Massive iRacing Update Now Live + New Content

Paul Jeffrey

Premium
iRacing updated, new NASCAR Camaro and several tracks included in massive list of changes to the simulation...


As usual with these big iRacing updates, the main thrust of the changes are centred around the cars already released and a few core amendments to the simulation itself, plus the odd sprinkling of new content of course.

Highlights from the latest build include the new 2018 specification Chevrolet Camaro ZL1, a new circuit in the form of the dirt oval track at Kokomo Speedway and improvements to the dynamic dirt oval track behaviour.

iRacing New Build.jpg


You can check out the full (and huge) update log below:

iRacing Beta Interface
  • Performance Improvements
The iRacing Beta Interface has been disassembled and rebuilt from the ground up to improve overall performance and stability in all areas. This was a long-term project, and in the process we've made some dramatic improvements to the underlying structures that will provide immediately noticeable performance upgrades, and will make future development more water-tight.

  • Dynamic Modal Menus
Modal Menus (A menu screen that appears over the iRacing Beta Interface, such as the Create a Race screen or the Downloader) now resize automatically to better utilize screen space.

Modal Menus now utilize a frame that includes action buttons at the bottom, while the content of the screen can scroll freely within the frame. This means that buttons like Cancel, Join, and Test Drive will always be displayed at the bottom of the modal menu window.
  • Scaling Improvements
The options for scaling the iRacing Beta Interface can still be found in the Settings section, but now the UI Scaling is handled by the game engine, improving performance substantially.

The UI may now be scaled in 5% increments between 50% and 200%.
  • Spotter Passwords
User-Created Races and Official Races now fully support spotter passwords.

To view entries in Official Sessions, click the white icon indicating the amount of drivers registered for an event. Entries looking for a spotter are indicated by the headphone icon next to the "Register" button.
  • Combined Sessions
Spectator Sessions are now part of all Official Sessions, and are displayed in the same list.
  • Test Drive
You can now use a Test Drive button for any Hosted Session.
  • Ultra HD Support
UHD monitors are now natively supported and no longer require a manual activation.
Downloads
  • A new Content Delivery Network, Limelight, has been added as an option for our Members.
Some details on this enhancement can be found here: http://members.iracing.com/jforum/posts/list/3615303.page
  • The "Total Download Size" on the Downloads web page has been updated to reflect the amount still to be downloaded, if a previous update attempt was partially downloaded.
  • Fixed an issue on the download web page which could erroneously display a "not enough free space" error message.
  • Updater
When the iRacing Updater shuts down, it will now generate car setup directories for all cars that you have installed. This should make managing and sharing vehicle setups easier.
Simulator

We've added some preventative measures for some issues that may have caused stuttering for some members.

Some of the third party software that the iRacing Simulator utilizes has been updated to a newer version. If you are running Windows 7, you must be running Service Pack 1 (SP1) or later in order to continue to use iRacing.
  • Connectivity
The L/Q/S/P meters on the frame rate (FPS) display have been reorganized, and the ability to control them has been added to the in-Sim Options Menu.

The meters are now broken up into 4 separate groups: Graphics, Network, System, and Steering/Force Feedback (which is only available while driving). They are still attached to the frame rate (FPS) display, and will all be hidden if you choose to hide the FPS display.

Each individual group can be disabled, shown graphically, or shown numerically, via selections in the lower-right area of the in-Sim Options Menu in the "On Screen Displays" section.
  • Graphics Group:
Renderer (R) Graphically, this meter shows a 1-second running average of how much time it is taking for the iRacing graphics engine to build the set of commands that tell the graphics card how to draw each frame. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the CPU meter, a purple bar is shown beneath this one, and shows the 15-second running average.

Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.

Graphics (G) Graphically, this meter shows a 1-second running average of how much time it is taking your graphics card to draw the displayed frames. An empty bar means it is taking 0 seconds, and full bar means it is taking 1 second. Like the C and R meters, a purple bar is shown beneath this one, and shows the 15-second running average.

Numerically, this value is displayed in milliseconds, and only the 1-second running average is displayed.
  • Network Group:
Latency (L)

Graphically, an empty bar is 0ms of round-trip network latency between your computer and the race server, while a full bar is 1000ms (one second) of round-trip latency.

Numerically, this measurement is in Milliseconds.

Quality (Q)

Graphically, the left-side meter measures the incoming network packet loss to the Simulation from the race server, and the right-side meter measures the incoming packet loss on the race server from your Simulation. Both meters measure only your connection to the race server, not your own, nor our race server’s overall internet connection packet loss. An empty meter is 0% packet loss, and a full meter is 50% packet loss.

Numerically, this measurement is a percentage (100 means no packet loss, 0 means 100% packet loss).
  • System Group:
CPU (C) The core of the Simulation runs 60 times per second (though some parts run at a higher rate). To keep-up with the simulated world, the Simulation must complete an “update” in less than 1/60th of a second, otherwise it will start to fall behind.

Graphically, this meter shows a 1-second-long running average of the percentage of that 1/60th of a second the simulation is taking to “run the world”. An empty bar means 0% of that 1/60th of a second is being used, while a full bar means at least 100% is being used, but it could actually be “running long”. If the simulation keeps “running long”, it will begin to fall behind “real time”, leading to time Skew between your Simulation and the server. A purple bar is drawn beneath the normal CPU bar, and it shows a longer-term 15-second running average.

Numerically, this measurement is a percentage of the allowed 1/60th of a second that the Simulation is using to update the world. Only the 1-second running average is displayed

Skew (S) This meter measures the simulation-world time difference between your Simulation and the correct simulated-world time, as kept by the race server. While small flickers of Skew can appear due to “network jitter” (variations in the round-trip network Latency between your computer and the race server), significant amounts of Skew are almost always caused by your computer being unable to perform the calculations necessary to keep up with real time (see the CPU (C) meter discussion above). That is why this metric appears as part of the System group, instead of the Network meter group.

Graphically, an empty bar means your simulation is in sync with the server. As the meter grows to the left from the center, your system is falling behind the server, and the bar will be full-left when the Sim is 1 second behind. As the meter grows to the right from the center, your system is getting ahead of the server, and the bar will be full-right when it is 1 second ahead.

Numerically, this measurement is in seconds.
  • Paging (P) Modern computers have physical RAM (memory), but programs that run on them operate using a “virtual memory” address space. For a program to actually use the contents of a piece of its virtual memory, it must have actual physical RAM memory attached to it. Paging is the term that covers how the operating system manages the attachment of physical RAM memory to a program’s virtual memory addresses. When the OS must intervene in the virtual<->physical memory attachment of a 4K byte “page” of memory, that causes a “page fault”. “Hard” page faults are when the operating system must transfer data between physical RAM and your disk (or SSD). These are slow operations that can greatly impact the performance of your computer if they occur at a high rate.
Graphically, hard page faults are shown in green or yellow, and the meter will be full-yellow at 30 hard page faults/second.

Numerically, this measurement displays the number of hard page faults per second.
  • Steering Group:
Force Feedback (F) This metric shows the torque from the steering column as a percentage, after the scaling from your force slider is applied. You want to keep the forces below 100% so that the wheel is not over-saturating, but still high enough that you are using the full range allowable from your wheel. You can make adjustments to your force levels while driving by using the F9 black box. Or you can drive a clean lap then hit the ‘auto’ button in the F9 box to let us find a reasonable estimate of how much force to send to the wheel.

Graphically, red indicates you have 100% torque saturation, yellow indicates you have 85% to 99% torque saturation, and green indicates 84% or less torque saturation.

Numerically, the value displayed is the percentage of torque saturation.

If the Simulation determines that it seems to be having performance issues that are causing it to fall behind the race server, the FPS and other meter displays will be forced on, even if you currently have them hidden. Additionally, the System meters (C/S/P) will be forced to be displayed, even if you had marked that particular meter group as hidden. The labels of the meters that indicate the indicate the performance issue will be flashed. Currently only the C and S meters are analyzed for performance issues, and so only those meter’s labels will be flashed.
  • Driving Aids
Fixed an issue where the pit lane exit blue line for "Pit Lane 0" at tracks with 2 pit lanes would show when in any pit lane, and the "Pit Lane 1" line would show when not in a pit lane. Now, the blue line will correctly show up for whatever pit lane you are in, and not show any if you are not in a pit lane.
Hybrid Power Units

Removed an efficiency correction that was left in by mistake in the MGU-K deploy demand, and deploy cap calculations.
  • Dirt
The shape of the water gradient on dirt ovals is now variable, and slightly more water will be lost in the process of wearing the track away. This will cause tracks to transition from the prepared state to hardpan a bit faster and less predictably, and create a slightly drier environment overall.

Made the toughness of dirt and resulting grip more sensitive to water content.

The lateral strength effect of the cushion dirt has been reduced slightly.

Heat Races at Dirt Ovals will now initialize with more track wear, and the variance of that starting usage percentage has been increased.

The track groove that forms during Dirt Oval races should now be displayed even with the Graphics Option "Render Dynamic Track Data" disabled.

  • Rallycross
Body stiffness and damping of Rallycross cars has been reduced to help decrease visible body damage and improve car-to-car contact performance.

Opponent Cars
  • Opponent vehicles on your machine should now have more accurate positioning measurements sent to it from the Race Server, including altitude, roll, pitch, and steering angle. This should make opponent vehicles appear to drive smoother while racing, and in Replays.
Garage
  • Fixed an issue where some values were incorrectly flashing yellow.
Rendering
  • Improved the dynamic level-of-detail (LOD) adjustment for cars and pit objects when too many are visible and too high LODs are being used all at once. The LODs are now based on actual object distance rather than view depth.

  • Fixed an issue where the driver's hands would disappear from your car when you were not the active driver.
Visual Effects
  • Smoke effects now react to wind, lighting, shadow, and a visual turbulence effect has been added.

  • Jet fly-overs have been adjusted.
Audio
  • Backfires and gear shifting sounds for stockcars have been improved.

  • Marble impacts, scrubs, and castoff sounds have been improved.

  • Hit and scrape sounds for grounding impacts of vehicle undertrays on soft materials, such as tirewalls, rubber, and some chicane humps have been improved.

  • Sawtooth curb sounds have been improved.

  • Audio volumes have been re-balanced for all default iRacing camera sets.
Paint Kit
  • The Craftsman logo has been added to the Paint Kit.
Force Feedback
  • The Simulation will no longer attempt to dampen when the Force Feedback option "Dampen Oscillations" is checked. Instead, it will only reduce the force level. The dampen effect is not stable on all wheels. This should help reduce some wheel oscillations when the car is parked.
Telemetry
  • New driver change telemetry variables have been added:
    • dcDashPage, dcPitSpeedLimiterToggle, dcDRSToggle, dcPushToPass, dcStarter, dcLowFuelAccept, dcHystBoostHold, dcFCYToggle
  • New driver pit telemetry variables have been added:

    • dpFastRepair, dpFFlapSetting, dpFuelAddKg, dpFuelFill, dpFWingAngleOffset, dpFWingSetting, dpLFTireChange, dpLFTireColdPress, dpLRTireChange, dpLRTireColdPress, dpLTireChange, dpRFTireChange, dpRFTireColdPress, dpRRTireChange, dpRRTireColdPress, dpRTireChange, dpRWingAngleOffset, dpWinshieldTearoff, dpFUFangleIndex
  • Driver pit telemetry variables "dpLrWedgeAdj" and "dpRrWedgeAdj" have been renamed to "dpLRWdgeAdj" and "dpRRWedgeAdj" to better match the rest of the driver pit telemetry variables.
EasyAntiCheat
  • The latest EAC SDK has been applied.
CARS:

Audi R18
  • The "Hybrid" screen display has been updated to show battery state of charge and % deployment used each lap.
Audi R8 LMS GT3
  • 2018 Season 4 BoP Adjustment: Vehicle weight has been increased by 35kg.
BMW Z4 GT3
  • Improved vehicle sounds including: gear shift, engine, transmission, pneumatic compressor, and backfires.
Chevrolet Corvette C6.R GT1
  • Hood and front fenders can now be removed in collisions.

  • Baseline setup has been updated.
Chevrolet Monte Carlo SS
  • Season setups have been updated.
Dallara DW12
  • Improved curb sound levels for this open-top vehicle.
Dallara IR18
  • Improved curb sound levels for this open-top vehicle.

  • Season setups have been updated.
Dirt Late Model
  • (ALL) - An option to adjust the LR droop chain has been added in the garage.

  • (ALL) - Brake Bias adjustment range has been opened to allow from 10% (full rear brake) to 90% (full front brake).

  • (ALL) - Maximum brake pedal force input has been increased. You should find braking performance to be greatly improved.
Dirt Midget
  • Fixed fuel restrictions have been removed.

  • Adjustments have been made to the Mass/Inertia properties.

  • Tire tread pattern has been adjusted.

  • Season setups have been updated.
Dirt Sprint Car
  • (ALL) - Setups may now be shared across all three Dirt Sprint Car models (305, 360, and 410).

  • (ALL) - Fixed fuel restrictions have been removed.

  • (ALL) - Adjustments have been made to the Mass/Inertia properties.

  • (ALL) - Aerodynamic performance has been adjusted.

  • (ALL) - Shock damping characteristics have been updated.

  • (ALL) - Tire tread pattern has been adjusted.

  • (ALL) - Opponent cars should race more true to their human driver on your local machine.

  • (ALL) - Season setups have been updated.
Dirt Sprint Car Non-Winged

  • (ALL) - Setups may now be shared across both Dirt Non-Winged Sprint Car models (360 and 410).

  • (ALL) - Fixed fuel restrictions have been removed.

  • (ALL) - Shock damping characteristics have been updated.

  • (ALL) - Tire tread pattern has been adjusted.

  • (ALL) - Season setups have been updated.
Dirt Street Stock

  • Fixed an issue where car parts were not correctly being removed from opponent vehicles when taking damage.
Ferrari 488 GT3

  • 2018 Season 4 GTE BoP Adjustment: Aero downforce has been increased slightly. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

  • Gear ratios have been modified to include the real-world homologated gear ratio stacks: FIA, IMSA Daytona, and IMSA Short.

  • The Ferrari Challenge gear ratio stack has been added.

    • Please note: 1st gear from the real car was not modeled. As such, 1st through 6th in iRacing are equivalent to 2nd through 7th in the real car.
Ford Falcon FG V8

  • Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

  • New backfire sounds have been added.

  • Slightly increased the probability of off-throttle backfires occurring.
Ford Fiesta RS WRC

  • Fixed an issue where the current gear selection was not showing up in opponent cars during replays.
Ford GT - 2017

  • 2018 Season 4 GTE BoP Adjustments: Engine power has been increased slightly for better acceleration. Slightly reduced aero drag at low rear wing angles. Fuel fill rate has been updated to equalize fuel fill times during pit stops.

  • Adjusted sounds for backfires and pneumatic shifting.
Formula Renault 2.0

  • Minor improvements to the engine, tire, and wind buffeting sounds.

  • New backfire sounds have been added.
Holden Commodore VF V8

  • Reduced shock pin range to eliminate the ability to utilize in a hyper-extended state.

  • New backfire sounds have been added.
HPD ARX-01c

  • Minor improvements to the engine, gear shifts, brakes, tires and backfire sounds.

  • Fixed a minor texture issue with one of this vehicle's paint patterns.
Indycar Dallara - 2011

  • This car has been renamed from "Indycar Dallara circa 2011" to "Indycar Dallara - 2011".

  • Improved curb sound levels for this open-top vehicle.
Lotus 49

  • Engine and tire sounds have been updated.
Lotus 79

  • Cold and warm engine idle RPM values have been adjusted slightly.

  • Improved engine, tire, and wind buffeting sounds.

  • On-board engine idle sounds have been updated.
Mazda MX-5 Cup - 2015

  • This car has been renamed from "Mazda MX-5 Cup circa 2015" to "Mazda MX-5 Cup - 2015".

  • Fuel pressure display will now correctly use the Metric system.
Mazda MX-5 Roadster - 2015

  • This car has been renamed from "Mazda MX-5 Roadster circa 2015" to "Mazda MX-5 Roadster - 2015".

  • Fuel pressure display will now correctly use the Metric system.
McLaren MP4-30

  • The Push-to-Pass control has been replaced with Deployment Hold.
    • This should give drivers greater flexibility to fine tune deployment without taking the hit P2P places on MGU-H harvesting. Please also note that P2P functionality remains available via Qualifying mode.
  • The in-car brake bias is now adjustable with the fixed setup for this car.

  • Improved curb sound levels for this open-top vehicle.

  • Season setups have been updated.
Mercedes-AMG GT3

  • Improved engine, gear shift, compressor, and backfire sounds.
Modified - SK

  • Fixed an issue where the nerf bars were not changing color correctly when viewed from the cockpit camera.

  • Season setups have been updated.
NASCAR Camping World Chevrolet Silverado

  • An additional gear selection has been added.

  • Grip at super short tracks (Martinsville and smaller) has been increased.

  • Aero drag has been reduced slightly.

  • Engine cooling at higher tape levels has been increased.

  • Staggers have been updated for different tracks.

  • The camber limit has been reduced to 6 degrees in the front.

  • Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

  • The left-front ride height may no longer be set higher than right-front ride height.

  • Front toe adjustment range has been reduced to +/- 1/4”.

  • Improved engine, gear shift, and backfire sounds.

  • Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

  • Season setups have been updated.
NASCAR Camping World Toyota Tundra

  • An additional gear selection has been added.

  • Grip at super short tracks (Martinsville and smaller) has been increased.

  • Aero drag has been reduced slightly.

  • Engine cooling at higher tape levels has been increased.

  • Staggers have been updated for different tracks.

  • The camber limit has been reduced to 6 degrees in the front.

  • Maximum allowable height has been set to 6" in the front, and 8" in the rear, per NASCAR's inspection process.

  • The left-front ride height may no longer be set higher than right-front ride height.

  • Front toe adjustment range has been reduced to +/- 1/4”.

  • Improved engine, gear shift, and backfire sounds.

  • Fixed an issue where this vehicle had too much front rebound damping, sometimes causing a randomly occurring speed increase.

  • Season setups have been updated.
NASCAR K&N Pro Chevrolet Impala

  • Grip has been increased slightly at super short ovals and road tracks.

  • Staggers have been updated for different tracks.

  • Gears have been adjusted at Pocono Raceway.

  • Front toe adjustment range has been reduced to +/- 1/4”.

  • Improved engine sounds.

  • Season setups have been updated.
 
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the complainers here are laughable. i still go on race 07 and mods for that, and GTLegends, all have their quirks, but iracing is really really excellent, new tire model? as if anyone can honestly feel the difference using their g27 or thrustmaster. using a DD wheel i assure you this is a mind blowing sim, on occasion there are icy feelings, but overall it is just one of the top 3 sims ever.

laughable is when ppl don t see a diffrent between rf2,ac and iracing tire model and talk about " laughable to other posts. And a complain is a fact a honest opinion its not a hate. Every sim has good and bad things but if u complain about tiremodel/flex, adv. tire features , weather , day/night its a fact that iracing lags.
 
Iracing might lag but i am not sure I can tell the difference after all the overall competition and experience is excellent, maybe I lag in my sensation a bit.

Live For Speed i would say has a tire model i can see and feel, flat spot very noticeable temperature bands, heat up and cool downs.
but again i think the small nuances that may be present may not really be felt when the suspension models and over all car and track behavior are so well done.

and weather? i like the features, and night transitions would be good but racing is difficult enough racing a a perfect day everyone want rain, online racing is a crash fest in most public servers.
it would be though, fun wet tracks, evening the play field a bit at times, and night transitions would be good too. I race AC and Raceroom (ACis excellent overall, a bit weird in the FFB though) and i love my Formula truck, all have quirks. in that they also behave like i expect.

serious question- same car same track, what are the performance deltas in each sim at 1 lap and 10 laps? i would love to see this, in fact helping understand where the tire model lacks, or how it does. does anyone have a link to see a side by side
 
I never said it wasn't. I just mentioned that it's quite a bulky patch list with not much filling.
true- their PR is bigger than they deliver, although there have been lots of things changed, i played over the weekend, and it is a bit weird, most set ups get "failed tech" etc.
i would like new cars a lot more, and would love more tracks, especially as other companies are laser scanning as well. why don't thy do partnerships for tracks?

in all sims i have played Iracing and LFS are the few that due to the online portion, you have to practice and race a few set of tracks alot to be competitive, obvious i know, but think of how much in rfactor (and GtLegends, GTR2, raceroom), bashing you can get away with on the AI, no kicks no bans, if you manage damage you are fine and can win at every track.
 
Iracing might lag but i am not sure I can tell the difference after all the overall competition and experience is excellent, maybe I lag in my sensation a bit.

Live For Speed i would say has a tire model i can see and feel, flat spot very noticeable temperature bands, heat up and cool downs.
but again i think the small nuances that may be present may not really be felt when the suspension models and over all car and track behavior are so well done.

and weather? i like the features, and night transitions would be good but racing is difficult enough racing a a perfect day everyone want rain, online racing is a crash fest in most public servers.
it would be though, fun wet tracks, evening the play field a bit at times, and night transitions would be good too. I race AC and Raceroom (ACis excellent overall, a bit weird in the FFB though) and i love my Formula truck, all have quirks. in that they also behave like i expect.

serious question- same car same track, what are the performance deltas in each sim at 1 lap and 10 laps? i would love to see this, in fact helping understand where the tire model lacks, or how it does. does anyone have a link to see a side by side

I don't know exactly the circuit splits or any specific information but I think the nikki Thiim video is about as impartial as you can get from someone who has driven the car (porsche 911 cup for example) professionally and in most of the sims out today.

 
this is a great video (i am subscribed to Nicki now)
i see what he was saying about the tires.
i can totally understand now, what the complaint is. i have done lots in set ups and pressures, has made the tire feel better. never putting it into words what i have felt.

having a squishy tire i suppose you drive around it- i wonder what is iRacing's trouble implementing or improving the tires- i still feel the overall sim experience is so good, with everyone on the same goofy tires (even playing field), it really isn't one to overlook.
 
I check regularly if there is any news about the announced TM7.
But beside the original wordy hotair febr 2018 then nothing.
From time to time iRacings socalled Vice President :) Steve Meyers puff some further hot air out in his Twitter news.
But its obvious that he knows absolutely nothing either.
So now close to 1 year has gone since iRacings Kaemmer admitted something was been wrong with iRacings TM all these years - and still he hasnt produced anything :)
 
CatsAreTheWorstDogs partly out of context I just want to share this crazy video.
Or rather a video showing the crazy dane Nicki Thiim "flying" the Nordschleife in iRacings Lotus 79 in VR.
Hehe prepare for a crazy mans Nordschleife-gasm :)

Published on Jul 2, 2018
.
Yooo Petrolheads!
This is by far the most satisfied sim racing moment I ever had!
Let me share the experience with rid no this awesome Lotus 79 that Mario Andretti won the F1.
 
I check regularly if there is any news about the announced TM7.
But beside the original wordy hotair febr 2018 then nothing.
From time to time iRacings socalled Vice President :) Steve Meyers puff some further hot air out in his Twitter news.
But its obvious that he knows absolutely nothing either.
So now close to 1 year has gone since iRacings Kaemmer admitted something was been wrong with iRacings TM all these years - and still he hasnt produced anything :)
There have been several links and info regarding the TM7 and it's been said by the devs the goal is the spring update.

https://www.bsimracing.com/iracing-tony-gardner-talks-new-december-2018-build-update/

They want to work out any bugs/test more from the day to night update as it effects the tire model.

There were also adjustments to tire tm last build to work with the new update, as well as some new ffb sliders added.

There isn't a sim on the market without an issue in there TM of some sort.

Play what you enjoy, these sims are nothing more than glorified video games :)
 
Its probably obvious that I dont give iRacings mandatory "comming soon" messages much credit.
Because ending my 5+ years membership month ago I became fed up with all these official excuses.
And to the best of my knowledge there have been no direct official descriptions of your "adjustments to tire tm last build".
My personal oppinion conserning these "adjustments" is that eager fanboys interpreted some vague build notes about "physics" as ohh it must have been about TM.
And because placebo is actually working then these fanboys could ofcourse feel it - afterwards :)

Conserning some "new ffb sliders" then FFB sliders has not much to do with TM changes - or rather FFB is partly dependent of the tire model yes - but FFB forces is not producing some input into the tire model.
I use both a non-FFB wheel(SRW-S1) and a FFB one(T500) and the behaviour of the virtual cars is the same - on the screen :)
 
And to the best of my knowledge there have been no direct official descriptions of your "adjustments to tire tm last build".

Copy and pasted from the "Official" Dec 4th iRacing build notes.

Tires

Tires are now roughly 50% less affected by track temperatures.
- - This should result in a more true-to-life interaction between tires on track surfaces of various temperatures, and help to normalize the lap times between extreme temperatures.

Regarding the added ffb sliders

FFB Options

The force feedback setup screen has been reorganized to better support direct drive wheels.
- - Force units have been rescaled so that linear and non-linear are using the same unit scale.
- - Clicking on the Strength value will toggle between iRacing units and Newton meters.
- - A new Wheel Force slider has been added.
- - - Set this to the peak force of your wheel to help keep the auto function from overdriving your wheel. This also rescales the strength slider so you can not manually oversaturate the wheel on accident. This is only beneficial for users with wheels that are as strong or stronger than the force feedback we are getting from the physics (about 10 Nm or greater), so do not worry about setting it perfectly if you have a belt or gear drive wheel.
- - "Dampen Oscillations" has been renamed "Reduce Force When Parked" to better reflect what this option does. Also, the default value for this setting has been reduced to 33% from 50%.
- - The default endstops have been softened from 15 degrees to 45 degrees.
- - A hard knee has been added that reduces forces above 80 Nm by 80% and clips forces above 120 Nm.
- - - This should make running into a wall safer without completely destroying the signal.
- - Mouse-over tooltip help has been added to all force feedback settings.
 
There's been a few lengthy blog posts about the new tyre model and the work involved. I can't post it here as I'm also not a member anymore. The development process is painfully slow, but things are coming along.
 
Tires
Tires are now roughly 50% less affected by track temperatures.
- - This should result in a more true-to-life interaction between tires on track surfaces of various temperatures, and help to normalize the lap times between extreme temperatures.
Conserning the track/tire temp thing you are right that it is related to the tire model.
But incarnating the devils advocate then when I hear iRacing using words like "roughly 50%", "This should result" and "help to normalize" then Im still a bit sceptical :) that this will solve anything.
Or turning this argumentation upside down then I could ask if this solves anything why then promise a complete new v7 TM in the future to solve such problems?

Conserning your quote about the new FFB Options then they only does prove my comment above that (changes in FFB) does NOT influence the TM.
 
Conserning your quote about the new FFB Options then they only does prove my comment above that (changes in FFB) does NOT influence the TM.

Well aware ffb and physics are separate ;)
I never mentioned any changes to ffb that reflect the TM.
The slider was implemented to help optimize the ffb strength per wheel.


Or turning this argumentation upside down then I could ask if this solves anything why then promise a complete new v7 TM in the future to solve such problems?

?
No idea, I can't predict the future nor have I tried the v7 TM.....guess we will find out when it's released :)
 
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How long have you been simracing

  • < 1 year

    Votes: 313 15.5%
  • < 2 years

    Votes: 214 10.6%
  • < 3 years

    Votes: 209 10.4%
  • < 4 years

    Votes: 157 7.8%
  • < 5 years

    Votes: 272 13.5%
  • < 10 years

    Votes: 235 11.6%
  • < 15 years

    Votes: 151 7.5%
  • < 20 years

    Votes: 118 5.8%
  • < 25 years

    Votes: 89 4.4%
  • Ok, I am a dinosaur

    Votes: 261 12.9%
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