Simulation:
Scoring
- Fast-Track license promotions for Rookie license holders now occur at an SR of 3.0. Since this matches the end-of-season promotion requirements, there is no longer a need for them. And so there will no longer be a "quiet period" at the end of each Rookie season to allow for Rookie promotions.
Simulation Startup
- The process of loading and painting each car has been significantly optimized so the Sim can now load a lot faster.
Replays
- Fix a bug where cutting and saving a portion of an old replay would result in a replay that would not load.
Controls
- Improve calibration detection to better handle combined axes.
- Added app.ini [Force Feedback] reinitFanatecWheelDisplay flag to allow Fanatec wheel displays to reinitialize when hot plugged. By default this is off.
- Added app.ini [Force Feedback] enableHotPlug flag to turn off auto detect of new USB devices for users who have unstable USB environments.
- Always output FFB telemetry even if no FFB device is available.
- Fixed a bug that could be causing members to lose their shifter buttons in some odd cases.
- Fixed a crash that could happen if no joysticks are detected for a moment.
- Added in app.ini [Force Feedback] debounceSeqMs=80 flag that can be used to force the sequential shifter to be held down for a specified period after first triggering it, this helps reduce the chances of a double shift caused by buggy hardware, at the expense of slowing down your shifts. This is enabled by default and set to 80 ms.
Graphics
- Add in app.ini [Drive Screen] UIOffsetBottomPct=0 to allow you to shift the bottom of the driving screen up so commercial simulators with a car body in the way can still see the black box. Note that this is an integer so 10 is 10%.
Setup Auto Load
- Added a new 'auto load' feature where the Sim will automatically choose an appropriate iRacing setup for the track you are at.
- There is a check box in garage to turn on/off auto setup loading for each car. This is automatically checked only if you didn't have a -Current- setup already for a car, so it won't blow away any pre-existing setups you have on a car. The check box is unchecked as soon as a setup is edited, even if the changes are not saved.
- If auto load is enabled, the Sim chooses an iRacing setup by comparing the setup names against the track's directory name (charlotte_quadoval, for instance), if that fails we look for road or oval, failing that we go with baseline. Autoload will only ever load iRacing setups, not your own.
- All cars have had their iRacing setup names adjusted to support this new feature.
Spotter
- We have added some more variety to many of the existing spotter messages.
Lucky Dog
- The Lucky Dog rule for allowing lapped cars to get a lap back during caution periods is now available.
- When configuring a hosted session, league session or tournament session, you can configure lucky dog by going to the "CAUTIONS" pull-down on the host a race page and select "full course cautions on with lucky dog".
- Lapped cars are considered for who gets the Lucky Dog in order of how many laps down first, then for cars on the same lap down in the pacing order that the caution settled into.
- Lapped cars will not be considered for the Lucky Dog if they were involved in anything that may be related to causing the caution, or were carrying a black flag at the time of caution, or do anything stupid during the caution before the Lucky Dog gets waved around (such as getting a black flag, crashing into someone, etc)
- The best remaining Lucky Dog candidate will get waved forward a lap as they cross the start/finish line while the lead lap cars are pitting (or even if the lead lap cars didn't actually pit).
- If you get the Lucky Dog, the pace order instructions will tell you to pass the field, pass the pace car, then catch back up to the back of the field. You will also be issued a "Lucky Dog" end-of-longest-line penalty at the same time, which you will see in the upper left. This doesn't mean go to the end right then, but it means that you will be held at the end of the longest line after you have caught your lap back up.
- The Lucky Dog can't pit while they are on their catch-up lap. The pit entrance will be signaled as closed for you until you do the extra lap. You can pit behind the other lap down cars once you've done your catch-up lap.
New Tire Model
For cars with v4 and v5 tires:
- The tire probe temperature measurements that are reported in the garage and black box now compute more reasonable equilibrium values to better represent what temperature is actually measured in a pit stop.
- Better carcass yaw stiffness and carcass yaw motion. We think this feels better and there is less force feedback chatter as a result too.
For cars with v5 tires:
- There have been further improvements to tire heating energy transfer calculations.
- The tires now smoke more realistically (and interestingly, that improves the feel over the limit by limiting surface temperature build-up).
- Applied a fix to all v5 cars that we had made to the Ruf when it was released in December, which stops certain sidewall loads when a tire is rolled onto the sidewall (heavily loaded, or low pressure) from adding extra grip.
In case you are losing track of which cars are on which version of our tire models, here is a full summary:
- New cars with v5:
Ruf RT 12R AWD
Super Late Model
- Cars in this build that have updated from v4 to v5:
Cadillac CTS-V Racecar
Chevrolet Corvette C6R
Chevrolet Monte Carlo SS
Ford GT
Ford Mustang FR500S
Kia Optima
McLaren MP4-12C GT3
Radical SR8
- Cars already on v5:
Legends Ford '34 Coupe
Lotus 49
Mazda MX-5 Cup
Mazda MX-5 Roadster
Pontiac Solstice
Ruf RT 12R C-Spec
Ruf RT 12R RWD
Ruf RT 12R Track
Skip Barber Formula 2000
Spec Racer Ford
Street Stock
VW Jetta TDI Cup
Williams-Toyota FW31
- Cars on v4:
Chevrolet Impala Class B
Chevrolet Impala-COT
Chevrolet National Impala
Chevrolet Silverado
Chevrolet SS-Gen6
Dallara IndyCar
Ford Falcon V8 Supercar
Ford Fusion-Gen6
Ford Mustang Class B
HPD ARX-01c
Lotus 79
Modified - SK
Modified - Tour
Riley Daytona Prototype
Star Mazda
- Cars still on the old tire model:
Silver Crown
Sprint Car
Differentials
- We have improved some aspects of our differential modeling.
- All diffs that use spider gears (cars with open diffs, Salisbury diffs, or viscous diffs) now generate a small amount of diff locking from spider gear friction itself. This will give a subtle improvement in feel to the open diff cars and even the viscous diff cars.
- Our Salisbury diff modeling is better too. The amount of locking from varying ramp angles is a little different than before, but not a lot different. High ramp angles won't quite be locking as much, but low ramp angles can lock a little bit more. Also, we have changed preload to be the torque required on an axle to overcome the initial friction level of the diff, instead of an internal preload force. All Salisbury diff cars now use this torque value in their setup sheets, but it will initially be populated with the value from the old preload force value, so you may need to adjust your preload values on your setups, probably to a lower value than you're seeing. An example for reference purposes: McLaren specs their diff to have 80 Nm of breakaway torque (~60 ft-lbs).
Dirty Cars
- All cars will now accumulate dirt over the course of a race, in much the same way that the windshields get dirty.
Collision model
- We've made some small improvements to the car collisions, so car damage will be a little bit different than usual. Some cars may get damaged a little more easily, some cars will be a little more difficult to damage.