Danish Esport Racing Championship: Actionfyldt sæsonfinale på Spa-Francorchamps

Danish Esport Racing Championship: Actionfyldt sæsonfinale på Spa-Francorchamps

Finalen i Danish Esport Racing Championship blev en actionfyldt affære med en blanding af Danmarks bedste simkørere og topnavne fra den virkelige motorsportsverden.
København, 2. april 2020 – Mens coronavirussen har lagt motorsportsverdenen ned, blev afslutningen på Danish Esport Racing Championship en bragende succes med masser af action og deltagelse fra nogle af Danmarks hurtigste navne fra virkelighedens verden. Mens simkøreren Lasse Bak tog mesterskabspokalen, blev det racerkøreren og European Le Mans-vinderen Mikkel Jensen, der kørte med sejren i sæsonens sidste løb, som blev afviklet onsdag aften.
 
Foruden Mikkel Jensen havde ottende og sidste afdeling af Danish Esport Racing Championship deltagelse af professionelle stjerner som den firedobbelte Le Mans-vinder Jan Magnussen, tidligere ChampCar-kører Ronnie Bremer, Lamborghini-fabrikskører Dennis Lind, Aston Martin-kører og Le Mans-vinder Nicki Thiim, DTC-mester Lasse Sørensen og Formel 3-kører (og Formel 1-håb) Frederik Vesti.
 
Blandt seriens kendte simkørere var Mikkel Gade fra Prologue React E-Sport desuden tilbage på gridden efter en pause, mens Lasse Bak (RS Competition) allerede havde sikret titlen (og dermed også mesterskabspræmien, som bl.a. er en test i en virkelig Ferrari 488 Challenge-racer) i syvende afdeling og derfor valgte at skabe underholdning ved frivilligt at starte som sidste bil i begge aftenens løb – for at se, hvor mange positioner, den nybagte mester kunne nå at hente.
 
Rapport – løb 1:
 
I aftenens første løb startede Martin Christensen fra Sim Performance på en førsteplads og tog starten, og Mikkel Gade fulgte godt med gennem første sving, mens Marcus Jensen (Team Redline) snuppede tredjepladsen. Den første ballade udfoldede sig mod slutningen af første omgang, hvor Lasse Bak – som på det tidspunkt allerede havde hentet 10 positioner – med nød og næppe klarede sig uskadt gennem tumulten af biler. Lasse Sørensen syntes længe at være den af profferne, som klarede sig bedst på sin syvendeplads, men med 12 minutter igen var en anden af virkelighedens racerkørere, Mikkel Jensen, involveret i en hård kamp med Mikkel Søndergaard (sim-performance.com), hvilket endte med, at Jensen måtte en tur ud over græsset.
 
Forrest i feltet var der stadig kamp mellem Christensen og Gade – en kamp, som endte til Gades fordel. På sidste omgang opstod desuden en spændende kamp mellem de tre af de professionelle – Nicki Thiim, Dennis Lind og Frederik Vesti – hvilket sendte Lind i kløerne på Lasse Bak. Dén duel kostede desværre Lind løbet, fordi han kom uden for banen én gang for meget, hvilket udløste en diskvalificering. Oppe foran endte Mikkel Gade med at vinde løbet foran Martin Christensen og Marcus Jensen. Lasse Bak sluttede på en 16. plads – mere end 20 pladser længere fremme, end han startede
 
Rapport – løb 2:
 
I aftenens andet – og sæsonens sidste – løb tog Martin Christensen starten, godt forfulgt at Marcus Jensen (Team Redline). Lykken varede dog kort for de to kamphaner, som fik kontakt på langsiden efter Eau Rouge, hvilket sendte dem begge et godt stykke ned gennem feltet. Med favoritterne ude af spillet overtog Rasmus Busk nu føringen i løbet foran Mikkel Jensen, inden også Nicki Thiim blandede sig helt oppe foran. De første par omgange var mildest talt kaotiske med masser af kontakt og aktion, og blandt andre Frederik Vesti og Jan Magnussen røg ud af kampen, og senere kapitulerede også Nicki Thiim, mens Dennis Lind blev skubbet rundt af en konkurrent.
 
Oppe foran havde Mikkel Jensen taget føringen med Jochimsen lige bag sig, og bag de to var den forsvarende mester, Alexander Lauritzen (Logitech G Altus Esport), der havde overtaget tredjepladsen. Med under ti minutter igen blev kampen mellem Mikkel Jensen og Andreas Jochimsen tæt, og Jochimsen lagde pres på den tidligere BMW-fabrikskører, som dog formåede at afvise angrebene helt frem til målstregen og sikre sejren. Titelindehaveren, Lasse Bak, som igen havde startet sidst i det næsten 40 biler store felt, sluttede på en imponerende 10. plads.
 
Q&A med DERC-mester 2019/2020, Lasse Bak:
 
Q: Lasse, du besluttede dig for at gå efter ‘Last to First’-udfordringen og sluttede på en flot 10. plads i andet løb. Hvad siger du til det?
 
A: Eftersom jeg på forhånd havde sikret mig titlen, besluttede jeg mig for at udfordre mig selv og skabe lidt underholdning, hvilket også endte med at være en sjov oplevelse. I første løb valgte jeg at tage den med ro – man skal trods alt igennem en del trafik – mens jeg gav den meget mere gas i andet løb.
 
Q: Vi ved ikke hvor meget, du opfattede længere nede, men der var en masse action og kontakt i begge løb. Var det noget, du havde forventet?
 
A: Ja, absolut. Det er jo sæsonens sidste løb, og mens nogle har en del på spil, så er der andre, der har intet at tabe og masser at vinde. Det giver altid noget godt ræs.
 
Q: Nu er du jo mester – og tillykke endnu en gang! Kan vi forvente at se dig forsvare din titel i næste sæson af Danish Esport Racing Championship?
 
A: Helt klart. Planen er bestemt, at jeg vil forsvare min titel, selvom det bliver svært at vinde igen. Men jeg håber også, at der kommer til at ske andre spændende ting. Og først og fremmest glæder jeg mig til at indløse mesterskabspræmien!
   
Danish Esport Racing Championship trækker danske motorsportsstjerner til sæsonfinale

Danish Esport Racing Championship trækker danske motorsportsstjerner til sæsonfinale

Jan Magnussen, Dennis Lind, Ronnie Bremer og Formel 1-håbet Frederik Vesti er blot nogle af de topnavne, som onsdag den 1. april stiller op til finalen i Danish Esport Racing Championship.
København, 31. marts 2020 – Mens den virkelige verden står stille og har lammet alverdens sportsbegivenheder, fortsættes kampen i den virtuelle motorsportsverden. Onsdag den 1. april afgøres det officielle danske mesterskab, Danish Esport Racing Championship, og her får det hurtige felt af simkørere som noget helt særligt konkurrence fra virkelighedens racerkørere som Jan Magnussen, Dennis Lind, Nicki Thiim og flere andre.
 
– Coronavirussen har bænket alle racerkørere, og esport giver en oplagt mulighed for at holde formen vedlige, indtil vi kommer ud på racerbanerne igen. Jeg har arbejdet med simulatorer det meste af min karriere, men det har altid været i forbindelse med test- og udviklingsopgaver. Jeg har indtil videre kun deltaget i ét esportløb, og det var i sidste weekend. Og jeg er udmærket klar over, at de unge simkørere er enormt dygtige, så jeg har ingen forventninger om at tage en pokal med hjem. Men det skal nok blive sjovt, lyder det fra Jan Magnussen.
 
Jan Magnussen bliver bare ét af flere topnavne på deltagerlisten, som også tæller Lamborghini-fabrikskøreren Dennis Lind, LMP2-køreren og sidste års ELMS-vinder, Mikkel Jensen, Le Mans-vinder Nicki Thiim, tidligere ChampCar-kører Ronnie Bremer, DTC-vinder Lasse Sørensen samt Formel 3-køreren Frederik Vesti.
 
DERC-finalen bliver afviklet på Spa-Francorchamps, der er blevet valgt ved afstemning på seriens egen Facebookside. Den berømte belgiske Formel 1-bane er mere end syv kilometer lang og bevæger sig gennem 19 sving, hvor de mest berømte er kombinationen af Eau Rouge og Radillion.
 
Forud for finaleløbet er vinderen af Danish Esport Racing Championship allerede fundet, da Lasse Bak fra RS Competition sikrede sig titlen i sæsonens syvende og næstsidste afdeling på Silverstone. Anden- og tredjepladsen mangler imidlertid at blive afgjort.
 

Q&A med Lasse Bak, RS Competition:

 
Q: Lasse, først og fremmest tillykke med mesterskabet! Valget af bane til finaleløbet faldt på Spa-Francorchamps. Hvordan passer det dig?
 
A: Spa er en af de baner, som jeg har mest erfaring med, men dét er jeg ikke alene om. Det er en ekstrem populær bane, så derfor er det også mange andre i feltet, som bliver hurtige. Generelt er Spa en fantastisk bane, som har alt dét, der gør et løb actionfyldt.
 
Q: Magnussen, Bremer, Thiim, Lind og andre elitenavne fra virkelighedens verden vil også være på gridden til onsdagens løb. Du får endda Formel 3-køreren Frederik Vesti med dig som teamkammerat på RS Competition…
 
A: Ja! Det er megafedt, at så mange professionelle racerkører tilslutter sig DERC. Det bliver særligt interessant at køre sammen med Frederik Vesti, som er kommet rigtig langt i virkelighedens motorsport. Vi har en lidt sjov forhistorie, da jeg har kørt lidt gokart mod ham, da vi var små.
 
Q: Efter du tog titlen i seneste afdeling overvejede du at starte sidst på gridden i finalen for at se, hvor langt op, du kunne nå at komme. En ‘last to first challenge’. Er det noget, du har taget en beslutning om at gøre?
 
A: Hmm… Nej, det har jeg ikke. Det bliver svært, fordi Spa er så populær en bane, og derfor vil mange af konkurrenterne være ekstra hurtige. På den anden side gør det bare udfordringen større. Vi må se.
 
Vil man se om Lasse Bak starter sidst – og hvordan de professionelle racerkørere klarer sig mod de erfarne simkørere, så kan finalen i Danish Esport Racing Championship følges på Esport Racings Youtube-kanal fra klokken 20.00 onsdag aften.
 

DERC 2019/2020 – SPA-FRANCORCHAMPS

Onsdag 1. April
19.40 – Træning #1 (30 min)
20.10 – Kvalifikation #1 (2 x omgange)
20.20 – RACE #1 (25 min)
20.45 – Træning #2 (15 min)
21.00 – Kvalifikation #2 (2 x omgange)
21.10 – RACE 2 (25 min)
 
Mere info på www.esport-racing.dk
 
   
Join our iRacing Casual Leagues

Join our iRacing Casual Leagues

ESR iRacing Casual is for every driver that wants to have some fun on a monday night. All cars and classes are beingchosen from votes among the participants. To join the league you must create a racer profile on this website.Remember. It’s casual and it’s all about the fun, practice and getting to know new people.

Monday League

During the Danish Esport Racing Championship Season activities in ESR Casual Monday League is Fixed Ferrari 488 GT3. Track will be decided by the admin.

Thursday League

We are currently running a Porsche Cayman GT4 league. Tracks will be decided by the admin. The league is running for 8 weeks.

iRacing March 2020 Update

iRacing March 2020 Update

New tire model and much more

03.03.2020

 

One of the biggest updates was released for iRacing yesterday and we are big fans of it. Especially the new tire model seems to work very well. Here’s the release notes from iRacing.

This season release includes one new car, one new and a few upgraded tracks, new AI content, tire updates, and even more cars using the New Damage Model! Welcome to iRacing 2020 Season 2!

Some highlights include:
• Porsche 718 Cayman GT4 Clubsport MR
• Homestead Miami Speedway – Indy Oval
• Lånkebanen (Hell RX)
• Texas Motor Speedway – re-built from the ground up!
• Custom Grid Builder
• AI Rosters Upgrade
• New AI Content
• Expansive tire updates
• DNC Cautions
• New Damage Model enabled on more cars
• Guided Weather System
• Dynamic Level of Detail System
• Bass Shaker
• Much more!

Full 2020 Season 2 Release details are below.

 

iRACING BETA INTERFACE – (03.02.25)

 

Custom Grid Builder

– A new feature, the Custom Grid Builder, has been added to the iRacing BETA Interface!
– – The Custom Grid Builder is only available for Hosted League Sessions using the “Practice + Race” event type that are created through the iRacing BETA Interface.
– – If the event requirements are met, the button to open the Grid Builder is accessible via the Track Options step of Create a Race (it is a blue button next to the Track Options header). Or, if you click this button, your Hosted Session will be converted to a “Practice + Race” event type.
– – – When building a Custom Grid, you can choose a League Roster or a past League Session from which to pull participants for the event.
– – – There are several methods available for auto-building and sorting the Custom Grid using the event participants, such as Sequential, Top 10, Name, and iRating.
– – – There is also support for importing the results of past Team Sessions for previous League Seasons.
– – – Once added to the Custom Grid area, each driver can be dragged around to change positions, and each driver features a detailed mouse-over tooltip to help you organize your grid. These details include: iRating, previous finish position, previous car class finish position, Season Points, and current grid position.
– – – You can also view the Custom Grid before purchasing a League Session from the Summary page, and event participants can view the Custom Grid before entering the session from the Summary page.

 

AI Races

– The AI Races section of the iRacing BETA Interface has received an upgrade!
– – This update splits AI Races into two pages: Seasons and Opponent Rosters.

– The Seasons page remains very similar to what existed for AI Races previously. You can view, edit, and run your saved AI Seasons. You can use the buttons on this page to start a Single AI Race, or Create an AI Season.

– The Opponent Rosters page is a brand new way for you to manage, view, and create AI Opponent Rosters.
– – You can sort and filter your Opponent Rosters for viewing ease. Clicking on an Opponent Roster allows you to view or edit it. You can use the buttons on this page to start a Single AI Race, or Create a Roster.

– The workflow for Create a Roster has been updated and consolidated to better correlate to the Create a Race Wizard.
– – First, name your Opponent Roster and decide how many of which cars, and/or car classes you want to include. You can easily change the car number or name of the AI Drivers, and you can add, remove, copy, and drag entrants around to adjust your Opponent Roster quickly.
– – Next, click the dropdown arrow for each AI Driver to customize their Driver Attributes, Paint Car, Helmet & Suit, or Swap Car.
– – – New graphics, tooltips, and copying tools have been added to assist you with adjusting the Driver Attributes for your Opponent Roster.

– Several issues with AI Races have also been fixed, including:
– – Fixed an issue where chrome wheels were not getting saved properly for Opponent Rosters.
– – Fixed an issue where trying to paint an unnamed AI Driver’s car could cause the Paint Shop to crash.
– – Custom Specular Maps are now supported for AI Cars through the Paint Shop. These texture maps can enhance the shine and matte finish of the vehicle.
– – AI Car number settings are now validated correctly.

Teams

– The Teams section of the iRacing BETA Interface has received a top-to-bottom code revision which optimizes the performance, fixes a variety of issues, and adds some functionality that was not correctly carried over from the Classic Membersite.

– New Teams Features:
– – Team owners may now transfer team ownership to a team member if desired.
– – Team search results are now paginated, instead of one long list.
– – Team search results now display different buttons based on your status with that team.
– – When viewing the modal window for an unjoined team, the Apply, Accept Invite, and Cancel Application buttons are now in a new banner area.
– – When registering a Team for Team Sessions, the registration modal will now attempt to load the correct Team Paint when using a Team that has Team Paints for the selected car.

– Fixes for Teams:
– – The Team registration modal window should no longer hide the ability to register a new Team if another team member has already registered one of their Teams.
– – The Teams page no longer has an empty “Tags” filter.
– – You may no longer apply for Teams for which you are already a member.
– – You may no longer invite members whom are already in the Team.
– – Declining a Team invitation now always removes the Team for your Invited Teams list.
– – There is no longer a “Remove Member” button to remove yourself from a Team; you may still leave a Team.
– – Leaving a Team now updates your Teams page properly.
– – Applied and Invited Teams are indicated in your Teams page for both Grid View and Table View.
– – Unjoined Teams can no longer be added to your Favorites.
– – When viewing a Team’s info, clicking on their designated URL should now open a web browser window for you, if the URL is valid.
– – An error message is now displayed if you attempt to register with more than one Team in a Session.
– – Fixed an issue where users were unable to create new Teams while attempting to register for a Session.

Up Next

– Fixed an issue where the registration modal window would open twice when clicking the split dropdown button to Watch a Series Session while in table view.

Current Series

– The default sorting for Series has been changed to: “next available start time of the series race session”.

– Fixed an issue where trying to Watch a user registered for a Season Session from the Entries tab was registering you to Watch the wrong sub-session.

 

Create a Race Wizard

– A warning will now appear when you select a track without lights and the time of day selected includes time after sunset.

Paint Shop

– Fixed an issue where the colors selected for a car number were not being saved properly.

 

Friends

– Resolved an issue where you could not Spectate a Friend who was in a Session for which you could not register.
– – You should now be able to Spectate any Session, regardless of the registration status, as long as the Session allows Spectating.

 

Downloader

– The Downloader will now preselect only the Car(s) and/or Track(s) that are Required when initially opening the Downloader.

– File sizes are now displayed using both “MB” and “GB” labels.

 

Active Connections

– The true race server names are now being displayed in the Connection Information table.

 

Profile Settings

– When enabled, the “Hide Licenses” option should now correctly hide your licenses from the Menu Bar.

– The Profile Settings menu options have been re-ordered.

 

Light Theme

– Resolved a styling issue where the active selection in the “Select a Car” modal window is now darkened for visual clarity.

 

iRACING MEMBERSITE:

– Fixed an issue where Spotters could not register for a Session if there were no available Spectator slots.

– Fixed an issue where Team members who were not license eligible for a Session were only able to Spectate. They may now join the Team in the Session but will be forced into the Spotter role so they can not drive.

 

iRACING SIMULATOR:

Team Events

– Fixed a bug that could cause a user’s license info (SR and iRating) to not be updated after an Official Team Racing Session.
– – This could happen when a user was a member of multiple teams that registered for the session. The race server was properly computing the license updates, but if it computed the license changes for a team on which a user did not participate after computing the license changes for a team on which a user did participate, it would overwrite the user’s changes as “none”.

– Fixed an issue with registering for Team Racing sessions, and how a team’s members get assigned into Open Practice servers.
– – When you register for an iRacing-scheduled Race event far enough in advance, the system internally assigns you to an Open Practice server that is part of the same Race Series. There was an issue in how this was being done for Team racing events that could sometimes cause members of the same team to be assigned into different practice servers. The intent is that all the team’s members should be put into the same Open Practice server. These “other” practice servers were not being properly set up to receive the registrations for the team members, and were rejecting the registrations.

 

AI Races

– The following cars have been enabled for AI Races:
– – Audi RS 3 LMS
– – Dallara F3
– – Porsche 718 Cayman GT4 Clubsport MR

– The following tracks have been enabled for AI Races:
– – Brands Hatch Circuit – Grand Prix
– – Daytona International Speedway – 2007 – Road Course
– – Daytona International Speedway – Road Course
– – Summit Point Raceway – Summit Point Raceway

– AI Drivers have received additional training at the following track configurations:
– – Daytona International Speedway – Oval
– – Nürburgring Grand-Prix-Strecke – Grand Prix
– – Sebring International Raceway – Club
– – Sebring International Raceway – International

– The following adjustments have been made to AI Drivers:
– – AI Drivers should now avoid using brakes on suitable ovals, relying instead on just lifting.
– – AI Drivers overall behavior at Superspeedways has been improved.
– – AI Drivers have improved their understeer driving.
– – AI Drivers have received additional training for exiting pit stalls.

– The following adjustments have been made to AI Vehicles:
– – Tire degradation algorithms have been optimized.
– – Wheel grip changes from tire curing have been reduced slightly.
– – The algorithm for brake heat calculations has been adjusted.

– When running an AI event, the Simulation will now wait for you to exit the car before transitioning from one Session type to the next.
– – The Session should run for up to 10 minutes if you remain in the car. Once you exit the vehicle, the Session type advances immediately.

– AI Rosters now support custom specular maps for car paints.

– Fixed an issue where the “Disable Car Damage” option was not functioning for AI Races.

– Fixed an issue that could prevent you from getting to the “Grid” button if you went into the garage just as the Race Session was starting.

 

Race Control

– The Do Not Count (DNC) Caution laps feature has been re-enabled!
– – Fixed a bug relating to DNC Cautions that was causing two lap timing problems:
– – – At the start of road course races where the pace car crossed the finish timing line before the race went green, cars that had not yet crossed the finish timing line were incorrectly having an immediate first lap crossing scored. This was most easily seen at F1-style tracks where the start line is much further down than the finish line, so it was highly likely the pace car would have crossed the finish timing line before the race went green.
– – – During races with regular Cautions, if a new Caution was triggered right as a previous Caution or start goes green, before the leaders reached the start/finish line, cars in the pits would not get their laps counted.

– Fixed a bug that could cause a Race Server to crash under certain circumstances when Do Not Count (DNC) Caution laps were enabled.

– Fixed an issue that was causing Race Sessions with DNC Cautions enabled to not finish if a Caution came out very late in the Session, or if the Session used a rolling start with a very low lap limit for the Session.

– Implemented some measures to prevent users from unrealistically enhancing their tires’ performance during Qualifying sessions.

 

New Damage Model

– The New Damage Model has been enabled on the following vehicles:
– – Aston Martin DBR9 GT1
– – Audi RS 3 LMS
– – Chevrolet Corvette C6.R GT1
– – Ford GT
– – NASCAR K&N Pro Chevrolet Impala
– – Porsche 718 Cayman GT4 Clubsport MR

– A new scrape system has been integrated into the New Damage Model!
– – This system simulates wear and damage caused from scraping materials, such as a car fender dragging along an Armco, or a glancing blow between two vehicles. The system takes into account the material types of the touching bodies as well as paint or other coverings.
– – – Please note, this new scrape system is not yet active on the Dallara F3, but all other vehicles that have the New Damage Model enabled will display the scrape system.

– Adjustments have been made to how damage states influence car aerodynamics.

– Adjustments have been made to how damaged wheels react to pit stop repairs, and how they are tethered to vehicles.

– Fixed an issue where some collision events were incorrectly being filtered out.

 

Time of Day

– Fixed an issue where flags would fall asleep at nighttime and cease to obey the wind.

 

Weather

– New optional parameters are now available in the iRacing BETA Interface for events created using Specific Weather known as Guided Weather!
– – These parameters control the initial and ongoing variability from the specified weather conditions. These are displayed as percentages where 0 means no additional variability, and 100 is maximum variability. This allows some deviation from the specified weather conditions to occur, but at an amount that is customizable.
– – – The parameters that control Guided Weather are as follows:
– – – – Initial Variability: A setting of 0 yields weather that matches the specified weather at the start of the event. A setting of 100 allows for the maximum shift from the specified weather conditions at the start of the event. You can think of this setting as a measure of how unpredictable the weather is going to be from what is forecast (ie: what you have specified).
– – – – Ongoing Variability: A setting of 0 yields weather that naturally changes very little from the specified weather throughout the entirety of the event. A setting of 100 will allow the weather to change similarly to what you would expect using a realistic weather pattern for the track, or how the “Generate Weather” option already functions.
– – Guided Weather is also available for Hosted Sessions created through the Classic Membersite.

– The prevailing winds direction computations have been updated for clouds.
– – Clouds will now move in the same direction as the Simulation’s wind.

 

Rendering

– New graphics options have been added to allow limiting the maximum number of cars and pit objects rendered in the main view and in mirrors.
– – Reducing the number of objects rendered can improve frame rate when racing with large fields. These settings may be set independently between the main camera and Replays.
– – These settings are located on the “Graphics” and “Replay” tabs of the Options screen, as new drop down lists of presets of combinations of the limits.
– – – These presets control the following settings inside the “RendererDX11.ini” file:
– – – – [Graphics Options]
– – – – – MaxPitObjsToDrawInMirrors
– – – – – MaxPitObjsToDraw
– – – – – MaxCarsToDrawInMirrors
– – – – – MaxCarsToDraw
– – – – [Replay Options]
– – – – – MaxPitObjsToDrawInMirrors
– – – – – MaxPitObjsToDraw
– – – – – MaxCarsToDrawInMirrors
– – – – – MaxCarsToDraw
– – Please note that the pre-existing options, “Max Cars”, specifies the requested number of cars to be transmitted to your client from the race server. These new rendering settings are separate, and indicate which of those cars are to be rendered. Only the cars transmitted to your local client will be available in your session and your replay. So, for best results, set the “Max Cars” setting as large as your connection can handle, so your client is transmitted data for as many cars as possible in the event, and then limit how many are rendered at any one time using the new “MaxCarsToDraw” settings.

– The amount of reflective sparkles seen on car bodies from headlights and stadiums lights at night has been reduced slightly.

– HDR frame buffers are now enabled by default when using the “Class 1” Graphics config.

– Fixed an issue where a glowing tire could sometimes be seen during pit stops.

Dynamic Level of Detail System

– The Dynamic Level of Detail (LOD) System has been replaced with an improved system.
– – LODs adjust the complexity of the objects in the world as the camera changes distance from the objects in order to optimize appearance and performance.

– When the Dynamic Level of Detail system is enabled, you specify a minimum acceptable (target) frame rate (FPS), and the Simulator will automatically adjust the LOD selection to maximize quality while helping your PC better maintain the target frame rate. For instance, if the actual frame rate falls below the target frame rate, the system will automatically reduce the LODs of the cars, characters, track-side objects, pit area objects, track surfaces, walls, and fences to improve your frame rate. Conversely, if the frame rate increases beyond the target frame rate, the system automatically increases the Level of Detail to improve the visual quality of everything in the world. The overall result is a much improved frame rate at the most visually intense spots on track, and a much improved visual quality whenever the frame rate is more than acceptable. The system is highly configurable, and is setup with recommended values by default.

– The new settings for Dynamic Level of Detail can be found on the Options screen. The settings on the Graphics tab adjust the LODs behavior for when the camera is in the car, and the settings on the Replay tab adjust the LODs behavior for when the camera is outside of the car. The settings are as follows:
– – “Dynamic LOD FPS” Target:
– – – This is the primary value for this system, your minimum acceptable frame rate. For instance, if you are using a VR headset running at 90Hz, try setting this value to 90. Or, if you are using VSYNC, try setting this value to the VSYNC refresh rate or just above it. If you are streaming iRacing at 60Hz, try setting this value to 60. Generally, you want to set the target to a low frame rate, the bare minimum you want to maintain, such as 60, 75, or maybe as high as 90 or more for VR. If you set this value very high, and your PC cannot run that fast, it will cause the detail to become very low. In which case, you may want to reduce other settings to help improve FPS and the resulting quality.
– – “Dynamic LOD Cars” and “Dynamic LOD World”:
– – – Each of these settings are drop down lists of presets that will set the Dynamic LOD limits for you. They range from “Max Dynamic” to “Off”. Setting these both to “Off” disables the Dynamic LOD system completely. The “Cars” drop list affects the dynamic objects, such as cars, pit crews, loose car parts, flying cones, etc. The “World” drop down list affects grandstands, trees, buildings, light poles, track surface, etc. The “+/- max” is the best setting to start with, it allows the full range of LOD adjustment, from the lowest to the highest. Other presets reduce the range that the LODs may be dynamically altered from normal, and there are also presets to only decrease detail (never raise it past normal) or to only increase detail (never lower it below normal).

– These options may be manually altered for additional control inside of the “RendererDX11.ini”, in which case the Options screen will show “Customized” for the selected preset. The options are named as follows:
– – [Graphics Options]
– – – LODMinFPSTarget
– – – LODPctDynoMirrorsMax
– – – LODPctDynoMirrorsMin
– – – LODPctDynoMax
– – – LODPctDynoMin
– – – LODPctMirrorsMax
– – – LODPctMirrorsMin
– – – LODPctMax
– – – LODPctMin
– – – LODMinFPSTarget
– – [Replay Options]
– – – LODMinFPSTarget
– – – LODPctDynoMirrorsMax
– – – LODPctDynoMirrorsMin
– – – LODPctDynoMax
– – – LODPctDynoMin
– – – LODPctMirrorsMax
– – – LODPctMirrorsMin
– – – LODPctMax
– – – LODPctMin
– – – LODMinFPSTarget

 

Visual Effects

– Bloom algorithms have been adjusted slightly.

 

Audio

– Support has been added for a new LFE base shaker and sub woofer sound channel. Users can select a sound card and speaker to play low frequency sounds generated from in-game audio and physics. In-Sim users can adjust the overall volume level of this effect.
– – In addition, the mix for each effect can be adjusted in the “app.ini” file as follows:
– – – [BaseShaker]
– – – – enableGameEffects=1 ; Enable game audio based vibrations for base shakers
– – – – enablePysEffects=1 ; Enable physics based vibrations for base shakers
– – – – volGameMaster_dB=-5.000000 ; How much to duck or raise volume of the game audio base shaker effect, in Decibels
– – – – volPhysMaster_dB=0.000000 ; How much to duck or raise volume of all physics based base shaker effects, in Decibels
– – – – volPhysCarBodyAccel_dB=0.000000 ; How much to duck or raise volume of the car body acceleration base shaker effects, in Decibels
– – – – volPhysEngineRPM_dB=-20.000000 ; How much to duck or raise volume of the engine rpm base shaker effects, in Decibels
– – – – volPhysGearChange_dB=0.000000 ; How much to duck or raise volume of the gear change base shaker effects, in Decibels
– – – – volPhysRevLimit_dB=-3.000000 ; How much to duck or raise volume of the rev limit base shaker effects, in Decibels
– – – – volPhysRumbleStrip_dB=-6.000000 ; How much to duck or raise volume of the rumble strip base shaker effects, in Decibels
– – – – volPhysWheelSlip_dB=-2.000000 ; How much to duck or raise volume of the wheel slip base shaker effects, in Decibels

– For the LFE Base Shaker, support has been added for selecting an individual speaker on your sound card for routing our base shaker signals.
– – This allows users to plug there base shaker into the LFE channel on there sound card to isolate it from there other speakers. This channel can only be accessed if your sound card is set to 5.1 surround sound in the Windows Sound Control Panel.
– – – Generally, the LFE channel is unused by any other sound system, effectively isolating the base shaker without requiring a second sound card.

– Dirt debris and kick-up sound levels have been raised slightly.

– Sawtooth curb sounds for external car cameras have been improved.

– Curb and rumblestrip sounds have been updated for open and closed cockpits.

– Impact sounds for carbon-bodywork and tirewalls have been improved.

 

Cameras

– The maximum number of camera groups has been increased to 64, and the maximum number of cameras has been increased to 512.

 

Paintshop

– Several new sponsors have been added to the Paint Shop:
– – Beta UI
– – NASCAR Trackpass
– – Precision Sim Engineering
– – Pro-Sim
– – PT Actuator
– – Pure Driving School
– – Simxperience

 

Controls

– The “Touch/Tilt” settings have been moved from the Sound Tab to the Options Tab.

 

Peripherals

– Support has been added for vibrating pager motors in Fanatec wheel rims and pedals when your car tires lose grip.
– – You can turn off the motor in the wheel by setting the value of joyEnableVibrateWheelWithPedal = 0 in the [Force Feedback] section of the “app.ini” file. You can completely turn off this feature by unchecking “Vibrate pedals” in the Options screen or setting the value of joyEnableVibratePedal = 0 in the [Force Feedback] section of the “app.ini” file. If you use FanaLEDs or another tool to vibrate the pager motor in the pedals you may want to turn off our effect so it does not conflict.

– The “enableG27WheelDisplay” and “enableFanatecWheelDisplay” options in the [Force Feedback] section of the “app.ini” file have been merged together into a new “enableWheelDisplay” option.
– – This better reflects the fact that we support displays on several wheels. Your existing option selection for these former variables has been applied.

 

Voice Chat

– Cleaned up low level handling of voice chat to make sure it is not crackling or delayed in any unusual ways.

 

CARS:

 

Aston Martin DBR9 GT1

– The New Damage Model, including the scrape system, has been enabled for this vehicle!

– Engine cooling has been adjusted.

– Baseline setup has been updated.

 

Audi Quattro GTO

– Fixed an issue where the tachometer needle could clip into the gauge face.

 

Audi R18

– Tire parameters have been updated.

– Engine parameters have been updated.

– Season setups have been updated.

 

Audi R8 LMS GT3

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Vehicle weight has been reduced by 10 kg, and fuel economy has been adjusted.

– Baseline setup has been updated.

 

Audi RS3 LMS

– The New Damage Model, including the scrape system, has been enabled for this vehicle!

– This vehicle is now available for AI Races!

– Baseline setup has been updated.

 

BMW m8 GTE

– Tire parameters have been updated.

– Tire warmer temperature has been increased to 70 degrees Celsius to address cold tire concerns.

– Engine cooling and braking has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Vehicle weight has been increased, and fuel economy has been adjusted.

– Fixed an issue where the pit boxes were ignoring some paint shop parameters.

– In-car engine sound has been improved.

– Bloom parameters for brakelights have been adjusted.

– Baseline setup has been updated.

 

BMW Z4 GT3

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Downforce has been reduced, and fuel economy has been adjusted.

– Baseline setup has been updated.

 

Chevrolet Corvette C6.R GT1

– The New Damage Model system, including the scrape system, has been enabled for this vehicle!

– Engine cooling and braking has been adjusted.

– Pit stop process has been adjusted so that re-fueling must be completed before tire changes may begin.

– Baseline setup has been updated.

 

Chevrolet Corvette C7 Daytona Prototype

– Tire parameters have been updated.

– Engine parameters have been updated.

 

Dallara F3

– The New Damage Model parameters have been improved.

– This vehicle is now available for AI Races!

 

Dallara IR18

– Sound balance and levels have been improved.

 

Ferrari 488 GT3

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling and braking has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Aero drag has been increased slightly, and fuel economy has been adjusted.

– Bloom parameters for brakelights have been adjusted.

– Baseline setup has been updated.

 

Ferrari 488 GTE

– Tire parameters have been updated.

– Tire warmer temperature has been increased to 70 degrees Celsius to address cold tire concerns.

– Engine cooling and braking has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Vehicle weight has been increased.

– Bloom parameters for brakelights have been adjusted.

– Baseline setup has been updated.

 

Ford Fiesta RS WRC

– Season setups have been updated.

 

Ford GT

– The New Damage Model system, including the scrape system, has been enabled for this vehicle!

– Sound revisions and improvements have been made to the engine, transmission, gears, ignition/start, backfires and brakes.

– Baseline setup has been updated.

 

Ford GT – 2017

– Tire parameters have been updated.

– Tire warmer temperature has been increased to 70 degrees Celsius to address cold tire concerns.

– Engine cooling and braking has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Fuel economy has been adjusted.

– Bloom parameters for brakelights have been adjusted.

– Baseline setup has been updated.

 

Ford GT – GT3

– The New Damage Model system, including the scrape system, has been enabled for this vehicle!

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling has been adjusted.

– 2020 Season 2 Balance of Power Adjustments: Aero drag has been increased slightly, fuel economy has been adjusted, and rear wing has been shifted so what was position 11 is now position 9 (this change increases overall downforce).

– Baseline setup has been updated.

 

Formula Renault 3.5

– The ability to adjust perch offset, and spring and shock deflections have been added to the garage.

– Bumpstop engagement height has been reduced.

 

Global Mazda MX5 Cup

– An issue causing grey artifacts in the player license area has been fixed.

 

HPD ARX-01C

– Tire parameters have been updated.

– Season setups have been updated.

 

Lotus 79

– Road Course tire parameters have been updated.

– Season setups have been updated.

 

McLaren MP4-12C GT3

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling has been adjusted.

– 2020 Season 2 Balance of Power Adjustments: Minimum vehicle weight has been increased by 25 kg, fuel economy has been adjusted, and the rear wing has been shifted so what was position 9 is now position 7 (this change increases overall downforce).

– Engine and gear shift sounds have been improved.

– Baseline setup has been updated.

 

McLaren MP4-30

– Baseline setup has been updated.

 

Mercedes-AMG GT3

– Tire parameters have been updated.

– Tires have been updated to provide better performance in high speed corners, especially later in the run.

– Engine cooling has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Fuel economy has been adjusted, and downforce has been reduced.

– In-car engine sounds have been improved.

– Baseline setup has been updated.

 

NASCAR Cup Chevrolet Camaro ZL1

– Aerodynamic parameters have been adjusted to match NASCAR EOS data (drag has been reduced).

– Airflow to the engine has been increased.

– Speeds at Superspeedways are now better scaled with drag reduction.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Branding has been updated for the 2020 NASCAR Season.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Season setups have been updated.

 

NASCAR Cup Ford Mustang

– Aerodynamic parameters have been adjusted to match NASCAR EOS data (drag has been reduced).

– Airflow to the engine has been increased.

– Speeds at Superspeedways are now better scaled with drag reduction.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Branding has been updated for the 2020 NASCAR Season.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Fixed an issue with the reflectivity of the rear windshield.

– Season setups have been updated.

 

NASCAR Cup Toyota Camry

– Aerodynamic parameters have been adjusted to match NASCAR EOS data (drag has been reduced).

– Airflow to the engine has been increased.

– Speeds at Superspeedways are now better scaled with drag reduction.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Branding has been updated for the 2020 NASCAR Season.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Season setups have been updated.

 

NASCAR Gander Outdoors Chevrolet Silverado

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Branding has been updated for the 2020 NASCAR Season.

– Season setups have been updated.

 

NASCAR Gander Outdoors Toyota Tundra

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Branding has been updated for the 2020 NASCAR Season.

– Season setups have been updated.

 

NASCAR K&N Pro Chevrolet Impala

– The New Damage Model system, including the scrape system, has been enabled for this vehicle!

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Fixed a visual issue with the car body normal (surface bump) map.

– Season setups have been updated.

 

NASCAR Truck Series Chevrolet Silverado – 2013

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Steering stability has been increased slightly.

– Season setups have been updated.

 

NASCAR Xfinity Chevrolet Camaro – 2019

– Aerodynamic stability has been updated.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– NASCAR 2020 Season contingency decals have been added.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Season setups have been updated.

 

NASCAR Xfinity Ford Mustang – 2019

– Aerodynamic stability has been updated.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– NASCAR 2020 Season contingency decals have been added.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Season setups have been updated.

 

NASCAR Xfinity Toyota Supra

– Aerodynamic stability has been updated.

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– NASCAR 2020 Season contingency decals have been added.

– Toyota branding has been updated.

– The Level-of-Detail models (LODs) settings have been adjusted to increase the draw distance of this vehicle.

– Season setups have been updated.

 

Porsche 718 Cayman GT4 Clubsport MR

– NEW CAR!
– – The Porsche 718 Cayman GT4 Clubsport MR is now available for purchase!
– – – Few automotive manufacturers are as revered as Porsche, and many drivers will take any opportunity they can get to climb behind the wheel of one of the brand’s iconic vehicles. Enter the 718 Cayman GT4 Clubsport, which combines 425 horsepower of Porsche performance with the nimble, approachable GT4 platform. The result is a highly popular sports car raced the world over, from single-class championships to the multi-class IMSA Michelin Pilot Challenge (where it makes its home on iRacing). Responsive in its handling and a whole lot of fun, it’s easy to see why the 718 Cayman GT4 Clubsport is also popular as a track day car.
– – Add the Porsche 718 Cayman GT4 Clubsport MR to your digital garage, by purchasing it from the iRacing store here: https://members.iracing.com/membersite/member/CarDetail.do?carid=119

– This vehicle is now available for AI Races!

– The New Damage Model, including the scrape system, has been enabled for this vehicle!

 

Porsche 911 GT3 Cup Car (991)

– Level of Detail (LODs) has been adjusted to reduce visual popping as the distance between a camera and this vehicle changes.

 

Porsche 911 RSR

– Tire parameters have been updated.

– Tire warmer temperature has been increased to 70 degrees Celsius to address cold tire concerns.

– Engine cooling and braking has been adjusted.

– 2020 Season 2 Balance of Power Adjustment: Fuel economy has been adjusted.

– Bloom parameters for brakelights have been adjusted.

– Baseline setup has been updated.

Porsche 919 Hybrid

– Tire parameters have been updated.

– Engine parameters have been updated.

– Season setups have been updated.

 

Ruf RT 12R

– (ALL) – Tire parameters have been updated.

– (ALL) – Tires have been updated to provide better performance in high speed corners, especially later in the run.

– (ALL) – Engine cooling has been adjusted.

– (Track) – 2020 Season 2 Balance of Power Adjustment: Minimum vehicle weight has been increased by 25 kg, fuel economy has been adjusted, and downforce has been increased.

– (ALL) – Baseline setups have been updated.

 

Silver Crown

– Season setups have been updated.

Skip Barber Formula 2000

– The New Damage Model scrape system has been added to this vehicle!

– The New Damage Model parameters have been improved.

 

Street Stock

– Season setups have been updated.

 

Subaru WRX STI

– Season setups have been updated.

 

Supercars Ford Mustang GT

– Durability of the body panels and front splitter, as well as the yield strength of the wheels, have been increased slightly to better withstand curb strikes and reduce the likelihood of getting black-flagged after relatively light impacts.

– Fixed an issue where the car number and driver name were displaying backwards on windows when viewed at long distances.

 

Supercars Holden ZB Commodore

– Durability of the body panels and front splitter, as well as the yield strength of the wheels, have been increased slightly to better withstand curb strikes and reduce the likelihood of getting black-flagged after relatively light impacts.

 

VW Beetle GRC

– Season setups have been updated.

VW Jetta TDI Cup

– Engine oil and water cooling have been adjusted to produce more realistic values and prevent overheating.

 

Williams FW31

– The anti-roll bar has been improved to reduce load spikes at high bar wrap.

 

[Archive] NASCAR Cup Chevrolet SS

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

 

[Archive] NASCAR Cup Ford Fusion

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

[Archive] NASCAR Nationwide Chevrolet Impala – 2011

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

[Archive] NASCAR Nationwide Chevrolet Impala – 2011

[Archive] NASCAR Sprint Cup Chevrolet Impala COT – 2011

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

– Some additional elements are now available for customization in the car decals custom paint layer.

[Archive] NASCAR Xfinity Chevrolet Camaro

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

[Archive] NASCAR Xfinity Ford Mustang

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

[Archive] NASCAR Xfinity Toyota Camry

– Tire falloff and wear on speedway and intermediate tires has been adjusted.

[Archive] Riley MkXX Daytona Prototype

– Tire parameters have been updated.

– Engine parameters have been updated.

– Fixed a visual issue with the digital display.

 

TRACKS:

Atlanta Motor Speedway

– (Oval) – Track surface parameters have been adjusted.

– Track branding has been updated for the NASCAR Cup Series.

Auto Club Speedway

– (Oval) – Track surface parameters have been adjusted.

– (Oval) – Pace car stall has been nudged forwards.

– Track branding has been updated for the NASCAR Cup Series.

Autodromo Internazionale Enzo e Dino Ferrari

– A floating light pole has been exiled.

Brands Hatch Circuit

– (Grand Prix) – AI Races are now available here!

– The pit entry and exit checkpoints have been adjusted.

Bristol Motor Speedway

– Track surface parameters have been adjusted.

– Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Charlotte Motor Speedway – 2016

– (Oval) – Track surface parameters have been adjusted.

– Track branding has been updated for NASCAR Cup Series.

Charlotte Motor Speedway

– (Oval – 2018) – Track surface parameters have been adjusted.

– (Oval – 2018 and Roval) – Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Chicagoland Speedway

– Track surface parameters have been adjusted.

Concord Speedway

– Fixed an issue where the grandstands were blocking the TV3 camera.

Darlington Raceway

– Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Daytona International Speedway – 2007

– (Road Course) – AI Races are now available here!

Daytona International Speedway

– (Road Course) – AI Races are now available here!

– (Moto) – Fixed an issue where a non-collidable fence was placed across a portion of the track surface.

Dover International Speedway

– Track surface parameters have been adjusted.

– Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Homestead Miami Speedway

– NEW TRACK CONFIGURATION!
– – A new track configuration, Indy Oval, has been added to this track!
– – – This track configuration utilizes the pit entry road located at Turn 3-4.

– (Oval) – Track surface parameters have been adjusted.

– (Oval) – Pace car stall has been nudged forwards.

Indianapolis Motor Speedway

– (Oval and IndyCar Oval) – Track surface parameters have been adjusted.

– (Oval) – Pace car stall has been nudged forwards.

ISM Raceway

– (ALL) – Pace car stall has been nudged forwards.

Kansas Speedway

– Caution light behavior has been updated.

– (Oval) – Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Kentucky Speedway

– Fixed an issue where each drivers’ war wagon did not correctly align with their pit stall.

Knoxville Raceway

– The scenic cam set has been updated.

Lånkebanen (Hell RX)

– NEW TRACK!
– – Lånkebanen (Hell RX), a rallycross track, is now available for purchase!
– – – Opened in 1987, Lankebanen (commonly called Hell, after the nearby village) became the first asphalt race track in Norway, but its true calling in the motorsport world comes in a discipline of the multi-surface variety: rallycross. The track made its national championship debut two years later, stepped up to the European championship level in 2011, and three years after that, became a part of the first FIA World Rallycross Championship, where it has remained a staple of the schedule ever since. Built on the side of a hill, Hell is notable for its drastic elevation changes. The European-style Joker Lap, which forces drivers to take a longer route, comes at the end of the frontstretch, while off-camber corners keep even the most skilled masters of car control on their toes. It takes the right combination of finesse and muscle to come out of Hell with a checkered flag – but for an unprepared racer, the tiny Norwegian village can often live up to its name.
– – – Lånkebanen (Hell RX) features the official Rallycross configuration run in competition. Additional configurations will be added in the near future.
– – Add Lånkebanen (Hell RX) to your digital landscape, by purchasing it from the iRacing store here: https://members.iracing.com/membersite/member/TrackDetail.do?trkid=358

Las Vegas Motor Speedway

– Track surface parameters have been adjusted.

– (Oval) – Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Martinsville Speedway

– Track branding has been updated for NASCAR Cup Series

Michigan International Speedway

– Track surface parameters have been adjusted.

– Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

New Hampshire Motor Speedway

– Gain time checkpoints have been adjusted to prevent course cutting.

– (Oval) – Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Oulton Park Circuit

– The water shader has been updated.

Phoenix International Raceway – 2008

– Track branding has been updated for NASCAR Cup Series.

Pocono Raceway

– Track surface parameters have been adjusted.

– Track branding has been updated for NASCAR Cup Series.

Richmond Raceway

– Track surface parameters have been adjusted.

– Pace car stall has been nudged forwards.

– Track logos and advertisements have been updated.

Road America

– Crowds should now better face the action.

Silverstone Circuit

– (International) – Fixed a course cut near the start of the hangar straight.

Sonoma Raceway

– Track branding has been updated for NASCAR Cup Series.

Summit Point Raceway

– (Summit Point Raceway) – AI Races are now available here!

Suzuka International Racing Course

– (East) – Fixed a course cut near the Casio Triangle.

Talladega Superspeedway

– Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

Texas Motor Speedway

– FULLY RE-BUILT TRACK!
– – Texas Motor Speedway has been completely re-built from the ground up, and updated for the modern age!
– – – Since it made its debut on the NASCAR Cup Series and NTT IndyCar Series schedules in 1997, Texas Motor Speedway has been a staple of both of America’s premier championships, and it only became more important in 2005 when it received a second race late in the NASCAR playoffs. The 1.5-mile oval is home to everything from Legends cars for young racers just starting out, to multiple dates for each of NASCAR’s top three series and an annual IndyCar race in June. Both Jeff Burton and Dale Earnhardt Jr. scored their first Cup wins here, and Paul Tracy once lapped it at 236 miles per hour in a CART practice session. TMS’ layout resembles the shape of sister tracks Atlanta Motor Speedway and Charlotte Motor Speedway, also owned by Speedway Motorsports Inc. Originally featuring unique dual-angle banking, TMS has received multiple reconfigurations over the years that have changed its character. For 2020, iRacing has re-scanned and fully rebuilt the track from the ground up to give iRacers the most up-to-date experience on one of the most crucial tracks to master in the NASCAR season.
– – Add Texas Motor Speedway to your digital landscape, by purchasing it from the iRacing store here: https://members.iracing.com/membersite/member/TrackDetail.do?trkid=357
– – All Members who had purchased [Archive] Texas Motor Speedway – 2016 at any time in the past will automatically receive this track for free.

Watkins Glen International

– (Cup) – Pace car stall has been nudged forwards.

– Track branding has been updated for NASCAR Cup Series.

[Archive] Texas Motor Speedway – 2016

– This track, formerly named “Texas Motor Speedway”, has been renamed to “[Archive] Texas Motor Speedway – 2016” to make room for the newly updated version.
– – This track is now free, and is part of the iRacing default content.
– – All Members who had purchased this track at any time in the past will automatically receive Texas Motor Speedway for free.

– (Oval) – Track surface parameters have been adjusted.

– Track branding has been updated for NASCAR Cup Series.

 

Danish Esport Racing Championship: Hårde kampe på Bathurst – og flere point til Lasse Bak

Danish Esport Racing Championship: Hårde kampe på Bathurst – og flere point til Lasse Bak

Sjette afdeling af det virtuelle motorsportsmesterskab, Danish Esport Racing Championship, blev som forventet en god blanding af ræs og action – og i sidste ende lykkedes det igen for den mesterskabsførende Lasse Bak at udbygge sit forspring i det benhårde mesterskab.

København, 24. februar 2020 – Trods stærk indsats fra rivalerne lykkedes det igen den mesterskabsførende Lasse Bak at lægge yderligere afstand til sine forfølgere i sjette afdeling af Danish Esport Racing Championship, som blev afviklet på den virtuelle udgave af den australske Bathurst-bane onsdag den 19. februar. RS Competition-køreren tog igen to ud af to sejre i en afdeling, som også bød på dramatiske episoder i det hårde Ferrari-felt.

 

Rapport – løb 1:

 

Aftenens første løb startede med DERC-mesterskabets stærkeste tre i front: Lasse Bak fra RS Competition på pole position foran henholdsvis Martin Christensen (sim-performance.com) og Marcus Jensen (Team Redline). Bak tog starten, og alle Ferrari-feltets biler kom godt igennem det første sving, mens Marcus Jensen måtte se sin tredjeplads blive forvandlet til en tiendeplads i andet sving efter nærkontakt med en anden bil. Mod slutningen af første omgang var der igen action, da Marcus Jensen og Thomas Hjeresen fra MB Racing fik kontakt, hvilket endte med, at begge kørere ramte væggen. På tredje omgang gik det igen galt for Marcus Jensen, som pludselig holdt stille på banen og måtte udgå fra løbet. Mens Bak og Christensen kæmpede om føringen oppe foran, halede Magnus Wasteson (Team Magnus Wasteson) stille og roligt ind, men måtte pludselig overgive tredjepladsen til Andreas Jochimsen (Ronin SimSport), som kom flyvende bagfra.

Længere nede i feltet opstod der ligeledes hård kamp mellem Ole Øster (Sim Performance Gokartworld) og de to kørere fra VG eSport Racing Pro, Mathias Jensen og Lucas Daugaard. Og mens dét stod på, ramte Martin Christensen væggen på ét af banens smalle steder, hvilket betød, at han tabte tid til Lasse Bak og senere til de andre. Christensens bil var så skadet, at han blev nødt til at køre i pit, hvilket sendte Jochimsen op på en andenpladsen og Wasteson til tredjepladsen. På løbets sidste omgang var der skabt stor afstand mellem de tre førende biler, mens der bag dém til gengæld var hård kamp mellem tre biler i form af Casper Henningsen (Burst Esport Riotoro), Mikkel Søndergaad (Sim Performance) og Mathias Wodschow (No Nonsens Racing) – men de endte altså i uændret rækkefølge. Lasse Bak var hele vejen urørlig og vandt således løbet foran Andreas Jochimsen og Magnus Wasteson.

 

Rapport – løb 2:

 

I onsdagens andet løb startede Lasse Bak igen på pole position foran den uheldige helt fra første løb, Marcus Jensen, på andenpladsen, mens Andreas Jochimsen var tredje kører på startgridden. Bak tog starten, og Marcus Jensen fulgte godt med, mens Andreas Jochimsen forsøgte at holde Martin Christensen bag sig – og kun i ganske få minutter, før sim-performance.com-køreren overtog tredjepladsen. Med 15 minutter tilbage af løbet måtte Rasmus Busk (UI1-Positive SimRacing) udgå efter kollision med væggen, og få omgange derefter måtte også Anton Güllich (Racing Factory) kysse væggen på bjerget, så han røg ned på sidstepladsen.

Med ni minutter tilbage af løbet fokuserede kameraerne på en heftig duel om 11.pladsen, hvor Frederik Kjeldgaard Jørgensen forsvarede sin position foran MB Esport Racings Dali Jankovic. Herefter rettedes fokus mod en anden underholdende kamp mellem Mathias Wodschow, Casper Henningsen og Mathias Wasteson – en kamp, som endte med, at Wodschow trak forbi Henningsen, mens Wasteson gjorde alt, hvad han kunne, for at gøre det samme. Da feltet kørte op ad bjerget for sidste gang, begik Henningsen dog en fejl, hvilket betød at Wasteson smuttede op på niendepladsen, mens Frederik Kjeldgaard Jørgensen fulgte efter. Oppe foran var der dog igen ingen, der kunne påvirke Lasse Bak, som atter snuppede en suveræn sejr, mens Marcus Jensen tog andenpladsen og Martin Jørgensen endte på tredjepladsen.

 

Lasse Bak, RS Competition – sluttede P1/P1:

 

– Jeg er vildt glad lige nu! Det er fantastisk at vinde begge afdelingens løb – og så elsker jeg simpelthen bare Bathurst. Jeg er rigtig glad for, at jeg fik pole position i begge løbene og mit mål var at lægge god afstand til feltet i begge løb. Og mens det ikke rigtigt lykkedes for mig i det første løb, så gjorde det i det andet. Banen var meget glat i det første løb, hvilket var en ny oplevelse for mig og betød, at jeg kom til at give bilen for meget gas. Det var nok vejrforholdene og varmen i banen, der gjorde, at jeg var hurtigere i andet løb. Med hensyn til mesterskabets næste to afdelinger vil jeg naturligvis gøre alt for igen at sikre førstepladserne. Men grundet mit store forspring kan jeg nu skrue lidt ned for nerverne. Foreløbigt har mesterskabet været en suveræn oplevelse for mig, og jeg vil gerne takke RS Competition og min familie, som altid følger mig i løbene.

 

Andreas Jochimsen, Ronin SimSport – sluttede P2/P4:

 

– Jeg er meget tilfreds. Bathurst gav mig to gode løb, akkurat som Barcelona gjorde i sidste afdeling. Det føles godt at være relativt stabil i top-fem. Bathurst er en hård bane, og der er ikke råd til at lave fejl, for så ender man i væggen med en ødelagt bil. Det er en bane, hvor man enten er god eller dårlig – og jeg kan godt lide den, fordi den er så stor en udfordring.

 

Med løbene på Bathurst har DERC-sæsonen nu overstået seks ud af otte afdelinger. Næste afdeling køres den 11. marts på en bane, som bliver valgt ved afstemningen ugen inden på ESR’s Facebook-side.   

 

 

Danish Esport Racing Championship indtager Bathurst: Klar til sjette runde

Danish Esport Racing Championship indtager Bathurst: Klar til sjette runde

Sjette afdeling af det virtuelle motorsportsmesterskab, Danish Esport Racing Championship, afvikles onsdag aften, hvor det stærke Ferrari-felt besøger en af de mest udfordrende racerbaner i verden.

København, 17. februar 2020 – Det blev til et tæt kapløb mellem Silverstone og Mount Panorama Circuit (i folkemunde kaldet Bathurst), men i sidste ende løb den australske racerbane med sejren i afstemningen om, hvor sjette afdeling af Danish Esport Racing Championship skal afvikles. Den bakkede, kurvede og generelt udfordrende australske Mount Panorama-bane fik nemlig 58 procent af stemmerne.

Bathurst er en 6.213 meter lang bane, som med sine 23 snævre sving og massive højdeforskelle skiller sig meget ud fra andre racerbaner. Bjerget, som banen snor sig på, hedder Mount Panorama, mens den nærliggende by hedder Bathurst – og dér har man så forklaringen på de to navne.

Danish Esport Racing Championship indtager banen med sit store felt af Ferrari 488 GT3-biler, hvilket bliver interessant, da netop Ferrari de senere år har været et stærkt mærke på den australske bane. Der er ydermere en dansk forbindelse til Bathurst, fordi Allan Simonsen længe var indehaver af banerekorden, hvilket blandt andet har betydet, at pole position-trofæet er opkaldt efter den afdøde dansker.

Hvem der ender med at få det virtuelle Allan Simonsen-trofæ onsdag aften vides ikke, men et godt bud kunne være Martin Christensen fra sim-performance.com eller den mesterskabsførende Lasse Bak – og de kørere har ESR taget en kort snak med…

 

Q&A med Martin Christensen, sim-performance.com:

 

Q: Martin, hvad er dine forventninger til Bathurst?

A: Jeg har det okay med Bathurst på trods af, at det ikke er en af de baner, som jeg er stærkest på. Den er altid superfed at køre på, uanset hvilken bil, du sidder i.

Q: Der har været en del kontakt mellem bilerne i de seneste afdelinger DERC-mesterskabet. Forventer du endnu mere action på en snæver og udfordrende bane som Bathurst?

A: Umiddelbart ikke. Folk har stor respekt for Bathurst. Man er hurtigt ude af løbet, hvis man oversatser, hvilket nok vil have den effekt, at kørerne holder lidt igen.

Q: Du har været ret uheldig på det seneste og tabt en del point i forhold til Lasse Bak, mens Marcus Jensen begynder hale ind på dig. Hvad er dine forventninger til resten af sæsonen?

A: Min sæson er langtfra forløbet som håbet. Jeg er blevet frataget point – efter min egen mening både selvforskyldt og uforskyldt – men jeg vælger at tage det som erfaring og en vej til at blive bedre. At Marcus er kommet tættere på mig mesterskabet ser jeg kun som en positiv ting. Nu er der mere på spil i sæsonens sidste løb, hvilket giver mig træning i at håndtere et øget pres. Jeg er stadigvæk ret ny i simracing, så bare dét at kunne ligge blandt de tre hurtigste i et dansk mesterskab er fedt, uanset udfaldet af løbene.

 

Q&A med Lasse Bak, RS Competition:

Q: Lasse, de seneste afdelinger har været præget af action og kontakt mellem bilerne. Tror du også, at onsdagens løb bliver spændende på dét område – eller vil deltagerne holde lidt igen?

A: Jeg har sat mine forventninger ret højt til dette løb, fordi jeg har en del erfaring med banen og føler, at jeg har en god fart. Men det er også en bane, som er nem at fejle på, og fordi at løbet er så kort og alle kører helt til kanten, tror jeg bestemt, at det bliver et løb med spændende øjeblikke.

Q: Hvordan har du tænkt dig at gribe det hele an, hvis du skulle befinde dig i en situation, hvor du ikke nødvendigvis kan føre løbet fra start til slut, som du har gjort i mange af de andre løb?

A: Hvis jeg ikke kommer til at sætte pole eller tage starten, vil jeg nok tage den med ro i begyndelsen af løbet. Efterhånden som løbet udvikler sig, vil jeg forsøge at lægge pres på den forankørende for at få ham til at lave en fejl, som jeg kan vinde en placering på.

Sjette afdeling af Danish Esport Racing Championship flages grønt onsdag aften klokken 20.20 og igen 21.10, og både træning, kvalifikation og løb kan følges direkte fra Esport Racings Youtube-kanal og Facebook-side.

 

DERC 2019/2020 – Mount Panorama Circuit

Onsdag 19. februar

19.40 – Træning #1 (30 min)

20.10 – Kvalifikation #1 (10 min)

20.20 – RACE #1 (25 min)

20.45 – Træning #2 (10 min)

20.55 – Kvalifikation #2 (10 min)

21.05 – RACE 2 (25 min)

 

Livestream via ESR facebook og youtube.