iRacing

systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#1

Developer: iRacing.com Motorsports Simulations
Genre: Rennsimulation
Max. Spieler: 64 (aber normalerweise weniger, kommt aufs Event an)
Plattform: Microsoft Windows
Distributions Format: Download
Kompatible Peripherie: Alle gängigen Lenkräder, sowie Gamepads
Preis: 12$ pro Monat (+ ca. 15$ für eine weitere Strecke und ca. 10$ für ein weiteres Auto)
Release: 26.08.2008
Neuste Version: 2.3.1.5 (vom 24.04.2012)
Systemvoraussetzungen:
Windows XP, Windows Vista, or Windows 7
Intel Core 2 Duo or Athlon X2 or higher
NVidia GeForce 7800 / ATI Radeon X1800 or above graphics adapter recommended
2 GB system RAM
6 Gb free hard disk space
Microphone optional, required for voice chat

Controller
Steering wheel, analog gamepad, or joystick.

Internet Browser Requirements
Firefox 1.5, Internet Explorer 7, Google Chrome 2.0 or newer
Javascript enabled
Cookies enabled
Flash Player

Internet Connection Speed
DSL, Cable, Fiber, 128K or faster – Supported. Satellite is not supported.
56K dial-up at a minimum, Broadband (DSL or Cable) highly recommended. Satellite broadband excluded.

Website: http://www.iracing.com/
Facebook: https://www.facebook.com/iracing?ref=ts

Bilder:






Trailer: [ame]http://www.youtube.com/watch?v=9VtYujznieA[/ame]

Strecken:
52 Road und Oval Strecken (138 Variationen) - http://www.iracing.com/cars-and-tracks/tracks/

Autos:
28 - http://www.iracing.com/cars-and-tracks/cars/



Das Basispaket von iRacing enthält:

Autos:
- Cadillac CTS-VR
- Legends Ford '34 Coupe
- Legends Ford '34 Coupe Rookie
- Mazda MX-5 Cup
- Mazda MX-5 Roadster
- Pontiac Solstice
- Pontiac Solstice Rookie
- SCCA Spec Racer Ford
- Street Stock

Strecken:
- Centripetal Circuit
- Charlotte Motor Speedway
- Lanier National Speedway
- Lime Rock Park
- Mazda Raceway Laguna Seca
- Okayama International Circuit
- Oxford Plains Speedway
- South Boston Speedway
- Summit Point Motorsports Park
- Thompson International Speedway
- USA International Speedway

Esgibt folgende Kassen:
- Rookie
- Class D
- Class C
- Class B
- Class A
- Pro

Eine Besonderheit hierbei ist, das man nur aufsteigt, wenn man fair fährt und keine großartigen Fehler macht. Auf welchem Platz man letztendlich ankommt, ist dabei egal.
Die Klassen gibt es im Prinzip 2x, einmal für Roadevents und dann nochmal für Ovalevents.





Eijeijei, das war irgendwie ne Menge arbeit mit dem Startpost. :ugly: Und hier steht noch lange nicht alles...

Nunja, spielt sonst noch jemand iRacing?
Ich bin seit Anfang April dabei und seit gestern auf Class C (Road) aufgestiegen.
Ich hab es zwar erst seit knapp 3 Wochen, aber habe hier schon die besten Erfahrungen in Sachen fairness erlebt, es ist einfach unglaublich komplett am Limit und auch noch fair zu fahren, die User wollen ja aufsteigen und neue Events anwählen und das geht halt nur, wenn man fair ist. Und "Crashkiddies" sollten sich dort normalerweise auch nicht aufhalten, da es dieses Spiel nur im Abo gibt und wer ist so blöd und bezahlt ständig Geld um andere Leute zu ärgern? :)

Also ich will dieses Spiel nicht mehr missen und seien wir mal ganz ehrlich, 12$ im Monat ist doch nichts, wenn man so sein liebstes Hobby finanzieren kann. Natürlich schlagen (wie schon weiter oben erwähnt) die Autos und Strecken ganz schön ins Portemonnaie, aber die kann man sich ja nach und nach kaufen.

Was man dem Spiel (noch) vorwerfen kann, das doch alles sehr Amerikanisch ist, bzw. es gibt doch recht wenige Strecken, die nicht in den USA beheimatet sind. Aber das kann ja noch werden. Zu den oberen Strecken wird sich bspw. in bälde noch der Twin Ring Motegi dazu gesellen.

Hier mal eine schöne Demonstration:

[ame]http://www.youtube.com/watch?v=v7bppAvHipM[/ame]

(ca. 3 Stunden Rennen :ugly: )

Und eine Seite, die noch sehr zu empfehlen ist, wenn man sich einfach nur mal die Weltmeisterschaftsrennen (Road + Oval) + weitere Specialevents (mit Kommentar) angucken möchte:

http://www.psrtv.com/archive/index.php

Finde ich seeeehr geil gemacht! :okay:
Hoffentlich fahr ich da auch mal mit... :D
 
Zuletzt editiert:

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#2
Die Systemanforderungen sind etwas höher:
Computer
Windows XP, Windows Vista, or Windows 7
Intel Core 2 Duo or Athlon X2 or higher
NVidia GeForce 7800 / ATI Radeon X1800 or above graphics adapter recommended
2 GB system RAM
6 Gb free hard disk space
Microphone optional, required for voice chat

Controller
Steering wheel, analog gamepad, or joystick.

Internet Browser Requirements
Firefox 1.5, Internet Explorer 7, Google Chrome 2.0 or newer
Javascript enabled
Cookies enabled
Flash Player

Internet Connection Speed
DSL, Cable, Fiber, 128K or faster – Supported. Satellite is not supported.
56K dial-up at a minimum, Broadband (DSL or Cable) highly recommended. Satellite broadband excluded.
http://www.iracing.com/membership/system-requirements/

Sehr interessantes Spiel, aber ich mag keine Abomodelle + Onlinezwang. Die große Autoauswahl aus GT/FM würde ich definitiv vermissen.

Private Lobbies muß man afaik auch bezahlen.

Und "Crashkiddies" sollten sich dort normalerweise auch nicht aufhalten, da es dieses Spiel nur im Abo gibt und wer ist so blöd und bezahlt ständig Geld um andere Leute zu ärgern?
Demnach dürfte es auf XBL nur faire Spieler geben ;). Liegt mehr am von dir schon genannten Safety Rating.
 
Zuletzt editiert:
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#3
Hm... ich habs von der offiziellen Seite ?(

Sehr interessantes Spiel, aber ich mag keine Abomodelle + Onlinezwang. Die große Autoauswahl aus GT/FM würde ich definitiv vermissen.
Naja, man geht ja zumindest keinen Vertrag ein. :D
Und Onlinezwang? Naja, ist halt ein Onlinespiel, mich persönlich störts jetzt nicht (aber spätestens dann, wenn mein Internet nicht geht :ugly: Aber dann kann ich ja sowieso nicht online spielen, was ich ja eigentlich nur möchte).

Private Lobbies muß man afaik auch bezahlen.
Jup, je nachdem wie lange man einen Server "mieten" möchte, ich habe diese Funktion aber bisher noch nie benutzt und eigentlich brauch ich sie auch nicht, noch zumindest.


Demnach dürfte es auf XBL nur faire Spieler geben ;). Liegt mehr am von dir schon genannten Safety Rating.
Naja, bei iRacing ists halt nur ein Spiel und nicht eine Komplette Plattform, macht mMn schon ein Unterschied. Aber klar, das Safety Rating trägt wohl einen noch größeren Teil dazu bei. :)
 
Zuletzt editiert:
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#4
Kaum erstell ich den Thread, schon gibts nen neues Update :D

Ein neues Auto gibts Gratis:



Und hier die release notes:

Hosted Sessions

You can now restrict hosted session results to participants only. The checkbox is located in the "OPTIONAL SETTINGS" section of the "HOST A RACE" page. When this flag is set the system will check to make sure that the current user was a participant in the session before either displaying the event results popup or generating event results in csv format.
You can now restrict the viewing / spectating of hosted sessions. This checkbox is also located in the "OPTIONAL SETTINGS" section of "HOST A RACE" page. For this release viewing can be restricted by club only. When this flag is set the system will check to see if the session is restricted to members of one or more clubs. If so it will ensure that the current user is a member of one of the eligible clubs before allowing them into the session as a spectator. This flag will have no effect if you do not restrict the session to one or more clubs. This feature will be expanded in the future to support leagues and teams as well.
You can now specify the maximum amount of fuel that can be loaded into a car. This is specified as a percentage of the car’s maximum fuel capacity and should be an integer between 10 and 100. For example if a car has a max fuel capacity of 20 gallons and you specify 50% the sim will not allow you to fill beyond 10 gallons of fuel. **NOTE: This feature will not be available until later in the week due to last minute technical issues.

UltimatePay Support

UltimatePay is a new payment type that can be used for buying everything except gift certificates and gift recharges. The system supports more than 70 different payment methods worldwide and automatically customizes your payment options based on your country.
This system works differently from the existing credit card and PayPal options in that the transaction is not completed immediately. In some instances such as with the Ultimate Game Card the transaction completes almost immediately but with others such as Western Union it can take much longer.
Additionally, iRacing does not receive any notification of failed or canceled transactions. As a result you will always see an Ultimate Pay Order Information page after you close the UltimatePay popup window. You will see this whether you completed the transaction or simply canceled out of the popup.
For example, let’s say you decide to purchase a car using Boku with your mobile phone. The general flow is you initiate the purchase on the iRacing Member’s site from a popup window presented by UltimatePay. UltimatePay alerts Boku and they will send a text message to your phone. You respond to the text message to complete the purchase. Boku alerts UltimatePay that you completed the purchase and UltimatePay alerts iRacing. At this point iRacing will fulfill the purchase and send you an email to let you know that your car is ready to be downloaded.
It is important to note that some of the payment methods will charge a fee in addition to your order total. iRacing does not control these fees. Please pay close attention to any fee disclosures when completing your transaction.
An additional note is that iRacing is not supporting any recurring payments using UltimatePay at this time.

Site Footer

A new lap counter has been added to the site footer. This displays a recent snapshot of the total laps run across the service since the start of iRacing.

Friends/Watched

It is now possible to remove a friend or watch request to yourself, if you get yourself into that state.

Spectating

The spectating timer will now be 20 seconds for most events. For larger events (some world tour events, etc) the spectating timer will remain at 60 seconds.

Renewals

Fixed a bug where gift cards could not be added to renewal orders.

Simulation:
Graphics

– The graphics engine now supports assignable programmable pixel shaders and multi-texturing on race track related surfaces. Our new track Motegi features this improvement, and New Smyrna also has been updated.
– Visibility culling of track surface decals has been improved, with an emphasis on reducing the number of decals visibly popping in.
– The work-around that helps avoid missing scenery when AMD’s adaptive anti-aliasing is enabled is now always automatically enabled for everyone. The previous setting to enable this option in renderer.ini is now ignored.
Camera Tool
– The focus car is now highlighted in the entry list.
– The ‘/’ camera select key sequence now supports the ‘/’ key when selecting the camera (ie: /<driver position>/<camera><enter> )
– You can adjust the level of scaling applied with the 10x hotkey.
– Added a dB meter to measure the current volume at the mic.
– Most camera tool settings are now saved to the app.ini file.
– By default pan speed is tied to the zoom level of the camera. We have added an app.ini [CamTool] useLinearPan=0.0 value to let you blend between a constant pan speed, or one that slows down with higher zoom levels.
– Added in a non-linear scaling to the analog camera controls. Can be adjusted with an app.ini setting.
– You can adjust the relative speeds of each of the analog controls (move, pan/tilt, zoom) using an app.ini setting.
– Fixed a bug in the depth of field effect.
– Fixed a divide by zero bug in joystick calibration, which may sometimes have crashed the sim.

Spotter

– Fixed the bug that caused the spotter to incorrectly call ‘go low’ when you should ‘go high’.
– Radio on/off sounds should work more consistently now.
– Reduced the number of samples needed to call out numbers.
– Spotter packs can now select a message from a list of possible messages to add variety. You can add up to 100 custom samples per message.
– Spotter packs text messages can now be changed. This should allow for user supplied translations of the spotter pack. See this forum post: http://members.iracing.com/jforum/posts/list/1938030.page for more details.
– Long text messages are now automatically wrapped to fit the screen.
– TJ and Steve spotter pack now supports multiple samples per message and custom strings. Special thanks to the Hoff for doing all the hard work.
– New hotkey to turn on and off calling of lap times
– New hotkey to request a notification when the leader crosses the start/finish line.
Telemetry
– Updated the ATLAS plug-in, now it supports english/metric unit conversions and fixed a bug that caused short laps to import improperly. Also simplified installation a bit. You can download the latest iRacingSession.dll from http://members.iracing.com/jforum/posts/list/1477333.page
– Added in a center front splitter ride height sensor to some cars (CFSRrideHeight). This is currently available for the Chevrolet Impala, Chevrolet Impala Class B, Chevrolet Silverado, HPD ARX-01c, and Williams FW31.
– Added a new parameter ReplayFrameNumEnd that shows you how far from the end of tape the replay head is.
– Added new parameters SessionTimeRemain, and SessionLapsRemain indicating time/laps left in race.

Sounds

– All cars have had their engine/wind/tire volumes balanced to match actual recordings. Many cars have new samples so they sound even better.
– Updated scrape and crash sounds.
– Off throttle volumes should now be louder.
– Most cars have a new low frequency sub-wave sound designed to drive sub-woofers better.
– Fixed a bug where loading a replay could use external engine sounds instead of cockpit engine sounds when in cockpit view.

Driver Aids

– Improved the anti-stall clutch aid to allow anti-stall to be released if the car is rolling fast enough that it wouldn’t stall the motor to do so. This fixes the problem where locking the drive wheels in a braking zone would result in the antistall clutch staying active until next time the throttle is applied even if the brake pedal was released to free up the locked wheels.

Shifting

– Fixed a problem where initiating a sequential upshift with automatic throttle cut while the engine was already being cut by the rev limiter would cause upshift delays.
New Tire Model
– Fixed an issue where a very lightly loaded tire would lose stiffness, resulting in a "floaty" feeling in the lightly loaded tire.

Drafting

– We have improved the drafting math to be more aware of exactly where the edges of a car are, so the exact amount of draft you get for being bumper to bumper or side to side is much more consistent as speed varies, and for cars of different dimensions.

Car Sponsors

– National Guard sponsorship added.

Cadillac CTS-VR

– New car! And it has been given to everyone for free!

Chevrolette Corvette C6R

– Removed unused light flare model from Corvette C6r that could show up in unwanted places when the car was damaged.

Chevrolet Impala

– Now has a new driver model, hands look much better.
– Aero updates to improve accuracy performance.
– Changes to how this car drafts at super speedway tracks.
– Improvements to engine cooling and gauge precision to help racing in traffic or the draft.
– Drag penalty has been increased when certain parts of the car are damaged.
– Adjustable bumpstops have been added along with packer (shim) adjustments.
– Grill tape can now be set based on a choice of 5 options – Min, 25%, 50%, 75% and Full. Tape can be adjusted during pitstops.
– Fuel pressure now displays as if car is fitted with fuel injection instead of carburetion.
– Collision model adjustments to prevent excessive ‘submarining’ when running into the car directly in front.
– Reduced tire pressure adjustment range.
– Reduced cross weight adjustment range on pit road.
– Tire updates.

Chevrolet Impala Class B

– Aero updates to improve accuracy performance.
– Changes to how this car drafts at super speedway tracks.
– Improvements to engine cooling and gauge precision to help racing in traffic or the draft.
– Drag penalty has been increased when certain parts of the car are damaged.
– Grill tape can now be set based on a choice of 5 options – Min, 25%, 50%, 75% and Full. Tape can be adjusted during pitstops.
– Collision model adjustments to prevent excessive ‘submarining’ when running into the car directly in front.
– Reduced tire pressure adjustment range.
– Reduced cross weight adjustment range on pit road.
– More rear-end gear options for short tracks.
– Tire updates.

Chevrolet Impala SS 2009

– Updated to use the New Tire Model.
– Aero updates to improve accuracy performance.
– Changes to how this car drafts at super speedway tracks.
– Improvements to engine cooling and gauge precision to help racing in traffic or the draft.
– Drag penalty has been increased when certain parts of the car are damaged.
– Collision model adjustments to prevent excessive ‘submarining’ when running into the car directly in front.
– Reduced tire pressure adjustment range.
– Reduced cross weight adjustment range on pit road.

Chevrolet Monte Carlo SS

– Now has a new driver model, hands look much better.
– Collision model adjustments to prevent excessive ‘submarining’ when running into the car directly in front.

Chevrolet Silverado

– New driver model, hands look much better.
– Aero updates to improve accuracy performance.
– Changes to how this car drafts at super speedway tracks.
– Improvements to engine cooling and gauge precision to help racing in traffic or the draft.
– Drag penalty has been increased when certain parts of the car are damaged.
– Collision model adjustments to prevent excessive ‘submarining’ when running into the car directly in front.
– Reduced tire pressure adjustment range.
– Reduced cross weight adjustment range on pit road.
– Tire updates.

Dallara IndyCar

– Updated to use the New Tire Model.
– Suspension has been fully updated.
– Single-car and traffic aerodynamics has been updated.
– Damage model has been updated.
– Reduced engine fuel efficiency.

Ford Falcon V8 Supercar

– Updated engine torque curve.
– Reduced engine fuel efficiency.
– Reduced fuel capacity to 75l. Adjusted garage values to correct incremental values to match new fuel capacity.

Ford GT

– Number plates, badging, and position light color changed to match 2010 season.

HPD ARX-01c

– Added missing wire model to external model.
– Updated downforce, sideforce and drag aerodynamics.
– Reduced engine fuel efficiency.
– More low speed (<5000 rpm) engine torque.
– Tire updates.

Lotus 79

– Corrected idle rpms to be more accurate. Now idles at 4000 rpm cold, 2300 rpm warm.
– Added more swaybar options.

Skip Barber Formula 2000

– Now has a new driver model, hands look much better.

Williams-Toyota FW31

– Now has a new driver model, hands look much better.
– Fix for brake glow bleeding out on to the tires of the Williams FW31 car.
– Further correlation with Williams on aerodynamic and mechanical performance of the car. This should help setups get closer to the real thing.
– Reduced engine fuel efficiency.
– Minimum fuel weight changed from 6kg to 3kg.
– Tire updates.

Twin Ring Motegi

– Now available, and features our new track surface shaders.

Circuit de Spa-Francorchamps

– Fixed pace car issues.

Indianapolis Motor Speedway

– Blocked off access to some non-track area and access roads with jersey barriers.

Martinsville Speedway

– Fixed pace car issues.

New Hampshire Motor Speedway

– Fixed pace car issues.

New Smyrna Speedway

– Updated with our new track surface shaders.

Oulton Park Circuit

– Removed floating skid marks.
– Added missing specular highlights (solar reflections) to the section of track exiting pit lane.
– Fixed visual popping issues with some fences.

Suzuka International Racing Course

– Fixed a bump issue in Turn 1.

Texas Motor Speedway

– Fixed a bug where there was some grass edges that were set to concrete or rumble.

USA International Speedway

– Adjusted grass color to bring it more in line with our newer tracks
 
Zuletzt editiert:
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#5
Am Samstag gibts mal wieder ein Special Event, bzw. sogar 2.

Einmal das Indy 500 zur unserer Zeit um 16 bzw. 17 Uhr (je nachdem welche Oval Lizenz man besitzt)
Und dann das Coke 600 mit Nascar Sprint Cup Fahrzeugen auf dem Charlotte Motor Speedway in der Nacht und passend dazu wird das Rennen unserer Zeit um 24 Uhr gestartet.

Beim Indy 500 werde ich mit dabei sein, hoffentlich halt ich das auch durch und werde in keinen Crash verwickelt. ~challengeaccepted~ :D
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#7
Der Ruf wurde nicht wie angekündigt im Herbst fertig, aber ein anderes neues Auto ist erschienen:

[ame]http://www.youtube.com/watch?v=CJfY33M5nF4[/ame]

---------- Beitrag um 19:53 Uhr hinzugefügt ---------- Vorheriger Beitrag um 19:31 Uhr ----------

Der RT12 wurde erst kürzlich gescannt und dauert noch:
Glad to hear people are liking the McLaren. It is my new favorite car. The Ruf is still a ways out. We did scan it recently though. Sweet looking and sounding car.


 
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#8
Hatte lange keine Zeit bzw. Lust mehr auf iRacing, weiß grade selbst nicht warum, aber heute bekam ich ne Mail, das ich 3 Monate zum Preis von einem bekomme, da hab ich mal zugeschlagen. Hab auch schon echt wieder Bock. :D
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#9
Neue Sounds:
[ame]http://www.youtube.com/watch?v=C9zQ-dSlQ_g[/ame]

---------- Beitrag um 18:10 Uhr hinzugefügt ---------- Vorheriger Beitrag um 17:02 Uhr ----------

Review, das ein paar Probleme benennt.
http://www.racedepartment.com/2013/04/iracing-review/

Einige Fahrzeuge fahren sich schlecht/unrealistisch:
Despite the numerous exciting road racing cars that iRacing offers, such as the McLaren MP4-12c GT3, the 2009 Williams FW31, the Riley Daytona Prototype, the Lotus 79, or the Ford Falcon V8 Supercar, there are amateur rFactor mods that offer much more realistic driving experiences. In short, if you’re a road racing fan, there is zero point in even trying iRacing.

The problem lies within two main factors: the underlying physics engine being adjusted primarily to suit asymmetrical setup American stock cars, and the tire model that is still largely in development.

All road racing cars on iRacing have a tendency to spin wildly out of control in between the speeds of 60mph and 125mph, or, for a much friendlier description, any low to mid speed corner. The sensation is like hitting a patch of ice, and most cars just can’t be saved once this slide starts. On top of this ice patch effect that pops up twice every lap (or more, depending on the track), iRacing tires don’t actually have the proper grip arc that they do in the real world. Tires don’t actually heat up and gain grip on iRacing after X amount of time, but instead provide max grip during the first lap, and then become exponentially more awful for every lap that follows. These are two problems that have plagued all road racing cars to some extent since the introduction of iRacing’s “new tire model” upgrade a few years ago, and entire road racing series have been abandoned because of it. Every road car is skittish and damn near uncontrollable, with even the top ranked drivers complaining about cars being downright awful.
Sehr NASCAR-zentriert:
The second major issue is the blatant NASCAR favoritism. While iRacing, formerly Papyrus, was a NASCAR-oriented video game company, it is disappointing to see iRacing’s passion for motorsports only applies to the NASCAR crowd. It seems every other week that small aero or setup changes to oval cars are made at a moment’s notice, yet road cars that are horribly broken are completely ignored for weeks, sometimes months at a time, and everything from touch screen controls to entirely new cars are added before the “broken” car’s issues get fixed.
Ungleiche Behandlung von Spielern:
The third, and most frequently discussed, is the protest system.
...
Because of the size of the community, many staff, administrators, and moderators have built close relationships with the userbase, and favoritism runs rampant. Some drivers are able to wreck multiple cars each race, throw rather creative insults at others, or even cheat with zero consequences, while other drivers have received month long suspensions for their steering wheel snapping into their lap mid-turn and accidentally taking out a couple of cars. The farther you progress up iRacing’s “ladder”, the more obvious this favoritism becomes, to the point where most people speak of it as if it’s some sort of genuine obstacle to overcome when trying to make your way into one of the two year-long “Pro” series, with prizes in the ten thousand dollar range.
when it’s at its best, iRacing is unmatched when it comes to competitive online racing. You will not see this kind of clean, respectful racing on any console or PC game without purposely seeking out a private league dedicated to providing a perfect racing experience.
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#10
Some of you may be happy to know that we have been working on porting iRacing to run on Mac and Linux. By rough estimates Apple and Linux make up between 15% - 25% of the market space and as far as we can tell nothing like iRacing exists on those platforms. We are actually far enough along with this project that we have our first build to test. This is exciting for iRacing because we could see a nice jump in members with this port.

If you are a Mac or Linux user and want to get involved with testing we would appreciate the help. Please email Chris Weidner with your system specifications and what controllers you have for these systems and he will get back to you if we would like your help
http://www.bsimracing.com/iracing-mac-and-linux-version-first-build-ready/
 
systems
PSN-Name: Rafi1405
Spielt gerade: GTS,ACC,F1,AC
#16
Was war da am ende los?! :kopfpatsch:

---------- Beitrag um 20:41 Uhr hinzugefügt ---------- Vorheriger Beitrag um 20:32 Uhr ----------

Der Skippy lässt sich nach dem update so genial fahren, FFB ist ein Traum!!
[ame]http://www.youtube.com/watch?v=dMK4mekhAAw[/ame]
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#17

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#19
Mittlerweile gibt's die Versionen für MacOS und Linux:
Bedford, MA (September 23, 2013) The world’s premier motorsports simulation service keeps getting better and better. Recent weeks have seen the release of the Mac OS X version of iRacing and the addition of full native support for the Oculus Rift Virtual headset to the service. Today, iRacing.com announced a Linux version of the online racing service is now available.
The new Mac OS X and Linux versions are expected to boost what are already some very impressive numbers for the service; numbers like 793,735,000 racing laps run, 50,000 members worldwide and some 350 private leagues.
http://www.iracing.com/iracing-adds-linux-to-existing-mac-and-pc-platforms/

50.000 (aktive?) Spieler.
 
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