In my last blog entry I had talked about how I’m not too fond of the cold weather. To prove to all of you that I’m a man of my word, I was on a beach in the Pacific for the last 10 days. At least this is what I told my boss as the reason I had to be gone last week, but let’s keep that between you and me… I’ve been thinking about blogging this week on why it is acceptable to have a beer at any hour when on vacation, but I was reminded that I had also promised to give you an update on development, which, because I am a man of my word, I will do instead. As a silent protest, I will be consuming an adult beverage as I write this…
We have made a lot of progress on the spotter and the testing on this has gone extremely well so far. I have not heard any complaints at all about listening to the Aussie Greg Hill as the spotter and crew chief, but as I mentioned in my previous blog you will be able to create your own samples to use instead. We will eventually have a more elegant way to change between spotter and crew chief packages, but for now this is how it will work...
First, your files need to be saved in the following format: PCM, Mono, 5.512Khz, 8 bits per sample. Second, there is a specific list of files that the sim looks for; you can replace some or all of these, but you cannot (yet) add additional files. Once you have placed your new samples in the directory the sim will use your samples instead of the ones we supply. Don’t worry; we will have a well documented process on how to do this when the new build is released.
I can also confirm that the open practice functionality will be done for the start of next season. It’s really slick and I hope it will become the place that people “hang out” now instead of on the forums or in chat. This is basically how it will work…
Each open practice session has a limit of how many drivers can be on track at the same time. When the track is full, nobody else will be able to join the session until someone else withdraws. Also, each open practice session’s entry list is currently limited to a total of 64 unique drivers. Once the entry list has become full, only drivers who were previously in the session, and therefore already in the entry list, can re-join it.
Whenever a new driver enters the session, your computer will generate the several textures and helmet images that make up that driver’s paint selections. When this new entry comes out on track you might see him for several seconds in a white car or with gray helmet images in the user interface. Once your system finishes creating their textures and helmet images, their proper paint schemes should appear.
One very cool feature the web team has developed for the open practice servers is a new popup window that shows the current drivers that are registered for the selected open practice session. The popup can be seen on the home page’s new “What's Hot” open practice widget as well as on the session selection page and it is deployed by mousing over a helmet icon that is displayed to the right of each open practice session.
I mentioned that we will have a new “What’s Hot” for the open practice sessions but we will also have a new design for the “What’s Hot” section that will now be a widget that includes more useful information such as the starting time, the track, and the type of session.
Grant has made a lot of progress on race control since my last blog, but as always, I will neither confirm nor deny that this work will be done in fear of suffering the wrath of the mostly evil Mr. Reeve.
I will tell you that as of right now local yellows AND blue flags are in limited testing. I am sure this will be a hotly debated topic in the forums but the blue flags are informational only. In qualifying if you are on your out lap and someone who has finished their out lap is close behind you, a blue flag will appear in the top left corner of the screen. In a race session if anyone who is about to lap you or is multiple laps up on you is close behind you, you will see the blue flag.
We have made terrific progress on the replay system and this will definitely be in our next rollout. The web site is used to filter, sort and otherwise navigate the saved replays, as well as to play them. Replays are saved within your My Documents\iRacing\replay folder. You may create subdirectories within there either from within the sim, or from Windows itself, and save/load replays from those directories as well.
You will be able to add saved replays from other users to this folder, and the web site will see display them and allow you to play them. You must own and be up-to-date on all of the content used by a replay file in order to watch that replay. For example, if a replay contains a Radical being driven at Sebring, you must own and have up-to-date versions of the Radical and Sebring.
We have done some physics work and have a lot more we would like to get wrapped up for the final build. The Silverado's suspension has been markedly improved, but this means old setups are only marginally useful now. The main difference is the perch heights--they are all always 0" or negative. If you load an old setup, be sure to change the 4 perch offsets or you won't be able to leave the garage. The motion ratios are a bit different as well, so spring and bar rates will have to change. Coil bind setups can be made (and they work!) The ride height minimums have been raised to 5", as that is more in keeping with real-life rules (and it helps keep the truck off the ground).
We have also started testing the Impala SS which we are getting a lot of positive feedback on. I put up a 200 lap race at Vegas for the guys to test the other night and our lead testing coordinator Chris Weidner told me it was the best race he has ever participated in and many other of the guys said the same thing. As always what we have complete when it’s time to ship this car will never be a finished product. Dave is already thinking about a significant update to his tire model that should be a dramatic improvement on what is already a great model.
Dave and Ian have also done quite a bit of work improving the Late Model (and eventually the Silverado and Impala) for use on the road courses. The Late Model now has an option to attach the left side of the sway bar which makes it possible to create a roadable setup. No ballast changes are implemented yet, however, so it is still fairly spooky turning to the right.
For what may be a cruel tease on the licensing side of things, we are getting very close to being able to announce a handful of SIGNIFICANT deals we are working on that I think will be incredible for all of us. For those who have been asking for more tin-tops, I will tell you that I expect to be signing one of those significant contracts that will put at least three in the development queue.
One contract that we have signed on the technical side of things that we plan on implementing this year is the Akamai IP Acceleration technology. Akamai is a very big partner with us in that they handle all of our data distribution which is why our content is delivered very efficiently whenever you download a new build or package from us. We have used Akamai from day one for this, but the new piece of technology we are going to incorporate should make everyone’s connections to our race servers even better than they are now. The general idea is that Akamai is going to figure out what the optimum path through the internet for you to connect to our race servers is so you will always have the best connection possible. We hope this will especially help improve all of our international customer’s online experiences. Chris Page is going to do a blog post on this in the next few weeks that will go into more detail on how it will work.
Okay, my adult beverage is empty and my hands are cramping… I think I have written enough for this blog. As always, we will be doing everything we can to add as much as we can into the next build. I expect that we will be releasing this build during the 13th week of the current season which is the last week of January.
Good luck to everyone in the final weeks of your championship battles.
Steve
Let me start off by apologizing for the long delay since my last blog post. Things have been very busy over here for me the last two months and I have been traveling more than I usually do so my writing time has been limited. I hope I can make up for this by telling you a few stories from my travels, share a few pictures and give you some updates on development and other projects I have been working on. As you are all aware by this time I am not a fan of our cold winters up here in the Northeast so I was thrilled to head south for the Daytona 500 weekend in February. I was lucky to get a chance to spend some time with some of our professional iRacing drivers such as Dale Jr, Marcos Ambrose and Brad Keselowski while I was there which is always a treat. The 5 and 88 Nationwide cars will be running an iRacing sticker on their B-pillars for the entire season as a kind gift from Jr so I hope everyone will be rooting for both machines. Jr was kind enough to send along some extras to me so the first 5 people to comment on my blog will get one, so make sure your address is correct in our system. If you would like to see what it looks like I have posted a picture of it in my media section. The icing on the cake for my Daytona weekend happened quite unexpectedly. After the race ended I got a text message from iRacing employee Dave Moulthrop (who moonlights as a credentialed photographer at NASCAR events) that the boss was in victory lane celebrating Matt Kenseth’s victory. I headed over to victory lane and after Dave used his muscle to get me over with him in the press section we got John’s attention to congratulate him. Much to my surprise John said, “come on, lets get your picture taken with the trophy”, to which I responded to by jumping the fence and joining him and his fiancé for the latest picture to go on my personal wall of fame. It is also in my media section. My next journey took me to Las Vegas for another NASCAR weekend. This trip was intended to be one last fun weekend with the boys before my bundle of joy arrives in May and it turned out to be a little fun and a little work. We did a great demo on Saturday night at the Stratosphere where we had the sim running on two motion simulators brought by the CXC guys. I brought a third machine which I used to broadcast the racing action to the Stratosphere’s massive marquee display on the side of the building. I did not have high expectations on how the screen would look considering I had to output the software at a 632x312 resolution but surprisingly it looked great. You could see this marquee from miles away so I am sure it must have looked very cool and I have also posted a picture of this. All in all it was a fun trip with some great memories from a very much sleep deprived weekend. I need to thank my wonderful wife for being so kind in letting me have fun with my friends and never complaining when we got 12 inches of snow while I was gone leaving her to shovel and unbury our cars all the while being very pregnant. Now for some updates on development which is what you probably hoping for anyways and are now irked at me for having to read everything I have written so far! We have a few massive projects we are currently working on that will not be ready for the next major build, but one is worth mentioning now. We are deep into development on bringing private leagues to our service in a way that will hopefully maintain the integrity of the overall service. I will focus a blog post on this topic further down the road when we are prepared to reveal more details on how this will work, but I think we are well on the way to adding an exciting new feature to our service. It has been our intention all along to remove resets once we have the damage repair and towing features complete. It does look unlikely at this point that these two items will be finished for this next season but I can confirm that we will have the ability to make resets available by series. Starting next season we will be eliminating resets in Class C series and up. Patience and respect for your fellow driver will be very important next season… We really have not had a chance to touch our netcode in some time so we have started exploring several ways to improve it. We have mentioned this before but we are making great progress on implementing the Akamai IP acceleration technology and hope to have this in the next major build. We have a larger announcement coming soon that will touch on this and other latency related topics. I am happy to announce that we have hired another Vehicle Dynamics Engineer and we have immediately thrown him into the fire and have him working on the Spec Racer Ford. Eric Hudec joins us from what was formerly known as Petty Enterprises where he was a Race Engineer. We are obviously excited to be adding someone with Eric’s experience to our team and he should bring a lot to the table, particularly on the oval side of the service. We hope to have the SRF ready for the start of next season and we are doing everything we can to also try and get the Nationwide version of the Impala SS ready as well. We are also making great progress on the Corvette C6.R and the Lotus 79 as well, but I don’t expect those to be completed until this summer. We have also hired a new software engineer to try and speed up the rate that we are turning out features for you and his name is David Tucker. David is already churning out work and has completed a project already that will hopefully be of great use to real world race engineers in being able to use our track data in their simulation tools. David is currently taking a look at our replay cameras to try and make some improvements in how we show you the action. One of the most popular requests we have received and something I know I have told you we are working on is the addition of Paypal to our service. At this time we are in testing stages of this code and it does look like it will be ready to be incorporated for the start of next season. We do apologize in the delay for getting this feature to you but unfortunately this is not a plug and play item with the way our service works. I am sure everyone has already seen the news that we are adding a club logo option to the cars for next season. We are also trying to get work done at the same time to add sponsor packages. These will be sponsors that we supply for you to choose from, but this will start to give you more options to make your cars look more like they are in the real world. You will also be able to choose different fonts for the car number on certain vehicles. Last but not least, I expect that Road Atlanta will be joining our track lineup at or near the start of next season with 5 more oval tracks coming between now and July. We are also set to begin scanning Mosport this spring to get into production as soon as possible. Now for a very cryptic licensing update. I told you that I had been working on a contract that would net you three new tin tops and that contract was officially signed last week. I will now torture you by telling you we have the announcement of these cars planned to go out this spring in conjunction with other announcements. Sorry about that, you probably are angry with me for even mentioning it now. I am also so very close to signing a very unique agreement that will involve a popular entry level tin top series with a significant marketing campaign. So those that have been asking for more sports cars, they are in the development pipeline along with the C6.R. We have signed a MAJOR track that we will be scanning in the next few weeks that everyone should be excited for. Once again I will tease you but not telling you what it is but I will give you a hint that the announcement will come in May… We have a few very high profile agreements we are working on that should garner us attention from everyone out there that has not already heard of iRacing. I hope to have more information on these projects in the coming months. I will also tell you that we have been working incredibly hard in trying to secure tracks outside of North America and we are making some great progress. I hope to have some announcements about some signings here in the next few months as well. I know the licensing update portion of this really does not tell you much, but there is a significant amount of work that goes on here that is difficult to communicate about until the dotted line is signed. We are also trying to do our best in trying to pace out announcements so not to overwhelm you and our marketing staff who are tasked with these communications. Speaking of marketing, the guys have been pounding the pavement to try and bring more awareness to our product and company and have been doing a terrific job as we have seen a nice spike in our membership numbers. I hope everyone will check out Sean Siff‘s blog to try and find a date when our Mobile Marketing Unit will be in their area to stop by and say hello. That’s it for now. I hope you have enjoyed reading this and will do my best to not let two months go by again before my next post. Steve
So it’s starting to get cold up here. Having lived in the Northeast pretty much my entire life I can honestly say there are very few things I enjoy doing when it’s cold anymore. One thing I do enjoy about winter is that there are a lot of occasions to see family and friends and catch up on what’s new in our lives. So let’s pretend we are all sitting around a fire sipping some hot coco (or maybe something stronger) and how about I catch you up on what we are working on?
Let me start by saying this is always the most difficult milestone of the year. Typically this is the time of the year that we take the shackles off the engineers that bind them to their desk and actually let them see what the bright yellow thing in the sky is or meet the people that live in their houses. Let’s be honest, as much as we love our jobs, our product and community, taking some time off around the holidays to spend with family and friends is nice. Don’t get the wrong idea though; we have a lot of very cool things we are working on, so here is what’s cooking.
One of the things I am most excited about is that we are finally getting the spotter and crew chief working. I don’t think anyone will be very surprised to hear that it is looking like it will work very much like it did in the Papyrus products. We have recorded all new samples using our favorite Australian, Greg Hill of Soundwave Concepts for the spotter. Yes, that’s right; our spotter is going to be Australian. This is a little shout out to our loyal customers down under and a personal tribute to Greg for all the hard work he does in creating our sounds. As of right now he is the voice for the crew chief also but we may have time to make that some one else. For those of you that are dreading the thought of listening to Greg drone on as I do, we are going to do our best to make it so you can use your own samples that you create instead.
Here is a random yet somewhat related Papyrus fact brought to you by Clip’em Lawn Service, the industry leader in lawn care repair for victory donuts. The voice actor for the spotter and crew chief for NASCAR 4 on was the same guy that did the voice for Duke Nukem, Jon St. John.
Another big project that I honestly thought was not looking like it would make the next big build was open practice servers. As of today we actually have a very, very, early development version of this working. It still has a long way to go, but it is looking very promising that this will be here sooner rather than later. Basically, once this is completed, you will be able to go to the sessions screen for each series and join a practice session that is already in progress. We know you have been asking for this and we are doing our very best to bring it to you for next season.
One item that has already been rolled out that you will notice if you join our 24 Heures du Fun series is unofficial series server allocation is now most heavily weighted by your friends list. I encourage those that are looking to get on track with your friends to make sure you all have each other on your friends list. I know that many of you have requested more opportunities to race with your friends and this is a good first step in that direction.
Another feature that you have been asking for is local yellow flags on the road courses. I can confirm that this is being worked on and will tell you in the same sentence that race control is the last thing I will ever promise you a completion date for. Our loveable Kiwi Grant Reeve never gets too excited or too mad, but if you told him that race control coding was easy or HAD to be done on a certain date he may actually raise his voice at you. Just trying to test and uncover every potential issue in race control is a very difficult task and as you can see from the number of “emergency” releases we have done this season to fix problems that popped up. Trust me when I say that Grant is working as hard as he possibly can to finish this up because he desperately wants to work on something else!
Replays are in fact on the horizon. This is a much more daunting task than what it may appear because of all the different pieces of the service and software that actually interact when the software launches. We have a few more tasks left to complete like compressing the data and the interface in how you select and play a replay from the website, but it is looking promising that this will be complete for the next major build. A related task that is much further down the road is figuring out a way to broadcast live events to the internet, but it’s on our list to do especially with our desire to launch a professional series.
I have seen a few threads in the forums as we head into this holiday season asking about gift cards. Our elves are furiously working in their workshop to try and get these completed for this holiday season but it will be close. These will be electronic gift cards that can be emailed or printed and can be purchased by someone that does not have an iRacing account. These gift cards will only be good for use on the member site and cannot be used on our merchandise site.
What is probably the most obvious announcement in this entire blog is that the Daytona Prototype and Impala SS will be the next two cars released. These two vehicles are slated to be in our Class A road and oval series. I would like to publicly thank our good friend Dale Jr for all the work he has done in collecting data for us, especially for the Impala SS. We consider ourselves very lucky to have him helping us in so many ways. I am very excited for the launch of both of these cars. I have driven the DP car some and even in its very early state it is probably my favorite road car right now. I am very much looking forward to the Impala SS also because I think it will obviously be a true benchmark for how far we have come from NR2003.
I have seen a number of posts in the forums asking about the development status of the Spec Racer Ford and Lotus 79. The SRF’s graphics model is complete as is the sounds, but unfortunately we have not had any time to work on its physics model. The Lotus 79 3D model is almost complete and is heading to the texture guys, but we have not had a chance yet to get our hands on a car in a state that we can take the necessary measurements we need. I expect the SRF development will move very quickly once we get a chance to work on it and could be out early next year. The Lotus 79 will be a much longer project due to the fact that there is just not many of these cars around and very limited hard data that exists that we can use. We will build a fantastic car, it’s just going to take longer than anyone will like including us.
There will be a number of other features and fixes that will go into this next build that I have not listed here. All of the items that I have listed are “cooking in the kitchen” so to speak and when these dishes are served and the next order is up I will plan to do another blog on what’s next for your table. In the mean time I hope you enjoyed our little chat around the fire and I wish all of you a very happy holiday season.
Steve
Having had a few minutes to sit down and reflect on the last few months I have to say it’s been a really exciting summer for me personally and professionally. On the personal side of things I thought I had the best job in the world all these years. I now have to say that that being a dad is the best job in the world and I absolutely love spending as much time as possible with my daughter. On the professional side of things I have also had the chance to see some major projects that I worked on for many months finally happen or get announced which was very gratifying. There was so much exciting news this summer but I think my highlights had to be seeing John Prather get a chance to be a professional race car driver for a weekend in the VW TDI Cup Series, announcing our NASCAR and IndyCar partnerships and seeing Marcos Ambrose take our colors to the track at Pocono.
So as the summer has pretty rapidly come to a close a new build is creeping up on the horizon. I really don’t have too much I can absolutely confirm will be in the next build at this time but I will give you a run down on what we are working on, some of which will be pretty obvious.
It’s not going to be a surprise that we plan on having the IndyCar ready for the next major build and it’s going to be an absolute blast. We will have different cars for different track types and the models all look terrific. We will also have the ability to adjust brake bias, weight jacker and sway bars from in cockpit. We should also have the in car brake bias and sway bar adjustments available in all cars that have this feature. We may not be able to get all of these adjustments done and for all of the cars by the next build but if we don’t they should not be far behind.
The Corvette C6.R did look like it was going to slip past this next build but we have actually just received a batch of data from Pratt and Miller that we had been waiting for so there is a chance this will be done. We still are waiting for some data but we have been promised its arrival in the next week or so.
The next new car in the development pipeline will be the Ford Falcon. Because we actually secured this license with the Ford contract we signed early this year we actually have a significant amount of work already completed on this car.
One feature that will definitely make the build is opponent tire smoke and skids. You will now be able to relive your own Cole Trickle moments on the high banks of Daytona.
There is a very small chance that we may have some tire improvements in this next build but we are probably going to make a change to a single car to start with. We are contemplating doing this on the Star Mazda to start with to get some feedback. We may also be able to sneak in the graphics model changes to this car to bring it up to spec with the current car.
One major project we are targeting for the next release that is not going to be a surprise is private racing. I don’t think I need to go into all the details on what we have envisioned here as it has been discussed at length in the forums. I will say that it is entirely likely that we will have a basic set of functionality with this available when it launches which will grow to be more robust over time.
A major project that is loosely tied into the private racing that has been partially leaked is our inclusion in the NASCAR Hall of Fame. Some of you may have seen items pop up in public records regarding this but we have finally executed that contract. This is pretty exciting for all of us because the Hall will have a terrific exhibit setup with show cars running our software and everyone that goes through the experience will leave with a print out of their lap times on a “sales slick” for iRacing. I actually flew down last week to supervise the “training video” shoot for the exhibit that will feature Dale Jr and Terry Labonte and I think that will come out terrific as well. It’s going to be pretty exciting to see how demonstrating our software in the Hall helps us build out customer base over the next few years as they expect at least 700,000 people to go through it in a given year.
One feature that Dale Jr put on our development schedule was the ability to transfer setups to each other. The general concept of what we are building is that you will be able to send and receive setups from other drivers who are connected to the same session you are. I am just going to put it out there now that whoever has the fastest lap in a practice session I join is going to get hassled to send me their setup!
Our friends to the north will be happy to know that the next track to be released will be Mosport and I am fairly certain it will be done in time for next season. The track that is next in line to be completed will be Brands Hatch and we actually already have a track spline done. The Kiwi turned a 1:17 in the Dallara the other day on the track and it’s going to be a fantastic track for the service, although possibly a safety rating killer! We have penciled in at the moment that Zandvoort will be the next track completed after Brands Hatch.
Night racing is coming along with a significant amount of engineering complete on it already. Unfortunately I don’t see this being rolled out with the next build as there is still quite a bit of work left to be completed. We have actually started the process of converting Richmond to a night track and we will send out some screenshots as it progresses.
We have seen quite a bit of discussion in our forums about mixed class and fixed setup racing and we have started the process of figuring out how properly implement this into the service. Quite a bit of the work that we are doing for transferring setups will help move the ball down the field on fixed setup racing actually.
For a media tease, I expect that you will see some iRacing segments on two TV shows this fall. When I have an actual confirmation on if we have made the cut and when they will air I will be sure to pass it along.
I hope I have given you enough of a taste of what we are working on to tide you over to my next blog which I plan to try and do before the next release. I anticipate this will go into more detail on some of these projects I have vaguely described. Until then I wish those of you in contention for a series championship the best of luck. I will be changing diapers….
Steve
When I was a “civilian” over a decade ago I can remember how the weeks and months would drag on and on as I eagerly anticipated the release of the next Madden or Papyrus title that I had squirreled away my hard earned dollars to purchase. I can most definitely relate to the anticipation you all have when we are nearing the release of our next build and the frustration you may feel by having more questions about a release than answers. It is amazing how your perspective on the development timeline of a title changes drastically when you are on the other side of the fence and trying to cram in as much content as you can into the very limited time you have to produce a product. In the old days we were spoiled and got 12 months or more to develop a product. Now we are trying to manage many different layers of development into releases every three months which is a superhuman feat if you ask me. We have made a lot of progress on all levels over the past three months. I think it is often forgotten that your membership dollars are not just being used to fund new features in the sim software, but also improvements to how we host the website, manage the immense amount of data and expand functionality of our member site. As an example, the team implemented a new design in the database and started using new caching technology on the web tier. The result is that the system has better scalability and performance has improved, in some cases by an order of magnitude. It has dramatically reduced the load on the servers, which reduces our projected hardware and license needs as we go forward. That's a big win for members, as it helps us control our costs, while delivering improved performance. Your membership dollars also help to pay for some major projects we have been working on for more than three months now that will allow us to put iRacing in front of hundreds of thousands of potential new customers every year. The nice thing about some of these projects is it helps us move the ball down the field on projects like private leagues which we hope will be in the build at the end of next season. I am really excited for the release of a slew of new website features. We have done a significant redesign of the main page which now includes tickers with all kinds of information. We have also “gadgetized” the main page so that you can customize it to your liking. The release notes will describe in more detail how all this new functionality will work. Due to popular demand and under the careful study of John Henry we are moving to a completely new club scoring system in which every race counts toward the Club competition. No more dropped races or weeks, no more averaging in the club scoring system. Each non-Rookie driver racing in an officially scored, Advanced Rookie or higher series will have the opportunity to score club points based on where they place and the size of the field. Other championship scoring systems remain unchanged. On the software side of things we also have some great improvements and additions. I will release the full release notes for the build later this week but here are some highlights. It is no secret anymore that we will be launching the Lotus 79 with this build and it will be running as a Class B car for the upcoming season. Although the VW Jetta TDI Cup car will not be in this release, I expect it to be released sometime in the second week of August. We made some minor tweaks to the Solstice and Spec Racer Ford. The Solstice now has anti-lock-brakes and the SRF has had its brake bias adjustment range increased. We have also made an adjustment in how the tire temperatures work. The temperature distribution is now properly based on a tire’s load and pressure which will allow you to use tire temp to tune your setups. On the oval side of things the Truck, Nationwide and Cup car now have rear sway bars and rebound and compression are adjustable on the shocks. I have seen a few posts in the forums about this so we went ahead and made Summit’s Jefferson course and the VIR Patriot course available to be run in the reverse direction as well. Chicagoland will also be released in this build and it is on the schedule for the Oval Pro Series. We will also be giving away a free track called the Centripetal Circuit which is a 200 meter radius skid pad. This is the only track in our service not modeled after a real track and it will be featured in our driver training series that will be released later this year. Towing has been added, replacing resets during a race. Tows are always available in any series. Exiting your car or disconnecting while driving will automatically trigger a tow. A tow will place you in your pit stall until the specified tow time has passed. The pit crew as of yet can not repair any damage, but the types of damage we currently support are either not typically repairable during a race, or have no physical effect and are therefore not worth repairing. If you bust your car up too much you may not be able to keep it on the road. For lower level races (Rookie and D license level races) you get one "fast" tow, after that any further tows are regular speed. A fast tow takes a little less time than a regular tow, and will give you a fresh car, restoring tires, damage, etc. The camera system has had a massive overhaul and significant functionality has been added. This is probably best left for you to see in person but one highlight is that we have added a camera tool that can allow those that enjoy getting creative the chance to edit, save and share new groupings of cameras. Brake calibration has been updated to work well with both pressure-sensitive and deflection-sensitive brakes. There is now an option to control the linearity of the simulator’s brake pressure response to your physical brake pedal travel. Potentiometer-based pedals (most pedals) can adjust this value to suit what feels best for them; lower values give a more linear brake response (more initial brake force with pedal travel than before), while higher values give a more non-linear increase in brake force (less initial brake force, more force near full pedal travel). Linear pressure sensitive pedals (with load cells) should set this value to zero for the most linear true to life feel. A brake force curve factor of 2.0 is close to the brake force curve before this change. This factor is now reset automatically to 1.8 any time the brakes are calibrated—you will need to change it to your preferred value after calibrating the brakes if 1.8 is not to your liking. For most pedals this gives a good feel. There is plenty more and I could keep typing all day but I will save the rest for the official release notes. Just to start you thinking about what is on the horizon, we do hope to have private leagues, an updated tire model and the ability to do night racing in next season’s build along with many other features and improvements. These projects are all underway and progressing very well. As I normally do, I will just update you and provide a little information that we have been globetrotting in an effort to build our international portfolio of content. Divi and I have just recently returned from a trip to Europe to meet with potential partners and I am optimistic following those meetings. I will tell you that we have a huge announcement planned towards the end of August that I think everyone will be extremely happy about. Just to come full circle. All of this work I have highlighted and much more was completed in less than three months of development time. I think all of us internally relish the actual release of these builds because it reminds us of why we do this and what it was like before we stressed out day and night to bring you what we hope you feel is worthy of your time, patience and hard earned dollars.
The pedal meters on all screens reflect this change. The throttle meter has also been corrected to match on all screens.
I thought you might like to hear a great story surrounding the announcement of our deal with NASCAR this past weekend and how it all came about.
We actually have had a dialogue going with NASCAR since the very early days of this company. We have known some of the folks in the licensing department for well over a decade at this point so it made sense to keep the lines of communication open.
The real turning point for this deal though was a meeting we had on July 31st of last year that was brokered by Dale Jr. Dale had been advising NASCAR on some of his ideas on what they should be doing in the gaming space and he was pretty emphatic that they sit down and talk with us. When he reached out to us to tell about this we obviously were enthusiastic about it so he communicated this to NASCAR and they picked July 31st as the date.
Now this part right here should make all of you proud of this sport we call sim racing and the importance of it to John Henry. July 31st is the trade deadline for Major League Baseball. When John heard that we had a sit down meeting on the 31st brokered by Dale Jr at his race shop he immediately said he felt it was important that he attend. This was no ordinary trade deadline and the significance of this day will forever be a footnote in MLB history. July 31st of 2008 was the day potential Hall of Fame left fielder Manny Ramirez was traded to the Los Angeles Dodgers and John was heading to a meeting to cement the future of sim racing when it happened.
We had a terrific meeting with NASCAR, one in which Jr dragged one of his monster computers from his house down so Paul Brooks, Blake Davidson and Nick Rend could demo the software. Jr was the one that actually sat at the computer and toured them through the website and software showing them all the thought and engineering that has gone into this service. Both sides left the meeting with a desire to work together and nine or so months later here we are.
I have had a lot of great experiences in my life, but being present for such a historic meeting for this sport we call sim racing ranks right near the top, not to mention getting to watch such a historic day in the history of the Boston Red Sox from behind the scenes.
I know most of you probably tuned in to hopefully see some development updates so I will throw some out there to tide you over until I do a true development update blog.
As I posted in the forums last week the Lotus 79 is drivable in a development build right now and it is a blast to drive. Eric Hudec has been working on the car and doing a terrific job so far. I have asked him to do a blog post of his own on how the development of the car is going and some of the back stories around it. I think you will enjoy that. Ian is working on improving the aero models for the COT, Nationwide and Truck models with new data we have received and is plugging away at the Corvette.
For international licensing news, we just literally inked a deal five minutes ago for two tracks outside of North America and expect we will annouce this........wait for it.........soon!
I have teased you in the past about a big track announcement for the month of May and there has been a delay in that actual announcement. So I will instead ask you to think about Jim Nabors singing the following….
I have always been a wand'rer
Over land and sea
Yet a moonbeam on the water
Casts a spell o'er me
A vision fair I see
Again I seem to be
Back home again in Indiana,
And it seems that I can see
The gleaming candlelight, still shining bright,
Through the sycamores for me.
The new-mown hay sends all its fragrance
From the fields I used to roam.
When I dream about the moonlight on the Wabash,
Then I long for my Indiana home.
Fancy paints on mem'ry's canvas
Scenes that we hold dear
We recall them in days after
Clearly they appear
And often times I see
A scene that's dear to me
And finally for one last tease, we have announced two of the three tin tops I had promised earlier (Ford GT, Mustang FR500s) and the third will be announced very soon, hopefully accompanied by an international track….
Have a great weekend and I hope all of your significant others let you have some peace while you watch all the wonderful racing this weekend.
Steve
I am the Executive Vice President and Executive Producer at iRacing.com and I have been here since the company started. I was previously employed at Papyrus Racing games were I started in QA in 2000 and ended when the doors closed in 2004 as the Producer. I figure I will start this blog and put some thoughts I have in here from time to time for those that would like to read them. I figure I will just ramble off some random memories I have from Papyrus that people may find interesting. I figure this stuff can come out now because it can’t hurt that company any longer! I was driving Jeff Burton’s car on the box cover art screenshot for NASCAR 4 and current iRacing employees Jay Taylor, Greg Hill and Kevin Iannarelli are all also driving cars in the image. The NR2002 and 2003 box cover art was done by an artist. If you look very closely at the NR2003 cover you can see the Winston Cup Logo on the car which was mistakenly included by a mix-up in artwork by the marketing manager at VUG. There is also something else wrong with the car which I can’t remember right now. We did in fact begin to port the PC code to the consoles and we planned on using this project to get GPL 2 made. I believe that we had settled on the 1972 year to base that product on before it got canned by the publisher. Greg Hill actually had the Nurburgring, Monza, Monoco, Zandvoort, Kyalami, Spa and Mexico converted and the code was running on the xbox before it was canceled. Our great Shawn Nash was the one that actually did all this work. That man is probably the smartest guy I know and has yet to be stumped by any project we have thrown at him. I created all the Darrell Waltrip track tours in NR2002 along with the driving guides by Dave Kaemmer. This project took me 8 months to complete which required me listening to Waltrip and Dave for 8+ hours a day. I have a very difficult time listening to the Fox broadcasts of NASCAR and occasionally have to be restrained from going after Dave if he talks too long….. When we created NR2003 we pretty much knew that it was going to be our last NASCAR product at Papyrus. My primary mission was to get Dave the tire data from Goodyear that he always wanted to have to implement into his models. We got very lucky that Mike Stackpole and Greg Stucker at Goodyear decided to help us out. We actually had to prove to Mike that we would not be wasting his time by going into great detail on how our model worked. Only after he knew that we had a proper model did he decide to give us data. I won’t name names, but he rejected another company looking for data for this exact reason. When word came down that we had an opportunity to do one last patch for NR2003 I was able to convince the late Rich Reilly (Papyrus GM and one of the kindest and most genuine guys I have known in my life) to let me secretly sneak the additional three physics models into NR2003. Grant Reeve literally had a week to create these physics models with whatever data we could get our hands on. The PTA physics model is actually loosely based on the red GT1 Corvette which I have posted a picture of. Rich also let me start the infamous Project Wildfire group as a final thank you to all our loyal customers. I started this group and had these physics models made because I wanted the community to have a legal way to create something for themselves to contribute to the community. This group was entirely on their own after I put them together and we told them how to find the physics models. I knew most of the guys as they had been former employees, contractors or testers for us. The two guys I did not know were John Hughes and Kevin Combs. I had seen their work on a truck mod they did for NASCAR Heat that was impressive so I emailed John and started a conversation with him. John told me he would only want to join the team if he could bring along Kevin. So basically, Kevin should be buying beers for John every time they get together because he along with Brian Simpson, Jay Taylor and John have been happily employed with iRacing for the past 4+ years! My last little nugget of information is going to be out of left field. In the year after we released the final patch for NR2003 we started developing console design concepts and actual technology demos. One concept that actually went pretty far down the design road was a title called Black Ice. We had a pretty detailed design document created and it got far enough that I actually got to pitch it to the marketing people in Paris. We also had a cross platform technology demo for a Karting game that was actually a lot of fun. I am not talking about shifter carts, I am talking about a Crash Bandicoot and Simpsons arcade like karting game. The final demo ended up being a Simpsons version that had incredibly fun physics. Our goal with this demo was to show VUG that we could do other projects outside of pure simulations even though this is really what we wanted to do. We knew that we had to do both if we were going to survive but felt we could make a console game fun by making a decent physics model. The demo was presented to VUG who ultimately rejected it because they had another studio doing karting games at the time but they did admit our demo was more fun than the actual approved project. It was not long after this that the doors closed at Papyrus which ultimately proved to be a blessing in disguise. If more Papyrus memories come to me I will post them or if anyone has any question about those days I will try and answer them. I also have some interesting ideas for some posts in the future. Steve
Things in the pipeline at iRacing to the best of my knowledge: (items in bold are imminent)
Series:
Features:
Cars:
Road Tracks:
Ovals:
References and Further Reading:
Cheers,
Ray Bryden
I thought for this week’s blog I would do a development update and some insight on how software updates get deployed to our customers.
A few weeks ago we announced that a new build is going to be released during the 13th week of the current season. We do our best to try and pick the best windows of opportunity to roll out major updates to the software so we don’t disturb the racing and points battles going on. There are certainly going to be times that we do a software update during the season when we have found an issue that needs to be corrected immediately but for the most part we will be shooting for the break between seasons.
Creating and timing these software updates is not an easy task. We have two major engineering teams here at iRacing, the Website and Infrastructure team and the Software Development team, who for the most part work independently from each other. For instance, the recently released iRacingWorld was developed and implemented entirely by the Web team with no involvement from the Software team. Where this changes is when we get closer to rolling out a software update. A number of our software systems require significant use of an Oracle database which in essence is a “middle man” for how the Web team feeds you information about things like sessions you are signing up for or just completed and many other mostly invisible functions our website serves. Any time we make database changes for the software we will more than likely need to roll out significant changes to the website. This is one of the reasons why we have lengthy maintenance mode periods when we are rolling out new builds.
Being able to roll out software updates whenever we choose is a nice luxury we have here at iRacing which we did not have at Papyrus. We used to have a date in January that whatever we wanted to have in our product for that year had to be completed and tested or it was not going out. With four planned software updates scheduled here at iRacing we have essentially four three month windows to try and make as many improvement or additions we can. In reality these quarterly development windows are really only about two months each because we try and do about a month of testing on each major build.
For the most part each software engineer works independently from each other on given tasks for their two months of development time. In this development window we have been working on sound and UI improvements, Yellow flags and race control, improvements to tires and aero, incorporating the first stage of pitting, open practice servers, backend stuff nobody but Randy understands, the Silverado and Daytona Prototype along with many other projects. Once we get towards the end of that two month development period we assess the open projects and make an evaluation on if they will make the next build. (Just to stop the speculation, this next build will not have the Daytona Prototype in it because it is pretty far from complete and open practice servers are a much longer term project. There will also be tasks like tire and aero that will never be complete.) The Web team has the ability to roll out updates much more often which is why you see us put the service in maintenance mode for five minutes to a few hours every few weeks. I will tell you that one of the big projects the Web team is working on and hope to roll out before the end of the year is incorporating Paypal into our service.
Once we have reached the end of our two month development period we start the process of making a build. Creating a build and all the associated packages and uploading them to our servers and distribution partner takes us an entire day to complete. We have an entirely separate testing environment that we roll out any changes we want to make to the service before they make it to the environment you use. We do extensive testing on these updates and find many, many problems that we take the entire month to try and correct. We generally end up doing three to four builds and updates over the last month to try and correct issues we find during testing with the goal for each one to not break anything else. If an engineer has fixed all the open issues on their plate they may try and sneak a last minute addition into the build but only if it is deemed to be at low risk to break the build.
Testing is actually going pretty well at the moment and I feel pretty confident about the build we are targeting for the next release. I know that it is difficult to be on the outside trying to figure out what is going on in the inside, but nothing is as easy as it appears even for guys that have been doing this for two decades now. We all do our very best to try and make improvements as quickly as possibly but we absolutely do not want to roll out something or promise you something until we know it will work the way we want it to.
One major piece of the build puzzle that I did not really touch on is how content is created and this is worthy of a blog post all its own. I will likely tackle this topic next week.
Steve
As I alluded to in my last blog post I will touch on the content creation process in this week’s blog. I am going to be going over this at a fairly high level as I would have to write a novel to explain exactly how it all works. We are also in the last stage of readying what will hopefully be a release candidate build for final testing so things are hopping around here.
I think the best place to start on how we create content is how we license it. We have signed many agreements with a wide range of partners through the years and I can tell you that is a time consuming and often frustrating task. Some agreements happen in a matter of weeks and some take years. Our wonderful Divina Galica (who I need to convince to start a blog to talk about all the incredible experiences she has had in her life) does most of the heavy work on acquiring our partners and I will tell you that she is focusing her energy on international properties right now (cough, cough, Spa). Tony Gardner and I also have a few other projects that we are working on domestically that will have a significant impact on our service if we can make them happen. Nothing surprises me anymore with this whole process and the bottom line is literally nothing happens with content until the bottom line is signed.
Once we have a signed agreement in hand we evaluate what is in the content development pipeline already and where this particular partner may fit in our racing schedule. The issue that takes the most precedence right now is trying to fill out our racing ladder to keep pace with the license level progression of our customers. I know that some of you are frustrated by us announcing the signing of wonderful partners that you still have not seen in our service, but our content takes a significant amount of time to create and we need to fill out the license ladders first. I think it’s probably fair to say that once an agreement is signed it will generally take three to six months before it actually starts its path down the development pipeline.
The development pipeline is constituted by many different steps. The first step is obviously the laser scanning process done by a team which is headed by Dave Moulthrop and includes our scanner operators Reed Rundell and Kevin Iannarelli. Scanning cars is pretty straight forward as they can generally be done in a day. It really is only a matter of finding a car and an owner who does not mind it smelling like baby powder for a few days. Yes that’s right, baby powder. We use the baby powder on the cars to dull the finish as it is too reflective for the scanner. Scanning a track is a much different animal and is often an extreme undertaking. We generally try and book scan trips to do three or four tracks at a time so the guys may be on the road for a month or more straight. They often work at night as this is the only time that the tracks are not rented for racing events or testing and cannot work in the rain. These guys are the unsung heroes of this company and the next time you take a lap around the Jefferson circuit you can thank this terrific team for dealing with a night of cows getting loose and making “deposits” on the track to bring this circuit to your PC.
Once the track scanning is complete the data makes its way to Greg Hill. Greg is our VP of Art and Production and is responsible for managing the car and track content creation process. Three specialized teams contribute towards making an iRacing racetrack. The track geometry itself (the area you can drive on) is created by a member of the production staff who builds the racing surface from the laser scanned data with our proprietary tools. The objects that surround the racetrack, such as the buildings, flag stands, and grandstands are created by one our object art teams. The textures that cover the track, such as the grasses, asphalts, dirt, and concretes are worked on by yet another art team who specialize in these types of materials. At any given time we are usually working on four to five tracks.
Our car creation process is a little different than tracks because there is quite a bit more data collection required and obviously engineering support needed. We still have multiple art teams that will take the scan and sometimes CAD data and begin the process of building and texturing the models. The difficult part of creating the cars is getting access to all the data we need to build the actual physics models. When we are working with a major manufacturer we generally can get everything we can dream of for data. Unfortunately this is often not the case and we have to send Ian Berwick who is our Vehicle Dynamics Engineer to the race shop that houses the car and he goes through an extensive process of weighing and measuring everything he can get his hands on. He also works with the manufacturers or teams to get tire and aero data if they have it but we also gather data ourselves by going to Calspan and the tire manufacturers which has given us a ton of data that we have barely scratched the surface on to begin implementing. One of the last steps we do in creating a car is to take it to a dyno or track to record the engine sound. We use the Aussie Greg Hill (we have two Greg Hill’s) at Soundwave Concepts to do the actual processing of the sound data and he really does a wonderful job of giving us terrific samples to plug into our sound engine. Generally, cars take us about three months to create but this is entirely dependent on how long it takes us to collect the data we need. For instance, we have had three data collection trips canceled or abruptly ended for the Daytona Prototype car because the car we planned on using was destroyed in testing or a race. We actually had our equipment on a car once when it was wrecked…
Again, I just described an incredibly detailed and difficult process in 5 paragraphs which is really not doing any of the topics much justice. Maybe down the road I can talk some of the people who actually do some of these tasks into writing their own blog on what they do.
Steve
“FAST! Unbelievably FAST!” That’s the first thing that popped into my head the first time I drove a development build of the Lotus 79 in the sim. I just couldn’t believe the grip, the acceleration. I always figured I have a pretty good idea of just how quick a Grand Prix car would be behind the wheel. But the sensation I got when I finally started making laps just blew me away. The car just screamed up the Esses at Watkins Glen. 130, 140, 150 and then 160 mph all before reaching the backstretch! On the brakes hard at 175 mph and shoot like a canon through the Bus Stop. “Wow!” I thought to myself, “How could any sane person ever strap themselves in one of these things for real”. This thing is literally a rocket ship! The funny part is I didn’t get the full sense of how much performance this car was going to have. Although the stats on paper look very impressive, driving it just something entirely different.
I started here at iRacing.com in early March of this year. Within a few days, I thought it was a pretty cool perq to get to visit Highcroft Racing in Danbury, CT to check out the Lotus 79 that is housed there. Now Duncan Dayton, the owner of Highcroft, has some unbelievable race cars on display in his shop, but the Lotus 79 is the crown jewel. I’ve been to a number of historic events but never had the chance to see a Lotus 79 in person. The thing is a masterpiece. It was obviously one of the most dominant GP racers ever, but it also looks the part. It has big aggressive wings, big aggressive tires and, of course, a proper Cosworth DFV engine. This thing epitomizes the wild and sexy 1970s Formula One era. iRacing had unfettered access to this car. My colleague, Ian Berwick, and I spent the better part of two full days measuring and taking photos of every inch of the car so we could get everything right when we began modeling the 79 for the sim.
Once back at the office work began on building up the suspension, chassis, engine and drivetrain components. Doing this kind of work is a pretty straightforward process – nothing too abstract. The really interesting work was searching for information to develop tires, on which little information exists, and especially the groundbreaking aerodynamics that were the predominant reason the car was so successful (although a couple of guys named Andretti and Peterson helped a far amount!).
Essentially, I had to start from scratch developing downforce and drag numbers from anecdotal information I was able to gather by asking a lot of question of a number of people, some of whom were intimately involved with the car’s development. Basically, I had a target and I reverse-engineered all the downforce and drag contributions of the sidepod tunnels and the floating skirts as well as the front and rear wings. All of this was based on the tones of aerofoil data and first principles of physics.
What turned out was a double-throw-down rocket ship! The great thing is Divina Galica, our own in-house F1 driver, and the great Mario Andretti verified much of my interpretation of how the car felt to drive. The ’78 World Champion made comments that correlated well with how the 79 performs in the sim. The thing I took away from our conversations with Mario was just how stable the car was and how easy it was to tune.
So far, in the time I’ve spent at iRacing, the Lotus 79 has been by far the most fun car to work on. Developing setups, tweaking the aero and tires, has been an ongoing process to make the car feel better and better. I hope when it gets released everyone will feel the same sensation I felt when I first drove it: “WOW! This thing is FAST!”
I like to call the week after a new build goes out and a season starts hangover week. We spend some much time and effort putting the final wraps on everything that needs to be in place for a new season and build that once it’s out the door, pure and utter exhaustion hits. We then get a massive surge of energy watching the forums when our members start digging in to the new features and fixes we have made in the new build and excitedly begin dissecting what is new and different. It is very rewarding to see that the work you have done for the past few months is generally well received and makes all those long hours and tight deadlines worth it.
Then the next week starts……and the hangover hits………and you start seeing the little things that fell through the cracks…..
I was talking with Chris Page the other day and he summed up perfectly the conversation we were having about how things slip through the cracks. He said “the easier a system or service is to use, the harder it is to maintain and fix behind the scenes.” I think no matter how hard we try, or how many resources we devote to testing, we will never be able to find every potential problem before it hits the public side of our service. There are just too many permutations to replicate of racing conditions, hardware configurations, software suites, service providers, etc, etc, etc.
The really tough thing, and the thing that makes a company great, is to put the same energy and effort in during hang over week that you put in the week before to find and fix all the little issues that pop up. We had a problem that presented itself immediately that needed to be fixed first thing on that Monday morning, but we also found the following list of things that will be fixed in a build we roll out this week.
- A series banner now loads in-sim.
- Fixed a bug where the exit car message would show while pitting.
- Fixed a bug where a replay TV camera could move strangely when the replay buffer is full.
- Fixed a phantom collision bug at Lowes.
- Fixed a bug where the available reset could be used without resetting.
- Fixed a bug where passing during a caution was not properly penalized if the race finished under caution.
- Fixed the auto-brake so the car won't roll on the starting grid.
- Fixed a bug where if you missed the race start you could be a lap down.
We have a really talented group here, and it is really refreshing to watch all these guys and gals put that energy in without being asked to get these problems fixed. There really is no better work environment when people take ownership of making sure things are done right. It is also appreciated that you our customers are understanding of the fact that we can’t always be perfect
Hangover week is over, and I am happy to announce that we are heading into our weekly engineering meeting to officially start the next development cycle. I will leave you with one little tease, we got the Riley Daytona Prototype running with proper physics for the first time the other day. This incredibly incomplete version is already a blast to drive….
Steve
I am going to have to try and do a relatively quick blog post this week as my day is pretty hectic as it is build day. I mentioned in my first blog that I would try and go back in time and tell some stories about how we got here today. For this week’s blog I thought I might tell the story about how we met John Henry and how the seed was planted to start this company. I am going to stick with our initial meeting for now and document further down the road how this company was started.
I think the best place to start this story is by bringing up a book you should read if you are a baseball fan. The book is called Feeding the Monster and it is written by a guy named Seth Mnookin. This book goes into great detail about how John and his ownership group were able to acquire the Boston Red Sox and start a run of playoff success that life long Sox fans like myself could never have believed would happen. The reason I bring this book up is because it documents a sequence of events that transpired in the bidding process for the Sox which ultimately led to John owning the team when it appeared very unlikely he would. I really don’t have much doubt that if these events had played out differently iRacing would not exist.
So the story begins with us at Papyrus working diligently on NASCAR Racing 2003 Season. The date is September 25th, 2002. I get a call from the front desk that there is someone on the phone that has questions about setting up a server for NR 2002 and, oh, by the way, he is the IT guy for John Henry. As I mention in the previous paragraph I am a life long Sox fan having lived in Massachusetts for almost my entire life, so needless to say I was pretty excited to help out. I talked with Jon (his IT guy) for about an hour and gave him all the information he needed to get a server running for John. At the end of the conversation I threw it out there that we were basically right down the street (really, about half an hour) from Fenway and if he ever had any interest in seeing what we do to give me a ring. I really did not think anything more would come of it and went out to lunch for about an hour. When I got back to my desk after lunch, much to my surprise, I had a voicemail waiting for me from John saying he would be out the next morning.
Thursday morning September 26th arrives and I have pretty much not slept because I am so excited about our guest for the day. Pretty much everyone is the office is excited, except maybe Grant, who is never excited about anything. John arrives mid-morning and we start our tour through the studio. I have given many office tours in my time here at iRacing and at Papyrus and nobody has ever taken the time and asked as many questions as John did that day. He made a point to talk to every single person in the studio to find out about them and what they did for the company. What was really amazing to watch during the day was that John became more and more excited about the product and company as the day went on. The tour ended at a cubicle we had setup with a computer running a Matrox video card that could output the cockpit on three screens. John sat there and drove on the system for close to an hour. It’s a pretty gratifying experience to watch someone who could be doing anything else in the world at that moment thoroughly enjoying something you helped create. After literally spending 6 hours with us that day, John left with the promise that he would be in touch because he wanted to help with beta testing NR2003. As it turns out, John was one of the most active participants in testing going forward and was instrumental in developing a lot of the aids that allowed new comers to get up to speed with the software for NR2003.
A few years ago I was talking with John about his visit. He told me that he gets many invitations like mine and he rarely accepts, but something told him to visit Papyrus that day. I know that personally it was probably one of the most significant days in my life, ranking right behind my wedding and just recently finding out I am going to be a dad. I consider myself to be pretty lucky in that I have gotten to do my dream job now for almost a decade because of John and Dave, and one could argue that I need to thank Charles Dolan as well.
Steve
I posted this in the forums, for those who avoid the forums or don't check them often I thought I'd try posting a blog just to test it out.
I am sick of hearing people complain about any of the prices on iRacing.
Let me break things down, I'm gonna show you the cost of driving in the lowest division at a local dirt track I used to race at.
(All figures are based off racing magazines and the costs at my local track in 2006)
Lets see $35 each race to get in the pits (driver or not), $25/week if you get the season pass (which costs $70). Test & Tune Sessions $15 to drive.
Driving Suit: about $1000
Racing Gloves: about $50 - $75
Racing Shoes: also $50 - $100
Helmet: $200+
Lets say you run, 20 races, and are in 2 test sessions and you got the season pass early. You bought a suit/helmet and you got your gloves and shoes off an old buddy of yours who used to race (hmm they are a little worn and may not be safe but the officials won't notice for at least a few weeks)
That alone will set you back a total of: $1800 if you bought the cheapest of all the safety gear.
Well hell $1800 and you don't even have a car, trailer, motor, tires, spare parts, gas or anything at all.
The car (a used car that needs some work but was a 10th place car every week this year is up for sale, $1500 without the motor or spare parts, $2500 with motor still no parts [these figures for a car are from a real car that was sold a few days ago])
The trailer, well one of your friends happened to have one you could borrow so you got lucky there too.
Tires, new they cost about $75 each if I remember correctly. Lets say your brave and only run the season with 1 set of tires besides the one on your car so $300 there.
Gas and spare parts I'm not even gonna begin to try and figure out, that stuff depends on how good/bad of a year you have and how much you stay out of trouble.
Oh almost forgot, your probably thinking well you can win money back if you do well. Guess what, first place in my division (when I ran in 2006) was $120. So if you win every single race and never need a spare part, and somehow got free gas for both your trailer and racecar all season, then your total comes out to $4600 spent and $2400 won.
Your -$2200 and let me tell you that is an amazing (I'd say impossible) season to get, no flat tires, no broken parts, no motor trouble, borrowed trailer, no gas.
$20 for track access on iRacing for life, about $13 a month to race as much as you want/can, $15 for a car that you never need gas/tires/parts for no matter how bad you wreck it?
That is some cheap racing experience if you ask me.
Hello iRacers!
My name is Sean Siff and I work for iRacing as the iRacing US Spring Tour event manager. The entire department at iRacing have heard your requests for a major marketing project and we are officially kicking off our iRacing US Spring Tour 2009 in Sebring FL at the ALMS Mobile 1 12 Hours of Sebring. It is time we share this simulator software with the world and our plan is to bring it to you, one racing event at a time.
To warm up for our first big event at Sebring, we set up our display at the Speedway Expo, located near our Boston head quarters in Springfield MA. The Expo was a really fun event for all of us as we debuted the Hot Seat iRacing Cup challenge. We gave drivers and fans the opportunity to qualify for the Hot Seat iRacing Cup by driving the SK Modified at Stafford Speedway. The fastest drivers were narrowed down into three finalists who competed against a slew of actual pro drivers from all different professional Motorsports disciplines.
Our pro drivers included F1 driver Justin Wilson, truck series driver Willie Allen, drag racer Ron Capps, Koni Challenge driver Barry Waddell, and SCCA World Challenge driver Eric Curran.
Other guest appearances made the event a lot of fun. Former Winston Cup driver Ricky Craven stopped by our simulator as well as Truck Series driver Steve Park, along with SK Mod driver Renee Dupuis, who helped out as a guest driver coach. Whelen Modified driver Ted Christopher, Koni Challenge driver Nick Leverone, and Formula Drift champion Von Gitten Jr each tried our software for the first time.
Our display won top honors as 1st Place Best In Show. When we bring our sim on tour, we like to go all out and the judges noticed. Unfortunately, there was no podium to spray champagne from.
This, my fellow readers brings us to the 12 hours at Sebring; our first stop on our iRacing US Spring Tour. Please come introduce yourself and check out our display and put in a few laps behind the wheel.
After Sebring, we head to Martinsville VA for the Nascar Sprint Cup race. And from there we travel to Mazda Laguna Seca in Monterey CA and on down to the streets of Long Beach CA for the Indy and World Challenge Race. Next we head back across the country to VIRaceway for the Grand Am Rolex race and the NASCAR race in Richmond VA.
Thank you for checking out my blog and I hope you stay tuned for more info as I will be updating this post with more tour dates and a re-cap after each stop.
PS: Do you have an interesting mid-week racing related event happening near our weekend event stops? If so, please write me an email with your event and we could be stopping in your backyard... literally! We have set the majority of weekend events, but let us know what is going on near you!
Since iRacing went public one of the biggest begs in the forums has been pit stops and flags.. well it seems we might get this addition real soon like in days now not months ... I can not help but wonder to myself how the forums will lite up with complaints about racing being run more under yellow than green flag laps :)
Now I must say I've been luck enough myself to run in very clean events this season overall.. only 2 races out of this entire current season have I seen events that would not be fun at all with active flags.. but I certainly understand those will happen.. but I wonder about the many that so much want the flags how quickly they will revert to complaining about them and the caution laps that follow..
I must say I'm looking forward to seeing a caution here and there in the longer events, it mix's up pit plans, makes ya rethink on the fly what ur gonna do.. and how much fuel your gonna put on, or how much air to add or take away and so forth. change 2 tires, change 4.. Ya know its as much fun to win a pit strategy event as it is to just go out run everyone.. I do enjoy crewchiefing the car.
Also as most of you oval drives, I'm very much looking forward to the Trucks, I expect they will be better than Project Wildfire CTS mod for NR2003 and I thought that was an awesome mod.. I have to say PWF CTS Mod is what kept me in NR2003 Series racing for as long as I did.. So I have very high hopes for iRacing's Truck Series, and can't wait to race door to door, fender to fender with many of you out there again in a pick em up truck.
As our current season winds down to all the new changes we have to look forward to I reflect back on my Fall Season with enjoyment, even though it appears this will be the 1st season I won't receive a top 3 in any of the points series I ran in.. I must say I've had a great season and some very clean competitive racing, and so looking forward to the new season ahead. My oval C class license has not been a challange this series, as I have pretty much retained a 4.99 rating through out most of the season with only a small fade with a very quick come back.. My roadies C class license caused me some concern when it dipped down to a 4.52 but I've gotten it back to a 4.88 in just a short number of weeks and thats me only racing my weekly events and time trials for the week.. not running multiples each week, just 1 per series each week.. So I'm still very much in favor of the license structure here.. it seems to be working as designed. I do very much desire more racers though so that my events are more classed to my license ability.. but this is only a want, not a need.. racing is racing.. i love racing with everyone.
I hope each and everyone of you have had a great (Fall Season) and I look forward to seeing you all on the track next season, as we enjoy the new upgrades coming to our software.. and seeing who all upgrade to B license with me.
best of luck to ya both on and off the track
JT
your comments to my blogs are always welcome either postive or negative
FOR IMMEDIATE RELEASE Local Racer Chases His Dreams to NASCAR On June 16th, the dream of one day racing as a career became ever-so closer for Pearl, Misissippi native, Tyler Hudson. Hudson joined forces with Lafferty Motorsports to complete an on track test in the #89 Lafferty Motorsports NASCAR Craftsmen Truck. The Concord, North Carolina based, NASCAR Craftsmen Truck / ARCA REMAX team held a private test at the famed Hickory Motor Speedway in Hickory, NC to see what Hudson was capable of. It was a test of vehicle control, consistancy, and Hudson's ability to listen and perform tasks given to him through the cockpit by owner Chris Lafferty. Hudson impressed on all three.
Hudson getting ready to test at Hickory Motor Speedway
Upon completing the test, Chris Lafferty expressed interest in Hudson and presented him with an opportunity to join the Lafferty Motorsports Driver Development Program. This is the break the young man has dreamed about his entire life. "I am still trying to soak everything in," Hudson says, "I want to thank Lafferty Motorsports for giving me this opportunity. All I have asked for my whole life was an honest chance to prove myself and this is it." Not coming from a wealthy nor motorsports oriented family background; Hudson thought he would never get the chance to show his talent. "The thought of driving for a team such as Lafferty Motorsports is mind blowing." He says, "It is something every racer dreams about in the back of their head at some point, but it also where that dream ends. Not anymore, the Lord has blessed me with this opportunity, the opportunity of a life-time, and I am determined to make the best of it." Hudson is most notable in the racing world for his sim-racing accomplishments. He has raced in the www.dmp-racing.com online league, founded by Dale Eanhardt Jr., for several years now. Hudson has competed against top NASCAR Drivers, as well as the best known in the sim-racing community. "Sometimes you can't just judge a guy by his resume, racing is so expensive that some very talented people can't show their natural abilities because their bank account isn't in the millions and can't buy the opportunity." Chris Lafferty stated, he later added that with a little bit of work they could have Tyler ready to compete at Hickory Motor Speedway. Although having minimal real life experience under his belt, that did not seem to hinder owner Chris Lafferty's judgements. Chris stated he was happy with what Hudson did on the track and wants to help him get to the next step. The goal for Lafferty Motorsports is to get Hudson back to North Carolina and driving some street stock races to build seat-time and experience. After that, the possibilities are endless. With the help of the right people and sponsors, getting Hudson in a NASCAR Craftsmen Truck or ARCA RE/MAX car for Lafferty Motorsports could be right around the corner. For more information or to learn how sponsoring Lafferty Motorsports and driver Tyler Hudson can benefitial, please feel free to call Lafferty Motorsports at 704-795-5375 or email us at LaffertyMotorsports@hotmail.com
The Sporting Code does a very good job in explaining how and when you should file a protest. If you are unfamiliar with the protest procedures check out section 8 of the Sporting Code.
What do you do if someone has filed a protest against you? How do you respond? When you initially receive a protest in your email your initial reaction may be emotional. Responding to the protest on pure emotion is never a good idea. If you respond in such a manner you will most likely not get your points across and miss your opportunity to state your case.
When you receive a protest take a moment and read the details of the protest. Most protests are straight forward. At the beginning of each protest I ask for you to respond to the accusations contained in the description of the protest. At this time you should present your side of the complaint, calmly and respectfully.
If there are specific points I would like you to respond to I will let you know by writing a note to you at the beginning of the complaint. For example: I might ask you to respond to the accusations of intentional wrecking. At this point you know what I am looking for. I want to know if you’ve had intentional contact with the driver filing the protest. You should read the description in the complaint and respond truthfully to the accusations. If the incident was not intentional explain to me that it was not and what happened from your point of view. If the incident was intentional you need to be truthful about it. There will be a penalty but for first time offenders I will show leniency when I receive a truthful and proper response. You will only get one shot at leniency though. Repeated offenses confirm to me that there is a lack of respect for the rules laid out in the Sporting Code, for your fellow racers, and for the leniency shown in the previous complaint.
A great number of protests that come to me contain saved “FRAPS” replays. FRAPS replays are greatly appreciated. Often they confirm the accusations in the protest; sometimes they show me the protest may be slightly inaccurate. The protest filed against you may or may not contain replays. I may or may not tell you that I have seen the replay of the incident. If I find your response to my inquiry is less then truthful I will not show any leniency and will assess the maximum penalty appropriate for the violation you are accused of.
When I receive your reply I will consider both sides of the story and any other evidence I may have accumulated in my investigation. I will render a decision in the case and you will receive the “Penalty Notification” email. The current penalties you might receive are…
No Action Taken – I use this ruling when I find the accused was not guilty of the accusations in the protest.
Noted Incident – I use this ruling when I do not have enough evidence in a case to make an accurate and fair ruling. This is not a blemish against the accused account but is a way for me to resolve the case in a way that does not assign blame.
Warning – I issue a warning for specific violations that are not egregious enough for probation or a suspension but the protested circumstance needs to be address.
Probation – Probation is used mostly for first time offenders of a violation that could lead to suspending the offending party. This is a way for me to let the offending party know of the service’s rules and there will be no toleration of breaking said rules going forward. All probations issued are a minimum of 8 weeks.
Suspension – I use suspensions when there is a complete disregard for the service’s Sporting Code and Code of Conduct policies. In most cases this is because there was a second violation of the Sporting Code’s Code of Conduct policies. I might use a suspension as a first resort in only the most violent violations against other members on the service.
You will be told the duration of the penalty if you receive probation or a suspension in the notification email. If you do receive probation or a suspension you may be able to appeal your penalty. For rules pertaining to appeals see section 9 of the iRacing Sporting Code.
There are some occasions where someone has made a code of conduct violation and I have the proof I need to make an immediate ruling. iRacing collects all server chat logs and even some voice chat files. If I have proof that you have made a code of conduct violation you will receive the protest in the mail and in the description I will let you know the violation you have committed is unacceptable, why it is unacceptable, and when you will receive your penalty notice. In such cases where I have undeniable proof of the code of conduct I will include said proof in the description of the protest.
So responding to a protest is pretty easy. Just make sure you stay calm and do not let your emotions get in the way of responding to the protest properly and respectfully. Read the details of the protest, respond to any points I may ask you about, and explain your side of the story. If you do these things your side of the story will be considered and I will be able to make a fair and appropriate ruling in the case.
Nim Cross
iRacing Chief Steward
I have no experience driving any of the cars that we have in sim until we got the VW. Now I can honestly say something is wrong with the FOV. I sit in my VW and the perspective is a setting of 92 of my view in car. The problem is if I set my view to what I really see in my real car I feel like I am in the back seat in iRacing. To get the proper perspective of what I should see out of the cockpit I have to set the FOV to 65. I cant even see the side view mirror at 65 rather than the rear view.
I am finding this to be very annoying. It never bothered me until I got the VW for me to actually compare to real life. It is definitely diminishing my immersion level when the 2 point of views don't match. Is there a way to get the correct perspective in both because I sure haven't found it.
Edit: Did some more testing last night with the FOV and am actually starting to like the 92 setting in iRacing. I seem to be able to see the racing line better. It is throwing my timing off as I am so used to driving with a 65 FOV. I find it much more enjoyable to turn off the virtual and use the actual mirrors now that we can adjust them.
It does seem to vary by car though, for one 92 gives you a bad backseat view as does the LM. The SR8 has the same backseat feeling also as does the Skippy.
Very strange everything seems to be different for every car.