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Box Box Box - Sim Racing Players Club [Now Hype Train Enabled!]

5 hours ago, theninja35 said:

Scott Speed got banned from iRacing and went into catastrophic mode.

 

looks like he didnt care about racing in iracing .... 

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2 hours ago, Mister2010 said:

looks like he didnt care about racing in iracing .... 

No kidding. Guys a turd.

 

 

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How convenient

 

 

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24 minutes ago, chaozbandit said:

 

yeah, im usually slower in races than practice ... but way more consistent, idk how or why

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1 hour ago, chaozbandit said:

 

My league used to have a lot of newcomers that love to practice with enough fuel for 3-4 laps, they were quite fast in qualifying but all got destroyed in real race.

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4 minutes ago, xAcid9 said:

My league used to have a lot of newcomers that love to practice with enough fuel for 3-4 laps, they were quite fast in qualifying but all got destroyed in real race.

 

Yup. I usually do 10 lap sessions but when I was in my league I would do weekly hour long race simulations. Gives you a better sense of fuel and tire wear.

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Easily my fave car in GT atm

20180206152223.jpg

Needs money for car parts :P

 

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7 hours ago, chaozbandit said:

 

Yup. I usually do 10 lap sessions but when I was in my league I would do weekly hour long race simulations. Gives you a better sense of fuel and tire wear.

when i practice i try to do at least an hour long practice session before the actual race and few many lap races before that 

Since in iRacing the races are mostly measured in time not laps 

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11 hours ago, chaozbandit said:

 

I mainly only do practice sessions on my own now to get the car setup optimised. Then we do group practice for at least an hour before each league race where we have a chance to run in practice with each other. I certainly don't believe lone practice is useless though. I've used it quite a lot in previous years to learn how to conserve my tires, get faster at certain tracks and what not.   

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Project Cars 2 Update 4 + Porsche Legends DLC

 

The long awaited update has finally arrived on both PC and console; it brings lots of tweaks addressing handling issues and various other performance optimizations, including UI, AI behaviour and gameplay. A brief has been reposted here but the full patch notes can be found on the steam community page.

 

Quote


Cars
Audi R8 LMS, and R8 LMS 24H: improved LOD popping issue at the rear of the cars.
Mazda Radbull: fixed backfires not being visible from the cockpit.
Honda 2&4: corrected glass HUD blurring with road behind the glass.
Improved steering animations for Honda 2&4 and Radical SR3 when using a gamepad.

 

Tracks
Bannochbrae: fixed collision issues in the pit lane / pit area with larger sized cars.
Catalunya Club: corrected cinematic cameras remaining active when restarting a concluded session.
Catalunya Rallycross: removed Joker Lap exploit.
Donington Park: adjusted pit crew positions.
Dubai Autodrome Club: corrected incorrect track length.
Hell Rallycross: improved tree walls and outer terrain LOD distance.
Indianapolis: changed the position of pit exit-line objects, and resolved an issue where the car could avoid the pit-out trigger.
Knockhill: reduced garage depth to fix the AI hitting the kerb and marshal-box exiting pit garages.
Lydden Hill: fixed a hole in collision mesh that caused players to lose control when hitting a dip in the road.
Monza Oval: turned off oval flag. This disables the oval setup being applied, as track direction is opposite to the other ovals in the game.
Spa Francorchamps: polished the pits to stop rain and snow falling in garages.
Texas Motor Speedway: resolved player receiving insufficient progress notification while leaving the pits.
Resolved issue where, after race is restarted, advertisement boards failed to disappear and remained on-track after being knocked about.
Updated pit crew animations for tracks with left-hand-sided pit stop fueling.

 

Handling
Added a new Opposite Lock Assist for gamepads and keyboards. This is designed to help the player control oversteer and slides, and can be toggled On or Off in the Gameplay screen in Options.
Fixed incorrect altitude of many tracks for better balance of performance between turbo and naturally-aspirated cars.
BMW 1M: Improved FFB scale.
Dallara IR-15 Oval: increased FFB multiplier and fixed the FFB feeling very light, default gamepad setup changed to a differential which removes the left pull due to tyre stagger, revised tyre rubber for ovals when cold, and lowered rolling resistance of oval tyres.
Ferrari 333SP: small balance of performance changes to fit with other
LMP900 cars. Fixed final drive ratios and improved AI gear usage.
Ford Escorts: raised and moved back chase camera position to help with high FOV settings.
Ford Falcon V8SC: shifted aero drag balance rearward, fixed rear wing yaw effect, re-balanced adhesive and ‘rip grip’ for slick tyre compounds.
Ford Fusion Stockcar: new Road Course tyre that now has a stiffer carcass and wider adhesive peak. Adjusted the AI tyres to match.
Ford Mustang RTR Formula Drift: improvement to cars’ handling based on Vaughn Gitten Jr.'s feedback.
Ford Sierra Group A: moved the launch RPM higher to help the AI on race starts.
Formula A: reduced fuel tank capacity to a more reasonable level.
Formula C and Formula R: revised tyres, engine braking, and damper setup for better stability and easier driveability. Revised Stable setups.
Adjusted FFB for changes to tyres. Fixed rain tyre being faster than the slick.
Formula Cars: decreased sensitivity to aero and suspension damage.
Ginetta G40: Tuned for better control after large impacts and jump landings. Rebalanced side aero forces and tyre carcass bump-rebound damping.
Lamborghini Huracan GT3: slight drag decrease to hit known top speeds with low rear wing.
Lamborghini Sesto Elemento: increased FFB strength (previously too low).
Ligier Judd LMP2 and RWD P20: better engine cooling adjustments after HP changes.
LMP2 cars: gave approx’ 50hp power increase to get them closer to real-world lap times, and adjusted radiator sizes to suit.
Lotus 38 and Lotus 56: increased speed on ovals.
Mercedes AMG GT3 and SLS GT3: default wings changed for AI cars to obtain better speed balance at low downforce tracks.
Nissan GTR GT3: small increase in power to 525hp.
OMSE RX Lites: increased FFB multiplier and shifted aero drag toward the centre.
Porsche 911 GT3 R: revised suspension geometry and setup from new reference material. Re-calculated chassis moments of inertia.
Toyota GT-One 1999: small balance of performance changes to fit correctly with LMP900 cars.
IndyCar & Ford Fusion: increased AI tyre wear to better match player on ovals, making pitting and strategy similar.
Improved AI tyres for Ford MKIV, Lotus 40, Ferrari 365 GTB Competizione, and Mercedes-Benz 300 SL AMG
Group C and IMSA GTP: increased engine rotational inertia, new tyre carcass, and re-balance of adhesive vs ‘rip grip’. Bump Stop lengths also reviewed, as was lift:drag ratio on all cars. Fuel consumptions also addressed.
Group C cars: adjusted FFB for latest changes to tyres. Fixed rain tyre being faster than the slick.
GT3 Soft Slicks: tweaks to temperature operating window to broaden their range, mainly fixing their poor performance in cold conditions.
Small HP balance adjustments to Bentley, Cadillac ATS, and Ferrari GT3 cars.
Added 5 litres to fuel capacity to Aston Martin V12 Vantage GT3, Porsche 911 GT3, and BMW Z4 GT3. This ensures they can do a 90-minute race/fuel-run with the rest of the GT3 cars.
GTE Class: improved the rolling resistance of AI tyres to better match player speeds.
Fine-tuned fuel estimates for LMP1, GT3, GT4, and turbo cars.
Rallycross: improved adhesive vs ‘rip grip’ to help stability of slides on RX tyres.
Altered side- and push-drafting.
Reduced drag penalty associated with aero damage, and also adjusted thresholds for AI to pit.
Corrected differing amounts of fuel between players in Fixed Setup races.
Shifted the aero drag centre towards the rear on a number of cars, fixing rear wing yaw effect.
Adjustments made to reduce in-air negative tilt of some vehicles.
Reduced the speed of slick tyres in the rain.
Increased rain tyre heating for player cars.
Reduced heating on touring car rain tyres.
Reduced base wear on slick-based rain tyres.
Fixed issue that de-calibrated wear on some tyres.

 

http://steamcommunity.com/games/378860/announcements/detail/1673520734573885793

 

Lastly Porsche Legends has just been announced today and set for March release. 9 of Stuttgart's finest are slated to make their way into the title to celebrate 70 years of the historic marque including the long awaited 2017 RSR as well as one Porsche-associated FIA track making its first appearance in any sim title. At the moment the full list is not released however three of the nine cars are known:

Quote

 

2017 911 (991.2) RSR GTE

1946 356

1972 917/10

 

 

Browsing through the game's content files will also reveal the following liveries:

Quote

Porsche 908-03, Porsche 917-10, Porsche 959s, Porsche 991 RSR, Porsche Carrera GT, Porsche 911 Carrera RSR 73.

 

Untitled.png.b2d8b87da9ee2d58867f16b2948ea087.png

 

http://www.slightlymadstudios.com/news/project-cars-2-celebrates-the-70th-anniversary-of-porsche-with-the-porsche-legends-pack-coming-in-march-2018-update-4-is-now-available

 

 

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42 minutes ago, The Owl said:

You've missed a few :P

Most of those are already public in the game. Just missing 2 cars for the upcoming pack, and one of them may be a 919 so theres only one wildcard left.

 

Also I'm betting the track is either barber motorsports park (FIA grade 2) or Porsche's Leipzig track which isn't yet FIA graded.

 

 

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1 hour ago, The Owl said:

The 935/78 & 935/78-81 are new also.

Do we really need more 935s though? Especially since we already have the 77 and 80.

 

On a side note I can't believe I've never driven the 935/80 in the game yet. It's so much fun! The boost comes on in a predictable manner and it floats in a very fun way, something that the Huracan GT3 also attributes to. Back to back comparison to the DR30 SS (which I've also fallen in love with) show just how different the two boosted monsters behave - I love them both. 

 

Also I hate TMS infield course a little less now. Might run a few lobbies tonight.

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HYPE

 

 

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  • 2 weeks later...

So the Sim rig is under construction but got a question for you guys playing Pcars 2..

 

I hope its just me, but in Pcars2 if I'm driving down the straight and take my hands of the wheel it rocks from side to side.. not badly enough to cause an accident but seriously what the hell? I've never in 10 years of IRL racing had a car do that to me ever

 

I'm also falling a bit out of love with the G27, Its still great bang for the buck but something about the motor and the way it slams around when grip breaks, this is made way worse by Pcars2 as don't seem to have such violent feedback in Dirt Rally or Assetto Corsa. thinking of going brushless. Any suggestions that don't destroy the bank. happy to upgrade part by part so upgrade the wheel, then shifter then pedals or what ever order. 

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4 hours ago, Not_Sean said:

So the Sim rig is under construction but got a question for you guys playing Pcars 2..

 

I hope its just me, but in Pcars2 if I'm driving down the straight and take my hands of the wheel it rocks from side to side.. not badly enough to cause an accident but seriously what the hell? I've never in 10 years of IRL racing had a car do that to me ever

 

I'm also falling a bit out of love with the G27, Its still great bang for the buck but something about the motor and the way it slams around when grip breaks, this is made way worse by Pcars2 as don't seem to have such violent feedback in Dirt Rally or Assetto Corsa. thinking of going brushless. Any suggestions that don't destroy the bank. happy to upgrade part by part so upgrade the wheel, then shifter then pedals or what ever order. 

from my experience with the 2 wheels i had (Logitech DFGT and Thrustmaster T150) if the wheel has gears in the FFB mechanism that will happen and no way around it. Guessing it is the in the gear system and stuff. I even tried to warranty my T150 for this issue and they said it was fine. But yeah in Pcars, Pcars2, Assetto corsa, Dirt Rally, Dirt4 i have a similar issue where the wheel just wont sit centered and will go from side to side ... most noticeable on grippy bumpy tracks

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5 hours ago, Not_Sean said:

So the Sim rig is under construction but got a question for you guys playing Pcars 2..

 

I hope its just me, but in Pcars2 if I'm driving down the straight and take my hands of the wheel it rocks from side to side.. not badly enough to cause an accident but seriously what the hell? I've never in 10 years of IRL racing had a car do that to me ever

 

I'm also falling a bit out of love with the G27, Its still great bang for the buck but something about the motor and the way it slams around when grip breaks, this is made way worse by Pcars2 as don't seem to have such violent feedback in Dirt Rally or Assetto Corsa. thinking of going brushless. Any suggestions that don't destroy the bank. happy to upgrade part by part so upgrade the wheel, then shifter then pedals or what ever order. 

 

Definitely something to do with calibration or physical slack in the gears. The inconsistent FFB is the major limitation of the G27 but if you're thinking of buying an entirely new system I would hold out until Fanatec releases their entry level direct drive base. If you really need something now I'd recommend the Thrustmaster EVO 30 bundle or a TMX if you dont need something as extreme.

 

It's worth noting that I run my G27 with a full size rim so the FFB I experience is slightly diluted but I can still tell when the gears are meshing. 

 

Base > pedals

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So apparently I missed this because I was feeling incredibly under the weather:

 

 

Assetto Corsa Competizione, in partnership with the Blancpain GT Series (assuming both Endurance and Sprint cups, but likely not GT Asia) will introduce several new things over the outgoing title including proper night racing, a new lighting engine and most importantly time of day (night) and weather. Actual functioning position boards is neat as well.

 

Digging into it a bit I believe they are using Unreal this time around. UE4 has produced some very pretty stuff lately so this is quite an enticing title already.

 

Quote

“This announcement represents a dream come true for us. The Blancpain GT Series license is just the tip of the iceberg. By combining the potential of Unreal Engine 4 and the feedback received from our community, we are producing a completely new simulation aimed to redefine the racing game genre, improving the features that made Assetto Corsa so popular, and introducing those demanded by players for a high-level racing simulation game - with no compromise, and remaining loyal to our philosophy." - Marco Massarutto.

 

So basically ACC is the GT Sport for PC but without most of the Polyphony bonuses.

 

https://www.assettocorsa.net/competizione/

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58 minutes ago, Technicolors said:

i look forward to seeing a day/night cycle and rainy conditions

 

It wont be too hard of a task for UE4 since its all in the engine already. Its up to kunos to make the transition feel right.

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2 hours ago, chaozbandit said:

 

It wont be too hard of a task for UE4 since its all in the engine already. Its up to kunos to make the transition feel right.

Well Shit.. guess I might need a new graphics card :P 

 

So this is a stand alone new game right? I won't lie I'm really amp'd to give this a go! 

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