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Обновление iRacing - третий сезон 2013 года


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http://members.iraci...st/3203196.page

 

Tuesday 23-Jul-2013 1400 UTC -- Вторник 23.07 18:00 - 22:00 МСК

 

The new season's build will arrive next week on Tuesday July 23rd baring any unforeseen glitch happening between now and then. Please note that anything in these release notes will not be available until Tuesday, even if the release notes sound like they are in present tense.

 

Там столько всего, что засунул под спойлер.

 

Вкратце и основное:

- протесты можно подавать с сайта

- в течение нескольких недель будет версия под MAC

- на всех трассах конусы будут сбивающимися

- Reflap car - я так понял, что это обещанные призраки

- можно задавать параметры погоды в хостед-сессия и оффлайне

- теч трэк Long Beach

- поддержка Oculus Rift

- Lotus 49, Skip Barber и Street Stock получат NTMv5

- Монреаль

 

 

Website:

 

Leagues Page

 

 

Members

 

- League admins can assign members a nick name

 

- League admins can assign members a car number

 

 

League Info

 

- League admins can tag their leagues with keywords and other pre-set filter options under the

Set League Filters button. This information allows members to find leagues through filtering

and is a complement to finding leagues via name search.

 

- Admins can create a comma-separated list of keywords from a drop-down or enter new keywords

which will be saved for use on other leagues. The Save button needs to be clicked for keywords

to take effect.

 

- Keywords can be removed from the list, thereby, disassociating the league from those

keywords.

 

- Checked pre-set options are saved or removed immediately as the admin clicks on the

checkboxes. This allows members who are filtering for leagues to see leagues in real-time as

admins make their changes.

 

 

League Directory

 

- Next Page and Previous Page buttons are working.

 

- A new Filters button was added. This brings up a form allowing members to search for leagues

via pre-set filter options and keywords. This compliments the league name search option.

 

- Members can create a comma-separated list of keywords from a drop-down and/or select from

pre-set filter options. If filtering with keywords only, the member must click on the Done

button to set the filter.

 

- Clicking on the pre-set filter options immediately filters the list of leagues as options

are selected/unselected. The list of keywords are automatically used in combination with the

pre-set filter options.

 

The filtering is persisted until the member clicks the Reset Filters button or clears cookies

from the browser. This allows the member to view details of/join the filtered leagues without

losing the filtered list, even through multiple sessions.

 

 

Preferred Car Number

 

- Has been changed to allow for three digits

 

 

File a Protest

 

Filing protests can now be accomplished by clicking "File Protest" in the header of the member

site. Fill out the appropriate information, and submit. In some cases, you WILL have a time

limit to get these protests into the system.

 

You will be emailed a notice of receipt of the submission. These protests will be sent to the

iRacing.com Appeals Board, and the appropriate measures will be taken to resolve them. This

new system will help us utilize a more orderly way of resolving problems and issues, as well

as keep you informed of the situation as it progresses.

 

 

Downloading Software

 

The page that allows you to download the iRacing software just got smarter. It will now offer

an appropriate download option for the operating system you visit it with, as well as offer a

choice of alternate download options, if that's needed. The page has also been updated to be

friendlier and easier to use. Check it out at

http://members.iraci...r/noservice.jsp

 

- At this time there is only the PC version of software available. The Mac version will be

released in the next few weeks.

 

 

Awards

 

- Consistent Finish awards were added. These awards are given for finishing 2, 5, or 10 races

at your own iRating or higher. There are awards for both road and oval, for a total of 6 new

awards. These awards are not retroactive.

 

 

Race Guide

 

- Improved the performance of the Race Guide

 

 

Full Grid Control for League Racing

 

- When configuring league races you now have the option to configure the grid in advance

rather than relying on a qualifier. To do so you should select the new league session type

“Open practice + race”. The session is configured exactly the same as other sessions except

you will now see a link to “Click here to configure your field and grid”. This session type

is the only one that allows you to configure the grid because all of the other configurations

either don’t have a race component or have a qualifier component that will determine the grid.

 

- When you select “Open practice + race” you will see a “Click here to configure your field

and grid” link. When you click on the link you will see the “League Session Grid Builder”

user interface.

 

- Similar to tournament session grids, configuring a league session grid is a 3 step process:

 

Load drivers into the race field. You can load all league drivers, all league drivers who

participated in a prior race in the same season, or individual league drivers selected from a

list.

 

Move drivers from the race field onto the grid. You can drag and drop drivers or use one of

the grid algorithms to set the grid automatically. When loading drivers from a prior race the

system will use that race’s finishing positions to determine a position for this race.

Additional drivers will be slotted behind drivers who participated.

 

Click Done to save the grid.

 

As with tournament sessions you have the option to drag and drop racers on the grid. This

gives you total flexibility to set the grid exactly as you want it. For example, let’s say

you are using a sequential gridding algorithm to pull racers from your most recent league

race. Let’s also say that one of the drivers did something and the league administrator has

issued a penalty that the driver should start at the back of the field. After applying the

sequential algorithm you can drag the driver from the top spot to the back of the field.

 

It is possible to create the session without setting the grid. This should allow people to

configure their entire season in advance and configure the grid prior to each race. If you

don’t set a grid the session will allow any league drivers to enter and the grid will be set

by iRating

 

The grid is presented as a two-column list that supports dragging and dropping drivers to

change their position in the grid. In oval-racing terms the left column is the inside lane

and the right column is the outside lane. Each grid position is presented as a rectangle with

the driver’s name. The current row and grid position of the driver is shown in a box to the

left of drivers in the left column and to the right of drivers in the right column.

 

A current limitation of the system is that there is no way to delete the grid. At the moment

the only way to delete a grid after you have saved it is to cancel your session and recreate

it.

 

 

Simulation:

 

 

Teams

 

A prior build added the ability for your teammates to become your "crew chief" (though only

one at any given time). Doing so allowed them to make "black box" changes to request

adjustments at the next pit stop.

 

This build introduces the ability for your teammates to help out with setting up your car in

the garage. Apply whatever term fits your mental model for this; possibly "head mechanic",

though internally we call this person the "garage editor". As with the crew chief, any of

your teammates can take-on and give-up the garage editor role at will, but only one person may

claim that role at any given time.

 

You can envision visiting the garage screen as picking up a clipboard that has the team's

setup sheet on it. In order to make any changes, you need to request that you become the

team's "garage editor", and that the team's car be physically put into the garage, where the

mechanics can flail away at it with tools, and the effects of any updates can be measured.

You do this by clicking the green "edit" icon near the upper-right corner of the garage

screen. If you are the only person on your team that is connected to the session, the "edit"

button is automatically clicked for you. If the icon is gray, then the car is forbidden from

being placed into the garage (generally after a race session starts).

 

While the car is in the garage, the [Drive] button on the session screen will be disabled, and

will be shown as [Garage], instead. The helmet and name of the person that is adjusting the

car is displayed on the garage screen to all the team's members. All of the teammates can see

the changes the garage editor is making to the car's setup each time the setup finishes "tech

inspection". Many changes tech quickly and are automatically sent, but some require the

[Apply] button to be clicked, or for the [Apply] to be automatically executed.

 

All changes to the team's car setup are tentative, and will only be committed when the garage

editor clicks the garage screen's [Done] button. Clicking on this button relinquishes the

garage editor role, and physically releases the team's car from the garage with the latest

changes applied to it. The garage editor can discard any changes they've made and revert to

the team's car as it entered the garage by clicking [Cancel], the "edit" icon, or [X] to close

the garage screen, and then confirming that the changes are to be thrown away. Discarding the

changes from having clicked the "edit" icon or the [X] will also give up the garage editor

role.

 

The garage editor has access to all of the car setups that iRacing includes, any setups they

have stored locally, and any setups that have been "shared" by other users in the session.

They do not have access to setups stored on the disks of other team members. If a particular

member of your team has a setup you wish to use, let them become the garage editor so that

they can load it, and then hit [Done] to apply it to the team's car. Any other team member

can then make additional changes to that setup.

 

No one on the team will be allowed into the garage screen until the team has a car setup.

When the team's driver first connects to the session, their last-used setup is loaded and

applied as the team's car setup (unless this is a fixed-setup race, in which case the

appropriate fixed setup is used, instead).

 

To prevent the loss of any changes you might be making to the car's setup near the end of a

session, you can continue to edit your team's setup across session transitions (for example

from practice to qualify, or qualify to race). Except in fixed-setup sessions, where your

garage editor status is revoked, and the "preferred" or "mandated" setup for the session is

forced onto the car.

 

The garage editor can exit the garage with a setup that fails tech inspection, but the driver

will not be allowed into the car until the setup is modified so that it passes tech.

 

 

Collidable Cones

 

- All cones at all tracks are now collidable.

 

 

Reflap Car

 

- The Splits/Delta system has been expanded to be able to show a transparent car representing

your currently selected reference lap. We call this a Reflap Car.

 

- By default the Tab key cycles through the modes, including Off. The key can be remapped in

the Options screen. First time into the sim we default the Reflap car to being on. There are 6

reference lap modes:

 

Off

 

All-time Best Lap - Your fastest lap ever recorded

 

All-time Optimal Sector - your fastest sectors even if they were not part of the same lap

 

Session Best Lap - best lap this session

 

Session Optimal Sector

 

Session Last Lap - the last lap you drove

 

- The Splits/Deltas function in all modes, but the Reflap car is only viewable in Testing or

Time-trial events.

 

- The UI will hide itself as you enter the grid to start a race, but tapping the Tab key will

make the UI visible again.

 

- The transparency of the Reflap car is adjustable via an app.ini setting:

 

[Graphics]

reflapCarTransp=0.350000 ; Set level of transparency for reference lap car.

 

- There is a hotkey to toggle the display of the ReflapCar, the default keypress is ctrl-c.

 

- There is a Reflap car button in the delta time window, that if clicked toggles the Reflap

car.

 

 

Weather

 

- You can now control some weather parameters for Hosted sessions and off-line Testing. There

is no rain.

 

- Temperature, from 65°F to 90°F

 

- Humidity, from 0% to 100%.

 

- Humidity is combined with fog - continuing up past 100%RH, you can select a fog level from

1% (light fog) to 100% (heavy fog). Note that the maximum fogginess level is far beyond what

any race organizer would consider to be "safe" conditions under which to race - especially at

a fast race track. You should experiment with your desired fog level in testing sessions

before creating a hosted session using such conditions. 25% is probably a good real-world

safe level of fog in which to race.

 

- Wind speed, from 0MPH to 30MPH

 

- Wind direction, specified as "from which direction is the wind blowing?", with 8 selections

on the compass.

 

- Cloud cover. "Clear," "Partly Cloudy," "Mostly Cloudy" and "Overcast."

 

- You can choose to specify the temperature in either °F or °C. You can choose to specify the

wind speed in either MPH or KPH. Regardless of how the session's host specified them, the sim

will display the values in the units you've chosen in-sim.

 

- You can also choose "Realistic" weather. The sim will randomly choose weather conditions

that, on average, meet the conditions that we specify on a track-by-track basis. The values

that are randomly chosen will have the same limits as listed above. Weather conditions can

vary slightly during the session (the temperature can change, and the wind can be variable).

Note that wind gusts can go over the 30MPH max. At a night event, the realistic setting will

bias towards lower temperatures and higher humidity than a daytime event.

 

- All official iRacing sessions continue to use the usual iRacing Default weather conditions.

But, we have changed the iRacing Default weather to now be "Partly Cloudy", where in the past

it used to be "Clear" even if you saw a cloudy sky. This change will result in the track

temperature being a couple of degrees cooler, which will produce a subtle difference in lap

times and tire feel.

 

- Cars will drive differently as the weather changes. You may find that you need to alter your

setup to get the most out of the car under different weather conditions.

 

- Whenever you join any session, the sky (which defines things like the sun position, lighting

conditions, reflections, and shadow angles) will be chosen at random to match the selected

cloud cover setting.

 

- Cars turn on their headlights on foggy days.

 

 

Tech Tracks

 

- Tech Tracks are essentially tracks that, for one reason or another, are unfinished iRacing

tracks but are to the point of being driveable.

 

- For a track to be considered a Tech Track, the track is not on our current production list

to complete. We may someday complete a given Tech Track, OR NOT. We are making Tech Tracks

available because of the many requests we get from real world drivers and members.

 

- Tech tracks will not ever be put on a schedule for official series. However they can be

used for testing or private sessions. They will include race control and grid boxes and can

be used for private or league racing.

 

- The standard license fee of a Tech Track will be US$5.

 

- A Tech Track is what it is, and we will not be actively updating the track in any way unless

we decide to fully finish it. If we do finish it, we will take the tech track away and issue

iRacing credit for the purchase price to any member who purchased it. Again, do NOT buy a

tech track with the assumption it will someday be finished.

 

- Tech tracks will not be part of any volume discount purchase program like the 100% club.

 

- Settings are available in renderer.ini to override the dimensions and density of the laser

scan dots. We recommend using the default values, but if you experience poor performance when

rendering laser scans it may help to reduce the point sizes or density. PointSizeMM specifies

the physical width of each dot in world space (in millimeters) – dots far away will render

smaller than points near the camera. PointSizeMax specifies the upper limit of how big of a

dot will be rendered on screen (in pixels), and PointSizeMin specifies the size of the

smallest dot to be rendered on screen (in pixels). The MaxLaserScanVidMem setting specifies

how much video (GPU) memory may be used (at most) to contain the laser scan, lowering this

value will reduce the density of dots.

 

[Laser Scan]

MaxLaserScanVidMem=128 ; Max scan density to load into vidmem (32

to 128 MB)

PointSizeMM=90 ; desired physical point size width (mm): 1

to 120

PointSizeMin=2 ; min point size in screen pixels (1 to 15)

PointSizeMax=8 ; max point size in screen pixels (1 to 20)

 

 

Pit Macros

 

- Add new pit service text chat macros. Parameters include:

 

#help - print help message

 

#clear - unselect all request for service

 

#ws - use up one tear off to clean the windshield

 

#fuel - Add fuel. Optionally specify an ammount to add, defaulting to your displayed units if

not specified. (#fuel 5, 5g[allon], 5l[iter], 5k[ilo], etc)

 

#lf - replace left front tire. Optionally specify the pressure, defaulting to your displayed

units if not specified. (#lf 30, 30p[si], 30k[pa])

 

#rf, rr, lr - same as lf but for the other three tires.

 

- Add in 5 new text chat macros, and populate them with reasonable defaults for pit service.

The new macros default to keys shift-1 to shift-5.

 

- Renamed chat macro 0 to 10, this will break any custom macro already defined for that slot.

 

- Added an option to turn off the automatic request for full pit service every time you exit

pit road. The default is to leave this behavior active, just like it was previously. The

setting can be found in app.ini [Pit Service] autoResetPitBox=1, setting it to 0 turns off the

auto check behavior.

 

 

Oculus Rift

 

- Added preliminary support for the Oculus Rift VR Headset Development Kit.

 

Follow the instructions of the dev kit to install it as either an extended desktop monitor

(recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible

inside the Rift). The resolution for the dev kit monitor should be 1280x800.

 

When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog

box will prompt you if you want to use the Rift. If the simulator does not properly detect the

Rift, try configuring it differently on the PC.

 

Centering the Rift: When the simulator first launches, the 2D loading screen image will

appear (as usual), about a meter way from the view point. While on the loading screen, hold

your head straight and level, and press any key to re-center the head tracking. Any time

after loading completes, such as on the replay screen or while driving, you may use the

assignable hot key (options screen, default is ‘;’) to re-center the head mounted display

(HMD). You may want to assign this command to a button on your wheel, to make it as easy as

possible to re-center if necessary.

 

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC

is recommended to prevent tearing, but many report less latency and better tracking with it

disabled.

 

Multisampling is supported with the Rift. The number of samples per pixel is specified in the

graphics options screen (AA #samples) and is applied to the Rift’s display if supported on

your GPU.

 

The user interface screens now pan (to a limited extent) with head tracking. This allows

navigation of the garage and options screen within the Rift. It also allows the black boxes

and other driving UI to be viewed while driving. This is a work in progress.

 

In general, achieving higher frame rates is very important when using the Rift. Reduce

graphics quality as necessary to achieve low latency head tracking.

 

There are several new options located renderer.ini related to the Rift as follows.

 

[Oculus Rift]

CorrectYaw=1 ; Enable magnetic yaw correction

CorrectPitch=1 ; Enable gravity based pitch correction

UsePrediction=1 ; Enable motion prediction

PredictionTimeMS=20 ; How many milliseconds to use during prediction

ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics

options settings

PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking

 

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the

setting from the options screen only for the Rift. We don’t currently set this option by

default because it increases controller lag and head tracking latency on some PC's.

 

The CorrectYaw and CorrectPitch settings, when enabled, use the Rift’s magnetometers (for

yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift

accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift

(using the hotkey) a magnetic calibration will automatically begin – the calibration will

automatically complete after the headset is rotated over a large enough range (it helps to

look around after initiating the calibration).

 

 

Garage

 

- The sim now monitors the performance of its "real time" thread. The "garagePhysicsSpeedup"

entry from app.ini has been removed, and the sim will now dynamically adjust how aggressively

it runs the physics while in the Garage. If you have a slow computer, and you used to have

the garagePhysicsSpeedup tweak set to 1, it could have caused the sim to drop out of real

time, causing clock smashes, lots of skew, and probably any replay recorded while you're in

the garage to be bad. Now, if you have a fast computer, the physics will settle more quickly

in the garage. If you have a slower computer, it will take longer, but the sim won't drop out

of real time while you're in the garage.

 

 

Replay

 

- Added a volume level adjustment for overall replay volume vs driving volume (eg: Hall of

Fame can turn down the volume level coming from non-driving pods). App.ini only so far, no UI.

 

 

[Audio]

loudnessReplay=0.0 ; Volume adjustment for overall replay volume versus driving volume in dB

 

 

Controls

 

- Default Fanatec display to on, now that it has been stable for a while.

 

- Request all forces to start every tick to resolve certain FFB issues.

 

 

Telemetry

 

- Dump the garage tire measurements to telemetry so members no longer need to enter garage to

log data. We only update the data every time the garage takes a measurement.

 

- Fix a small bug that caused a telemetry variable to not be unregistered properly when the

car was reinstanced.

 

 

iRacing API

 

- Added support for chat and pit script control to remote api

 

- Add support for remote pit control to session display (so the crew chief can use automated

tools).

 

- Include the additional weather related info in the irsdk output.

 

 

Voicechat

 

- Fix potential sim crash when keying up voice chat.

 

- Add a mic VU meter to the voice chat UI cluster.

 

- If you attempt to transmit and someone else is speaking on your transmitter's frequency, a

"no microphone" icon will be displayed to you, indicating to you that you are not being heard.

When the server takes the frequency away from the other person and gives it to you, this

indicator will be removed, so that you know others are now hearing you.

 

 

Graphics

 

- Allow the FPS display (system meters) to work on the session screen during replays.

 

 

Bump Drafting

 

- Reduced bump friction to help reduce hooking bumpers while drafting.

 

 

UI

 

- Add new app.ini setting which, when enabled, stops the UI from reappearing when the iRacing

window gains focus or is clicked on.

 

 

[Graphics]

KeepUIHiddenonfocus=0

 

 

Options Screen

 

- Re-arranged many of the tabs. Most key definitions have been moved into a single tab with a

scroll bar.

 

- All hotkeys can now be reassigned, including the replay controls.

 

- Fixed a bug in the code that generates the "Your control is assigned to this device" string

for "two sided" controls, like Look Left/LookRight, when the control is assigned to a single

two-sided axis. It likely would have said something like "Dev 0 Axis 3 <<" instead of "Dev 0

Axis 3 <>".

 

 

Helmets

 

- Stamp iRacing logos over the top of helmet license stripe.

 

 

Tire Model

 

- Fixed a bug that would allow the tire carcass to move too rapidly as it passes through zero

deflection. This helps the tires to feel less twitchy.

 

- Fixed a bug in the temperature calculation that helps the over-the-limit feel.

 

 

Cars

 

- Added Lindblad chassis sponsorship.

 

 

ABS

 

- Updated the ABS algorithm on all our ABS cars for less jarring force feedback.

 

 

Chevrolet Corvette C6R

 

- Damaged cars no longer have the dash and interior door panels disappear.

 

 

Chevrolet Impala Class B

 

- The track bar split rule instituted at the beginning of the season has been withdrawn.

 

 

Chevrolet SS-Gen6

 

- The track bar split rule instituted at the beginning of the season has been withdrawn.

 

- Fuel load is now adjustable in the garage for practice only.

 

 

Ford Falcon V8 Supercar

 

- Fixed an aerodynamic drag bug that could occur if ride heights got into places that were

outside of the aerodynamic map's limits.

 

 

Ford Fusion-Gen6

 

- The track bar split rule instituted at the beginning of the season has been withdrawn.

 

- Fuel load is now adjustable in the garage for practice only.

 

 

Kia Optima

 

- Fixed a problem where the telemetry reported incorrect fuel levels.

 

 

Lotus 49

 

- The Lotus 49 is now available, and is using the Version 5 Tire Model.

 

 

Radical SR8

 

- Added a kph label on the digital dash.

 

- Updated external engine sounds.

 

 

Silver Crown

 

- Updated external engine sounds.

 

 

Sprint Car

 

- Updated external engine sounds.

 

 

Skip Barber Formula 2000

 

- The Skip Barber car is now using the Version 5 Tire Model.

 

 

Street Stock

 

- The Street Stock is now using the Version 5 Tire Model.

 

 

Tracks

 

 

Circuit Gilles Villeneuve

 

- Now available.

 

 

Long Beach Street Circuit

 

- Now available as a Tech Track.

 

 

South Boston Speedway

 

- Racing at night is now available.

 

 

Lanier National Speedway

 

- Racing at night is now available.

 

 

Irwindale Speedway

 

- Added a Figure 8 configuration.

 

Ссылка на комментарий
Монреаль это здорово. Предлагаю внести этот этап в чемпе на Киа

Хотите опробовать :popcorn:стену чемпионов? :lol:

 

Классная трасса. Наконец то ещё что то знакомое.

Как я понимаю ещё изменяют алгоритм АБС, может пропадет это дребезжание на Г25-27 и не придется постоянно менять значения в файлике....

ну и много интересных плюшек ещё)

Ссылка на комментарий
Простите конечно, но что такое NTMv5? New tires model v5?

новая модель шин версия 5, но только будет на нескольких автомобилях

- Lotus 49, Skip Barber и Street Stock получат NTMv5
Ссылка на комментарий

интересно будет провести гонку на том же себринге - на L49, ночью, со сбивающимися конусами и в тумане :laugh:

 

Парни, Вы будите это все переводить на русский?

если на выходных будет время - переведу

Ссылка на комментарий
интересно будет провести гонку на том же себринге - на L49, ночью, со сбивающимися конусами и в тумане

Уже представил выпрыгивающий на меня из ночного тумана конус :strah: .

Ссылка на комментарий

Парни, Вы будите это все переводить на русский?

если на выходных будет время - переведу


Дотошный перевод тут явно не нужен, по-моему. Вольный перевод:

 

 

Изменения на сайте

 

Лиги

- Админы могут присваивать участникам никнеймы и номера машин

- Админы могут приписывать теги к своей лиги, чтобы пользователи могли искать лиги не только по названию

 

Номера машин

- Теперь можно указать свой предпочтительный номер на машине из 3 цифр, а не из 2

 

Написание протеста

- Вверху сайта будет кнопка для протеста. В некоторых случаях у нас будет ограниченное время, чтобы написать протест.

- Нам пришлют имейл, что протест принят. Его рассмотрят и накажут виновных. Также нас будут извещать о ситуации с протестом.

 

Скачивание софта

- Страница с инсталяками будет умнее, добрее и проще. Будет сама определять операционку и многое другое. http://members.iraci...r/noservice.jsp

- На данный момент доступна версия только для Windows, через несколько недель будет готова версия для Mac OS.

 

Ачивки

- Новая ачивка за постоянство. Эта награда будет даваться за 2, 5 и 10 гонок подряд, где ваш iRating не изменится или повысится. Эти награды будут как на роудах, так и на овалах, т.е. в итоге 6 новых ачивок.

 

Race Guide

- Оптимизировали производительность страницы

 

Полный контроль стартовой решётки в лигах

- Перед стартом гонки в лиге можно будет расставить гонщиков как угодно. Просто перед стартом новой сессии “практика + гонка” надо будет кликнуть на ссылку “Click here to configure your field and grid”. Появится “League Session Grid Builder”.

- Единственный косяк текущей системы состоит в том, что нельзя отменить сохранённые изменения. Если допустили ошибку, но уже нажали Save, то надо прекращать сессию и создавать всё заново.

 

 

Симуляция

 

Команды

- Для гонщика теперь можно быть не только споттером, но и крю-чифом, т.е. пока один сидит за рулём, другой может вносить изменения, которые произойдут на питстопе.

- Вообще теперь в гараже только один человек может изменять настройки машины. Скажем, я подключился к гонке, со мной в эту же сессию крю-чифом подключился мой товарищ. Я в настройках не разбираюсь, говорю своему товарищу, какую машину хочу по поведению, он её настраивает. В это время доступ к настройкам для меня закрыт, соответственно на трассу выехать я тоже не могу, пока он не закончит с настройками.

 

Конусы

- Все конусы на всех трассах теперь можно сбивать. Как это влияет на внешний вид машин и на аэродинамику остаётся только догадываться.

 

Reflap car

- На текущий момент, нажимая кнопку табуляции у нас появлялась только полоска вверху с отрывами. Теперь же будет ещё и машина-призрак, как это было во многих других гоночных играх.

- Всего будет 6 режимов:

  1. Выкл.
     
  2. All-time Best Lap - Свой лучший круг вообще
     
  3. All-time Optimal Sector - Свой лучший сектор вообще, даже если вы его показали не на лучшем круге.
     
  4. Session Best Lap - Лучший круг в сессии
     
  5. Session Optimal Sector - Лучший сектор в сессии
     
  6. Session Last Lap - Предыдущий круг в сессии

- Эта система работает во всех режимах, как и сейчас, но сама машина-призрак будет видна только в тестовых сессиях и тайм-триалах.

- Интерфейс этой системы исчезнет, как только вы встанете на стартовую решётку. Но нажав Tab, он опять вернётся.

- Степень прозрачности машины-призрака можно будет менять в файле app.ini, по дефолту reflapCarTransp=0.350000

- Саму машину-призрак можно убрать, оставив дельту как и сейчас. Хоткей Ctrl-C.

 

Погода

- Теперь можно выставлять некоторые параметры погоды в хост-сессиях и в офф-лайн тесте. Хорошая шутка: офф-лайн тест в iRacing. Дождя нет.

- Температура от 65 градусов до 90 по Фаренгейту (18.33-32.22 по Цельсию)

- Влажность от 0 до 100%.

- Влажность комбинируется с туманом. Туман можно выставить от 1% (слабый туман) до 100% (хардкорный туман). Просят учесть, что максимальные показатели - для самоубийц, никакой организатор не даст добро на проведение гонки при таких условиях. Намекают на 25%, это больше всего похоже на реальные условия.

- Скорость ветра от 0 до 30 миль в час (0-48 км/ч)

- Выбор из 8 позиций на компасе, с какой стороны будет дуть ветер

- Можно выбрать количество облаков в небе

- Можно выбрать “реалистичную” погоду. Симулятор рандомно выберет погодные условия исходя из тех же ограничений. Температура и ветер могут немного изменяться по ходу сессии. Однако порывы могут быть быстрее 30 миль в час. В ночных сессиях “реалистичная” погода будет делать чуть более холодную температуру и большую влажность, чем в дневных сессиях.

- Все официальные сессии iRacing будут использовать дефолтные погодные условия. НО теперь по дефолту будет чуть больше облаков на небе, поэтому температура на трассах будет чуть ниже привычного, что опять приведёт к изменению времён на круге и чувстве резины.

- Машины будут чувствоваться по-разному в зависимости от погодных условиях. Очевидно, что прийдётся подкручивать настройки.

- Машинки включают фары при тумане.

 

Tech Tracks (далее Тек трассы)

- Тек трассы по сути - трассы, которые по той или иной причине ещё не доделаны, но на которых уже можно ездить.

- Ещё раз напоминают, что Тек трассы ввели по просьбе реальных гонщиков, чтобы те могли практиковаться.

- Тек трассы никогда не появятся в календаре официальных серий. Они могут быть использованы только в тестах или хост сессиях.

- Стандартный ценник для Тек трасс - $5

- Тек трасса - это тек трасса. Она никогда не будет обновлена. Когда iRacing выпустит завершённую версию трассы, тек трасса будет изъята, а всем её купившим будет подарено $5 iRacing кредитов. Ещё раз, НЕ ПОКУПАЙТЕ Тек трассу в надежде, что в один прекрасный день она обновится до полной версии.

- На Тек трассы не распространяются никакие скидки, по $5 за трассу для абсолютно всех.

- Можно будет повозиться с размерами и плотностью точек лазера на трассе в файле renderer.ini

 

Макросы на питстопе

- Добавили новое чат-окошко для макросов.

#help - выводит хелп-сообщение

#clear - отменяет все запросы

#ws - отодрать плёнку с лобового стекла, чтобы стало чистым

#fuel - добавить топливо. Дополнительно указать сколько добавить, в зависимости от ваших настроек (#fuel 5, 5g[allon], 5l[iter], 5k[ilo] и т.д.)

#lf (левое переднее), #rf (правое переднее), #rr (правое заднее), #lr (левое заднее) - поменять указанное колесо. Дополнительно можно указать давление (#lf 30, 30p[si], 30k[pa])

- Можно назначить это всё на хоткеи shift-1 - shift-5. Можно отменить “полный сервис” по дефолту при каждом заезде на питлейн.

 

Oculus Rift

- тут без комментариев, вряд ли у кого-то он есть, т.к. в свободной продаже его нет. Но как только появится, думаю, 3 монитора перестанут быть трендом. Окулус рифт - прорывная штука. В симуляторах с ним будем как рыбы в воде.

 

iRacing API

- Добавили поддержку для удалённого пит-контроля, т.е. крю-чиф может через софт управлять вашими питами

 

Голосовой чат

- Если вы хотите что-то сказать, но уже кто-то другой говорит, вы увидите иконку “no microphone”, которая показывает, что вас никто не слышит. Такое в принципе и сейчас происходит, просто никому никакая иконка не показывается.

 

Графика

- Во время повторов можно включить окошко с показателями FPS и др.

 

Бамп-драфтинг

- Убавили частоту, чтобы бамперы не так резко касались друг друга

 

Окно настроек

- Многие табы переделали, большинство настроек были перемещены на один таб со скролом.

- Все хоткеи можно поменять, включая управление повторами.

 

Модель покрышек

- Исправлен баг, который позволял каркасу покрышки двигаться слишком быстро. Это исправление сделает покрышки менее нервными.

- Исправлен баг в расчёте температур. Теперь можно будет почувствовать, когда вы переходите предел.

 

Шлемы

- Логотипы iRacing поверх полосок лицензий

 

Машины

- Добавлен спонсор Lindblad

 

ABS

- Обновили алгоритм ABS на всех машинах, где он есть. Теперь хруст форсфидбека должен остаться в прошлом.

 

Остальное касается изменений в машинах и трассах.

 

Gen6 Cars

- Можно выставлять количество топлива, но только в практике.

 

Kia Optima

- Исправлена проблема, из-за которой в телеметрии были неправильные показатели топлива.

 

Lotus 49

- Всё равно не верю, будет использовать 5-ю версию модели покрышек.

 

Radical SR8

- На цифровой панели добавили показатель скорости в км/ч

- Обновлены внешние звуки

 

Silver Crown и Sprint Car

- Обновлены внешние звуки

 

Skip Barber Formula 2000 и Street Stock

- Как и Лотус использует новую версию модели покрышек.

 

Доступен Circuit Gille Villeneuve.

 

Доступен Long Beach Street Circuit в качестве Тек трассы.

 

В South Boston и Lanier теперь можно ездить ночью.

 

А в Irwindale добавили конфигурацию в виде восьмёрки.

 

Ссылка на комментарий

Наконец наступит финал попсовой демонизации этой старой таратайки и займутся уже какой-нибудь не менее прилично посовой бээнвэ. :popcorn:

Ссылка на комментарий
а не планируются новые болиды F1?

Нет пока.

Не особо популярны они в Ир из за сложности. Вот и этот, выше написали, ацки сложный будет...

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