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mAxL

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Kio in Cadillaca bodo združili ampak to  je bolj kozmetika.  Preseneča me Audi GTO. Dober avto, serija mrtvilo v startu kar se Audija tiče. Nissan bolje. Vseeno bolj kot ne fail na celi črti.

@Matjaž Murn: sem ga že vabil pa je rekel, da ko ga v IR prehitim bo šel v AC. Zdaj morem oboje kot zmesan nabijat.... ?

Uredil - markop
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Danes odpeljal prvo GrandAM dirko z mixed class. Moram rečt, da sem si naredu celo paniko - preden joinaš session piše, da je 50 min. Potem grem not, nalijem cca 15 litrov več bencina kokr se mi je zd

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Hehe ma to me že ziher ... najmanj z Ruf Cspec :)

@Matjaž Murn : vsake toliko časa probam kakšen krog v AC. Definitivno se nekaj premika, samo če pa v smer da bi presledlal... žal še ne :D

 

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IR ima "flash" akcijo: Za 75$ dobiš 100$ ekvivalentnega kredita. Če pol uporabiš promo kodo za 1 letno naročnino to znese cca. 50% popusta na letno naročnino. Hitro....

Preden podaljšam bi rad videl development roadmap. Nočem plačati 1 leto vnaprej za pretežno DIRT vsebino. Damn !!!!

Uredil - markop
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Good afternoon, 

We are excited about the build next week! You will see multiple enhancements and improvements to the simulation and overall service. Right now the plan is to do the usual quarterly software update on December 6th at about 8:00 AM EST. 

However I wanted to discuss just a few things that are NOT going to be in build next week and provide a brief update. You will see soon enough what will be in the build next week! 

Dirt: 

As you probably are aware we are very excited about “dirt” and have heard the same from so many of you. Major pieces of it have been finished for months. There are so many details, facets and challenges to this new form of racing for us graphically and physically. We had many new development challenges to tackle and many new and unique features to develop. I think you will be very impressed with all the work and detail put into this when you get a chance to see it and drive it. However, a few smaller things are still lingering and we want to nail this down to our satisfaction. The small things can make a big difference. We would not expect to release it by year end either with the year winding down and holidays etc. The good news is we feel we are close and are still optimistic to release before the March build. We would do a “mid-season” release if the feature/Dirt was ready. As far as content we have Eldora, Williams Grove and a dirt version of USA Speedway about done and more tracks in the works already. We have 305, 358 and 410 versions of a Dirt Super Late Model. We have a wingless dirt 410 sprint car. We have a winged Sprint Car including 305, 360 and 410 versions. We are putting the cars through our CFD “wind tunnel” to get better aero data, especially for the Winged Sprint car. We also will have dirt versions of our NASCAR truck and a dirt version of the legends car out of the gate. Much more coming and already in the works including global rally cross. Thanks for your patience. It is heart-breaking not to release some of it for year-end with all the work we have put in and being so close but it is the right thing to do. 

Time-Attack: 

This new hot-lapping competition/feature we think is going to be a great fun and will be something that almost everyone from rookies/time constrained people to veteran sim-racers will really enjoy. We are also close on this new feature and also would release at a point in time, not necessarily needing to wait until a season end build. We will be doing a video about it soon to give you a better idea of it. 

Other: 

We are also still working on many other things discussed previously like the new damage model, new in-sim UI, web interface, improved and new sounds including working on utilizing XAudio 2, animation and graphics, new forums, physics, incredible content and working on many other things not yet discussed! 

Oni to resno ?!: "incredible content...." [fbi]:S Bolj kot novi build rabijo novi PR se mi zdi.

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Res so nerodni pri izjavah. 2017 roadmap bi moral biti usklajen z black-friday popusti. Če bi folk vedel kaj naj pričakuje bi se lažje odločal za podaljšanje naročnine. Tako pa kupuješ mačka v žalkju. In ko folk že fanj pritiska na forumih kaj je z novim buildom si Tony vzame 2min časa in napiše tako objavo v kateri ne pove nič. Med vrsticami lahko sklepaš, da so vse stavili na DIRT, ki pa ga niso uspeli naredit. Posledično za novi build nimajo nič konkretnega razen "incredible content".

Tudi nič narobe. Naj bo novi release bug-fix release, samo naj vsaj povejo kaj in kako. Čudaki. Počakajmo še ta teden, da vidimo kaj so pripravili.

 

 

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Pa smo dočakali - release notes za jutrišji build. Najkrajši in daleč najmanj vsebinski release notes odkar sem na IR. Zdaj je povsem jasno, da je ekipa v DIRT-u in drugega kot to ne počnejo prav veliko. Verjetno že sami čutijo, da bo odziv buren in so kar napisali kaj nameravajo naredit oz. na čem vse delajo pri čemer ni nič potrjeno (link na post od Tony-a).

Celotni release notes se nahaja tukaj:

http://members.iracing.com/jforum/posts/list/3511059.page

Relevantni povzetek:

Welcome to 2017 Season 1! 

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

Some highlights include: 
• World State Triple Buffering that should eliminate some framerate choppiness 
• Replays can record voice chat 
• Heat haze effect 
• Animated support characters 
• Additional spotter commands 
• Visor tear-offs 
• Hand-over-hand steering for some vehicles 
• Telemetry upgrades 
• New V8 Supercar tires 
• New peripheral lighting functionality 

Full details on the release are below. 

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

CHANGE LOG: 


Dynamic Track 

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

World State Triple Buffering 

- This upgrade fundamentally alters some aspects of how the Sim's "realtime"/"BG" thread (the one that keeps the world moving) and the Sim's "drawing"/"FG" thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the "3D world" widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn't get confused should the realtime world "wake up" and start advancing the world is now different. 

- Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that "lock-out" must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate. 

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


DirectX 9 

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


DirectX 11 

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

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

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


Weather 

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


Driver 

- Visor tear-offs have been added to all drivers of vehicles that do not have a windshield. 
- - The default manual control for performing a visor tear-off is Alt+T. 
- - Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty. 

- A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes: 
- - Global Mazda MX-5 Cup 
- - Legends Ford '34 Coupe 
- - McLaren MP4-30 
- - NASCAR Camping World Chevrolet Silverado 
- - NASCAR Camping World Toyota Tundra 
- - NASCAR Sprint Cup Chevrolet SS 
- - NASCAR Sprint Cup Ford Fusion 
- - NASCAR Sprint Cup Toyota Camry 
- - Street Stock 

Pit 

- Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall. 
- - The "Pit Object Detail" setting in the Graphics Options menu works as follows for animated support characters: 
- - - High = Fully animated pit crew characters (currently only pit support crew members) 
- - - Medium = Static pit crew characters 
- - - Low = No pit crew characters are displayed, only pit box objects 
- - - Off = Nothing at all 


Telemetry 

- New 360 Hz telemetry output has been implemented! 

- A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry. 


CARS 


Ford Falcon FG V8 

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

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

Holden Commodore VF V8 

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

V8 Supercar Ford Falcon circa 2012 

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

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

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Misliš t.i "S1 Schedule". Ja, je. To je že nekaj časa gor.

http://members.iracing.com/jforum/posts/list/3509651.page

Še povzetek sezone. Vozil sem RUF Cup. Končal na 5. mestu skupno. Dolga sezona. 12 tednov in 21 dirk skupno. Bile so dirke, ko sem se res mučil, ker mi ni šlo. Med te štejem Šlajfo, ki sem se jo moral naučit ter Montreal, kjer se tudi nisem nikakor zlil s stezo.

Škoda za zadnji vikend, ker me ni bilo doma. Na sporedu je bila Canadian Tire, ki jo štejem med proge, kjer sem zelo hiter. Pred odhodom sem Thomasa v četrtek na dirki prehitel tako, da sem v direktni primerjavi zmagal, vendar je bil SOF dirke nizek in sva oba dobila malo točk. Pol je on odpeljal še eno dirko in dobil tisti 2 točki več. Sistem točkovanje pri IR zgubi smisel, ko serija nima velike partecipacije, ker je veliko odvisno od sreče.

Naslednjo sezono bom po vsej verjetnosit zopet RUF peljal. Kakor zgleda se v serijo vračajo velika imena in bo konkurenca kar velika. Dogovarjamo se tudi, da bi določili SOF dirko in sicer dve med tednom.

ruf results.png

 

Uredil - markop
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