on Ovals.
– – Going three-wide.

– AI Drivers have received some additional training with the following vehicles:
– – Audi RS 3 LMS
– – NASCAR Cup Series Chevrolet Camaro ZL1
– – NASCAR Cup Series Ford Mustang
– – NASCAR Cup Series Toyota Camry
– – Porsche 718 Cayman GT4 Clubsport MR
– – Porsche 911 GT3 Cup (991)

– AI Vehicles have been enhanced with the following measures:
– – Tire conditioning characteristics have been made more accurate over the course of a race.
– – Tire degradation algorithms have been optimized.
– – Tire parameters have been updated to better correlate with the player tires at intermediate ovals.
– – Engine parameters have been adjusted to improve performance at short Ovals.

Dynamic Track

– Fixed an issue where the Dynamic Track’s cloud shadow information could become inaccurate with certain wind directions.

Cautions

– Lapped cars are now allowed to pit with leaders at Superspeedways and long ovals to help reduce the length of a Caution.
– – Now, a Caution at these tracks will always be 3 laps long, even if there are lapped cars.
– – The tracks where this change is in place are as follows:
– – – Auto Club Speedway – Oval
– – – Autodromo Nazionale Monza – Oval – Right turning
– – – Daytona International Speedway – Oval
– – – Indianapolis Motor Speedway – Oval
– – – Michigan International Speedway
– – – Pocono Raceway
– – – Talladega Superspeedway

– Fixed an issue where an additional Caution Lap could be added to a Caution period if the pace car is before the Start/Finish as the leader crosses the Start/Finish.

– Fixed an issue where a driver could get an early free pass wave around at some tracks, like Talladega Superspeedway.
– – The Caution period now remains in formation until the pace car has fully completed it’s first lap, not the moment it hits the Start/Finish line as it’s leaving the pit lane.

Do Not Count (DNC) Cautions

– Fixed an issue with DNC Cautions at tracks where the starting grid is on pit road, and the field is large.

– Fixed an issue that could cause some cars that pit during the Caution to lose a lap.

Penalties

– Drive-Through Penalties are now in place!
– – The Incident Count Black Flag penalty has been changed from a Stop-and-Go to a Drive-Through penalty.
– – Drive-Through Penalties may also be applied manually by an Admin.
– – – The admin command to issue a Drive-Through Penalty is done via the usual, “!black” command, but is appended with a “D” parameter.
– – – – For example: “!black D”
– – To clear a Drive-Through Penalty, a driver must enter the pit lane under green track conditions with no other black flags, and pass through the whole pit lane without stopping in their pit stall. This action will clear the Drive-Through Penalty Black Flag as the driver passes the pit exit.
– – A Drive-Through Penalty cannot be cleared if entering the pits while the track is under Caution, but if a Caution comes out while a driver is already in the pitlane trying to serve a Drive-Through Penalty, the penalty will still clear successfully.
– – Getting a pit speed or other pit lane penalty while serving a Drive-Through Penalty will still clear the Drive-Through Penalty, but now the driver will have the extra penalties that were incurred during the process, and will need to clear those separately.
– – If the driver has other penalties in addition to a Drive-Through Penalty, the Drive-Through Penalty cannot be cleared via driving through the pitlane. It adds to the other penalties with the usual 15 second increase per combined penalty and must now be cleared via the usual stop and hold.

– Calls to clear penalties should now respect invalid disqualifications to keep the penalty rules state consistent with black flag handling.

Qualification Conduct Scrutiny

– The Qualification Conduct Scrutiny System has been updated to cause fewer false positive detections.

Physics

– Side-drafting parameters have been improved.

Tires

– Limited tire sets are now available in iRacing!
– – There may now be a limit on the number of tire sets you may put onto your car during an event. Tires may be replaced on an individual or group basis; for example, replace left-front only, or replace left-side, or replace all four.
– – Some Official Series will now utilize tire sets, thus limiting the number of tire sets you can use during an event.
– – When creating a User-Created Session via the iRacing BETA UI, during the Car step, users may specify how many tire sets are available for use by each car during the event. You may select a value from 0, meaning no tire changes are allowed, to 250.
– – – A Tire Set includes one new tire for each wheel.

– Tire parameters for Oval cars have been updated to a new archetype. This should improve racing for the following vehicles:
– – ARCA Menards Chevrolet Impala
– – NASCAR Cup Series Chevrolet Camaro ZL1
– – NASCAR Cup Series Ford Mustang
– – NASCAR Cup Series Toyota Camry
– – NASCAR Gander Outdoors Chevrolet Silverado
– – NASCAR Gander Outdoors Toyota Tundra
– – NASCAR Xfinity Chevrolet Camaro
– – NASCAR Xfinity Ford Mustang
– – NASCAR Xfinity Toyota Supra
– – [Legacy] NASCAR Cup Chevrolet Impala COT – 2009
– – [Legacy] NASCAR Cup Chevrolet SS – 2013
– – [Legacy] NASCAR Cup Ford Fusion – 2016
– – [Legacy] NASCAR Nationwide Chevrolet Impala – 2012
– – [Legacy] NASCAR Truck Chevrolet Silverado – 2008
– – [Legacy] NASCAR Xfinity Chevrolet Camaro – 2014
– – [Legacy] NASCAR Xfinity Ford Mustang – 2016
– – [Legacy] NASCAR Xfinity Toyota Camry – 2015

– Tire parameters for a variety of Road cars have been updated to a new archetype. This should improve racing for the following vehicles:
– – Aston Martin DBR9 GT1
– – Audi 90 GTO
– – Cadillac CTS-V Racecar
– – Chevrolet Corvette C6.R GT1
– – Ford GT
– – Ford Mustang FR500S
– – Nissan GTP ZXT
– – Pontiac Solstice
– – Radical SR8
– – SCCA Spec Racer Ford

– The interactions between tires and rubber on the track surface has been improved.

New Damage Model

– The following additional vehicles now utilize the New Damage Model:
– – BMW M4 GT4
– – Indy Pro 2000 PM-18
– – NASCAR Cup Series Chevrolet Camaro ZL1
– – NASCAR Cup Series Ford Mustang
– – NASCAR Cup Series Toyota Camry
– – Porsche 911 GT3 Cup (991)
– – USF 2000

– Processing times for collision and physics have been improved on multi-core CPUs.
– – This fixes problems experienced on multi-core systems where previously the C-bar could overflow, causing the Simulation to fall behind.
– – Heavy loads during large wrecks and when multiple cars have severe damage should see significant improvement.
– – By default, the system will utilize half of the available logical processors (4 on a Quad-Core system with hyper-threading).
– – Users can change the number of processors by adjusting the “num_processors_to_use_for_new_damage” value, found in the “[Tasks]” section of the “core.ini” file.
– – – Values between 2 and 8 can be set to find what works best for your system.
– – – A value of 0 restores the default behavior.
– – – A value of 1 disables multithreaded processing.

– Yield limits have been added for all physics objects to improve behavior during heavy impacts.
– – Cars that were previously too stiff should now behave more realistically.
– – Cones and car parts should behave more realistically when crushed.

– Rolling drag and contact friction improved.
– – This should fix detached wheels perpetually spinning and some other unusual behavior.

– Wheel tether improvements.
– – Limits to tether motion have been implemented and adjusted per car to improve their behavior.

– Improved issues where cars could hop while in a pit stall.
– – Resetting suspension previously caused cars to hop when entering the pit stall.
– – Resetting is now only performed when hyper-extended suspension is detected.
– – These changes should improve cases where cars were launching into space due to a bad reset.

Pit Stop

– Fixed an issue that could cause a “meatball” black flag for required repairs to not be cleared if the driver that brought the damaged car into the pits got out of the car, or performed a driver swap, before those required repairs were completed.

Dynamic Level of Detail System

– A variety of vehicles have had their Level of Detail (LOD) settings adjusted for improved performance using the Dynamic Level of Detail System. These vehicles include:
– – Aston Martin DBR9 GT1
– – Audi 90 GTO
– – Audi R8 LMS
– – Audi RS 3 LMS
– – BMW Z4 GT3
– – Dirt Late Model (ALL)
– – Dirt Legends Ford ’34 Coupe
– – Dirt Midget
– – Dirt Sprint Car (ALL)
– – Dirt Street Stock
– – Dirt UMP Modified
– – Ford Fiesta RS WRC
– – Global Mazda MX-5 Cup
– – Legends Ford ’34 Coup
– – McLaren MP4-12C GT3
– – Mercedes-AMG GT3
– – Nissan GTP ZXT
– – Street Stock
– – Subaru WRX STI
– – Super Late Model
– – VW Beetle
 
What do you mean by an "in-situ" display that's not available from ACC?
Ist a bit difficult to explain but the "in-situ" notion as it is normally understood at least tries to grasp it.
Its a feeling (based on the visual) of being on a real 3D track both when you use cockpit view and when you afterwards check it out in replay.
Im not being smart here but I have NEVER had that feeling in either ACC, rF2, pCars2 or recently AMS2.
I get the feeling in Raceroom too but to a much lesser degree in cockpit than in replay seen from trackside.
The strange thing is that eventhough the GTP mod for NR2003 is only DX8 then there is slightly something of this "in-situ" spell dust in in this sim too.
But absolutely nothing in the other racing games I mentioned.
At least ACC and pCars2 looks fine but absolutely not like being on a real track or into a real cockpit.

CatsAreTheWorstDogs: Coincidently iRacing is based on the NR2003 game engine - years back.;).
But my guess is that it has something to do with how the the 3D display and colour and shadows are rendered of the different games.:)
 
At least ACC and pCars2 looks fine but absolutely not like being on a real track or into a real cockpit.

I agree with you about Project Cars, but we’ll obviously have to agree to disagree about ACC. iRacing graphics are perfectly playable for me but I prefer ACC. The textures and lighting are just better. I suppose it’s affected by variables like your monitor setup, resolution and game settings (view, seat position, etc) but I’m just struggling to see how you could find iRacing graphics better than ACC or, even more difficult for me to grasp, perfect as some have said. Don’t get me wrong, I don’t think iRacing has any serious issues with graphics, I just don’t think they’re the best.
 
but I’m just struggling to see how you could find iRacing graphics better than ACC or, even more difficult for me to grasp, perfect as some have said.
I would probably also be struggling if I did put something into your mouth that wasnt there - and afterwards tried to understand it ;)
Im pretty confident that I have nowwhere said that i find "iRacing graphics better than ACC":whistling:

CatsAreTheWorstDogs: That was the sole reason I did use the notion "in-situ" to describe why I was able to find much more enjoyment and "fullfillment" checking out how iRacing was able to give a more realistic look of "actually being there" WITHOUT much of the graphic capacity of ACC and probably pCars2.
 
Im pretty confident that I have nowwhere said that i find "iRacing graphics better than ACC"

But that's what you seem to be implying by saying that, at least for you, "iRacing was able to give a more realistic look of "actually being there" ". You also agreed with a comment about how ACC graphics looked blurry and smeared. Perhaps I'm completely misinterpreting you, in which case I apologise.
 
Have to disagree here. The graphics in iRacing certainly aren't bad but they're no competition for ACC. If you're getting blurry graphics in ACC you must have something wrong somewhere. Can't comment on F1 as I don't have that title.
There's nothing wrong, it's just an engine thing.
TAA antialiasing and other post processing effect just blur and smear the image, especially when moving and it's not a subjective thing.
Just check how many threads in various forums about ACC blurry graphics you'll find.

Don't get me wrong I have more hours put in AC than in all other sims combined and I am a huge fan of Kunos.
But I just can play ACC because of the graphics, although I bought it at Early access and I bought the DLC and I'll buy all upcoming DLC's just to support the company, because they deserve it.
They've just made a bad decision when they decided to use UE4.

iRacing's graphics/visuals are more close to real life, where ACC is a bit cartoonish.
Which is best, good or bad is a matter of opinion, but about the blurriness - there are just facts. :)
 
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Between the lines on the track, iRacing looks as good as any sim IMO. Once you get past the asphalt it steps down quite a bit, but I am not looking at the scenery when I am racing. It is passable. I will take the improved graphic performance in VR of iRacing to other sims. It runs really smooth and is crystal clear.

Patch notes wise, it really seems like a huge update. Looking forward to it.
 
But that's what you seem to be implying by saying that, at least for you, "iRacing was able to give a more realistic look of "actually being there" ". You also agreed with a comment about how ACC graphics looked blurry and smeared. Perhaps I'm completely misinterpreting you, in which case I apologise.
Yes my good man you are - but you dont have to apologise.
Because normally you are pretty reasonable. So in your case :D I dont think it is intentionally:)

First the implying thing.
If I was implying that iRacings graphics was better do you then think I would say that good ol NR2003 was able to do "slightly" something of the same bringing the user into some "in situ" situation? Come on?

Second the agreeing that ACCs "graphics looked blurry and smeared".
No even on my older system ACC looks reasonably sharp.
The only thing I was doing was using Marinof as a friendly stepping stone by saying "glad Im not alone".:roflmao:
But Im absolutely not agreeing in anything about ACC being completely "smeared out and blurry".
If you reread my different comments then Im just tired/disappointed that none of the other racing games except partly Raceroom give me this
"in situ"/being on a real track feeling.

CatsAreTheWorstDogs: Yess Im joking a bit about ACC have a lot of paint on the palette - but thats absolutely not the same as saying that ACC is "smeared out and blurry". Hehe not that much at least - for a UE4 engine :sneaky:
 
A lot bumpier on the real thing - least from the camera View
I think the RL track visually does look a lot more like the Road America in Raceroom - than in iRacing.
Just saying.:D

But conserning the supposedly much more bumpiness in RL than the "sailing/floating" in iRacing then I think that the RL bumpiness would have been much less if the camera had been mounted on the drivers helmet.
Because it is mounted so tight/fixed on the car chassis that both the drivers head and the surroundings are hammering up/down in relation to the camera.
And this is not a fair display of how it should look - in relation to the extremely damped camera in iRacing.

CatsAreTheWorstDogs: But even if the camera in RL was mounted on a stabilizing camera gimbal it would never have shown the smoooth floating and sailing motion as in iRacing.:sneaky:
 
I agree with you about Project Cars, but we’ll obviously have to agree to disagree about ACC. iRacing graphics are perfectly playable for me but I prefer ACC. The textures and lighting are just better. I suppose it’s affected by variables like your monitor setup, resolution and game settings (view, seat position, etc) but I’m just struggling to see how you could find iRacing graphics better than ACC or, even more difficult for me to grasp, perfect as some have said. Don’t get me wrong, I don’t think iRacing has any serious issues with graphics, I just don’t think they’re the best.
As much as I prefer the vibrancy of ACC and Raceroom, I'm not sure it's that realistic.

Regardless, every modern sim offers serviceable graphics IMO.
 
I dont want to defend anything just to defend it but I have to admit that when I after topping a Raceroom LB (bragging :laugh: ) sit back and open a popcorn packet and then watch a replay of it - then I consider it close to photo-realism.
IE close to watching a video from RL.:)

CatsAreTheWorstDogs: Specially the one way track Lakeview Hillclimb with all its elevations and airlifts is exciting:p
 

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