iRacing: 2019 Season 4 Patch 2 Now Available

Paul Jeffrey

Premium
iRacing Update.jpg

iRacing have very recently deployed another new update to the racing simulation.


The new patch is available with immediate effect, and comes fresh off the back of the recent sizeable update deployed to the title back on September 7th.

Although not as large as recent build releases, the new 'Season 4, Patch 2' release still offers plenty for players to enjoy next time they fire up the sim. Work has been undertaken to add further improvements to the initial release of the enhanced damage model within this build, addressing some of the initial teething troubles with what represents a considerable step forward in damage representation with the sim.

VR has also received some attention with this new build, as has various content items within the game - as can be seen below:

Season 4, Patch 2 Update Notes:

Visual Effects
  • Fixed an issue with motion blur that could cause crowds to render incorrectly.
New Damage Model
  • Elasticity rates used to determine damage for opponents cars’ wheels hitting a player tire has been adjusted. This should allow for more consistent damage for both parties.
  • Collision properties for tires have been adjusted slightly.
  • Braking forces are now immediately set to zero for detached wheels and the brake temperature is set to something reasonable.
    These adjustments should fix some zippy issues that may arise from high brake temperatures when a wheel becomes detached.
  • Fixed an issue with the renderer so detached car parts do not show through car while using an in-cockpit camera.
  • Fixed an issue where parts close to a virtual mirror were not showing up correctly.
Virtual Reality
  • Improved the chances of Virtual Reality starting up correctly when both HDR and anti-aliasing are enabled together. Using HDR with VR is not advised due to memory and performance implications, and often requires more than 4GB of GPU. However, the simulator now allocates the necessary resources early and makes sure it never resizes them, so it is now less likely to encounter a failure during loading or after due to a resize or loss of focus.
  • A new option: “FullyWaitForSync=0” has been added to the [Rift] and [OpenVR] sections of the “rendererDX11.ini” file.
    – – The default of value of 0 is most useful if you can maintain a very high refresh rate in VR, as it can actually help shave a little time off each frame without much detriment to control lag.
    – – However, if you are unable to maintain the refresh rate and are often dropping frames, you might achieve slightly less control lag by altering this setting to a one. It is more advised to reduce settings (Reduce or disable AA, turn off mirrors, post-procs, two pass trees, then shadows, and maybe even reduce pixel density below 100%) to help your PC better maintain the refresh rate. There is no better fix than a fast frame rate.
Controls
  • Fixed an issue in the control mapping wizard that could cause some analog knobs to be assigned to two inputs at the same time.
  • While the Logitech API is in use, temporarily stop checking the steering wheel range.
Cars:
Dallara F3

  • Adjustments have been made to the V7 Tires.
    – – Tolerance to driving at very high slip angles has been reduced.
    – – Tire warmers have been added to bring the tires up to the same temperature that would be built during a formation lap or a full pace lap.
    – – Minimum tire pressures (set via the garage) have been increased.
Dallara IR18
  • Season setup for Homestead Miami Speedway – Oval has been updated.
Dirt U.M.P. Modified
  • Opponent cars have been adjusted to prevent the left-rear tire from floating above the track surface during Replays.
Indycar Dallara – 2011
  • This vehicle has been converted to use PBR shaders.
NASCAR K&N Pro Chevrolet Impala
  • Season setups have been updated.
NASCAR Monster Energy Cup Chevrolet Camaro ZL1 – 2018
  • A new restrictor plate spoiler has been added.
NASCAR Monster Energy Cup Ford Mustang
  • A new restrictor plate spoiler has been added.
NASCAR Monster Energy Cup Toyota Camry
  • A new restrictor plate spoiler has been added.
[Archive] Mazda MX-5 Cup – 2015
  • This vehicle has been converted to use PBR shaders.
[Archive] Mazda MX-5 Roadster – 2015
  • This vehicle has been converted to use PBR shaders.
[Archive] Riley MkXX Daytona Prototype
  • This vehicle has been converted to use PBR shaders.
Tracks:

Charlotte Motor Speedway

  • (Legends Oval) – Added missing gain-time checkpoints to prevent course cutting.
Circuit de Barcelona Catalunya
  • Pit crew animations have been disabled at this track.
Homestead Miami Speedway
  • Several Musco lights have been added at end of pit road.
  • Updated some billboard signs.
  • Fixed some minor texture issues with light fixtures.

For iRacing news and chat, head over to the RaceDepartment iRacing sub forum and get involved in the conversation today!

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Last edited:
I've read about some progress with iRacing VR and Valve Index headsets, and this patch helps with the troubleshooting. Seems like a minority of Index users are experiencing two issues: optical-lens-zoom and world-shifting that don't match the POV.
 
Dallara F3
  • Adjustments have been made to the V7 Tires.
    – – Tolerance to driving at very high slip angles has been reduced.
    – – Tire warmers have been added to bring the tires up to the same temperature that would be built during a formation lap or a full pace lap.
    – – Minimum tire pressures (set via the garage) have been increased.
Im absolutely not criticising the work being done to the v7 TM - but a "translation" of the above could be that
The grip has been lowered at higher slip angles
The initial grip is raised
The lowest tire pressure numbers have been deleted in the garage setup


This would have been more simple to understand.
But OK it doesnt sound so grandios as the original text:)
 
meanwhile (today) there has been a minor patch added:
iRacing Membersite
- Fixed an issue where the Freshdesk chat icon could cover the Notifications and myRacers Online pop-ups on small screens.
Rendering
- Adjusted the opponent vehicle extrapolation algorithm for when the Simulator is using a high amount of CPU.
- - This change should fix an issue where cars may appear to be blinking all over the place in high CPU demand cases.
- Fixed an issue where cockpit models and windows were being drawn twice, resulting in double strength window reflections and curve shaped opacity artifacts in the windows.
- Fixed an issue where Musco lights at Daytona International Speedway and Homestead Miami Speedway were being prematurely culled due to the extraordinary distance to the track.
 
Im absolutely not criticising the work being done to the v7 TM - but a "translation" of the above could be that
The grip has been lowered at higher slip angles
The initial grip is raised
The lowest tire pressure numbers have been deleted in the garage setup


This would have been more simple to understand.
But OK it doesnt sound so grandios as the original text:)
Tried the F3 updates yesterday. Drives really nice. Had a blast.
 
Im absolutely not criticising the work being done to the v7 TM - but a "translation" of the above could be that
The grip has been lowered at higher slip angles
The initial grip is raised
The lowest tire pressure numbers have been deleted in the garage setup


This would have been more simple to understand.
But OK it doesnt sound so grandios as the original text:)
I'm pretty sure their phrasing was a response to the very specific issues we'd been discussing in the community since the NTM7 launch (on the F3 at least).

They likely also did more than simply lower the grip, at least with respect to the high slip angle problem. I'm pretty sure they also strengthened the sidewall, but it hasn't been confirmed.

Finally, "minimum tire pressures have been increased" is not only simpler, and less clunky than your 'translation', it's exactly what they did. Previously, we could set cold pressures as low as 14.5 psi, and now we can't go below 16.7 psi.
 

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