Racing Sim Thread, Part II

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Re: Racing Sim Thread, Part II

Post by Gurantsu »

I ran a SRF race this morning. Started 12th, and got punted on the first lap by a driver who lost it on that tight slow left hander after the sweeping right, which dropped me down to 16th. Damaged my car, but not too badly, and I was able to work my way up to 9th and hold on to the end, including a spin in that same turn where I didn't hit anything and was able to get going again rather quickly.

I like that track and car combination, they work well together. I was amazed I was holding my own, not anywhere near the aliens, but keeping a decent pace and running well with the guys around me. I'm actually getting better, albeit slowly.

I have noticed that my safety rating hasn't gone up a lot in my last races, and I wonder if that is because they have been in lower level cars, where I hold a B liscense. Of course, the spins and contact don't help either.
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Re: Racing Sim Thread, Part II

Post by pk500 »

On vacation this week in Maine, Don. Sorry I missed this post.

I'll try to get in on some of this action, but I leave for 12 days in Indy two weeks from today. Working the MotoGP race.

Thanks.
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Re: Racing Sim Thread, Part II

Post by DChaps »

I have noticed that my safety rating hasn't gone up a lot in my last races, and I wonder if that is because they have been in lower level cars, where I hold a B liscense. Of course, the spins and contact don't help either.
While it is mentioned in the iRacing Sporting Code and User Guides, it does not really go into detail on how the Saftey Rating works. However, I came across the definitive iRacing thread on the Safety Rating formula from a member (link to full thread below), and here is what it says regarding a higher class level participating in lower level cars:
- "Why is it harder to gain SR/easier to lose SR at higher license levels?" - The biggest part of this is that it's harder to maintain a high average than it is to maintain a low average. To maintain a CPI of 25, you only need a CPI of, well, 25. That's quite some incidents in a race you can accrue and still come out with a +/-0 to your SR at the end. You also have a lot of room to improve (and thus a chance to improve by a bigger margin) at lower level, while at the higher license levels you can not improve as much because you need a low incident count already just to keep your current CPI average.

- The higher your license, the slower your SR progress will be. The largest part of this is simply because you already have a high Corners per Incident average. The higher your average is, the harder it is to keep improving it. If you've written just D's in your exams, it'll be easier to improve by writing a C or better. When you've already been getting A's, it's a lot harder to improve on that. The translation of CPI into the SR value also flattens a bit the higher you move up (see the link to Mathieu's graphs at the bottom for details).

- This also means it's easier to lose SR at higher levels because your average is already relatively high. If you're still in Rookie, a race with with 6 incidents in 10 laps at Lime Rock will likely mean you'll improve your SR, because it means you achieved a higher CPI-average than you had before. If you're already in the A license level, 6 incidents in 10 laps at Lime Rock will mean you'll lose some SR, because it's worse than your prior average. You'll however still have a vastly higher SR than the aforementioned Rookie.

- Your CPI is calculated for a limited history of corners. The exact number of corners taken into consideration is not known to me, but the general assumption is that for a Pro license there are 2600 corners taken into consideration. For lower licenses the number is lower. This means that laps in which you had a lot of incidents will sooner or later drop out of your CPI calculation.
iRacing Safety Rating Explained: http://members.iracing.com/iforum/threa ... adID=76232
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Re: Racing Sim Thread, Part II

Post by pk500 »

I don't know how iRacing did it, but the night version of Bristol has an almost negligible effect on my framerate even though I'm rocking only a 128 MB video card.

I get 51 FPS for both the night and day version in light to moderate traffic, and hovered around 41 FPS in a 38-car race with Rookie Legends last night. And it looks bad-ass. So consider me very, very impressed and eating a steaming plate of crow!

GREAT job, iRacing!
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Re: Racing Sim Thread, Part II

Post by DChaps »

Sweet. Thanks for the heads up Paul. I did not even realize there was a new update released. We have had a major software deployment this week at work so my good intentions of starting a full 12 week season in the Spec Racer Ford have not panned out. Maybe we should try to get in some hosted DSP racing at Richmond or Bristol.
Release Notes for 2010.08.11.02

- Bristol can now be raced at night.

- Impala A has all default and hall of fame setups updated for this season's physics.

- Impala B has all default and fixed setups updated for this season's physics.

- Lotus 79 has improved timing for shifting with all shift aids enabled.

- When spectating a race your own text chat is now gray like the other spectators.

- Fixed a bug that could allow pit service to occur while parked out in the pit lane.

- Fixed a bug that allowed assigning the same button to multiple controls.

- Fixed a nasty bump at the exit of the last turn at Lime Rock.
Pocono is coming later this month and is also available for pre-purchase with a bonus. If we had Ontario we could bring back the old Indycar Triple Crown!
For almost 40 years, Pocono Raceway has been a destination center of speed nested in the beautiful Pocono Mountains of Pennsylvania. Everything from NASCAR, Indycars, to SCCA have raced at this historic facility at one time or another. The triangle configuration is like no other circuit. Its three distinctly different corners have different banking and it’s front stretch boasts the longest in NASCAR at 3,740 feet (almost ¾ of a mile long).

The good news is Pocono Raceway will be arriving soon to iRacing.com, but you can be the first on your block to own it. This is all about racing, right? So, why not be first! Pre-Order Pocono Raceway now and you’ll get a special bonus of $3 in iRacing credit.

Don't wait as this offer is for a very limited time. All you need to do to qualify for the iRacing credits is pre-purchase the track before August 23rd 00:01 GMT. We’ll send you a promo code soon thereafter which you can redeem for a future purchase. Pretty easy.
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Re: Racing Sim Thread, Part II

Post by pk500 »

Hey, what was wrong with that bump in the final corner at Lime Rock? That thing separated the brave from the sensible! :)
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Re: Racing Sim Thread, Part II

Post by fsquid »

so Iracing is a subscription based game totally running online? interesting.
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Re: Racing Sim Thread, Part II

Post by pk500 »

fsquid wrote:so Iracing is a subscription based game totally running online? interesting.
Yes, sir. It's been that way since Day 1, and I hope it never changes. Separates the idiots from the serious.
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Re: Racing Sim Thread, Part II

Post by Rodster »

Have any of you cats tried Arca SimRacing 08, another subscription based sim using the rfactor engine? Awhile back they had a 2for1 special. Supposedly there's a new Arca in the works based on rfactor two with a yearly subscription fee of $59.99 instead of paying monthly.
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Re: Racing Sim Thread, Part II

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Rodster wrote:Have any of you cats tried Arca SimRacing 08, another subscription based sim using the rfactor engine? Awhile back they had a 2for1 special. Supposedly there's a new Arca in the works based on rfactor two with a yearly subscription fee of $59.99 instead of paying monthly.
I'm sure Terry's tried an ARCA game of some description based on the rFactor engine, but it may not have been that particular one. Being one of those pesky European road course guys I've never really been able to drive a nail into a piece of wood on an oval, especially in a stock car, but I've always had the impression that the rFactor engine wasn't especially good at that kind of thing.

I have an objection to paying for anything based on rFactor that isn't rFactor itself, so I'm afraid I'm never likely to try it either, but I'd be absolutely staggered if it had anything the Papy NASCAR games didn't already offer. Apart from active online servers and all that, obviously.
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Re: Racing Sim Thread, Part II

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GB_Simo wrote:
Rodster wrote:Have any of you cats tried Arca SimRacing 08, another subscription based sim using the rfactor engine? Awhile back they had a 2for1 special. Supposedly there's a new Arca in the works based on rfactor two with a yearly subscription fee of $59.99 instead of paying monthly.
I'm sure Terry's tried an ARCA game of some description based on the rFactor engine, but it may not have been that particular one. Being one of those pesky European road course guys I've never really been able to drive a nail into a piece of wood on an oval, especially in a stock car, but I've always had the impression that the rFactor engine wasn't especially good at that kind of thing.

I have an objection to paying for anything based on rFactor that isn't rFactor itself, so I'm afraid I'm never likely to try it either, but I'd be absolutely staggered if it had anything the Papy NASCAR games didn't already offer. Apart from active online servers and all that, obviously.
rFactor is not oval friendly. The AI on road courses is a travesty. The best AI is usually found on commercial based mods like Simbin, or the Turismo Carretera racing game. The previous EA Sports Nascar games had decent AI. I hope all that is fixed with rfactor 2, they really need to address the AI.
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Re: Racing Sim Thread, Part II

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Rodster wrote:Have any of you cats tried Arca SimRacing 08, another subscription based sim using the rfactor engine? Awhile back they had a 2for1 special. Supposedly there's a new Arca in the works based on rfactor two with a yearly subscription fee of $59.99 instead of paying monthly.
I have tried it, and it's not very good. In fact, it's not even as good as NASCAR Racing 2003 Season and certainly nowhere near as good as oval racing in iRacing.

ARCA Sim Racing is based on the oval racing engine from rFactor, which is piss-poor. Many mod makers have tried to create a realistic asphalt oval mod for offline racing for rFactor, and all have failed because the AI and physics model for rFactor are designed for road racing.
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Re: Racing Sim Thread, Part II

Post by Rodster »

Carrera4 just released Montreal 1988 for his F1 mod, sweetness ! 8)

http://www.rfactorcentral.com/detail.cf ... 9al%201988
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Re: Racing Sim Thread, Part II

Post by GB_Simo »

I might finally have ran out of the strength to keep going back to rFactor, but the 1988 Montreal layout will feature the sweepers past the old pits (now the site of the long straight down to the last chicane) and a more open right-left flick for the last couple of corners, both of which will sort the men from the boys. Derek Warwick had a huge accident in the sweepers in '88, which the mod is forgiving enough at speed to keep you away from, but I bet the slower stuff is a nightmare with that mod.
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Re: Racing Sim Thread, Part II

Post by DChaps »

Not that I am really keeping up with all racing sims these days, but there is an announcement from www.virtualr.net of a new Ferrari F10 sim that I had completely no knowledge of. Will be available Sept. 9, 2010 at the link below. Interesting......

http://www.ferrarivirtualacademy.com/EN/index.jsp
Ferrari Launches Ferrari Virtual Academy 2010
Ferrari has announced their Virtual Academy 2010, giving Formula One fans all around the globe access to a true-to-life simulation of their current Ferrari F10 Formula One race car.

The Virtual Academy will include Ferrari’s current Formula One challenger as well as three laser-scanned (!) tracks – Fiorano, Mugello & the Nürburgring. The Academy comes with a global hotlap competition as the fastest drivers can win Ferrari merchandise every week. The five quickest drivers will even be invited to Maranello, participating in the official Ferrari Driving Academy.

The simulator does not just look pretty stunning as you can see below, Ferrari also promises a very realistic approach as the car has been designed based on official CAD data. In terms of physics, Ferrari has not cut any corners either, promising the most accurate virtual reproduction of a Ferrari F1 single-seater in computer simulation to date. Ferrari’s Formula One drivers have been heavily involved with testing the virtual car, making sure the driving dynamics and tyre behaviour is as realistic as possible.

The simulator will be using the same setups as the real-life F10, players will be able to match themselves against the top times set by Ferrari’s world class drivers. Furthermore, the simulation also includes a replay system and real-time global leader boards to track your progress.

This is stunning news as Ferrari is the first Formula One team to give sim racers access to an official simulator, the ingredients sound very promising and could provide for a new benchmark in open-wheel simulation.

Download of the Ferrari Virtual Academy will be available starting September 9th, for more visit the official website or just stay tuned to VirtualR!
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Re: Racing Sim Thread, Part II

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Is it free? :)
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Re: Racing Sim Thread, Part II

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From the official announcement on Ferrari's website:

http://www.ferrari.com/English/Formula1 ... lator.aspx
The Ferrari Virtual Academy will be available for digital download as of 9 September with the first package including the F10 and the Fiorano circuit for Euro 15,00.
I have also read that this was created by Kunos Simulations, the creators of Netkar Pro, and is purported to be a heavily modified version of the Netkar Pro engine.
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Re: Racing Sim Thread, Part II

Post by DChaps »

The PC version of Codemaster's F1 2010 is now avaiable for pre-purchase on Steam for $35.99. I do not have high expextations for this game as a sim, but I did enjoy Dirt 2 on the PC and all the pre-release video and screenshots do look good.

http://store.steampowered.com/app/44310/?l=english
Pre-Purchase F1 2010
Available: September 21st, 2010
This game will unlock in approximately 2 weeks, 4 days and 21 hours
-10%
$35.99
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Re: Racing Sim Thread, Part II

Post by GB_Simo »

DChaps wrote:I have also read that this was created by Kunos Simulations, the creators of Netkar Pro, and is purported to be a heavily modified version of the Netkar Pro engine.
In that case, I guess it's safe to assume that Ferrari are one of the teams who don't use the rFactor Pro software? I know there's also at least one team, though I can't seem to recall who it is, using a derivative of Ruud van Gaal's sim Racer.

It might well be worth whatever 15 Euros converts to these days just to run around Fiorano. I'm not entirely sure why, but I love that track.
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Re: Racing Sim Thread, Part II

Post by pk500 »

GB_Simo wrote:
DChaps wrote:I have also read that this was created by Kunos Simulations, the creators of Netkar Pro, and is purported to be a heavily modified version of the Netkar Pro engine.
In that case, I guess it's safe to assume that Ferrari are one of the teams who don't use the rFactor Pro software? I know there's also at least one team, though I can't seem to recall who it is, using a derivative of Ruud van Gaal's sim Racer.

It might well be worth whatever 15 Euros converts to these days just to run around Fiorano. I'm not entirely sure why, but I love that track.
With iRacing's 2009 Williams due for completion soon, I'll probably pass on this Ferrari sim. But it should be decent or better if it's based on NetKar code. That's probably the second-best pure sim I've driven, behind iRacing.
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Re: Racing Sim Thread, Part II

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GB_Simo wrote:
Rodster wrote:I went and downloaded the F1 1990 mod that Adam mentioned. Will give it a try later. I love the sound of those cars 1988-1994. The overpowering growling sound from the cockpit of the 1988 cars exude power and a nastiness the current cars don't offer.
Would like to hear your thoughts. I watched the AI at Phoenix and I was quietly encouraged, even if the sounds seemed a bit off. Then I ran a weekend at Adelaide, the frame rate was dreadful, the force feedback non-existent and I turned it off after half a lap.
My thoughts are it's a solid hot lap mod. The framerate is atrocious with cars on the track so I just do timed laps. The cars are fun to drive and as you say the sounds are off. I still love the testosterone feel of the 1988 mod but overall the 90 mod is top notch, Phoenix looks awesome. I could get past the in car sound, it's the framerate that's a downer. If I put 29 cars on the track i'll drop to 19FPS then as I round the circuit away from the cars the framerate jumps to 60FPS until I get close to cars.

When it's just me hot lapping on track it's a rock solid ultra smooth 60FPS with V-Sync turned on.
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Re: Racing Sim Thread, Part II

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I reinstalled rFactor last night, as I wanted to run Historic GT and Touring cars after watching the Goodwood Revival on Discovery HD last weekend. I also wanted to try rFactor with my G25, which I didn't have when I last played the game 15 months ago.

Well, it didn't take long for me to realize that iRacing has ruined rFactor for me. I don't know how to say this without sounding like an elitist dick, but even the best mods in rFactor -- Historic GT and Touring, Formula Armaroli and PCC 2007 -- feel like TOCA 2 compared to iRacing. The lack of feel, both at the wheel and from the track surfaces, is startling in rFactor compared to iRacing. Plus it's so easy to get away with sloppy driving in rFactor.

It didn't take long for me to uninstall rFactor. The experiment wasn't a waste of time, though: At least questions in my mind were answered.

Maybe I'll see how Live For Speed -- another old fave of mine -- stands up to iRacing.
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Re: Racing Sim Thread, Part II

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pk500 wrote:I reinstalled rFactor last night, as I wanted to run Historic GT and Touring cars after watching the Goodwood Revival on Discovery HD last weekend. I also wanted to try rFactor with my G25, which I didn't have when I last played the game 15 months ago.

Well, it didn't take long for me to realize that iRacing has ruined rFactor for me. I don't know how to say this without sounding like an elitist dick, but even the best mods in rFactor -- Historic GT and Touring, Formula Armaroli and PCC 2007 -- feel like TOCA 2 compared to iRacing.

It didn't take long for me to uninstall rFactor. The experiment wasn't a waste of time, though: At least questions in my mind were answered.
We all knew that but you. :)
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Re: Racing Sim Thread, Part II

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I'll admit the lure of driving historic cars is so strong for me that I'll probably reinstall the Historic GT and Touring mod as a standalone install, only with historic tracks like Goodwood, Rouen and the like. It's a very solid mod; I must stop comparing it to iRacing and just have fun with it.
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Re: Racing Sim Thread, Part II

Post by GB_Simo »

That's one of the hardest parts of it, PK. Those little rFactor mod reviews I've been offering up every so often have forced me to make a conscious effort to pretend I don't know anything about any other racing sim. By the time I came to talk about the F1 1990 mod I'd ran out of the will to keep on doing that, though I'm heartened to see that Rod had the same issues as me.

Fact of the Day: I can't say the name of the latest addition to the iRacing stable without thinking, "Aruba, Jamaica, oooh, I wanna take ya to Bermuda, Bahama..." You'll understand, then, if I say simply that iRacing's take on a famous tri-oval in Pennsylvania is now available for download.
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