Mustick escribió:Ingwus escribió:Aunque no estoy seguro a mi ha parecido observar que cuanto mas arriba quedes mas sr te dan. Me ha pasado hacer una carrera muy conservadora quedandome atras sin riegos y sumar poco sr en cambio partiendo del mismo sr sumar mas cuanto mas arriba he quedado. No estoy seguro 100% pero diria que es así. ¿Puede ser?
No, el SR depende de las curvas que das sin incidentes, depende de tu licencia se tienen en cuenta más curvas o menos y tienen diferente peso en función de si son las últimas que has dado o las de hace tiempo.
Que la gente no se vuelva loca y se lea los manuales de iRacing y la primera página del hilo, no importa cuántos coches adelantes, si acabas arriba o abajo, si tienes mucho o poco iRating, sólo cuentan tus incidentes en función de las curvas.
Un saludo
maros escribió:Mustick escribió:Ingwus escribió:Aunque no estoy seguro a mi ha parecido observar que cuanto mas arriba quedes mas sr te dan. Me ha pasado hacer una carrera muy conservadora quedandome atras sin riegos y sumar poco sr en cambio partiendo del mismo sr sumar mas cuanto mas arriba he quedado. No estoy seguro 100% pero diria que es así. ¿Puede ser?
No, el SR depende de las curvas que das sin incidentes, depende de tu licencia se tienen en cuenta más curvas o menos y tienen diferente peso en función de si son las últimas que has dado o las de hace tiempo.
Que la gente no se vuelva loca y se lea los manuales de iRacing y la primera página del hilo, no importa cuántos coches adelantes, si acabas arriba o abajo, si tienes mucho o poco iRating, sólo cuentan tus incidentes en función de las curvas.
Un saludo
La unica subida gorda que note fue una carrera en la que yo y otro nos disputabamos el primer puesto, con varios adelantamientos y sin incidentes.
Hace un rato corri una en plan conservador saliendo de vigésimo,acabe duodecimo con 0 incidentes, me subio dos puntos en SR.
Y ahora acabo de terminar otra, quedando en segundo lugar, con un X4(toque en la parte trasera) y de momento el SR no se ha movido.
Es frustrante.
marcgenou escribió:configuras en none las ayudas y cada vez que subas marcha sueltas el acelerador. Con practica lo harás cada vez mas rápido. Al principio fallaras mucho y no entraran las marchas.
marcgenou escribió:Como dice Mustick, el camino es mucho más largo de lo que parece. Llevo mas de 5 años en iR y solo el último y medio he sido competitivo de verdad. Rebajad las expectativas tipo... quiero llegar a FR 2.0 y mojar orejas, porque os vais a llevar un chasco.
La gente que he visto hacer eso se cuentan con los dedos de una mano y la explicación esta en meterle horas a saco, horas efectivas, es decir, aprendiendo todo lo que significa la competición; lineas, racecrafting, solidez mental, toma de decisiones, manejar la tension, saber donde esta el limite de la tracción... y así hasta el infinito.
maros escribió:
Aqui nadie hablo de mojar orejas
Saludos
abe_nano escribió:@maros exacto, para que una carrera sea oficial necesita un minimo de pilotos inscritos y no es un numero fijo (creo) porque piede variar en funcion de si la carrera es multiclase y demas pero el numero minimo suele rondar el 7 +-1
marcgenou escribió:maros escribió:
Aqui nadie hablo de mojar orejas
Saludos
No lo decía por ti, pero es un perfil medio que hemos visto mucho. Cada uno sabe a que viene y que busca.
juamfra escribió:Buenas, sabeis si cada temporada o cada año ponen una demo o 1-3 meses para probarlo? me gustaria iniciarme en este simulador a lo duro, y ando a la caza de algun volante driving force gt para iniciarme en serio.
He visto que ofrecian 3 meses, pero ahora no hay nada.
patufet escribió:Finalmente hoy con el mantenimiento si que hay parche, confirmado!!
serkal escribió:patufet escribió:Finalmente hoy con el mantenimiento si que hay parche, confirmado!!
Hasta que hora estan de mantenimiento? me ha parecido ver en algun sitio que estaran 3 horas. Se sabe que lleva el parche o que van a mejorar?
Weso_Mataor escribió:Buenas acabo de empezar la skip barber y por lo ve veo la gente cambia muy rápido las marchas , a mí me obliga a ir con él auto embrague y tengo que soltar un poco el acelerador si no me penaliza mucho . Como debería de configurarlo ? Es que no encuentro nada
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.
Nürburgring
- 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.
subsonic escribió:juamfra escribió:Buenas, sabeis si cada temporada o cada año ponen una demo o 1-3 meses para probarlo? me gustaria iniciarme en este simulador a lo duro, y ando a la caza de algun volante driving force gt para iniciarme en serio.
He visto que ofrecian 3 meses, pero ahora no hay nada.
No hay una demo como tal, lo que hay son ofertas gratis o de precio reducido para iniciarse y probarlo, creo que ahora mismo todos los nuevos miembros tienen un 50% de descuento.
Y por supuesto, te recomiendo hacerte con un volante antes de probar iRacing, probarlo con mando es tirar el dinero y no lo vas a disfrutar.
juamfra escribió:subsonic escribió:juamfra escribió:Buenas, sabeis si cada temporada o cada año ponen una demo o 1-3 meses para probarlo? me gustaria iniciarme en este simulador a lo duro, y ando a la caza de algun volante driving force gt para iniciarme en serio.
He visto que ofrecian 3 meses, pero ahora no hay nada.
No hay una demo como tal, lo que hay son ofertas gratis o de precio reducido para iniciarse y probarlo, creo que ahora mismo todos los nuevos miembros tienen un 50% de descuento.
Y por supuesto, te recomiendo hacerte con un volante antes de probar iRacing, probarlo con mando es tirar el dinero y no lo vas a disfrutar.
Si lo se, por eso busco algun volante barato de segunda mano pero lo tengo dificil y que vaya el ffb.
serkal escribió:patufet escribió:Finalmente hoy con el mantenimiento si que hay parche, confirmado!!
Hasta que hora estan de mantenimiento? me ha parecido ver en algun sitio que estaran 3 horas. Se sabe que lleva el parche o que van a mejorar?
JohnDoe escribió:
Ya han terminado con el despliegue del parche: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.
Nürburgring
- 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.
maros escribió:Que grados de giro de volante soleis llevar? Yo llevo 900° pero creo que igual seria bueno bajarlo.
Dani_B escribió:@javi_V12 Pues si, son la leche.
Un simulador en continua evolución. Añadiendo y ajustando contenido continuamente. Esta claro que es su negocio y de ello viven, pero no se echan a dormir. Así da "gusto" gastarse el dinero.
Por cierto vosotros que tenéis mejores manos y mejores tiempos que yo. Habéis notado mas igualdad entre el McLaren y los recién llegados a la GT3? Yo como recién llegado a esa categoría con rodar y acostumbrarme a los nuevos coches tengo trabajo por delante.
Un saludo.
nene15708 escribió:maros escribió:Que grados de giro de volante soleis llevar? Yo llevo 900° pero creo que igual seria bueno bajarlo.
900 e iRacing usa para cada coche los que el coche real usa. Menos para que?
fjariza escribió:Últimamente no gano para sustos, vaya 2 carreras en la GT1 (que va a volver a ser mi serie principal en esta season) he tenido esta última semana, a mi me parece que no voy a dejar de ser novato nunca, y es que se le queda a uno una cara de tonto con según que cosas, os cuento:
Carrera en Nurburg combinado con Nords (por cierto, que pasada de circuito una vez te lo aprendes, vaya goazada) había estado entrenando a saco con el Aston Martin, conseguí ser constante y hacer un buen tiempo de qualy (8:24 creo) y rodar por debajo de 8:30 en carrera, total, que ya me sentía cómodo así que me inscribo a carrera y salgo en la pole!!! pero.... con el Corvette... jorl!!!! Esto de usar ambos coches... no sé como no me di cuenta, bueno que no me fijé... así que tuve que correr con un coche con el que no había entrenado apenas en ese circuito, lo curioso es que acabé segundo, solo perdí un puesto, por suerte tenía un setup que me pasó para @ManolitoSan para el Ring y aunque no llegué a rodar en el ritmo del Aston me valió para salvar la carrera, increíble...
Luego viene lo de anoche, de lo que aún estoy tocado psicológicamente, carrera en Road América, clasifico en la pole también (era el coche número 1, osea que tampoco tiene tanto mérito), salgo como un tiro con un ritmo buenísimo y muy constante, posiblemente mi mejor carrera en iRacing hasta la fecha, me escapé del segundo y el tercero (aprovechando que luchaban un poco entre ellos) y les metí 12-13 segundos, estaba por las nubes... me sentía Dios!!!! el nuevo crack de la simulación!!!!...... Total, que me da por mirar el black box porque no estaba muy seguro si tendría que ahorrar algo de gasolina en las 2 últimas vueltas, empiezo a cambiar la forma de conducir (malo, muy malo)... última vuelta... me sobre-relajo.... me despisto... trompeo y me voy contra el muro, coche roto... acabo octavo (y gracias a que pude entrar en meta) y con una cara de gilipollas que todavía la llevo puesta hoy...
Salu2 cracks!
nene15708 escribió:Dirt Coming to iRacing!!!
https://youtu.be/Nl5DZyAKkCw[poraki] APRIL FOOLS DAY CONFIRMED
borhack escribió:spa es lo que tiene.....off track LAND!!
Aprovecho para preguntar si alguien que tenga bien entrenado spa se quiere apuntar a hacer un grupillo de 3 y correr una de las 3 endurances de este finde en GT3.
Nada de ir a ganar o tiempacos...cada uno hace su stint y si es limpio se llevara un buen puñadaco de SR.
Si alguien se anima podeis encontrarnos en el team speak de eol: eolianos.net (sala iracing) y preguntar por mi o por garci, dani..o a quien veais.
Saludos!!!!!!!!!!!!!
borhack escribió:spa es lo que tiene.....off track LAND!!
Aprovecho para preguntar si alguien que tenga bien entrenado spa se quiere apuntar a hacer un grupillo de 3 y correr una de las 3 endurances de este finde en GT3.
Nada de ir a ganar o tiempacos...cada uno hace su stint y si es limpio se llevara un buen puñadaco de SR.
Si alguien se anima podeis encontrarnos en el team speak de eol: eolianos.net (sala iracing) y preguntar por mi o por garci, dani..o a quien veais.
Saludos!!!!!!!!!!!!!
fair3men escribió:@nene15708 tal vez deba encender el monitor? Ya vere para la proxima...
borhack escribió:@sepioes24
Pues para la de mañana seria lo suyo.
Si os animáis decirlo que hoy con el clásico y con el resultado sorprendente me he ido de farra....
@nene15708
No me has entendido....no somos tan pros como lo eres tu...eso seguro. Pero lo que digo es que en Spa hay mas offtracks por que permite mucho menos contacto con zonas verdes o tierra que otros circuitos.
Osea...el riesgo de offtrack es mayor.
borhack escribió:ok,,,,,,,,,,,
Alguien entonces para la endurance de mañana?
juamfra escribió:Los codigos uno sale 3 meses por 5$ "PR-IMSA2015" y este sale a 3 meses por 12$ y te dan un Ford GT. Change. "PR-GRIPTV"
Algun consejo sobre el simulador a parte de ir lento pero seguro y quedar ultimo, supongo que deberia de empezar en el mazda no? Sobre los referidos no tengo a quien darle esos 10$, y ya vi en la primera pagina los referidos, pero prefiero darselo a alguien que lo necesite o le haga falta un circuito lo que sea, que me lo diga y se los doy.