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Release Notes for 2017 Season 3 Patch 2 [2017.06.21.

01]

Simulation

- We have made an adjustment that has fixed the frequent crashes seen during the 24 Heures du Mans
event.

Dirt

- Fixed an issue that was causing excessive tire smoke at dirt tracks.

- Opponent dirt car settings have been reverted back to pre-2017 Season 3 Release values. This should
help prevent additional corner entry and exit yaw glitches.

Pace Car

- Fixed an issue where the rear Ford GT logo would disappear from the vehicle when seen from a
distance.

Replay

- Playing or rewinding the replay at speeds beyond 1x uses more CPU time to process the data at that
faster rate. Particularly on slower computers, this can use enough additional CPU time to cause the
Simulation to drop out of realtime. When in a session, the Simulation will fall behind the server, leading
to Skew. A mechanism has been added that will automatically reduce the selected Replay FF and REW
playback rate if the Simulation's CPU usage gets too high, and the play/rewind rate is beyond 2x. This
mechanism is only active while you are in a session, connected to a server (including offline Test
sessions).

Telemetry

- Fixed an issue with the output of car setups to telemetry removing numbers from key names.

Dallara DW12

- Season setups have been updated.

Ford GT - 2017

- This update addresses curb strikes with the Ford GT - 2017, which isn't currently able to use curbing as
aggressively as the Ferrari 488 GTE without doing floor damage that significantly increases aero drag.
The Ford and Ferrari should now be equivalent at curb strikes. Existing setups will need to be updated,
as they will fail tech.
- Adjusted the collision mesh for this vehicle to give it slightly more clearance, and better match the
model.

- Metric display of torsion bar diameters is now set to tenths of a mm, which is the minimum precision
required to distinguish between the available bars in the garage.

- Shift lamp module has been repaired on this vehicle.

- Fixed a z-fighting issue with the mirrors of this vehicle.

NASCAR Camping World Chevrolet Silverado

- Fixed an issue with the pit light.

NASCAR Camping World Toyota Tundra[/b]

- Fixed an issue with the pit light.

NASCAR K&N Pro Chevrolet Impala

- Fixed an issue with the pit light.

NASCAR Monster Energy Cup Chevrolet SS

- Fixed an issue with the pit light.

NASCAR Monster Energy Cup Ford Fusion

- Fixed an issue with the pit light.

NASCAR Monster Energy Cup Toyota Camry

- Fixed an issue with the pit light.

NASCAR Nationwide Chevrolet Impala circa 2011

- Fixed an issue with the pit light.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Fixed an issue with the pit light.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Fixed an issue with the pit light.

NASCAR XFINITY Toyota Camry

- Season setups have been updated.


- Fixed an issue with the pit light.

NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

- Fixed an issue with the pit light.

NASCAR XFINITY Ford Mustang

- Season setups have been updated.

- Fixed an issue with the pit light.

Pro Mazda

- Fixed a texture shader issue with the pit boxes for this vehicle.

Radical SR8

- Fixed an issue with the functionality of the mirrors on this vehicle.

Release Notes for 2017 Season 3 Patch 1 [2017.06.07.02]

Sporting Code

- The iRacing Official Sporting Code has received an upgrade.

CARS:

Dallara DW12

- Season setups have been updated.

Dirt Street Stock

- Season setups have been updated.

Ferrari 488 GTE

- Fixed a bug with the gearbox temperature display.

- - Cooling has been increased so steady state operating temperature is ~110C / 230F.

- Backfires have been adjusted slightly.

- Engine cooling has been adjusted for a greater safety margin when running in traffic and with minor
damage.
- Fixed an issue where the clutch could remain active after the pit speed limiter was disengaged.

Ford GT - 2017

- Backfires have been adjusted slightly.

- Engine cooling has been adjusted for a greater safety margin when running in traffic and with minor
damage.

- Fixed an issue where the clutch could remain active after the pit speed limiter was disengaged.

Kia Optima

- A tall final drive option (3.05) for tracks like Le Mans, Daytona Road, and the Nordschliefe has been
added.

Legends Ford '34 Coupe Dirt

- Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

- Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS

- Season setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

- Season setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

- Season setups have been updated.

Ruf RT 12R Track

- Season setups have been updated.

Silver Crown

- Season setups have been updated.

Street Stock

- Season setups have been updated.

Super Late Model


- Season setups have been updated.

TRACKS:

Myrtle Beach

- A new pace car driver has been hired for this track. The previous erratic behavior should no longer
occur.

Release Notes for 2017 Season 3 [2017.06.06.01]

This season release features TWO new cars, one new track, and a host of other enhancements.

Some highlights include:

Ferrari GTE 488

Ford GT 2017

Myrtle Beach Speedway

More realistic Dynamic Track surface heat behaviors

Dynamic environment cube maps

A brand new shadow mapping system

New and fun Replay Render Modes

Class B NASCAR vehicles updated to 2017 specs

Full 2017 Season 3 Release details are below.

Have fun out on the track!

Dynamic Track

- Fixed a bug that allowed an exploit of joining an event during a lone qualifying session and not
inheriting the track state from a prior session. This was especially noticeable in a dirt hosted session with
a long practice session before qualifying.

- The rate of conduction and convection of heat from the track has been decreased, which will result in
higher track temperatures and quicker buildup of heat due to the running of cars on track.

Tires
- The temperature effects from locking up a wheel have been improved. Now the temperature is kept
separately for the contact patch and the entire tire surface, so lockup heats up the contact area much
faster which reduces grip. Also, the temperature drops rapidly upon releasing the brake and allowing
wheel rotation. This keeps the tire from becoming too "greasy" after a lockup. Both effects deal much
more realistically with tire hot spots on the surface of the tire.

Rendering

- The Simulation can now render out cubemaps dynamically to improve reflections on cars. There is a
new UI element in the Graphics and Replay sections of the Options menu labeled "Dynamic Cubemaps".
This controls how many cubemaps will be rendered per frame. By default this option is set to 0 since it
can have a large impact on performance.

Shadows

- Support for shadow volumes has been removed from all 3D objects and the rendering engine in favor
of shadow maps. This reduces the in-memory and on-disk size of 3D objects, especially cars.

Portions of very large trackside objects near the racing line, such as portions of the terrain, can now
receive static shadow maps as they did previously in the DX9 version of the Simulator.

- Night shadows have been adjusted.

- Three new night shadow map filters have been added (pcf4p, pcf8p, pcf16p in order of increasing
performance cost/visuals). Enabled the filter through the dropdown for the UI.

Dirt

- The mean starting track state (default usage percentage) for dirt race sessions has been increased.

Replay Render Modes

- A new system for viewing Replays has been added!

- - You can enable Replay Render Modes from the Replay Options tab.

- - When enabled, a list of Replay Render Modes is visible above the replay controls when you bring up
the timeline (click the wrench and hammer button).

- - - These Replay Render Modes are for Replays only and change the way the Sim is being rendered.

- - Use these to create cool videos to share with the iRacing.com community!

Weather
- Fixed a bug that could cause the weather as displayed in a replay loaded from disk to be different than
the weather as it appeared while in the session.

Virtual Reality

The UIScreenDistance and UIScreenSize settings have been removed from the Rift and
OpenVR sections of the RendererDX11.ini file. These settings are now controlled by the screens
themselves to support curved UI surfaces in browser mode and other future enhancements.

CARS:

Chevrolet Monte Carlo SS

- Season setups have been updated.

Dallara DW12

- Season setups have been updated.

Dirt Late Model

- (ALL) - Additional rear gear ratio options have been added.

- (ALL) - Improved front suspension kinematic model.

- (ALL) - Shock curves have been updated.

- (ALL) - Clutch definition updated.

- (ALL) - Adjusted aero balance.

- (ALL) - Adjusted torque curves.

- (ALL) - Additional limitations placed on garage setup ranges.

- (ALL) - Updated opponent car definitions.

- (ALL) - Season setups have been updated.

Dirt Sprint Car

- (ALL) - Opponent cars have been updated to get the right-front tire in contact with the track surface
and reduce occurrence of corner entry glitching.

- (305) - Top wing fore/aft control is now adjustable for fixed setup series.

Dirt Street Stock

- Season setups have been updated.


Ferrari 488 GTE

- NEW CAR!

- - The Ferrari 488 GTE joins the iRacing.com roster of vehicles!

- - With more than 100 wins - including victories in the 12 Hours of Sebring and the 24 Hours of Le Mans
- to its credit, the Ferrari 458 GTE was the proverbial tough act to follow. But the Ferrari 488 GTE was
more than equal to the task, securing the 2016 World Endurance Cup for GT Manufacturers in its debut
season with victories at Silverstone, Spa and the Nrburgring, as well as the 19th running of Petit Le
Mans.

Ford GT - 2017

- NEW CAR!

- - The Ford GT 2017 joins the iRacing.com roster of vehicles!

- - Although it was always intended to take its place among the world's most desirable ultra-high
performance sports cars, make no mistake that the third generation Ford GT was conceived, designed
and built with one priority in mind: win the 24 Hours of Le Mans on the 50th anniversary of Ford's fabled
victory at le Sarthe in 1966. The result is a masterpiece in design, echoing the iconic shape of the Ford
GT that Bruce McLaren and Chris Amon piloted to victory in the "ronde infernal" while taking every
possible advantage of the Fdration Internationale de l'Automobile's regulations to create another Le
Mans winner.

HPD ARX-01c

- At Le Mans track configs, selection of the low Down Force aero package is now mandated and
additional reductions in Down Force and drag are applied. A note to this effect has also been included in
the Garage. As a result, the unmodified Low Downforce package is available again for suitable tracks
outside of LeMans.

Indycar Dallara circa 2011

- Season setups have been updated.

Kia Optima

- This car may now change tires and add fuel during fixed setup races.

Legends Ford '34 Coupe

- Season setups have been updated.

Mazda MX-5 Cup circa 2015

- Season setups have been updated.


McLaren MP4-30

- Season setups have been updated.

Modified - SK

- Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

- External body damage should now be displayed properly.

- Tuned tire compound for increased tire wear.

- Ride height limit has been increased by 0.5".

- Season setups have been updated.

NASCAR Camping World Toyota Tundra

- External body damage should now be displayed properly.

- Tuned tire compound for increased tire wear.

- Ride height limit has been increased by 0.5".

- Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

- Tuned tire compound for increased tire wear.

- Tire and wheel convection coefficients increased.

- Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS

Tuned tire compound for increased tire wear.

- Season setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

Tuned tire compound for increased tire wear.

- Season setups have been updated.

NASCAR Monster Energy Cup Toyota Camry


Tuned tire compound for increased tire wear.

- Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011

- Tuned tire compound for increased tire wear.

- Tire and wheel convection coefficients increased.

- Season setups have been updated.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Tuned tire compound for increased tire wear.

- Tire and wheel convection coefficients increased.

- Season setups have been updated.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Tuned tire compound for increased tire wear.

- Tire and wheel convection coefficients increased.

- Ride height limit has been increased by 0.5".

- Season setups have been updated.

NASCAR Whelen Tour Modified

- Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

- This vehicle has been brought up to 2017 specs including:

- - Suspension pivots have been adjusted.

- - Engine power has have been updated.

- - Aerodynamics have been updated.

- - Tire compound has been tuned for increased wear.


- - Various garage ranges have been adjusted.

- Season setups have been updated.

NASCAR XFINITY Ford Mustang

- This vehicle has been brought up to 2017 specs including:

- - Suspension pivots have been adjusted.

- - Engine power has have been updated.

- - Aerodynamics have been updated.

- - Tire compound has been tuned for increased wear.

- - Various garage ranges have been adjusted.

- Season setups have been updated.

NASCAR XFINITY Toyota Camry

- This vehicle has been brought up to 2017 specs including:

- - Suspension pivots have been adjusted.

- - Engine power has have been updated.

- - Aerodynamics have been updated.

- - Tire compound has been tuned for increased wear.

- - Various garage ranges have been adjusted.

- Season setups have been updated.

Sprint Car

- Season setups have been updated.

Street Stock

- Season setups have been updated.

Super Late Model


- Season setups have been updated.

VW Jetta TDI Cup

- This car may now change tires and add fuel during fixed setup races.

TRACKS:

Circuit des 24 Heures du Mans

- Fixed an issue where the digital time display numbers were backwards.

Circuit of the Americas

- Some 1x zones have been slightly relaxed, especially the red paint areas entering and exiting a curb.

Circuit de Spa-Francorchamps

- Some 1x zones have been slightly relaxed, especially in areas entering and exiting curbing.

Myrtle Beach Speedway

- NEW TRACK!

- - The Myrtle Beach Speedway has been added to the digital landscape of iRacing.com!

- - Since opening in 1958 as the Rambi Raceway dirt track through its transition to pavement in 1974 to
today, Myrtle Beach Speedway has not only been the scene of great weekly action but a springboard for
stock car racing royalty. Four generations of Pettys (Lee, Richard, Kyle and Adam), three generations of
Earnhardts (Ralph, Dale, and Dale Jr. and Kelly) cut their teeth at the South Carolina track where the list
of winners includes the likes of Buck Baker, Dick Hutcherson, David Pearson and Ned Jarrett who earned
his first victory in what is now known as the Monster Energy NASCAR Cup here in 1959.

Volusia Speedway Park

- Billboards have been updated.

- Fixed some ambient occlusion texture maps.

Release Notes for 2017 Season 2 Patch 6 [2017.05.10.02]

Race Control

- Fixed a bug where very fast cars could cross the start/finish line before the green flag was thrown at
some tracks. This was causing various components of Race Control to break, such as incorrectly
penalizing the second place driver for passing the leader with a black flag. Now, the green flag timers are
aware of how fast the leaders are accelerating and can compensate properly.

CARS:

Dallara DW12

- Baseline setups have been updated.

Dirt Late Model

- (ALL) - Rear suspension physics have been updated.

- (ALL) - Tire tread pattern has been adjusted.

- (ALL) - Baseline setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS

- Vehicle setups have been added.

NASCAR Monster Energy Cup Ford Fusion

- Vehicle setups have been added.

NASCAR Monster Energy Cup Toyota Camry

- Vehicle setups have been added.

Release Notes for 2017 Season 2 Patch 5 [2017.05.01.01]

PopcornFX

- Fixed an issue that could cause old replays to crash when fireworks were triggered.

CARS:

Dallara DW12

- Baseline setups have been updated.

Dirt Late Model

- (ALL) - Rear suspension physics has been updated for more realistic 4-bar behavior..

- (ALL) - Damage modeling has been updated.

- (ALL) - Stagger adjustment increments have been updated to 0.5".


- (ALL) - Front stagger now limited to 2" max.

- (ALL) - Baseline setups have been updated.

Dirt Sprint Car - Non-Winged

- (ALL) - Vehicle model has been updated based on professional driver testing and feedback.

Dirt Street Stock

- Inertia properties have been adjusted for a more realistic yaw response.

NASCAR Monster Energy Cup Chevrolet SS

- Baseline setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

- Baseline setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

- Baseline setups have been updated.

Porsche 911 GT3 Cup Car (991)

- Fixed an issue with the UI while using VR with this vehicle.

Release Notes for 2017 Season 2 Patch 4 [2017.04.21.01]

SIM

- Fixed an application certificate signing issue that could occur when using the app with Microsoft Edge.

Paint Kit

- All cars that have never been painted by a user, including new purchases, will now automatically have
the user's helmet color scheme applied to them along with a random pattern and a random set of
sponsors. The helmet color scheme will also be applied to the user's suit if it has never been painted.

- - If a user has never painted their helmet, they will now be given a random pattern and color scheme
that in turn will be applied to the user's suit and cars as described above.

- - Remember, you can change your helmet, suit, and car colors, patterns, and sponsors at any time
using the "Customize Paint Schemes" page found under the "Account" menu on the iRacing.com
membersite.
Dirt

- The dirt and dust thrown by digging into the cushion has been updated.

Peripherals

- Improved the pedal calibration routine.

CARS:

Dirt Late Model

- (ALL) - 1st gear has been removed.

- (Pro) - Improved engine sound samples.

- (ALL) - Opponent cars' wheel positions have been adjusted so they should now appear to contact the
track surface better, and not appear to stick into the fenders.

Dirt Sprint Car

- (ALL) - Fuel economy has been adjusted.

- (ALL) - Damage modeling has been updated.

- (360) - Improved engine sound samples.

- (ALL) - Opponent cars' wheel positions have been adjusted so they should now appear to contact the
track surface better.

- (ALL) - Crossweight (CW) bounds have been increased.

- (ALL) - The garage tech constraint on tube heights has been removed.

- (ALL) - Maximum rear stagger in the garage has been reduced from 17" to 14" based on real-world
driver feedback.

Dirt Sprint Car - Non-Winged

- NEW CAR!

- - While some organizations - most notably the World of Outlaws - have gone the route of winged sprint
cars, the United States Auto Club (USAC) has remained faithful to the traditional, non-winged sprint cars
that have served as the bedrock of grassroots open wheel racing since World War II. This is the Dirt
Sprint Car you know and love, but without the stabilizing wings. This classic dirt car is guaranteed to
provide even the most experienced dirt racers with a truly challenging and exciting racing experience.

- - There are two classes of this vehicle available, both of which are included when purchasing this new
vehicle. The classes are:
- - - Dirt Sprint Car - Non-Winged - 360 C.I.D. engine (Based on the USAC 360 West Coast Sprint Car)

- - - Dirt Sprint Car - Non-Winged - 410 C.I.D. engine (Based on the USAC 410 Sprint Car)

NASCAR Monster Energy Cup Chevrolet SS

- Additional vehicle setups have been added.

NASCAR Monster Energy Cup Ford Fusion

- Additional vehicle setups have been added.

NASCAR Monster Energy Cup Toyota Camry

- Additional vehicle setups have been added.

NASCAR XFINITY Toyota Camry

- This vehicle's ambient occlusion texture map has been updated.

NASCAR XFINITY Chevrolet Camaro

- This vehicle's ambient occlusion texture map has been updated.

NASCAR XFINITY Ford Mustang

- This vehicle's ambient occlusion texture map has been updated.

TRACKS:

Eldora Speedway

- Starting stalls have been angled slightly to the right.

USA International Speedway

- (Dirt Configuration) - Starting stalls have been angled slightly to the right.

Volusia Speedway Park

- The pit entry area should no longer cause off-track penalties.

- Starting stalls have been angled slightly to the right.

Williams Grove Speedway

- Starting stalls have been angled slightly to the right.


Release Notes for 2017 Season 2 Patch 3 [2017.04.05.02]

Pit

- Fixed a bug where changing the fuel add level could cause the sign guy to keep waving his sign
endlessly, possibly causing a driver to be stuck in the pits.

Controllers

- Analog axis is now preferred over digital axis when calibrating controls. This helps PS4 and T80
controllers calibrate properly.

CARS:

Audi R8 LMS GT3

- GT3 BoP Adjustment: Rear wing adjustment sensitivities have been adjusted.

- Baseline setups have been updated.

BMW Z4 GT3

- GT3 BoP Adjustment: Slightly reduced the rate of fuel use.

Dirt Late Model

- (ALL) - Tel Tac digital display now shows the correct amount of digits.

- (ALL) - The Craftsman paint scheme has been added as a fixed paint scheme.

Dirt Sprint Car

- (ALL) - Tel Tac digital display now shows the correct amount of digits.

- (ALL) - Garage Updates: Allow down to 3 valve on front rebound, offset 0 turns preload settings to
typical baseline ride heights / CW and limit +- 3 turns in any corner, swapped rear wheel offset to
"spacing" nomenclature and went to typical measurement values.

- (ALL) - The top wing should no longer disappear when damaged.

- (ALL) - The Craftsman paint scheme has been added as a fixed paint scheme.

- (ALL) - The passenger side numbers should now slant in the correct direction with user Paint Kit
selection.

Dirt Street Stock

- (ALL) - Tel Tac digital display now shows the correct amount of digits.
Ford GT GT3

- GT3 BoP Adjustment: Minimum weight has been increased by 20 kg.

- GT3 BoP Adjustment: Fuel usage rate has been reduced slightly.

Mercedes-AMG GT3

- GT3 BoP Adjustment: Fixed a bug in the re-tuning of straightline speed to match performance from
before the tire construction and compound changes.

NASCAR Camping World Toyota Tundra

- This vehicle will now use the 2017 decal package.

NASCAR Monster Energy Cup Chevrolet SS

- Season setups have been updated.

- Fixed an issue that would cause a pull to the right under braking. Please note that toe needs to be reset
along with CW / FARB preload in the garage.

NASCAR Monster Energy Cup Ford Fusion

- Season setups have been updated.

- Fixed an issue that would cause a pull to the right under braking. Please note that toe needs to be reset
along with CW / FARB preload in the garage.

NASCAR Monster Energy Cup Toyota Camry

- Season setups have been updated.

- Fixed an issue that would cause a pull to the right under braking. Please note that toe needs to be reset
along with CW / FARB preload in the garage.

NASCAR XFINITY Ford Mustang

- This vehicle now has a new fixed Paint Scheme that will be making its real world debut on June 24th at
Iowa Speedway for the American Ethanol E15 250 Presented by Enogen with Ty Majeski behind the
wheel!

Porsche 911 GT3 Cup Car (991)

- This vehicle is now able to flash its headlights.


TRACKS:

Autodromo Enzo e Dino Ferrari

- Adjusted some track surface areas to reduce the appearance of "floating" cars.

The Bullring

- Scenic cameras have been enabled.

Volusia Speedway Park

- Fixed an issue where the yellow tires would sometimes not be drawn by the screen.

Release Notes for 2017 Season 2 Patch 2 [2017.03.28.01]

#DIRTCONFIRMED

The long wait is over!

CHANGE LOG:

Website

- Fixed the Featured Answers section of the Support page.

SIM

- Fixed a bug where newly created lap files for this season would not show up in the comparison lap file
selection dialog.

- The "reduceFrameRateWhenFocusLost" and "muteWhenFocusLost" settings in the "app.ini" file have


been renamed by placing an "_" before "WhenFocusLost" in their names, and both settings are now
defaulted to 0. This means that when another program, or Windows itself, pops-up a notification while
the Simulation is running, the Simulation will no longer reduce its drawing to a very low frame rate, or
mute its sounds.

Dirt

- Dirt is finally here!

- Dirt race tracks are incredibly dynamic puzzles, changing their surfaces every lap as cars skid, scrape,
and push dirt around. All these particles and the fluid nature of the track surface demanded a new
particle code system, an artistic overhaul, and realistic audio to cover the vast range of variations these
tracks present. We've implemented methods to cover the full range of wet to dry dirt, and the full
spectrum of densities racing dirt presents including hardpan, loose, compact, and prepared racing
surfaces. Finally, we've also designed the track surface itself to function like dirt racers can expect,
whether it is pushing the cushion, gaining grip in certain areas, or forming a blue groove. Up and down
the circuit, the vastly complex and seamlessly layered combination of track conditions creates an
exhilarating experience.

- The particles, tires, and surface sounds are dynamically updated using hundreds of debris sounds and
scores of tire rolling and skid sounds. These are dynamically adjusted to cover the full range of track
conditions to reflect the wetness or dryness of the dirt, and to let you know when youre driving on any
combination of hardpan, compact, or loose dirt. We even hurled dirt at helmet visors to get the
recordings we required!

- For the initial dirt release, it is best not to run non-dirt cars at the dirt tracks. This is for a couple of
reasons. One, most of the non-dirt cars have slick tires, which do not work well at all on the dirt surface.
Two, some of the cars are not yet updated to check for the new dirt track types and will fail to load at
the dirt tracks. We'll work to rectify the failure of cars to load, but it is not likely that you will be wanting
to drive cars with slicks at a dirt track anytime soon. Dirt tires are significantly softer and have much
more tread pattern than even a normal passenger car tire. So even cars with treaded tires (e.g. the Skip
Barber car) do not work well on dirt. Finally, most of the dirt cars allow much lower tire pressures than
the pavement cars, which additionally helps them to work.

- - So if you would like to try dirt track oval racing, please try it in a dirt track car! The new Dirt Legends
car and the Dirt Street Stock are available to all, as is USA Speedway, newly covered with dirt.

- A brand new Pace Truck has been built and hired to manage all races at dirt ovals to create a more
authentic safety vehicle experience at these tracks.

- Due to the intense nature of the graphics needed for Dirt Racing, it is recommended that you keep
Render Dynamic Track Changes enabled, and have your Shader Quality set to Medium or above,
otherwise you will get a notification warning you about your experience.

Spotters

- Fixed an issue that would have left your computerized spotter disabled if a teammate left the server
while they had indicated that they were acting as your live spotter.

GT3

- GT3 cars are now less sensitive to drafting - you will need to be closer to other cars to feel the effect.

Time Trials

- Time Trial sessions will now use the same Time Of Day as is used in the other session types in a given
series that uses Dynamic Weather, even though the rest of the Time Trial weather settings will be set to
the iRacing default weather.

CARS:
Aston Martin DBR9 GT1

- Updated tires to have a faster response to steering inputs and lower slip angles for peak grip. This
should achieve a combination of good responsiveness and the ability to identify peak grip without taking
away too much over-the-limit forgiveness.

- Updated the LeMans aero package: Rearward shift in center of pressure that produces better balance
in mid-to-high speed corners.

Audi R8 LMS GT3

- GT3 BoP Adjustment: This car now has less aerodynamic understeer, and the rear wing is more
effective at tuning both downforce and aerodynamic balance.

BMW Z4 GT3

- GT3 BoP Adjustment: Increased engine torque by 1%.

- GT3 BoP Adjustment: Re-tuned straightline speed to match performance from before the tire
construction and compound changes.

Chevrolet Corvette C6.R GT1

- Updated tires to have a faster response to steering inputs and lower slip angles for peak grip. This
should achieve a combination of good responsiveness and the ability to identify peak grip without taking
away too much over-the-limit forgiveness.

- Updated the LeMans aero package: Rearward shift in center of pressure that produces better balance
in mid-to-high speed corners.

Dirt Late Model

- NEW CAR!

- - As with their pavement racing counterparts (with which they share little beyond their generic name),
Late Models are among the most sophisticated and popular classes of race cars on the dirt tracks of
North America and Australia. Classes is the key term, as there is a category of dirt Late Models
Limited, Pro, and Super for nearly every level of experience and budget.

- - There are several classes of this vehicle available, all of which are included when purchasing this new
vehicle. The classes are:

- - - Limited Dirt Late Model (350 C.I.D. engine)

- - - Pro Dirt Late Model (358 C.I.D. engine)


- - - Super Dirt Late Model (438 C.I.D. engine)

Dirt Legends Ford '34 Coupe

- NEW CAR! Free addition for all Members!

- - Our original Legends car, geared up for the dirt tracks!

- - This dirt version of the Legends car is included as part of the free Legends 34 Ford Coupe package.

Dirt Sprint Car

- NEW CAR!

- - Nothing better epitomizes grassroots American racing than a Winged Sprint Car slinging dirt on one of
the scores of 1/4, 3/8, 1/2, and mile dirt ovals dotting the countryside. The Sprint Cars iconic roller
skate shape hearkens to an era when the likes of Bill Vukovich, Jimmy Bryan, and Parnelli Jones
scratched and clawed their ways from the short tracks of America to a front-row seat in the Indianapolis
500. More recently, Jeff Gordon, Tony Stewart, Kasey Kahne, and Kyle Larson have used Sprint Cars as a
stepping stone to NASCAR even as the likes of Steve Kinser, Sammy Swindell, Donnie Schatz, Joey
Saldana, Bryan Clauson, and Levi Jones have fashioned good (if hard-earned) livings racing World of
Outlaws and United States Auto Club Sprint Cars three, four, and five nights a week while their
counterparts compete in Canada and South Africa, Australia and New Zealand.

- - There are several classes of this vehicle available, all of which are included when purchasing this new
vehicle. The classes are:

- - - Dirt Sprint Car - 305 C.I.D. engine

- - - Dirt Sprint Car - 360 C.I.D. engine

- - - Dirt Sprint Car - 410 C.I.D. engine

Dirt Street Stock

- NEW CAR! Free addition for all Members!

- - Our original Street Stock, geared up for the dirt tracks!

- - This dirt version of the Street Stock car is included as part of the free Street Stock package.

Ford Falcon FG V8

- The drivetrain stiffnesses and damping values have been reverted to those used before the 2017
Season 2 Patch 1 release. This adjustment is aimed at reducing rear axle tramp.
Ford GT GT3

- GT3 BoP Adjustment: Fuel consumption has been adjusted.

Holden Commodore VF V8

- The drivetrain stiffnesses and damping values have been reverted to those used before the 2017
Season 2 Patch 1 release. This adjustment is aimed at reducing rear axle tramp.

HPD ARX-01c

- Bug fix for Tech in the Garage: Ride heights are now displayed at the rear left and rear right corners
instead of along the longitudinal centerline of the car. This ensures that if the car fails Tech because the
rear left or rear right ride heights are illegal, it will be highlighted in the Garage screen.

- - All iRacing HPD setups now pass Tech.

McLaren MP4-12C GT3

- GT3 BoP Adjustment: Anti-roll bars are stiffer at both ends in an effort to make handling more benign.

- GT3 BoP Adjustment: This car now has less aerodynamic understeer, and the rear wing is more
effective at tuning both downforce and aerodynamic balance.

- GT3 BoP Adjustment: Re-tuned straightline speed to match performance from before the tire
construction and compound changes.

Mercedes-AMG GT3

- GT3 BoP Adjustment: Re-tuned straightline speed to match performance from before the tire
construction and compound changes.

- GT3 BoP Adjustment: Fuel consumption has been adjusted.

NASCAR Camping World Chevrolet Silverado

- NEW DIRT MODEL! Free addition for all Members who already own this vehicle!

- - Our original Silverado truck, geared up for the dirt tracks!

- - The dirt model of this vehicle will now be automatically used whenever paired with a dirt track. The
dirt version of the Silverado is included in the Silverado truck package.

NASCAR Camping World Toyota Tundra


- NEW DIRT MODEL! Free addition for all Members who already own this vehicle!

- - Our original Tundra truck, geared up for the dirt tracks!

- - The dirt model of this vehicle will now be automatically used whenever paired with a dirt track. The
dirt version of the Tundra is included in the Tundra truck package.

NASCAR Monster Energy Cup Chevrolet SS

- Updated aero, suspension, and garage setup ranges for the 2017 season.

- Track-specific vehicle setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

- Updated aero, suspension, and garage setup ranges for the 2017 season.

- Track-specific vehicle setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

- This vehicle has been updated with a brand new 3D model.

- Updated aero, suspension, and garage setup ranges for the 2017 season.

- Track-specific vehicle setups have been updated.

TRACKS:

Eldora Speedway

- NEW TRACK!

- - Both by geography and history, Eldora Speedway stands at the epicenter of dirt track racing. Situated
in what was once an Ohio cornfield near the Indiana state line, the half-mile clay oval lies in the very
heart of the Midwest's roaring racing scene. And as host to some of the biggest events on the short
track racing calendar annually - events that have attracted the top names in American racing for more
than half a century - Eldora can rightly bill itself as 'The World's Greatest Dirt Track.'

USA International Speedway

- A NEW DIRT CONFIGURATION HAS BEEN ADDED! Free addition for all Members!

- - While the real USA International was a super quick, three-quarter mile paved oval, thanks to iRacings
talented artists and software engineers, iRacers (and only iRacers) can now race on a virtual dirt version
of the Lakeland, FL track. With its long straights and tight but steeply banked turns, USA International
requires both a strong engine and a finely-tuned chassis, and poses a stern test of Sim racers ability to
wheel their dirt cars around a lightning quick oval.
Volusia Speedway Park

- NEW TRACK!

- - Known as 'The Fastest Half Mile in the World,' Volusia Speedway Park is a favorite stop on both the
World of Outlaws and Super DIRTcar Series calendars, as well as home to the Annual Powell Memorial
for Late Models and The Iron Man 100 for V8 Thunderstocks.

Williams Grove Speedway

- NEW TRACK!

- - Hearkening back to an era when America's dirt tracks were as much a part of county fairs and
amusement parks as peanuts and cotton candy, Williams Grove Speedway is located in south central
Pennsylvania adjacent to the amusement park established by the Williams family in the 1850s. It was
not until the late 1930s, however, that Emmett Shelley convinced the owners of Williams Grove Park to
build a speedway across the street, a half mile dirt track that has since become inextricably woven into
the DNA of American racing.

Release Notes for 2017 Season 2 Patch 1 [2017.03.15.02]

CHANGE LOG:

SIM

- Fixed the iRacing installer program to correctly refer to the 64-bit iRacingService64.exe, instead of the
32-bit version that no longer exists.

- Fixed an issue where if the iRacing installation directory name contained spaces, the iRacingService
might not start properly.

Controls

- Fixed a bug where the updated fast releasing parking assist brake aid was not releasing as it should.

Tires

- Reduced the ability of tires to pick up and retain debris to make accumulation of dust and marbles
reasonable with soft and sticky tires.

Visual Effects
- Heat haze distortion effect has been updated.

Particles

- Opponent cars' particles should now roll better.

- Opponent cars will now emit less smoke when on wet surfaces.

- Adjusted dust cloud generation and scale.

- Smoke particles should now appear more prevalent on tires.

PopcornFX

- Fixed an issue where multiple fireworks playing in the same frame were not emitting multiple sounds.

Replay

- Fixed a bug that was preventing the Results page on the Replay screen from populating with the results
from all the weekend's sessions when watching a replay that was loaded off disk.

Virtual Reality

- Fixed an issue where the new VR headset sound rotation option could not be turned back on using the
in-sim UI.

- Fixed panning sound issues with replay cameras and virtual reality headsets.

CARS:

Aston Martin DBR9 GT1

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Audi R8 LMS GT3

- Baseline setups have been corrected.

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

BMW Z4 GT3

- Greater tire degradation over long runs via cure-based degradation.


- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Cadillac CTS-V Racecar

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Chevrolet Corvette C6.R GT1

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Chevrolet Corvette C7 Daytona Prototype

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Dallara DW12

- Season setups have been updated.

Ford GT

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Ford GT GT3

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Ford Mustang FR500S

- Slightly increased cure-based tire degradation.

Global Mazda MX-5 Cup

- Season setups have been updated.

- Slightly updated tire construction and compound.


- Slightly increased cure-based tire degradation.

HPD ARX-01c

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

- Tire compound has been hardened for greater responsiveness and lower yaw at which we see peak
grip.

- Fixed an issue where the tires would appear to protrude through the fenders.

Kia Optima

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Mazda MX-5 Cup circa 2015

- Slightly increased cure-based tire degradation.

Mazda MX-5 Roadster circa 2015

- Slightly increased cure-based tire degradation.

McLaren MP4-12C GT3

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Mercedes-AMG GT3

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

NASCAR Sprint Cup Chevrolet SS

- Fixed a bad license texture that was causing corruption on the front splitter and rear spoiler.

Pontiac Solstice

- Slightly increased cure-based tire degradation.

Porsche 911 GT3 Cup Car (991)


- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Pro Mazda

- This vehicle has been converted to use PBR shaders.

- Default wheel color has been changed.

Riley MkXX Daytona Prototype

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Ruf RT 12R C-Spec

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

Ruf RT 12R Track

- Season setups have been updated.

- Greater tire degradation over long runs via cure-based degradation.

- Minimum cold tire pressures have been increased to ensure realistic operating pressures.

VW Jetta TDI Cup

- Slightly increased cure-based tire degradation.

Release Notes for 2017 Season 2 [2017.03.07.04]

Improvements and upgrades galore with this new season release.

Some highlights include:

The Bullring

Selectable pace cars

Expanded hand-over-hand driver animations


Dynamic headset audio for virtual reality

McLaren MP4-30 MGU-K Optimized deployment strategy

Autodromo Enzo e Dino Ferrari frame rate improvements

Extensive vehicle tire changes

Engine sound updates

32-bit and DirectX 9 versions of the iRacing software are officially removed

Full details on this release are below.

Have fun out on the track!

CHANGE LOG:

Simulation

- 32-bit versions of Windows, and running the 32-bit version of the simulation, has been unsupported by
iRacing for some time now. As of this build, we have removed the 32-bit versions of the Simulation and
other software from our distribution. You will no longer be able to install or run iRacing on 32-bit
versions of Windows.

- DirectX 9 support within the Simulation has been deprecated for some time now. As of this build, we
have removed the DirectX 9 versions of the Simulation from our distribution. We now only support
DirectX 11.

- - The removal of the DirectX 9 version of the Sim will also now make the Sim incompatible with Wine
software that allows the Sim to run on Mac OSX and Linux machines. However, you can continue to use
your Mac computer to run the Sim using Apples Boot Camp utility and install a 64-bit version of
Windows.

Control

- Speed up release of automatic parking assist brake when using a lot of throttle, to eliminate
momentary brake drag when launching a car.

Dynamic Track

- Updated the mip mapping on marbles textures.

Rendering

- A new graphics option to adjust Sharpening Strength has been added to the .ini file. This is very helpful
for Virtual Reality users, as it enhances edges and reduces blurriness.
- A new graphics option to enable Fast Approximate Anti-Aliasing (FXAA) has been added to the .ini file.
This enhances anti-aliasing and makes pixels forming the edges of objects on the screen transition
smoother between each other.

- In the Graphics Options screen, the text color of all post-processing effects that require a Sim restart to
function has been changed. An asterisk explaining this has also been added.

- Enabled the super-high resolution screen-shot functionality using DirectX 11.

- The Ghost Car should now be less opaque the closer it is to you.

- Fixed a crash caused by headlight textures when Particle Detail was set to Low.

- Fixed an issue with heat haze and screen resolution.

- Fixed an issue with the Matte-Chrome settings for rims using PBR Shaders.

- Fixed an issue with night shadows being darker than intended and for shadows on self-lit geometry.

PopcornFX

- Particle debris performance has been improved.

- Fixed an issue where particles could be seen coming into the cockpit through the car body.

Animation

- Driver arms now interpolate better in slow-mo, so steering animations will no longer appear choppy in
slow motion.

- Hand-over-hand animations have been added or updated on the following vehicles:

- - Aston Martin DBR9 GT1

- - Audi Quattro GTO

- - Audi R8 LMS GT3

- - Cadillac CTS-V Racecar

- - Chevrolet Corvette C6.R GT

- - Chevrolet Corvette C7 Daytona Prototype

- - Dallara DW12

- - Ford Falcon FG V8

- - Formula Renault 2.0


- - Holden Commodore VF V8

- - HPD ARX-01c

- - Mercedes-AMG GT3

- - NASCAR K&N Pro Chevrolet Impala

- - NASCAR XFINITY Chevrolet Camaro

- - NASCAR XFINITY Ford Mustang

- - NASCAR XFINITY Toyota Camry

- - Nissan GTP ZXT

- - Porsche 911 GT3 Cup Car (991)

- - Ruf RT 12R

Pace Car

- Safety cars may now be selected for hosted sessions!

- - A drop-down labeled "Safety Car" has been added to the "Optional Settings" section of the hosted
session setup.

- - The default selection is always "Default" which means the current safety car for the track type is used
(Mustang for Ovals, Ruf RT 12R for Road).

- - The available safety cars can change depending on the type of track selected.

Driver

- Filth threshold for triggering an automatic visor tear-off has been reduced.

Spotter

- Two new Indycar spotter packs have been included in this build:

- - Chris Wheeler - Chris has been on the spotter stand for over 10 years and currently is the eye in the
sky for Indycar racer Sebastien Bourdais.

- - Darren Manning - Darren is an English racer who formerly raced Indycar for Chip Ganassi Racing.

- Fixed an issue with the toggling of the spotter calling out lap times.
Replay

- A camera cut is now forced when switching between any cameras during a slow motion replay.

Virtual Reality

- The sound system is now aware of VR headset movement, and will now move and rotate the sounds to
match your movements.

- - There is a UI option to enable/disable headset audio rotation. By default this setting is on, for
headphone support. But if you use external speakers (such as a surround sound system) with your VR
headset you should turn this setting off.

- The VR mirror output (Rift/Vive) now zooms to fill the entire window, rather than black boxing the
image.

Clubs

- Club Canada logos updated.

- Club Michigan logos updated.

Peripherals

- Rearranged how we initialize force feedback devices.

CARS:

Aston Martin DBR9 GT1

- Season setups have been updated.

- Updated tires to reflect GT3 development, and are aimed at better over-the-limit feel. Drivetrain
inertias and stiffnesses also updated to better match real life data.

Audi Quattro GTO

- Season setups have been updated.

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

Audi R8 LMS GT3

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.
- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

- New drivetrain, transmission, gear shift, and brake sounds have been added.

BMW Z4 GT3

- Season setups have been updated.

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

- New drivetrain, transmission, gear shift, and compressor sounds have been added.

- Rear brake and tail lights now display properly at night tracks.

Cadillac CTS-V Racecar

- Season setups have been updated.

- Updated tire construction and compound aimed at better over-the-limit feel. Also tried to reign
performance levels back down to more realistic levels (~2 seconds slower over a 1:20 lap) without
compromising feel. Driver aids (ABS and traction control, if applicable) were re-calibrated to suit the
tires. Drivetrain inertias and stiffnesses also updated to be more realistic.

- This car has been converted to use PBR shaders.

Chevrolet Corvette C6.R GT1

- Season setups have been updated.

- Updated tires to reflect GT3 development, and are aimed at better over-the-limit feel. Drivetrain
inertias and stiffnesses also updated to better match real life data.

Chevrolet Corvette C7 Daytona Prototype

- Season setups have been updated.

- Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain
inertias and stiffnesses.
- Fixed a bug with the rotation of the brake bias knob in opponent cars.

Chevrolet Monte Carlo SS

- Season setups have been updated.

- This car has been converted to use PBR shaders.

Dallara DW12

- Season setups have been updated.

Ford Falcon FG V8

- Improved drivetrain, transmission, and idle noises.

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Audio mix for engine and transmission sounds has been improved.

- Fixed an issue where the rotor glow was displaying incorrectly at various speeds.

Ford GT

- Season setups have been updated.

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Updated tire construction and compound aimed at better over-the-limit feel.

- Tires have been converted to use PBR shaders.

- New gear shift sounds have been added.

- Improved engine and transmission audio mix.

- This car in the Paint Kit UI should now display tires properly.

Ford GT GT3

- Season setups have been updated.

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

- New gear shift sounds have been added.

- Improved engine and transmission audio mix.

- This car in the Paint Kit UI should now display tires properly.

Ford Mustang FR500S

- Updated tire construction and compound aimed at better feel throughout the slip range.

Formula Renault 2.0

- Modified drivetrain inertia and stiffness properties to address downshift issues.

Global Mazda MX-5 Cup

- Updated tire construction and compound aimed at better feel throughout the slip range.

Holden Commodore VF V8

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Improved drivetrain, transmission, and idle noises.

- Fixed an issue where the rotor glow was displaying incorrectly at various speeds.

HPD ARX-01c

- Season setups have been updated.

- Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain
inertias and stiffnesses.

Kia Optima

- Updated tire construction and compound aimed at better over-the-limit feel. Also tried to reign
performance levels back down to more realistic levels (~2 seconds slower over a 1:20 lap) without
compromising feel. ABS was re-calibrated to suit the tires. Drivetrain inertias and stiffnesses also
updated to be more realistic.

Mazda MX-5 Cup circa 2015

- Updated tire construction and compound aimed at better feel throughout the slip range.
- Tires have been converted to use PBR shaders.

Mazda MX-5 Roadster circa 2015

- Updated tire construction and compound aimed at better feel throughout the slip range.

McLaren MP4-12C GT3

- Season setups have been updated.

- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

- Audio mix for engine sounds has been improved.

McLaren MP4-30

- The MGU-K deployment has been updated. "Adaptive" mode has been replaced by "Optimized" mode.
Our first implementation of an Optimized deployment strategy is speed dependent. Below a set speed, a
constant, low speed deployment value is used. Above that speed, a constant, high speed deployment
value is used. The low speed deployment, transition speed, and high speed deployment are set by the
user (either in the Garage or via the F8 Black Box). High speed deployment and transition speed may be
mapped in the Controls section of the Options screen.

- - Please also note that we are working on our next iteration of Optimized deployment, which will take
into account the car's position on the racetrack.

- Updated the trigger for the rain light flashing when MGU-K deployment suddenly drops. The light will
now flash whenever deployment drops by at least 80 kW while at full throttle (and not on the rev
limiter.).

Mercedes-AMG GT3

- Season setups have been updated.

- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

- Improved engine sounds at lower RPM ranges.

Modified - SK
- Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.

- Engine sounds and tire volume levels have been improved.

NASCAR Camping World Toyota Tundra

- Season setups have been updated.

- Engine sounds and tire volume levels have been improved.

NASCAR K&N Pro Chevrolet Impala

- Season setups have been updated.

- This car now uses PBR shaders.

NASCAR Nationwide Chevrolet Impala circa 2011

- Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

- Visually updated to match NASCAR's 2017 ruleset.

- Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Sprint Cup Ford Fusion

- Visually updated to match NASCAR's 2017 ruleset.

- Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Sprint Cup Toyota Camry

- Visually updated to match NASCAR's 2017 ruleset. The car body is still the 2016 version; the 2017 body
style is a work in progress.

- Contingency decals updated to meet the 2017 NASCAR season.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Season setups have been updated.

- Engine sounds and tire volume levels have been improved.


NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

- Contingency decals updated to meet the 2017 NASCAR season.

NASCAR XFINITY Ford Mustang

- Season setups have been updated.

- Contingency decals updated to meet the 2017 NASCAR season.

NASCAR XFINITY Toyota Camry

- Season setups have been updated.

- Contingency decals updated to meet the 2017 NASCAR season.

Pontiac Solstice

- Updated tire construction and compound aimed at better feel throughout the slip range.

Riley MkXX Daytona Prototype

- Season setups have been updated.

- Updated tire construction and compound aimed at better over-the-limit feel. Also changed drivetrain
inertias and stiffnesses.

Ruf RT 12R C-Spec

- Tires updated to match the Porsche 991.2 GT3 Cup. Drivetrain inertias and stiffnesses also updated.

Ruf RT 12R Track

- Updated drivetrain inertias and stiffnesses to improve responsiveness of the engines when blipping out
of gear, and show some oscillation when shifting gears.

- Significant update to tire construction and compound. Setups will need to be updated both to pass
tech and to extract performance from each car. We think this is a big step forward in over-the-limit feel
of the tires, but are aware of the risk that the GT3 BoP will be upset. We will be looking to you for help
in ensuring a good BoP for the race season ahead.

Sprint Car

- Season setups have been updated.


Street Stock

- Season setups have been updated.

- Slipstream drag reduction has been reduced slightly.

Super Late Model

- Season setups have been updated.

VW Jetta TDI Cup

- Updated tire construction and compound aimed at better feel throughout the slip range.

TRACKS:

Autodromo Enzo e Dino Ferrari

- Art updates have been made with a focus on improving performance, especially at Rivazza and
Piratella.

- Caution lights are now functional.

The Bullring

- NEW TRACK!

- - The Bullring at Las Vegas Motor Speedway is racing's answer to truth in advertising. Located a stone's
throw away from the big 1.5 mile superspeedway that hosts NASCAR's big three national touring
championships each year, The Bullring is an asphalt oval that's short on distance (3/8 of a mile) and long
on action.

Charlotte Motor Speedway

- (Road Course) - Several cones have been added to the apron areas to discourage driving there.

Daytona International Speedway

- (Road Course) - Several cones have been added to the apron areas to discourage driving there.

Sebring International Raceway

- Fixed an issue where cars sometimes appeared to float at certain areas on this track.

Release Notes for 2017 Season 1 Patch 3 [2017.02.14.01]

CHANGE LOG:
PopcornFX

- Fixed an issue where dark dust was appearing on some tracks.

EasyAntiCheat

- EAC warning messages will now appear in the chat pad, instead of as a dialog box.

- Fixed an issue with packages that are 3 levels deep in the directory structure that could cause EAC
failures.

Porsche 911 GT3 Cup Car (991)

- Car paint templates have been updated.

- A 10's place digit has been added to the Water Pressure display value.

- Fixed an issue with the seat model in cockpit view.

- Fixed some shading artifacts on the hood of the car.

- Fixed the facing direction of the right side brake rotor.

Release Notes for 2017 Season 1 Patch 2 [2017.01.26.02]

CHANGE LOG:

SIM

- Fixed an issue that in some cases could cause a crash, when entering or exiting the Garage while the
portion of the replay being viewed shows your car in the world.

- Fixed a bug at tracks where the starting line is further down the track than the finish/timing line that
could cause the leader of the outside pacing line to get black flagged for passing the leader when doing
rolling starts.

Replay

- Fixed an issue that could cause incident counts and progress towards driver-change requirements to be
displayed incorrectly when watching a saved replay.

EasyAntiCheat

- Updated SDK.

Ford Falcon FG V8
- Fixed an issue where the digital display would flicker and Z-fight with the graphics overlay.

Holden Commodore VF V8

- Fixed an issue where the digital display would flicker and Z-fight with the graphics overlay.

Porsche 911 GT3 Cup Car (991)

- NEW CAR AVAILABLE!

- - The Porsche 911 GT3 Cup Car (991) is now available for purchase and use.

Release Notes for 2017 Season 1 Patch 1 [2017.01.09.01]

CHANGE LOG:

SIM

- Fixed an issue with the signing certificate for downloading the iRacing application using Microsoft Edge.

Dynamic Track

- Fixed framerate drop issues with rendering the Dynamic Track.

- Adjustments have been made to improve marble appearance.

Rendering

- Fixed an issue where gunk on the windshield would appear pixelated.

DirectX 11

- Improvements have been made to wall shadowing.

Pace Car

- We now allow each series to define which type of pace car it is to use. Typically, series in the Road
category will now use the Ruf RT12R Pace Car, and series in the Oval category will now use the Ford
Mustang Pace Car. Similarly, hosted sessions run at road courses will use the Ruf, and those run at oval
tracks will use the Mustang.

Dallara DW12

- Fixed the incorrect fuel level for the Pocono Qual setup.
Release Notes for 2017 Season 1 Hotfix 2 [2016.12.19.01]

CHANGE LOG:

Simulation

- Fixed a bug that could have caused the Simulation to crash if a dialog box popped up and the set of
cars in the world, or the focus car, changed as it was doing so. For example, when transitioning to your
race from an Open Practice server.

Dynamic Track

- Tweaked the look of marbles to reduce their solid appearance in the distance.

DirectX 9

- The driver model has been removed from vehicles when vertex shaders are disabled in DX9. This is a
patch for the issue where the driver can be seen standing up in the car.

- - Remember, DirectX 9 support will be ending soon! Please upgrade to the DirectX 11 version of the
Sim and be sure to contact Customer Support for help with the transition.

Rendering

- Fixed an issue where TSDs (Track Surface Decals, ie: paint lines, brake markers, the finish line, etc.)
were not rendering correctly when Vertex Compression was enabled.

Visor

- Cleanliness guidelines are now being enforced for driver swaps; a driver exiting a vehicle must take his
or her dirty visor with them!

Driver

- Fixed an issue where the driver's head, helmet, and/or visor could become invisible when viewed from
certain camera angles.

- Removed a shadow artifact floating near the driver visible in some vehicles.

Graphics Options

- Fixed an issue where the Graphics Performance Slider was unable to be moved off of the "Custom"
setting.

Replay
- Fixed an issue where the track temperature information would not initialize correctly.

EasyAntiCheat

- Updated the EAC version.

CARS:

Dallara DW12

- Season setups have been updated.

TRACKS:

Mount Panorama Circuit

- A missing gravel trap has been added to the inside of Murray's Corner.

Release Notes for 2017 Season 1 Hotfix 1 [2016.12.12.01]

CHANGE LOG:

OSX

- Fixed a crashing issue in the 64-bit version of the Sim running in Wine on OSX.

PopcornFX

- Fixed an issue where particle effects were not working on the car in focus.

Audio

- Changed the frequencies for grooved tire scrub and skid sounds. This affects all cars with grooved tires
including:

- - Global Mazda MX-5 Cup

- - Kia Optima

- - Lotus 49

- - Mazda MX-5 Cup circa 2015

- - Mazda MX-5 Roadster circa 2015

- - Pontiac Solstice

- - SCCA Spec Racer Ford


- - Skip Barber Formula 2000

- - VW Jetta TDI Cup

- Asphalt tire scrub and skid frequencies have been improved. The pitch changes are now more dynamic
with ground and slide velocities.

Driver

- A first-pass of the hand-over-hand steering animation has been added to some additional vehicles
including:

- - BMW Z4 GT3

- - Ford GT

- - McLaren MP4-12C GT3

- - Skip Barber Formula 2000

- Fixed the wrist deformation issue for all vehicles with the first pass of hand-over-hand animation.

- Fixed an issue where the steering wheel was not rotating on opponent cars.

- Fixed an issue where the drive model would flicker.

Visor

- Adjusted the rate at which rubber will build up on the visor.

- Reduced the filth threshold for the automatic visor tear-off.

Pit

- Fixed an issue where the lollipop guy could sometimes render with an incorrect texture.

Cameras

- Fixed an issue where cameras could flicker when Camera View mode was set to anything but "Live" in
the camera tool.

Replay

- Fixed an issue where no lap times appeared to be available when loading a saved replay.

- Fixed an issue that was preventing the weather information for a session from being displayed when
playing a loaded replay.
- - Please be aware that there is an outstanding issue with the track temperature and display; the track
temperature and display in a replay may differ slightly from what was reported during the live session.
We are working on a fix for this issue.

- Fixed an issue with the replay voice chat review system that could cause it to identify your own voice
chat as having been spoken by another entrant in the session. The bug affected the data that is saved to
the replay, so earlier replays will still show the wrong information.

CARS:

Aston Martin DBR9 GT1

- Season setups have been updated.

HPD ARX-01c

- Fixed an issue where the rear wheels were not using the correct tread graphic while spinning.

- Fixed some incorrect website images.

Legends Ford '34 Coupe

- Improved the audio transitions between close external sounds and distant external sounds.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.

NASCAR Camping World Toyota Tundra

- Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

- Season setups have been updated.

NASCAR Sprint Cup Ford Fusion

- Season setups have been updated.

NASCAR Sprint Cup Toyota Camry

- Season setups have been updated.

TRACKS:
Homestead Miami Speedway

- The pace car driver has attended mandatory training, and should be proficient at parking the pace car
at the correct location at this track.

Mount Panorama Circuit

- A checkpoint has been added to The Chase. If your vehicle crosses over the top of a tire wall, your lap
will now be invalidated.

Richmond International Raceway

- The pace car driver has logged hours of practice time, and should now avoid barrels when entering pit
lane and be able to park the pace car at the correct location at this track.

Release Notes for 2017 Season 1 [2016.12.05.01]

Welcome to 2017 Season 1!

This season release includes a host of updates and balance tweaks.

Some highlights include:

World State Triple Buffering that should eliminate some framerate choppiness

Replays can record voice chat

Heat haze effect

Animated support characters

Additional spotter commands

Visor tear-offs

Hand-over-hand steering for some vehicles

Telemetry upgrades

New V8 Supercar tires

New peripheral lighting functionality

Full details on the release are below.

For an in-depth description of what's coming to iRacing in the near future, check out this post from Tony
Gardner:
http://members.iracing.com/jforum/posts/list/3510448.page

Have fun out on the track!

CHANGE LOG:

Website

- Added some more pre-race information for drivers in the Drivers' Meeting pre-race page.

- The Sporting Code URL has been updated.

- Fixed an error on the What's Hot page that mistakenly showed Time Trial Sessions.

- Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after
the initial required time.

Simulation

- Several settings for an upcoming feature named Browser Mode have been added to the "app.ini"
file. These additional settings will be fully described when Browser Mode is released, and have no effect
at this time.

Loading

- Track loading has been restructured to reduce the peak memory usage of the Simulator.

Race Control

- Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag
penalty due to scoring being finalized on the car before the cut course penalty was processed.

Dynamic Track

- The marbles texture has been updated to provide more accurate information on marble density.

- Fixed an issue that could allow the server to create track dust when processing client updates.

World State Triple Buffering

- This upgrade fundamentally alters some aspects of how the Sim's "realtime"/"BG" thread (the one that
keeps the world moving) and the Sim's "drawing"/"FG" thread (the one that paints the frames) interact
with each other. Virtually every UI widget, including the "3D world" widget, uses data from the realtime
world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so
that it doesn't get confused should the realtime world "wake up" and start advancing the world is now
different.
- Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The
main problem with this method is that if the BG is in the middle of updating the world when the FG is
ready to start a new frame, that "lock-out" must wait until the BG finishes updating the world. Only then
can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until
that world update finishes. The lower-end your machine, or the more complex the world update (mostly
the more cars in the session), the longer it takes the BG to finish its world update, and the more likely
the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate.

- With the new method, the "copied" state information the FG uses to draw is instead generated by the
BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is
currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use
triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism
that the FG and BG use to not step on each other's toes is now "lockless" - meaning that neither thread
"locks-out" the other thread in the normal course of business.

DirectX 9

- Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as
the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11
version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running
the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve
them.

DirectX 11

- Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and
original full-screen mode instead of transitioning to a screen mode on the monitor where the window is
located when Alt+Enter is used.

- Fixed several bugs with Low Res. particles for multi-views.

- Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to
render without car paint and with missing polygons.

Weather

- A heat haze effect has been added to the environment. This effect aims to create the appearance of
heat shimmer, a visible distortion in the air. This effect is tied into the ambient and track
temperatures. This effect can be toggled on or off in Graphics options.

Driver

- Visor tear-offs have been added to all drivers of vehicles that do not have a windshield.

- - The default manual control for performing a visor tear-off is Alt+T.


- - Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the
helmet visor becomes excessively dirty.

- A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of
vehicles includes:

- - Global Mazda MX-5 Cup

- - Legends Ford '34 Coupe

- - McLaren MP4-30

- - NASCAR Camping World Chevrolet Silverado

- - NASCAR Camping World Toyota Tundra

- - NASCAR Sprint Cup Chevrolet SS

- - NASCAR Sprint Cup Ford Fusion

- - NASCAR Sprint Cup Toyota Camry

- - Street Stock

Spotter

- Two new options have been added to the "[SPCC]" section of the "app.ini" file that let you control how
the default spotter behaves when you also have a live spotter spotting for you:

- - reduceVerbosityIfLive=1 ; Reduce the spotter's chattiness if you also have a live spotter spotting for
you.

- - muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you.

Pit

- Pit team support members that are behind the wall are now animated for the players car (or focus
car). These characters can be seen providing support and managing the team from behind the pit wall.

- - The "Pit Object Detail" setting in the Graphics Options menu works as follows for animated support
characters:

- - - High = Fully animated pit crew characters (currently only pit support crew members)

- - - Medium = Static pit crew characters

- - - Low = No pit crew characters are displayed, only pit box objects

- - - Off = Nothing at all


- Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus.
These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack
of tires which is appropriate to that car.

Pace Car

- The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R.

- The official iRacing skin has returned to the pace car.

Replay

- All voice chat that you send or receive is now saved to the replay. To review it, activate the new
"Replay Chat Review" control in the replay controls area on the Session screen. While active, you may
continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes
disconnected from the radio's speaker. Instead, the radio's speaker is connected to the replay, and the
voice chat that you hear, along with the notification of who is speaking and on what channel, comes
from the replay. However, the scanner is still active, and any received messages continue to be saved to
the replay.

- - The Radio black box (F10) will also indicate that your scanner has been disconnected from the
speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when
watching a saved replay, or watching the replay after the server disconnects you at the end of the
session, the F10 black box is not changed in this way.

- - Voice chat review mode is automatically set to "ON" when you load a saved replay, and it is
automatically set to "OFF" when you join a session. It is automatically set to "OFF" when you get into
your car or when you begin "Spotting for team".

- - The Options/Replay settings page in the Sim can be used to adjust which radio channels have their
communications saved into the replay. By default, voice chat on all radio channels is saved to the replay.
You can select to exclude communications on any custom channels you add to your radio. You can also
select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any
voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will
not erase any voice chat already saved in the replay, or cause prior messages that were not recorded
earlier to be added to the replay.

- - - Remember, these settings only affect what gets saved to your own replay. They do not impact
whether what you say gets saved to replays by anyone else in the session.

Video Capture
- The video capture API has been updated to work around an NVidia driver issue.

- - This should fix the issue where videos are coming out black using the most recent NVidia drivers.

Telemetry

- New telemetry variables, "PlayerTrackSurfaceMaterial" and "CarIdxTrackSurfaceMaterial" are now


available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface
materials are defined in new "irsdk_TrkSurf enum." This is measured relative to the center of the car,
just as with the "PlayerTrackSurface enum" that indicates how the surface is scored (race, pit, offtrack,
etc.).

- New telemetry variables, "TireLF_RumblePitch", "TireLR_RumblePitch", "TireRF_RumblePitch", and


"TireRR_RumblePitch" are now available. These represent the pitch in Hz produced by the tire going
over a rumble strip, or 0 if the tire is currently not on a rumble strip.

- A new telemetry variable, "PushToPass" has been added which reports the state of the Push to Pass
button.

- A new telemetry variable, "dcMGUKDeployModeToggle" has been added that indicates if the in-car
MGU-K deploy mode is set to fixed(0) or adaptive(1).

- New 360 Hz telemetry output has been implemented!

- - 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has
been added to the "app.ini" file here:

- - - [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled.

- - The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if
enabled.

- - 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but
not to disk. This is for use by motion platforms and base shaker plugins:

- - - XXshockDefl_ST = Shock Position

- - - XXshockVel_ST = Shock Velocity

- - - SteeringWheelTorque_ST = Steering Wheel Torque

- - This data is output as a 6 element array, with a new flag variable header indicating that ist should be
treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the
data, however the old plugin, and any older telemetry tool, should continue to read the data just fine.
- A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds
some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry.

EasyAntiCheat

- This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering
EAC alerts that are caused by internet infrastructure issues.

Peripherals

- Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color
keyboards. Code has been added to indicate the current flag.

- Added several new options the [External Displays] section of the "app.ini" file:

- - enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations.

- - enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations.

- - enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators.

- - colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color.

- Fixed a bug with keyboard LED shift indicators on Logitech keyboards.

CARS

Aston Martin DBR9 GT1

- Weight has been increased by 70 kg to bring it closer to the minimum weight under which we
understand it competed circa 2008.

- Minor adjustments have been made to the aero to bring overall performance back in line with the
Chevrolet Corvette C6.R GT1.

- Downforce sensitivities of the rear wing have been modified to ensure the car does not reward
minimum rear wing settings at all circuits.

- Fuel economy has been slightly increased.

- The external engine sound transitions between close and distant sounds for this vehicle have been
improved.

- Fixed a bug that caused headlight flashing of opponent cars to be invisible.

- Season setups have been updated.


Audi R8 LMS GT3

- Fuel consumption has been slightly increased for GT3 BoP.

BMW Z4 GT3

- Slightly increased aero drag for GT3 BoP.

- Fuel consumption has been slightly reduced for GT3 BoP.

- Realigned the external mirrors with the appropriate bezel.

- Fixed an issue where a driver could not see all of the digits on the blue backlit display.

Chevrolet Corvette C6.R GT1

- Downforce sensitivities of the rear wing has been modified to ensure the car does not reward
minimum rear wing settings at all circuits.

- Inner headlights are now enabled during the daytime.

- Season setups have been updated.

Chevrolet Corvette C7 Daytona Prototype

- The external engine sound transitions between close and distant sounds for this vehicle have been
improved.

- The driver's seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle.

Chevrolet Monte Carlo SS

- Season setups have been updated.

Dallara DW12

- Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints.
Also, Indy tires are now used at Motegi to improve quality of racing.

- A pitboard has been added for this vehicle. The custom paint template has been updated to reflect
this.

- Season setups have been updated.

Ford Falcon FG V8
- Construction and compound changes have been made to the vehicle tires. These changes should
produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and
improve out lap grip in cold ambient conditions.

- Power steering has been increased to help balance this vehicle with similar cars in the Sim.

Ford GT GT3

- Season setups have been updated.

Ford Mustang FR500S

- Driver viewpoint has been adjusted to better suit VR.

Holden Commodore VF V8

- Construction and compound changes have been made to the vehicle tires. These changes should
produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and
improve out lap grip in cold ambient conditions.

- Power steering has been increased to help balance this vehicle with similar cars in the Sim.

HPD ARX-01c

- This vehicle now uses PBR shaders.

- The color of the wheel rims for this vehicle can now be changed.

- Fixed an issue with the pivot of the right-front wheel.

Kia Optima

- Mirror quality has been improved.

Lotus 79

- This vehicle now uses PBR shaders.

- Fixed a corruption issue with the rear rim textures.

McLaren MP4-30

- We've implemented an alternative MGU-K deployment strategy. The internal combustion engine
reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine
output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that
the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches
full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in
2.5% increments. Note that the old deployment smoothing strategy has been disabled.
Mercedes-AMG GT3

- Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the
drivetrain between the engine and clutch to have too much rotational inertia. This would cause the
drivetrain to spin up the engine under very specific conditions.

- - For more information, see:


http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419

Modified - SK

- Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

- Season setups have been updated.

NASCAR Nationwide Chevrolet Impala circa 2011

- Season setups have been updated.

NASCAR Sprint Cup Chevrolet SS

- Season setups have been updated.

NASCAR Sprint Cup Ford Fusion

- Season setups have been updated.

NASCAR Sprint Cup Toyota Camry

- Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

NASCAR XFINITY Ford Mustang

- Season setups have been updated.

NASCAR XFINITY Toyota Camry

- Season setups have been updated.

Pontiac Solstice

- Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents' cars.
Pro Mazda

- Star Mazda has been officially renamed Pro Mazda!

- Star Mazda wing decal has been replaced with the Pro Mazda decal.

Ruf RT 12R Track

- Season setups have been updated.

SCCA Spec Racer Ford

- This vehicle now uses PBR shaders.

Silver Crown

- Season setups have been updated.

Skip Barber Formula 2000

- This vehicle now uses PBR shaders.

Street Stock

- Season setups have been updated.

Super Late Model

- Season setups have been updated.

V8 Supercar Ford Falcon circa 2012

- Construction and compound changes have been made to the vehicle tires. These changes should
produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and
improve out lap grip in cold ambient conditions.

- Power steering has been increased to help balance this vehicle with similar cars in the Sim.

TRACKS

Circuit des 24 Heures du Mans

- Additional tweaks to checkpoint placement and added one additional checkpoint.


Release Notes for 2016 Season 4 Patch 4 Hotfix 3 [2016.11.02.01]

CHANGE LOG:

Penalty Weights

- Fixed a bug where penalty weights were not configurable for all competitive cars in the service.

CARS:

Audi R8 LMS GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.

BMW Z4 GT3

- The recent aerodynamic updates for BoP have been adjusted for improved balance.

Ford GT GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.

McLaren MP4-12C GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.

Mercedes-AMG GT3

- The recent aerodynamic updates for BoP have been reverted for improved balance.

Ruf RT 12R Track

- The recent aerodynamic updates for BoP have been reverted for improved balance.

Release Notes for 2016 Season 4 Patch 4 Hotfix 2 [2016.10.27.01]

CHANGE LOG:

Circuit des 24 Heures du Mans

- Added checkpoints near the pit entrance to correctly give Course Cut penalties for cutting the course.

Release Notes for 2016 Season 4 Patch 4 Hotfix 1 [2016.10.25.01]


CHANGE LOG:

Third Party Apps

- Fixed an issue with the formatting of the data from iRacing to third party applications and tools.

Release Notes for 2016 Season 4 Patch 4 [2016.10.21.01]

CHANGE LOG:

Network

- Updated our networking code to better handle delayed packet delivery which is likely caused by
"Internet bufferbloat".

Connection Quality

- At this time, the recent "Red Q-Bar Issue" that has been discussed in the forums should be resolved! A
very special THANK YOU to the small team of volunteer Members who helped us with testing, tracking,
and eliminating this issue for the iRacing community. Thanks guys!

Dynamic Track

- Fixed an issue that could allow the server to essentially create track dust when processing client
updates.

Replays

- Fixed a crash error that could occur at the end of saving a replay if the Radio Black Box was active.

Telemetry

- Fixed an issue that failed to update telemetry info on the current driver when viewing a replay.

Virtual Reality

- Fixed several issues related to the particle-based effects and the depth-of-field effects. The fixes
address missing particles, particles missing from one eye, lack of depth of field effects, and some
resource management inefficiencies.

- OpenVR SDK has been updated to version 1.0.2.

- A temporary workaround that seems to help avoid the crash in SteamVR at shutdown in DX11 when
using the HTC Vive has been added.

CARS:
Audi Quattro GTO

- Rear anti-roll bar increment, decrement, and set controls have been enabled in the Options dialog.

Audi R8 LMS GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- GT3 BoP Adjustments:

- - Slightly reduced engine torque.

- - Slightly increased fuel consumption.

BMW Z4 GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- GT3 BoP Adjustments:

- - Minimum weight has been increased by 55 kg to match this car to real-world specifications.

- - Adjustments have been made to aero and engine to recover performance lost due to weight increase.

- Updated season setups for this vehicle.

Ford GT GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

HPD ARX-01c

- Fixed an issue where the headset and some cockpit pieces would disappear when the car is damaged.

McLaren MP4-12C GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- Updated max applied brake pedal force so all GT3 cars require similar pedal force / travel to lock the
wheels.
- GT3 BoP Adjustments:

- - Slightly increased fuel consumption.

- Fixed the tooltip for in-car traction control settings adjustments so that they now match the Garage
tooltip: Higher settings are more sensitive (intrusive).

Mercedes AMG GT3

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

Ruf RT 12R

- Updated traction control algorithm based on feedback from a factory GT3 driver.

- Updated aerodynamics with different sensitivities to ride heights.

- Updated max applied brake pedal force so all GT3 cars require similar pedal force / travel to lock the
wheels.

TRACKS:

Circuit des 24 Heures du Mans

- Gain/Time Checkpoints have been added to prevent cars from swinging out wide entering both
chicanes, Mulsanne Corner, and Arnage.

- Flyover will no longer be drawn when "Shader Quality" is set to "Low Detail".

Daytona International Speedway

- Fixed a bump on the outside of T1 in the Road Course configuration.

Release Notes for 2016 Season 4 Patch 3 [2016.09.28.01]

CHANGE LOG:

Rendering

- Some additional items have had reflections disabled while at night.

Audi Quattro GTO


- Pit Limiter has been removed for historical accuracy.

- Dashboard elements on opponent cars no longer rotate when the car is cornering.

Ford GT

- Graphical tire pivots have been returned to their pre-Season 4 positions.

McLaren MP4-12C GT3

- Fuel consumption has been increased for GT3 BoP.

NASCAR Camping World Chevrolet Silverado

- Fixed a misspelled IGN label on the dashboard.

NASCAR Camping World Toyota Tundra

- Fixed a misspelled IGN label on the dashboard.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Fixed a misspelled IGN label on the dashboard.

Nissan GTP ZXT

- Shift lights have been set appropriately.

- Fixed an issue with flipped suspension cameras.

- Dashboard elements on opponent cars no longer rotate when the car is cornering.

Ruf RT 12R

- Fixed an issue with the Level-of-Detail shaders for the windshield.

Release Notes for 2016 Season 4 Patch 2 [2016.09.16.01]

CHANGE LOG:

Simulator

- Power saving and screen savers are now turned off when the Sim launches.

Connection

- Fixed a bug that would cause your Options/Graphics/Max cars selection to be sent only to the first
server to which you connect while remaining in the simulation. If you registered for a Race session far
enough ahead of time, and joined the pre-race Open Practice, the Open Practice server would have
been told of your selection. But when you clicked on the [Race!] button inside the simulation to
transition to the Race session, the Race server would not be told of your selection, and would instead
use the default, maximum value.

Rendering

- Windshield reflections have been disabled at night tracks.

- Fixed an issue where sometimes partially invisible cars would be present with large fields at Le Mans.

- All floating point exceptions (reporting in .logs and/or crashing out) in the FG and BG have been
disabled if the SIM is running on Wine (Mac/Linux).

Options

- Fixed a misspelling in the help text for the Far Terrain setting on the Options screen.

Animation

- Fixed an issue where the lollipop guy would sometimes appear in a T-pose.

CARS

1989 Nissan GTP ZX Turbo

- Now available!

Aston Martin DBR9 GT1

- Season setups have been updated.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an
oven, as used on GT3 cars.

Audi Quattro GTO

- Season setups have been updated.

- Minor bug fix to selection of number of clutch plates for the rear diff. The change increment was two
plates, but the range of plates was 1 plate to 8 plates, resulting in strange selection increments
depending on where you started. The range has been changed to be from 2 plates to 8 plates.

- Fixed a car number position issue with the official Audi 90 GTO paint scheme pattern.

- Fixed the misspelling of FELUERLOSCH-ANLAGE on the dashboard.

Chevrolet Corvette C6.R GT1


- Season setups have been updated.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an
oven, as used on GT3 cars.

Dallara DW12

- Road course tire wear has been significantly increased to ensure more realistic degradation.

Ford GT

- Slight reduction in fuel consumption to try to hit target stint lengths.

- Tire warmers are now used for this car. Temperature is set to what we would see with blankets or an
oven, as used on GT3 cars.

HPD ARX-01c

- Added a starter so the engine is able to re-fire if it is shut down when on track.

- Fixed a distortion issue with the mirror portals.

TRACKS

Circuit des 24 Heures du Mans

- Signage and advertisements have been updated.

- Adjusted several race control checkpoints.

- Le Mans is becoming more and more popular; additional crowds and cars have appeared at the track.

Release Notes for 2016 Season 4 Patch 1 [2016.09.09.02]

CHANGE LOG:

Time of Day

- Fixed an issue that was causing the selected time of day to be ignored when anything other than
"Constant" weather was selected.

Animation

- Flyover timing has been adjusted to better match race events.


- Flyover smoke is now influenced by wind.

- Pit crew helmets are now even safer, with extra padding inside!

Driver

- Fixed some hard edges on the air vents for open wheel car helmets.

- Added helmet tear offs for the open cockpit cars helmets.

ARX

- A new library, "iRacingARXmsg.js," is now included in the ARX package.

CARS

Audi Quattro GTO

- New car available!

Aston Martin DBR9 GT1

- Opponent cars are now capable of flashing their headlights.

Dallara DW12

- Slightly tweaked the road course tires to give a bit more degradation.

Ford GT

- Shift lamps and suspension have been changed to match the Ford GT GT3.

- Wheel pivots have been adjusted to help avoid fender collisions.

Formula Renault 2.0

- Damage parameters have been updated so the engine is less resistant to impacts.

HPD ARX-01c

- Adjustments have been made to the low DF aero package. This slightly reduces maximum speeds.

- The mirror portals have been moved out slightly so that when damaged, the mirror frames are not in
front of the portal.

- Adjustments have been made to the seat-belt mesh and the driver position.

Lotus 79

- Fixed an issue with the driver's right arm.


Mercedes-AMG GT3

- The tooltip text for the traction control setting was corrected so it correctly indicates that support
decreases when increasing the setting number.

NASCAR XFINITY Chevrolet Camaro

- Fixed an issue with the pitbox textures.

SCCA Spec Racer Ford

- Fixed a camera bug.

Skip Barber Formula 2000

- Fixed a camera bug.

Sprint Car

- Fixed a camera bug.

Street Stock

- The rear windshield now uses PBR shaders and should no longer have environment reflections.

TRACKS

Circuit des 24 Heures du Mans

- Fixed curb LOD settings.

- Various environment fixes and updates.

Release Notes for 2016 Season 4

Welcome to 2016 Season 4!

This season adds the long awaited Circuit des 24 Heures du Mans to the iRacing service! Some extensive
updates to the Dynamic Track System have also been added that should increase the realism of heat
mapping and make rubber have a bit more of an impact on your race. Brake bias adjustment is now also
available in Fixed Setup Series to a small host of vehicles. Your experience at night tracks has been
improved with the new Dynamic Night Shadow Maps system, and every vehicle windshield has been
improved with realistic reflections. A new character model has taken the driver's seat and is also
positioned in the pits, and you should start to see wind-animated flags appearing at race courses. We
are also launching preliminary support for OpenVR / HTC Vive headsets, and antialiasing in our virtual
reality views. All of these along with a host of setup updates, bug fixes, and other enhancements are
here for the 2016 Season 4 Release.

CHANGE LOG:

Website

- The Live Broadcast Banner that slides into view after a short delay whenever a broadcast is available
has been moved to the fixed footer of the website. It also no longer pushes the webpage content when
it slides into view.

- The "About" information related to the different Series Sessions (ie: Practice, Qualify, Race), previously
seen at the bottom of each session block for the series, has been moved into a mouse-over panel, titled
"Tell Me More," below each session title. This information has also been updated and expanded.

- On the Stats pages, tooltips have been added to show the "About" information for each session type.

- Fixed an error with the Stats page due to special characters not being displayed.

- The Past Seasons page has been restored, and scoped down to only display the past two years.

- The Sporting Code documents have been updated.

- Descriptions for the session on each series' session page have been updated.

- When hosting a Session, the Practice Session Time now defaults to the same value used previously.

- The "Options" toolbar dropdown in the Official Race Guide will now always be displayed.

- The iRacing Merch page has been re-added.

- A handful of loading indicators have been added to the League Manager menus and several of the
league processes should now load faster.

- The UI for the Car and Track pages has been updated.

- Embedded YouTube videos on the forums are now 640x360, and can now be viewed in full-screen
mode.

- A post-race quality survey now appears whenever you exit a session of any type.

- Steam users are now prompted to create an account password for members.iracing.com for additional
security and stability.

- Improvements have been made to the single and multi-class car selection UI.

- Fixed an issue where data would sometimes get overwritten in the race selection area.

- Minor text fixes.


Connection

- The Q-Bar on the frame rate/connection status meter area now has two side-by-side meters. The
original value is in the left-hand bar, and shows the amount of packet loss from the race server to the
simulation. The new right-hand bar (which grows from right to left) shows the amount of packet loss
from the simulation to the race server. Note that the data for this right-hand bar is sent from the server
to the simulation, so if there is a sudden loss of all packets sent by the server to the simulation, the
value in this bar will not update. As before, each bar becomes full at 50% packet loss, though each is
now about half the width of the original Q meter.

Sessions

- Fixed an issue where a team member in a driver-swap session could be incorrectly marked as Unofficial
if it happened that none of the team's members were registered for the session as it was launched.

- Fixed an issue where suspended members were being allowed to join multiplayer sessions.

Time Trial

- Fixed an issue that was causing some Time Trial sessions to be run with the "time of day" set to
something other than the default of "afternoon".

Garage

- When you use the "Share a Car Setup" capability on the Garage screen inside the Sim, the name of the
setup is now also sent and will be displayed to the recipient(s).

Dynamic Track

- Increased the effective starting usage level, which controls the amount of rubber on the track, for
sessions that have a short Practice and an attached Qualifying prior to a Race.

- Improved the calculations used to conduct heat from the tire into the track, and updated the
conduction and convection model for the track surface. This results in lower starting track temperatures,
but a significantly more dynamic range when cars interact with the track.

- The tearing of rubber from the tires versus from the track has been adjusted so that when a tire is not
sliding, it is more inclined to pick up track rubber. Also, the calculations for determining the thickness of
the track rubber under the contact patch and the rate at which the track will accept rubber have each
been improved. The combination of these changes will make the track rubber build up about three
times as fast, and in general be more dynamic.

- The Dynamic Track system now assumes there is some residual starting dust on the track even before
any simulated running of cars or cleaning for a session is performed. The amount of starting dust is
related to how must dirt and gravel is around that track, such that a track like Mazda Raceway Laguna
Seca is more prone to being dusty than a track like Talladega Superspeedway.

- Dust will now be picked up and thrown due to air displacement near moving vehicles.

Mirrors

- With the Virtual Mirror option enabled, a hotkey (Alt+M) has been added to show/hide the virtual
mirror while driving.

Driver

- A new driver character model has been fully implemented into all vehicles.

- The new driver has been shifted into a more accurate position in some vehicles than the previous
driver.

- Due to the new driver model, the driver camera position in some cars to be adjusted slightly for a
better perspective.

- All vehicle seat belts now change color to match driver selections.

Pit

- The pit box characters behind the wall and the lollipop guy are now using a new character model.

Rendering

- All cars have had their windshields updated to use a new shader which provides realistic reflections.

- Driver, pit crew, and pit boxes for all cars have been converted to use PBR shaders.

DirectX 9

- Our support for using DirectX 9 as the graphics system used by the simulation is winding down. If you
are currently using DX9, your selection will be changed to DX11 one time upon installing this build. If you
run into issues using DX11, you should work with our support team at support@iracing.com to resolve
them, as we will not be implementing new graphical features on DX9, and will eventually remove the
ability to use it altogether - quite possibly as soon as the December 2016 build. For now, you can switch
back to the DX9 version of the simulation, if needed, by opening the tools panel on the central
navigation bar on the web site, and disabling the use of DX11. Again, you should work with support to
resolve any issues you encounter with DX11, as the option to fall-back to DX9 will not remain forever.

DirectX 11

- Support for three screen surround rendering using NVIDIA Simultaneous Multi-Projection (SMP)
technology has been enabled for GPUs that support SMP.
- - To enable this feature you must configure three monitors as usual, enable the Multi-Projection option
(previously named "render view per screen"), then enable the new SMP option. All of these options are
located in the top area of the Graphics Options screen.

- - Due to some limitations with the NVIDIA SMP surround technology at this time in DX11, the
maximum supported side screen angle is clamped to 45 degrees, and the maximum field of view is
clamped to 160 degrees. Beyond this the SMP warping can malfunction. NVidia is working on a solution
for this.

- - A few of the Simulator's subsystems still require compatibility fixes to operate correctly with SMP.
Therefore, in this early version, when SMP is enabled, some other systems must be adjusted for
compatibility: Particle Detail is set to Low, Dynamic Night Shadows are Disabled (Shadow Volumes still
work), and Depth-of-Field effects are Disabled.

- A new night shadowing system, Dynamic Night Shadow Maps (DNSM), has been implemented. It is
activated by enabling the "Night Shadow Maps" option. This system works more like the sun shadow
maps during the day time and should have similar performance. By default the system chooses the
"best" three lights and projects those shadows into the scene. The shadows for these lights will fade in
and out as new lights are automatically selected as the "best" sources.

- - The options for this setting are as follows:

- - Global Options (both driving and replay):

- - - DNSMMaxLightsPerPass=3 ; 0-6 = Shadowing lights per-fullscreen pass

- - - - How many shadowing lights to render per-pass. Lower numbers may be faster for lower end
hardware.

- - - DNSMQuality=2 ; 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096

- - - - This controls the size of the shadow maps. Lower numbers are worse quality but render faster.

- - Mode Specific Options (driving or replay only):

- - - DNSMEnable=1 ; 0 = off 1 = dynamic night shadow maps

- - - - Enables or disables the night shadow maps for this mode.

- - - DNSMTSOsCastShadows=1 ; 0 = off 1 = track objects cast shadows

- - - - This will cause track objects (pit objects like signs etc) to cast shadows as well as cars.

- - - DNSMWallsCastShadows=0 ; 0 = off 1 = track walls cast shadows

- - - - This will cause track walls to cast shadows.

- - - DNSMHeadlightsCastShadows=0 ; 0 = off 1 = car headlights cast shadows


- - - - This will cause car headlights to cast shadows.

- - - DNSMShadowFade=50 ; 0 to # = time for night shadows in 100ths of a sec to fade in and out (50
default)

- - - - How long it takes for shadows to fade in and out. Lower numbers mean less time and shadows will
"pop" more but look darker. Higher numbers mean you will see less popping but shadows will typically
appear less dark initially.

- - - DNSMFilter=2 ; 0 = none 1 = Fetch4 2 = PCF4

- - - - The kind of filtering to apply to the shadows. We especially need testing with level 1 as it is not
supported by all DX10/11 level hardware. Higher numbers mean shadows will look better but will be
more expensive to render.

- - - DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night

- - - - How many shadowing lights to render every frame. This will perform multiple passes based on
DNSMMaxLightsPerPass in order to render all of the lights. It will only render the number of lights
actually required so if you set this to 100 but there are only 5 lights in the scene it will only render 5
shadows.

- - - DNSMDownsampleFirst=0 ; 0 = per-AA-sample shadows 1 = per-pixel shadow

- - - - This determines if we do shadows per-pixel or at every AA sample in the buffer. Setting this to 1
may be faster, especially if you have a large number of lights enabled, but will result in slightly lower
quality.

- Fixed the flickering static shadow maps when AMD Crossfire is enabled, and improved the
compatibility/performance of both AMD Crossfire and NVIDIA SLI. For these changes to take effect, you
must manually set the "Number of GPUs" in the Graphics Options screen and restart. This setting is
stored as "NumMultiGPUs=" in the "rendererDX11.ini" file. Setting the number of GPUs higher than
needed will waste video memory as some graphics resources are allocated per GPU.

- In the Graphics Options, the "Max Prerenderered Frames" option will now be disabled when the
"Number of GPUs" option is set to a value of 2 or greater. This is because frame queries are not accurate
in these cases.

- In the Graphics Options, the windowed "Border" option will now be disabled when the "Fullscreen"
option is enabled. This is because the "Border" option has no effect in fullscreen.

- Reduced the magnitude of the delay when entering and exiting the car at night tracks.

- Disabled incorrect self-shadowing on cars at night tracks when Shadow Volumes enabled.
PopcornFX

- Fixed an issue where dust clouds were appearing where no cars were driving.

Animation

- The wind now procedurally animates the flags on some tracks including:

- - Barber Motorsports Park

- - Circuit des 24 Heures du Mans

- - Circuit de Spa-Francorchamps

- - Circuit of the Americas

- - Daytona International Speedway

- - Five Flags Speedway

- - Indianapolis Motor Speedway

- - Mid-Ohio Sports Car Course

- - Road Atlanta

- - Talladega Superspeedway

- - Watkins Glen International

- The Patrouille de France will now be performing fly-overs at Le Mans.

Opponent Cars

- The amount of smoke being emitted by opponent cars should now match closer to the player car.

Chat

- Toggle support has been added for Mute and Scan Radio commands.

- - "@!mute" will toggle the Radio Mute on and off.

- Fixed an issue where an open text chat window would sometimes steal focus at session boundaries.

Telemetry

- A new telemetry session string tag, "DriverInfo:DriverUserID: %d", has been added that returns your
own user id, even in a team session.

- Added Accessor to "irsdk_diskclent.h" to indicate how many data records are in an .ibt file.
- The telemetry variable, "PlayerCarTeamIncidentCount," is now properly updated when the current
player is not the driver in a team session.

- A new setup will no longer be dumped to Telemetry when Black Box edits are made.

ARX

- A new iRacingARXmsg.js ARX module that allows for the sending of remote control messages from an
ARX client to iRacing has been added. This mirrors the remote control messages currently supported by
the IRSDK api. Now ARX is functionally equivalent to IRSDK.

- - See the ARX development forums for details:


http://members.iracing.com/jforum/posts/list/3344813.page

- The ability to clear fuel, windshield, and fast repair pit commands have been added using the IRSDK
api.

- Data will now only be pushed if a device is connected.

Oculus Rift

- The bounding box on the driving camera has been set to 0.10 meters (4 inches) in the vertical direction,
and to 0.25 meters (10 inches) in all other directions to give users a little more room to move around.

- The Oculus Rift mirror window display has been altered to show the source render for the left eye,
rather than the post-distorted images of both eyes.

- Anti-aliasing has been enabled.

- The health and safety warning has been removed from the loading screen.

OpenVR / HTC Vive

- OpenVR / HTC Vive support has been enabled!

- The following OpenVR settings have been added to the "RendererDX11.ini" file:

- - [OpenVR]

- - OpenVREnabled=1 ; Enable OpenVR Support.

- - ResolutionScalePct=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!

- - AutoSelect=0 ; Use OpenVR without prompting (NOTE: Oculus will have priority if enabled)

- - AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears.

- - UIScreenSize=130 ; (cm) 3D UI screen width.


- - UIScreenDistance=70 ; (cm) 3D UI screen distance.

- - NOTE: The resolution scale percentage setting ("ResolutionScalePct") is similar but not equivalent to
the Oculus Rift setting: "PixelsPerDisplayPixel". For OpenVR, you are directly scaling the off-screen
render target, while for the Rift you are scaling the pixel density in the center of the image so the
values are not directly comparable with each other.

- Full-screen anti-aliasing for headsets operating via OpenVR (HTC Vive) has been enabled.

iRacing Surprise

- A previously unannounced special addition will be brought to iRacing during the first week of 2016
Season 4!

- - Be sure to visit http://www.iracing.com at 1:00PM EDT (17:00 GMT) for a special presentation on
Tuesday, September 13th, 2016!

CARS

Aston Martin DBR9 GT1

- Le Mans-specific aero packages have been added.

Audi R8 LMS GT3

- Season setups have been updated.

Cadillac CTS-V Racecar

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Chevrolet Corvette C6.R GT1

- Le Mans-specific aero packages have been added.

Chevrolet Corvette C7 Daytona Prototype

- Fixed an ambient occlusion texture corruption issue with the central cockpit rollbar.

Chevrolet Monte Carlo SS

- Season setups have been updated.

Dallara DW12

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.
- Tire wear for the road course tires has been increased to bring the total wear over the course of a stint
closer to real-life values.

- When replacing the rear wing, the rear body structure is also now replaced.

Ford Falcon FG V8

- Season setups have been updated.

- Two new drop gear pairs have been added for greater adjustability of top speed and shift points to
reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip
text in the Garage has also been updated to directly reference the drop gear pair, which is what they
change in real-life.

- In-car idle sound has been improved.

- Backfire effects have been adjusted.

- Fixed a bug with the appearance of the rear suspension motion on opponent cars.

Ford GT

- Season setups have been updated.

- A complete physics overhaul of this vehicle has been completed leveraging some of the recent work on
the Ford GT GT3 as a starting point.

Ford GT GT3

- Shift lamps are now identical to the Ford GT.

Formula Renault 2.0

- Season setups have been updated.

- The collision properties have been updated to reduce yield and failure loads so the car will be both
more consistent in impact response, and less capable of sustaining large impacts without suffering
permanent damage.

- Fixed a bug that was causing the brake bias knob on opponent cars to continually rotate.

Holden Commodore VF V8

- Season setups have been updated.

- Two new drop gear pairs have been added for greater adjustability of top speed and shift points to
reflect gears used in the real-world race series: 29/27 (0.931) and 24/25 (1.042). The label and tooltip
text in the Garage has also been updated to directly reference the drop gear pair, which is what they
change in real-life.

- Fixed a bug with the appearance of the rear suspension motion on opponent cars.

HPD ARX-01c

- Season setups have been updated.

- Improvements have been made to the engine sounds.

- The low downforce package has been updated to bring performance in line with real-life data at Le
Mans.

Kia Optima

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Lotus 49

- The seat belt has been moved down to better match the shoulders since the driver does not wear a
HANS device.

McLaren MP4-30

- Season setups have been updated.

- The pit limiter label should now be self-lit.

Mercedes-AMG GT3

- Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Vehicle specular map has been altered.

NASCAR Camping World Toyota Tundra

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Fixed an issue where the windshield frame was being rendered as transparent.

- Vehicle specular map has been altered.


NASCAR K&N Pro Chevrolet Impala

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

NASCAR Nationwide Chevrolet Impala circa 2011

- Season setups have been updated.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

NASCAR Sprint Cup Chevrolet SS

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Updated the rear end gear ratios to match the latest Cup Series specs.

- Vehicle specular map has been altered.

NASCAR Sprint Cup Ford Fusion

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Updated the rear end gear ratios to match the latest Cup Series specs.

- Vehicle specular map has been altered.

NASCAR Sprint Cup Toyota Camry

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Updated the rear end gear ratios to match the latest Cup Series specs.

- Vehicle specular map has been altered.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.
NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- A missing banner has been added to Paint Kit Pattern 4.

- Vehicle specular map has been altered.

NASCAR XFINITY Ford Mustang

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Vehicle specular map has been altered.

NASCAR XFINITY Toyota Camry

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Vehicle specular map has been altered.

Pontiac Solstice

- The driver's head position has been adjusted slightly so that it is in line with the way other cars
calculate the driver view.

Radical SR8

- Season setups have been updated.

- The driver model for this vehicle now uses the open-wheel style helmet.

Ruf RT 12R

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

- Maximum brake torque has been increased so this car is more capable of getting into ABS.

- Turbo noises, including intake and spooling, have been added.

- This vehicle now uses PBR shaders.


Ruf RT 12R C-Spec

- Season setups have been updated.

Ruf RT 12R Track

- Season setups have been updated.

Silver Crown

- Season setups have been updated.

Skip Barber Formula 2000

- A number of physics changes have been made to make the handling balance more similar at corner
entry and exit. Previously, the car tended to oversteer at corner entry and understeer at corner exit.
These changes were aimed at reducing both entry oversteer and exit understeer.

- The driver's head position has been adjusted slightly so that it is in line with the way other cars
calculate the driver view.

Sprint Car

- Season setups have been updated.

Street Stock

- Season setups have been updated.

- Brake bias adjustment is now available for this vehicle in Official, Fixed Setup series.

Super Late Model

- Season setups have been updated.

- Two additional Levels of Detail (LOD) models have been added to this vehicle to help with
performance, especially at night tracks.

TRACKS

Autodromo Enzo e Dino Ferrari

- Fixed a graphics issue on the roof of Hotel Rivazza.

Circuit des 24 Heures du Mans

- NEW TRACK!
- Our latest work on Le Mans is pending a final approval from the top brass at ACO (Automobile Club de
lOuest), and will be available for purchase in the iRacing Store as soon as we get the green flag!

- - EDIT: Le Mans has been approved for release! Have fun on the new track!

Circuit de Spa-Francorchamps

- The tirewalls off the track in Bus Stop, Les Combes, and after La Source now have a collidable material
type applied to them.

Lime Rock Park

- All Armco segments in Turn 3 now have a collidable material type applied to them.

South Boston Speedway

- The main grandstand is now influenced by the Grandstand Detail Setting instead of the Object Detail
Setting.

Added by David Tucker:

I added in code to auto detect the optimal FFB force slider value. Go out and drive a lap or two in your
favorite car and watch the F9 black box. At the bottom, where you can set the FFB force an 'auto' button
will appear if I determine that your force setting is not optimal, click on that at any time to apply the
new value. There is a similar button in the settings dialog that lets you apply it from there.

Ideally you would drive a clean lap with no off tracks or curb strikes, but I have code in place to try and
filter out those cases so it should work reasonably well no matter how you drive.

Release Notes for 2016 Season 3 Patch 2 [2016.07.28.01]

CHANGE LOG:

Incident Points

- Fixed an issue that was causing delays in getting driver Incident Point counts distributed to everyone
that is connected.

Aston Martin DBR9 GT1

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.

Chevrolet Corvette C6.R GT1

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.
Ford GT

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.

HPD ARX-01c

- Fixed a bug that was causing an endless pit stop if tire selections were changed during re-fueling.

Release Notes for 2016-08-03 Website Maintenance

The Website Maintenance period for 2016-08-03 has been completed.

CHANGE LOG:

- An additional account authentication screen for the "/account/" section of the website has been
added.

- Changed website cookie format.

- Fixed an issue where the cars page for a series would sometimes fail to load.

- The proper links to the iRacing.com CafePress Store have been added - enjoy the merch!

- Fixed an issue we caused with these changes where users were unable to load replays.

Release Notes for 2016 Season 3 Patch 1 [2016.06.20.01]

This Patch release aims to fix some of the issues seen with the 2016 Season 3 Release. We hope this
improves your racing experience!

CHANGE LOG:

Simulator

- Fixed an issue that could have caused an unnecessary request to run the Microsoft C++ runtime
installer for either x86 or x64, even if the required files were already installed.

Race Sessions

- Fixed an issue seen in the Blancpain Endurance Series where sessions were being split into larger run-
groups than dictated by the track.

Dynamic Track
- For sessions using an Automatically Generated track state, the default starting usage will now vary by a
percentage based on the following:

- - Session Type = Such that earlier sessions, such as Practice, are cleaner than later sessions, such as
Qualifying. This behavior was originally done and this behavior continues with this update.

- - Time of Day = Such that sessions earlier in the day are cleaner than session later in the day, reflecting
usual track usage throughout a given day.

- - Weather = Such that the cloud cover affects the likelihood that relatively recent rain may have
compromised track time and/or washed away some percentage of the previous track state. Also, for
sessions with Realistic Weather, a random factor is also used to account for variation in track usage due
to miscellaneous events prior to the session.

DirectX 11

- Fixed an issue with missing external car shadow volumes.

- Fixed an issue where the framerate could drop dramatically due to particle effects at night tracks.

Macros

- Fixed a bug with pit macros that stopped you from unchecking two tires at the same time, (ie: #-rf -
rr$).

Telemetry

- Session string is now updated as soon as the sim starts to avoid leaving a stale string around from a
previous session.

Oculus Rift

- Virtual mirror can now be enabled for use with DirectX 11.

- Fixed the text cursor in Edit Widgets.

Peripherals

- The "forcemap.csv" file will now attempt to load from the root iRacing folder if not found in a custom
controls folder.

CARS

Dallara DW12

- Fixed an issue with missing fuel fills on certain pit road configurations.
Ford Mustang FR500S

- Exterior engine sounds have been updated.

Mazda MX-5 Cup (Global)

- The baseline setups for this vehicle has been updated.

- The allowable range of rear toe adjustment has been reduced to +/- 6 mm.

- Fixed an RPM display glitch where the digital display would show a dip when the car was around 5500
RPM.

Mazda MX-5 Cup circa 2015

- The baseline setups for this vehicle has been updated.

Mercedes-AMG GT3

- Fixed some defects with traction control (TC) and ABS. TC now has 12 active positions, ranging from 1
(most intrusive) to 12 (least intrusive). The ABS system is also now correctly disabled and inactive when
it is switched OFF.

NASCAR Sprint Cup Chevrolet SS

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.

- Fixed an issue where the inner front bumper was poking outside of the car body.

- Updated the rear lower bumper decal to match the 2016 NASCAR Season version.

NASCAR Sprint Cup Ford Fusion

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.

NASCAR Sprint Cup Toyota Camry

- The baseline setups for this vehicle has been updated.

- The readout of the analog tachometer on the display page now matches the digital dashboard value.

NASCAR XFINITY Chevrolet Camaro


- Removed a portion of the tail light decal that was bleeding onto the rear spoiler texture.

Silver Crown

- Removed a bright halo effect from the RPM display digits.

Skip Barber Formula 2000

- Fixed an issue where the front wing was not visible while in the cockpit and using the Oculus Rift.

TRACKS

Autodromo Enzo e Dino Ferrari

- Fixed zippy at the outer Piratella corner.

- A checkpoint has been added to the Acque Minerali corner.

Release Notes for 2016 Season 3 Hotfix 1 [2016.06.08.01]

This hotfix release aims to fix some of the issues seen with the 2016 Season 3 Release. We hope this
improves your racing experience!

CHANGE LOG:

Website

- Added an icon to the fixed footer in the bottom-right corner of the screen that toggles your Online
Status visibility.

- We identified a calculation error in Statistics from past races where we were counting wins in unofficial
races as well as counting wins that occurred during weeks that were dropped. For most drivers, these
are not an issue and their counts remain the same. But some drivers will have reduced numbers due to
these changes, especially drivers with a longer driving history.

- Fixed a logic error in the Lap Results Chart page.

DirectX 11
- Fixed an issue where reflectors appeared too dim at night tracks when vertex compression was
enabled.

CARS

Global Mazda MX-5 Cup

- Fixed an issue that prevented setting very low rear ride heights (RRH). RRH may now be in the range
from approximately 3.75" to 8.50".

McLaren MP4-12C GT3

- Fixed an issue where the hundreds' place for the Fuel Level would not display when Metric units were
used.

NASCAR Sprint Cup Chevrolet SS

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital
dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue with vehicle paint patterns caused by the roof camera and new front splitter mapping.

NASCAR Sprint Cup Ford Fusion

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital
dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue where the wrong material texture would appear on the rear windshield at certain Level-
of-Detail (LOD) distances.

NASCAR Sprint Cup Toyota Camry

- Fixed an issue where the brakes failed to function when Metric units were selected for the digital
dashboard display.

- Altered the digital dashboard display so that it will now graphically display when the rev limiter is hit.

- Fixed an issue with vehicle paint patterns caused by the new front splitter mapping.

TRACKS

Autodromo Enzo e Dino Ferrari

- Removed a mysterious floating object from the sky.


Canadian Tire Motorsports Park

- Fixed a wall shape bug on the outer pit wall.

Release Notes for 2016 Season 3

Welcome to 2016 Season 3!

This season release features the brand new Italian road course, Autodromo Enzo e Dino Ferrari, better
known as Imola! We have performed an extensive update to all track surfaces to better model physics
collisions, even with tiny particles like sparks, gravel, and marbles. The dynamic track surface now
includes dust and gravel, which is brought onto the racing surface from off-track excursions and affects
tire grip. Also, we have added the ability to retrieve more accurate statistics on Incident Points for all
racers, even in Replay mode. Some time was also spent adjusting the 2014 V8 Supercars to improve
their stability, and handling, and bringing the 2016 digital dashboards to the NASCAR Sprint Cup series'
vehicles. We've even added preliminary DirectX 11 support for those of you with an Oculus Rift! Finally,
we have completed an artistic overhaul of the South Boston Speedway to help it shine with the latest
iRacing graphics updates. Along with a host of bug fixes, balance tweaks, and minor updates, we hope
you enjoy the 2016 Season 3 Release!

CHANGE LOG:

Website

- The Race Guide now has a filter for filtering out unofficial sessions.

- League Admins may now quickly add a session to one of their active league seasons by clicking the plus
icon when looking at their All Leagues/Find Leagues page.

- The Set Up Grid button has been moved up the page to a more relevant position when setting up a
league session.

- The Grid Builder context menu now positions itself correctly to correlate with the Racer Grid position.

- The My Series Results page now features a dropdown menu for jumping to a specific page of results.

- The Date column on the My Series Results page now displays the LOCAL date and time in the cell, and
both GMT and LOCAL time in the tooltip.

- The My Series Results page now shows detailed pagination details for searches with more results than
can be displayed (ie: Showing Results 1-25 of 36 Total Results).
- When a user selects a series on the Series Results page, the page will now look for data relevant to that
selected series. If any is available, the page will display a link that takes the user to the archival page that
shows ALL results from ALL races from that season.

- Adding an item to your cart should now be more responsive.

- Adjusted the font sizes of the homepage News section for increased readability.

- Fixed the myRacers Online pop-out menu.

- Fixed an issue where sometimes a racer would be prevented from joining a session because they
required updates, when in fact the racer was up to date.

- Fixed an issue that prevented you from joining your friends' sessions directly from the myRacers
persistent footer.

- Fixed an issue that sometimes prevented you from joining an open practice session.

- Fixed an issue that sometimes prevented the Race Panel from populating correctly where looking at
Series Stats or Results pages.

- Fixed an issue where duplicate entries could be seen for each Team Session on the myTeam Racing
page.

- Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context
menu for moving drivers.

- Fixed an issue where the Lap Results page could sometimes break when data was emerging slowly.

- Fixed an issue on the My Personal Stats page where your last 10 races sometimes would not load.

- Fixed the Settings Panel so that when opting to not use IPv6, your selection is saved correctly.

- Fixed an issue where sometimes the side splash panels would not display correctly.

- Fixed an issue with the display of promotional prices where they would drop a zero from the cents
value.

- Fixed an issue where some users were able to see region restricted series for which they were not
qualified.

- All chat features have been removed.

- The Previous and Past Seasons page is now depreciated.

Paint Kit

- Leo Bodnar, Simability, and Simsteering logos have been added to the Paint Kit.
- The Inside Sim Racing logo has been revised.

Simulation

- The description of the "maxParticleThreads" option in the "app.ini" file has been updated to include
the value of "0" as an acceptable option.

Race Sessions

- Fixed a bug that was preventing League Sessions with qualifiers and without a race from using shared
pit stalls.

Dynamic Track

- Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts
with the tires to affect grip and accumulation of debris on the tires.

- The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the
track surface state to be seen immediately.

Rendering

- The cubemaps for all tracks have been updated. This will cause much brighter reflections off of objects.

- Post-processing effects have been removed from the cubemaps for all night tracks. This was useful in
the past, but is no longer needed.

- Fixed occlusion culling so that very large nearby objects no longer incorrectly disappear, especially in
mirrors.

- Fixed a crash that could happen when trying to draw a lot of cars in the world with headlights.

- Improved the algorithm for updating Dynamic Track textures to ensure timely graphical updates.

- The option, "DynamicTrackTextureUpdateRate," has been added to the "renderer.ini" file to control
the maximum frequency of Dynamic Track texture updates.

- The option, "ParticlesDetail," has been renamed to "ParticleDetail" in the "renderer.ini" file.

- Hang logging is now disabled by default, but can be enabled in order to help us investigate issues.

DirectX 9

- Fixed a memory leak that occurred when rendering a Tech Track.


DirectX 11

- Tech Tracks utilizing direct laser scan data can now be rendered in DirectX 11.

- Glowing light effects now interact more accurately with fog.

- Ghost car now renders correctly.

- The old spark system is now hidden if PopcornFX is active, due to the new PopcornFX spark system.

- Adjusted the graphical autoconfig selection of default graphics modes to favor higher refresh rates and
standard scaling modes.

- Fixed several bugs with night lighting and high detail headlights, where DX11 could look significantly
different than DX9.

- Fixed an issue with track shaders when using "Low" Shader Detail.

- Fixed an issue where random flickers of geometry could render along with some particles.

- Fixed several issues related to the antialiasing of painted lines and other surface decals at both night
and day tracks.

- Fixed an issue where tire rims could appear white when using the "Low" Shader Detail setting.

- Fixed the Sim's UI to correctly toggle between fullscreen and windowed cursor modes when the Sim
toggles between fullscreen and windowed modes.

- Fixed an issue where shadow volume geometry was being created at load time even when the
"ShaderQuality" option in the "DX11.ini" file was set to 0.

- If DirectX 11 fails to report a display mode, a fake display mode is created. This may allow the
Simulator to operate in a windowed display mode or a fake fullscreen.

- All new installations of iRacing will now default to DirectX 11.

PopcornFX

- All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce
along the surface instead of passing through the environment.

- Fixed an issue where all dust was being rendered as black in the 32-bit version of the Sim.

Audio

- Improved road rolling, aero, and wind sounds for all vehicles.

- Scrape noises for Armco fence rails and vehicle undertrays have been improved.
Tires

- Improved the effective tire grip calculations related to marbles and dust on track.

Incident Points

- The Info tab on the Session screen will now show your incident point count for the current session. In a
team event, it will also show the count for your team as a whole.

- The Entries tab now has a new "INCS" column. In a live session, you will see the incident point counts
for the current session. There is no way to "back up" and see the incident point counts for prior sessions.
In race sessions, everyone is only able to see their own team's incident point counts. However, in a non-
race session, or once a race session is complete, everyone is able to see the incident point counts for
everyone. Admins are also able to see the incident point counts for everyone during a race session.

- When watching a replay, you will see the incident point counts for the session replay you are currently
watching. The same session visibility restrictions apply to watching replays (so you can not circumvent
the restriction during an event by having a teammate save the replay, and load it to see everyone's
incident point counts).

Radio

- Fixed a rare issue that could allow you to transmit a text chat message that would be rejected by the
race server. If the configuration of your radio changed just as you finished the message, it was possible
that the message would be created with the identifying information from the prior configuration of the
radio.

Video Capture

- Timestamp will no longer appear on screen captures.

- A new video capture library has been added.

- Fixed an issue that was preventing some members from utilizing this feature.

Telemetry

- Three new telemetry variables related to incident count have been added. If the event is a team race,
the incident count is broken down in different ways; but if not, then all three variables will equal the
same value. The variables are as follows:

- - PlayerCarTeamIncidentCount = Incident count this session for your whole team.

- - PlayerCarMyIncidentCount = Incident count this session just for you.

- - PlayerCarDriverIncidentCount = Incident count this session for the current team driver.
- A new session string entry, "WeekendInfo:WeekendOptions:IncidentLimit:," has been added that
indicates the maximum incidents you can receive before being ejected from the session.

- A new telemetry variable, "PlayerTrackSurface," has been added that indicates the track surface under
the player vehicle. This is available both live and on disk.

- A new telemetry variable, "PlayerCarIdx," has been added that allows developers to access the current
player's car index without loading up the session string. This is available both live and on disk.

- Fixed a bug where setup information in a telemetry session string could become stale.

iRacing API

- A new iRacing SDK disk client C++ wrapper has been added that will allow you to read ".ibt" files with
less effort.

- A new iRacing SDK example application, "irsdk_ffbforce," has been added that can analyze the wheel
torque data found in our telemetry files.

ARX

- A new Force Feedback demo (ffb_demo) has been added that can help users setup Force Feedback for
their racing wheel in the Sim.

- ARX clients can now send text chat messages to the Sim via the call: irArx.sendChatString("message").
Additionally, these messages can include macro commands.

Oculus Rift

- Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus
1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator. The DirectX 9
version of the Simulator is still based on the Oculus 0.4.2 BETA SDK.

- Whenever the Oculus Rift is in use, the Simulator will mirror its output to a resizable window on the
desktop. You may resize/position this window. Using a very small mirror window may reduce mouse
pointer precision inside of the Rift, so try not to make it too tiny. The window will remember any
adjustments to dimensions/positions between sessions.

- The following section of Rift related options will be added to the Oculus Rift section of the
rendererDX11.ini file after you exit the simulator for the first time:

- - RiftEnabled=1 ; Enable Oculus Rift Detection/Support

- - PixelsPerDisplayPixel=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!

- - AutoSelect=0 ; Use Rift, if detected, without prompting


- - AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears

- - UIScreenSize=130 ; 3D UI screen width (cm)

- - UIScreenDistance=70 ; 3D UI screen distance (cm)

- - MirrorEnabled=1 ; Create mirror texture and render copies on screen.

- The RiftEnabled option allows you to disable the auto-detection of the Rift if necessary, and simply
disables it completely. For instance if you do not want to be prompted to use the Rift every session, you
can disable that here.

- The PixelsPerDisplayPixel option adjusts the rendering resolution for the scene before it is warped
into the Rifts display. It defaults to 1.5 which improves quality but may hurt performance on some
systems. If you are having performance problems with the Rift, try lowering this to 1.0 (100%). If you are
still having issues, try lowering your graphics settings. It is important to have a good frame rate when
using the Rift.

- The AutoSelect option is useful if you always want to use the Rift, and want to automatically skip the
prompt.

- The AutoCenter option will automatically re-center the head tracking when you acknowledge the
health and safety warning, or when loading completes, whichever comes first. Otherwise, to re-center
tracking during loading, hit the space bar. Or to re-center tracking after loading use the assigned control
(see the options screens for the HMD re-center command). You may reassign this command to a
keyboard key combo or to a controller input.

- The UIScreenSize and UIScreenDistance options control how far away and how large the user
interface screens appear inside of the virtual world.

- The MirrorEnabled option allows you to disable the mirror output rendering to the desktop window.
This will save some video memory and, in some cases, slightly improve frame rate.

Peripherals

- A new feature, called "forceMap," has been added. By adding a file named, "forceMap.csv" to your
[documents]\iRacing\ folder you can remap your racing wheel's force output to make it more linear. See
the thread http://members.iracing.com/jforum/posts/list/3482238.page for more details.

- Windows 10 support for Xbox One controllers is now enabled by default.

CARS

Aston Martin DBR9 GT1

- The baseline setup for this vehicle has been updated.


- The aerodynamic calculations have been adjusted with the goal of making aero performance more
linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll
angle, so you will find greater downforce and a forward aero balance shift when cornering. Overall,
these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to
reduce the size of the front anti-roll bars to a more representative dimension. Finally, we increased the
aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the
optimum at most tracks.

- Minimum vehicle weight has been increased to 7.1 kg for GT1 BOP.

- The tire compound has been adjusted to better handle high operating temperatures; it now is matched
to the Chevrolet Corvette C6.R GT1.

- Three different selectable brake pad materials (low friction, medium friction, and high friction), will
now make it easier to tune brake bite for different tracks and pedal setups.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted
onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

- Mirrors have been adjusted.

Audi R8 LMS GT3

- Deactivated the fuel mixture increment, decrement, and level controls for this vehicle.

- Throttle Shaping tooltip text has been updated to no longer overrun the available space.

- Mirrors have been adjusted.

BMW Z4 GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than
5% (which affects both the sound and the initial transition into active traction control when applying
throttle).

- Mirrors have been adjusted.

Cadillac CTS-V Racecar

- Aerodynamics have been modified to make them more benign; very similar in character to the GT1
cars.

- Tire construction has been changed to be more forgiving at and over the limit.

- Front bump rubbers have been re-introduced to better reflect real-life setups.

- Mirrors have been adjusted.


Chevrolet Corvette C6.R GT1

- The baseline setup for this vehicle has been updated.

- The aerodynamic calculations have been adjusted with the goal of making aero performance more
linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll
angle so you will find greater downforce and a forward aero balance shift when cornering. Overall, these
changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce
the size of the front anti-roll bar to a more representative dimension. Finally, we increased the aero drag
penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at
most tracks.

- A more temperature resistant tire compound has been added, so that the Chevrolet Corvette C6.R GT1
is more competitive with the Aston Martin DBR9 GT1, particularly in hot ambient conditions.

- Three different selectable brake pad materials (low friction, medium friction, and high friction), will
now make it easier to tune brake bite for different tracks and pedal setups.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted
onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

Chevrolet Corvette C7 Daytona Prototype

- Fender bounding boxes have been added to the vehicle model, so that all parts of the vehicle nose will
morph when damaged.

- The vehicle nose is no longer processed by Softshadow, so that if the vehicle nose is removed, it will no
longer cast a shadow.

Chevrolet Monte Carlo SS

- The baseline setup for this vehicle has been updated.

Dallara DW12

- The baseline setup for this vehicle has been updated.

- Indiana Donor Network sponsored KV Racing Technology Dallara DW12 Indycar scheme has been
added to the Paint Kit. This is a non-color changeable scheme.

- Several new Levels of Detail (LODs) have been added to the car model to aid performance, especially
during night racing.

Ford Falcon FG V8

- The baseline setup for this vehicle has been updated.


- Significant modifications have been made to the 2014 V8 Supercars to address handling issues,
particularly over bumps and curbs. These modifications include:

- - Chassis torsional stiffness has been enabled.

- - Available rear damping forces have been increased.

- - Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber
engagements without changing ride heights via combined damper length and perch offset adjustments.
Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not
recommended.

- This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating
temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides.
However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first
few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd
to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt
that better grip at high operating temperatures (where the tires run most of the time) would be a
worthwhile tradeoff against a relatively slow build of grip when cold.

- Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively.

- Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity.

- Fixed a display issue with the digits on the steering wheel display.

- This vehicle has been converted to use PBR shaders.

- Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have
been added.

Ford GT

- The baseline setup for this vehicle has been updated.

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted
onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

Ford GT GT3

- The baseline setup for this vehicle has been updated.

- Slight reduction in aero drag for GT3 BOP.

- Changed differential build for less overall locking and less locking on throttle to address feedback that
the car snaps to oversteer when putting power down.
- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than
5% (which affects both the sound and the initial transition into active traction control when applying
throttle).

Ford Mustang FR500S

- Updated engine, gear shift, transmission, and brake sounds.

Formula Renault 2.0

- A taller final drive has been added so now this vehicle can be used in a draft on high speed ovals.

- Fixed an issue that caused the aero center of pressure to intermittently migrate forward after the front
end was damaged.

- Handling by Opponent vehicles has been improved.

- Mirrors have been adjusted.

Holden Commodore VF V8

- The baseline setup for this vehicle has been updated.

- Significant modifications have been made to the 2014 V8 Supercars to address handling issues,
particularly over bumps and curbs. These modifications include:

- - Chassis torsional stiffness has been enabled.

- - Available rear damping forces have been increased.

- - Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber
engagements without changing ride heights via combined damper length and perch offset adjustments.
Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not
recommended.

- This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating
temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides.
However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first
few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd
to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt
that better grip at high operating temperatures (where the tires run most of the time) would be a
worthwhile tradeoff against a relatively slow build of grip when cold.

- Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively.

- Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity.
- Fixed a display issue with the digits on the steering wheel display.

- This vehicle has been converted to use PBR shaders.

- Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have
been added.

HPD ARX-01c

- The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted
onto airjacks until refueling is finished, and it continues to use two tire guns and carriers.

- Particle collision bodies, that were previously missing, have been added to this vehicle.

Kia Optima

- Various new sounds have been implemented for this vehicle, including: engine, gear shift,
transmission, brakes, backfires, and limiters.

Global Mazda MX-5 Cup

- The baseline setup for this vehicle has been updated.

- The extended length of the rear dampers has been reduced in order to prevent heavy engagement of
the rear bump rubbers, which had resulted in rear instability, especially at curb strikes.

- The operating temperatures of the tires have been reduced to help maintain more consistent grip
throughout longer runs.

- Mirrors have been adjusted.

- brake light glow has been reduced.

- Fixed an issue with an incorrect normals texture reference with the vehicle tires.

McLaren MP4-12C GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than
5% (which affects both the sound and the initial transition into active traction control when applying
throttle).

McLaren MP4-30

- Fixed an issue with the deployment of the Energy Recovery System (ERS). If the driver crashed
repeatedly on out laps, the counter that determines the amount of energy to transfer from the ERS
battery for deployment to the MGU-K did not reset. Once this counter reached a rules-specified
maximum, no more energy could be transferred from the ERS battery to the MGU-K until the driver
reached the next valid lap crossing. The result was that the driver may have experienced low
deployment on out lap(s) until they managed to successfully complete an out lap without crashing.

- Mirrors have been adjusted.

Mercedes-AMG GT3

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than
5% (which affects both the sound and the initial transition into active traction control when applying
throttle).

- The Low Fuel warning has been updated to trigger off of fuel level instead of fuel pressure. The
warning now activates when the fuel level drops below 10 liters.

- Mirrors have been adjusted.

NASCAR Camping World Chevrolet Silverado

- This vehicle has been converted to use GGX Shaders.

- Vehicle appearance has been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- Fixed the gearbox camera so that it is no longer under the rear bumper.

- Mirrors have been adjusted.

NASCAR Camping World Toyota Tundra

- This vehicle has been converted to use GGX Shaders.

- Vehicle appearance has been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- Fixed the gearbox camera so that it is no longer under the rear bumper.

- Mirrors have been adjusted.

NASCAR K&N Pro Chevrolet Impala

- The baseline setup for this vehicle has been updated.

- New engine sounds have been added for this vehicle.

NASCAR Nationwide Chevrolet Impala circa 2011

- New engine sounds have been added for this vehicle.


NASCAR Sprint Cup Chevrolet SS

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle.
The digital display used in these cars is highly customizable and the screens used vary drastically from
team to team. In an attempt to give you the same options, weve created 3 different screens from which
you can select in the F8 screen.

- The fog light and upper grill decals have been updated to match the 2016 NASCAR Season.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the
non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.

NASCAR Sprint Cup Ford Fusion

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle.
The digital display used in these cars is highly customizable and the screens used vary drastically from
team to team. In an attempt to give you the same options, weve created 3 different screens from which
you can select in the F8 screen.

- The appearance of the vehicle has been updated to match the 2016 NASCAR Season.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the
non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.

NASCAR Sprint Cup Toyota Camry

- The baseline setup for this vehicle has been updated.

- The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle.
The digital display used in these cars is highly customizable and the screens used vary drastically from
team to team. In an attempt to give you the same options, weve created 3 different screens from which
you can select in the F8 screen.

- The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the
non-superspeedway rear spoiler can now be painted.

- The template for this car has been updated to reflect the above changes.
- New engine sounds have been added to this vehicle.

NASCAR Whelen Tour Modified

- The baseline setup for this vehicle has been updated.

NASCAR XFINITY Chevrolet Camaro

- The appearance of the vehicle has been updated to match the 2016 NASCAR Season.

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.

NASCAR XFINITY Ford Mustang

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.

NASCAR XFINITY Toyota Camry

- Vehicle contingency decals have been updated to match the 2016 NASCAR Season.

- The template for this car has been updated to reflect the above changes.

- New engine sounds have been added for this vehicle.

Radical SR8

- The baseline setup for this vehicle has been updated.

- Unfortunately, the developments for Season 2 did not have the desired effects on car performance,
drive-ability, and real-world correlation. As a result, this vehicle has been restored to the 2016 Season 1
specifications.

Riley MkXX Daytona Prototype

- Fixed an issue where the right rear tire texture was not being updated correctly with Dynamic Tire
Debris.

Ruf RT 12R Track


- The baseline setup for this vehicle has been updated.

- Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than
5% (which affects both the sound and the initial transition into active traction control when applying
throttle).

Silver Crown

- The baseline setup for this vehicle has been updated.

Sprint Car

- The baseline setup for this vehicle has been updated.

Star Mazda

- Small shift rearward in aerodynamic center of pressure (10 mm) to reflect feedback from real-world
drivers, resulting in more aero understeer.

- The vehicle nose is no longer processed by Softshadow, so that if the vehicle nose is removed, it will no
longer cast a shadow.

Super Late Model

- This vehicle has been converted to use PBR shaders.

- Mirrors have been adjusted.

V8 Supercar Ford Falcon circa 2012

- The baseline setup for this vehicle has been updated.

- This vehicle now has V6 tires that match the 2014 V8 Supercars.

VW Jetta TDI Cup

- Fixed the rollbar camera so that it no longer clips the rollbar.

TRACKS

Atlanta Motor Speedway

- Fixed an issue with cars appearing off the ground near the entrance to pit road.

Autodromo Enzo e Dino Ferrari


- NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack
steeped in history.

Autodromo Nazionale Monza

- The Time Gain Checkpoint at Turn 1 has been updated.

- Barriers have been added to the Grand Prix Circuit config to prevent use of the oval as a shortcut.

- A bump has been removed from the entrance of Turn 1 on the Junior config.

- A missing wall cap has been added to the pit out.

Iowa Speedway

- Fixed a few seams near the entrance to pit road.

Irwindale Speedway

- The Pace Car now completely exits the race groove before the Green Flag is given.

Long Beach Street Circuit

- Fixed the brake markers so they no longer disappear in "Low" Detail mode.

Martinsville Speedway

- Fixed a pit road cheat by placing some collision volumes.

New Hampshire Motor Speedway

- Fixed several seams that were visible in the grass area of Turn 1.

Nrburgring

- A Time Gain Checkpoint has been added on the right side of Turn 14.

- Fixed an issue with white splotches and inconsistent white/red corner curb lengths in several places.

- Fixed several track geometry issues including:

- - Fixed a bump on the outside of the T1 asphalt runoff.

- - Fixed a "curbed" white line at Dttinger Hhe, near the Gantry.

- - A seam on the right side towards Hohenrain chicane.

- - A seam on the Nordschleife at the T13 pit exit.


- - A seam on the left side at Fuchsrhre.

Phoenix International Raceway

- Fixed a surface-type issue with a portion of the wall along the front stretch.

Road America

- Fixed some missing textures on some terrain areas.

South Boston Speedway

- South Boston Speedway has received an extensive art upgrade for all track configs, including the track
surface, environment objects, and structures to help it shine like new!

Talladega Superspeedway

- Fixed an issue where a scenic camera was drawing through the ground.

Thompson Speedway Motorsports Park

- Fixed a bump in the track at the entrance to Turn 3.

Release Notes - 2016 - S2 - Patch 2.2 [2016.04.28.01]

This patch aims to fix several remaining issues after our last patch.

CHANGE LOG:

Website

- Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context
menu for moving drivers.

Race Servers

- The iRacing infrastructure will now alert the developers if any race servers are running with any type of
out-of-date content, to help avoid a repeat of the recent "Package Error 22" issue.

Netcode

- Fixed a couple of issues that could cause small amounts of packet loss to briefly generate higher
apparent latency and lower quality.
- Our US ISP has resolved the issue that was preventing proper IPv6 routing switch-over to redundant
equipment in the event of an equipment failure. We have re-enabled IPv6 for Simulation to Race Server
connections on the US server farm.

DirectX 11

- Added support for "centered" (letterboxed) and "stretched" graphics modes. When these are available,
the options screen and the graphical auto-configuration screen will indicate these special scaling
attributes along with each modes refresh rate. We also removed a previous attempt to collapse
multiple graphics modes with very similar refresh rates into a single mode, and now simply expose all of
the unique modes, as they can behave subtly different, and the differences can be important. If you are
using DX11 in full screen, we recommend running the graphics auto-configuration after installing this
patch to select a full screen mode again from the enhanced choices.

- - KNOWN ISSUE: Currently when using Alt+Enter to return to full-screen mode from windowed-mode,
DXGI may not return the Simulator to the originally selected full-screen mode.

Black Boxes

- Fixed an issue where teammates' black boxes could sometimes display the incorrect tire data after a
driver swap.

NASCAR Sprint Cup Chevrolet SS

- Updated Hall of Fame and Richmond International Raceway vehicle setups.

NASCAR Sprint Cup Ford Fusion

- Updated Hall of Fame and Richmond International Raceway vehicle setups.

NASCAR Sprint Cup Toyota Camry

- Updated Hall of Fame and Richmond International Raceway vehicle setups.

Release Notes - 2016 - S2 - Patch 2.1 [2016.04.20.01]

This patch aims to fix several remaining issues after our last patch.

CHANGE LOG:

Web

- Functionality of the Race Panel has been restored when the user is on the Series Stats page.
- An issue preventing racer counts from populating correctly, as well as race position selection from
displaying, has been fixed.

- Fixed an issue with Heat Builder that was causing Position Builder and Racer Count to throw an error.

- Added functionality for scrolling while dragging racers around the Race Setup Grid.

- The issue preventing racer counts from populating correctly, as well as race position selection from
displaying, has been fixed. (This required more than one line of code to fix.)

- The "Past Seasons" page has been removed from the "Results & Stats" section of the website.

Netcode

- Fixed an issue where sometimes the server would not use the space available to transmit opponent
cars to you, leading to cars disappearing, especially when you were on or near pit road.

- Fixed an issue that was incorrectly interpreting the values implied by your "My
Account/Preferences/Connection Type" selection. This incorrect interpretation made the system think
you had less available bandwidth than your selection. This could have led to less data being sent to you,
resulting in the display of a fewer number of cars and possibly bad or missing voice chat.

DirectX 11

- Fixed an issue where shadow volume geometry was being created at load time even when the
"ShaderQuality" option in the "DX11.ini" file was set to 0.

Tires

- Fixed a bug where performing a driver swap would not transfer how cured the tire's rubber was to the
next driver, so the next driver would be able to continue on much faster rubber without having taken
the time to swap a tire.

-- Please note that a separate existing bug, where the reported values in the Tire Info's Black Box may
not show the correct values during a driver swap, has not been fixed at this time, but you may be
assured that the physics and racing behavior are working correctly.

Voice Chat

- Fixed an issue that could have caused your own voice chat to be discarded instead of being sent to the
server, especially if your bandwidth selection, in the "My Account/Preferences/Connection Type"
dropdown on the website, was at the default "128K or faster" selection (which is the minimum value).

Indycar Dallara circa 2011

- The black backing of the IZOD logo on the nose of the vehicle has been removed.

Kia Optima
- The time variance for re-fueling during endurance races has been reduced significantly, making total pit
stop time more consistent.

McLaren MP4-30

- Adjusted the Energy Recovery System (ERS) so that it is now able to handle throttle pedal calibrations
in which the sensor reading is greater than zero when the pedal is released. Any reading less than 5% is
now considered to be a zero reading for throttle.

NASCAR Sprint Cup Chevrolet SS

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it
does when a race session begins. This fixes various issues that arose from allowing sessions prior to the
race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on
iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle
setup for Richmond International Raceway (Night).

NASCAR Sprint Cup Ford Fusion

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it
does when a race session begins. This fixes various issues that arose from allowing sessions prior to the
race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on
iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle
setup for Richmond International Raceway (Night).

NASCAR Sprint Cup Toyota Camry

- This vehicle no longer allows fuel adjustments before a race session. It will always use a full tank, as it
does when a race session begins. This fixes various issues that arose from allowing sessions prior to the
race to use a different amount of fuel. This fuel behavior is now identical to all other NASCAR series on
iRacing.

- Added a new vehicle setup for Richmond International Raceway (Day), making the previous vehicle
setup for Richmond International Raceway (Night).

Release Notes - 2016 Season 2 - Patch 2 [2016.04.12.01]


This patch aims to fix several remaining performance and functionality issues after our last patch. We've
also included a few more vehicle balance tweaks to help make the remainder of this racing season more
competitive and exciting.

Have fun 'round the circuits and ovals!

CHANGE LOG:

Netcode

- Fixed an issue that might have caused the loss of voice chat and/or dynamic track updates from the
server when using the 1Mbit/sec or higher bandwidth selection in sessions with 58 or more cars.

Simulator

- Enhanced the Crash Dumper to log additional info when a freeze is detected.

- Fixed an issue with altered thread priorities on Windows 10 systems.

DirectX 11

Fixed an issue where the drop shadow of a car was sometimes rendered using the texture of a
different car.

Fixed an issue where random flickers of geometry could be rendered with some particles.

- Fixed some large pauses that would occur while loading due to shadow volumes.

The Alt+Tab functionality of the Sim has been adjusted due to several issues that could occur, such as
crashing during exiting or notifications causing the screen to go completely black. The new changes work
as follows:

- - The Sim may be toggled between Full-Screen Mode and Windowed Mode by pressing Alt+Enter.

- - When running in Full-Screen Mode, Alt+Tab toggles the Sim into Windowed Mode.

- - When running in Windowed Mode, Alt+Tab switches the active app focus as normal.

- - The Sim will not automatically toggle back into Full-Screen Mode when regaining active app focus. Be
sure to use Alt+Enter to toggle back into Full-Screen Mode from Windowed Mode.

- - The Sim may automatically switch from Full-Screen Mode to Windowed Mode for several reasons
including certain program notifications, or DXGI detecting another window suddenly overlapping the
Sim window. A registry setting, "HKCU\Software\Microsoft\DXGI\DisableFullscreenWatchdog", may
modify some of this DXGI behavior. Experiment at your own risk!
- - If you experience problems with Full-Screen Mode, a highly recommended alternative is to use
Windowed Mode with a full-screen sized borderless window. This may be configured during the auto-
configuration or using the Graphics Options screen inside the Sim.

PopcornFX

- We have worked with the folks at PopcornFX and fixed an issue where the Sim could freeze when the
Particle Detail setting is at the "Medium" or "High" value. With this fix, please feel free to adjust the
Particle Detail setting as you wish. If you increase the Particle Detail setting and start to experience
application freezes, please try reducing it back to the "Low" value and contact Customer Support for
advice.

Controls

- Fixed a pedal calibration bug with certain custom pedal boards.

- Fixed a bug that prevented users from using the S, V, and ; keys when naming a new radio channel.

Audi R8 LMS GT3

- Ride height sensitivity of aerodynamics has been reduced to increase stability when sudden changes in
track elevation and track camber occur.

Dallara DW12

- Fixed a bug so that brake pressure bias value is now displayed in the Garage and F8 Black Box instead
of the brake bar bias value. This fix has no effect on existing car setups, it only corrects the displayed
value for brake bias.

Formula Renault 2.0

- Fixed a bug so that brake pressure bias value is now displayed in the Garage and F8 Black Box instead
of the brake bar bias value. This fix has no effect on existing car setups, it only corrects the displayed
value for brake bias.

Mazda MX-5 Cup

- The maximum allowable suspension damping has been reduced to ensure the dampers are numerically
stable while driving.

McLaren MP4-30
- Fixed an issue where the Energy Recovery System (ERS) was unable to toggle from Adaptive
Deployment Mode back to Fixed Deployment Mode.

Mercedes-AMG GT3

- Slightly improved fuel economy to equalize stint lengths against other GT3 cars.

- Very slightly reduced downforce to enhance balance between GT3 cars.

Super Late Model

- Vehicle setups have been updated.

This message was edited 1 time(s). Last update was at 4/14/2016 8:40 a.m.

Release Notes for 2016 S2 Patch 1 [2016.03.30.01]

Release Notes - 2016 Season 2 - Patch 1 [2016.03.30.01]

Several quality improvements have been made with this patch to enhance your experience on iRacing,
including frame rate improvements and various bug fixes. We hope this build addresses many of the
issues that you have helped us find.

That said, there is still a known issue that a small number of our testers have with this patch. The iRacing
application can freeze when the Particle Detail setting is at the "Medium" or "High" value. Therefore,
the Sim will automatically set your Particle Detail setting to the "Low" value when it first launches. Feel
free to adjust this if you wish, as these freezes are fairly rare and seem to affect only a small percentage
of systems. If you do increase the Particle Detail setting and then experience application freezes, it may
be due to this setting. Please adjust your Particle Detail setting back to the "Low" value and contact
Customer Support for advice. Also, there appears to be some correlation between these freezes and
several older versions of NVIDIA graphics card device drivers. We are actively investigating this issue and
hope to resolve it shortly.

Thank you for your patience with this 2016 Season 2 Patch 1 build deployment. We hope you notice
some improvements and have fun out on the track!

CHANGE LOG:

Web

- Fixed an issue that was causing the "Popular Races & Practices" page to fail to load correctly for some
users.

Paint Kit
- Inside Sim Racing sponsor images have been updated.

Simulation

- Fixed several issues with thread affinity and thread priorities that could cause performance problems
and stuttering.

- Removed the setting "[Task] num_processors_to_use" parameter from the "core.ini" file, since altering
this could adversely affect the Simulation's performance.

Netcode

- Prevent the Sim from dynamically probing your network connection to see how large a packet it can
send.

- Changed the default maximum network packet size to ensure that Connection Type selections on the
Account->My Account->Preferences page on the web site up to 512K or faster require only one
packet. The two higher selections (768K and 1Mbit) will require more than one packet.

Sessions

- Fixed an issue that was causing incident points during a Qualifying session embedded within a Race
event from counting towards your SR.

Tires

- Fixed a bug where a tire could stop interacting with the ground after being in the air during a pit stop.

Rendering

- Fixed a bug where the Sim could crash transitioning from a practice server to a race server.

- Added the ability for the Sim to detect certain application freezes and generate a crash log file. These
files can help our developers track down the causes for such behaviors and try to get them fixed. This
logging ability is optional, and is disabled by default, however you can enable it if you are experiencing
application freezes by adjusting the "maxAllowedHangTimeSecondsBG" and
"maxAllowedHangTimeSecondsFG" options in your "app.ini" file to a value of "=50". This means that if
your Sim freezes, a snapshot of your program will be generated after about 1 minute, and output into a
.log file which you can then send to Customer Service and our developers for review. However, please
note that we do not advise enabling this detection system unless necessary to help debug an issue.

DirectX 9

- Fixed an issue where windshield reflections appeared dimmer than in DirectX 11.
DirectX 11

Fixed a crash bug that happened when exiting the simulator with certain graphics settings, such as
class 1 settings with Render Dynamic Tires disabled.

Fixed a crash bug that happened when exiting race sessions launched from pre-race practice sessions.

- Fixed an issue where track temperatures in DX11 were reported to be warmer than track temperatures
in DX9.

- Fixed an issue where skies were often not oriented correctly. For instance, the sun was often located at
some random and incorrect position.

- Fixed the odd bluish shadow patches that could appear on road surfaces and curbs with low sun angles
such as occur during the morning and afternoon. The issue was noticed at Lime Rock Park and Virginia
International Raceway.

Fixed an issue where shadow volumes were not utilizing the optimized shadow models when
available. Lit dashboard displays no longer cast unnecessary shadow volumes.

- Fixed an issue where black lines would sometimes appear when using "High" Shader Quality.

- Fixed an issue where Track Surface Decals could tile incorrectly, resulting in odd patterns of lines seen
on the track at Southern National Motorsports Park, and some other areas.

- Fixed an issue where some tire rims were rendering white. Generally, these vehicles were not yet
updated to be using the PBR Shader.

- Fixed an issue where chrome could render too bright on some of the older car models.

- Fixed a framerate issue with low res particles.

- Fixed lighted dash displays clipping with the wheel.

- Mirrors now support low detail mode; previously they always rendered in high detail mode.

- The filter that removes resolutions smaller than the desktop dimensions in the Autoconfig application
has been removed.

- The simulator now attempts to keep activation, and not minimize, when losing window activation,
unless an Alt+Tab function was recently processed. This may help prevent "pop-up windows" and
notifications from minimizing the simulator.

PopcornFX

- As a precaution against a known issue with application freezes that may occur when Particle Detail is
set to the "Medium" or "High" value, the Sim will reset your Particle Detail setting to the "Low" value
the first time it launches.
- Opponent vehicles will now emit dust particles correctly.

- An issue with black particle debris effects on tires has been fixed.

Dynamic Tire Debris Accumulation

- Fixed an issue where tires would appear black when the Particle Detail option was set to the "Low"
setting.

- This system will be disabled when the "Shader Quality" is set to "Medium" or lower.

Pit

- A new setting, "[Pit Service] autoResetFastRepair=1" has been added to the "app.ini" file. This setting
separates resetting the fast repair Black Box checkbox from the existing setting "[Pit Service]
autoResetPitBox=1" in the "app.ini" file.

Black Boxes

- Setup changes that are applied during a pit stop (like tire pressures) are no longer kept when the Sim
advances from one session to another. Immediate in-cockpit adjustments (like brake bias or traction
control setting) are still kept across a session transition.

Weather

- Fixed an issue where one of the partly cloudy sky lighting files was configured with the incorrect
cubemap.

- Temperatures in sessions using Dynamic Weather will now remain within the same limits that can be
selected in offline Testing and Hosted sessions.

EasyAntiCheat

- Should a Package Error 73 occur, the specific EasyAntiCheat message that caused the error will be
appended to the sim_launch.txt log file in your My Documents\iRacing\logs directory, for future
reference.

Video Capture

- Video Capture will now disabled by default.

- Video Capture can now be enabled and disabled via a Settings option.

- Users are now able to select "Fullscreen" when capturing video.

- A new video capture library has been added to fix an issue with DX11 and XSplit.
Peripherals

- Logitech G27 Racing Wheel shift indicators now function correctly when racing with the Aston Martin
DBR9 GT1, Formula Renault 2.0, and Mercedes-AMG GT3.

- Xbox One controllers will not be initialized by iRacing on Windows 10 machines. Windows 10 has buggy
drivers for Xbox One controllers that cause direct input to lock up or run very slowly. This default can be
changed by setting the "[Force Feedback] allowXBoxOneOnWin10=1" in the "app.ini" file.

Vehicles

Audi R8 LMS GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.

- Rear damping has been added to improve performance over curbs and with sudden changes in track
camber or elevation.

BMW Z4 GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 5kg.

- The current baseline setup will no longer fail Tech.

Dallara DW12

- Illuminated Lumirank digits will now turn green when entering pit road.

Ford GT

- Fixed an issue with the brake lights in DirectX 11.

- This vehicle is now capable of flashing its headlights.

Ford GT GT3

- Fixed a bug where the traction control switch was unable to turn off and the slip limits were incorrectly
defined, compromising system function.

Formula Renault 2.0

- Setups have been updated.

- Fixed an issue with the animation of the suspension.


- Dampers have been adjusted; dampers for all setups prior to this build will be set to 0. Members who
already own the car should either adjust their damper settings to feel/speed or restart setups based on
these new iRacing baselines included in this build.

- Brake Balance can now be adjusted using the in-car Black Box.

- F8 now controls in-car adjustments instead of F7.

- The level-of-detail distance for the suspension system has been adjusted.

- Opponent cars should no longer bounce when they enter the world.

- Controls option for fuel mixture settings has been removed.

Legends Ford '34 Coupe

- Season setups have been added for Five Flags Speedway, South Boston Speedway, and Stafford Motor
Speedway.

Mazda MX-5 Cup

- Setups have been updated.

McLaren MP4-12C GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 10kg.

McLaren MP4-30

- Efficiency of P2P/OT of the Energy Recovery System (ERS) has been reduced significantly.

- Aero drag has been reduced when the Drag Reduction System (DRS) is engaged to improve the ability
to overtake.

Mercedes-AMG GT3

- 2016 S2 GT3 BOP Change: The straight-line performance between 45 and 150 MPH has been improved
via adjustments to engine performance and aerodynamic drag.

- Internal windshield of the external model will no longer appear green.

- Fixed a bug where the traction control switch was unable to turn off.

- Fixed some level-of-detail textures.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated for Richmond International Raceway.


NASCAR Camping World Toyota Tundra

- Season setups have been updated for Richmond International Raceway.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- The restrictor plate engine package has been removed.

- A 2.90 rear gear is now allowed at superspeedway tracks.

- Tire grip has been increased at superspeedway tracks.

- Tires now absorb heat slightly slower at superspeedway tracks.

- Shock and spring limits have been removed at superspeedway tracks.

- Season setups have been updated for Daytona International Speedway and Talladega Superspeedway.

Ruf RT 12R AWD

- Gear shift sounds have been updated.

Ruf RT 12R C-Spec

- Illuminated Lumirank digits have been removed while in cockpit mode.

- Season setups have been updated for Circuit de Spa-Francorchamps, Donington Park Racing Circuit,
and Silverstone Circuit.

- Gear shift, transmission, and engine sounds have been updated for cockpit and onboard/chase views.

Ruf RT 12R RWD

- Gear shift sounds have been updated.

Ruf RT 12R Track

- Illuminated Lumirank digits have been removed while in cockpit mode.

- Gear shift, transmission, and engine sounds have been updated for cockpit and onboard/chase views.

SCCA Spec Racer Ford

- Setups have been updated.

Tracks

Autodromo Jose Carlos Pace


- Terrain art updates.

Autodromo Nazionale Monza

- Terrain art updates.

Barber Motorsports Park

- Terrain art updates.

Brands Hatch Circuit

- Terrain art updates.

Canadian Tire Motorsports Park

- Terrain art update.

Circuit of the Americas

- Terrain art updates.

Circuit Gilles Villeneuve

- Terrain art updates.

Donington Park Racing Circuit

- Terrain art updates.

Lime Rock Park

- Terrain art updates.

Mazda Raceway Laguna Seca

- Terrain art updates.

Mid-Ohio Sports Car Course

- Terrain art updates.

Mount Panorama Circuit

- Terrain art updates.

Nrburgring
- Terrain art updates.

Okayama International Circuit

- Terrain art updates.

Oran Park Raceway

- Fixed a pitstalls and starting grid placement issue in the North B config.

- Terrain art updates.

Oulton Park Circuit

- Terrain art updates.

Phillip Island Circuit

- Terrain art updates.

Phoenix International Raceway

- Tweaked the shape of a backstretch wall where a Turn 2 safer barrier ends.

Road Atlanta

- Terrain art updates.

Sebring International Raceway

- Pesky cones have been removed.

South Boston Speedway

- Terrain art updates.

Southern National Motorsports Park

- Fixed a bug where jersey barriers were disappearing when using Medium or Low object detail settings.

Release Notes - 2016 Season 2 - Patch 1 [2016.03.16.01]

This release is a small patch designed to fix some of the issues with the current build, and improve the
simulation overall.

Paint Kit

- Inside Sim Racing sponsor images have been updated.


Netcode

- The default initial maximum size of a network datagram the Sim generates has been adjusted. At this
new default size, maximal packets using the "512k or faster" bandwidth selection will require only one
datagram to be sent in full. In the "core.ini" file, the "[Communications] default_datagram_max_size"
setting has been renamed "default_dgram_max_size" to ensure this new default is used.

- Dynamic probing of the maximum size datagram your connection will support has been disabled. With
this probing disabled, the number of datagrams needed to send a maximal "1Mbit/sec or faster" packet
increases from 2 to 3. In the "core.ini" file, the "[Communications] enable_path_mtu_discovery" setting
has been renamed to "enable_pmtu_discovery" to ensure this new default is used.

DirectX 9

- Fixed an issue where windshield reflections appeared dimmer than in DirectX 11.

DirectX 11

Fixed a crash bug that happened when exiting the simulator with certain graphics settings, such as
class 1 settings with Render Dynamic Tires disabled.

- Fixed an issue where skies were often not oriented correctly. For instance, the sun was often located at
some random and incorrect position.

- Fixed the odd bluish shadow patches that could appear on road surfaces and curbs with low sun angles
such as occur during the morning and afternoon. The issue was noticed at Lime Rock Park and Virginia
International Raceway.

- Fixed an issue where black lines would sometimes appear when using "High" shader level.

- The filter that removes resolutions smaller than the desktop dimensions in the Autoconfig application
has been removed.

- The simulator now attempts to keep activation, and not minimize, when losing window activation,
unless an Alt+Tab function was recently processed. This may help prevent "pop-up windows" and
notifications from minimizing the simulator.

PopcornFX

- Opponent vehicles will now emit dust particles correctly.

Dynamic Tire Debris Accumulation

- Fixed an issue where tires would appear black when the Particle Detail option was set to the "Low"
setting.
- This system will be disabled when the shader level is set to Medium or lower.

EasyAntiCheat

- Should a Package Error 73 occur, the specific EasyAntiCheat message that caused the error will be
appended to the sim_launch.txt log file in your My Documents\iRacing\logs directory, for future
reference.

Video Capture

- Video Capture will now be defaulted to disabled.

- Video Capture can now be enabled and disabled via a Settings option.

- Users are now able to select "Fullscreen" when capturing video.

- A new video capture library has been added to fix an issue with DX11 and XSplit.

Audi R8 LMS GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.

BMW Z4 GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 5kg.

- The current baseline setup will no longer fail Tech.

Dallara DW12

- Illuminated Lumirank digits will now turn green when entering pit road.

Ford GT

- This vehicle is now capable of flashing its headlights.

Ford GT GT3

- Fixed a bug where the traction control switch was unable to turn off and the slip limits were incorrectly
defined, compromising system function.

Formula Renault 2.0

- Setups have been updated.

- Fixed an issue with the animation of the suspension.


- Dampers have been adjusted; dampers for all setups prior to this build will be set to 0. Members who
already own the car should either adjust their damper settings to feel/speed or restart setups based on
these new iRacing baselines included in this build.

- Brake Balance can now be adjusted using the in-car Black Box.

- The level-of-detail distance for the suspension system has been adjusted.

- Opponent cars should now bounce less when they enter the world.

- Controls option for fuel mixture settings has been removed.

Legends Ford '34 Coupe

- Season setups have been added for Five Flags Speedway, South Boston Speedway, and Stafford Motor
Speedway.

Mazda MX-5 Cup

- Setups have been updated.

McLaren MP4-12C GT3

- 2016 S2 GT3 BOP Change: Minimum weight has been increased by 10kg.

McLaren MP4-30

- Efficiency of P2P/OT of the Energy Recovery System (ERS) has been reduced significantly.

- Aero drag has been reduced when the Drag Reduction System (DRS) is engaged to improve the ability
to overtake.

Mercedes-AMG GT3

- 2016 S2 GT3 BOP Change: Aero drag has been slightly reduced.

- Internal windshield of the external model will no longer appear green.

- Fixed a bug where the traction control switch was unable to turn off.

- Fixed some level-of-detail textures.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated for Richmond International Raceway.

NASCAR Camping World Toyota Tundra

- Season setups have been updated for Richmond International Raceway.


NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- The restrictor plate engine package has been removed.

- A 2.90 rear gear is now allowed at superspeedway tracks.

- Tire grip has been increased at superspeedway tracks.

- Tires now absorb heat slightly slower at superspeedway tracks.

- Shock and spring limits have been removed at superspeedway tracks.

Ruf RT 12R C-Spec

- Illuminated Lumirank digits have been removed while in cockpit mode.

Ruf RT 12R Track

- Illuminated Lumirank digits have been removed while in cockpit mode.

SCCA Spec Racer Ford

- Setups have been updated.

Autodromo Jose Carlos Pace

- Terrain art updates.

Autodromo Nazionale Monza

- Terrain art updates.

Barber Motorsports Park

- Terrain art updates.

Brands Hatch Circuit

- Terrain art updates.

Canadian Tire Motorsports Park

- Terrain art update.

Circuit of the Americas

- Terrain art updates.


Circuit Gilles Villeneuve

- Terrain art updates.

Donington Park Racing Circuit

- Terrain art updates.

Lime Rock Park

- Terrain art updates.

Mazda Raceway Laguna Seca

- Terrain art updates.

Mid-Ohio Sports Car Course

- Terrain art updates.

Mount Panorama Circuit

- Terrain art updates.

Nrburgring

- Terrain art updates.

Okayama International Circuit

- Terrain art updates.

Oran Park Raceway

- Fixed a pitstalls and starting grid placement issue in the North B config.

- Terrain art updates.

Oulton Park Circuit

- Terrain art updates.

Phillip Island Circuit

- Terrain art updates.

Road Atlanta

- Terrain art updates.


Sebring International Raceway

- Pesky cones have been removed.

South Boston Speedway

- Terrain art updates.

Southern National Motorsports Park

- Jersey barriers have been updated.

Release Notes for 2016 Season 2 [2016.03.07.02]

Welcome to 2016 Season 2!

This release features a whopping FOUR new vehicles: Audi R8 LMS GT3, Formula Renault 2.0, Mercedes-
AMG GT3, and Mazda MX-5 Cup. Try them all and find out which one is going to be your favorite!

With this release we are also launching a few brand new systems to further enhance your sim racing
experience. We have added a DirectX 11 mode for the Sim to streamline the rendering process and
reduce the CPU bottleneck inherent in our complex scenes. The Dynamic Tire Debris Accumulation
system will actually show you in real-time what's sticking to your tires based on our physics calculations
and the Dynamic Track. We have also expanded our horizons, literally, and are proud to introduce the
Time of Day feature including both Morning and Late Afternoon as options on all tracks and race modes.
We have enhanced our Netcode with an option for greater bandwidth, allowing more information to
pass between you and our servers. A new easy-to-use video capture tool has also been rolled directly
into the Sim with this release. Also, our vehicle audio, including engine sounds, tires, gear shifting, and
much more has been made even more realistic with this release. All of these systems help to enhance
our realism and raise the bar on what you can expect from the quality of your favorite racing simulator.

We hope you enjoy this release; see you out on the track!

Website

- Added the ability to select the time of day to drive in Test Mode and Hosted Mode. Results will also
now show the time of day for the session.

- All pages that reach into the backend for stats are sped up significantly.

- The My Series Results page has been rewritten and optimized; it should be much more responsive
now!
- Hosted Sessions should now remember the correct league selections when editing.

- The modal window that appears when you receive a gift is now sizing and building correctly.

- The Replays page now features a message explaining how it works.

- The All Teams page now requires you to search before displaying any results, which should expedite
loading of the page. You must search with a minimum of 4 characters.

- The Team Series Stats page will now only display Official Series.

- Fixed places where Open Practices appear available as a joinable link, but should not be due to license
restrictions.

- In the Team Registration modal window, Autofill will no longer input your email address as your team
name.

- Pre-Driver Chat has been removed from Pre-Race.

- Toned down the look & feel of the To-Do buttons across page headers. This includes yellow, red,
green, and blue.

Billing

- Earlier last month, we added Paymentwall as an additional Payment Option for all of our customers.
Paymentwall is a safe and secure way to pay for purchases made within iRacing. Paymentwall allows you
to pay with a wide range of local payment options and currencies, so that you may choose the most
convenient method for your purchase. These payment options include Gift Cards, Mobile, Prepaid Cards,
Bank Transfer, and various local options for your country. Paymentwall offers the highest level of
security and is trusted by over 150 million users worldwide.

Updater

- The iRacing Updater will now ensure that it has updated itself before checking and/or installing MSVC,
DirectX, EAC, and D3DGear. This could have caused the self-update process to time out and not
complete the update for some people.

Paint Kit

- Virtual Racing School sponsor added.

- iRacing logos have been updated to a newer version.

- The Inside Sim Racing sponsor has been updated.

Simulation

- Substantially reduced the time required for the simulator to exit.


- If a race server rejects your attempt to connect to it, it will now provide a more helpful message
explaining why, instead of a generic messages about your connection being closed.

Race Control

- Fixed a bug where racers would only be allowed up to 8 minutes to finish their lap after the leader
finishes a race. This should enable racers to complete their final lap on tracks with longer configs.

- Fixed an issue where sometimes incident limits were being reported in sessions which did not actually
have incident limits.

Dynamic Track

- Marble creation rate has been roughly doubled.

- Fixed an issue where marbles were getting cleared from oval tracks during cautions even when the
"Automatically clean marbles" option was disabled.

Netcode

- Two new Connection Type selections are now available on the main Account->My Account page, under
Preferences. These selections allow higher network bandwidth usage between the simulation and the
race servers. Mostly, this allows the server to send more detailed data for each opponent car and/or
more opponent cars to the simulation. If your computer, graphics card, and Internet connection are all
fast enough, and you select one of these new options, youll likely also want to adjust the in-sim
Options->Graphics Max Cars setting to take advantage of the extra allowed bandwidth usage.

Garage

- Initial temperatures of wheels and tires have been improved, especially for cars with tire warmers.
Previously, the entire wheel and tire was heated to the tire warmer temperature; now only the tire
surface is heated to the specified temperature, while the wheel is more appropriately closer to the
ambient temperature. This may produce a subtle change in ride height in the garage, so cars with tire
warmers may need an adjustment to pass Tech if they were close to the limit on ride height.

Rendering

- The "Two-Pass Trees" rendering option is now functional on ALL tracks.

DirectX 9

- Added a new option to the "renderer.ini" file named, ReduceCockpitFlicker, which is enabled by
default. This option reduces the z-fighting and flickering between objects that can sometimes be seen in
vehicle cockpits while racing at very large tracks.

- Fixed an issue with the rendering of fog over the Dynamic Track, which occurred when rendering the
Dynamic Track as a separate pass via the setting in the renderer.ini file.
- The flare intensity of headlights has been reduced during the daytime.

- Fixed several issues with physically based rendering at night tracks.

- Fixed an issue with shadow maps that caused some of them to periodically render using incorrect
texture sampling.

DirectX 11

- A preliminary beta version of a DirectX 11 based version of the Simulator is now available for testing
and is provided via two additional executables, a 32-bit version named iracingSimDX11.exe, and a 64-
bit version named iRacingSim64DX11.exe. You may select to use either the DirectX 9 or DirectX 11
version, as well as choose between the 32-bit or 64-bit version of the Simulator using the Settings
page of the member site. We recommend using the 64-bit version if possible.

- The Graphics Options settings for the DirectX 11 version are stored separately from those for the
DirectX 9 version; they can be found in the rendererDX11.ini file. This file will be created automatically
after launching the DirectX 11 version of the simulator for the first time, which will also initiate the auto-
configuration process.

- The configuration options for the DirectX 11 versions, including the resolution and refresh rate as
selected during the auto-configuration, are stored in a new section of app.ini file named, [Graphics
DX11].

- Please note that when setting up any application overrides in your GPUs device drivers settings to
take care to set them for the correct executable name(s).

PopcornFX

- The color of debris and dust is now tinted based upon the surface from which it was gathered.

- Increased the accuracy of the tire widths for debris related positional effects.

- Enhanced the accuracy for position and velocity offsets of particles.

- Grass debris particles now have a greater size variation.

- Dust particle velocity has been improved.

- Fixed an issue with smoke being lit incorrectly at night.

Audio

- New tire roll, scrub, and skid sounds have been added.

- Updated all vehicle shift sounds and tuned volume levels.

- Engine sounds will transition smoother between loads and throttle changes.
- All vehicles now make gear shifting sounds that are audible both inside and outside of a vehicle.

- Tires will now make sound when spinning while the car is stationary.

- Updated the audio frequency of rumble strip and curb sound effects.

- Fixed an issue where the sound buffer was not getting properly cleared while the Sim was shutting
down, sometimes causing an annoying looping noise.

Opponent Cars

- Smoke and debris generated by opponent vehicles can now be seen.

- Opponent vehicles now show wheelspin and lockup, and skids and smoke from these actions are more
realistic.

- Fixed a bug that was causing distant opponent cars to appear to have minor systems malfunctions;
such as the DRS wing twitching, or pit limiter lights blinking.

Dynamic Tire Debris Accumulation

- Tires on all vehicles now visually show the accumulation and dispersal of debris. This includes materials
such as grass, gravel, rubber marbles, dust, and sand. These materials are picked up when driven over
based on the surface type, grip, and speed of the vehicle, and then they are removed over time by the
same factors. The physics model for this activity has already been running since last season's update, so
there is no change to driving characteristics, but now you can see the effects!

Vehicle Headlights

- We have added the ability for some of our cars to flash their headlights. Sports cars use this ability to
notify a driver in front of them that they are about to attempt a pass. Mapping the function to a button
will allow the headlights to flash on and off several times each key press. The cars that have been
updated to utilize this new ability include:

- - Aston Martin DBR9 GT1

- - Audi R8 LMS GT3

- - BMW Z4 GT3

- - Chevrolet Corvette C6.R GT1

- - Chevrolet Corvette C7 Daytona Prototype

- - Ford GT GT3

- - HPD ARX-01c
- - McLaren MP4-12C GT3

- - Mercedes-AMG GT3

- - Riley MkXX Daytona Prototype

- - Ruf RT 12R C-Spec

- - Ruf RT 12R Track

Time of Day

- When creating a race you are now able to set a Time of Day parameter which includes two additional
options beyond the traditional Afternoon and Night; Morning and Late Afternoon. Both new selections
adjust the position of the sun in the sky, and affect the race just as this would in real life. This feature is
available for all tracks and in all session modes.

Pit

- Lollipop Guy has received an animation overhaul, and will appear much more realistic!

Video Capture

- A new video capture system has been added to the Sim based on the D3DGear capture engine. By
default, the hotkey "Ctrl-Alt-Shift-V" will toggle video capture on and off. Video is saved to the
[documents]\iRacing\videos\ folder.

- By default video is captured at 720p and 30 fps using the WMV video container. You can change the
default video quality and format by editing the [Video] section of the "app.ini" file.

- Unfortunately, the Windows 8 and Windows 10 Metro Player cannot load video for Windows codecs,
so the video captured by this tool will need to be played in Windows Media Player or a third party video
player.

- Windows Media Player (WMP) cannot handle the AVI2 (OpenML) file format. This format allows AVI
files to grow beyond the 2 GB file limit. You will need to use a third party player such as Video LAN
Player (VLC) or MPC-HC.

- A new screen capture system has also been added along with the video capture feature. By default,
hitting "Ctrl-Alt-Shift-S" will save a screenshot of the sim to [documents]\iRacing\screenshots\ folder.

- Due to a limitation of our control handling code we cannot trigger a screenshot or toggle video capture
when a dialog is opened. This effectively makes it impossible to take a screenshot of the garage or
settings dialogs. However, you can get around this limitation by starting to capture video before you
enter the Garage or other options screens and then stopping the video capture once you exit that
screen. We are looking into ways to work around this limitation.
- You can disable the loading of our video capture module by setting "videoCaptureEnabled=0" under
the [Video] section in the "app.ini" file.

Replay

- Fixed an issue where opponent vehicle wheels would appear to rotate incorrectly when viewing
replays frame-by-frame, or rewinding.

Macros

- Text chat macro speed is no longer limited when applying a pit or admin command. Now users can use
"#fuel +1g$" to increment fuel in their tank without waiting a second between button presses!

Telemetry

- Legacy telemetry (NR2003 Telemetry) is now disabled by default. It can be turned on again in the
"app.ini" file by adjusting the "enableLegacyTelemetry=1" option. This interface is deprecated and will
be removed from the sim next season.

- Session times are now reported with 4 decimals of precision.

ARX

- Examples have been updated.

- Fixed an issue with iOS where the UI would zoom when the app was rotated to landscape.

- ARX can now handle automatic unit conversions using either a string type or an offset/scalar pair.

- ARX data transmissions are now limited to 10 times per second to prevent overload.

ATLAS

- The ATLAS Installer has been updated, and it now fully automates the process of configuring ATLAS to
work with iRacing ".ibt" files.

- A new Quickstart Guide has also been added to the ATLAS Installer.

Oculus Rift

- Fixed a bug where night track shadow volumes were rendering incorrectly in one eye.

Peripherals

- Fixed a potential crashing issue while Force Feedback is enabled in a 64-bit operating system.

CARS

Aston Martin DBR9 GT1


- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Audi R8 LMS GT3

- New car added!

- The Audi R8 LMS GT3 ranks among the most successful GT3 cars with more than 200 international wins
in events such as the Bathurst 12 Hours and Nrburgring 24 Hours, along with back-to-back
championships in the 2014 and 2015 Blancpain Endurance and Blancpain GT Series. In contrast to its all-
wheel drive road going version, the R8 LMS GT3 is built by Audi Sport and quattro GmbH to comply with
the rear wheel drive only GT3 regulations. However, the superb balance and impressive power to weight
ratio of the R8 LMS GT3 have made it a winner in virtually every series in which it's competed.

- This vehicle is capable of flashing its headlights.

BMW Z4 GT3

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds,
only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds
in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to
provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver
greater ability to use throttle to set the attitude of the car.

- Two additional sets of level-of-detail artwork have been added.

- Tires have been updated to match those of the Mercedes-AMG GT3.

- Lumirank system has been added to match the Blancpain GT3 Series.

- Tires have been converted to Pirelli.

- This vehicle is now capable of flashing its headlights.

- Updated engine sounds.

- Updated tire sounds.

Cadillac CTS-V Racecar

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.


Chevrolet Corvette C6.R GT1

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Chevrolet Corvette C7 Daytona Prototype

- Brakes have been adjusted to reduce sensitivity to lock-up.

- Slightly increased engine inertia.

- Body panels may now be fully repaired during optional repairs.

- When the front clip is heavily damaged, the pit crew will now replace the whole nose during a pitstop.
This replacement takes approximately 2.5 minutes (they also have to swap the radiator and other
mechanical parts), but does not show up as a repair countdown timer in the UI, so be patient if the stop
appears to be delaying and you'll get a shiny new nose soon enough. This should help with the errant
black flags for damage that this car is known to generate.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Chevrolet Monte Carlo SS

- Season setups have been updated.

- Reduced tire grip.

- Chassis torsion has been adjusted.

- Updated tire sounds.

Dallara DW12

- Season setups have been updated.

- Rear wing will now be replaced during pitstops if it has damage.

- Digital scoreboard has been added.

Ford Falcon FG V8

- Tint of cockpit windows has been reduced slightly.

- Updated tire sounds.

Ford GT
- Updated tire sounds.

Ford GT GT3

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds,
only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds
in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to
provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver
greater ability to use throttle to set the attitude of the car.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Ford Mustang FR500S

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Formula Renault 2.0

- New car added!

- Since its debut in 2000, Formula Renault 2.0 has been a vital springboard to the upper echelons of
open wheel racing for the likes of Lewis Hamilton, Kimi Rikknen, Felipe Massa, Valtteri Bottas, Daniel
Ricciardo and Romain Grosjean. Featuring a spec chassis and budget caps, Formula Renault places a
premium on driver ability and proven to be a popular national series in Europe, South America and Asia
over the years. Currently the three leading Formula Renault 2.0 Series are the Eurocup Formula Renault
2.0, the Formula Renault 2.0 Asia and Formula Renault NEC in northern Europe.

- Season setups have been added.

Holden Commodore VF V8

- Tint of cockpit windows has been reduced slightly.

- Updated tire sounds.

HPD ARX-01c

- Body panels may now be fully repaired.

- This vehicle is now capable of flashing its headlights.


- Updated tire sounds.

Kia Optima

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Legends Ford '34 Coupe

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

Lotus 49

- Updated tire sounds.

Lotus 79

- Chassis torsion has been added.

- Front mass and inertia have been adjusted.

- Updated tire sounds.

Mazda MX-5 Cup

- New vehicle added!

- The newest Mazda MX-5 embodies the classic top down, sports car characteristics that have made
previous generations of MX-5s genuine classics: an engaging blend of power, nimble handling and
comfort in an affordable package. iRacing is proud to have contributed to the design and development
of the MX-5 which, like its predecessors, quickly became the worlds most raced production car with the
Battery Tender MX-5 Cup in North America and similar series in Europe and Asia. Each year the
international Mazda MX-5 competition culminates in the crowning of the Global MX-5 overall series
champion during the Global Finale at Mazda Raceway Laguna Seca.

- This vehicle has been granted to all users for free!

Mazda MX-5 Cup circa 2015

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Mazda MX-5 Roadster circa 2015


- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

McLaren MP4-12C GT3

- Season setups have been updated.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds,
only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds
in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to
provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver
greater ability to use throttle to set the attitude of the car.

- Lumirank system has been added to match the Blancpain GT3 Series.

- Tires have been converted to Pirelli.

- This vehicle is now capable of flashing its headlights.

- Updated engine sounds.

- Updated tire sounds.

McLaren MP4-30

- Tire wear and degradation rate has been increased.

- Updated tire sounds.

Mercedes-AMG GT3

- New car added!

- With a lineage hearkening back to the SLS AMG GT3 and more than 180 wins in international
competition from Bathurst and Dubai to Spa and the Nrburgring, the Mercedes AMG GT3 is a potent
addition to the GT3 category. While styling cues like its gullwing doors and Panamericana radiator grille
pay homage to Mercedes' glorious history, the Mercedes AMG GT3 epitomizes state-of-the-art
technology with its "front mid-engine" 6.2 liter, DOHC V8 and six speed sequential gearbox mounted in a
transaxle to provide optimum weight distribution. Aluminum, double wishbone suspension, multi-disc,
limited-slip differential and traction control complete a package campaigned by the likes of Black Falcon,
Fortec, GT Russian and Rowe Racing in the Blancpain GT and Blancpain Endurance Series.

- This vehicle is capable of flashing its headlights.

Modified - SK
- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Camping World Chevrolet Silverado

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Camping World Toyota Tundra

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR K&N Pro Chevrolet Impala

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Nationwide Chevrolet Impala circa 2011

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Sprint Cup Chevrolet SS


- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale
Monza.

- Several new sets of level-of-detail artwork have been added for better performance, especially when
used at night to match the other Gen 6 cars.

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Sprint Cup Ford Fusion

- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale
Monza.

- Chassis torsion has been adjusted.

- Updated engine sounds.

- Updated tire sounds.

NASCAR Sprint Cup Toyota Camry

- Season setups have been updated.

- 2016 Rules Package adjustments: tire, gear, and aero adjustments.

- Slightly modified drafting capabilities to reduce pack speeds.

- Drag has been increased for all tracks except super speedways.

- This vehicle now loads the restrictor plate engine package on the Oval configs at Autodromo Nazionale
Monza.
- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR Whelen Tour Modified

- Chassis torsion has been adjusted.

- Updated tire sounds.

NASCAR XFINITY Chevrolet Camaro

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.

NASCAR XFINITY Ford Mustang

- Season setups have been updated.

- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated engine sounds.

- Updated tire sounds.

NASCAR XFINITY Toyota Camry

- Season setups have been updated.


- Shock springs have been added.

- Suspension has been adjusted slightly.

- Tire grip has been adjusted slightly.

- Chassis torsion adjusted slightly.

- Updated tire sounds.

Pontiac Solstice

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Pontiac Solstice - Rookie

- Braking performance during big slides has been improved by altering the ABS slip calculations.

Radical SR8

- Season setups have been updated.

- Chassis torsion has been added.

- Tire grip has been increased.

- Aero balance adjusted forwards.

- Adjusted torque slightly.

- Dampers are now 3-way adjustable to match real-world counterpart.

- Reduced roll heat multiplier to keep tires a bit cooler.

- Maximum RPM for shift light has been reduced to 10,400.

- Updated tire sounds.

Riley MkXX Daytona Prototype

- Body panels may now be fully repaired.

- Chassis torsion has been added.

- Slightly increased engine inertia.

- Updated level-of-detail artwork.


- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Ruf RT 12R AWD

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Ruf RT 12R C-Spec

- Season setups have been updated.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

Ruf RT 12R RWD

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

Ruf RT 12R Track

- Season setups have been added.

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- TC algorithm updated to use a mix of longitudinal and lateral slip to cut throttle. At very low speeds,
only longitudinal slip is used, making it easier to 180 degree spin the car with TC engaged. At low speeds,
in the range of power down out of 2nd gear corners, combined longitudinal and lateral slip are used to
provide a little bit of stability control. At higher speeds, only longitudinal slip is used to give the driver
greater ability to use throttle to set the attitude of the car.

- Minimum weight has been increased by 10kg for the GT3 BOP.

- Lumirank system has been added to match the Blancpain GT3 Series.

- This vehicle is now capable of flashing its headlights.

- Updated tire sounds.

SCCA Spec Racer Ford

- Chassis torsion has been added.

- Adjusted inertia slightly.


- Updated tire sounds.

Silver Crown

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

Skip Barber Formula 2000

- Updated tire sounds.

Sprint Car

- Season setups have been updated.

- Chassis torsion has been adjusted.

- Updated tire sounds.

Star Mazda

- Season setups have been updated.

- Tires now heat up faster; the goal is to have the tires come in more quickly from cold. Ideally, a fast lap
is a timed 3rd or 4th lap.

- Greater force pedal displacement is now required to generate equivalent stopping power. This change
addresses real-world feedback.

- Aero balance shifted significantly forward to better reflect wind tunnel data.

- Tire stiffness has been greatly reduced at both front and rear. Tires now seem better matched and
have slightly more progressive breakaway characteristics.

- Torsional stiffness has been cut in half to align more with numbers data.

- Updated tire sounds.

Street Stock

- Season setups have been updated.

- Drafting suck up has been increased in order to improve passing at large tracks.

- Chassis torsion has been adjusted.

- Updated tire sounds.


Super Late Model

- Season setups have been updated.

- Reduced tire grip slightly.

- Chassis torsion has been adjusted.

- Updated tire sounds.

V8 Supercar Ford Falcon circa 2012

- Updated tire sounds.

VW Jetta TDI Cup

- Braking performance during big slides has been improved by altering the ABS slip calculations.

- Updated tire sounds.

TRACKS

Autodromo Jose Carlos Pace

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Moto configs.

Autodromo Nazionale Monza

- Pit Stalls and Starting Grids have been expanded for the Combined Chicanes, Full, Grand Prix Second
Chicanes, Historic, Historic Second Chicane, Junior, No Chicane, Oval, and Oval Left configs.

Barber Motorsports Park

- Pit Stalls and Starting Grids have been expanded for the Full, Short A, and Short B configs.

Brands Hatch Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Indy configs.

Canadian Tire Motorsports Park

- Pit Stalls and Starting Grids have been expanded.

Circuit de Spa-Francorchamps

- Fixed the collision volume to better match the tire wall on the right-side of Les Combes.

Circuit Gilles Villeneuve


- Pit Stalls and Starting Grids have been expanded.

Circuit of the Americas

- The track surface textures and walls have all been converted to our PBR shader system. This includes
the various asphalt, grass, gravel, curbing, Armco, and fence textures around the track. These surfaces
will now appear more physically correct.

Circuit Park Zandvoort

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Club, National, Chicane, and
Oostelijk configs.

Circuit Zolder

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and Alt configs.

Concord Speedway

- Pit Stalls and Starting Grids have been expanded.

Daytona International Speedway

- Pit crews have been removed from the Short config.

- Fixed a bug where you would get a Black Flag for exiting the Pits on the Bike config.

Donington Park Racing Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix and National configs.

Five Flags Speedway

- Pit Stalls and Starting Grids have been expanded.

Gateway Motorsports Park

- Pit Stalls and Starting Grids have been expanded for the Oval and Road configs.

Langley Speedway

- Pit Stalls and Starting Grids have been expanded.

Lanier National Speedway

- Loading image for night-mode has been updated.

Lime Rock Park

- Pit Stalls and Starting Grids have been expanded for the Full and Chicane configs.
- Fixed a visual seam that could be seen in the distant mountains while driving near the unnamed
straight that leads to the uphill.

Long Beach Street Circuit

- Pit Stalls and Starting Grids have been expanded.

Mazda Raceway Laguna Seca

- Pit Stalls and Starting Grids have been expanded.

Mid-Ohio Sports Car Course

- Pit Stalls and Starting Grids have been expanded for the Full, Short, Chicane, Oval, and Alt Oval configs.

Mount Panorama Circuit

- Pit Stalls and Starting Grids have been expanded.

New Smyrna Speedway

- Pit Stalls and Starting Grids have been expanded.

Nrburgring

- Adjusted which objects appear in the vicinity of the front straight of the Nrburgring Grand Prix when
graphics settings are set to "Low Detail" to help with frame rate.

- Weather information has been updated.

Okayama International Circuit

- Pit Stalls and Starting Grids have been expanded for the Full and Short configs.

Oran Park Raceway

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Moto, North, North A, North B, and
South configs.

Oulton Park Circuit

- Pit Stalls and Starting Grids have been expanded for the Fosters, Fosters with Historic Loop,
International, International Brittens, International Historic Loop, International No Chicane, Island, and
Island Historic configs.

Phillip Island Circuit

- Pit Stalls and Starting Grids have been expanded.


Phoenix International Raceway - 2008

- A Gain Time Checkpoint has been added to the inside of T7.

Road Atlanta

- Pit Stalls and Starting Grids have been expanded for the Full, Club, and Short configs.

Sebring International Raceway

- Pit Stalls and Starting Grids have been expanded for the Club, International, and Modified configs.

Silverstone Circuit

- Pit Stalls and Starting Grids have been expanded for the Grand Prix, Historic Grand Prix, International,
National, and Southern configs.

Sonoma Raceway

- Pit Stalls and Starting Grids have been expanded for the Cup, IRL, IRL2, and Long configs.

- A yellow line has been added to the drag strip.

South Boston Speedway

- Fixed a terrain detail issue on the outside of turn 4.

- Loading image has been updated.

Southern National Motorsports Park

- Night mode is now available at this track.

- The speed limit for the back stretch of pit road now matches the front stretch of pit road.

- Weather information has been updated.

- Lighting has been updated.

- Loading image has been updated.

Stafford Motor Speedway

- Pit Stalls and Starting Grids have been expanded for the Oval and Short configs.

Summit Point Raceway

- Pit Stalls and Starting Grids have been expanded for the Raceway, Short, and Jefferson configs.

Twin Ring Motegi


- Pit Stalls and Starting Grids have been expanded for the Full RC, East, and West configs.

Virginia International Raceway

- Pit Stalls and Starting Grids have been expanded for the Full, Patriot, North, South, East, and West
configs.

Watkins Glen International

- Pit Stalls and Starting Grids have been expanded for the Classic, Full Course, Full No Loop, and Cup
Circuit configs.

I missed out on a small but important release note.

Your current car setup is now being logged to telemetry, both to the live telemetry that external tools
can access and it is appended to the end of the disk based .ibt telemetry file. For the most part this is a
good thing, but if some reason you are worried that someone will use this to gain access to your setup
you can turn off this behavior by setting app.ini [Misc] irsdkLogSetup=0.

So in summary, your car setup is now buried in every telemetry file you capture, so when you share a
telemetry file you are potentially sharing your setup as well.

Release Notes for Jan 7 Update [2016.01.06.01}

Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues.

Rendering

- Improved the graphics autoconfig to set the "Video Memory to Use" limit to precisely 10% less than
the dedicated video memory of the GPU, rather than always 128MB less at most.

- Replaced the graphics option, "Cap Frame Queue," with a more useful version,

"Max Prerendered Frames," adjustable from 1 to 4 frames. Typically you should set this value to the
number of GPUs in use for rendering, in most cases this is 1, but for SLI or Crossfire this is often 2.
Setting the limit to zero frames disables this function completely, which is not advisable since it will lead
to increased control lag, or in some cases stuttering. This new setting defaults to a value of 1, and is
named "MaxPreRenderedFrames" in the "renderer.ini" file.

- A new setting, "ParallelSorting=1," has been added to the "renderer.ini" file. Changing this setting to 0
will disable the use of multi-threading during scene sorting in the renderer. The multithreading
optimizations are enabled by default.

- Fixed an issue where textures were only loading after entering the garage screen when the option
"LoadTexturesWhenDriving" was set to zero in the "renderer.ini" file.

Shared Pit Stalls

- Sessions will now be split into run-groups based on the number of starting grid stalls at the track,
instead of the number of pit stalls.

Telemetry

- A new telemetry item "LapCompleted" has been added which contains the number of laps completed
by your car (Similar to "Lap" which contains your car's currently started lap). At a circuit event,
"CarIdxLapCompleted" will always be 1 less than "CarIdxLap", since the finish line both finishes one lap
and starts the next. But at the Nrburgring Tourist config, where the start and finish are separate,
completing a lap does not start the next one.

- A new telemetry item "CarIdxLapCompleted" has been added which is an array containing the number
of laps completed for each CarIdx (Similar to "CarIdxLap" which contains the currently started lap).

- Telemetry items "LapDistPct" and "CarIdxLapDistPct" have been updated to export "0.0" to "1.0"
correctly for the Nrburgring Tourist config, with "1.0" being at the finish line. The number will continue
to increase above "1.0" in the non-timed area, and wrap back to "0.0" at the start line.

- The state of "TrackCleanup" has been inverted. Now a value of "0" indicates that the track is not being
cleaned up, and a value of "1" indicates the track is being cleaned up.

- Renamed several telemetry parameters to remove the unacceptable characters, "-" and, " ", as follows:

- - PowerMGU-K = PowerMGU_K

- - TorqueMGU-K = TorqueMGU_K

- - PowerMGU-H = PowerMGU_H

- - EnergyBatteryToMGU-KLap = EnergyBatteryToMGU_KLap

- - EnergyBudgetBattToMGU-KLap = EnergyBudgetBattToMGU_KLap

- - DRS Status = DRS_Status


McLaren MP4-30

- Fixed an issue where DRS lights were not activating correctly when the control screen was active.

Radical SR8

- Fixed an issue where the left side mirror was not being deformed correctly when damaged.

Silver Crown

- Changed the weight jacker from 5/8" throw to 1.25" throw. This change means each click will have
double the cross weight change compared to before.

Super Late Model

- Vehicle setups have been updated.

Circuit de Spa-Francorchamps

- Removed erroneously placed pit boxes.

Nrburgring

- Qualifying laps that begin directly from the Tourist exit on Nordschleife and Combined configs will now
correctly score the first flying lap.

- Fixed some issues with object collision on the left side of the Tourist pit lane.

Release Notes for Dec 22 Update [2015.12.21.01]

Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues to make
your racing experience even better.

Rendering

- The rendering cutoff distance for track surfaces at most tracks has been increased by 1km.

- Improved the graphics autoconfig to set the "Video Memory to Use" limit to approximately 128MB less
than the dedicated video memory of the GPU, rather than to the full amount dedicated video memory.
This is because Microsoft Windows uses a portion of the video memory for itself, leaving even less for
the simulator, especially in newer versions of Windows. The first time the simulator executes, your
existing video memory setting may be automatically lowered to this new setting if it was set too high.
Please do not increase it, as it will only lead to performance issues and stuttering. The setting in
renderer.ini has been renamed from "VidMemMB" to "VideoMemMB" to help facilitate this change.

Scoring
- Fixed a bug that was causing official multi-class series with embedded qualifying to fail to reorder the
starting grid to keep all cars in a class gridded together.

McLaren MP4-30

- DRS Status can now be seen in telemetry. The variable has four possible values:

- - 0 = Inactive

- - 1 = Available in Next Zone

- - 2 = Available and in a DRS Zone

- - 3 = Active

- DRS can now be used for Lone Qualifying.

- A low oil pressure warning will now trigger the dashboard to enter a failure mode when the engine lets
go.

- Fixed an issue where Control Setting changes where not appearing in the display.

- Fixed a bug that was allowing Spotters and Crew Chiefs to adjust the diff preload control in the F8 Black
Box.

Nrburgring

- Added a large speed limit sign, portable toll booth, and cones for the length of the straight alongside
the pit lane on the Tourist config.

Release Notes for Dec 16 Update [2015.12.15.01]

Here is another small follow-up to our 2016 Season 1 Release. We've fixed a few more issues, and added
in a few more balance tweaks.

SIM

- Fixed an issue that reduced the maximum number of car positions transmitted to you by the server,
causing fewer than the actual number of cars to be displayed.

Rendering
- Improved the Level of Detail selection of the track surfaces for very wide fields-of-view in three-screen
mode. Previously, the side monitors could render distant portions of the track at a higher level of detail
than necessary.

- Added the ability to limit the number of track surface decals rendered from the cockpit cameras. These
limits can be specified in the renderer.ini file. The MaxTrackDecalsInCockpit setting is for the drivers
view, and the MaxTrackDecalsInMirrors setting is for the drivers view in the mirrors. Because track
surface decals are rendered in clumps, try adjusting the settings using increments of about 150. If any
portion of a clump would render, the entire clump will render, so the limit input may be slightly
exceeded. All decals very near the camera will render even if the limit is exceeded to avoid very obvious
popping in of the decals. Mirrors will only render track decals when the Higher Detail Mirrors setting is
enabled in the Graphics/Replay options screen, which will negatively affect performance.

Opponent Cars

- Fixed an issue where the tires of opponent cars would wobble, causing smoke.

Telemetry

- Several values have been added for better monitoring of the McLaren MP4-30, including: ERS Battery
Charge, Power from Battery to MGU-K, and Power from MGU-K to Battery.

McLaren MP4-12C GT3

- Fixed an issue where a second steering wheel could be seen in the external model.

NASCAR Sprint Cup Chevrolet SS

- Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter.

NASCAR Sprint Cup Ford Fusion

- Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter.

NASCAR Sprint Cup Toyota Camry

- Extra gear options have been added for this vehicle at Atlanta Motor Speedway due to the rev limiter.

Star Mazda

- Downforce has been increased in response to feedback from a real-world driver.

- Diff locking has been reduced from 10% to 3%.

- Tire grip has been increased slightly.


Release Notes for Dec 14 Update [2015.12.11.01]

Here is a small follow-up to our 2016 Season 1 Release. We've fixed a few issues, and added in a few
more balance tweaks.

Rendering

- The "Draw Car First" option is disabled for now due to some potential problems.

- Fixed a bug in the vertex compression that caused at least one car to appear dented and may have
been responsible for more serious issues.

PopcornFX

- Fixed a bug in the particle system that may have caused missing particles, crashes, or hangs, especially
at Nrburgring.

Aston Martin DBR9 GT1

- Fixed some PBR shader issues.

Ford GT GT3

- GT3 BoP Update: Aero drag has been reduced slightly.

Ford Mustang FR500S

- Updated baseline setup.

McLaren MP4-12C GT3

- GT3 BoP Update: Minimum weight has been reduced by 10 kg.

McLaren MP4-30

- Added new assignable controls to the Sim for use with this car: Peak Brake Bias, Diff Preload, MGU-K
Re-Gen Gain, MGU-K Deploy Mode Toggle, MGU-K Deploy Fixed, MGU-K Deploy Adaptive.

- The "Push To Pass" control is now called "Push To Pass / Overtake" since it operates the Overtake
function on this car.

- Deploy Mode is added to the wheel display. eg: A03 means Adaptive mode (Setting 3), F06 means
Fixed mode (Setting 6).

- The deployment rate of the MGU-K can now be configured by the driver.

- There are now some MGU telemetry channels available for logging.
- Replace the baseline.sto with the high downforce setup rather than medium downforce setup.

- The shift light RPMs for Logitech G27 wheels have been properly tuned for this car.

- Lap Time and Current Delta display items are now labeled correctly.

- Fixed several issues with the MGU-K deployment.

NASCAR Camping World Chevrolet Silverado

- Fine tuned the chassis torsion to be a little softer.

NASCAR Camping World Toyota Tundra

- Fine tuned the chassis torsion to be a little softer.

NASCAR K&N Pro Chevrolet Impala

- Fine tuned the chassis torsion to be a little softer.

NASCAR Nationwide Chevrolet Impala circa 2011

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.

NASCAR Sprint Cup Chevrolet Impala COT circa 2013

- Fine tuned the chassis torsion to be a little softer.

NASCAR Sprint Cup Chevrolet SS

- Fine tuned the chassis torsion to be a little softer.

NASCAR Sprint Cup Ford Fusion

- Fine tuned the chassis torsion to be a little softer.

NASCAR Sprint Cup Toyota Camry

- Fine tuned the chassis torsion to be a little softer.

NASCAR Truck Series Chevrolet Silverado circa 2013

- Fine tuned the chassis torsion to be a little softer.

NASCAR XFINITY Chevrolet Camaro


- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.

NASCAR XFINITY Ford Mustang

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.

NASCAR XFINITY Toyota Camry

- Vehicle setups have been updated.

- Fine tuned the chassis torsion to be a little softer.

Ruf RT12-R C-Spec

- Driving Aid downshift auto-blips have been adjusted to prevent the rear tires from locking up due to an
insufficient blip.

Ruf RT 12R Track

- GT3 BoP Update: Overall aero drag has been increased slightly.

- GT3 BoP Update: The rear wing gurney flap sensitivity has been increased, adjusting the downforce
and drag.

Star Mazda

- Updated baseline and high_downforce setup.

Nrburgring

- Fixed a curb across from the Nordschleife pit lane that was incorrectly marked as pit lane.

Release Notes for 2016 Season 1 [2015.12.07.02]

iRacing.com is proud to release our 2016 Season 1 Update! Prepare yourselves for the excitement of
getting behind the wheel of the McLaren MP4-30, and racing on the legendary Nrburgring and
Southern National Motorsports Park tracks. We also have a host of other updates and tweaks to help
keep iRacing the world's best racing simulation. We'll see you out on the track!

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 wont 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 will need 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 will need 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 cars 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
Nrburgring.

- 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 desktops 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 desktops 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 Falcon FG V8

- 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.

- Engine 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.

- Engine 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.

Nrburgring

- 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 Nrburgring 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.

Release Notes for Oct 22 [2015.10.22.01]

This new release contains a few bug fixes that will make your racing experience even better. Have fun
out on the track!

Race Control

- Fixed a bug where a team's car could trigger the gained time corner cut penalties on every team
members' computer, not just the driver's computer. This was a problem because the car is likely to be
extrapolating around a bunch due to latency on the other team members' computers and accidentally
catching the corner cut checkpoints.

EasyAntiCheat

- Fixed a bug that was leading to an EasyAntiCheat Not Authenticated message, and ejecting racers
from the server if:

-- You stayed connected to a race server until it finished the session and forcibly disconnected you, then
you later joined another session that happened to be assigned to the same race server.

-- The race server lost its own connection to the EasyAntiCheat servers, but you were still connected to
it.

Chevrolet Silverado - circa 2013

- Added phoenix_oval setup ( for Phoenix International Raceway - 2008 ), and updated
daytona_2011_oval setup.

Dallara IndyCar - circa 2011

- Added charlotte_quadoval setup.

Release Notes for Oct 8 [2015.10.07.04]


Dynamic Track

- Fixed a bug where a session could accidentally initialize the dynamic track with incorrect temperature
information resulting in faster laptimes.

Release Notes for Oct 2 [2015.10.02.02]

Here are the release notes for the build we are going to deploy very shortly.

Sim

- Fixed a memory leak in the 64 bit version of the iRacingSim. This should help reduce loading issues with
very large tracks such as Monza.

- Update the 32 bit version of the iRacingSim to better manage the memory limitations of 32 bit while
trying to load very large tracks such as Monza.

Dynamic Track

- Fixed the session transition super-grip bug.

- Fixed a problem with the dynamic track data being misplaced on the unused overpass at Motegi when
running the road course configuration (and possibly other tracks).

Driver Swaps

- Fixed an issue that would cause a team in a driver-swap session to be marked as "unofficial", and thus
not score any championship points, if none of the team's members was fully-registered for the session
at the time it was launched.

Session Splits

- Highest-to-lowest session splits are once again numbered with smallest-to-largest sub-sessionIDs.

Controls

- Fixed a bug where the sim starts to stutter when unplugging then replugging in a USB keyboard.

Garage

- Fixed a rare sim crash that could happen while in the Garage.

Race Control
- Fixed a bug that was causing certain portions of the race line to freak out, that would show up as the
racing groove drawing a long distance sideways, or causing the pace car to drive off the track. (This fix
required updating a small amount of data for every track, which is why you will see so many track
updates.)

Road America

- Fixed a bump on the inside grass of Turn 14.

My Account

- Added a Friend Referral link in "My Account" - use it and earn some free iRacing credits!

- Tweaked the code that computes how much of the total available content is owned

Template

- Tweaked the code that checks if you've actually accepted Terms & Conditions

- Fixed the code that gives the corresponding helmet stripe in testing mode

Team Series Stats

- Added a listing and visual tooltip of cars used by teams

Release Notes for Sept 21 [2015.09.17.02]

Weather

- Fix issues where various types of sessions that are supposed to have identical weather were using
different skies, which have different sun positions and angles and intensities, causing the new dynamic
track surface to heat differently.

Release Notes for Sept 16 [2015.09.15.01]

Simulation:

- Fixed an issue that was causing different splits in the same session to have different sky conditions.

- Fixed an issue that was causing sessions at Lucas Oil Raceway to fail to start.

- Fixed an issue related to the updating of the dynamic track effects. On

certain PC configurations (particularly those running the simulator in only


16-bit color), the texture updates during the session could scribble on

memory used for other things, leading to mysterious crashes and hangs,

especially in D3D9.DLL. The error also often resulted in visual problems

with the dynamic track effects, such as the marbles appearing in tight dark

rows.

- Fix for headlights turning on/off in replays for various cars.

- Fix smoke puff lighting at night when using "High" particle detail.

Dynamic Track

- Tweak the amount of track rubber that adheres to the tire as it rolls over.

- Slightly reduced some of the client to server communications related to dynamic track conditions in
some circumstances.

Cars:

Chevrolet Corvette C7 Daytona Prototype

- All new engine sounds.

- Updated setups.

- Fix anti-roll bar tool tips in the garage.

Chevrolet Impala Old Class B

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto,


richmond.sto, watkinsglen.sto.

Ford GT and Ford GT GT3

- Updated engine sounds.

Lotus 49

- Updated setups.

Lotus79

- Fix tire pressure range.

NASCAR Sprint Cup Chevrolet SS


- Speedway spoiler now shows up properly in cockpit mode at restrictor plate tracks.

NASCAR XFINITY Chevrolet Camaro

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto,


richmond.sto, watkinsglen.sto.

NASCAR XFINITY Ford Mustang

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto,


richmond.sto, watkinsglen.sto.

- Fix for contingency decal flipped wrong way.

NASCAR XFINITY Toyota Camry

- Updated bristol.sto, dover.sto, indianapolis_oval.sto, kentucky_oval.sto, phoenix_2012.sto,


richmond.sto, watkinsglen.sto.

- Fixed a texture mapping issue.

Radical SR8

- Updated setups.

Riley MkXX Daytona Prototype

- Updated setups.

- Updated engine sounds.

Ruf RT 12R C-Spec

- Updated setups.

Street Stock

- Updated road.sto.

Tracks:

Interlagos

- Fixed some data issues that were causing problems for the pace car, and the graphical racing groove
when rendering of dynamic track conditions is disabled.

Release Notes for 2015 Season 4


Here are the release notes for the upcoming new season's build which is scheduled for deployment on
Tuesday next week.

Website:

- The Race Panel now is more descriptive about where it is registering and sending users in official
sessions, as well as more aware of registration status after a session has ended.

- Cars/Tracks/Tech Tracks pages have been simplified, and are now more of a storefront and
informational page.

- Updated the License indicator in the global template to show more information.

- Added a Team Series Stats page to show team rankings in official team series.

- Added tooltips to describe Track Conditions in official series & results.

- Added messaging when setting up a hosted session when only one driver slot is made available.

- Added the ability to set & preview custom Track Conditions (settings for the new Dynamic Track
feature) in hosted sessions, as well as test mode.

- Fixed some scenarios where the website would occasionally think that members could register for
events outside of their license level.

- Modified the members site to help Windows 10 + Edge users get iRacing running.

- Expected time for a session to start should now properly be passed into a "Test on Track" session, so
users get an alert when their session will begin.

- Added indicators in the race panel and series sessions pages to show race week cut overs that indicates
how the sessions will change (track, race week, etc).

- Fixed the join action in some open practice sessions in the What's Hot page.

- Added a preference that remembers it's state in leagues->show only my leagues.

- The Schedule PDF has added displaying more of the race setup options, and also a clickable Table of
Contents to find sections or series more easily.

Simulation:

Easy Anti Cheat


iRacing has always invested significant time, energy and development effort into trying to stop
"cheating". There are many different types of cheating. In the last June build for example we installed
software code to prevent on-track tire heating during qualifying for oval racing. Poor sportsmanship on
track could even be construed as cheating as another example. However more often than not, the main
concern for members are potential software hacks that essentially attempt to change the game in some
way for the cheater's benefit. In that regard, all of the prevention and detection code we have put in
iRacing in the past was done by us internally. We never included any of that work in our release notes
mainly for the obvious reason that we did not want to provide cheaters with any information.

However in our next quarterly software update (early September) our current plan is to include new
cheat prevention & detection in the update and release notes for several reasons. Mainly because the
new cheat prevention and detection comes in the form of a partnership and integration we did with a
professional gaming anti-cheat company called Easy Anti Cheat. We are excited about this partnership
as we have enhanced our ability to detect and prevent cheating significantly. The EAC system prevents
cheaters from using several common methods to try to gain an advantage over other players. This
includes things like: running the iRacing simulation inside a "sandbox", to prevent external programs
from hacking into and modifying the simulation as it runs; or modifying the iRacing installation files (cars
and tracks) to gain an advantage; or replacing system level components used by the simulation with
versions that include cheat hacks.

When applying this next build on a Windows computer, the installer program for the EAC software will
automatically be run. On Mac OSX and Linux, the EAC software is able to operate without this explicit
installation step. In all cases, the EAC software is only active on your computer when you are running
the iRacing simulation software - when the sim exits, the EAC software exits, too.

If you launch the simulation and an issue is detected before the simulation has connected to the race
server, a message describing the problem will be shown to you in a dialog box, and the sim will not run.
If an issue is detected after connecting to the race server, a message describing the problem will be
shown in the Chat Pad, and you will be disconnected from the server.

The error messages are intended to be sufficient to identify what caused the issue. But if it's not clear
how to resolve the issue, email iRacing customer support at support@iRacing.com to help get you back
to racing. We will work diligently with you to correct any issues. However, we do not expect many issues
as we have done extensive testing already. The most likely error to arise will be if you are using
replacement versions of system libraries (d3d9.dll, for example) that are not already flagged as being
innocuous. Since such replacement libraries could potentially contain hacks to enable cheating, they are
not allowed unless they have been validated. You can also check out the FAQ's at EasyAntiCheat if you
want here: http://faq.easyanticheat.net/index.html

Splitting Multi-car-class Fields


The prior algorithm for forming splits for multi-class sessions attempted to ensure that as many splits as
possible would be multi-class, down to some minimum number of drivers in each class within a split.
This made for some not-so-great racing for drivers in classes where their split had this minimum number
of drivers.

With this season's build, we have implemented a new split-forming algorithm for multi-class sessions
that instead attempts to ensure that all car classes are packed relatively evenly into the higher-rated
splits, potentially at the expense of the lower-rated splits being devoid of one or more car classes.

The algorithm for choosing the overall field size for each of the splits is unchanged - each of the higher-
rated splits formed for a session will have the same overall number of teams, with the lower-rated splits
potentially having one less team. Since the higher-rated splits might "consume" all the teams in one or
more of the less-used car classes, and since the lower-rated splits will still have the same overall number
of teams, the lower-rated splits could thus have more teams in each of their car classes than the higher-
rated splits have in those same car classes.

Session Splits

We have added a new method by which sessions get split into run-groups. The earlier method typically
chooses the "best" race server farm (US, Sydney, Amsterdam) based on the average ping time of all the
registrants to the farms, and then splits the teams into run-groups based on iRating. The new method
splits the teams into run-groups based on iRating, and then chooses the best farm for each run-group.

Additionally, the new method tries to avoid assigning the group onto a farm if any of the drivers in the
group would generally prefer to avoid that farm. In practice this will mean that if anyone in the run
group prefers the Sydney farm, and anyone else in the run-group prefers the Amsterdam farm, the run-
group will be assigned to the US server farm.

Dynamic Track

- The track surface is now dynamic, and models the changes in track rubber, marbles, and temperature.
Track rubber is built up under the tires in rough proportion to how hard they are working. Tires generate
marbles, and these can accumulate on tires and be thrown off and redistributed on the track.
Temperature is variable across the track and is influenced by weather, the position of the sun in the sky,
the surface angle of the track, albedo (color), track rubber, shadows, and interaction with cars.

- These variable aspects of the track affect the level and characteristics of tire grip available, and the
wear rate. Generally, a rubbered-in but cool track free of marbles will offer the most grip.

- Initial track conditions can be specified for testing and private hosting sessions. The amount of running
activity on the track prior to the session can be specified as a percentage, or left to be determined
automatically based on the session type. The percent usage amount determines the level of track rubber
and marbles at session start. In a multi-session event, each session can be specified individually to
simulate changes to the track between sessions due to additional running or from an overnight rain, or a
session may be designated to follow immediately and inherit the track state from the previous session.
Marbles can be cleaned off the racing surface prior to the session, and also during yellow flags on ovals,
or they can be left undisturbed.

Borderless Window Support

- The sim can now be run in windowed mode without a border or title bar. There is a new option on the
auto-config dialog and a new graphics option to disable the border. Like the full screen toggle in options,
the border configuration does not take effect until the sim is restarted.

Replay

- Add an app.ini setting [Replay] maxFramesToSearchPerUpdate=2048 setting to control how much tape
is searched per update during a long search.

Telemetry

- Add support for fast repair to telemetry pit script commands.

- Log pending pit service request to telemetry as "PitSvXXX". PitSvFlags is a bitfield defines in
irsdk_defines.h as irsdk_PitSvFlags and covers all the check boxes.

- Log live weather to telemetry.

- Log the driver's fuel tank size to session string as "DriverCarFuelMaxLtr". Log the fuel restriction
percent (if any) to session string as "DriverCarMaxFuelPct". Multiplying both together will give you the
true fuel limit for this session.

- Renamed "CarClassMaxFuel" to "CarClassMaxFuelPct" to better reflect the fact that it is a percent of


the tank that you are allowed to use.

- Dump information about the current setup to the session string

DriverInfo:

DriverSetupName: path

DriverSetupIsModified: bool

DriverSetupLoadTypeName: [invalid|user|iracing|baseline|current|default|fixed|shared]

DriverSetupPassedTech: bool

- Fix a bug where not all cars had a properly set carClassColor in a mixed class race.

Keyboard Macros

- Added a #fr fast repair macro, to check the fast repair box.
- Add 'invert' flag to pit chat macros so prepending - to front of command will unset it, i.e. -lf will
uncheck the left front tire, also -clear will check all options.

Audio

- Turn off ducking of audio when Windows detects a phone call. Windows often confuses our voice chat
as a call and kills the engine sounds.

Controls

- When we detect a joystick was added or removed, attempt to identify what controller was changed
and only reinitialize that device. Previously we reinitialized all devices and this could lead to a
momentary loss of steering control if your button box loss connection to the sim. You can revert to the
old behavior where all devices are reinitialized every time a device is plugged in by setting app.ini [Force
Feedback] initOnlyNewDevices=0.

- Added new keyboard backlight support for Logitech G910 keyboards. Now we dynamically highlight
keys that have some function assigned to them, and color them by function. In addition the F keys act as
a shift indicator/pit speed indicator if you are in your car.

- Removed code that would set the backlight on older Logitech keyboards and mice to try and replicate a
shift indicator.

- Added support for LED lights in the new Logitech G29 wheel.

- The minimum threshold to detect motion when calibrating can be adjusted by the app.ini switch
initialMoveThreshold. This can be used to get devices with very small ranges of travel to be detected by
iRacing.

New Tire Model

- v6 tires now include a term in the lateral stiffness calculations that was missing in the NTM previously
(including the v1-5 tires). All prior cars with v6 tires from last season have been revised to suit, and many
more cars have been upgrade to v6 tires.

Black Boxes

- In the F1 black box, don't show the same car ahead and behind you, if only one other car on track, or
only one other car in your class.

- In the F3 black box, sort cars into position based on class, if no position is currently known for the car.

- Allow the virtual mirror field of view to be adjusted from the F9 black box.

Driver Aids
- The auto-blip shift aid now uses the new drivetrain physics model, instead of falling back to our ancient
old drivetrain model. This significantly improves how smoothly the cars shift when using the auto-blip
aid.

- Allow H-pattern gearboxes to be downshifted into neutral at speed when using sequential shifting
controls.

Towing

- When someone is disconnected from the server via a connection failure, we now compute the tow
from when we last saw them on track, instead of when the connection finally timed out.

Cars:

Paint Kit

- Justin Wilson Memorial sponsor added.

- Go Gold for Kids with Cancer (American Childhood Cancer Organization) sponsor added.

Mustang FR500S Pace Car

- Repainted with American Childhood Cancer Organization sponsorship.

- Updated to use the new PBR shaders.

Aston Martin DBR9 GT1

- Updated the v6 tires.

- Updated to use the new PBR shaders.

- For this season's GT1 class balancing, we have made the following changes: 7.1 kg less weight.

BMW Z4 GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 20 kg less weight, and diff
locking increased from 2 plates to 4.

Cadillac CTS-V Racecar

- Updated the v6 tires.

Chevrolet Corvette C6.R GT1


- Updated the v6 tires.

- Updated to use the new PBR shaders.

- The number plates have been moved from the mandatory_decal to the car_decal so that they can be
edited by the end user with custom schemes.

Chevrolet Corvette C7 Daytona Prototype

- The Chevrolet Corvette C7 Daytona Prototype is now available.

Chevrolet Impala Old Class B

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

Chevrolet Impala-COT

- Updated to v6 tires.

Chevrolet Monte Carlo SS

- Updated to v6 tires.

- Add more rear end ratio options.

- Fixed bug in chassis ballast adjustment.

Chevrolet Silverado - circa 2013

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aerodynamic revisions.

Ford Falcon FG V8

- Changed window logo to the 2015 version of the V8 Supercars logo.

Ford GT

- Updated the v6 tires.

Ford GT GT3

- Updated the v6 tires.


- For this season's GT3 class balancing, we have made the following changes: 23 kg more weight, 1.25%
less downforce, and a small reduction in torque over 6750 RPM.

Ford Mustang FR500S

- Updated the v6 tires.

- Opened up the tire pressure range.

Holden Commodore VF V8

- Changed window logo to the 2015 version of the V8 Supercars logo.

HPD ARX-01c

- Updated the v6 tires.

Kia Optima

- Updated to v6 tires.

Legends Ford '34 Coupe

- Updated the v6 tires.

- Updated to use the new PBR shaders.

Lotus 49

- Updated to v6 tires.

Lotus 79

- Updated to v6 tires.

Mazda MX-5 Cup

- Updated the v6 tires.

- Opened up the tire pressure range.

Mazda MX-5 Roadster

- Updated the v6 tires.

- Opened up the tire pressure range.

McLaren MP4-12C GT3


- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 10 kg more weight, and
greater yaw stability via aero adjustments.

Modified - SK

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Slightly raised center of gravity.

- Adjusted engine efficiency.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.

NASCAR Camping World Chevrolet Silverado

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.

NASCAR Camping World Toyota Tundra

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.

NASCAR K&N Pro Chevrolet Impala

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.

NASCAR Sprint Cup Chevrolet SS


- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

NASCAR Sprint Cup Ford Fusion

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

NASCAR Sprint Cup Toyota Camry

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

NASCAR Whelen Tour Modified

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Adjusted engine efficiency.

- Slightly raised center of gravity.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.

NASCAR XFINITY Chevrolet Camaro

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.


- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.

NASCAR XFINITY Ford Mustang

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.

- Updated to the 2015 identity package (headlights, taillights, etc).

- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the
pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.

NASCAR XFINITY Toyota Camry

- The Nascar Xfinity Toyota Camry is now available.

- It has the same physics as the NASCAR XFINITY Chevrolet Camaro, NASCAR XFINITY Ford Mustang and
Chevrolet Impala Old Class B, and each car can load and share setups with the others.

Pontiac Solstice

- Updated the v6 tires.

- Opened up the tire pressure range.

Radical SR8

- Updated to v6 tires.
- Updated to use the new PBR shaders.

- Headlights and various other details added to car.

- Optimizations to improve framerate.

Riley MkXX Daytona Prototype

- Updated to v6 tires.

- Rear toe should be measured from 18" wheels, not 13".

- Added estimated maximum speeds in each gear to the Drivetrain tab in the Garage.

Ruf RT 12R AWD

- Updated the v6 tires.

- Increased power steering.

Ruf RT 12R C-Spec

- Updated the v6 tires.

- Increased power steering.

- The rpm gauge has been edited so that redline is at 8500 rpm.

Ruf RT 12R RWD

- Updated the v6 tires.

- Increased power steering.

Ruf RT 12R Track

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 2.5% more downforce.

- Increased power steering.

SCCA Spec Racer Ford

- Updated to v6 tires.

- Slightly increased aerodynamic stability.

Silver Crown
- Updated to v6 tires.

Skip Barber Formula 2000

- Updated the v6 tires.

Sprint Car

- Updated to v6 tires.

Star Mazda

- Updated to v6 tires.

Street Stock

- Updated to v6 tires.

Super Late Model

- Updated to v6 tires.

- Add more rear end ratio options.

- Double the bumpstop length and stiffness.

VW Jetta TDI Cup

- Updated to v6 tires.

Williams-Toyota FW31

- Updated to v6 tires.

Tracks:

Autodromo Nazionale Monza

- Fixed a camera sound bug.

- Removed bump on inside of turn entry of T1 of Junior config.

- Added a bump map for the oval.

Circuit Zolder

- Fixed issues relating to the pit lane exit being too close to other side of track: cars on other side of
course showing on F3 black box, unexpected yellow flags, etc.
Daytona International Speedway

- We have improved race control's knowledge of which parts of the track should map to which part of
the racing line for the Road configuration. In particular, the run-off area in Turn 1 now does a much
better job of belonging to Turn 1, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming
out of the infield, bogus camera switches, etc.

- Fixed hole in grass on entrance of Turn 3.

Five Flags Speedway

- Fixed floating issues on pit road.

- Moved the inside green pit exit cone.

Indianapolis Motor Speedway

- Added curbing to replace cones.

- Fixed the gained time checkpoints in Turns 1-3 of Road and Moto courses.

Oran Park Raceway

- We have improved race control's knowledge of which parts of the track should map to which part of
the racing line for the GP and Moto configurations. This also improves some possible issues with the
crossover.

Phillip Island Circuit

- We have improved race control's knowledge of which parts of the track should map to which part of
the racing line. In particular, the run-off area in Turn 3 now does a much better job of belonging to Turn
3, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming out of the hairpin, bogus camera
switches, etc.

Sonoma Raceway

- Fix track description from NC to CA.

Suzuka International Racing Course

- We have improved race control's knowledge of which parts of the track should map to which part of
the racing line for the Grand Prix, Moto, West, and West Chicane configurations. This also improves
some possible issues with the crossover.
The following was missing from the posted release notes.

Counting of sessions towards the Minimum Participation Requirements (MPR)

The way in which we maintain the count of the number of sessions that apply towards the Minimum
Participation Requirements (MPR) for promotion has been updated. The visibile differences are:

- The count of completed sessions now updates at around the same time as your SR and iRating.
Generally this is as soon as the session finishes. Note that this is when the session finishes, not when you
leave the session. For example, Time Trial sessions generally run for 30 minutes. If you finish your laps
and leave 10 minutes into the session, it might not be counted until around 20 minutes later, when the
entire session finishes.

- Sessions in long-running Series that do not follow the regular 12-week Season schedule will now be
counted towards MPR. Previously, only sessions run in the first Season in which the long-running Series
was run were counted.

- The MPR counts are only reset to zero when you get promoted. If for whatever reason you have not
met the qualifications for promotion by the end of a Season, the sessions counted towards MPR will
now carry forwards to the next season. Previously, the counts would be reset at the end of Week 13,
and you'd have to complete the entire MPR all over again in the new season.

Release Notes for July 22 2015 [2015.07.14.01]

This release has several internal fixes, as well as updates for our commercial customers. There are only a
couple of things that are visible to our regular customers.

Options

- Fixed the left/right arrows that adjust virtual mirror field of view in the Graphics Settings tab.

NASCAR Sprint Cup Chevrolet SS

NASCAR Sprint Cup Ford Fusion

NASCAR Sprint Cup Toyota Camry

- Updated the Hall of Fame setups.


Release Notes for June 25 2015 [2015.06.24.03]

Simulation:

Registering for Race sessions will place you into an Open Practice while waiting

- While in the sim and connected to an Open Practice due to having registered for a Race session, the
messages informing you that your Race session is ready will now identify whether you should switch to
your Race session due to session having an embedded Qualify session, or because the Race will grid
soon.

- Fixed some issues that could arise if you were in the garage screen, the options screen, had the Save
Replay dialog active, etc, and the sim automatically tried to transition you to your Race session because
Qualifying or Gridding would start soon.

- While in the sim and connected to an Open Practice due to having registered for a Race session, the
sim will keep you informed of the number of registrants for your race session up until the Race session is
launched.

Wind

- If a series is using Realistic weather, Time Trial sessions in that series will instead use the iRacing
default weather. All other session types in the series will use Realistic weather.

- Realistic weather now produces much more reasonable wind gusts and overall wind direction changes.

Aston Martin DBR9 GT1

- Fixed error in how the sim locates the car's graphical position which could cause an issue with
screenshots and certain cameras.

Chevrolet Monte Carlo SS

- Updated road.sto.

NASCAR Sprint Cup Chevrolet SS

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto,


darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto,
kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto,
talladega.sto, texas_oval.sto.
NASCAR Sprint Cup Ford Fusion

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto,


darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto,
kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto,
talladega.sto, texas_oval.sto.

NASCAR Sprint Cup Toyota Camry

- Updated atlanta_quadoval.sto, bristol.sto, california_oval.sto, charlotte_quadoval.sto, chicagoland.sto,


darlington.sto, daytona_2011_oval.sto, dover.sto, homestead_oval.sto, indianapolis_oval.sto,
kansas_oval.sto, kentucky_oval.sto, martinsville.sto, phoenix_2012.sto, pocono_oval.sto, richmond.sto,
talladega.sto, texas_oval.sto.

Super Late Model

- Updated road.sto.

Release Notes for June 15 2015 [2015.06.15.02]

Website:

- Fixed an issue with the Team Car Paint Shop where sometimes you couldn't change which car is
selected.

- When assigning teams to Open Practices, handle the case where a team registers for a Race using one
car in a multi-car series, withdraws, and then re-registers for the same session using a different car.

- Fix a bug that was causing it to sometimes take too long to assign a Race registrant to an Open
Practice.

- When near a race-week transition, and someone registers for a Race session in the next race week, an
Open Practice in the next race week is created into which they can be placed.

Simulation:

- Fixed the bug where when clicking on "Test on Track" from the website while registered for a series
session, the sim was not showing the "xx until session starts" message inside the sim.

Late Model

- Updated the fiveflags.sto.


Release Notes for June 12 2015 [2015.06.11.02]

Simulation:

- Fixed the problem where the sim would fail to start with either a pop up complaining about "app life
cycle handlers" or a black screen.

- Fixed a bug where alt-tabbing could leave the sim thinking the alt key was still pressed down when it
was not.

- Fixed an issue that would cause your race radio to reset between sessions (for example, transitioning
from Warmup to Race).

- Fixed an issue that was causing some sessions to not complete the steps required to make their results
available for viewing.

- Fixed the bug where the fullscreen window would minimized when you click on another screen.

Registering for Race sessions will place you into an Open Practice while waiting

- Fixed the issue where the sim quits to desktop when transitioning from open practice to race using the
[Race!] button (or automatically if you don't use it) when the "Save replay on quit" option is also
selected.

- Make the messages about how to get from your open practice into your race session more clear.

Graphics

- When advanced shaders are turned off our content that uses the new PBR shaders will no longer be
incredibly glossy, but they still don't look very good for now. We will be looking further into trying to
make the PBR shader cars and tracks look better when you turn off the PBR shaders. We highly
recommend running advanced shaders if you can.

- Fixed a bug in the PBR shader lighting of wheels painted with non-metallic colors.

- Fixed the too-intense fog with the PBR shaders.

Oculus Rift

- Fixed the bug which was preventing the Rift from working correctly.

Sector Splits
- Fixed a bug which could cause a much too fast sector split to be recorded if driving outside of a regular
racing line while crossing an overpass (such as driving on the apron in the Monza oval as you pass over
the bridge crossing the regular GP circuit).

Aston Martin DBR9 GT1

- Clarified tool-tip for rear wing setting.

- Tuned the speedometer to match GPS speed.

- Moved the gearbox camera back so that it isn't inside the rear of the car.

- Windshield wiper added to cockpit view.

- Made the rear wing paintable.

Chevrolet Impala-COT

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

Dallara

- Updated setups for the new season.

Dallara DW12

- Updated iowa_oval.sto.

NASCAR Camping World Chevrolet Silverado

- Added fiveflags.sto and chicagoland.sto setups.

NASCAR Camping World Toyota Tundra

- Added fiveflags.sto and chicagoland.sto setups.

NASCAR Sprint Cup Chevrolet SS

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.

NASCAR Sprint Cup Ford Fusion

- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.

NASCAR Sprint Cup Toyota Camry


- Opened up spring ranges at road courses, allowing a 50 lb/in minimum.

- Updated kentucky_oval.sto, michigan.sto, newhampshire_oval.sto, sonoma.sto, watkinsglen.sto.

Release Notes for 2015 Season 3 [2015.06.08.01]

Website:

- Ultimate Pay is no longer available as a payment method.

- All viewable future sessions are only viewable up to a specific view date range.

- Fixed a bug where uploading setups for a fixed Hosted Session with specific foreign characters could
interfere with parsing.

- Fixed the Firefox no-data bug.

- Added an "Accept" button to the league ignored requests page to allow the admins to "unignore" and
accept the request.

- When clicking "I'm still here" on the hosted sessions page after the timeout, the sessions will refresh
properly.

- Opting out of league PMs and Emails now works as intended.

- Making edits to a team that hasn't been assigned a team ID should now properly fully create the team.

- A button to launch the graphics config has been added to the settings panel.

- Fixed a link where IE users were having trouble when revoking team invites.

- Fixed a bug where selecting to drive certain cars in a team multi-car hosted session could cause errors.

- Popular races now have an additional filter to show sessions using only the content that the user owns.

- The Cars, Tracks, and Tech Tracks pages are redone with filters.

- Fixed a bug where, under specific conditions, the race planner could bug out and not show sessions.

Registering for Race sessions will place you into an Open Practice while waiting

- For many series, if you register for a Race session more than a couple minutes prior to the session's
scheduled start time, you will be automatically placed into an Open Practice session. This way you can
get onto track, instead of waiting for the Race session to launch. Note that the splits for your Race
session will not yet have been formed. So there's no guarantee that the other drivers you see in your
Open Practice will be in your split. In fact, some of the drivers in the Open Practice might have
registered for it directly, and won't be transferring to your Race session at all.

The simulation will notify you when your Race session is ready, and present a green [Race!] button on
the Session screen. Clicking on this button will disconnect you from the Open Practice session, and
connect you to your Race session. Only then can you tell with whom you have been grouped. If you do
not click on the [Race!] button, the simulation will automatically switch you over to your Race session
shortly prior to when you must grid your car for the race, or sooner if the Race session also has an
embedded Qualify session.

Simulation:

Updater

- When you run the iRacingUpdater it will ask you to install the Microsoft Visual C redistributions for x86
and x64, if you don't already have them installed on your computer.

Auto-Config

- Added a drop-down to the auto-config dialog to choose which display adapter to use. It attempts to
recommend NVidia/AMD cards over Intel to help with laptops.

Networking

- Change how the simulation configures its network connection to the race server. This might reduce the
possibility of "error occurred on network device" messages, and disconnections from the race server.

Race Points Given Field Size

- We improved the calculation of race points awarded so small field sizes don't hand out too many
championship points. This also reduces the advantage of high iRating fields in awarding championship
points.

Logitech ARX

- We have partnered with Logitech to bring support for their new ARX api to our sim. ARX is an interface
that allows us to easily create displays on your cell phone or portable device. This is similar to the
functionality that Brass Monkey provided for us, but with enough power to allow our members to create
their own displays using HTML/JavaScript and the data we provide.

To get started you will need to have your device running on the same network as your computer. Each
device you want to use needs to have the latest Logitech ARX client installed from your app store. And
on the computer you need to be running the Logitech Gaming Software version 8.58.183 or later. This is
the gaming software that supports keyboards and mice, and not the one that supports there line of
steering wheels. You do not need to own a Logitech product in order to use ARX, Logitech has graciously
provided the functionality to all our members without tying it directly to their hardware.

Once everything is up and running, we will automatically connect to the ARX server and send your
selected display down to your portable device. You can change what display is shown by going into the
settings dialog and selecting the options tab. New layouts can be placed in the [documents]\iracing\arx\
folder at any time. For details on how to create your own layout, and what data is available please head
over to the developer section of our forums:
http://members.iracing.com/jforum/posts/list/3316230.page

Graphics

- Improved frame rates with a more dynamic adjustment of detail levels when many cars are on screen.

- We are beginning to convert some of our cars and tracks to using physically based rendering (PBR)
shaders to give more accurate looking cars and tracks. In this release the new Five Flags Speedway track
uses these new shaders, as do the new Aston Martin DBR9 GT1, and the updated Chevrolet Corvette
C6.R GT1 and updated Legends Ford '34 Coupe.

Race Control

- Show the driver the amount of time they still have to yield in order to clear their "gained time by
shortcutting, slow-down" furled black flag.

- Fixed a bug where sometimes incident report messages would incorrectly say there is a limit of 17
incidents.

- During qualifying at medium, long and superspeedway ovals, doing a burnout no longer gives an
advantage.

Split Times

- It is now possible to load a user provided lap file into the split time manager that you can drive against.
This file will not be overwritten when you improve your lap times so it can provide a constant reference,
and you can load files provided by other members in order to race against them. This file will drive both
the delta bar/split time indicators and the ghost car. Optionally you can load reference files for different
cars than your own, for example in a GT3 session if you want to pace yourself against an alternate car
type, however the car body on the ghost car will always look like your own car and will not change to
match the car type you are racing against.

To share lap files with other members, share the files found in [documents]\iRacing\lapfiles\ with each
other. Each file is tagged with your customer id so there is no harm in copying other players files into
your directory. Then in the settings tab you can load a custom lap file up for this car.
- The ghost car now lights up the brake lights.

- You can now offset the ghost car up to 2 seconds in front of you by editing app.ini [SplitsDeltas]
ghostCarOffsetSec=0.0

UI

- Added the C (CPU) meter to the L/Q/S/P group on the Session screen. The CPU meter is only displayed
if you have manually enabled it in the "XXX Dev Use Only" section of app.ini.

Controllers

- We now flash the backlights on some Logitech keyboards and mice in synch with the shift lights on
your car. This can be disabled in the settings menu.

- Fixed a bug that broke mouse driving when using triple screens.

Triple Screen

- Fixed a bug where headlights could draw with strange artifacting problems when the field of view is
greater than 170 degrees.

Telemetry

- Strip quotes from user provided strings in session string.

- New session string parameter DriverInforiverCarEstLapTime: x.xx, this is the estimated lap time for the
players car type.

- Hide ghost car entry from CarIdxXXX[] driver arrays.

- New live telemetry data:

DisplayUnits - Default units for the user interface 0 = english 1 = metric.

PlayerCarPosition - Players position in race.

PlayerCarClassPosition - Players class position in race.

CarIdxPosition - Cars position in race by car index.

CarIdxClassPosition - Cars class position in race by car index.

CarIdxF2Time - Race time behind leader or fastest lap time otherwise.

CarIdxEstTime - Estimated time to reach current location on track.

LapLastNLapSeq - Player num consecutive clean laps completed for N average.


LapLastNLapTime - Player last N average lap time.

LapBestNLapLap - Player last lap in best N average lap time.

LapBestNLapTime - Player best N average lap time.

DCLapStatus - Status of driver change lap requirements.

DCDriversSoFar - Number of team drivers who have run a stint.

Sharing Setups

- When you share a setup from the Garage, all different types of car that should be able to load your
setup can now actually see and load your setup (for instance, the two V8 Supercars, or the NASCARs).

New Tire Model

- Dave has a new model of the tire carcass that does a much more accurate computation of the tire's
stiffnesses. Amongst other things tires now respond much more correctly to tire pressure changes. This
is what is called a "Version 6" tire. Most of our road course cars have been updated with this.

Chassis Torsion

- We can now model the fact that a car's chassis can twist due to forces and torques acting on the car.
But only a few of our cars have been updated with this so far.

Weather

- Reduced wild wind direction swings.

Cars:

- Added new sponsor logos for Pep Boys, People Against Distracted Driving (PADD), iAnalyze Racing, and
Max Papis Innovations (MPI).

- Revised Club Scandinavia logo.

Aston Martin DBR9 GT1

- Now available for purchase. Will be classed with the Chevrolet Corvette C6.R GT1.

- Features our new chassis torsion modeling, new V6 tires, and new PBR shaders.

BMW Z4 GT3

- Chassis torsion is now modeled.

- Now has the new V6 tires.


- Revised car performance to better match real life. Top speeds and cornering grip are now more
accurate.

- Updated setup for the new season.

- Adjusted when G27 shift lights illuminate.

Cadillac CTS-V Racecar

- Now has the new V6 tires.

- Updated setup for the new season.

Chevrolet Corvette C6.R GT1

- Now has the new V6 tires.

- Updated to use the new PBR shaders.

- Wheels can now be painted.

- Performance has been re-tuned to match appropriately against the Aston Martin DBR9 GT1.

- Added tire warmers to avoid very cold tire issues in cold weather.

- Updated setup for the new season.

Chevrolet Impala Old Class B

- Revised drafting.

- Increased tire wear.

- Added 100 lb of front downforce to match the 2015 cars.

Chevrolet Impala-COT

- Revised drafting.

- Increased tire wear.

Chevrolet Monte Carlo SS

- Updated setups for the new season.

- Cleaned up visible positioning of wheels to reduce fender interactions.

Chevrolet Silverado - circa 2013


- Revised damage modeling for less damage with door bangs and to reduce engine damage associated
with front end contact.

- Revised drafting.

- Increased tire wear.

Dallara DW12

- Fixed boost levels to be inline with regulations.

- Updated setups for the new season.

Ford Falcon FG V8

- Chassis torsion is now modeled.

- Improved levels of detail for better frame rates.

- Re-worked the rear view mirror.

Ford GT

- Now has the new V6 tires.

- Updated collision settings to match the BMW. This should reduce the 4x response from light hits.

- Updated setup for the new season.

Ford GT GT3

- Chassis torsion is now modeled.

- Now has the new V6 tires.

- Revised car performance to better match real life. Top speeds and cornering grip are now more
accurate.

- Updated collision settings to match the BMW. This should reduce the 4x response from light hits.

- Adjusted when G27 shift lights illuminate.

- Updated setup for the new season.

Ford Mustang FR500S

- Now has the new V6 tires.


- Update the diff with a little more locking bias.

Holden Commodore VF V8

- Chassis torsion is now modeled.

- Improved levels of detail for better frame rates.

- Updated setup for the new season.

HPD ARX-01c

- Now has the new V6 tires.

- Sound overhaul including additional near/far engine layers.

Legends Ford '34 Coupe

- Updated the 3D model to our latest standards, including the new PBR shaders.

- Updated with chassis torsion and suspension installation stiffnesses.

- Now has the new V6 tires.

- Minimum cold tire pressures reduced to 10 psi.

- Updated setups for the new season.

Lotus 49

- Chassis torsion is now modeled.

Lotus 79

- Revised damage modeling to reduce damage associated with bottoming out against the track surface.

Mazda MX-5 Cup

- Now has the new V6 tires.

- Made dampers linear to get rid of the weirdness in force changes from low to mid speed. Also
linearized the click settings and degree sweeps - now each adjustment produces an even level of
damping change throughout adjuster range.

- Increased wheel inertia.

- Adjusted the center of gravity height a little lower and re-tuned the chassis mass distribution angle a
little lower at the front.

- Updated setup for the new season.


Mazda MX-5 Roadster

- Now has the new V6 tires.

- Made dampers linear to get rid of the weirdness in force changes from low to mid speed. Also
linearized the click settings and degree sweeps - now each adjustment produces an even level of
damping change throughout adjuster range.

- Adjusted the center of gravity height a little lower and re-tuned the chassis mass distribution angle a
little lower at the front.

- Updated setup for the new season.

McLaren MP4-12C GT3

- Now has the new V6 tires.

- Revised car performance to better match real life. Top speeds and cornering grip are now more
accurate.

- Updated setup for the new season.

Modified - SK

- Updated setups for the new season.

NASCAR Camping World Chevrolet Silverado

- Updated aero based on latest GM Racing information.

- Improved levels of detail for better frame rates.

- Revised damage modeling for less damage with door bangs and to reduce engine damage associated
with front end contact.

- Revised drafting.

- Increased tire wear.

- Added fans back into the model.

- Updated setups for the new season.

NASCAR Camping World Toyota Tundra

- Updated aero based on latest GM Racing information.

- Improved levels of detail for better frame rates.


- Revised damage modeling for less damage with door bangs and to reduce engine damage associated
with front end contact.

- Revised drafting.

- Increased tire wear.

- Updated setups for the new season.

NASCAR K&N Pro Chevrolet Impala

- Revised drafting.

- Increased tire wear.

- Updated setups for the new season.

NASCAR Sprint Cup Chevrolet SS

- Revised engine power, aerodynamics, and drafting.

- Improved levels of detail for better frame rates.

- MPI steering wheel added.

- Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks.

- Updated setups for the new season.

NASCAR Sprint Cup Ford Fusion

- Revised engine power, aerodynamics, and drafting.

- Improved levels of detail for better frame rates.

- MPI steering wheel added.

- Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks.

- Updated setups for the new season.

NASCAR Sprint Cup Toyota Camry

- Updated the 3D model to the 2015 season car.

- Revised engine power, aerodynamics, and drafting.

- Improved levels of detail for better frame rates.

- MPI steering wheel added.


- Circular roof camera replaced with teardrop shaped camera at Super Speedway tracks.

- Updated setups for the new season.

NASCAR Whelen Tour Modified

- Updated setups for the new season.

NASCAR XFINITY Chevrolet Camaro

- Added 100 lb of front downforce to match the 2015 cars.

- Revised drafting.

- Increased tire wear.

- Updated setups for the new season.

NASCAR XFINITY Ford Mustang

- Added 100 lb of front downforce to match the 2015 cars.

- Revised drafting.

- Increased tire wear.

- Updated setups for the new season.

Pontiac Solstice

- Now has the new V6 tires.

Radical SR8

- Fixed a bug where you could fail tech for ride height but not see why.

Ruf RT 12R AWD

- Now has the new V6 tires.

Ruf RT 12R C-Spec

- Updated with fixed setups for the new season.

Ruf RT 12R RWD


- Now has the new V6 tires.

Ruf RT 12R Track

- Now has the new V6 tires.

- Revised car performance to better match real life. Top speeds and cornering grip are now more
accurate.

- Updated setup for the new season.

Silver Crown

- Updated setups for the new season.

Skip Barber Formula 2000

- Now has the new V6 tires.

- Sound overhaul including additional near/far engine layers.

Sprint Car

- Updated setups for the new season.

Star Mazda

- Chassis torsion is now modeled.

- Sound overhaul including additional near/far engine layers.

Street Stock

- Fixed a bug where the rear suspension operated with NASCAR rear style springs instead of leaf springs.

- Updated setups for the new season.

Super Late Model

- Updated setups for the new season.

Williams-Toyota FW31

- Adjusted tire pressure ranges and increments.

Tracks:

Auto Club Speedway

- Fixed upside-down environment reflection texture.


Autodromo Nazionale Monza

- Fixed upside-down environment reflection texture.

- Added check point and 1x at the exit of the last corner.

Circuit de Spa-Francorchamps

- Fixed upside-down environment reflection texture.

Circuit Gilles Villeneuve

- Fixed upside-down environment reflection texture.

Circuit of the Americas

- Fixed upside-down environment reflection texture.

Donington Park Racing Circuit

- Fixed upside-down environment reflection texture.

Five Flags Speedway

- Now available for purchase.

- Features our new PBR shaders.

Gateway Motorsports Park

- Fixed upside-down environment reflection texture.

Lucas Oil Raceway

- Fixed upside-down environment reflection texture.

Mount Panorama Circuit

- Fixed upside-down environment reflection texture.

Okayama International Circuit

- Fixed some weird shading in the trees.

Rockingham Speedway

- Fixed upside-down environment reflection texture.


Release Notes for April 8 2015 [2015.04.01.01]

Here are release notes for tomorrow's sim update.

Framerate Improvements

- Improved shadow volume performance at night tracks, when driving near large

groups of cars, such as during starts and re-starts.

- Dynamically reduce the level of detail of cars and pit related objects, when

driving near too many high detail objects, such as during starts and restarts.

- Added some clamping to the level of detail for mirrors and cockpit camera to

prevent detail level from going too high when it shouldn't.

- If both the virtual mirror and cockpit mirrors are enabled at the same time, the rear-view cockpit
mirror is now lowered in priority to be after the side mirrors. Now you can say you want 1 cockpit mirror
and the virtual mirror, and you get the driver side cockpit mirror and the virtual mirror, instead of the
rear view mirror and the virtual mirror.

Screenshots

- Fix the giant screen shot code so that it works again.

Fonts

- Fixed the Charlie Brown font so it will now display properly.

BMW Z4 GT3

- Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect
sounding opponent engine rpms.

- Updated baseline setup.

Chevrolet Impala Old Class B

- Updated darlington setup.


Ford GT

- Maximum perch offset for both fronts set to be equal.

Ford GT GT3

- Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect
sounding opponent engine rpms.

McLaren MP4-12C GT3

- Fixed bug where final drive ratio was not transmitting to opponent cars properly, causing incorrect
sounding opponent engine rpms.

Modified - SK

- Updated all setups.

NASCAR Camping World Chevrolet Silverado

- Added more levels of detail, and optimized existing LOD's.

- New shadow model for night tracks.

NASCAR Camping World Toyota Tundra

- Added more levels of detail, and optimized existing LOD's.

- New shadow model for night tracks.

- Made sure parts of the damage model doesn't show up at the wrong time.

NASCAR Sprint Cup Chevrolet SS

- Updated martinsville and monza_ovalleft setups.

NASCAR Sprint Cup Ford Fusion

- Updated martinsville and monza_ovalleft setups.

NASCAR Sprint Cup Toyota Camry

- Updated martinsville and monza_ovalleft setups.

NASCAR XFINITY Chevrolet Camaro

- 3D model optimizations.

- Updated darlington setup.


- Rear of car should no longer disappear at certain viewing distances.

NASCAR XFINITY Ford Mustang

- 3D model optimizations.

- Updated darlington setup.

- Rear of car should no longer disappear at certain viewing distances.

Super Late Model

- Updated all setups.

Autodromo Nazionale Monza

- Collisions enabled on the oval tirewalls.

- Pitwall collisions for final piece of wall was missing after oval/road split.

- Fixed tunnel shadow problem.

- Fixed terrain gap near tunnel.

Summit Point Raceway

- Fastlane object no longer creates black-hole shadow for shadowmaps.

Phoenix International Raceway

- Lights on the T1 stand were not hooked up into grandstand detail level and had configuration problems
causing a lot of double rendering.

Twin Ring Motegi

- Fixed bug with a pit wall in the East config missing a collision chunk.

Release Notes: March 26, 2015

Folks,

Greetings from rainy New England!

You may have noticed some new stuff on the site today. We have indeed rolled out some updates. They
include:
iR/SR/Helmet added in the header, window is colored based on license level

[My Name] is now within the Logout link

Popular Races' loading times have been improved

Popular Races' sorting rows are added

Popular Races' Open Practice listing of session participants is added

MPR now properly lists your participation again

IMPORTANT: no tracking of participation was lost as a result of this glitch

As always, please give us your feedback, and we'll see you on track

Release Notes for Mar 16 2015 [2015.03.13.02]

Cars:

- Fixed the DYIsim web logos from not showing up in the paintkit.

BMW Z4 GT3

- Update the front perch offset range to allow low static front ride heights to be set in the garage for the
full range of front springs.

Chevrolet Impala Old Class B

- Added a Las Vegas Motor Speedway setup.

Ford Falcon FG V8

- Updated the baseline setup to load correctly.

- Corrected the positions of the spring perch offsets which allows the shocks to have a proper range of
travel.

- The available rear spring rates allowed springs that were much too soft (from when the car was being
developed and we were testing various things), we have restored the proper range of options.

Ford Falcon FG01 V8 - circa 2012

- Updated the baseline setup to load correctly.

Holden Commodore VF V8
- Updated the baseline setup to load correctly.

- Corrected the positions of the spring perch offsets which allows the shocks to have a proper range of
travel.

- The available rear spring rates allowed springs that were much too soft (from when the car was being
developed and we were testing various things), we have restored the proper range of options.

NASCAR Camping World Chevrolet Silverado

- Fixed a texture mapping issue on the rear quarter panels.

- Fixed a bug where pitboxes would not show up.

NASCAR Camping World Toyota Tundra

- Fixed a texture mapping issue on the rear quarter panels.

- Changed pitboxes to use different pole positions for variety.

NASCAR Sprint Cup Chevrolet SS

- All new setups for a many tracks.

NASCAR Sprint Cup Ford Fusion

- All new setups for a many tracks.

NASCAR Sprint Cup Toyota Camry

- All new setups for a many tracks.

NASCAR Whelen Tour Modified

- Use the non-restricted engine at Monza ovals.

NASCAR XFINITY Chevrolet Camaro

- Added a Las Vegas Motor Speedway setup.

NASCAR XFINITY Ford Mustang

- Added a Las Vegas Motor Speedway setup.

- Pitboards changed to different positions for variety.

Radical SR8
- Increased free length and max travel of rear dampers to try to avoid the dampers going into full droop
while driving.

- Added ride height limits for the garage. Front ride height must be between 1" and 2", and rear ride
height must be between 1.2" and 2.75". These ranges are designed to make sure the dampers minimize
hitting the end of their travel.

- Updated the setups to suit the new changes.

Skip Barber Formula 2000

- Fixed a bug in the antiroll bar mounting positions which made both antiroll bars too soft (inaccurately
long drive arms) and insensitive to adjustment.

Tracks:

Autodromo Nazionale Monza

- Added province to track info.

- Adjusted oval pace speed.

- Collisions added for tunnel.

- Flip arrow sign in chicane.

- Paddock buildings no longer disappear at grandstand detail.

- Lots of weekend crowd clipping fence problems and floating fixed.

Michigan International Speedway

- Extend view distance for crowds to stop them from disappearing.

Release Notes for March 11

A small quick mini-update is now live which removes an unneeded development .dll file that apparently
upsets several virus checkers which then prevent our customers from being able to install our new
season update. These affected customers can now resume normal operations

Release Notes for 2015 Season 2 [2015.03.10.04]


Tomorrow (Wednesday March 11th 2015) we will be deploying the 2015 Season 2 build. Here are the
release notes for that build.

New Content Highlights

- New track: Autodromo Nazionale Monza. Further details in the Tracks section of these release notes.

- New vehicles: NASCAR Camping World Chevrolet Silverado and NASCAR Camping World Toyota
Tundra. Further details in the Cars section of these release notes.

Website:

Navigation and Site Organization

- Member Site global wrapper has been cleaned up, navigation has been reorganized to help new and
old users find things more intuitively.

- The News Room, Race Guide, and Hosted Races pages now contain friendly buttons to help you jump
to most main activities (Practice, Popular Races & Practices, Official Races, and Hosted Races).

- Many redundant dashboard widgets have been removed due to redundancy. The only ones that are
being left in are the Race Planner and the Service Status widgets, which can be reordered, but not
removed.

- The What's Hot widget has been removed and replaced with a full-page Popular Races guide - same
data, more useful.

- The Settings panel has only one pane of settings, because there are no widgets to configure, and no
tickers.

- There's an Store Overview page now, that lets you see all that iRacing has for sale at-a-glance.

Documentation

- The Quick Start guide has been revamped, and is actually quick now.

- Paint Policy and Unofficial policies have been updated (new pdfs).

Leagues

- On the page for Ignored League Applications, clicking the red X will now delete the correct entry.

- Leagues now can track & edit Team Standings for individual League Seasons.

- League Session tooltips are now consolidated, and grow to the left to stay within the global wrapper.

- League Seasons are now sorted by the most recent races that have occurred.

- League Members may now opt out of receiving league mail.


- Fixed an issue where parsing fixed setups for league races would sometimes lead to a page not loading
fully.

- Added an error state for max-lengths of League Member nicknames.

Teams

- Added a button within My Teams to allow people to willingly leave a team.

- Transfer of Team Ownership now works as intended.

- Fixed a bug in the Team Registration dialogue where selecting a car in a multiclass session would
sometimes load the car image either in a huge form, or would never let the loading indicator go away.

- Fixed Team Session Details rollover tooltips to properly show GMT dates/times & local times.

- On "My Profile", a link in "my last 10 races" will now link to a team's page, where applicable.

General

- Racepanel tooltips now expand upwards to keep them within the global wrapper.

- Repaired the spotters page so that it loads in all situations correctly, and will display errors that were
being lost in some operations.

- Earned Credits and MPR statistics have been moved to the "My Profile" page.

- 11 sets of Series assets have been updated to prevent the issue where the fixed, teams, and multiclass
banners won't overlap.

- We fixed an issue where sometimes on results, you wouldn't be able to see your fastest lap.

- The log in page now has a different internal structure, so that certain password keepers won't
incorrectly send users to the wrong place.

- Some results show relevant data where "- - -" was displaying.

- Fixed an issue where track configs sometimes would disappear from the testing panel.

- If a series is active, but doesn't have any scheduled sessions, it now reports that there aren't any,
instead of showing "purchase required."

- Fixed an issue with joining a friend's race from the fixed footer where members could potentially get
misregistered.

- Racepanel & Testpanel car forum links are removed.

- When editing "My Profile", a cancel button now shows if you want to cancel. Error messages are more
robust if something goes wrong while editing.
Steam

- Existing iRacing users who didn't sign up using Steam may now generate a steam key to link their
iRacing & Steam accounts. Here's how:

1) Go to "My Account", and at the bottom of the page there's a button to generate a Steam Key - click it.

2) Open Steam, and in the top-level menu, click Games, and then click Activate a Product on Steam...

3) Follow the steps on-screen until you're asked for a Steam Key. Type in your Steam Key, then submit it.
If you already have iRacing installed on your system, you don't need to install it again via Steam in the
steps following activation.

4) Finally, enable the Steam Overlay in iRacing by doing any one of these:

Click the "Click here to enable it" button on account home once you've generated your key. This will
automatically enable the Steam Overlay.

Opening your settings dashboard on any page within the main membersite and turn Steam Overlay on
under the section marked "Use Steam Overlay."

Open or create "_use64bit.txt" in the iRacing installation directory, type the number 1 into it, and save
it.

Simulation:

UI

- Add max percent fuel fill and weight penalty to the Info tab on the session screen.

- We now display the total number of available fast repairs that are available for a race on the Session
screen's Info tab.

- Fix a bug where you could potentially get the Options screen to open up while you also entered the car
at the same time.

Physics

- Improved the suspension modeling to account for flexibility of the suspension mounting points. This
softens the resulting wheel rate of every car by 2-20% depending on the car. Car setups are likely to fail
tech inspection and will need to have their ride heights adjusted to restore their previous levels, and
also may need to have slightly stiffer springs selected to offset the extra flex and to regain desired
handling characteristics. Most cars have had some degree of tuning to make sure there are no problems
with suspension travel and to make sure enough range of adjustment is available.
- All of our cars have updated iRacing setups adjusted for these suspension changes.

- All cars now drop into the world with a warmed up motor, they start at about 170F / 77C now instead
of ambient air temp.

- Official sessions can now have a per-car weight penalty and a per-car fuel-fill limit, similar to what is
available when Hosted sessions are created. These settings are displayed on the Info tab on the Session
screen inside the simulation. We will work on getting the values displayed in appropriate places on the
web site. For the moment these values are not used in any series. But they are available to help tune the
balance of performance in multi-car series as the season progresses.

Updating

- Made some changes to help repair the iRacing installation when a "Failed to verify signature on
program executable" error occurs while trying to launch the simulator. This can happen when Windows
is "restored" from a restore point, which unfortunately only restores some of our files and causes our
installation to become corrupt.

Replay

- Add in a "video timer", for the broadcasters, that indicates on the display exactly where in the tape you
are so you can easily synchronize videos between live driving and a replay tape.

- Added a keyboard macro to fast forward the replay based on session number and session time. Using
the number pad, type +num+time<enter>, following the format of the new video timer display.

Telemetry

- Add in new iRSDK remote message to fast forward replay based on a session number and session time.

- Output shock velocity to telemetry.

Fast Repairs

- All cars now have a checkbox in the F4 Fuel black box to allow the driver to choose whether or not they
want to use a fast repair in the upcoming pitstop. Also shown beside the checkbox is the number of
remaining fast repairs. If a race is configured for unlimited fast repairs, that will show as 255 remaining.
The checkbox will not check when no fast repairs are remaining (0 shown). Fast repairs are only
available for use during races, so during testing or practice or qualifying you will see 0 fast repairs
remaining.

Driver Swap

- Fixed a problem with the way the client notifies the server that pit service is complete. If that
notification was generated very frequently (due to a bug), it would prevent other notifications from
being sent to the server, such as requests to get out of the car.
- Fix a bug where getting out of your car while in your pit stall when the pit exit is closed during a caution
period could cause an exit closed pits black flag.

Drafting

- Updated general drafting behavior a little to improve racing.

Clubs

- NE and Texas Club logos updated.

Cars:

Cadillac CTS-V Racecar

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Wheels are now color changeable.

Chevrolet Corvette C6.R GT1

- Updated to 4-way dampers.

- Fix bad chassis ballast metric/english conversion.

Chevrolet Impala Old Class B

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Remove wedge adjustment cap as it can cause problems building a setup.

- Allow 10" of perch adjustment at each corner.

- Drafting adjustments.

- Plate engine updates.

- Set correct gear, and superspeedway drafting for Monza.

Chevrolet Impala-COT

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Remove wedge adjustment cap as it can cause problems building a setup.


- Allow 10" of perch adjustment at each corner.

- Removed right rear perch limit that can cause problems.

- Drafting updates.

- New power curves and rev limits.

- Diff adjustments.

- Plate engine updates.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

Chevrolet Monte Carlo SS

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

Chevrolet Silverado - circa 2013

- The Chevrolet Silverado has been renamed to Chevrolet Silverado - circa 2013.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Allow 10" of perch adjustment at each corner.

- Updates to drafting.

- Updates to gear selections.

- Plate engine updates.

- Weight brought to NASCAR legal limit.

- Increase downforce at superspeedway tracks.

- Add splitter to ground proximity efficiency.

Dallara DW12

- Eliminated the "soft" 3rd bump rubber option.

- Increase maximum spring rates at ovals.


- Add provisions to get a draggy Speedway setup at Monza by increasing IndySWY aero to allow +10 rear
wing angle. This will have the side effect allowing that same setting at Indianapolis also.

Ford Falcon FG V8

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Ford Falcon FG01 V8 - circa 2012

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Ford GT

- Rear video camera redone to reduce distortion.

Ford GT GT3

- Updates using the latest FIA Homologation Papers: engine parameters including torque curve and
maximum RPM, gearbox and differential, brakes, suspension geometry, suspension spring rate ranges,
and ride height ranges.

- Shift lights adjusted.

Ford Mustang FR500S

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Holden Commodore VF V8

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

HPD ARX-01c

- The nose is now fully repairable.

Kia Optima

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Legends Ford '34 Coupe

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.
Lotus 49

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Allow the car more suspension droop travel and open up the ride height limits in the rear.

Mazda MX-5 Cup

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Mazda MX-5 Roadster

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Modified - SK

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

NASCAR Camping World Chevrolet Silverado

- The NASCAR Camping World Chevrolet Silverado Truck is now available. These trucks each weigh
3400lbs with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing
Class Series Fixed.

- The Existing or "Old" Chevy Silverado will no longer be used in the normal official Series. It will be
renamed: Chevy Silverado - circa 2013.

- Physics is identical to the new NASCAR Camping World Toyota Tundra, the two trucks can share setups.

NASCAR Camping World Toyota Tundra

- The NASCAR Camping World Toyota Tundra Truck is now available. These trucks each weigh 3400lbs
with 625 horsepower. They will debut in the NASCAR iRacing Class C Series and NASCAR iRacing Class
Series Fixed.

- Physics is identical to the new NASCAR Camping World Chevrolet Silverado, the two trucks can share
setups.

NASCAR K&N Pro Chevrolet Impala

- The Chevrolet National Impala has been renamed to NASCAR K&N Pro Chevrolet Impala.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.
- Allow 10" of perch adjustment at each corner.

- Drafting adjustments.

- Plate engine updates.

- Control drag and downforce with splitter height.

- Set correct gear, and superspeedway drafting for Monza.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

NASCAR Sprint Cup Chevrolet SS

- The Chevrolet SS-Gen6 has been renamed to NASCAR Sprint Cup Chevrolet SS.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Make fuel adjustable in qualifying sessions.

- Now uses 'shock springs' which replace bumpstops.

- Suspension geometry is adjusted.

- Rear bar is usable at road courses only.

- Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

- Rear shock damping increased 1.5x on the high side.

- Downforce and drag scaled to 2015 specifications, which is less than 2014.

- Drafting updates.

- New power curves and rev limits.

- Plate engine updates.

- Diff adjustments.

- Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

- New shift light RPM at 9000 due to new rev limit and power curve.
- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

- New pit road war wagons.

NASCAR Sprint Cup Ford Fusion

- The Ford Fusion-Gen6 has been renamed to NASCAR Sprint Cup Ford Fusion.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Make fuel adjustable in qualifying sessions.

- Now uses 'shock springs' which replace bumpstops.

- Suspension geometry is adjusted.

- Rear bar is usable at road courses only.

- Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

- Rear shock damping increased 1.5x on the high side.

- Downforce and drag scaled to 2015 specifications, which is less than 2014.

- Drafting updates.

- New power curves and rev limits.

- Plate engine updates.

- Diff adjustments.

- Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

- New shift light RPM at 9000 due to new rev limit and power curve.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

- New pit road war wagons.

- Fix for nose and rear disappearing at extreme distances.

NASCAR Sprint Cup Toyota Camry


- The Toyota Camry-Gen6 has been renamed to NASCAR Sprint Cup Toyota Camry.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Make fuel adjustable in qualifying sessions.

- Now uses 'shock springs' which replace bumpstops.

- Suspension geometry is adjusted.

- Rear bar is usable at road courses only.

- Reduce ballast weight by 50 lb to match new 3250 lb car weight rule.

- Rear shock damping increased 1.5x on the high side.

- Downforce and drag scaled to 2015 specifications, which is less than 2014.

- Drafting updates.

- New power curves and rev limits.

- Plate engine updates.

- Diff adjustments.

- Rear non Super Speedway spoilers and contingency decals updated to 2015 season rules.

- New shift light RPM at 9000 due to new rev limit and power curve.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

- New pit road war wagons.

NASCAR Whelen Tour Modified

- The Modified - Tour has been renamed to NASCAR Whelen Tour Modified.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

NASCAR XFINITY Chevrolet Camaro

- The Chevrolet Camaro Class B has been renamed to NASCAR XFINITY Chevrolet Camaro.
- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Allow 10" of perch adjustment at each corner.

- Drafting adjustments.

- Plate engine updates.

- Control drag and downforce with splitter height.

- Set correct gear, and superspeedway drafting for Monza.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

- New pit road war wagons.

NASCAR XFINITY Ford Mustang

- The Ford Mustang Class B has been renamed to NASCAR XFINITY Ford Mustang.

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Remove wedge adjustment cap as it can cause problems building a setup.

- Allow 10" of perch adjustment at each corner.

- Drafting adjustments.

- Plate engine updates.

- Control drag and downforce with splitter height.

- Set correct gear, and superspeedway drafting for Monza.

- Fixed the bug where if you tried to set more than 80% tape during a race pitstop the pitstop would
never end. The problem was that the car was being limited to 80% tape for the race, but the pitcrew did
not know about that limit. Now they do.

- New pit road war wagons.

Pontiac Solstice

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.
- Fixed the Rookie's tire black box to show the actual cold pressure of 32 psi instead of an incorrect 3.2
psi.

Radical SR8

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Fixed problems with bumpstop engagement, coil binding springs, hyper-extending shocks and
damping, allow more spring and shock travel. The shocks have been rebuilt as linear, instead of
digressive, with more high speed damping than before.

Riley MkXX Daytona Prototype

- Added an aero calculator to the garage.

- Now has a replaceable nose and wing.

Ruf RT 12R AWD

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Ruf RT 12R RWD

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

SCCA Spec Racer Ford

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Wheels are now color changeable.

- Brake rotor glow enabled.

Silver Crown

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Skip Barber Formula 2000

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Sprint Car
- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Street Stock

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Super Late Model

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

- Fixed a unit precision error and typo with how the metric value for ballast weight position is displayed.

- Changed from adjustable packer and bumpstop stiffness to only adjustable packer.

VW Jetta TDI Cup

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged.

Williams-Toyota FW31

- Reduce rear downforce loss with rear car damage - testers noting it's fairly sensitive.

- Reduce downforce loss with aerodynamic stall. This will gain some downforce above 260kph but not a
whole hell of a lot.

- Give low downforce trim a bit more advantage.

- Updates to the shock and spring ranges.

Tracks:

- Improved traffic cone 3D models and textures.

Autodromo Nazionale Monza

- Autodromo Nazionale Monza is now available. Monza has three very different tracks: the 3.6 mile
Grand Prix circuit which hosts the Italian Grand Prix, a 1.49 mile Junior circuit, and the 2.64 mile Pista di
Alta Velocita (the high banked oval).
- iRacing's Monza features nine configurations: three variations of the GP circuit, the junior circuit, the
historic oval left and right turning, and three variations which combine the high banked oval with the
modern GP circuit.

Circuit de Spa-Francorchamps

- Make sure brake markers are visible even with minimal graphic settings.

Gateway Motorsports Park

- Make sure the crowd in the Main and Turn 12 stands disappears if the graphic detail settings are low
enough to turn off the grandstand.

Michigan International Speedway

- Turn 4 grandstand crowds no longer disappear at long distances.

Release Notes for 26 Feb, 2015

Website Fixes -

Deploying update to reduce contention during large events.

Release Notes for 29 Jan, 2015 [2015.01.28.01]

We are deploying a small simulation update today to support the Daytona 24 hour race this weekend.

General Simulation

- Improved the synchronization between the session time maintained on the server and the equivalent
time maintained on the client. This is likely to greatly reduce the occurrence of missing split times.

- Fixed a bug in practice and testing sessions where your first timed lap after leaving the pits after
resetting the car would not be scored when it should have been.

- Removed a blocking point between the game's simulation component and its drawing component. This
might have a minor impact on either the overall frame rate, or the consistency of the frame rate.

Team Endurance Races

- Fixed a bug that was causing the graphical driver models that appear in cars that are on track to
(mostly) disappear after about 23:18 into a session.
- Fixed a bug that caused incorrect determination of which drivers on a team met the requirements
under the "drive fair share" rule if the race session had only a time limit, and not also a lap limit.

- Fixed a bug that could cause a team to be limited to having only 5 members concurrently connected to
a session, instead of the proper limit of 6 members.

- Made a couple of changes to the race server code that will improve the performance of the server
when large numbers of people are in the session, and might reduce the big time-skew/wink-out/clock-
smash that occurs once the final competitor finishes the race.

Towing

- During a race if you call for a tow while in your pit lane and near to your stall (such as if you get out of
your car without quite having parked correctly in your pit stall), we now allow the pit crew to "push your
car" into the pit stall if you're not too far away, more quickly than a regular tow. It will still appear to be
a tow, you don't actually see the pitcrew doing anything, but the tow timing is much quicker.

BMW Z4 GT3

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

- Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by
turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to
replace the tires. The other pitstop stall would occur if you had a fuel leak.

Chevrolet Corvette C6.R GT1

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

Ford GT

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

Ford GT GT3
- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

- Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by
turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to
replace the tires. The other pitstop stall would occur if you had a fuel leak.

HPD ARX-01c

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

- Added an additional three final drive ratios to choose from.

McLaren MP4-12C GT3

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

- Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by
turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to
replace the tires. The other pitstop stall would occur if you had a fuel leak.

- Added an additional taller final drive ratio.

Riley MkXX Daytona Prototype

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.
Ruf RT 12R C-Spec

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

Ruf RT 12R Track

- The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race
with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of
time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your
car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes,
and replacing the suspension on a corner of the car will take just over 8 minutes.

- Updated fuel use to better equalize green flag ranges amongst the four GT3 cars. This car has increased
fuel consumption by 1.3%.

- Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by
turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to
replace the tires. The other pitstop stall would occur if you had a fuel leak.

Release Notes for 8 Jan, 2015 [2015.01.07.01]

Race Control

- Fixed a bug that was causing missed start functionality to fail, resulting in not seeing that you missed
the start in the green drive button, and not being able to get in the car in the pit lane while waiting for
the race to start.

- Added the ability to allow localserver TEST sessions (not any other type) to use a custom specified pit
stall, instead of defaulting to the first pit stall all the time. Some of our commercial customers were
requesting this feature. To use this you must add this entry to the core.ini file yourself in a text editor,
then set the number to which pitstall you want to appear in:

[Pit Lane]

customTestSessionStallLocation=0 ; In local test sessions you can use a pitstall other than the first (first
stall = 1)

Oculus Rift
- Fixed a problem with rendering one pass shadow volumes in right eye for Rift that was mainly visible at
night tracks.

Windowed Mode

- Improved the way we implement running the sim in windowed mode that now uses swap buffers that
fit the window size instead of being as large as your desktop. This fixes problems with some methods of
taking screen shots and similar issues with several other third party utilities.

Pit Guy

- Improved the static pose the pit guy uses if you have vertex shaders turned off.

Clubs

- Reverted the latest Texas club logos to previous non-canon versions.

Circuit of the Americas

- Fixed a bug where certain apex curbs would become invisible when vertex shaders are disabled.

Release Notes for 18 Dec, 2014 [2014.12.17.04]

UI

- De-couple the voice chat dialog from the black boxes, so they can be moved independantly.

Garage

- Fixed a bug that was preventing the garage from being accessable when in qualifying or timetrial
events.

Driver Swaps

- Fixed the bug that could cause a tow to be initiated while swapping drivers during a pitstop.

Chevrolet SS-Gen6

- Updated indianapolis_oval setup.

Ford Falcon FG V8

- Fixed bug where windshield dirt was not displaying properly.


Ford Fusion-Gen6

- Updated indianapolis_oval setup.

Holden Commodore VF V8

- Fixed bug where windshield dirt was not displaying properly.

McLaren MP4-12C GT3

- Fixed a bug where the fuel map position on the dash display was stuck on 1.

Toyota Camry-Gen6

- Updated indianapolis_oval setup.

Williams-Toyota FW31

- Fixed a bug where fueling had too much variance in flow rate.

Release Notes for 15 Dec, 2014 [2014.12.15.01]

UI

- Fixed a bug where someone could hit Car Reset and [Garage] in sequence very quickly, thus dumping
them into the garage screen while the car is being put onto the track, and the UI would get stuck. Now
this situation will bail out of the garage screen through to being in car.

- Fixed a bug that was causing the F10 Radio black box edit input to grab all possible input controls when
it shouldn't have.

Driver Swaps

- Fix issues resulting from the pitcrew using a different notion of whether a car was sufficiently in the pit
stall to start service than the rest of the sim uses which could cause problems being able to swap drivers
without the pitcrew starting service.

New Pit Guy

- Fixed a bug where the very initial animation of the pit guy as he first enters the world had a floating
pole.

BMW Z4 GT3

- Added 10 kg for GT3 class balance purposes.

Chevrolet Camaro Class B


- Updated with all appropriate track setups.

Chevrolet National Impala

- Updated with all appropriate track setups.

Ford Falcon FG V8

- Fixed texture mapping on headlight covers.

- Fixed missing switch panel texture and material assignment.

- Fixed issues where the anti-roll bars could become mathematically unstable.

Ford GT GT3

- New baseline setup.

Ford Mustang Class B

- Updated with all appropriate track setups.

Holden Commodore VF V8

- Fixed issues where the anti-roll bars could become mathematically unstable.

McLaren MP4-12C GT3

- Restored the 15 kg we removed last week, so the car is back to the same chassis weight as 2014 Season
4 for GT3 class balance purposes.

Williams FW31

- Removed the misplaced laguna_fixed.sto.

New Hampshire Motor Speedway

- Fixed the bug where loading a road course would crash the sim.

Release Notes for 2015 Season 1 [2014.12.08.01]

Website:

Teams

- Teams no longer show a public join button when not recruiting.

- Fixed car preview image and its loading process in team registration modal dialog.
- Changed available registration options when a user is rejoining a session (after withdrawing).

- When renaming "Team [my name]", the team will be created properly, and be counted properly
toward the maximum team limit.

Optimizations

- More requests to dynamic web data have been targeted more precisely to conserve bandwidth.

- The "Are you still there" page won't scroll the browser away from the top of the page if it was already
near the top.

Hosted Sessions

- Hosted session sub-session details are shown in readable formats now (1 hour, 20 minutes instead of
80 minutes).

- Host a Race and Hosted Races pages' load times have been improved significantly.

Leagues

- League Sessions page's load time has been improved significantly.

Results

- In the event that race event data is still being processed for results, the page will show that state.

- Fixed the 1969 date bug.

- When hosting a session with a restriction for results to be viewed only by the participants, the
purchaser of the hosted session may also look at the results.

- We no longer log penalty set/clear events unless it's a Qualify or Race session (similar to get in/out of
car).

Misc

- You may now message members from their account profile page.

- Server farms are identified in a more consistent manner, using flag icons with rollover tooltips.

- Hovering a rejected registration button now shows you the reason you've been rejected.

- What's Hot Widget & Race Planner now handle errors more gracefully, and registration error message
are shown.
- Setting wind speeds for test mode in KPH should now give the proper upper and lower bounds for that
unit after refreshing.

Simulation:

Pit Guy

- There is a new lollipop guy using a new animation system, which allows improved animations. This new
system now allows us to save your pit guy to the replay.

Driver Swaps

- Fixed a bunch of bugs involved with the handling of swapping team drivers around that was causing all
kinds of different pitting related issues, such as incorrect invalid pit entry black flags when towing,
getting stuck in a tow loop if stopped very close to your pit stall but not in it, car physics popping when
driver swapping, etc.

- Fixed a bug that could cause the server to fail to release the team's car from the driver if their sim
crashed or they closed the sim using ALT-F4 or the close-window [x] button.

Net Code

- The multiplayer prediction code has been improved, reducing the effect of internet latency on braking
and acceleration zones. This was already being done for cornering. Now a car ahead of you should not
appear to out brake you by as much when approaching a corner.

Radio

- There is a new Radio Black Box accessed via F10 from both in-car and out-of-car.

- Fixed a bug in the radio that would prevent you from hearing people speak or seeing their text chat if
the channel you had your transmitter set to was muted.

- Fixed a bug that would cause your radio's transmitter to switch channels if you removed an earlier
channel from the radio.

UI

- Revert last season's Relative Standings Black Box changes, now all cars will now show up in the list
again, until that code can more reliably detect that a driver is out of their car.

Race Control

- Fixed a bug that was preventing dropped races within a race week from being so marked.
- In Lone Qualify, when returning to pits we now return to the Qualifying-exit stall, not the team's Pit
stall.

- Fixed the bug where you could get out of the car if stopped near the pits but in line with your pit stall.

Telemetry

- Fixed the off-by-1 bug in CarClassPos telemetry output.

- Dump team name to telemetry along with team ID.

- Optionally push disk telemetry to memory when a commercial client is running non-official race
sessions (for motion simulators).

Cars:

BMW Z4 GT3

- Updated setup.

Cadillac CTS-V Racecar

- Fixed speedometer inaccuracy.

Chevrolet Camaro Class B

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Updated setups.

Chevrolet Impala Old Class B

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

Chevrolet Impala-COT

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Added gateway_oval setup.


Chevrolet National Impala

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Updated setups.

Chevrolet Silverado

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Updated setups.

Chevrolet SS-Gen6

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Added gateway_oval setup.

Dallara DW12

- Updates to the tires and engine.

- Added tire degradation for the faster ovals (we already had it at road courses and short ovals).

- Updated setups.

- Limit fuel consumption and increase engine temperature while the car is at rest.

Dallara IndyCar - circa 2011

- Fixed a bug where sponsors were not showing up.

- Updates to tires.

Ford Falcon FG V8

- Now available for purchase! This car has identical physics to the Holden Commodore VF V8, and the
two cars can share setups.

Ford Fusion-Gen6

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.
- Added more tire degradation.

- Added gateway_oval setup.

Ford GT

- Added a distant external sound layer and also improved the rest of the engine sounds too.

Ford GT GT3

- Added a distant external sound layer and also improved the rest of the engine sounds too.

- Reduced weight by 45 kg.

- Brakes are not quite as strong.

- Adjusted the power ramp side of the diff to 80 degrees.

Ford Mustang Class B

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Updated setups.

Holden Commodore VF V8

- Numbers changed to match the new Ford Falcon FG V8.

Kia Optima

- Add missing windshield tear-off black box UI element.

McLaren MP4-12C GT3

- Reduced weight by 15 kg.

- Updated setup.

Silver Crown

- Updated aerodynamics, tires, suspension, engine, rear axle, plus more.

- Updated setups.

Sprint Car
- Updated aerodynamics, tires, suspension, engine, rear axle, plus more.

- Updated setups.

Super Late Model

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

Toyota Camry-Gen6

- Corrected the location of the fuel cell, now the mass of the fuel is a little bit further forward.

- Added more tire degradation.

- Added gateway_oval setup.

Williams-Toyota FW31

- Lowered allowable minimum tire pressures.

- Updated setups.

Tracks:

Circuit de Spa-Francorchamps

- Night mode is now available.

Indianapolis Motor Speedway

- Fixed a geometry bug in the grass of Turn 2 on the Road Course.

New Hampshire Motor Speedway

- Fixed floating cones in Turns 1 and 2 of the Road Course.

Twin Ring Motegi

- Fixed an issue with the TV2 camera set of the Grand Prix configuration.

Release Notes for 12 Nov, 2014 [2014.11.05.01]

Oculus Rift

- Enable camera based positional head tracking.


- Acknowledging the health and saftey warning no longer re-centers the Rift.

Sim

- Fixed a bug that would cause some international characters that could otherwise be displayed within
the simulation to be dropped from user and team names.

- Fixed a potential crashing issue if some sound device name identifiers exceeded 60 characters.

Replay

- Fixed an issue that could cause some replay playback controls to be unresponsive.

- Fixed an issue in the replay system that could cause the sim to crash or the replay system to become
confused when using the "start playing from the end" control.

Tire Model

- Fixed bug where cars would slide very easily at low speeds.

Garage / Black Box

- Fix bug where the last recorded tire temperatures and wear were being reset.

UI

- Many fixes to the new Results tab; fix column sorting problems, properly highlight the driver's name,
properly highlight car numbers in multiclass session, properly highlight full row for currently selected
driver.

- Output information on race (start type, restart type, cautions) in session Session Info tab.

- Remove unused incident count from Session Info tab

- Wrap car setup string to two lines on main UI.

- Fit track info text on the main UI better.

- Fix bug in display of licence letter.

- Report race start type in Session Info tab.

- Don't show cars in the F3 box that are just sitting on pit lane without a driver.

Telemetry

- Fix bugs in reporting car class positions.

Cars:
BMW Z4 GT3

- Fixed bug where right side rotor glow wasn't working.

Chevrolet Monte Carlo SS

- Fixed bug where right side rotor glow wasn't working.

Chevrolet Silverado

- Updated gateway setup.

Ford GT - All Models

- Fixed bug where right side rotor glow wasn't working.

Holden Commodore VF V8

- Fixed class position bug(s) in telemetry data.

- Fixed bug where right side rotor glow wasn't working.

Legends Ford '34 Coupe

- Fixed bug where right side rotor glow wasn't working.

Mazda MX-5 - All Models

- Fixed bug where right side rotor glow wasn't working.

McLaren MP4-12C GT3

- Fixed bug where right side rotor glow wasn't working.

Ruf RT 12R - All Models

- Fixed bug where rotor glow wasn't working.

Skip Barber Formula 2000

- Fixed bug where right side rotor glow wasn't working.

Sprint Car

- Added missing left-rear tire temp reading in F6 black box.

Street Stock
- Fixed bug where right side rotor glow wasn't working.

Super Late Model

- Fixed bug where right side rotor glow wasn't working.

Release Notes for 27 Oct, 2014 [2014.10.24.02]

Session Re-registration

- Fixed a bug that would cause a rejection of your attempt to re-register yourself as a driver in an Open
Practice or Hosted non-teams session after having Withdrawn from that session.

Race Control
- "Incident" report messages are now tagged and colored as such, instead of being tagged and colored
as system messages. This means that these messages will no longer be filtered-away while in-car if you
happen to have "disable system messages while driving" checked on the Options screen.

- Add an app.ini setting to allow disabling the display of Incident report messages while driving.

Telemetry

- Output teamID to telemetry for the Trading Paints guys to reference.

- Report idle rpm.

Oculus Rift

- Fix mouse code to operate properly with HMD's of various resolutions - allows mouse to access the
bottom of the screen in DK1 again.

Misc

- In non-team sessions, do not allow spotters/crew to remove the driver, call for a tow, etc.

- Add a note about driver change rules to info tab so there is no confusion in a driver swap session.

- Fix bug where spotter would say you can't clear black flags on a restart after reporting that your car is
too damaged to continue.

- Fixed a possible voice chat crash bug.

Cars

- Thrustmaster sponsorship added.

Chevrolet Monte Carlo SS

- Updated the rpms that the rev lights come on at to match the new rev limit.

Chevrolet Silverado

- Updated setups: california.sto, homestead.sto, phoenix_2012.sto, texas_oval.sto.

Chevrolet SS-Gen6

- Updated setups: california.sto, homestead_oval.sto, phoenix_2012.sto, richmond.sto, texas_oval.sto.

Dallara DW12
- Fixed a bug that could let the reduced aero drag of a 2/3 radiator inlet to carry through to the race
from qualifying.

- Updated setup: dover.sto.

Ford Fusion-Gen6

- Updated setups: california.sto, homestead_oval.sto, phoenix_2012.sto, richmond.sto, texas_oval.sto.

Ford GT

- Front spoiler now has collision spheres.

- Spinning wheels are now less transparent.

Ford GT GT3

- GT3 BOP update: increased downforce by 5%, and reduced high speed understeer.

- Front spoiler now has collision spheres.

- Spinning wheels are now less transparent.

- Attempted to fix the brake poke-through-with-damage issues.

- Adjusted visual wheel positioning to minimize tires poking through fenders.

Holden Commodore VF V8

- Fixed a bug where the 0 and 9 digits on the windshield were swapped.

- Increase reflectivity of car (we freshly waxed it).

McLaren MP4-12C GT3

- GT3 BOP update: reduced this season's ballast from +30kg to +15kg.

Radical SR8

- Allow 70 N/mm to 180 N/mm spring rates.

Ruf RT 12R AWD

- Remove rear bottom logo as they are conflicting with license plate on AWD and RWD versions.

Ruf RT 12R RWD

- Remove rear bottom logo as they are conflicting with license plate on AWD and RWD versions.

Ruf RT 12R Track


- GT3 BOP update: decreased downforce by 5% downforce and added more rear wing drag sensitivity.

Sprint Car

- Slightly increased tire grip.

- Slightly increased power.

Toyota Camry-Gen6

- Updated setups: california.sto, homestead_oval.sto, phoenix_2012.sto, richmond.sto, texas_oval.sto.

Bristol Motor Speedway

- Updated loading screen background.

Gateway Motorsports Park

- The Road configuration is now available.

- Added a checkpoint for the pit exit of the Oval configuration so that you can no longer merge before
corner exit off of Turn 2.

- Various small bug fixes.

Irwindale Speedway

- Fixed course cutting black flag bug at the Figure Eight configuration.

USA International Speedway

- Updated loading screen background.

Release Notes for 2014 Season 4 [2014.10.20.01]

Here are the release notes for the new season's update that will be deployed tomorrow. (Note: the new
car and track that say "Now available!" actually are not available now, but will be available once the
update is out!)

Team Driving:

We now have the ability to have multi-driver teams in iRacing!


Some official iRacing series and special events (such as the World Tour) will be set up for Team Driving,
and will be so designated. These sessions will have a defined minimum number of drivers that each
team may field, and may also specify a maximum number of drivers on a team.

Hosted Team Driving sessions can be created by enabling the "Team Driving" selection when setting up
the session. Once enabled, you can then specify additional Team Driving related options. These include
the minimum and maximum number of drivers that each team may field, which rules governing
requirements for driver changes are to be enforced (if any), and whether or not only a team's qualifier is
allowed to grid the car.

Leagues can host Team Driving events.

Team Driving is NOT currently available for Tournaments.

There will be no Time Trials in any official iRacing Team Driving series.

Driver change rules mostly apply only during Race sessions (see the "Session Behavior" section below). If
such rules are enabled, teams that do not follow them during a Race session will receive a post-race
Disqualification (see the "Driver Change Requirements In Race Sessions" section below).

Registering For The Session

For Team Driving sessions, spectators may register individually, but all session participants must register
as part of a team. When registering for the session, you can choose to register as a member of an
already-registered team of which you are a member, as a member of an already-registered team whose
password you know, or you can register (one of) your own team(s) for the session. You will have a
default team, named "Team Your Name", that you may use if you have not yet created any teams. You
may also create a new team while registering.

When you register a team for a session, you may choose whether or not you are also registering yourself
for the session (a team manager who does not intend to participate in the session might use this). Until
the session is launched, you are allowed to withdraw your entire team's registration as long as no other
team member is also registered for the session (you can't yank your team's registration out from under
your teammates). Once the session has launched, you are free to withdraw yourself from the session,
and you are free to register yourself and/or your team for a different session, but you may not withdraw
your team from the current session.

It is possible that you could be a member of more than one team that is registered for a session. Prior to
the session being launched, you are free to register/withdraw/re-register as a member of any team that
is registered for the session. Once the session launches, you will be locked-in to the team for which you
are registered - you may not jump back and forth between teams during a session, even as a spotter or
crew member.

Team members may come and go during the session. You may withdraw from a Team Driving session,
register for and participate in some other session (including other Team Driving sessions), withdraw
from that session, and then come back later and re-register for the original session. For example, you
can participate in an endurance Team race for an hour, withdraw from that race, drive in some other
session, log off and go to sleep for several hours, then come back later for another stint in the
endurance race.

At most six members of a team may be connected to a session at any one time, though many more than
that may connect and disconnect over the course of a session (the current limit is 64 team members). If
your team currently has the maximum number of allowed members connected to the session and you
attempt to connect, instead of launching the simulation the web site will notify your currently-
connected team members that you wish to join the session. If one or more of them exits the session,
there will then be space for you, and you will be allowed to connect.

It is up to the team's members to decide who should be present at various times during the session, and
what roles they are to fulfill. All team members with a sufficient license and/or iRating for the session
are eligible to drive the car. All team members are eligible to put the car into the garage and make setup
changes, become the Crew Chief (and so make black-box changes to be applied during pit stops), or to
spot for the driver. Team members may change roles during the session, and could possibly play more
than one role at the same time (spot for the driver and act as the crew chief, for example).

Session Behavior

In Race sessions, only as many team members as the maximum specified by the session will be allowed
to get into the car. In Lone Qualify sessions, only one team member will be allowed to get into the car. In
any other type of session, all of the eligible team members are allowed to drive the car.

In Lone Qualify sessions, the time put in by the one-and-only driver will be used as the team's Qualifying
time in any immediately-following Race session. In official iRacing series that use separate Qualifying
sessions, the driver's Qualifying time will be used to adjust their race-week Qualifying time.

In Open Qualify sessions that are scored as "best lap" (currently this is all such sessions), the fastest lap
put in by any of the team's drivers will be used as the team's Qualifying time in any immediately-
following Race session. In official iRacing series that use separate Qualifying sessions, each individual
driver's Qualifying time will be used to adjust their own race-week Qualifying time.

It is not required that the same team members drive in the Practice, Qualify, Warm-up and Race
portions of a session. Each portion of the session is considered individually.

In iRacing official series that use separate Qualifying sessions, a team's Qualifying time is used to
establish the starting grid position for the Race session, and it will be computed as the best Qualifying
time set by any of the team's members who are fully registered for the session as the session is
launched. The Qualifying time of team members who are not fully registered (don't have a [Race in 1:30]
type of status on the Race panel) are ignored.
It is not required that the team member whose Qualify time established the team's grid position drive in
the Race session. However, a session can optionally be set up to allow only the team member who
established a team's Qualify time to place the team's car onto the starting grid. If that team member
does not place the car onto the starting grid, then any team member will be allowed to place the car
onto pit road and wait for a missed-start to join the race.

Driver Change Requirements In Race Sessions

For a team to be considered "Official" in a Race session, and thus for any of its drivers to be eligible for
Championship Points, the team must adhere to the "driver change rules" for the session. There are
currently two options: "No Rules" or "Drive Your Fair Share".

If the "No Rules" option is selected, then there are no requirements placed on the team for how many
drivers must drive the car, or how much each driver must drive.

The "Drive Your Fair Share" rule operates as follows: at least the minimum number of drivers specified
by the session must drive the car a "fair share" of the team's laps, or the team will receive a post-race
Disqualification. A fair share is currently defined as 25% of an "equal share" of the laps.

You will not need to perform the calculations described below yourself during the session. The Entries
tab on the Session screen within the simulation will show for each driver individually a display of the
form:

n/r(R)

That is read as

n laps driven / out of r laps required as of now, or (R) laps estimated to be required by the end of the
session.

It will be colored red if the team member has not driven enough laps to be considered official at this
point in the race. It will be colored yellow if they have driven enough laps as of this point in the race, and
it will be colored green if they have driven enough laps that they would be considered official at the
current estimate of the number of laps that your team will complete in the session.

Additionally, the driver's F1/Lap Info black-box will have this same indicator, and the F3/Relative black
box will have a simple "DC" indicator that is colored red/yellow/green as described above.

In time-limited sessions, the total number of laps in the session is not known ahead of time. The
estimated number of laps required for each driver to be considered official will be recomputed
periodically during the session. You should always be mindful that these are estimates. If the race runs
under caution through much of the session, and runs under green-flag conditions late in the session, the
estimated number of laps required per driver could grow. Don't wait to put a driver into the car for the
final stint only to find that the number of laps they need has become larger than the number of laps
remaining in the session!
Here are some examples of how the "fair share" is computed.

In a 100 lap race with a minimum of 4 drivers per team, an equal share for each team driver would be 25
laps. Each driver's fair share would thus be 25% of 25 laps, or 7 laps (0.25 * 25 = 6.25 laps, but any
fractional portion of a lap always bumps the requirement up to the next full lap). It would be unwise to
create a race where the minimum number of drivers exceeds the race's lap limit, as it would then be
impossible for any team to meet the requirements!

The determination of whether your team has met the driver change rules in the session is computed
against the number of laps your whole team completes in the session. For example, if in a 100 lap race
with a minimum of 4 drivers your team only finishes 50 laps, the "fair share" for each of your drivers
would be 50 / 4 * 0.25 = 3.125, or 4 laps. Keep this in mind when determining your strategy for the race.
If you divide the driving up into the minimum number of roughly equal-length stints, and your second-
to-the-last driver crashes your team out of the race, your final driver will not be able to race any laps.
Since you then have had too few drivers finish a "fair share" of the race, your team will be Disqualified.

In addition to the "minimum number of drivers," sessions have a separate "maximum number of
drivers" setting. In this same example, say that a team wants 6 of its members to drive. Then for all 6
drivers to be "Official" and receive championship points, each would have to drive their fair share of the
laps. An equal share of 100 laps for 6 drivers would be 100/6 = 16.67, and a fair share of that would be
0.25 * 16.67 = 4.17, "ceiling'd" to 5 laps. So once you go beyond the minimum number of different
drivers in the session, the number of laps required for each driver can be smaller.

It is possible for a team to be Official for the session, even though one or more of its members who
drove is not considered to be Official. Taking the prior example, say that in a 100 lap session that
requires a minimum of 4 drivers, a team has 6 of its members drive. Say those drivers drove 30, 20, 20,
20, 6, and 4 laps. The driver who drove only 4 laps would not be considered Official since they didn't
drive enough laps, and they would receive 0 Championship Points for the session, while the remaining 5
team drivers would each receive the number of points the team garnered.

In official iRacing sessions with driver changes, championship points are computed per-car (team). Each
team member who drove a "fair share" during the Race session will receive the full championship points
given to the team.

No Team Championship - Yet

There is currently no notion of a "Team" championship.

Ratings Adjustments

No iRating adjustments are made in Team Driving sessions.

Safety Rating Adjustments


Incident points and distance driven are tracked separately for each driver. Each driver's Safety Rating
will be adjusted accordingly. The only way incident points incurred by one driver on a team impact the
other drivers on the same team is if the session has an incident-point limit. If it does, the limit is applied
to the sum of the incident points accrued by all of the team's drivers.

Car Number Assignment

A car number needs to be assigned when a team is added to a session. Numbers are given out in order
of iRating, so a team with a higher iRating would be awarded their preferred number if more than one
team wanted that number. A team's iRating is computed from the iRating of the team members who
drive the car (and typically only those drivers that drive the car during the Race session). Since it is
unknown at the start of the session which team members are going to drive, the team's iRating is not
yet known. Therefore, just as with Open Practice sessions, car numbers are given out in essentially
random order.

Changing Drivers

When in the simulation, the [Drive] button will be displayed to all team members who are eligible to
drive in the session whenever the team's car is "available." The car will be unavailable when one of the
team members is "in" the car (driving, stopped out on circuit, or stopped in the pit stall), whenever
someone has the car in the garage, if the session is over, if the team has been DQ'd.

A team member will be ineligible if their license level and/or iRating is insufficient for the session, or if
the team has reached its maximum driver limit in a Race or Lone Qualify session and that member has
not yet driven in the session.

It is up to the team's members to decide who should drive the car at any given time. Pressing the [Drive]
button registers your request to get into the car. If your request is the first one processed, you will be
put into the car. While another team member is in the car, the [Drive] button will be disabled.

Using ESC while out on track operates mostly as before (either the car is reset to the pit stall and made
"new", or it is towed to the pit stall in its current condition), and the driver is removed from the car.
Using the Car Reset control does mostly the same thing, except that the driver is left in the car. While
sitting stopped in the pit stall, using ESC or Car Reset (if it is allowed to do so) will remove the driver
from the car and leave the car in the pit stall. If necessary, the pit crew will turn-off the car's motor so
that it does not overheat.

A driver change can only occur while the team's car is sitting still in the team's pit stall. Your current
driver may exit the car immediately upon coming to a stop in the pit stall, and the substitute driver may
click [Drive] and get into the car right after that. But a substitute driver may not drive away until a 30-
second "driver-swap" timer has expired. The "driver-swap" timer starts from the point in time when the
car came to a stop in the pit stall, so there is no need to attempt to quickly get the current driver out of
the car, or the substitute driver into the car. The timer will count down both while no pit service is being
performed and while pit service is being performed, but it will not count down either while the car is
being towed to the pit stall, or while a penalty is being served.

If new cars are available for use, a [Request New Car] button (located below the [Drive] button) can be
used to remove the current car from the pit stall and replace it with a new one.

If the team's car comes to a stop out on track, the [Drive] button for all the other team members will
become a [Return To Pit] or [Tow Car] button, and any teammate can use the button to request the
action (just as if the driver hit ESC or Reset). If the team's car is at a stop in the pit stall with the driver in
the car, the button will become [Remove Driver], which will pull the driver from the car (just as if the
driver hit ESC or Reset). Generally, the driver should be allowed to call for the tow or exit the car on
their own. The car must be stopped for at least 5 seconds before these buttons become available for the
teammates to use. Their purpose is to allow the team to recover the car if their current driver becomes
distracted, or walks away from their computer.

So long as it is allowed to make changes to the car in the garage, any team member may remove the
driverless car from the pit stall and put it into the garage. Whether or not any changes are made to the
car in the garage, the car is left off-track until the next team driver uses [Drive] to put a "new" car back
on-track.

Custom Paint Jobs

See http://members.iracing.com/jforum/posts/list/2219.page

User-specific custom paint jobs include a user's CustomerID in the file name. In Team Driving sessions,
everyone registers as part of a team, and teams have their own TeamIDs. Team custom paint jobs are
read from files with similar names, but using "team_#" (where # is the TeamID) in place of the
CustomerID.

For example, if your CustomerID is 10051, your custom paint job file name would be:

10051.tga

If you have a team with a TeamID of 10943, the custom paint file name for that team would be:

team_10943.tga

Racing Radio (Voice Chat)

Your racing radio has been updated to better support Team Driving.

Transmission on the @drivers channel is now limited to only people that are currently driving their
team's car.
To facilitate communication between teams, a new @allteams channel has been added. Any team
member may transmit on this channel. This is the most "public" channel on your radio.

Your racing radio now supports a scripting system. The first time you run the simulation after updating
to the 2014 Season 4 (or later) build, it will create within My Documents\iRacing a folder named
"scripts", and within that folder one named "radio". Within that folder, it will create a readme.txt that
details how to customize the system, as well as the default set of scripts.

Briefly, scripts will be executed when certain actions are performed (starting the simulation, getting
in/out of the car, starting/stopping spotting). Within these scripts, you can alter your radio's
configuration (add/remove channels, turn scanning on/off, mute/unmute all channels, or specific
channels, and change the transmitter to a particular channel). For example, when you start driving, you
might want to mute the @allteams channel, to reduce the distractions.

In addition to the global set of scripts, you can add team-specific scripts (named using the team's
numeric ID). If both scripts for a particular action exist, the two scripts are combined, with the global
script first and the team-specific script after it.

Website:

Team Driving

- Now you can create up to five teams to race with your friends and take turns driving the same car.

- Invite / Promote / Remove team members from the team administration section.

- Manage external member applications to your teams.

- View sessions for teams to see what they're doing, and join them (when able).

- Make each team unique - set up custom paint schemes for each team's cars and race suits.

- Search the directory of all teams where you can apply or join team sessions.

- View all sessions teams are active in that you are able to join.

- Manage all your team applications and invites.

- Spectate Team Driving sessions.

- Join Team Driving Official Series as your own team or join another team and help drive/spot/crew.

- Join and Host your own Hosted Sessions with your own team, or join another team and help
drive/spot/crew.

Web UI
- Be on the lookout for stripes on racing session windows:

Yellow indicates team driving.

Teal indicates multiclass.

Black indicates a fixed-setup race.

- Re-ordered the layout of the main member-site template:

The updater is still in the upper-left portion of the site, but is redone.

The primary navigation is moved to the upper-right portion of the site, away from the license.

- The data refresh mechanism now remembers where you were on a page, and when you continue
refreshing will take you right back to where you were to continue a seamless experience.

- A content bar on the Cars, Tracks, and Account pages show how much content you own. Can you fill
the bars and join the 100% club?

- When hosting a race, you may now select as much Qualifying time as you like (previous cap was 30
minutes).

- Added additional race-length options when purchasing a Hosted session, both shorter (1 hour) and
longer (9 to 25 hours). Options are now 1, 2, 4, 6, 9, 14, 17, and 25 hours. The longer sessions have
discounts from the usual 2 hours per $1 rate:

1-hour sessions are $0.50.

9-hour sessions are $4.00 instead of $4.50

14-hour sessions are $6.00 instead of $7.00

17-hour sessions are $7.00 instead of $8.50

25-hour sessions are $9.00 instead of $12.50

- Hosted sessions now allow up to 8000 laps.

- Hosted and League session admins are allowed entry into sessions regardless of iRating or license
restrictions.

- Spotter passwords must now be only upper/lower-case letters and numbers (alphanumeric) - please
take a moment to reset your spotter password (if you use one) to avoid potential issues with people
spotting for you.

- Driver search forms now support international character input (e.g. Cyrillic).

- Registration forms now support international character input (e.g. Cyrillic).


- Fixed a glitch where buying new content then updating content would result in a broken frag page.

Results

- View Team Driving race results broken down by Team and Team Members involved.

- New interactive Lap Graph.

- Results pages are now 100% width.

- Results pages now display certain events that occurred during the session. Drivers getting in/out of car
are recorded during Qualify and Race sessions. Penalties applied/served are recorded during all session
types. Caution periods are recorded during Race sessions. Lead changes are also recorded. You can
highlight particular types of events, and events associated with particular teams.

- Added a new "DQ Scoring Invalidated" "reason out", which will appear in the Results pages. This is
needed so that League scoring can distinguish this type of disqualification (where your score card is
ripped up), versus a normal disqualification, where your prior laps are counted but scoring is ended for
you.

Simulation:

Oculus Rift

- Added support for the Oculus Rift DK2 utilizing the 0.4.2 SDK (with several custom bug fixes).

- Although the Rift's new direct access mode is functional with iRacing in some cases, the simulator
seems to operate best with the Rift configured as an extended desktop monitor. The Rift's direct access
mode is known to crash or fail in many PC configurations, particularly configurations including multiple
GPU's (and not only with iRacing). Even when it works, it usually works better in extended desktop mode
- direct access mode is still a work in progress. So to start with, we recommend to configure the Rift in
extended desktop mode, following the user guide from Oculus (1920x1080), and once the Oculus demos
run properly, then try launching Racing.

- Positional head tracking is not yet enabled in this version (development is in progress), but the VR
experience is already very functional via the Rift's HMD orientation sensors and a simulated neck model.

- The rendering of the user interface in 3D has been greatly improved in this version of iRacing as it is
now fixed in 3D space about 3/4 of a meter away from the viewer.

- When the HMD is configured as an extended monitor, some testers have reported it works well to
configure your desktop to a 75 Hz refresh rate, and then use adaptive VSYNC, which seems to help lock
the Rift to 75 Hz. It may also work well in many cases to simply unlock the frame rate (disable vsync),
and allow the Rift to operate at as high a frame rate as possible. It may take some experimentation to
discover how the Rift operates best with the iRacing simulator on your PC. In any case, sustaining a high
and steady frame rate is definitely very important with the Rift, it may be necessary to reduce graphics
options to offset the extra cost associated with the stereo rendering and distortion post process. There
is a lot of information about configuring the rift in various modes available in the forums at
http://www.oculus.com

- To enable anti-aliasing with the Rift (recommended) it is necessary to use the simulator's graphics
options rather than using device driver settings. This is because the anti-aliasing is performed on an off-
screen multisampled render target, which is then downsampled and warped to the smaller rift display.
Setting anti-aliasing via the device driver won't work properly in this case.

- The current rift related options in renderer.ini have been reduced from previous versions down to the
following settings:

[Oculus Rift]

ForceVSYNC=1 ; Force on VSYNC for Rift even if disabled in the graphics options settings

UsePrediction=1 ; Enable motion prediction to reduce latency

CorrectYaw=1 ; Enable magnetic yaw correction

RiftEnabled=1 ; 0=disable rift support 1=enable rift support

Graphics

- The Cockpit Mirror Optimization setting has been disabled, and replaced with a new setting that
specifies the maximum number of cockpit mirrors to enable per frame. If there are more mirrors than
desired, cockpit mirrors are enabled based on a priority scheme: rear, driver's side, opposite side, other.
Once you launch the simulator, the old settings will be removed from renderer.ini and replaced with
defaults as follows:

Mirrors disabled defaults to 0 max

Mirrors enabled+optimized defaults to 2 max

Mirrors enabled+not optimized defaults to 4 max

The enabled mirrors will now render every frame. The disabled mirrors are blacked out.

- It is now possible for a driver to get out of the car while leaving the car in their pit stall, even in single
driver events. When viewing a driverless car (Live or in the Replay), the car will have no driver in it.

- When viewing a car in the simulation, the helmet of the person who is driving the car is shown. Just as
you could see an all-white car if you have LoadTexturesWhenDriving=0 in renderer.ini, you could see an
all-white driver helmet in a car if the driver's helmet paint job has not yet been computed. All-white
helmets will become painted when you get out of your car.
Tire Model

- The tire tread band yaw response has been improved, and is much better at low speeds, and when
stopped. Now while at very low speeds the steering will feel heavy because you are trying to turn the
tread but it is not able to roll enough to relax that motion. You should be able to feel the difference in
higher and lower pressures much more at low speeds now. The tire will feel different even up to 80
mph, where the new low speed code approaches the old model.

UI

- The main screen got a good overhaul to add support for driver swap sessions.

- The various results tabs have been merged together into one tab that lists all results for all sessions at
once.

- A new Info tab was added to give more detail about how the session is setup, and in particular to give a
detailed description of the driver swap rules that are in effect for the current session.

- The Entries tab was extended so that all members of a team are visible in a team session.

- Your car is now shown on the main screen, along with the track name and your setup in order to
reduce confusion about what car you are driving in a multi-car event.

- Added a search/position-change progress indicator to the replay slider. This is useful for monitoring the
progress of your request in large replays.

- Show driver change lap requirements in the F1 and F3 black boxes.

- Remove file size column in file dialogs and replace with date/time column.

- Removed overlap in the tire pressure black box that caused part of a check box to be not clickable.

- Stopped name decomposer from incorrectly identifying names that start with ii from being tagged as a
suffix, resulting in some members' first name being detected as their last name.

Telemetry

- New session string information:

TrackConfigName:

TeamRacing:

MinDrivers:

MaxDrivers:
DCRuleSet:

QualifierMustStartRace:

NumCarClasses:

NumCarTypes:

CarNumberRaw:

CarScreenName:

CarScreenNameShort:

CarDesignStr:

CarClassColor:

HelmetDesignStr:

SuitDesignStr:

CarNumberDesignStr:

CarSponsor_1:

CarSponsor_2:

LicString:

- Added a new IsOnTrackCar variable to augment IsOnTrack. IsOnTrack now indicates that the driver is in
the car, and IsOnTrackCar indicates that the car is on track, with or without a driver.

- Properly handle negative numbers in YAML parser.

- Force a 5 second timeout before starting to log telemetry to disk again, after shutting it off. Or if asked
to swap files, ignore swap requests for 5 seconds after a successful swap.

Cameras

- Open up downward head motion to ~4" with TrackIR.

- Let blimp camera be scenic cam.

Controls

- Separate the gas and brake pedals on a XBox 360 wheel.


Replay

- There is a known bug in the replay spooling system at the moment that can cause the replay to freeze
up and become unresponsive, and sometimes even crash the sim if you have replay spooling active
while trying to watch a replay of a session you are still connected to. You may want to turn off spooling
for now, or if you want to record a long race with spooling enabled, make sure to save the replay once
you're done and before you start trying to watch the replay. Loading a replay from disk with spooling
enabled appears to be safe. We're working on trying to track the issue down.

Cars:

- All cars with ABS braking now have an improved ABS algorithm.

- All cars with windshields, fixed a bug in the windshield tear-off pit guy's pit script that was preventing
him from ever reporting as being finished when doing pitstops where the windshield tear off was not
selected when starting the pitstop, causing the pitstop timer to count up endlessly even after the stop
was done, causing confusion about whether the pitstop was really finished or not.

BMW Z4 GT3

- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.

- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for
Blancpain Series races (Sprint and Endurance) in 2014.

- Number font changed to what is used in the Blancpain series.

Cadillac CTS-V Racecar

- Improve the tire so it doesn't feel like it's overloading while cornering.

- Updated to 4 way adjustable shocks.

- Increased the front bump rubber gap and the max front spring rate. This was done to address some
odd handling characteristics that were encountered when the car transitioned into and out of the bump
rubbers.
- Rear shock travel increased to prevent engaging bump rubbers (Ride heights in existing setups will
need to be updated to correct for this).

- Updated brake system to use line pressures.

- Rear toe limit reduced to +-10mm.

Chevrolet Camaro Class B

- Made rear camera paintable.

- Updated many iRacing setups.

Chevrolet Impala-COT

- Updated iRacing setups: atlanta_quadoval.sto, bristol.sto, charlotte_quadoval.sto, sonoma.sto,


watkinsglen.sto.

Chevrolet Monte Carlo SS

- Wheels can now be painted.

- Increased power based on new dyno information.

Chevrolet SS-Gen6

- Optimized the 3D model to improve frame rate.

- Fixed a bug where backfires could cast a shadow.

- Added a roof camera.

Dallara DW12

- Fixed the metric units display for Fuel Available.

- A few small aero adjustments.

- Added setups for the new tracks on this season's schedule.

Ford Falcon FG01 V8

- Backfires are now visible.


- Updated the car with physics improvements and refinements from the new Holden.

Ford Fusion-Gen6

- Added a roof camera.

- Optimized the 3D model to improve frame rate.

Ford GT

- Wheels can now be painted.

- Fixed a bug where backfires could cast a shadow.

Ford GT GT3

- Added a GT3 version of the existing Ford GT. This car is part of the Ford GT package so it is included if
you already own the Ford GT.

- This car will be included in the GT3 series, and is similarly matched to the other GT3 cars. The only
significant difference is that it has a sequential gearbox, not semi-automatic like the other GT3 cars.

Ford Mustang Class B

- Made rear camera paintable.

- Updated many iRacing setups.

Holden Commodore VF V8

- Now available!

HPD ARX-01c

- Update 6th gear rev lights in order to engage all the lights by 9900 rpm.

McLaren MP4-12C GT3

- Slight update to obtain correct rear wheel rates to compensate for a subtle error in our suspension
modeling. For the McLaren, this effectively reduced the rear wheel rate from approximately 981 lbf / in
to 850 lbf / in. This change introduces significant understeer into pre-existing setups, which will need to
be re-tuned to dial it out.

- Added 30 kg as part of balancing performance with the other GT3 cars.

- Rear wing adjustments now have a more noticeable effect on aero drag.
- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.

- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for
Blancpain Series races (Sprint and Endurance) in 2014.

- Number font changed to what is used in the Blancpain series.

- Number plate removed from specular layers.

Radical SR8

- Stiffer spring options are now available.

Ruf RT 12R Track

- Updated the ride height sensors to match the FIA measurement locations as closely as possible. Also
updated the allowable ride height range to match FIA guidelines for this car. The net result is that
dynamic ride heights may be set significantly lower than before. This brings the CG height / track width
ratio more in line with the other GT3 cars (previously, it was too high).

- Recalculated the ARB stiffness using information contained in the FIA Homologation Papers (these
weren't available when we did initial development on this car). This resulted in significantly stiffer bars
than before that are much more in line with the other GT3 cars.

- Rear wing adjustments now have a more noticeable effect on aero drag.

- Update the GT3 cars to equalize green flag range to about 65 minutes on a full tank of fuel.

- Update the GT3 cars to equalize fuel fill times - a full fill should take 40 seconds.

- Changed re-fueling increments from 5 liters to 1 liter.

- Set the minimum fuel level to 5 liters.

- Reduced variability in fuel fill rates.

- Pit crew now waits to change tires until fueling finishes.


- Pit crew now use tire warmers set to 80 deg C. This reflects the fact that tire ovens are permitted for
Blancpain Series races (Sprint and Endurance) in 2014.

Silver Crown

- Updated to the New Tire Model.

- Overhauled the rest of the car's physics, suspension, aerodynamics, etc.

Sprint Car

- Updated to the New Tire Model.

- Overhauled the rest of the car's physics, suspension, aerodynamics, etc.

Super Late model

- Optimized the 3D model to improve frame rate.

Toyota Camry-Gen6

- Fixed side windows being black in cockpit.

- Added a roof camera.

- Fixed the pit crew's corrupt normal maps.

Williams-Toyota FW31

- Changes to the drafting to help overtaking.

Tracks:

Atlanta Motor Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

Auto Club Speedway

- Raised the oval pacing speed from 65 mph to 70 mph.

Barber Motorsports Park

- Fixed bug where pit-out cones were sunken into the ground.

Brands Hatch Circuit

- Fixed a seam in track surface.


Bristol Motor Speedway

- Walls and advertisements have been updated to match the current look of the track.

Canadian Tire Motorsports Park

- Fixed seam in grass near racing surface.

Charlotte Motor Speedway

- Raised the oval pacing speed from 55 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

- Added a checkpoint so you can no longer cut Turns 1 and 2 of the Road Course configuration.

Chicagoland Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

Circuit de Spa-Francorchamps

- Fixed a floating issue on the long straight.

Circuit of the Americas

- Fixed first pit stall of West configuration so lollipop guy no longer stands inside of pit wall.

Daytona International Speedway

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.

Daytona circa 2007

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.

Donington Park Racing Circuit

- Turn markers are now visible even when graphic details set at minimum.

Gateway Motorsports Park

- Now available!

- Features both Oval and Road configurations. *Note: for initial release only the Oval configuration is
available due to a couple of last minute issues with the Road configuration.

- Features night mode.

Homestead Miami Speedway


- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

Indianapolis Motor Speedway

- Raised the oval pacing speed from 65 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.

- Removed the yellow cones at the end of pit road for the Indy Oval configuration.

Iowa Speedway

- Fixed a grey surface issue on pit road.

- Adjusted gain time checkpoints on the last corner of the Road Course configuration.

Irwindale Speedway

- Added another checkpoint to the Figure Eight configuration to prevent course cutting.

Kansas Speedway

- Raised the oval pacing speed from 50 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.

- Changed the oval pit road speed to 45mph and Short Road Course pit road speed to 35mph.

Kentucky Speedway

- Raised the pit lane speed from 45 mph to 50 mph.

Las Vegas Motor Speedway

- Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.

Michigan International Speedway

- Raised the oval pacing speed from 65 mph to 70 mph.

Mount Panorama Circuit

- Brake markers are now visible even when graphic details set at minimum.

Pocono Raceway

- Raised the oval pacing speed from 70 mph to 75 mph, and the pit lane speed from 55 mph to 60 mph.

Richmond International Raceway


- Fixed a backstretch inside wall glitch.

Sebring International Raceway

- Fixed a pit wall bug.

Sonoma Raceway

- Fix bug where a wall could explode cars.

Suzuka International Racing Course

- Fixed a gain time check point on Turn 130R.

- Fixed floating surface issue near pit stall 3 on pit road.

Talladega Superspeedway

- Raised the oval pacing speed from 70 mph to 80 mph, and the pit lane speed from 55 mph to 60 mph.

- Fixed floating issues on the backstretch apron.

Texas Motor Speedway

- Raised the oval pacing speed from 60 mph to 65 mph, and the pit lane speed from 45 mph to 50 mph.

Twin Ring Motegi

- Raised the oval pacing speed from 55 mph to 60 mph, and the pit lane speed from 45 mph to 50 mph.

USA International Speedway

- Night mode is now available.

- Added 3D people to the crowds.

Release Notes for August 27 [2014.08.25.01]

Tires

- Fixed a mathematical instability bug where the tires could begin to jitter and shake and feel slippery,
particularly after driving around at low speeds and/or on a cold track for a while.

UI

- Fix to make right click popups work properly when in triple display mode.
Controls

- Support seperate triggers on the X-Box One controller.

Chevrolet Corvette C6R

- Updated baseline.sto.

Chevrolet SS-Gen6

- Added sonoma.sto and sonoma_hof.sto.

Dallara DW12

- Fixed a bug where telemetry was reporting the fuel density incorrectly.

- Increased the '3rd spring gap' at ovals to correctly show that the 3rd spring can never be engaged.

- Alter 3rd spring gap pass/fail limits at all oval tracks so gap can never fall into the red and fail tech on
an otherwise passable setup.

- Updated phoenix_2012.sto.

Dallara IndyCar

- Fixed a bug where telemetry was reporting the fuel density incorrectly.

Ford Fusion-Gen6

- Added sonoma.sto and sonoma_hof.sto.

HPD ARX-01c

- Update 6th gear rev lights in order to engage all the lights by 9900 rpm.

Lotus 49

- Fixed fuel conversions between UK and US gallons.

Lotus 79

- Fixed fuel conversions between UK and US gallons.

McLaren MP4-12C GT3

- Updated baseline.sto.
Spec Racer Ford

- Updated baseline.sto.

Star Mazda

- Improved the calibration of the dashboard's speed indicator.

Toyota Camry-Gen6

- Added sonoma.sto and sonoma_hof.sto.

Release Notes for Monday 11 August [2014.08.06.01]

Graphics

- Fixed a bug that was causing occasional weird shadows to appear on the track surface at night tracks.

- Fixed a bug which could cause parts of the Gen 6 Nascars to disappear.

- Fixed a bug that was preventing certain shadows from being visible in mirrors.

- Improve performance of shadows at night tracks.

Auto Config

- Fixed the autoconfig to more properly detect amount of video memory of GPUs with 2+ GB of RAM
and increased the system memory slider for high end PCs

Driving Aids

- Fixed the automatic gearbox driver aid's downshift logic to cope with very close gear ratios, so now the
Dallara won't get stuck in 6th.

Chevrolet Camaro Class B

- Fixed the mandatory stamp so that the top blade parts of the spoiler doesn't stamp on custom cars.

- Improved texture mapping on the roof.

Chevrolet SS-Gen6

- Added a california.sto, and added updated Hall of Fame setups.


Chevrolet Silverado

- Updated and added setups.

Dallara DW12 IndyCar

- Fixed a bug where the push to pass limit of 10 during road course races was not being applied.

Ford Fusion-Gen6

- Added a california.sto, and added updated Hall of Fame setups.

Ford Mustang Class B

- Improved texture mapping on the roof.

Mazda MX5 Cup and Roadster

- Quieten the transmission sounds back to original levels.

Toyota Camry-Gen6

- Added a california.sto, and added updated Hall of Fame setups.

Circuit de Spa-Francorchamps

- Fixed the bug where the pace car would crash through the pit wall at the Endurance configuration.

- Fixed the bug where the pace car would not stop correctly at the GP Pits configuration.

Circuit of the Americas

- Fixed the visible seam in the track surface entering Turn 1.

Racepanel series select dropdown now properly sorts series

Going forward, spotter passwords may only be alphanumeric (a-z,A-Z,0-9)

Release Notes for 2014 Season 3 [2014.07.21.01]

Website:

Leagues

- Enhanced League and Tournament Gridding Options:


There is now a new grid algorithm called "Top N Inverted". If you select this and click the "Apply Grid
Now" button you will be prompted to enter the number of drivers to invert. Previously you were limited
to inverting the top 8 or top 10 drivers.

There is now an option to change a driver's grid position by N positions in either direction. This is
intended to make it easier to apply grid penalties. From the "Race Grid Setup" area of the grid builder
you can right-click on any driver to access a new popup menu that includes an option to "change grid
position". This opens a dialog box where you can enter a number of positions to move the driver.
Positive numbers will move the driver towards the pole and negative numbers will move the driver
towards the back of the grid.

- Added a new interface for editing league member nicknames.

Race Panel

- Sorting of series has been fixed in the Race Panel pick list where they may have been out of order or
miscounted.

- The Select list now lists series based on MPR.

Other

- Updated MPR Images and added tooltips.

- MPR images are now hidden for Class A License and above.

- Spectator pages now have smarter sorting of what's available.

- Layering of elements in the main site has been adjusted to fix some display issues.

Simulation:

Tires

- There are no cars left using the version 4 NTM (New Tire Model). All the cars are on version 5 except
the Silver Crown and Sprint Car which are both still using the old tire model.

- The tire model has an improved solver to find the amount of tread yaw under dynamic conditions (i.e.
non-equilibrium). This has significantly improved transient behavior and tire response to changing loads.
- The modeling of tread wear depth and its effects has been improved. There is now more tread wear on
the softer road compounds.

- There is a preliminary model for advancing the tread rubber cure as the rubber gets hot; this gives very
reasonable lap time fall off for cars over the course of a race. This model is not enabled on all the cars
yet, as there hasn't been time for testing all the cars, but it is on all the high level oval cars and most of
the faster road course cars.

User Interface

- Right clicking on any visible driver name or driver helmet will bring up a context menu of actions that
can be applied to that driver.

Sound

- Disable using the recently added limiter layer sounds during ignition cut up shifts.

iRacing Telemetry API

- Output RadioTransmitRadioIdx and RadioTransmitFrequencyIdx in addition to RadioTransmitCarIdx.

- Output ClassPosition in QualifyResultsInfo section to match ResultsPositions.

- Output CarClassColor.

- Output car, suit, helmet paint info.

- Properly escape more strings in the YAML session string.

- Properly show pressure in telemetry when pressure based brake bias is used.

- Fix telemetry for steering angle on remote cars.

Cameras

- The driving camera can now be moved down 4" instead of just 2".

Backfires

- Many cars will now spit out backfire flames when appropriate. Some cars backfire when off throttle,
depending on their engine tuning. Others will backfire if you hit the rev limiter or upshift if their engine
tuning implements these features via an ignition cut (which passes unburned fuel through to the
exhaust). And some of our cars don't make flames at all, typically the lower level cars. The visual effect
and the sound effect of backfires are not synchronized at this time. Also, opponent cars do not make
backfires during upshifts at this time, only off throttle backfires.

Wind

- Reduce the strength of the wind applying to cars to 1/3, so even if the wind says 30mph, it will only
affect the car at 10mph. This is to account for ground turbulence and non-wind transparency of solid
objects reducing the effective wind strength at ground level.

Grime

- Cars will now accumulate grime as a race progresses. The amount is based upon both time and
circumstances of the race. This new grime effect causes a dulling of the car, which combines with the
dirt accumulation effect which was added previously.

Paint kit

- L.A. Racing, SimCraft, and diysim.com logos added.

- Wheel color support added to the Mazda MX5, Skip Barber Formula 2000, Legends Ford '34 Coupe, and
Street Stock.

Scenic Cameras

- Half of the tracks had their scenic cameras improved (or added if missing) in the previous season's
update. This update completes that work, with all tracks addressed.

Cars:

Chevrolet Camaro Class B

- Now available! The physics are identical to the other two Class B cars, and all 3 cars can load each
others setups.

BMW GT3 Z4

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Performance has been balanced against the other GT3 class cars.
Cadillac CTS-V Racecar

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet Corvette C6R

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet Impala Class B

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet Impala-COT

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet Monte Carlo SS

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- More front spring range.

Chevrolet National Impala

- Updated to the latest tire physics.


- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet Silverado

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Chevrolet SS-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Cockpit updated to match new Camaro dash.

Dallara IndyCar

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Dallara DW12 IndyCar

- Full version of the car is now here, supporting all different track types.

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Ford Falcon V8 Supercar


- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Ford Fusion-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Ford GT

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Fixed a traction control bug. The setting range was from 0 to 5, but should have been (and is now) from
0 to 2.

Ford Mustang Class B

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Two new patterns added.

Ford Mustang FR500S

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

HPD ARX-01c

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.
- Adjustments and improvements to the whole car's physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

Kia Optima

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Legends Ford '34 Coupe

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Updated engine sounds to sound better when listening from a distance.

- Wheels can now be painted.

Lotus 49

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Mass and inertia have been completely recalculated. Car has gained approximately 20 kg, and all
inertias increased significantly.

Lotus 79

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Mazda MX-5 Cup

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.
- Updated engine sounds to sound better when listening from a distance.

- Wheels can now be painted.

Mazda MX-5 Roadster

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Add distant external sound layer.

- Wheels can now be painted.

McLaren MP4-12C GT3

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Performance has been balanced against the other GT3 class cars.

Modified - SK

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Modified - Tour

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Pontiac Solstice

- Updated to the latest tire physics.


- Adjustments and improvements to the whole car's physics to match the new tire model.

- Updated engine sounds to sound better when listening from a distance.

Radical SR8

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Riley Daytona Prototype

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- New engine torque map directly from an engine dyno.

- Reduce minimum front ride height to 1.5"

- Lower the minimum splitter height.

Ruf RT 12R AWD

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Ruf RT 12R C-Spec

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

Ruf RT 12R RWD


- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Ruf RT 12R Track

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Now has 4-way adjustable shocks; low and high speed bump and rebound.

- Performance has been balanced against the other GT3 class cars.

Skip Barber Formula 2000

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Wheels can now be painted.

Spec Racer Ford

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Star Mazda

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Street Stock

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.
- Wheels can now be painted.

Super Late Model

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Toyota Camry-Gen6

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

VW Jetta TDI Cup

- Updated to the latest tire physics.

- Adjustments and improvements to the whole car's physics to match the new tire model.

Williams-Toyota FW31

- Updated to the latest tire physics.

- Now has lap time fall off from additional tire curing when the tires are hot.

- Adjustments and improvements to the whole car's physics to match the new tire model.

- Reduce fuel fill time deviation.

Tracks:

Donington Park Racing Circuit

- Donington Park Racing Circuit is now available.

- Includes two configurations: GP and National.

- This new track includes 3D crowd characters and 3D animated camera operators. These models will
appear in race sessions if Object and Crowd are set to high in options.

Phoenix International Raceway


- This is an all new version of Phoenix based on changes which were made to the track in 2012. The new
oval is very different from the previous, including changes which widened the front straight to 62 feet
(19 meters), repaved the pit stalls with concrete and moved the dogleg outward by 95 ft (29 m) while
increasing its radius to 500 ft (150 m) and changing its banking to 10-11 degrees. In addition, the track
changed to progressive banking in Turns 1 and 2 while Turns 3 and 4 were changed to 8-9 degrees in
banking and an infield road course was removed, making PIR an oval-only facility.

- Includes two configurations: one that does not allow cutting of the dogleg apron area, and one that
does allow full use of the dogleg apron.

- This new track includes 3D crowd characters and 3D animated camera operators. These models will
appear in race sessions if Object and Crowd are set to high in options.

Auto Club Speedway

- Fixed a bug where terrain was poking through wall.

- A bumpy area in the infield road course is fixed.

Autodromo Jose Carlos Pace

- Adjusted some 1x areas for consistency (such as the blue painted area to the right of the final turn).

Circuit Gilles Villeneuve

- Remove pit crew objects from pit road as the road is too narrow to fit them.

Circuit of the Americas

- Fixed draw-through signs on the garage.

- Added pit boxes.

- Moved the sign guy out of wall.

Circuit Zolder

- Fixed several track geometry bugs.

Homestead Miami Speedway

- Moved pit crew out of wall.

Iowa Speedway

- Fixed a wall collision issue.


Michigan International Raceway

- Fixed a non-collidable wall in Turn 1.

Phoenix International Raceway circa 2008

- The old version of Phoenix has been re-named to differentiate between it and the new version.

Road America

- The outside of Turn 5 now gives a 1x.

Silverstone Circuit

- Fixed a badly defined segment of track that could crash the sim for everyone connected if someone
drove over that one exact spot.

- Fixed pot holes that where between turns 2 and 3.

Sonoma Raceway

- Fixed a light so its shadow starts at the ground.

- Fixed a sunken jersey barrier.

Suzuka International Racing Course

- Fixed issues that caused weird camera and F3 black box behavior near the crossover.

Thompson International Speedway

- Updated for night racing.

- Track updated with new logo.

Release Notes for May 19, 2014 [2014.05.17.01]

Dallara DW12

- The Dallara DW12 IndyCar is now available for purchase. This as an Indianapolis Motor Speedway
preview. The only configuration of the car included is the speedway version. You can load the car at
other ovals or even road courses, but it does not yet have the higher downforce and grippier tires that it
would normally have at those tracks. The fully finished version of the car will be updated with the 2014
Season 3 update.

User Interface

- Fixed a bug that preventing the small voice chat indicator from being movable.

- Fixed a bug that was preventing the mouse-over help from working over certain UI elements.

Okayama International Circuit

- Fixed a bug where driving over the track in the fork area could sometimes cause a 0x collision.

Michigan International Speedway

- Fixed a bug where a portion of wall was not collidable.

Circuit de Spa-Francorchamps

- Added some missing brake markers.

- Removed crowd from inside a bridge.

Mount Panorama Circuit

- Added some missing brake markers.

- Added a missing gravel trap.

Release Notes for Apr 29, 2014 [2014.04.28.01


Simulation:

User Interface

- Add checkbox to turn delta bar on and off.

- Update various driving screen UI components so they are no longer relative to other UI elements and
can be moved around independently.
Cars:

Chevrolet Impala-COT

- Fix a bug where if 100% tape was ever selected in the garage at any time, the motor would bump up to
qualifying trim power levels and stay there for the entire rest of the event, even through the race.

Chevrolet Silverado

- Updated all setups adjusting the toe to a better setting.

Chevrolet SS-Gen6

- Updated all setups adjusting the toe to a better setting.

- Fix a bug that was causing pitstops to be a second or so slower than they should be. Now pitstops will
be the same as the Ford Fusion-Gen6.

- Fix a bug where if 100% tape was ever selected in the garage at any time, the motor would bump up to
qualifying trim power levels and stay there for the entire rest of the event, even through the race.

Ford Fusion-Gen6

- Updated all setups adjusting the toe to a better setting.

- Fix a bug where if 100% tape was ever selected in the garage at any time, the motor would bump up to
qualifying trim power levels and stay there for the entire rest of the event, even through the race.

Toyota Camry-Gen6

- Updated all setups adjusting the toe to a better setting.

- Fix a bug that was causing pitstops to be a second or so slower than they should be. Now pitstops will
be the same as the Ford Fusion-Gen6.

- Fix a bug where if 100% tape was ever selected in the garage at any time, the motor would bump up to
qualifying trim power levels and stay there for the entire rest of the event, even through the race.

Release Notes for Apr 28, 2014 [2014.04.25.01]

Simulation:

Bug Fixes
- Fixed a bug that could potentially crash the sim if trying to adjust the mirror in the F9 black box if a car
has no mirrors to adjust.

- Fixed a bug that can cause the drivetrain of all cars to oscillate strangely if the clutch pedal was
disengaging at all.

Updater

- We've made a small update to improve some of the error reporting if the updater has installation
failures.

Cars:

Ford Falcon V8 Supercar

- We had unintentionally released the car with a half-developed v5 tire update, so we have reverted the
car and tires to the same as Season 1.

Legends Ford '34 Coupe

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Modified - SK

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Modified - Tour

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Riley Daytone Prototype

- Remove the one too many rear ride height sensors from the telemetry.

Silver Crown

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Sprint Car

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Star Mazda

- Fix a bug where the car was not immediately responding to adjustments of anti-roll bar torque.

Street Stock

- Add a newsmyrna setup.


Toyota Camry-Gen6

- Fixed a bug in the driver's animation.

Tracks:

Animation

- Improved the animated crowds to have less impact on the frame rate.

Circuit of the Americas

- Improved how the visual track surface aligns to the physical track surface.

- Move the rolling start grid for the West configuration up so it's past the cone barrier.

Lucas Oil Raceway

- Metal barrels moved behind the pit wall.

Kansas Speedway

- Fixed a bug in the horizon imagery.

Release Notes for 2014 Season 2 [2014.04.21.01]


These are the release notes for Tuesday's 2014 Season 2 update.

Simulation:

User Interface

- Both the replay and driving screens now have user interfaces where elements can be moved around.
Not all elements can be moved, but most can. Press alt-k to activate the UI edit mode, any object that
can be moved will then be highlighted with a blue background. Simply use your mouse to drag the
object around and then hit alt-k again to exit edit mode and permanently save the positions. Some
elements are laid out relative to other elements, for example the delta time windows depend on the
vertical location of the virtual mirror, so if you move the virtual mirror then the delta time bar will move
as well. Just be sure to move the parent element first then the child, if you want to precisely place
everything.

- By default you can only move elements that are currently visible on the display, but if you set app.ini
[Graphics] forceVisibleWhenMove=1 then all movable elements will become visible when you enter the
UI edit mode.
- If you are using a triple screen setup and you want to move the UI elements onto your side displays
you can now turn off the code that restricts the UI to just the center monitor. In app.ini [Graphics] set
DriveUIFullScreen=1 to allow the driving UI to span all three monitors and set SessionUIFullScreen=1 to
allow the replay screen to span to all three monitors.

- The delta bar can now be hidden when using the ghost car or delta time feature, just set app.ini
[SplitDeltas] deltaBarHideBar=1.

- You can now increase the level of transparency of the background of the UI in both the driving and
replay screens. Set app.ini [graphics] SessionUITransparency=1.0 or DriveUITransparency=1.0 to a value
less than 1.0 to increase the transparency of the replay and driving user interface and set it to a value
greater than one to decrease the transparency so the UI is easier to view (in some limited cases).

- Fixed a bug with the delta time bar where the reported time could get cutoff if it jumped over 1
minute.

Camera

- We have added in support for editable driving cameras; think of it as having an adjustable seat
position. You can now bring up the camera tool and edit the driving camera just like any other camera.
You will be limited to the same range of motion that the TrackIR device is limited to (a couple inches in
all directions). Note that this is not cumulative. Moving the camera up to the limit will stop TrackIR from
being able to move up. The driving field of view and VanishY are not currently adjustable on a per car
basis, instead they are still written out to the app.ini like always so that your FOV is shared between all
cars.

- We have added in two new wheel cameras to complete the set, bringing the total number of editable
on car cameras to nine.

- We have opened up the camera tool to support 179 deg FOV's, even if most cameras can't go past 160
without a triple monitor setup.

- There is a known bug where changing the FOV while driving and then editing the FOV from within the
camera tool can cause the FOV set while driving to be lost, reverting back to the original FOV when the
session was started.

- We have opened up TrackIR head motion a bit in order to improve compatibility with the Oculus Rift.
Using the TrackIR with the original Rift is a nice experience, if you can get it to work. The trick is to start
up a Rift demo before starting up the TrackIR software so that the TrackIR software does not attach to
the Rift head tracking sensors. Once the TrackIR software is up and running you can launch iRacing at
any time and everything will work until you restart the TrackIR software (until you reboot the
computer).

Brass Monkey Support


- We are now utilizing the Brass Monkey engine http://playbrassmonkey.com/ to provide integration
between your tablet or smart phone and iRacing. By downloading the Brass Monkey client from your
app store you can now use your tablet or phone as a digital dash or even as a driving controller. Simply
launch the Brass Monkey client on your phone, and click the iRacing link once the simulator is up and
running. Tapping the steering wheel or HUD icon in the upper left will allow you to switch between
displays. The app.ini key [Brass Monkey] BMAllowDrive=1 allows you to enable or shut off the driving
controls.

1) Install Brass Monkey client on your phone or tablet.

2) Launch Brass Monkey client on your phone or tablet.

3) Start the iRacing simulator (not the website).

4) Click the iRacing link on the Brass Monkey client to connect.

5) Click the steering wheel or HUD icon in the upper right hand side to switch between a heads up
display and driving controls.

6) If you can't make this work, double check that your phone is on the same wi-fi network as your
computer.

Spotter

- Updated the TJ and Steve spotter pack with new samples.

Controls

- Turned down our rejection of noisy axis so that joysticks that only use a tiny fraction of their available
range still work.

- Fixed a bug that caused the bump stops to be applied backwards when inverting the force feedback
forces with an app.ini switch.

- Added in a new experimental 'friction' damper to the sim. This provides a small amount of resistance
to wheel motion no matter how slow or fast you move the wheel, creating a sense of weight on your
wheel. This works best on lower end wheels. To use this change app.ini [Force Feedback]
steeringDampingMaxPercent=0.0 to a value between 0.05 and 0.30 depending on how much weight you
want to add to the wheel. If this becomes unstable then adjust app.ini [Force Feedback]
steeringDampingFactor=0.10 to a smaller value, but you should not need to adjust this at all.

- Make the traction control controls available for assignment.

- Added look up and look down controls.

Telemetry
- Write traction control state to telemetry as "dcTractionControlToggle". Note that this is the real in car
traction control for cars that have it, and not the driving aid.

- We no longer expose the ghost car information to telemetry.

- In order to better support synchronizing disk based telemetry with live telemetry we have added the
following features: A new broadcast commands to turn telemetry on/off and to start a new file so an
external application can control the telemetry. A new telemetry status output "IsDiskLoggingEnabled"
and "IsDiskLoggingActive" to indicate that telemetry is enabled and if a file is actively being written to
disk, and a new session string parameter "TelemetryOptions:TelemetryDiskFile:" that provides the full
path to the current telemetry file so you can locate and parse it in when it is finished being written.
Using these, along with the session time parameter you should be able to easily merge both data sets
together after the disk based telemetry gets written out.

Garage

- You can now switch from English to metric units inside the garage with a checkbox.

Race Control

- At tracks that have an extended start line (Suzuka, Spa, Bathurst) the leader of the second pacing line
will no longer be restricted from passing the race leader until the end of the entire first lap. Now that
restriction correctly only applies until passing the start line.

Shifting

- Fix problems where cars with a fully computer controlled gearbox get stuck in neutral if the clutch is
disengaged while downshifting.

Cars:

Pit Crew

- Pit crew's helmets now get their color from the pit crewman's suit instead of from the driver's helmet.

Whee

- You can now change the color of the wheels on the BMW Z4 GT3, Chevrolet Impala Class B, Chevrolet
Impala-COT, Chevrolet National Impala, Chevrolet Silverado, Chevrolet SS-Gen6, Ford Fusion-Gen6, Ford
Mustang Class B, McLaren MP4-12C GT3, Ruf RT 12R AWD, Ruf RT 12R C-Spec, Ruf RT 12R RWD, Ruf RT
12R Track Super Late Model, Toyota Camry-Gen6.

Toyota Camry

- Now available for purchase!

BMW Z4 GT3
- Now available for purchase!

- Features:

Wheels can be custom colored.

4-way adjustable shocks, low and high speed bump and rebound.

Adjustable traction control. Traction control can also be disabled for 5 seconds via the new traction
control toggle control.

Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

Cadillac CTS-V Racecar

- Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new
traction control toggle control.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

- Now has ABS.

Chevrolet Corvette C6R

- Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new
traction control toggle control.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

- Fixed caster to about 9.5 degrees.

- Re-measured the C6R front anti-roll bar thickness; it is softer now.

- Updated power steering setting.

- Pit crew now references proper texture for helmets.

Chevrolet Impala Class B

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Tape is now adjustable in 1% increments.


- Increased strength of wheels so they don't damage so easily when brushing the wall.

Chevrolet Impala-COT

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Tape is now adjustable in 1% increments.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Chevrolet Monte Carlo SS

- Improvements made to reduce inside wheel pickup.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Chevrolet National Impala

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Chevrolet Silverado

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Chevrolet SS-Gen6

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Tape is now adjustable in 1% increments.


- Increased strength of wheels so they don't damage so easily when brushing the wall.

- New spoiler added.

- Contingency decals updated to 2014 season.

Dallara IndyCar

- Slow down jack-drop to reduce chance of damaging car as it hits the ground.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

Ford Fusion-Gen6

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Tape is now adjustable in 1% increments.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

- New spoiler added.

- Contingency decals updated to 2014 season.

Ford GT

- Added adjustable traction control. Traction control can also be turned on or off via the new traction
control toggle control.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

Ford Mustang Class B

- Wheels can be custom colored.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Tape is now adjustable in 1% increments.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

HPD ARX-01c
- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new
traction control toggle control.

- Slow down jack-drop to reduce chance of damaging car as it hits the ground.

Lotus 79

- Slow down jack-drop to reduce chance of damaging car as it hits the ground.

McLaren MP4-12C GT3

- Wheels can be custom colored.

- Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new
traction control toggle control.

- Updated engine sounds with new distant external sounds.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

- Now has 4-way adjustable shocks, low and high speed bump and rebound.

- Re-measured the anti-roll bars; they are softer now.

- Generally improved the car's handling over bumps and curbs.

Radical SR8

- Added dive planes for more front downforce.

- Updated the differential, only the preload is adjustable.

Riley MkXX Daytona Prototype

- Overhauled the car physics.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Updated the differential; only the preload is adjustable.

- Updated garage layout.

Ruf RT 12R AWD


- Wheels can be custom colored.

- More aero stability for very high speed corners.

Ruf RT 12R C-Spec

- Wheels can be custom colored.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

- Updated brake system to use pressure-based bias.

Ruf RT 12R RWD

- Wheels can be custom colored.

- More aero stability for very high speed corners.

Ruf RT 12R Track

- Wheels can be custom colored.

- Added adjustable traction control. Traction control can also be disabled for 5 seconds via the new
traction control toggle control.

- Has a new layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up shift
ignition cut.

- Updated brake system to use pressure-based bias.

- Increased low end torque.

Star Mazda

- Overhauled the car physics.

- Updated tires to latest version of NTM v5.

- Updated aerodynamics.

- Updated suspension geometry.

- Updated engine.

- Updated gear ratios.

- Updated brake system to use pressure-based bias.

- Now has 4-way adjustable shocks, low and high speed bump and rebound.
- Slow down jack-drop to reduce chance of damaging car as it hits the ground.

Street Stock

- Increased strength of wheels so they don't damage so easily when brushing the wall.

Super Late Model

- Improvements made to reduce inside wheel pickup.

- Increased strength of wheels so they don't damage so easily when brushing the wall.

VW Jetta TDI Cup

- Fuel is now adjustable.

Williams-Toyota FW31

- Has an updated layer of backfire and crackle sound for traction control / rev limiter / pit limiter / up
shift ignition cut.

- Fix ranges on differential settings so that 1-20 shows up in sim.

- Updated damper curves.

- Heaving spring preload limit increased from 3.5mm to 5mm.

- Slow down jack-drop to reduce chance of damaging car as it hits the ground.

Tracks:

Animation

- Animated trackside characters added to spectator areas at Circuit of the Americas and Lucas Oil
Raceway. These characters will appear if shaders are enabled, Crowds are set to low or higher,
Grandstands are set to low or higher, and Object Detail is set to high.

Circuit of the Americas

- Now available for purchase!

Lucas Oil Raceway

- Now available for purchase!

Auto Club Speedway

- Scoring issue fixed at the Competition configuration.

Circuit de Spa-Francorchamps
- The GP Pits configuration mistakenly had a different 1x configuration than the other configurations. It
is now the same as the other two.

- A wall has been constructed joining the upper and lower pits when running the Endurance
configuration.

Long Beach Street Circuit

- Brake markers added.

Mount Panorama Circuit

- Brake markers added.

- Several surface issues fixed.

New Hampshire Motor Speedway

- Fixed an issue where a car would visually sink into the surface in Turn 2 and Turns 3 and 4.

Okayama International Circuit

- 0x issue fixed in the area where the configurations join.

Phillip Island

- Moved pit road exit to the nearer exit. No longer uses the narrow exit road.

Road America

- Extended the yellow pit exit line.

Watkins Glen International

- Edited grass normal map textures to remove noise and make them more like our other tracks.

Release Notes for Mar 24, 2014


Lucky Dog

- Fixed the bug where drivers with a meatball black flag could get the Lucky Dog.

Controls

- Fixed a bug that could cause the automatic parking brake to release unexpectedly when cars drop into
the world or drop off jack stands.
- Fixed a bug that allowed anyone using the full automatic shifting driver aid to simply drive away at the
start of a race while everyone else is still waiting for all the other drivers to get into their cars.

Start line

- Tracks that have a start line ahead of the finish line will now correctly do rolling starts relative to the
start line, not the finish line. Tracks that have this are:

Bathurst

Spa Endurance

Spa GP

Suzuka East

Suzuka GP

Suzuka Moto

Chevrolet Impala Class B

- Added a setup for charlotte_quadoval.

Chevrolet Monte Carlo SS

- Added a setup for rockingham_oval.

Chevrolet SS-Gen6

- Updated setups for texas_oval, vegas_oval.

Ford Fusion-Gen6

- Update setups for texas_oval, vegas_oval.

Ford Mustang Class B

- Added a setup for charlotte_quadoval.

Mclaren MP4-12C GT3

- Added more fuel to the baseline setup.

Ruf RT 12R Track

- Improved cooling to reduce chance of engine blowups in long races.

Super Late model


- Added setups for dover, iowa_oval, milwaukee, newhampshire_oval, oxford, phoenix_oval,
rockingham_oval.

Brass Monkey Support

- We are now utilizing the Brass Monkey engine http://playbrassmonkey.com/ to provide integration
between your tablet/smart phone and iRacing. By downloading the brass monkey client from your app
store you can now use your tablet or phone as a digital dash or even as a driving controller. Simply
launch the Brass Monkey client on your phone, and click the iRacing link once the simulator is up and
running. Tapping the steering wheel or HUD icon in the upper left will allow you to switch between
displays. The app.ini key [Brass Monkey] BMAllowDrive=1 allows you to shut off the driving controls
permanently.

1) Install brass monkey client on your phone/tablet

2) Launch brass monkey client on your phone/tablet

3) Start the iRacing simulator (not the website)

4) Click the iRacing link on the brass monkey client to connect

5) Click the steering wheel or HUD icon in the upper right hand side to switch between a heads up
display and driving controls

6) If you cant make this work, double check that your phone is on the same wifi network as your
computer.

Release Notes for Feb 10, 2014


We are deploying an update at Monday 10-Feb 1500 UTC [1000 EST] for some sim and web updates.

Account Recharging

- Moved the minimum member recharge and gift recharge iRacing dollars (not credits) to another
member from $5 to $1 at member request. Gift Card minimum still at $5.

Hosted Sessions
- Bumped the maximum number of cars allowed for hosted sessions from 4 cars to 5 cars.

Garage

- Improved tire stability while in the garage.

Lucky Dog

- The spotter knows how to talk about the lucky dog now:

The moment you get issued the lucky dog, the spotter will say "You are the Lucky Dog, get your lap
back by passing the field on the outside."

The moment someone else gets issued the lucky dog, the spotter will say "Car N got the Lucky Dog, let
them by on the outside."

When the lucky dog end-of-line is issued to you as you take the two-to-go, the spotter will say
"Because you're the Lucky Dog you will be held at the end of the longest line."

- We now delay issuing the Lucky Dog end-of-line penalty until the LD driver takes the TWO TO GREEN
start/finish crossing.

- Fix a bug that would cause the very last lucky dog candidate to not be included when sorting
candidates into priority order, which meant that if that very last lap down driver was the one who was
supposed to get the lucky dog, they wouldn't!

- Fix a bug where scheduling hosted sessions with lucky dog cautions could end up having no cautions at
all instead.

iRating Scoring

- Fixed a bug that was causing drivers to gain or lose too much iRating when there are drivers entered in
the race who did not start.

Chevrolet Monte Carlo SS

- Expand spring range.

- Expand cross-weight range.

Chevrolet National Impala

- Had a wrong texture assignment for when the rear of the car was both dirty and damaged.
Dallara IndyCar

- Use more throttle for downshift blipping to fix the problem where downshifts could hang in neutral.

- Updated damage thresholds.

Ford Mustang FR500S

- Expand brake bias range.

- Expand rear ride height range.

McLaren MP4-12C GT3

- Use more throttle for downshift blipping to fix the problem where downshifts could hang in neutral.

- New baseline, low, med and high downforce setups.

- More low end torque to help burnouts.

- Fuel and diff preload limits adjusted.

Ruf RT 12R Track

- Use more throttle for downshift blipping to fix the problem where downshifts could hang in neutral.

- Expand tire pressure range to match other GT cars on v5 tires.

Star Mazda

- Updated damage thresholds.

Super Late Model

- Expand spring range.

- Expand cross-weight range.

- The rear spoiler can now be painted.

Centripetal Circuit

- Fix pit stall definition error that was preventing cars without starter motors from be started by their pit
crew.

Circuit de Spa-Francorchamps
- Fix problems at the Endurance config with cameras, race control and F3 black box not behaving
correctly.

Road Atlanta

- TV cameras were not adjusted properly for Short config.

edit: Added Account Recharging and Hosted Sessions sections.

Release Notes for 2014 Season 1


Website:

League Calendar Exports

- You can now export your league calendar in iCalendar format. This allows you to integrate your iRacing
League season schedules with your Google Calendar, iPhone, Microsoft Outlook etc.

- Calendars are exported per season. In other words if your league is running multiple race seasons
simultaneously you will need to export each season individually.

- To access this feature go to your league race seasons view. If you are either a member of the league or
if the league's race schedule is public you should see a new "Export Calendar" button. Clicking on this
presents a dialog that provides two options:

1) Calendar subscription

With this option you copy a URL into your calendar program (e.g. Google Calendar) and the calendar
software will listen for calendar changes and update your calendar automatically. This will only work for
league race seasons that are public (See League Privacy Settings).

2) Calendar import

For calendar programs that don't support subscriptions but do support imports you can download the
.ics file containing the events for the league season. To download the file click on the download link.

Blacklist

- Racers can now be "blacklisted". A blacklisted racer will no longer be allowed to join any hosted session
that you host.

1) MyRacers Page

- A new checkbox has been added to the MyRacers page called "show blacklisted". Checking this box will
display all racers that have been blacklisted by you.

- To blacklist a racer:
Search for the racer.

Hover the mouse pointer over the racer's helmet.

Select "Add to Blacklist" - Once this is done, the racer's row will turn red indicating that the racer is
blacklisted. On subsequent searches, all blacklisted racers will be displayed in red.

- To remove a racer from your blacklist:

Search for the racer or check the "show blacklisted" checkbox to display all blacklisted racers.

Hover over the racer's helmet.

Select "Remove from Blacklist" - Once this is done, the racer's row will revert to a normal color and
upon refreshing the list, will no longer appear in your blacklist.

2) Race Results Page

- To blacklist a racer:

Hover the mouse pointer over the racer's helmet.

Select "Add to Blacklist" - Once this is done, the racer's row will turn red indicating that the racer is
blacklisted.

- To remove a racer from your blacklist:

Hover over the racer's helmet.

Select "Remove from Blacklist."

3) Join A Race Page

- You cannot join races hosted by admins who have blacklisted you. The join button will be replaced with
a red "X". Keep in mind that is not necessarily an indication that you have been blacklisted, as there are
several reasons you may not be able to join a hosted session.

My Account Section

- My Account has a new, easy way to use and redeem gift codes by clicking the blue button that says
"Redeem Promotional Code" on the My Account home page.

- Additionally, you can easily recharge your account with the "Recharge My Account" button on the My
Account home page.

- My Orders in My Account are easier to read.

Weather Information
- Series' individual sessions popup details now show the correct weather parameters.

- What's hot widget now shows the correct weather parameters in the popup details.

- Testing a session now loads correct weather parameters for all sessions.

Car Page

- Car detail pages have been updated with a new look, with new functionality, and can now play videos
(where available).

Joined A Session Interlude Page

- iRacing Tips (the random tips and hints) are now called iRacing Tidbits.

Car Paint Kit

- The Car Paint kit now allows you to select a slant design for your car number. This will appear in the
Sim, but not in thumbnails on the Member Site.

- 5 additional number fonts have been added.

Simulation:

Scoring

- Fast-Track license promotions for Rookie license holders now occur at an SR of 3.0. Since this matches
the end-of-season promotion requirements, there is no longer a need for them. And so there will no
longer be a "quiet period" at the end of each Rookie season to allow for Rookie promotions.

Simulation Startup

- The process of loading and painting each car has been significantly optimized so the Sim can now load
a lot faster.

Replays

- Fix a bug where cutting and saving a portion of an old replay would result in a replay that would not
load.

Controls

- Improve calibration detection to better handle combined axes.


- Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow Fanatec wheel displays to
reinitialize when hot plugged. By default this is off.

- Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for
users who have unstable USB environments.

- Always output FFB telemetry even if no FFB device is available.

- Fixed a bug that could be causing members to lose their shifter buttons in some odd cases.

- Fixed a crash that could happen if no joysticks are detected for a moment.

- Added in app.ini [Force Feedback] debounceSeqMs=80 flag that can be used to force the sequential
shifter to be held down for a specified period after first triggering it, this helps reduce the chances of a
double shift caused by buggy hardware, at the expense of slowing down your shifts. This is enabled by
default and set to 80 ms.

Graphics

- Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving
screen up so commercial simulators with a car body in the way can still see the black box. Note that this
is an integer so 10 is 10%.

Setup Auto Load

- Added a new 'auto load' feature where the Sim will automatically choose an appropriate iRacing setup
for the track you are at.

- There is a check box in garage to turn on/off auto setup loading for each car. This is automatically
checked only if you didn't have a -Current- setup already for a car, so it won't blow away any pre-
existing setups you have on a car. The check box is unchecked as soon as a setup is edited, even if the
changes are not saved.

- If auto load is enabled, the Sim chooses an iRacing setup by comparing the setup names against the
track's directory name (charlotte_quadoval, for instance), if that fails we look for road or oval, failing
that we go with baseline. Autoload will only ever load iRacing setups, not your own.

- All cars have had their iRacing setup names adjusted to support this new feature.

Spotter

- We have added some more variety to many of the existing spotter messages.

Lucky Dog

- The Lucky Dog rule for allowing lapped cars to get a lap back during caution periods is now available.
- When configuring a hosted session, league session or tournament session, you can configure lucky dog
by going to the "CAUTIONS" pull-down on the host a race page and select "full course cautions on with
lucky dog".

- Lapped cars are considered for who gets the Lucky Dog in order of how many laps down first, then for
cars on the same lap down in the pacing order that the caution settled into.

- Lapped cars will not be considered for the Lucky Dog if they were involved in anything that may be
related to causing the caution, or were carrying a black flag at the time of caution, or do anything stupid
during the caution before the Lucky Dog gets waved around (such as getting a black flag, crashing into
someone, etc)

- The best remaining Lucky Dog candidate will get waved forward a lap as they cross the start/finish line
while the lead lap cars are pitting (or even if the lead lap cars didn't actually pit).

- If you get the Lucky Dog, the pace order instructions will tell you to pass the field, pass the pace car,
then catch back up to the back of the field. You will also be issued a "Lucky Dog" end-of-longest-line
penalty at the same time, which you will see in the upper left. This doesn't mean go to the end right
then, but it means that you will be held at the end of the longest line after you have caught your lap
back up.

- The Lucky Dog can't pit while they are on their catch-up lap. The pit entrance will be signaled as closed
for you until you do the extra lap. You can pit behind the other lap down cars once you've done your
catch-up lap.

New Tire Model

For cars with v4 and v5 tires:

- The tire probe temperature measurements that are reported in the garage and black box now compute
more reasonable equilibrium values to better represent what temperature is actually measured in a pit
stop.

- Better carcass yaw stiffness and carcass yaw motion. We think this feels better and there is less force
feedback chatter as a result too.

For cars with v5 tires:

- There have been further improvements to tire heating energy transfer calculations.

- The tires now smoke more realistically (and interestingly, that improves the feel over the limit by
limiting surface temperature build-up).

- Applied a fix to all v5 cars that we had made to the Ruf when it was released in December, which stops
certain sidewall loads when a tire is rolled onto the sidewall (heavily loaded, or low pressure) from
adding extra grip.
In case you are losing track of which cars are on which version of our tire models, here is a full summary:

- New cars with v5:

Ruf RT 12R AWD

Super Late Model

- Cars in this build that have updated from v4 to v5:

Cadillac CTS-V Racecar

Chevrolet Corvette C6R

Chevrolet Monte Carlo SS

Ford GT

Ford Mustang FR500S

Kia Optima

McLaren MP4-12C GT3

Radical SR8

- Cars already on v5:

Legends Ford '34 Coupe

Lotus 49

Mazda MX-5 Cup

Mazda MX-5 Roadster

Pontiac Solstice

Ruf RT 12R C-Spec

Ruf RT 12R RWD

Ruf RT 12R Track

Skip Barber Formula 2000

Spec Racer Ford


Street Stock

VW Jetta TDI Cup

Williams-Toyota FW31

- Cars on v4:

Chevrolet Impala Class B

Chevrolet Impala-COT

Chevrolet National Impala

Chevrolet Silverado

Chevrolet SS-Gen6

Dallara IndyCar

Ford Falcon V8 Supercar

Ford Fusion-Gen6

Ford Mustang Class B

HPD ARX-01c

Lotus 79

Modified - SK

Modified - Tour

Riley Daytona Prototype

Star Mazda

- Cars still on the old tire model:

Silver Crown

Sprint Car

Differentials

- We have improved some aspects of our differential modeling.


- All diffs that use spider gears (cars with open diffs, Salisbury diffs, or viscous diffs) now generate a
small amount of diff locking from spider gear friction itself. This will give a subtle improvement in feel to
the open diff cars and even the viscous diff cars.

- Our Salisbury diff modeling is better too. The amount of locking from varying ramp angles is a little
different than before, but not a lot different. High ramp angles won't quite be locking as much, but low
ramp angles can lock a little bit more. Also, we have changed preload to be the torque required on an
axle to overcome the initial friction level of the diff, instead of an internal preload force. All Salisbury diff
cars now use this torque value in their setup sheets, but it will initially be populated with the value from
the old preload force value, so you may need to adjust your preload values on your setups, probably to a
lower value than you're seeing. An example for reference purposes: McLaren specs their diff to have 80
Nm of breakaway torque (~60 ft-lbs).

Dirty Cars

- All cars will now accumulate dirt over the course of a race, in much the same way that the windshields
get dirty.

Collision model

- We've made some small improvements to the car collisions, so car damage will be a little bit different
than usual. Some cars may get damaged a little more easily, some cars will be a little more difficult to
damage.

Cars

- Added Motorsports.com sponsorship.

- Peak and InRacing news logos updated.

Pace Car

- The Mustang pace car has an updated paint scheme.

Cadillac CTS-V Racecar

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- Set fuel increment to 5 liters (1.3 gal).

- Fix visual issues with the hubs not being in the right location.

- New baseline setup.


Chevrolet Corvette C6R

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- More accurate ride height sensor locations.

- All brake lights light up when car brakes.

- New baseline setup.

Chevrolet Impala Class B

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet Impala-COT

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet Monte Carlo SS

- Updated to latest v5 tire model.

- This car, being a regular Late Model, has been overhauled and updated with many of the
improvements from the new Super Late Model.

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its
proper brake system; an adjustable balance bar, which operates two master cylinders which generate
brake line pressures (visible via telemetry) which applies braking forces at the calipers, for a more
realistic approach to setting brake bias. Also, the bias cannot be adjusted while pressure is applied to
the brakes.

- Added a setup item to offset the steering wheel.

- Better nose and gearbox cameras.

- Updated setups.

Chevrolet National Impala

- Added a setup item to offset the steering wheel.


- Now has Peak sponsorship on dash and windshield. Rear TV panel is now sponsor 2.

- Updated setups.

Chevrolet Silverado

- Added a setup item to offset the steering wheel.

- Updated setups.

Chevrolet SS-Gen6

- Added a setup item to offset the steering wheel.

- Updated setups.

Dallara IndyCar

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford Fusion-Gen6

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford GT

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- More accurate ride height sensor locations.

- Fixed the flipped bolts on outer wing.

- New baseline setup.

Ford Mustang Class B

- Added a setup item to offset the steering wheel.

- Updated setups.

Ford Mustang FR500S


- Updated to latest v5 tire model.

- Aerodynamic improvements.

HPD ARX-01c

- Better tire pressure ranges.

- More accurate ride height sensor locations.

- Lock final drive ratio to 3.9375.

- Altered the engine torque curve a bit for more bottom end and top end.

Kia Optima

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- Updated aerodynamics.

- New baseline setup.

Legends Ford '34 Coupe

- Added a setup item to offset the steering wheel.

- Updated setups.

Mazda MX-5 Cup

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its
proper brake system; a tandem master cylinder with proportioning valve, which generates brake line
pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup
adjustment has been removed as a result.

- Updated tires.

- Updated aerodynamics.

- New baseline setup.

Mazda MX-5 Roadster


- The brakes on this car have been updated from simply applying torque at the wheels to modeling its
proper brake system; a tandem master cylinder with proportioning valve, which generates brake line
pressures (visible via telemetry) which applies braking forces at the calipers. The brake bias setup
adjustment has been removed as a result.

- Updated tires.

- Updated aerodynamics.

- New baseline setup.

McLaren MP4-12C GT3

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.

- The brakes on this car have been updated from simply applying torque at the wheels to modeling its
proper brake system; an adjustable balance bar, which operates two master cylinders which generate
brake line pressures (visible via telemetry) which applies braking forces at the calipers, which are using
different brake pads as the setup specifies, for a more realistic approach to setting brake bias. Also, the
bias cannot be adjusted while pressure is applied to the brakes.

- More accurate ride height sensor locations.

- Set fuel increment to 5 liters (1.3 gal).

- Updated setups.

Modified - SK

- Added a setup item to offset the steering wheel.

Modified - Tour

- Added a setup item to offset the steering wheel.

Pontiac Solstice

- Updated tires.

Radical SR8

- Updated to latest v5 tire model.

- Reviewed and improved suspension geometry, shocks, bump stops, anti-roll bars, and steering.
- Updated aerodynamics. Wing is now adjustable in 2 degree increments.

- More accurate ride height sensor locations.

- Updated setups.

Ruf RT 12R AWD

- The AWD version of the Ruf is now in your garage along with the other Rufs you own. It is identical to
the RWD but with an AWD drive train. The AWD and RWD can load each other's setups.

Ruf RT 12R C-Spec

- Updated tires.

- The wheels have been replaced with proper racing wheels instead of recolored street wheels.

- Updated aerodynamics.

- Improved shocks.

- Taller final drive option for high top speed tracks like Daytona.

- Now has cockpit adjustable brake bias.

- Total mass increased by 50 kg to match GTC minimum weight of 1205kg (no fuel, no driver).

- Set fuel increment to 5 liters (1.3 gal).

- Tach displays correct gauge texture at night tracks.

- New baseline setup.

Ruf RT 12R RWD

- Adjusted brake bias.

- Added a Tall gear that allows 227mph.

- Removed pit speed limiter.

- Tach displays correct gauge texture at night tracks.

Ruf RT 12R Track

- Updated tires.
- The wheels have been replaced with proper racing wheels instead of recolored street wheels.

- Updated aerodynamics.

- Improved shocks.

- Now has the same fully auto sequential that the McLaren has.

- Total mass increased by 32 kg to match homologated weight of 1200 kg (no fuel, no driver).

- Fuel cell is exactly 100 liters.

- Set fuel increment to 5 liters (1.3 gal).

- Tach displays correct gauge texture at night tracks.

- New baseline setup.

Silver Crown

- Smaller fuel increments.

- Added a setup item to offset the steering wheel.

Sprint Car

- Smaller fuel increments.

- Added a setup item to offset the steering wheel.

Street Stock

- Updated tires.

- Added a setup item to offset the steering wheel.

- New baseline setup.

Super Late Model

- Now available for purchase! Just like the regular Late Model (Chevrolet Monte Carlo SS) but faster!

VW Jetta TDI Cup

- Updated tires.

Williams-Toyota FW31
- More accurate ride height sensor locations.

- Updated setups.

Tracks

- Reviewed scenic cams at many tracks to add cameras where they were missing, and removed some of
the less attractive scenic cameras.

- Crowds in grandstands and trackside have better texture normal maps so they will look more three
dimensional.

Release Notes for Dec 18 2013


Auto Club Speedway

- Auto Club Speedway is now available for purchase and features four configurations. These
configurations are as follows:

Oval: 2 mile Speedway (day and night versions)

Competition: 2.8 mile road course which utilizes parts of the oval and infield road course.

Moto: 2.36 mile road course which also utilizes parts of the oval and the infield road course. This
configuration features a chicane prior to Oval T1.

Interior: 1.45 mile road course which is run exclusively in the infield area.

- We have provided setups this track for the various Stockcars, and the Dallara and the Silver Crown.

Ruf RT 12R - Preview

- We are releasing a preview of our new car, the Ruf RT 12R. Included are three versions:

The 730 horsepower street car itself, in rear wheel drive (RWD) trim. This car demands a lot of respect:
huge power, high speeds, treaded street tires and almost no downforce. If you brake early, expect lower
mid-corner speeds, and apply throttle slowly and progressively, this car will give a very rewarding driving
experience.

The RUF C-Spec is a full-on race car, but one tailored to the single make, spec-class sports car series
which have found increasing favor around the world in recent years.

The RUF Track is more than capable of giving cars like the McLaren MP4-12C GT3 a run for their money.

Controls

- Fix a bug where sometimes shifter buttons could cease to work while driving.
- Clean up calibration wizard so that shift aid type is preserved when calibrating the clutch.

- Improve calibration detection to better handle combined axis.

- Make all controls user modifiable.

- Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow fanatec wheel displays to
reinitialize when hot plugged, but default it off.

- Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for
users who have unstable USB environments

- Always output FFB telemetry even if no FFB device is available.

Chevrolet Silverado

- Corrected the richmond_fixed setup to pass tech inspection.

Dallara IndyCar

- Updated these setups:

barber_fixed

indy_road_fixed

lagunaseca_fixed

montreal_fixed

motegi_gp_fixed

sebring_fixed

suzuka_fixed

watkinsglen_fixed

Ford GT

- Fixed a bug in the pit crew windshield tearoff script that could cause the pitstop to get stuck in a loop.
This bug was fixed on all other cars a few months ago, but got missed here.

Release Notes for Thursday, 31 Oct 2013


Updater
- Improve how the iRacingUpdater.exe identifies if a computer requires a DirectX file update to deal with
certain combinations of 32-bit vs 64-bit shenanigans.

Controllers

- Improved calibration routines to work around detection issues with certain devices.

Graphics

- The app.ini [Drive Screen] UIOffsetBottomPct=0 setting will now show up in the .ini file by itself,
instead of having to cut and paste it in by hand.

- Add options to renderer.ini to disable compression for helmets, suits, and cars independently.

New Tire Model

- NTM v5 has more rolling drag in this season's update than in last season, but this also means the rolling
tire noise is now a lot louder than it should be. We have retuned the rolling tire noise levels for the
NTMv5 cars back to where we want it.

Tech Inspection

- Weather conditions no longer affect tech inspection. Issues were arising where a hotter or colder day
could cause a setup to pass or fail tech due to tire pressure ride height variances.

Chevrolet Impala Class B

- Updated setups for Bristol, Phoenix, Texas.

Dallara IndyCar

- Updated setups for Iowa, Kentucky, NHMS, Phoenix, Pocono.

Ford Mustang Class B

- Updated setups for Bristol, Phoenix, Texas.

- We no longer unintentionally show a development information tab in the garage.

Ford Falcon FG01 V8

- Updated the baseline setup.

- Restored the correct aerodynamic drag. We had been doing some testing of the car for NTM v5 tires
which have higher rolling drag, so cars need their aerodynamic drag reduced to retain correct top
speeds, but when switching back to v4 tires for release the lower drag was not restored to where it
should be.
Skip Barber Formula 2000

- Remove the front ride height tech inspection limit that was causing tech inspection failures in cooler
weather.

New Hampshire Motor Speedway

- Updated to include a new Legends oval configuration.

Mount Panorama Circuit

- Added some more greenery to the scenery.

Release Notes for 2013 Season 4


Here are the release notes for tomorrow's new season's update.

Edit: The New Hampshire Motor Speedway update has been delayed. The new Legends configuration
will not be available immediately with the new season's build, but will arrive in an update within a few
days.

Website:

My Account

My Account has been updated to be easier to use, and to allow you to manage your information and
personal data faster. You may also now manage more email notification preferences.

Weather Indicators

You may now see weather settings for race series, league sessions, hosted sessions, and popular races in
your What's Hot widget.

Driving School and How-To Videos

The Driving School and How-to video sections have been overhauled and redone. They're faster, more
reliable, and easier to use now.

Multi-Platform Downloads

Anywhere you see a download link to get the software, you are now able to download all alternate
versions of the software we offer. Just click on "Other Download Options" to see more!

League Page

Add a Session:
- When creating a session, there will be a new "NOTIFICATION" section at the bottom of the page as the
last panel. Opening the panel will reveal a form with four notification options:

Don't Send - This is the default action. No notifications will be sent when this option is checked.

Send Now - This will send out a notification to the distribution list (see below) at the time the session is
created.

Send at Time Before - This will allow the League Admin to select an amount of time before the session
starts to send the notification. The times are from 15 minutes to 2 hours in 15 minute increments.

Send at Set Time - This option will allow the League Admin to set a specific date and time to send the
notification.

- When a notification option other than Don't Send is selected the following distribution options are
revealed along with a place to type a message and a time selection control:

Send to All League Members - Choosing this will send the notification to all who are members at the
time of the session being created. Deleting a member from the league will have no effect.

Send to League Members In Grid - This option will send the notification to all members in the grid
setup for the session. If any member(s) is/are added or deleted from the league, the notification will be
sent to all current members at the time of notification.

Send to Specific League Members - Choosing this will display a list of league members to choose from.
Simply click on a member to select/deselect.

Automatic Disqualification

All hosted sessions including tournaments and league sessions now support an optional maximum
incident setting that will result in drivers being automatically disqualified from sessions once they
accumulate the configured number of incident points. To configure this setting look for a new checkbox
inside the hosted session's "OPTIONAL SETTINGS" area. You will need to check the checkbox and enter a
number greater than 0.

League Racing

The system now supports three additional session configurations:

- Open qualifier only

- Open practice + open qualifier

- Open practice + lone qualifier


This affords league administrators the flexibility of running qualifiers without a race component. They
can then use these results to configure the grids for subsequent league races. This is only relevant when
the subsequent league race is configured as an open practice + race.

For example you could do the following:

1) Create an open practice + open qualifier session

2) Create a subsequent open practice + race session. When configuring the session click on the "Click
here to configure your field and grid" link to open the grid builder. Inside the grid builder select "Load
from prior session" and select the prior qualifier and click on the "LOAD DRIVERS" button. That pulls the
drivers from the qualifier into your race field. Then you can select the grid algorithm you want to use,
then click on the "APPLY GRID NOW" button to arrange the grid. Don't forget to click on "DONE" when
you are done. This is the step that actually saves the grid to the database.

League Requests Bug Fix

The applications section of the league requests section of the league details page had a bug and was
incorrectly processing requests to accept or deny applications. As a result any request to accept or deny
an application would be applied to the last item in the list. This should now be resolved.

League Wall Bug Fix

Large league helmets now show up again on the League Communication page. This bug fix also fixes an
issue where some users were unable to reply to wall posts.

Simulation:

Graphics

- The sim now supports up to 2048x2048 car textures. There is a new graphics option to enable this.

- Allow the system mem slider to go all the way to 3GB.

- Remove uncompressed car textures option and always force it off.

- Remove prefer shadow maps option and always force it on.

- Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving
screen up so commercial simulators with a car body in the way can still see the black box. Note that this
is an integer so 10 is 10%.

- Fixed several bugs related to the biasing of dynamic shadow maps that were causing dark bands (zebra
stripes) on cars and other dynamic objects, especially when viewed with highly zoomed cameras.

Oculus Rift
- Updated to the 2.5 version of the Oculus SDK.

- Turn off manual calibration of magnetometer now that the new Rift software takes care of it for us.

- Add an additional renderer.ini option for the rift headset that disables it completely (forces detection
to fail). The Oculus VR SDK apparently recognizes some TVs/monitors as rift HMDs when they're not,
and setting "RiftEnabled=0" allows customers with these devices to disable the Rift prompt that appears
when launching the simulator.

- Added a simplistic neck/head model so that the eye locations translate properly with the currently
tracked head orientation.

SDK

- Added an IsSpectator flag to the session string.

- Added LapDeltaToSessionLastLap parameter.

- RadioTransmitCarIdx now clears when the UI indicator clears.

Race Control

- Added a new rule that will disqualify a driver in a race session if their incident points reach an incident
points limit defined in the event options. By default there is no limit defined. In a race the message you
see when you get an incident point will show you your total incident points for the race so far, eg: "Off
Track (1x) Total 14x" If there is a limit, it is displayed after the total, eg: "Off Track (1x) Total 14x/25x" if
there is a 25 point limit.

- At a few of our tracks the actual finish line where lap timing is scored is not at the front of the starting
grid, it can be towards the back of the starting grid. We now support doing these lap timing and finish
lines properly. Tracks that we have updated to support this are Suzuka, Spa Francorchamps, and Mount
Panorama.

- We now make a better computation of when to release cars who missed the start from the pit lane to
prevent situations where drivers starting from pit lane were being released into the middle of the pack,
unless there are people who are just really slow getting started.

Controllers

- The joystick code now supports hot plugging of joysticks. Devices can be plugged in after the sim starts,
without forcing a recalibration, or unplugged and plugged back in at any time without causing issues.
And secondary devices, like a joystick mapped to the cameras, can remain unplugged if they are not
currently needed, again without losing any joystick mappings.
- The joystick code has been reworked and optimized to remove the chance that there could be a
conflict between iRacing and the joystick drivers. Force feedback effects should now behave consistently
from run to run.

- Added in a centerSpringPct option to the app.ini file, so you can activate a center spring force while
driving. This is not recommended for use, but was added in to better support members who are already
modifying the drivers to support this.

- Most joysticks will now auto calibrate, so you should not need to use the calibration routine when
setting up a device to control the cameras or the in car adjustments. Devices, like analog knobs, that
don't have a centering spring may still need to be manually calibrated.

- Manual calibration should now be more reliable for joysticks and low resolution devices. The
calibration wizard has also been extended so that the reset button properly resets both the calibration
and detection of the device.

- The joystick calibration data has been split out of the controls.cfg file into a text base JoyCalib.yaml file.
So you can now edit the calibrations by hand in order to better support short calibrating your pedals.

- We now support 32 physical joysticks, up from 8 previously.

- Hat switches (d-pads) now support diagonal motion.

- Added in app.ini [ForceFeedback] disableAutoCenter=1 option, this allows you to keep the auto center
effect enabled if you need it on your force feedback joystick. Note that auto center is a feature that only
works on FFB joysticks and will have no effect on a FFB wheel.

- Split the trigger buttons on the XBox 360 controller into two axes using the XInput api. This can be
turned on or off with the app.ini [Force Feedback] seperateXBox360Triggers=1 option.

Force Feedback

- The minimum force parameter now smoothly compresses the forces below the minimum force level
instead of applying a hard cut-off. This provides some buffer in case the slider is set wrong, and allows
the minimum force to work with any device, not just G27 wheels. You can return to the older behavior
with the app.ini flag: [Force Feedback] FFBUseSimpleMinForce=0

- The range of the minimum force slider was boosted to a maximum of 40%, up from 20%. This was put
in place to help members running the Fanatec CSW v29 firmware to remove their rather large force
deadzone.

Drafting

- Many of the road course cars have a more realistic aerodynamic drafting response to other cars.

New Tire Model - v5 Updates


- There is now much better rolling drag computation, which gives more rolling drag and more tire heat.

- Improved the low speed vs high speed grip levels. Now there is a little less low speed grip, and a little
more high speed grip.

- Improved/increased the loss of grip that occurs the thinner the tire tread rubber gets.

- Cars that have been updated to the v5 model this season are:

Legends Ford '34 Coupe

Mazda MX-5 Cup

Mazda MX-5 Roadster

Pontiac Solstice

SCCA Spec Racer Ford

VW Jetta TDI Cup

- As a reminder, the cars that were already on the v5 model are:

Lotus 49

Skip Barber Formula 2000

Street Stock

Williams-Toyota FW31

Sponsors

- Added a new sponsor in remembrance of Morgan Schooley.

2048x2048 Textures

- All cars now have 2048x2048 textures, up from 1024x1024.

Cadillac CTS-V Racecar

- Wheel strengths have been increased to match other vehicles in the simulation.

Chevrolet SS-Gen6

- Grille tape limits have been changed so that overheating can occur to a greater degree and reduce
tandem racing.

- Green light on fuel ignition box added.


Dallara IndyCar

- Updated external engine sounds.

Ford Fusion-Gen6

- Grille tape limits have been changed so that overheating can occur to a greater degree and reduce
tandem racing.

- Green light on fuel ignition box added.

Ford GT

- The front suspension physics modeling has been improved.

- Revised the fuel level increments so they're at 5 liters (1.34 gallons) per increment, rather than 7.8
liters (2.068 gals) per increment.

Ford Mustang Class B

- This car is now available for purchase. This car is in the same class as the Chevrolet Impala Class B and
should drive identically, and setups should be interchangeable, just like how the Chevrolet SS-Gen6 and
Ford Fusion-Gen6 behave.

Legends Ford '34 Coupe

- This car and its Rookie counterpart have been updated to NTMv5 along with other physics
refinements.

Mazda MX-5 Cup

- This car has been updated to NTMv5 along with other physics refinements.

- Raised minimum allowable ride height to 5"

Mazda MX-5 Roadster

- This car has been updated to NTMv5 along with other physics refinements.

- Raised minimum allowable ride height to 5"

Pontiac Solstice

- This car and its Rookie counterpart have been updated to NTMv5 along with other physics
refinements.

SCCA Spec Racer Ford


- This car has been updated to NTMv5 along with other physics refinements.

VW Jetta TDI Cup

- This car has been updated to NTMv5 along with other physics refinements.

Williams-Toyota FW-31

- Tire pressures now adjusts at 1/10th psi per click.

Circuit de Spa-Francorchamps

- The Grand Prix and Endurance configs now have a correctly placed finish line, about half way along the
upper grid area.

New Hampshire Motor Speedway

- Now has a Legends oval config.

New Jersey Motorsports Park

- This track is now available as a Tech Track.

Mount Panorama Circuit

- This track is now available.

Suzuka International Racing Course

- This track now has a correctly placed finish line, about half way along the starting grid area.

Release Notes for Monday September 16 2013


Simulation

- Fixed a bug that was causing a car's damage state to not be properly communicated with the race
server. The bug made it so that you would not see the proper damage on remote cars, and could have
seen remote cars magically repair themselves.

- Fixed a bug that could cause never-ending tech inspection (and thus no "Drive" or "Garage" buttons) in
Qualify and Race sessions for many of the stock cars when fuel limits were used in fixed-setup hosted
sessions.

Release Notes for 5 September, 2013


Simulation
- Fixed a bug that would cause no timing & scoring information to be sent to you if you connected to an
in-progress session where many drivers had already completed laps.

Commercial

- Fixed the Results and Leader Board displays to include information for all car types in the session.

Release Notes for 29 August, 2013


Simulation

- In the garage, the [Apply] button must now be used for all setup changes. This ensures that tech
inspection is performed in a more consistent manner, regardless of what specific setup items are
altered, or the order in which they are altered. This greatly reduces the possibility of editing a setup in a
way that causes it to pass tech while in the garage, but later fail tech when the setup is loaded again.

- Reduced the amount of jitter seen in the garage for most cars (those not using the version 5 tire
model).

- Changed the way the garage highlights settings that are out of tech (highlighted with a red
background), and those that are on the verge of being out of tech (highlighted with a yellow
background), to make them more obvious. A setup that has items "in the yellow" has the potential of
failing tech inspection, and should not be relied on to pass tech. Note, however, that there are some
settings (the Dallara weight jacker, for example) that have a limited set of selections where the only
"valid" selection will be highlighted in yellow. These warnings can be ignored.

- Added a "hover help string" (similar to the help in the Garage) to the [Drive] button that shows the
reason why you are not allowed to get into the car if the button is not green.

- Don't show the [Drive] button if you're not being scored any more - the server is going to reject the
request anyway.

Cars

- Several cars have new setups that more comfortably pass tech.

Dallara IndyCar

- Better description of the fact that the weight jacker must be 0 to pass tech.

Williams-Toyota FW31

- Fixed the baseline.sto so that it is using the high downforce settings.

Circuit Gilles Villeneuve

- Fixed several gained time checkpoints that allowed too much corner cutting.
Release Notes for Thursday, August 15th
Williams FW31

- Updated with the latest version 5 tire model, along with new setups.

Simulation

- Fixed a bug that could cause the simulation to crash when loading a setup.

- Fixed an issue where setup notes might become incorrect when cancelling setup changes or loading a
new setup.

- Fixed a bug where missing the start of a race and starting from the pit lane in an event that was
configured to have no fast tows available would cause the car to start with improperly initialized physics
resulting in very cold temperatures and a full tank of gas, which depending on the car could be much
slower than it should be or faster than it should be.

- Tire temps/wear are now visible to the driver and crew during a pit stop, and after getting out of the
car.

- You may edit your setup in a race session once you are no longer being scored (at the end of the
session, or if you are DQ'd).

- Fixed fog rendering for some materials.

- Fixed windshield reflections.

Pitstop Macros

- Add a cleartires option to pitscript macros.

- Clean up the parsing of commands a bit so you only need to type in the first two letters.

- Remove debug code that forced app.ini [Autochat Messages] to be named [Autochat Messages1] on
Alpha builds.

- Support up to 256 characters for text chat macros.

Chevrolet Impala Class B

- Updated all setups to pass tech.

Chevrolet Impala-COT

- Updated all setups to pass tech.


Chevrolet National Impala

- Updated all setups to pass tech.

Chevrolet Silverado

- Updated all setups to pass tech.

Chevrolet SS-Gen6

- Updated atlanta_fixed setup.

Dallara IndyCar

- Updated indy_road_fixed setup.

Ford Fusion-Gen6

- Updated atlanta_fixed setup.

Lotus 49

- Added setups for all the tracks on the season's schedule, and updated the baseline setup too.

McLaren MP4-12C

- Fixed the broken brake lights on remotes.

Release Notes for Wednesday July 31st 2013


Simulation

- Support for the Oculus Rift has been put back in.

- Fixed an issue with the garage physics that greatly reduces the amount of jitter that can occur on some
cars.

- Fixed an issue in the garage where it was improperly performing an automatic [Apply].

- Improved the efficiency of some data exchange between the race server and the simulation. This will
reduce the delay before being allowed on-track when connecting late to sessions with lots of drivers
that have run lots of laps.

- The on-screen control to turn the reference car on/off is now only enabled in session types where the
reference car is allowed.

- Fixed some telemetry variable descriptions so that .csv files work correctly.
- Output only the start-of-the-session weather to the telemetry to reduce the impact on parsing the
session information.

- The frame rate and simulation CPU usage are now output to the telemetry.

Chevy SS Gen6

- Updated setups to make sure they pass tech.

Dallara IndyCar

- Updated setups.

Ford Fusion-Gen6

- The driver is now sitting comfortably in his seat.

- Updated setups to make sure they pass tech.

Lotus 49

- Fixed a graphical issue with the suspension swingarms.

- The brake bias knob now stays put.

McLaren MP4-12C GT3

- The brake bias knob now stays put.

Irwindale Speedway

- Better scenic cameras for the Figure 8 configuration.

Long Beach

- Fixed some pit stalls where it was difficult or impossible to receive pit service, or engage the starter on
certain cars.

Release Notes for 2013 Season 3

The new season's build will arrive next week on Tuesday July 23rd baring any unforeseen glitch
happening between now and then. Please note that anything in these release notes will not be available
until Tuesday, even if the release notes sound like they are in present tense.
Website:

Leagues Page

Members

- League admins can assign members a nick name

- League admins can assign members a car number

League Info

- League admins can tag their leagues with keywords and other pre-set filter options under the

Set League Filters button. This information allows members to find leagues through filtering

and is a complement to finding leagues via name search.

- Admins can create a comma-separated list of keywords from a drop-down or enter new keywords

which will be saved for use on other leagues. The Save button needs to be clicked for keywords

to take effect.

- Keywords can be removed from the list, thereby, disassociating the league from those

keywords.

- Checked pre-set options are saved or removed immediately as the admin clicks on the

checkboxes. This allows members who are filtering for leagues to see leagues in real-time as

admins make their changes.

League Directory

- Next Page and Previous Page buttons are working.

- A new Filters button was added. This brings up a form allowing members to search for leagues

via pre-set filter options and keywords. This compliments the league name search option.

- Members can create a comma-separated list of keywords from a drop-down and/or select from

pre-set filter options. If filtering with keywords only, the member must click on the Done

button to set the filter.

- Clicking on the pre-set filter options immediately filters the list of leagues as options
are selected/unselected. The list of keywords are automatically used in combination with the

pre-set filter options.

The filtering is persisted until the member clicks the Reset Filters button or clears cookies

from the browser. This allows the member to view details of/join the filtered leagues without

losing the filtered list, even through multiple sessions.

Preferred Car Number

- Has been changed to allow for three digits

File a Protest

Filing protests can now be accomplished by clicking "File Protest" in the header of the member

site. Fill out the appropriate information, and submit. In some cases, you WILL have a time

limit to get these protests into the system.

You will be emailed a notice of receipt of the submission. These protests will be sent to the

iRacing.com Appeals Board, and the appropriate measures will be taken to resolve them. This

new system will help us utilize a more orderly way of resolving problems and issues, as well

as keep you informed of the situation as it progresses.

Downloading Software

The page that allows you to download the iRacing software just got smarter. It will now offer

an appropriate download option for the operating system you visit it with, as well as offer a

choice of alternate download options, if that's needed. The page has also been updated to be

friendlier and easier to use. Check it out at

http://members.iracing.com/download/member/noservice.jsp

- At this time there is only the PC version of software available. The Mac version will be

released in the next few weeks.

Awards

- Consistent Finish awards were added. These awards are given for finishing 2, 5, or 10 races
at your own iRating or higher. There are awards for both road and oval, for a total of 6 new

awards. These awards are not retroactive.

Race Guide

- Improved the performance of the Race Guide

Full Grid Control for League Racing

- When configuring league races you now have the option to configure the grid in advance

rather than relying on a qualifier. To do so you should select the new league session type

Open practice + race. The session is configured exactly the same as other sessions except

you will now see a link to Click here to configure your field and grid. This session type

is the only one that allows you to configure the grid because all of the other configurations

either dont have a race component or have a qualifier component that will determine the grid.

- When you select Open practice + race you will see a Click here to configure your field

and grid link. When you click on the link you will see the League Session Grid Builder

user interface.

- Similar to tournament session grids, configuring a league session grid is a 3 step process:

Load drivers into the race field. You can load all league drivers, all league drivers who

participated in a prior race in the same season, or individual league drivers selected from a

list.

Move drivers from the race field onto the grid. You can drag and drop drivers or use one of

the grid algorithms to set the grid automatically. When loading drivers from a prior race the

system will use that races finishing positions to determine a position for this race.

Additional drivers will be slotted behind drivers who participated.

Click Done to save the grid.

As with tournament sessions you have the option to drag and drop racers on the grid. This

gives you total flexibility to set the grid exactly as you want it. For example, lets say
you are using a sequential gridding algorithm to pull racers from your most recent league

race. Lets also say that one of the drivers did something and the league administrator has

issued a penalty that the driver should start at the back of the field. After applying the

sequential algorithm you can drag the driver from the top spot to the back of the field.

It is possible to create the session without setting the grid. This should allow people to

configure their entire season in advance and configure the grid prior to each race. If you

dont set a grid the session will allow any league drivers to enter and the grid will be set

by iRating

The grid is presented as a two-column list that supports dragging and dropping drivers to

change their position in the grid. In oval-racing terms the left column is the inside lane

and the right column is the outside lane. Each grid position is presented as a rectangle with

the drivers name. The current row and grid position of the driver is shown in a box to the

left of drivers in the left column and to the right of drivers in the right column.

A current limitation of the system is that there is no way to delete the grid. At the moment

the only way to delete a grid after you have saved it is to cancel your session and recreate

it.

Simulation:

Teams

A prior build added the ability for your teammates to become your "crew chief" (though only

one at any given time). Doing so allowed them to make "black box" changes to request

adjustments at the next pit stop.

This build introduces the ability for your teammates to help out with setting up your car in

the garage. Apply whatever term fits your mental model for this; possibly "head mechanic",

though internally we call this person the "garage editor". As with the crew chief, any of

your teammates can take-on and give-up the garage editor role at will, but only one person may
claim that role at any given time.

You can envision visiting the garage screen as picking up a clipboard that has the team's

setup sheet on it. In order to make any changes, you need to request that you become the

team's "garage editor", and that the team's car be physically put into the garage, where the

mechanics can flail away at it with tools, and the effects of any updates can be measured.

You do this by clicking the green "edit" icon near the upper-right corner of the garage

screen. If you are the only person on your team that is connected to the session, the "edit"

button is automatically clicked for you. If the icon is gray, then the car is forbidden from

being placed into the garage (generally after a race session starts).

While the car is in the garage, the [Drive] button on the session screen will be disabled, and

will be shown as [Garage], instead. The helmet and name of the person that is adjusting the

car is displayed on the garage screen to all the team's members. All of the teammates can see

the changes the garage editor is making to the car's setup each time the setup finishes "tech

inspection". Many changes tech quickly and are automatically sent, but some require the

[Apply] button to be clicked, or for the [Apply] to be automatically executed.

All changes to the team's car setup are tentative, and will only be committed when the garage

editor clicks the garage screen's [Done] button. Clicking on this button relinquishes the

garage editor role, and physically releases the team's car from the garage with the latest

changes applied to it. The garage editor can discard any changes they've made and revert to

the team's car as it entered the garage by clicking [Cancel], the "edit" icon, or [X] to close

the garage screen, and then confirming that the changes are to be thrown away. Discarding the changes
from having clicked the "edit" icon or the [X] will also give up the garage editor role. The garage editor
has access to all of the car setups that iRacing includes, any setups they

have stored locally, and any setups that have been "shared" by other users in the session.

They do not have access to setups stored on the disks of other team members. If a particular

member of your team has a setup you wish to use, let them become the garage editor so that
they can load it, and then hit [Done] to apply it to the team's car. Any other team member

can then make additional changes to that setup.

No one on the team will be allowed into the garage screen until the team has a car setup.

When the team's driver first connects to the session, their last-used setup is loaded and

applied as the team's car setup (unless this is a fixed-setup race, in which case the

appropriate fixed setup is used, instead).

To prevent the loss of any changes you might be making to the car's setup near the end of a

session, you can continue to edit your team's setup across session transitions (for example

from practice to qualify, or qualify to race). Except in fixed-setup sessions, where your

garage editor status is revoked, and the "preferred" or "mandated" setup for the session is

forced onto the car.

The garage editor can exit the garage with a setup that fails tech inspection, but the driver

will not be allowed into the car until the setup is modified so that it passes tech.

Collidable Cones

- All cones at all tracks are now collidable.

Reflap Car

- The Splits/Delta system has been expanded to be able to show a transparent car representing

your currently selected reference lap. We call this a Reflap Car.

- By default the Tab key cycles through the modes, including Off. The key can be remapped in

the Options screen. First time into the sim we default the Reflap car to being on. There are 6 reference
lap modes:

Off

All-time Best Lap - Your fastest lap ever recorded

All-time Optimal Sector - your fastest sectors even if they were not part of the same lap

Session Best Lap - best lap this session

Session Optimal Sector


Session Last Lap - the last lap you drove

- The Splits/Deltas function in all modes, but the Reflap car is only viewable in Testing or

Time-trial events.

- The UI will hide itself as you enter the grid to start a race, but tapping the Tab key will

make the UI visible again.

- The transparency of the Reflap car is adjustable via an app.ini setting:

[Graphics]

reflapCarTransp=0.350000 ; Set level of transparency for reference lap car.

- There is a hotkey to toggle the display of the ReflapCar, the default keypress is ctrl-c.

- There is a Reflap car button in the delta time window, that if clicked toggles the Reflap

car.

Weather

- You can now control some weather parameters for Hosted sessions and off-line Testing. There

is no rain.

- Temperature, from 65F to 90F

- Humidity, from 0% to 100%.

- Humidity is combined with fog - continuing up past 100%RH, you can select a fog level from

1% (light fog) to 100% (heavy fog). Note that the maximum fogginess level is far beyond what

any race organizer would consider to be "safe" conditions under which to race - especially at

a fast race track. You should experiment with your desired fog level in testing sessions

before creating a hosted session using such conditions. 25% is probably a good real-world

safe level of fog in which to race.

- Wind speed, from 0MPH to 30MPH

- Wind direction, specified as "from which direction is the wind blowing?", with 8 selections

on the compass.
- Cloud cover. "Clear," "Partly Cloudy," "Mostly Cloudy" and "Overcast."

- You can choose to specify the temperature in either F or C. You can choose to specify the

wind speed in either MPH or KPH. Regardless of how the session's host specified them, the sim

will display the values in the units you've chosen in-sim.

- You can also choose "Realistic" weather. The sim will randomly choose weather conditions

that, on average, meet the conditions that we specify on a track-by-track basis. The values

that are randomly chosen will have the same limits as listed above. Weather conditions can

vary slightly during the session (the temperature can change, and the wind can be variable).

Note that wind gusts can go over the 30MPH max. At a night event, the realistic setting will

bias towards lower temperatures and higher humidity than a daytime event.

- All official iRacing sessions continue to use the usual iRacing Default weather conditions.

But, we have changed the iRacing Default weather to now be "Partly Cloudy", where in the past

it used to be "Clear" even if you saw a cloudy sky. This change will result in the track

temperature being a couple of degrees cooler, which will produce a subtle difference in lap

times and tire feel.

- Cars will drive differently as the weather changes. You may find that you need to alter your

setup to get the most out of the car under different weather conditions.

- Whenever you join any session, the sky (which defines things like the sun position, lighting

conditions, reflections, and shadow angles) will be chosen at random to match the selected

cloud cover setting.

- Cars turn on their headlights on foggy days.

Tech Tracks

- Tech Tracks are essentially tracks that, for one reason or another, are unfinished iRacing

tracks but are to the point of being driveable.

- For a track to be considered a Tech Track, the track is not on our current production list
to complete. We may someday complete a given Tech Track, OR NOT. We are making Tech Tracks

available because of the many requests we get from real world drivers and members.

- Tech tracks will not ever be put on a schedule for official series. However they can be

used for testing or private sessions. They will include race control and grid boxes and can

be used for private or league racing.

- The standard license fee of a Tech Track will be US$5.

- A Tech Track is what it is, and we will not be actively updating the track in any way unless

we decide to fully finish it. If we do finish it, we will take the tech track away and issue

iRacing credit for the purchase price to any member who purchased it. Again, do NOT buy a

tech track with the assumption it will someday be finished.

- Tech tracks will not be part of any volume discount purchase program like the 100% club.

- Settings are available in renderer.ini to override the dimensions and density of the laser

scan dots. We recommend using the default values, but if you experience poor performance when

rendering laser scans it may help to reduce the point sizes or density. PointSizeMM specifies

the physical width of each dot in world space (in millimeters) dots far away will render

smaller than points near the camera. PointSizeMax specifies the upper limit of how big of a

dot will be rendered on screen (in pixels), and PointSizeMin specifies the size of the

smallest dot to be rendered on screen (in pixels). The MaxLaserScanVidMem setting specifies

how much video (GPU) memory may be used (at most) to contain the laser scan, lowering this

value will reduce the density of dots.

[Laser Scan]

MaxLaserScanVidMem=128 ; Max scan density to load into vidmem (32

to 128 MB)

PointSizeMM=90 ; desired physical point size width (mm): 1

to 120
PointSizeMin=2 ; min point size in screen pixels (1 to 15)

PointSizeMax=8 ; max point size in screen pixels (1 to 20)

Pit Macros

- Add new pit service text chat macros. Parameters include:

#help - print help message

#clear - unselect all request for service

#ws - use up one tear off to clean the windshield

#fuel - Add fuel. Optionally specify an ammount to add, defaulting to your displayed units if

not specified. (#fuel 5, 5g[allon], 5l[iter], 5k[ilo], etc)

#lf - replace left front tire. Optionally specify the pressure, defaulting to your displayed

units if not specified. (#lf 30, 30p[si], 30k[pa])

#rf, rr, lr - same as lf but for the other three tires.

- Add in 5 new text chat macros, and populate them with reasonable defaults for pit service.

The new macros default to keys shift-1 to shift-5.

- Renamed chat macro 0 to 10, this will break any custom macro already defined for that slot.

- Added an option to turn off the automatic request for full pit service every time you exit

pit road. The default is to leave this behavior active, just like it was previously. The

setting can be found in app.ini [Pit Service] autoResetPitBox=1, setting it to 0 turns off the

auto check behavior.

Oculus Rift

- Added preliminary support for the Oculus Rift VR Headset Development Kit.

Follow the instructions of the dev kit to install it as either an extended desktop monitor

(recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible

inside the Rift). The resolution for the dev kit monitor should be 1280x800.
When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog

box will prompt you if you want to use the Rift. If the simulator does not properly detect the

Rift, try configuring it differently on the PC.

Centering the Rift: When the simulator first launches, the 2D loading screen image will

appear (as usual), about a meter way from the view point. While on the loading screen, hold

your head straight and level, and press any key to re-center the head tracking. Any time

after loading completes, such as on the replay screen or while driving, you may use the

assignable hot key (options screen, default is ;) to re-center the head mounted display

(HMD). You may want to assign this command to a button on your wheel, to make it as easy as

possible to re-center if necessary.

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC

is recommended to prevent tearing, but many report less latency and better tracking with it

disabled.

Multisampling is supported with the Rift. The number of samples per pixel is specified in the

graphics options screen (AA #samples) and is applied to the Rifts display if supported on

your GPU.

The user interface screens now pan (to a limited extent) with head tracking. This allows

navigation of the garage and options screen within the Rift. It also allows the black boxes

and other driving UI to be viewed while driving. This is a work in progress.

In general, achieving higher frame rates is very important when using the Rift. Reduce

graphics quality as necessary to achieve low latency head tracking.

There are several new options located renderer.ini related to the Rift as follows.

[Oculus Rift]

CorrectYaw=1 ; Enable magnetic yaw correction


CorrectPitch=1 ; Enable gravity based pitch correction

UsePrediction=1 ; Enable motion prediction

PredictionTimeMS=20 ; How many milliseconds to use during prediction

ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics

options settings

PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the

setting from the options screen only for the Rift. We dont currently set this option by

default because it increases controller lag and head tracking latency on some PC's.

The CorrectYaw and CorrectPitch settings, when enabled, use the Rifts magnetometers (for

yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift

accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift

(using the hotkey) a magnetic calibration will automatically begin the calibration will

automatically complete after the headset is rotated over a large enough range (it helps to

look around after initiating the calibration).

Garage

- The sim now monitors the performance of its "real time" thread. The "garagePhysicsSpeedup"

entry from app.ini has been removed, and the sim will now dynamically adjust how aggressively

it runs the physics while in the Garage. If you have a slow computer, and you used to have

the garagePhysicsSpeedup tweak set to 1, it could have caused the sim to drop out of real

time, causing clock smashes, lots of skew, and probably any replay recorded while you're in

the garage to be bad. Now, if you have a fast computer, the physics will settle more quickly

in the garage. If you have a slower computer, it will take longer, but the sim won't drop out

of real time while you're in the garage.

Replay
- Added a volume level adjustment for overall replay volume vs driving volume (eg: Hall of

Fame can turn down the volume level coming from non-driving pods). App.ini only so far, no UI.

[Audio]

loudnessReplay=0.0 ; Volume adjustment for overall replay volume versus driving volume in dB

Controls

- Default Fanatec display to on, now that it has been stable for a while.

- Request all forces to start every tick to resolve certain FFB issues.

Telemetry

- Dump the garage tire measurements to telemetry so members no longer need to enter garage to

log data. We only update the data every time the garage takes a measurement.

- Fix a small bug that caused a telemetry variable to not be unregistered properly when the

car was reinstanced.

iRacing API

- Added support for chat and pit script control to remote api

- Add support for remote pit control to session display (so the crew chief can use automated

tools).

- Include the additional weather related info in the irsdk output.

Voice

- Fix potential sim crash when keying up voice chat.

- Add a mic VU meter to the voice chat UI cluster.

- If you attempt to transmit and someone else is speaking on your transmitter's frequency, a

"no microphone" icon will be displayed to you, indicating to you that you are not being heard.

When the server takes the frequency away from the other person and gives it to you, this

indicator will be removed, so that you know others are now hearing you.

Graphics
- Allow the FPS display (system meters) to work on the session screen during replays.

Bump Drafting

- Reduced bump friction to help reduce hooking bumpers while drafting.

UI

- Add new app.ini setting which, when enabled, stops the UI from reappearing when the iRacing

window gains focus or is clicked on.

[Graphics]

KeepUIHiddenOnFocus=0

Options Screen

- Re-arranged many of the tabs. Most key definitions have been moved into a single tab with a

scroll bar.

- All hotkeys can now be reassigned, including the replay controls.

- Fixed a bug in the code that generates the "Your control is assigned to this device" string

for "two sided" controls, like Look Left/LookRight, when the control is assigned to a single

two-sided axis. It likely would have said something like "Dev 0 Axis 3 <<" instead of "Dev 0

Axis 3 <>".

Helmets

- Stamp iRacing logos over the top of helmet license stripe.

Tire Model

- Fixed a bug that would allow the tire carcass to move too rapidly as it passes through zero deflection.
This helps the tires to feel less twitchy.

- Fixed a bug in the temperature calculation that helps the over-the-limit feel.

Cars

- Added Lindblad chassis sponsorship.

ABS

- Updated the ABS algorithm on all our ABS cars for less jarring force feedback.
Chevrolet Corvette C6R

- Damaged cars no longer have the dash and interior door panels disappear.

Chevrolet Impala Class B

- The track bar split rule instituted at the beginning of the season has been withdrawn.

Chevrolet SS-Gen6

- The track bar split rule instituted at the beginning of the season has been withdrawn.

- Fuel load is now adjustable in the garage for practice only.

Ford Falcon V8 Supercar

- Fixed an aerodynamic drag bug that could occur if ride heights got into places that were

outside of the aerodynamic map's limits.

Ford Fusion-Gen6

- The track bar split rule instituted at the beginning of the season has been withdrawn.

- Fuel load is now adjustable in the garage for practice only.

Kia Optima

- Fixed a problem where the telemetry reported incorrect fuel levels.

Lotus 49

- The Lotus 49 is now available, and is using the Version 5 Tire Model.

Radical SR8

- Added a kph label on the digital dash.

- Updated external engine sounds.

Silver Crown

- Updated external engine sounds.

Sprint Car

- Updated external engine sounds.

Skip Barber Formula 2000


- The Skip Barber car is now using the Version 5 Tire Model.

Street Stock

- The Street Stock is now using the Version 5 Tire Model.

Tracks

Circuit Gilles Villeneuve

- Now available.

Long Beach Street Circuit

- Now available as a Tech Track.

South Boston Speedway

- Racing at night is now available.

Lanier National Speedway

- Racing at night is now available.

Irwindale Speedway

- Added a Figure 8 configuration.

Release Notes for 5 June, 2013

A small update has been applied today for the simulation.

- Includes setups for the various cars expected to run at Kansas.

- Includes a longer top gear in the oval gear set for the Star Mazda so at this week's track the car won't
hit the rev limiter in the draft.

- Fixed a bug that could cause crashes in if too many of certain cars were loaded, overflowing the
available physics memory footprint.

- Fixed a bug where the pit boxes would be facing the wrong way in pit lanes where the pit stalls are
between the pit lane and the race track, such as at the Kansas infield road course.

Release Notes for 30 May, 2013


Kansas Speedway

- Now available!

Teams

- Once a session has launched, you are not allowed to change your registration to the session, with but
one exception: you are allowed to initially register for a session as a spectator, then withdraw from the
session, then re-register for the session as a driver or a crew member for some team.

However, once your registration as a driver or crew member has been accepted by a session as it
launches, or to a session while it is in progress, you are not allowed make changes. Even if you withdraw
from the session, you are not allowed to re-register as a driver if you had been a crew member, or vice
versa. You are also not allowed to re-register as a crew member for a different driver, if you had already
been registered as a crew member for some other driver, or if you had previously been registered as a
driver yourself.

- Some fixes have been made to the web site and the race servers to ensure that these restrictions are
properly enforced. Prior to these fixes, you could have made some of these disallowed changes and
successfully joined the session, even though internally the changes to your registration might have been
ignored, leading to confusion as to your role in the session or the team to which you were joining. Now,
any disallowed changes to your registration to the session will be prevented by the web site.

- Crew member black boxes no longer flash wildly, and will always show your own team's information,
instead of possibly showing some data for the selected focus car in the replay.

Graphics

- Fixed the bug where the bridges at Suzuka and Motegi are not casting shadows via PSSMs.

- Fixed a bug that was causing shadow maps to be a little coarser than they should be.

Release Notes for 29 April, 2013

We have a small bug fixing update that we will deploy during the maintenance to start the new season's
race week.

- Fixed a bug that was causing car collisions to apply forces in unexpected directions.

- Fixed the problem where a very high setting of the "available video memory" slider in the advanced
graphics options could cause the simulation to act as if the slider was set very low.

- Fixed the bug where license stripe colors are not correct in sim.
- Fixed the bug where the garage would no longer be editable for spectators after they have done some
ghost driving

Web Release Notes - April 26, 2013

Replays

- Fixed an issues where replays would not load if you did not OWN all of the cars

- Added an update link to replay page if you are out of date on content required to load the replay.

Color Painter

- Fixed an issue where the system thought that it needed to save where it wasn't necessary

Promotions

- Members will now see a badge that indicates included content with their subscription

Region Standings

- Fixed Region Standings drop-down boxes

- Fixed Region Leaders display

Past Seasons

- Fixed Past Season display

General

- Fixed Welcome modal on IE

- Various text and spelling corrections

Release Notes for 2013 Season 2 (April 18, 2013)

The new season's build will arrive next week on Tuesday April 23rd, and in an unusual move for iRacing
we are publishing the release notes 5 days early! Please note that anything in these release notes will
not be available until Tuesday, even if the release notes sound like they are in present tense.

This season's download will be very large - over 3 GB for 100%ers. Due to various updates we've made
to our process, including migrating to a newer version of our compiler and other changes to improve the
efficiency of building our data, many of our data files are now slightly different which has caused a
significantly larger than usual season update.

Website:

Race Guide

- The iRacing.com Race Guide provides instant access to all current and future race sessions. Each race is
represented as a "block". The width of each block is determined by the length of the race. The position
of the block is determined by the start time of the session. You can view all races in one-hour intervals.
To go beyond this interval, use the arrow keys on your keyboard or the "Last" and "Next" Buttons. Click
"Now" to reset the guide, and click the Date/Time link to jump to a specific time. Click "Options" to show
various filtering options.

You can register for all event types using the Race Guide:

- Click the race button within a race block to register for a session.

- If pre-registration has not begun for a race, you can plan this event as a future race. Planned sessions
are viewable from your dashboard.

- Hover over the trophy icon to join Open Practice Sessions.

- Click a series row to show Quals or to register for the next time trial.

- To register for the next Time Trial in a given series, first click on the row for that series. This will expand
the area and reveal a "Next Time Trial" button. Click on this button to register.

Car/Suit/Helmet Color Customization

There has been a major overhaul of the Car, Driver Suit, and Helmet customization pages. Features
include:

- Rich color selection - paint your car any color you want!

- Randomized colors - let your computer pick for you!

- Car Template Downloads available directly from the car page (where available)

- Direct color hex value input (to fine-tune)

- UI/Code improvements

New Promotions
- Take advantage of money-saving deals when buying multiple pieces of related content! See cars and
tracks pages for more information and details.

Club Changes

- Massachusetts and Connecticut club members have become a part of the New England club.

- Members of the Celtic club have become a part of the England club to forum the UK&I Club

- Members of the Western Canada club have joined the Eastern Canada club to form the Canada club.

- International Club members from China, Hong Kong, Indonesia, India, Japan, South Korea, Malaysia,
the Philippines, Singapore, Thailand, and Taiwan have formed the new Asia club.

New Awards

- Added 10 new awards for increasing levels of official race and time trial participation. These awards are
not retroactive so everyone will start at the same place. See you on the track!

Simulation:

Graphics

- Fixed the in-game anti-aliasing graphics option so that it is now passed correctly into Direct3D. Also
added an additional setting which allows the quality (the method) of anti-aliasing to be specified. This
new AA quality setting is GPU/driver specific, with the lower values mapping to lower qualities. For
instance, quality 0 may map to multi-sampling and quality 2 may map to super-sampling on some
systems. The number of quality levels available can depend upon your current graphics mode,
windowed vs full screen, and also on the "number of AA samples" desired. Finally, the Anti-aliasing
"number of samples" setting may now be increased all the way to "8x" in sim - of course doing this will
decrease frame rates and consume additional video memory, and is only recommended on very high-
end GPUs.

- Reprocessed all of our 3D polygonal models with an improved object optimizer to help reduce
rendering overhead.

- Improved the accuracy of the video memory usage that is reported on the graphics options screen. The
reported value is still an just an estimate, but it now includes a better guess as to the overhead in use by
windows itself. For best performance, on Windows 7 and Windows Vista we recommend disabling the
Windows Aero desktop themes which can utilize a lot video memory and are impossible to estimate
precisely (select a basic theme instead). On Windows 8, or on Windows 7/Vista with aero themes
enabled, there may be substantially more video memory overhead in use than estimated by the graphics
engine, and it may interfere with the sim's performance. If you encounter large stutters or performance
drops it may help to lower your GPU memory slider in the options.
- Fixed the options screen so it won't copy the replay settings on top of the graphics settings the second
time visiting the options screen if you close using the "x" button.

- Modified the D3D mip bias selected by the simulator for the base textures to now be neutral (0.0)
rather than slightly sparkly (-0.5). This may slightly reduce how sparkly some textures appear in the
simulator.

- The user interface now uses the default system mouse cursors, rather than the custom cursor images,
when running in a window.

- Increased the number of simultaneous car paint jobs allowed on track at once from 42 to 44. The
simulator still allows up to 64 at once if your video memory sliders are both set extremely high (above
2048MB sys mem and 1024MB vid mem).

- Updated the renderer's loading sequence so that the loading screen can appear more quickly.

Dynamic Shadow Mapping

- Dynamic shadow maps may now be used for car, cockpit, pit crew, and a few other select shadows,
rather than shadow volumes! We highly recommend using these new shadow maps instead of the old
shadow volumes. There are two new shadow map related graphics options, "Dynamic objs," which
enables them, and "More filtering," which reduces the jaggy appearance of these shadows outside of
the cockpits.

- The "More filtering" option is mainly intended to be used in the replay settings as it pertains to
shadows you don't usually see close up when driving, and enabling the extra filtering can lower the
frame rate.

- At night tracks, the renderer will fall back to using shadow volumes rather than dynamic shadow maps,
if enabled.

- At day tracks, with all of the shadow map options enabled, shadow volumes will be automatically
disabled, reducing memory loads and improving performance.

- The dynamic shadow maps require certain other graphics options to be enabled as a prerequisite. They
may only be enabled if the GPU memory slider is set above 300MB, if advanced pixel shaders are
enabled, and with the DirectX 10 shader optimizer enabled.

- The dynamic shadows maps utilize approximately 50MB of video memory. Shadow volumes can easily
use 4x that amount in multi-class events, so utilizing the new dynamic shadow maps often results in a
smaller video memory requirement than using shadow volumes alone.

- The dynamic shadow maps have a large per frame overhead. This means that at the spots where you
may have had the highest FPS previously at a track, it may now be substantially lower with shadow
maps. This is simply because the renderer has to do some serious work every frame now even if the
camera is pointing off in to space. But in the spots where the frame rate was the lowest previously, it
may now be substantially higher! This is where it counts. Many testing systems have shown 25% to
100% increases in FPS at the worst spots in traffic, such as at Spa Francorchamps, compared to two pass
shadow volumes. Shadow maps are intended to help out at the worst spots, where it matters, and to
smooth out the frame rate, reduce stuttering, and reduce PCI bus contention.

TriDef 3D Ignition

- Added a new graphics option to enable any pre-installed TriDef 3D Ignition drivers to operate with the
32-bit version of the simulator (requires a restart). This option does nothing in 64-bit mode, or if no
TriDef installation is detected. The option is located near the top center of the graphics options screen.
When checked, it should enable TriDef 3D compatible devices to display the simulator in stereoscopic
3D. A TriDef supplied 3D profile named "iRacing" is requested upon launch, if the profile is not available
3D mode may fail back to 2D mode. The profile is supplied by Dynamic Digital Depth (DDD) inside the
latest versions of the TriDef software package. The following link currently points to TriDef 3D 5.7, but is
expected to point to version 5.8 shortly, which will provide an improved iRacing profile.

http://www.tridef.com/download/TriDef-3D-latest.html

Custom Car Painting

- The paint directory was reorganized. Now car textures go into iracing\paint\"car_name"\car_xxx.tga.
Helmet and suit textures go into iracing\paint\"car_name"\helmet_xx.tga or suit_xx.tga. If that is not
found we fall back to iracing\paint\helmet_xx.tga. The old directories and names still load, if the new
files are not found.

- Leading zeros are no longer supported on the textures (in the new directories), so if your member id is
13 you must name the files car_13.tga and not car_000013.tga like you could before.

- The decal layer can now be overridden with a car_decal_xx.tga file (or helmet_decal_xx.tga or
suit_decal_tga). This lets you replace the small sponsor decals, and the driver's face among other things.
You cannot override certain features such as headlight decals or logos or license stripes.

- There is a new graphics option "Hide car number while testing" that turns off the car numbers, club,
sponsors and license stripe in offline testing mode.

- Alpha layers are now supported in the custom paint schemes, so you no longer need to override the
entire scheme but can pick and choose the areas you want to paint.

- Larger custom textures can now be loaded (2048x2048, etc) but we do not currently take advantage of
the increased resolution. Whatever size texture you provide will be scaled back to 1024x1024 when
applied to the car, for now.

New Tire Model


- The way we model tire carcass yaw motion relative to the rim has been improved. This has helped
responsiveness.

- The NTM tires (and real world tires) are very dependent on temperature which greatly affects the
properties of rubber. We've always just used 3 slices of tire (inside, middle, outside) to track
temperature since way back in the day, but this is not really sufficient for the NTM, since it is so much
more critical to get correct temperature than in the OTM or Papyrus tire models. The tire code now
computes temperatures for many elements across the surface. Now tires in the sim compute anywhere
from 7-9 slices for our narrower tires, to up to 20 slices for the wide tires some of the cars have. The
result is that as the tire contact patch is moving left and right across the tire surface the temperatures
used by the grip code are more correct and produce a better, more progressive tire temperature effect.
Also, the 3 temperatures we record for visual display are now more accurate too (although there is still
work to be done there). This change applies to all NTM tires.

Teams

- The current team driver is now displayed below the grayed-out [Drive] button to the rest of the
teammates.

- The beginnings of "crew chief mode" have been added. All teammates are allowed to view the black
boxes while on the Session screen while the driver is in the car, just as they would appear to the driver
on the Driving screen. Just use the F* function keys to bring up/change the displayed black box. The
black boxes will be read-only to everyone except the driver and the crew chief.

- A check box is displayed above the black boxes, and clicking on this will request that you become the
team's crew chief. If the server accepts your request, you will become the crew chief, and your
helmet/name will be displayed above all your teammates' black boxes to identify your status. (The only
reason you would be rejected is if the driver got out of the car, or someone else became the crew chief
as you were checking the box). You can give up your crew chief status by un-ticking the check box. If you
disconnect, your crew chief status is rescinded, allowing someone else to take over.

- Both the driver and the crew chief are allowed to edit the black boxes, and all changes are sent to
everyone on the team. Clearly the driver and crew chief must cooperate with each other, lest
communications delays cause them to step on each other's changes. The crew chief is NOT allowed to
make adjustments to the "in cockpit" controls, like brake bias, antiroll bars, differential settings, etc.

Black Boxes

- Fixed the bug where sometimes in the Fuel blackbox if you reduced the fuel value to 0.0 it would reset
back to a full tank of gas.

Cameras
- Added a new on-car camera, the "Gyro" cam. It acts like the new in-car camera Nascar has this year,
where the camera can stay level while in banking. The camera tool allows any on-car camera to use the
gyro stabilization found in the Gyro camera.

Driving View

- We now allow the driver head view position to be adjusted up/down via the app.ini. The limit is
identical to the movement that is available via the TrackIR interface: +/- 2 inches (5 cm). Our commercial
customers have been able to do this all along and can still do so, up to 0.5m, but the .ini entry has been
renamed for general use.

Spotter

- Added an app.ini adjustment to adjust car gap for when to call car high/low. You can find it in app.ini
[SPCC] carLowHiPadding=0.25

Controls

- Support 64 buttons per device (up from 32) and make sure we save room for the hat switch buttons.
This fixes the Fanatec wheel issues.

- Added a checkbox to the control wizard to help with calibrating game pads and joysticks.

- Adjust minimum force to allow supporting negative values.

- We now avoid issuing certain unnecessary force feedback commands every 60th of a second to cut the
USB traffic to one-third, which may help with older wheels.

- The sim now uses the latest Fanatec SDK, which fixes a memory leak and uses less CPU.

Sponsors and Logos

- New club logos for Asia and Canada.

- Added MRN sponsorship.

- Updated and additional sponsor images for Main Performance PC, and Playseat.

Drafting

- All cars have had improvements to their drafting characteristics.

Cadillac CTS-V Racecar


- Now has entirely new out-of-car engine sounds.

Chevrolet Corvette C6R

- Now has entirely new out-of-car engine sounds.

- Rear wing is now paintable.

- Added ride height sensors to bottom leading edge of splitter.

Chevrolet Impala Class B

- Now has entirely new out-of-car engine sounds.

Chevrolet Impala-COT

- Now has entirely new out-of-car engine sounds.

Chevrolet Monte Carlo SS

- Now has entirely new out-of-car engine sounds.

Chevrolet National Impala

- Now has entirely new out-of-car engine sounds.

- Allow open gear selection at road courses.

Chevrolet Silverado

- Now has entirely new out-of-car engine sounds.

Chevrolet SS-Gen6

- Now has entirely new out-of-car engine sounds.

Chevrolet SS-Gen6

- Now has entirely new out-of-car engine sounds.

- The driver's name is now stamped on the windshield.

- A little more downforce with added grill tape.

Dallara IndyCar
- Fixed a bug where the tires had a small shiny square on them.

Ford Fusion-Gen6

- Now has entirely new out-of-car engine sounds.

- The driver's name is now stamped on the windshield.

- A little more downforce with added grill tape.

- Removed upper Ford logo, as they stopped placing it there in the real series.

Ford GT

- Rear wing is now paintable.

- Added ride height sensors to bottom leading edge of splitter.

HPD ARX-01c

- Added ride height sensors to bottom leading edge of splitter.

Kia Optima

- Now available for purchase!

Lotus 79

- Now has entirely new out-of-car engine sounds.

McLaren MP4-12C GT3

- Rear wing is now paintable.

Modified - SK

- Now has entirely new out-of-car engine sounds.

Modified - Tour

- Now has entirely new out-of-car engine sounds.

Riley MkXX Daytona Prototype

- Added ride height sensors to bottom leading edge of splitter.

Tracks
- All of the tree shadows (that render using shadow maps) now cast from actual 3D models, rather than
from fixed decals.

Mosport International Raceway

- In-sim logo text changed to Canadian Tire Motorsport Park.

USA International Speedway

- New lighting, and track and sky textures.

Mazda Raceway Laguna Seca

- New lighting, and track and sky textures.

2012

Season #4 Build Release Notes - 1 Nov 2012


Our new season build is finally coming your way late tonight/early tomorrow. Here are release notes
covering what to look for in the new build.

Website:

Downloading/Update Manager

The download/update manager for the member site has been updated to improve stability, speed, and
graphics:
- New design to match other pages on Member Pages, UI/UX update.
- The action buttons appear at the top and bottom of the page, to facilitate ease of use and quick
updating.
- Required updates are hidden by default to make the list shorter.
- Page now runs faster.

Spotting

- Spotting allows members to join sessions and act as aother driver's spotter through various voice chat
channels. You can spot through the myRacers page, Spectator Sessions, or through the myRacers popup.
Enable spotting in the settings panel under "General Settings". Here, you can also control additional
spotter privacy settings.

- Select "Anyone can be my spotter", and any iRacing member can spot for you.
- Select "Only friends can be my spotter" to restrict access to just your friends.

- Enter a password to restrict access to those who have your spotter password. Regardless of what you
choose, with this option anyone who wants to spot for you will need your password.

- To join as a spotter, if the driver you want to spot for has a password, you must enter that password
before you can spot. If a session has a password and the driver you want to spot for does not, you must
enter the session password before you can spot. If a session has a password and the driver you want to
spot for has a password, enter the driver's password to spot.

Race Week Scoring

- The best 25% of a driver's race performances (based on points scored) in a given Race Week will be
averaged at the conclusion of each Official Series Race during the week. The final average at the
conclusion of the Race Week will be the driver's Race Week Point Total and count towards the season
championships in that series.

Example: If a driver competes in up to 4 official races in a week, his/her best 1 would count; race 5 to 8
times and the average of the best 2 would count; race 9 to 12 times and the average of the best 3 would
count; etc.

Simulation:

Spotting

A lot of internal structural changes have been made to the race servers and the simulation to support
some features that will be coming out in future builds. This build includes the first of those features: the
ability to have people connect to sessions that you run and be your spotters. For now, we'll call you and
your spotters "teammates".

Spotters are participants in the session, just like drivers. Spotters are there to help the driver do their
best during the session. They are not "neutral observers", like spectators. Therefore, once you have
registered for a session as someone's spotter, you have committed yourself to that driver for the entire
session. You cannot disconnect, withdraw from the session, and then re-register for the session as a
spectator, as someone else's spotter, or as a driver yourself.

You and your spotters can communicate with each other using your race radio on a channel that is
dedicated to your team (see the Radio section). You will not see or hear the communications made
between other drivers and their spotters on their team channels, nor will they see or hear the
communications within your team on your team channel.

You can have up to six people connected to the server on your team at one time - the driver and five
teammates. Over the course of the session you can have up to around 60 different people connect to
the server as your teammates, but never have more than six connected at once. If a seventh person tries
to connect they will be rejected, and the original six will be informed of this. You can then decide
whether one of you should disconnect to allow this other person to join. While it is unlikely anyone will
use this capability to the extremes for spotting, it is good to be aware of this restriction as additional
features become available in future builds.

You will see a [Start Spotting] or [Stop Spotting] button on the Session screen if you are registered as
someone's spotter. Clicking on [Start Spotting] declares your intent to spot for the driver and will change
the button to [Stop Spotting]. Clicking on [Stop Spotting] declares your intent to cease spotting for the
driver. As long as any one person on the team is connected to the session and has declared their intent
to spot, the computer-generated spotter's voice will be disabled, and the computer spotter will only give
high priority messages via text chat. Some of the computer-generated spotter's messages have been
adjusted from low to medium as a part of this feature. If there is nobody that you could possibly spot for
(the team's driver is currently disconnected), the button will be grayed out.

Radio

Text and voice chat within the simulation have been replaced with a race radio. The new radio is a
combination scanner and transmitter.

The scanner will automatically scan through all of the channels that are programmed into the radio. The
scanner can have up to 32 channels.

The transmitter will be set to transmit on one of these channels. Any text chat or voice transmissions
you make will be on the channel the transmitter is set to. You can assign a key or button to the "Next
Channel"/"Previous Channel" controls on the Options/Sound screen. You can use these controls to cycle
the transmitter through the set of channels that are programmed into the radio. The channel your
transmitter is set to is displayed on the replay and driving screens, above the L/Q/S/P meters. The
transmitter-channel indicator will blink each time your radio's configuration is changed.

A channel is identified by its name. Channel names begin with the @ symbol, and can include letters,
digits, and the - (dash) symbol. Channel names are converted to all upper case letters, and so they are
not case sensitive. Channel names can be up to 15 letters long, including the leading @ symbol.

Channels have levels of permission. Only a certain set of people are permitted to talk on a channel, and
a different set of people are permitted to scan (listen to) the channel. If you are not permitted to talk on
a particular channel, it will be skipped when you cycle your transmitter to the next/previous channel.
There are some predefined channel names:

@ADMIN - Anyone that has admin privileges on the server can scan and talk on this channel. This
channel is intended to allow server admins to talk among themselves, without others on the server
listening in.

@RACECONTROL - People with admin privileges on the server can talk on this channel. Everyone on the
server will scan this channel. It is intended as a way for the server admins to communicate with
everyone on the server at once ("I'm going to throw a competition-caution on lap 30").

@DRIVERS - This is roughly the equivalent of the "old" radio. All drivers can scan and talk on this
channel.

@SPECTATORS - Anyone can scan and talk on this channel, but it is only pre-programmed into the radio
for spectators. Spectators can now text and voice chat among themselves, without interrupting the
drivers.

There are some predefined channel names that actually map to many distinct channels internally:

@CLUB - There will be a separate channel for each club. Drivers can only scan and talk on their own
club's channel.

@TEAM - Each team will have its own channel. Only people that connect to the server as part of your
team can scan and talk on your team channel.

@PRIVATE - Each person that connects to the server will have their own private channel. You must scan
your own private channel. Private text chat messages are sent to you on your @PRIVATE channel.
Anyone can private text chat to you, and only server admins can voice chat to you.

Server admins can always scan and talk on any channel, provided they know the channel name.

Your radio will come pre-configured with a particular set of channels, depending on how you registered
for the server, and your rights on the server:

- If you are a driver in the session you will scan the @DRIVERS, @TEAM, @CLUB, @RACECONTROL, and
your own @PRIVATE channels.

- If you are a spotter for a driver in the session, you will scan the @TEAM, @RACECONTROL, and your
own @PRIVATE channels.

- If you are a spectator you will scan the @SPECTATORS, @RACECONTROL, and your own @PRIVATE
channels.

- All server admins will scan the @ADMIN channel.

Since it would be difficult to understand what is being said if several people talk at the same time on
different channels, you will only hear one person speaking at a time. The radio channels have priorities.
Your radio will automatically silence someone speaking on one channel if someone starts speaking on a
higher-priority channel. For example, if you are hearing someone speak on @DRIVERS and one of your
teammates starts talking on your @TEAM channel, your teammate's message will take priority.
Channels are ordered as follows, from highest to lowest priority:

@ADMIN
@RACECONTROL
@PRIVATE
@TEAM
@<user created>
@CLUB
@DRIVERS
@SPECTATORS

You can also create your own channel and add it to your radio (see the @add command, below). If you
give the name of this channel to others, they can also add the channel to their radios, and you can then
all talk to each other. Just be aware that anyone that knows (or guesses) your channel name can add the
channel to their radio and or join the conversation (or just listen in).

In addition to the next/prev channel controls, some text chat commands exist that can be used to alter
your radio. You enter these commands as if you were going to transmit a text chat message. You can
enter these commands no matter what channel your transmitter is set to - the commands are
intercepted and acted on without actually being transmitted. These commands are signaled by starting
your text chat message with the @ symbol.

@help
Will list the radio commands.

@help cmd (for exmample @help list)


Will give you more information about a specific command.

@list
Will list the set of channels that are programmed into your radio. Each channel will be preceded by up to
4 letters, indicating some properties about the channel.
"s" means that the channel is being scanned by your radio's scanner.
"t" means that you can transmit on this channel.
"m" means that you have muted this channel.
"a" identifies the channel your transmitter is set to (the "active" channel).

@add <name>
Will add the specified channel name to your radio, and switch your transmitter to that channel. For this
and all the other radio chat commands where you specify a channel name, you can include the @ on the
name (@add @lizard), or not (@add lizard). Both will work.

@remove <name>
Will remove the specified channel from your radio. Some channels can not be removed.

@transmit <name>
Will switch your transmitter to the channel. If you do not have permission to transmit on the channel,
the transmitter will not be changed.

@mute <name>
Will mute the channel. You will no longer see any text chat, or hear any voice chat sent on the channel.
Some channels can not be muted.

@unmute <name>
Cancels muting on the specified channel.

@noscan
Turns off scanning for any channels on your radio that you are allowed to mute. Some channels, like
@RACECONTROL, can not be muted, and will still be scanned.

@scan
Turns scanning back on.

None of the changes made to your radio using the chat commands are "sticky". They are forgotten each
time you exit the simulation.

64 Bit

- This update installs both a 32-bit and a 64-bit version of the simulator into your iRacing installation. If
your system is 64-bit capable, the 64-bit version of the simulator will now be used automatically. Older
32-bit systems will continue to use the 32-bit version of the simulator. To force your 64-bit system to
use the 32-bit version of the simulator (for any reason), visit the settings page in the member site (there
is a button beneath the "race now" button with a wrench on it), and toggle 64-bit mode to off.

- The simulator's splash screen now indicates which version of the simulator has been launched. It states
either "iRacing.com Simulator 64-bit" or "iRacing.com Simulator 32-bit".

- At this time there are no substantial known differences (bugs or features) between the two modes.
There are reports of additional z-fighting/flickering with certain cameras in 64-bit mode.

- Some of your existing setups may now produce slightly different ride heights than previous version of
the simulator. We discovered and fixed a physics bug that affected the ride heights, they are now more
correct.

- The 64-bit version of the software has been updated to load the 64-bit versions of trackIR
(npclient64.dll) and our fanatec wheel support (ftk_api64.dll), and will also now directly access all of the
64-bit system DLLs, including DirectX.

Touch Driving

- The Sim now supports the ability to drive using a touch screen or a mouse.

- Added reset/exit buttons to driving display when using touch/mouse driving.

- Added reverse/drive button to driving display when using automatic and touch/mouse driving.

- Added an auto pit speed limiter, enabled only when touch driving.

- Allow user to turn off the mouse interface while driving (exit/reset/drive/black box next buttons)

Dirty Windshields

- Windshields will now get dirty as you drive. Driving behind other cars will make the windshield get
dirtier faster. Driving through smoke, dust, clouds of oil from blown motors will make the windshield get
really dirty really fast. We have added this effect to all cars with full windshields.

- Your pit crew have an option to do a windshield tear-off, available in the F4 black box, if the car
supports windshield tear-offs. By default they will clear your windshield. At this time there is no limit to
how often they will clear your windshield, while in real races you would typically see a maximum of four
or five tear-offs.

Black Box

- Black boxes now fully usable with touch input or mouse, and can edit and select next/previous items.
- Extended the mirror black box to include FOV, touch sensitivity and FFB controls.

- Separate out spin controls in garage and black boxes so they are easier to touch.

Controller Support

- Allow the user to adjust their steering lock-to-lock range.

- Add 'F' force feedback force meter to 'Q' meters.

- Fix a nasty FFB bug that caused the wrong device to be uninitialized when changing controllers.

- Retry 5 times when initializing the FFB, hopefully this stops the loss of FFB when entering your car bug
that some people have encountered.

- Add in some extra protection around the FFB bump stops, it may be possible before for the stops to
soften if the FFB forces were just right.

- Add in support for the SimRaceway SRW-S1 wheel shift lights.

- Tweak the shift lights for all cars so controller shift lights and shift indicators line up better.

- Add option to reset FFB settings.

- Bring linear and minimum force settings into the options UI. By default we reduce stronger steering
torques to provide the ability to feel a larger range of steering effects within the limited torque range of
most wheels. Enabling linear mode removes the reduction and gives you a 1:1 ratio for torques all the
way up to the wheel's limit, at the cost of halving the range of torque that can be felt before saturation
begins. Min force attempts to remove the 'dead zone' around zero found in many wheels. Try a value of
10% and work your way down from there if the wheel begins to vibrate.

- Add option to display forces in Nm when using linear mode, use app.ini [Force_Feedback]
ffbDisplayLinearInNm=1 to turn this behavior on.

- Make all indicators blink the same way, an add in app.ini [Force Feedback] enableWheelDisplayBlink=1
to allow you to shut off the blinking.

- Add in settings option to turn on and off wheel displays.

- Fix a small bug that could cause FFB forces to be biased to the right when using minimum force.
- Fix bug that would cause automatic to get stuck in drive if user switched from h-pattern to sequential
mode without restarting the sim.

User Interface

- Hide driving text chat when it loses focus.

- Add ability to toggle the display of the system meter, driving controls, and black boxes from the
options screen.

- Shrink all the relevant dialog boxes to fit into a 1200x900 pixel window. That way both the 1280x1024
and 1600x900 monitors will zoom to 100%.

Telemetry

- New telemetry output:

"ManifoldPress" - Engine intake manifold pressure, in bar.

"Lat/Lon/Alt" - Players car "GPS" position, in decimal degrees and meters.

"CarIdxOnPitRoad" - Is a car on pit road between the start/end cones, by car index.

"OnPitRoad" - Is the player car on pit road between the start/end cones.

- New session string info:

"DriverInfo: Drivers:CarClassMaxFuel:" - What fuel penalty is applied to this car.

"DriverInfo: Drivers:CarClassWeightPenalty:" - What additional weight is applied to this car.

Garage

- Dump the current track's file path along with the car's file path when exporting a setup to html.

- Allow adjustment of the car's penalty weight in the garage, but only in offline test sessions.

- When initializing the garage, make sure that if -Current- setup fails to load, drop back to baseline.sto.
- Added mouse-over setup descriptions to all road course cars.

Graphics

- Optimized the filtering of the shadow maps to use fewer texture lookups per pixel. This change should
decrease the magnitude of any micro-stutters caused by off-screen shadow map rendering. The new
filter is a bit sharper and better aligned, but very distant edge on tree shadows may sparkle just a tad
more than before.

Sound

- Fmod support has been removed as part of an internal sound engine design clean-up.

Crash Reporting

- If the simulator crashes it will now produce a .log file in your documents\iracing folder. This file will be
time-date stamped and include text information about the fault which may help us find and fix the
problem more quickly. When reporting a crash via e-mail to support@iracing.com or to the forums,
please attach any associated .log file(s), they really help. Not all crashes will produce a .log file, in that
case please continue to just report the standard windows crash report information found in the control
panel->event viewer.

Cars

- Simvibe sponsorship added.

- Logitech sponsorship for the Chevrolet Silverado.

Cadillac CTS-V Racecar

- Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel.

Chevrolet Corvette C6R

- Wheels are now black.


Chevrolet Impala

- Fixed a bug where bumpstop packers were not working at short tracks and road courses.

- Increase bumpstop selection two-fold with same max and min limits.

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at


superspeedway tracks.

Chevrolet Impala Class B

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at


superspeedway tracks.

Chevrolet Monte Carlo SS

- Fixed opponent car gauges rotating about the wrong axis.

Chevrolet National Impala

- Fixed opponent car gauges rotating about the wrong axis.

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at


superspeedway tracks.

Chevrolet Silverado

- Intermediate and short tracks have drafting/side-drafting effects improved. No change at


superspeedway tracks.

Dallara IndyCar

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are
consistent.
- Harder rubber compound for the high speed oval tracks.

- Reduce drag at low and high drag speedway tracks by just a bit.

- Less draft understeer. Reduced draft effects.

Ford Falcon V8 Supercar

- Change the way anti-roll bars are displayed on this car.

Ford GT

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are
consistent.

- Fuel economy is adjusted in order to do full length 45 min races without a stop for fuel.

Ford Mustang FR500S

- Updated engine sounds, mostly for the external sounds.

HPD ARX-01c

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are
consistent.

- Soften maximum possible shock stiffness so the car will stay stable in the garage.

Lotus 79

- Now has the New Tire Model, and has had a complete overhaul of the physics including tires and
aerodynamics.

- Better gauge calibration.

- Telltale RPM needle is now functional on tach gauge.


- All new setups to go along with the physics updates.

- Previous setups are invalidated and will not load in the sim because the car requires such different
setups now. Please start with one of our provided setups and move forward from there.

Modified - SK

- Much stiffer and stronger collision spheres.

Modified - Tour

- Much stiffer and stronger collision spheres.

Riley Daytona Prototype

- Stiffen and strengthen body and wheel collision spheres.

- Fuel efficiency is reduced.

Silver Crown

- Fixed the problem where the front axle was not correctly visually located with the car.

Sprint Car

- Fixed chance of engine blow up while on the rev limiter.

Street Stock

- Fixed opponent car gauges rotating about the wrong axis.

VW Jetta TDI Cup

- The turbo modeling of the TDI engine has been improved to better match correct turbo lag and boost
pressures - but it's a quick, responsive turbo and you probably can barely feel any lag. Unfortunately the
car does not have a boost gauge, because they're really cool, but the new telemetry item
"ManifoldPress" will report boost pressure. The torque curve of the motor is better matched to dyno
sheets now, there is more high end torque up near the rev limiter, but you will still want to shift before
the rpm gets that high on this motor.

- Fixed a bug and improved clutch behavior from a standstill, when in 1st or reverse gears. The clutch
will let the rpm build up when trying to pull away from a standstill instead of doing a very jerky almost-
stall.

Williams-Toyota FW31

- Cleaned up the UI so that in an exported setup the order of the gear ratio and speeds for each gear are
consistent.

- Drafting effects have been improved.

Tracks

- All tracks have had their surface textures rebuilt to eliminate a mip-mapping artifact where a line of
brightness change would appear a few meters ahead of the car (and this line would move with the
car/camera). This change also fixed an issue where triangle boundaries would sometimes appear in the
track surface when viewed from certain distances/angles. This change to our source texture maps fixed
this issue for most tracks, however Mosport is known to still exhibit a similar issue for some unknown
reason. Some other older tracks may as well.

Oran Park Raceway

- Oran Park Raceway added. This track features 6 configurations including Grand Prix, South, North,
Moto, North A, and North B.

Rockingham Speedway

- Rockingham Speedway added. This track features 4 configurations including Oval, Road, Infield Road,
and Short Road.

Sonoma Raceway
- Infineon Raceway has been renamed Sonoma Raceway.

Irwindale Speedway

- Toyota Speedway at Irwindale has been renamed Irwindale Speedway.

Stafford Motor Speedway

- Jack Arute's Stafford Motor Speedway has been renamed Stafford Motor Speedway.

Web Release Notes - Aug 29, 2012

Leagues

League Sessions - The league sessions tab now shows upcoming league sessions and contains
pagination. You can restrict the view to just one league's sessions, or view only sessions that you can
EDIT

League Calendar - The league calendar bug has been fixed, so now your events should show up under
the correct month and all of your scheduled events should show up.

League Email - Emails sent from your league will be more descriptive so that it is obvious it is a league e-
mail. There is also the ability to opt in/out of league emails on a per league basis.

League Privacy - We have added the ability to keep some of your league information private. You can
now select the following privacy options. Hide League Discussion, Hide Race Schedule, Hide Race
Results, Hide League Members. The privacy settings do not effect any members of you league - they only
apply to non-league members.

Other minor league bug fixes/adjustments.

Release Notes for August 21st

Circuit Zolder

Now available!

Simulation:
- Fixed a bug that was preventing some driving aids from being used in Open Practice sessions for
iRacing series that allow those aids in Race, Qualify, and Time Trial sessions.

- Fix a bug where if only one driver in a car class starts the race no iRating exchange is made for that car
class.

- Add in some extra protection around the force feedback bumpstops, it was possible before for the
stops to soften if the steering forces were just right.

- Shut off Fanatec displays for now, since this could cause the sim to crash for some customers.

SK and Tour Modifieds

- Reduced caster limits to more realistic range.

Release Notes for 2012 August 15th

- NVIDIA returns as a sponsor of our rookie Mazda Cup Series which will be once again be called the
NVIDIA Cup Series.

- The Mazda MX-5 Roadster has had it's 5 speed gearbox restored.

Web Release Notes - Aug 6, 2012

Event Result Exports

-Hosted sessions will now have the following columns in the summary:

Start Time, Track, Series, Hosted Session Name

-Other sessions will now have the following columns in the summary:

Start Time, Track, Series, Season Year, Season Quarter, Rookie Season, Race Week

The value for "Rookie Season" will be empty, A, B, or C.

League Race exports

-The new league header columns are now encapsulated in quotes.

Leagues
- Minor big fixes

Release Notes for 2012 August 2nd

Simulation:

- Fixed an issue where telemetry would record bad values for ride height.

- Set a minimum movement before the mouse wakes up when it is hidden on the driving screen, so
motion platforms or steering wheel force feedback shaking the mouse won't pop the mouse pointer into
view.

- Fixed some spelling mistakes in the TJ and Steve spotter pack: your to you're.

- Fixed some bugs that were causing certain replays to not load.

- Hide the start flagger when viewing a replay, instead of leaving him waving whatever flag he was last
showing while you were driving. We currently do not store the new starter flagger in our replays, so we
cannot yet show him waving the correct flags at the appropriate times in replays.

- Fixed a bug where setups with very long filenames could fail to load.

- Fixed a bug that would crash the sim when trying to export a setup from the garage. The new setup
notes will now export too.

- Fixed a bug that would cause the name of iRacing setups to not be shown when viewing the exported
HTML for the setups.

Setups

- Update HPD ARX-01c setups for the second half of the season.

- Add some more Chevrolet Corvette C6R setups.

- A new Dallara IndyCar Talladega setup.

- Updated the stockcars to use 'short track' tires at Indianapolis Motor Speedway. Updated setups have
been included.

- Updated some setups for the Chevrolet Impala, Chevrolet Impala Class B, and Chevrolet National
Impala.

Dallara IndyCar

- Further revisions to drafting aerodynamic effects.


- Increased the fuel consumption of the engine to achieve the desired target of 33 to 34 wide open
throttle laps at Indianapolis Motor Speedway.

Riley MkXX Daytona Prototype

- Pitboxes will now use the correct color from your car's paintscheme.

Williams-Toyota FW31

- Fixed a bug in the inerters that could cause the sim to crash.

Tracks

- Fixed start/finish booths at several tracks to stay visible when the sim is set to low detail graphic
settings so that the new starter flagger isn't left floating in mid air: Mid-Ohio Sports Car Course, New
Smyrna Speedway, Phoenix International Raceway, Road Atlanta.

- Further updates to the new track surface shaders at Barber Motorsports Park.

Release Notes for 2012 Season 3

Website:

Hosted Sessions

- Gridding - In a multi-class event you can now select a third gridding option "One class per car - grid all
cars in a class together". The order in which the classes are gridded is predetermined based on the
overall capability of the cars, not on the qualify times set by drivers using the cars in any particular
session.

- Weight Penalty - You can now specify a weight penalty in kg for each car class independently. The value
must be positive and currently the highest the penalty can be set is 250kg. The value can be set in either
lbs or kg. If you click on the label "KG Penalty" it will switch to "LBS Penalty" and vice versa. Please note,
it always stores the value as kg in the database, so there will be some loss of precision when switching
back and forth between lbs and kg.

Notifications

- The notification icon on the footer has been updated so that it is more pronounced. The notification
box has been re-styled.

Leagues
- You can now create or join a League through a new built-in League section of the iRacing member site.
Leagues provide a place for racers to get together with a group of like-minded iRacers and custom tailor
their racing activities to what interests them, as well as a social hub for discussion and organization.
Within each league, competition on many levels can occur: "Race Seasons" can be set up where League
admins create a schedule of races with or without Championship standings, or more casual one-off races
can be set up at any time for fun.

This area is accessible via the new "LEAGUES" link that is located in the primary navigation links area.

When you arrive in this area, you are first presented with a Directory of all of the Leagues in iRacing.
Some leagues may be openly recruiting members (indicated by a "Join" button in their row) while others
will be closed for private competition. To join a league, click on that Join button to send the league
admin an application for membership. If your interest is rather to create a league, click on the large
"CREATE A LEAGUE" button in the upper right corner of the screen. This will bring up a dialog where you
enter your desired League name and save it (there is a charge for this). Upon league creation, a league
management wizard will appear which allows immediate access to adding members, creating race
seasons, or personalizing your new League section.

A great deal more functionality is available, and a quick look at this functionality is available in video
form by following this link: https://www.youtube.com/watch?v=NOriRMFpwsc&feature=plcp

Simulation:

Graphics/UI

- A mouse rollover help capability has been added to the simulation user interface. For now, help is
available on setup items in the garage for all the oval track cars, and also on the graphics options screen.

- Try to do something more reasonable if Direct3D 9 has to deal with more than 4 GB of texture
memory.

- Allow specifying an alternate FPS limit when on battery power.

- Auto hide the mouse cursor instead of permanently disabling it while driving.

- Fix a bug that caused the mouse scroll wheel to stop working when on secondary monitor.

Spotter

- Make damage spotter messages only play when chatty set to high.

- Make leader/pace positions only play when chattiness set to medium.

- Bump suspension damage threshold up to > 0.8 from > 0.5 to try and minimize how often we hear the
'you've got wheel damage' message.
- Make SPCC_N21 to SPCC_N99 messages optional, so international translations can override them as
needed in custom spotter packs

Telemetry

- Log pit stop and in car adjustments to telemetry (dcBrakeBias, etc).

- Turn on shock deflection to live telemetry (LFshockVel, etc).

- Output shift indicator RPM's to telemetry.

- Marked shiftIndicatorPct telemetry variable as deprecated. Replaced by DriverCarSLFirstRPM define in


the session string.

- Output relative track location of players pit stall to telemetry (DriverPitTrkPct: in the Session string).

- Output gear grind info to telemetry (ShiftPowerPct and ShiftGrindRPM).

Controls/Force Feedback

- Stop G27 shift lights from getting stuck on when you exit the sim.

- Tweak G27 shift indicator to be more linear.

- Finish filling in shift indicator data for all cars.

- Fanatec wheels now display their gear/pit limiter info on the built in numeric display.

- Fanatec CSW wheels now use the shift indicator lights.

- Fanatec pedals vibrate when locking up the wheels with the brake assist aid turned on.

- You can turn off all wheel displays by setting app.ini [misc] enableWheelDisplay=0.

- FFB wheels now use FFB effect to limit wheels rotation to the rotation of the virtual car. Can be
disabled with app.ini [misc] steeringBumpStopDeg = -1, or adjusted to any level of firmness using the
same variable.

- New app.ini option [misc] steeringFFBLinearForce=0, setting it to 1 will turn off the boost we apply to
small FFB forces giving you true linear FFB force output. This will make it more difficult to dial in your
FFB feel, so be careful when applying this.

- New app.ini option [misc] steeringFFBBaseOffset=0 that forces the FFB motors to output a minimum
force. This can help tighten up a wheel around neutral, when the drivers have a lot of FFB dead zone.
Settings in the 0.05 to 0.15 range are typical (5% to 15%).

- Smooth out joystick data when using it to look left/right while driving.
- Improve joystick detection code to better deal with small joysticks, like those found on the Fanatec
CSW wheel.

Garage

- Added a notes tab for entering notes that get saved with a setup, for all cars.

Physics

- Fixed a bug in the detroit locker differential that wasn't unlocking the correct wheel when it should
have when unloaded. Makes a noticeable change to turn-in characteristics of all the NASCAR cars.

- Fixed a bug which would cause engine torque to produce twice as much rearward weight transfer as it
should, but only while the clutch is slipping.

Black Box

- The F3 black box now indicates cars that are in the pit lane by dimming them.

Cars

- The "Chevrolet Impala SS 2009" and the "Chevrolet Impala Class B" (formerly part of the same
package) have been split out into their own packages. With this split the Chevrolet Impala SS 2009 has
been re-named the Chevrolet National Impala. Members who owned the single combined package of
both cars prior to the Season 3 build will continue to own both cars, but now in the form of two
packages instead of one. Going forward the cars will need to be purchased independently.

- The way numbers are displayed on the cars have been adjusted so that there is less space (kerning)
between the numbers. This mainly concerns forward and back leaning numbers.

Chevrolet Corvette C6R

- Maximum braking torque has been decreased to reduce likelihood of tire lockup.

Chevrolet Impala

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire
staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking
bug fix.

Chevrolet Impala Class B


- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire
staggers have been applied.

- The aerodynamics have been updated with newly received data. A fraction less drag at Super
Speedway tracks.

- Grill tape options now come in 10% increments.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking
bug fix.

Chevrolet Monte Carlo SS

- Aero forces now act in a fashion more similar to our other high level stockcars. Handling should remain
similar or with no noticeable change at all.

Chevrolet National Impala

- The aerodynamics have been updated with newly received data.

- Engine power updated to use NASCAR-spec engine.

Chevrolet Silverado

- Tires have been updated and may feel more forgiving at the limit. Newer more representative tire
staggers have been applied.

- The aerodynamics have been updated with newly received data.

- Detroit Locker tuned with more locking/unlocking action torque to match better with the unlocking
bug fix.

- Spek gauges have been added to the cockpit.

- Roll bar camera has been updated so the view isn't blurry.

Dallara IndyCar

- Steering effort reduced at oval tracks.

- More accurate speed estimates for selecting gears in the garage.

- Drafting performance improvements at all track types.

Ford Falcon FG01 V8

- Increase power steering assist.


- Reduced caster limits to more realistic range

- Increased tire degradation.

- Engine fuel economy has been reduced.

Ford Mustang FR500S

- Updates to collision sphere stiffness, damping and strengths.

Legends Ford '34 Coupe and Rookie

- Full physics refresh to suspension, chassis, tires and baseline setups.

Lotus 79

- Reduce radiator blockage effects while in slipstream.

- Aero oversteer with trailing car in close proximity has been reduced.

Modified - SK and Tour

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and
baseline setups.

- Additional garage variables added for setup tuning including: track bar heights, ballast adjustment,
steering ratio as well as rebound and compression damping.

Pontiac Solstice and Rookie

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and
baseline setups.

Riley MkXX Daytona Prototype

- Increased power steering assist.

VW Jetta TDI Cup

- Added the New Tire Model, along with a full physics refresh to suspension, chassis, tires, aero and
baseline setups.

- The gauge needles and lit numbers shouldn't overlap each other at night anymore.

Williams-Toyota FW31

- Fixed a bug inside our inerter function. Inerter ranges have been reduced to satisfy simulation
integration step limitations.
- A fraction more max braking torque available.

Tracks

- Flaggers have been added to the Start/Finish Lines of all tracks to display Green, Yellow, White, and
Checkered flags. The initial implementation of the flagger is limited to live timing only and will not
display the flags in replays, rather it displays the current live state of the flag in the current session. The
flagger will not be visible if Vertex Shaders are disabled. Replay functionality and corner works with local
cautions will be coming in a future update.

- Older tracks have had their base lighting edited to match some of our newer day tracks. Difference will
be subtle.

- Updated track surface shaders have now been added to the following tracks:
Barber Motorsports Park
Circuit de Spa-Francorchamps
Indianapolis Motor Speedway
Iowa Speedway
Thompson Speedway
Watkins Glen International

Barber Motorsports Park

- The gas station has been edited so it displays properly, it is no longer inside out. The attendant at the
station is relieved.

Charlotte Motor Speedway

- Fixed a section of track exiting pit road where the car would sink below the surface.

Darlington Raceway

- Fixed the problem with the black box resetting pit requests - a painted line in the middle portion of the
pit lane thought it was racing surface instead of pit lane!

Daytona International Speedway

- Adjusted night lighting to reflect the lack of Musco lights.

Infineon Raceway

- Fixed a bump/seam on the corner that leads onto Indy config.

Oulton Park Circuit

- Removed some x-sections on curbing for Fosters config to improve FPS.

- Turn 1 had a segment that was set to concrete that was causing a spec issue, fixed to be set as asphalt.
- Fixed a seam in turn 5 sand trap.

Oxford Plains Speedway

- Fixed a seam in the infield grass on Turn 2 exit.

New Smyrna Speedway

- Adjusted night lighting to reflect the lack of Musco lights.

Suzuka International Racing Course

- Fixed a bug in the West configuration so that pit stalls 14 through 23 will have their laps counted
properly.

USA International Speedway

- Fixed a few camera issues with the camera set.

- Widened the race groove by creating a new min and max race line.

- Fixed camera tv1_00; turned off manual focus so cars will no longer be out of focus on the front
stretch.

Virginia International Raceway

- The safety truck just outside pit road has been lowered so that it sits on the terrain.

Release Notes for 2012 June 20th

- A bug was recently introduced that prevented the simulation from obtaining the proper car setup to be
used during a Test session for a fixed setup series. Clicking on the [Test Car on Track] button on the
[RACE NOW] panel would launch the simulation, and the "Connecting" dialog box would appear. The
progress bar would stay black for about 10 seconds, then the green progress bar would cycle from
empty to full a few times, then a "Could not connect to server [OK]" dialog box would appear. Clicking
on the [OK] button would cause the simulation to exit. This bug has been fixed, so the simulation can
now obtain the proper car setup.

- Some people may have seen similar behavior when attempting to launch the simulation for a Test
session from the [TEST] panel. We have not identified any specific bug that would cause this behavior. It
could be that the simulation simply isn't waiting long enough for certain operations to complete. The
amount of time the simulation will wait before giving up on these operations has been increased.
Additionally, the "connecting" progress bar is now color coded: yellow for the first set of operations and
green for the second set.

Release Notes for 2012 June 14th

Langley Speedway

Now available for purchase!

Also, we have updated some cars with setups for Langley, and the sim itself needed an update to
support the new track.

Release Notes for 2012 May 28th

Like last week, this evening just prior to the time of the week changeover we will activate updates for
two cars.

Ford Mustang FR500S

Like the Ford Falcon V8 Supercar last week, we have also overhauled this car with the New Tire Model,
improving parts of it's modelling with latest techniques.

- Updated to use the New Tire Model.

- Aero updates to better match Ford data.

- Rear suspension modelling has been improved.

Pontiac Solstice and Rookie

- Fixed the issue where the motor had chance of blowing up while on the rev limiter.

Release Notes for 2012 May 21st

This evening just prior to the time of the week changeover, we will activate updates for two cars.

Ford Falcon V8 Supercar


We have taken the time to overhaul this car with the New Tire Model, and to bring many parts of it's
modelling up to latest techniques. The results have been good enough that even real drivers Shane Van
Gisbergen and Scott McLaughlin, who have been providing us with a lot of vital testing and tuning
feedback, are very happy with the car now, and so we wanted to bring it to you early instead of waiting
another couple of months for Season 3.

- Updated to use the New Tire Model.

- Suspension modelling has been improved. Especially improved is how the whole rear axle behaves.
This may also have been the source of the occasional launch into the sky bug. The front suspension can
now have it's roll center height adjusted.

- Reworked aerodynamics with our latest aero techniques and with latest data.

- Rear wing is now adjustable.

- Changed most setup items to default to metric sizes, including springs and bars.

- Alterations to the anti-roll bar stiffnesses and motion ratios. Also more rear size options are available.

- Cleaned up unnecessary stuff from the garage, such as antiroll bar arm length adjustment.

- Limit steering ratio to 10:1 minimum.

- Engine torque and efficiency revisions.

- Reduced drafting strength and length.

- Improved collision definitions for better 4x behavior.

- Updated iRacing setups.

Dallara IndyCar

- Updated ground collisions to not damage the engine so easily.

- Updated the 4x collision thresholds.

- Improved side to side drafting behavior at Indianapolis.

Release Notes for 2012 May 7th

Simulation:

Fuel Limiting in Hosted Session


- Fixed a bug that gives all cars the fuel limit that the first type of car has when initially simulator.

- Fixed the tech inspection hang-up issue for the Nascars.

Spotter

- Make the messages about damage only play when chattyness is set to high.

- Make the leader/pace position messages only play when chattyness set to medim.

- Adjust the suspension damage message to require more damage before reporting.

- Make SPCC_N21 to SPCC_N99 messages optional, so international translations can override them as
needed.

New Tire Model

- Prevent the surface temperature from exceeding the burn temperature of rubber. Will help keep the
tire from getting too greasy when too hot.

Cars

- Fixed the issue where low detail settings would result in very low polygon fingers in the new driver
model.

Cadillac CTS-VR

- Prevent bumpstop gap from being able to be set negative, which can cause the car physics to crash
inside the garage.

- Improved the baseline/fixed setup.

Chevrolet Corvette C6R

- Prevent bumpstop gap from being able to be set negative, resolving a setup crashing the garage.

- Implemented a minimum ride height of 55mm, per IMSA rules.

- Updated all iRacing setups to comply with the new ride height rules.

Chevrolet Impala

- iRacing setups for more tracks.

Chevrolet Impala Class B

- iRacing setups for more tracks.

Chevrolet Silverado
- Updated Charlotte, Dover and Kentucky fixed setups.

Dallara IndyCar

- Fixes for some tire issues and putting the side force center in a better place, which impacts the
saveability at really high speeds.

- New setups for Brands Hatch, Infineon, Mid Ohio, Road America, Spa Francorchamps and Suzuka.

Ford Falcon V8SC

- Correct the rev limiter rpm.

Ford GT

- Updated baseline setup.

HPD ARX-01c

- Fixed problems where driver model would display incorrectly in replays.

- Updated fixed setups with less fuel.

Street Stock

- Improved the NTM tire.

- Updated the USA and Charlotte setups.

Williams FW31

- NTM tire tweaks.

- Adjust the front to rear bias of the high, medium and low downforce aerodynamic maps based on
newer, better data received from Williams.

- Force the car to 5 degrees of caster, removing the option from the garage.

- Heave spring bumpstop gap better matches Williams data.

- Updated all iRacing setups.

Motegi Twin Ring

- Fixed a bug where first two standing start positions where past the s/f line and causing them to get a
black flag.

- Added missing curbing.


Release Notes for 2012 April 26

Website:

Hosted Sessions

- Fuel limiting per car type is now available. **NOTE: There is still a bug where doing a multi-class hosted
event with any of the Impalas or the Silverado causes pre-qualifying and pre-race tech inspection to
continue indefinitely, preventing the driver from participating in that session. But it appears that
customers almost never create multi-class events using these cars, so we have decided to make this new
feature available for use now. We are still working on tracking this issue down, but in the meantime
please avoid using any of these 4 cars in a multi-class hosted event.

Simulation:

- Fixed the intermittant crash bug that has been showing up in the new season's build.

Cars

- All cars now have the new driver model.

- Driver helmet license stripe is now colored correctly.

- MainPerformance PC sponsorship added.

Cadillac CTS-VR

- The pit boxes now use your car's colors.

- Fixed the downforce math so the car won't act strangely while significantly airborne.

Chevrolet Corvette C6R

- The pit boxes now use your car's colors.

Chevrolet Impala

- The Tape setting now only has three options at super speedway tracks.

Chevrolet Impala Class B

- Shorter gears are now available for the Motegi oval.

- The Tape setting now only has three options at super speedway tracks.

Ford GT
- Increased the difference in rear wing drag between minimum to maximum wing angle settings.

HPD ARX-01c

- Revised the engine to have a little less middle rpm torque.

Williams-Toyota FW31

- Based on newly received data from Williams, we have updated the performance of the medium
downforce front flap.

- Revised the engine to have a little less middle rpm torque and a little more high rpm torque.

- Reduce tire pressure minimums by 1 psi.

Twin Ring Motegi

- Fixed the sector splits at the West configuration.

- At the Oval configuration, track name in the sim was listing as Okayama. It is now fixed to be Twin Ring
Oval.

Edit: The Chevrolet Impala Class B actually has additional shorter gears for Motegi, not longer

Release Notes for 2012 Season 2

Website:

Hosted Sessions

You can now restrict hosted session results to participants only. The checkbox is located in the
"OPTIONAL SETTINGS" section of the "HOST A RACE" page. When this flag is set the system will check to
make sure that the current user was a participant in the session before either displaying the event
results popup or generating event results in csv format.

You can now restrict the viewing / spectating of hosted sessions. This checkbox is also located in the
"OPTIONAL SETTINGS" section of "HOST A RACE" page. For this release viewing can be restricted by club
only. When this flag is set the system will check to see if the session is restricted to members of one or
more clubs. If so it will ensure that the current user is a member of one of the eligible clubs before
allowing them into the session as a spectator. This flag will have no effect if you do not restrict the
session to one or more clubs. This feature will be expanded in the future to support leagues and teams
as well.
You can now specify the maximum amount of fuel that can be loaded into a car. This is specified as a
percentage of the car's maximum fuel capacity and should be an integer between 10 and 100. For
example if a car has a max fuel capacity of 20 gallons and you specify 50% the sim will not allow you to
fill beyond 10 gallons of fuel. **NOTE: This feature will not be available until later in the week due to last
minute technical issues.

UltimatePay Support

UltimatePay is a new payment type that can be used for buying everything except gift certificates and
gift recharges. The system supports more than 70 different payment methods worldwide and
automatically customizes your payment options based on your country.

This system works differently from the existing credit card and PayPal options in that the transaction is
not completed immediately. In some instances such as with the Ultimate Game Card the transaction
completes almost immediately but with others such as Western Union it can take much longer.

Additionally, iRacing does not receive any notification of failed or canceled transactions. As a result you
will always see an Ultimate Pay Order Information page after you close the UltimatePay popup window.
You will see this whether you completed the transaction or simply canceled out of the popup.

For example, let's say you decide to purchase a car using Boku with your mobile phone. The general flow
is you initiate the purchase on the iRacing Member's site from a popup window presented by
UltimatePay. UltimatePay alerts Boku and they will send a text message to your phone. You respond to
the text message to complete the purchase. Boku alerts UltimatePay that you completed the purchase
and UltimatePay alerts iRacing. At this point iRacing will fulfill the purchase and send you an email to let
you know that your car is ready to be downloaded.

It is important to note that some of the payment methods will charge a fee in addition to your order
total. iRacing does not control these fees. Please pay close attention to any fee disclosures when
completing your transaction.

An additional note is that iRacing is not supporting any recurring payments using UltimatePay at this
time.

Site Footer

A new lap counter has been added to the site footer. This displays a recent snapshot of the total laps run
across the service since the start of iRacing.

Friends/Watched

It is now possible to remove a friend or watch request to yourself, if you get yourself into that state.

Spectating
The spectating timer will now be 20 seconds for most events. For larger events (some world tour events,
etc) the spectating timer will remain at 60 seconds.

Renewals

Fixed a bug where gift cards could not be added to renewal orders.

Simulation:

Graphics

- The graphics engine now supports assignable programmable pixel shaders and multi-texturing on race
track related surfaces. Our new track Motegi features this improvement, and New Smyrna also has been
updated.

- Visibility culling of track surface decals has been improved, with an emphasis on reducing the number
of decals visibly popping in.

- The work-around that helps avoid missing scenery when AMD's adaptive anti-aliasing is enabled is now
always automatically enabled for everyone. The previous setting to enable this option in renderer.ini is
now ignored.

Camera Tool

- The focus car is now highlighted in the entry list.

- The '/' camera select key sequence now supports the '/' key when selecting the camera (ie: /<driver
position>/<camera><enter> )

- You can adjust the level of scaling applied with the 10x hotkey.

- Added a dB meter to measure the current volume at the mic.

- Most camera tool settings are now saved to the app.ini file.

- By default pan speed is tied to the zoom level of the camera. We have added an app.ini [CamTool]
useLinearPan=0.0 value to let you blend between a constant pan speed, or one that slows down with
higher zoom levels.

- Added in a non-linear scaling to the analog camera controls. Can be adjusted with an app.ini setting.

- You can adjust the relative speeds of each of the analog controls (move, pan/tilt, zoom) using an
app.ini setting.

- Fixed a bug in the depth of field effect.

- Fixed a divide by zero bug in joystick calibration, which may sometimes have crashed the sim.
Spotter

- Fixed the bug that caused the spotter to incorrectly call 'go low' when you should 'go high'.

- Radio on/off sounds should work more consistently now.

- Reduced the number of samples needed to call out numbers.

- Spotter packs can now select a message from a list of possible messages to add variety. You can add up
to 100 custom samples per message.

- Spotter packs text messages can now be changed. This should allow for user supplied translations of
the spotter pack. See this forum post: http://members.iracing.com/jforum/posts/list/1938030.page for
more details.

- Long text messages are now automatically wrapped to fit the screen.

- TJ and Steve spotter pack now supports multiple samples per message and custom strings. Special
thanks to the Hoff for doing all the hard work.

- New hotkey to turn on and off calling of lap times

- New hotkey to request a notification when the leader crosses the start/finish line.

Telemetry

- Updated the ATLAS plug-in, now it supports english/metric unit conversions and fixed a bug that
caused short laps to import improperly. Also simplified installation a bit. You can download the latest
iRacingSession.dll from http://members.iracing.com/jforum/posts/list/1477333.page

- Added in a center front splitter ride height sensor to some cars (CFSRrideHeight). This is currently
available for the Chevrolet Impala, Chevrolet Impala Class B, Chevrolet Silverado, HPD ARX-01c, and
Williams FW31.

- Added a new parameter ReplayFrameNumEnd that shows you how far from the end of tape the replay
head is.

- Added new parameters SessionTimeRemain, and SessionLapsRemain indicating time/laps left in race.

Sounds

- All cars have had their engine/wind/tire volumes balanced to match actual recordings. Many cars have
new samples so they sound even better.

- Updated scrape and crash sounds.

- Off throttle volumes should now be louder.


- Most cars have a new low frequency sub-wave sound designed to drive sub-woofers better.

- Fixed a bug where loading a replay could use external engine sounds instead of cockpit engine sounds
when in cockpit view.

Driver Aids

- Improved the anti-stall clutch aid to allow anti-stall to be released if the car is rolling fast enough that it
wouldn't stall the motor to do so. This fixes the problem where locking the drive wheels in a braking
zone would result in the antistall clutch staying active until next time the throttle is applied even if the
brake pedal was released to free up the locked wheels.

Shifting

- Fixed a problem where initiating a sequential upshift with automatic throttle cut while the engine was
already being cut by the rev limiter would cause upshift delays.

New Tire Model

- Fixed an issue where a very lightly loaded tire would lose stiffness, resulting in a "floaty" feeling in the
lightly loaded tire.

Drafting

- We have improved the drafting math to be more aware of exactly where the edges of a car are, so the
exact amount of draft you get for being bumper to bumper or side to side is much more consistent as
speed varies, and for cars of different dimensions.

Car Sponsors

- National Guard sponsorship added.

Cadillac CTS-VR

- New car! And it has been given to everyone for free!

Chevrolette Corvette C6R

- Removed unused light flare model from Corvette C6r that could show up in unwanted places when the
car was damaged.

Chevrolet Impala

- Now has a new driver model, hands look much better.


- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Adjustable bumpstops have been added along with packer (shim) adjustments.

- Grill tape can now be set based on a choice of 5 options - Min, 25%, 50%, 75% and Full. Tape can be
adjusted during pitstops.

- Fuel pressure now displays as if car is fitted with fuel injection instead of carburetion.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in
front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- Tire updates.

Chevrolet Impala Class B

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Grill tape can now be set based on a choice of 5 options - Min, 25%, 50%, 75% and Full. Tape can be
adjusted during pitstops.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in
front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- More rear-end gear options for short tracks.

- Tire updates.

Chevrolet Impala SS 2009


- Updated to use the New Tire Model.

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in
front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

Chevrolet Monte Carlo SS

- Now has a new driver model, hands look much better.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in
front.

Chevrolet Silverado

- New driver model, hands look much better.

- Aero updates to improve accuracy performance.

- Changes to how this car drafts at super speedway tracks.

- Improvements to engine cooling and gauge precision to help racing in traffic or the draft.

- Drag penalty has been increased when certain parts of the car are damaged.

- Collision model adjustments to prevent excessive 'submarining' when running into the car directly in
front.

- Reduced tire pressure adjustment range.

- Reduced cross weight adjustment range on pit road.

- Tire updates.

Dallara IndyCar

- Updated to use the New Tire Model.

- Suspension has been fully updated.


- Single-car and traffic aerodynamics has been updated.

- Damage model has been updated.

- Increased engine fuel efficiency.

Ford Falcon V8 Supercar

- Updated engine torque curve.

- Reduced engine fuel efficiency.

- Reduced fuel capacity to 75l. Adjusted garage values to correct incremental values to match new fuel
capacity.

Ford GT

- Number plates, badging, and position light color changed to match 2010 season.

HPD ARX-01c

- Added missing wire model to external model.

- Updated downforce, sideforce and drag aerodynamics.

- Increased engine fuel efficiency.

- More low speed (<5000 rpm) engine torque.

- Tire updates.

Lotus 79

- Corrected idle rpms to be more accurate. Now idles at 4000 rpm cold, 2300 rpm warm.

- Added more swaybar options.

Skip Barber Formula 2000

- Now has a new driver model, hands look much better.

Williams-Toyota FW31

- Now has a new driver model, hands look much better.

- Fix for brake glow bleeding out on to the tires of the Williams FW31 car.

- Further correlation with Williams on aerodynamic and mechanical performance of the car. This should
help setups get closer to the real thing.
- Increased engine fuel efficiency.

- Minimum fuel weight changed from 6kg to 3kg.

- Tire updates.

Twin Ring Motegi

- Now available, and features our new track surface shaders.

Circuit de Spa-Francorchamps

- Fixed pace car issues.

Indianapolis Motor Speedway

- Blocked off access to some non-track area and access roads with jersey barriers.

Martinsville Speedway

- Fixed pace car issues.

New Hampshire Motor Speedway

- Fixed pace car issues.

New Smyrna Speedway

- Updated with our new track surface shaders.

Oulton Park Circuit

- Removed floating skid marks.

- Added missing specular highlights (solar reflections) to the section of track exiting pit lane.

- Fixed visual popping issues with some fences.

Suzuka International Racing Course

- Fixed a bump issue in Turn 1.

Texas Motor Speedway

- Fixed a bug where there was some grass edges that were set to concrete or rumble.

USA International Speedway


- Adjusted grass color to bring it more in line with our newer tracks.

Edit: Fixed fuel efficiency changes to correctly say "increased" or "decreased"

Release Notes for Wednesday, February 22nd, 2012Chevrolet Impala

- We have slightly improved engine cooling while bump drafting.

- We have also slightly improved engine cooling during super-speedway qualifying.

Chevrolet Impala Class B

- We have slightly improved engine cooling while bump drafting.

Chevrolet Impala SS 2009

- We have slightly improved engine cooling while bump drafting.

Chevrolet Silverado

- We have slightly improved engine cooling while bump drafting.

Release Notes for Thursday, February 16th, 2012

Miscellaneous

- Fixed a bug that crashes the sim when using pitch sensitive headlights.

- Add in new app.ini [View] cockpitLookAngle=65 to allow users to lower the look left/right angle while
driving.

Spotter

- Check to see if a car could pass on the left/right before telling them to go left/right.

- Don't call 'car left' unless car is more than 3 meters left or right of race line. Was set to 1 meter before.

- Fix erroneous calls of 'slow car' in chicanes.

- Added rest of missing TJ and Steve samples.

Telemetry

- Fix bug that stopped car class speed from being logged to telemetry.
- Log weather info to session string at start of race.

- Fix bug in telemetry warning lights.

- Expose fuel density to telemetry, so users can properly convert from liters to kg.

Drafting

- We have improved how drafting affects engine cooling. Now the radiator gets better airflow in general
draft pack traffic if you aren't sealing the nose of your car against the bumper of the car in front of you.

- There is no longer any benefit from trying to ghost along inside another car to gain an extra strong
draft effect. In fact, it is now slower than being by yourself to try to do this.

Chevrolette Corvette C6R

- Added the fixed setups for last 8 tracks in season: Daytona, Laguna Seca, Mosport, Phillip Island, Road
Atlanta, Sebring, Silverstone, Spa Francorchamps.

Ford GT

- Added the fixed setups for last 8 tracks in season: Daytona, Mosport, Phillip Island, Road Atlanta,
Sebring, Silverstone.

Dallara IndyCar

- Added the fixed setups for Barber Motorsports Park and Mid Ohio.

Chevrolet Impala

- Updated remaining basic setups to match this season's physics: Bristol, Kentucky, Las Vegas,
Martinsville, Michigan, New Hampshire, Phoenix, Texas.

- All Hall of Fame setups have been updated to match this season's physics.

- The super speedway engine has had it's engine cooling tuned to survive better during length races in a
tight pack.

- All gauges and lights work more accurately now.

- Increased drag penalty for bumper damage.

- Wheels are a little harder to damage.

Chevrolet Impala Class B


- The super speedway engine has had it's engine cooling tuned to survive better during length races in a
tight pack.

- All gauges and lights work more accurately now.

- Increased drag penalty for bumper damage.

- Wheels are a little harder to damage.

Chevrolet Impala SS 2009

- Fixed this car so that it now uses the correct superspeedway chassis at the new Daytona track.

- The super speedway engine has had it's engine cooling tuned to survive better during length races in a
tight pack.

- All gauges and lights work more accurately now.

- Increased drag penalty for bumper damage.

- Wheels are a little harder to damage.

Chevrolet Silverado

- The super speedway engine has had it's engine cooling tuned to survive better during length races in a
tight pack.

- All gauges and lights work more accurately now.

- Increased drag penalty for bumper damage.

- Wheels are a little harder to damage.

Star Mazda

- Fixed the right rear brake rotor not glowing in replays.

Daytona International Speedway

- The ferris wheel and skyflyer animated night lights are now operating at full brightness.

Web Release Notes - Feb. 13, 2012

Hosted Sessions / Tournaments


- Bug fix: When you edited a session it wouldnt populate the UI with the correct session. Instead it was
always showing the last session you created.

- Bug fix: When you created a hosted session with multiple admins you would see the same car
displayed multiple times in some of the popups on the site.

- Bug fix: The driver search popup in the grid builder was not working.

Driver Career Page

- Bug fix: Club points were not being properly displayed in the last races section.

My Racers Page

- Bug fix - Certain configurations of Internet Explorer 9 would not allow accepting/ignoring friend
requests.

Release Notes for 2012 Season 1

Website:

Hosted Sessions / Tournaments

- There is a new function to limit the entry into a hosted session to members of one or more clubs. This
will hopefully lead to more club vs. club competition. To facilitate this new feature we moved the "Entry
Requirements" section into a new collapsible section called "OPTIONAL SETTINGS". Click on the "Only
allow drivers from selected clubs" checkbox to activate the feature and then add as many clubs as you
would like.

- There is also a new function to specify one or more session admins at the time that you configure a
hosted session. This feature is also located in the new "OPTIONAL SETTINGS" section. The host is always
on the list. You can also select people who you have previously designated as admins, people on your
friends/studied list or by name using the driver search function.

- There is a new section on the "Join a Race" page that shows you future tournament sessions that have
been scheduled that have you on the grid. Previously, you wouldn't have seen the tournament session
until it launched and you would have to look at the tournament results page to see if you were on the
grid for the next round. This should help people to plan for future races.

- The "Host a Race" page now defaults to your last session settings on page load.

Personal Stats Page

- The personal profile section has been redesigned.


- There is a new charting section that displays career charts for iRating, ttRating and License Class. The
charts are designed to plot a single data point per week. The data snapshots are taken on Monday
evenings just about the start of each new race week. The default chart view will show you your entire
career. You can use your mouse to select a subset of the chart and zoom to a finer granularity.
Additionally, when you zoom a chart you will see a "view results" link that will popup a separate window
containing the official race results that contributed to the values on the chart. Once you have zoomed a
chart you can select the "reset chart" link to return to the default view.

Forums

- A badge will now be displayed on the forums next to a members post if they have been a member of
the service for a year or more. There are currently 5 levels of badges 1+ year member, 2+ year member,
3+ year member, 4+ year member and 5+ year member. The same badge is also displayed on the
members personal stats page.

My Racers - Incoming Friend Requests

- You can now accept/ignore multiple incoming friend requests at once, instead of being limited to one
at a time. This will be helpful for some of our more popular members.

Miscellaneous

- The Race/Test panel has had a styling update. The colors have been changed and the size of the RACE
button has been increased.

- Removed the obsolete "sessions" panel from the global settings panel.

- Added a new "Add to Cart" button to the track and car pages. The button is only displayed if you don't
already own the content.

- Added a gift history section to your order history page so you can see the gifts you have sent and
received.

Simulation:

New Tire Model

- There are improvements to the tire damping forces, both vertical and lateral. There are improvements
to the carcass torsional stiffnesses, which affect the load sensitivity. Fixed a significant bug with
lateral/vertical force coordinate transformation. These changes have made all the cars more predictable
and have improved the tire feel.

- The NTM is now on the Star Mazda, the Radical SR8, the Riley Daytona Prototype, and the Williams
FW31; in addition, improvements have been made to the 14 cars already using the NTM. 18 cars now
have the new tire model:

Chevrolette Corvette C6R


Chevrolet Impala

Chevrolet Impala Class B

Chevrolet Monte Carlo SS

Chevrolet Silverado

Ford GT

HPD ARX-01c

Legends Ford '34 Coupe and Rookie

Mazda MX-5 Cup and Roadster

Radical SR8

Riley Daytona Prototype

Skip Barber Formula 2000

Spec Racer Ford

Star Mazda

Street Stock

Williams-Toyota FW31

- The local driver's (your) car now produces tire smoke for cars with the NTM.

- For all the cars that now have the NTM, existing setups may need some work. There are good baseline
setups for all the cars; you may want to start by loading those. Typically, the NTM cars require more
front brake bias to avoid spinning under braking. They also often require pressure and camber
adjustments from the old tire model setups, as well as ride height adjustment.

Graphics

- Your DirectX install may now require some of the latest DirectX updates to be installed. The
iRacingUpdater will check if you need these updates and automatically launch the DirectX setup when
necessary. If after updating you encounter errors when launching the simulation regarding
"d3dx9_43.dll" or "d3dx9_31.dll" missing from your system, please update your DirectX install manually
via this link: http://www.microsoft.com/download/en/details.aspx?id=35

- Modified the graphics engine to utilize a newer version of the HLSL shader compiler, which produces
more efficient shader code. Most GPUs, especially if they are DX10 compatible, will be compatible with
this new compiler. However, if you have a very old GPU, such as an nVidia 7900 series GPU, you may
need to turn off the "use DX10 optimizer" in the advanced graphics options so that you will revert back
to the old compiler. If you have a DX10 compatible GPU, you will probably want enable the "use DX10
optimizer" setting if it doesn't default to enabled for you.

- Improved the reflectivity effects of many different surface materials.

Telemetry

- Only log a car as being in their own pitstall, not just in any pit stall.

- Delay finalizing of iRSDK headers until after physics finishes initializing for the first time in order to
catch some physics variables.

Controls

- Calibrating pedals will no longer reset the brake curve factor.

- Allow automatic shifting to work even if user has selected an h-pattern shifter, instead of not shifting in
any way at all.

Voice Chat

- Fixed a bug that caused voice chat volume changes to not always display.

Cameras

- Only override aim-at-group for the default camera set.

- Fixed an issue where the cockpit camera view would glitch when the car rotated through certain
upside-down orientations.

Administrator Commands

- Added admin commands 'spchat' and 'nspchat' to turn spectator chat on and off in a race (defaults to
on).

Race Control

- Fixed the bug where the Jump Start rule would sometimes not penalize a jumped start.

- Changed the Prototype & GT Challenge and Grand AM series to grid cars by class.

Spotter
- The spotter has much more to talk about. The spotter will report engine smoke, engine damage, and
wheel damage, and pace car status, if cars ahead/behind are for position, information on the leader
(pitting, ahead, etc.), if slow or stopped cars are on track, status of race (10 laps to go, race is over). The
spotter will also try to warn about serving black flags before being DQ'd by the end of the race.

- The spotter can optionally call lap times/lap speed, selectable in the settings tab.

- Added entries to the app.ini, [SPCC] reportLapsPrecision=3 to let you adjust how many decimal places
when reporting lap times, and [SPCC] reportLapsMinute=1 for including the minutes in the call, or only
reporting the seconds on the laptime.

- Reset fuel estimates at session boundaries to stop bogus fuel usage calls.

Sounds

- Transmission clunks when shifting hard into 1st or reverse.

- Shifting into neutral can make a noise if you don't push in the clutch.

- New shift sounds.

- Improved gear grinding sounds.

- Updated sounds for the Chevrolet Corvette C6R, Dallara IndyCar, Ford GT, HPD ARX-01c, and Williams-
Toyota FW31, including new tire, and wind sounds for each car.

- New crash sounds.

Garage

- In the garage and tech inspection make sure to use ambient air temperature for the tires instead of the
slightly variable track surface temperature that would cause setups that would pass tech during the day
to fail tech at night.

Drafting

- The drafting aerodynamics model has been revised to create much improved super speedway pack
racing. But these improvements are not just limited to super speedways, they can be felt by all cars at all
tracks.

Brake Modeling
- Almost all our cars now feature a model of brake temperature. When your brakes get hot enough you
will see them begin to glow. At a daytime track you can start to see glow if the brake rotor surface is
getting hotter than about 1380 degrees F (750 degrees C), but at night you can see glow as the surface
exceeds 1200 degrees F (650 degrees C).

- The only physical effect, currently, is that the brake rotor can radiate heat into the wheel rim of any car
that has the new tire model. The old tire model does not model wheel rim temperature, so this effect
does not apply. Hot brakes can really heat up a wheel rim, which will bring up the hot air pressure of a
tire by several more psi over the course of a stint than without the brake heat being modelled.

- Currently these cars don't have a brake heat model plugged in, but will soon: Chevrolet Monte Carlo
SS, Lotus 79, Street Stock.

- Currently these cars don't have rotors that visibly glow even though their brakes are being modelled,
but will soon: Spec Racer Ford, Pontiac Solstice.

Cars

- New Sponsors have been added to the paintkit:

Doghouse Systems

Simxperience

Nascar Hall of Fame

- In addition we have added a memorial decal to the secondary sponsor position on the Star Mazda in
memory of one of our members, Gary W. Clark.

Chevrolet Corvette C6R

- The amount of computer resources this car uses has been reduced to help improve computer
performance during multi-class racing.

Chevrolet Impala

- Limit maximum tire pressure to 80 psi.

- Aerodynamic response to extreme ride heights has been retuned at super speedways.

- Two car tandem drafting at super speedway tracks reflects current trend (as of pre-2012 Daytona
testing).

- For super speedways, the rev limit has been increased and engine cooling has been modified.
- Now has Goodyear logos on the tires and fenders where appropriate.

Chevrolet Impala Class B

- Limit maximum tire pressure to 80 psi.

- Aerodynamic response to extreme ride heights has been retuned at super speedways.

- Two car tandem drafting at super speedway tracks reflects current trend (as of pre-2012 Daytona
testing).

- For super speedways, the rev limit has been increased and engine cooling has been modified.

- Now has Goodyear logos on the tires and fenders where appropriate.

Chevrolet Impala SS 2009

- Engine specification and gear selection have been updated to match NASCAR K&N series regulations.

- Now has Goodyear logos on the tires and fenders where appropriate.

Chevrolet Silverado

- Limit maximum tire pressure to 80 psi.

- Aerodynamic response to extreme ride heights has been retuned at super speedways.

- Two car tandem drafting at super speedway tracks reflects current trend (as of pre-2012 Daytona
testing).

- For super speedways, the rev limit has been increased and engine cooling has been modified.

- Now has Goodyear logos on the tires and fenders where appropriate.

Ford GT

- The amount of computer resources this car uses has been reduced to help improve computer
performance during multi-class racing.

HPD ARX-01c

- The amount of computer resources this car uses has been reduced to help improve computer
performance during multi-class racing.

- Fixed an incorrect rpm for one of the off throttle sound files in the exterior engine sound.

- Increased the weight of the car to meet the LMS minimum weight regulations.

Radical SR8
- Now uses the new tire model.

Riley MkXX Daytona Prototype

- Now uses the new tire model.

- Reduced dive plane effectiveness, it should be quite usable now.

Star Mazda

- Now uses the new tire model.

- Front and rear wings have better aerodynamic accuracy.

- Reduced aerodynamic drag by 10%.

- Added a taller gear set for use on larger ovals.

Williams-Toyota FW31

- Now uses the new tire model.

- Fixed the problem where the engine could blow up on the grid while pegging the rev limiter.

- Subtle refinements to aerodynamic side forces.

- Reduced temperature of the tire warmers.

- Gear speed table lines up better with actual on track speeds.

Tracks

- Fixed a bug where certain configurations of track surface geometry could cause an inexplicably very
bumpy driving experience such as trying to drive the high line around Darlington.

- An improvement has been made to how many polygons the visual representation of the track surface
chooses to use. There were certain portions of track surface that could choose to use too few polygons
resulting in very visible facets when shadow volumes are cast onto the track from cars.

- Fixed a bug where a chunk of track might pop back to medium resolution when it should have been at
high resolution, which was causing some very noticeable visual pops to happen.

Darlington

- The nasty bumps in the high line, particularly in Turns 1 and 2, have been fixed.
Daytona International Speedway

- Now has new lighting and a new sky.

Kentucky

- The missing drain is added.

- Lowered Legends oval pace speed.

Laguna Seca

- Fixed a major bump on second to last straightaway.

Web Release Notes - Jan 3, 2012


Facebook integration

- Facebook now requires that integrating sites use oauth2.0. We needed to make some changes to
support this.

Personal stats page

- Performance bug fix. The tabs on the personal stats page had become exceedingly slow on
Firefox.

Holiday

- Happy New Year


2011
Sim Release Notes - Dec. 21, 2011

New Smyrna

- Now available!

Replays

- Fixed a bug where the sim would crash trying to load certain replays.

Chevrolet Corvette C6R

- Improved many of the fixed setups.

Chevrolet Impala

- Updated the Hall of Fame setups to suit this season's physics.

Web Release Notes - Dec. 13, 2011

Hosted Sessions

Fixed a bug where the host a race page wouldnt work properly if the members account had a very
small balance.

Web Release Notes - Dec. 6, 2011

Account Recharge + Gifting


There is a new link called "Account Recharge" at the top of the member's site that is used to recharge
your own
account or to give a recharge gift to another iRacer.

Recharging Your Own Account


When you click on the "Account Recharge" link the system will check to see if you have a credit card on
file. If so
it displays a popup dialog box where you can simply enter the amount of iRacing Dollars you want to
purchase and
click the "Instant Recharge Now" button. This is the easiest way to recharge your account. Alternatively
you can follow a link
to the "Account Recharge" page where you can recharge your account with a different credit card or
with PayPal.

If you don't have a card on file you will be taken directly to the "Account Recharge" page.

On the "Account Recharge" page you will see two big buttons: "RECHARGE ACCOUNT" and
"GIFT A RECHARGE". To recharge your own account click on the "RECHARGE ACCOUNT" button, enter
the
recharge amount and select your payment method.

Gifting (Recharging Somebody Else's Account)


On the "Account Recharge" page you will see two big buttons: "RECHARGE ACCOUNT" and "GIFT A
RECHARGE".

To give a recharge to somebody else click on the "GIFT A RECHARGE" button. This will display a form
where
you specify the following:
- The recharge amount.
- The recharge recipient. You can select from your friend or studied lists or you can search by driver
name.
- An optional message to be included in a gift eCard that will be emailed to the recipient and displayed
to
them in a popup the next time they visit the member's site.
- An eCard design. Four different designs are provided. Clicking on any of the four designs will put a red
border around the thumbnail indicating that it is selected.

Sim Release Notes Dec 1, 2011

Kentucky Speedway

- Now available!

Race Control

- Fixed a bug where cars that have been waved around the pace car to regain a lap during a caution
would have their pit entrance stay closed once green flag racing resumed.

Chevrolet Impala

Chevrolet Impala Class B


Chevrolet Impala SS 2009

- Updated to support Kentucky Speedway.

Chevrolet Silverado

- Updated to support Kentucky Speedway.

- Updated Chicagoland, Iowa Night, and New Hampshire setups.

HPD ARX-01c

- Road America fixed setup now has the correct fuel level.

Dallara IndyCar

- Added fixed setups for the whole season.

Street Stock

- Added a Charlotte Legends Night fixed setup.

Web and Sim Release Notes - Nov. 18, 2011

Website:

Spectator Sessions

- Fixed a bug where the spectator registration code was not determining car ownership correctly. This
could prevent people from registering as a spectator for hosted sessions.

Tournament Sessions

- You can now create multiclass tournament sessions but please note that the grid builder does not have
multi-class support and does not support automatic gridding by car class.

Simulation:

Miscellaneous

- Fixed the bouncing that would occur in the garage on some of the New Tire Model cars that would
make it very hard to pass tech.

- The F3 black box will now show a car's position as class position instead of overall position. This is
much more useful information to see during a multiclass race.

- Calibrating pedals no longer resets the brake curve factor.


- Make sure voice chat is properly initialized when you change the volume.

- Only override aim-at-group for the default camera set (or any other camera set called "track.cam" too).

- Fixed a typo in the telemetry output spelling of "TrackAltitude".

Cars

- Spectators who are viewing an event can now see the pit objects of the drivers in the server.

- iRacing default setups for the all the tracks of this season have been updated for the Chevrolet
Corvette C6R, Ford GT, Honda Performance Developments ARX-01c, Chevrolet Silverado, Chevrolet
Impala Class B, Chevrolet Impala, Chevrolet Monte Carlo SS, and Street Stock.

Williams FW31

- The driver is moved down in the seat to a correct head height.

Lotus 79

- Fixed the bug where the downforce and drag could unexpectedly behave differently.

- Made sure all fuel units are using Imperial gallons when English units are specified.

Chevrolet Impala

Chevrolet Impala Class B

Chevrolet Silverado

- Super speedway drafting has been further revised.

- Rev limits have been raised a little to cope with the increased drafting speeds.

Chevrolet Impala SS 2009

- Applied the same drafting updates as the other three cars.

Chevrolet Monte Carlo SS

- This car has undergone a significant overhaul to improve the driving experience on the New Tire
Model. As it was one of our earliest cars, we have taken the opportunity to make updates and
adjustments to it's physics model to bring it up towards the standards of our newer oval cars.

Tracks

- Scoring towers are now functional at Daytona, South Boston, Stafford, Talladega, Texas, Thompson, Las
Vegas, and Watkins Glen.
Oulton Park

- Many objects around the track have been updated to more appropriately appear or not depending on
detail settings.

Web Release Notes - Nov. 9, 2011

Chat Settings

------------------------

Fixed timing issue where chat settings changes would not stick in some cases.

iRacing Installer

------------------------

Fixed file extension issue when downloading the iRacing install with certain versions of Internet Explorer

Sim Release Notes - Nov. 8, 2011

Here are some more quick updates, simple enough that we can squeak them out without any service
downtime - this time for the oval guys!

Race Control

- We have fixed the recently introduced bug that has been unintentionally black flagging lead lap drivers
who have entered their pit lane legitimately just before the new two-to-go pit entry closure.

Chevrolet Impala

Chevrolet Impala Class B

Chevrolet Silverado

- We have fixed an unintentional error to restore the drafting capabilities at the Super Speedway race
tracks (Daytona and Talladega). We hope those who enjoy this type of racing will notice an improvement
even over the 2011 Season 3 build.

Sim Release Notes - Nov. 7, 2011

Mazda MX-5 Cup and Roadster

- We have updated the baseline setups for the MX-5 Cup and Roadster to be much less challenging to
keep the cars pointing forward. The new setups are still fast, but are much more comfortable to drive, and
give a much better introduction into the New Tire Model update on these cars. If you have been driving
these cars using their baseline.sto setups previously, please make sure to reload the baseline.sto again
to get the updated setup. The Rookie Mazda series will begin using these news setups as soon as the
servers can recognize the update.

Lotus 79

We are giving the Lotus 79 a few updates to improve the racing experience after having discussions with
the drivers who enjoy this series.

- Move a stiff collision sphere to cover the lowest point of the rear transmission/suspension pickup
bulkhead.

- Increase fuel consumption 20%.

- Front and Rear anti-roll bars with seven adjustments to stiffness. The front bar will have an even
increase in stiffness both above and below the previous set. The rear bar will remain the softest setting as
it was but will have a stiffer maximum setting.

- Penalty for dragging the ground. Change will be similar to what's applied to the Williams FW31, Dallara
and HPD. This could change the balance, possibly substantially, if your sets are designed to scrape.

- 34.1 Imperial gallon fuel tank with 1/2 gallon fuel increments.

- Increased steering rack ratios all the way to 20:1 to help those with steering sensitivity issues.

Web Release Notes Nov. 7, 2011

Spectator Sessions

--------------------------------------

Fixed a bug where you couldnt watch a password protected hosted session.

Web Release Notes Nov. 4, 2011

Multi-Class Racing
-----------------------
Fixed the car selection/registration when selecting a car from a pop-up selection window.

Replays
-----------------------
With this update the replays page should remain functional when the stats system is disabled.
Previously the page would not load at all. When in this state you will notice that the stats related
columns in your replays table (e.g. SOF) will not be populated.
Release Notes for 2011 Season 4

Our plan is to finally roll out Season 4's build tomorrow (Thursday). In anticipation of the new build, here
are the release notes for you to read.

Website:

Multi-Class Racing

- For multiclass series (this does not apply to hosted or tournaments) you no longer need to own all of
the cars in order to participate or spectate. You do need to own at least one of the cars. For example,
season 4 of the GRAND-AM series will run the DP and the Mustang. If you own either the DP or the
Mustang you will be able to join any of the sessions to race (or watch). Your available selection of cars to
drive will be limited to what you have purchased but the system will allow you to download the others
car(s) so the sim can render everything properly.

Editing Hosted Sessions + Tournament Sessions

- You can now edit hosted sessions (regular and tournament) that are scheduled to run in the future. To
do so locate your session in the "Pending Sessions" section of the "Join a Race" page and mouse over
the right-most column. If the session is editable (i.e. it is scheduled to launch more than 5 minutes into
the future), the popup will include an edit link. When you click this link you will see the same interface
you use to create sessions. All attributes of the session can be changed with the caveat that you cannot
change the session to launch now. You will need to specify a time that is at least 5 minutes into the
future.

Chat Changes

- Moved the chat configuration settings into a popup that is accessible from the site footer. If you click
on the chat icon, which is located just to the right of the "# myRacers Online" indicator, you will see a
new Chat Settings dialog. From here you can do the following:

1) Hide / Show online status. This setting was previously available only from the settings panel. If you
hide your online status, other members won't be able to see if you are online or currently in a session.
An additional impact is that chat will be disabled.

2) Enable / Disable chat. This setting was previously available only from the settings panel. This is only
relevant if you do NOT hide your online status.

3) Enable / Disable chat audio alerts. This is a new setting.


- There is also a new chat caution status icon that can be displayed in the site footer. Our chat feature
will not work properly if you have multiple browsers open. We enhanced our conflict detection to detect
more conflict situations and work better across different browsers and different pcs. When the chat
system detects that you have multiple connections open it will display a caution icon. Clicking on the
icon will display more information. The important thing to know is if you see the conflict status and you
want to use chat in that browser window you will need to close your other browser windows.

- Added new type of chat notification. When a chat message arrives the page title (shown on tab and/or
in the browser title) will flash between the normal value and "Chat received from x". The flashing stops
when the page gets focus and any mouse event is received.

Notification Status

- Added a new notifications feature to the site footer. A notification icon is now situated between the
chat status icon and the facebook icon on the right side of the footer. The icon will be gray when you
have no notifications pending and will flash blue when you have notifications pending. The types of
notifications supported are:

1) New friend requests. This will link to your myRacers page where you can accept or ignore the friend
request. The notification is cleared the next time you go to the myRacers page either using the link or
otherwise.

2) New awards. This will link to your awards page. The notification is cleared the next time you go to the
awards page either using the link or otherwise.

3) Private message box full. This replaces the former PM full icon that appeared on the site footer. It
links to your forum inbox.

4) Private messages unread. This replaces the former PM unread icon that appeared on the site footer.
It links to your forum inbox.

Tournament Changes

- Changed tournament results page so searching by session name is no longer case sensitive.

- Added ability to terminate an active tournament at any time. This is accessible from the "Host a
Tournament Race" page.

- Modified the grid builder to include a driver search popup. This should make adding additional drivers
to a grid easier. Previously the only option was to add drivers by custid.

- New filter on the tournament results page to view all ongoing tournaments.
- When creating a tournament round we will automatically pull settings from the prior round in the
tournament. For tournaments where the same car/track/setup are being used in multiple rounds this
makes configuration much easier and less error-prone.

- On the "join a race" page we split out the tournament sessions into their own sortable table to make
them easier to find.
Hosted Sessions

- Added ability to limit entry into hosted sessions by iRating and/or license level. These are configured in
a new "ENTRY REQUIREMENTS" section on the "Host a Race" page. These are also available for
tournaments.

- Fixed issue where you couldn't include # characters in your hosted session password.

- If you select a practice-only session type it will now default to the max number of minutes based on
the session duration (rather than 5 as it did prior).

World Traveler Award


- Fix to this award so we no longer require that people run a session on the Centripetal Circuit. The
change will take effect when the user runs their next non-testing event after the update.

Reigning Champs Widget

- Fix to properly show 1 champion for each class in a multiclass series.

Paint Shop

- Fix to the sponsors in the paint shop. There was an issue with sponsors on cars where a different list of
sponsors is allowed for sponsor 1 vs. sponsor 2. The front end was showing the wrong list of sponsors
for sponsor 2. The user would select a sponsor from the list but it wouldn't stick because the database
wouldn't accept it.

Series Results Page Splits

- Fix to how we number splits on mixed-class series.

Event Results

- Fixed issue with fast lap highlighting on event results. This had been fixed previously but we had missed
a few spots.
Results Page

- The sorting of gross club points was broken. Renamed to club points in the process. Also resized a few
fields to make the points columns more readable.

Series Home Page

- Fixed bug where the series home page wasn't showing tt and qual standings.

Region Standings Widget

- Removed obsolete gross club points from region standings widget.

How-To Videos

- We have added a How-To video section to the website. You can find it under "Resources" on the
navigation bar.

iRacingTV Podcasts

- Podcasts have been sorted, cleaned up and a few new segments were added so members can take
iRacing news and iRacingTV on the go. Link: http://bit.ly/dCrzwm

iRacing Race Schedule PDF

- Added list of cars to the series information.

Simulation:

New Tire Model

- The new tire model is now available on many new cars including most of the Rookie cars: the Legends
Ford '34 Coupe cars (both Rookie and Advanced), Mazda MX-5 Cup and Roadster, the SCCA Spec Racer
Ford, Street Stock, Chevrolet Monte Carlo SS, and Chevrolet Corvette C6R. It continues to be the tire
model used on the Skip Barber Formula 2000, Ford GT, Honda Performance Developments ARX-01c, and
the top three NASCAR oval track vehicles, the Chevrolet Silverado, Chevrolet Impala Class B, and
Chevrolet Impala cars. There are several improvements that apply to all the cars with new tires,
including those you are familiar with already.

- You will probably want to start with the baseline iRacing setups provided with these cars - any old
setups are likely to need some work at the very least, and they may not work well at all. The new tire
model generally requires more forward brake bias than the old tire model, so if you are spinning under
the brakes on turn entry, adjust the brake bias forward. The Legends car also has a road setup
(road.sto), which is worth trying to get a handle on at Oulton Park - it will really teach you how to drive
this car! Hint-mostly with your right foot...

- The modeling of tread compounds is improved, with road compounds that are softer and have a better
feel. Work continues with the compound modeling, and the tread/surface interaction-tires are still a bit
too grippy when cold, but that will continue to improve.

- The tire carcass stiffnesses and motion are more realistic, giving a better feel.

Known issues:

- The carcass lateral stiffness is a bit low at typical real world pressures - you will need to run 5-10 psi
higher pressures than you might expect to get the tires to feel predictable.

- The tires are overly sensitive to rolling onto an edge, so you will want to run cambers that may be a bit
closer to zero than you might otherwise for now. This is also helped by higher pressures.

- Very slow speed (< 12 mph or so) behavior is still not 100% - you may notice some cars wobble while
stationary, or make tire skidding noises at very low speeds. Best fix is to not drive at very low speeds!

- The slow speed issue also arises in the garage for some cars, causing the readings to bounce around a
bit. This is usually not a big issue - it is exacerbated by low pressures and large cambers.

Scoring

- Scoring has been adjusted slightly for all official series to take into account the size of field. This will not
have a significant effect, except in very small fields, such as occur in multi-class series when the overall
minimum field size is met for at least one car class, but the field size for another car class is too small.
Since those races are scored as official races, it is not appropriate to have some drivers racing for official
points, and other drivers not, but drivers in "too small" a field were winning more points than they likely
would in a larger field. Now, the championship points given to the winner are scaled by N/(N+1), where
N is the field size for the car class being scored. It was decided to apply this change across all series, not
just multi-class events with the above "too small" fields. This results in fairer scoring, as it is possible to
win slightly more championship points in a larger field, if the strength of field is the same. For example,
consider a race with a SOF of 1600. Formerly, the winner would get 100 points, regardless of field size.
Starting with the new season in November, 2011, the winner will get 106*N/(N+1) points (rounded to
the nearest integer) if the field size is N. In a field of 15 drivers, this results in 99 points. In a field of 30
drivers, this results in 103 points. That ensures that the points you are expected to win, given your
iRating, will now be consistent across different field sizes.
Race Control

- Cars that have been waved around to reclaim a lap during a caution by being in front of the leader at
the one-to-go lap (but not admin or lucky dog wave-arounds) now have their pit entrance closed until
the green flag flies. Entering the closed pits at this late stage in the caution will result in having to serve
a green flag penalty pit stop.

- During double file restarts where lapped cars are moved to the back of the field, lead lap cars that have
not yet pitted during this caution should have their pit entrance closed to them from when they take
their two-to-go crossing. This will discourage them from not pitting early in a caution to deliberately
prevent lapped cars trying to get their lap back from getting their lap back. Entering the closed pits at
this late stage in the caution will result in having to serve a green flag penalty pit stop.

Pit speeding rules have been updated:

- Green flag pit speeding is now able to adjust its penalty to the peak seen speeding velocity, rather than
setting it once for an initially low speeding amount then not increasing it as the driver keeps getting
faster.

- Speeding penalties can accumulate over separate passes through the pit lane, so speeding down the
pitlane to serve a speeding penalty will give you additional penalty time.

- Exceeding the pit speed limit by a significant degree during a caution pitstop (>20mph over the limit)
will result in an additional "excessive pit speeding" green flag penalty of 1 lap hold time. This is to
discourage people who gratuitously speed during cautions because the penalty used to only be to
restart at the end of the longest line.

Controls

- Logitech G27 shift lights now work when watching your car in a replay.

- Added an app.ini [misc] steeringFFBSmooth=1.0 parameter to enable smoothing of FFB forces. A value
of 0.1 seems to tame the Fanatec wheels without hiding too much of the FFB forces.

Driver Aids

- Casual mode added as an option to hosted sessions. This allows you to use roof cameras when driving.

- Physically impaired members can contact customer support to request that driving aids be turned on
for all session types if there is a need.
Graphics

- Select more appropriate LODs of objects when rendering them into shadow maps - previously very
high LODs were always used even when the shadow map would only be used very far from camera.

- The sim now attempts to keep code and data segments paged in to try to reduce possible freezes and
stutters.

- Allow the fps limit to be adjusted to the full available range, and not clamped to the suggested value
on the high-end.

- Graphics level slider on replay settings tab works again.

Replay

- Fixed the "save replay on quit" setting so that it will not pester you about saving the replay if you have
loaded a previously-saved replay.

- Add in app.ini [replay] pauseReplayOnExit=1 to pause replay tape on exit of your car.

Sound

- Move all shifter sound sources to a fixed distance from the drivers head. This should normalize the
shift volumes across cars.

- Crash sounds should sound slightly better.

- Added in scrape sounds for most of the missing wall types.

- Added in controls for spotter and voice chat volumes.

- Moved voice chat and spotter controls to sound tab.

- Increased range of volume sliders to -10dB from previous of -5dB.

- Display volume when adjusting spotter volume .

- Removed buggy masterVolume setting from app.ini and replaced it with proper masterVolumedB.
Should be seamless if you had masterVolume set up already.
****Note, On windows vista and 7 masterVolume adjusted the mix level for the iRacing application in
windows. If you have ever messed with that setting your mix level is now set incorrectly. You need to
launch iRacing, alt-tab out of it to the desktop, click on the speaker icon and select mixer. From there
you can adjust your iRacing volume back up to the defaults. Also using the built in volume keys on your
keyboard can trigger the same problem.

Spotter

- Replaced Lance with Steve Letarte in spotter pack, renamed pack to TJ_and_Steve.

- Filled in missing TJ spotter samples.

- Removed sub directories from spotter pack, existing spotter packs will need to be tweaked.

- Spotter text messages wrap when they get too long.

- Eliminated about 250 unused spotter messages.

- Spotter should do a better job estimating how many laps of fuel are remaining (but not the F-box, yet).

- Spotter notifies you when you run out of fuel.

- Fixed the bogus 3-wide spotter calls.


- Add in 3-wide calls to road courses.

iRacing SDK

- Added in a new remote command to erase the replay tape if the player is out of the car and not using
replay spooling.

- Log acceleration from a replay, may be a bit noisy so filter it before driving a motion platform.

- Rev limiter now added to session string.

- Track details added to session string.

- Log player car velocity to both live and disk telemetry.

- Log player car yaw/pitch/roll to disk.

Cars

- The driver has been re-modeled with higher detail.

- The driver now has multiple helmet types based on the type of car which you are driving.
- The driver now animates as he steers the car. You can enable or disable his arms in the cockpit camera
depending on your preference. For now the driver's arms are limited to only +/- 180 degrees of steering
until we put together an animation to cope with crossing over the driver's arms. Hardware shaders must
be on to see the driver animation.

- Pit road stop/go person re-modeled.

- All cars now have some form of pit object associated with them. These objects will show up at most
tracks except for tracks with garages very close to their pit lanes. The pit road objects can be lowered in
detail or disabled in the graphics options menu under pit objects.

- All the cars that are on the New Tire Model are in the process of having their iRacing default setups
updated. We don't yet have all 12 weeks worth of setups available, but we have tried to get the first 3-4
weeks of setups in there for this release and will add the remaining setups over the next few weeks.

Chevrolet Corvette C6R

- Now has the New Tire Model.

- Pit limiter graphical effects enabled.

- Position lights for 2nd place reversed.


Chevrolet Impala

- Many tire improvements.

- Altered how rear wheel camber is defined. Members must review these settings.

- Increased fuel consumption to align better with real life counterparts.

- Reduced aero drag, aero push, and aero side force effects while increasing aero lose effects except at
Super Speedway tracks.

Chevrolet Impala Class B

- Many tire improvements.

- Altered how rear wheel camber is defined. Members must review these settings.

- Increased fuel consumption to align better with real life counterparts.

- Reduced aero drag, aero push, and aero side force effects while increasing aero lose effects except at
Super Speedway tracks.

Chevrolet Monte Carlo SS

- Now has the New Tire Model.

- Improved rear spring motion ratio control (loses less rate with large deflections).

- Incorporated ackermann and lateral force compliant steering.

- A small increase in engine performance.

Chevrolet Silverado

- Many tire improvements.

- Corrected left to right weight distribution, per NASCAR rules.

- Altered how rear wheel camber is defined. Members must review these settings.

- Increased fuel consumption to align better with real life counterparts.

- Reduced aero drag, aero push, and aero side force effects while increasing aero lose effects except at
Super Speedway tracks.

- A small increase in downforce based on new wind tunnel information.


Dallara IndyCar

- Now displays correct wing and tire packages when using Indy Pit Oval.

- Pit limiter graphical effects enabled.

- Caution light fix.

- Has car specific fuel cans and pitwagons. Fuel cans swap out to Indy specific model for Indy 500.

Ford Falcon V8 Supercar

- Pit limiter graphical effects enabled.


Ford GT

- Many physics and tire improvements.

- Position lights for 2nd place reversed.

HPD ARX-01c

- Many tire improvements.

- Higher yield and break force required for collisions.

- Rear wing adjustment added, using HPD angle convention where setting 1 is highest wing angle
(understeer) and 16 is lowest wing angle (oversteer).

- Position lights for 2nd place reversed.

- Gear set speed estimate bug fixed.

Legends Ford '34 Coupe

- Now has the New Tire Model.

Mazda MX-5 Cup and Roadster

- Now has the New Tire Model.

Riley MkXX Daytona Prototype

- Pit limiter graphical effects enabled.

SCCA Spec Racer Ford

- Now has the New Tire Model.

Star Mazda

- Pit limiter graphical effects enabled.


Street Stock

- Now has the New Tire Model.

- Improved rear spring motion ratio control (loses less rate with large deflections).

- Incorporated ackermann and lateral force compliant steering.

- A small adjustment to front end suspension geometry.

- Now has stagger adjustment similar to Late Model.

Tracks

- Most tracks now have functioning scoring towers.

- The iRacing blimp now has a night version.

- Miscellaneous improved animation at tracks, such as animated birds and planes.

Oulton Park

- Oulton Park Circuit is now available and includes eight configurations.

Charlotte

- Now raceable at night.

- Cones added to Charlotte's full road course config which block the legends oval.

Iowa

- Now raceable at night.

Road America

- Optimizations have been made to improve frame rate.

Spa-Francorchamps

- Optimizations have been made to improve frame rate.


Stafford

- A bump was fixed in Stafford's Turn 1 area.

Suzuka

- Suzuka's West and West Chicane configurations now have more pit stalls.

Release Notes for August 31, 2011

Bug Fixes

- Fixed the issue where objects and parts of objects render incorrectly with crowd detail or car detail set
below HIGH DETAIL. The primary symptoms of this bug were the missing grandstand portions at several
tracks, and also the opaque gray windshield in the Mazda MX5 Cup car, and white gauges in the
Chevrolet Impala A car.

- Removed the message box that appeared the first time the renderer.ini file is updated from version 0
to version 1. This box was a warning about the video memory autodetection system, and was removed
to improve compatibility with some commercial pod hardware.

Release Notes for 30 Sept 2011

Video Driver Compatibility Fixes

Added a new graphics option to tessellate the entire track surface and walls/fences into static video
memory during track loading, which then avoids any dynamic track tessellation during racing. Previously,
portions of track would be pre-tessellated at only 2 levels of detail, but the highest levels of detail would
be provided via CPU side dynamic tessellation. This option adds a 3rd level of detail to the pre-
tessellated track, allowing dynamic tessellation to be completely disabled at run-time. The primary
benefits of using this option include avoiding CPU usage to tessellate the track, avoiding track related
dynamic geometry transfers to the GPUs and between GPUs, and we believe and sincerely hope that
this option may also work around a bug that was causing freezes and corruption for some GPUs with
certain versions of video drivers (nVidias latest few WHQL drivers with 400/500 series GPUs). The
drawbacks of enabling this option include using up to an additional 12MB of video memory to store the
extra geometry (at the largest track), and an overall slightly higher triangle count per frame - due to the
loss of the continuous levels of detail that is available with dynamic tessellation. This new option is
available on the graphics options screen, and is labeled "Store racetrack in GPU mem". It will
automatically be enabled by default when you first launch the sim if you have more than 384MB of
video memory specified, and also have pixel shaders enabled. If you change this option, you must exit
and restart the simulator for it to take effect.

Altered the generation of distant shadow maps to cast the distant track side objects shadows using
lower levels of detail. This speeds up the generation of distant shadow maps.

Slightly altered a portion of the loading sequence that renders the track and objects at several spots
before loading completes. This step now performs screen updates more often, rather than doing the
entire process as one frame render. This change probably has no effect, but it may reduce stress on the
video drivers.

Made a change to the renderers scene compiler to help reduce the potential of it accidently reusing
memory after that memory has been released.

Release Notes for August 29 2011.

HPD ARX-01C

- Now has all basic and fixed setups for all tracks used by this season's series.

Ford GT

- Reduced braking power to allow more brake pedal travel.

- Increased power steering strength to help with the heavy steering.

- Increased front downforce by 10% to help limit nose light conditions, after re-analyzing wind tunnel
data.

- Now has all basic and fixed setups for all tracks used by this season's series.

Chevrolet Impala

- Now has all basic setups for all tracks used by this season's series.

- During this season's update a change was made that made older replays not play back properly. This
has been fixed.

Chevrolet Silverado

- During this season's update a change was made that made older replays not play back properly. This
has been fixed.

Simulation Performance Improvements

There are two new memory related settings in the advanced graphics options, one related to GPU
memory availability (video RAM) and the other related to CPU memory availability (system RAM). This
change is intended to improve the simulation's scalability, and to help address some of the current
memory related performance issues in multi-class sessions.

There is now a new performance meter which helps diagnose memory related issues. It is attached to
the L/Q/S meters, and the new meter is named P for "page faults". More information on this new meter
follows.

GPU Memory Setting

The "available texture memory slider" is now "Max GPU memory to use", and it now limits how much
video memory the simulation will use total rather than how much it will use only for textures. If you
have more than one GPU (SLI or Crossfire), set it to the smaller one's memory capacity as resources are
duplicated on each GPU.

Max System Memory Working Set Setting

The new "max system memory working set" setting has been added to the graphics options, below the
GPU memory slider. It defaults to 1200 MB for systems that have 4 GB or more of system RAM, and
1000 MB for systems that have 2 GB or less. This setting controls (roughly) how much system memory
the simulation will use at most. If you have a lot of RAM (4 GB or more) and never have performance
issues, you may want to increase this limit a little bit from the default. See the Q&A section below.

Page Fault Meter

A page fault indicator, "(P)age Faults", has been added to the (L)atency/(Q)uality/(S)kew meters. This
new meter shows hard page faults and soft page faults as different colors.

Hard Page faults are by far the worst type, and show up as green, yellow, or red, depending on how
many are occurring per second. If you see temporary green/yellow/red spikes on this meter it is normal
for most PCs. But, if you see constant levels of yellow or red page faults, you may be suffering from a
lack of physical memory. To remedy the situation either lower the "max system memory working set"
slider in the advanced graphics options to reduce the amount of memory required for the event (and
restart the sim), or else it may help to add system RAM to your PC. This meter currently tops out red, at
30 hard page faults per second. A steady stream of even a few faults per second may slow the
simulation down significantly as your disk drive is being used as system RAM, so they are to be avoided if
possible.

Soft page faults are indicated as a gray bar on the same "P" meter, and are not nearly as serious as hard
page faults. However, they are displayed to you as a warning, as they may indicate that either the GPU
memory slider, or the CPU working set slider is set too large. If you see a solid gray bar in the "P" meter,
try to eliminate it via options, but if you can't, don't worry about it too much, it may be normal in some
situations.
Q. What do I set the GPU memory slider too?

A. As a starting point, set it to your GPU's memory. If you have SLI or crossfire, choose the smaller GPU's
memory as resources are duplicated on each GPU. If this setting is causing performance problems lower
it slightly and retest.

Q. In testing sessions my textures look fairly high-res but when I enter an on-line multi-class session
some of the textures look very blurry?

A. The two new memory settings cause this effect. When large tracks and/or more cars types are loaded
in a session, more vertices are placed into both system memory and video memory, leaving less space
for textures. The texture quality is automatically reduced to fit them into the remaining space. The
limiting is necessary to avoid exceeding your PC's capacity.

Q. Cars and trackside objects look like I have them set to MED or LOW detail, but I checked, and they are
still at HIGH detail in the options?

A. If the current working set (for the track and cars) is predicted to be way over your specified limit
during loading, the simulator may now skip loading the top levels-of-detail for some objects to help
reduce the working set to make more room for textures.

Q. I never have performance problems and after the update my textures look very blurry at some
events. How do I make it how it used to be?

A. You may be able to adjust your settings to reduce these effects. During the event, go to the advanced
graphics settings and look at the reported load of video memory and system memory working set (next
to the two new sliders) to determine which setting may be causing the issue:

(A) Check the reported system working set load. If it is approaching the specified limit (within 200 MB or
so) then it is likely this setting that is limiting the texture quality too much. You can try increasing the
working set slider by 100 MB or so, and then restart the session. Do not raise this setting if it is not the
limiting factor. If you start seeing a lot of page faults now on the new "P"age fault meter, or if your
performance degrades, then you should probably reduce this setting. Raising this setting too high will
result in performance loss, and often will result in page faults. We do not recommend setting this value
above 1100 MB for systems with only 2 GB or memory or less. If you have 4 GB or more system memory
you may be able to raise this limit substantially without performance problems, but do so carefully. You
need to restart the session for the changes to take effect properly, and to test the new settings. If you
set this value too high your textures may actually get worse and/or the sim may fail to load at all.

(B) Check the current GPU load is near the specified GPU memory limit (within 100 MB or so) then it
may be the setting that is limiting the texture quality too much. In this case you might try to raise it a bit
and restart the session. Don't raise this setting if it is not the limiting factor (as it will have no effect), and
don't raise it too far. Setting it too high may cause the simulation to fail to load, page faults, worse
performance, etc. Generally we do not recommend setting it higher than the actual GPU memory
capacity. A different, safer, option to improve texture quality when limited by video memory is to
disable some other users of the video memory. For instance, turning off graphics options such as "depth
of field" and/or "shadow volumes" (in BOTH replay and graphics settings) will free up a substantial
amount of video memory, allowing better texture quality. Selecting "cache swap nearest cars" in the
graphics options may help as well when limited by video memory. You need to restart the session for
the changes to take effect properly, and to allow you to test the new settings. If you set this value too
high your textures may actually get worse and/or the sim may fail to load at all.

Q. I am now having new performance issues after the update?

A. This may be due to the new GPU memory setting. Try lowering your max GPU memory slider from the
actual amount of GPU memory to a lesser amount to see if it makes the issues go away. If this doesn't
help, put it back to the correct level and try lowering a different setting.

Q. I am getting solid yellow or red bar in the new "P" meter"?

A. Your system is using your disk drive to make up for lack of available physical RAM. The easiest
solution is to lower the working set slider in the advanced graphics options to make the simulation use
less RAM. If this doesn't work you may benefit by adding RAM to your PC. Other processes and services
running on your PC also use RAM, so it can help to reboot your PC and close down as many application
as possible before running the simulation - to free up as much physical memory as possible.

Q. I am getting intermittent flashes of green/yellow/red /gray bars on the new "P" meter, but it isn't
constant?

A. This is normal, as long as they aren't associated with huge stutters.

Q. I am getting a solid gray bar in the new "P" meter?

A. Your system is incurring a lot of interrupts to manage virtual memory. You may benefit from reducing
your GPU memory slider and restarting the sim. If this doesn't help try reducing your system working set
memory slider. Soft page faults may not be that bad, but if you can get rid of them, it will surely help
performance.

Q. I want to raise my working set beyond 1536 MB but it won't let me in the options screen?

A. You may override the limit by setting it directly in renderer.ini. This is not advised.

Q. I have 2048 MB of video memory but the load never exceeds 800 MB?

A. Due to the possibility of needing to restore a lost Direct3D device (i.e., if you alt-tab in full-screen
mode), the simulator keeps copies of textures, vertex buffers, and index buffers in system memory. The
video driver also uses system memory in its operation. If the simulator's predicted working set would
exceed your specified maximum, the simulator is forced to reduce texture and geometry quality to keep
the system memory working set in check. Raising your working set setting may allow your video memory
load to increase (after a restart of the session), but doing so may also result in page faults and/or
decreased performance for the CPU if set too high.

Release Notes for August 11, 2011

Misc

- Added a new setting to adjust the distance the central UI elements are moved away from the bezels
(only enabled in some 3-monitor modes). Previously the UI elements were moved 10% of the screen
width away from the edge of the screen. This is still the default, but may be adjusted via the
BezelProtectionPct setting in the [MonitorSetup] section of renderer.ini. Adjust this down to 0 to disable
the protection completely.

- Fixed the erratic pit speed limiter bug. It will work reliably now.

Graphics

- Fixed the flickering shadow maps at Suzuka, they were located after the exit of the spoon turn.

- Re-enabled an optimization where shadow volume data may be skipped during loading for trackside
objects that cast shadow maps when shadow maps are enabled and preferred.

- Support for SoftTH 2.06 alpha has been added.

Chevrolet Impala

- Bumpstops now engage 5/64" (2mm) earlier.

- Added Hall of Fame setups.

- Added fixed setups for Charlotte, Daytona and Talladega for use in the Carburetor Cup series.

Chevrolet Impala Class B

- Now uses the correct Dover and Iowa gear ratios.

- Added a 4.78 diff ratio for Milwaukee.

- Added or updated basic and fixed setups for Atlanta, Bristol, Chicagoland, Dover, Iowa, Michigan,
Milwaukee, Phoenix, Richmond and Texas.

Chevrolet Corvette C6R

- Update Suzuka fixed setup.

Ford GT

- Added basic and fixed setups for Laguna Seca, Mid Ohio, Road Atlanta, Sebring and Suzuka.

- Fixed missing club logo decal on passenger side rear.

- A few updates to some of the patterns.

HPD ARX-01c

- A few updates to some of the patterns.

- All iRacing setups now have brake pressure set to medium instead of high.

- ARX 3rd spring should function more correctly.

- Brake lights now work on opponent cars.

Legends Ford '34 Coupe

- The steering wheel of opponent cars now rotates about the correct axis.

Dallara IndyCar

- Now has correct aero when using the recently added Indianapolis IndyCar oval.

Radical SR8

- Tweaked the Logitech G27 shift lights.


Williams FW31

- Tweaked the Logitech G27 shift lights.

Release Notes for Wednesday, Aug. 3rd, 2011

Website

Tournament Grid Builder


- Fixed performance issues with IE. It should now be ok to use IE to build your grids.
- There is still a drag and drop issue with all browsers. The issue occurs when dragging drivers from a
large driver pool (larger than 60 drivers) down to a server on the grid. The plugin we are using for drag
and drop is not handling the scrolling driver pool properly. If you have a large number of drivers in your
driver pool and the hidden lower portion of the pool (i.e. the bottom part of the pool that is scrolled out
of view) extends beyond the top of the server you are trying to drag to, the drag will fail and the driver
will be dropped back into the driver pool. The workaround is to drag your driver towards the bottom of
the driver pool first and and then drag them to the server.

Fixed Setup Hosted Racing


- Fixed a bug where you couldnt upload setups for some cars.

Person Stats
- Fixed a bug where some users could not view their stats

Release Notes for Monday, Aug. 1st, 2011

Website

Tournament Grid Builder


-Added please wait popups for tasks that can take a long time
-Fixed bug with removing servers where the error dialog was displayed repeatedly
-Fixed bug with adding servers where you couldn't add 10
-Fixed drag and drop issue with Chrome
-Fixed multicolumn issue with IE
-There is still a significant performance issue with IE. For now we recommend you use either Firefox or
Chrome when setting up a tournament grid.

Flash Tickers
- Fixed a bug where the enable/disable button on the left edge of the news and stats tickers wasnt
sticking through a page reload

Setting Panel
- Fixed a bug where the tickers panel wasnt saving changes properly

Online Chat
- Added a minimize button to the chat box. Youll see it just to the left of the X when you have an
expanded chat box.

Race Panel MPR


- Fixed bug where MPR indicator was showing for all series. It should only be displayed for official series.

Release Notes for 2011 Season 3

Website:

Race Panel Changes

- Added a visual MPR indicator that is displayed between the car and the sessions box. This
provides a quick and easy indication if you are racing up, down or equal to your license level.

- Added a track confirmation dialog to the race panel. It is displayed when you click on a registration
link in the race panel and the track associated with the session is different from what is currently
displayed in the race panel. This should help to avoid issues that happen when we approach race
week cutovers where people register for sessions on different tracks than they expected.

Driver Stats

- The driver stats page now includes the checkbox Active Drivers, which will restrict the result set to
currently active members.

Divisions

- The method by which the iRating ranges that define divisions are selected has been adjusted. The
old method tried to ensure that a fairly consistent number of drivers would be placed into each
division. The new method instead tries to balance the expectation that drivers within a division will be
competitive with each other. With the new method, some divisions will have a fairly large number of
drivers (generally the middle divisions), while some divisions will have relatively few drivers
(generally the outer (low and high) divisions).

Hardcore Mode in Hosted Sessions

- The session host now has the ability to configure what driving aids will be allowed in their hosted
session. On the "host a race" page you will see a new "Click here for more settings" link. This
displays a popup where you can select either "Disallow all driving aids (but clutch assist OK)" or
"Allow all driving aids". If driving aids are enabled the user will still need to enable the aids in-sim in
order to activate them for the session.

Join a Race Page Reorganization

- This page has been reorganized to show your pending and rejected sessions at the bottom rather
than top of the UI. Also, there is a new link that allows you to view your rejected sessions for the last
30 days rather than the default of 8 hours.

Hosted Sessions

- When you include a lone qualifier in your session you will now need to provide a duration in
minutes as well as laps. This helps to avoid situations where the qualifier session terminates earlier
than you may have expected. Another added benefit is that if you configure a 2 lap qualifier over 30
minutes you can now join at any point during the 30 minutes and run your 2 laps. Previously you
needed to join right at the start of the qualifier.

- You can no longer specify the race duration by laps alone. You can specify either minutes or
laps+minutes. As with lone qualifiers this is a measure to ensure that your session executes exactly
as you expect it to. Previously, when you specified a duration in laps the system calculated a
duration in minutes and in some cases the end result was not what you expected it to be.

- Fixed an issue with night racing and hosted sessions. If a user creates a hosted session with night
mode enabled, then goes in to create another one by using last settings and changes the track to a
non-night-mode track we will attempt to create a hosted session with night mode enabled on a track
where it isn't supported and throw an error.

- Fixed an issue with fixed setups. The bug prevented the user from selecting a canned iracing setup
unless they had already uploaded at least one custom setup for the relevant car.

- Changed lone qualifiers to allow 1 lap.

- Changed open practices to be as short as 5 minutes.

Miscellaneous

- Added a new menu item to the HOSTED nav menu that links out to the "Featured Leagues" page
oniracing.com.
- Added night race designation to series schedule page and the series schedule pdf.

- Added missing track config to open practice widget.

- Added Firefox 5 to the list of supported browsers.

Tournament Racing

- This feature is an extension to hosted racing. It enables you to run tournaments by linking together
multiple hosted sessions. The results from one hosted session can be used to determine eligibility
for subsequent rounds in the tournament.

- A tournament consists of an initial round followed by any number of preliminary rounds followed by
a final round. Each tournament round can be configured to run on up to 10 servers. The initial round
of a tournament is open to everybody unless the host provides a password (just like with regular
hosted sessions).

- Eligibility for subsequent tournament rounds is controlled by the host. When setting up a
subsequent round the host uses a grid builder to control who is eligible to compete and how the
grids will be structured.

Creating a Tournament

- You can create a tournament by going to HOSTED --> Host a Tournament Race on the main
navigation bar. You will be presented with the option to create a new tournament or continue an
active tournament. You can create as many tournaments as you would like. When creating a new
tournament, the name that you provide for the first round becomes the tournament name. You
cannot schedule multiple rounds for a single tournament at the same time. In other words you can
only continue a tournament if the last round of the tournament has completed.

- The user interface will be very familiar to people who have configured hosted sessions in the past.
When setting up a tournament round other than the initial round you will see a new configuration
section called "RACE FIELD + GRID CONFIGURATION" that has a link to the grid builder.

- Once inside the grid builder the host first populates the race field with all of the drivers who will be
eligible to complete. The typical use case is for the host to pull drivers from the prior round in the
tournament. The host can choose to advance all drivers from the prior session or apply entry criteria
(top N or top N%). The host can also add additional drivers by customer id. For this initial release it
is only possible to pull drivers from the most recent tournament round for which there are results. We
expect to expand this area with a "grid rule builder" that will allow you to configure F1 style gridding
where you advance some drivers from the prior round, other drivers from 2 rounds ago etc.

- Once the race field is set, the host needs to assign drivers to each of the race servers. This will
establish the grid(s) for this round of the tournament. This can be done automatically by selecting a
grid algorithm or by dragging drivers from the race field and dropping them onto the race server of
choice. Once the drivers have been moved onto the race servers the host still has the flexibility to
use the drag and drop method to change the grid order per server or move drivers between servers.

- The automatic grid algorithms first rank all of the drivers in the field. They look at the prior round in
the tournament. If the prior round had a race component, the primary ranking will be done by race
position in the prior round. If the prior round didn't have a race component, the primary ranking will
be done by qualifier time from the prior round. iRating is used as a secondary ranking criteria if race
position/qualifying time are not available.

- With this first release there are 7 supported grid algorithms:

1) Sequential - This algorithm loops through the drivers putting driver 1 on server 1 slot 1, driver 2 on
server 1 slot 2 etc. until server 1 is full. When server 1 is full it moves on to server 2 and so on until
we either run out of drivers or server slots. For further illustration consider a 6 driver field with 2
servers and 3 drivers per server. The grid would look as follows:

Server 1 Server 2

------------ ------------

driver 1 driver 4

driver 2 driver 5

driver 3 driver 6

2) Sequential (inverted) - The list of drivers is inverted prior to applying the sequential algorithm
described above.

3) Snake - This algorithm is used when gridding across multiple servers. For illustration consider a 6
driver race field with 2 servers and 3 drivers allowed per server. The grid would look as follows:

Server 1 Server 2

------------ ------------
driver 1 driver 2

driver 4 driver 3

driver 5 driver 6

4) Snake (inverted) - This algorithm simply inverts the driver list prior to applying the snake algorithm
described above.
5) Top 8 Inverted - This is a modified sequential algorithm where the top 8 drivers in the list are
inverted prior to applying the sequential algorithm described above.

6) Top 10 Inverted - This is also a modified sequential algorithm where the top 10 drivers in the list
are inverted prior to applying the sequential algorithm described above.

7) Random - This algorithm randomly shuffles the driver list prior to applying the sequential algorithm
above.

- When configuring a tournament round that is not the initial round but that does have a qualifier
component, the system will use the qual times from the qualifier component to override the grid that
was saved by the host. In this instance the grid builder determines which drivers will connect to
which race servers but the grid order is not used.
Joining a Tournament Session

- Tournament sessions that are ready for joining are presented on the "HOSTED - Join a Race" page
off of the main navigation bar. You will notice that the "F" column denoting fixed setups has been
replaced with a tournament column that will show a trophy icon if the session is part of a tournament.
Mousing over the session name will show the tournament name.

- When a tournament round is configured to run on multiple servers you will see multiple entries in
the list. Each represents an individual race server. When joining the initial round of a tournament you
can join whichever session has availability. When joining a subsequent round you will only be
allowed into the session that you were assigned to by the host.

- When competing in the initial round of a tournament you are not allowed to join multiple sessions.
In other words, if there was an initial round qualifier on 4 servers, you cannot withdraw from one
server and join a different one to try and improve your time.

Viewing Tournament Results

- You can view tournament results by going to HOSTED --> Tournament Results on the main
navigation bar. The filters on this page are essentially a subset of the filters on the hosted results
page.

- You will see a list of tournaments that match your filter criteria. Each item in the list can be
expanded to show a list of the tournament's rounds. Each round in the tournament can be expanded
to show round details. The round details include a summary of the round as well as a listing of what
drivers advanced from this round to the next round, what drivers did not advance to the next round
and the results for this round. The results for the round include a graphic display of the grids and
finish positions with links out to the individual session results.

- The round details will change over time depending upon the status of the tournament. For example,
we cannot show the results for a round that hasn't completed yet. Another example is that we can't
show the list of drivers who advanced until the next round of the tournament has been configured.

Known Issues / Limitations with this release

- No multiclass support. You are limited to a single car type for each round in the tournament.

- The "USE LAST SETTINGS" and "RESET" buttons are not supported. We may forego the "USE
LAST SETTINGS" button in favor of always initializing the host a race page with the configuraiton of
the prior round of the tournament. This is to be determined.

- No CSV export of tournament results. You can go into each session individually and export those
results.

- No filtering of tournament results based on content.

- It is possible to add the same driver to the grid twice. Until we address this be careful when
dragging and dropping drivers on to the grid to be sure you aren't putting the same driver onto two
different servers.

- There is a drag-and-drop issue with Chrome where the driver's name may not be visible until you
begin to drag them.

- Initial round tournament results may not always correctly display the "advancing" and "not
advancing" drivers.

- The only way to conclude a tournament is to create a round with the "Final round" designation. We
intend to provide an additional mechanism that will allow you to conclude your tournament at any
time. One instance where this would be useful is if you configure your final round but forget to
configure it as the final round. For now if you run into this issue please contact customer support and
we can manually adjust the tournament for you.

- The grid builder user interface is not as responsive as we would like, especially when generating a
grid with a lot of drivers. We intend to improve the performance and also add a "please wait"
message to make it obvious that the system is processing your request.

- There have been cases in testing where the "join a race" page will show that a session is full just
after being created. This situation typically clears up on page refresh and the session becomes
joinable.

Mutual Friends System

- The "Friends System" has been changed to a "Mutual Friend System". This is to facilitate the new
website integrated chat system, as you can only chat with mutual friends. This means that you now
must send a friend request to a member and they have to accept it before it will flag you as friends in
the system. To facilitate this change we have moved all of your current friends into your "Studied" list
and removed all friends from your account. We have increased the maximum number of studied
members and friends to be 100 each. We are going to look at increasing this restriction in the near
future.

- You can view your incoming and outgoing friend requests at the bottom of the My Racers page,
which can be accessed in the navigation by going to MyRacing-> MyRacers. For the time being you
will need to visit this page to see if you have any incoming requests. We are working on putting in a
notification system to let you know when you have a new request, but it did not make this release.

- The helmet pop-ups on the site have been changed to facilitate these changes. The new options
you may see are "Send Friend Request", "Revoke Friend Request", "Remove Friend" and "Accept
Friend Request". If you choose "Remove Friend", it will remove the friendship flag from both member
accounts.
- Once you are Mutual Friends with a member you will be able to use the integrated chat system to
contact one another if you both meet the Integrated Chat requirements.

Racers Online

- We have adjusted the Racers Online count so that 10 min of inactivity (leaving the site) will remove
them from the online list.

BETA FEATURE - Browser Integrated Text Chat

- We are providing browser integrated text chat as a BETA feature. This will allow all members to try
it out, if they wish, and help provide any feedback or issues. This is an opt in feature, so to use it you
must go to the General Tab on the Settings Panel (the settings panel is opened by clicking on the
gear icon on the right hand side of the page under the race panel) and selecting "Enable Integrated
Chat".

Integrated chat requirements:

- You must have your online status set as available (This setting is available on the general tab of
the settings panel)

- You must have Integrated Chat Enabled (This setting is available on the general tab of the settings
panel). After enabling or disabling this feature you must reload the browser page or change pages
for the change to take effect.

- You must have a mutual friend who also meets criteria #1 and #2. (Only mutual friends can chat
with one another, see *Mutual Friends System* in these release notes )

Items To Note:

- You do not need to have the Simulation Software installed to use the new chat feature. It is
completely web-based. You will be able to tell if you are logged into the chat server if the little chat
bubble on the footer of your browser is white. You can mouse over the chat bubble for a tooltip to
see your online status.

- The chat feature will only work in one instance of a browser. For instance, if you have 3 Firefox
windows opened to the iRacing member site, only one of those windows will have the chat
enabled/available. The chat system is really made for only visiting the site in one browser version at
a time, so visiting the site and attempting to use chat in both Internet Explorer and Firefox at the
same time, for example, will lead to strange results (messages only going to one of the browsers)
and is not supported.

- The chat is disabled on certain pages of the site including the My Account section and the
Shopping Cart Checkout pages. Additionally, when you join an online session your browser goes to
a page that has a continue link on it. This page does not have chat enabled and it does not make
any additional web traffic while you are racing, that way you will not be receiving messages while
you are in an event. Another good reason for only using one browser window for visiting the member
site.

- You should be able to embed links in your chat messages. Emoticons are not supported however.

To start a chat with a mutual friend:

- Mouse over the "myRacers Online" area in the footer of the site. If any of your friends are available
to chat they will have a white "chat bubble icon" next to their name. If you click on the chat bubble a
chat box will appear at the bottom of the page where you can start a conversation with them

To clear message history with a user:

- When you change pages on the site your chat history should be maintained in the chat boxes that
you have left open.

- If you have long message history with a friend and it is causing any site issues, you can have the
system clear the chat history for that conversation by completely closing the chat window with that
user. The next message from the user will start a new message thread.

If you start having issues:

- Please report them in the "Feedback"->"Problem Reporting" Forum Thread.

- Don't forget that you can always completely disable this feature, by going to the General Tab of the
Settings Panel and selecting "Disable Integrated Chat".

Awards
- For this release we've added a new set of awards. Like the first set, most of these will not be
retroactive so you can go get them now!

New awards include:

- Hard Charger Awards - Start in the bottom 10% of grid, finish in top 10% of grid with no incidents in
an official race with grid size of at least 10.

- Polesitter Awards - Start an official race from the 1st spot on the grid for your car class.

- World Traveler - Drive at every track in an open practice, hosted session, time trial, or race.

- Jack of All Trades - Drive in every car in an open practice, hosted session, time trial, or race.

- Club Contributor - Win points for your club.

- Club President - Win the most points for your club in a season.

- iRating Awards - Awarded the first time you cross each of 2000, 3000, 4000, 5000, 6000, 7000,
8000, and 9000 iRating.

- Overachiever - Win an oval race that counts toward your MPR while having the best iRating in the
field.

- Cruise Control - Win a road race that counts toward your MPR while having the best iRating in the
field.

- We have also fixed up the Clean Race and Safe Driver awards. They now both require that a driver
scores championship points and completes 50% of the laps the class winner completes, rounded
down, in a field of at least 10 drivers in your class. Anyone who accidentally earned these awards
previously will have them removed so you can try for them again.

Simulation:

New Tire Model

The new tires are now on the three top oval vehicles: the Cup car, Nationwide car, and Truck
(Nascar A, B, and C series). They are also now on the Skip Barber Formula car, as well as the two
new cars, the Ford GT and the Acura LMP car. The new tires continue to be developed, and we will
be rolling out more cars with the new tires as we are able. Setups for cars other than the Skip Barber
car will need to be adjustedwe have included some new baseline setups with the affected cars.

The tires are a bit more forgiving than in the preview release of the Nationwide car. Low pressures
are no longer necessarily the way to go for the fastest laps. If your car feels unstable under braking,
try moving the brake bias more forward (higher front bias percentage), since weve found that many
of the road cars seem to have too rearward of a brake bias on the new tires if using the old setting.

Cars with NTM: Chevrolet Impala, Chevrolet Impala Class B, Chevrolet Silverado, Formula Skip
Barber 2000, HPD ARX-01c, Ford GT.

Graphics

- Fixed a bug where shadow volumes were sometimes not rendered for an object when shadow
maps are enabled and preferred, but the object is set to only render shadow volumes.

- Worked around an issue where massive distortion could occur in the side monitors of a 3-monitor
setup when the camera has a lot zoom (very small FOV) and the side monitors form a large angle (>
45 deg) from the center monitor's plane. When a TV camera has a lot of zoom, the eye dist has to be
pushed very far away from the center screen so that the monitor's FOV matches the real world FOV
from that distance. However, unless you moved your head then to that far away spot, the distortion
would be visible. To reduce this distortion, the angle of the side monitors is now reduced from their
current angle down to 10 deg as the eye dist pushes away from the center screen. Although this
results in different distortions, they are minor compared to the original issue. To override this new
behavior (if necessary for some reason), in renderer.ini, under [MonitorSetup], set
Min3ViewZoomDistortion=0. It is otherwise enabled by default.

Depth Of Field Effect

- A depth-of-field effect may now be enabled during replays via the replay options screen (see the
lower right corner of the replay options screen for the new "depth of field effect" check box, which will
requires a restart to take effect). WARNING: Enabling this effect will consume a large chunk of video
memory for all of the off-screen render targets required to accomplish the effect. This effect also
requires pixel shaders to be enabled.

- When the effect is enabled, each camera's depth of field is calculated using equations from optics
which take into account the camera's focal length, aperture, and current focus setting. The focal
length of each camera is determined via its current field-of-view. Telephoto style shots (with a very
narrow field of fiew) require long focal lengths and help best show off the effect. Camera apertures
are adjustable via the camera tool (CTRL-F12) , and are specified as a fraction of the lens' focal
length. The first entries in the aperture drop list, f/1.0, f/1.4, f/1.0, f/2.4, etc., result in the largest
apertures. To maximize the blur effects make the aperture large (a zoomed in camera and a low f-
number such as f/1.4). To eliminate any focus related blurs from the shot make the aperture small (a
wide field of view and/or a high f-number in the aperture drop list). Pre-existing camera sets default
to f/8.0.
- By default most of the replay cameras will auto-focus on the "focus car". To manually set the focus
elsewhere check the "Man. Focus" checkbox and use the focus slider to manually adjust the focus.

- The effect breaks down a bit when things near the camera are very out of focus and very blurry and
cause things that should be in focus behind them to visibly blur - this is due to a quality vs.
performance tradeoff, but generally this tradeoff works out ok (as a starting point). This issue doesn't
occur when the focus is close to the camera and distant objects are out of focus.

Sound

- Reduced the number of crash sounds we generate and randomly select a sound to attempt to
make crashes sound better.

- When mixing stereo sounds to mono (such as listening to the engine sound in some on-car
cameras), we no longer mix the left and right channels, now we just play the right channel to
eliminate cross cancelation of the low frequency engine sounds.

- Fixed a bug where setting numSoundStreams to anything but -1 resulted in only 16 streams being
created.
Spotter

- Cleaned up spotter and reduced the chances of getting phantom 3-wide calls

Steering Wheel Configuration

- The sim can now recognize steering wheels that have up to 1080 degrees of rotation.

- Improved detection of game pad (hint: move your sticks slower!)

- Added support for mapping the throttle/brake to a button.

- Converted force strength to a range of 0 to 40.

- Enabled a force feedback damping slider. Setting 0 damping will give the cleanest force feedback
experience.

- Notify customers that pedals must be pressed slowly to be detected (we need 4 unique samples to
detect a pedal)

- Removed brake force curve calibration.

- Cleaned up code to reduce chances of Fanatech wheels locking up.

- Fixed bug with F430 wheels.

Driver Aids
- Additional assistance is available to help you get your favorite car around the track. You can now
enable more driver aids in the Options configuration.

- The Racing Line driver aid shows a colorized racing line around the track that is colored red for
braking zones, through to green for acceleration zones.

- Brake Assistance prevents you from locking up your brakes.

- Throttle Assistance prevents you from spinning your wheels.

- Driver aids can be enabled or disabled for an online hosted session by the session owner.

- iRacing Rookie series allow driver aids, but series of Class D and above do not allow any driver
aids.

Garage

- Setup values that are close to the limit of their allowed range will change to a yellow color.
Tech Inspection

- Fixed some bugs with tech inspection. No longer tech inspect when already in a race. No longer
lock players out of race if they are in the garage at the start of a race.

Telemetry

- Move telemetry icon so it no longer conflicts with the split time window.

- Hitting 'm' on the keyboard will mark a bit in the telemetry file. Useful for marking interesting events
for later review.

- Improved the mapping between the G27 shift lights and the in car lights. Also improved the
telemetry as a side effect.

Black Box

- The F3 Relative black box should now show far more consistant time deltas to other cars as you
drive around a lap.

Race Control

- Servers now load up car specific lap speeds and timing for each track, so the Gained Time rule
should be much more correct in it's assessments of how much time you should give up for cutting a
corner.
- Fixed a bug that could possibly cause Could not connect to server errors, or the loss of one pit stall
in full sessions.

Collisions

- Improved the efficiency of the track surface collision computations by about a factor of 2. Tight
curbs like the final chicane at Spa should not overwhelm the CPU as much as before. There is
potential for further improvements in this area in future releases.

- Fixed a bug in the collision system that has been causing all the axle explosions on the new
Chevrolet Impala B, and many of the times a car gets stuck in a wall. Note that you can still get stuck
in walls in certain situations, but this is much less of a problem than previously.

Updater

- The iRacingUpdater.exe has been tweaked to work more reliably for people who have difficulties
during the update process. The initial update will still cause problems because the new updater must
be installed using the old updater, but future updates should be a lot more seamless.

Miscellaneous

- Camera car number hotkey selection now supports leading zeros.

- Fixed a bug where you could stall the motor and not be able to restart it if you locked up your rear
wheels while braking with the pit lane speed limiter activated.

- Fixed a bug that could possibly cause "Could not connect to server" errors, or the loss of one pit
stall in full sessions.

Tracks

- Many tracks have had been updated with live timing boards.

- All the NASCAR and several US road course tracks have been visited by the iRacing blimp.

IndianapolisMotorSpeedway

- New Indy Oval configuration added. This configuration is the same as the standard oval except the
pit road speed limit starts at a later point.

Charlotte Motor Speedway

- Many visual updates to bring the track up to date.

Iowa Speedway
- Now available!

Suzuka International Racing Course

- Now available!

Cars

HPD ARX-01c

- Now available!

Ford GT

- Now available!

- The Ford GT is a tough car to get the handling balance right on. This is really based on the fact that
it is a flat bottomed car, that's forced to run a high ride hight. 55mm is the minimum ride height per
the ACO Rulebook. Now with the front and rear at minimum, you'd lose a lot of front downforce, so
you really want to have the car running close to 10mm of rake as a starting point with all setups. One
thing to remember when driving and setting up this car is that to get front downforce (DF), you
REALLY need to close up the distance between the splitter and the ground. With a min ride height of
55, the only way to do this is to get weight transfer from braking, whether it's from lifting off the gas,
or actively applying the brakes. Both will cause a downforce shift towards the front! HOWEVER,
bottoming the splitter WILL cause the front DF to spike and then rebound will and cause all kinds of
handling issues. Try to set the car up so that the splitter comes close to the ground, but doesn't
actually HIT the ground under braking. We have found a front bumpstop gap of 13-19mm works
fairly well, though running stiffer springs, you may not need them that close.

- This is an AERO car first and foremost, so the low speed handling may be compromised by the
choice of springs that will hold it up at high speed and high downforce settings! Depending on the
nature of the circuit, you may want the car to trim itself out at high speed, so you'd run stiffer front
springs, and softer rears. But if it's a high downforce circuit, you may want to reverse that balance so
you can get the nose down on the ground in the braking zones, to help move the aero balance
forward so the car turns-in well. Using damper rebound to help hold the nose down may work, but
can reduce suspension compiance. It's a tough car to make work well, and will reward a patient
driver with good speed and decent handling. Those that expect it to turn well without altering the
aero balance may find it to drive like a truck!

Chevrolet Impala

- Updated to Dave's new tire model.

- The car itself is fully updated with improved suspension, aerodynamics, garage settings.
Chevrolet Impala B

- Updated to the latest version of Dave's new tire model.

- The car itself is fully updated with improved suspension, aerodynamics, garage settings.

Chevrolet Silverado

- Updated to Dave's new tire model.

- The car itself is fully updated with improved suspension, aerodynamics, garage settings.

Formula Skip Barber 2000

- Updated to Dave's new tire model.

- Halve front ride height adjustment range.

Dallara IndyCar

- Collision spheres moved downward to match wear plank on bottom of car.

Riley Daytona Prototype

- Increase susceptibility to aero damage and coolant leaks (due to feedback from Grand Am series
impact observations)

Williams FW31

- Fuel mixture adjustment is now available, and is mappable to a new fuel mixture control.

Release Notes for Wednesday, June 21, 2011

2011 Impala B

- The new B class Impala (Nascar Nationwide COT car) is now available as an update to the older
Nationwide car. They are distributed together as a single package, so if you own the current
Nationwide car you will automatically get the new one in this update. If not, simply purchase the
Nationwide car and you will get both. The new car has an updated aerodynamic model which more
accurately reproduces the high speed response to setup changes. The suspension geometry and
some suspension elements are also updated, giving more accurate response when running coil-bind
setups as well as conventional setups.
- The new Impala B car also has a new, more accurate tire model. This is a preview version of the
iRacing 2.0 tire model; there are a few known issues (lack of tire smoke being the most visible), but
the tires' response is very close to what you will experience when the model is complete. The heavy,
high-speed Nascar oval cars work the tires very hard, so be aware that overdriving the car, or
pushing too hard, will be costly in terms of laptime and tire life. That said, we think you will enjoy
them!

Cars

- We have revised all cars for race ending suspension damage. Previously every car would not be
allowed to continue a race if it suffered 100% damage to any corner's suspension, which could be
very frustrating because you could destroy your suspension and not realize it and your race is over.
Now, just about every car can always have it's suspension repaired effectively enough to keep
driving. The exceptions that can still have a race ended for excessive suspension damage are the
Dallara IndyCar and Lotus 79, but these cars can also have a small amount of damage repaired,
while the Williams FW31 can't have any suspension damage repaired at all.

Old Impala B

- Updated some fixed setups.

Tracks

- The new tire model is very susceptible to sustaining mysterious unexpected amounts of damage
from wall corners and seams. We have made some improvements to many tracks to reduce the
chance of having these weird invisible collisions against certain spots in the walls at many tracks, but
there may still be spots against walls where you may find the 2011 Impala B blowing a wheel out
unexpectedly. We'll be working on improving this by the time we do a full release of the new tire
model.

Charlotte

- Removed Lowes logos.

Okayama

- Add gained time checkpoints at Okayama to prevent cutting of pit entrance apex.

Bug Fixes
- Don't do any further tech inspections on a car once it has started a race.

- Fix bug where tech inspection could lock you out of your car if you were in the garage when the
warmup ends and the race begins

- Corrected a bug in fixed setup races where you could cause the sim to load the last used non-fixed
setup.

- Make the fixed setup button show properly in garage.

- Only lock a car that is too damaged to continue in the pits if it isn't moving while it passes through
the pit stall.

- Must let pitstop begin when car is unrepairable if there is a fast repair available.

- Fixed a bug where the pit speed limiter would keep the throttle cut and cause a stalled motor if
locking up the drive wheels from braking hard.

- Fix bug involving selecting cars to view which have leading zeroes in their number.

Release Notes for Friday, May 25, 2011


Website

Car Numbers
- Fixed bug on IE where preferred numbers werent being saved properly.

Awards
- Fixed bug with Facebook integration where the 100% Club award could not be published.
- Fixed bug with Driving School where awards were not being granted properly.

Navigation Menus
- Fixed bug with Chrome where the navigation menu text appeared blurry.

Session Registration
- Sessions will now become available to join within 25-30 min of session start (changed from 30
min).

Release Notes for Friday, May 6, 2011

Replay

- When replay spooling is enabled, overwriting the replay file that is currently being viewed is no
longer allowed.
- Fixed an issue where trying to save the whole replay with replay spooling enabled could fail if you
werent viewing near the end of the replay.

Track Physics

- The current tire model can have certain difficulties with the physical seams in the track surface
between the elements of track geometry we build our tracks from. Our normal method of dealing with
these seams can cause a feeling like you're mysteriously catching on a groove in the track surface,
and in some cars at certain tracks that have many rails across the racing surface this can cause a
great deal of difficulty, for instance when trying to drive the Impala A at Darlington. We have an
alternate method of dealing with these seams that works excellently with the upcoming new tire
model, but the current tire model still has trouble with this alternate method - just a different kind of
trouble. But for some cars at some tracks, this is much more preferrable than the older method. So
we have switched to this newer (but still not perfect) method of dealing with track surface seams for
the Impala A, 2009 Impala B, Silverado, Sprint Car, and Silver Crown, and only at oval tracks. It's a
frustrating issue to have to deal with because the new tire model doesn't have this problem at all, but
is not yet released. Hopefully this update with get us through until then.

Ford Mustang FR500S

- Very early in this season's development the tires on the FR500S had some numbers adjusted for
experimental purposes, but the experiment got lost amongst all the other things we were working on,
and the experimental numbers accidentally were released last week. This was not our intent, so we
are reverting the FR500S tires to how they were last season.

Darlington

- The "grip strip" up high against the wall in turns 3 and 4 has been removed, with the new track
surface improvements from last week this grip strip is no longer needed.

- A couple of graphical issues in the outfield have been fixed.

Release Notes for Monday, May 2nd, 2011

Website:

Car Numbers

- Only 2 digits will be accepted for a car number.

- Fixed a problem where some browsers would report an error when entering valid car number
values.
- Fixed a bug that would cause everyone that did not have a preferred car number, or whose
preferred number was given to another driver, to all have the same car number in the results
presented on the web site.

Awards

- Fixed the post to facebook functionality.

Dashboard

- Fixed the display issue some browsers were having with the dashboard.

What's Hot

- Fixed the issue in some browser versions where after deselecting a license filter it could not be re-
applied.

Hosted

- Fixed a bug that could cause the system to reserve too much time for the race portion of a hosted
session if no track record could be found for the selected car/track combination. Due to the
excessive time reserved for the race session, the length of the practice session could have been
shortened, possibly to the point of being (effectively) eliminated.

- Fixed a bug that would cause the server for a hosted session that included both a qualify session
and a race session to terminate before running the race if there was nobody connected to the server
at the end of the qualify session.

Bandwidth

- A new option has been added to the Connection Type selection in Preferences section on the My
Account page:

"DSL, Cable, Fiber, 256K or faster - Supported (requires fast computer)"

Choosing this selection in conjunction with increasing the "Max Cars" setting on the
Options/Graphics page in the simulation will allow more opponent cars to be transmitted to your
computer during on-line sessions. This makes it more likely that all cars in a large-field on-line
session will be sent to your computer.

Choosing this selection will increase the load on your computer and graphics card, so only use it if
your computer performs well in close racing situations with the current setting. If you do choose to
use this enhanced setting, it would be best to test it in a full practice session to see how well your
computer handles the extra load.
Simulation:

Misc

- Fix the issue where our force feedback driver requests were causing ancient FF devices to be
overwhelmed, crippling framerate.

Graphics

- Improve shadow geometry caching to fix rare cases where a cars may not cast shadows properly.

Pit Crew

- Make sure to not allow a car that has too much damage to leave the pits during a race if they have
dropped into pit lane but before the pit crew have a chance to activate and lock the car down.

Telemetry SDK

- Hook up driver inputs and local car data when in replay.

- Maintain camera state when in slow motion.

- Removed CarIdxThrottlePct, CarIdxBrakePct, CarIdxClutchPct.

- Make sure to open the memory map file in local namespace not global.

- Output driversHeadPosition in YAML file, instead of to memory.

Cars

- Thrustmaster sponsorship added to paintkit.

- We may have fixed the erratic pit speed limiter behavior.

Ford Mustang FR500S

- Thrustmaster sponsorship added.

Mazda MX-5

- Taillights brightened.

Chevrolet Impala
- Updated all iRacing setups.

2009 Chevrolet Impala Class B

- Fixed a trunk lid logo alignment issue.

Chevrolet Silverado

- Fixed truck replay issue where old replays won't load. But it does mean that replays created since
the new release will now not load.

Silver Crown

- Updated many iRacing setups.

Skip Barber Formula 2000

- Fixed some issues with how visible damage appears on the new graphical model.

Street Stock

- Updated all iRacing setups.

Release Notes for 2011 Season 2


Website:

Hosted Sessions

- Added the ability to purchase a session based on number of hours. The options are 2, 4 and 6
hours.

- Changed it so you can limit the race portion of your hosted session by laps, minutes or both (laps
or minutes). If you select both, the race will conclude when X laps have completed or Y minutes
have passed, whichever happens first.

- Added the ability to schedule hosted sessions to launch at some time in the future. The default is
"now" but you can use a date picker to select a date in the future (up to 1 year) and specify a time.
You should specify the date and time in your local time. You have to pick a time at least 15 minutes
in the future.

- When you schedule a hosted session you will see it appear in the top part of the hosted sessions
page. You'll see a new icon to the right that has a cancel link to cancel the session. You aren't
charged until the session launches. At this time it isn't possible to edit a session once you have
scheduled it. You will have to cancel and recreate.

Series Stats

- Fix to properly display PRO/WC licenses.

Mixed-Class Scoring

- If only a single driver registers for a mixed-class race in a particular class of car, that driver may
only receive 50% of the full championship points that are available to drivers in that car class.

Facebook

- Fix to include series name and season name rather than just season name when the user is
registered for a race.

Series and Driver Stats CSV Exports

- Added custid to csv exports for series stats and driver stats.

Event Results CSV Exports

- The csv export functionality has been enhanced to allow you to export each individual portion of a
race session. For example, if you have a hosted session with a qualifier and race component you
can now export the race and qualifier results as separate csv files. You will notice that rather than
having a single "OUTPUT CSV" button there is now a button in each results table.

- There is also a new session summary that will appear at the top of the csv file by default. This
provides some useful information that had been missing from the export.

- The feature was designed to be backward compatible with existing automated scripts. Your existing
scripts should work the same way. You will only need to make a change if you want to include the
new summary information in your export. To do so you need to append "&includeSummary=1" to
your GetEventResultsAsCSV request.

Forum Private Message Notifications

- Added a new section to the site footer that displays how many unread private messages you have.

- Added a new section to the site footer that notifies you if your private message box is full.

- Added a forum profile link added to the helmet pop-ups throughout the site. This will provide a way
to search for a member and then easily jump to their forum profile for watching/ignoring.

Practice Sessions

- Open Practice sessions for the majority of series have been opened up for all license levels.

Awards/Certificates

- The personal stats page has been reworked to now have 3 tabs (Career, Awards and Certificates).
The Certificates tab will contain all of your earned certificates (Driving School Completion, First Road
Win, Season Race Overall, etc). The Awards tab will contain all of the NEW "Achievement" type
awards (Hard Charger, iLetYouWin, Picasso, etc). Achievements are not retroactive, so get out there
and start earning them!

General

- Updated code to facilitate the moving of clubs between regions on a per quarter basis.

Forums

- It is now possible to "watch" a member's forum activity. From a member's forum profile you can
select to watch/unwatch a member. Every time a member you are watching makes a forum post you
will receive an email with a link to the post.

- It is now possible to ignore a member's forum activity. This choice is available in the member's
profile and from the profile section to the left of each post. If you choose to ignore a member all of
that member's posts will be hidden to you in the threads and replace by a subdued message "You
are ignoring <Member Name>". To stop ignoring a member, you need to visit that member's forum
profile and choose to stop ignoring them. You can get to the member's forum profile by clicking on
their name in the subdued message or by selecting the "Forum Profile" link from that member's
helmet pop-up anywhere on the member site. Ignoring a member does not block Private Messages
from that user.

- Private Message inbox full indicator added. This message will be displayed in a black message
bubble at the top of the forums.

- "Edit" and "Quote" text has been added to the icons for each post.

IE9

- IE9 has been added to the list of allowed browsers.

Reference Documents Page

- This has been rewritten to better organize the documents and make it much easier to find what you
are looking for.

Live Broadcast Bar

- There is a new live broadcast bar that appears at the top of the member's site to notify you that a
live broadcast is happening on iracing.com. It will appear 5 minutes prior to a broadcast and links out
to the live broadcasts page on iracing.com.

Driving School

- There are a few known issues with the youtube video player. The popup resolution menu doesn't
work properly. You should be able to change your resolution by clicking on the resolution icon itself
rather than mousing over it. Similar issue with the volume control. To change your volume you
should click on the volume icon but rather than using your mouse to change the volume use your
keyboard's up/down arrows.

Car Number Preference

- You may choose a "preferred" car number for each car that you have purchased. Visit the My
Racing/Customise Car(s) page and enter your preferred car number for each car. You may choose
any 1- or 2-digit car number, with or without leading zeros, except that car number "0" is disallowed.

- Your preferred car number will be considered in all sessions except Races within Official iRacing
series, where car numbers will be assigned by iRating, as before. With thousands of members on
the service, it is inevitable that two or more people that have chosen the same preferred car number
will join the same session.
- For sessions that can be registered for while in progress (open practices, and hosted sessions),
you will be assigned your preferred number if no other driver that has previously joined the session
was given that number. Otherwise, the server will assign an unused number to you. Your car
number for a session can not be changed once one has been assigned to you. Withdrawing from the
session, selecting a different number on the Customise Car(s) page, and rejoining the session will
not change the car number that you were previously assigned.

- For sessions that require registration before the event starts (qualify, time trial, unofficial race), the
service will prioritize requests for car numbers as follows:

1) A driver with a higher license has higher priority.

2) For drivers with the same license, the driver with the higher Safety Rating has higher priority.

3) If both license and SR are the same, the driver with the higher Corners Per Incident rating has
higher priority.

4) In the unlikely even that all of those measures are the same, the system will prioritize the
conflicting drivers.

- The preferred car number selection for a driver will be ignored if a higher priority driver has the
same preference.

- Drivers that have no preference (or whose preference is being ignored) will be ordered by iRating
and assigned car numbers counting from "1", but skipping any preferred car numbers that were
allowed.

Simulation:

Misc

- Added app.ini option [view] DriverHeadNoPitch to lock head to horizon in pitch. This may be useful
for people with motion platforms and static displays (such as a motion seats)

- Limited effect of pitch/roll lock to horizon to only ~25 deg.

- File dialog now supports pressing enter key as click/double click when file/folder selected in list.
- File dialog now handles partial path in filename properly.

- SoftTH 2.05 is now allowed to proxy D3D9.dll.

- Added keyboard support for focus on pace car and focus on most interesting using the
*<driver><enter> keyboard shortcut (0 - pacecar, -1 to -3 focus on)

Graphics Engine

- A change was made to the shadow map system such that only one dynamic shadow map render
target will update per frame. Previously, going around a turn might cause several to update all in the
same frame resulting in a noticeable stutter on some PCs.

- Let windowed display grow to maximum size of desktop, not just primary display (the window can
now span multiple monitors). On some systems spanning monitors may cause a significant drop in
frame rate.

- A new option "PixelRatioWindowed" has been added to app.ini. In conjunction with the existing
"pixelRatio", you may now specify different pixel ratios for windowed and full-screen modes.

Headlights At Night Tracks

- A preliminary version of headlight support for night racing at road courses has been added. Of
course, only cars that actually have headlights will light up the track in front. You may drive cars
without headlights in the dark, but you won't be able to see very well at all! Our current cars that
have headlights are the Chevrolet Corvette C6R, Ford Falcon FG01 V8, Ford Mustang FR500S,
Volkswagen Jetta TDI Cup, Mazda MX-5 Cup and Roadster, Riley MkXX DP, and Pontiac Solstice.
(Note: our Radical SR8 does not have headlights at this time - the one we scanned did not have
headlights installed)

- In the advanced graphics options there is a new option labeled "Headlight Detail." This has four
settings, which allows you to adjust the headlight quality vs. performance tradeoff to match your PC's
capabilities. If you have pixel shaders disabled, you may only select DISABLED or LOW.

- Headlights Detail options:

LOW - This is the fastest version of the headlights support. It works very well from in car. The main
issue is that headlights illuminate both sides of walls and all sides of trackside objects, rather than
just the side the headlight is located on. It also suffers from banding and aliasing in the headlight
effects. If you have pixels shaders disabled, this mode provides even higher performance than with
pixel shaders enabled. If having frame rate issues at Sebring night, try setting headlight detail to low,
unchecking headlights on track in mirrors, turning off pixel shaders, and restarting the session. If this
doesn't help see the info about the DISABLED option below.
MED - This version makes it so that headlights don't show up on the backsides of walls and objects,
and reduces aliasing a bit. The main issue is that colored headlights (such as the yellow headlights
of the C6R) only work on the track surface, and show up as white light on walls, trackside objects,
and reflectors.

HIGH - This version provides the best quality by far, with colored headlights working on the track
surfaces, walls, reflectors and trackside objects, and it also virtually eliminates all of the banding in
the illumination of the track surface.

DISABLED - If after testing some night tracks on LOW, your system cannot provide acceptable
frame rates, you may choose this option as a last resort, which will disable nearly all of the headlight
effects. This may allow you to still run at the well lit night ovals (Richmond/Bristol) where headlights
aren't needed. If you only ever run ovals, this is the best setting for you. WARNING: Don't try to drive
at Sebring night without headlights if you value your safety rating.

- A related setting in the advanced graphics options is the "Headlights on track in mirrors" checkbox.
When enabled the simulation will render the headlight illumination onto the track surface in each of
your mirrors. This will affect your frame rate to some extent, so you might want to test it both ways in
an open practice session with lots of cars around to check the difference in quality/performance of
the racing experience. It may provide useful, when racing, to see the headlights coming up in your
mirrors on the track surface however.

- In addition to the above options there are two options hidden in renderer.ini:

ProceduralHeadlights=0
MonochromeHeadlights = 0

Enabling procedural headlights will cause your car's headlights (and only yours), to be generated
procedurally using a shader, so that bumps affect the light cone somewhat. This is an experimental
feature, but it is a neat effect. It's not quite done yet, but it is cool already.

Enabling monochrome headlights will cause all car's headlights to render as white light, providing a
bit less banding, and a bit higher performance in some cases.

Sound

- A new app.ini setting may fix crackles on some sound cards when using fmod. Add a new line
containing overrideFmodFormat=1 to the [Audio] section of app.ini to enable this. If it does not help,
remove the new line. This is applied by default to sound devices using chipsets made by Sigmatel.

New Telemetry SDK

- We have created a new telemetry SDK that supercedes the old SDK. The old SDK still functions,
so pre-existing tools will still function for now.

- This new SDK now supports unlimited clients connecting to the iRacing sim. Now you can run your
motion platform, external gauges, and live telemetry app all at once.

- It is possible for a connected client to send commands for remote control of replay and camera
selection.

- The live information available to connected clients is suitable for running motion platforms, or
gauges, or broadcaster support applications, but does not include the full array of on-car telemetry
data, which only goes to telemetry files recorded to disk.

- A comprehensive array of on-car telemetry can now be recorded to disk while driving, for analysis
using external telemetry tools when you finish driving your car, such as ride height sensors, shock
travel, acceleration, etc.

- Pressing the alt-L key when in-car will start/stop recording to disk. Pressing alt-L while at the replay
screen will have the sim automatically start recording each time you get into your car. Telemetry files
are saved in a binary .ibt file (short for iRacing binary telemetry) located in the [my
documents]\iracing\telemetry\ folder. The file will stop recording and close when you get out of your
car, so that you can alt-tab to an external analysis tool and load the file up for analysis without
having to quit the sim.

- A third party telemetry analysis application will be made available at some point "soon."

Garage

- The sim will now snap any setup values to validly achievable increments. Old setups which have
values that cannot be achieved any more will automatically be converted when loaded. Adjusting a
setting to the minimum or maximum will no longer result in a different set of increments.

New Pit Crew with Damage Repair

- The existing pit crew has been replaced with a new flexible scripting system for ALL of our cars. All
cars now have their own unique pit stop behavior, including having the car jacked into the air, and
also the pit crew can make repairs when a car is damaged. All cars now have full pit control black
boxes and pit crews, even our rookie cars that did not previously have the ability to make pit stops.
The pit crew is still entirely invisible, you will only see the effects of their work on your car.

- Every car has its own invisible pit crew. The performance of the pit crew is dependent on the level
of the car, the higher level cars have much quicker, more effective pit crews, while the lower level
cars have amatuer crews who are competent, but not as on the ball as the pros. Some cars fuel
continuously, while others fill using multiple cans of gasoline. Some of the higher level cars use 12
gallon cans, while many of the lower level cars refuel using 5 gallon containers. (This can take a
while if you're filling a 22 gallon tank using dinky little 5 gallon cans!) Some cars are jacked up
outside first, then inside. Some are front, then rear, or front and rear at once. Some are air jacked all
at once.

- While some of the cars we model are fuelled separately from when they are having their tires
changed in their real life series, we have made the decision that all our cars can fuel and do other pit
work at the same time. This is for consistency between our own cars as we can run any cars
together in multi-class events at any time.

- There is a new race control rule called the Repairs Needed rule. This rule will show a meatball
black flag (a black flag with an orange circle in the middle) if race control has decided your car must
pit for repairs - a smoking engine or some kind of leak will trigger a meatball. You must pit within 4
laps - INCLUDING caution laps - to have your car seen to or race control will disqualify you.
Finishing the race while carrying the meatball black flag will not give any post race penalty, so it is
feasible to limp a car to the finish if you're close enough to the end of the race. Race control will not
issue a meatball black flag to a driver who is being shown the white flag, or after race is over.

- Your car will not be allowed to leave its pitstall if the pit crew are not able to repair your car enough
to pass black flaggable levels of damage. Your pit crew will tell you that they can't fix your car. If you
have a fast-tow available, you may exit your car and re-enter to get a fresh car and continue the
race.

- Your pitstall information box will show you the amount of time remaining for required and optional
repairs. Work on required repairs is begun as various pit crew members finish their pitstop tasks and
begin working on your damage. You will not be allowed to exit your pit stall until required damage
repairs are completed. Once they are completed the pit flagger will lift his lollipop and you may
choose to drive away if you don't want to spend time working on optional repairs, but if you sit and
wait, they will work on optional repairs for as long as you want to wait for.

- Any penalties are served once all regular pitstop activities and required damage repair are
completed, but before any optional damage begins repairing. The flagger guy will hold you in your
stall until the penalty is served, then lift his lollipop and you may choose to drive away if you don't
want to spend time working on optional repairs.

Physics

- We have improved the accuracy of how our physical surface model uses the laser scan surface
data. This makes a significant improvement to every track, particularly tracks with crowning or
concave banking. The result is that many cars feel a lot better to drive at many tracks, particularly
road courses. But also some of the oval cars will likely need a little setup tweaking, as the more
accurately captured concave banking will cause the right rear tire to generate a little more grip
relative to the left rear and thus rotate a little more than previously when on throttle, making your old
setups possibly a bit too oversteery.
- Brakes are now modelled as a proper rotational position based torsional spring so they can hold
the wheel to its exact position better than the previous brake model which was purely velocity based
and could allow a weird visual wheel rotation to occur when stopped but trying to accelerate against
the brakes. Has no effect when driving at speed, only when a wheel is supposed to be held
stationary.

Cars

- Only cars that have a starter motor can start or restart a stalled engine any time you want. To start
a car with no starter motor it must either be in the correct pitstall or in your gridstall prior to the race
beginning, where the pitcrew is available to start your motor on request. So, if you turn off or
otherwise stall your Williams FW31, Dallara, Sprint Car, or Silver Crown during a race, you will need
to tow back to your pitstall to get going again. Note that the anti-stall clutch aid typically prevents a
car from stalling during driving conditions, so make sure you don't go turning the car off when out on
track!

- Window nets and some other graphical elements in car cockpits have been animated to simulate
movement with wind speed.

- Metal shaders have been adjusted to better represent chrome materials.

- All cars have had their fuel level minimums, maximums, and increments fine tuned for consistency.

Skip Barber Formula 2000

- Graphical model rebuilt to match the standards of our more current cars.

Riley MkXX Daytona Prototype

- Re-tuned dive planes so they may be used without excessive drag or balance change. This still
requires an increase of the rear wing to balance it, but that is now well within the range of adjustment
of the rear wing.

- Fuel cell resized to match newly introduced 2011 20 gallon fuel limit (down from 24 gal).

Dallara IndyCar

- The pit crew will now apply external cooling fans when the car is sitting on the grid or in the pit stall
waiting for a race to start, or when sitting in the pit stall during non-race times, or during a lengthy
repair. Like the rest of the pit crew, these are invisible cooling fans.
Williams-Toyota FW31

- The pit crew will now apply external cooling fans when the car is sitting on the grid or in the pit stall
waiting for a race to start, or when sitting in the pit stall during non-race times, or during a lengthy
repair. Like the rest of the pit crew, these are invisible cooling fans.

- The pit crew will put tire warmers on when the car is sitting on the grid or in the pit stall waiting for a
race to start, or when sitting in the pit stall during non-race times. Like the rest of the pit crew, these
are invisible tire warmers.

Chevrolet Silverado

- Shark fin added when at restrictor plate tracks.

New 2011 Chevrolet Impala Class B

- We have an updated version of the Chevrolet Impala Class B for 2011 that is very nearly ready for
release, featuring a "preview" version of Dave Kaemmer's long awaited new tire physics model. If
you own the existing Nationwide car you will get it free as the new car is a part of the same car
package you already own. It will be made available at some point within the next week or three, once
all the details are finalized for public consumption. We apologize for the delay.

Tracks

- Many tracks have had more pit stalls added so more cars can be run at once. See the attached
spreadsheet for exact details on which tracks and pit stalls have been altered.

Sebring

- Now has a selectable night mode.

- Club configuration rolling start no longer goes green immediately.

Okayama

- Now available. Features two configurations: Full and Short.

Commercial

- The distance and length of time that a driver can drive backwards in a commercial setting before
being disqualified for reckless driving has been increased so that the driver has more time to notice
and comply with the warning they are being given.

- An option has been added to commercial.ini ([Server] enable_backwards_dq) that can be used at a
commercial site to prevent race control from disqualifying a driver that drives backwards. The driver
will still be told that they are driving the wrong direction, but will not be disqualified and yanked out of
the car no matter how long they do so.

- An option has been added to app.ini ([Drive Screen] resetCanExitCar) that can be used to disable
the ability of the car-reset control to exit the car while sitting in your pit stall.

- A bug that could cause a Spectator node to ignore paint schemes and instead display all cars in
solid white has been fixed.

- The default background images shown on a Display node are particular to the NASCAR Hall of
Fame. You can now create and use your own custom images. Create 24-bit Windows .bmp files to
be used as the backgrounds for the screens you want to change, and place those files into the
iRacing installation directory. Use the following file names for their respective screens:

leaderboard.bmp - for the Leaderboard display


message.bmp - for the System Message display
podAssign.bmp - for the Pod Assignments display
results.bmp - for the Results display

Make the images the width and height that you intend to use as the desktop size on the Display
node, and adjust the [WindowSize] width and height settings in commercialDisplay.ini to match. For
the best image quality, all of the images should be the same pixel size, and should match the
intended display resolution.

If you replace the Pod Assignment background image, you will also need to update the
commercialDisplay.ini to specify the (X,Y) pixel locations of the center of the boxes into which
driver's names will be positioned.

Release Notes for 2011 Season 1


Permanent Site Footer

- We have added a new site footer that is always visible. We've moved some existing functionality
from the top of the page down into the footer:

- Number of iRacers online.

- Number of myRacers online as well as the online status popup.

- Links out to external sites (with YouTube addition).


- This footer also features a new facebook icon. More on that below.

Facebook Integration

- The general idea is that you can easily post iRacing-related status information to facebook and
your facebook friends can link back to the member's site. Members will be taken directly to an
appropriate page depending upon the status content. Non-members will be taken to a special
facebook landing page.

The integration points are:

1) Permanent site footer. You'll notice a facebook icon on the right edge of the footer. When you
click on this the system will update your facebook status with a post describing what you are
currently doing on iRacing. This will be the same information that other iRacers see when they look
at your status on the myRacers page or the myRacers popup.

If you are simply logged into the member's site it will say so. If you are registered to race in a session
it will provide details of the session. This can be an effective way to notify your friends that you are
running in a session. When members follow the link they will be taken to the myRacers page where
they can easily join the session.

2) Event results. You'll see a facebook icon on the event results window. This will publish a synopsis
of your results in that specific race session.

3) Member awards. You'll see a facebook icon next to each of your awards on the member awards
page. This will publish details about your award.

At this time iRacing does not automatically post status updates to facebook. Status updates will only
happen when you click on a facebook icon on the site.

Additionally, facebook status updates generated by iRacing do not include information about any
iRacers other than yourself. If this position changes in the future you will be notified in advance and
given opportunity to opt out.

Security and privacy notes:

When you click on the facebook icon, iRacing sends a message to facebook to see if you are
already logged in. If you aren't already logged in facebook will attempt to display a popup login
window. If you have popups blocked and want to use this feature you may need to enable them for
this purpose.

The first time you go through this process you will see an additional facebook popup asking for
security authorization for the members site to post data to your facebook feed. You will only need to
go through this process once. This popup specifies that the "iRacing Member's Site" is requesting
permission to "Access my basic information" and "Post to my Wall". This is the minimum level of
authorization required in order for this feature to work.

If you choose to do this you will be granting iRacing with programmatic access to your basic account
information (e.g. friends list). However, iRacing does not query this information and has no plans to
query this information from your facebook account. If this position changes in the future you will be
notified in advance and given opportunity to opt out or revoke authorization.

After granting authorization you can revoke it at any time from your privacy settings page at
facebook. Look for the applications page and remove our application from your list. If you do this, the
next time you click the facebook icon from the members site you will need to grant authorization
again in order for the feature to work.

Schedule PDF Generator

- There is a new menu item under Events called "iRacing Race Schedule". This will automatically
generate a PDF containing the current season's schedule across all series.

Race Length Display

- Race length / duration as well as rolling vs. standing start has been added to the race panel (look
underneath the track) as well as the series schedule pages. No more searching for your session in
what's hot or the race planner.

Series Race Results Page

- A new page has been added to the series pages that displays all of the races that have occurred
for a given series for a given week in the current season. You can access the feature from the race
panel (look under the series pulldown) and from the links bar on the various series pages. This page
works similar to the schedule page in that you can only view the results for the currently selected
series. This page will default to display the races for the most recent day in the selected series. You
can click on the header for the other days in the race week to see results for different days.

- Also, a pulldown is provided to switch race weeks.

Series Stats Page

- Added a new club pulldown that will display results containing only members of the selected club.

- Fixed driver links.

- Fixed bug where invalid season could be displayed in pulldown if a series that doesn't have stats
was selected to the race panel when the series stats page is loaded.
Subsessions Popup

- The event results window now has a splits popup that will give you links out to other splits in the
same session.

Season Time Trial Page

- Fixed dropped field. When you select a week it was displaying "undefined".

Member Profiles

- Fix to allow dashes in URLs.

Results Page

- Fix to remove car class duplicates.

Region Standings Page

- Rounding fix for net and gross club points.

Stats Navigation Menu

- Under the Stats menu we combined the Personal, Friends and Studied picks into a single pick
called Individual. The ability to switch between yourself and any of your friends or studied on that
page eliminates the need for separate menu selections.

Track Configuration Priority

- The different configurations for each track now have a priority setting that determines their order in
pulldowns such as on the test panel as well as on the tracks page. You should be able to find the
configuration you want much easier now.

Time Trial Laps Popup

- Fixed a bug where the wrong laps were being highlighted in yellow as the best group of laps.
Pulldown Behavior

- Changed "---" to "ALL" in pulldowns on the drivers stats, replays and club stats pages. The issue is
one of consistency. The "---" was being used to represent "ALL" in some places and to represent
"NOTHING" in other places. It was confusing.

Live Support Online

- The support page now has a link to "Live Support Online". If the icon is green it means that iRacing
support staff are available for online chat. Clicking on the icon will open up a separate window to
service your chat session.

Driving School on YouTube

- Our driving school videos are now hosted on YouTube. The user experience should largely be the
same with a couple of minor exceptions:

- Clicking on a video while it is playing will take you to YouTube rather than pausing it.

- The video quality dropdown is gone. You can achieve the same result with the settings menu in
the YouTube player.

- You can now view the videos in full screen mode if you wish by clicking the button on the right
edge of the YouTube player's control bar.

Internet Explorer 9

- The member's site does NOT support IE9 at this time. We recommend that you avoid it as internal
testing has shown some major performance issues and situations where pages load twice.

Simulation:

Replay

- The replay system has been updated to allow creating and loading replays that are too large to fit
in memory. By default (for now) this new feature is disabled. You can enable it by launching the sim,
visiting the Options/Replay page, checking the "Enable replay spooling" checkbox, and exiting the
sim. Like many graphics settings, this one does not take effect until you exit the sim.

When this feature is enabled and the sim is launched in a session, the replay system is started with
a (comparatively) small memory buffer. A temporary file is created in your replay folder, and the
replay is spooled to the file as the session is run. When you exit the sim, the temporary file is
deleted. If you want to save the replay (or a portion thereof), you must do so as you normally would
(bring up the replay tool bar and click on the disk icon to save it).

While watching the replay (either while in a session, or having loaded one off disk), all of the normal
functionality exists. You can FF/REW/Play through the whole tape, search for laps and incidents,
etc. The system will bring into memory sections of the tape as needed.

If you do not have the spooling feature enabled, and you attempt to load a replay that is too large for
your computer, the sim will make a second attempt to load the replay using spooling.

By default, replay spooling while running a session will be disabled if the disk on which spooling
occurs has less than 1GB of free space when the sim is launched. This amount can be changed by
updating the following entry in app.ini. [Replay] spoolOnlyIfDiskFreeMB=1024 Setting it to 0 disables
the free space check.

Sound

- Small adjustments may be made to adjust the balance between engine, tire, aero, and crash
sounds. These can be adjusted on the Options / Sound screen. For technical reasons, you can only
lower the volumes, so if you want to make one sound more prominent, turn down the others.

- By default, more sounds will be played on systems with two or more cores for a subtle
improvement in sound quality.

- Preliminary support for using Fmod instead of DirectSound has been added. This is considered an
experimental feature; it does not yet significantly change how the sim sounds. It's current features
are:

- Surround sound works out of the box in Windows Vista and 7.

- May reduce crackling on some systems.

- Include an optional volume boost.

- Uses an additional core on CPUs with three or more cores.

For more information on enabling Fmod,


see http://members.iracing.com/jforum/posts/list/1443216.page

Fmod is a modern and powerful sound toolkit that we're transitioning towards using. It provides many
features that could be used to improve the sim's soundscape, providing a more compelling,
engrossing, and accurate experience. The capabilities will allow our sound designer to have more
control over the sound models, will allow us to better model the interactions between sound, air, the
track and objects around it, and will allow us to use more resources on modern multicore processors
to model sound.
Renderer Optimizations

- Added graphical occlusion culling of trackside objects, which significantly improves frame rates at
tracks such as Road America and Spa (for most systems).

- Added graphical occlusion culling of the track surface when 3-monitor mode is enabled. This culling
previously existed only when rendering a single viewport.

- Added several optimizations targeted at reducing CPU overhead in the renderer for both cars and
trackside objects.

Shadow Map Improvements

- Optimized the organization of track geometry that is used for rendering. Fixes the shadow map
pop-in issues from T1 to T2 at Daytona, and improves shadow map coverage in general.

- Enabled edge anti-aliasing in distant shadow maps for trackside objects, this helps reduce distant
jaggies.

- Made slight changes to the level of detail of the track surface to improve the quality of fence
shadows on distant steeply banked curves.

Garage / Tech Inspection

- Tech inspection runs continuously in garage, and garage physics runs 4 times faster, so we don't
have to wait as long for it to pass or fail. Tech inspection can now pass in as little as 0.01 seconds
and fails in 0.5 seconds.

- Tech inspection no longer allows for a slight amount of being over the limits on settings, which may
cause some previously valid setups to fail tech if the setup was pushing the very edge of allowed
tolerances.

- Changes in garage are automatically applied after 5 seconds of inactivity. An app.ini option [Misc]
garageAutoApply=1 allows this feature to be turned off for those of you who don't like it.

- You can now exit the garage at any time, even if failing tech. Garage now supports the 'esc' key to
exit, and has a close button like the other dialogs in the sim.

- Can now load/save setups from/to subdirectories.

Pit Crew
- The pit crew will no longer attempt to service car as you first jump into your car in the pit lane.

- If your car enters your pit stall via getting into the car, a reset or a tow, and your car is refreshed
(non race sessions, or fast tows), then the black box pit checkboxes will default to off. If during a
race you take a regular tow or exit/re-enter the car, the black box pit checkbox status is left as you
had it set. Getting into your car on the grid will do the same thing as when you drive out of the pit
lane, and turn on all the black box pit checkboxes.

Misc

- Flash G27 lights if pit speed limiter engaged.

- Added a new app.ini option to lock the drivers head to the horizon to give you a motion cockpit view
effect. There may not be much value in this, but could someone who actually likes motion cockpit
view test it out and let us know how bad it is. [view] DriverHeadHorizon=0.0 to 1.0

All Cars

- Improvements to tire damping/bouncing and to the physics subsystem means that all cars should
feel a little better to drive.

- All in-car adjustments have "set" controls in addition to "inc" and "dec". "inc" and "dec" are for
button controls to step an in-car adjustment up and down, while the "set" control is for an analog axis
such as a dial that will vary the adjustment through it's full range using the proper increment steps.

- Fixed a bug where wheel camber was double what it should have been on opponent cars.

- New and revised club logos have been implemented and will show up at the beginning of Season 1
when the three new clubs are added to the service.

Sprint Car

- The Sprint Car will be available for purchase and download later in the week after some final
polishing and buffing. At 820 hp and 650 lb/ft of torque, the Sprint Car is one monster of a race car.

Impala A

- Improved how the truck arm mount position adjustment works.

- 3D updates to its nose to match the 2011 season. An updated template file will be available in the
paint section of the forum.
- Real-world contingency decals have been added.

- Aerodynamic force orientation adjustment.

Impala B

- Improved how the truck arm mount position adjustment works.

- Real-world contingency decals have been added.

- Aerodynamic force orientation adjustment.

Truck

- Improved how the truck arm mount position adjustment works.

- Real-world contingency decals have been added.

Late Model

- Made steering ratio adjustable.

- Real-world contingency decals have been added.

SK Modified

- Graphical gap between rim and spoke area fixed.

Street Stock

- Street Stock now has it's proper synchromesh transmission instead of a dog teeth racing
transmission.

- Made steering ratio adjustable.

- Baseline steering ratio is now 10:1.

Solstice
- Solstice tires have more grip fall-off with too much camber, which should minimize the car's current
roll-over tendencies.

Mazda MX-5 Cup and Roadster

- Nvidia logo added to car's base decal layer and dash.

- The Cup and Roadster have been tweaked to be more equal in performance. Draft effect is now
equal for both, and difference in drag between the two cars is now half what it was.

Ford Mustang FR500S

- The Grand-AM iRacing.com Series logo is now selectable in the paintkit.

Riley DP

- The Grand-AM iRacing.com Series logo is now selectable in the paintkit.

Dallara

- All setups have been updated to be more stable, and a few more setups have been added.

- Limit cross weight in garage from 30% to 60%.

- Reduced draft effect by 50%.

- Dallara has reduced grip at ovals and increased drag at large ovals (but not Indianapolis).
Differential settings are now set to zeros at ovals.

- Aero adjustments now have correct ranges for each type of race track.

Williams FW31

- Edited drag and downforce modifiers to get aero packages closer together.

- Reduced volume of transmission sound.

Spa Francorchamps

- Thanks to member feedback, Spa now has a new configuration: "Endurance Pits". The Endurance
Pits configuration combines the upper pit road with the lower pit road to make one single long pit
road with one entrance point and exit point. The additional length has provided the space for 60 total
pit stalls. The start/finish line and grid locations are the same as the "Classic Pits" configuration.

- The rolling start grid for all configurations is now on the back straight.

Thompson

- Improved racing surface irregularities.

Charlotte

- Fixed a possible course cut in turn 2 of the Infield Road Course.

2011 Season 1 Fmod Notes

The new build for 2011 Season 1 includes support for a new sound library, Fmod (as mentioned by
the release notes,http://members.iracing.com/jforum/posts/list/1443220.page ). This is considered an
experimental feature; it does not yet significantly change how the sim sounds. It has some useful
features:

- Surround sound works out of the box in Windows Vista and 7.

- May reduce crackling on some systems.

- Include an optional volume boost.

- Uses an additional core on CPUs with three or more cores.

However, it comes with caveats:

- It's stable on most of our tester's systems, but it causes occasional crashes on a few tester's
systems.

- It crackles on a few tester's systems.

We're releasing this as a 'work in progress' feature for adventurous users. Your feedback is
invaluable, so if you decide to use this, please take a moment to review our 'how to file a crash
report' guide: http://www.answers-script.com/iracing/article.php?id=99
IF YOU USE THIS, TRY A FEW LARGE PRACTICE SESSIONS FIRST. BE AWARE THAT THIS
MAY MAKE THE SIM CRASH TO DESKTOP. PLEASE REVIEW OUR 'HOW TO FILE A CRASH
REPORT' GUIDE IF YOU USE THIS.

If you are using Creative's ALchemy software or equivalent to enable surround sound in Vista or 7,
disable this for iRacing before trying Fmod. Fmod does not need this software, and using ALchemy
can cause crashes when using Fmod.

To enable Fmod-related options, edit My Documents\iRacing\app.ini and add the line


devSpeakerAllowFmod=1 to the [Audio] section. This will add Fmod options to the list of sound cards
in the sim's Options / Sound. Select one of those sound cards to start using Fmod.

At any time, you can change your selection between Fmod and DirectSound devices. If you're in an
important race, consider changing to DirectSound for the duration of the race.

When using a Fmod device, you can enable a volume boost by editing app.ini and adding
compressor=1 to the [Audio] section. This will apply a small boost to the sim's volume, raising it to a
typical level for Windows programs. This distorts the relative volumes of sounds a little; quiet sounds
are boosted more than loud sounds.

Release Notes for January 31, 2011

Various Cars

- Fixed bug where the pit speed limiter on any car that had one would not work during fixed setup
races.

- Sequential gearboxes can no longer downshift into neutral if the car is rolling faster than about 5
mph.

Dallara

- Fixed a bug where the aero calculator was using garage rides when it's only supposed to use the
specified target ride heights.

Lotus 79

- Fixed the steering ratio adjustment so that it works again.


Spec Racer

- It is now possible to refuel during a pitstop.

Street Stock

- More oil and water cooling.

Spa Francorchamps

- Fixed bug where F3 black box timing and delta timing could act erratically.

Website Updates

- Series schedule pages fixes to remove duplicate weeks and properly display race durations.

- Schedule pdf fixes to remove duplicate weeks and properly display race duration in minutes.

- Personal stats page fix. Last 10 races and Last 3 series were not working in some instances where
the data spanned season boundaries.

- Helmet popup fix on series stats page

- Race week pulldown fix on series stats page (remove incorrect/duplicate entries)

- RACC/World Cup year pick list fix. This page wasn't working at all on some IE installations.

Release Notes for February 4, 2011

Misc

- Fixed bug where you could get into your car with an illegal setup by pressing your
enter/exit/reset/tow button while in the replay screen.

- Fixed bug where cars mysteriously rotate when sitting stationary for a while, particularly on sloping
ground.
- Added nVidia logos to the paintkit.

Renderer

- Fixed an issue in the shadow map system that may have been causing random garbage to appear
in the shadow maps, and/or trackside objects to stop casting shadows.

- Fixed the way that the level of detail is selected for resolutions above 1920x1200 when render per
screen is enabled. The calculation is now performed using the field-of-view and horizontal resolution
of the center monitor only, and should produce results more similar to single monitor modes again. If
you run 3-screens, and have altered LODPct in renderer.ini, set it back to LODPct=100, try that,
and adjust from there if necessary. This new method might cause a slight loss of FPS compared to
the previous build at high resolutions you can put it back by raising LODPct higher to gain
performance if you liked it how it was.

- Added an option to renderer.ini to disable the new occlusion culling. If you suspect that occlusion
culling might be hurting your frame rate rather than helping, try setting OcclusionCull=0 under the
graphics settings. Normally it is best to leave it enabled, especially for road courses.

Sprint Car

- The Sprint Car will be available for purchase and download very shortly. At 820 hp and 650 lb/ft of
torque, the Sprint Car is one monster of a race car.

Street Stock

- Updated the Thompson fixed setup.

Dallara

- Removes phrases that may confuse people when using the aero calculator.
Williams FW31

- Removes phrases that may confuse people when using the aero calculator.

Spa Francorchamps

- Moved standing starts for the classic pits and endurance pits to correct location on the downhill
before the lower start/finish line, now that we have fixed the car rotation problem.
Release Notes for February 10, 2011

Website:

Region Stats Page

- Added CSV exports to existing forms.

- Adding region sorting in the region pulldown.

- Removed club multipliers.

- Added a link to a new driver club points popup. This will display the club points for each driver for
the year and season selected in the form. This new feature also has a CSV export capability.

Series Stats Pages

- Fixed club filter on series stats pages. It was previously only working on season standings tab.

- Fix to select current raceweek automatically when going to qualifier or tt series standings rather
than always selecting the last week in the schedule.

Series Race Results Page

- Fixed a sorting bug.

- Added field size, strength of field and official flags.

- Fixed bug where this page wasn't loading at all for some versions of IE.

- Fixed bug where incorrect track image was being displayed in many cases.

Series Sessions Page

- Fixed bug where incorrect track image was being displayed in many cases.

Race Planner

- Fixed a bug where races would disappear from the "My Planned Races" section of the widget when
the race became ready to join, which happens approximate 30 minutes prior to race start time.
Schedule PDF

- Fix to display proper license for each series.

- Added week start date and allowed license ranges.

Driving School

- Fixed IE issues where we weren't receiving events from the youtube player. As a result some
people weren't seeing their green checkmarks or receiving their driving school awards.

- Fixed bug where the sim would not launch from the driving school.

Facebook Integration
- We have been trying to figure out why data published to facebook has been going to your wall but
not propagating to news feeds as intended. With this release we are changing our facebook app id
as a workaround to the issue. As a result you will likely need to re-authorize the member's site
application in order to use the facebook integration. If you don't see the authorization popup and the
publish doesn't work please try logging out of facebook, then reload the member's site and try
again.

- Removed club points from facebook results for rookie events.

- Implemented a workaround intended to enable facebook publishing to your news feed in addition to
your wall.

Simulation:

Misc

- Added support for softTH version 2.04.

- Updated the New England club logo.

Physics
- Fixed the mysterious faster/slower by 1/20th alternating lap time bug that has existed in our
products since GPL.

- Tech Inspection should be more consistant in it's results now.

- Improved last week's fix to stop cars rotating while stationary so that the steering wheel will stay in
place while sitting still.

Sprint Car

- Latest iRacing setups are now included.

Release Notes for February 11, 2011


- Fixed the recently introduced bug in the garage where setup changes could sometimes not apply to
a car properly.

Release Notes for March 7, 2011


Website:

Series Stats Changes

- Support for combining series stats. In the series pulldown on the series stats page youll see new
categories for Combined series. This will be used initially for the IndyCar Premier Series. With this
series there is an oval series and a road series. You will see a new entry in the pulldown called
iRacing IZOD INDYCAR Premier Series Combined that presents the combined stats for the oval
and road series. The combined stats are supported on the season standing tab only. The fields
presented in the combined view are a subset of the individual series view because some fields (e.g.
division) are not applicable to combined series.

- All four series stats tabs now include the drivers license level and safety rating.
- There is now a CSV export capability.

Staging Countdown Timer

- We have added a timer to the Staging state. For hosted sessions the timer will default to 15
seconds, for open practices the timer will default to 20 seconds, for all other session types (if a
staging state is required) the timer will default to 60 seconds. When the timer expires it will refresh
and check your session status. If the session is ready to join you will get a join button, if the session
is still being configured the staging timer will be reset to its default time and will countdown again.
Refreshing your browser while the staging timer is counting down will not get you into a session any
sooner.
Simulation:

Misc

- Fixed a bug that could crash the sim while in the garage that seems to affect some people.

- Fixed a bug that could cause the sim to crash if replay spooling was not enabled and the replay
was saved by choosing the very start and the very end of the tape.

- On the driving screen, the heading of the "Rules Violated" table listing broken rules has been
changed to list the penalty action and time, for example: "Pit For Repairs" or "Stop And Go" or "Hold
For 30s".

- Fixed a bug that could cause cars to have all-white paint jobs in a commercial setting.

Tech Inspection

- Let car settle for longer before passing tech. Should stop slow settling cars from falsely passing
tech.

Physics

- In oval qualifying or time trial sessions tires no longer generate any heat at speeds of less than 30
mph.

- Fix so that engine oil pressure does not instantly go to zero if motor is turned off, instead only if
motor has exploded or if rpm falls below idle rpm down to zero rpm.

- All cars can now have their engines turned off by turning off the ignition, but you can't stall them at
this time because the anti-stall clutch aid will never let that happen.

- Enable the engine ignition code, now the Ignition control works, toggling ignition on/off. Engine
ignition defaults to on every time the car is placed in the world.

- The auto-starter should always instantly start the car up when the car is placed in the world. At
other times the auto-starter waits 2 seconds before trying to restart the car.

New Pit Crew with Damage Repair

The existing pit crew has been replaced with a new scripting system that allows much more
flexibility, allowing each car to have it's own unique pit stop behavior, and also allowing the pit crew
to make repairs to a damaged car. This new pit crew with the ability to repair damage is now on
the following cars: Impala A, Impala B, Silverado, Williams FW31, Dallara, Riley DP, Mustang
FR500S. All other cars still have the old style pit crew with no damage repair, and none of the
following updates in this section apply to them.

- There is a new race control rule called the Repairs Needed rule. This rule will show a meatball
black flag (a black flag with an orange circle in the middle) if race control has decided your car must
pit for repairs - a smoking engine or some kind of leak will trigger a meatball. You must pit within 4
laps - INCLUDING caution laps - to have your car seen to or race control will disqualify you.
Finishing the race while carrying the meatball black flag will not give any post race penalty, so it is
feasible to limp a car to the finish if you're close enough to the end of the race. Race control will not
issue a meatball black flag to a driver who is being shown the white flag, or after race is over.

- Your car will not be allowed to leave it's pitstall if the pit crew are not able to repair your car enough
to pass black flaggable levels of damage. Your pit crew will tell you that they can't fix your car.

- The pit crew can now try to repair a car that is damaged. Each car is unique in what can be
repaired, how it is repaired, and how much it can be repaired, and how quickly it can be repaired.
Generally any damaged component of a car will not be able to be repaired as good as 100% new,
but the pit crew give it their best shot. Some parts of some cars are not repairable, for instance,
carbon fiber components are typically not fixable once they break.

- Your pitstall information box will shows you the amount of time remaining for required and optional
repairs. Required repairs are what repairs must be done to clear the Repairs Needed black flag and
be allowed back onto the track. Work on required repairs is begun as various pit crew members
finish their pitstop tasks and are free to begin working on your damage. You will not be allowed to
exit your pit stall until required damage repairs are completed. Once they are completed the pit
flagger will lift his lollipop and you may choose to drive away if you don't want to spend time working
on optional repairs, but if you sit and wait, they will work on optional repairs for as long as you want
to wait for. Just because you can drive away may not mean you should - if your car has severe
damage it may be difficult to drive and off pace unless you spend time fixing it up, it is up to you to
make that decision.

- Any penalties are served once all regular pitstop activities and required damage repair are
completed, but before any optional damage begins repairing. The flagger guy will hold you in your
stall until the penalty is served, then lift his lollipop and you may choose to drive away if you don't
want to spend time working on optional repairs.

- If required repairs plus penalties will take more than 30 seconds, or if optional repairs will take
more than 30 seconds, the pit crew will turn off the engine until the end of the pitstop so that engines
won't blow up from overheating while idling for a long time. Pressing the accelerator or using the
starter will tell the pit crew to turn the motor back on if you want to drive away during optional repairs,
but they will keep turning the motor off if you leave it idling again.

- Now that we have the pit crew making repairs, we no longer need the old style "fast tows" that
instantly reset the car to brand new during races which is useful in lower level races to give drivers a
chance to continue after a wreck. Instead, and more intuitively, the pit crew can do "fast repairs,"
which they will do at the start of your pitstop in an instant before commencing the rest of your pitstop
sequence if you have a "fast repair" available. The pit crew will do a "fast repair" if anything on the
car needs any repair at all, and consumes an available fast repair. If you pit with a perfectly
undamaged car, a fast repair will not be used up. When you have used up your available fast repairs
for a race, the pit crew will only be able to repair the car in the normal, slow, not-100% fashion. This
fast repair will fully fix anything that is broken on the car to brand new, and magically cool off
anything that is overheated (so that your motor will not immediately re-explode). But your pit crew
will still have to replace tires and add fuel as usual.

Impala A

- Now has a new pit crew, who can make repairs to the motor, body panels, and suspension. The
fuel guy now uses 2 cans for fueling instead of continuous fueling: 1 can will be used for up to 12
gallons, or if adding more than 12 gallons then 9.5 gallons in the first can and the rest in the second
can.

- Starting fuel level is now fixed at 18.7 gallons at all times.

- Minimum and maximum crossweights depend on track.

- Setup updates to match new stricter tech limits.

Impala B

- Now has a new pit crew, who can make repairs to the motor, body panels, and suspension. The
fuel guy now uses 2 cans for fueling instead of continuous fueling: 1 can will be used for up to 12
gallons, or if adding more than 12 gallons then 9.5 gallons in the first can and the rest in the second
can.

- Starting fuel level is now fixed at 18.7 gallons at all times.

Silverado

- Now has a new pit crew, who can make repairs to the motor, body panels, and suspension. The
fuel guy now uses 2 cans for fueling instead of continuous fueling: 1 can will be used for up to 12
gallons, or if adding more than 12 gallons then 9.5 gallons in the first can and the rest in the second
can.

- Starting fuel level is now fixed at 18.7 gallons at all times.

- Collision strengths updated so the car responds more realistically to impacts.

Dallara
- Now has a new pit crew, who can make repairs to the motor, and make minor fixes to the rear wing
and suspension, and fully replace the front wing if it has any damage, but can't fix any other body
damage.

- Weight jacker must be zero to pass tech, and it's range is limited to +/- 6 clicks.

- Front ARB and rear ARB preload is reduced from +-200 lb-ft to +-50 lb-ft.

- More accurate Weight Jacker note explaining how to pass inspection.

- Decal updates for the 2011 season.

- New mirrors.

- Adjust rear camera so it's not inside the caution light.

Williams FW31

- Now has a new pit crew, who can make repairs to the motor, and make minor fixes to the rear
wing, and fully replace the front wing if it has any damage, but can't fix any other body or suspension
damage.

- Now has more drag if the car is touching the ground.

Riley DP

- Now has a new pit crew, who can make repairs to the motor, body panels, and suspension.

- Collision strengths updated so the car responds more realistically to impacts.

Mustang FR500S

- Now has a new pit crew, who can make repairs to the motor, body panels, and suspension.

- Collision strengths updated so the car responds more realistically to impacts.

Lotus 79

- Front and rear anti-roll bar arms are now adjustable in-car, with stiffer front arb arm lengths.

Star Mazda
- Decal updates for the 2011 season.

Sprint Car

- Reduced steering lock to reduce visual intereference between front tires and suspension links.

- Added constants to limit aero effect from draft. Reduced most to 50% effect, Oversteer reduced to
25%.

- Fixed missing alpha channel on pattern 011.

- Specular maps adjusted so that they work better at night tracks.

Release Notes for March 21, 2011

- Added new car sponsors for Race For Japan, and Playseat.

- Fixed a bug in the admin !clear command so that the driver having a disqualification cleared can
continue racing.

2010

Release Notes for 2010 Season 4


Website:

Test Panel

- No longer reloads the entire page when changing car/track/config.

- Added links to car forum.

- Fixed night mode handling so it will load a night track when it should.
Race Panel

- Added car forum links.

- Added series schedule links.

- The session selection box will be hidden if the service isn't running.

Series Pulldowns

- Modified these throughout the site to separate road from oval and eligible from ineligible and active
from inactive. This should make the pulldowns more usable as we're always adding more series to
the list.

References Menu

- Added sporting code link.

Spectator Mode

- The number of drivers in a session should be correct now. It used to always show 0.

- You will now be asked to select a car when spectating a multi-class session. This allows you drive
that car on track in spectator mode.

- Additional filters have been added to the spectator page.

Online Status

- Changed various popups to include session information. An example is if your service isn't running
you wouldn't see the details of what your friend is doing. This should be implemented better now.

Driving School

- Changed the driving school certificate button to redirect you to the awards page rather than
launching the pdf.
References Menu

- Added sporting code link.

Identity Section

- Added a link from your name to your career stats page.

Hosted Sessions

- IE8 fixes to host a race functionality.

- Resized fixed setup dialog to make it more usable.

Updater

- Fixed progress handling so we will reload the page automatically after installing updates.

Member Profile

- A new Driver Profile section has been added to the Community widget on the Dashboard. With
this widget members will be able to share info about themselves with other members. Members can
upload a photo, input personal information, or write a bio about themselves.

Member Stats Overhaul

- The STATS -> Personal/Friend/Studied sections have been redesigned. The top of the page works
similarly to the Driver Profile widget and displays driver profile information. The area below has been
split into two tabs: Career and Awards. Career displays the standard career summary. The new
Awards tab will serve as a location to collect/display certificates which drivers have earned for
winning season racing competitions/completing the driving school/etc. It will also be the future home
of a now-in-development iRacing Awards system where drivers will be able to work towards a variety
of goals and track their progress towards achieving them. NOTE: Certificates will display
retroactively if you have earned any in the past, but not immediately with the rollout of the build. We
need to run a process later in the week to make this happen.
iRacing World

- iRacingWorld will soon be closed. Along with this build direct access to iRacingWorld through
members.iracing.com has been disabled. In one months time the site will be turned off altogether. If
you have files you would like to save off of iRacingWorld before its closure, it will remain accessible
at the following link www.iracingworld.com.

Simulation:

General

- Fixed hack that let people change the driving camera while hitting the drive button.

- Patched bug that let a driver change his screen name.

- Added in hotkey to adjust driving view (VanishY) up and down to help make dash more visible. The
default keypresses are shift-[ and shift-].

- Scenic camera focuses on center line instead of race line. May help keep the cameras out of the
wall.

Spectating

- Can test drive a car on track while spectating a race, without being visible to the other drivers.

Sound

- Tweaked volume of sound sources to properly account for delay from sound travel time when stuff
is moving. For example, incoming cars are quieter and outgoing cars are louder, and in a fast pack
cars ahead will be louder and cars behind will be quieter.

- On-car cameras can now use a set of on-car engine sounds that are different from the in-car and
out-of-car sounds. Only the Williams FW31 does this at this time.

Telemetry SDK

- Tire and Gauge data is now output in the telemetry SDK.


- The telemetry SDK was wrapped into a proper DLL and a demo application was written in C# to
support it.

Chat

- Increased number of chat messages visible to 1024.

- If you are a driver, spectator chats can now be seen when exiting your car and you can chat with
spectators via a new toggle button in the chat box.

- Improved coloring of chat messages to make spectator chats more obvious.

- Spectators can chat even when chat is disabled with the !nchat command.

- Removed spchat/nspchat commands.

Black Boxes / Pitting

- Cleaned up black box and pitting bugs that gave cars a full tank and fresh tires during a tow. And
improved refueling controls.

- Enable black boxes during time trials and in qualifying.

- Fixed a bug that allowed cars to get pit service even when parked into the pit travel lanes.

- F4-F8 black boxes now remember which control you were adjusting. The HOME key will reset the
currently selected control on one of these pages back to the top which is useful if you were using
scripts to adjust these items.

- F2 Standings black box now shows other cars' results when in oval qualifying.

- All cars: F7 black box title should now be "In-pit Adjustments" and F8 title should be "In-car
Adjustments"

Graphics

- The illumination model is greatly improved producing brighter brights and better contrast.

- Many of the track and car textures have been adjusted to more correct levels of relative brightness
and color.
- Trees, walls, fences, and many trackside objects may now cast shadows very cheaply via the new
advanced graphics option, "shadow maps". There are several related options to enable it (note that
the settings are on both the graphics and replay options tabs, so you can set each mode differently):

1) First select either "shadows maps on everything", or "shadow maps on tracks/cars". The main
difference is that "everything" adds a lot of the terrain to receiving shadows. If you have a fast
system, pick "everything", if you have a slower system, pick only "track/cars" at first. Expect a 5% to
10% FPS drop, depending on your selection here (compared to no shadows).

2) For sure, try enabling the related "trackside objects" option. If you later have any new loading
problems at larger tracks (and you have an AGP or older GPU), it may help to turn this off, as it
requires a little more video memory. Most systems will be able to enable this, and it is worth it!

3) Enable the "Prefer shadow maps" option. This indicates that if you have both shadow maps and
shadow volumes enabled, you would prefer that objects cast shadows using shadow maps. This is
usually faster (and better in many cases). When checked, walls, and opaque portions of trackside
objects will cast shadows via shadow maps rather than shadow volumes when both are enabled.

4) (optional) If you have a really (very) high end system and want shadows from cockpits and cars
(or you want them in replays) then go ahead and enable shadow volumes in addition to the above.
Currently the cockpits and cars can only cast shadows via shadow volumes. Enabling 2-pass will still
be very expensive to enable, so you might want to reserve that for replay mode only. 1-pass shadow
volumes are actually about 20% faster now, if you also have shadow maps enabled and preferred.

- A crowd detail option has been added to the advanced graphics options. Selecting "high" detail
crowds adds a backside to the spectators at many tracks - useful for replays, but not so important
when driving. "Low" is the same setting as in previous builds, the old front side only crowds. "None"
is new option to turn off (or greatly reduce) crowds at many tracks during on-line events - useful if
you suspect crowds cause a large drop in FPS for your system. Suggested setting is high detail for
replays, and low detail (on none on lower end systems) for racing.

- The advanced graphics options for improving car texture appearance have been renamed, but
work the same as before.

- Night lighting is now properly adjusted for sRGB gamma. Cars on track shouldn't get so dark in the
dimmer spots - the illumination now appears more even.

- Enabled IZ3D to operate without causing a loading error 68. If anyone is currently using the IZ3D
driver with a custom workaround (d3d9.dll) that we made for you please try it without the special
d3d9.dll (rename it or copy it somewhere safe) and see if now works OK without the workaround.

Tracks

- Mosport and Indianapolis/Road now have gained time checkpoints to prevent cutting pit entrance
to gain laptime.
- First couple of pit stalls at Brands Hatch tweaked so they don't aim right at that annoying solid rail.

- Martinsville checkpoints tweaked so not be able to sneakily get a fast lap time by driving the infield
just so.

Cars

- In-car adjustable increment and decrement controls are able to be mapped to controller buttons in
a new Options page In-Car tab. To make it easy to see which controls are available on a car, the
controls that are on the currently loaded car are highlighted, while the unavailable controls are
greyed out but still assignable.

- For cars that have it, a pit lane speed limiter is now available. The control is assignable, default is
the key A, which toggles the pit lane speed limiter on or off. When getting into your car it is off by
default.

- A tweak was made to the current tire model that improves tire damping characteristics. This is most
noticable on cars that run very low tire pressures.

- All-aids shifting should be a little bit less of a time loss versus the lower/no shifting aids in all cars.

- Updated how the auto-parking-brake releases so the Jetta TDI doesn't sometimes get bound up
trying to pull away from a standstill.

- The Riley DP updated with 2011 contingency decals.

- The Latemodel has slightly improved engine cooling.

- The Dallara now uses the Indy tires and aero package at Pocono, and now uses the road course
aero package at Centripetal Circuit.

- The Pontiac Solstice has updated tires to the latest version of our tire model, similar to the Mustang
and MX-5 tires.

ATT Williams FW31

- Introducing the 2009 AT&T Williams FW31.

- This is the first car for which we have written a setup guide, located within the Resources ->
Reference Documents area of the website.

- 3 downforce trims are available.


- Front flap angle and rear wing wicker can be altered for aero balance adjustments.

- Front suspension has corner springs, anti-roll bar, and heave spring.

- Rear suspension has heave spring and anti-roll bar only.

- Vehicle has 6 dampers: 4 corner dampers, and 2 heave dampers.

- Brake pressure and dynamic brake bias are available to adjust.

- While in pit-box and in neutral dynamic brake balance is shown on display.

- Ballast is moveable.

- Front and rear inerter masses are adjustable.

- Spec out diff locking with diff build.

- In-car adjustments are brake bias, three diff settings, engine braking, engine power and throttle
pedal response.

- Pit stop adjustments include front flap angle.

Mazda MX-5 Cup and Roadster

- Introducing the Mazda MX-5 Cup and Roadster. These cars are our new Rookie cars and can race
together in the same series.

The cars are more than just mirror images of each other. The Cup car is left hand drive, and uses
the 6-speed transmission available in the production car. The Roadster is based more closely on the
Japanese-spec NR-A version, with its 5-speed transmission and slightly smaller tires.

This may seem like a mis-match, but its closer than you may think. With the different gearing, the
Roadster loses a little bit in straight line acceleration, due to the bigger RPM drops between shifts,
but partly makes up for it with a better top (5th) gear ratio compared to 6th in the Cup car. Thats not
even mentioning the right hand weight bias that can prove beneficial on the predominantly
clockwise-run road racing tracks. However, the Cup car does have a potentially higher top speed (in
the draft) on the longer tracks.

- Gearing and setups are the big difference between the two. Gearsets are below:
Cup Roadster
1st: 3.82 3.136
2nd: 2.26 1.888
3rd: 1.64 1.330
4th: 1.18 1.000
5th: 1.00 0.814
6th: 0.79
Final Drive: 4.10

- Both cars are going to be fixed setup for Novice level races, so that takes a lot of the tinkering out
of the equation. Advanced level events in both cars will allow standard adjustment of alignments
(Caster, Camber and Toe) along with tire pressures. The Cup car will allow shock damping
adjustments as well as limited ride height variation.

- Roadster has Bilstein (non-adjustable) dampers and stiffer springs than standard production, but
not too stiff for daily use. (A good number of the racers that run the car at Tsukuba Raceway drive
the cars to and from the track, and even commute in them.)

- Cup car has Sachs 2-way adjustable dampers (Bump and Rebound) and are quite similar to the
Mustang shocks in their damping adjustment method. Bump is adjusted in clicks while rebound is
modified by 45 sweeps.

- Tires are BFGoodrich G-Force R-1s on the Cup car. The Roadster is going to run the same tires on
it, for consistency of performance between the two cars. The mandated tires for the NR-A car are a
Bridgestone RE-11 tire, but they arent a DOT-R compound, so to minimize any competitive
disadvantage it was decided to be consistent, even if not 100% correct in this particular case.

Release Notes for 2010.10.28.02

Today's update is just a small update to fix a handful of issues that have arisen. The spectator
driving issue is kinda nasty so we're pushing the fix out now to get that sorted out.

- Fix bug where a driving spectator could become visible to other drivers in a fully occupied open
practice server.

- MX-5 brake lights and damage now work correctly.

- In-car controls now operate regardless of what black boxes are open or closed.
- Added support for SoftTH 2.03 alpha.

Release Notes for 2010.11.01.02


SIM

- Fixed a bug where crashing Spec Racer's could crash the sim.

- Fixed an issue with anisotropic filtering within the sim so that the new shadow maps don't look so
jagged if you have anisotropic enabled within the sim. If you have AF enabled via the drivers, there
should be no difference.

- Fixed pattern 11 for the MX-5 Roadster so it works correctly.

- Fixed an issue with the Williams FW31 that has no noticable effect to anyone but us that normally
wouldn't be worth mentioning at all, but if we didn't include a release note people would wonder why
there is an update.

- Moved the new spectator-chat button so that it doesn't block chat text.

WEB

- Fixed hosted sessions issue where special characters in the session name could break your race
panel.

- Fixed driving school lesson links

- Fixed club logos on profile page and widget

- Fixed awards page display issues on IE7


- Removed rookie ttrating and irating from profile page

2010.11.10 Release Notes


- Removed the disabled Session Ticker

- Performance improvements to career stats page

- Fixed bug where we were displaying the wrong division on the career stats page

- Fixed stats truncation on career stats page

- Fixed last races display on the member profile widget

- Fixed filtering on the spectator sessions page


- Fixed member awards so you wont have to log out and log back in to see newly awarded awards

- Fixed member award pdf links on IE

- Performed number of hardware upgrades

Release Notes for 2010.12.13.02


- Tour Modified should no longer overheat and blow motors under normal racing conditions.

- Fixed a spotter bug where spotter describes which rule you have broken incorrectly.

- MX-5 Cup no longer has a brake bias adjustment in the garage, because the adjustment had no
effect. We had locked the bias at 72% but forgot to remove the UI element.

Release notes for the 2010 Season 3 build

Misc/Uncategorized

- The pace car has been switched to a Mustang. The Solstice pace car is still there for older replays.

- Allow SoftTH 2.0 DLL (pre-release version) to load without causing a loading error.

- More cars can be transmitted to clients due to improved compression techniques.

- Added in a ticker bar when spectating with the UI hidden (you can hide the UI with the space bar).
You can enable the tickers in the app.ini [Overlay] EnableTicker=1
- Throttle should no longer cause motor to rev up unexpectedly if you haven't moved any controls yet
like sometimes happens with Logitech wheels/pedals.

- Splits/delta key is now a mappable control in the Options screen, default behavior is the TAB key.

Graphical Updates

- Added support for night lighting at Richmond.

- Improved illumination levels at most of the tracks. The main difference is that the dark sides of
objects are darker with shadows disabled.

Cameras/Replays

- Force TV cameras to set damping and 'aim at group' to on.

- Added in control to FF/RW to next incident in a race with ctrl-NUMPAD1 and ctrl-NUMPAD3.

- New hot key '/<num><enter>' focuses cameras based on running order, similar to the
'*<num><enter>' hot key, so /1<enter> focuses on the car in first place.

In-sim Text Chat

- Pressing 'r' from either the driving screen or the session screen responds to the last person who
private messaged you.

- Improved driver name matching for chat private message targets: /<driver> message.
- <driver> can be: <name>, or #<car number>, or just <car number>
- Name represents the beginning portion of a name so bob matches on bob or bobby.
- You can string together multiple names using '.' to replace spaces so b.brown could match 'bob
brown'.
- Names must be specified sufficiently to give a unique result.
- If two names conflict but one is an exact match than that name is used. This is so bob.brown and
bobby.brown can be differentiated.
- The # symbol is optional to help make things faster.

- New chat target: /rc <message> sends a message to the admins of current event. (/rc is short for
race control)

- New chat target for admins: /all <message> sends a chat message to all drivers even if chat is
disabled.

- Spectators can text chat with each other but not with drivers. This includes spectators that are
administrators. In order for an administrative spectator to chat with the drivers they must use either
the /<driver> or /rc or /all commands. Or an administrator can allow spectators to chat with drivers
using the !spchat command.

- Added in support for administrative race control chat commands, type !help for a complete list of
commands. (You must be an iRacing official or the owner of a hosted session)

Administrative Chat Commands

- Some commands may be shortened, the bolded part of the commands are the shortest form
acceptable.
- <> means a required parameter.
- [] means an optional parameter.
- <driver> is the name or number of a driver, same as described above.
- [message] is an optional message to be appended to any admin command.
eg: the command '!remove #32 Banning for reckless driving.' would send out the notification:
'#32 was removed from the system. Banning for reckless driving.' to all drivers.

!help [command]
!? [command]
- Print list of commands available, or list additional information about individual commands.
- So '!help admin' would output detailed help about the admin command.

!admin <driver> [message]


- Give other drivers admin privileges.

!nadmin <driver> [message]


- Remove admin privileges from driver.

!remove <driver> [message]


- Permanently remove a driver from the race, can remove spectators as well.

!yellow [message]
- Throw a yellow if not already active, issue during 1 to go, to extend the caution.

!waveby <driver> [message]


- Move car up to next lap and send to the end of the pace line.

!advance [message]
- Advance to next session (qualify to grid, etc).

!chat [driver]
- Enable chat for all drivers.
- If driver is specified, re-enable chat for that driver.
!nchat [driver]
- Disable voice/text chat for all drivers except administrators.
- If driver is specified, disable chat for that specific driver only.

!spchat [message]
- Allow spectators to chat with drivers.

!nspchat [message]
- Disable spectator to driver chat.

!black <driver> [time] or [L(laps)]


- Give a driver the black flag.
- Default is a stop and go, optionally specify time or laps to hold.

!dq <driver> [message]


- Disqualify a driver from the race, but do not remove them from the server.

!eol <driver> [message]


- Move driver backwards to end of pace line.

!clear <driver> [message]


- Clear all pending or active black flags, dq's or eol's for a driver.

Telemetry API

- Extended external telemetry API to output data on current status of the race.

- New sample program to demonstrate updated API.

- Added a new forum for downloading API files and discussion: Technical & Help Forums > iRacing
API's and Development Discussions

All Cars

- Vehicle body damage affects aerodynamic drag, downforce and balance, and can affect engine
cooling on some cars.

- Heavy impacts can now cause engine damage and failure, and coolant, oil and fuel leaks. (The
leaks just reduce the levels of liquid in your car, and are not visible and do not affect any surrounding
cars or the track.)

- Reduced pitstop time variability.

- Oval opponent car now display appropriate wheel camber for road courses versus ovals.
- Many cars have had visual improvements to their tires and other bits and pieces.

Impala A

- Tire performance, temperature and wear modified for all tracks.

- Updated front end suspension geometry.

- Increased front anti-roll bar options.

- Aero map coordinate transform improvement.

- Drafting and traffic aero adjustments.

- Point mass repositioned with graphical origin.

- Gauge accuracy improved.

- New default setups. ** Not all the default setups have been finished yet, but the first couple of
events have been updated. The rest will be updated soon.

Impala B

- Tire performance, temperature and wear modified for all tracks.

- Aero map coordinate transform improvement.

- Drafting and traffic aero adjustments.

- Point mass repositioned with graphical origin.

- Gauge accuracy improved.

- New default setups. ** Not all the default setups have been finished yet, but the first couple of
events have been updated. The rest will be updated soon.

- The fixed setups to be used for this season are included in the iRacing Setups in the garage. ** Not
all of the setups have been finished yet, but fixed setups for the first couple of events are in there.
The rest will be updated soon.

Silverado
- Shift light comes on 500 rpm before rev limiter chip.

- Gauge accuracy improved.

- New default setups.

Late Model

- Fixed shock 'weight jacking.'

- Larger nose weight adjustment increment.

- Additional setup variables available in garage.

- Point mass repositioned with graphical origin.

- Swaybar display now only shows clearance and removes offset.

- New default setups.

SK Modified

- Massaged rear suspension damper rates to improve handling.

- New default setups.

Tour Modified

- Improved tire model and increased rev limit from newly available data.

- New default setups.

Dallara

- Tire performance curves modified for all tracks.

- Increase tire stagger at ovals as per latest information.

- Front and rear wings adjustable during pitstops.

- Centripetal Circuit loads the road course chassis.


- Increased braking capacity.

- Point mass repositioned with graphical origin.

Corvette C6R

- Increased steering force feedback to improve feel.

- The fixed setups to be used for this season are included in the iRacing Setups in the garage.

- Increased grip fall-off with tire wear.

Radical SR8

- Point mass repositioned with graphical origin.

- Slightly increased shock damping.

- Aerodynamic forces slightly improved while adding the aero damage.

Ford Falcon V8SC

- A small tweak to tire feel.

Mustang FR500s

- Corner weights now displayed in garage screen.

- Increased oil and water cooling.

Lotus 79

- Rev limiter is removed.

Star Mazda

- New default setups.

Fixed Setup Events


- The ability to run fixed-setup races has been added in this build. Fixed-setup hosted sessions can
be created. Some regular iRacing series also use fixed-setups, and will be so designated.

Fixed-setup iRacing series and Hosted Races must specify a race setup. This setup will be available
for use during testing*, practice, time trial, and race sessions. A separate qualifying setup may also
be specified. The qualifying setup will be available during testing*, practice and qualify sessions. If a
separate qualifying setup is not specified, the race setup will be used during qualifying.

*When the sim is started using the "Test Car on Track" button on the Race panel for a fixed-setup
series, the testing session will be fixed-setup, and will allow use of only the race setup and qualifying
setup (if specified) for the current race week in the series.

The system will ensure that only the correct car setups (race and/or qualifying) are available during
each session of an event. For example, during the practice session of a hosted race, both the race
and qualifying setups will be available for use, but during the race session only the race setup will be
available. If both the race and qualifying setups are available during a session, the race setup will be
selected by default. The Garage screen can be used to select which setup (race or qualifying) to
apply to the car. The car settings can also be viewed on the garage screen, exported, and saved
locally for future use.

The car setups used in fixed-setup sessions must reside on iRacing's servers so that the race
servers can load them and distribute them to all of the drivers in a race. When setting up a hosted
race, you will have the ability to upload the car setup(s) you wish to use. Once uploaded, those
setups will be availble to you to use in any future hosted sessions you create. The car setups that
iRacing distributes with the cars will be available on our servers so that you may use them in your
hosted sessions.

When setting up a hosted race, you may designate that the race will be fixed-setup. For a fixed-
setup hosted race, you must choose a race setup for each car that is allowed in the session. If the
hosted race includes a qualifying session, you may, but are not required to, specify a qualifying
setup for any of the cars allowed in the session.

- Steering ratio is adjustable in fixed setup events for cars that have this adjustment. Nothing else is
adjustable in any way during a fixed setup event.

Race Panel

- The Race Panel now supports session selection across event types. So from the race panel you
will be able to register for the next race, time trial, qualify or open practice directly from the race
panel.

- There has been some confusion regarding the "Cannot Change Car" button/message on the race
panel. This error message has been misleading because it would be displayed for multiple different
error conditions. Examples being the session is full or the registration period has ended. The error
reporting should now be accurate.

Test Panel

- The Test Panel has a "Night Lighting" option on Tracks for which this option is available.

Spectating Sessions

We have added the ability to join a race session as a spectator. You can select a race to watch from
three places. There is a new page under Events - Spectator Events that presents a list of all
currently active race, open practice and hosted sessions that are available for watching. You can
also select a race to watch from the myRacing - myRacers page (more on that in the online status
section below). Finally, you can use the new myRacers popup (more on this in the online status
section below) that is available just to the left of your iRating in the top right section of the user
interface in the members site.

There are a limited number of spectator slots for each race session. When you register as a
spectator you will see a "Watch" button appear in the race panel where you would normally see the
"Join" button. When you click the "Watch" button you will launch into the sim where you can watch
the race and communicate with other spectators. You do not need to have your driving peripherals
configured in order to watch a race.

Online Status

- We have added new functionality to help you to determine what your friends / studied / searched
for drivers are doing on the service and to easily join their race session or join as a spectator.

This new information is available in two places. First of all we have completely reworked the
myRacing - myRacers page. This page now displays a sortable table showing your friend / studied
racers along with checkboxes to filter the display. There is an online/offline indicator. If the indicator
is green it means that the member has been online within the last 2 hours. If the indicator is red we
will display the time of their last login. If a member is currently registered for a session you will see
details of their session. If the session is joinable for either racing or watching you can do so from this
page.

In order to implement this feature with acceptable performance we now limit your number of friends
and studied to be a maximum of 50 each.

- A new myRacers popup is always available just to the left of your iRating towards the top right of
the members site UI. A label dynamically updates to display a total of how many of your friends +
studied racers are currently online. Mousing over this label will display a list of your online drivers.
An icon to the left of each driver's helmet will indicate if you can join their session either as a driver
or spectator.
- There is a new setting on the general tab of the settings panel that enables you to hide your online
status from other members. At this time this is a simple toggle on/off. If you decide to hide your
status, people who have you on their friends or studied list or search for your information will see
"Member information is private" next to your name on the "My racers" page.

- There is a new label beneath the iRacing logo on the top left of the member's site UI that
dynamically updates to display the total number of unique iRacers who have been online in the last 2
hours.

Hosted Sessions

- In some cases we were removing hosted sessions from the page when the session was full rather
than just showing a "Full" button. This was confusing to members because a session would
disappear from the screen well before the registration period ended.

- When a hosted session was full we wouldn't allow people to re-enter the session who already had
a pit assigned. The problem case is as follows: Join a hosted session and withdraw, wait for the
session to fill up completely, if you now tried to get back in it would fail because no pits are available.
The correct behavior is to allow you back in because you already have a pit assigned to you. This
should be working properly now.

Transmission and Shifting Model

We have replaced our model of a car's transmission and how the driver causes the car to shift gears.
Previously, clicking out of a gear or into another gear would instantly do just that - regardless of
whether or not such a gear change was actually physically possible.

Now, your shifting inputs tell the sim what you're trying to do, and the sim tries to do what you ask -
the sim no longer instantly just shifts. Think of your shifting inputs as telling the sim, "I am
pushing/pulling on the shift lever." You will often need to hold the shift control for little while as the
shift goes through to completion before releasing, if you let go too early the sim will interpret that as
you letting go of the shift before the shift completes, probably leaving you hanging in neutral. If you
use an h-pattern shifter, then the shifter is automatically holding the next gear which makes it more
comfortable.

This is likely to require some time to adjust to, so do not be afraid of turning on the auto-clutch and
auto-blip shift aids when you need reliable shifting while you're still learning to feel out shifting with
lower levels of aids in practice and testing.

The currently engaged gear will not disengage unless the transmission is sufficiently unloaded:

- For upshifts, full throttle will definitely hold the current gear engaged. You will need to lift, use the
clutch, or hit the rev limiter to unload the transmission enough for the current gear to disengage.
- For downshifts, engine braking when fully off-throttle especially at higher rpm may well be sufficient
to prevent the current gear from releasing. You will likely need to use a little bit of throttle (which will
happen anyway if you are blipping on downshifts), or use the clutch to disengage the current gear. If
you are braking while holding down some throttle it will quite likely be too much throttle to allow the
current gear to disengage, unless you use the clutch to unload the transmission.

If you are using an h-pattern shifter control to shift with, moving the stick into neutral will ask the sim
to try to leave the current gear if it can. Selecting the next gear will tell the sim to attempt to engage
that gear once it succeeds in getting into neutral.

If you are using sequential controls to shift with, holding down the shift button is equivalent to
pushing on the shift lever to the next gear. If you let go of the button before the shift completes, you
may not have even left the current gear yet, or may end up in a neutral between the two gears.

Cars that have a sequential transmission can no longer be shifted with an h-pattern shifter. If you
have your h-pattern set as the preferred shifting method, the sim will give you a warning message
when you first get into a sequential car to start driving advising you that you will have to use your
configured sequential controls.

If you try to engage the next gear when the rpms are too mismatched, the gears will just grind and
the next gear will not engage. So that means that smash-it-into-1st race starts don't work any more,
as trying to grab 1st at high rpm is not healthy for the gearbox and you will hear nasty grinding
sounds. You'll want to engage 1st gear while the motor is not revved up and the clutch is pushed in
(the anti-stall clutch conveniently holds the clutch in for you if you are stopped and not revving the
motor). Then you do a race start via revving up the motor with the clutch pushed in, and doing some
kind of clutch drop. If you use the auto-clutch shift aid, it will hold the clutch in for you while you are
revving in neutral, so selecting 1st gear for your launch is acceptable. The auto-clutch shift aid will
release the clutch for you, but with a fractional delay.

For a dog-box transmission, the next gear can typically engage when the revs are within a few
thousand rpm - a pretty broad rpm range. You don't need to bother with the clutch, just appropriate
throttle lifts or blips to disengage the previous gear are all it takes to shift. This also means that you
can quite comfortably left foot brake with dog-box cars.

- Upshifts you want to do as fast as possible: press and hold your upshift a moment before you lift to
preload the shifter, then do the fastest lift you can for a really quick shift. It is possible to use the rev
limiter to unload the transmission and cause the upshift instead of lifting. If you are using sequential
controls, remember to press and hold the upshift button until the gear change finishes. Some race
cars have a built in throttle cut that engages when it detects pressure on the gear lever. For these
cars you don't need to lift at all, just clicking the button will trigger the throttle cut. But make sure not
to release too rapidly, or the shift may not be fully completed as you release pressure from the shift
lever.

- Downshifts can be done very quickly too. Press and hold your downshift a moment before you blip
to preload the shifter, then tap the throttle for a blip of the motor to minimize upsetting the car's
balance as the next gear engages. In most cars there will be enough engine braking torque that the
gear won't disengage until you tap the throttle for the blip, and remember to press and hold the
downshift button until the gear change finishes.

For the Solstice and other cars with synchromesh gears, the synchros do all the work when the revs
are mismatched. You won't hear a grind when you select the next gear while the synchros are doing
their thing, so the neutral timing isn't the same as a crash box. You don't absolutely have to use a
clutch for a synchro box - but the synchros are not even remotely close to being strong enough to
overcome the entire motor when trying to rev match so you have to get the entire motor to match the
correct rpms for the next gear yourself, but if you use a clutch pedal then the synchros can easily
match the transmission input shaft for you and make shifting a much faster and reliable experience.

When shifting with a real synchromesh gearbox, you engage the next gear's synchros by lightly
pulling the stick against the next gear, until the gear clicks into place. Unfortunately, the sim has no
ability to know that you're trying to select the next gear until you actually select the next gear, and
only then can the sim start working the simulated synchros. With sequential controls, the sim knows
you are trying for the next gear up or down, so you just need to press and hold the shift button until
the gear engages. With an h-pattern you need to actually click your next gear into place quite quickly
so the sim can start pushing it's simulated shifter against that gear's synchro. The timing of the
shifting process feels a little different to a real car. You'll have to get used to the timing of your shift
request but continuing to hold the clutch in until the gear finally engages before letting the clutch out,
unlike in a real car where you can feel the shifter clicking into place as the gear finally engages.

- Upshifts you typically want to do as fast as possible, but it's not as fast as a dog-box transmission
can do it: press and hold your upshift a moment before you lift to preload the shifter, then lift the
throttle while pushing in the clutch. As the next gear engages, you can push the throttle down again
and release the clutch. You could also choose to not lift, and just push in the clutch pedal until the
next gear engages. This method of power shifting will not make your clutch want to be friends with
you for very long. Or you could not use the clutch at all, but you have to lift off the throttle and wait
for what will feel like forever and ever until the engine drops enough rpm for the next gear to engage.
Remember to hold the shift button until the gear shift completes.

- Downshifts you will also want to shift as quickly as you can, to start working the next gear's
synchro. Press and hold your downshift a moment before you blip to preload the shifter while braking
with your right foot, then press the clutch pedal in with your left foot and roll your right foot somehow
to blip the throttle while maintaining smooth brake pressure at the same time, and when the next
gear catches, release the clutch pedal smoothly. This is called heel-toe downshifting, and it's very
hard to get a good feel for in the sim due to not being able to physically feel the response of the car
and the shift lever. It is possible to left foot brake and not use the clutch on downshifts, but it's hard
work on the synchros and you must make sure to blip the engine rpm well enough to match revs or
you'll be stuck in neutral fishing for a gear. Remember to hold the shift button until the gear shift
completes.

Sometimes if you mis-time your synchromesh gear shifts (particular if you don't use a clutch) you
can clear the synchro but still miss the gear engagement, and you will hear nasty grinding sounds
from your gearbox.

Some of the higher end race cars with sequential gearboxes can have fully automated shifting. You
just bang the shifter button and it does whatever it needs to do with the throttle to get the next gear
for you in a very short amount of time.

Here is a list of the cars we currently have and the type of transmission they have so you know what
style of shifting you will want to use with each:

Fully automated sequential:

- Dallara
- Jetta TDI

Dog-box sequential with throttle cut:

- Corvette C6R
- Ford V8SC
- Radical SR8
- Riley DP
- Star Mazda

Dog-box sequential:

- Legends Ford34C
- Skip Barber

Dog-box h-pattern:

- Impala A
- Impala B
- Latemodel
- Lotus 79
- Silver Crown
- Silverado
- SK Modified

Synchromesh h-pattern:

- Mustang FR500S
- Solstice
- Spec Racer Ford
Key points:

- If you are struggling to adapt to shifting with no shift aids, don't be afraid to turn on the auto-clutch
shift aid and perhaps even the auto-blip shift aid for important sessions where you need reliable
shifting. Like any physical activity you may have been doing for a long time it can take a while to
unlearn your old muscle memory habits and learn new ones.

- Sequential cars will not allow the use of h-pattern controls, like the Jetta has been doing for a while
now.

- Remember to think "press and hold" for sequential shift buttons until the shift is complete, it's not
just "click".

- Practice your timing so you press and hold the shift button before you blip on downshifts or lift on
downshifts.

Release Notes for 2010.08.11.02


- Bristol can now be raced at night.

- Impala A has all default and hall of fame setups updated for this season's physics.

- Impala B has all default and fixed setups updated for this season's physics.

- Lotus 79 has improved timing for shifting with all shift aids enabled.

- When spectating a race your own text chat is now gray like the other spectators.

- Fixed a bug that could allow pit service to occur while parked out in the pit lane.

- Fixed a bug that allowed assigning the same button to multiple controls.

- Fixed a nasty bump at the exit of the last turn at Lime Rock.

Release Notes for 2010.09.01

*** New Forums ***

Here are some of the features that the new forums will provide.

Post Ratings
- You can now rate each post in the forums from 1 to 5 stars
- Your average post rating (ratings you have received from other members) will be displayed in
profile box next to each of your posts

Signatures
- You can add your own customized signature to be displayed with your posts.
- gif images cannot be used in signatures
- signatures bigger than 700px x 128px will be truncated in the signature area.
- you can choose to not see any signatures in the forums

BB Codes
- Ability to imbed YouTube videos directly in a post
- google search phrases
- Quotes, Code, URL, and text formatting tags.

Smilies
-You can choose from a variety of smilies to insert into your posts

Attachments
-You can attach up to three items on each post - no need to reply to self
-Attached images will be displayed as a preview thumbnail image (clicking on image will open full
image in new browser)
-Attached files will provide a download icon with the file name and description of the attachment

Quick Reply
-You can now post a quick reply in any thread. It is a text entry area at the bottom of the page that
allows you to post in a thread without it actually being a response to another poster.

Polls
-All members can now create polls. When creating a new thread, you have the ability to add an
optional poll

Your profile can now contain the following information (if you provide this information it will be
available to all members)
-ICQ UIN
-Aim username, allows other members to click on your aim icon and easily add it to their chat client
-MSN Messenger username, allows other members to click on your msn icon and easily add it to
their chat client
-Yahoo Messenger username
-Your website creates a link that will go directly to the website you specify
-Biography area , provides an area to add information about yourself

Online Status
-There is an online status indicator in the new forums. This is not in any way tied into the online
status indicator of the member site.
-You can choose to hide your online status in the forums profile section.

Purging Old Posts


Threads that go 6 months without a new reply or update will be purged from the system.
*** Archived Forums *** - the forum software we are replacing.
The current forum will become an archive for a limited time. All categories in the original forums will
be set to READ ONLY.

*** Member Site Updates ***

Hosted Sessions Joining / Withdrawing


We fixed a bug that was preventing people from rejoining hosted sessions in some instances. This
area has been the source of a lot of confusion so lets take the opportunity to explain how it works
now
- The host is no different than any other hosted session participant with regard to ability to
register/withdraw/rejoin a session.
- If you withdraw from a practice-only session you will be allowed to re-register for the session if a pit
is available and registration is still open. With these types of sessions pits are relinquished as drivers
withdraw so if you see that there is room in the pits taken column you should be good to go (with the
caveat that there is a cache delay which means that somebody withdrawing from a session will not
be immediately reflected in the pits taken column on the hosted sessions page even if you refresh).
- If you withdraw from a session that has a race component you will be allowed to re-register as long
as registration is still open. With these types of sessions pits are not relinquished as drivers withdraw
so you will be allowed to jump back in.

We advise that if you are the host of a session that includes a race component and you intend to
race you should register as soon as you create the session to reserve your spot.

Driving School
-Fixed buttons to launch into the sim directly from the driving school.

Personal Stats Page


-Fixed Last 10 Races section to not display gross club points for rookie races.

Language Support
-The following documents have been translated to Chinese
Quick Start Guide, User Guide, Sporting Code, Centripetal Circuit Guide, The World Cup, The
Nascar Pro Series DWC, The Road Racing Pro Series DWC.

Release Notes for 2010 Season 2

The Impala A, Impala B and Silverado have finally arrived to go with the rest of the update.
Multi-Class

We have added support for multi-car / multi-class official series and hosted racing.

When you join a multi-car / multi-class session you will see a new modal car selection popup that
prompts you to choose what car you will drive in the session. If you always run the same car in a given
series and you don?t want to be prompted to select a car every time you register for a session you can
click on a link in this dialog to hide the dialog in the future. If you choose to disable the dialog in this
way you can still change your car by clicking the ?Change? link on the race panel or by going to the ?Car
Selection? page under ?Series? in the navigation bar. You can also re-enable the modal popup by
clicking the ?ENABLE MULTICLASS POPUP? button on the new ?General? tab on the settings panel. You
can access the settings panel by clicking on the icon on the right edge of the navigation bar.

Please note that for hosted sessions and open practices you cannot change cars after you have
registered for a session so be careful to get it right the first time.

When you create a hosted session you can now configure up to 3 different car types for inclusion in the
session. You?ll notice new + / - buttons to the right of the car pulldown for this purpose. There is also a
new radio that determines how we group your cars into classes. The default is to put all of the cars into
the same class. The result is a single-class session with multiple car types all competing against each
other. If you select the ?One class per car? option the session will be treated as a multi-class session
where there we use a distinct class for each car type.

Each additional car type added to an event increases load times for each participant and also consumes
substantial amounts of memory. Note that some lower end computers may not be able to successfully
fit all of the graphical resources required for multiple cars into video memory and may encounter
loading errors at startup.

You must own all the cars included in a multi-class event in order to participate.

If a session has multiple classes you will see a new button bar at the top of the event results that allows
you to view class-specific results or view the overall results.

The ?Join a Race? page should show you what cars are configured for the session.
Any mouseover popups that display the number of registered drivers will now display the number of
registered drivers by class. These fields will also overlay a multi-class icon if the session is configured for
multiple classes / multiple cars.

Any mouseover popups that display the drivers in a session will display the car that each driver selected.

Any mouseover popups that display a dynamic list of drivers in a session (hosted sessions, open practice)
will provide a class dropdown to filter the list of drivers.

The series page has a new multi-class filter that you can use to display only multi-class series.

It is important to note that with multi-class series there are multiple simultaneous competitions taking
place. As a result when you view series stats on either the series home page or series stats page you will
need to select a car class to view.

The results archive has been extended to include a car class filter and display the car class.

The replays page has been extended to include a car class filter.

The last 10 races section of the personal / driver stats page has been modified to display the series and
car. We also added the winner?s helmet and the race splits popups.

The last 3 series section of the personal / driver stats page has been modified to include the car class.

The reigning champions gadget has been extended to display the champion of each class in a series.

Within the sim, multiple classes are shown as having a different background color per class behind a
car's car number in the various entries and results pages, and in the black boxes. The F2 and F3 black
boxes can cycle classes shown using the left and right arrow keys, and re-center on you with the space
bar. The F1 black box?s car ahead and behind entries display cars in your class when available. If you are
the last or first car in your class, then the first or last car out of your class will be displayed instead.
Service Status Gadget

- This has been extended to display the most recent postings in the iRacing.com Staff Announcements
forum.

Race Panel Series Selection

- The race panel has been extended to include a series pulldown that allows you to easily change series
without going to the series page.

Splits / Deltas

Sector split times and deltas are available for use as a driving training and improvement tool. In the
driving screen, use the Tab key to cycle comparison modes.

The intent of this mechanism is as a driver learning aid to help you figure out how to drive more
consistently and faster. As such, it's purely client side and has no communication of any kind with
anyone else. It has nothing to do with race control or scoring. You won't be able to see anyone elses
splits or deltas. Think of it as running a timing box on the dash of your car while you're out on track.

A track is divided into multiple sectors. The Split/Delta system keeps track of your best efforts through
each sector. If you do anything in a sector that is "bad", such as gathering any kind of incident point,
triggering a gained time, or spinning, or driving backwards, or whatever, then that sector is marked as
not being valid (or might even be completely thrown out!). When a sector or lap is considered invalid it
will show a * in front of the sector or lap time. This is actually a more strict check than how race control
keeps track of best laps of a session, so you may sometimes see your event results reporting a faster fast
lap than the Split/Delta tool recorded.

All ovals have a single split at the half way point, giving two sectors. Road courses have split points
defined in places where it makes sense - a few corners followed by a straight - so that each independant
element off the track can be seperated for analysis.

The Split/Delta system keeps track of your best lap of the session, as well as each individual best sector
of the session. The sequence of these best sectors combined together make up your Optimal Lap. This is
an indication of how fast you could be if you hit all your sectors as good as you have driven them. Each
sector and lap you complete is also compared against your best overall sectors and laps you have ever
done for this car and track combination. These overall best and optimal laps are saved to disk at the end
of your event so that the lap information is still there for the next time you visit the track.

Currently the system has 7 display modes that you can cycle through with the Tab key:

1- No display. But it is still quietly storing all your information in the background anyway.

2- versus your Overall Best Lap. The Delta compares against your best ever lap you have driven. If you
have not yet completed a best lap, it will compare against the optimal sectors that you have registered
so far.

3- versus your Overall Optimal Lap. The Delta compares against your best ever sectors you have driven
combined together, representing your current "perfect" lap.

4- versus your Overall Optimal Sectors. The Delta compares against your best ever sectors you have
driven, but the Delta resets to zero at the beginning of every sector.

5- versus your Session Best Lap. The Delta compares against your best ever lap you have driven. If you
have not yet completed a best lap, it will compare against the optimal sectors that you have registered
so far.

6- versus your Session Optimal Lap. The Delta compares against your best sectors you have driven in this
session combined together, representing your current "perfect" lap of this session.

7- versus your Session Optimal Sectors. The Delta compares against your best sectors you have driven in
this session, but the Delta resets to zero at the beginning of every sector.

This display is always off when you first join an event. When transitioning to gridding for a race, the
display will turn off if you had it visible, but you may still turn the display back on for the race. During a
race the available comparisons will only be against your driving within the race, not against your prior
overall bests, and will not save to disk.

The primary components of this system are the Delta Bar and Delta Time elements (Delta is a term for
difference). This bar and time display just below where the virtual mirror shows, just above your eyeline
when you are looking down the track. When you're busy staring at the track while driving, the intent is
that you can still easily identify whether you're ahead or behind, and gaining or losing time, relative to
some previous best sector, out of the corner of your eye, without losing focus on your driving of the
track.

The Delta Bar fills in from the center to either the left or the right. Left means you're behind the lap that
is being compared against, right means you're ahead. The current range of the Delta Bar is +/- 2 seconds
for road courses, and +/- 0.5 seconds for ovals. This range can be adjusted in your app.ini. The Delta
Time shows the exact amount you are ahead or behind. This number is + for being behind, - for being
ahead, and red for behind, green for ahead, and white for about equal. The Delta Time is placed directly
below the bar, it moves left and right as the end of the Delta Bar moves.

The Delta Bar's color changes with whether you are gaining or losing time. If you are going faster at this
particular spot on the track than the lap being compared against, the Delta Bar will be moving to the
right, the Delta Time number will be moving to the right too (and it's number will be moving in the
negative direction), then we color the Delta Bar with green. If you're losing time, it colors red.

As an example, imagine trying out braking deeper into a turn: as you brake later, you're travelling faster
in the braking zone, so you gain time. The Delta bar and Delta Text will move rightwards, the Delta Bar
will color green. Oh no, you've gone too deep in the corner! Your corner exit is ruined, so now the Delta
Bar and Delta Text move leftwards, and the Delta Bar colors red. You can see all of this out of the corner
of your eye, so you can get a quick feeling of what is better or worse while not having to take your eyes
of the track while lapping.

Another component is the information panel in the lower left. The upper portion is showing recent
sectors. The sector you are currently in is always at the top, with a golden colored time that increments
as the sector is in progress. The next line down is the previous sector that you just completed. Then up
to 3 prior sectors are shown, but dimmed out. Then there is the Split/Delta's notion of what it thinks
your last laptime was, your best laptime, and your optimal laptime. The Split/Delta system keeps track
of your laps independantly of Race Control's timing and scoring efforts.

The sector information shows your time for each sector, and a delta against either your best lap's sector,
or your optimal lap's sector, depending on the display mode you are using. If a sector is a new personal
best for this session, it's time is shown in purple instead of white.

On the Replay screen there is a small "Splits" tab in the lower right. Opening this tab will give an
overview of your current splits for this car and track combination. You can view either your overall or
session optimal and best split and lap times. You can click on an optimal sector or the optimal lap or best
lap to select that item, then use the Clear or Replace buttons to clear the selected item, or replace the
selected item with sectors or laps. Eg: you can clear your overall optimal lap, or replace your overall
optimal lap with your session optimal lap or overall best lap.

Networking

- Voice chat now sent on top of bandwidth cap so cars will not blink in and out when people are
chatting.

- New option in app.ini [graphics] serverTransmitMaxCars to limit how many cars the server transmits to
you without needing to use the dialup setting to limit your bandwidth. The intent of this setting is only
intended to help out people with slower computers. Setting the value higher does not cause the server
to transmit any more cars than it could fit into your bandwidth already. The range is from 10 to 64. This
is adjustable in graphics settings tab as 'Max Cars:'

Race Control

- Added a rule to penalize people who stay within another car while in a non-collidable state to get
artificially improved drafting. After 5 seconds of being within another car when outside of the pitlane
and over 10 mph a warning to cease overlapping will appear with a furled black flag. After 10 seconds a
stop and go black flag will be issued.

- The reckless driving black flag for driving backwards now becomes less strict the further from the
defined racing lines a car is. This helps to minimize accidental reckless driving black flags when a driver is
lost out in the weeds at wide open tracks like Phillip Island, or if people drive off down access roads to
park at the end of a race.

Cameras

- Initial pass at 'director mode' that aims the camera at the most exiting thing. It support's three modes:

* Focus on Leader - Always shows the lead car, pacing is only updated once per lap so this can be off for
a while.
* Focus on Crashes - If there is a wreck, we aim at it, otherwise we aim at the most exciting shot.

* Most Exciting - This tries to focus on the closest races.

- Effects of cars briefly disappearing on the camera aiming code should be reduced.

- Added a new hotkey to let you key in camera/driver transitions: '*' on the number pad.

*<car#>*<cam num><enter>

examples:

*12<enter> - focus on car #12 but keep current camera

*12*3<enter> - focus on car #12 and camera group 3

**3<enter> - keep current focus car but switch to camera group 3

- Analog mapping of driver look left/right was backwards, fixed now.

- Pasting a group of cameras followed by deleting the group should now set the active camera to be the
original starting group, instead of the group below it.

- Added new mode that makes all camera edits temporary, so the changes made are lost when the
camera changes.

- Add a 10x multiplier to key acceleration for fast edits without removing fine grain control.

- The display now refreshes when editing VanishX/Y and Near Plane while sim is paused.
- Look left/right controls and steering wheel controls are separated from the camtool so they can be
mapped to the same axis while driving and editing.

- New Split Screen mode that separates the user interface form the rendered track, so that you can
control the cameras in real time while capturing video. Use ctrl-alt-shift-home to cycle the modes, and
ctrl-alt-shift-page up/down to move the split.

Voice and Text Chat

- It is now possible to mute individual drivers.

- Incoming voice chat notifications are hidden when driving and voice chat is muted.

- Added muted indicator to voice chat notifications.

- Doubled the time the voice chat indicators stay on screen.

- Text chat can be disabled and enabled (while driving only) with a hot key.

Misc

- Owners of a hosted session can now permanently remove a driver from a race by typing the following
command in the chat window:

!remove #32 - remove given car number

!remove smith - remove driver with last name smith (first one found!)

!remove john.smith - remove driver with name john.smith

- Added app.ini setting [View] DriverRotateHead=0.0-1.0. This lets the drivers head rotate as the car
spins and may help some drivers see a spin more easily. Try a value of 0.2 for a reasonable effect.
Defaults to 0.0.

- Added app.ini setting [View] DriverHeadWobble=0.0 to 1.0. This limits how much the drivers head
wobbles when hitting bumps. Defaults to 1.0. This is useful to set to 0.0 for motion platforms.

- Added app.ini setting [replay] noRpyCtrlsOnNumpad=0/1 to remove all replay bindings from number
pad permanently. This is primarily for live broadcasters so they do not accidentally pause the session
while controlling the cameras.

Graphics

- ATI adaptive AA has bugs where trees go missing or blend into the sky, etc. A work around has been
added that helps the situation. If the issue still appears, you can enable even more workarounds to try
to help in renderer.ini:

[Graphics Options]

ATIAdaptiveAAFix=1 ; 0=off, 1=try to fix ATI adaptive AA driver bugs

Cars

- Many cars now have additional patterns and sponsor decals.

- Fixed a bug that had caused all fuel tanks to add their fuel at the center of mass of every car. Some cars
will now have a much greater change in balance between full to low fuel.

Impala A

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.
- The wing has been replaced with the new spoiler.

- Rear quarter panels adjusted for 4 inch drop.

- Increased power, rev limit and altered drag to correspond with 2010 Daytona 500 qualifying and race
pace speeds.

- Decreased engine cooling with qualifying tape configuration at Super Speedway tracks.

- The physical collision model better matches the visible 3D model.

- Slightly less engine braking.

- Slight tweaks to the tire performance.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Impala B

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.
- Raised the front end of the car to more accurately model valiance clearance on race track and reduce
tire through fender issue. Setups will need to be altered as moving the front end has moved suspension
geometry, increasing or decreasing static camber displayed in the garage.

- Increased drag at all tracks to correlate better with real life top speeds.

- The physical collision model better matches the visible 3D model.

- Slightly less engine braking.

- Slight tweaks to the tire performance.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Clamped rear end differential limits for Indianapolis oval and Martinsville

- One rear end gear available for New Hampshire oval.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Silverado

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.
- Small update to tire wear rate for all tires and grip change at Super Speedway tracks.

- Differentials clamped for each track.

- Increased weight as per NASCAR minimum requirements.

- Edited ride height limits.

- Slightly less engine braking.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Late Model

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.

Silver Crown

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.
SK Modified

- Weight reduced to legal limit, with full legal left side weight bias.

Star Mazda

- Tires updated to feel better to drive after they had unintentionally become more slippery than desired
after changes in recent seasons.

- The physical collision model better matches the visible 3D model.

C6R Corvette

- Tires updated to feel better to drive after they had unintentionally become more slippery than desired
after changes in recent seasons.

- The physical collision model better matches the visible 3D model.

- Slightly less engine braking.

- Show gain/loss on dashboard. This gain/loss is against your best clean lap of the current session.

Edit: switching from "pre release" to "release" and mentioning the delayed cars.

Edit: updated to final notes for the Impala A, Impala B and Silverado.

Release Notes for 2010.04.29.01


The Impala A, Impala B, and Silverado have had their 2010 Season 2 updates released. Here are the final
full release notes for all 3 vehicles.
Impala A

- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.

- The wing has been replaced with the new spoiler.

- Rear quarter panels adjusted for 4 inch drop.

- Increased power, rev limit and altered drag to correspond with 2010 Daytona 500 qualifying and race
pace speeds.

- Decreased engine cooling with qualifying tape configuration at Super Speedway tracks.

- The physical collision model better matches the visible 3D model.

- Slightly less engine braking.

- Slight tweaks to the tire performance.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Impala B
- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.

- Raised the front end of the car to more accurately model valiance clearance on race track and reduce
tire through fender issue. Setups will need to be altered as moving the front end has moved suspension
geometry, increasing or decreasing static camber displayed in the garage.

- Increased drag at all tracks to correlate better with real life top speeds.

- The physical collision model better matches the visible 3D model.

- Slightly less engine braking.

- Slight tweaks to the tire performance.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Clamped rear end differential limits for Indianapolis oval and Martinsville

- One rear end gear available for New Hampshire oval.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Silverado
- Torque distributed into the live axle is more correct. This makes the car more stable on throttle in left
turns.

- Small update to tire wear rate for all tires and grip change at Super Speedway tracks.

- Differentials clamped for each track.

- Increased weight as per NASCAR minimum requirements.

- Edited ride height limits.

- Slightly less engine braking.

- Added truck arm positions for both left and right sides in order to achieve 'truck arm split' as well as
different anti-squat.

- Slight change to garage screen layout. Cross weight now displays at top of page.

- Added cross weight max and min limits for tech inspection. The approved range is 40% to 65%.

Ford Falcon FG01

- Shadows can now properly cast onto the digital display in the cockpit view.
Release Notes for 2010.05.03.01

- A bug has been fixed so that replays will no longer generate nuclear explosion sounds, which were
particularly noticable in Ford Falcon events.

- Tire wear from unloaded tire lockups (such as when dragging an inside front tire into a tight turn) was a
little more than we intended, and has been reduced.

- Various web site fixes have been made that will make the personal stats, results archive and hosted
results pages work properly on IE.

Release Notes for 2010.05.17.01


General

- Hosted sessions now have the same wind speed and direction as our online sessions.

- Fixed a bug that would cause SR to be computed incorrectly when demoting a Pro license holder into
Class A. The incorrect SR would self-correct the next time the driver competed in an on-line session that
impacted their SR.

- Changes were made to qualifying and race splits to support the upcoming iRacing.com World Tour Indy
500 event.

- Enabled ctrl-c, ctrl-x, ctrl-v to Windows clipboard for text input widgets within the Simulation.

- Ctrl-c will copy a description of the selected lap in the Splits tab into the Windows clipboard.

- A new helmet pattern is added.


Multi-Class

- Fixed a bug that was impacting a small number of IE8 members. The bug was preventing members
from entering multicar/multiclass sessions because some IE8 instances incorrectly report their version in
such a way that the browser appears to be IE6. This rendered the car selection dialog unusable.

- Fixed bug on series home page where standings were not being displayed for single class series.

Race Panel

- Changed series selection dropdown to redirect to the series sessions page

Car Collisions

- Fixed a bug in car chassis to ground collisions where the sim could fail to detect chassis grounding for a
short while causing a bit of an explosion when it finally realises the chassis has sunk into the ground.

- The impact threshold for car to car contact earning 4 incident points has been increased.

- The following vehicles have had their physical collision model improved to better match their visual
model to help reduce "phantom" collisions:

. Dallara IndyCar
. Legends
. Lotus 79
. Radical SR8
. Riley DP
. Skip Barber Formula 2000
. Star Mazda
Dallara IndyCar

- Now has an additional car pattern.

- No longer gets as aero loose when cars are right behind.

- New default Indy setup.

Ford Falcon

- Engine sounds have more bass.

- In the garage disconnecting the front or rear antiroll bars while making setup adjustments now entirely
disconnects the antiroll bar, instead of switching it to the one directional behavior that the oval car
antiroll bars have.

Star Mazda

- No longer gets as aero loose when cars are right behind.


Release Notes for 2010.05.21.01
Here are the remaining 5 cars that were supposed to have been updated last week but had a variety of
little unexpected bugs that required us to un-release them. Those bugs have now been fixed.

Car Collisions

- The following vehicles have had their physical collision model improved to better match their visual
model to help reduce "phantom" collisions:

. Impala SS
. Impala SS B
. Silverado
. VW Jetta TDI

Impala SS

- Added our NASCAR Hall of Fame setups to the list of setups we supply.

- Increased grip on road course tires.

Impala SS B

- Increased grip on road course tires.

- Some visual updates have been made to match the 2010 season.

- Fix the problem where other cars around you could be sparking against the ground a lot.
Ford Falcon

- Engine sounds have more bass.

- In the garage disconnecting the front or rear antiroll bars while making setup adjustments now entirely
disconnects the antiroll bar, instead of switching it to the one directional behavior that the oval car
antiroll bars have.

Release Notes for 2010.05.28.01

- Fixed a bug that could cause the sim to crash during races whenever they towed or tried to get back
into their car for the entire rest of the race.

- The splits/delta utility should now be more tolerant of internet time synchronization issues between
client and server which could cause a sector to stop recording.

- Mosport now has split time sectors properly configured, it had been missed when all the tracks had
their splits added. This will cause any existing Mosport splits data to be forgotten.

Release Notes for 2010.06.22.01


Miscellaneous

- The Ford Mustang FR500S is now available.

- Added some Mid-Ohio finishing touches and fixes.

- Fixed bug where club stats were always showing 0 on personal stats page.

- Fixed lap chart bug where the finishing positions weren't being displayed properly.

- Fixed javascript error on series stats pages.


- Fixed license button filters on the results page.

- Added onkeyup handler to paint shop font and sponsor pulldowns so you can easily shop for fonts and
sponsors with up/down keys.

Driving School

You'll see the new driving school under Resources in the main navigation bar. The driving school is
segmented into chapters. Each chapter has a video associated with it and 0 or more driving exercises
associated with it. You can navigate through the chapters by selecting them from the pulldown. This
will populate the bottom part of the UI with information about the chapter.

If driving exercises are associated with the chapter you will see the familiar buttons that tell you
whether you need to update, buy content etc or if you can join the in-sim driving exercise. You will also
see a notes icon that you can mouseover to get tips on what you should try to accomplish in-sim.

Another option for navigating the chapters is to use the horizontal playlist that is positioned just below
the video player.

You will notice that each video in the playlist has a checkmark overlay. As you watch the videos you will
see the checkmarks turn green. When you have watched watched all of the videos and you can see
green checkmarks on all of the video thumbnails you should see a congratulations message with a
"Download Certificate" button. Clicking this will generate a PDF of a driving school certificate.

If the videos aren't playing smoothly there are a few things you can try to improve your experience:

- Use the quality pulldown above the player to load a lower quality video. This system will remember
your selection so you only need to do this once.

- Buffer the entire video before playing. To do this you should play a video and as soon as it starts press
the pause button. You will see the gray scrubber bar extend to the right as the video data is loaded in
the background. When the bar moves all the way to the right you should be able to resume playing the
video without interruption.
- Close any other applications you have running in the background. If the video is completely buffered
and still won't play smoothly it means that your PC is resource constrained. Closing applications will free
up memory and cpu and should improve your viewing experience.

If the videos don't play at all you may need to enable cookies from download.iracing.com.

If the videos aren't caching properly in your browser you may need to increase the size of your
browser's disk cache. Please refer to your browser documentation for instructions on increasing this
setting to at least 250Mb.

The driving school exercises do not require that you purchase a car or track. The only difference in-sim
is that we created 3 new track configurations that include driving cones. You should see new
configurations for summit, laguna seca and lime rock. You can access them from the driving school or
from the test panel.

Release Notes for 2010.06.30.02


- Thompson International Speedway is released. This track is a new free track for everyone. If you see
the web site asking you to buy it for $0.00 you may need to log out then log back into the iRacing
website to have it show up in your list of tracks.

- Tour Modified car is added. This new oval car is a more powerful SK Modified, and is a part of the SK
Modified car package. If you already own the SK Modified you will find this car in your list of available
cars. These two cars now show up in the car list dropdown as "Modified - SK" and "Modified - Tour"
Release Notes for 2010.01.18.01 - 2010 Season 1
Some items that are not on this list that I had discussed in the forums are aero and tire changes for the
three premier oval cars and a better transmission model.

We were not happy with how testing has gone with both of these updates and have decided to hold
them off from this deployment. The truck, nationwide and COT aero and tire changes should hopefully
be rolled out next week. The transmission model may take longer than that to be in a state we feel is
ready for public use.

Web Site

- Added World Cup statistics pages for the RACC Runoffs, RACC Finals and World Cup Finals. These are
all accessible from the ?Stats? top level navigation bar item.

- Added restart configuration option to hosted sessions so you can select single file, double file with
lapped cars on the inside or double file with lapped cars at the back.

- The Update Manager now shows file size in units (k, M, G) appropriate to the size.

- The Download/Installation progress indicator in the upper left corner of the site should now carry
through to completion, barring any error condition or user abort.

General

- All tracks and configurations are now always available in hosted sessions.

- The Strength of Field (SOF) calculation has changed, which will slightly alter championship points paid
out in races. The new calculation more correctly weights the various iRatings in the field.

- The prefix "INCIDENT:" is removed from incident report messages in-sim.

- Drivers reconnecting to a server will now see previously shared group setups.
- remindbf.wav is added to TJ&L spotter pack.

- The sim can now recognize windows accelerator keys (volume up/down etc) as inputs in the sim. All
keys are supported except Cut/Copy/Paste. This should stop the bug where volume keys would cycle
the cameras.

- The right shift key is now recognized by the sim.

- Pressing a shift key now works in conjunction with keys on the num pad when num lock turned on
without having to turn off num lock.

Custom Paint Jobs

- Custom car/helmet/suit paint jobs are now supported.

The filename for a paintjob is just the customer ID with a .tga extension. The sim will also accept it with
leading 0?s to form a 6 digits number (which sorts better alphabetically). You can find your customer ID
by going to the My Account section of the iRacing website.

For instance, for a driver who has a customer ID of 12345, their custom texture in any of the below
directories would be

?12345.tga? or ?012345.tga?

The custom texture files need to be placed into the documents\iRacing folder, like this:

Helmets: docs\iRacing\paint\helmets\
Suits: docs\iRacing\paint\suits\
Cars (using the same structure as car setups):
RT2000: docs\iRacing\paint\cars\rt2000\
Rookie Legends: docs\iRacing\paint\cars\legends ford34c rookie\
The cars have to be 1024x1024 pixels in size. The suits and helmets must be 512x512. If they are the
wrong size they are ignored.

If the sim can't find a custom texture, it will use the driver's defined colors and pattern from the website
as usual.

A custom texture will be loaded and used even when loading older replays that were made before the
custom texture was added or changed.

Custom textures are not automatically uploaded, downloaded, transferred, mailed, delivered, etc, in any
way. Customers will have to put them up somewhere themselves, and others will have to download
them themselves.

Cameras

- Added support for copy/paste of groups of cameras even across files. Pasting a group makes a new
copy of all cameras in the group.

- All camera tool sliders now have edit boxes.

- Added a quick set button to adjust camera microphone gain based on current car position. Just click
and hold while watching a replay and it will set all cameras you view to the same relative volume.

- Camera groups can now be reordered.

- The scenic camera no longer interferes with the default cameras when the focus car disappears from
the view.

- Fixed mouse aim mode when in scenic mode.

- Does not save active camera group transitions to ini file when in scenic mode.

- Fixed bug that could reset active group if exiting sim while driving.
- Fixed chase views when focusing on pace car so that the camera no longer wiggles.

- No longer defaults to invalid camera group at load time.

- Group copy/paste properly grayed out when selecting a static group (on car cameras).

- Camtool only resets camera state when needed, volume etc should not cause camera to flash.

- Camtool updates more frequently when in slow motion.

- Statically aimed cameras as blimp, chopper, or chase cameras will now follow the motion of the
camera and not just point north.

Replay

- The replay now back patches skid marks and smoke and dust to move them under the wheels.

Race Control

- Added a new type of double file restart where the lap down cars get pushed to the back of the field.
Double file restarts will now be possible on road courses if set.

- Restart type is now selectable for Hosted races.

- During cautions the transition to double file should now occur at 2-to-go, except for road courses and
ovals of 2 miles or longer which continue to transition at 1-to-go.

- For the new double file starting mode, lapped cars get sent to the back at 2 To Go while staying single
file, then at 1 To Go the pace field will switch to double file. Unless the track is an oval over 2 miles long
or a road course, where the lapped cars will get sent to the back at the same time as the field switches
to double file at 1 To Go.
- Don't apply jump start rule if a driver entered then exited the grid and then missed the start and is put
into their pit stall.

- Cars that end a tow while a caution is in progress are now properly added to the pace field when
leaving pit lane.

Controls

- You can now unassign non-driving controls by pressing Enter when the control assignment pop-up
window says "unassigned" while waiting for you to give it a control. The 'Esc' key is still good for exiting
the control assignment pop-up window without changing the current assignment.

- Each car can now have it's own set of controls assigned. There is a checkbox in the bottom left of the
"Controls and Other Options" windows to tell the sim to use a custom controls.cfg for the car (the file is
stored in the car setup dir), or to use the default global controls.cfg.

Cars / Physics

- Some improvements and fixes have been made to the collision system. In particular, the player car's
chassis should interact far more correctly with the ground surface. Also of note is that curbs seem to be
more drivable.

- The anti-stall automatic clutch aid has been improved. (Although all our motors still can't actually stall)

- Drafting now actually reduces your car's downforce, not just drag.

- Atmospheric conditions used by the physics are now responsive to altitude, instead of being sea level
all the time. At higher altitude tracks there will be properly reduced engine power and aerodynamics
effects.

- Engine power has been recalibrated to match dyno reference conditions, which results in a couple of
percent more power when near sea level.
- Engine throttle response is reworked to more correctly match how real motors respond. There is now
much more response at initial throttle and less response at full throttle, varying with engine RPM, versus
the old mapping which had very little initial throttle response and a lot of response near full throttle and
did not change with RPM.

- Engines will now create smoke when damaged.

Dallara

- A default Indianapolis setup is supplied.

- The issue where legitimate setups would fail tech inspection at sim load time is fixed.

- Off-throttle engine braking reduced (per feedback from Real-World drivers of the Dallara).

- Downforce and drag has been tweaked.

- Tire grip levels tweaked to alter car balance (less understeery).

- Bump stop adjustments have been removed. Bump stops are now fixed in place at the end of full
travel.

- The aero calculator ride heights updated.

- A small tweak to the updated tire model on this car has been made that gives more grip loss when
sliding at high speed.

Riley DP

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted to match the numbers supplied by the
Manufacturer. Very small changes were made to the wheel inertias, again due to additional data from
the manufacturer. Engine inertia and the driveline inertias have been modified to more closely match
real world behavior.
Corvette C6R

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted slightly. Rear wheel inertia and engine,
clutch and driveline inertias are subtly massaged based on new data.

- Aero forces from body roll are improved.

- Brake bias in car adjustment is now limited to +/- 3%

- A small tweak to the updated tire model on this car has been made that gives more grip loss when
sliding at high speed.

Lotus 79

- Bump stop adjustments have been removed. Bump stops are now fixed in place at the end of full
travel.

Latemodel

- There is now more grip falloff with wear, and increased fuel use.

Star Mazda

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted. Engine inertia adjusted to reflect new
driveline engineering data.

- A small tweak to the updated tire model on this car has been made that gives more grip loss when
sliding at high speed.
Radical SR8

- Chassis inertia in all 3 axes (roll, pitch, yaw) has been adjusted per real-world driver feedback.

[b]Pontiac Solstice[/b]

- Clutch engagement travel changed to make clutch response correlate better with real world behavior.

Release Notes for 2010.02.01.01 Build


General

- Adjusting the UI scale via the ctrl-pgup and ctrl-pgdn hotkeys now changes the scale in 1% increments,
and the minimum allowable scaling is now 25%

- Added an app.ini setting to optionally allow the sim to keep playing sound when the sim loses window
focus.

- Added an app.ini setting to optionally allow the sim not to reduce the frame rate when the sim window
loses focus.

Race Control

- Race control will now wave lapped cars by the pace car the first time a caution reaches the one lap to
go point if they are ahead of the leader in the pace field, for single file and double file lappers-at-the-
back restart types.

- Fix bug where a rolling start could be delayed a lap if cars are slow pulling away from the starting grid.

- Fix bug where a car exiting the track could be left in the pace field, causing pace order problems.
Cameras

- Refresh display when editing VanishX/Y and Near Plane while sim is paused.

- Changed key step inc from one shot to repeat.

- Scenic camera no longer moves while paused and editing camera settings.

Tracks

- At Road America, fix bumps in turn 5.

- At Laguna Seca, updated bridge signage.

Cars

- Fix bug where loading old Dallara or Lotus 79 setups would use the old bump stop values instead of the
new restricted values. This also fixes a newly introduced cause of incorrect tech inspection failure.

- Fix bug where sim could crash when exporting Dallara setups.

- Fix bug where sim could crash when applying a setup while watching a replay.

- Fix bug where very rarely some users wouldn't be able to shift gears.

- Reduce the amount of downforce lost due to being in another car's draft.

- Tire interaction with certain road surface seams has been improved.
Corvette C6R

- Fix for speedometer not rolling over from 2 to 3 when speed hits the 300 kph mark.

Lotus 79

- Front and rear wing angles are now adjustable by half degree increments.

Star Mazda

- Engine inertia is slightly reduced, the motor revs more realistically now.

- Corrected fuel level values so fuel limit is correct at 19 gallons, and cannot fill beyond this point.

Dallara

- updated the indy_oval and long_oval iRacing setups.

Silvercrown

- updated the stafford_advanced iRacing setup.

Latemodel

- Added NASCAR iRacing Series decal.

- updated the phoenix_basic, phoenix_advanced, and added nhms_basic and nhms_advanced iRacing
setups.
SK Modified

- Added NASCAR iRacing Series decal.

Impala A

- Brake bias in car adjustment is now limited to +/- 3%

- Aero has been updated.

- Grille tape is now adjustable to race or qualifying configurations.

- Diff ratios are clamped for each track.

- Full fuel and race tape configuration is enforced for race sessions, and full fuel is enforced for qualifying
sessions.

- Tire grip and handling has been updated.

- Adjusted tire wear.

- Adjusted left/right side minimum tire pressures.

- Improved cold and hot temperature grip effects for less grip fall off with increasing temp.

- Adjusted tire pressure range to 1/2 psi increments.

- Impala A has 50 lbs added (it was underweight).

- Added nose weight adjustment.


- Increase caster range.

- Added NASCAR iRacing Series decal.

Impala B

- Wedge adjustment is limited during pit stops.

- Brake bias in car adjustment is now limited to +/- 3%

- Aero has been updated.

- Grille tape is now adjustable to race or qualifying configurations.

- Full fuel and race tape configuration is enforced for race sessions, and full fuel is enforced for qualifying
sessions.

- Tire grip and handling has been updated.

- Adjusted tire wear.

- Adjusted left/right side minimum tire pressures.

- Improved cold and hot temperature grip effects for less grip fall off with increasing temp.

- Adjusted tire pressure range to 1/2 psi increments.

- Added nose weight adjustment.

- Increase caster range.


- Added NASCAR iRacing Series decal.

Silverado

- Wedge adjustment is limited during pit stops.

- Brake bias in car adjustment is now limited to +/- 3%

- Aero yaw stability is improved.

- Full fuel is enforced for race and qualifying sessions.

- Added nose weight adjustment.

- Increase caster range.

- Added NASCAR iRacing Series decal.

Release Notes for 2010.02.02.01 Build


Unfortunately a couple of very last minute "fixes" in our Monday update produced some unfortunate
side effects. Those have been "fixed" (we hope) again, and we apologize for the inconvenience. These
actually are steps forward, much as it might seem otherwise.

- Fixed a bug in track surface collision detection that was causing cars to spin and flip.

- Fixed a bug in race control that would cause pace order issues and black flags on rolling starts.

And here is a release note that didn't make the release notes for Monday:

- Decoupled Road and Oval safety ratings. Sessions run in an Oval series will no longer impact a driver's
Road SR, and vice versa.
Release Notes for 2010.02.05.01 Build

General

- The garage now asks to save a changed setup when clicking on the button to load a shared setup.

- Changed the surface/tire interaction physics back to how it was prior to the 2010 build. The new
method is better for a newer tire model that is in development, but it turns out that it can't be easily
adapted to the old tire model.

- Don't shorten cautions by a lap at extra long tracks if the new double file restart type is being used to
allow the double file restart order to be constructed correctly.

Impala A

- Fixed an issue at superspeedways where nose high setups were faster compared to a nose down setup
than intended.

Impala B

- Fixed an issue at superspeedways where nose high setups were faster compared to a nose down setup
than intended.

- Fixed the cars flying through the air like paper darts due to an unbounded aerodynamic equation.

- Fixed error where drag was referencing race tape values even when using qualifying tape.

- Reduced engine cooling at Super Speedway tracks when using qualifying tape.
Release Notes for 2010.03.02.02

These notes pertain to the build that will be deployed during the 05-Mar-10 0900 GMT [05-Mar-10 0400
EST] maintenance.

- Fixed an issue that caused Impala A and B replays from prior to this season to not play back the car of
the driver who saved the replay.

- Fixed a bug in fast-track demotions where a demotion could fail to occur.

- Fixed the Daytona crossover gates.

- Race control will penalize lapped cars who are getting waved around past the pace car if they are
ahead of the pace car at the moment they get the wave around (as the pace field transitions to one lap
to go.)

- An improvement has been made to areas where multiple pieces of track join up so that the seams may
be less bumpy.

- A hotkey has been added for fast car selection while watching a replay. Press the * key, then type in
the number of the car you want to view and press Enter, using the numeric keypad or main keyboard.
2009
Build 2009.10.26.01 Release Notes
Website updates

Series, Car, and Track pages

-Re-organized to make it easier to find the series, car, or track you are looking for. Series are grouped
based on license; content is grouped based on status.

Stats

- Club scoring summary added to race results

-Driver stats have been expanded to include the driver's club and the driver's total Gross Club Points.

- In several areas of the site where club points are displayed, the information has been expanded to
include Club Points, Club Points Multiplier, and Net club Points

-Results for sub-sessions are now easily viewable. If a session has been split, mousing over the result
icon for that session will cause a pop-up to appear. The subsessions may each be selected within this
pop-up.

Race Planner (to be released in the near future)

- A Dashboard gadget. Allows users to show their intent to participate in races for an entire season
worth of racing. Races will become joinable 30 minutes prior to their scheduled start. This gadget will
not auto-register drivers -- registration must be done manually.

Fast Track Licensing

- If your license is in the range Class C ... Pro, and at the end of a session your Safety Rating is less than
1.00, you will be immediately demoted as many license levels as are required to bring your SR back to or
above 1.00, but in no case will you be demoted below Class D if you currently hold that license or higher.

- If your license is in the range Rookie ... Class B, at the end of a session you will be immediately
promoted to the next higher license if (a) your Safety Rating is 4.00 or higher, and (b) you have met the
Minimum Participation Requirements for your current license level.

- If you have a Class A license and you are a member of the current Pro class, at the end of a session you
will be immediately promoted back into Pro if your Safety Rating is 4.00 or higher.

- The Rookie (thrice per Season) license promotions, and Standard (once per Season) license
promotions/demotions will continue unchanged.

Hosted iRacing

- Hosted sessions enable you to create personalized race events at any time for a cost of $3.00.

- Hosted sessions can only be purchased with iRacing Dollars and/or iRacing Credits at this time.

- It is possible to load iRacing Dollars into your account by purchasing a gift certificate and redeeming it
yourself. You can redeem a gift certificate without purchasing anything as follows:

***Click on the ?View Cart? link at the top of the page

***Enter your gift certificate code into the box and click the ?Apply? button

***Follow the instructions on the screen to complete your gift card redemption order

- All hosted sessions features are accessible from a new ?HOSTED? top level navigation menu selection.

- Hosted sessions cannot be scheduled for the future. They are launched at the time of purchase and
are typically ready to join within 60 seconds of purchase.
- There is no charge to join a race and you can register to join a hosted session from the ?join a race?
page. This page refreshes automatically.

- You can select the car and track, practice, qual and race length/duration as well as several other
options such as number of racers, starting type (rolling vs. standing), number of fast tows allowed and
full course cautions (on or off).

- The list of available tracks is a function of which tracks are loaded onto the selected server farm.

- It is not possible to configure hosted sessions with multiple car classes at this time.

- You can make your hosted sessions private by providing a session password and giving the password to
your friends.

- Hosted sessions are not official races and do not impact your Safety Rating or iRating.

- The total duration of a hosted session should not exceed 4 hours. Race servers will enforce this limit
by shortening a hosted session if it lasts too long.

- You can output hosted session race results to CSV. A button will appear on the hosted sessions event
results page when appropriate. The button will not appear if the session didn?t include a race
component.

Cameras

- New group dialog tab gives the following functionality:

***double click on a camera to set it active

***add/remove cameras from group

***delete camera if not in any group


***view active camera and shot quality in real time

***sort by name or shot quality

***Camera groups can be added/deleted at will now (tv1 etc). You can remove all but the on car groups,
and add up to 32 groups.

***New groups insert after the current one.

***Enable/disable automatic shot selection (ctrl-t is hot key). This effectively locks the current camera
active until you manually switch to another shot using the group dialog or the 'b' and 'shift-b' buttons.

- Mouse aiming mode

***activated with ctrl-z.

***hit ctrl-z again to save new camera position (only for fixed cameras)

***hit esc to cancel edit.

***left mouse button flies forward, right flies backwards.

***moving the mouse modifies yaw and pitch.

- Cameras can be renamed

- static no longer shown when transitioning from practice to race

- Added overlap to start/end, should reduce 'flashing' in tv cameras

- key binding cancels when switching away from edit dialog


- Improved behavior of chopper when it can not keep up and improved reset of chopper position

- Blimp/chopper shots only last 10 seconds now

- fixed camtool ui so slider/text controls grey out when disabled

- Stop cameras from flashing at transitions

- Fixed pan to next focus car

- Separated driving FOV adjustment from camtool FOV adjustment

- Added support for analog control of FOV

- Increased dead zone to better support xbox 360 controller

- Cameras no longer flash when adjusting tape head in replay.

- Ctrl-F12 toggles cam_tool UI instead of only setting it active.

- Joystick does not interfere with key acceleration when using the keyboard and joystick at same time

- Added reset button on settings tab to reset key mappings in camtool to defaults

- New Joystick calibration dialog in the cam_tool setup tab

- Camera yaw/pitch movement is now proportional to FOV

- New file format supports any number of groups/cameras in groups

- removed "All TV" it is redundant when you can make your own
- push to talk works when camtool is up

- Key repeat works on frame step when using a mouse to click on the button

- you can see a visible camera when viewing the camera itself (alt-Q) in the camera tool. Makes it easy to
place cameras exactly where you want them.

- can load/save car/track cameras at any time to any filename you want, so it's easier to have multiple
sets of camera files available. (But does not yet remember which sets of cameras were selected.)

- Camera field of view gets wider on very wide aspect ratio displays (triple head) so TV cams don't zoom
in too much and cut off detail. But by getting so much wider there may be artifacting from very close
objects getting cut off in the wider views.

- Added scenic group that gets the shot when the focus car is lost. Useful for putting some cameras in
that show the track itself.

- Oncar cameras go to static for 3 seconds when focus car is lost.

- Store last select camera group and cam file in cameras.ini and load at startup.

- Able to toggle view mode and use shot q when driving camera selected.

Setup Sharing

- In the Garage you can share your current setup with other people in the session by pressing the
"Share" button. You can make a setup available to everyone, to members of your club, or to a specific
person. Setups shared with everyone or with teammates are stored on the server and will be available
for the entire session, even if you disconnect. Setups shared with an individual are available until they
exit the sim and can only be shared while they are connected.

- You can load any setup that has been shared with you by clicking on the "Shared" button in the garage.
Setups shared directly with you (eg, not to everyone or to clubmates) are available until you exit the
sim.

- Shared setups can be loaded and then saved to disk for later use.

Garage

- All changes require the Apply button to be pressed before the garage can be exited. Some
adjustments are still shown live, but must be applied to exit.

- The garage can be viewed during a race, but no changes to the setup are allowed.

Spotter

- Voice Packs can be selected from within the sim in Options / Sound. You'll need to restart the sim for a
newly selected voice pack to take effect. For information on using and making spotter packs, see:
http://members.iracing.com/iforum/thread.jspa?messageID=430723

- Added a "TJ Majors and Lance McGrew" spotter package. (to be released in the near future)

Graphics options

- A new graphics option "reduce Z-fighting" has been added, mainly to help reduce shadow flickering
from the cockpit view. This option also helps prevent ground from drawing through the cockpit floor.

- removed triple buffering from options screen, it still exists in the render.ini file, but called
"TwoBackBuffers". D3D does not support true triple buffering, the option was a hold over from OpenGL
support.

- new option added, "Cap frame queue", which tells the sim not to queue up more than 1 frame at a
time for rendering to reduce latency. Defaults to on (which is our usual behavior). Turning this option off
may increase controller lag.

- The limit frame rate limit option was modified to improve its accuracy.
Replays

Replays have been changed so that they record the actually transmitted car positions for all the cars,
instead of the locally extrapolated positions, which have errors due to latency. This means you are
seeing what actually happened on each client computer, not what was "guessed" at on your computer
in the few tenths of a second of transmission latency. This should make it more useful when examining
another driver's line and braking points.

There are still some issues to be aware of when interpreting what you see in a replay. It is now possible
that two cars can merge slightly without a collision occurring. This would happen if neither car
"guessed" that a collision occurred during the latency period, but in fact one did, if it had been possible
to know that. Count that as a lucky day, if that happens to you. It is also possible that it appears that
two cars do not touch, and yet collision forces are applied to one car or the other, or both. That's the
same issue in reverse, an unlucky day. There is no difference in lucky vs. unlucky days from what
happens with the old code, but now it looks different in the replay (although not while you are driving in
real-time; then you are still seeing the extrapolated "guesses", obviously).

For now, opponent smoke and skid marks appear at the extrapolated positions, so it may appear that
skid marks are appearing a couple feet away from where the spinning car actually is. We are going to
work on that. Also, the altitude of the cars will sometimes appear to jump up or down a little bit, as the
altitude is not always transmitted, so it comes from the extrapolated guess at times. We are going to
work on that, as well.

If you, like Grant Reeve, have your sensibilities offended by the fact that the replay no longer matches
what you saw while driving, then you can change an entry in your "My Documents\iRacing\app.ini" file--

Under the [Replay] line change the line


replayPatchRemoteCars=1 to replayPatchRemoteCars=0

and then your replays will be the same as before. Don't get unduly upset with other drivers for
swerving, if you do that, though--they are probably just latency-induced swerves.
Remote cars]

- Remote cars now generate skids, smoke, and dust.

- Remote cars should flash less

Race Control

- Gained-time warnings ("Slow Down") can now be carried across the start/finish line. Doing so will
cause both laptimes to be invalid (---). But trying to carry it over the start/finish to finish your race will
result in an instant black flag and post race penalty.

- Bumped the time allowed to obey a Slow Down warning to 40 seconds from 20.

- Bumped the base time for Fast Tows from 15 seconds to 30 seconds.

- Made improvements to how long a person who has missed the start waits before being allowed into
their pit stall.

- When joining an in-progress server (eg: open practice) you should now see lap times for cars who were
once connected but are not now.

- Blue flags will no longer be waved if you are still finishing your race and the leaders who have finished
already are behind you.

- Green flags should fly a couple of seconds earlier on longer tracks.

- The delay for showing the pit entry pop-up is reduced.


Black Boxes

- F1 black box shows car ahead/behind during races.

- F2, F3 black boxes show your best lap time, laps remaining, and total laps during races.

- Any cars that have cockpit adjustable brake bias allowed now have it on F8 in the blackboxes.

Cars

- Wind noise has been reduced.

- Engine braking has been reduced by quite a lot on the Impala B non-plate motor, the Silverado Non-
plate motor, the Spec racer and Jetta. Engine braking has been increased marginally on all three plate
motors (Silverado, Impala and Impala B).

- Automatic throttle cut on upshift has been activated for the C6R, Dallara, Formula Mazda, Radical, and
Riley DP.

- Silverado, Impala and Impala B diff ratios are restricted at certain tracks. The ratios are fixed at Loudon,
Phoenix, and Milwaukee for all three vehicles and at Martinsville for the Impala.

- Star Mazda tire sizes and physics have been altered in physics to match this year's specs and front and
rear wings are remodeled.

- Dallara IndyCar ( to be released in the near future)

- Corvette C6.R GT1 ( to be released in the near future)


Tracks

- Talladega has an update to fix a "slippery" seam in the tri-oval part of the track.

- At Road Atlanta a few curbs have been corrected. They were flat instead of having the correct profile
to them.

- At Texas Oval the pit speed pop-up should now come out earlier.

- At Infineon some bumps and curbs have been fixed.

- Mosport (to be released in the near future)

Security

Unverifiable third party replacements of system DLLs (including D3D9.DLL and DINPUT8.DLL) utilized by
the simulator will now result in loading errors. If you encounter a Loading Error #66, please remove any
third party replacements of D3D9.DLL, DINPUT8.DLL or other imposter system DLLs from your iRacing
installation. SoftTH is an allowed dll.

Release Notes for 2009.10.29.01 Build


- Allow SoftTH 1.09RC.

- Reduce occurance of Load Error 67 on certain XP installs.

- Fix long names overrunning in new F1 black box ahead/behind fields.

- Restored a force feedback setting back to the way it was, as it unintentionally changed how some
member's force feedback feels.

- You can no longer share setups to drivers in different types of car.


- Show "Club" instead of "Team Members" in setup sharing.

- Improved initial fuel mileage estimate.

- Star Mazda's speedometer is recalibrated to match the shorter tires.

- Added some extra time to hosted lone qualify sessions to accommodate the out lap.

- Fixed the hosted session race?s to not cut off the last few laps before 4 hours has elapsed.

- Corvette C6.R is now available

- Dallara IndyCar is now available

Know issue: Setup sharing with just club members is not working. Is already fixed but did not make this
update.

Release Notes for 2009.11.02.01 Build


- Corvette C6R rear wing license stripe fixed so that the proper license color displays.

- Corvette C6R has a small change to its tire compound.

- Spec Racer has its proper tires restored.


December 3rd 2009 Web Release Notes
-Race Planner: This Dashboard gadget allows users to show their intent to race in a future race event. It
is split into two sections: "My Planned Races" and "Future Races". The Future Races area displays a list
of all races in any one series on a day-by-day basis. To show your intent to participate in one of these
races, merely click on the Bell icon in the rightmost column (if you are eligible). Doing so will move this
race up to your My Planned Races area. If you want to remove this event click on the blue X icon in the
rightmost column. Once the race is 30 minutes from starting you can register for the race directly from
the Race Planner via the same method as What's Hot.

-Race Participation Tracker: Race Participation Tracker can be used as a tool to keep track of your
current official series participation status. To use the Race Participation Tracker, hover your mouse over
the "CRED" graphic in the upper right corner of the page. To learn about our Race Participation Credit
Program visit our promotions page.

-Hosted iRacing: A bug was fixed where results could not be viewed for hosted sessions that had quotes
embedded in their names.

-Store: With the introduction of our new Cafe Press store we have re-designed the Store -> Gear page.
http://members.iracing.com/membersite/member/store_gear.jsp

Release Notes for 2009.12.11.02 Build

MISC

- Club Florida's logo is updated.

- Shared setups to club members are now visible only to club members, not everyone.

- Allow someone their spot back in a hosted race even when all pits are in use, as long as one of the pits
is theirs.

- Fixed several helmet and suit patterns that were displaying incorrectly.
- The iRacingService downloader writes to disk less often.

- Changing UI size while driving (with ctrl-pgup, ctrl-pgdn) no longer causes the sim to fall into replay
graphics settings, which typically then lowers driving fps.

SPOTTER

- Added the optional TJ Majors and Lance McGrew spotter pack.

- Fixed spotter crackle.

- Reduce spotter volume fade-in at beginning of each sample.

- The sim better deals with loading a spotter pack with bad files instead of failing.

RACE CONTROL

- Tows prior to race starts will now hold you in your pit stall until the lane opens after race goes green.

- Missing a race start is improved. Now you can enter your pit stall immediately if you click on the green
button, and you will be held in your pit stall until the lane opens after race goes green.

- The Grid button now shows a countdown timer so you know how long you have until you miss the
start. But don't forget that once everyone gets on grid then it shortcuts to the race start procedure.

- A very unlikely chance of issuing a reset instead of a tow during race sessions has been eliminated.

- Improve number of caution pacing laps: very long tracks can shorten pacing considerably now.

- Drivers entering the pits as a pacing field comes up to take the checkered flag will now properly be
removed from the pacing order, so people still on track don't get black flagged.
- It should no longer be possible to sneakily pass someone within 1 second of taking the checkered flag
while pacing.

CARS

- C6R - The front fenders should display in the cockpit when the car is damaged.

- Riley DP - fixed a pattern that was displaying incorrectly.

- Star Mazda - The rear wing of the Formula Mazda should show damage properly.

- Impala - Now has a limited pit crew wedge adjustment of +/- 5/8" from the right rear spring perch
offset in your setup.

- Impala - Added the Chevrolet logo's to patterns that didn't have them.

- Impala B - Added the Chevrolet logo's to patterns that didn't have them.

- Dallara - Logos on the Dallara's side pods were being scaled incorrectly.

TRACKS

- Mosport - Billboard artwork revisions.

- Lakeland - Fixed pitwall segment that was displaying texture corruption.

- Indianapolis - Rotated and rescaled the speedway water tower so it matches reference.
Release notes for 2009.07.28.03 build
The COT setups have only been updated for NHMS, Michigan and the first two weeks of Season 3. We
will be releasing an update in the next week or so to update the remaining setups.

Website

Club Scoring

Starting this season, we are moving to a completely new 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. See the updated Sporting Code for details.

Paint Shop

Car number and sponsor previews are now functioning

NAV 2.0 Overview:

The top portion of the site has received a significant overhaul?

Primary Nav:

Settings Panel button added on the right. Settings Panel discussed below.

Secondary Nav:

This is now permanently visible so you can access all pages in any subsection without going through the
default section landing pages (which is what previously made the secondary nav available).
Session Panels:

The immediate sessions of any enabled series are displayed in the Session Panels. You can monitor and
register for sessions from anywhere on the iRacing.com member site.

Provides notification of license ineligibility and content status

Filterable by race type and session type

Additional options available in Settings Panel

Tickers:

Two tickers are available on the member site, NEWS and SERVICE

NEWS displays at-a-glance news items or other pieces of information that will be useful for members to
know.

SERVICE displays sets of statistical data such as Event Results, personal stats, general service stats, and
World Cup stats.

Full stat customization for SERVICE is found in the Settings Panel (primary nav) in the "Tickers" tab.

Tickers may be turned off via the iRacing icon to their left

Settings Panel:

Contains three areas of customization: Session Panels, Tickers, and Dashboard

Deployable from the gear/arrow icon on the right side of the primary nav.
New Home Pages: PRESS ROOM and DASHBOARD

The home page has been split into two sections: Press Room keeps you up to speed with the latest
news, stories, and promotions from iracing.com. The Dashboard offers deep service-enhancing gadgets
and customization.

Navigation between the areas is handled though the secondary nav, or through the more prominent
page flipper underneath the nav.

Press Room:

"News": All the latest news stories are encapsulated here. By default, the most recent Top Story will be
expanded, but you can collapse it to focus on other items.

"Service Status": This gadget will inform you of the status of your iRacing service and build.

"Feature Story": This will showcase a key story from iRacing.com

"Special Offers": This will display the current promotions running at iracing.com

Dashboard:

This is your one stop shop for everything iRacing. All gadgets are fully collapsible, and you can move
them wherever you wish by dragging on their title bars. Most are fully removable, and may be recalled
or deselected through the Settings Panel (in the "Dashboard" tab). Your settings for positioning, collapse
and expanding, and filtering options will all be recalled.

8 gadgets are available:

What's Hot:

A large advancement on what was previously available. What's Hot breaks down into two areas, "Race
Qual and TT" and "Open Practice".
Advanced filtering power:

You can filter between or across "Oval" and "Road" race types, between "Eligible" and "Populated" and
display a custom number of events per subsection.

The "R, D, C, B, A, P" license buttons toggle on and off to filter sessions from those respective license
levels. They all default to on, and will 'grey out' when you click them off.

Columns are now sortable with a secondary sort on the number of users registered.

New columns:

"Series" now uses visuals for easy recognition.

"Duration" has been added (laps, or time).

"Reg" allows you to register directly from What's Hot in one click. This column also informs you of your
registration status (if you are ineligible or require content, etc). Mouse over popups are available to
explain each icon.

"Serv" (Open Practice) indicates server location. The locations currently available are USA and Australia.

This gadget is removable

Recent Events:

A focus on your recent racing activities in two sections "My Events", and "My Recent Series".

"My Events" offers all the relevant filtering power explained above in "What's Hot", listing your latest
Event Results. Your finishing position and points are displayed, along with the driver helmet pop-up for
quick access to the participant list. The handy R icon links directly to your Event Result. Most columns
are sortable.
"My Recent Series" remains unchanged in this release.

This gadget is removable

Standings:

"World Cup of iRacing" and "Reigning Champions" are wrapped into this gadget.

This gadget is removable

Community:

Features "Talking Points" which was previously available

News:

Described above in the notes for Press Room

This gadget is not removable

Service Status:

Described above in the notes for Press Room

This gadget is not removable

Featured Story:

Described above in the notes for Press Room

This gadget is removable


Special Offers:

Described above in the notes for Press Room

This gadget is removable

Cars

Lotus 79 has been added

There are an additional 10 number font types for the cars that can have their numbers changed.

The Solstice now has ABS (anti-lock brakes).

Increased brake bias adjustment range on the Spec Racer Ford.

Tire temperature distribution is now properly based on a tire's load and pressure, making it easier to use
tire temps as a setup tuning tool.

Improvements have been made to the sounds generated when a car is bottoming and scraping on the
ground.

Chevy Impala (A-level)

Aero modeling has been updated and now incorporates ride height and pitch sensitivity, which includes
longitudinal aero balance changes. Bottoming the chassis now causes a loss of downforce similar to real
world racecar aerodynamics, and this is also modeled now.

Rear sway bars are now available. Please note that these WILL NOT disable old setups which will have
set the rear bar to ?none.? Although the bars are disconnected at Daytona and Talladega, they will
remain visible in the garage screen.
Sway Bars now have limits on the amount of preload you set into them. This is consistent with the
series rulebook that states no preload is allowed, although a small amount is overlooked.

Shocks are now adjustable for bump and rebound. Old setups? shock valving now gives an approximate
setting relative to the old specified value. An old "1" shock now has the bump and rebound set to the
minimum, while an old "5" is now set to nearly max stiffness (30 of 32 clicks). This doesn?t necessarily
directly compare to the old damping values, but it allows the sim to run and does not completely
invalidate old setups. There is a wide range of adjustment at the higher speed end of the curve, though
the lower speed adjustment is quite similar regardless of the track type. Those of you asking for
separate high and low speed adjustment may be disappointed, but the rulebook states only single
adjustable shocks are allowed, and in effect we are giving you 32 different shocks to choose from. You
should be able to find something that works within this wide range of options, so these may need some
attention.

Chevy Impala SS (B-level)

Aero modeling has been updated and now incorporates ride height and pitch sensitivity, which includes
longitudinal aero balance changes. Bottoming the chassis now causes a loss of downforce similar to real
world racecar aerodynamics, and this is also modeled now.

Rear sway bars are now available. Please note that these WILL NOT disable old setups which will have
set the rear bar to ?none.? Although the bars are disconnected at any oval track longer than 1.5 miles,
they will remain visible in the garage screen.

Sway Bars now have limits on the amount of preload you set into them. This is consistent with the
series rulebook that states no preload is allowed, although a small amount is overlooked.

Shocks are now adjustable for bump and rebound. Old setups? shock valving now gives an approximate
setting relative to the old specified value. An old "1" shock now has the bump and rebound set to the
minimum, while an old "5" is now set to nearly max stiffness (30 of 32 clicks). This doesn?t necessarily
directly compare to the old damping values, but it allows the sim to run and does not completely
invalidate old setups. Those of you asking for separate high and low speed adjustment may be
disappointed, but the rulebook states only single adjustable shocks are allowed, and in effect we are
giving you 32 different shocks to choose from.
Silverado

Rear sway bars have been added here as well, and are treated the same as the Impala (B-level) with the
bar disconnected on oval tracks longer than 1.5 miles.

Preload limits have also been set for the front and rear sway bars on the Silverado.

Shocks are now adjustable for bump and rebound. Again, this is consistent with the Impala (B-level), so
those comments apply here as well.

Differential ratios have been refined to match the prescribed options for the 2009 season, and this may
cause some ratio issues. Please test your old setups on the tracks prior to racing there. There is a
duplication of the shortest ratio, which is specifically to make certain old setups don?t fail to load.

Tracks

Chicagoland has been added.

New track configurations have been added to Summit?s Jefferson course and VIR?s Patriot course that
reverse the racing direction.

Tire barriers are now all made of tires, instead of some of them being made of concrete.

We have added free of charge a track called the Centripetal Circuit which is a 200 meter radius skid pad.

Race control

We fixed some rules that did not properly apply as the race was finishing, such as detecting a driver
cutting the course.

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 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 1 "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. Note that even a fast tow takes more time than a reset used to take,
although your car is towed forward around the track instead of being moved backward, as with a reset.
In non-race sessions, resets are unchanged.

Voice Chat

A mute control has been added. You will still see notifications of who is talking when muted. The
notifications display for a few moments after someone stops talking, making it easier to tell who was
speaking. The current volume will be displayed when adjusting the volume. A small notification is
shown when you are transmitting and when adjusting the volume even if you have voice chat
notifications set to ?None?.

Improvements to initializing the car

Car will now produce 100% identical results each time you enter the garage and work on settings.

Tech inspector is more reliable now.

Resetting the car will properly give you fresh tires and car in non-race sessions

Cameras

Cameras have been gutted and mostly replaced with the following improvements:

A new camera edit tool is available by hitting ctrl-f12 in replay mode only.

User edited camera sets can be saved and shared. The driving camera is the only camera that cannot be
edited.
Cameras can be edited in real time, using either a keyboard or joystick.

Cameras attempt to frame a shot based on neighboring cars and the race track. They no longer keep the
focus car centered on the display.

All cameras can be combined into groups, not just TV cameras. A group of cameras picks the active
camera based on what camera has the best shot. Cameras? ranges can now overlap so more than one
camera can have a shot at the same time.

Added TV All group that combines all three TV camera groups and the blimp/chopper cameras, to show
off the random shot selection.

Hitting 'b' or 'shift-b' cycles to the next/previous camera in a group.

Added a proper blimp camera and renamed the zeppelin camera to chopper camera.

Chase cameras now follow a car?s velocity vector, not body orientation, so lurid slides should be more
visible.

Removed ?n? to select ?no driver?.

Shift-num1/shift-num3 properly selects next/previous lap and continues over from warm-up to race laps

Cameras try and ?pan? to next active car when selecting a new driver.

3-View Mode (TH2Go related)

If you are using a TH2G type setup you may now configure the simulation to render separate views to
each monitor with bezel management built into views. The settings are available on the graphics options
screen. You need to specify three monitors, enter the dimensions of your monitors, the angle between
them, and check ?render view per monitor?. This does affect FPS but not as much as you might think it
would. If you also enter the distance of your eyes from the center monitor the system will compute
the FOV such that the monitors are windows into the virtual world and everything will be at the correct
sizes and positions.

Change max cockpit FOV from 165 to 179 degrees when 3-view mode is enabled

Changed the loading screen to use only the center 1/3rd of the screen with very wide aspect ratios

Graphics

Many of the graphics options may now be changed without restarting the simulation. Shadows maybe
be turned off, but they may not be turned on if they were off at simulation startup time without a
restart.

Two sets of graphics options are now provided, one set for when in car, and one set for when out of the
car (watching replays, etc.). There is a new ?Replay? tab in the options screen where the out of the car
settings are specified. Note that if you have shadows enabled in the replay settings this may affect
driving (even when they are off in the driving) because all of the shadow data is still loaded into
memory.

The hard shadow faceting on the sides of the car bodies has been virtually eliminated when two pass
shadows are enabled. The artifacts are still present with 1-pass shadows.

The cockpit mirrors are now adjustable via an F9 black box. The settings are saved per car in the car?s
setup directory.

A few issues regarding cockpit mirrors and multi-car class races have been improved/fixed.

Controls

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.

Spotter

By popular request, the spotter now explicitly tells you that you are two-wide after being three-wide.

The Spotter now warns you about black flags, pending black flags, ignoring a black flag, and gives a little
more detail when entering caution.

You will be notified when gaining position.

Downloader

The downloader has been tweaked.

Previously, if a file timed out while being downloaded, it would be set to an error state. You'd have to
come back and try to get that file again later.

Now when a file times out during the download, the downloader will move on, but it will come back and
try that file again. (It will try up to a third time before giving up on the file). I think that, more often than
not, trying the file even a second time will result in the file succeeding.
Release notes for the 2009.08.03.02 build
The Lotus now darkens the cockpit area for users with shadows disabled.

The Lotus has had very minor tweaks to the front suspension to reduce the weird steering feeling, and
to make the force feedback smoother.

The Truck now has seperately adjustable bump and rebound shock settings.

During a fast tow the fuel is now properly set to your setup's specified fuel level, instead of maximum
tank capacity.

Jefferson Reverse now loads properly.

Release Notes for 2009.08.11.01


Added the Volkswagen Jetta TDI. An important detail to note is that it's transmission will use your
sequential shifting controls even if you have set your shifting preference as h-pattern.

The Pace car has a new paint scheme.

The Impala SS has a full set of default setups updated for this new season.

The server split algorithm for sessions in the Pro series has been changed. Drivers are first split onto the
server farms (this has not changed). Then, within each farm, drivers are sorted by iRating, then assigned
onto the servers in a right, left scanning motion. For example, if there are enough registered drivers
such that the session is split into three servers (A, B, and C), the drivers are assigned to the servers like
this:
A B C
1 2 3
6 5 4
7 8 9
12 11 10
13 14 ...
Release notes for the 2009.08.31.01 build
- When in the Garage any changes to setup will require pressing the Apply button to re-settle the car to
pass tech before the Done button becomes available.

- The left and right side trackbar height adjustments now work correctly for the Late Model, Truck, Class
B Impala, and the COT. There had been a problem with transformation of coordinate systems that has
been resolved. Existing setups will still work unchanged, but you may find that there are better trackbar
settings than what you have been using.

- The "Slow Down" furled black flag warning will now allow 40 seconds to yield the gained time, up from
20 seconds. Or until the start/finish line.

Release Notes for 2009.09.09.01


A bug causing photo-finish timing irregularities was fixed.

2009.04.27.01 build release notes


Race Control:

Crashes on the final lap of a race no longer cause a full course caution.

Cars:

The Class B Chevy Impala has been added

The SCCA Enterprises Spec Racer Ford has been added

Physics:

Wheels now have a more correct friction against walls.

The tires have been adjusted for the Impala, Class B Impala, and Silverado.

The transmission ratios are changed depending on track type for Impala, Class B Impala, and Silverado.
There is a road course, short track, and speedway gearing, which is selected for you?you can?t change
those. The diff ratio is still adjustable in the garage, although several of the ratios have changed. Third
gear is a bit shorter than it was (it was a 1.23 gear, is now a 1.33, except at the road courses where it is a
1.17). That should make shifting less of an advantage at most ovals.
The Silverado has more horsepower now from new data we have received.

The Silverado aero model has been substantially improved.

Race Week Scoring:

We have changed the way your race week points are scored. We now only average the top 50% of your
races run in a given week in a series instead of all of your races run.

Spotter:

The spotter warns you when you are running low on fuel.

The spotter provides pace order instructions similar to the on-screen display.

Tech Inspection:

The Tech Inspection now allows the car to settle a moment longer and is more tolerant of borderline
values. This should allow any setup that passes when loaded in the garage to pass tech.

Hardware compatibility:

If you are suffering from stuttering graphics in the sim, try the following: In the sim?s sound options, set
your microphone to ?None?. If that solves your graphical problems, set your mic back to what it was
and open the file My Documents\iRacing\app.ini. In app.ini, change micAlwaysActive=1 to
micAlwaysActive=0 and save the file. This may limit the graphical stutters to only occur when speaking
over voice chat, however it may make the problems worse when speaking. If you are not experiencing
graphical stutters, or setting your mic to ?None? does not affect the stutters, then you should not
change this setting from its default value.

Server:

The code that breaks race sessions up into multiple run-groups when there are too many drivers for a
single group has been tweaked. It is now more likely that drivers will be placed into a run-group with a
Strength Of Field appropriate for their iRating.

Web:
Paypal has been added as a payment option.

The Results page has been greatly enhanced and also moved. It now resides in a new primary nav
section called ?Events?. This is the first of many pages to come to the new Events section of the site.
The Results page is now filterable and sortable in a variety of ways. It is also a one-stop location for you
to look up the results of all of all other iRacing drivers? no more page jumping.

New feature-loaded Customize Car page introduced. Car paint may be applied to one or more cars at a
time. Color and font choice for car number is now offered as well as choice of 2 sponsorship logos.

Bug fix on replays page to properly display stats according to the Author of the replay when more than
one replay may exist from the same subsession with different Authors

A new World Records page is available under STATS

Registered user count re-implemented on Series page.

Net Code

Improvements have been made to the Net Code and in particular the prediction of remote cars location
with lost packets.

Graphics

Video memory is now managed vastly differently. Lookout for ?loading failed? type errors or any new
graphical problems. You mignt try alt-tabbing in full screen mode to see if it works better/worse/same
than before.

The available texture memory slider can now be set up to a max of 768MB. The auto-detect will still max
out at 512MB though, for safety reasons. If you have 1 GB video card (this does not include 2 cards each
with 512 MB) you might try setting it to the max and checking if any loading or performance problems
result.

A new graphics option, ?High Resolution Car Textures? has been added. This option raises the priority of
the car paint jobs textures causing them to keep more detail when very large on screen. Every few
frames, the 3 cars closest to the camera (and visible on screen) will have their high-detail textures
swapped into video memory if necessary. The downside of this option is that the simulation may
consume more system RAM, but video RAM usage will remain about the same as before.
Tracks

Road Atlanta has been added

Garage

Cars are run through Tech Inspection at the beginning of each Qualifying, Time Trial, Race (warmup and
the race). If your car fails tech, you willl need to go to the Garage to fix your setup before you are
allowed on to the track.

When trying to load a new setup the sim will not save your current setup if it is not legal.

The Garage screen no longer responds to your steering wheel angle.

During Qualifying and Time Trial sessions, your pit crew will no longer service your car. Use the Garage
to make changes to your setup.

Resets

Exiting your car now counts towards the reset limit.

Class C, B and A now have no resets allowed. Unofficial seasons always allow a reset for now.

Release notes for 2009.05.04.02 build


New advanced setups for Lowes and Atlanta for the Impala Class B car.

Fuel mileage adjusted on Impala, Impala Class B and Silverado cars.

Fuel filling bugs fixed on Silverado, DP and Impala Class B cars.

Increased range of adjustment of spring perch, camber and caster, and adjusted tire wear for the Spec
Racer.
Release notes for 2009.05.07.02
Graphics

Added an option to renderer.ini to override the recent cockpit mirror optimization. The optimization still
defaults to enabled. Set CockpitMirrorOptimization=0 to disable the optimization and render every
mirror every frame.

Spotter

Spotter volume control works again.

Web

Best laps for certain types of event are filtered very "strictly" to facilitate more reliable world record
tracking. Qualifying, Time Trial, and Race events will not consider any laps where any type of event that
may possibly compromise the lap time (invalid, pitted, contact, internet connectivity problems, etc) as
valid for a best lap.

A new service calendar has been added. This calendar is accessible by clicking on the calendar icon in
the upper right identity section or by going to the Events section. This calendar lists several major
iRacing events for the upcoming year as well as many real world racing series schedules.

Resets

When you run out of resets and try to reset again you will no longer get pulled out of the car ending
your race.

Exiting the car is considered a reset, when your limit is reached you will not be able to re-enter the
world.

You can exit your car and re-enter the world without limit while people are getting onto the grid at the
start of the race, but the instant everyone is on the grid exits are no longer free, so only do this with
caution (wrong setup, fix calibration, etc) or you may get locked out of the race.
Release notes for the 2009.05.12.01 build
Race Control:

Fixed the ttRating computation so that it does not underflow below 0.

The Time Trial UI while driving will no longer erroneously say that a sequence is in progress when it may
have actually been interrupted by some of the more strict laptime checks we now do.

We relaxed the recently made stricter best laptime filtering a little so that laps with connection
problems that don't affect timing will be properly considered again.

The rule checking for cars that have entered a closed pit lane can now cope with people who are having
connection problems without incorrectly issuing black flags when they reappear.

Also: Added Darlington setups to the Chevy Silverado.

Release notes for 2009.01.28.02 build


Website

Replays page

Saved replays are stored on your local hard drive. The web interface to your saved replays allows you to
filter which ones you'd like to look for and easily launch the simulator to view them.

STATS > Clubs & Divisions has been removed and replaced by STATS > Regional

Here, you can look up Overall Standings and Standings by Series for current and past seasons. Several
new data columns have been added. Top 10 and Top 25 Drivers may be looked up by Region, Club, and
Division under Standings by Series.

Home Page Region Standings

These standings have been enhanced to provide Top 5 drivers per Race Type, Division, Region, and Club.
Home Page Reigning Champs

This has been enhanced to provide champions lookup for all past seasons.

Race, Qualify & Time Trial What?s Hot Widget

The columns ?time?, ?track?, and ?session type? have been added to the widget. This will make it
possible to know the type of session (race, qualify or time trial) and track before going the sessions
page.

Open Practice What?s Hot Widget

This widget has been added to the home page to support open practice sessions and displays the
?sessionid?, ?series?, ?track?, ?no. of registered drivers?, ?time left in the session? and ?drivers list of
registered users?. This widget updates approx. every 30 secs. Mousing over the helmet will provide
the list of currently registered/participating members.

Session Page - Open Practice

Open Practice sessions have replaced ?Practice? sessions. Each open practice session will display how
much time is left in the session, and mousing over the grey helmet next to the session will provide a list
of currently registered/participating members for that session.

Series Page

A Minimum Participation Requirement (MPR) indicator has been added to the Series page. A green
arrow or yellow equal sign indicates that participating in this series will count toward the MPR for
license advancement (you will be ?racing up? or in your license class). A red arrow indicates that
participating in this series will not count toward the MPR, since you would be ?racing down?.

Browser Support

As WebKit-based browsers gain popularity for their faster, leaner browser experience, we are adding
support for these browsers, including Safari and Chrome.
http://www.apple.com/safari/
http://www.google.com/chrome

Race Control

Local yellow flags are available in road course practice, qualifying, and race sessions to warn you of
possible trouble ahead. These are currently informational only, there is no penalty for passing while
under a local yellow. A local yellow will appear as a blinking yellow flag in the top left corner of the
screen

Blue flags are available in road course qualifying and race sessions. Blue flags are informational only,
advising you that you may be impeding someone. In a road course qualifying session, if you are on your
out lap and someone who has finished their out lap (and is therefore likely to be on a hot lap) is close
behind you, a blue flag will appear in the top left corner of the screen. In a road course race session, if
anyone about to lap you or multiple laps up on you is close behind you you will see the blue flag.

Trackside caution lights and the pace car's lights now work.

Spotter

The spotter is disabled by default, and can be enabled in-sim under Options / Sound.

Volume can be adjusted by setting volume up/down controls in Options / Controls and use those
controls while in-car.

Currently, the spotter only warns you of nearby cars. Much more is planned for the future.

Replays

Replays can be edited & saved in-sim.


To save part of a replay:

On the Replay screen, click on the tools (?wrench and hammer?) button in the replay controls to show
the edit controls.

Move the current view to the start or end of the portion you want to save and press the ?scissors?
button to mark where you want to cut from.

Move the current view to the other end of the portion you want to save and press the ?disk? button.

Name your replay and save.

To save the entire replay:

Show the edit controls as explained above.

Don?t set any cut points. You can clear an existing cut point by clicking on the ?undo? button.

Press the ?disk? button to save.

Name your replay and save.

You can view replays on computers that don?t have pedals. The ?drive? button will be replaced with
?Configure Controls?.

Controls

The sim can be launched without needing to configure controls; you still need to configure your controls
to enter your car. If you have unconfigured controls, the ?Drive? button will be labeled, ?Configure
Controls? and will bring up the options screen.
Open Practice Sessions

Support for open practice sessions has been added. On the sessions page, each running open session
displays a session number, the remaining time, the number of drivers currently on track versus the
number of drivers allowed on track at once, and your ping to the server. A list of the drivers in the
session is available by mousing over the helmet next to the session info.

To join a session, click the red session link, and the race panel will briefly display ?staging,? followed by a
?join? button. If the session fills up before you are able to register you will instead receive a message
that the session has become full.

Each open practice session has a limit of how many drivers can be on track at the same time. When the
track is full, no other drivers may join the session until someone else withdraws. Also, each open
practice session?s entry list is currently limited to a total of 64 unique drivers. Once the entry list has
become full, only drivers who were previously in the session, and therefore already in the entry list, can
re-join it.

If you get disconnected from an open practice session you can simply click the join button again to get
back on track. But, if you wait too long (about 4 minutes), you will be automatically withdrawn. If this
happens, you need to go to the ?select session? web page and re-register for the session. Once you re-
join you will get your old car back.

Finally, when a new driver first comes out on track you might see them for several seconds in a white
car, and with gray helmet images in the user interface - this is working as designed. After your system
finishes creating their textures and helmet images, their proper paint schemes should appear.

Cars

The Chevy Impala SS has been added.

Physics

The suspension on the truck has been improved?better and more realistic available travel, the perch
adjustability should allow enough range of ride height, spring rate, cross weight, etc. The aero numbers
for the truck are improved.
The ?backwards aero? issue has been fixed.

There is now a minimum tire pressure required at each track for the Truck (and Impala) which follows
what is required in the real world.

There is now a maximum right height for the Truck (and Impala).

The tires on the Truck and Impala have more of a fall off in grip as the tires wear.

Release notes for 2009.01.31.02 Build

Fixed a crash bug that could occur in fully populated open practice servers. Shadows will be disabled in
open practice for the time being and will also not show up in the replays saved in an open practice
server.

A handful of default setups have been updated for the Impala and the Silverado.

Release notes for 2009.02.11.03 Build

Cars

Adjusted Silverado side mirror so that it shows a view similar to the Impala

The Riley Daytona Prototype is available. It has a wealth of aerodynamic adjustability, plus adjustable
bump stop gaps with 1mm shims! The total aerodynamic downforce and front/rear downforce balance
is adjustable by altering ride height and rake, as well as through a number of aero options such as front
dive planes (winglets that attach to the front fenders), multiple rear spoiler configurations and rear wing
angle and wicker adjustments. Generally more rake (higher rear ride height wrt front) and less front ride
height will move the downforce more to the front, and increase overall downforce. If the car is trimmed
out for top speed, you may want to raise the front or reduce rake to keep the car balanced.

The Impala and Silverado now have adjustable steering ratios?8:1, 10:1, 12:1, 14:1, and 16:1 are
available.
Open Practice

Added ?LoadTexturesWhenDriving? option to renderer.ini. Set to 0 to disable opponent car texture


loading while on track during open practice sessions, then the textures for new drivers will load only
while you are out of car, and will appear white until loaded.

Race Control

Improvements and bugfixes to the pace car when it picks up the leader at the beginning of a caution.

Bug Fixes

All club names display correctly in-sim. No more club ??none-?.

Sound

Some sound cards are having troubles with Voice Chat and the Spotter in the recent release, which now
play back at their native sample rates rather than being resampled to match other sim sounds. For
compatibility with these sound cards, and for anyone who prefers how Voice Chat sounded prior to this
release, we have added app.ini options to force resampling. The two options are overrideSpccRate and
overrideVoiceChatRate. The default setting of 0 means ?use the native sample rate?, while setting them
to 1 means ?resample to match other simulation sounds?.

Updates to car versus scenery scraping sounds.

Updates to Silverado engine sounds.

Updates to Impala engine sounds.

Region Standings Widget

A modified Region standings widget has been implemented on the home page. After divisions have been
created for the season, the default view of this widget shows overall club standings for the member's
region. Data includes Club Pts as well as points delta from 1st and points needed to move up in rank.
1/2/3 Wk Totals columns will be integrated in the future. Links to each club?s overall standings and
standings by series are also provided based upon drop-down selection.

The Regional Stats page RESET button functionality has been updated to reflect the parameters defining
the page load. If Regional Stats is accessed from the Region Standings widget, then a RESET will reflect
the parameters sent to the page from the Region Standings widget. If Regional Stats is accessed from
the site nav, then RESET will reflect the parameters described by the series selected to the Race panel.

Release notes for 2009.02.24.02 build


Texas Motor Speedway is now available.

Replays should now load from My Documents locations that are mapped over a network.

The tach needle in the COT replays should work now, but previously saved replays will still have a non
functional tach needle.

The Riley DP car can now be fully refueled in the pits.

Release Note for 2009.03.18.03 build

A bug has been fixed which could cause incorrect course black flags (pitting, cut course, gained time,
etc), mostly when a driver has an unreliable internet connection. This will be deployed tomorrow in the
maintenance window.
2008
Release notes for 2008.10.28.1 build
GARAGE

The garage screens for most cars now include a fuel level setting. You can set the amount to "Fill To:"
before you get in the car. This is the only way to remove fuel from the tank.

The <Baseline> tab has been changed to a <Defaults> tab, which brings up a list of built-in setups for the
car. There is still a baseline setup in the list, but there are now additional setups for each car.

The Load and Save As tabs operate as before. Load displays a list of only those setups you have saved,
not any of the built-in setups.

RACE CONTROL

Green flag should now only stay up for somewhere around half a lap at all tracks.

Number of resets available has been reduced to just 1, and then you get locked out of the race. Use
sparingly.

The pace car is now a ghost, it will pass through other cars.

Full-Course Cautions

During Oval races full course cautions are now possible.

On ovals, a Yellow flag will signal a full-course caution. The pacing order will be frozen at the moment
the full-course caution begins. Cars involved in causing the caution or otherwise seen as out of control
may, however, not be awarded a place in the pacing order until they are detected to be on course and
under control. Race Control will instruct the leader to follow the pace car. All other drivers must line up
in single file in accordance with instructions from Race Control.
In the pacing instruction display, a green up arrow indicates that you should pass cars until the green
arrow goes away. A red down arrow indicates you should slow down and let cars by until the red arrow
goes away. An orange bar indicates that you are in the right spot in pacing order. You will also be shown
when there are two laps to go until the restart, and one lap to go, and to get ready for the restart.

When there is one lap to go until the restart, Race Control may restructure the pacing line from single
file. If there are 10 or less laps to go, the restart will stay single file, but lapped cars will be shuffled
behind lead lap cars. If there are more than 10 laps to go, the restart will be double file if there are
lapped cars. The lapped cars will be instructed to move to the inside line, while the lead lap cars will be
on the outside line.

Most penalties that you get while under a full-course caution will send you to the end of the longest
pacing line, and do not show a black flag. These penalties will clear when the race restarts. Penalties you
achieved under green flag racing that require you to stop in your pit stall to clear do show a black flag.
These types of penalties can not be cleared while the race is under a full-course caution, you must wait
for the race to restart before you can try to clear them. The 4 lap limit for serving these penalties is
delayed for the duration of a full-course caution.

When a full-course caution begins, Race Control will indicate the closure of all pit lane entrances in the
pacing instruction display. Pit lane will open for cars on the lead lap on their first lap after crossing the
start/finish line under full-course caution. Pit lane will open for lapped cars on their second lap after
crossing the start/finish line under full-course caution. Entering a closed pit lane will result in the driver
being sent to the end of the longest pacing line for the restart.

The exit of pit lane may be closed, as indicated by Race Control in the pit lane display. This closure can
occur at the beginning of a race and continue until after the race has started, or it can occur when a full-
course caution is in progress and the pacing field is passing the pit exit. Leaving pit lane while the exit is
closed under green-flag conditions will result in a Stop-and-Go penalty. Leaving pit lane while the exit is
closed during a full-course caution will result in the driver being sent to the end of the longest pacing
line for the restart.

PITTING

Pitting functionality has been added for most cars (not the Rookie cars, but including the Advanced
Rookie cars). For most of the cars, only tire and fuel changes can be made, but for the Late Model and
Silverado wedge can be adjusted in the pits. If you prefer to forget about pit strategy, you simply need
to stop in your pitstall to receive fresh tires and refill your fuel tank. If you wish to exert more control
over your pit crew, keep reading!

The pitting functionality is accessed through some additional pop-up windows using the function keys F4
(fuel), F5 (tires), F6 (tire info), and F7 (wedge, if available). The windows operate the same way as the
F1, F2, and F3 displays--pressing the function key displays the window if it is not currently being
displayed, and pressing it while it is displayed removes it. These pit request windows are intended to be
car-specific, they will not always have the same information or settings available--wedge may become
wing angle on a formula car, for example. Fuel and tires are likely to remain the same for all cars that
allow pit changes.

Requests to change these items can be made while out on track, or in your pitstall. If made while on
track, the changes will not be done until you stop in your pitstall (in front of the lollipop man--he shows
you where to stop). If there are changes pending, you will not be able to leave your pitstall until they
are completed. The lollipop man will show you a green signal a few seconds before your crew is done,
so you can get ready. When he withdraws the signal, you are free to go.

Penalties are served after pit service, if you have any black flag penalties. Your car will continue to be
held for the duration of the penalty in that case.

For pit displays that have multiple items (for now, just the tires: LF, RF, LR, RR), the down and up arrow
keys move from individual item to item (from tire to tire). These are also called the Select Next (down
arrow) and Select Previous (up arrow) controls.

The left and right arrows change the quantity for the highlighted item (tire pressure for selected tire,
fuel to add for fuel, RR spring perch offset for wedge, etc.). These are called the Decrement (left arrow)
and Increment (right arrow) controls.

The space bar toggles a checkbox for the highlighted item, if there is one. The checkbox generally
means to apply a change to this item while in the pits--e.g. for the tires, the checkbox means change the
selected tire, for fuel, the checkbox means add the fuel (unchecking the fuel checkbox is a quick way to
ask for no fuel to be added). This is also called the Change/Toggle control.

The down/up, left/right arrow controls and the space bar toggle control can be reassigned to buttons on
your steering wheel, as can the function keys themselves. You can do this on the Options->Other page
within the simulator. This allows you to view and control your pitting requests without needing to use
the keyboard.
Fuel Display (F4)

The fuel display allows you to specify the amount of fuel to add, which differs from the garage fuel
setting, which simply sets the amount of fuel in the tank. The garage setting is the amount that will be
in the tank when you get in the car. The pit display amount is simply added to the current level in the
tank, stopping either when the amount requested has been added, or the tank is full.

The fuel display also shows the fuel remaining and an estimate of the number of laps remaining. The
engine will likely start to starve before this reaches zero. The estimate is a running average, so it's best
to check it at the same point each lap, as it varies from place to place.

The amount to add will automatically be set to max fuel once you leave pit road, and the checkbox is
checked. That way, nothing needs to be done in order to refuel on your next stop. If you don't want to
refuel, you will need to either lower the amount to add, or clear the checkbox.

Tires display (F5)

The tire pressure that is adjusted on the pit display is the cold pressure, just as in the garage. It is
possible to ask only for a tire pressure change, and not a tire change, by changing the cold pressure
requested, but unchecking the checkbox.

The change tire checkbox is automatically checked for all four tires once you leave pit road. That way,
nothing needs to be done in order to change tires on your next stop. If you don't want to change tires
(or don't want to change a specific tire), you will need to clear the checkbox for each tire you do not
want to change.

Tire Info display (F6)

The tire info display shows the Inside, Middle, and Outside temperatures and hot pressures when the
car last had this information recorded. It is not a real-time display, but is there to allow you to see the
state of the tires at the last pitstop (so if you had them changed, it is the information for the old tires).
This display does not have any changes that can be requested, it is informational only.
Wedge display (F7 - Late Model and Silverado only)

The wedge display simply allows you to request a change to the right rear spring perch offset; it is the
same change as in the garage. In order to know how much of a change in % wedge each increment
makes, you will need to make a note in the garage as you change the RR spring perch offset. Note that
just as in the garage, a lowering of the spring perch offset is actually compressing the spring more, so
tightening the jack bolt is done using the left arrow (less spring perch offset).

PHYSICS

A couple small changes have been made to the drafting tables which should give a bit more advantage in
speedway racing.

The Radical SR8 now has wing drag and rear downforce closer to what is "correct" based on our limited
data from Radical UK. Body downforce is higher and the drag induced by the rear wing is less of an issue
at higher speeds. I think it still might need a slight tweak to get the balance better, but it's much
improved as it stands now.

The Formula Mazda now has much more appropriate drag and downforce available in both front and
rear wings. You shouldn't need to run 13 front and rear wing angle at all tracks, all the time. The total
difference in top speed from running minimum wing to maximum wing is now 8 mph, which should give
a much better opportunity to have widely varying setups without any one having the absolute upper
hand. This change will be released in a separate update at the end of this week.

The car no longer slides slowly across the ground while stopped, and the auto brake when stopped
operates better.

The engine can now be damaged by over revving, especially on early downshifts. There also may be
very rare engine failures even without significant abuse, so don't feel too bad if your engine gives up
(but try not to over rev). Keep an eye on the water and oil temps -- water shouldn't exceed about 220 F,
oil shouldn't exceed 240-250 F, or you'll be starting to take chances. Those temps may start to climb if
you are spending a lot of time in the draft.
SOUND

Playback of your cars engine and wind sound has been improved significantly when surround sound is
enabled.

The sim runs correctly on systems with more than 10 sound devices. Up to 100 devices may be selected
from in-sim.

Updated Radical SR8 in-car engine sounds.

UI

Names are sorted reasonably in-sim. Accented characters are collated adjacent to the equivalent non-
accented character.

The fully-depressed mark on pedal meters is easier to see at low screen resolutions.

Driving Screen

When you get in your car, the previously opened black box will be shown by default. This persists across
sessions.

Hiding or showing the FPS/Network display or the Speed/Gear/Pedals display persists across sessions.

Voice chat and/or text chat can be disabled while driving.

Replay Screen

Replay playback rates have been simplified to 1x, 2x, 4x, 8x, 12x, and 16x.

You may not enter the garage during a race.


Options Screen

Most keyboard controls can be rebound on the Other tab.

Added next/previous black box control to cycle through black boxes.

TRACKS

Phoenix International Raceway has been added

The Infineon IRL2 configuration has been added

CARS

The Chevrolet Silverado has been added

The Late Model has been re-branded the Monte Carlo SS late model

Website release notes for October 29th, 2008

- A new promotions page has been added. This page can be accessed by clicking on "Promotions" at the
top of the page or by clicking on the promotional area of the HOME page.

- A Reigning Champions widget has been added. This widget lists the champions for the 2008 Season 3
series and allows division filtering.

- Friends and Studied tabs have been added to the STATS > Drivers page. These tabs filter the driver list
to those on your Friends and Studied lists.

- The Stats page navigation was updated to fix the < > arrows which would get stuck after five clicks.
- Update Manager now includes a block of required packages called "Additional". The update process
should work as normal.

- Changes were made to the following pages to accommodate the case when divisions have not yet been
set. This largely affects behavior of My Division and Division dropdowns.

Home page

STATS > Series

STATS > Clubs & Divisions

Any Series Home page

Release notes for 2008.11.10.02 Build

- A series banner now loads in-sim.


- Fixed a bug where the exit car message would show while pitting.
- Fixed a bug where a replay TV camera could move strangely when the replay buffer is full.
- Fixed a phantom collision bug at Lowes.
- Fixed a bug where the available reset could be used without resetting.
- Fixed a bug where passing during a caution was not properly penalized if the race finished under
caution.
- Fixed the auto-brake so the car won't roll on the starting grid.
- Fixed a bug where if you missed the race start you could be a lap down.

Release notes for 2008.12.11.02 build

Wall contact incidents are now either 0x or 2x, instead of 3x. Also, the polar moment of the car is
considered as well when determining the impact strength, which does a better job of evening out the
contact incident points across different cars. It is easier to get a 2x in the Legends, for example, and
harder in the Late Model or Silverado.
The pit speed limit is no longer applied if pace field begins an oval race's parade laps from within the pit
lane.

Improved processing of cars involved in causing cautions to reduce problems if they are lapped before
resuming pacing speeds.

Some small changes have been made to the telemetry API.

Website Release Notes for August 26th, 2008

A new Home page "Talking Points" box has been added. This area provides a quick and easy way to join
the ?General Discussion? chat room and the three most active chat rooms on the service. To join a chat
room simply click on its name under the Chat Room column and you will automatically be connected.
Bear in mind that while Talking Points is an easy way to join the most popular chat rooms, other chat
rooms may be active as well so make sure to visit the Chat page if you cant find the chat room you are
looking for.

Updated STATS > Drivers to change the column label "Champ Pts" to "Total Pts"

Updated STATS > Series to indicate default sort on best Qual Time for Qualifying Results and Season TT
Results

Referral program added

Lapchart updated to report incidents that occur on the 0th lap along with the 1st lap (0th laps are not
displayed, but incidents flags now get displayed with the 1st lap)

Lapchart updated such that clicking on cells in the "Start" and "Finish" areas will also highlight driver
data

Customize car/suit/driver updated so that on load of the page and when switching between color
options A, B, and C, the corresponding color cube is outlined in the color grid
Website release notes for October 8th, 2008

iRacing World has been added. iRacing World is a social networking site and can be accessed by clicking
on the "iRacing World" graphic at the top of each page.

The clubs have been broken down into regions and this change is reflected in the HOME page Region
Standings widget. This widget can be filtered by race type and by division.

Series can now be filtered by series type.

A division filter has been added to the STATS section's Series page. This filter will default to your division
for the selected series. If you select a series in which you have yet to participate, the filter will switch to
what your projected division would be where you to join the series.

A division filter has been added to the stats table on each Series Home page. This filter has the same
functionality as the STATS/Series filter.

The Event Results page has been improved to show the safety rating delta for each race.

The fastest lap time is now highlighted on the Event Results page.

Updates on 23-Oct 2008 for Infineon and Lowe's

We will be issuing updates to Infineon Raceway and Lowe's Motor Speedway today, hopefully at around
20:05GMT (4:05pm EDT).
The update to Infineon Raceway fixes the course-cutting bug that some have been exploiting
shamelessly. The update to Lowe's Motor Speedway fixes an issue that would impact some sessions in
the upcoming 13th Week schedule.
Release notes - 5/4/08

Website
The iRacing member site has undergone a major art and design overhaul. Please be advised that the
website redesign is not finished and there are still incomplete pages and functionality. There is also
quite a bit of work that needs to be done for the site to look as it should using IE6 and 7.

The changes are too numerous to list in their entirety but the most notable ones are...

The entire site has been re-skinned with an all new look-and-feel.

The License has been removed from the Race and Test panels and the license information has been
moved to the top of the screen. This new Identity section will always be visible on the site. You can
toggle between your road and oval rating information by clicking on the ROAD and OVAL buttons.

The banner area that shares space with the Race and Test panels has been re-designed to illustrate
where you are on the iRacing site, and in some cases it will display the content that you currently have
selected for testing. While at the list pages for Series, Cars, and Tracks the banner will display your
current series selection, test car, or test track. While at the drill-down pages for a series, a car, or a track
the banner displayed will be appropriate to the particular series, car, or track that you are viewing.

The Series list now includes license icons which illustrate the eligibility requirements for participation in
each season.

Once signed up for a session you will arrive at a Drivers Briefing page where you can join pre-race chat
or take a moment to become more familiar with the track youre about to drive on.

The Car and Track lists have been enhanced and now include informational drill-down pages for each car
and each track. These drilldowns are filled with interesting information and screenshots relevant to the
particular car or track. Each track page includes an interactive track guide which has many features such
as an image-based lap around each track configuration, turn numbers and names, and pit road layout
and speed information.

The My Profile page has been both re-worked and re-located to reside under the new ?myRACING?
section of the site. myRACING includes a Contacts section where you can add or remove Friends and
Studied drivers or look up any driver on the service; the Customize Car(s) page; Customize Helmet page;
and Customize Suit page. Results no longer reside here; they have been moved to the STATS section of
the site.

A new section has been added: STATS. This section is the informational hub for all statistical and result
related material on the site. This section is split into six sections: Personal, Friends, Studied, Series,
Clubs, and Drivers. The Personal, Friends, and Studied pages are set up similarly and display the official
career stats for yourself, your friends, and your studied drivers -- note: these career stats are derived
solely from official events. At the top of each of these pages are links that flip between the
aforementioned career stats and the regular session results which are in the same format as they were
on the last incarnation of the site. The Series page allows you to look up the Season Race Standings,
Season Time Trial Standings, Season Qualify Results, and Season Time Trial Results for any season thats
been run on the service, be it a retired season or one that is currently active. The Clubs and Drivers
pages are coming soon?

A CHAT section has been added. This page acts as an interface for joining and creating chat rooms. Chat
rooms launch in an external application and support both voice and text communications.

A STORE section has been added.

The SUPPORT section now has a FAQ and Knowledge Base mini-site and an easy to use web form to
submit support requests.

The INSTRUCTION section now has the FIRST Sporting Code, which is the rule book by which all
iRacing.com members are expected to abide.

Chat

Voice support has been added to the chat system. Select your desired audio devices within the chat
client using its Options->Audio menu. You may then adjust your microphone's level by monitoring the
digital volume unit meter on the bottom right corner of the chat client's main window. Your
microphone's volume should be adjusted such that you light approximately 80% of the bars when you
transmit voice. Access to the microphone's volume control can usually be found within the Sound/Audio
devices portion of the Window's control panel, and also from within the Window's Sound Recorder
Applet (XP: accessories->entertainment->sound recorder). If you see that another customer's audio level
is too low when they speak kindly suggest that they properly adjust their microphone's volume.

You may have more than one chat room open, in such cases you can hear the voice chat from all of
those rooms simultaneously. You may mute any specific room(s) using the mute button near the volume
unit meter. Whenever you transmit voice you will only speak into the chat room that has your input
focus.

To transmit voice you need to either push the Talk button or use the configured key-combo (also in the
audio options). Only one person may speak in a chat room at a time.
Graphics

The problem where some walls flashed shadows when driving near them (only on some graphics
hardware) has been fixed. Also many z-fighting issues have been improved.

TrackIR

TrackIR support has been added to the simulation, but is pending support in the TrackIR driver
software/game updates.

Scoring

The license colors have changed. The current mapping is now:

Rookie = Red
Class D = Orange
Class C = Yellow
Class B = Green
Class A = Blue
Pro = Black

Unofficial race sessions are now weighted the same as Time Trial sessions towards your Safety Rating.

Rookies are now placed into a separate Rookie division when they participate in Advanced Rookie
Series, or higher level series that also allow Rookie participation. The 4-week introductory Rookie series,
as before, do not have divisions.

Rookies no longer contribute to Club Standings.

Physics and Garage

Additional chassis and suspension settings now work--camber, caster, rear toe (when available), track
bar (panhard bar) height. This means you can now use the legends car on road courses!

The baseline setups have all been tuned and some cars like the legends car have additional setups
supplied.

The setup screens have generally been split into two tabs: Tires and Chassis. There was a bit too much
information for one screen.

The tires now are affected by temperature and wear. Locking up a wheel induces quite a bit of tire
wear, so don't do that too often. Trying to get temperatures spread evenly across the tire is not
necessarily the best use of the tire. There are advantages sometimes to finding an inflation pressure
and camber combination that increases grip in the corners, but that ends up giving uneven temps.
Generally the center temp should be a bit higher than the average of the two edges (but not always).
The inside edge of the outside tires in any given turn should probably end up a bit hotter than the
outside for best grip.

Stagger changes now affect weight jacking properly, as they should.

For now, anytime you get out of the car (return to the replay screen), your car will get new tires next
time you get in. It will also have fuel refilled. There is currently no way to get pitlane service; that will
be coming later.

Cars in the pitstall lane of all pitlanes have collisions disabled with other cars, so there should be less
trouble driving out of pitlane--try to use good habits, though, eventually there will be a penalty for
driving too fast and/or too far in the pitstall lane.

Opponents in multiplayer sessions will now have the correct gear/diff ratios as set by each local driver,
so engine revs sound more correct.

Race control

Black flags have been added and are active. The available black flags are:

Unsafe pit entry - Some pit roads at some tracks require you to enter the pits via entrance roads or
painted lines. Not following the correct entry will result in an unsafe entry black flag.

Unsafe pit exit - Some pit roads at some tracks require you to exit the pits via exit roads or painted lines.
Not following the correct exit will result in an unsafe pit exit.

Cut course - If you significantly bypass parts of a circuit's configuration, you will get a cut course black
flag.

Gained time - If you blow through a chicane or cut some corners a bit too much, race control will
consider you to have "gained time". A furled black warning flag will be shown to you. You have 15
seconds or until the start/finish line to slow down sufficiently enough to appease race control that you
have given back the time you gained, or a black flag will result.

Speeding in pits - Driving above the specified speed limit in a pit lane will result in a black flag.

Jump start - During a road course standing start, if you move before the lights go green, you get a jump
start black flag.

Passing the pace car - During a rolling start, if you are ahead of the pace car at the time it pulls off the
track you will get a black flag.

Passing on the inside - During a rolling start after the green flag, if you pass anyone ahead of you in your
line on the inside - left on a left turning oval - before reaching the start/finish line, you will receive a
black flag. This rule does not apply on road course rolling starts (which we don't have at this time
anyway).

Passing the leader - During a rolling start, the leader of the second line must not pass the race leader
after the green flag before the start/finish line.

Passing under yellow - During a rolling start, if you are ahead of where you are supposed to be in the
pace line order at the point of the green flag, you will receive a black flag. Yellow flag functionality IS
NOT enabled in this build.

To clear a black flag you must stop in your pit stall. The black flag may be a stop and go, or it may hold
you in your stall for longer. There are no drive through black flags. During non race sessions you can also
clear a black flag by exiting or resetting your car.

During testing sessions, only cut course and gained time black flags are active. During any online session
all black flags are active.

While you have a black flag, you will receive no official lap times. But in a race your lap will still count
towards the race.

When you get a black flag during a race, you must serve that black flag within 4 laps or you will be
disqualified.

If you are driving backwards, race control will warn you with a furled black flag to turn around and move
in the correct direction. Failure to obey this warning will result in disqualification.

"Off track" incidents are now determined by the center of the car being off track surfaces, rather than all
4 tires.

Pacing before race start on short ovals has been increased to 2 laps.

During pacing there is an information box shown on the screen. It tells you which line you should be in,
and gives instructions for getting into the right pacing order. Race control will advise you to follow a car
ahead of you in line, or pass the car ahead, or slow down to let the car behind you by.

In pit lane there is an information box shown on the screen. It reports the speed limit for the lane, your
speed, any penalty countdowns, service time and if you are not aligned with your pit stall properly.
Sound

Voice Chat volume can be adjusted with more precision and can be set lower.

Improved sound volume fall-off and priorities, so close cars aren't so overwhelmingly loud, and you hear
the louder sounds more reliably.

Rebalanced sound levels of different sound types.

We no longer reserve a set of sound streams for crashes; as a result, more sounds are playing all the
time. This will sound better, but minimum-spec systems may need to lower their sound streams to the
minimum of 12. If a system ran with 12 streams previously but cannot run at all now, please report this
and the systems specs.

Crackling should be resolved for all sound cards in stereo and almost all sound cards in surround
(Sigmatel chipset devices are known to crackle in surround; we cannot fix this). There may be slight
crackling when driving over grass, but it should be minor.

UI

Detail options for Cars, Events, Grandstands, and Objects are now correctly labeled High / Low / Off.

General Art

An all new user interface has been added.

There are a significant number of new helmet and suit patterns.

Numerous art bugs have been fixed.

Cars

The Radical SR8 has been added.

The SK Modified has been added.

Car LOD distances have been optimized.

The driver now has LOD levels.

Cockpit shadow textures have been added. When shadows are turned off, the cockpit area of the cars
should look much better.

The Car Detail option on the Options screen now works.

Replay screen car cameras have been adjusted.


Tracks

Event objects have been added to the tracks.

Crowds have been added to the grandstands.

Stop/Go man added to driver's pit stall.

Significant Laguna Seca performance optimizations have been made.

Object Detail and Grandstand Detail should now behave properly.

iRacing.com website and build update: 6/5/08

Physics Updates

Cars which have just reappeared either due to having a large position or orientation discrepancy (usually
during a crash) or whose driver has just entered the car are now not collideable for two seconds after
appearing. This should alleviate some problems with being taken out by latency effects or unfortunate
pit exits.

All the cars have more accurate chassis inertia numbers, so the response rates have changed. Some cars
have higher moments, some lower.

The impact levels for 0x and 4x car contacts and 3x wall contacts now take the car mass into account
(lighter cars will get incidents a bit more easily).

There are now 0x wall contacts for light brushes with the wall.

The Rookie cars now allow you to view tire information in the garage, although no changes can be made,
or setups loaded or saved.

All cars now have baseline setups, so the error message that a baseline setup couldn?t be found should
no longer occur.

The effect of camber is more correct?driving over the edge of a curb does not upset the cars as much.

There have been tire changes made to several of the cars, most notably the Late Model, Formula Mazda,
SR8, and SK Modified.
Cars

The USAC Series Silver Crown car has been added. Be afraid.

The ambient occlusion level for each car?s cockpit has been tweaked. The cockpits should no longer
appear to be as dark.

The Radical?s mirror angle has been tweaked

The Radical?s front fender will no longer flicker when damaged.

The Solstice?s brake lights are now hooked up.

The Skip Barber Formula 2000?s steering wheel no longer flickers.

Tracks

Added the Infineon Raceway Long Circuit which is generally used by Clubs

Track Bump Maps

Many incorrect surface bumps, mainly where racing paths merged together, have been fixed at several
tracks (VIR, Lowes, etc.)

Remote Cars

The problem where cars in on-line sessions would sometimes arrive with all white paint jobs (and with
helmets missing) has been fixed.

Tweaked Late Model remote car orientation to hopefully improve the appearance of ?dirt tracking? in
the corners.

When first connecting to a race server the in-sim chat window will now list disconnected drivers as
?disconnected? rather than as large (usually negative) numbers.

Graphics Options Screen

The frame rate limit in the advanced graphics options is now adjustable and also better maintains the
selected limit. If you are having stuttering issues you might try enabling this with a moderate FPS limit
which may relieve some of the strain on your system?s resources and improve overall performance.

The virtual rear view mirror?s field-of-view (FOV) is now adjustable on the advanced graphics options
page.

The graphical antialiasing level (1xAA, 2xAA, 4xAA multisampling) is now settable via the advanced
graphics options. If you wish to use the in-sim settings you may first need to disable any override you
may have previously enabled in your video driver?s settings. If you wish to use an AA setting other than
those available in the current options screen, please continue to do so via your video driver?s overrides.
The in-sim settings may allow you to choose an AA level which your card cannot handle, in such a case
AA will silently revert to 1x during startup.

iRacing Chat Client

Several voice chat bugs have been fixed.

Chat room names which contain hyphens (or that exceed an internal length limit) are no longer
truncated incorrectly.

A rare crash bug was fixed which sometimes occurred during shutdown of the chat client.

Control Assignments

Keyboard assigned gear shifting controls should now work from one session to the next without the
need to re-assign them in the options each session.

The clutch pedal control should now work correctly when the chat entry window is open.

Installation, Updating and Launching Software

The installer now creates a start menu shortcut to members.iracing.com (instead of alpha.iracing.com).
If you do not re-install from scratch, please make sure you manually fix your existing shortcut.

The simulation no longer triggers downloadable packages to require a download after certain simulation
software crashes.

The graphical auto-configuration has been adjusted to be less aggressive and to set the amount of video
memory available for textures more accurately. Your system may now default into a lower PC class and
may report slightly less video memory available for textures after running the graphics auto-
configuration tool.

Fixed an issue that was preventing the iRacingService from launching the sim in some instances.

Changed a timeout that should reduce the number of ?The sim didn?t seem to launch for unknown
reason? errors on the web site.

Website

Safety ratings are now displayed to the hundredths decimal place

The ?[ ] Use iRacing.com? dollars towards my subscription.? option on the web site now works.

The proper sales tax rate for downloadable software is 1% in the US state of CT, not the normal sales tax
rate.
Abbreviated season stats are now available on each season?s Series Home page.

The navigation for the STATS section?s Series Stats page has been improved. You are now able to jump
directly to any page, the last page, or the first page.

Club stats are now available on the STATS Clubs page.

Event Results have been re-skinned.

A car and track dropdown has been added to the TEST panel to allow quick selection of cars and tracks
for testing.

Your selected car and track will now sort to the top of the car/track lists.

The ?Rolodex? page has been re-named to ?myRACERS?.

A bug that would cause the session page?s session panels to not wrap during a race-week change has
been fixed.

Race Control

Fixed a bug where some races with too few entrants were being counted as official.

Fixed a bug where a race that ended before half the scheduled length was not being marked as
unofficial.

Incident points incurred by cars you have contacted within 4 seconds of that contact will be attributed
to both of you.

When you break rules and get a black flag, the rules you have broken will be listed.

In a race, the white and checkered flags are now shown to you based on your position in the race, not
just the leader's position which could be confusing.

General Simulation User Interface

Smallest text all uses the same bold font ? should be easier to read at low resolution

Increased contrast in text colors

Drive screen UI can be scaled larger

Accented characters in driver?s names shown correctly

Qual sessions have a Qual tab on the replay screen showing session results

Race sessions show Qual times in Grid tab


FOV shown on drive screen when changing FOV

In-car FOV adjustable in Options / Graphics

Cockpit Look options added

List of all key bindings in Options / Other (these cannot yet be rebound)

Bug fixed: all screen resolutions are selectable in Options / Graphics

EAX, which is not implemented, can no longer be set manually in app.ini

Garage screen no longer needs to be scrolled

Series name shown on replay screen

Various little tweaks to several UI widgets ? droplists scroll faster, sliders react more intuitively

Laps tab uses colors rather than fonts to highlight best laps

UI will show on the center monitor on Matrox Triple-head-2-go three monitor setups.

Sound

Flat tires now make flat tire sounds.

Driving Views

You may only drive using the cockpit view, chase views are no longer available.

The maximum driving field of view has been raised to 135 degrees, to help folks with extra wide triple
monitor setups.

Release notes for the June 25th, 2008 build


User Interface

Force Feedback ?Dampening? option removed ? it no longer did anything.

Corrected sorting order for numerical columns in Session screen tabs.

Re-ordered sound options to ?Simulation? and ?Voice Chat? sections to clarify the options? intents.

Cleaned up voice chat notifications.

Removed voice chat ?you are transmitting? sound ? people thought that they were transmitting static.

Session screen tabs, F2, and F3 black boxes corrected to no longer clip times, some club names, etc.
Long driver names may still clip if too large to fit in the available space.
The F3 black box can no longer scroll past the end of the list.

At race start, the F2 standings black box correctly shows qualifying times.

Your wheel now shows up on the replay screen after exiting the drive screen twice.

Pedal displays are more accurate ? they no longer display a small minimum depression at lower display
resolutions.

Fix for Euro symbol being displayed in some system messages in text chat (but long messages still clip).

Graphics resolution droplist displays correctly. No, really, it?s actually fixed this time.

Graphics options for AA and AF now list ?None? instead of ?1x?

Website

The functionality of STATS section?s Clubs page has been expanded to allow the viewing of all drivers in
a given club. Currently the value shown under the Club Points column when viewing a club?s driver list
is reporting incorrectly. This will be addressed soon.

The STATS Series page has been updated to show if a given race week is counted or dropped.

Firefox 3 now shows as a supported browser.

We have added the option to select your internet connection type in the ?my account? section of the
website. New customers will also be able to select their connection type during sign up.

Control Assignments

The sequential and direct shift gearbox controls may now be assigned to the same device.

The clutch pedal control now shows activation in the options screen when assigned to a button or
keyboard device.

iRacing Chat Client

Several chat client audio issues have been fixed, including the initial pop or squeal sometimes played.
Also a new option for recording voice using 8-bits (the default is 16-bits) has been added which might
solve some of the recording issues for some audio devices ? if you are having issues using voice chat
from the web based chat client, you might try this new option to see if it works better.

Graphics Engine Updates

The graphical issue where many tire barriers sparkled in the distance has been fixed.
Track Bump Maps

Several incorrect bumps at various tracks have been repaired.

Art Updates

Floating crowd fixed near the start/finish line at Summit

Fixed tire LOD issues on the Radical and Silver Crown

Fixed Latemodel exhaust pipe changing to pattern color when damaged

Fixed helmet patterns 41 and 42 so the license strip displays properly

Physics Updates

The caster is now measured correctly at all tracks.

The gearbox timing is now set per car, and H-pattern shifters do not have a shift time advantage.

The Skip Barber car now has adjustable brake bias in the garage.

Race Control and ttRatings

Fixed a problem wherein car numbers were assigned incorrectly in races with a mix of Rookie and non-
Rookie participants.

We have adjusted the ttRating formula so that drivers that have only time trialed at a few tracks are less
likely to see their ttRating fall when they time trial at a new track. Everyone?s ttRating has been
recomputed using this new formula. It is likely that the relative ordering of drivers based on ttRating has
changed.

From time to time, ttRatings will be adjusted service-wide so that they better match the current iRating
range. ttRatings have been adjusted during this release. Note that this amounts to applying a scale to
everyone?s ttRating, so the relative order between drivers does not change.

Client Software Updater

The web site will now better track the download and install progress of iRacing updates.

Sound

Updated engine sounds for the Formula Mazda, Silver Crown, Radical SR8 and Pontiac Solstice.
Release notes for 2008.07.23.02 Build
Graphics

Added a new graphics option, RefreshRateHz, to renderer.ini (located in ?My Documents/iRacing? on


XP). This setting overrides the full-screen refresh rate used by the simulation. The default value is 0,
which allows Direct3D to select a safe refresh rate. Use extreme caution if manually overriding this
setting, as an invalid value may cause the simulation to fail to initialize or result in other problems.

Relabeled ?Your Card?s Video Memory? advanced graphics option to now read ?Utilizable Texture
Memory.? In most cases the correct value is 30-100MB less than your card?s video memory. It is almost
always a bad idea to increase this value from the original auto-detected setting, as setting it too large
often results in a large performance loss.

UI

Mini Chat on Replay screen, Chat Tab now accessible from button in Mini Chat

#42(NP) Chat messages now show full names instead of inscrutable abbreviations.

Chat colors tweaked a bit

Adjusted F3 black box colors, it should be easier to distinguish your car from cars lapping you. The
colors are:

Gold: Your car & the pace car

White: Opponent on the same lap as you

Red: Opponent that is lapping you, or has lapped you

Blue: Opponent that you are lapping, or you have lapped

F2 and F3 black boxes now show car numbers as ?#123? rather than just ?123?

Track length now shown to two decimal places

Several small display errors fixed on the Replay screen

Race Control

Pit lane popup UI was not showing in oval qualifying sessions.

The time limit for "slowing down" after cutting a corner is increased to 20 seconds from 15 seconds.

Fixed the bug where resetting while under the "slow down" condition would result in a lengthy black
flag.

Fixed the bug where drivers could get pit entrance penalties when reconnecting to a server.
Physics

Fixed Silver Crown ride height issues for remotes (shouldn't bottom as much).

Changed tallest differential ratios for Late Model so doesn't redline at Lowes.

Brake lights are now transmitted to remote cars for Solstices and Radical (there is of course a delay due
to the communications latency, so don't follow someone too deep!)

Engine revs and gear are now transmitted to remote cars, should sound much better.

A correction was made to the aerodynamic forces due to drafting--the cars in front will generally get less
of a speed increase from cars behind.

A fix was made to the tire wear code which was causing too much wear on lightly loaded tires.

The Formula Mazda and Radical tires have been reworked; they were not quite correct after the camber
fixes in a previous build.

There is now no delay when shifting from Neutral into gear with sequential shifting mode, it is now the
same as H-pattern (no advantage at starts).

Tracks

Barber Motorsports Park is now available for purchase

Release notes for 2008.07.25.01 build


- Some fixes have been made to the collision detection for the Radical SR8, the SK Modified, and the
Late Model.

- A bug that had caused a chat server to crash has been fixed.

Release notes for 2008.07.31.02 Build


Sim

The sim will properly recognise 4GB or more of system RAM.

The replayMemoryOverride setting in core.ini will no longer cause sim to fail to load if size is set too
large.

Fix buffer overflow bug in garage when using long filenames for setups for most cars that could
sometimes cause setups to not load or the sim to crash.
Web

The functionality of the Club Stats page has been expanded. You can now view data on a per-season
level.

A driver stats listing has been added to the STATS > Drivers section. On this page you can view a listing of
all members who have participated in at least one race session. This list can be filtered in a variety of
ways.

A new page has been added to the SERIES section: Past Seasons. This page can be used to navigate to
the miscellaneous past seasons and lists all past season champions.

Tracks

Fixed a black flag bug at VIR South.

The Infineon grandstand is now visible again.

A graphical bump coming out of Irwindale?s turn 2 has been fixed.

Cars

Updated the 3rd gear ratio in the Solstice from the 2006 model's 1.37 to the 2007-present model's 1.51.

Updated full throttle engine sounds for Formula Mazda.

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