iRacing: Neues Build mit Endurance Racing-Verbesserungen

Vor dem Start des 24h-Rennens in Daytona stellen die Entwickler von iRacing Motorsport Simulations ein neues Build für die PC-Rennsimulation bereit

iRacing: Neues Build mit Endurance Racing-VerbesserungeniRacing: Neues Build mit Endurance Racing-Verbesserungen  ZoomUnmittelbar vor dem offiziellen Start der virtuellen iRacing-Rennsaison mit dem Eröffnungsrennen des 2015 Road Warrior-Rennkalenders, dem 24-Stunden-Rennen in Daytona am 31. Januar, haben die Entwickler der PC-Rennsimulation ein neues Build veröffentlicht das einige wesentliche Verbesserungen für die Langstreckenrennen beinhaltet.

Die neue Version zeichnet sich dabei durch eine verbesserte Synchronisation zwischen den Servern und Spieleclients ebenso wie einigen Fehlerbehebungen aus und ermöglicht nun auch die Reparatur von zuvor auf Grund technischen Defekts zu einem Rennausfall führenden Fahrzeugschäden. Je nach Schwere der Beschädigungen, kann die Reparatur dabei unterschiedlich lange dauern. Für einen Motorwechsel ist man zum Beispiel mit über 30 Minuten lange Zeit zum Zuschauen gezwungen, kann jedoch immerhin noch das Rennen zu Ende fahren. Die Reparatur einer beschädigten Aufhängung an einer Seite des Fahrzeugs wird von den Entwicklern mit etwas über 8 Minuten angegeben.

Alle Änderungen, darunter auch die Detailoptimierungen bei einigen Fahrzeugen, können der nachstehenden Zusammenfassung entnommen werden.

Release notes iRacing Daytona 24 Hours-Build:
General Simulation:
–Improved the synchronization between the session time maintained on the server and the equivalent time maintained on the client. This is likely to greatly reduce the occurrence of missing split times.
–Fixed a bug in practice and testing sessions where your first timed lap after leaving the pits after resetting the car would not be scored when it should have been.
–Removed a blocking point between the game’s simulation component and its drawing component. This might have a minor impact on either the overall frame rate, or the consistency of the frame rate.

Team Endurance Races:
–Fixed a bug that was causing the graphical driver models that appear in cars that are on track to (mostly) disappear after about 23:18 into a session.
–Fixed a bug that caused incorrect determination of which drivers on a team met the requirements under the “drive fair share” rule if the race session had only a time limit, and not also a lap limit.
–Fixed a bug that could cause a team to be limited to having only 5 members concurrently connected to a session, instead of the proper limit of 6 members.*
–Made a couple of changes to the race server code that will improve the performance of the server when large numbers of people are in the session, and might reduce the big time-skew/wink-out/clock-smash that occurs once the final competitor finishes the race.

Towing:
–During a race if you call for a tow while in your pit lane and near to your stall (such as if you get out of your car without quite having parked correctly in your pit stall), we now allow the pit crew to “push your car” into the pit stall if you’re not too far away, more quickly than a regular tow. It will still appear to be a tow, you don’t actually see the pitcrew doing anything, but the tow timing is much quicker.

BMW Z4 GT3:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
–Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.

Chevrolet Corvette C6.R GT1:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.

Ford GT:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.

Ford GT GT3:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
–Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.

HPD ARX-01c:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
–Added an additional three final drive ratios to choose from.

McLaren MP4-12C GT3:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
–Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.
–Added an additional taller final drive ratio.

Riley MkXX Daytona Prototype:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.

Ruf RT 12R C-Spec:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.

Ruf RT 12R Track:
–The pitcrew can now replace parts that are damaged beyond repair, instead of simply ending your race with a disqualification for being too damaged. Replacing a part will generally take a fairly long amount of time (particularly if multiple parts are badly damaged), so in short races you may not be able to get your car fixed before the race is over. For instance, swapping in a fresh engine can take just over 30 minutes, and replacing the suspension on a corner of the car will take just over 8 minutes.
–Updated fuel use to better equalize green flag ranges amongst the four GT3 cars. This car has increased fuel consumption by 1.3%.
–Fixed bugs that could cause the pit stop to continue indefinitely. One pitstop stall would occur by turning the tire change requests off while the fuel guy was adding fuel but before the tire guys began to replace the tires. The other pitstop stall would occur if you had a fuel leak.

*Note that an issue somewhat related to this still remains.

If your team is not at its connection limit when you click on the [Join] button in the Race panel on the web site, the simulator is launched and it connects to the session. If your team is at the limit, clicking on [Join] instead brings up a message box telling you this is the case, and a message is sent to your teammates that are connected to the session telling them that you’d like to get in.

If within a short period of time after that you again click on the [Join] button, the simulation is launched without first performing this check against your team’s limit. The race server knows whether or not your team is really at its connection limit (it is the authoritative source for this information), so it will either allow you into the session, or reject your connection.

Unfortunately, the web site is currently using the number of your team members that are registered for the session, instead of the number of your team members that are actually connected to the session’s race server in determining whether or not your team is at its connection limit. So it might mistakenly tell you that your team is at its connection limit, when really it is not. Fortunately, the window of time after being given the “your team is at its limit” message where this check is not performed allows you to get around the bug by simply hitting the [Join] button again.

We did not identify this issue in time to get it fixed and tested prior to today’s update, but the bug will be fixed in a future update.



Tags: iRacing Motorsport Simulations, Road Warrior Series 2015, Endurance Racing, 24h of Daytona, changelog


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