iRacing Dev Update Highlights New Tracks, Career Mode

iRacing Formula Vee Rain Preview.jpg
Like clockwork, iRacing gets a considerable update every three months. In September, it is time for one again to prepare the sim for Season 4 of 2023, which will include some exciting improvements - although rain is not quite there just yet.

Image credit: iRacing

The latest dev update for iRacing announced that two new tracks are going to be part of the September update - or rather three, to be exact: For one, sim racers finally get to enjoy a modern version of Zandvoort, which has seen some significant alterations ahead of its return to the Formula One calendar in 2021 (originally scheduled for 2020, but postponed due to the COVID pandemic).

In addition to the Dutch Grand Prix venue, short track oval racing fans can look forward to the addition of Kern County Raceway Park with both its paved and dirt layouts. The Californian ovals will not be sold separately, meaning racers pay for one circuit, but receive both versions.

New Spanish Circuit in Development​

More is in the pipeline on the circuit front, too: While iRacing is already working on Algarve, Misano, Mugello, Pukekohe and Lédenon, Executive Producer Greg Hill also confirmed the Circuito de Navarra to be in the works for the sim. Opened in 2010, the facility currently mostly hosts regional series, but has been on the calendars of the FIA GT1 World Championship (2010-2012), the Blancpain Endurance Series (2011-2012, now GT World Challenge Europe Endurance Cup), World SBK (2021) and the 24H Series (2018), among others.


Meanwhile, numerous elements will receive a fresh coat of paint for the September update: The in-sim UI gets a rework that also makes it possible to scale better to different resolutions, more history will be available on the results page, and the doubled-in-size animation team focuses on modernizng the core architecture for graphics, which should lead quicker load times and another increase in different car models that can be on the grid in one race together.

Tire Physics Improvement for Dry & Wet​

In conjuction with the progressing rain and wet weather model, the physics team (now even tripled in size) is working on more detailed tire physics, also for running in the dry. A deep dive on these developments should follow soon, which also goes for the implementation of rain when "closer to release of this ongoing project", according to Hill.

The road racing license system is also subject to change to better accommodate different types of cars "with dramatically different characteristics and the pitfalls that can be experienced when trying something less familiar."

iRacing Nürburgring Nordschleife Rain Preview.jpg

Rain is coming to iRacing - it is not quite clear when, however, but the screenshots provided with the Dev Update look promising. Image credit: iRacing.com

Career Mode in the Making​

Another highly-interesting piece of info is iRacing's apparent focus on adding a "realistic and engaging career mode that is being built true to the authentic nature of what iRacing (and real world racing) is all about", as Hill states in the Dev Update. Whether this means a career mode being added to iRacing itself or a separate release remains to be seen.

The content is certainly there: Ladders for various types of cars and disciplines already exist in iRacing - think Formula Vee to Formula One via F4 (which is officially partnered with iRacing now), and F3 or Mazda MX5 to LMDh prototypes via GT4, GT3 and LMP2.

To get all the details about iRacing's latest Dev Update, check out Hill's original post here.

iRacing Jerez Rain Preview.jpg

On-track battles like these could be fought in a career mode eventually, as iRacing has confirmed to be working on one. Image credit: iRacing.com

Your Thoughts​

There is a lot happening with iRacing right now - what are you looking forward to the most? And what would you wish for in their career mode? Let us know in the comments below!
About author
Yannik Haustein
Lifelong motorsport enthusiast and sim racing aficionado, walking racing history encyclopedia.

Sim racing editor, streamer and one half of the SimRacing Buddies podcast (warning, German!).

Heel & Toe Gang 4 life :D

Comments

i tried it a couple months back, still has the weird uncatchable spins that make no sense where the rear just loses it
That might be a skill issue brother. Those types of spins DO exist in real life, they just used to be ridiculously overexaggerared. Now if it happens, I'd say you just gotta be less aggressive.
 
rain.. yes 95% of the Playerbase cant even drive in Dry... now explain how that should work when its raining
Rain I belive will change little in the playerbase.
Those who have pateince will learn and adapt to the conditions
Those who don'tanre likely to be no more an issue than they are in the dry
 
the opposite is true: You start out paying huge sums the first one or two year, once you have signed up to enough content, it gets more and more cheap. I paid about 800 Euros or so the first two years each and since then have paid about 100 Euros or less each following year. That's about 2,600 Euros in 12 years. My gym costs me 40 Euros a month, so that's 480 a year. In twelve years that adds up to more than 5,000 Euros, so about double.
This comment made me chuckle a bit. I hope you are aware that spending 2600 Euro for playing a computer game is actually damn expensive, no matter the time frame. Add to that the hardware and software and it adds up quite fast. And the paying never stops if you want to keep at it. Spending over 100 Euro for one single game per year is not cheap. I have no idea where people pull their numbers from, but this is the perfect example for people having lost touch to reality. And if you are lucky enough to spend 40 Euro for the gym on top of it, you are certainly not poor.

My comment was also aimed at people in countries were wages are far lower than in our comfy Euro zone. Thatswhy I mentioned the problem of economical fairness. In pretty much every trading sector fair trade is important, why not in sim racing?
 
Well, belonging to the top 5% of earners worldwide certainly helps for me, though that is none of my fault, just born in the right place at the right time, privileged all around. You would be surprised at my otherwise frugal lifestyle, lol. My PC I change about every eight or nine years and it's the same PC I use for work or shopping. I'm 59 and this is only my fifth PC ever, no fancy graphics card or add ons for me, off the shelf. The only other games I own are other racing titles, apart from ACC untouched for ages, so not many costs arising there; my wheel is nothing special, not even a DD wheel, in 21 years of playing racing games it is only my fourth wheel, I use them until they brake apart. So, I don't know how I am "out of touch with reality". Playing racing games with all its bits and pieces has cost me roughly 600 Euros for the games, 800 Euros for the wheels, the mentioned 2,400 Euros for iRacing and let's say a third of the PC expenses, so about 1,200 Euros there, all in all 5,000 Euros in 20 years, 400 Euros a year, 35 Euros a month. Out of touch with reality? Maybe it's time to not come to conclusions too quickly. But it's been fun crunching the numbers (and I didn't figure in electricity bills and inflation, fair enough :) )
 
Last edited:
This comment made me chuckle a bit. I hope you are aware that spending 2600 Euro for playing a computer game is actually damn expensive, no matter the time frame. Add to that the hardware and software and it adds up quite fast. And the paying never stops if you want to keep at it. Spending over 100 Euro for one single game per year is not cheap. I have no idea where people pull their numbers from, but this is the perfect example for people having lost touch to reality. And if you are lucky enough to spend 40 Euro for the gym on top of it, you are certainly not poor.

My comment was also aimed at people in countries were wages are far lower than in our comfy Euro zone. Thatswhy I mentioned the problem of economical fairness. In pretty much every trading sector fair trade is important, why not in sim racing?
This comment made me write a little bit (see above).
 
Last edited:
iRacing irenting model is half-fair, coz they need money to develop new content after all, that's why they can charge whatever they want. Maybe price for an item should reflect real costs, maybe car makers would lower price (or even pay) for a license, thus some items could be more affordable (or nobody would buy / afford Ferrari then, huh?).

While subscription model is rather "strange":
1) It is based on old "computer-cloud" prices, while infrastructure got much (!!!!) more cheaper in 10 years
2) they used to be (and in some aspects still) the king of simracing. But competition is here, with x10 more racing titles... including - better graphisc, better physics, better ffb, everything!
So what should they do to compete with this? Increase price to rip remaining* customer base ;)
3) But wait... also, there are less* racers online now, harder to find a split.

Solution? How about making it 1/2 cheaper, so two times more people could join, giving you same subscription money every month, or WAIT - actually paying more via more content purchases + more players in a split.

How about 1/4 of sub price (25year), so you get almost ALL simracers' attention. As a result - more than x4 of current user-base, buying even more content (they will rarely use, coz 1/2 will be lazy to race, but ok to sub ;))

Nahh, delusional dreams. Just double the subscription price next time to make it even more iRenting-religious?

* due to COVID - there was boom for simracing, so effect is less visible.
 
Last edited:
Rain I belive will change little in the playerbase.
Those who have pateince will learn and adapt to the conditions
Those who don'tanre likely to be no more an issue than they are in the dry
yea i guess but most of the Iracing gamers dont have patience haha :D

its gonna be rought for alot of people thats for sure
 

Latest News

Article information

Author
Yannik Haustein
Article read time
3 min read
Views
6,864
Comments
48
Last update

Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


Results are only viewable after voting.
Back
Top