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bmd
27th August 2008, 21:08
I got the simulation last night and it is a blast.

Here is the press release:

iRacing Launches Advanced Motorsport Simulation and Internet Racing Service: Driver Development Tool Now Available to Auto Racing Community and General Public

Bedford, MA (August 26, 2008) - iRacing.com Motorsport Simulations today announced the general launch of its much-anticipated subscription-based auto racing simulation and internet racing service. After four years of development and testing, virtually anyone anywhere in the world with a PC, high-speed internet access and a set of automotive-style wheel-and-pedal controls can develop his or her race-driving skills and also compete in the newest form of global motorsport — real-time, online competition, known as internet racing.

The announcement of iRacing's public launch was made at noon today by iRacing's co-founders and owners, John Henry, who is also principal owner of the Boston Red Sox, and Dave Kaemmer, a pioneer of motorsport simulation technology with more than 20 years experience in the field.

"This is a moment that Dave and I have eagerly envisioned, from the day in 2004 when we started iRacing.com," said Henry, who is also principal owner of Fenway Sports Group, co-owner of NASCAR's Roush Fenway Racing.
"Development of the simulation and the service and the addition of more cars and tracks is and will be a continual process, but opening the service to all comers is an important milestone in the life of the company."

iRacing has signed agreements with most of the major North American motorsport facilities, including all of the tracks owned by International Speedway Corp (ISC) and Speedway Motorsports (SMI), which between them represent almost all the venues for NASCAR's Sprint Cup series. Most of the major North American road-racing circuits, from Connecticut's Lime Rock Park to Wisconsin's Road America to California's Mazda Raceway Laguna Seca are also represented in iRacing's inventory of laser-scanned, extremely accurate digital versions of real-world raceways.

The simulation and its associated service, which licenses drivers and sanctions test sessions and races, were previously open only to a limited number of professional and amateur real-world racers and other select individuals with virtual driving experience.

"In a larger sense, today marks the commencement of an entire new sport — internet racing, which parallels in every meaningful way the sport of auto racing in the physical world," Henry said. "In addition to real-world racing drivers, who have been using the simulation throughout its lengthy period of development and testing as part of their preparation for real-world driving, other members of the motorsport community, including fans, will now have an affordable opportunity to participate in an authentic racing experience and to join in a community of people who share their own passion for auto racing."

Kaemmer, an experienced real-world racer who has spent more than two decades developing ever more realistic simulation software, was co-founder and technical chief of Papyrus Design Group, developers of a multitude of award-winning racing simulations.

"It's always been my long-term goal to develop a simulation that had utility far beyond just entertainment," Kaemmer said. "What I wanted to do was create something that would provide a learning experience with real-world application. Of course, it turns out that for many people "learning" is also entertaining. For them, we're the best of both worlds."

Kaemmer explained that the secret to building a simulation that is both entertaining and educational is accuracy. "And the key to achieving that high degree of accuracy is taking the time, using the proper tools and making the effort to get it right," Kaemmer said. "It was John's passion and a willingness on both of our parts to take the time we needed to do this right. If we'd had to start generating revenue 18 months or two years after we started, we never could have done this."

Building Virtual Race Cars & Tracks
The key to building virtual tracks that are unprecedented in their fidelity to their physical-world counterparts is the development by iRacing engineers of proprietary software that makes it possible to use highly accurate data generated by laser scanning, a relatively new and rapidly developing surveying technology.

"Our goal is simple," said Kaemmer. "It is to make each lap driven in the simulation as valid as a lap driven on the real-world version of that track. In order to get the tracks exactly right, we use three-dimensional laser scanning technology to develop a "bump map" that lets the driver of the simulation experience every aspect of a lap, down to the finest detail — not just braking points, turn-in points, or the apex of a corner but the track surface's camber, cracks, undulations and patches. This makes the virtual racing car respond in the simulation exactly as it does in the physical world."

On the vehicle side, iRacing's engineers work closely with major auto manufacturers and racecar constructors to gather all the data necessary to construct a virtual vehicle that's faithful to the original not just in appearance but in its performance.

Controlled by the simulation's physics engine — a complex system of mathematical functions that replicates dynamic forces using data-driven calculations of action and reaction — the virtual race car is not just a graphical representation of a stock car, formula car or sports car, but a complex set of interrelated mechanical systems. To the driver it feels real because, mathematically, it is real.

About iRacing.com
iRacing.com was founded in September of 2004 by Dave Kaemmer and John Henry. Kaemmer was co-founder of Papyrus Design Group, developers of award-winning racing simulations including NASCAR Racing: 2003 Season and Grand Prix Legends. Henry is principal owner of the Boston Red Sox and Fenway Sports Group - the co-owner of Roush Fenway Racing - as well as an avid simracer. The iRacing.com team combines more than 100 years of real-world racing experience with more than 50 years of successful racing simulation development.

Source: iRacing.com

nanders
2nd September 2008, 23:53
After trying iRacing I'd say that it is just another game. However, the graphics and the physics of the under powered with a funky gear stack Pontiac Soltice is quite good.

At present the content is quite slim.

When you join, their terms and condition reiterates many times that this is not a game but a new kind of sport ..... they are drinking their own cool-aid. In fact they have instituted a maximum amount of game play to their SIM. They have yet to make one proper race car available, making you transverse mediocre cars while achieving a certain "safety rating" to move to another mediocre car. There is no "kick ass" destination car, just a few mediocre cars. There is no league support because it gets in the way of their "ladder series to nowhere" "game."

Now that laser scanned tracks have started to appear within the rFactor model and excellently developed mods like 1995 IndyCar/CART and North American GT and their ever widening user support for it's users leagues, it's hard to get very excited about iRacing. It's also the same old people at iRacing that alienated you in Nascar Racing Season 2003 that are in control of the "pickup racing only" model that they have built.

If you are a car painter, a track maker or car/mod maker ... you are not needed or wanted in iRacing because they control everything, down to who you talk to on voice COM while waitng to race. iRacing appears to want to break-up the traditional league racing model. If you know who you want to race with, and when you want to race and what kind of car you want to drive, iRacing will not be for you. And it's an expensive proposition just to get told you need to learn how to race ... even if you already know how to race. .... that's their "game" thing.

You will also be "testified" to by the already evangilized members who will give you the "come to iRacing jesus" sermen while explaining to you why any SIM racing that you have done in the past is insignificant in a "holy then thou" manner.

Two long term iRacing beta testers have told me that even though iRacing has potential some day if they broaden their scope, it's not good enough to give up other SIMs that have high powered race cars.

If you want to go to SIM racing school iRacing is pretty good though. If you want to drive a kick ass race car and have an absolute blast ?.. you'll need to do rFactor, GTR2, Nascar Racing Season 2003 and other conventinal SIMs.

bblocker68
11th September 2008, 16:19
Kick ass car has been announced.

The Lotus79. Kick ass.

Hi Niles. I miss you buddy!!!!

I wish it were just a game for me. If it was, my life wouldn't have been sucked away as I spend every night behind my wheel playing it. I was a big hater of the game for years and then I got an invite to be on the Beta team......game over. I can't even buy GTR Evolution because I don't see myself taking any time to actually play it, though I may get it just to drive the Green Hell.

I wish you could have raced the Formula Mazda with me. The car is fun to drive and has much more power than the RT2000. It's much harder to drive than the CC Atlantics in rFactor and I'm starting to find good races and forming relationships in the California Club.

It still has a long way to go, but I can't stop driving the cars. I'm doing Mazda, Skippy, Silver Crown and Late Model races through the week to get points for the club. I can't believe I'm back driving ovals in tin top's. I thought that would never happen.

I know where you stand on it and I can see your POV, definitely.

Hope to see you out on the track again one day!

nanders
11th September 2008, 21:22
Kick ass car has been announced.

The Lotus79. Kick ass.

Hi Niles. I miss you buddy!!!!

First of all I want to let everyone who reads this know, that I still race in the league that bblocker68 founded. Secondly, I want everyone to know that he is the last person in SIM Racing that I want to argue with. In fact, anything that I say in the remainder of this post should not be construed as an argument but just a comment to further make my point of what I consider the short-falls in iRacing's model, that I believe they should change and could do it very easily.

I agree, knowing what iRacing wants to do with their physics, that adding the 79 Lotus is a good step in the right direction .... when they will make this available to you to race "at will" is another question altogether. The 79 Lotus step is only incremental and iRacing still has a very very long way to go with their physics. To really find out how far they have come in the last 4 years and how far they still have to go, everyone who is interested should go read the autosimsport.com interview with the main developers of iRacing.

When I read the autosimsport.com article the first thing that came to my mind "after 4 years and that's all iRacing has done?" And listening to how far iRacing says they have to go, it could be many years before they get their cars and physics to a place where it motivates me to want to try it again. And at the age of 56, I wonder, 1. if I have the skills to get to the "A" car, that we don't even know what it is, and 2. if the "A" car is going to be the car that I want to drive when and if I get there. When I can support a SIM like rFactor and it's modders that have given me the cars I want to drive, right now, I have to. My present support for the rFactor model is a vote for broader competition and improved SIM Racing developments in the future. Even though I feel like iRacing demonstrates they are moving in a better direction with their physics, rFactor demonstrates they are doing the right thing for the SIM racer.


I wish it were just a game for me. If it was, my life wouldn't have been sucked away as I spend every night behind my wheel playing it. I was a big hater of the game for years and then I got an invite to be on the Beta team......game over. I can't even buy GTR Evolution because I don't see myself taking any time to actually play it, though I may get it just to drive the Green Hell.

Whoever made the decision to make it a "SIM Racing school" and "ladder system (to nowhere)" rather then SIM Racing physics that support existing SIM leagues and cultures, has created a split similar in SIM Racing equal to or bigger than the IRL/CART situation, but also taking on the image of International Speedway Corp and NASCAR meddling in it. Did we learn nothing from the CART/IRL split, the open wheel dirt car split and now the AMA(Now owned by NASCAR) and the Motorcycle Industry Council split? iRacing is properly placed to model themselves directly after everything evil about real motorsport politics. Whoever these decision makers may be at iRacing are the Tony George and Lesa France Kennedy of SIM Racing.

iRacings future will be dependent upon them controlling commercialism inside of SIM Racing and when they achieve that your options will be heavily restricted. I speculate that iRacing and John Henry want to position themselves where they own large chunks of SIM Racing assets and maneuver into position to stifle competition where they can then attempt to define what SIM Racing is or even worse trademark "SIM Racing."

Beware of your loyalties to iRacing because once they monetizes it commercially your option in SIM Racing will be severely limited. You must take that same attitude that lined you up on the CART side of things. Why? Because given enough unquestioned latitude iRacing will become that "NASCAR evil empire" that continues to make move after move to squash North American Open Wheel.



I wish you could have raced the Formula Mazda with me. The car is fun to drive and has much more power than the RT2000. It's much harder to drive than the CC Atlantics in rFactor and I'm starting to find good races and forming relationships in the California Club. It still has a long way to go, but I can't stop driving the cars. I'm doing Mazda, Skippy, Silver Crown and Late Model races through the week to get points for the club. I can't believe I'm back driving ovals in tin top's. I thought that would never happen.

I wish you could be at MNRL for our developments in the 1995 Indycar mod. The cars you mention here probably are decent but there are so many things wrong for me with iRacing it forces me to rFactor. I have to take the long term stance against such practices.



I know where you stand on it and I can see your POV, definitely.

Hope to see you out on the track again one day!

iRacing will have to offer league support and a top tier car to get me to support their beta project.

You'd be surprised how many iRacing fans that have already seen the light.

And you know where to find me. You can catch me on team speak almost every night.

bblocker68
12th September 2008, 16:07
It's all good Niles, no worries brotha!!

I think after all of the modding wars I went through, the thought of matching files, paint jobs and everything else that goes along with it has made me pack up rFactor, as it sits on my back up drives. For me, it was time for a change. I drove the wheels off of rF, as I played it daily as soon as the beta came out in 2005. I have my eye on GTR-E, but I can't justify buying it yet.

I would have loved driving the 1995 cars in the league, but I got really burned out on them since I tested them for over a year before they saw the light of day.

Hey, come back to the IndyCar forum. Waldo has been shown the door :)