[HO] iRacing 2.0

Queda poco para nueva build y Tony Gardner ha compartido contenido que casi seguro estará en la nueva build. Resumen:
-Michigan actualizado, si ya tienes el viejo te dan el nuevo gratis, el viejo pasa a ser gratis para todos.
-Nuevo Camaro de Nascar (clase A) si has comprado el viejo en los últimos 2 años te lo dan gratis, el viejo pasa a ser gratis para todos
-Nueva pista de dirt oval, Kokomo
-Nueva pista de rallycross, en Atlanta, si tienes Atlanta tendrás la pista incluida.

Luego ha comentado que en Diciembre saldrá nueva pista de road y que escanearon Silverstone en Julio y ya están haciéndolo también. Que tienen monoplazas y otros coches en producción y que ya nos irán contando.

A ver si cuenta algo más y confirma NTMv7 y demás.

Content likely making the next build(September):

A complete new version of Michigan International Speedway built from a new scan. We will handle it the exact same way we handled Pocono earlier this year:

o All customers who own the existing MIS at the time of the build will be granted it for free. The new MIS will be called Michigan International Speedway (same name as the existing old MIS)
o We will move the old MIS to a free track and I’m sure will start using it in the Unofficial Series like the Carb Cup and Pickup Truck Challenge. Every customer, regardless of current ownership, will be granted the old track for free. The Old MIS will be renamed Michigan International Speedway Circa 2014

A new built from the ground up (art and production wise) Chevy Camaro Cup Car. It will be called, NASCAR Monster Energy Cup Chevrolet Camaro. It will replace the existing NASCAR Monster Energy Cup Chevrolet SS in official Series.

o The new NASCAR Monster Energy Cup Chevrolet Camaro will sell for the usual $11.95. However, all customers who purchased the aforementioned SS in the last two years will be granted the new Camaro for free.

o The aforementioned SS, will turn into a free car and will be granted to every customer, regardless of current ownership.

To answer some questions many will have, yes we will be striving to get the new Toyota and Ford Cup cars as well when they come out as fast as we possibly can. However, for those that do not know, keep in mind we do have to go through the licensing process for every new car with the manufacturers which always takes time (and money), acquire the data, get physical access to the car for various production purposes and then finally build the car. That is the process we went through for the Camaro.

The two other pieces of content that will very likely be in this build will be Kokomo (an oval Dirt Track), which will be on sale as a new track for $11.95 and a new RX Circuit as part of Atlanta Speedway. As per usual, anyone that owns Atlanta Speedway will get the RX track for free.

If none of this suits you taste in this particular quarterly update, I hope you will be happy to hear we have a bevy of additional content in various stages of production. We frankly don’t like talking about what is yet to come as things can change in a hurry for various reasons but we also appreciate many customers are interested.

To touch on a few things, a new road track is in full production and striving for a December release. Additionally, the next “old” track we will be working on is a new version of Silverstone. That is a big track so there is no chance it will release in 2018. However, we just made another trip to England to get the latest Silverstone data so the track will literally be from July 2018 and we are jumping right on it.

New sports cars and open wheelers are in production. I think people will be smiling. Also, not that we want to throw salt in the wound, but we do have a plan for a new touring car that is taking shape. I just wanted you to know we have not forgotten about that, is a priority and in the plans. I mentioned the NASCAR cars above along with plans to update other tracks in the future. Additional Dirt tracks are in the works as well as RX tracks. There are also many other content projects taking shape.

Good racing!


Un saludo
Mustick escribió:Queda poco para nueva build y Tony Gardner ha compartido contenido que casi seguro estará en la nueva build. Resumen:
-Michigan actualizado, si ya tienes el viejo te dan el nuevo gratis, el viejo pasa a ser gratis para todos.
-Nuevo Camaro de Nascar (clase A) si has comprado el viejo en los últimos 2 años te lo dan gratis, el viejo pasa a ser gratis para todos
-Nueva pista de dirt oval, Kokomo
-Nueva pista de rallycross, en Atlanta, si tienes Atlanta tendrás la pista incluida.

Luego ha comentado que en Diciembre saldrá nueva pista de road y que escanearon Silverstone en Julio y ya están haciéndolo también. Que tienen monoplazas y otros coches en producción y que ya nos irán contando.

A ver si cuenta algo más y confirma NTMv7 y demás.

Content likely making the next build(September):

A complete new version of Michigan International Speedway built from a new scan. We will handle it the exact same way we handled Pocono earlier this year:

o All customers who own the existing MIS at the time of the build will be granted it for free. The new MIS will be called Michigan International Speedway (same name as the existing old MIS)
o We will move the old MIS to a free track and I’m sure will start using it in the Unofficial Series like the Carb Cup and Pickup Truck Challenge. Every customer, regardless of current ownership, will be granted the old track for free. The Old MIS will be renamed Michigan International Speedway Circa 2014

A new built from the ground up (art and production wise) Chevy Camaro Cup Car. It will be called, NASCAR Monster Energy Cup Chevrolet Camaro. It will replace the existing NASCAR Monster Energy Cup Chevrolet SS in official Series.

o The new NASCAR Monster Energy Cup Chevrolet Camaro will sell for the usual $11.95. However, all customers who purchased the aforementioned SS in the last two years will be granted the new Camaro for free.

o The aforementioned SS, will turn into a free car and will be granted to every customer, regardless of current ownership.

To answer some questions many will have, yes we will be striving to get the new Toyota and Ford Cup cars as well when they come out as fast as we possibly can. However, for those that do not know, keep in mind we do have to go through the licensing process for every new car with the manufacturers which always takes time (and money), acquire the data, get physical access to the car for various production purposes and then finally build the car. That is the process we went through for the Camaro.

The two other pieces of content that will very likely be in this build will be Kokomo (an oval Dirt Track), which will be on sale as a new track for $11.95 and a new RX Circuit as part of Atlanta Speedway. As per usual, anyone that owns Atlanta Speedway will get the RX track for free.

If none of this suits you taste in this particular quarterly update, I hope you will be happy to hear we have a bevy of additional content in various stages of production. We frankly don’t like talking about what is yet to come as things can change in a hurry for various reasons but we also appreciate many customers are interested.

To touch on a few things, a new road track is in full production and striving for a December release. Additionally, the next “old” track we will be working on is a new version of Silverstone. That is a big track so there is no chance it will release in 2018. However, we just made another trip to England to get the latest Silverstone data so the track will literally be from July 2018 and we are jumping right on it.

New sports cars and open wheelers are in production. I think people will be smiling. Also, not that we want to throw salt in the wound, but we do have a plan for a new touring car that is taking shape. I just wanted you to know we have not forgotten about that, is a priority and in the plans. I mentioned the NASCAR cars above along with plans to update other tracks in the future. Additional Dirt tracks are in the works as well as RX tracks. There are also many other content projects taking shape.

Good racing!


Un saludo

Yo esperaba el nuevo modelo de daños, transiciones de noche, lluvia etc. para Road. Habrá que esperar más..
@Din-A4 De las cosas que comentas se sabe por lo que han ido diciendo en hilos los de iracing que día y noche si no hay problemas sale en 2018 pero no llega a Septiembre así que debería salir en la de Diciembre. El nuevo modelo de daños la queda tiempo y no sale en 2018 (apostemos Marzo del 19) y la lluvia han dicho que están con ello pero no han sacado ni una imagen, ni hay una estimación, así que sacando la bola de cristal ponte en Septiembre o Diciembre del 19.

Un saludo

Edito: Justo han sacado un update de cómo van las funcionalidades y es parecido a lo comentado en el post más alguna cosa extra.

Yesterday I did a forum post about the content coming in the next build and an overall brief update on content.

Here is an update on some significant features we have mentioned in the past that we are working on.

Damage: We just did a blog and a video about it. It is an all or nothing feature, and we highly doubt we will swap out our existing damage model for the new model in 2018. We are making great progress as you hopefully saw but still some things to do and then a whole lot of testing when we are talking about 80+ cars, car combinations and hundreds of circuits. That testing I’m sure will result in many rounds of tweaking, etc.

AI: Making really good progress on the AI itself and the related UI. We will start with both a one-off race option and the ability to build a whole season including loading rosters. We are excited about it but still work to do on both the AI and the UI. In fact, we plan on making the AI available in our booth at the sim expo in Germany for people to try. It is already very fun and quite good. More about that soon. It is one of those things we could probably keep working on forever; there is so much to it. I’m not sure when we are going to roll it out, but we are talking about months not years. We certainly want it to be very good and not rush it out. We are not sure if in our initial roll-out we will limit it to certain cars or not. That will be evaluated as we get closer. However right now working on everything at once.

Day to Night: The graphics engineers are on the home stretch of the project. We just finished up the cloud shadows for the dynamic track today which was one of the last challenges graphically. Now they are starting on hooking up to the current weather from the sim weather generator. (They also still want to take one more pass at improving the quality of the clouds and sky.) This puts us in position the for the final stages of involving more team members, for example for web, database, setting up sessions and saving the info in the DB, and getting it to the sim and then it all goes to testing. I know the engineers are still targeting December for release and they think a fighting chance to reach that goal, but it will be tight.

HDR (High Dynamic Rendering): This project is mainly done and the plan is to roll out with Day to Night. (The Sky etc. should be in HDR) The two projects need one last evaluation together however as we get in the final stages of day to night.

New Sound Engine (XAudio): We have not talked much about this recently, but we have been working hard on it, and we are fairly confident it will make the December build.

Tire Model V7: It is a shame but not going to be in September build. We are excited about it, but a couple issues/problem were discovered when we started to do more in-depth testing that we still need to correct to move forward with the new version overall. (FYI, we are also working on having multiple tire compounds, not to confused with tire versioning. That would hopefully come next.)

Beta UI: A big quality and speed improvement sitting on the “trunk” that we hope to roll out in September but it is going to be close. It also includes some improved usability and design. We also have other significant additions and design improvements underway which will not make September. It will be an on-going project to keep improving the UI.

Rain: Not a 2018 possibility. Still quite a ways to go but working on it. Main work being done now is on the dynamic surface aspects, water pooling, drying, etc. More resources will move to it after we finish the time of day project.

Graphics/Animation: Multiple projects underway. You should keep seeing new things roll out almost every build. The last build, for example, you saw the shadow improvements, skid marks, particles from tires etc.

Oval Dirt Surface: You should see a nice improvement coming in the September build.

There are a bunch more items big and small not discussed above but that is the brief update on the things we have talked about in the past and we receive the most questions about. On a side note, we are also building out a brand new data center which includes hundreds of thousands of dollars of new equipment. I mention it because that will go live this fall and you will be hearing more about that down the road as we switch over. The down-time should be minimal. Sorry, we don’t have more specific timing on many of the things above.
Que falta les hace a iRacing tener un blog y tener todas las noticias ahí sin tener que recurrir a los foros, tweets etc. El otro día vi que van a sacar otro open wheel como el FR, y lo vi solo en el foro oficial.
Din-A4 escribió:Que falta les hace a iRacing tener un blog y tener todas las noticias ahí sin tener que recurrir a los foros, tweets etc. El otro día vi que van a sacar otro open wheel como el FR, y lo vi solo en el foro oficial.


Pues sí, estaría bien, en la web externa cuelgan algunos artículos como el de los daños pero en general la info suele estar sólo en el foro y muchas veces dispersa porque la sueltan según les parece.

Un saludo
Hoy entra la semana de las 24 de Le Mans. Alguno de aqui las correrá?

Para refrescar el circuito os dejo una vueltilla de Qualy con el Porsche 919:

https://youtu.be/fVzwrfLSJsI
Entrar en una sesión, clasificar primero, ir en carrera primero fácil sacandole 10 segundos al segundo en apenas 8 vueltas y darme cuenta de que llevaba gasolina de Qualy, quedar ultimo y perder 100 de iRating ha sido de lo más doloroso de mi carrera cawento
Tenía que contarlo.
Hola buenas , acabo de empezar en Iracing tengo un osw y en las frenadas el volante me vibra montón y no se porque. Se ouede quitar eso ??
Bueno un saludo y muchas gracias
Que considerais mejor para empezar a comprar coches y circuitos en iracing, skipy o gt? me gustan mas los gt, pero quiero empezar con algo q sea mas facil. No me importaria empezar a aprender con los skipy y luego comprar un gt, simplemente quiero lo mas divertido y que mas me ayude a empzar
angel_33 escribió:Que considerais mejor para empezar a comprar coches y circuitos en iracing, skipy o gt? me gustan mas los gt, pero quiero empezar con algo q sea mas facil. No me importaria empezar a aprender con los skipy y luego comprar un gt, simplemente quiero lo mas divertido y que mas me ayude a empzar


Skip Barber sin duda.
@JoshM4N1 Cómo lo tienes configurado en iRacing y fuera? Es una versión con simucube o de las de Mmos?

Yo tengo uno con Mmos y no pasa eso que dices, tengo modo linear activado y el dampening a 0 en iracing además de la fuerza configurada por coche.

En qué coche te pasa?

Un saludo
Mustick escribió:@JoshM4N1 Cómo lo tienes configurado en iRacing y fuera? Es una versión con simucube o de las de Mmos?

Yo tengo uno con Mmos y no pasa eso que dices, tengo modo linear activado y el dampening a 0 en iracing además de la fuerza configurada por coche.

En qué coche te pasa?

Un saludo


Hola buenas , coche el Mazda de momento solo e probado ese. Solo llevo 3 dias en Iracing xD. Luego lo del Osw es simecube la configuracion ahora no puedo decir porque no estoy en casa. Ya cuando pueda la pongo haber si tego algo mal y alguien puede ayudar. Gracias
Pongo este post "desahogo" y también por si me podéis ayudar.
Ya es casi 2 años en iRacing, fui poco a poco consiguiendo 2000 de iRating, la verdad es que ahí, hará 1 año, las carreras que hacías daba el máximo pero mi nivel no era del todo bueno. Pillé reglajes de VRS y la verdad es que subí 1 puesto en clasificación de media pero no me daba mucho, quizá el no tener que buscar reglajes y demás (ahora entiendo que no ganaba mucho por NO exprimir el coche al máximo).

A partir de ahí fui mejorando y los últimos meses he mejorado muchísimo el rendmiento, entreno más y mejor. Ahora siento como que debería tener 3000 o 3.500 de iRating, sin embargo llegué a 2500 y sigo bajando a casi 2000 otra vez. Os explico el porqué.

Ahora hago clasificaciones muy buenas y puedo terminar en muy buena posición, pero al final acabo teniendo un fallo. Ya sea un trompo, salida de pista, contra el muro... Pero cuando no hay presión, yo solo. Por ejemplo hoy, Formula Renault 2.0, estaba en Mount Panorama, vuelta 10, y cuando el de detrás se la pega y estoy a 10 segundos de él... Trompo y rompo el coche cuando estaba el 3 de #10. Me pasa casi siempre y ya es casi desesperante. Os pongo una imagen más descriptiva:

Imagen


Empezando desde abajo: la GT3 de Road Atlanta se me dió muy bien, sin embargo 2 de las 3 carreras las tiré a la basura por trompear cogiendo el piano de la curva 1 a final de carrera...
Las siguientes carreras fueron más por los créditos que otra cosa, sin embargo llegué a 2.500
Zandvoort se me dio extremadamente bien, en la primera carrera me puse primero, y trompeé yo solo en la vuelta 4 y perdí al victoria. en la otra lo mismo y en la otra rompí el coche al adelantar. Podrían haber sido perfectamente 5 victorias.
Road América con el radical lo mismo, me puse 1º en la vuelta 1, y trompeé yo solo a final de recta de detrás, abandoné por golpe.
En Watkins lo mismo, gran clasificación jodida por una salida de pista con choque, y un trompo por tocar hierba y abandono.
La de Mount Panorama la he comentado antes.

Realmente cuando practico no suelo hacer fallos, pero una vez paso a carrera con una buena posición, últimamente no hago más que fallar. Tampoco soy muy de arriesgar en carreras, las salidas las hago muy buenas y luego para adelantar, si no es muy claro no tiro el coche.
Qué consejo me dais para no fallar en carrera? Es bastante frustrante, sobretodo las últimas 8 carreras.

Decir que solo me centro en máximo dos categorías, no suelo correr más y esta temporada corro Radical y VRS, la FR la toco a veces.
Mustick escribió:@JoshM4N1 Cómo lo tienes configurado en iRacing y fuera? Es una versión con simucube o de las de Mmos?

Yo tengo uno con Mmos y no pasa eso que dices, tengo modo linear activado y el dampening a 0 en iracing además de la fuerza configurada por coche.

En qué coche te pasa?

Un saludo


Hola buenas siento haber tardado tanto en constestar , esta es la configuracion que llevo ahora
tanto en Iracing como en simecube. Si veis algo que pueda cambiar para mejor lo agradezco bueno un saludo y gracias.


https://ibb.co/dfS62e
https://ibb.co/eWZm2e
https://ibb.co/nR6zNe
@Din-A4 viendo tu perfil se te ha disparado la media de incidentes por carrera comparado con el año pasado.
El pasado tuviste una media de 5.69 y este año 8.12.
¿Será que al caer en splits cada vez más alto cometas error al tener que ir más al límite?
¿Te pones nervioso o te distraes durante la carrera?
¿Practicas las pistas?
También puede ser que sea una racha pero intenta mantener la concentración durante toda la carrera que a veces nos distraemos y nos cuesta un disgusto.
1Saludo
thadeusx escribió:@Din-A4 viendo tu perfil se te ha disparado la media de incidentes por carrera comparado con el año pasado.
El pasado tuviste una media de 5.69 y este año 8.12.
¿Será que al caer en splits cada vez más alto cometas error al tener que ir más al límite?
¿Te pones nervioso o te distraes durante la carrera?
¿Practicas las pistas?
También puede ser que sea una racha pero intenta mantener la concentración durante toda la carrera que a veces nos distraemos y nos cuesta un disgusto.
1Saludo

Por curiosidad, cómo has visto mi perfil? Si es por la foto, sólo se ve esta season no la pasada.

Lo de los incidentes creo que lo achaco a que si tengo un accidente suele ser grave, en la Formula Renault, Radical o Mercedes, te meten un x4 y luego con el bajón y el intento de volver a boxes igual cae un trompo o salidas de pista.
Lo de los nervios sí que es verdad, por ejemplo la primera vez que hice la pole en Zandvoort estuve nervioso, y eso puede jugar malas pasadas. En la de Road América con el Radical creo que sí que fue por eso. Vi que iba primero, me pasó el segundo y cuando vi que tenia 2 más pegados detrás me puse más nervioso por ver todo lo que iba a perder y ahí fallé.

Lo de las distracciones es verdad, por ejemplo en la carrera que comentaba de la FR en Barthurst, vi que el de detrás se la pegó y me relajé, bajé la concentración y adiós carrera. Las carreras donde tengo alguien delante, por ejemplo en la VRS la concentración es muy alta y rara vez cometo error, pero si voy solo, me distraigo como dices.

Tienes algún consejo para mantener la concentración, aún cuando vas sólo, acabas de trompear y vas úiltimo etc.?
Din-A4 escribió:
thadeusx escribió:@Din-A4 viendo tu perfil se te ha disparado la media de incidentes por carrera comparado con el año pasado.
El pasado tuviste una media de 5.69 y este año 8.12.
¿Será que al caer en splits cada vez más alto cometas error al tener que ir más al límite?
¿Te pones nervioso o te distraes durante la carrera?
¿Practicas las pistas?
También puede ser que sea una racha pero intenta mantener la concentración durante toda la carrera que a veces nos distraemos y nos cuesta un disgusto.
1Saludo

Por curiosidad, cómo has visto mi perfil? Si es por la foto, sólo se ve esta season no la pasada.

Lo de los incidentes creo que lo achaco a que si tengo un accidente suele ser grave, en la Formula Renault, Radical o Mercedes, te meten un x4 y luego con el bajón y el intento de volver a boxes igual cae un trompo o salidas de pista.
Lo de los nervios sí que es verdad, por ejemplo la primera vez que hice la pole en Zandvoort estuve nervioso, y eso puede jugar malas pasadas. En la de Road América con el Radical creo que sí que fue por eso. Vi que iba primero, me pasó el segundo y cuando vi que tenia 2 más pegados detrás me puse más nervioso por ver todo lo que iba a perder y ahí fallé.

Lo de las distracciones es verdad, por ejemplo en la carrera que comentaba de la FR en Barthurst, vi que el de detrás se la pegó y me relajé, bajé la concentración y adiós carrera. Las carreras donde tengo alguien delante, por ejemplo en la VRS la concentración es muy alta y rara vez cometo error, pero si voy solo, me distraigo como dices.

Tienes algún consejo para mantener la concentración, aún cuando vas sólo, acabas de trompear y vas úiltimo etc.?

Un poco de CSI que teniendo cuenta en iRacing era fácil con la foto que has colgado. En tu perfil sí pone las estadísticas del año pasado, por eso las he visto.
Yo perdía la concentración y simplemente pues la trabajaba. Cada vez que veía que me distraía me decía a mi mismo que estuviese por lo que tenía que estar.
1Saludo
Din-A4 escribió:Pongo este post "desahogo" y también por si me podéis ayudar.
Ya es casi 2 años en iRacing, fui poco a poco consiguiendo 2000 de iRating, la verdad es que ahí, hará 1 año, las carreras que hacías daba el máximo pero mi nivel no era del todo bueno. Pillé reglajes de VRS y la verdad es que subí 1 puesto en clasificación de media pero no me daba mucho, quizá el no tener que buscar reglajes y demás (ahora entiendo que no ganaba mucho por NO exprimir el coche al máximo).

A partir de ahí fui mejorando y los últimos meses he mejorado muchísimo el rendmiento, entreno más y mejor. Ahora siento como que debería tener 3000 o 3.500 de iRating, sin embargo llegué a 2500 y sigo bajando a casi 2000 otra vez. Os explico el porqué.

Ahora hago clasificaciones muy buenas y puedo terminar en muy buena posición, pero al final acabo teniendo un fallo. Ya sea un trompo, salida de pista, contra el muro... Pero cuando no hay presión, yo solo. Por ejemplo hoy, Formula Renault 2.0, estaba en Mount Panorama, vuelta 10, y cuando el de detrás se la pega y estoy a 10 segundos de él... Trompo y rompo el coche cuando estaba el 3 de #10. Me pasa casi siempre y ya es casi desesperante. Os pongo una imagen más descriptiva:

Imagen


Empezando desde abajo: la GT3 de Road Atlanta se me dió muy bien, sin embargo 2 de las 3 carreras las tiré a la basura por trompear cogiendo el piano de la curva 1 a final de carrera...
Las siguientes carreras fueron más por los créditos que otra cosa, sin embargo llegué a 2.500
Zandvoort se me dio extremadamente bien, en la primera carrera me puse primero, y trompeé yo solo en la vuelta 4 y perdí al victoria. en la otra lo mismo y en la otra rompí el coche al adelantar. Podrían haber sido perfectamente 5 victorias.
Road América con el radical lo mismo, me puse 1º en la vuelta 1, y trompeé yo solo a final de recta de detrás, abandoné por golpe.
En Watkins lo mismo, gran clasificación jodida por una salida de pista con choque, y un trompo por tocar hierba y abandono.
La de Mount Panorama la he comentado antes.

Realmente cuando practico no suelo hacer fallos, pero una vez paso a carrera con una buena posición, últimamente no hago más que fallar. Tampoco soy muy de arriesgar en carreras, las salidas las hago muy buenas y luego para adelantar, si no es muy claro no tiro el coche.
Qué consejo me dais para no fallar en carrera? Es bastante frustrante, sobretodo las últimas 8 carreras.

Decir que solo me centro en máximo dos categorías, no suelo correr más y esta temporada corro Radical y VRS, la FR la toco a veces.


Me suena mucho esto que cuentas. Precisamente ahora estoy cometiendo menos fallos y siendo algo más constante. Aún así, hay veces que me puede la presión o me despisto un segundo o gestiono mal la situación y error al canto.

Ayer mismo, sexto en Q en el top split de la GT3 siendo el coche 16. Primeras 10 vueltas aguantando el tirón y estando hasta cuarto. Y de repente hago un trompo en una curva en la que no había fallado en toda la semana... La verdad que me pongo negro. Al final 16º y contento...

La semana pasada en nurburgring gp con el Porsche GTE, en una carrera que iba segundo, me comí la entrada a boxes por querer adelantar a un GT3, cuando realmente tenia suficiente ventaja con el tercero. Muy mala gestión.

Estoy en una situación similar a la tuya. No creo que deba estar en los 3K, pero estoy en mi mejor momento en cuanto IR (2293) y tengo la sensación de que si me ahorrara todos los fallos estúpidos que cometo (speedings en pit, parar demasiado lejos en la piruleta, slow downs y perdidas de control absurdas) estaría más arriba seguro.

Me da rabia, porque ya hay suficientes errores ajenos que te fastidian las carreras como además sumar los tuyos cuando sientes que vas bien.

Como he comentado, ahora mismo puede que sea cuando menos errores graves estoy cometiendo (que no incidentes, porque he subido la media). En mi caso ha sido debido a que he empezado a formar parte de un equipo y en cosa de 2-3 semanas he subido unos 500 puntos. Estaba un poco dejado y no me lo tomaba suficientemente en serio.

En cambio, esta motivación extra me ha servido para poner la carne el asador. He entrenado más y mejor, me he tomado las carreras más en serio. Ese punto extra de motivación me ha ayudado en la concentración. También es verdad que tiene su parte peligrosa y un exceso de presión también conlleva a errores. Como un exceso de calma.

Por lo tanto, diría que la clave (al menos la mía) está en sentir motivación por correr. Intentar que los errores no causen demasiada mella, y quedarte con lo positivo. Dices que cometes errores pero que los fallos te están lastrando. Piensa en que tienes buen ritmo. Entiendo que a veces estar en ese bucle negativo, penaliza mucho, pero hay que intentar salir de ahí.

También estoy enfocando las carreras de otra forma. Procuro no darle tanta importancia a las primeras vueltas. A veces me llevaba a cometer errores. Por norma general, el tomar el comienzo con calma, me ayuda a terminar la carrera en buenas condiciones. Intento no meterme en luchas absurdas, y si veo que están delante mío con el cuchillo entre los dientes, les dejo un poco de espacio y ya se matarán. Si tengo más ritmo que los que luchan, a boxes pronto y a tirar de ritmo solo. Al fin y al cabo, intentar gestionar la carrera de una forma más inteligente y menos impulsiva.

Procura estar concentrado en toda la carrera, ya que como se ve, los errores vienen a veces por exceso de relajación. Intenta encontrar el punto óptimo entre tensión y relajación. Pero como he dicho antes, sobre todo, ten ilusión por correr.

Creo que a veces le damos demasiada importancia al IR, y termina causando un efecto negativo. En mi caso es igual, me obsesiono con el IR. Cuando veo que soy más de lo que marca el casillero, me frustra y no ayuda. Tendremos que mirarlo de otra manera...

Aún así, no somos pilotos profesionales, hay que asumir que vamos a cometer errores de vez en cuando y que habrá rachas malas, bien por mala suerte o por errores. Así que a procurar que no afecte demasiado.

Concentración/Constancia/Mente fría

Espero que te sirva de algo, señor S.A Jr XD ¡Ánimo!
@XTraskasX Pues ayuda un poco saber que no soy el único que le ocurre lo mismo, esos errores tontos por falta de concentración o por un despiste como mirar el relative cada 2x3.
Últimamente he estado practicando mucho la frenada, que me ha dado unas décimas. Antes solía tocar el freno bastante, tirar el coche en el vértice y ahí soltarlo del todo. Sin embargo, subviraba, y las salidas de curva las hacía con más tracción.

Creía que lo hacía bien, lo he hecho siempre, pero me he dado cuenta de que frenar con un poco menos de presión, y justo cuando vas a entrar en curva quitar todo el freno, ayuda al coche a moverse mejor, no subvirar, y tener una mejor salida de curva aunque no puedas dar gas del todo. Ese apoyo en curva me ha ayudado a mejorar bastante.

También me ha ayudado el entrenar con algo, con tiempos, coche fantasma... Porque si le das a test, das vueltas, haces 1.31 y no sabes si en carrera la gente hará 1.28 o 1.35, no te sirve de nada. Ahora me descargo las vueltas blap de VRS o Pure Driving (de pago) y comparo, veo su fantasma, donde pierdo o gano etc. Por ejemplo en vandvoort vi que en la curva 2 a derechas, el tío la hacía pegándose a la izquierda y cogiendo la curva 3 a izquierdas como si estuviese defendiendo posición, por el interior. Lo probé, y la verdad es que se gana tiempo. Por eso dije que entreno mejor.

Un saludo, y a ver si nos vemos en pista.
Din-A4 escribió:@XTraskasX Pues ayuda un poco saber que no soy el único que le ocurre lo mismo, esos errores tontos por falta de concentración o por un despiste como mirar el relative cada 2x3.
Últimamente he estado practicando mucho la frenada, que me ha dado unas décimas. Antes solía tocar el freno bastante, tirar el coche en el vértice y ahí soltarlo del todo. Sin embargo, subviraba, y las salidas de curva las hacía con más tracción.

Creía que lo hacía bien, lo he hecho siempre, pero me he dado cuenta de que frenar con un poco menos de presión, y justo cuando vas a entrar en curva quitar todo el freno, ayuda al coche a moverse mejor, no subvirar, y tener una mejor salida de curva aunque no puedas dar gas del todo. Ese apoyo en curva me ha ayudado a mejorar bastante.

También me ha ayudado el entrenar con algo, con tiempos, coche fantasma... Porque si le das a test, das vueltas, haces 1.31 y no sabes si en carrera la gente hará 1.28 o 1.35, no te sirve de nada. Ahora me descargo las vueltas blap de VRS o Pure Driving (de pago) y comparo, veo su fantasma, donde pierdo o gano etc. Por ejemplo en vandvoort vi que en la curva 2 a derechas, el tío la hacía pegándose a la izquierda y cogiendo la curva 3 a izquierdas como si estuviese defendiendo posición, por el interior. Lo probé, y la verdad es que se gana tiempo. Por eso dije que entreno mejor.

Un saludo, y a ver si nos vemos en pista.


Mirar el relative, esa si que es mi perdición XD

Creo que pierdo segundos literalmente por mirar el relative. Paso más tiempo centrado en lo de atrás que en lo de adelante, y es algo que tengo cambiar también.

El tema de la frenada, yo también lo he mejorado un poco. Sobre todo al comprar el GTE, que bloqueas que da gusto, me ha olbligado a hacer una frenada más suave y sí que he notado mejora.

He estado mirando tus Q, y es evidente que no estás al nivel que deberías. Pero seguro que pronto tendrás lo merecido.

Me apunto algunos consejos que has dejado. A ver si vamos afinando y puliendo la técnica.

Un saludo
@JoshM4N1 Parece que tienes el INI no configurado para el OSW y eso se casi seguro lo que hace que vibre de forma rara en las frenadas. Luego a nivel simucube como el mío va con MMoS no te puedo dar configuraciones concretas, te recomiendo que mires este hilo de foro de hardware de iRacing donde la gente comparte sus configuraciones de simucube, seguro que te ayuda a afinarlo. En la primera página tienes unos ajustes que hay que hacer en el .INI de iRacing para el OSW.
Hilo Simucube iRacing

@Din-A4 Yo creo que a todos nos ha pasado en algún punto, y encima cuando haces 3 ó 4 cagadas seguidas cuando estás en la siguiente carrera vas pensando en lo liarla y es cuando la lías. A mi lo que me ha servido es entrenar más y sobre todo olvidarme de hacer vueltas rápidas. Mucha gente entrena buscando los límites, que en parte está muy bien, pero ves sus sesiones y como mucho da 2 vueltas seguidas porque se sale, o porque busca solo la vuelta rápida y no si no va mejorando se para y vuelta a empezar.

Yo lo que hago es entrenar ritmo de carrera y consistencia sin hacer errores, así veo qué ritmo tengo para carrera y en qué márgenes me puedo mover para no cometer errores. También ves cómo evoluciona el coche según pasan las vueltas. Es mejor correr alguna carrera menos pero tener entrenamientos de más "calidad", si se tienen referencias de gente buena en tu sesión, si no con VRS usando las horas gratis que hay, etc

Un saludo
Buenas a todos,

Ya está disponible el calendario de la temporada 4, lo tenéis en el siguiente enlace, como siempre no es la versión final y puede haber algún cambio.

Calendario Temporada 4

Por otro lado han publicado un vídeo por el décimo aniversario desde que iRacing se abrió al público, hacen comparativas con los antiguos simuladores de Papyrus y al final del vídeo hay varios ejemplos del ciclo día y noche acelerado.

https://www.youtube.com/watch?v=-ybG3KUPnUc

Un saludo
Me tocaba renovar...
Hoy, lo he hecho porque quería los 5$ gratuitos que daban, resulta que hace unos días metí 35$ en créditos de iRacing, todo ok, se añadieron.
Hoy voy a renovar, ok, paymentwall, siempre me había ido bien...
Primera sorpresa: COBRAN IVA, siempre que pagué así no me lo cobraron... bueno, digo que remedio... (¿se pueden ahorrar de alguna forma ahora...?)
Doy renovar... y "solo" debo de añadir unos 5$ dólares, le doy, todo bien, me envían ticket de renovación... en paymentwall igual también, todo bien...y sorpresa

NO ME HAN RENOVADO

Me quejo a paymentwall y me dicen que el pago está OK pero en iRacing están todavía los 35$ de créditos...
Total, que me dicen que al ser fin de semana que el equipo de pago se encargará en 3-2 días...

A ver que me dice iRacing, que ha pasado...

Mientras tanto, la renovación hecha y yo no tendré los 5$...
ziempreyo está baneado por "Clon de usuario baneado"
Sabeis cundo ingresan esos 10 dolares en creditos Iracing que prometieron hace algo mas de un mes por esta subscrito durante el perido de tiempo donde se supero (creo que era) el millon de vueltas?.

Gracias de antemano.
Te paso el texto íntegro:

“Last Friday our lap odometer rolled over 2 billion laps. To celebrate this momentous occasion we selected one random member who turned a lap that day to receive 10,000 iRacing credits – Donnie Shealy is the lucky winner! We expect you might see a few hosted sessions popping up soon.

We are also celebrating 10-years of online racing this August. As a small thank you for being a member, we are going to give all active members on August 26, 2018 5-iRacing credits. These will be deposited in your iRacing account automatically on August 27, 2018. Use them for content, subscription renewals or hosted sessions.

Thanks for being a member and we are looking forward to the next billion laps!”
ziempreyo está baneado por "Clon de usuario baneado"
@Luismf281

Muchisimas gracias compi. [beer]
@Mustick @thadeusx @XTraskasX

Os acordáis cuando os dije que no daba ni una y casi siempre cometía fallos hasta bajar a los 2000 iRating? Me di unos días de descanso, entrené hasta asegurarme de hacer vueltas limpias, y me lo tomé con más calma. Las clasificaciones hago la primera vuelta segura y en la segunda arriesgo. En carrera quito el relative si no hay nadie cerca, y este ha sido el resultado:

Imagen

El 11 de Mount Panorama es entendible [angelito]
Bueno al final es que son rachas. Ves como no podía durar para siempre ;)
1Saludo
P.D. Yo por fin logré llegar a 5000 de iRating en Oval :)
ImagenImagen
@Din-A4 Me alegro que te vaya bien ahora [360º]

Dejo aquí un par de vídeos de contenido que tendremos el Miércoles.

https://www.youtube.com/watch?v=BlzfjsctrxE

https://www.youtube.com/watch?v=ouv85uDjCzk

Un saludo

pd @thadeusx Hay que ver qué nivel gastas, ya no hay forma de pillarte!! XD
Din-A4 escribió:@Mustick @thadeusx @XTraskasX

Os acordáis cuando os dije que no daba ni una y casi siempre cometía fallos hasta bajar a los 2000 iRating? Me di unos días de descanso, entrené hasta asegurarme de hacer vueltas limpias, y me lo tomé con más calma. Las clasificaciones hago la primera vuelta segura y en la segunda arriesgo. En carrera quito el relative si no hay nadie cerca, y este ha sido el resultado:

Imagen

El 11 de Mount Panorama es entendible [angelito]


Enhorabuena tío, al final es cuestión de mentalidad y paciencia [beer]
Gracias chicos :)
Si la verdad que mi única meta cada carrera es acabar y luego intentar sumar y ha dado sus frutos.
1Saludo
Buenas,

Dejo las release notes de la temporada 4 de iRacing. No hay tampoco grandes cosas, que según han comentado van a quedar salvo retrasos para la build de Diciembre (XAudio2, Día y Noche, NTMv7). Lo más profundo paracen los cambios en los coches de Nascar más el añadir parámetros a la tierra de los ovales para un comportamiento más avanzado.

This release features a host of new content, updates, features, and fixes for the iRacing experience. We hope you have fun out on the track of your choice!

Some highlights include: • NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018 • Kokomo Speedway • Upgraded Michigan International Speedway • Two Atlanta Motor Speedway Rallycross Configurations • Huge iRacing Beta Interface Performance Update • New iRacing Download Delivery Option • Improved Connectivity Metrics • More Dynamic Dirt Oval Track Behavior • New Driver Pit Telemetry Variables

Full 2018 Season 4 Release details are below.

CHANGE LOG:

UPDATES:

iRacing Beta Interface

Performance Improvements

The iRacing Beta Interface has been disassembled and rebuilt from the ground up to improve overall performance and stability in all areas. This was a long-term project, and in the process we've made some dramatic improvements to the underlying structures that will provide immediately noticeable performance upgrades, and will make future development more water-tight.

Dynamic Modal Menus

Modal Menus (A menu screen that appears over the iRacing Beta Interface, such as the Create a Race screen or the Downloader) now resize automatically to better utilize screen space.

Modal Menus now utilize a frame that includes action buttons at the bottom, while the content of the screen can scroll freely within the frame. This means that buttons like Cancel, Join, and Test Drive will always be displayed at the bottom of the modal menu window.

Scaling Improvements

The options for scaling the iRacing Beta Interface can still be found in the Settings section, but now the UI Scaling is handled by the game engine, improving performance substantially.

The UI may now be scaled in 5% increments between 50% and 200%.

Spotter Passwords

User-Created Races and Official Races now fully support spotter passwords.

To view entries in Official Sessions, click the white icon indicating the amount of drivers registered for an event. Entries looking for a spotter are indicated by the headphone icon next to the "Register" button.

Combined Sessions

Spectator Sessions are now part of all Official Sessions, and are displayed in the same list.

Test Drive

You can now use a Test Drive button for any Hosted Session.

Ultra HD Support

UHD monitors are now natively supported and no longer require a manual activation.

Downloads

A new Content Delivery Network, Limelight, has been added as an option for our Members.

Some details on this enhancement can be found here: http://members.iracing.com/jforum/posts/list/3615303.page

The "Total Download Size" on the Downloads web page has been updated to reflect the amount still to be downloaded, if a previous update attempt was partially downloaded.

Fixed an issue on the download web page which could erroneously display a "not enough free space" error message.

Updater

When the iRacing Updater shuts down, it will now generate car setup directories for all cars that you have installed. This should make managing and sharing vehicle setups easier.

Simulator

We've added some preventative measures for some issues that may have caused stuttering for some members.

Some of the third party software that the iRacing Simulator utilizes has been updated to a newer version. If you are running Windows 7, you must be running Service Pack 1 (SP1) or later in order to continue to use iRacing.

Connectivity

The L/Q/S/P meters on the frame rate (FPS) display have been reorganized, and the ability to control them has been added to the in-Sim Options Menu.

The meters are now broken up into 4 separate groups: Graphics, Network, System, and Steering/Force Feedback (which is only available while driving). They are still attached to the frame rate (FPS) display, and will all be hidden if you choose to hide the FPS display.

Each individual group can be disabled, shown graphically, or shown numerically, via selections in the lower-right area of the in-Sim Options Menu in the "On Screen Displays" section.

Graphics Group:

Renderer (R)

Graphically, this meter shows a 1-second running average of how much time it is taking for the iRacing graphics engine to build the set of commands that tell the graphics card how to draw each frame. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the CPU meter, a purple bar is shown beneath this one, and shows the 15-second running average.

Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.

Graphics (G)

Graphically, this meter shows a 1-second running average of how much time it is taking your graphics card to draw the displayed frames. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the C and R meters, a purple bar is shown beneath this one, and shows the 15-second running average.

Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.

Network Group:

Latency (L)

Graphically, an empty bar is 0ms of round-trip network latency between your computer and the race server, while a full bar is 1000ms (one second) of round-trip latency.

Numerically, this measurement is in Milliseconds.

Quality (Q)

Graphically, the left-side meter measures the incoming network packet loss to the Simulation from the race server, and the right-side meter measures the incoming packet loss on the race server from your Simulation. Both meters measure only your connection to the race server, not your own, nor our race server’s overall internet connection packet loss. An empty meter is 0% packet loss, and a full meter is 50% packet loss.

Numerically, this measurement is a percentage (100 means no packet loss, 0 means 100% packet loss).

System Group:

CPU (C)

The core of the Simulation runs 60 times per second (though some parts run at a higher rate). To keep-up with the simulated world, the Simulation must complete an “update” in less than 1/60th of a second, otherwise it will start to fall behind.

Graphically, this meter shows a 1-second-long running average of the percentage of that 1/60th of a second the simulation is taking to “run the world”. An empty bar means 0% of that 1/60th of a second is being used, while a full bar means at least 100% is being used, but it could actually be “running long”. If the simulation keeps “running long”, it will begin to fall behind “real time”, leading to time Skew between your Simulation and the server. A purple bar is drawn beneath the normal CPU bar, and it shows a longer-term 15-second running average.

Numerically, this measurement is a percentage of the allowed 1/60th of a second that the Simulation is using to update the world. Only the 1-second running average is displayed.

Skew (S)

This meter measures the simulation-world time difference between your Simulation and the correct simulated-world time, as kept by the race server. While small flickers of Skew can appear due to “network jitter” (variations in the round-trip network Latency between your computer and the race server), significant amounts of Skew are almost always caused by your computer being unable to perform the calculations necessary to keep up with real time (see the CPU (C) meter discussion above). That is why this metric appears as part of the System group, instead of the Network meter group.

Graphically, an empty bar means your simulation is in sync with the server. As the meter grows to the left from the center, your system is falling behind the server, and the bar will be full-left when the Sim is 1 second behind. As the meter grows to the right from the center, your system is getting ahead of the server, and the bar will be full-right when it is 1 second ahead.

Numerically, this measurement is in seconds.

Paging (P)

Modern computers have physical RAM (memory), but programs that run on them operate using a “virtual memory” address space. For a program to actually use the contents of a piece of its virtual memory, it must have actual physical RAM memory attached to it. Paging is the term that covers how the operating system manages the attachment of physical RAM memory to a program’s virtual memory addresses. When the OS must intervene in the virtual<->physical memory attachment of a 4K byte “page” of memory, that causes a “page fault”. “Hard” page faults are when the operating system must transfer data between physical RAM and your disk (or SSD). These are slow operations that can greatly impact the performance of your computer if they occur at a high rate.

Graphically, hard page faults are shown in green or yellow, and the meter will be full-yellow at 30 hard page faults/second.

Numerically, this measurement displays the number of hard page faults per second.

Steering Group:

Force Feedback (F)

This metric shows the torque from the steering column as a percentage, after the scaling from your force slider is applied. You want to keep the forces below 100% so that the wheel is not over-saturating, but still high enough that you are using the full range allowable from your wheel. You can make adjustments to your force levels while driving by using the F9 black box. Or you can drive a clean lap then hit the ‘auto’ button in the F9 box to let us find a reasonable estimate of how much force to send to the wheel.

Graphically, red indicates you have 100% torque saturation, yellow indicates you have 85% to 99% torque saturation, and green indicates 84% or less torque saturation.

Numerically, the value displayed is the percentage of torque saturation.

If the Simulation determines that it seems to be having performance issues that are causing it to fall behind the race server, the FPS and other meter displays will be forced on, even if you currently have them hidden. Additionally, the System meters (C/S/P) will be forced to be displayed, even if you had marked that particular meter group as hidden. The labels of the meters that indicate the indicate the performance issue will be flashed. Currently only the C and S meters are analyzed for performance issues, and so only those meter’s labels will be flashed.

Driving Aids

Fixed an issue where the pit lane exit blue line for "Pit Lane 0" at tracks with 2 pit lanes would show when in any pit lane, and the "Pit Lane 1" line would show when not in a pit lane. Now, the blue line will correctly show up for whatever pit lane you are in, and not show any if you are not in a pit lane.

Hybrid Power Units

Removed an efficiency correction that was left in by mistake in the MGU-K deploy demand, and deploy cap calculations.

Dirt

The shape of the water gradient on dirt ovals is now variable, and slightly more water will be lost in the process of wearing the track away. This will cause tracks to transition from the prepared state to hardpan a bit faster and less predictably, and create a slightly drier environment overall.

Made the toughness of dirt and resulting grip more sensitive to water content.

The lateral strength effect of the cushion dirt has been reduced slightly.

Heat Races at Dirt Ovals will now initialize with more track wear, and the variance of that starting usage percentage has been increased.

The track groove that forms during Dirt Oval races should now be displayed even with the Graphics Option "Render Dynamic Track Data" disabled.

Rallycross

Body stiffness and damping of Rallycross cars has been reduced to help decrease visible body damage and improve car-to-car contact performance.

Opponent Cars

Opponent vehicles on your machine should now have more accurate positioning measurements sent to it from the Race Server, including altitude, roll, pitch, and steering angle. This should make opponent vehicles appear to drive smoother while racing, and in Replays.

Garage

Fixed an issue where some values were incorrectly flashing yellow.

Rendering

Improved the dynamic level-of-detail (LOD) adjustment for cars and pit objects when too many are visible and too high LODs are being used all at once. The LODs are now based on actual object distance rather than view depth.

Fixed an issue where the driver's hands would disappear from your car when you were not the active driver.

Visual Effects

Smoke effects now react to wind, lighting, shadow, and a visual turbulence effect has been added.

Jet fly-overs have been adjusted.

Audio

Backfires and gear shifting sounds for stockcars have been improved.

Marble impacts, scrubs, and castoff sounds have been improved.

Hit and scrape sounds for grounding impacts of vehicle undertrays on soft materials, such as tirewalls, rubber, and some chicane humps have been improved.

Sawtooth curb sounds have been improved.

Audio volumes have been re-balanced for all default iRacing camera sets.

Paint Kit

The Craftsman logo has been added to the Paint Kit.

Force Feedback

The Simulation will no longer attempt to dampen when the Force Feedback option "Dampen Oscillations" is checked. Instead, it will only reduce the force level. The dampen effect is not stable on all wheels. This should help reduce some wheel oscillations when the car is parked.

Telemetry

New driver change telemetry variables have been added:

dcDashPage, dcPitSpeedLimiterToggle, dcDRSToggle, dcPushToPass, dcStarter, dcLowFuelAccept, dcHystBoostHold, dcFCYToggle

New driver pit telemetry variables have been added:

dpFastRepair, dpFFlapSetting, dpFuelAddKg, dpFuelFill, dpFWingAngleOffset, dpFWingSetting, dpLFTireChange, dpLFTireColdPress, dpLRTireChange, dpLRTireColdPress, dpLTireChange, dpRFTireChange, dpRFTireColdPress, dpRRTireChange, dpRRTireColdPress, dpRTireChange, dpRWingAngleOffset, dpWinshieldTearoff, dpFUFangleIndex

Driver pit telemetry variables "dpLrWedgeAdj" and "dpRrWedgeAdj" have been renamed to "dpLRWdgeAdj" and "dpRRWedgeAdj" to better match the rest of the driver pit telemetry variables.

EasyAntiCheat

The latest EAC SDK has been applied.

CARS:

Audi R18

The "Hybrid" screen display has been updated to show battery state of charge and % deployment used each lap.

Audi R8 LMS GT3

2018 Season 4 BoP Adjustment: Vehicle weight has been increased by 35kg.

BMW Z4 GT3

Improved vehicle sounds including: gear shift, engine, transmission, pneumatic compressor, and backfires.

Chevrolet Corvette C6.R GT1

Hood and front fenders can now be removed in collisions.

Baseline setup has been updated.

Chevrolet Monte Carlo SS

Season setups have been updated.

Dallara DW12

Improved curb sound levels for this open-top vehicle.

Dallara IR18

Improved curb sound levels for this open-top vehicle.

Season setups have been updated.

Dirt Late Model

(ALL) - An option to adjust the LR droop chain has been added in the garage.

(ALL) - Brake Bias adjustment range has been opened to allow from 10% (full rear brake) to 90% (full front brake).

(ALL) - Maximum brake pedal force input has been increased. You should find braking performance to be greatly improved.

Dirt Midget

Fixed fuel restrictions have been removed.

Adjustments have been made to the Mass/Inertia properties.

Tire tread pattern has been adjusted.

Season setups have been updated.

Dirt Sprint Car

(ALL) - Setups may now be shared across all three Dirt Sprint Car models (305, 360, and 410).

(ALL) - Fixed fuel restrictions have been removed.

(ALL) - Adjustments have been made to the Mass/Inertia properties.

(ALL) - Aerodynamic performance has been adjusted.

(ALL) - Shock damping characteristics have been updated.

(ALL) - Tire tread pattern has been adjusted.

(ALL) - Opponent cars should race more true to their human driver on your local machine.

(ALL) - Season setups have been updated.

Dirt Sprint Car Non-Winged

(ALL) - Setups may now be shared across both Dirt Non-Winged Sprint Car models (360 and 410).

(ALL) - Fixed fuel restrictions have been removed.

(ALL) - Shock damping characteristics have been updated.

(ALL) - Tire tread pattern has been adjusted.

(ALL) - Season setups have been updated.

Dirt Street Stock

Fixed an issue where car parts were not correctly being removed from opponent vehicles when taking damage.

Ferrari 488 GT3

2018 Season 4 GTE BoP Adjustment: Aero downforce has been increased slightly. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

Gear ratios have been modified to include the real-world homologated gear ratio stacks: FIA, IMSA Daytona, and IMSA Short.

The Ferrari Challenge gear ratio stack has been added.

Please note: 1st gear from the real car was not modeled. As such, 1st through 6th in iRacing are equivalent to 2nd through 7th in the real car.

Ford Falcon FG V8

Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

New backfire sounds have been added.

Slightly increased the probability of off-throttle backfires occurring.

Ford Fiesta RS WRC

Fixed an issue where the current gear selection was not showing up in opponent cars during replays.

Ford GT - 2017

2018 Season 4 GTE BoP Adjustments: Engine power has been increased slightly for better acceleration. Slightly reduced aero drag at low rear wing angles. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

Adjusted sounds for backfires and pneumatic shifting.

Formula Renault 2.0

Minor improvements to the engine, tire, and wind buffeting sounds.

New backfire sounds have been added.

Holden Commodore VF V8

Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

New backfire sounds have been added.

HPD ARX-01c

Minor improvements to the engine, gear shifts, brakes, tires and backfire sounds.

Fixed a minor texture issue with one of this vehicle's paint patterns.

Indycar Dallara - 2011

This car has been renamed from "Indycar Dallara circa 2011" to "Indycar Dallara - 2011".

Improved curb sound levels for this open-top vehicle.

Lotus 49

Engine and tire sounds have been updated.

Lotus 79

Cold and warm engine idle RPM values have been adjusted slightly.

Improved engine, tire, and wind buffeting sounds.

On-board engine idle sounds have been updated.

Mazda MX-5 Cup - 2015

This car has been renamed from "Mazda MX-5 Cup circa 2015" to "Mazda MX-5 Cup - 2015".

Fuel pressure display will now correctly use the Metric system.

Mazda MX-5 Roadster - 2015

This car has been renamed from "Mazda MX-5 Roadster circa 2015" to "Mazda MX-5 Roadster - 2015".

Fuel pressure display will now correctly use the Metric system.

McLaren MP4-30

The Push-to-Pass control has been replaced with Deployment Hold.

This should give drivers greater flexibility to fine tune deployment without taking the hit P2P places on MGU-H harvesting. Please also note that P2P functionality remains available via Qualifying mode.

The in-car brake bias is now adjustable with the fixed setup for this car.

Improved curb sound levels for this open-top vehicle.

Season setups have been updated.

Mercedes-AMG GT3

Improved engine, gear shift, compressor, and backfire sounds.

Modified - SK

Fixed an issue where the nerf bars were not changing color correctly when viewed from the cockpit camera.

Season setups have been updated.

NASCAR Camping World Chevrolet Silverado

An additional gear selection has been added.

Grip at super short tracks (Martinsville and smaller) has been increased.

Aero drag has been reduced slightly.

Engine cooling at higher tape levels has been increased.

Staggers have been updated for different tracks.

The camber limit has been reduced to 6 degrees in the front.

Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

Improved engine, gear shift, and backfire sounds.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Season setups have been updated.

NASCAR Camping World Toyota Tundra

An additional gear selection has been added.

Grip at super short tracks (Martinsville and smaller) has been increased.

Aero drag has been reduced slightly.

Engine cooling at higher tape levels has been increased.

Staggers have been updated for different tracks.

The camber limit has been reduced to 6 degrees in the front.

Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

Improved engine, gear shift, and backfire sounds.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

Grip has been increased slightly at super short ovals and road tracks.

Staggers have been updated for different tracks.

Gears have been adjusted at Pocono Raceway.

Front toe adjustment range has been reduced to +/- 1/4”.

Improved engine sounds.

Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018

NEW CAR!

The NASCAR Monster Energy Cup Chevrolet Camaro ZL1 - 2018 is now available for purchase with this release!

Chevrolet's latest entry in to the NASCAR Monster Energy Cup Series is the Chevrolet Camaro ZL1. Built on the racing heritage of the Chevrolet Camaro, the NASCAR Cup version is designed to compete at the top level of NASCAR against Ford and Toyota. Featuring over 750 bhp, the Camaro aims to further tie racing on Sunday with selling cars on Monday. The ZL1 Camaro has long been one of Chevrolet's highest performance cars available at a dealership so it only makes sense that they should be racing the Camaro on the largest stage in US motorsports - the NASCAR Monster Energy Cup Series.

NASCAR Monster Energy Cup Chevrolet SS

Rev limits have been increased.

Speedway engine power has been increased beyond 8000rpm to help draft passes.

Superspeedway drafting effects have been increased.

Aero drag has been reduced slightly.

Grip at super short tracks (Martinsville and smaller) has been increased.

Staggers have been updated for different tracks.

The brake balance adjuster as been altered to allow 0.5% bias per click.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

Fixed a graphical issue with car damage.

Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

Improved engine sounds.

Season setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

Rev limits have been increased.

Speedway engine power has been increased beyond 8000rpm to help draft passes.

Superspeedway drafting effects have been increased.

Aero drag has been reduced slightly.

Grip at super short tracks (Martinsville and smaller) has been increased.

Staggers have been updated for different tracks.

The brake balance adjuster as been altered to allow 0.5% bias per click.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

Fixed a graphical issue with car damage.

Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

Improved engine sounds.

Season setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

Rev limits have been increased.

Speedway engine power has been increased beyond 8000rpm to help draft passes.

Superspeedway drafting effects have been increased.

Aero drag has been reduced slightly.

Grip at super short tracks (Martinsville and smaller) has been increased.

Staggers have been updated for different tracks.

The brake balance adjuster as been altered to allow 0.5% bias per click.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

The pit board for this car is now editable by users via custom skins. Older custom skins will need to be edited for the pit boards to display correctly. The templates for this car has been updated with the new pit board.

Fixed a graphical issue with car damage.

Car body colliders have been adjusted to stop too many particles being thrown forward in front of the car.

Improved engine sounds.

Season setups have been updated.

NASCAR Nationwide Chevrolet Impala - 2011

This car has been renamed from "NASCAR Nationwide Chevrolet Impala circa 2011" to "NASCAR Nationwide Chevrolet Impala - 2011".

Grip has been increased slightly at super short ovals and road tracks.

Gears have been adjusted at Pocono Raceway.

Front toe adjustment range has been reduced to +/- 1/4”.

NASCAR Sprint Cup Chevrolet Impala COT - 2013

This car has been renamed from "NASCAR Sprint Cup Chevrolet Impala COT circa 2013" to "NASCAR Sprint Cup Chevrolet Impala COT - 2013".

Grip at super short tracks (Martinsville and smaller) has been increased.

Front toe adjustment range has been reduced to +/- 1/4”.

NASCAR Truck Series Chevrolet Silverado - 2013

This truck has been renamed from "NASCAR Truck Series Chevrolet Silverado circa 2013" to "NASCAR Truck Series Chevrolet Silverado - 2013".

An additional gear selection has been added.

Grip at super short tracks (Martinsville and smaller) has been increased.

Staggers have been updated for different tracks.

Front toe adjustment range has been reduced to +/- 1/4”.

Improved engine, gear shift, and backfire sounds.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Season setups have been updated.

NASCAR Whelen Tour Modified

Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

Grip has been increased slightly at super short ovals and road tracks.

Gears have been adjusted at Pocono Raceway.

Staggers have been updated for different tracks.

Rev limit has been increased slightly.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Improved engine sounds for the chase camera.

Season setups have been updated.

NASCAR XFINITY Ford Mustang

Grip has been increased slightly at super short ovals and road tracks.

Gears have been adjusted at Pocono Raceway.

Staggers have been updated for different tracks.

Rev limit has been increased slightly.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Improved engine sounds for the chase camera.

Season setups have been updated.

NASCAR XFINITY Toyota Camry

Grip has been increased slightly at super short ovals and road tracks.

Gears have been adjusted at Pocono Raceway.

Staggers have been updated for different tracks.

Rev limit has been increased slightly.

The camber limit has been reduced to 6 degrees in the front.

The left-front ride height may no longer be set higher than right-front ride height.

Front toe adjustment range has been reduced to +/- 1/4”.

Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

Improved engine sounds for the chase camera.

Season setups have been updated.

Porsche 911 RSR

2018 Season 4 GTE BoP Adjustments: Gear ratios have been opened to match the other GTE cars, slightly reduced downforce at high rear wing angles, reduced engine torque, and adjusted aero slightly. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

Suspension and masses have been updated to prevent roll-overs at curb strikes with low track temperatures.

Baseline setup has been updated with a gear stack built for the transition to open ratios.

Pro Mazda

Improved backfire sounds.

Improved curb sound levels for this open-top vehicle.

Radical SR8

Fitting the dive planes is now optional on this vehicle.

Additional fuel has been added to this vehicle's setups.

Improved backfire and gear shifting sounds.

Improved on-board engine sounds.

Improved curb sound levels for this open-top vehicle.

Fixed an issue with shift lamps appearing black.

Ruf RT 12R

(Track) - A setup for Autodromo Internazionale Enzo e Dino Ferrari has been added.

SCCA Spec Racer Ford

Fixed an issue where the rear rebound damping adjustments were incorrectly affecting the front dampers.

Skip Barber Formula 2000

Improved curb sound levels for this open-top vehicle.

Sprint Car

This vehicle has been converted to use PBR shaders.

The wheel rims of this car may now be painted.

Subaru WRX STI

Fixed issue where the current gear selection was not showing up in opponent cars during replays.

Super Late Model

Tire compound, front and rear geometry, aerodynamics, and engine performance have been adjusted to improve vehicle handling.

The fuel consumption rate and engine heat generation rate has been increased.

The display for wheel toe adjustments has been adjusted.

Bar torque measurements have been added to the garage info.

Season setups have been updated.

V8 Supercar Ford Falcon - 2012

This car has been renamed from "V8 Supercar Ford Falcon circa 2012" to "V8 Supercar Ford Falcon - 2012".

New backfire sounds have been added.

VW Beetle GRC

Fixed issue where the current gear selection was not showing up in opponent cars during replays.

Williams-Toyota FW31

Improved curb sound levels for this open-top vehicle.

Fixed an issue where the digital display was not being lit correctly.

TRACKS:

Atlanta Motor Speedway

NEW TRACK CONFIGURATIONS!

Two new Rallycross configurations have been added to this track!

(Rallycross Short)

(Rallycross Long)

A member who already owns Atlanta Motor Speedway gains access to both of these new configurations.

A member who purchases Atlanta Motor Speedway gains access to both of these new configurations.

Barber Motorsports Park

The fountain at this track has been updated with a new particle emitter and a distortion effect has been added.

The Bullring

The loading background for day and night sessions at this track has been updated.

Bristol Motor Speedway

Fixed an issue where incorrect "Exiting Closed Pits" black flags were being thrown for the second pit lane.

Circuit des 24 Heures du Mans

Bloom levels on LED boards have been adjusted.

The frequency of the sawtoothed curb sounds have been made more accurate based on their teeth spacing.

Jet flyover volume has been increased.

Daytona International Speedway - 2007

This track has been renamed from "Daytona circa 2007" to "Daytona International Speedway - 2007".

Detroit Grand Prix at Belle Isle

Adjusted the distortion effects of the conservatory fountain.

Fixed a surface type issue affecting race grid stalls 32 and 34.

The escape road has been sealed off.

The Dirt Track at Charlotte

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

Eldora Speedway

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

Knoxville Raceway

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

The Start/Finish line has been moved 32 meters forward, to match the location of the flag stand.

Kokomo Speedway

NEW TRACK!

Kokomo Speedway is now available for purchase with this release!

The track was opened by partners Albert Miller and John Rose in 1947. The pair, along with former Indianapolis track builder and promoter Ted Everroade opened the facility with the intent of it being exclusively a midget track. Over the years the track has played host to virtually a who's who in racing history. A.J. Foyt, Mario Andretti, Lloyd Ruby, Troy Ruttman, Johnny Parsons, Parnelli Jones, Bill Vukovich, Pancho Carter, John Andretti, Steve Butler, J.J. Yeley, Steve Kinser, Jack Hewitt, Rich Vogler, Tom Bigelow, Tony Stewart and Mike Groff are among those who have both raced at the track as well as in the Indianapolis 500.

Limaland Motorsports Park

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

Michigan International Speedway

UPGRADED TRACK!

Michigan International Speedway has been significantly updated to a 2018 version, and includes a re-pave of the track surface.

The original Michigan International Speedway has been re-named "Michigan International Speedway - 2014".

This asphalt oval track is now available for purchase in the iRacing Store.

This track upgrade includes the following:

Re-scanned and re-photographed the track.

Using that scan, modeled new track geometry from scratch.

Created brand new track surface textures for every surface using our latest methods.

Upgraded a variety of the most prominent track objects from the old track by re-modeling and re-texturing them to our current art standards.

Ownership of this track will be automatically granted to users who already owned the previous version, Michigan International Speedway - 2014.

Michigan International Speedway - 2014

This track is formerly known as "Michigan International Speedway."

It has been renamed to "Michigan International Speedway - 2014" to make room for the upgraded version of the track.

Ownership of this track will be automatically granted to all iRacing users, and it is now considered part of the default iRacing content.

Adjusted a pit entry checkpoint.

Mid-Ohio Sports Car Course

The loading background for this track has been updated.

Phillip Island Circuit

Fixed an issue with the audio frequency of sawtoothed curbs at this track.

Sonoma Raceway

(Cup) - Track surface grip has been adjusted slightly.

Snetterton Circuit

(300) - Adjusted Start/Finish line slightly to better match the artwork.

(300) - Fixed an incorrect course cutting penalty value on the last corner of this configuration.

Texas Motor Speedway

(Road Course Short B) - Maximum starting grid stall amount has been increased to 60.

(Road Course Short B) - Some camera locations have been adjusted.

(Road Course Short B) - The Pace Car's pit entry vector has been optimized.

Volusia Speedway Park

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

Weathertech Raceway at Laguna Seca

This track has been renamed from "Mazda Raceway Laguna Seca" to "Weathertech Raceway at Laguna Seca" to reflect real-world changes.

Williams Grove Speedway

Added dynamic track initialization data from World Of Outlaws sessions to make the starting track state more realistic.

Adjusted the visual appearance of the crowd.


Un saludo

PD Recordad que la página de test está activa para probar cualquier contenido que tengáis descargado y que podéis descargar contenido y la nueva build mientras en http://members.iracing.com/download/member/home.jsp
Desde la actualización, no me va el juego.
En cada circuito, carrera, test... el procesador se pone a 100% y no me deja jugar... va a tropicones.
Me puse en contacto con el departamento de soporte, me hicieron cambiar el archivo rendererDX11 y nada... ¿Os pasa a alguno más?
Sin problema por aquí.
1Saludo
VillaArtista escribió:Desde la actualización, no me va el juego.
En cada circuito, carrera, test... el procesador se pone a 100% y no me deja jugar... va a tropicones.
Me puse en contacto con el departamento de soporte, me hicieron cambiar el archivo rendererDX11 y nada... ¿Os pasa a alguno más?


Sin problema también, mismos frames y funcionamiento que antes.

Un saludo
Mustick escribió:
VillaArtista escribió:Desde la actualización, no me va el juego.
En cada circuito, carrera, test... el procesador se pone a 100% y no me deja jugar... va a tropicones.
Me puse en contacto con el departamento de soporte, me hicieron cambiar el archivo rendererDX11 y nada... ¿Os pasa a alguno más?


Sin problema también, mismos frames y funcionamiento que antes.

Un saludo
thadeusx escribió:Sin problema por aquí.
1Saludo

Vaya... muchas gracias por vuestra respuesta. Qué diablos me hará que no funcione bien desde la actualiazación. Sigo buscando gente con algún problema...
Hola

Mira de reinstalar y volver a bajar los archivos desde cero. Yo con la actualizacion tuve continuos errores 72 al cargar los circuitos, me comentaron esta solucion y todo perfecto.

pienso que por probar no pierdes nada

Saludos
Buenas, estoy pensando correr esta season las Verizon INDYCAR Series, tienen buena participación? O hay muy poca gente?

Alguien sabe?

Saludos
Liam escribió:Buenas, estoy pensando correr esta season las Verizon INDYCAR Series, tienen buena participación? O hay muy poca gente?

Alguien sabe?

Saludos


Puedes revisar la participación de las series y temporadas pasadas en https://iracer.info/ pero he intentado entrar ahora y está caída. Si no en el foro del coche de iRacing justo han abierto esa pregunta y parece que hay 2 slots buenos a la semana de participación en horario europeo. No es una serie para poder correr carreras a cualquier hora en road, en oval hay más participación. http://members.iracing.com/jforum/posts ... 15848.page

Un saludo
Una pregunta de novato los iracing credits se tienen que gastar si o si en la primera compra que hagas o se pueden acumular para posteriores compras y si es asi explicar como se hace que no soy capaz de verlo, basicamente lo digo para retenerlos a la hora de renovar y que el sablazo sea lo menor posible [tomaaa] . Gracias.
pitul escribió:Una pregunta de novato los iracing credits se tienen que gastar si o si en la primera compra que hagas o se pueden acumular para posteriores compras y si es asi explicar como se hace que no soy capaz de verlo, basicamente lo digo para retenerlos a la hora de renovar y que el sablazo sea lo menor posible [tomaaa] . Gracias.

Se pueden acumular
Hola,
desde hace unos días, cada vez que entro en iracing tengo que configurar el volante, me aparece lo de configure controls.....no sé por qué?
alguna idea?

gracias
¿Con el mismo coche o cuando cambias de coche?
1Saludo
thadeusx escribió:¿Con el mismo coche o cuando cambias de coche?
1Saludo

mismo coche......y cuando cambio...

el volante no lo tengo instalado, es decir, que cuando termino lo desconecto (corriente y USB)
Buenas,

Mañana hay hotfix 3 de la temporada

iRacing.com will be coming down for deployment of the 2018 Season 4 Hotfix 3 Release on Tuesday, September 18th, beginning at 9:00am EST.

This maintenance will affect all iRacing.com regions and members will be unable host or join sessions during the downtime. The Test Drive iRacing service will be online during this downtime.


iRacing.com Downtime Schedule:

EDT
Tue 2018-09-18 0300 Overlap Sessions Prevented*
Tue 2018-09-18 0900 Race Servers Unavailable

UTC
Tue 2018-09-18 0700 Overlap Sessions Prevented*
Tue 2018-09-18 1300 Race Servers Unavailable

AEST
Tue 2018-09-18 1700 Overlap Sessions Prevented*
Tue 2018-09-18 2300 Race Servers Unavailable


All times are subject to change.

Sessions in progress at the start of maintenance may be terminated. There will be no record of such events whether official or not.

*Hosted sessions are allowed to be created and run that do not overlap the "Race Servers Unavailable" time. For example, 6 hours before the maintenance period begins, you can create a hosted session that lasts up to 5 hours, but not one that lasts for 6 or more hours.


Por cierto, en la feria de simracing de Nürburgring la gente de Heuskinveld Engineering ha presentado unos nuevos pedales para sustituir sus pedales "Pro". Sim Pedals Sprint

El caso es que mientras quede stock venden los pedales Pro con una rebaja y se quedan a 599€, por si a alguno le interesa. Ya han garantizado el respuesto y soporte de los pedales Pro por años.

Un saludo
Mustick escribió:Buenas,

Mañana hay hotfix 3 de la temporada

iRacing.com will be coming down for deployment of the 2018 Season 4 Hotfix 3 Release on Tuesday, September 18th, beginning at 9:00am EST.

This maintenance will affect all iRacing.com regions and members will be unable host or join sessions during the downtime. The Test Drive iRacing service will be online during this downtime.


iRacing.com Downtime Schedule:

EDT
Tue 2018-09-18 0300 Overlap Sessions Prevented*
Tue 2018-09-18 0900 Race Servers Unavailable

UTC
Tue 2018-09-18 0700 Overlap Sessions Prevented*
Tue 2018-09-18 1300 Race Servers Unavailable

AEST
Tue 2018-09-18 1700 Overlap Sessions Prevented*
Tue 2018-09-18 2300 Race Servers Unavailable


All times are subject to change.

Sessions in progress at the start of maintenance may be terminated. There will be no record of such events whether official or not.

*Hosted sessions are allowed to be created and run that do not overlap the "Race Servers Unavailable" time. For example, 6 hours before the maintenance period begins, you can create a hosted session that lasts up to 5 hours, but not one that lasts for 6 or more hours.


Por cierto, en la feria de simracing de Nürburgring la gente de Heuskinveld Engineering ha presentado unos nuevos pedales para sustituir sus pedales "Pro". Sim Pedals Sprint

El caso es que mientras quede stock venden los pedales Pro con una rebaja y se quedan a 599€, por si a alguno le interesa. Ya han garantizado el respuesto y soporte de los pedales Pro por años.

Un saludo

Desde laa 3 caída... Se sabe cuando estará de nuevo? Manda huevos que esperen al martes a hacer esto...
@Din-A4 A qué te refieres? Yo estoy dentro desde hace un montón de rato y no ha habido ninguna caída hoy. En los foros nadie dice nada. El hotfix está programado para mañana y será un rato, como siempre y poco más.

Un saludo
Yo he estado esta tarde y sin problema ninguno, todo como siempre.
@Mustick @nene15708 me refería a que mañana desde las 3 estará caída, no sé cuánto durará el hotfix pero no sería la primera vez de estar esperando de 3 a 7 a que termine el mantenimiento sin poder correr.
Es normal, prefiero 3h de mantenimiento a una semana con errores. Que solucionen todos los problemas, que es lo mas importante.
32597 respuestas