iRacing Time of Day Progression and Tsukuba Preview Videos

Paul Jeffrey

Premium
New iRacing preview videos showcase Tsukuba and dynamic clouds and day/night transitions.

iRacing will be getting quite a bit of new content in the upcoming December 4th build release, with the simulation having already confirmed the Dallara Formula Three and Formula Renault 3.5 cars will be added, alongside the Charlotte Roval circuit. In recent days the US based team have also confirmed the addition of the Japanese Tsukuba Circuit, another well regarded and quite technical race track that will be familiar to sim racers from games such as Gran Turismo. The preview video for the track can be seen below:

With the release of the new build coming this December 4th, iRacing have also confirmed the long awaited dynamic sky and night/day transition feature is set to be added in a much requested and rather exciting first pass at the new feature.

Adding dynamic skies that change with elapsed time, the new feature will finally allow players the opportunity to race under different lighting conditions in a dynamic way, rather than the current preset day or night conditions.

iRacing Dynamic Time of Day 2.jpg


According to iRacing, the suns motion in the sky will be realistic to the time, date and location of the race event - with circuit temperatures set to match the weather conditions and impact the on track racing. All sounds very impressive doesn't it? Well with just a couple of days until release, we'll soon be able to find out all about it ourselves!​

iRacing.com is a PC exclusive online only subscription racing simulation available through the Steam network.

iRacing Dynamic Time of Day.jpg


For more from the world of iRacing, including setup advice, news and community discussion, head over to the RaceDepartment iRacing sub forum and get yourself involved in the discussion.

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quoted from iracing forums:
You can make contact with other cars in the pitlane. It's usually just the driving lanes, the pit stalls themselves you can ghost through other cars. If two cars in the pit boxes overlap and then both exit the pit boxes, they will remain overlapped and neither driver gets a contact incident.
So? That's what I said it's stupid.
By now we should have animated pit crew pushing our cars to leave the pit box if other cars are blocking us like they do in real life :D not ghost cars
 
So? That's what I said it's stupid.
By now we should have animated pit crew pushing our cars to leave the pit box if other cars are blocking us like they do in real life :D not ghost cars
Well the ghosts cars are in place because some of the sim racers requested this... cause they were all stupid to avoid cars in the pits. That goes back to beta testing when a lot of beta testers came on board...
in the alpha we had solid cars... and at some point there were incidents in the pits and a small amount of ppl were crying like babies... so go figure.
 
Well the ghosts cars are in place because some of the sim racers requested this... cause they were all stupid to avoid cars in the pits. That goes back to beta testing when a lot of beta testers came on board...
in the alpha we had solid cars... and at some point there were incidents in the pits and a small amount of ppl were crying like babies... so go figure.
That sucks, in other sims this cause no issues. I've had people crashing other cars in pits because they were too used to iRacing style. Kinda funny they brag so much about simulation yet have this very arcadish feature.
Do they have ghosts when cars spin or go off track too?
 
also in massive pileups the cars in front turn into ghosts to avoid a whole field being taken out by one idiot in oval racing. not realistic but extremely convenient to keep the customer satisfied. works for me. sometimes you have these cars getting airborne in a ridiculous manner, they promptly become ghosts cause they shouldn't be up there in the first place, lol.
 

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