- 100% Independent Sim Racing News – New Build, Lotus 49 Available

iRacing has released the newest build of their online racing simulation, making the much-anticipated Lotus 49 available.

iRacing has released the newest build of their online racing simulation, making the much-anticipated Lotus 49 available.

Designed around the Cosworth DFV V8 engine that became the de-facto standard in Formula One through the 1970s, the Lotus 49 became one of the company’s most successful Formula One cars.

The car uses the fifth version of iRacing’s tire model. Below is a video of the car driven by Greger Huttu, side by side with footage from Grand Prix legends.

Alongside the Lotus and plenty of changes you can find in the release notes below, the new build also introduces two new tracks:

While the Canadian Circuit Gilles Villeneuve comes in the usual finished form, the Long Beach street circuit is available as “Tech Track”, coming without many trackside details and selling for a reduced price.

[toggle title=”Click Here For The Full Release Notes”]Website:

Leagues Page 


– League admins can assign members a nick name

– League admins can assign members a car number

League Info 

– League admins can tag their leagues with keywords and other pre-set filter options under the Set League Filters button. This information allows members to find leagues through filtering
and is a complement to finding leagues via name search.

– Admins can create a comma-separated list of keywords from a drop-down or enter new keywords which will be saved for use on other leagues. The Save button needs to be clicked for keywords
to take effect.

– Keywords can be removed from the list, thereby, disassociating the league from those keywords.

– Checked pre-set options are saved or removed immediately as the admin clicks on the checkboxes. This allows members who are filtering for leagues to see leagues in real-time as
admins make their changes.

League Directory 

– Next Page and Previous Page buttons are working.

– A new Filters button was added. This brings up a form allowing members to search for leagues via pre-set filter options and keywords. This compliments the league name search option.

– Members can create a comma-separated list of keywords from a drop-down and/or select from pre-set filter options. If filtering with keywords only, the member must click on the Done
button to set the filter.

– Clicking on the pre-set filter options immediately filters the list of leagues as options are selected/unselected. The list of keywords are automatically used in combination with the
pre-set filter options.

The filtering is persisted until the member clicks the Reset Filters button or clears cookies from the browser. This allows the member to view details of/join the filtered leagues without
losing the filtered list, even through multiple sessions.

Preferred Car Number 

– Has been changed to allow for three digits

File a Protest 

Filing protests can now be accomplished by clicking “File Protest” in the header of the member site. Fill out the appropriate information, and submit. In some cases, you WILL have a time
limit to get these protests into the system.

You will be emailed a notice of receipt of the submission. These protests will be sent to the Appeals Board, and the appropriate measures will be taken to resolve them. This
new system will help us utilize a more orderly way of resolving problems and issues, as well as keep you informed of the situation as it progresses.

Downloading Software 

The page that allows you to download the iRacing software just got smarter. It will now offer an appropriate download option for the operating system you visit it with, as well as offer a
choice of alternate download options, if that’s needed. The page has also been updated to be friendlier and easier to use. Check it out at

– At this time there is only the PC version of software available. The Mac version will be released in the next few weeks.


– Consistent Finish awards were added. These awards are given for finishing 2, 5, or 10 races at your own iRating or higher. There are awards for both road and oval, for a total of 6 new
awards. These awards are not retroactive.

Race Guide 

– Improved the performance of the Race Guide Full Grid Control for League Racing

– When configuring league races you now have the option to configure the grid in advance rather than relying on a qualifier. To do so you should select the new league session type
“Open practice + race”. The session is configured exactly the same as other sessions except you will now see a link to “Click here to configure your field and grid”. This session type
is the only one that allows you to configure the grid because all of the other configurations either don’t have a race component or have a qualifier component that will determine the grid.

– When you select “Open practice + race” you will see a “Click here to configure your field and grid” link. When you click on the link you will see the “League Session Grid Builder”
user interface.

– Similar to tournament session grids, configuring a league session grid is a 3 step process:

Load drivers into the race field. You can load all league drivers, all league drivers who participated in a prior race in the same season, or individual league drivers selected from a

Move drivers from the race field onto the grid. You can drag and drop drivers or use one of the grid algorithms to set the grid automatically. When loading drivers from a prior race the
system will use that race’s finishing positions to determine a position for this race.
Additional drivers will be slotted behind drivers who participated.

Click Done to save the grid.

As with tournament sessions you have the option to drag and drop racers on the grid. This gives you total flexibility to set the grid exactly as you want it. For example, let’s say
you are using a sequential gridding algorithm to pull racers from your most recent league race. Let’s also say that one of the drivers did something and the league administrator has
issued a penalty that the driver should start at the back of the field. After applying the sequential algorithm you can drag the driver from the top spot to the back of the field.

It is possible to create the session without setting the grid. This should allow people to configure their entire season in advance and configure the grid prior to each race. If you
don’t set a grid the session will allow any league drivers to enter and the grid will be set by iRating

The grid is presented as a two-column list that supports dragging and dropping drivers to change their position in the grid. In oval-racing terms the left column is the inside lane
and the right column is the outside lane. Each grid position is presented as a rectangle with the driver’s name. The current row and grid position of the driver is shown in a box to the
left of drivers in the left column and to the right of drivers in the right column.

A current limitation of the system is that there is no way to delete the grid. At the moment the only way to delete a grid after you have saved it is to cancel your session and recreate



A prior build added the ability for your teammates to become your “crew chief” (though only one at any given time). Doing so allowed them to make “black box” changes to request
adjustments at the next pit stop.

This build introduces the ability for your teammates to help out with setting up your car in the garage. Apply whatever term fits your mental model for this; possibly “head mechanic”,
though internally we call this person the “garage editor”. As with the crew chief, any of  your teammates can take-on and give-up the garage editor role at will, but only one person may
claim that role at any given time.

You can envision visiting the garage screen as picking up a clipboard that has the team’s setup sheet on it. In order to make any changes, you need to request that you become the
team’s “garage editor”, and that the team’s car be physically put into the garage, where the mechanics can flail away at it with tools, and the effects of any updates can be measured.
You do this by clicking the green “edit” icon near the upper-right corner of the garage screen. If you are the only person on your team that is connected to the session, the “edit”
button is automatically clicked for you. If the icon is gray, then the car is forbidden from being placed into the garage (generally after a race session starts).

While the car is in the garage, the [Drive] button on the session screen will be disabled, and will be shown as [Garage], instead. The helmet and name of the person that is adjusting the
car is displayed on the garage screen to all the team’s members. All of the teammates can see the changes the garage editor is making to the car’s setup each time the setup finishes “tech
inspection”. Many changes tech quickly and are automatically sent, but some require the [Apply] button to be clicked, or for the [Apply] to be automatically executed.

All changes to the team’s car setup are tentative, and will only be committed when the garage editor clicks the garage screen’s [Done] button. Clicking on this button relinquishes the
garage editor role, and physically releases the team’s car from the garage with the latest changes applied to it. The garage editor can discard any changes they’ve made and revert to
the team’s car as it entered the garage by clicking [Cancel], the “edit” icon, or [X] to close the garage screen, and then confirming that the changes are to be thrown away. Discarding the
changes from having clicked the “edit” icon or the [X] will also give up the garage editor role.

The garage editor has access to all of the car setups that iRacing includes, any setups they have stored locally, and any setups that have been “shared” by other users in the session.
They do not have access to setups stored on the disks of other team members. If a particular member of your team has a setup you wish to use, let them become the garage editor so that
they can load it, and then hit [Done] to apply it to the team’s car. Any other team member can then make additional changes to that setup.

No one on the team will be allowed into the garage screen until the team has a car setup.
When the team’s driver first connects to the session, their last-used setup is loaded and applied as the team’s car setup (unless this is a fixed-setup race, in which case the
appropriate fixed setup is used, instead).

To prevent the loss of any changes you might be making to the car’s setup near the end of a session, you can continue to edit your team’s setup across session transitions (for example
from practice to qualify, or qualify to race). Except in fixed-setup sessions, where your garage editor status is revoked, and the “preferred” or “mandated” setup for the session is
forced onto the car.

The garage editor can exit the garage with a setup that fails tech inspection, but the driver will not be allowed into the car until the setup is modified so that it passes tech.

Collidable Cones 

– All cones at all tracks are now collidable.

Reflap Car 

– The Splits/Delta system has been expanded to be able to show a transparent car representing your currently selected reference lap. We call this a Reflap Car.

– By default the Tab key cycles through the modes, including Off. The key can be remapped in the Options screen. First time into the sim we default the Reflap car to being on. There are 6
reference lap modes:


All-time Best Lap – Your fastest lap ever recorded

All-time Optimal Sector – your fastest sectors even if they were not part of the same lap

Session Best Lap – best lap this session

Session Optimal Sector

Session Last Lap – the last lap you drove

– The Splits/Deltas function in all modes, but the Reflap car is only viewable in Testing or Time-trial events.

– The UI will hide itself as you enter the grid to start a race, but tapping the Tab key will make the UI visible again.

– The transparency of the Reflap car is adjustable via an app.ini setting:


reflapCarTransp=0.350000 ; Set level of transparency for reference lap car.

– There is a hotkey to toggle the display of the ReflapCar, the default keypress is ctrl-c.

– There is a Reflap car button in the delta time window, that if clicked toggles the Reflap car.


– You can now control some weather parameters for Hosted sessions and off-line Testing. There is no rain.

– Temperature, from 65°F to 90°F

– Humidity, from 0% to 100%.

– Humidity is combined with fog – continuing up past 100%RH, you can select a fog level from 1% (light fog) to 100% (heavy fog). Note that the maximum fogginess level is far beyond what
any race organizer would consider to be “safe” conditions under which to race – especially at a fast race track. You should experiment with your desired fog level in testing sessions
before creating a hosted session using such conditions. 25% is probably a good real-world safe level of fog in which to race.

– Wind speed, from 0MPH to 30MPH

– Wind direction, specified as “from which direction is the wind blowing?”, with 8 selections
on the compass.

– Cloud cover. “Clear,” “Partly Cloudy,” “Mostly Cloudy” and “Overcast.”

– You can choose to specify the temperature in either °F or °C. You can choose to specify the wind speed in either MPH or KPH. Regardless of how the session’s host specified them, the sim
will display the values in the units you’ve chosen in-sim.

– You can also choose “Realistic” weather. The sim will randomly choose weather conditions that, on average, meet the conditions that we specify on a track-by-track basis. The values
that are randomly chosen will have the same limits as listed above. Weather conditions can vary slightly during the session (the temperature can change, and the wind can be variable).
Note that wind gusts can go over the 30MPH max. At a night event, the realistic setting will bias towards lower temperatures and higher humidity than a daytime event.

– All official iRacing sessions continue to use the usual iRacing Default weather conditions. But, we have changed the iRacing Default weather to now be “Partly Cloudy”, where in the past
it used to be “Clear” even if you saw a cloudy sky. This change will result in the track temperature being a couple of degrees cooler, which will produce a subtle difference in lap
times and tire feel.

– Cars will drive differently as the weather changes. You may find that you need to alter your setup to get the most out of the car under different weather conditions.

– Whenever you join any session, the sky (which defines things like the sun position, lighting conditions, reflections, and shadow angles) will be chosen at random to match the selected
cloud cover setting.

– Cars turn on their headlights on foggy days.

Tech Tracks 

– Tech Tracks are essentially tracks that, for one reason or another, are unfinished iRacing tracks but are to the point of being driveable.

– For a track to be considered a Tech Track, the track is not on our current production list to complete. We may someday complete a given Tech Track, OR NOT. We are making Tech Tracks
available because of the many requests we get from real world drivers and members. – Tech tracks will not ever be put on a schedule for official series. However they can be

used for testing or private sessions. They will include race control and grid boxes and can be used for private or league racing.

– The standard license fee of a Tech Track will be US$5.

– A Tech Track is what it is, and we will not be actively updating the track in any way unless we decide to fully finish it. If we do finish it, we will take the tech track away and issue
iRacing credit for the purchase price to any member who purchased it. Again, do NOT buy a tech track with the assumption it will someday be finished.

– Tech tracks will not be part of any volume discount purchase program like the 100% club.

– Settings are available in renderer.ini to override the dimensions and density of the laser
scan dots. We recommend using the default values, but if you experience poor performance when rendering laser scans it may help to reduce the point sizes or density. PointSizeMM specifies
the physical width of each dot in world space (in millimeters) – dots far away will render smaller than points near the camera. PointSizeMax specifies the upper limit of how big of a
dot will be rendered on screen (in pixels), and PointSizeMin specifies the size of the smallest dot to be rendered on screen (in pixels). The MaxLaserScanVidMem setting specifies
how much video (GPU) memory may be used (at most) to contain the laser scan, lowering this value will reduce the density of dots.

[Laser Scan] 

MaxLaserScanVidMem=128 ; Max scan density to load into vidmem (32
to 128 MB)
PointSizeMM=90 ; desired physical point size width (mm): 1
to 120
PointSizeMin=2 ; min point size in screen pixels (1 to 15)
PointSizeMax=8 ; max point size in screen pixels (1 to 20)

Pit Macros 

– Add new pit service text chat macros. Parameters include:

#help – print help message

#clear – unselect all request for service

#ws – use up one tear off to clean the windshield

#fuel – Add fuel. Optionally specify an ammount to add, defaulting to your displayed units if not specified. (#fuel 5, 5g[allon], 5l[iter], 5k[ilo], etc)

#lf – replace left front tire. Optionally specify the pressure, defaulting to your displayed units if not specified. (#lf 30, 30p[si], 30k[pa])

#rf, rr, lr – same as lf but for the other three tires.

– Add in 5 new text chat macros, and populate them with reasonable defaults for pit service.
The new macros default to keys shift-1 to shift-5.

– Renamed chat macro 0 to 10, this will break any custom macro already defined for that slot.

– Added an option to turn off the automatic request for full pit service every time you exit pit road. The default is to leave this behavior active, just like it was previously. The
setting can be found in app.ini [Pit Service] autoResetPitBox=1, setting it to 0 turns off the auto check behavior.

Oculus Rift 

– Added preliminary support for the Oculus Rift VR Headset Development Kit.

Follow the instructions of the dev kit to install it as either an extended desktop monitor (recommended) or as a duplicated monitor (may allow you to see on a monitor what is visible
inside the Rift). The resolution for the dev kit monitor should be 1280×800.

When launching the simulator, it will attempt to detect the Rift. If it is detected, a dialog box will prompt you if you want to use the Rift. If the simulator does not properly detect the
Rift, try configuring it differently on the PC.

Centering the Rift: When the simulator first launches, the 2D loading screen image will appear (as usual), about a meter way from the view point. While on the loading screen, hold
your head straight and level, and press any key to re-center the head tracking. Any time after loading completes, such as on the replay screen or while driving, you may use the
assignable hot key (options screen, default is ‘;’) to re-center the head mounted display (HMD). You may want to assign this command to a button on your wheel, to make it as easy as
possible to re-center if necessary.

VSYNC is optional when the Rift is enabled, specified via the graphics options screen. VSYNC is recommended to prevent tearing, but many report less latency and better tracking with it

Multisampling is supported with the Rift. The number of samples per pixel is specified in the graphics options screen (AA #samples) and is applied to the Rift’s display if supported on
your GPU.

The user interface screens now pan (to a limited extent) with head tracking. This allows navigation of the garage and options screen within the Rift. It also allows the black boxes
and other driving UI to be viewed while driving. This is a work in progress.

In general, achieving higher frame rates is very important when using the Rift. Reduce graphics quality as necessary to achieve low latency head tracking.

There are several new options located renderer.ini related to the Rift as follows.

[Oculus Rift] CorrectYaw=1 ; Enable magnetic yaw correction
CorrectPitch=1 ; Enable gravity based pitch correction

UsePrediction=1 ; Enable motion prediction
PredictionTimeMS=20 ; How many milliseconds to use during prediction
ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics
options settings
PanUserInterfaceToEdge=0 ; Allows user interface to pan further with head tracking

ForceVSYNC causes VSYNC to be enabled whenever the Rift is in use. When set, it overides the setting from the options screen only for the Rift. We don’t currently set this option by
default because it increases controller lag and head tracking latency on some PC’s.

The CorrectYaw and CorrectPitch settings, when enabled, use the Rift’s magnetometers (for yaw/magnetic fields) and accelerometers (for pitch/gravity) to help correct any drift
accumulated during driving. When Yaw correction is enabled, whenever you recenter the Rift
(using the hotkey) a magnetic calibration will automatically begin – the calibration will automatically complete after the headset is rotated over a large enough range (it helps to
look around after initiating the calibration).


– The sim now monitors the performance of its “real time” thread. The “garagePhysicsSpeedup” entry from app.ini has been removed, and the sim will now dynamically adjust how aggressively it runs the physics while in the Garage. If you have a slow computer, and you used to have the garagePhysicsSpeedup tweak set to 1, it could have caused the sim to drop out of real
time, causing clock smashes, lots of skew, and probably any replay recorded while you’re in the garage to be bad. Now, if you have a fast computer, the physics will settle more quickly
in the garage. If you have a slower computer, it will take longer, but the sim won’t drop out of real time while you’re in the garage.


– Added a volume level adjustment for overall replay volume vs driving volume (eg: Hall of Fame can turn down the volume level coming from non-driving pods). App.ini only so far, no UI.


loudnessReplay=0.0 ; Volume adjustment for overall replay volume versus driving volume in dB


– Default Fanatec display to on, now that it has been stable for a while.

– Request all forces to start every tick to resolve certain FFB issues.


– Dump the garage tire measurements to telemetry so members no longer need to enter garage to log data. We only update the data every time the garage takes a measurement.

– Fix a small bug that caused a telemetry variable to not be unregistered properly when the car was reinstanced.

iRacing API 

– Added support for chat and pit script control to remote api

– Add support for remote pit control to session display (so the crew chief can use automated tools).

– Include the additional weather related info in the irsdk output.


– Fix potential sim crash when keying up voice chat.

– Add a mic VU meter to the voice chat UI cluster.

– If you attempt to transmit and someone else is speaking on your transmitter’s frequency, a “no microphone” icon will be displayed to you, indicating to you that you are not being heard.
When the server takes the frequency away from the other person and gives it to you, this indicator will be removed, so that you know others are now hearing you.


– Allow the FPS display (system meters) to work on the session screen during replays.

Bump Drafting

– Reduced bump friction to help reduce hooking bumpers while drafting.


– Add new app.ini setting which, when enabled, stops the UI from reappearing when the iRacing window gains focus or is clicked on.

[Graphics] KeepUIHiddenOnFocus=0

Options Screen 

– Re-arranged many of the tabs. Most key definitions have been moved into a single tab with a scroll bar.

– All hotkeys can now be reassigned, including the replay controls.

– Fixed a bug in the code that generates the “Your control is assigned to this device” string for “two sided” controls, like Look Left/LookRight, when the control is assigned to a single
two-sided axis. It likely would have said something like “Dev 0 Axis 3 <<” instead of “Dev 0 Axis 3 <>”.


– Stamp iRacing logos over the top of helmet license stripe.

Tire Model 

– Fixed a bug that would allow the tire carcass to move too rapidly as it passes through zero deflection. This helps the tires to feel less twitchy.

– Fixed a bug in the temperature calculation that helps the over-the-limit feel.


– Added Lindblad chassis sponsorship.


– Updated the ABS algorithm on all our ABS cars for less jarring force feedback.

Chevrolet Corvette C6R

– Damaged cars no longer have the dash and interior door panels disappear.

Chevrolet Impala Class B 

– The track bar split rule instituted at the beginning of the season has been withdrawn.

Chevrolet SS-Gen6 

– The track bar split rule instituted at the beginning of the season has been withdrawn.

– Fuel load is now adjustable in the garage for practice only.

Ford Falcon V8 Supercar 

– Fixed an aerodynamic drag bug that could occur if ride heights got into places that were
outside of the aerodynamic map’s limits.

Ford Fusion-Gen6 

– The track bar split rule instituted at the beginning of the season has been withdrawn.

– Fuel load is now adjustable in the garage for practice only.

Kia Optima 

– Fixed a problem where the telemetry reported incorrect fuel levels.

Lotus 49 

– The Lotus 49 is now available, and is using the Version 5 Tire Model.

Radical SR8 

– Added a kph label on the digital dash.

– Updated external engine sounds.

Silver Crown 

– Updated external engine sounds.

Sprint Car 

– Updated external engine sounds.

Skip Barber Formula 2000

– The Skip Barber car is now using the Version 5 Tire Model.

Street Stock 

– The Street Stock is now using the Version 5 Tire Model.


Circuit Gilles Villeneuve  – Now available.

Long Beach Street Circuit  – Now available as a Tech Track.

South Boston Speedway – Racing at night is now available.

Lanier National Speedway – Racing at night is now available.

Irwindale Speedway – Added a Figure 8 configuration.[/toggle]

  • Marcus Reynolds

    This really rocks big style, any GPL fans will be in heaven

  • Marcus Reynolds

    Any GPL fans will be in heaven, this car rocks……..insta fun, no idea if there is warts at the moment but first impressions are very positive behind the wheel.

  • Austin Ogonoski

    Nay on the Lotus 49. It’s like playing Shift 2 Unleashed without any handling mods. It just floats everywhere and there’s zero evidence to show the cars really did that in 1967. If the cars really drove like this, everybody would have died during the first practice day at Zandvoort.

    • Anonymous

      Did you drive it on a cold day? Tracks get slick when you do that.

      • WaitingForAC

        That doesnt sound right to me, cool tracks typically are the days to set fast laps.

      • Matt Orr

        Depends on how cold.

      • Anonymous

        Might have to do with humidity as well, namely fog. Not sure, haven’t driven it enough, but once you start treating it with respect it isn’t hard to keep on the track. Very easy to have moments and correct them with a tiny lift and dab of oppo.

    • Hugo Stiglitz

      As much as it disappoints me I gotta admit, the way the car is understeering definitely reminds me of Shift and pCars. I know it’s not supposed to have a ton of grip but it doesn’t seem to have enough.
      It actually reminds me of the Ferrari ’67 F1 car in Test Drive Ferrari which is made by SMS.

      • Matt Orr

        Understeer and lack of grip are two different things.

      • David Wright

        I agree. The Ferrari 312 F1 1967 in FRL does not understeer.

      • Matt Orr

        Understeer and lack of grip are two different things.

      • Mario Strada

        Well, that’s the same impression I got yesterday. Today somehow the car felt more planted and had less understeer. Still a bunch, but better.

      • Hugo Stiglitz

        Yea plus Mosport is a horrible track to start at, and the baseline setup has got to be the worst baseline in iracing. I dont’ normally tune cars but even I was able to come up with a better setup within minutes

        I still think overall though it just doesn’t feel like you’re in control of the car even when you have grip. It’s like it has no mechanical grip at all.

        I know the 49 is supposed to be very difficult to drive but this seems like a stretch to say the least

    • Anonymous

      This description from Alexander Rossi seems to mirror my experience with the car last night:

      “There’s no real drama; the engine gives good, smooth power, the chassis offers plenty of warning when necessary. The car never feels planted, but it’s not unpredictable. It’s a physical car, and he’s glad he kept up his neck training.”

      There’s lots of side-to-side movement, but the car doesn’t really do anything that can’t be predicted or corrected. Once you know what you’re looking for you stop falling off the track unless you’re pushing it too hard under braking.

  • WaitingForAC

    Let’s wait 2 weeks to see if everyone is still in love. It’s the same story, everything is great and then we are all looking for races in week 2.

  • Walter Conn

    The video of Grand Prix Legends does not do it justice. I would look for a track update if I were Gregor.

  • Matt Orr

    Whatever that tire update for the NTMv4 cars was did a great thing to the Radical, that thing is now a kart on steroids. Really hard to peel myself away from that car at Montreal, it’s like a drug.

  • Szymon Osiecki

    The Lotus 49 is much better than I thought, much easier to control than in GPL, more alive than in pCARS, but in the good way. The new iteration of tire model fees excellent, even you start to slide it is very easy to recover from it. Accelerating is pretty easy, but braking is very hard, forget about trail-breaking which is IMO correct, because in those days you were braking on the straights.
    Mosport is a very tough track, very bumpy with slight turns over the crests – it is easy to lost car at high speed over there. I’ve driven also Spa and Watkins Classic and it was much easier.

    • Anonymous

      Yup, don’t trail brake, roll it through the corners, and be cautious over crests. Do that and the car ends up quite controllable, though it requires discipline not to get greedy on braking.

    • David Wright

      Jim Clark trail braked, but he did have an understeering set-up.

      • Jordan Meagher

        I wish Jim Clark was here to compare rf2 to ir .. he would set it straight and I know the way he would go 🙂

  • Anonymous

    Anyone compared this to the 60’s F1 cars in rF2? Is it worth renewing my iR membership?

    • Matt Orr

      I found the iRacing version a lot more convincing. It actually feels like a car when you step away from Mosport which is basically a nightmare in this car for obvious reasons.

      Best way to sum up the iRacing Lotus 49 with a decent setup is every other classic F1 car at the same time, but not that, but it is that. It’s hard to compare, it is different though. It feels like you actually need to slow down for corners, turn, go – rather than powerslide everything.

      That said, participation will likely suck and no historic circuits.

      • Anonymous

        Does that meen iR tyres still dont do powerslides or that it just rewards a smoother driving style?

      • Matt Orr

        You can slide the car all day if you want, but it seems a lot more beneficial to drive the car in a more natural driving style rather than as sliding all day every day.

        Imagine the rF2 Skip with 200 more HP. It’ll slide forever, but it’s not nearly as fast as balanced handling and careful inputs.

      • Anonymous

        I found it pretty easy to slide, it’s just slower. If you get wheel spin on exit you just correct a bit and the car gets back in line without too much fuss.

      • Andrew McP

        I promised myself I’d participate for at least a season. But I have to be realistic… I can’t drive this to save my life! The only participation which would make sense for me would be to sit in the pits for half a race, then tip-toe round for the rest of the race once most of the field had committed suicide. 🙂

        I can’t drive the rF2 version either, so maybe they’re pretty similar.

      • Anonymous

        There was a stable set posted on the forums. Very forgiving on exit even if you spin the wheels, so you can focus on being gentle with braking and not trail braking.

      • Hurdy Hurdy

        The Lotus 49 is not supposed to be easy to drive. It will take some learning to get the control down pat.

        It’s one of them cars that you can’t just jump in and expect to lap consistently. Personally I think iRacing have done a great job with it. I’m sure AC’s version will be a handful too.

    • Szymon Osiecki

      I feel much more in control with Lotus 49 in iRacing. It is handful but at the same time pretty easy to catch the slides with good grip at low speed and very believable behavior off the track with I unfortunately visit a lot :D.

    • Jordan Meagher

      To fully enjoy rf2 60s F1 is to be able to play spa with 29 ai on hard and do more then 1 lap without crashing… impossible for noobs, not that you are or anything like that ijs.

  • Jordan Meagher

    iracing.. just give up ! RF2 FTW

    • Anonymous

      Meaning what exactly? Did you compare them? Thoughts?

    • F1Racer

      Then why not just go play rF2 and leave iRacing and it’s players alone ?
      That was such a YT comment.

    • Marcos Sanz

      RF2 skip barber was better in RF2 than in iRacing… until yesterday… bad news for you?

      • Mrslfrsl

        Meh, try again :-).
        Don’t agree with you there buddy.

  • Anonymous

    Last video shows how great GPL was instead of how good iRacing is. Good old days….

  • Mark

    This is an awesome update from iRacing, both the new content plus the updates to the tyre model and the configuring of weather.

  • Anonymous

    Trying to decide what was more fun last night, placing second in a figure 8 race, or staying on the lead lap in a 20 lapper at Mosport with the Lotus. If anyone wants to know why laser scanning is important, the Lotus makes it apparent. Suddenly, you’re fully aware of every little bump and the back ‘straight’ at Mosport becomes the hardest part of the track 🙂

    • Mark

      So true about the ‘straight’ at Mosport.

  • Anonymous

    The thing is, there are no historic tracks to race this on, so you’re kind of limited to ones that haven’t changed as much as others like mosport. Tracks nowadays aren’t really about flow but seem all stop start, hairpins and chicanes.
    If you want flowing tracks, you’ve got to stick with GPL really.

    Another thing is there needs to be other cars to go along with it. The whole reason why gpl was so good was not only the period tracks but also the depth of field of cars, where each car was different and excelled in different areas, requiring a different driving style and just generally adding variety and interest to the racing.
    For example, the cooper, although the slowest in terms of power, is a demon on the brakes compared to the other cars, and handles quite nicely.
    It is the contrast between (evenly matched) cars that makes interesting racing. If everyone is in the same car it just becomes a bit dull.

  • Realkman666

    That’s one fantastic track there, buddy.

  • LordRa9826

    What everyone seems to “forget” mentioning is the fact that after almost 24h the sim still doesn’t work for XP users and it won’t work for another 24h.

    Before people start the “who’s still on XP these days” let me tell you this, one of the iRacing staffers admitted that XP users in iRacing still make up for around 25% and, by their own numbers there’s more than 40,000 users on iRacing.

    That equates to +/- 10,000 users who are still waiting for the staffers who screwed this up to get to work.

    • Anonymous

      gotta agree that was a royal c*ck up on their behalf there! they should be able to test the builds on older machinery too! lucky for me I’m on 7 so Im good.

    • Anonymous

      Week 13 is for this, don’t worry it will be ok at the start of the season 😀

      • Anonymous

        Yup, as much as bugs like this suck, that’s why it’s good when iRacing puts out builds at the start of week 13 to give them as much time to fix it before official racing begins again.

    • Anonymous

      Here we are: “Our fix for XP is now live.” 😉 enjoy it!

    • Hurdy Hurdy

      You know how the AC lovers feel now…… unable to get any racing done as sim not available, lol.

      As I type, the Win XP fix has been out a good few hours now.

  • Anonymous

    FYI, the 2fmsh seems to not work anymore, either. The better news is that it isn’t needed anymore to keep the car in line.

  • Roo3005

    2 years for the price of 1 use code PR2FOR99L

    • Henk Ensing

      Is this a renewal code or just for new members?

      • Roo3005

        Its a renewal for existing members as far as I’m aware

  • Anonymous

    Guys, if you really want to test the NTMv5, drive the Skippy. It is way better! Can’t wait the release on other cars!

  • Diego Colafabio

    Lotus 49: probably the best car in iRacing, for sure one of the most
    beautiful cars i tried in the entire simracing world IMHO. I’m in love
    with her.

  • Diego Colafabio

    One (slow) lap at VIR, hope you like it! 🙂 enjoy

  • SB

    Definitely one of the most fun sim cars I’ve ever driven. The feel is amazing and I can’t wait for the oval equivalent of this beast (the sprint car) to get the NTMv5 tire model.

  • Gulyás Tamás

    Lotus 49 is almost undrivable to me …

    • Anonymous

      Baseline is twitchy, but that’s nothing new. How did you test it?

      • Gulyás Tamás

        With default setup by G27 … it’s very hard to drive fast …

      • Hurdy Hurdy

        Have you ever seen TV footage of the car from back in the day, it was a right handful.

        What were you expecting? Downforce aplenty and glued to the track through corners?

      • Anonymous

        Nope, but a simple car like this should be the most predictable. No downforce and narrow tires should equal very linear behaviour.

      • Anonymous

        Actually, I believe the Lotus 49 actually produced a bit of lift at high speeds, hence why it’s more twitchy on the straights.

      • Anonymous

        Lift surely would not result in this kind twitchyness at all speeds. As load on front tires decreases it should become floaty and understeery. Right now it’s twitchy like all iR cars are twitchy. At least thats the feeling I get. like all of the weight is on the front tires on every car.

      • Anonymous

        Hmm, I wonder if it’s related to setup or just personal preference. I actually felt like it was pretty floaty at speed, and only twitchy under braking because of the weight transfer off the back. At full or mostly on the throttle it seemed like the steering was pretty light and the reason it jumped around was the rear tires were getting lifted on the bumps.

      • Anonymous

        Maybe, I really want to like iR cause it’s such a great package, but everytime I renew my membership I get so frustrated with the driving experience that I just quit after a few hours. I really hope they sort it out.

      • Anonymous

        Well, every developer seems to have their own ‘feel’ that different drivers react to differently. Could just be the Papyrus feel that doesn’t work for you. Could also be the FFB methodology of only steering rack forces rather than something like Kunos or ISI which add the pneumatic and mechanical trails of the tires to the FFB to replicate the ‘seat of the pants feel’. At the end of the day, feel is always going to be subjective, not everyone will like the same things, and that’s OK.

        Not a knock on you, but I really feel like they have pretty well sorted it at this point. The car really does seem predictable even though it isn’t planted, which from driver comments seems consistent.

        I have to play with the setup to see if there’s a way to improve it further. Some have mentioned that it continues to feel better when you stiffen the front dampers (less weight transfer, less twitch under braking) and lower the ride height (less rattling in the steering). Those might be things to try.

      • Anonymous

        Will try!

      • Anonymous

        Hope it works! Would love for everyone to enjoy the car.

        I wouldn’t call pneumatic trail a ‘fake’ force, it’s a real force just one that usually gets transmitted to your seat instead of a torque to the wheel.

      • Anonymous

        Thats what I ment but you said it better! =)

      • Anonymous

        Lots of good tips on how to make it stable on the forums, ditch the baseline. Why are you trying to go fast straight away? Learn to drive it under the limit, then gradually push bit by bit until you find the limit (generally sound advice for any sum car). Remember to practice like you want to stay on the track. I managed to keep it on track just fine after less than an hour practice.

      • GamerMuscle

        “Learn to drive it under the limit, then gradually push bit by bit until you find the limit (generally sound advice for any sim car).”

        I’d argue its better to jump in and find the limit right away , that’s one of the beauties of simracing, It doesn’t matter if you wall the car over and over again. (Obviously not to be done in a race with other people !)

        This whole thing about building up slowly is total nonsense derived from applying real world logic to simracing And from people trying to emulate the real world/have some sort of respect to the simulator that is not based on anything.

        You honestly think if there were no consequences in real world racing that pro drivers would slowly build up to a lap ? Of course they wouldn’t they would push to find the limit on every corner from the getgo !

        Finally producing alien lap times essentially revolves around testing and braking/exploiting limitations in a given physics engine. Just watch how people drive in any hot-lap competition where a prize is involved. So again the best way to find the fastest lap time is to go out driving different lines on the limit from the get go.

        The only time for a person to take it slow would be if they are a 100% noob , they don’t even get the concept of braking for corners and or they have no feel for grip.

      • Anonymous

        I was speaking mainly toward someone frustrated at wrecking too often. In that case, driving more conservatively and completing laps is probably better than getting mad and never setting a complete laptime.

        I would argue usually driving a bit under the limit and making laps is also probably more efficient than working from over the limit and resetting all the time (especially with resetting tire temps all the time). Personally I tend to aim for the limit, back off a bit, then work my way back up.

        But for someone saying it’s ‘almost undrivable’, practicing safe clean laps is probably best til you learn the limits.

      • GamerMuscle

        Should really be able to simply feel the limit for the most part , but it is true most the modern simulators are awful at conveying grip with cars that drive wonky forcing you to effectively stay under the limit.

        I don’t have the lotus in I racing so I don’t know what its like.

        I just dislike the whole “respect the game” “treat it as if its real” by default mentality 🙂 Of course if someone enjoys playing make belief with the software that’s fine I often toot my horn in train simulator for no reasion. But at the same time people should not delude themselves.

      • Anonymous

        The limit can be felt pretty well in the Lotus, the problem is the braking distances are so long and that’s where people tend to push too hard. Backing up the braking point and being lighter on the pedal is plenty to keep you on the track with a decent setup. From there you can feel your way above the limit and settle on the fastest way around without too much drama.

      • Anonymous

        I do agree i like to go flat out straight away however it is sound advice to sim racers who are struggling to start slow so they can learn to recognise the limit, which as you say is hard to portray across a game

      • Anonymous

        unless your crashing on every corner….

  • Hurdy Hurdy

    iRacing looks pretty snazzy with Oculus Rift too……

  • devotid

    Congrats on this iRacing……:) Looks wonderful.
    on a lighter note. The front tires looks like there rubbing on the front upper ball joints….. You couldnt fit a piece of paper in between there.

    • Anonymous

      Yeah, they know the front upper control arms are a bit off.

  • Anonymous

    iR physics still feels weird to me. I admit this is the best iteration of ntm so far but front is still twitchy as f**k. And thats in a straight line when pure inertia should keep it steady and wanting to go forward, not throwing itself out in the fields every other second. As of now this car is hard to drive not because it’s overpowered but because of its unnatural behaviour. Not stating facts, just my opinion. I hope iR gets it right in the end.

    • Matt Orr

      Setup issue.

      • Anonymous

        Can you recommend a good setup?

      • Anonymous

        The Lotus section on the forums has a setup shop. Probably a dozen to try there, only way to know what works best for you is to try them. Might also consider coming back in a few weeks and seeing how others have dialed the car in, everyone is still figure out the car.

      • Anonymous

        Thanks! Will try.

      • Anonymous

        I have now tried lots of setups and I’m sorry to say that none of them helped. iR still feels plain wrong, even compared to rF2, RBR, AC and nkPro with FFB turned OFF! I can still drive because it’s predictable and intuitive. iR is, imo; not. Canceled membership. Again…
        That said, I really hope they get it right someday. Its such a great package, albeit a bit expensive.

      • Anonymous

        That’s a shame. Even Alison’s second revision?

        Oh well, no sense driving something you can’t enjoy. Good luck!

      • Anonymous

        Thanks for all the help! I’ll come back in a year or so and try it again!

      • Anonymous

        You’re welcome! Probably a wise choice, if it changes as much in the next 12 months as it did the last 12 it might be what you’re looking for.

      • Anonymous

        got to agree setup makes a rediculously big difference on every iracing car!

      • Hugo Stiglitz

        Not all of them but there are some setups that really do make a huge difference. I’ve tried a bunch of setups, and most of the time they don’t really do much of an improvement, but here and there I’ll get an amazing setup that makes me a few seconds faster.

        I think the 49 could easily have setups like that because the baseline is so bad. Hell even I was able to make an improvement over the baseline and I’m bad at setups

      • Anonymous

        Try this one from the Eagle Woman herself. A bit more stable than the one I was using last night and shave a second and a half off my previous best.

  • Anonymous Here it is again the incredible video of Alexander Rossi driving the 49 itself…anyone who thinks the car should have more grip will probably reconsider their thoughts after the first lap… he is really working that wheel and he is not even pushing… Massive washout understeer through the faster corners well almost every corner, you can see the car is almost floating across the surface on those old hard tyres… Iracing have done an incredible job on this car…I understand why people may find it difficult because it is and i’m certain it is in RL too! Alex Rossi has been racing cars his whole life and you can tell straight away how hard he’s working that wheel without even getting up to speed

  • Roger Wallentin

    Cool!!! Finally the 49!!

    This might be what makes me start iRacing… Would be nice to know when AC will be released… If its too far away I might take up iRacing at least meanwhile.

    GPL was such a milestone in sim racing and in my life so with this as its closest successor it would be a shame not to try it out…

  • Anonymous
    • Anonymous

      I was thinking of giving this combo a go earlier… now that looks insanely fun!!

  • Ross Siggers

    For the most part the GPL track is amazingly accurate for it’s time :3

  • Roger Wallentin


    I drove iRacing for the first time yesterday, signing up for the Oculus Rift support and the 49.

    Apparently there was a problem with the latest patch so they had to revert that including the Rift support (which apparently was very good), looking forward to that soon.

    iRacing is really good, driving dynamics and the sounds are just great! I think this is one of the most immersive race car driving experiences I’ve had, ever in sim racing!

    I have only driven a few tracks and cars so far, but the Lotus 49 and 79 are just awesome! Soo much detail in the force feedback and chassie balance and downforce simulation (on the 79) feels spot on! The sounds are one of the best ever as well, really dynamic and each shift sounds different depending how you match clutch power and revs.

    Replays are really nice as well, one of the best if not the best so far (AC tech demo is very good as well). I just love the “chopper” cam!

    Considering the scoring, ranking and (safety and clean racing) with the online multiplayer racing this is IMO the most complete racing sim out there. Others can match the physics but none match the package for online racing with this level of immersion and realism.

    In my view AC (and nkPRO) has a better tire model with higher fidelity feedback beyond the traction limit, but other than that I don’t really feel any other sim being significantly better at any aspect.

    Biggest aspect against iRacing is the cost, I spent 300USD to get 12 months subcscription and the tracks and cars I wanted. But IMO if you have the $ its easily worth it.

    I’m really going to enjoy iRacing for the comming months! The wait for AC just got a lot easier 🙂

Follow VirtualR: