iRacing Reveals Impressive 2022 Season 1 Release Notes

iRacing 2022 Season 1 Build Notes 01.jpg
iRacing's first season of 2022 will include a large amount of new content and another major step forward in AI implementation.

The next season of iRacing will give players the chance to own some interesting new content, including news cars and new or improved tracks, plus practice racing against AI at a number of circuits that didn't previously support AI racing.

The likely headline-stealer will be the Mercedes-AMG F1 W12 E Performance Formula 1 car. The current generation of F1 cars are the fastest racing cars to ever compete in a series, and iRacing members will soon be able to get their hands on Lewis Hamilton and Valtteri Bottas' current car.

Two new TCR series cars are also being added: the Honda Civic Type R and the Hyundai Elantra N TC. TCR cars are a favourite amongst many sim racers due to their ability to be raced wheel to wheel with minimal effects from unintentional bumping.

Knockhill circuit is also coming to iRacing in the next major build. The Scottish circuit is a challenging 2 kilometer course featuring 9 corners. Watkins Glen is also cited in the season notes, as the American track will be given a major facelift using new laser-scan data from 2021.

Highlights of the upcoming build are below. Let us know in the comments what's got you most excited to race.

iRacing 2022 Season 1 Build Notes 02.jpg


Season highlights include:

  • Honda Civic Type R
  • Hyundai Elantra N TC
  • Mercedes-AMG F1 W12 E Performance
  • Knockhill Racing Circuit
  • Watkins Glen International (Fully re-scanned and re-built for 2021)
  • Hockenheimring Baden-Württemberg - 4 New Track Configurations for the Porsche Experience Center
  • Ability to Require the use of Multiple Tire Compounds
  • Tire Scuffing Visual Effect
  • New “Ready to Race!” Button in the Simulator
  • New Damage Model has been enabled on the Dirt Street Stock, Honda Civic Type R, Hyundai Elantra N TC, and the Mercedes-AMG F1 W12 E Performance
  • AI Racing for THREE New Cars (Dallara IR18, Honda Civic Type R, Hyundai Elantra N TC)
  • AI Racing at NINETEEN New Track Configurations (Charlotte Motor Speedway - All 6 Non-Rallycross Road Configs, Homestead Miami Speedway - Indy Oval, Indianapolis Motor Speedway - Oval and IndyCar Oval, Knockhill Racing Circuit - All 4 Road Configs, Nashville Fairgrounds Speedway - Oval, Watkins Glen International - All 4 Configs, World Wide Technology Raceway - Oval)
About author
Mike Smith
I have been obsessed with sim racing and racing games since the 1980's. My first taste of live auto racing was in 1988, and I couldn't get enough ever since. Lead writer for RaceDepartment, and owner of SimRacing604 and its YouTube channel. Favourite sims include Assetto Corsa Competizione, Assetto Corsa, rFactor 2, Automobilista 2, DiRT Rally 2 - On Twitter as @simracing604

Comments

iRacing finally introduced Indycar AI and Indianapolis and they did not bother to mention it or marketing it beforehand? Like it actually is a an Indy500 game 2.0! After a bunch of years....32 years or something. :D
 
Are you real racing driver? Have you driven IRL with similar track conditions? Has most vocal critics like Nicki Thiim changed their mind and now like the tires?
Hi Avenger,

Does it really matter what others think? As long as one prefers the iracing physics oneself, like I do as well on iracing (over rfactor 2, AMS2, raceroom and even over ACC) , is that not the most important?
 
I bought the car and took it for a spin (literally a few times) yesterday. It's way easier to drive than I expected and left me a little bit disappointed as I was expecting it'd be more of a challenge to handle. I think I had something along the lines of the RSS hybrid cars but even more hardcore.

I guess that's where the arguments about physics come in: the reality vs the expectation. As has been pointed out, most of us here have never driven a race car in anger but we have expectations based on road car (including track day experiences) or our imagination of how it must feel. Translating those expectations (and reality) into software is super challenging and it's never going to be wholly correct as there are forces missing that we'll never experience in a sim.

The W12 for me seems too easy, though having not explored the limits, I imagine that is where the hard work and mastery really begins.
 
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Wonder if it's a permanent thing or just for a year or so?

Also, I don't think this is AI-supported is it? I presume another licencing agreement?

Same restriction was placed on Polyphony Digital with GT Sport when they added a version of the Mercedes F1 car (W08 I think it is). It is not allowed to be painted at all. You can only run it as the Mercedes livery.

They also added the car in a variety of plain colours but these cannot be edited either.

I guess it's all down to Mercedes not wanting their car looking like a Red Bull or Ferrari, or McLaren etc. using the iRacing templates, but likely community members will find ways of making their own template and repainting the car.
 
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Still waiting for a graphics patch to bring the visuals to AMS2 level (or RF2 with the new shaders). This game looks so outdated.. It's very sharp in VR and the cars look ok but the tracks/lighting/shaders etc. look so 2010.
Why do the graphics even matter? The mp is great and the physics may not be the best ever but they are close enough. Graphics are the most overrated thing in sims.
 
The W12 for me seems too easy, though having not explored the limits, I imagine that is where the hard work and mastery really begins.
Did you worked with the setup, already?

The baseline setups are really save and tend to understeer.
Yesterday for Spa, I saw some Alien driving with low df configs and tried it by myself, have fun with it.
The car gets really challenging and snappy if you steer too much.
 
Premium
The W12 seems easy to drive but that is because I'll never scratch the limits of the car. The speeds at which you can take corners is ridiculous. :geek:
 
I bought the car and took it for a spin (literally a few times) yesterday. It's way easier to drive than I expected and left me a little bit disappointed as I was expecting it'd be more of a challenge to handle. I think I had something along the lines of the RSS hybrid cars but even more hardcore.

I guess that's where the arguments about physics come in: the reality vs the expectation. As has been pointed out, most of us here have never driven a race car in anger but we have expectations based on road car (including track day experiences) or our imagination of how it must feel. Translating those expectations (and reality) into software is super challenging and it's never going to be wholly correct as there are forces missing that we'll never experience in a sim.

The W12 for me seems too easy, though having not explored the limits, I imagine that is where the hard work and mastery really begins.
LOL

 
I bought the car and took it for a spin (literally a few times) yesterday. It's way easier to drive than I expected and left me a little bit disappointed as I was expecting it'd be more of a challenge to handle. I think I had something along the lines of the RSS hybrid cars but even more hardcore.

I guess that's where the arguments about physics come in: the reality vs the expectation. As has been pointed out, most of us here have never driven a race car in anger but we have expectations based on road car (including track day experiences) or our imagination of how it must feel. Translating those expectations (and reality) into software is super challenging and it's never going to be wholly correct as there are forces missing that we'll never experience in a sim.

The W12 for me seems too easy, though having not explored the limits, I imagine that is where the hard work and mastery really begins.
Why do most sim-racers think every single car is supposed to be an insta-spin death-trap? When in reality most cars have a much wider window of grip limit and spin recovery?

Stop thinking and comparing to other sims, compare it to real-life telemetry or dashboards. Countless times real life racing drivers say that "Sim Racing is hard because the cars are just too difficult to drive, they don't spin that easily that often".

Yeah, iRacing physics this, iRacing physics that, but since when a sim has nailed all of its physics right? (Heck, even the almighty rFactor 2 is missing aeros and slipstream effects from GT3s since February).
 
Real world records fell in the first night this car came out. ITs potentially 2-3 or even more seconds a lap faster than the real thing.

It's faster than the F1 codies car by 2 seconds at least.

The mental gymnastics i have witnessed from youtubers and users to explain or justify this has been incredible...
 
Why do most sim-racers think every single car is supposed to be an insta-spin death-trap? When in reality most cars have a much wider window of grip limit and spin recovery?

Stop thinking and comparing to other sims, compare it to real-life telemetry or dashboards. Countless times real life racing drivers say that "Sim Racing is hard because the cars are just too difficult to drive, they don't spin that easily that often".

Yeah, iRacing physics this, iRacing physics that, but since when a sim has nailed all of its physics right? (Heck, even the almighty rFactor 2 is missing aeros and slipstream effects from GT3s since February).
That's a good point and I've often wondered the same thing. There are some cars in AC that I find completely undrivable and I wonder "Is this how the real thing handles? Who would want to drive this?!". Surely engineers would aim to make cars that are easy to drive to allow the drivers talent to shine through!
 
They have qualifying skip! "Ready to race" so not everyone has to wait around. That is fantastic
 
Premium
I bought the car and took it for a spin (literally a few times) yesterday. It's way easier to drive than I expected and left me a little bit disappointed as I was expecting it'd be more of a challenge to handle. I think I had something along the lines of the RSS hybrid cars but even more hardcore.

I guess that's where the arguments about physics come in: the reality vs the expectation. As has been pointed out, most of us here have never driven a race car in anger but we have expectations based on road car (including track day experiences) or our imagination of how it must feel. Translating those expectations (and reality) into software is super challenging and it's never going to be wholly correct as there are forces missing that we'll never experience in a sim.

The W12 for me seems too easy, though having not explored the limits, I imagine that is where the hard work and mastery really begins.

My son bought the car and I tested it on his rig. Thought the same as you - the car is staggeringly quick but very easy to drive. In the high speed corners at Spa (of which there are a lot) the car never even comes close to coming unstuck no matter how hard its pushed.

I did spin a few times exiting the last chicane on power but other than that it was a very point and go experience. Maybe the fixed setups are too much on the safe side?
 
My son bought the car and I tested it on his rig. Thought the same as you - the car is staggeringly quick but very easy to drive. In the high speed corners at Spa (of which there are a lot) the car never even comes close to coming unstuck no matter how hard its pushed.

I did spin a few times exiting the last chicane on power but other than that it was a very point and go experience. Maybe the fixed setups are too much on the safe side?
I can imagine there would be a similar number of comments if it was difficult to drive. The internet isn't happy unless it's unhappy! :)
 
Real world records fell in the first night this car came out. ITs potentially 2-3 or even more seconds a lap faster than the real thing.

It's faster than the F1 codies car by 2 seconds at least.

The mental gymnastics i have witnessed from youtubers and users to explain or justify this has been incredible...

bah humbug...

Weather conditions, track state, time of day, fuel/setup, etc would have to match one to one for this statement to be true though, no? And the codies game as a comparison, come on.

Call it mental gymnastics or whatever. Or just sim racers being realistic and knowing that a) they are playing a video game and b) a multitude of factors go into putting a lap time down.
 
bah humbug...

Weather conditions, track state, time of day, fuel/setup, etc would have to match one to one for this statement to be true though, no? And the codies game as a comparison, come on.

Call it mental gymnastics or whatever. Or just sim racers being realistic and knowing that a) they are playing a video game and b) a multitude of factors go into putting a lap time down.
More mental exercises...

 

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