iRacing Season 1 Update 2 Released

Paul Jeffrey

Premium
iRacing New Update.jpg

iRacing.com have let loose a new update to the simulation today, deploying the season 1 release 2 build to the title.

Not quite as monumental in size as traditional iRacing updates go, the new build release of today is nevertheless an very decent one, coming in with plenty of pleasing fixes to the online racing simulation. Alongside fixes and improvements to various aspects of the title, one of the more interesting aspects of the new update is the inclusion of the rather flashily titled "dynamic track initialization algorithm" for the new Chili Bowl dirt oval, adding yet more detailed driving characteristics to this very specialist area of the simulation.

Season 1, Update 2 Build Notes:

Sessions

  • Active Practice Sessions can now be launched from the Open Practice tab of the Official Series section on the interface.
  • The License column has been added to the Pending Sessions in the table view.
  • Performance improvements have been made for browsing the Official Sessions section at peak usage times.
Time of Day
  • Updates have been made to how Session Duration is handled using the Time of Day options.
  • A reference table has been added to this section to show the duration of each Session type in a race weekend and if any of them exceed 32 hours in simulated length. This table is accessible from the Time Limit panel of the Session Options.
  • A red warning pill will now be displayed on the duration slider for scheduling server time if the Session duration is exceeded.
  • An alert message is displayed if any Sessions' simulated lengths are in excess of the allowable maximum of 32 hours.
Time Attack
  • The Time Attack Results page has been completely rewritten.
  • This should solve many of the issues seen with it in past releases and make it faster and more reliable.
Leagues
  • When hitting "back" from League search, results are now auto-submitted to show the pool of results again.
  • Removed the pound sign (#) from the "# of League Members" column when viewed in table-view.
  • League Owners may now correctly boot League Members.
  • A confirm dialog has been added for creating a new League, as this action uses currency.
  • A modal menu has been added to recharge iRacing Credits when creating a League if you do not have sufficient funds to create the League.
  • Hosted League Session names are no longer being set automatically.
Filtering
  • Checking off multiple tags now returns content that matches any of the selected tags, instead of all selected tags together.
Paint Kit
  • Fixed several issues where the Paint Kit could say "Changes Not Saved!" when in fact the changes were saved.
Updater
  • The Update button will now only be processed once, even when both a car and a track need updates when using the interface in the table view.
iRacing Simulator Update Release Notes [2019.01.09.01]

Rendering

  • Fixed an issue where crowds would not fade correctly when the environment was foggy.
  • Fixed an issue with nVidia3D not rendering the sky correctly.
Heat Racing
  • Fixed an issue that was allowing a Session in a Heat Racing Event to back-up in time if one or more sessions prior to it ended up being skipped.
Pit Stops
  • Fixed an issue where a tire could move under your car during a pit stop with the animated NASCAR pit crew.
Chat
  • Fixed an issue that prevented switching to the "@Team" radio frequency using the "@transmit" chat command.
Admin Commands
  • Fixed the chat output error message for trying to make a user an Admin when the user is already an Admin.
Macros
  • Text chat macros now properly ignore any trailing "$" characters at the end of a line when typing macros into the chat window.
  • The "$" character is only applied when typing commands into the text chat macro box and it indicates the command should be executed immediately, it has no meaning when typed into a chat window directly.
Telemetry
  • A new telemetry value, "DRS_Count" has been added that counts how many times DRS was used on the Formula Renault 3.5.
Dallara F3
  • Adjustable master cylinders have been added to fine-tune brake feel. A realistic range of master cylinder diameters has been implemented.
  • Maximum pedal force and brake pad friction have also been adjusted so line pressures are in a realistic range.
Porsche 911 GT3 Cup Car (991)
  • An update has been made to the V6 tire construction and compound. These changes should provide faster response without losing over-the-limit controllability.
Charlotte Motor Speedway
  • Fixed an issue where segments of the track could sometimes appear transparent.
The Chili Bowl
  • A new dynamic track initialization algorithm has been applied to this track, which adjusts the berm's water content.
  • This should make racing on the berm impractical.

iRacing.com is a PC exclusive online only subscription racing simulation available through the Steam network.

For more from the world of iRacing, including setup advice, news and community discussion, head over to the RaceDepartment iRacing sub forum and get yourself involved in the discussion.

Like what you see here at RaceDepartment? Don't forget to like, subscribe and follow us on social media!



 
 
Last edited:
Yep thats why they have still a bad tire model, no rain, too high prices, sometimes TERRIBLE netcode/damage model, mediocre FFB and totally overdone tire squealing ...
P.s. + Censorship of its userbase when they critic (that is a clause in the contract you sign btw. and they regularly ban people that are criticizing them in their own forum)
I agree with some of this but, then again, almost all sim-engines have areas of physics which they suck at. Heck, there are some sim-engines which have barely fixed majorly obvious issues that have been present in all versions of their physics engines from the early 2000s and still continuing to this day in their latest version. All simracing games have areas of physics which suck and are therefore a compromise. You just have to choose the one/s you enjoy most.
 
  • Deleted member 113561

I agree with some of this but, then again, almost all sim-engines have areas of physics which they suck at. Heck, there are some sim-engines which have barely fixed majorly obvious issues that have been present in all versions of their physics engines from the early 2000s and still continuing to this day in their latest version. All simracing games have areas of physics which suck and are therefore a compromise. You just have to choose the one/s you enjoy most.
Specific examples please

Seems like you got none, so cut out the bs
 
Last edited by a moderator:
I agree with some of this but, then again, almost all sim-engines have areas of physics which they suck at.
() All simracing games have areas of physics which suck and are therefore a compromise. You just have to choose the one/s you enjoy most.
I agree with this - at least on the crucial area that for me decide if a racing sim is useable and enjoyable.:cool:
Its the sims slip/slide area where tires momentary loose adhesion/grip and (hopefully) regain it again.
iRacing is complete hopeless in this area (often you have to nearly stop the car to regain grip (when you momentary have lost it :whistling: ).
rF2 is closest to a "realistic" ideal - but is still not perfect.
Raceroom is better to simulate loosing grip but worse regaining it.
ACC is somewhat reasonable but because of a general (irritating) delay/lag in both loosing and regaining ACC doesnt feel realistic at all.
pC2 feels also "somewhat reasonable" but because the tires are generally too sliding/drifting both loosing and regaining grip feels like driving on a (somewhat) wet or muddy surface.

CatsAreTheWorstDogs: All above accessments is ofcourse IMO :p
 

Latest News

What does easier access mean to you?

  • Free access

    Votes: 57 70.4%
  • Better structured events

    Votes: 21 25.9%
  • Better structured forum

    Votes: 17 21.0%
  • Standard game content

    Votes: 16 19.8%
  • No 3pa registration pages

    Votes: 17 21.0%
  • To casual

    Votes: 7 8.6%
  • Other, please post

    Votes: 4 4.9%
Back
Top