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The iRacing 2023 Season 4 Release is here! This release contains a boot-load of both content and upgrades for 2023 Season 4, which officially starts on September 12th at 0000 UTC! The iRacing garage expands by FIVE bays to include: Acura ARX-06 GTP, Ferrari 296 GT3, NASCAR Classic Pontiac Grand Prix - 1987, Porsche 963 GTP, and Super Formula SF23. In addition, the iRacing map plants TWO new flags and updates a long-awaited third to include: Circuit de Lédenon, Kern County Raceway Park (Asphalt Track, Dirt Track, Legends, and Dirt Mini Oval), and a complete rebuild of Circuit Zandvoort using 2023 data (Grand Prix, Grand Prix w/ Chicane, Nationaal, and Oostelijk).

Our senior software engineers have continued their mission to squeeze every bit of optimization they can into the Simulator, and have further improved load times from last season as well as reduced the memory required to run iRacing. This has enabled us to allow up to TWELVE different car models to be in the same Session at a time without disrupting performance. Our Spotter system has also continued training from the previous season, and is ready to assist you with a variety of new calls, including: incidents or off-track events are ahead or behind you, reporting on damage taken and repair time estimates, reporting on the Strength of Field for the Session, and warning you when you’re on your last laps or time is running out for the event. A brand new audio feature has been added which can simulate the driver wearing ear protection or the effect of a helmet, adding to the immersion on-track. The Results page has received an overhaul for improved usability, including a fully featured “Find Past Results” button, which provides a bevy of selectable fields and filters to help you find exactly the sessions you want to see.

The New Damage Model has been put into practice on ALL FIVE brand new car models, and it has also been enabled for SEVEN existing car models. Our artificial intelligence trainers have given the green flag for ALL FIVE brand new car models, and for THREE existing car models, as well as all SEVEN non-dirt new race track configs, and ELEVEN existing race track configs. We have also added brand new top-notch vehicle setups for nearly every car in the service. Welcome to iRacing 2023 Season 4!

Season highlights include:

Acura ARX-06 GTP Ferrari 296 GT3 NASCAR Classic Pontiac Grand Prix - 1987 Porsche 963 GTP Super Formula SF23 Circuit de Lédenon Kern County Raceway Park (Asphalt Track, Dirt Track, Legends, and Dirt Mini Oval) Circuit Zandvoort, 2023 rescan and full update (Grand Prix, Grand Prix w/ Chicane, Nationaal, and Oostelijk) SIM Optimizations (Improved loading times, & reduced memory usage footprint) Ability to load 12 car models per Session Additional Spotter Calls (Incidents & off-track ahead/behind, damage report, time/laps remaining, and Strength of Field report) Driver Audio Filters (ear protection and helmet effects) Results Page overhaul and Search function New Damage Model for 12 vehicle models [Acura ARX-06 GTP, Dirt UMP Modified, Ferrari 296 GT3, Ford Mustang FR500S, Modified - SK / NASCAR Whelen Tour Modified (both models), NASCAR Classic Pontiac Grand Prix - 1987, NASCAR Xfinity Class Cars (all 3 models), Porsche 963 GTP, and Super Formula SF23] AI Racing for 8 vehicle models [Acura ARX-06 GTP, ARCA Menards Chevy / Gen 4 Cup (Gen 4 Cup Car), Audi 90 GTO, Ferrari 296 GT3, NASCAR Classic Pontiac Grand Prix - 1987, Nissan GTP ZXT, Porsche 963 GTP, Super Formula SF23] AI Racing at 18 track configurations [Circuit de Lédenon, Circuit Zandvoort (ALL 4 Configs), Kern County Raceway Park (Asphalt Oval & Legends), The Milwaukee Mile, Nürburgring Grand-Prix-Strecke (Grand Prix w/out Arena, Kurzanbindung w/out Arena, Sprintstrecke), Road Atlanta (Club, Short), and [Legacy] Silverstone Circuit - 2008 (ALL 5 Configs)]

Hundreds of professionally crafted iRacing vehicle setups

Visit our 2023 Season 4 features page here: https://www.iracing.com/seasons/2023-s4/

Full 2023 Season 4 Release details are below.

iRACING UI:

Launching

A "Couldn't Connect" message will now be displayed at the Splash Screen if a user fails to reach the application or it was not reachable, instead of getting stuck on the Splash Screen.

Create a Race

The maximum number of different car models selectable for a Hosted Session has been increased to 12!

Results & Stats

The Results page has received an overhaul for improved usability.

    • The Results page now includes a fully featured “Find Past Results” button, which opens a modal window with several selectable fields and filters to help you find exactly the sessions you want to see.
        • For Official Racing, you can search and filter by participant type (Yourself, Friends, Follows, or Driver search), Date Ranges, specific Season(s) or Week(s), License Type, and Session Type (Race, Practice, Qualifying, Time Trial).
        • For Hosted Racing, you can search and filter by Participant Name, Session Name, Host Name, or Team Name, Date Range, License Type, Car, Track, and config.
        • Oh, and you can still search by valid Subsession ID if you want pinpoint precision.
    • The Results page now includes two tabs, one for Official Racing and one for Hosted Racing to help divide the displayed results.

Paint Shop New sponsors have been added to the Paint Shop!

    • ImSim
    • Sim-Motion

SIMULATION:

Payments Effective September 5, 2023, in order to simplify and streamline payment options, PaymentWall is no longer a payment option for iRacing.

Updater

Fixed an issue that could occur with the installation of the EasyAntiCheat (EAC) cheat prevention software if another game on the user’s system already had installed a version of the EAC software.

Official Series Schedule The schedule PDF now notes whether penalties or disqualification for too many incidents is in effect for the series, and the incident count thresholds.

Optimization The entire memory allocation system for iRacing has been analyzed and optimized, for improved loading times, and faster processing speeds.

The worker processing thread pool allocation algorithms for all types of hardware have been improved, especially those of Enki worker threads.

    • This replaces some temporary fixes that were aimed exclusively at hybrid CPUs.

Improvements have been made to the methods by which the iRacing Deferred Rendering Lists are generated and sorted, yielding some modest CPU render time improvements.

The memory footprint requirements for audio files has been reduced by over 65% while maintaining audio fidelity.

Track reference lines for each car class within a Session are now loaded synchronously instead of sequentially. This improves track loading times for multiclass Sessions by a factor based on the number of car classes in use.

Loading

Fixed a Simulator crash that could occur during the loading transition from an Open Practice to a Race Session.

Cars

The methodology for processing anti-lock braking systems in the Simulation has been updated.

Tires

Rolling drag has been rebalanced for off-track surfaces.

    • This change should provide a much more realistic experience for grip and momentum when driving on grass, sand, gravel, grass-crete, and other off-track surfaces.

Race Control

Several penalties have been changed from Stop-and-Go penalties to Drive-Through penalties.

    • Minor Pit Exit Checkpoint failure penalties are now drive-through penalties.
    • Pass Inside penalties are now drive-through penalties.
    • The Jump Start rule for standing starts has been updated to begin as a drive-through penalty for a minor offense, but can be upgraded to a stop-and-hold penalty for a major offense.

Dirt Racing

An expansive round of fine-tuning has been completed for Dirt Racing as a follow-up to the 2023 Season 3 Dirt Refresh project. These changes include:

    • The variability for the starting dirt track state has been increased. This includes variance in dirt heights, density, and water content.
    • The dirt track surface wear rate has increased slightly.
    • Improved the tracking and recalculating of the dynamic track based around dirt that is thrown around the track from tires. This should slightly increase the wetness of areas as more dirt is added.
    • Dirt coloring has been updated slightly based on water content. World of Outlaws 2023 contingency decal packages have been updated for the associated vehicles.

AI Racing

AI Drivers have earned their licenses to pilot the following new vehicles:

    • Acura ARX-06 GTP
    • ARCA Menards Chevy / Gen 4 Cup - (Gen 4 Cup)
    • Audi 90 GTO
    • Ferrari 296 GT3
    • NASCAR Classic Pontiac Grand Prix - 1987
    • Nissan GTP ZXT
    • Porsche 963 GTP
    • Super Formula SF23

AI Drivers have mastered the following new track configurations:

    • Circuit de Lédenon
    • Circuit Zandvoort - (Grand Prix, Grand Prix w/ Chicane, Nationaal, & Oostelijk)
    • Kern County Raceway Park - (Asphalt Track, & Legends)
    • The Milwaukee Mile
    • Nürburgring Grand-Prix-Strecke - (Grand Prix w/out Arena, & Kurzanbindung w/out Arena, & Sprintstrecke)
    • Road Atlanta - (Club & Short)
    • [Legacy] Silverstone Circuit - 2008 - ALL FIVE Configs! (Grand Prix, Historical Grand Prix, International, National, & Southern)

AI Drivers have improved their racing skills with the following content:

    • BMW M Hybrid V8
    • Cadillac V-Series.R GTP
    • Lotus 79
    • Mercedes-AMG GT3 Evo 2020
    • Brands Hatch Circuit

AI Drivers were able to pursue self-led learning for their Summer 2023 course catalog. Some courses and materials they chose to complete included:

    • Adversarial Racing Networks in Competitive Environments
    • Virtual Pit Crew Manager ‘23
    • [PSY-303] The Psychology of Machine Behavior Under Pressure
    • How To Mimic Human Racing Intuition through Neuromorphic Adoption
    • Circuit Intelligence - AI Strategies for Every Turn
    • Forecasting for Improved Performance with Lap Time Prediction Models
    • Sensors & Sensibility by Jane Automaton
    • AI Racecraft 101: Navigating Complex Racing Scenarios and Cones

Fixed an issue that could occur in which an AI Driver recovering from an off-track event could cause a player driver to crash-to-desktop. The ultimate form of revenge!

Qualification Scrutiny

The Qualification Scrutiny system has been updated to prevent drivers from driving into the pits during Qualifying to gain an unfair advantage.

The Qualification Scrutiny officials are now able to detect attempts to adjust qualifying time by traveling in reverse in the pit lane.

Spotter A variety of brand new spotter messages have been added to the default iRacing spotter functionality! These include the following:

    • INCIDENT OR OFF-TRACK: Your spotter will tell you when an incident has occurred nearby, or a car has gone off-track nearby.
        • These new spotter calls only trigger for asphalt Road racing.
        • These new spotter calls only trigger if the offending car is at a delta between 0 and 5 seconds ahead of you, or is within 3 seconds behind you, or is the race leader for your class.
        • Only 2x or greater Incidents are reported, and if multiple issues occur at nearly the same time, these new spotter calls only inform you of the largest offense.
        • Only one of these messages can trigger every 10 seconds.
        • These spotter calls do not trigger if you are in the pits.
    • DAMAGE AND REPAIRS: Your spotter will tell you about the type of damage you have sustained and how your team will be able to address it.
        • While towing, your spotter will share information about Optional and Required Repair times.
        • Your spotter will also inform you about predicted remaining damage (if any) after repairs are complete.
        • While repairs are ongoing, your spotter will inform you when you have 30 seconds of repair time remaining.
        • If you received race-ending damage that cannot be repaired, your spotter will also unfortunately inform you of this.
        • You can request your crew chief tell you your current damage level by using a new Spotter Damage Report keybind.
    • RACE ENDING SOON: Your spotter will tell you when there is either 5 laps or 10 minutes remaining in the Session, whichever comes first.
        • This call does not trigger if the event is less than 20 minutes or 10 laps in length.
    • STRENGTH OF FIELD: At the start of an event, your spotter will provide you with insight based on the calculated strength of field for your car class.

A variety of new entries have been added to the “app.ini” file to control if some of the new Spotter messages will play for you, and/or certain parameters such as intervals and decimal accuracy.

    • The default state for all new spotter calls is “ON”. You will need to launch the Simulator once after updating before these entries will appear for you and may be customized.

Spotter - Foreign Language Packs

The Italian Marco Arcidiacono spotter pack has been updated.

    • Grazie mille, Marco!

The Italian Renzo A Olivieri Spotter pack has been updated.

    • Grazie mille, Renzo!

The Spanish Ari Cejas Spotter pack has been updated.

    • Additionally, the feminine form of this pack has been removed, and it has been made gender neutral.
    • Muchas gracias, Ari!

Pit Stop

Fixed an issue where the Fuel Fill checkbox did not respect the “autoResetPitBox” value set in the “app.ini” file.

Auto Fuel System

Fixed an issue where the Auto Fuel System could sometimes fail to calculate the correct fuel needed to finish the race in situations where the player is multiple laps down and would not be able to finish the full race lap count.

New Damage Model

The New Damage Model has been enabled for 13 new vehicle models!

    • Acura ARX-06 GTP
    • Dirt UMP Modified
    • Ferrari 296 GT3
    • Ford Mustang FR500S
    • Modified - SK / NASCAR Whelen Tour Modified (Modified - SK, & NASCAR Whelen Tour Modified)
    • NASCAR Classic Pontiac Grand Prix - 1987
    • NASCAR Xfinity Class Cars (ALL THREE models)
    • Porsche 963 GTP
    • Super Formula SF23

For Ghost Cars, fixed an issue where their ghost tires could take ghost damage, which could make them extra ghostly and appear to fall through the earth a short ways before resetting above the ground. Spooky.

Graphics

When Graphics Auto-Config is run, an additional hardware check has been added for memory size and cores. If our check detects your system is below our minimum recommended system specs, a warning notification will appear to let you know you may have difficulty running the Simulator.

Improved the initialization process for devices using OpenXR.

Improved the appearance of lit transparent particles.

Fixed some issues with inconsistent track surface decal rendering.

Fixed an issue with the rendering of metals with HDR, where they were appearing too dark.

Fixed a resolution issue with heat haze rendering.

Fixed an issue where disabling Triple Projection caused graphical artifacts.

    • This issue was impacting any post-processing effect that utilized the velocity texture, such as SMAA or motion blur.

Fixed an issue with stutters seen when running Varjo software alongside a hybrid CPU or a processor with more than 16 logical processors.

Fixed an issue where some particles could appear to have an incorrect brightness at tracks where stadium lights were in use.

Some legacy DirectX 10 shader code has been removed for improved SpeedTree performance.

Visual Effects

Fixed an issue where distortion particles were only appearing in one eye in VR.

3D Foliage System

Mother Nature has arrived at three more tracks:

    • Circuit de Lédenon
    • Circuit Zandvoort
    • Sebring International Raceway
    • These environments will now be populated with a variety of grasses, shrubs, flowers, and other low-lying plants native to their area of the world.
    • Remember, 3D foliage has no impact on driving or physics, but should decorate the world much more realistically. In the Graphics Options menu, there are several levels of detail that may be selected for use by the 3D Foliage System which can customize your visual experience and your rendering performance. You may also select to disable the system entirely.

Some generation parameters have been adjusted to reduce the likelihood of vegetation spilling over the edges of the terrain onto track surfaces.

Color scaling and foliage blending have been implemented.

Improved some foliage rendering processes for slight GPU gains.

Audio

A new Audio Option, Ear Protection and Helmet Effects, have been added to iRacing!

    • These new settings apply an audio filter to the Simulation which mirrors the effect of various forms of ear protection often found at the track. Each applies a different audio algorithm to all sound being played in the world for a more authentic experience.
    • These settings are found in the Sound Options page, and are named “Ear Protection / Helmet Effect”. Selectable effects include:
        • Ear Plugs
        • Earmuffs
        • Open-Face Helmet
        • Full Helmet
    • This feature is only available if XAudio2 is in use.
    • These audio effects only occur when the camera is set to be in the driver's perspective.

Removed "None" as a device selection default for Spotter and Voice Chat. These now simply use the system default which functions normally.

Fixed some resource leaks where switching to and from audio systems were not cleaning up after themselves, and could leave sounds hanging in the aether.

The XAudio2 library has been updated from 2.7 to 2.9.

Force Feedback A new “Intensity” slider has been added to the Driving Controls options screen. This slider replaces the “autoForceFactor” setting value, previously found in the “app.ini” file.

    • This controls how the Force Feedback auto button (found on the F9 black box) behaves. With the slider set to 100% it behaves as it did last season, giving you the maximum force that your wheel can produce. With the intensity slider set to 0% it will attempt to both lower the forces as well as give you some variation from car to car so cars with higher Force Feedback will feel heavier.

Fixed an issue that could cause the Force Feedback system to send an invalid signal, if the wheel no longer reports its position accurately.

Pace Car The Sedan Pace Car texture color has been improved.

Sporting Code Updates have been made to the Official Sporting Code for the 2023 Season 4 Release. These include the following:

    • Section 5.4. Divisions, has been completely rewritten for improved clarity.
    • For section 9.2.2., more clearly defined where the Official Protest Form may be found.
    • For section 13.1.3., updated the language for gridding cars that did not post a Qualifying time during a Multiclass Race.
    • New Glossary entries have been added for: 3D Foliage System, Active Reset, Auto Fuel System, Force Feedback, and Telemetry.
    • Other minor fixes.

You can always find the latest version of the Official iRacing Sporting Code here:

CARS:

GT3 Cars A variety of improvements for the New Damage Model used by these cars have been made. Generally, these changes aim to standardize damage across all cars in the class.

    • Wheel damage is now always addressed before aerodynamic damage.
    • All bendable and breakable car elements are now either fully repairable or replaceable via pit stop when they are damaged or broken.
    • Meatball flags will no longer be thrown solely for aerodynamic damage. Only critical damage to wheels, the engine, or fluid leaks will be cause for a meatball.
    • Repair times for all panels and hinges have also been reduced.
    • Aerodynamic damage penalties have been rebalanced. Cars will see less top speed loss with damage but greater downforce loss. Fuel economy has been balanced across the class for Season 4 release.

A new series of numberboards have been implemented that use the same number placement as IMSA to simplify creating custom paint schemes for customers.

GTE Cars iRacing setups have been updated.

GTP Cars The aerodynamic model has been updated.

A variety of improvements for the New Damage Model used by these cars have been made. Generally, these changes aim to standardize damage across all cars in the class.

    • Wheel damage is now always addressed before aerodynamic damage.
    • All bendable and breakable car elements are now either fully repairable or replaceable via pit stop when they are damaged or broken.
    • Meatball flags will no longer be thrown solely for aerodynamic damage. Only critical damage to wheels, the engine, or fluid leaks will be cause for a meatball.
    • Repair times for all panels and hinges have also been reduced.
    • Aerodynamic damage penalties have been rebalanced. Cars will see less top speed loss with damage but greater downforce loss.

The dimensions and FOV for the video camera portal have been updated.

iRacing setups have been updated.

NASCAR Cup Series Next Gen Cars

Vehicle specs have been added to the Car Details page.

iRacing setups have been updated.

NASCAR Legends Cars The cars and class formerly known as NASCAR 1987 cars have been unified and renamed: NASCAR Legends. For the New Damage Model the break limits for the nose, fenders, front wheels, and body panels have all been reduced. Tire properties have been updated to prevent excessive bouncing when wheels are detached but remain tethered. iRacing setups have been updated.

NASCAR Truck Series Trucks iRacing setups have been updated.

NASCAR Xfinity Cars The New Damage Model is now enabled for all three cars in this class! iRacing setups have been updated.

Stock Car Pro Series Cars iRacing setups have been updated.

Touring Cars Official TCR decals have been added to these cars.

Acura ARX-06 GTP

NEW CAR!

    • The Acura ARX-06 GTP is now available for purchase and racing!
    • Built to the IMSA WeatherTech SportsCar Championship’s new GTP regulations, the Acura ARX-06 debuted at the 2023 24 Hours of Daytona as a replacement for the ARX-05 that had run for five years under the previous DPi rule set. Acura continued its previous relationship with constructor Oreca to build the new car, which would debut in the hands of Meyer Shank Racing with Curb-Agajanian and Wayne Taylor Racing with Andretti Autosport; the teams would come roaring out of the gate by finishing 1-2 at Daytona. The ARX-06 features a 2.4-liter, twin-turbocharged V6 engine, smaller than its predecessor but packing a powerful punch at over 670 horsepower. As with other GTP cars, the car weighs 1,030 kg and features a spec 50kW hybrid system.

ARCA Menards Chevy / Gen 4 Cup (Gen 4 Cup) - AI Racing is now available for this car! (BOTH) - iRacing setups have been updated.

Audi 90 GTO AI Racing is now available for this car!

BMW M Hybrid V8 Minimum weight has been increased by 5 kg for improved 2023 Season 4 vehicle class balance. Some dashboard artwork has been updated. Driver animations have been updated.

Cadillac V-Series.R GTP Fuel delta display has been updated. Telemetry box lights have been connected. Driver shifting animations have been updated. Fixed a minor issue with exterior cockpit lighting.

Dallara F3 For the New Damage Model, break limits for most body panels have been reduced. iRacing setups have been updated.

Dallara iR-01 iRacing setups have been added.

Dallara IR18 iRacing setups have been updated.

Dallara P217 A variety of improvements for the New Damage Model have been made.

    • Wheel damage is now always addressed before aerodynamic damage.
    • All bendable and breakable car elements are now either fully repairable or replaceable via pit stop when they are damaged or broken.
    • Meatball flags will no longer be thrown solely for aerodynamic damage. Only critical damage to wheels, the engine, or fluid leaks will be cause for a meatball.
    • Repair times for all panels and hinges have also been reduced.
    • Aerodynamic damage penalties have been rebalanced. Cars will see less top speed loss with damage but greater downforce loss.

Dirt Late Model (ALL) - Improved the rotation directional accuracy of opponent cars’ tires. (ALL) - iRacing setups have been updated.

Dirt Midget iRacing setups have been updated.

Dirt Modified (ALL) - iRacing setups have been updated. Dirt Sprint Car (ALL) - Fixed an issue where the roof wing on opponents’ cars could disappear or not animate correctly. (ALL) - iRacing setups have been updated.

Dirt Sprint Car Non-Winged (ALL) - iRacing setups have been updated.

Dirt Street Stock iRacing setups have been updated.

Dirt UMP Modified

The New Damage Model is now enabled for this car! iRacing setups have been updated.

Ferrari 296 GT3 NEW CAR! The Ferrari 296 GT3 is now available for purchase and racing!

    • Ferrari’s latest foray into GT3 racing, the 296 GT3 made its debut in the IMSA WeatherTech SportsCar Championship and other major global championships in time for the 2023 season. It succeeds the 488 GT3 EVO that made its debut in 2020, and it was designed to build on that car’s successes with easier setup modifications for the crew and significantly more downforce than its predecessor. Powered by a V6 engine just like its road-going counterpart, the 296 GT3 is capable of producing 600 horsepower from its 2.9-liter powerplant. Four cars took to the track across IMSA’s GTD and GTD Pro classes in its debut at the 24 Hours of Daytona, and the car took its first win in a twice-around-the-clock endurance race a few short months later at the Nürburgring.
    • Claim the keys for your very own Ferrari 296 GT3 by purchasing it from the iRacing Store here: https://members.iracing.com/membersite/member/CarDetail.do?carid=173 Customers who purchased the Ferrari 488 GT3 Evo 2020 within the past 30 days will receive 100% of the purchase price in iRacing credits. Anyone who purchased the Ferrari 488 GT3 Evo 2020 between 31 and 180 days ago will receive 50% of the purchase price in iRacing credits. AI Racing is available for this car! The New Damage Model is enabled for this car!

Ferrari 488 GTE Fixed an issue where the brake bias knob was rotating in the wrong direction.

FIA F4 iRacing setups have been updated.

Ford Mustang FR500S The New Damage Model is now enabled for this car!

Formula Renault 3.5 iRacing setups have been updated.

Formula Vee Steering wheel nuts have been tightened.

Indy Pro 2000 PM-18 iRacing setups have been updated.

Late Model Stock iRacing setups have been updated.

Legends Ford '34 Coupe (Legends, Dirt, & Rookie) - A variety of vehicle textures have been updated. (Legends, Dirt, & Rookie) - iRacing setups have been updated.

Ligier JS P320 A variety of improvements for the New Damage Model have been made.

    • Wheel damage is now always addressed before aerodynamic damage.
    • All bendable and breakable car elements are now either fully repairable or replaceable via pit stop when they are damaged or broken.
    • Meatball flags will no longer be thrown solely for aerodynamic damage. Only critical damage to wheels, the engine, or fluid leaks will be cause for a meatball.
    • Repair times for all panels and hinges have also been reduced.
    • Aerodynamic damage penalties have been rebalanced. Cars will see less top speed loss with damage but greater downforce loss. Mirror portal priority has been adjusted so that the driver’s side mirror is most important for rendering. Fixed an audio issue with gear shift sounds when listening from outside the cockpit. Fixed an issue where external hardware shift lights were not matching this car correctly. iRacing setups have been updated.

Lotus 49 iRacing setups have been updated.

Lotus 79 Tire parameters have been adjusted. iRacing setups have been updated.

Lucas Oil Off Road Pro 2 Lite Mud flaps are now visible in the Paint Shop. The dirt track wear rate applied by these tires has been updated. Water and oil cooling have been improved.

Lucas Oil Off Road Pro Trucks (ALL) - Mud flaps are now visible in the Paint Shop. (ALL) - The dirt track wear rate applied by these tires has been updated. (Pro 2 Truck) - Water and oil cooling have been improved.

Mercedes-AMG GT3 2020 2023 Season 4 vehicle class balance updates include: Mass and downforce have been increased, engine torque and drag have been decreased, and fuel economy has been fine tuned. Aerodynamic parameters, rear suspension geometry, and tire temperatures have been fine-tuned. Engine braking has been reduced. Telemetry box lights have been added. iRacing setups have been updated.

Mercedes-AMG W13 E Performance iRacing setups have been updated.

Modified - SK / NASCAR Whelen Tour Modified (BOTH) - The New Damage Model is now enabled for these cars! (BOTH) - iRacing setups have been updated.

NASCAR Legends Pontiac Grand Prix - 1987 NEW CAR!

    • The NASCAR Classic Pontiac Grand Prix - 1987 is now available for purchase and racing!
    • Campaigned by Petty Enterprises, Blue Max Racing, RahMoc Enterprises, and McDuffie Racing, the Pontiac Grand Prix had a small but mighty driver lineup for the 1987 NASCAR Cup Series season. Rusty Wallace led the drivers at fifth place in the standings with two wins and nine top-fives, while Richard Petty scored the final top-10 points finish of his career in eighth with nine top-fives of his own.

NASCAR Truck Chevrolet Silverado Driver animations have been updated to use a new blending system for smoother transitions between animations.

NASCAR Xfinity Ford Mustang

The “MUSTANG” lettering on the front of the car has been removed to better match the real world version of the car.

Nissan GTP ZXT

AI Racing is now available for this car!

Porsche 911 GT3 R (992)

Fixed an issue where headlight flares were only appearing on one side of the car when the car was damaged.

Some telemetry box lights have been added.

Porsche 963 GTP

NEW CAR!

    • The Porsche 963 GTP is now available for purchase and racing!
    • After a five-year hiatus from top-level prototype racing, Porsche returned to the discipline in 2023 with the all-new 963 for the IMSA WeatherTech SportsCar Championship’s GTP class. Partnering with Multimatic to construct the chassis, the 963 made its racing debut at the 2023 24 Hours of Daytona with Porsche Penske Motorsport, and more teams have begun to adopt the car around the world as the season has continued. Penske’s Mathieu Jaminet and Nick Tandy gave the car its first win at Long Beach in its third start of the IMSA season. Powered by Porsche’s 4.6 liter, twin-turbocharged V8, the 9RD engine that powers the 963 makes over 670 horsepower. As with other GTP cars, the car weighs 1,030 kg and features a spec 50kW hybrid system.

AI Racing is available for this car!

The New Damage Model is enabled for this car!

Radical SR10

iRacing setups have been updated.

Ray FF1600

Onboard engine sounds have been improved.

iRacing setups have been updated.

Silver Crown

iRacing setups have been updated.

Skip Barber Formula 2000

Onboard engine sounds have been improved.

Street Stock

iRacing setups have been updated.

Super Formula SF23

NEW CAR!

    • The Super Formula SF23 is now available for purchase and racing!

This car includes an Overtake system, which is only available during Race Sessions.

    • Debuting in the 2023 Super Formula season, the SF23 is the third open-wheel car developed by Italian manufacturer Dallara for Japan’s premier open-wheel racing series. From a visual standpoint, the SF23 evolves from its predecessor by introducing new aerodynamics designed to produce more overtaking. From a sustainability one, the new design reduces carbon dioxide emissions in raw materials and manufacturing by 75% thanks to new, natural materials, while even the Yokohama tires used on the car use significantly more renewable raw materials while maintaining the performance of previous tires. Super Formula cars are powered by high-performance, turbocharged 2.0-liter I4 engines, each capable of producing more than 540 horsepower. Each is equipped with an Overtake System (OTS) that allows for up to 200 seconds of additional fuel burn in each race.

The New Damage Model is enabled for this vehicle!

AI Racing is available for this car!

Super Late Model

iRacing setups have been updated.

USF 2000

iRacing setups have been updated.

TRACKS:


Autodromo Internazionale Enzo e Dino Ferrari

Graphics cubemap used at this track has been improved.

Circuit de Lédenon

NEW TRACK!

    • A new Road racing track, Circuit de Lédenon, is now available for purchase and racing!
    • Breaking ground in 1970 and opening three years later, Circuit de Lédenon is one of France’s most unique and challenging race circuits. Measuring in at 1.958 miles (3.151 km), the track manages to pack 13 varied corners and plenty of altitude changes into a relatively small space. It also differs from most other major tracks in France in that it runs counterclockwise. The track had played host to French Formula 4 regularly since 2011, and also hosts national GT races. A lap at Lédenon begins with the long, high-speed frontstretch before entering the Triple Gauche, three left-hand corners that lead into the Virage du Pont, a tighter right-hander. After the slow La Carrierrasse left-hander, drivers accelerate through La Courmelle and downhill into the Virage du Camion, before Le Cavalet turns them hard right and uphill once again. After getting through La Servie, drivers accelerate through one more straightaway broken up by smaller corners before La Cuvette sends them back onto the frontstretch.

AI Racing is available at this track!

The 3D Foliage System is active at this track!

Circuit de Spa-Francorchamps

Pit wall collision parameters have been adjusted to eliminate the issue where cars could snag against the wall.

Circuit Zandvoort

NEW SCAN AND FULLY UPDATED TRACK!

    • A 2023 scan data and fully rebuilt version of the Road racing track, Circuit Zandvoort, is now available for purchase and racing!
    • This 2023 version includes four track configurations: Grand Prix, Grand Prix w/ Chicane, Nationaal, and Oostelijk.
    • Circuit Zandvoort ranks among the most historic and challenging road courses in all of Europe. Home of the Dutch Grand Prix from 1952 to 1985, and again since 2021, Zandvoort features a testing blend of straightaways, tight, medium and high-speed turns that run over and around the sand dunes just a few hundred yards from the North Sea. Designed by John Hugenholtz, the Zandvoort circuit opened in 1948. The 2.6 mile road course, located west of Amsterdam, boasted a couple of signature corners, including the fast and undulating Scheivlak, and Tarzanbocht a slightly-banked 180 degree turn at the end of the long pit straightaway. Coupled with the heavy braking at the end of the straightaway, the modest banking encouraged overtaking maneuvers, the most famous of which resulted in Mario Andretti and James Hunt banging wheels during the 1977 Dutch Grand Prix. Over the years, Zandvoort witnessed many classic races. In 1959 Jo Bonnier scored B.R.M's first Formula One victory there. Eight years later the legendary Ford Cosworth DFV earned a famous win in its competition debut in the hands of Jimmy Clark, one of four Dutch Grand Prix wins for the Scotsman. The rain-swept '71 Dutch Grand Prix featured a showdown between the two great rainmeisters of the day - Jacky Ickx and Pedro Rodriguez - that was ultimately resolved in the Belgian's favor. A partial list of Ickx' fellow Dutch GP winners includes Alberto Ascari, Juan Manuel Fangio, Stirling Moss, Jack Brabham, Jimmy Clark, James Hunt, Alan Prost and Niki Lauda. Following the 1985 Dutch Grand Prix the circuit closed owing to financial problems. It reopened four years later as Circuit Park Zandvoort and featured an abbreviated (1.6 mile) version of the original track for use in club racing. In 1995, however, the Dutch government gave the CPZ the go-ahead to develop a new international level circuit. The resulting facility opened in 2001, featuring a modern pit complex as well as the old Tarzanbocht and the new Arie Luyendyk-bocht, which honors the two-time Indianapolis 500 winner who cut his racing teeth at Zandvoort. The contemporary Circuit Zandvoort boasts four different configurations ranging in length from 2.64 to .87 miles. It was reconfigured and brought up to modern standards in anticipation of hosting the Dutch Grand Prix once again in 2020, though the COVID-19 pandemic postponed that for a year. In addition to a full slate of amateur and club races, Circuit Zandvoort annually hosts rounds of national and international sports car races. The iRacing package of Circuit Zandvoort includes both the current version of the track, reflecting its FIA Grade 1 status, and iRacing’s original scan, which features five layouts.
    • Customers who already own the original track version, Circuit Park Zandvoort, will automatically be granted ownership of this 2023 rescan and rebuild version of the legendary Dutch track.
    • Customers who purchase Circuit Park Zandvoort will automatically be granted ownership of this version of the track.

AI Racing is available at all four track configurations!

The 3D Foliage System is active at this track!

Donington Park Racing Circuit

Fixed an issue where some crowds could be floating in the air when lower object detail levels were selected for use in Graphics settings.

Hungaroring Circuit

Fixed a surface type error in which a section of the Turn 7 exit curbing was considered racing dirt instead of rumble strip.

Kentucky Speedway

Fixed an issue where the grandstands would disappear at low graphics settings, leaving a gaping hole in the earth.

Kern County Raceway Park

NEW TRACK!

    • A new track with both Asphalt and Dirt Oval racing, Kern County Raceway Park, is now available for purchase and racing!
    • This track includes four track configurations: Asphalt Track, Legends, Dirt Track, and Dirt Mini Oval.
    • One of California’s most unique racing playgrounds, Kern County Raceway Park opened in 2013. The track was built about 30 miles west of the former Mesa Marin Raceway, another half-mile paved oval that held races from 1977 through 2005, including nine NASCAR Craftsman Truck Series events. Alongside the paved oval, which is a regular host of the ARCA Menards Series West and other stock car events, Kern County also has a third-mile, asymmetrical clay oval for sprint car and midget racing. Kern County’s paved oval features progressive banking in the corners, starting at 12 degrees at the bottom of the track and rising to 14 degrees at the top, as well as eight degrees of banking on the straightaways. Turns 1 and 2 are raised slightly higher than the straightaways and Turns 3 and 4. The corners are also different on Kern County’s dirt oval, with Turns 1 and 2 of that track tighter than Turns 3 and 4.

AI Racing is available at the Asphalt Track and Legends track configurations!

Limaland Motorsports Park

Patched a seam in the terrain at Turn 2.

The Milwaukee Mile

AI Drivers have passed their racing qualifications test at this track, and may now race here!

MotorLand Aragón

Pit Road speed has been reduced to 37 mph.

Ambient track sounds have been adjusted.

(National, Motorcycle Grand Prix) - Static camera names have been updated.

Nürburgring Grand-Prix-Strecke

AI Drivers have passed some of their racing qualifications tests at this track and may now race at the following additional track configs: Nürburgring Grand-Prix-Strecke - Grand Prix w/out Arena, Kurzanbindung w/out Arena, and Sprintstrecke.

Road Atlanta

AI Drivers have passed the remaining racing qualifications tests at this track, and may now race at all track configs here, including: Club and Short.

Sebring International Raceway

Mother Nature has arrived at this track, and the environment has been seeded with the 3D foliage system! A variety of grasses, shrubs, flowers, and other low-lying plants will now populate the world at this track.

    • Remember, 3D foliage has no impact on driving or physics, but should decorate the world much more realistically. In the Graphics Options menu, there are several levels of detail that may be selected for use by the 3D Foliage System which can customize your visual experience and your rendering performance. You may also select to disable the system entirely.

Updated the display distance for tirewalls to prevent them from visually popping in the distance.

Tsukuba Circuit

Graphics cubemap used at this track has been improved.

Volusia Speedway Park

Some advertisements have been updated.

[Legacy] Silverstone Circuit - 2008

AI Drivers have passed all of their racing qualifications tests at this track and may now race at all track configs for this track: Grand Prix, Historical Grand Prix, International, National, and Southern.

[–] Gr0vysynth 1 points 1 year ago (1 children)

This line has me really interested

Our Road Racing licensing system will see a significant addition in the near future as we look to improve the experience of racing in cars with dramatically different characteristics and the pitfalls that can be experienced when trying something less familiar.

 

From the forums, posted by iRacing Staff Greg Hill:


Hello iRacers.

It's been a few months since we last provided an update regarding our current and future sim development plans. Our team is in midseason development mode right now with the real busy push to deliver Season 4 about to kick into gear soon, but right now is a great opportunity to sit down to reflect and share.

To begin, we have a lot of exciting track projects in the works, and for sure have enjoyed working on the diverse set of tracks we released these past two builds. The following tracks have already been announced and are in various states of planning, pre-production, and full production: Algarve (Portimão), Misano, Mugello, Pukekohe, Lédenon, and Zandvoort. Have we mentioned Navarra? Our crew just returned from that trip. What great timing for these projects given the several developers across Europe and across the world who joined us this past year who have already been a big help taking photos, flying drones, and capturing scans.

iRacing is a platform representing a vast array of motorsports categories and niches. Short oval racing will see additions in the future with Slinger Speedway and Winchester Speedway already in production, Kern on pace for September, and planning for additional short oval cars underway. We have multiple dirt oval tracks and a dirt car in the works, as well as a return to dirt road with Wheatland/Lucas Oil Road. We will be revisiting the UK with the addition of multiple new circuits. We are expanding into new areas of Asia where we don't yet have a presence. Lots of exciting projects both announced and unannounced.

While much of the above is longer term, we did want to explain how we will handle two of our most imminent projects that are coming in September: Circuit Zandvoort and Kern County.

First, Kern. Kern County Raceway is a unique facility where we are building both the dirt track and the short asphalt track together. This leads to the question: how will this be packaged for sale? We have decided to include the pavement oval and dirt oval together in one package. If you purchase Kern you get them both and it will cost $11.95 total -- a great value for pavement oval fans to also try out dirt racing, and vice versa.

Now for Zandvoort, one of the very first European tracks released in iRacing. The historic version of Zandvoort and the current day version have significant differences and unique experiences. As such, we will be keeping the historic version of Zandvoort on the service and add the current-day track to the same package. This means that anyone who owns Zandvoort today will get new Zandvoort when we release it, and anyone who purchases Zandvoort in the future will get both versions.

Beyond new content, our art department is always doing their best to balance work on new and exciting cars and tracks, while also improving what we already have released. We routinely release upgrades to existing content to bring it up to current standards, for example Sebring which recently received a comprehensive artwork overhaul and Road Atlanta before it. This is an area where we'd like to have better throughput and we have focused on pipeline, tooling, and process improvements which will allow us to do this work at a more significant scale and with a quicker turnaround time.

Such upgrades already in the works include some of our most highly used content such as Brands Hatch, Okayama, and Oulton Park, as well as our older NASCAR and oval tracks. After many delays we have brought the 3D curb project back online and it is progressing well (along with longer-term tire modeling and physics engine enhancements to better enjoy those curbs! More on that in the future.... ;). You will be amazed by how significantly this addition will affect your racing line.

Speaking of a racing line, such significant progress has been made these past weeks on our rain project. Track polish and rubbering systems will dramatically affect your line around the track depending on the conditions and the state of several dynamic physically-based systems. As iRacers we will have to approach these tracks that we are so familiar with in completely different ways, and with the mindset of a real world racer facing the adversity of real world dynamics. Our rain tire model will accurately disperse significant amounts of water on the track providing impressive grip up to a limit, but hydroplaning will be possible past that limit. It is possible to slide the car to a degree and there is some forgiveness, but you very much have to respect the limits. As the tire slides and rolls through the water, any that isn’t picked up by or displaced by the tire can be boiled off the surface through frictional energy. Expect a more technical deep dive when we are closer to release of this ongoing project; I am only scratching the surface here.

A few more interesting tidbits before I wrap this all up. Note that this is a broad update and not focused on the upcoming S4 build…

Recent investments into art hiring have led to our car/track dev team doubling in size. The results are discussed to a degree above, but beyond these details it’s just been so amazing to merge two veteran industry-leading racing game art teams together (iRacing’s longstanding crew and the crew from the European sim developer) in what has been a seamless process.

Our technical management team has added wonderful industry veterans who will (and already have started to) take us to the next level.

Our animation team has also doubled and we have great momentum on projects that really convey the sheer physicality of the racecar to your screens/headsets, as well as additional shifting and emotive systems, and support for more pitstops (GT3 pit stops have received significant research of late….).

Our tire/physics engine team has tripled and are working with a determined focus on the future of our great tire model and the evolution needed to keep delivering the most authentic experience possible. Tire deformation models, tire carcass torsional deflection, contact patch, finite element model, physics rate, heat buildup and gradient, tread profile, the team is energized and these terms (and tests) are flying about daily; we’ll have to do a feature with the experts on this when the time is right…

These many sim systems can only be pushed so far without also seeing to our foundational sim engine itself. A team has invested the better part of the last year (and the next year for sure as well) working through the very core of our codebase, overhauling and modernizing the architecture and preparing our many systems to better leverage multithreading and tasking. You have seen a glimpse of the great results these efforts will yield with the dramatic load time improvements last season. You will see more this coming season as the car count is increased substantially.. And they are only scratching the surface, wait until you see (hear) what we have in store for audio.

Our Road Racing licensing system will see a significant addition in the near future as we look to improve the experience of racing in cars with dramatically different characteristics and the pitfalls that can be experienced when trying something less familiar. More info to follow and even more significant system changes are being explored for the future, but one step at a time here.

Our Sim UI is being replaced by a modern and designer-friendly UI framework that will transform the in-sim experience. Unlike our current UI which uses rasterized art, the new UI will be vector-based and highly flexible. The user experience will also benefit from this effort, with a user-focused redesign of complex pages like the options screen.

Our web team is as busy as ever working on many improvements and new features, such as purchasing and transactions being added to the UI, a Results page with far more history and a search function, and work to streamline the updater.

While our unparalleled multiplayer, competition, and community systems have always been cornerstones of the iRacing experience, we have long planned to deliver more value and a more expansive product experience to our customers. Expect deep new sim systems and ways to engage with the product, with an initial focus on a realistic and engaging Career Mode that is being built true to the authentic nature of what iRacing (and real world racing) is all about. With a team composed of devs who ran racing teams at the highest level of real world racing, along with the experience of an excellent veteran sim/gaming design director and our existing design bench strength, the design function at iRacing is stronger than it has ever been.

There’s never been a more exciting time to be working on (and racing in) iRacing. We love what we do here, and I hope that has shown in our releases each and every 3 months, without fail for the past 15 years straight. How amazing is that… it sure is something to reflect on more significantly some day. Looking forward to the next 15+ years with you all as well! But for now, onwards and upwards – that Season 4 build is looming.

Since I'm here, why not share some cool screenshots at the same time. Enjoy, and see you on the track.

Cheers,

Greg

Executive Producer

iRacing

 

Patch Release Notes Below:


iRACING:

General

  • Fixed an issue where the iRacing window would appear to load, but could not be found anywhere on the screen.

Paint Shop

  • A new sponsor has been added to the Paint Shop, Screen to Speed!

SIMULATION:

Steam Users

  • The Store purchase prices for both Cars and Tracks for iRacing Members with accounts through Steam have been raised by up to $1.00 each. iRacing Members that subscribe through iRacing directly have no change to pricing for all Cars and Tracks.
  • While direct iRacing purchases add the End-User Vat/Taxes to the price before completing the purchase, currently for Steam members, the End-User Vat/Taxes are built into the Steam price and purchase system. Therefore, some direct iRacing customers may have been paying more than some Steam customers. Because of this, Steam content pricing has increased by up to $1.00 to bring the content prices closer to identical for all Steam/iRacing customers.
  • Content pricing changes are as follows for iRacing Members with accounts through Steam:
    -- $14.95 content is now $15.95 content.
    -- $11.95 content is now $12.95 content.
    -- $4.95 content is now $5.25 content.
    -- $2.95 content is now $3.25 content.
  • This update is in effect as of today’s 2023 Season 3 Patch 3 deployment, July 13th, 2023.
    This pricing change was announced on the iRacing Forums here:

Connectivity

  • The use of IPv6 "Unique Local" addresses is now allowed.
    -- Such addresses are intended to be used only inside private networks (see RFC-4193), similar to the IPv4 private address space.

Optimization

  • For users with hybrid CPUs, the worker thread pool algorithm will now be restricted to a maximum number of four Enki threads at any time.
    -- Based on our testing and helpful feedback from our Members, this appears to be an optimal setting while we continue to investigate and test for additional hybrid CPU solutions.

Race Control

  • Race Admin commands are now fully disabled during Time Attack and Time Trial Sessions.

AI Racing

  • AI Drivers have improved their racecraft at roval-type tracks and should no longer attempt passes on the aprons of oval corners
  • AI Drivers have improved their skills at Mid-Ohio Sports Car Course - Full Course.

Dirt Racing

  • For Dirt Road racing, tire sinkage has been adjusted slightly to increase grip.
  • The starting state for track dirt is more varied than before, providing a slightly different experience each time you run the same track.

New Damage Model

  • Object parameters for cone objects have been updated. Cones should be stiffer, and slightly less likely to get lodged inside other objects and cars.

Graphics

  • Fixed an issue where SpeedTrees appeared extra dark at night.
  • Fixed a crash-to-desktop error that could occur when switching to SPS when FSR was enabled.
  • Fixed an issue where headlights were super effective at illuminating SpeedTrees regardless of distance.

Virtual Reality

  • Fixed an issue with the appearance of low resolution particles while AMD FSR was enabled.

CARS:

Dallara iR-01

  • Some incorrectly named and duplicate iRacing setups have been removed.

Dallara IR18

  • Fixed an issue with the appearance of the vinyl wrapped suspension after taking damage.

Dirt Late Model

  • For the New Damage Model, the recent stiffness adjustment to the right-rear panel has been reverted.

Ford GT GT2 / GT3

  • (GT3) - The accuracy of the garage aero balance calculator has been improved.

Indy Pro 2000 PM-18

  • A New Damage Model tuning update has been completed which stiffens sidepods, lowers friction on sidepods and chassis panels, and lowers the break limits for the nose and sidepods.

Late Model Stock

  • iRacing setups have been updated with new fuel levels.

Ligier JS P320

  • A New Damage Model tuning pass has been completed which reduces the ease for scrape damage to appear on body panels, and slightly lowers the break limits for the nose and engine cover.

Lucas Oil Off Road Pro 2 Lite

  • Center-of-gravity location has been adjusted slightly.
  • Tire tread pattern has been adjusted.

Lucas Oil Off Road Pro Trucks

  • (ALL) - Center-of-gravity location has been adjusted slightly.
  • (ALL) - Tire tread pattern has been adjusted.

Mercedes-AMG GT3 2020

  • The accuracy of the garage aero balance calculator has been improved.

Mercedes-AMG GT4

  • The valve stem is no longer visible on tires when they are spinning.

Porsche 911 GT3 R (992)

  • The accuracy of the garage aero balance calculator has been improved.

USF 2000

  • A New Damage Model tuning update has been completed which stiffens sidepods, lowers friction on sidepods and chassis panels, and lowers the break limits for the nose and sidepods.

TRACKS:

Willow Springs International Raceway

  • Fixed an issue where no slowdown penalty was applied for cutting the entirety of Turn 5.
[–] Gr0vysynth 2 points 1 year ago

I have yet to get it, but the videos I've seen and stories I've heard definitely make me want to try it out. Looks like such a fun little car to just whip it around the track!

[–] Gr0vysynth 2 points 1 year ago

This is an awesome idea, thanks for sharing, I'll be sure to pass this along in my racing!

[–] Gr0vysynth 1 points 1 year ago (2 children)

I never liked Laguna Seca in any car I've driven there, the track just doesn't click with me. Though I haven't driven any open wheel cars there, maybe that will change?

[–] Gr0vysynth 2 points 1 year ago

I think there is an app in development called Paperback that could resemble what Tachiyomi it's doing for iOS

[–] Gr0vysynth 2 points 1 year ago (8 children)

I want to get into the gt4's really bad but want to test drive them first, just need to find the time. I'm on an oval kick as of recent (past season and this season) I think I'm going to stick to the gen4 cup mostly and cup/xfinity series with a bit of the ir18 mixed in for fun. It's my first season with the gen 4 and I'm having a blast on Michigan this week I'm not the best road racer, maybe next season I'll work more on the GR86 and then spring for the gt4 if I can improve