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Splošna debata - iRacing


mAxL

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Jaz sem začel šlajfo resneje probavati v AC,ko še ni bila skenirana. Naredil sem ogromno kilometrov,ker sem si zadal cilj,da se jo naučim na pamet. Potem je prišla skenirana in sem ugotovil,da se jo moram naučiti popolnoma na novo. Bile so nekakšne grbine,določeni odseki popolnoma drugačni od tiste od Snoopy-ja,ki jo je konvertal iz ne vem kod v AC. No,ko sem nekako naštudiral skenirano,sem postavil svoj osebni rekord z BMW Z4 GT3. No,ko sem začel voziti po tej peklenski progi v iRacingu sem ugotovil,da je razlika kot dan in noč. Pa ne,da bi bila ona iz AC slabo narejena. Ne,dirkališči sta seveda popolnoma enaki. Tudi nekaj grbin se spomnim,da so enako v AC,kot v iR,kar je seveda logično. Razlika je v fiziki dirkalnika,v sencah,ki padaja z dreves na asfalt,ki drastično spremeni grip dirkalnika,veter,temperatura ozračja,oblačnost... ja,vse to vpliva na dober hiter krog.

Da pa o dirki z cca 56. vozniki na štartni liniji sploh ne razpravljam. Po cca 10.krogih na tem dirkališču se počutiš zelo majhnega za volanom. Je igra živcev,spretnosti in tu pa tam moraš malce norca iz sebe spustiti,ko se praviš prehitevati v Flugplatz zavoju. 

Komaj čakam,da odfuram 24h na tem dirkališču.

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Danes odpeljal prvo GrandAM dirko z mixed class. Moram rečt, da sem si naredu celo paniko - preden joinaš session piše, da je 50 min. Potem grem not, nalijem cca 15 litrov več bencina kokr se mi je zd

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Omg. 10 krogov???. To pa še jaz, ko že 13 teden zapored ob koncih tedna odpeljem 2 do 3 urno Nascar dirko dam kapo dol.

No, ta teden me čaka Charlott Speedway, ki pa je menda blizu štirih ur:roll:.

Uredil - mancSLO
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Silicij in ostali ki lahko tako hitro peljete po šlajfi kapo dol. Za enkrat sem še daleč od dikre. Imam občutek, da bom rabil 2 tedna, da bom relativno solidno odpeljal. Ne vem, če se bom udeležil dirke BES ta teden.

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Ne vem, če ste opazili par detaljev v promo video od Imole. Po novem avti pobirajo prah, kamenčke,... tudi iz steze in to leti po zraku. Ko pade na tla tam tudi ostane in ne zgine. To zna biti prvi stranski učinek "dirt" projekta.

Poleg tega mogoče RUF GT3 dobi novo notrajno grafično podobo. Neki sem zasledil.

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2016 Season 3 schedule voted on by the community. 

Some items to note: 

Ruf Cup is now open setup 
There is a new Ruf GT3 series that is fixed 
The Ford GT will move into the GT3 class and replace the Ruf track. This will not show up on the pdf until the 13th week. 
The Prototype and GT challenge is back with the HPD, Ford GT, and GT1 cars. 
The IMSA series is now the Vette DP, German GT3 cars, and Ruf CSpec. 
Radical is back as a stand alone series. 
Verizon INDYCAR series is an open setup road series with both oval and road races. 

 

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Kevin Bobbitt, Director of Marketing at iRacing, confirmed the news to Road to VR.

“We are excited to continue our support of VR hardware. We were one of the first titles to support the Oculus Rift DK1 so it’s natural that we would continue with support for the CV1. We are in the final stages of testing and plan to add support when we release our quarterly update next week. Once we finish this project we’ll be evaluating other VR hardware as well.”

http://www.roadtovr.com/iracing-oculus-rift-support-arrives-next-week/

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Povzetek (meni) zanimivih S3 release notesov:

Dynamic Track 

- Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts with the tires to affect grip and accumulation of debris on the tires. 

- The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the track surface state to be seen immediately.

PopcornFX 

- All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce along the surface instead of passing through the environment. 

Tires 

- Improved the effective tire grip calculations related to marbles and dust on track. 

Oculus Rift 

- Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus 1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator

Peripherals 

- A new feature, called "forceMap," has been added. By adding a file named, "forceMap.csv" to your [documents]\iRacing\ folder you can remap your racing wheel's force output to make it more linear. See the threadhttp://members.iracing.com/jforum/posts/list/3482238.page for more details. 

Autodromo Enzo e Dino Ferrari 

- NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack steeped in history. 

 

Še celoten Release Notes (ogromen):

http://members.iracing.com/jforum/posts/list/3485144.page

Bravo IR. Iterirajo fantje. Me zanima kako se bo ta FFB izboljšava poznala na G27, saj je narejena prav za izboljšat low-end volane. Po moje bomo tudi na road sceni dobili piškotne iz dirt scene. Tisto z dynamic track je že prvi tak znak.

Uredil - MarkoP
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@MarkoP Če sem jaz prav razumel, dynamic track ni v iRacingu zaradi #DIRTCONFIRMED ampak je ravno obratno - ker jim je uspelo narediti te dynamic track pogoje, so razmišljali, če bi isti principi delovali na dirtu... Le ta naj bi bil za probat proti koncu leta

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@Matjaž Murn, @edgeslo seveda. Dynamic Track projekt je v teku že ene dve leti. Z #DIRTCONFIRMED delujeta v tandemu. Recimo slednji se ukvarja z akumulacijo terena in kanalčki, ki jih ustvarja kolo, ko pelje po blatu. In take stvari bodo prenašali na road sceno. Recimo zapeljal boš po pesku. To se bo na pesku poznalo, ker bo nekaj peska zletelo na stezo in bo tam tudi ostal. Dynamic track, je bil prvotno mišljem kot dinamično spreminjanje gripa zaradi gume in temperature. Sedaj dodajoajo še smeti, pesek in podobno, kar nekako izvira iz DIRT-a. 

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