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1

Donnerstag, 14. Februar 2013, 13:28

[iRacing] Release Notes Update vom 14. Feb. 2013

Die Macher von iRacing haben heute ein "kleines" Update für iRacing online gestellt.

Hier das Change Log für das Update.


Zitat

Graphics

- Substantial reduction in microstutters due to off-screen shadow map generation.

- Optimized render state changes with shadow maps enabled.

- Increase the framerate limit option's maximum from 169 FPS to 334 FPS.



Force Feedback

- Increase maximum force feedback strength from 40 to 60 to help
compensate for the weaker forces some cars are producing with this
season's physics.

- Added in new app.ini parameters to reduce the amount of FFB
communication we do. This may help with a few users with buggy wheels.

- Add in app.ini [Misc] FFBAlwaysReset=1 Setting this to 0 will
force the FFB code back to the old way where we only reset at startup
and shutdown (and hopefully when changing wheels).

- Add in app.ini [Misc] FFBRetryCount=5 Setting this to 1 goes
back to the old way of only trying to initialize the FFB once, even if
we failed for any reason.



Chat Hotkeys

- Make chat hotkeys work when out of car. This allows for custom hotkeys of admin commands.


Reloading Car Textures

- Fix a bug that would let you unload the car textures but not be
able to load them again, when you turned off 'load textures while
driving'.

- Added in support for reloading individual cars textures from
telemetry. This will make it so the white flash will only occur for a
single car when a new texture arrives.

- If you have turned off the ability to reload textures while
driving, the sim will queue up any requests for new textures and the
next time you get out of your car the sim will load those textures then.


Telemetry

- Add SimMode: replay or full to telemetry, this lets motion
platforms determine if they are in a user loaded replay or they just
hopped out of a live car.

- Output car class position to telemetry.

- Output league ID to telemetry for Trading Paints to use.


Race Control

- Triggering a gained time slowdown at any point during qualifying will invalidate the current lap.


Spotting

- Fix a bug where having a spotter could cause private messages or admin commands to go to the spotter instead of the driver.


Sponsors

- Fixed the DSD sponsorship so it shows up in the paintkit properly.


Flexible Drivetrains

- Fixed the bug where sometimes downshifts wouldn't complete in the
cars with computer shifter gearboxes, such as the Williams FW31,
McLaren, and Dallara.

- The new flex in drivetrains seems to make it a little riskier to
blow up a motor from aggressive downshifting. We have eased the engine
damage thresholds correspondingly for the following cars:
Chevrolet Corvette C6R
Chevrolet Monte Carlo SS
Ford Mustang FR500S
Legends Ford '34 Coupe
Legends Ford '34 Coupe - Rookie
Modified - SK
Modified - Tour
Radical SR8
Riley Daytona Prototype
Skip Barber Formula 2000
Spec Racer Ford
Star Mazda
VW Jetta TDI Cup


Multiclass

- Removed some unneccessary textures to help reduce texture memory usage in multiclass races from the following cars:
Ford Falcon V8 Supercar
Chevrolet Corvette C6R
Ford Mustang FR500S
Radical SR8
Riley Daytona Prototype
Pontiac Solstice
Pontiac Solstice - Rookie


Drafting

- Slightly reduced the oval car draft. The list of cars affected are:
Chevrolet Impala
Chevrolet Impala Class B
Chevrolet National Impala
Chevrolet Monte Carlo SS
Chevrolet Silverado
Modified - SK
Modified - Tour
Silver Crown
Sprint Car
Street Stock


Chevrolet Corvette C6R

- Add interlagos_fixed setup.


Chevrolet Impala

- Added the missing daytona_fixed and talladega_fixed setups.

- Fixed the baseline setup to pass tech.


Chevrolet Impala Class B

- Fixed the baseline setup to pass tech.


Chevrolet National Impala

- Added the missing daytona_fixed and talladega_fixed setups, and also sonoma_fixed and watkinsglen_fixed setups.

- Fixed the baseline setup to pass tech.


Chevrolet Monte Carlo SS

- Added a roadcourse setup.


Chevrolet Silverado

- Fixed the gearing of the daytona_fixed and richmond_fixed setups.

- Fixed the baseline setup to pass tech.


Ford Falcon V8 Supercar

- Fixed the windshield from drawing twice when in the cockpit with car damage.


Ford GT

- Add interlagos_fixed setup.

- Increased fuel usage by 11%.


Ford Mustang FR500S

- Fixed the overly soft steering.


Street Stock

- Added a roadcourse setup.


Oulton Park Circuit

- It is no longer possible to cut the chicanes on the back straight and still gain overall laptime.

Es hat sich bereits 1 registrierter Benutzer bedankt.

Benutzer, die sich für diesen Beitrag bedankt haben:

Marco (14.02.2013)

2

Freitag, 15. Februar 2013, 16:45

Hier noch was von Tony Gardner:

Zitat


Here are some of the bigger things currently in development without timing or priorities. Our priorities can change at any time. This is simply a list to give members a rough idea what is currently in the works. The Steve Myers car herder blog discussed much of these things below. This list is absolutely not what is coming in next build. Maybe even coming this year and maybe never if we change our minds based on new technology available or new priorities or new view of the investment of time compared to adding the feature. Again, just things in the work plans right now for those that like to understand what is being worked on generally speaking. Also what listing below will not fill up everyone’s time for the year so many other things will be worked on and some things being worked on as well right now that not in position to share.

Also remember, that skills sets need to line up with projects if you are thinking to yourself why they are doing this versus that. In addition, some projects lead to other projects technically and that might be the real goal and what you might want. Pretty much every single technical person has unique strengths and skills. The software engineers are not interchangeable without in some cases a large learning curve, same with artists, web engineers, database engineers, production folks, oracle engineers, etc. Lastly, remember there are 40,000 people with different priorities. Our goal is simply to improve the racing and racing experience for all as best we can!

 Tires, released new tire carcass in last build, now hoping to further improve tire compounds, wear/heat and other miscellaneous items.

 Always working on a variety of items physics wise for the cars both generally and car specific.

 In the back ground working on updating sound system, but like last build trying to add & improve sounds in the shorter term. Also currently redoing exterior sounds on several cars like we did for V8 super car last build, for example the stock cars, Corvette and Cadillac in the works.

 Working on improving build process code, cutting the time of the dozens of builds we do each month internally in half, which will free up considerable time for everyone.

 Update of in-sim UI, load screens, and start of race and after race experience. Very big overall project.

 “Race against yourself project” that we plan on putting in Time Trialing to spice it up. Basically racing against saved replays of ghost cars starting with your own laps. Possibility to add other saved ghost cars/laps to race against.

 Working on refresh & redesign of car/helmet/suit paint area on members with more options.

 Working on having Your Name on windshield for new NASCAR cars which will translate to other cars that have that in real world.

 Getting close on team and driver swap projects. Spotters done already, crew chief portion of project should be in this next build and full driver swap, team racing & creation of teams possible in July build or at least another phase of it.

 Working on graphical & dynamic graphical projects. Collideable cones and leading to parts following off cars, etc is one of the bigger ones. Also working on some graphic improvements like trees and tree shadows.

 Further work on minimizing expensive graphical processes like the way we store and deliver the graphics, i.e. shadow maps. Update on DX11: Since it is such a large project, we wanted to try to add shadow mapping into the existing engine before tackling the port to DX11 so the project has slipped a bit but on our plate for 2013. The good news is that we’ve still been improving on the Direct3D 9 engine with some good stuff. One of the main benefits of DirectX 11 should be to eliminate the CPU bottlenecks in the engine and get better utilization of the GPUs. DirectX 9 has a bottlenecked API for our scenes, and DirectX 11 sports a much improved API, which should allow us to solve these issues. Also, with DirectX 11’s geometry shaders and multiple render target support, our shadow technology should improve substantially while further offloading from the CPU. We’re also planning to build the new DX11 engine using high dynamic range frame buffers and lighting from the start, which will improve the overall appearance.

 Working towards dynamic skies & time of day change in the relatively near future.

 Working on two new G6 cup cars currently (Ford and Chevy)

 Working on Lotus 49, new Kia and Ruf car. (Will try and send out very early stage model pictures for Ruf) Also working on an overhaul of DP car physics wise.

 Tracks in process are Kansas, Montreal and Bathhurst. Also updating old tracks USA and Laguna. Also R&D project working on how we treat massive backgrounds (For example the mountains at Laguna)

 Working on new Race Guide on home page

 Working on database overhaul in background

 Architecture & Hosting – Working on several upgrades to backend hardware, software and architecture. Also working on some security projects

 Working on a bunch of other “smaller” things and some bigger things that we are not ready to even mention.

About 100 other things want to do obviously, some big and some small and I’m sure dozens of those projects will be done or started this year and others are still way off in the future.

Good Racing!
Grüße, Steffen :coffee:


#getwellsoonSchumi