Coming March 29th: Mediocrity?

Just three more sleeps remain until a large portion of the iRacing fanbase is sent into mass hysteria; after an April Fools’ joke turned into reality, dirt oval racing – a discipline long rumored to appear in the popular online racing service for several years – will finally be launched for sim racers to purchase. The new variant of racing will feature an abundance of dirt oval-oriented vehicles, some of which will be flying the World of Outlaws banner, and four locations in which to drive them – though you’ll have to pay for three. Europeans obviously won’t be too excited about these cars, but given how big this kind of racing is in both the United States and Australia, as well as the sheer number of iRacers who are also amateur dirt oval racers away from the keyboard, it’s seen as a mostly positive addition to the simulator.

Currently, your options to drive these cars in a modern simulator environment will see you busting out your most likely pirated copy of the original rFactor, or hooking up your PlayStation 2 for a rip in Ratbag’s excellent officially licensed World of Outlaws title from 2002, so it’s hard to knock iRacing for at least venturing in this direction to begin with. However, a recent preview video depicting the 410 Sprint Cars in action has raised a few red flags within the iRacing community itself – a very uncommon occurrence, as iRacing members typically brush aside any glaring oddities thanks to a severe case post-purchase rationalization.

Regardless of the sanctioning body in charge of the event, or the particular engine size class on display, sprint cars exhibit a very distinct driving style that doesn’t change when you cross state lines or international waters; there’s often varying degrees of holy shit sideways assisted by the giant wing on the roof, coupled with the appropriate dose of counter-steer depending on each individual driver’s angle of attack in the corner. Yet in iRacing’s dedicated World of Outlaws trailer, which comes in at just under two minutes in length, there are several instances where large packs of cars are all understeering simultaneously. If you’re new to sprint car racing, here’s a tip: turning left means you’re doing it wrong.

It’s probably not a good thing if there’s a drastic difference between the on-track product versus your virtual depiction, and several iRacing Subreddit members seem to echo that sentiment. Yes, sim racers are often blasted for their armchair physics criticism when they haven’t even driven the car in-game themselves, but in this situation the differences are so blatantly noticeable to the average sprint car fan, it’s hard¬†not to speak up. This simply isn’t even close to how real sprint car racing looks, and that’s not good if you’re three days from release and asking people to spend close to $100 for all the content at launch.

So what is happening here? Why is iRacing’s Sprint Car promotional footage so far off the real thing, to the point where even iRacing fanboys are questioning the lack of realism in the trailer?

First, we’ve heard from our inside connections – including some sim racers who also race dirt cars in real life and have been lucky enough to privately try out an advanced build of the upcoming content – is that the dirt oval package is extremely well done and people should be genuinely excited for it. I can’t elaborate much more on that without giving people’s identities away, but supposedly it’s pretty good in the hands of people who happen to know what they’re doing. How much of that is “new game euphoria” and how much of that is genuine praise, we’ll find out in three days.

However, in relation to the baffling trailer, which showcases a very poor sprint car driving model, the general consensus from people in the know is that those actually tasked with testing the game, creating promotional material, and giving upcoming content a proper shakedown to sort out issues and oddities before it’s released to the public, have absolutely no idea how to drive. In one anonymous contributor’s words, “it’s a bunch of 1500 iRating fanboys” – sim racers whose message board post numbers exponentially eclipse their on-track skill level.

While this will at least give Sprint Car fans looking to shell out a lot of disposable income for the full dirt package some peace of mind after video footage showcased a very unrealistic style of racing for what iRacing is striving to be as a simulator, it points to a much bigger problem behind closed doors; some of the people tasked with testing upcoming releases for iRacing are brutal sim racers, and can’t even run the proper line or push the car in the desired fashion. Usually this could be covered up with artsy camera angles or visual effects in Sony Vegas, but Sprint Car racing is so unique and requires such a very specific attitude for the car to sit at in corners, any drastic deviation will immediately raise gigantic red flags among those with even a passing interest in Sprint Car racing.

Now that they’ve been exposed, could iRacing’s long-standing issues be the result of inept testers unable to turn competitive lap times, simply signing off on any new update to appease their overlords?

We’ll find out Wednesday.

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Reader Submission #139 – The Official Mazda 787B

You’ve probably heard much rejoicing as of late from the Assetto Corsa community, as the PC version of the game has recently received a substantial software update that has been long-overdue for what has otherwise been a very incomplete racing simulator. Bringing with it proper pit stop strategy configuration screen as opposed to a Mario Party-like pit stall mini-game, the rudimentary implementation of driver swaps, and even a couple of new free cars from completely opposite ends of the spectrum – Mazda’s Miata and 787B Prototype, it appears the sim racing community have finally won out in the end. After years of staff members from Kunos Simulazioni angrily berating their users for “expecting too much” and “not understanding the purpose of Assetto Corsa” the team from Vallelunga are now slowly beginning to insert specific features and functionality sim racers have been requesting for years on end, indicating individuals the developers at one point labeled incessant whiners may have had actually had legitimate complaints about the direction of the simulator.

Regardless of how we’ve gotten here, I’d like to extend a thank you to all Assetto Corsa owners who risked multiple forum bans and being blacklisted by rabid fanboys for being very vocal about what the simulator lacked; it took a while, but Kunos’ recent additions to the simulator confirmed you guys were much more than just “trolls” and “haters.” Because of your diligence, Kunos are actually getting to work on making Assetto Corsa a much more feature complete piece of software. Good job!

However, with every twist, a turn. We have heard for several years that Kunos Simulazioni build cars within their simulator using an abundance of real data, often times pushing this element of Assetto Corsa to the forefront as a way to compensate for the shortcomings of the simulator – sure, there’s not been a lot to do until recently, but at least the cars are incredibly accurate, right?

Today’s Reader Submission notes that is not the case.

Hey PRC. There have been some posts on various forums about issues with Assetto’s quality of physics, or more specifically, the quality of the work pushed out by Aris under the Kunos banner. The fanboy army led by Stefano and his buttlickers seem to jump and try to dismiss legitimate discussions or questions. We have seen with many people, from banned users to the guy trying to find information for his mod based on his real life car. Having read a few of those hammered posts, I picked up on some aspects of what to look for thanks to the detailed info provided by the gurus and the nagging questioning brought up by certain users, including guys who DO release mods for Assetto.¬†

The Porsche from DLC pack 3 got postponed due to Kunos needing info, stuff missing, real life correlation, etc. Their words paraphrased. Well, how much of it is actually true? Do they really have the manufacturers go through everything and actually inspect the car? I call bullshit. That’s some yellow propaganda. Then to see them acquire mods and re-release them as holy grail content, as if the original mod wasn’t good or even superior, seems unfair. So with that information, the recent update and the possible flame coming up from the questions on the Porsche and the Mazda, I checked the following on the Mazda since it was freely available before. Note that all measures of CL and Downforce are in KG at 200km/h.

What you see in the picture above is the 787b with highest downforce achievable before the stupid loss that takes place. I’ve no idea how Aristotelis comes up with his stuff.

Next, we have the maximum downforce achievable while maintaining less shitty balance (still rubbish), so theoretically this is roughly the max downforce possible with 35% forward aero balance.

Third, I will compare everything to the other official prototype car, theCc9 they made which is Le Mans-specification. And remember, the 787B is supposed to NOT be Le Mans. Roughly this is the max downforce in a straight line.

Lastly, I will do the same as with the 787b, giving it a more functional 35% balance. The car actually makes a corner like Eau Rouge instead of just understeering off like a wooden box.

The value we have to look at is TOT CL: x.xx in the bottom of the app on the screen (I left the HUDs to be informative). The max for the 787b (1st image) is 2.8, the usable max is just 2.5cl. The C9 is 2.54 and the usable max is 2.39cl, so the range between the two cars (one Le Mans spec and one supposedly not) is 0.4CL at 200kmh, which equates to roughly 154kg of downforce.

Nowhere is an interesting thing that seems to relate to what the people are moaning about. The drag coefficient (CD) is much higher on the 787b than the C9 BUT the difference is the same as the downforce difference at ~0.4 CD (which = the .4cl range of downforce difference). With this drag you can say the car is not the LM-spec but if you go HERE and HERE (one of them was a link posted in the forums, I found the other from there. Great site!), the story looks wrong. There you find the downforce levels of comparable sprint-spec cars of the time. The C9 has cl of 4.47 @ 241km/h in 1989, the C11 has a cl of 5.36 at 241km/h in 1990. So the issue that follows is how the hell is the Kunos 787B, from 1991, performing at less than half of a car from the year before and much less than a car first developed 3 years prior?

So the main problem highlighted here is the downforce. The 787 is within .4cl of the Kunos C9 Le Mans specification but it is listed as a standard, non Le-Mans spec. So it is much closer to the C9 Le Mans spec than it is to the data suggested by the websites linked above showing the C9 Sprint (non-Le Mans) and C11 Sprint. Do they really pursue and get the information for the cars? If they do, why is it off in the game? What the hell are they doing to the cars to recreate them this way? I wrote all this for the Mazda but imagine the can of worms from the 2017 Porsche, being so different to real life according to mclarenf1papa? How can we trust that developer when they are consistently caught out with “alternative facts”?”

Kunos, in my opinion, likes to spin their information around with support from their fanboy army to portray an image that their content is always better, including the free mods they acquired. Their stance on waiting for data and a data sheet appears to be bullshit because you can right away check the downforce levels of the cars and how the diffuser makes no sense. Often the ratio varies wildly with higher ride heights generating over 100% of downforce. So when you feel the car understeer weirdly it’s because it went below the magic ride height number.

I personally doubt they have numbers for the latest Porsche as they made the claim. They probably had the company give the green light on the model and maybe engine, nothing beyond that. Meanwhile, modders get access to team manuals with legitimate air tunnel data and measurements. They are actually able to recreate the aero map very well (credit where it’s due) but Aris has no clue (modders words) about what he is doing. I don’t have time right now but if you extract the ACD from the cars, you’ll see the optimum heights and how it makes no sense how the downforce relates. Aris makes the diffuser have the wrong impact and instead of letting it stall at some point, it makes it not work.

People are circle-jerking over the latest update but I’d not doubt the 787B is much worse now than before IF they actually went over the original numbers made by the best guys. The Le Mans C9 had that issue of going below the magic ride height and losing nearly 100% of downforce. Now, the main thing we all know is you want the car as low to the ground as possible, just before scraping…. Not in Assetto.

Thank you for your very in-depth research, I must admit I’m a bit over my head here, but what you’re saying, as well as the data (and real-world tables) makes sense. I’d like to know as well how Kunos are claiming to have real data for cars, but the sprint variant Mazda 787b inserted into Assetto Corsa with the recent update has roughly the same downforce levels as the Le Mans spec Sauber C9. Obviously, it’s not right, and I hope it gets rectified. It also calls into question what other phantom numbers have been thrown into other cars, but we knew they did that already.

iRacers Call for New Stewards, Software Fixes After Las Vegas Confusion

Though Tuesday’s NASCAR iRacing PEAK Anti-Freeze Series was a roaring success for our very own Dustin Lengert and his driver Ryan Luza – capturing their virtual team’s second victory of the season in as many races with a dominant drive which saw Luza pull away by several seconds – iRacing’s most prominent eSport series was far from a celebration of sim racing for all involved. An honest mistake behind the scenes, followed by poor execution in rectifying the error by a pair of stewards already notorious for less than stellar decision making skills, saw one of the participants in the race accidentally booted from the event. This comes only a few weeks after the first round of the 2017 PEAK Anti-Freeze season was attempted a second time, due to the original running of the event falling prey to internal technical issues and forced to continue as a full length non-points exhibition event.

With the organization funded in part by the owner of the Boston Red Sox, as well as NASCAR themselves and a major automotive brand in Peak Anti-Freeze signing on as the title sponsor, you’d think the $10,000 championship would suffer from significantly less hiccups than a private rFactor league run by part-time hobbyists. Unfortunately, for all of the money being pumped into this venture, the first two events of the 2017 have both been marred by amateur mistakes and a lack of foresight, and you start to wonder when PEAK will pull the plug, or at the very least, when a new crop of individuals will be brought in to try and turn this sinking ship around.

The Vegas controversy stems from Peak Anti-Freeze Series competitor Brian Schoenburg, though the problems began with what appears to be an honest mistake instead of any sort of meaningful on-track violation. iRacing allows for live spotting and crew chief functionality, which in basic terms lets you jump in a friend’s session while they’re racing, and make on-the-fly setup adjustments for them or call out the action around them – a co-op campaign mode of sorts, one which is greatly appreciated and one of the objectively cool things about iRacing.

Schoenburg’s spotter password spontaneously reset itself – an issue that has reportedly been known by the staff and not yet received a fix meaning individuals affiliated with rival teams could enter the spotter’s box for Schoenburg at will and both steal his setup, as well as make pitstop adjustments that would fuck with his race strategy, obviously taking him out of contention for the win. iRacing stewards Shannon Whitmore, Tyler Hudson, and Nim Cross Jr. were promptly made aware of the issue, and in the scramble to rectify the situation, booted Brian Schoenburg from the event altogether instead of setting a temporary password on his virtual crew chief capabilities so his actual teammates could access iRacing’s co-op mode and continue on as normal.

Schoenburg was listed as disqualified due to the ineptitude of the head stewards clicking the wrong button, and now the Peak Anti-Freeze Series has been forced to insert a drop week in the points championship to compensate – though seventeen events are listed on the schedule, only a driver’s best sixteen will count in the standings. This will obviously be further complicated by iRacing opting to use NASCAR’s controversial post-season elimination process for the final portion of the season, so we won’t actually see how this affects the hunt for $10,000 until later this year.

Schoenburg made an announcement about the incident on his personal Facebook page, leading many iRacers to openly blast the officiating duo for years upon years of ineptitude, favoritism, and a total lack of qualifications for the position – all of which are points we’ve brought up in the past, but have been attacked for talking about by rabid iRacers convinced we have some kind of irrational vendetta against the simulator. Individuals vocalizing their frustration with iRacing are not random sim racers, but in some cases prominent sim racing personalities who once sponsored iRacing, and whose decals can be applied to your car in the default livery editing program on the website itself – indicating a lot of people are becoming fed up with the Massachusetts developer once responsible for phenomenal simulators such as Grand Prix Legends and NASCAR Racing 2003 Season.

The laughs don’t stop there, as it turns out Schoenburg’s removal wasn’t the only developing story of the night; Taylor Hurst’s car was parked in a competitor’s pit stall for over thirty minutes before he was removed from the session, with iRacer Brian Day outright stating he believes the pair of stewards have only retained their position with iRacing thanks to being acquaintances with upper management outside of the simulator.

Lastly, it turns out iRacing have been aware of this spotter access glitch dating back to 2014, and it has popped up in both iRacing Peak Anti-Freeze Series events this season, but the team are yet to rectify it – instead distracting people by pushing out multiple pieces of content rather than fixing bugs that drastically tilt the playing field and compromise the integrity of an online championship sponsored by both NASCAR and a major automotive brand.

How long will this continue?

Peak Anti-Freeze recently became the title sponsor of NASCAR’s Mexico seriesyou know, real life stock cars – so it’s hard to believe the brand would be willing to tolerate funding this level of ineptitude in a virtual environment much longer with comments such as “we have one official who thinks right is left and another who can’t spell his own name” popping up across social media.

Now will iRacing fix the glitch itself, or at least find a new crop of stewards to call the action? “Probably not” is a reasonable answer to either of those questions – they’ve known about the problem since 2014, and we’re now three months into 2017, with an entire new discipline of race cars set to be released next week. What’s that? Bug fixes? Incompetent stewards? Sorry, can’t hear you, dirt ovals are coming.

 

CART 88 Has Been Released for rFactor!

No longer constrained to the semi-private confines of the Historic Sim Racing Organization for testing purposes, the highly anticipated CART 88 mod for ISI’s original rFactor has now been unleashed to the public, and you can grab a copy by clicking HERE. A season dominated by Penske’s Danny Sullivan, in which virtually every team on the grid played musical chairs with engine suppliers and chassis, the classic American open wheel racing mod is the pinnacle of what the gracefully aging simulator can do when pushed to the absolute limit by a talented group of modders. HSO have meticulously constructed every single car to take the green flag over the course of the fifteen round championship, including one-off Indy 500 entries, part time drivers, and even brief chassis swaps that only lasted for a partial segment of the season, while also faithfully replicating mechanical improvements teams had made from event to event – such as Teo Fabi’s notoriously unreliable Porsche gradually improving throughout the season.

Part highly detailed rFactor mod, and part virtual museum, CART 88 is as comprehensive of a living, breathing encyclopedia as it is exhilarating to drive; an open wheel counterpart of the mammoth HistorX Touring Car package that has established itself as one of the all time legendary releases for the popular sim racing modding platform. Recently, we caught up with resident HSO physics guru Richard Wilks to learn about how the in-house HSO modders felt when refining the physics, which will be used for a year-long championship that mirrors the real world 1988 CART schedule, with the exception of the East Rutherford Grand Prix.

Hey guys, while you all wait for the CART 88 mod to finish downloading, I’d like to talk about something that came up in a conversation with one of the Historic Sim Racing admins during the testing process for this mod. He was telling me that after he drove the cars, another high profile mod we were running at the time didn’t seem as fun to drive anymore – he argued that it was way too time consuming to create a setup that made the car feel planted and ready to attack the track.

Now we all know the sim racing landscape is awash with mods or even vanilla content that feels artificially difficult or “funny” to drive – sometimes it’s twitch, or demands a great deal of focus, to the point where it’s hard to understand how someone strapped into the thing for real survived more than a handful of laps, when you can’t even make it around the track from the comfort of your sim rig.

I want to stress at this point that I am not talking about raw numbers being right or wrong here, but of the overall feel and connection that you experience when driving a virtual car on the limit. It’s a mix between the last little slice of tire adjustments that admittedly already borders on guesswork (because as I’ve stated before, it’s wrong for any one developer or modder to claim they’ve nailed tires), together with the force feedback, visual cues from the behavior of the car itself, and how this all relates to the way the car was implemented into the software.

You see, the last little bit of testing is the point where not everybody can sit back and analyze if this particular part of the simulation is at a good level or not. My rule of thumb is that a car must feel “natural” for you to drive. If you are a high skilled sim racer, you already know how to drive. Therefore, when you sit and drive it, all the inputs you receive must convey exactly what the car is doing. You shouldn’t have to be “translating” the inputs to what the car is supposed to be doing. To more clearly elaborate upon what I mean with this, imagine you are driving old IndyCar Racing II with a keyboard or a joystick. You are basically translating on the fly what the car is doing in relation to your inputs on the controls. That’s why even if you know how to drive a car, even at speed, you will basically start almost from zero if you choose to play a racing game like this, when it comes to muscle memory, or applying the theory to practice.

So the goal I had in mind with CART 88 was to create cars that are not only realistic in terms of numbers and performance, but also in terms of feel. You are supposed to sit in the car, and be quick right off the bat if you already know what you are doing. A real example is how hard it is to light the tires when exiting the pits in most open wheel mods, when it’s very easy to do in real life. This sounds like a simplistic example, but I knew I was getting things right once I was able to do this out of the pits seamlessly.

Once again, I am not talking about fudging numbers, I am talking about getting the final 1% right, the percent that separates a really enjoyable mod to drive, from just a “good” mod that sits in your already cluttered rFactor install. The the harder the car is to drive, usually as you go back in time, the more important this becomes. During the CART 88 testing process, I went through twenty different tire compounds I had built, all after I had completed the rest of the car, until I achieved the natural feeling I was searching for, making such minuscule changes that despite all of them being realistic from a pure number vs. real life point of view, made a huge difference in terms of car behavior on the limit. And you need this degree of work and dedication if you want to get something right; it’s like everything else in life, you can’t shortcut your way to knowledge.

Cars talk a lot to you in real life, and this is something sims struggle to do, not because they can’t, but because this gets neglected. Now, I know everybody has different equipment and all that, but if you get this right, the car will feel natural no matter what gear you are using, and the amount of input translation goes down to a minimum, making the sim racer feel one with the car on the edge of adhesion.

We at the Historic Sim Racing Organization hope you enjoy CART 88.

Weighing in at just over 160 megabytes – a very reasonable size for such a large collection of cars – HSO’s CART 88 release may possibly be the final hurrah for a simulator that will go down in history as one of the most influential pieces of software ever released in the genre.

Introducing the #2 Slightly Mad Studios Chevrolet SS

It’s finally time to reveal what we’ve kept under wraps for a solid four months: we’ve turned the website into a race team.

Thanks to the support of Ian Bell and the team at Slightly Mad Studios, PRC is now much more than just a highly controversial sim racing blog – with myself taking over the driving aspect, and crew chief duties handled by former ARCA OK Tire Series Late Model winner/competitor turned iRacing Peak Anti-Freeze Series virtual crew chief Dustin Lengert (whose iRacing team Simworx have swept the opening two rounds of the 2017 season, and whom you readers know under the call-sign of Maple), the #2 Slightly Mad Studios Chevrolet SS is the pinnacle of hardcore sim racers crossing over into reality.

While sim racing publicity stunts traditionally consist of past online champions receiving little more than a private test session at a closed facility, this right here is the real deal. With our 2017 schedule set to take us all over British Columbia following the WESCAR Late Model tour (formerly the ARCA OK Tire Series) and miscellaneous one-off events at non-tour tracks, potentially taking us into Washington or Alberta as well, it’s going to be a chaotic summer to say the least.

Thanks to our familiarity with the world of sim racing, what we plan to do throughout the season is give our readers a bit of insight into our adventures from a sim racer’s standpoint – so this’ll include on-board footage with spotter audio, voice-overs, articles detailing virtual setup changes versus reality, discussions on what driving skills transfer over from sim racing to a legitimate competitive environment, and at the moment there are talks to have a guy with a camera come follow us around for a few weeks. Planning this stuff is a giant pain in the ass so don’t throw a hissyfit if something mentioned above doesn’t come to fruition, but the idea is to take PRC into a completely new and exciting direction; aside from the typical news and opinions you’ve come to know/love/hate from us, we’ll do our best to take you inside the cockpit when it’s time to step away from the computer monitor and put on the firesuit.

Obviously this venture would not be happening without the help of Ian Bell, and before the comments section turns into a nuclear wasteland, it’s important to clear up any misconceptions that may arise from the announcement of this partnership. After we interviewed Ian in July of last year, he began seeing PRC in a bit of a different lightgenuinely appreciating some of the lengthy critical posts about Project CARS written by myself or anonymous Reader Submissions – and we began conversing in a somewhat productive manner. Wanting to progress my own amateur racing career beyond econobox racing, and with Ian needing a creative way to promote his upcoming game – which you now know as Project CARS 2 – a sponsorship deal made a surprising amount of sense.

Along with the race car sponsorship, we’ve all been brought on-board by Slightly Mad Studios to help poke holes in Project CARS 2 before it hits store shelves – which regardless of how you feel about the Project CARS franchise, it’s a pretty genius call to recruit the most notorious nit-pickers in the sim community for that task.

In the interest of maintaining transparency with our readers, I am indeed paid by Slightly Mad Studios for my internal feedback, and they have provided me with a complimentary PC to experience the pre-release versions with as little performance hiccups as possible. However, I have it in writing that the abrasive style that fuels entries on PRC will not be hindered by our new partnership with Slightly Mad Studios, and there are no quotas enforced in regards to publishing X amount of viral marketing pieces. Given the non-disclosure agreements in place and all of that fun stuff I have to dance around, you’ll only hear about Project CARS 2 or other upcoming titles by Slightly Mad Studios if there’s an overwhelming request for it, or something major has happened that warrants an opinion piece. It’s certainly going to be tricky to navigate and refine, but everyone involved in this knows that sim racers like reading PRC for the off-the-rails format, and it would be wrong to drastically reshape that.

Lastly, I think it’s important we do everything in our power to prevent sim racers on the outside looking in from believing this opportunity is all the result of pie-in-the-sky thinking and the Lord above merely granting our wishes. What you see in the pictures above is the product of many things going right in our respective personal lives over a period of about 36 months which allowed us to pursue something like this in the first place, as well as enough appropriate real-world racing experience across a variety of cars, tracks, and classes to make this a viable option.

We were not handed a race car for winning a private sim racing competiton, nor are we merely YouTube personalities with a lot of ad money and little in the way of knowledge to tackle the challenges of campaigning a Late Model Stock Car; Dustin is a former race winner turned crew chief in a series that has produced drivers who have eventually made it to ARCA and the NASCAR K&N series, and I paid my dues & proved jumping in some kind of a real car wouldn’t be a complete disaster by winning Rookie of the Year (and nearly the championship as well) in a smaller class. While to the uninformed it may look like we found a magic genie to make our late night Teamspeak pipe dreams come true, the reality is we worked our asses off to grow the website into an entity that made waves within the community, marketed ourselves to a sponsor who viewed the size of our audience as an asset, and then had the means to put it all together lined up when the funding came through.

The idea behind this adventure is to represent sim racing to the motorsports world in a way that legitimizes sim racing as a driving tool, and reversing the multiple PR disasters that have been created thanks to placing computer nerds in the seat of high performance race cars when some of them didn’t even possess a valid driver’s license.

Welcome to the show.