iracing rain

iRacing Provides Development Update For Ongoing Projects - Dynamic Weather, Improved Physics and More

iRacing executive producer Greg Hill has posted a new development update to get everyone up to speed on what the team has been working on. They are currently in mid-season development mode and working on various exciting projects for their simulation platform. They have been focusing on expanding their track offerings, with Algarve (Portimão), Misano, Mugello, Pukekohe, Lédenon, and Zandvoort being some of the tracks in development. They are also planning to introduce short oval racing with tracks like Slinger Speedway and Winchester Speedway and are working on multiple dirt oval tracks and a dirt car. The team is also revisiting the UK with the addition of new circuits and expanding into new areas of Asia.

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In the upcoming September releases, they will include Kern County Raceway, which will feature both the dirt track and the short asphalt track together in one package. Similarly, for Circuit Zandvoort, they will keep the historic version on the service and add the current-day version to the same package, so those who own Zandvoort will receive the new version upon release.

The iRacing team is also committed to improving existing content and routinely releases upgrades for tracks like Sebring and Road Atlanta. They are currently working on upgrading other highly used content such as Brands Hatch, Okayama, and Oulton Park, along with older NASCAR and oval tracks.

Furthermore, they are making significant progress on their rain project, which will introduce dynamic weather conditions affecting the racing line. The rain tire model will accurately disperse water on the track, providing grip up to a limit, but hydroplaning will be possible past that limit, making the racing experience more challenging and realistic.

The iRacing team has recently made significant investments in their simulation platform, leading to the expansion of various departments and improvements in multiple areas. Below are just some of the things the expanded team is currently working on.

  • Car/track art team: The team has doubled in size, resulting in improved graphics and visual quality for cars and tracks.
  • Technical management team: The addition of industry veterans has strengthened the team and is expected to take iRacing to the next level.
  • Animation team: Doubled in size, they are working on enhancing the realism and physicality of race cars, introducing shifting and emotive systems, and supporting more pitstops.
  • Tire/physics engine team: Tripled in size, they are dedicated to advancing the tire model and implementing various tire-related improvements for a more authentic experience.
  • Core codebase overhaul: A team has been working extensively on modernizing the sim engine and preparing systems for better multithreading and tasking, resulting in faster load times and improved performance.
  • Road Racing licensing system: To be expanded to improve the experience of racing in cars with different characteristics.
  • New UI framework: The Sim UI is being replaced with a vector-based and flexible design, improving the user experience.
  • Web team improvements: Working on various enhancements and features, such as adding purchasing and transactions to the UI, improving the Results page, and streamlining the updater.
  • Deep new sim systems and Career Mode: The team is developing new simulation systems and a realistic, engaging Career Mode experience.
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Steve Noah
Steve is the Editor in Chief at Operation Sports. He's been here since the year 2000 posting news, features and interviews, along with keeping the hardcore sports gaming community alive and well for over two decades. He covers almost every game related to sports but enjoys basketball, football and baseball games the most.