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mAxL

Splošna debata - iRacing

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Zanimiv članek. Ok, tej off-road trucks me ravno ne prepričajo. So pa z GRC naredili dobro potezo zgleda. Dirtnight je pravi šov in GRC serverji so skozi zasedeni.

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First of all, Happy New Year to all of our members. We also want to sincerely thank you for your membership. 

We know that some members are always curious what is next in regard to development. We do try and share what we can when appropriate. Various factors may dictate when we start discussing development on xyz feature, upgrade or xyz content. 

We also might not exactly work on what you want as fast as you want, but keep in mind we are developing for many types of racing. The totality of all the “niches” makes iRacing a much better and sustainable sim for everyone. We also believe action speaks louder than words and we are proud of what we accomplished in 2017. 

It would be too long for a forum post to cover everything we are working on nor can I talk about everything for various reasons. However, I can confirm a few of the larger projects in the works that we have already discussed publically and spill the beans on a new project. 

New graphical and physical damage model. Making great progress on this massive project and we are really excited about it. There are so many different parts to it but getting to the polish on many parts of it. We expect to move it into the testing environment in the coming months and shooting for a 2018 release but as usual no promises. 

Dynamic time of day/moving clouds/day to night. Working night and day on day to night and the goal is to release this year. 

New Tire Model Version. Already testing locally and we are excited about it, Dave Kaemmer to write about in the coming weeks. Again, should release this year. 

New Interface and User experience inside and out of the sim. The new app is now in beta, and members have access to it. The first giant step is to get the new design and application up and working with our new technology to include all the functionality and more of our existing website. We are almost there in that regard. We still have many plans once that happens so it will be a continued evolution over a long period of time. For example, we have much more we want to do when it comes to user-experience, this new system and app will allow us to do that. For example, we want to create an onboarding process for new members including getting them on track with some basic instruction, guided tours, more on-line help, better organization and much more. 

Ok, this will be a “shocker” to some. We are working on AI/Artificial cars and in fact very far down the road with the project. In fact, we should release it this year as well. Hardcore folks take a deep breath. We are not straying even the slightest from our philosophy of trying to create the most accurate and detailed simulation we can along with the best head to head racing competition. This has been an isolated project being done by a small team and has not impacted any other development. 

However, having this feature will allow for many opportunities for members and for us to continue to grow. It will allow members to practice in a simulated setting before getting on track with real cars which is a good thing, especially for people new to sim racing. It will also allow for a more relaxed and fun format which will be a welcome addition from time to time for even hard-core members. Now you don’t need to go to another racing game for AI. Ha Ha. It will bring in many new members who will use it as a stepping stone to head to head racing. It allows us to have a much more competitive demo option for potential new customers in various settings like trade shows or even on-line trials. At the end of the day, it is a huge feature and request in regard to the overall market. It will be a free addition to members and yet another option for you under your membership. If AI not for you, great, but you will still benefit. The work has helped improve our multiplayer net code and player car code which will be out on members about the time we launch AI. We also feel it will help novice drivers and again boost the overall service. 

Right now our plan is roll out options of one-off AI races along with a season-long “career” in which you can build your own schedule/series. We have other plans as well down the road to increase the fun factor in regard AI. We likely will roll out AI for a large chunk of the racing including oval and road. Some cars and types of racing might be held back initially because of all the different variables we need to work out. For example joker laps and going over the jumps for GRC. There are many other things like that which we are working on now. The web development side of this is also significant and still much work to do there before we can roll it out. There will be a "difficulty" choice or “slider” option. More information as we get closer will be available. 

Alright, well, this is getting long but much more in the works in terms of features and improvements. 

As far as content, working on multiple new tracks including road, oval, dirt and GRC and a complete redo of an oval track. Hopefully we will plug away on more tracks. Literally dozens of cars in the works in some form of production or licensing. Including many new road cars and updates to existing road and oval cars. We already shared working on LMP1 cars, you should have those as soon as the next season build. These cars are a lot of work to build! More to come on content and everything else as we move forward. I hope you liked the Chili Bowl Video.  

We are expecting another good year, and we hope you agree when the year is over. 

Thanks again! 

 

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AI se mi zdi precej dvorezni meč. Jaz sicer nimam 0% interesa vozot proti AI.

Gume, hey gume, dobimo :)

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Gume + tranzicija dneva in noči, ostalo če je ali pa ne :D

 

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New Tire Model Version. Already testing locally and we are excited about it, Dave Kaemmer to write about in the coming weeks. Again, should release this year. 

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Dynamic time of day/moving clouds/day to night. Working night and day on day to night and the goal is to release this year. 

Zna bit, da ciljajo kak 24h event. Po moje bo za 24h SPA ali LeMans. Drugače nima smisla.

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Sam ko bo pa 24h dirka z tranzicijo bo pa bomba.. 

Do takrat bo tud sloracing ziher mel 2 ekipe za vsako endurace dirko. 

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Joj, to bo pa zares božansko in seveda dosti težje :) Ko se bo dan začel prevešati v noč in se bodo pričele gume ohlajati :D  

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Hmm če prav razumem če daš disable sounds bi moral discord nehat pošiljat sounde v stream.

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Ej, sem debato preselil v temo Discord. Bom pa probal.

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Evo, sem spet odrgnil en stint in edino kar upam da te , ki so vozil DP danes z mano na serverju na dirki ne srečamo.

DP je smo malo hitrjši GTE-jevci ujeli čez ovinke, vsako drugo prehitevanje je bilo čisti dive bomb... skratka katastrofa .

En švabo me je z DP-jem najmanj ene 6x ven porinil... no potem sem mu vrnil z obrestmi in mu še prjazno pripomnil... This is not Eurocup Handball game :D

Če ne drugega... je bilo mal smeha :D

 

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V buildu danes ni nič pretresljivega kar bi lahko vplivalo na Daytona 24h... razen tistih shader, ki pa pa jih imam jaz itaq na max..

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This update contains a variety of fixes and adjustments for the 2018 Season 1 iRacing Season. 


CHANGE LOG: 

Website 

- The Order History page of your Account now displays a note that all dates use GMT. 
- - Additionally, when viewing a specific order, the date and time should now be labeled with "GMT" for clarity. 


Simulator 

- Fixed a bug that could cause the Simulator to crash when transitioning from one session to another while remaining in-Sim (for example, by transitioning from an Open Practice server to the Race server for which you registered). 


Rendering 

- Fixed an issue with the rendering of wheels and tires at night tracks with Shader Detail settings set to LOW or MEDIUM. 


Physics 

- Track objects should now only have their "home position" set when the very first session of an event launches. Then, whenever any subsequent session within the event begins, track objects should be reset to their original home position; not wherever they ended up at the end of the session. This should avoid the issue where tire stacks or other objects were starting subsequent sessions in strange places like on the track surface. 


Rallycross 

- Lap time computations are now more aware of dirt being on the track, and how dirt affects speed and lap times. 
- - Gained time penalty behavior and other race control systems should now be much more accurate. 

- The car-to-car contact incident point threshold for Rallycross events has been reduced to a level that is more sensitive than Dirt Ovals. 


Series 

- A new race points payout system has been implemented for the iRacing Grand Prix World Championship Series and the Blancpain Endurance Series World Championship for the 2018 season. 


Pit Lane 

- Fixed an issue where cars were getting jacked up while on pit lane. 


Pit Stop 

- You can now ask for fuel at any point during an animated pit stop. 


Weather 

- Fixed a bug that was causing the race servers to record out-of-range temperatures. 


Radio 

- Fixed the default channel in the "StartDriving.txt" file so that the radio script does not switch you to "@drivers" when you start driving if it is a driver-change session. 


Black Boxes 

- Fixed an issue in the F2 Black Box where a car's number and time displays were using incorrect colors, which could make some of them difficult to read. 


Cameras 

- Fixed an issue where a track could load the wrong custom camera set when switching cars or tracks when using the iRacing BETA Interface. 


Vive 

- Updated the SteamVR SDK from 1.0.6 to 1.0.11. 

– A possible fix is in place for when the HTC Vive head tracking fails for some customers with recent nVidia drivers. 

– A new prediction mode setting in the “OpenVR” section of “rendererDX11.ini.” file has been added. By default, “PredictionMode” will be set to 1, which predicts the head pose when the rendered frame will be displayed using timers, the same as with previous versions. But, set this to 0 to disable the prediction completely (NOT RECOMMENDED), or set this to 2 to always predict the frame to be displayed at a constant time in the future (This time is equivalent to just over 1 frame when the Sim is running at 90 fps), to eliminate the timing code (better than disabling completely). 


iRacing Beta Interface 

- The iRacing Beta Interface taskbar icon has been replaced with the original iRacing icon. 



CARS: 

Dirt Late Model 

- (Limited) - This car has been re-bodied to include a spoiler. The aerodynamics map has been updated to match. 

- (Limited) - Season setups have been updated. 


Dirt Midget 

- Static front-to-rear weight distribution has been adjusted to best match that of typical real-world National Series sanctioned events. 

- Fixed a bug causing occasional graphical steering oddities at full steering lock. 

- Season setups have been updated. 


Dirt Sprint Car 

- (ALL) - Fixed a bug where axles were failing due to light contact. 

- (ALL) - Fixed a bug that was causing occasional graphical steering oddities at full steering lock. 


Dirt Sprint Car Non-Winged 

- (ALL) - Fixed a bug where axles were failing due to light contact. 

- (ALL) - Fixed a bug that was causing occasional graphical steering oddities at full steering lock. 

- (360) - Season setups have been updated. 


Dirt Street Stock 

- Numerous physics updates have been made to provide a more realistic driving experience for our Rookie-class dirt stock car, including: 
-- A new aerodynamics map 
-- Engine updates to reduce power and rev limit 
-- The tire compound has been updated 
-- Garage ride height ranges have been adjusted to prevent rear tires from clipping through bodywork 


Ford Fiesta GRC 

- Improved lower Level-of-Detail models to alleviate excess popping when viewed from a distance. 



TRACKS: 

Iowa Speedway 

- (Rallycross) - Fixed some bumpiness at the Start/Finish line. 

 

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Ali se rezultate iz hosted serverjev da kje preveriti?

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Se da. V iRacingu tam pod hosted če se ne motim imaš hosted results.

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