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PC Racing Sims Thread

Is there somewhere I can get a digital copy of NASCAR Racing 2003 Season? I'd like to try it but don't have the connector room in my PC for a DVD drive.
 

TJP

Member
From the keyboard of ISI:
Montreal is a track from the original rFactor racing simulation, released in 2005. We converted them it rFactor 2 using the tools we make available to modders including gJED and our SDK/Mod Mode.

Visually they will certainly have a retro look, but technically the content does support rFactor 2 technology like our advanced tire model and realroad (changing track surface grip).

Montreal is a temporary street course carved out of a public park. It has the look of a permanent roadcourse, but does have a few sections where the walls can easily catch you out.
DL link: https://www.mediafire.com/view/56qgjl76ys61mo1/ISI_Montreal_2000-v101.rfcmp

I don't understand these releases as the tracks look very dated, even with the nostalgia glasses on. Most likely ISI are showing what their gJED tool can do..the results thus far aren't lighting my pants on fire .
 
Does anyone know if the original GRID game works with the T300?

If a game has wheel support, and an ability to remap axes/buttons, it essentially has support for whatever wheel you might have. That's pretty much how it goes on PC thanks to OS level controller support.

I can't speak to GRID specifically, but assuming it's like vast majority of racing games on PC, then the answer would be yes. Perhaps it may need some .ini tweaking somewhere, I don't know. I'm sure you're not the first person to ask, so google around for some concrete answers.

Is there somewhere I can get a digital copy of NASCAR Racing 2003 Season? I'd like to try it but don't have the connector room in my PC for a DVD drive.

No, it's not officially for sale in any capacity. A physical copy isn't easy to find either, nor cheap. What you need is an ISO, and I'll leave that up to you to figure out how to get that done. Unfortunately, that's just how it is.

I don't understand these releases as the tracks look very dated, even with the nostalgia glasses on. Most likely ISI are showing what their gJED tool can do..the results thus far aren't lighting my pants on fire .

I haven't tried one of these gJED converted tracks yet, so I can't speak, but they're caught between a rock and hard place with content. It's just not coming fast enough or even at all. Are recycled rF1 tracks making the situation better or worse? I don't really know. RealRoad support is big though. Without that, it would be a bit of a joke. Any word on how the AI performs on them?
 
No, it's not officially for sale in any capacity. A physical copy isn't easy to find either, nor cheap. What you need is an ISO, and I'll leave that up to you to figure out how to get that done. Unfortunately, that's just how it is.

I'm struggling to find anything in any capacity. Disc is definitely not an option because of my PC.
 
There's a website called Old Games Finder that might help. I have no idea what's on the other side, mind you. You're on your own for that!

Yeah, I know I'm treading into a huge grey area, I was just lost for what to do. It's very awkward during this shift to digital with abandonware games that won't be updated/packaged for digital.
 
Yeah, I know I'm treading into a huge grey area, I was just lost for what to do. It's very awkward during this shift to digital with abandonware games that won't be updated/packaged for digital.

Yeah, it's an uncomfortable situation. It's certainly felt in racing sims where the best rally game, and the best singleplayer NASCAR game are both abandonware. It's not even a nostalgia thing. They've just never been surpassed.
 

DD

Member
Yeah, it's an uncomfortable situation. It's certainly felt in racing sims where the best rally game, and the best singleplayer NASCAR game are both abandonware. It's not even a nostalgia thing. They've just never been surpassed.

In my humble opinion, Dirt Rally surpassed RBR. :)
 
I tried the Audi TT - Oh. My. God. The brake noise was horrid so that mod got binned after 10 minutes.
eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek eeeeek eeeek eeeeeeeeeeeek eeeeek eeeeeek eeek eeeeeeeeeeeeeeeek.
The odd thing is, nobody in the official ISI forum thread has mentioned the brakes. Are we being hyper sensitive? You did well to survive 10 minutes, I quit after the 3rd corner at Macau.
Yeah, it's an uncomfortable situation. It's certainly felt in racing sims where the best rally game, and the best singleplayer NASCAR game are both abandonware. It's not even a nostalgia thing. They've just never been surpassed.
How do the Eutechnyx NASCAR games compare to 2003?
 

TJP

Member
The odd thing is, nobody in the official ISI forum thread has mentioned the brakes. Are we being hyper sensitive? You did well to survive 10 minutes, I quit after the 3rd corner at Macau.
I don't believe so. The brakes squeal like there is metal on metal contact irrespective of brake temps or the braking pressure applied. I wonder sometimes if the rF2 forum are just happy that mods are being made..

How do the Eutechnyx NASCAR games compare to 2003?
Reading the PRC Blog, it appears the Eutechnyx games are awful and full of QA issues.


I see Spa leads the votes for the bonus track in SCE...sigh. I agree with Big over the current track selections. I stated all I wanted was a scatch made Aussie track because as nice as the converted tracks are, many if not all of these conversions are way off the real tracks.

One or two North American tracks, one from South America, one from Australia (simply for the Supercar V8) and one from Europe would cover all bases. My hope is for unknown or underutlised tracks and not well known tracks like Spa etc.
 

Makikou

Member
So iRacing Season 4 2015 Build Notes happened.

http://members.iracing.com/jforum/posts/list/3329850.page

Here are the release notes for the upcoming new season's build which is scheduled for deployment on Tuesday next week.


Website:

- The Race Panel now is more descriptive about where it is registering and sending users in official sessions, as well as more aware of registration status after a session has ended.

- Cars/Tracks/Tech Tracks pages have been simplified, and are now more of a storefront and informational page.

- Updated the License indicator in the global template to show more information.

- Added a Team Series Stats page to show team rankings in official team series.

- Added tooltips to describe Track Conditions in official series & results.

- Added messaging when setting up a hosted session when only one driver slot is made available.

- Added the ability to set & preview custom Track Conditions (settings for the new Dynamic Track feature) in hosted sessions, as well as test mode.

- Fixed some scenarios where the website would occasionally think that members could register for events outside of their license level.

- Modified the members site to help Windows 10 + Edge users get iRacing running.

- Expected time for a session to start should now properly be passed into a "Test on Track" session, so users get an alert when their session will begin.

- Added indicators in the race panel and series sessions pages to show race week cut overs that indicates how the sessions will change (track, race week, etc).

- Fixed the join action in some open practice sessions in the What's Hot page.

- Added a preference that remembers it's state in leagues->show only my leagues.

- The Schedule PDF has added displaying more of the race setup options, and also a clickable Table of Contents to find sections or series more easily.



Simulation:


Easy Anti Cheat

iRacing has always invested significant time, energy and development effort into trying to stop "cheating". There are many different types of cheating. In the last June build for example we installed software code to prevent on-track tire heating during qualifying for oval racing. Poor sportsmanship on track could even be construed as cheating as another example. However more often than not, the main concern for members are potential software hacks that essentially attempt to change the game in some way for the cheater's benefit. In that regard, all of the prevention and detection code we have put in iRacing in the past was done by us internally. We never included any of that work in our release notes mainly for the obvious reason that we did not want to provide cheaters with any information.

However in our next quarterly software update (early September) our current plan is to include new cheat prevention & detection in the update and release notes for several reasons. Mainly because the new cheat prevention and detection comes in the form of a partnership and integration we did with a professional gaming anti-cheat company called Easy Anti Cheat. We are excited about this partnership as we have enhanced our ability to detect and prevent cheating significantly. The EAC system prevents cheaters from using several common methods to try to gain an advantage over other players. This includes things like: running the iRacing simulation inside a "sandbox", to prevent external programs from hacking into and modifying the simulation as it runs; or modifying the iRacing installation files (cars and tracks) to gain an advantage; or replacing system level components used by the simulation with versions that include cheat hacks.

When applying this next build on a Windows computer, the installer program for the EAC software will automatically be run. On Mac OSX and Linux, the EAC software is able to operate without this explicit installation step. In all cases, the EAC software is only active on your computer when you are running the iRacing simulation software - when the sim exits, the EAC software exits, too.

If you launch the simulation and an issue is detected before the simulation has connected to the race server, a message describing the problem will be shown to you in a dialog box, and the sim will not run. If an issue is detected after connecting to the race server, a message describing the problem will be shown in the Chat Pad, and you will be disconnected from the server.

The error messages are intended to be sufficient to identify what caused the issue. But if it's not clear how to resolve the issue, email iRacing customer support at support@iRacing.com to help get you back to racing. We will work diligently with you to correct any issues. However, we do not expect many issues as we have done extensive testing already. The most likely error to arise will be if you are using replacement versions of system libraries (d3d9.dll, for example) that are not already flagged as being innocuous. Since such replacement libraries could potentially contain hacks to enable cheating, they are not allowed unless they have been validated. You can also check out the FAQ's at EasyAntiCheat if you want here: http://faq.easyanticheat.net/index.html


Splitting Multi-car-class Fields

The prior algorithm for forming splits for multi-class sessions attempted to ensure that as many splits as possible would be multi-class, down to some minimum number of drivers in each class within a split. This made for some not-so-great racing for drivers in classes where their split had this minimum number of drivers.

With this season's build, we have implemented a new split-forming algorithm for multi-class sessions that instead attempts to ensure that all car classes are packed relatively evenly into the higher-rated splits, potentially at the expense of the lower-rated splits being devoid of one or more car classes.

The algorithm for choosing the overall field size for each of the splits is unchanged - each of the higher-rated splits formed for a session will have the same overall number of teams, with the lower-rated splits potentially having one less team. Since the higher-rated splits might "consume" all the teams in one or more of the less-used car classes, and since the lower-rated splits will still have the same overall number of teams, the lower-rated splits could thus have more teams in each of their car classes than the higher-rated splits have in those same car classes.


Session Splits

We have added a new method by which sessions get split into run-groups. The earlier method typically chooses the "best" race server farm (US, Sydney, Amsterdam) based on the average ping time of all the registrants to the farms, and then splits the teams into run-groups based on iRating. The new method splits the teams into run-groups based on iRating, and then chooses the best farm for each run-group.

Additionally, the new method tries to avoid assigning the group onto a farm if any of the drivers in the group would generally prefer to avoid that farm. In practice this will mean that if anyone in the run group prefers the Sydney farm, and anyone else in the run-group prefers the Amsterdam farm, the run-group will be assigned to the US server farm.


Dynamic Track

- The track surface is now dynamic, and models the changes in track rubber, marbles, and temperature. Track rubber is built up under the tires in rough proportion to how hard they are working. Tires generate marbles, and these can accumulate on tires and be thrown off and redistributed on the track. Temperature is variable across the track and is influenced by weather, the position of the sun in the sky, the surface angle of the track, albedo (color), track rubber, shadows, and interaction with cars.

- These variable aspects of the track affect the level and characteristics of tire grip available, and the wear rate. Generally, a rubbered-in but cool track free of marbles will offer the most grip.

- Initial track conditions can be specified for testing and private hosting sessions. The amount of running activity on the track prior to the session can be specified as a percentage, or left to be determined automatically based on the session type. The percent usage amount determines the level of track rubber and marbles at session start. In a multi-session event, each session can be specified individually to simulate changes to the track between sessions due to additional running or from an overnight rain, or a session may be designated to follow immediately and inherit the track state from the previous session. Marbles can be cleaned off the racing surface prior to the session, and also during yellow flags on ovals, or they can be left undisturbed.


Borderless Window Support

- The sim can now be run in windowed mode without a border or title bar. There is a new option on the auto-config dialog and a new graphics option to disable the border. Like the full screen toggle in options, the border configuration does not take effect until the sim is restarted.


Replay

- Add an app.ini setting [Replay] maxFramesToSearchPerUpdate=2048 setting to control how much tape is searched per update during a long search.


Telemetry

- Add support for fast repair to telemetry pit script commands.

- Log pending pit service request to telemetry as "PitSvXXX". PitSvFlags is a bitfield defines in irsdk_defines.h as irsdk_PitSvFlags and covers all the check boxes.

- Log live weather to telemetry.

- Log the driver's fuel tank size to session string as "DriverCarFuelMaxLtr". Log the fuel restriction percent (if any) to session string as "DriverCarMaxFuelPct". Multiplying both together will give you the true fuel limit for this session.

- Renamed "CarClassMaxFuel" to "CarClassMaxFuelPct" to better reflect the fact that it is a percent of the tank that you are allowed to use.

- Dump information about the current setup to the session string
DriverInfo:
DriverSetupName: path
DriverSetupIsModified: bool
DriverSetupLoadTypeName: [invalid|user|iracing|baseline|current|default|fixed|shared]
DriverSetupPassedTech: bool

- Fix a bug where not all cars had a properly set carClassColor in a mixed class race.


Keyboard Macros

- Added a #fr fast repair macro, to check the fast repair box.

- Add 'invert' flag to pit chat macros so prepending - to front of command will unset it, i.e. -lf will uncheck the left front tire, also -clear will check all options.


Audio

- Turn off ducking of audio when Windows detects a phone call. Windows often confuses our voice chat as a call and kills the engine sounds.


Controls

- When we detect a joystick was added or removed, attempt to identify what controller was changed and only reinitialize that device. Previously we reinitialized all devices and this could lead to a momentary loss of steering control if your button box loss connection to the sim. You can revert to the old behavior where all devices are reinitialized every time a device is plugged in by setting app.ini [Force Feedback] initOnlyNewDevices=0.

- Added new keyboard backlight support for Logitech G910 keyboards. Now we dynamically highlight keys that have some function assigned to them, and color them by function. In addition the F keys act as a shift indicator/pit speed indicator if you are in your car.

- Removed code that would set the backlight on older Logitech keyboards and mice to try and replicate a shift indicator.

- Added support for LED lights in the new Logitech G29 wheel.

- The minimum threshold to detect motion when calibrating can be adjusted by the app.ini switch initialMoveThreshold. This can be used to get devices with very small ranges of travel to be detected by iRacing.


New Tire Model

- v6 tires now include a term in the lateral stiffness calculations that was missing in the NTM previously (including the v1-5 tires). All prior cars with v6 tires from last season have been revised to suit, and many more cars have been upgrade to v6 tires.


Black Boxes

- In the F1 black box, don't show the same car ahead and behind you, if only one other car on track, or only one other car in your class.

- In the F3 black box, sort cars into position based on class, if no position is currently known for the car.

- Allow the virtual mirror field of view to be adjusted from the F9 black box.


Driver Aids

- The auto-blip shift aid now uses the new drivetrain physics model, instead of falling back to our ancient old drivetrain model. This significantly improves how smoothly the cars shift when using the auto-blip aid.

- Allow H-pattern gearboxes to be downshifted into neutral at speed when using sequential shifting controls.


Towing

- When someone is disconnected from the server via a connection failure, we now compute the tow from when we last saw them on track, instead of when the connection finally timed out.


Cars:


Paint Kit

- Justin Wilson Memorial sponsor added.

- Go Gold for Kids with Cancer (American Childhood Cancer Organization) sponsor added.


Mustang FR500S Pace Car

- Repainted with American Childhood Cancer Organization sponsorship.

- Updated to use the new PBR shaders.


Aston Martin DBR9 GT1

- Updated the v6 tires.

- Updated to use the new PBR shaders.

- For this season's GT1 class balancing, we have made the following changes: 7.1 kg less weight.


BMW Z4 GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 20 kg less weight, and diff locking increased from 2 plates to 4.


Cadillac CTS-V Racecar

- Updated the v6 tires.


Chevrolet Corvette C6.R GT1

- Updated the v6 tires.

- Updated to use the new PBR shaders.

- The number plates have been moved from the mandatory_decal to the car_decal so that they can be edited by the end user with custom schemes.


Chevrolet Corvette C7 Daytona Prototype

- The Chevrolet Corvette C7 Daytona Prototype is now available.


Chevrolet Impala Old Class B

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.


Chevrolet Impala-COT

- Updated to v6 tires.


Chevrolet Monte Carlo SS

- Updated to v6 tires.

- Add more rear end ratio options.

- Fixed bug in chassis ballast adjustment.


Chevrolet Silverado - circa 2013

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aerodynamic revisions.


Ford Falcon FG V8

- Changed window logo to the 2015 version of the V8 Supercars logo.


Ford GT

- Updated the v6 tires.


Ford GT GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 23 kg more weight, 1.25% less downforce, and a small reduction in torque over 6750 RPM.


Ford Mustang FR500S

- Updated the v6 tires.

- Opened up the tire pressure range.


Holden Commodore VF V8

- Changed window logo to the 2015 version of the V8 Supercars logo.


HPD ARX-01c

- Updated the v6 tires.


Kia Optima

- Updated to v6 tires.


Legends Ford '34 Coupe

- Updated the v6 tires.

- Updated to use the new PBR shaders.


Lotus 49

- Updated to v6 tires.


Lotus 79

- Updated to v6 tires.


Mazda MX-5 Cup

- Updated the v6 tires.

- Opened up the tire pressure range.


Mazda MX-5 Roadster

- Updated the v6 tires.

- Opened up the tire pressure range.


McLaren MP4-12C GT3

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 10 kg more weight, and greater yaw stability via aero adjustments.


Modified - SK

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Slightly raised center of gravity.

- Adjusted engine efficiency.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.


NASCAR Camping World Chevrolet Silverado

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR Camping World Toyota Tundra

- Updated to v6 tires.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR K&N Pro Chevrolet Impala

- Updated to v6 tires.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR Sprint Cup Chevrolet SS

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Sprint Cup Ford Fusion

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Sprint Cup Toyota Camry

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.


NASCAR Whelen Tour Modified

- Updated to v6 tires.

- Added an 8:1 steering ratio option.

- Adjusted engine efficiency.

- Slightly raised center of gravity.

- Removed minimum stagger limit.

- Fixed bug in chassis ballast adjustment.


NASCAR XFINITY Chevrolet Camaro

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.

- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR XFINITY Ford Mustang

- Updated to v6 tires.

- Updated to match the 2015 rules and contingency decals.

- Updated to the 2015 identity package (headlights, taillights, etc).

- Optimizations to improve framerate, especially at night tracks.

- Updated to use the new PBR shaders.

- The rear windshields now have the driver name stamped on them.

- There is now more variance in which warwagon is loaded for each driver, to give some variety on the pit road.

- Left rear wedge is now adjustable during pit stops.

- Aero revisions.


NASCAR XFINITY Toyota Camry

- The Nascar Xfinity Toyota Camry is now available.

- It has the same physics as the NASCAR XFINITY Chevrolet Camaro, NASCAR XFINITY Ford Mustang and Chevrolet Impala Old Class B, and each car can load and share setups with the others.


Pontiac Solstice

- Updated the v6 tires.

- Opened up the tire pressure range.


Radical SR8

- Updated to v6 tires.

- Updated to use the new PBR shaders.

- Headlights and various other details added to car.

- Optimizations to improve framerate.


Riley MkXX Daytona Prototype

- Updated to v6 tires.

- Rear toe should be measured from 18" wheels, not 13".

- Added estimated maximum speeds in each gear to the Drivetrain tab in the Garage.


Ruf RT 12R AWD

- Updated the v6 tires.

- Increased power steering.


Ruf RT 12R C-Spec

- Updated the v6 tires.

- Increased power steering.

- The rpm gauge has been edited so that redline is at 8500 rpm.


Ruf RT 12R RWD

- Updated the v6 tires.

- Increased power steering.


Ruf RT 12R Track

- Updated the v6 tires.

- For this season's GT3 class balancing, we have made the following changes: 2.5% more downforce.

- Increased power steering.


SCCA Spec Racer Ford

- Updated to v6 tires.

- Slightly increased aerodynamic stability.


Silver Crown

- Updated to v6 tires.


Skip Barber Formula 2000

- Updated the v6 tires.


Sprint Car

- Updated to v6 tires.


Star Mazda

- Updated to v6 tires.


Street Stock

- Updated to v6 tires.


Super Late Model

- Updated to v6 tires.

- Add more rear end ratio options.

- Double the bumpstop length and stiffness.


VW Jetta TDI Cup

- Updated to v6 tires.


Williams-Toyota FW31

- Updated to v6 tires.



Tracks:


Autodromo Nazionale Monza

- Fixed a camera sound bug.

- Removed bump on inside of turn entry of T1 of Junior config.

- Added a bump map for the oval.


Circuit Zolder

- Fixed issues relating to the pit lane exit being too close to other side of track: cars on other side of course showing on F3 black box, unexpected yellow flags, etc.


Daytona International Speedway

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the Road configuration. In particular, the run-off area in Turn 1 now does a much better job of belonging to Turn 1, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming out of the infield, bogus camera switches, etc.

- Fixed hole in grass on entrance of Turn 3.


Five Flags Speedway

- Fixed floating issues on pit road.

- Moved the inside green pit exit cone.


Indianapolis Motor Speedway

- Added curbing to replace cones.

- Fixed the gained time checkpoints in Turns 1-3 of Road and Moto courses.


Oran Park Raceway

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the GP and Moto configurations. This also improves some possible issues with the crossover.


Phillip Island Circuit

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line. In particular, the run-off area in Turn 3 now does a much better job of belonging to Turn 3, avoiding throwing bogus yellow flags and F3 pop-ups for cars coming out of the hairpin, bogus camera switches, etc.


Sonoma Raceway

- Fix track description from NC to CA.


Suzuka International Racing Course

- We have improved race control's knowledge of which parts of the track should map to which part of the racing line for the Grand Prix, Moto, West, and West Chicane configurations. This also improves some possible issues with the crossover.
 

TJP

Member
After some interesting rFactor conversions, ISI have updated Monza to version 2.0

Changelog:
Added Junior layout
Implemented latest RealRoad shader
Applied RealRoad to curb materials
Cleaned up road textures and replaced detail maps
Improved concrete detail map texture set (pitlane, banking)
Improved road wet masks
Reconformed painted stripes and enhanced textures and material
Fixed minor terrain gap
Implemented new terrain shader
Remapped terrain for new terrain shader
Terrain Radiosity pass + manual pass
Reverted all MIP Map bias to default
Optimized road and terrain objects for smoother performance
Optimized fence textures and materials
Optimized billboard vegetation for better and smoother performance
Fixed transparent tree issue at banking T1
Improved and conformed vegetation texture set
Fixed tree and treeline mapping glitches
Reduced flickering vegetation
Applied subtle random vertex colours to vegetation
Slightly enhanced billboard crowd textures
Optimized Armco and fences for smoother performance
Enhanced stone wall normal map
Improved see-through glass textures and materials
Optimized buildings for better and smoother performance
Optimized grandstands for better and smoother performance
Made pit exit lights functional
Fixed score tower logo mapping
Added marshals in banking score towers
Optimized sponsor signs
Optimized trackside light objects
Slightly improved marshal textures
Enhanced and optimized trackside vehicles textures and materials
Optimized LOD and shadow distances on all objects for better performance
Removed virtually all object popups
Repopulated all reflection maps after optimization pass
Tweaked fog values
Removed HDR Profiles
Updated TDF to latest set of values
New loading screens
Added Test Team RRBINs
Updated GDB, includes better movable object reactions
Updated AIWs
New and updated CAMs

DL link: http://www.mediafire.com/download/hk66jw7bf0bljo3/ISI_Brianza_1966-v200.rfcmp
 
I dunno... it's cool to know that it's there, but if it has a massive effect on a 20 min sprint race they've done it wrong. I'm not expecting to notice anything tbh. But I'm keen to try another endurance race.
 

Branson

Member
I dunno... it's cool to know that it's there, but if it has a massive effect on a 20 min sprint race they've done it wrong. I'm not expecting to notice anything tbh. But I'm keen to try another endurance race.

I'm mainly an oval racer on there so I'm just excited at the prospect of possible multiple grooves. Youre right in saying it might not have the biggest difference. I'm curious to see though.
 

Watevaman

Member
Don't have a controller or wheel at my gf's place, so I've been playing GTR2 with just the keyboard on my laptop. Spins, spins everywhere.
 

Megasoum

Banned
I really love the pCARS career but I wish there was a % slider to set how much Invitational you get. I love the concept of getting invites to one off special events but there's just too many of them. At some point I just want to advance my main career!

I know you can skip them but it's annoying.
 
I'm mainly an oval racer on there so I'm just excited at the prospect of possible multiple grooves. Youre right in saying it might not have the biggest difference. I'm curious to see though.

For sure it's a more important feature for ovals, and will work better given the time constraints. On the road side, I think it remains to be seen how dynamic it'll have the time to be.

Are all races going to start on a green track? I don't even know what the plan is.

Also, the build update has been delayed a day. Wednesday now.
 
To answer my own question, a guy on the forums claims races with start roughly 40% rubbered in using data taken from quali and warmup. I'm not sure if the number of people affects that percentage or what. I'd imagine at the very least there's a min. percentage.

It'll be interesting to see where current grip levels fall on the rubbered scale. Is it 40%, and we gain additional grip throughout? Perhaps it's something like 60% or 70%, and races start off below current levels? I guess we'll start piecing it together tomorrow.

In the meantime, watch Billy Bob Lines drive his transit van pickup truck, and try his best to demystify Gateway Motorsports Park.
 

Zeth

Member
Thanks for the heads up - ordered one. Sooner than expected - I thought it'd be closer to the end of "Q4". (still might be I guess)
 
Thanks for the heads up - ordered one. Sooner than expected - I thought it'd be closer to the end of "Q4". (still might be I guess)

I thought the same thing as well.

For me, it's we'll see. Since I already own the electronics on the thing, I have half the mind to stop messing around, and just buy a Sparco or Momo, and a DSD adapter. That way I can get exactly what I want.

I just got a G27 earlier this year and I'm still so close to biting the bullet on a T500.

Thrustmaster just announced a package of the T300 base, the T3PA pedals, and the 599XX wheel for retail $470usd/euro.
 

Zeth

Member
I thought the same thing as well.

For me, it's we'll see. Since I already own the electronics on the thing, I have half the mind to stop messing around, and just buy a Sparco or Momo, and a DSD adapter. That way I can get exactly what I want.



Thrustmaster just announced a package of the T300 base, the T3PA pedals, and the 599XX wheel for retail $470usd/euro.

That's an awesome setup - I built the thing piece by piece over the last year wondering why they were dragging their feet on offering the components in a set or a la carte.
 
Lol, my brain is still working on this. Say money isn't an object; this package or the T500?

Money no object, I think I'd have to differ to someone like Betta Lines who can tell you first hand about the differences in the bases. The pedals, well, you could buy the T3PA Pros in addition for roughly the same retail money, so I'll throw that out. The alcantara rim is obviously nicer, but it's also a little heavier too. The 599 rim is certainly a win overall though.
 

Shaneus

Member
Can anyone confirm this for me? The Thrusty T150 looks like the new G27 equivalent (and cheaper), and has these features:
Compatible with the T3PA and T3PA-PRO pedal sets (Thrustmaster 3 Pedals Add-on)
Compatible with the Thrustmaster TH8A shifter
Correct me if I'm wrong, but adapters can be bought to use the Logitech shifter and pedals with the T300, yeah? Does that mean I should be able to use my G27 shifter and pedals with the T150 (theoretically)?
 
Can anyone confirm this for me? The Thrusty T150 looks like the new G27 equivalent (and cheaper), and has these features:

Correct me if I'm wrong, but adapters can be bought to use the Logitech shifter and pedals with the T300, yeah? Does that mean I should be able to use my G27 shifter and pedals with the T150 (theoretically)?

Yes, their website says those are features.

Yes, but it's not going to be super cheap. $20usd +S&H for the pedals, $30 +S&H for the shifter.
 

Shaneus

Member
Yes, their website says those are features.

Yes, but it's not going to be super cheap. $20usd +S&H for the pedals, $30 +S&H for the shifter.
Oh yeah, I knew they were supported (that's where I got that quote from), the confirmation was more for the adapters, whether they'd work with it. Knowing the shifter works is good enough, but I'm quite fond of my G27 pedals too, and if they're markedly better than the T150's (I'd say they are) then I'd get that adapter, too.

Fake edit: That shifter adapter turns it into a USB device. That probably wouldn't be compatible with PS3/4 then, I don't think.
 

AxeMan

Member
PCars is $42 US on steam which is about $60 Aus dollars.

Is it worth it for that much? The only reason I really would get it is for visitors who want to try out my wheel and race against AI/people as I don't let them race against people in iRacing
 

Ark

Member
A while ago someone posted about having started driving lessons after years of sim racing and saying how surreal it was, or something along those lines. I just had my second driving lesson and apparently my progress is 'excellent' and my route direction is 'superb'.

It feels a little weird to say it, but sim racing for so many years has definitely helped me with this. Obviously I don't want to get carried away (kinda wish I'd been driving sim cars that had clutches instead of open wheel & GT3 cars LOL), but I'm actually enjoying it :)

I genuinely keep looking down to see my shift lights though :lol

---

Question regarding iRacing though: I scanned the new build notes and noticed there wasn't any news about the Nurburgring, do we know when that's coming out? I've pretty much taken a break from sim racing while I wait for the 'Ring.
 
Lol, my brain is still working on this. Say money isn't an object; this package or the T500?
Money no object, T500. It is the more solid piece of hardware all round. However, the T300/TX is superior in some aspects of delivering FFB detail due to the brushless motor and mechanism. It isn't as strong, but it is much more free-spinning. I've seen many people describe the T300/TX as similar in feel to the T500, which I don't understand - they feel very different to me. The T500 is hugely damped (mechanically) compared to the T300 - I'd say you need to apply at least 25% software damping to the T300 before it starts to feel like a T500 with 0% damping. Without software damping the T300 feels more direct, almost like a G27, but also a bit weak and loose. It could be just because I'm used to the T500, but I have to add a lot of software damping when using a T300 to reduce that looseness, but it was also very clear that it is the more communicative wheel.

If you think of the T500 as a Mustang, the T300 is a GT86. The T500 is stronger and faster but vague. The T300 is more nimble and direct but lacks punch.

As for the pedals, the T3PAs feel similar to the T500 pedals on first impression, but the T500 ones are better-built with less flex and more suitable for mods. But the difference isn't as significant as the wheel bases for me.

That probably doesn't help at all, sorry! >_<

PCars is $42 US on steam which is about $60 Aus dollars.

Is it worth it for that much? The only reason I really would get it is for visitors who want to try out my wheel and race against AI/people as I don't let them race against people in iRacing
If you have a powerful machine, yes. It's a great visual showcase and good for a quick race.

Question regarding iRacing though: I scanned the new build notes and noticed there wasn't any news about the Nurburgring, do we know when that's coming out? I've pretty much taken a break from sim racing while I wait for the 'Ring.
Next build I suspect. It was pencilled in for this one so they must have been close to completion. They're showing a work-in-progress version at the Sim Expo next weekend.

Talking of which, the new mag is out, and it includes an interesting piece about iRacing's track building:

http://issuu.com/ebconpublishing/docs/simracer07_-_001-076
 

Effect

Member
I see Project Cars is on sale again. Has anything big happen to the game since it's official release? Big changes introduced in patches? Larger or smaller population? Better controller presets, etc? Anger over Project Cars 2 died down or gotten bigger?
 
I see Project Cars is on sale again. Has anything big happen to the game since it's official release? Big changes introduced in patches? Larger or smaller population? Better controller presets, etc? Anger over Project Cars 2 died down or gotten bigger?
The patches fixed a lot of the major problems. It was, and remains, a solid sim. I'm not sure about controller presets - never had an issue with them. I tried the online briefly recently and it is still well-populated and it seems like the wreckers have reduced in numbers. That's just an impression from some short tests however, and as always it depends on the combos you pick - a GT3 race is more likely to be a destruction derby than a race with the less popular classics. I've had some really great races in the Ford Escort for example. I don't see much anger about PCARS2...
 
Good stuff, BL. Makes me want a T500 replacement with a more powerful brushless motor.

Talking of which, the new mag is out, and it includes an interesting piece about iRacing's track building:

http://issuu.com/ebconpublishing/docs/simracer07_-_001-076

Another great issue!

Highlights:

  • F1 2015 Review (loved the tire physics mini interview)
  • Greger Huttu interview (doesn't appear to have a pretentious bone in his body)
  • iRacing track building tech (Le Mans travel log was great)
  • Sector3 Interview (Some info I hadn't seen before, along with some answers that reinforce a few of my opinions)
  • GTR2 retrospective (love these pieces)
I see Project Cars is on sale again. Has anything big happen to the game since it's official release? Big changes introduced in patches? Larger or smaller population? Better controller presets, etc? Anger over Project Cars 2 died down or gotten bigger?

Several pieces of DLC. Many large patches. Healthy population. Better controller support (from what I understand). Of course, outrage on the internet has a two second shelf life.
 

Dave_6

Member
Money no object, T500. It is the more solid piece of hardware all round. However, the T300/TX is superior in some aspects of delivering FFB detail due to the brushless motor and mechanism. It isn't as strong, but it is much more free-spinning. I've seen many people describe the T300/TX as similar in feel to the T500, which I don't understand - they feel very different to me. The T500 is hugely damped (mechanically) compared to the T300 - I'd say you need to apply at least 25% software damping to the T300 before it starts to feel like a T500 with 0% damping. Without software damping the T300 feels more direct, almost like a G27, but also a bit weak and loose. It could be just because I'm used to the T500, but I have to add a lot of software damping when using a T300 to reduce that looseness, but it was also very clear that it is the more communicative wheel.

If you think of the T500 as a Mustang, the T300 is a GT86. The T500 is stronger and faster but vague. The T300 is more nimble and direct but lacks punch.

As for the pedals, the T3PAs feel similar to the T500 pedals on first impression, but the T500 ones are better-built with less flex and more suitable for mods. But the difference isn't as significant as the wheel bases for me.

That probably doesn't help at all, sorry! >_<

Thanks for the reply! I think just the fact that the T500 is the more solid one is making me lean towards it, plus I like the look of the pedals better. Still isn't an easy decision to make; I like the way my G27 'feels' except for the noisy, grindy FFB. It can also feel a little loose at times though which I'm not crazy about.
 
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