Posts Tagged ‘Tracks’

AMS logo

Automobilista v1.30 is released, along with a new DLC: Adelaide is also available now!

If you are interested in other current & upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (which includes the base game).

Pricings for Automobilista & Season Pass have been adjusted – Automobilista base has dropped to US$ 29.99 (or respective currency conversion) while the Season Pass price has risen to US$ 39.99 or your respective currency conversion. Individual DLC packages remain priced the same way, including Adelaide which now sells for the standard US$ 5.99.

For a limited amount of time you may still get the Membership upgrade which includes the Season Pass with the old pricing of US$ 29.99 from our forum store[], and that will also grant you Reiza 51 access.

Below is the Changelog for v1.3.0:



  • Added ARC Camaro Series


  • Added Adelaide street circuit (historic 1988, modern & Supertruck layouts) (AVAILABLE ONLY FOR ADELAIDE OR SEASON PASS OWNERS)


Features & Fixes


  • Added option to customize number of AI opponents per class in race weekend
  • Implemented audio reverb (static for now) & added option to customize reverb level from audio menu
  • Added new sound effect filters & altered doppler effect
  • Expanded audio options & reprofiled volume sliders
  • Added diesel exhaust smoke emission to Formula Trucks
  • Added F-Truck mid-race full course yellow option to RULES menu (may be used for other series as well) *
  • Race menu tweaks & other minor UI adjustments
  • DynHUD: Fixed Delta widget functionality occasionally not resetting when switching to another track in TT mode
  • Added function for track state deterioration while track is not used from one day to another and from one session to another (may vary from track to track)
  • Fixed bug with DRS counter causing DRS to be available before lap 3; Fixed DRS being available during and after safety car period; DRS can now also be deactivated by pressing DRS button
  • Added (AI) label to AI cars in multiplayer
  • Cars now default to ideal tire pressure & temperature, warmed up brakes at the start of Time Trial mode
  • updated engine wear / reliability values in various cars
  • Adjusted yellow flag / parc ferme / start procedure rules for several series
  • Raised AI speed behind safety car
  • Fixed bug with track state not resetting correctly when race or weekend is restarted
  • Added new engine wear / blow-up functions **
  • Adjusted marbles spacing offline to reduce FFB rattling
  • Added dynamic road shader for road surface dust (currently implemented at Adelaide, Oulton, Caldwell, Brands, Jacarepagua Historic and Montreal Historic, VIR, Kansai, Imola)
  • Interlagos: Eased off cut detection at T11 exit and inside S/F straight
  • Added low downforce aero packages to F-Classic, F-V12, F-V10, F-Reiza & F-Extreme
  • Slightly increased downshift protection in cars with semi-automatic boxes
  • Adjusted AI brake power / grip usage for all cars
  • Removed incorrectly enabled launch control from engines in several series
  • Fixed overdone dynamic tire wear texture
  • Supertruck: Raised camber and suspension damping for default setup; Adjusted tire textures
  • Boxer Cup: Completely revised physics with addition of helper springs
  • SuperV8: fixed uv mapping issue on carbody
  • F-Trainer: Minor tire model adjustments
  • F-Vintage: Minor tire model adjustments; Adjusted tire LOD settings
  • F-Retro: Minor tire model adjustments; Fixed black polys on one of the LODs of the Copersucar model
  • F-Classic: Minor tire model adjustments; Fixed textures error on low player and opponent settings
  • F-V12: Minor tire model adjustments; Softened front suspension range & default settings
  • F-V10: Minor tire model adjustments; Fixed black polys on one of the LODs; Fine tuned external sound samples overlap
  • Superkart: Minor tire model adjustments; Reduced aero yaw sensitivity
  • SuperV8: Minor tire model adjustments; reduced default roll bar setting a click on both ends
  • Karts: Further AI performance tuning

* The mid-race full course yellow is a rule from F-Truck – it triggers a 2-lap safety car period after the leader completes half race distance (provided the total distance is equal or more than 10 laps / 15 minutes).

** The new engine reliability functions will demand extra care during gear shifts, specially for older engines. Upshifting without lifting in cars without powershift and bouncing off the rev limiter will accelerate engine wear and may eventually lead to failures if practiced over a longer race distance; a very aggressive downshift may lead to an instant blow-up.

If you have an online race tonight, you may stick to or revert to the previous v1.1.1 by selecting that branch from the Steam Beta tab. Further instructions as to how to do that here.

If you have a bug to report please use the new bug report thread (make sure to check the opening post first).

If you experience any issues running the game following the update, it´s worth running a Steam Integrity Check to make sure all files have been added / updated correctly.

For further difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email (please allow for up to 1 business day for a reply).

AMS logo

Automobilista v1.15 is now released! With it our second DLC for AMS, as IMOLA is now also available for purchase here.

If you are interested in the other upcoming Automobilista DLCs however it is strongly recommended you check the AMS “Season Pass” for all upcoming DLCs (for those that already have the base game) and the bundle of AMS Base + Season Pass (including the base game).

Below is the Changelog for v1.15:

  • Added Ultima GTR Standard Road Series (less powerful than the original 720 model)


  • Added 4 versions of Imola – 1972, 1988, 2001, 2016

Features & Fixes

  • Opponent filters now listed alphabetically in session menu
  • Added vehicle configuration menu to Multiplayer car selection screen
  • Slightly toned down AI aggression when near other cars for all tracks
  • Removed the fields with wrong info from AMS Config
  • Added Memory load warning when approaching application limit
  • Added warning messages for Pit Lane Closed & Open during multiplayer start procedures for players starting from the pits
  • Increased Multiplayer pre-race time from 30s to 60s
  • Switched penalty for leaving the pits under a red light after race start from DQ to stop/go (penalty when leaving before the start remains DQ)
  • Updated UI sound effects
  • Several track limit detection tweaks at Interlagos, Mendig, Montreal, Granja, VIR, Salvador & Supertruck layouts
  • Adjusted collision feelers for better detection, slightly improved behavior & AI awareness
  • Corrected engine sound panning for cars with alternative driver seat positions
  • Minor DFV sound update
  • Corrected pit menu settings for brit pack cars
  • Updated road & terrain properties for Brands, Cadwell & Oulton
  • Cadwell: Fixed issue with falling through terrain on right hand side just before mountain turns
  • Oulton: Moved tire stacks on apexes back by about 20cm; Improved wrong way messages when running wide on straight after Cascades (may still occur in some circunstances); Adjusted AI line through Druids in International layout
  • Spielberg: Adjusted AI line through last corner
  • Mini: Minor adjustment to onboard engine sounds
  • StockV8: Corrected Julio Campos driver number
  • Metalmoro: Fixed cockpit windows texture
  • Boxer Cup: Fixed cockpit windows texture
  • Superkart: Fixed low-res mirrors
  • F-V10: Added community Team Cosmo; Adjusted default setup; increased soft tire wear rate
  • Metalmoro: Added community driver
  • Kart: Fixed error in damage file
  • F-Vintage: Fixed material name with gold rims which could cause GMT errors
  • F-Vee: Fixed unrealistic front suspension animation
  • Ultima GTR: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • F-Trainer: Various physics adjustments; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties
  • MRC2000: Various physics adjustments;Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties; Added left driver side configuration
  • Caterhams: Fixed Oil and Water gauges; added headlights for cockpit view; Added rollcage to driver side configuration; Adjusted drag coefficient; Revised tires in all models; Adjusted AI performance; Adjusted gearshift timings; Adjusted driving aid properties

OBS: Steam Achievements is being phased in over the next couple of weeks. You may notice some basic Achievements popping up in the meantime.

OBS2: Updated integration with newer Logitech drivers has been postponed for the next build (no need to update drivers just yet).

OBS3: If you have an online race tonight, you can stick to or revert to the previous v1.1.1 by selecting that branch . Further instructions as to how to do that here.

OBS4: V1.1.5 AMS Dedicated tool is being uploaded and will be available later tonight. Servers may use AMS Dedi from the main game in the meantime.

For any difficulties related to installing, running or setting up the game, please refer to USER MANUAL present as a launch option from Steam If you need further assistance please post it inV1.0 troubleshooting topic or email (please allow for up to 1 business day for a reply).






AC logo

The development of Assetto Corsa began in 2011. Since then, we have vastly improved our modelling techniques – today we have more resources (budget and manpower) and expertise, and the latest laser-scanning technology also allows us to obtain a better and wider scan, offering an opportunity to grab a higher number of objects surrounding the track. Moreover, during the development of Assetto Corsa, we have changed our approach to texturing and track modelling, creating more secondary details and trackside objects and also featuring 3D trees and camera-facing objects and crowds, something that resulted in nicer scenarios and better immersion. However, as a result there is now a visible gap in terms of graphics and details if you compare some of the first and the latest circuits created for Assetto Corsa. 
Last year we made some tests with a new laser-scanning device, testing it at our HQ at Vallelunga race track, where we made our preliminary tests in early 2010 in preparation for the Ferrari Virtual Academy videogame. Since our aim is to offer our fans the best of our skills, know-how and quality, we are glad to tell you that we have started the process of optimizing and improving all our existing circuits, including Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, as well as the Nordschleife. The upgraded versions of these tracks will be available as a free update with build 1.5, currently in development.
Thank you very much for your great support!

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lfs logo

Dear Racers,

This version contains the Rockingham race track. Located in Corby, England, Rockingham is an oval track with many infield configurations. 0.6K also contains graphical improvements including new reflections and dynamic environment maps, AI improvements, support for the HTC Vive VR headset (in addition to the Oculus Rift) and fixes.

You will need an S3 license to unlock the Rockingham track. S3 licenses are now available on our website. If you already have S1 or S2, the price of your existing license will be deducted from the full price of S3. Further S3 content is in development but currently Rockingham is the only S3 content available.
Rockingham start / finish and pits

Three ways to get Version 0.6K :

1) AUTO UPDATER – If you already have version 0.5V or later :

– Click on “Multiplayer” then “List of Hosts” in LFS and choose a download mirror.

2) MANUAL PATCH (144 MB) – If you already have version 0.6H or later :

– Click HERE and save the patch installer.
– You can run the patch installer from its download location or from your LFS folder.

3) FULL VERSION (409 MB) – If you are new to LFS or making a fresh installation.

– Click HERE to visit the download page and get the full version installer.
– LFS Developers
Rockingham from the stands

Changes from 0.6J to 0.6K :

New Track :

Rockingham race track is now included – S3 license required

AI :

Now avoid ramming other cars when in the pit lane or lap of honour
Max drivers in single player increased to 24 (online max still 40)

Graphics :

New reflections system and shaders for cars and buildings
Nearby objects are visible in new dynamic reflections on cars
Option to set number of dynamic reflections in main view and mirror
Misc option to enable a programmable post-processing shader

Exit the pits onto the Rockingham oval

Misc :

New command /rsh to reload shaders (e.g. after editing externally)
Maximum number of controllers increased to 10 (was previously 8)

VR :

HTC Vive headset is now supported through OpenVR
Oculus Rift support now requires runtime 0.7 or later
Improved dialog sequence after any error entering VR mode

Training lesson editor :

SHIFT+T on main entry screen to access lesson editor or list editor
Layouts for lessons must be copied from layout to training folder
SHIFT+T on training screen to view and test newly added lessons

Fixes :

Improved validity check when loading car colour settings
Alpha sorting issue on bricks at base of a South City building
AI could go wrong when entering BL pit lane for a pit stop
AI driver names can no longer be blank
Rockingham laser scanned environment

TIPS on using Live for Speed with a VR headset :

NOTE : For Oculus, Runtime 0.7 (or later) is required

1) How to enter VR mode in LFS :
– Start LFS and click 3D on the View Options Screen
– Select VR headset and click OK

2) To reset your seating position, the text command /rift reset is assigned by default to the F8 key.
– When a new driver takes over, ask them to look straight ahead then press F8
– Key assignments can be edited in Options – Game – F1 to F8

3) Accessing your desktop while LFS is in VR mode.
– You will find that your mouse cursor is confined to the LFS window
– Press CTRL+C to free the mouse and now the mouse can go onto the desktop


ir iracing logo

Welp, where to begin?  iRacing attempted to release their Season 1 2016 build today.  While a handful of people were able to get into the site and download the new content, the vast majority were not.  15+ hours later, the site is still in maintenance mode.

What appears to differ in this build verse pasts is iRacing attempting to replace the back-end of the site with the new website.  While you won’t see any changes yourself – why it’s called the back-end – it’s arguably the most important part.  And as iRacing’s Steve Myers explained in his last blog post, it’s a spiderweb of nearly a decade of info.

Speaking of Steve, his Twitter timeline has been a valuable source for updates.  At this point – after midnight at iRacing HQ – it appears most of the team is going to get a few hours of sleep and go at it in the morning.

We wish all the best to them and patience for everyone else.

While we can’t race, we can pour through the release notes, of which, there’s some interesting topics.  A few things that stand out:

  • Eliminating lap data that’s 3+ years old – cause no one besides serial killers looks at this data
  • Debris, such as marbles and gravel, being flung off your tires and impacting cars behind
  • Tire warmers used on cars that use them in real life, meaning you’ll have to adjust “cold” tire pressure in garage
  • A bunch of graphic adjustments, better keeping up with the times and helping performance.
  • Popcorn FX that makes sparks, backfires and other dynamic bits look amazing.
  • New tire and rumble strip sounds
  • Ability to share pit stalls with other cars, thanks to iRacing making any cars using yours invisible.  Ignorance is bliss.

Plenty more here to read – especially for individual cars – but hopefully this ties you guys over for a bit.

Release Notes:

Special Notice:
After installing the update, please go into your graphics settings for the Sim and disable the “Render Car First” option. It is presently causing graphical issues on many tracks. We will release a small patch soon to fix this issue. Thank you.


  • Vehicle icons have been added to the Team Series Stats page, and show the breakdown of cars for teams in a specific series.
  • When hosting a session that is not a race, the open pit stalls for the track may be extended, allowing more racers into the session. These extra racers will use shared pit stalls.
  • You can now easily refer friends to join you on iRacing by using the “Refer A Friend!” section of the My Account page.
  • The Ping window now shows IPv6 addresses (where available), and a toggle has been added to the Settings panel to enable an IPv6 connection preference in the Sim.
  • In Test Mode, the “At Night” checkbox will now remember its prior state.
  • All “Share on Facebook” links have been removed.
  • The Regional Stats and the Dashboard pages have been removed.
  • Fixed an issue in the extended descriptions for Hosted Sessions where the Weight Penalties were listed as “undefined” instead of a value.
  • Fixed an issue where the “tournament editing” screen sometimes became unusable.
  • Fixed several issues with the “join a team session” screen.
  • Fixed an issue that was causing car information to display incorrectly in the “More Info” section of the What’s Hot page.
  • Fixed an issue that was causing an incorrect amount of content to be reported as being owned by a user.



iRacing has announced an extensive extension of their simulation’s base content package.

The base package is the amount of content all members get access to for their monthly subscribers fee without having to purchase any additional content items.

Eight new content items are now being added to the base package, including five new cars and three new tracks.

Newly Added Cars

  • 2013 NASCAR Truck Series Chevrolet Silverado
  • 2013 NASACR Sprint Cup Chevrolet Impala COT
  • 2011 NASCAR Nationwide Chevrolet Impala
  • 2012 Ford Falcon V8 Supercar
  • 2011 Dallara Indycar

Newly Added Tracks

  • Concord Speedway
  • Daytona International Speedway (Road + Oval)
  • Phoenix International Raceway (Road + Oval)

The new additions bring the base package to 13 cars and 12 different tracks.



Season 4 of iRacing’s 2015 season is only ten days away and now we know everything that is coming in next Tuesday’s build.

Dynamic tracks.  This isn’t the first dynamic track video from iRacing but this is the first one to confirm it’s release date; next week.  iRacing promises that dynamic tracks will completely change the way races pan out – and if it works like they say it will – I have no doubt that this will be the case.

The Corvette C7 Daytona Prototype will be the big piece of new content in next week’s build.  It replaces the extremely old Riley Daytona Prototype and will race in the IMSA challenge series as the sole prototype car.  It may be a basterdized prototype car – being a steel tubed car vs carbon monocoque – but it looks fantastic.



Also on the new/newish content side is the Xfinity Toyota Camry and updated Ford Mustang.  The Toyota will join the Mustang and Chevy Camaro in the Class B NASCAR series.

iRacing also let us peak at the release notes today which highlight a few other key additions that are coming to the sim.  First up is the Easy Anti Cheat software that should really clamp down on any cheating being done out there.

Another key update is the splitting of of multi-class fields.  In the past, if six prototype cars showed up for an IMSA race and there were 40 GT cars, the prototypes would be split up, three in one split, three in the next.  That’s not fun.  Now car classes are grouped together to increase competitors.  This would mean that the top split would have six prototypes and the bottom would have none.  Much better.

There are a few notable car updates.  First, a handful of cars get the newish PBR shaders.  These include the pace car and NASCAR licensed cars.  Second, all cars are now on the v6 tire model.  Lastly, the GT3 cars have received balance of performance (BOP) updates in preparation for the Season 4 Blancpain Endurance Series which will see the top teams transfer to the Blancpain GT World Championship team series next year.

The entire release notes can be seen at the bottom of this post.


And one more thing…  iRacing’s Tony Gardner took to his rarely updated “Cat Herder” blog to give the community some updates on future content.  Of interest is the new particle effect system that should be ready by December, a preview image of the Nurburgring, a shot of the New Tree Model – the other NTM – that will be unveiled with the Nurburgring and work on a new video codec that will allow you to directly export replays from the sim (nice).

That’s a lot of stuff going on.

iRacing Season 4 2015 Release Notes
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