Death Race 2000: The Leading Simulator’s Lack of Realism

indycar-daytonaFor a service that advertises such a realistic online racing experience to outsiders; one which demands customers to hand over their credit card for each individual car and track after already paying a hefty base subscription fee compared to other games in the hopes of receiving something leaps and bounds ahead of the competition, iRacing’s weekly track selection certainly serves to contradict the entire purpose of the simulator – and I’m surprised this issue hasn’t received more coverage.

So let’s talk about it.

Those of you who haven’t bitten the bullet and adamantly refuse to sign up for the mammoth online sim racing entity known as iRacing for any number of reasons may be unaware of a problem hidden away from the public eye, though for dedicated sim racers who place realism above all else, it’s certainly been a difficult pill to swallow during their time subscribed to iRacing. While there are indeed a plethora of relevant laser-scanned auto racing facilities available on the iRacing service for both North American stock cars, as well as traditional circuit-based cars, the manner in which the service operates doesn’t adequately make use of the entire circuit roster.

iRacing itself runs as a massive virtual sanctioning body which conducts twelve-week service-wide championships that anybody with a subscription can participate, in which every race for a given week is held at one specific track, which in theory leads to a situation where you can compete in just a single event, or as many as you want based on how much free time you have, in an effort to increase the number of points you come away with at the end of the week. It’s like flex scheduling on an enormous scale, partially aided by the fact that there’s an alleged userbase of 60,000 members spread across the multiple series. So even if you can’t race with your Tuesday night regulars that you’ve come to recognize over the past month because your kid has some shitty dance recital, you can pop on Wednesday morning, run a race at the same track, and still score points for the championship – or just for fun, if you don’t give a fuck about the overall standings.

Now most of the time, this format works as intended; sim racers are given a whopping seven days to learn a track and participate in multiple thrilling races with a field of opponents who also have come to learn the circuit over several sessions of sim racing. Yet because the iRacing userbase itself has seen a tangible shift over a number of years from hardcore drivers who want the utmost of realism from the software, to an all-encompassing “big driving game feel” as if it were the PC’s answer to a mass-market title such as Forza Motorsport or Gran Turismo, the iRacing staff have adjusted the schedule accordingly.

untitled-3What this means, is that for seven straight days, iRacing have sent the Dallara DW12 IndyCar to Daytona International Speedway, a track in which neither the Verizon IndyCar Series, nor any other major American open wheel racing championship in the history of the country, have ever held a race at. Official, ranked races that count towards the service-wide IndyCar championship on iRacing and are part of the vanilla competitive experience all IndyCar fans are forced to partake in if they desire to drive the Dallara DW12 within the service against live human opponents, are currently being held at a track that would simultaneously kill multiple drivers in real life were an accident to occur at race speeds, and causes nothing but carnage and frustration within iRacing’s servers.

This is supposedly the ultra-hardcore experience you receive when paying an arm and a leg for iRacing.

And it’s been going on for far too long. Looking back several years to the spring of 2013, iRacing experimented with sending the Dallara IW05 to Talladega Superspeedway – an even more absurd circuit than tackling Daytona in these cars – and the results were obviously disastarous. Everyone voiced unanimous disapproval over seeing this circuit on the schedule, and the racing was insufferable. Not only has the Verizon IndyCar Series never once mentioned trips to Daytona or Talladega were in the preliminary planning stages because these cars obviously weren’t designed for superspeedways of this nature, the racing itself saw cars run in tight packs, only for 85% of the field to be completely decimated less than three laps into each race.

Regardless, iRacing kept putting these events on the schedule, totally contradicting the hardcore mentality fueling the simulator.

Now, it’s one thing for a league organizer in any simulator to put an odd-ball track on the schedule to keep drivers on their toes, as it’s the beauty of sim racing – you can go out and do shit that wouldn’t be possible in real life thanks to scheduling conflicts and miscellaneous organization problems. However, iRacing have promoted themselves since their inception as this ultra-realistic racing simulator with heavy penalties for crashing or even basic contact, and for several years they’ve held ranked events that aren’t just frustrating for the end user due to how much carnage follows after the green flag is dropped, they’re completely unrealistic and don’t even appeal to IndyCar fans. They’re wide open crash-fests designed to appeal to the lowest common denominator – the same Xbox Live kids people signed up for iRacing to avoid.

iRacing’s bipolar approach to realism isn’t just specific to the handful of different virtual IndyCar Series operating within the service, either. When the simulator first introduced the highly prestigious Monza circuit to customers for purchase, the unused Monza Oval – which hasn’t been maintained nor seen any competition action in around fifty years and is obviously unsafe for any kind of meaningful modern auto racing event – was thrown into the package as a bonus layout – which is fine, I’m personally not against developers throwing bullshit goodies into the mix.

However, the retired Monza oval was promptly placed on the schedule for all major oval racing series available in iRacing, which lead to a complete clusterfuck when people actually tried to race on it competitively; TeamRitter’s video below showcases a field of trucks unable to complete a single lap before the horrid racing surface mixed with a lack of concrete barriers detonated a tactical nuke within the middle of the field. Some have speculated Monza was haphazardly placed on all prominent iRacing oval calendars to try and shake even more money out of a crowd who otherwise wouldn’t care for a road racing circuit release by forcing them to buy it just to race for the week, and in this instance, I tend to agree. No reasonable sim racer wanting an enjoyable, hardcore experience from their software of choice would send NASCAR trucks to an oval that hasn’t been raced nor maintained in fifty years.

So for a game to sit there and proclaim they’re this ultimate be-all end-all solution for sim racing, only to treat paying customers expecting a hardcore experience as if they’re on Xbox Live and messing around with stupid car/track combinations in ToCA Race Driver 3, it really speaks volumes about the direction iRacing is heading in. It’s as if they used the hardcore crowd to get the brand off the ground, but years later have no problem catering to the lowest common denominator by essentially conducting races you’re forced to take part in if you want to play iRacing at fantasy combinations that don’t even occur in real life… Which sort of defeats the whole point of the simulator aspect they’ve been pushing for several years.

And I could stop there, but I won’t.

nick4You’ll often hear of iRacing conducting these marquee events that bring the entire service together for a weekend of racing outside the traditional roster of races you can enter each day, such as the 24 Hours of Daytona or 24 Hours of Le Mans, but what isn’t so front and center are the technological shortcomings that make these races a bit goofy to participate in when you’ve actually hit the track.

And I’m not talking about the constant server outages.

First, and probably the most hilarious aspect of these endurance racing events, is that iRacing does not feature any sort of 24 hour weather or lighting cycle, meaning those who enter these events are subjected to running the entire 24 hour event in either daylight or midnight conditions. While a large challenge of endurance racing in real life is watching the track transform from a vibrant auto racing circuit to a mystifying battle against treacherous shadows and lack of visibility, this element simply doesn’t exist in iRacing. There are no moments where you’re at Sebring, Le Mans, or Daytona taking in some sort of virtual sunset or sunrise, nor are you discussing among your teammates who happens to be the best driver in a low visibility environment. You’re driving in a horrendously static environment, one which iRacing themselves, as well as their broadcast partners, are careful not to mention.

Codemasters’ Race Driver: GRID, released in 2007 and designed to be this goofy little arcade racer with licensed cars and tracks, featured a full day/night cycle for the Le Mans 24 Hours event in the game’s career mode, but a hardcore auto racing simulator can’t do the same? Oh please.

cwrhes2weaaqozzThe service also dictates the cars you’re allowed to drive as well. While iRacing features a serviceable roster of GT3 machinery, the game’s hard-coded five car model limit means sim racers who have fallen in love with a particular race car may not even have that vehicle at their disposal during these races. The underlying software has been written to accept no more than five unique car models in-game, which while fine for oval racing – as not once in the past two decades has NASCAR featured more than four distinct manufacturers on track – obviously causes problems when it comes to multi-class sports car endurance racing. iRacers who had paid money for either the Ford or RUF GT3 entries found themselves shit out of luck and forced to buy yet another GT3 car just to participate in the event, simply because of iRacing’s shortcomings.

drivethruThe last element I’d like to touch on this evening would be iRacing’s complete inability to conduct even a semi-realistic pit stop procedure within their simulator. Executing a successful pitstop is one of the most challenging parts of modern auto racing, as you’re tasked with maintaining a very specific speed while navigating through an entire pack of cars bobbing and weaving between their respective crew members, who are busy scurrying around each car with a surprising amount of athleticism and precision. It’s fucking nuts to watch both on TV and in person, as one wrong move by any individual occupying pit road during a round of stops can lead to someone being sent to the hospital, or even under the most ideal of circumstances, has the potential to drastically change the outcome of a race.

This challenge is non-existent in iRacing. Upon entering pit road, everybody’s collision detection is temporarily turned off, meaning you’re free to roam the strip of asphalt as you’d please, driving through as many cars as you’d like both en route to your stall, as well as during the exit process. Basically what this means is that upon your virtual crew ripping out the jack from underneath the car, iRacers can just mat the throttle and drive straight through the cars ahead of them as if they don’t exist. So while you can at least drive your car onto pit road manually, and skid into the stall like the real deal, you’re not even asked to avoid the 39 other cars on pit road – which is like, the entire challenge of pit stops in the first place.

pits-lolololThis is pretty embarrassing when it occurs on top iRacing broadcasts, as the hosts will dedicate painfully out-of-place monologues to shill for how realistic the simulator is, only for all the participants to drive through each other during the first round of pit stops. I’ve noticed that in certain Peak Anti-Freeze Series broadcasts, cameras were strategically placed by the crew to avoid actually seeing this goofiness play out on screen, but in doing so, it just makes iRacing look extremely dishonest more than anything. Here you’re advertising this hardcore simulator that’s officially sanctioned by NASCAR, but the cars are literally driving inside of each other during pit stops, and with the ability to fly anywhere on the race track for a shot, you’re instead intentionally obfuscating an entire stretch of asphalt so the audience – as well as potential customers – don’t see this.

You’d think this would be down to technological limitations, but the last piece of software released by the team at iRacing prior to embarking on their mythical online only journey – NASCAR Racing 2003 Season – had contact between cars enabled on pit road, and you were just supposed to deal with it like a normal driver would.

Fourteen years and several million dollars later, this strategic element is now missing entirely from iRacing, and the team actively try to hide it on important broadcasts with “artistic” pit entry/exit cameras that curiously omit the entire pitstop process.

nr2003-2016-03-13-11-38-17-004Obviously I think a lot of iRacers will be quick to jump to the game’s defense, again labelling me as some irrational autist who started PretendRaceCars.net solely to rip on iRacing, but you can’t really deny what’s being presented here. You’ve got this company going out and charging people exponentially more than any other simulator on the market and justifying it by saying it’s the most advanced racing sim in the world, but then forcing customers to drive in ridiculous events which aren’t even close to being realistic, such as sending the trucks to Monza or IndyCars to Talladega, conducting 24 hour races without a 24 hour day/night cycle, and allowing people to drive through each other on pit road despite their last game doing the exact opposite.

Okay, if iRacing was like, a $60 game, a lot of this can be forgiven. DiRT 2 let you take hill climb cars to rally cross tracks, in the Eutechnyx games, you can’t even control your own car on pit road; the game does it for you, and Forza Motorsport 6 doesn’t have time progression either; like iRacing, you just sort of pick whether you want to race during the day, or at night. It’s fine, it’s $60, and the three aforementioned games aren’t trying to do anything special.

But this is iRacing, a game where just existing on the service for a month is something like $12 USD, and each and every piece of content is another $11.95 USD, meaning just to compete for twelve weeks in one class of car (of which there are MANY), it starts getting pretty fucking retarded from a financial standpoint if you want to explore what the video game has to offer. And they justify this by saying it’s this elusive hardcore experience, an option for when you’ve exhausted what all other simulators offer. And that’s fine for them to do that, it’s their marketing campaign after all, but as you can see above, they’re not actually delivering on that front. Hardcore sim racing isn’t sending the trucks to Monza of all places for twenty laps, nor is it throwing modern IndyCars on Daytona and letting everyone wreck the shit out of each other. This sounds like something you’d do with your buddies on Xbox Live at the end of the night for a laugh. And hardcore certainly isn’t locking people out of their favorite car because the software can’t handle it, nor is it allowing people to drive through each other during pit stops – that’s just laziness.

So for a service that advertises itself as the most hardcore sim racing experience available, why does all of the evidence point to the contrary?

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62 thoughts on “Death Race 2000: The Leading Simulator’s Lack of Realism

  1. Reposting that post where I say they have physically had 6 different cars in one race during week 13 but don’t do it officially because they support laptops from 2007 still. For a few more weeks anyways.

    Daytona using 3 GT3 cars was awful as much as anything because the BMW was roughly as useless as the cars that were left out anyways because they lock cars into one BoP then let them use a non-standard gear set that’s only homologated for one track if it exists at all.

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  2. Monza Oval and IndyCars at Daytona/Talladega is a joke tbh and there’s no defending that. Official racing shouldn’t have those combos ever.

    I also wish pit road had collisions on. It’s kind of part of the whole realism deal…

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    1. Joe, look back in the history books at USAC.

      They actually did run their roadster cars at Daytona in the late 50s. There’s a reason they never went back to the oval after 1959 though.

      Also, same deal with the Monza oval, the Race of Two Worlds as it was known a year or two before the Daytona farce., that being said they never ran at Dega, only tested as it’s infamously the site of an Indycar closed course speed world record that stood until 1997.

      I’m not defending iR’s track choices, in fact I couldn’t care what they throw out, but I’m merely pointing out the fact that the Daytona track has in fact hosted USAC roadsters once…..which are the precursor to modern Indycars. Same with the Monza oval

      I was told by several ex-SMS guys that the car makers and ESRB in the USA wouldn’t actually allow pit road collisions in software and to paraphrase an now ex SMS employee,: ‘It would be too difficult for sim racers’

      ….what the actual fuck? Then again I have heard that certain sanctioning bodies don’t want their virtual renditions to let you hit crew members either so there’s that.

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      1. You too would be an iRacer if they hadn’t banned you.

        iRacing is far from perfect, and definitely not for the hardcore only, but it does do a few things right.

        And yes, I suppose calling you Austin is calling you a name.

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  3. I might be special but I dont care to much about how realistic it is for specific cars to drive on specific tracks, thats one of the cool thing with video games. If the combination of car and track is doomed to fail its something I dont support though. Many games/sims do the exact same thing with pit stops and that is something Id like to see changed.

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  4. The schedule is voted by the community. Don´t get the point there.

    About the whole article: Conclusion is, you think it is overpriced for what you get. Argueable, for sure. Then don´t pay it and don´t drive there.

    Others think it´s okay to pay the money. So let them do so.

    People like Beyonce and pay a lot of money to hear her sing live. Others can´t stand her and don´t pay the money to go there.

    Why bother?

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    1. So you’re saying he has a different opinion than the majority of iRacing users, so he should just shut up and go away instead of expressing that opinion?

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      1. I am saying, that if you don´t like that stuff, just don´t bother, and enjoy other games that you like more.
        There is no new thing in that article, there are some wrong facts in this article and life is too short to mock about something you don´t like.
        Instead of this, enjoy what you like and have fun there.

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  5. NR 2003 ^_^

    GTP would have featured a Porsche if the game would have supported more than four brands. That would have been even more awesome.

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  6. You do realize these schedules are community voted? Your article should have been about not letting the xbox scrubs vote in the first place and not about shitty tracks on the schedule.

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  7. Still, it is all we’ve got ATM. There simply aren’t the numbers on other sims. Also, there are drop weeks which allow you to not participate in the absurd combinations yet still stay competitive in the championship.

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  8. Quote James:
    “but the last piece of software released by the team at iRacing prior to embarking on their mythical online only journey – NASCAR Racing 2003 Season – had contact between cars enabled on pit road, and you were just supposed to deal with it like a normal driver would”.

    This is uncorrect.
    I admit that I have never driven the basic NR2003 online – but I have used a lot of hours online with the famous NR2003 GTP mod and when you are in the pitarea you can drive through so many cars as you wish while they are parked in their pitboxes.
    So…

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  9. “Regardless, iRacing kept putting these events on the schedule, totally contradicting the hardcore mentality fueling the simulator.”

    The schedules are community voted. So false. If the people who you claim are so against it would contribute to the schedule voting then maybe it wouldnt get voted for.

    Also your constant argument that iRacing is only for hardcore realisitic racing is getting really long in the tooth. You could of just copied and pasted your last 10 articles, they all say the same shit.

    “Now, it’s one thing for a league organizer in any simulator to put an odd-ball track on the schedule to keep drivers on their toes, as it’s the beauty of sim racing – you can go out and do shit that wouldn’t be possible in real life thanks to scheduling conflicts and miscellaneous organization problems.”

    wait wait wait, so you spend 20 mintues arguing that its not realistic to put different combos together, but its all cool it a league does it. What? bi-polar much? get off your fucking high horse.

    “iRacing does not feature any sort of 24 hour weather or lighting cycle”

    ISR accidentally let slip that this is closer than most know.

    “The underlying software has been written to accept no more than five unique car models in-game”

    Lie. They keep it at 5 for performance reasons so people with old hardware can still run the sim well. We ran with 6 car models in week 13 a season or 2 ago as a test and it seemed to go fine. Wouldnt surprise me if they started doing more than 5 next season when DX9 is dropped.

    ” iRacers who had paid money for either the Ford or RUF GT3 entries found themselves shit out of luck and forced to buy yet another GT3 car just to participate in the event, simply because of iRacing’s shortcomings.”

    Also the reason the Ford and RUF are not raced in GT3 is because of Blancpain licensing as they are fantasy-ish cars and the community didnt want them in the series. Nothing to do with the 5 car limit. They are only running 4 cars in GT3 right because only 4 of the 6 somewhat accurately represent the series, so your argument doesnt stand up at all. Keep spitting out these lies as truth to fit your narrative though.

    “Upon entering pit road, everybody’s collision detection is temporarily turned off, meaning you’re free to roam the strip of asphalt as you’d please,”

    Again, not true. Collision is still very much on throughout pit road until you are in the immediate vicinity of your pit box. Which is exactly how it was in NR2003.

    ALso you probably didnt know that when iRacing first came out, pit road collisions were full turned on and it apparently didnt work very well in an online setting, so the community voted to have collisions turned off in pit boxes.

    Say what you will about the realism of that aspect, but its what the community wanted so your claims that its down to “iRacings Shortcomings” is again a lie.

    Man up and check your facts. Seems like iRacing is the only sim your dont care about being accurate about. Hm wonder why that is? Oh yea, your irrational vendetta because you got banned for being a twat.

    Toodles!

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      1. Nope.

        Not all schedules are voted upon. In fact, during my time on the service it was common for a schedule to come out, only for the respective forum to say “why is X on the schedule, this is retarded?” Saw this happen with the K&N cars as well. Randomly came on the forums to see we’d gone from a primarily short track series to running places like Vegas/Chicago/Charlotte/Daytona. Not one person who ran those cars frequently wanted those.

        Private leagues can do as they please, but iRacing is striving to maintain a base level of realism with the default experience. IndyCars at Talladega certainly isn’t that.

        The five car limit certainly isn’t for performance; it’s a relic of the code the game was built upon. GPL (1998) allows 7 unique cars in a race, rFactor (2006) allows 32. You’re telling me potatos in the late 90’s can deal with more cars than quad cores in 2017? lolololololol

        That’s great 24 hour cycles are coming “soon.” Where have they been for nine fucking years when even bullshit like Grid and Test Drive Le Mans on the Sega Dreamcast had them?

        As for pit stops, NR03 at least had an element of danger to them that simulated the real thing versus ghosting through every single vehicle. iRacing would have egg on their face if they genuinely did remove this because it was deemed too hard for their users to cope with. Isn’t that the point of a simulator?

        Oh right, it’s another rabid iRacing fanboy showing up to call me a whiner cause I was banned. Just as I predicted in the article.

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        1. I’ll give you credit in the fact that your good at twisting the argument in a completely different direction to avoid looking like your wrong, but most people can see right through that shit.

          You want to know how to have an argument like an adult. Provide proof like I am about to do below.

          The five car limit certainly isn’t for performance; it’s a relic of the code the game was built upon. GPL (1998) allows 7 unique cars in a race, rFactor (2006) allows 32. You’re telling me potatos in the late 90’s can deal with more cars than quad cores in 2017? lolololololol

          Heres some proof for you that 5 isnt some software issue.

          http://members.iracing.com/membersite/member/EventResult.do?&subsessionid=16969741&custid=59267

          And a screenshot because I know you cant actually see the result sheet.

          By my Count that has the Aston GT1, Corvette GT1, Radical SR8, Street Stock, Super Late Model and Late Model.

          I believe that adds up to 6.

          So can you just please drop this bullshit from your narrative. Talk about some real issues. This is a petty and otherwise pointless argument to try and win. Your wrong and you can provide no proof otherwise so just give it up. All it does is further prove you just talk out your ass about iRacing.

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            1. Note the date, December 2015. Was before they created the race with 6.

              That also doesnt provide proof of your argument that it was software based. He doesnt explain why. That was just their stance they took surrounding the performance concerns. I dont condone their use of the wording that they used, its a cop out, but I understand why they describe it that way.

              He honesly should stop answering things over twitter, its not the only time his tweets have been taken out of context due to the fact that you cant really explain something in 140 characters.

              So please provide me proof of someone saying that the 5 car limit was some hard coded software issue because you still havent done that.

              Or just accept that this one small part of your argument is a lie and show that your an adult.

              Liked by 1 person

            2. giv it up james, the guy just gave you hard evidence your wrong.

              ur worse than trump in not being able to just accept when he has something wrong in the face of facts.

              fuk dude, i read this blog to hear legit problems.

              Liked by 1 person

        2. Why are you pulling shit out of your ass?

          The 32 limit for rF1 is nonsense. It exists, but it’s limited to a dedicated server and only restricted to the ai, not human players and not in singleplayer/offline mode.

          http://isiforums.net/f/showthread.php/107-Max-AI-cars-in-dedicated-server

          The translation of that is that you can load as many unique models as you want in singleplayer and multiplayer with no limits other than your hardware (I know I do, just did a test with 50 unique cars), as long as the cars in multiplayer are all driven by human beings.

          If for some reason you need to boost your online starting grid with extra cars assigned to the computer, the limit is set to 32, but only for the ai cars. You can have 50 unique human cars and then another 32 ai cars on top of it without issues.

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      1. So reading an excessively wordy blog post is perfectly fine, but reading a comment thats more than 1 sentence is where you draw the line? lol

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  10. It’s not about hating iracing, or revenge.

    It’s about holding a company that asks for a lot of money accountable for creating a sub par piece of software, and making poor decisions.

    It’s about helping the consumers, and the creators to make better games for people to enjoy.

    Writing stuff like this off for any reason is just poor

    Liked by 1 person

  11. Conserning iRacings hardcoded relict from NR2003 the 5 cars restriction (4 different cars + pace car) then James is probably right.
    And his quotation of iRacings Meyers does support that!

    This restriction is also discussed inside iRacings forum where people tiptoe around the “hardcode” problem – because this underline the unpopular fact that there is still a lot of NR2003 stuff in the iRacing code 🙂

    For people who dont know then “hardcoded” does only mean that as example a certain value in a program like the mentioned 5 cars restriction is written directly in the codelines.
    This means that it is rather complicated to change this value because you have to directly change it in every codeline that does include it.

    What iRacing probably have done since the Meyer interview is that they have inserted a variable in all the mentioned codelines (like vCarsMax 🙂 ) and added the same variable to the variable list.
    From now on this restriction is not hardcoded anymore(!) – and can therefore rather easy be changed.
    A further indication of this is that iRacing from time to time (after the Meyer interview) have tested car roosters with more than 5 different cars.

    So in the current discussion it is a bit laughtable to call James names – just because iRacing lately have changed the harcoded value to a variable.

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      1. Yeah sure. Its a 100% coincidence that iRacing for about 8 years have had exactly the same car limitation as its base program code(NR2003).
        And now they suddenly can experiment with 5+ cars – without having changed anything in the texture size.
        That sounds pretty convincing.

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  12. I agree with everything you said. Iracing is a joke. Total waste of my money. I’ll go one step further than you and say, unless someone can show otherwise, they are most likely going broke. The only thing hardcore about iRacing is selling new snake oil content. They can’t even keep up with repaves for christ’s sake and those dumb asses on the forums crucify anyone who tells the truth.

    I think one of the reasons they have left most cars shitty to drive and left every single track they release with mysterious trouble areas, is they are trying to FAKE that fraudulent realism brand they started with for all it is worth. Desperate attempt to keep the myth alive. That phony dynamic track shit is a fraud too. That and realistic weather was created to hide all the physics problems they either can’t fix or don’t give a shit about fixing.

    I woke up and let my sub lapse. Fuck those guys.

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    1. “That phony dynamic track shit is a fraud too. That and realistic weather was created to hide all the physics problems they either can’t fix or don’t give a shit about fixing”.

      At least there is some weird things going on with both the dynamic track and the socalled realistic weather(= random weather 🙂 ).
      Because more and more members does mention that even if they join a track 2 times with literally same track and weather condition – then they often get completely different grip.
      Which means that its impossible to compare laptimes (and setups) because the conditions are randomly changedby some goofy bug in the sim.

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  13. BTW, don’t know if it has been mentioned (apologies if it has, I missed it), but they race Monza’s oval the wrong way round…

    Like

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