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My feedback/suggestions for the game

-Introduction

Before I begin, I must give TuxedoLabs my thanks for creating one of the best games I have ever played, and quite possibly the best one where creativity is at the forefront of the experience.
As a warning, this review/feedback pile will often feel negative about the game, but know that I wouldn't have put so much time and effort thinking about it and how it can be even better if I hated it. No, I love Teardown. So, it is my request that after every segment of this post you refer back to this introduction as a reminder of that.
Now, without further ado, let's get into it!

-Heavy Lifting

Starting off, I'm going to be addressing concerns I had with some Missions based on the order in which they're given — not based on how big I thought the issues were — and use a few of them to jump into broader discussions about some of the design.
Kicking us off is Heavy Lifting, along with something regarding Lee Chemicals in general.
I must admit, I thought I was a genius for hastily dumping both safes onto the ramp truck and making it out having gotten all targets; that is until I looked for more ways to do the mission and later realized everyone else took my same approach. That is to say: we need additional ways to interact with safes.
The Blowtorch could open safes after a significant investment of fuel, but what I'm really looking for is something in the levels proper that would be able to open or crush them (I will give suggestions near the end). Alternatively, we could deal with the alarm! Simply destroy the switchgear stations and that will cut power to the devices! Or the Cable Towers! Or the Power Plant itself! But nope! None of that works! So that brings me to a considerable problem I have with most maps: exploration and connecting dots isn't rewarded.
I'd love it if you were rewarded for taking the time to explore the whole place by having the Power Plant/Cable Towers/Switchgear Stations influence gameplay when destroyed.
It could be that it deactivates all alarms, it could be that it turns off the fire alarm but delays regular alarms, it could be something else (opens up gates/doors? Not much of a reward when that's easily doable anyway) — perhaps something that isn't even in the game yet — but it bothers me that exploration and experimentation don't pay off like logic would otherwise dictate.

-Car wash

Ah, Villa! The big one! This is the map I'm gonna be using the most to talk about some larger points, and it all starts with Car wash.
The Mission itself is fine, but it made me realize something: as I was exploring the level in absolute awe at the sheer scale and attention to detail, I had a thought: "I'm wasting my time". As in, "I'm not doing the objectives and this exploration is useless to me". All I wanted to do was explore the map since it was my first time through it, but the game wanted all of my attention to be pointed toward the white dots; something I wasn't particularly interested in. This is both a problem with the Mission and the Map itself: the final execution translates into something that feels uninspiring due to it merely being a lot of driving and stopping every 100 meters.
Here we can isolate three issues:
  • The Mission itself lacks depth;
  • Taking time to learn the map and its features felt like I was doing something wrong;
  • Villa lacks the "toolbox" vibe of other levels and is too open for its own good.
We will tackle number three in time; for now, let's focus on the first two.
Number one might be an easy solve: what if the goal was to "ruin" the cars in any way instead? What if you had to do it a different way for each car? Blow them up, crash them into a wall, write despicable things on them with the Spray Can, burn them to a crisp, drop them into the drink, you decide! And hey, maybe if you explore the level you'll find more ways to defile all the cars if you can't think of anything else!
So now we've inadvertently solved problem number two as well! Of course, there wouldn't be any alarms on this first Mission, otherwise the whole point of letting the player take their time goes straight out the window.
Regarding that last point, I'd like to start a conversation around having an "introductory Mission" for every map, similar to what I just described and much in the same way "The Lee Computers" acts/personally felt for Lee Chemicals.

- The Tower

This being a "destroy the thing" Mission, it couldn't be anything but fun. However, being knee-deep into the Campaign, I couldn't help but have a "That's it?" reaction after finishing it.
Tearing a small building down and dipping out was good enough for the tutorial, having the same kind of deal for Mission 9 left me feeling hollow.
So my initial suggestion — aside from giving us way more "Demolition" jobs — is to assign larger targets, along with more per Mission.

-Art Return

I only have positive things to say about this Mission! Hurray! But it's not here without reason. Art return was a desperately needed Oasis in the desert that are "Speedrun type Missions".
I wonder if I'm in the minority on this, but the "Everything is tied to an alarm, gotta go fast!" Mission style is used WAY too much; it gets exhausting fast. They have to be more sparse with lots of "breather" missions like this one in-between, it gets too stressful. I was starting to feel the burn back with "The GPS Devices", and that was very early on!

-Insurance fraud

Here we go, Villa again! Before I say anything I'd like to stress that I adore Villa, I just think it's misused — but more on that later.
I'll get right to the point: I can't help but dislike Insurance fraud on the basis of being a second "car mission". I didn't feel it added anything of value to what "Car wash" offered before it, and instead felt more limited in terms of getting the tasks done. You can't even be creative about it because you need to be quick!
My qualm with it might simply be that it was placed so close to Car wash, so moving it farther into the Campaign may let Villa breathe a bit more in terms of Mission variety. That said, something must be changed so it doesn't feel like an inferior version of Car wash.
On the other hand, if we're going with my variant of Car wash, Insurance fraud might be fine the way it is as long as it is moved deeper into the Campaign!

-On the topic of Villa being misused

Its massive, open spaces do not lend themselves to the Speedrun Mission structure. There is too much distance to cover which makes for stale and unexciting gameplay objective-to-objective, and it lacks the "toolbox" and "obstacle course" vibes which make the other maps shine.
Since they are so dense with objects, there's a sizeable variety of potential tools at your disposal, and all the buildings being in such close proximity to one another makes for an action-packed and varied moment-to-moment experience elevated also thanks to those "tools" you can remodel the environment with.
The Marina is the closest to Villa in terms of direction, but it manages to avoid the pitfalls of the latter. While in Villa you'll need to hop onto a car so many times over the course of an execution that it becomes stale and repetitive, in Marina you'll need vehicles only about 2 or 3 times for short distances — one of those likely being a boat, breaking up the monotony considerably. Secondly, while Marina isn't a stand-out in the obstacle course department, it is strong enough in that regard to still feel fun and engaging.
With all that in mind, I posit that on such a large and open level the tricky part ought to be the exploration — not the final execution. I'm not suggesting security cameras or traps per se, but the difficulty should be in getting to the objectives or figuring out how to get them — not getting them all in 60 seconds. This approach would make it so the map doesn't overstay its welcome, and plays on its strength: the excitement of the exploration!

-The alternative

I've just outlined Villa's numerous faults and my ideas on how to make Missions in it feel less repetitive and uninteresting, but let's say you want to stick with the Speedrun Mission type; how do we make it work? Well, it couldn't, not in its current state.
Let's break it down a bit: First, you have the massive, open spaces. Those would have to be shrunk considerably so you don't make objective-to-objective monotonous again. But what about the villa itself? The level kinda works on two different planes: the villa proper, and the ground. When you have two planes like this they should be interconnected so as to work together seamlessly in gameplay. The way they are now, they are almost completely disconnected, so much so that they feel like two distinct maps altogether. Going seamlessly from one to the other is near impossible, although to be fair you don't really need to.
See, there's another issue at play here: the interiors don't feel like an important part of the experience whatsoever! What they feel like is simply a brief detour from more driving around on the ground. The ground takes center stage when it comes to where the player spends all their time during an execution, but the map isn't called "Ground", is it? The ground should only be a brief mediator between rooms of the villa. However, in order for that to happen, we'd need to gather all buildings into a tight, confined space and have small walkways in-between them. In short, keeping the Speedrun structure for Villa would mean a rework of the level.

-A wet affair

I loved this Mission! It felt amazing to have so much free rein to play around with the targets! For the first time in Villa, I felt the freedom to tackle my tasks however I saw fit.
The Speedrun structure didn't bother me either since the target's locations were 100% my choice. I wasn't constrained by where the game wanted the objectives to stay, and it was liberating!
It's also perfect that you need to perform a specific action with the safes. That way, it doesn't feel too easy or like you're gaming the system like in "Motivational reminder" when you group all the tanks together and finish the Mission in 0.1 seconds. It's still awesome that you can do that, but merely having to destroy them is a bit underwhelming.
The rain played a fun role as well; it was a challenge but one you could circumvent with ingenuity. Perfect!
See? I have positive things to say sometimes :D

- Power Outage

Power Outage. I'm sorry to say this Mission was uninspiring at best.
The most compelling strategy you can implement is to kneecap yourself by not using the Rocket Launcher and setting up propane tanks for each target instead, which isn't much of a difference anyway.
I'd legit scrap this one unless we can figure out a way to warrant its existence, especially when it precedes a far more engaging version of itself in the form of "Motivational reminder".
With that one, you can either take a ton of time and effort to have an easier time completing the mission, or you can do the normal setting up to destroy them one by one exactly like you're forced to in Power Outage.
Also, two of the same Mission style back to back felt disappointing.

- An assortment of dishes

This Mission was very fun and refreshing (but probably as a one of)!
I must say Hollowrock in general in virtually perfect. The one thing I'd do with it is give it an introductory Mission that sends us on the exploration of the whole island.
When you're tackling a Speedrun Mission, you need to know the lay of the land and your options beforehand. Consequently, the player will have to go scouting around before trying their hand at the objectives since it will be their first time on the map.
What I'd want to do is to prevent the feeling they may have that they're "wasting their time" because they're wandering the level as opposed to doing the Mission.
By giving them a Mission to introduce them to the place first, you make the exploration their task so they will be prepared for the following Speedrun Mission, and they'll feel good about doing that reconnaissance work because it was their main goal!
Now about that, what if the targets were hidden and the player had to find them? Perhaps you could give a broad area to search or general hints? Maybe there could be a sort of Security station somewhere that shows camera feeds with the location of the harder-to-find objectives, or maybe you interact with it and shows you the locations!

- Flooding

Flooding as a Mission is merely okay, but a Speedrun Mission is far from a flooded Lee Chemicals' most captivating adaptation, and in fact feels wasted for it.
I'd suggest 3 Missions with a different water height each time:
  • On the first one, the water is at its highest. You can only see the Tower and some other structure/s, and the goal is to fish safes from the flooded buildings Wind Waker style. All you have to go on are pictures of where the targets are held in, your memory of where those buildings used to be, and a few points of reference to orient yourself. The area to award the player with a safe would encompass the whole building so as to not cause frustration with the Mission;
  • On the second one, the water reaches just below the roofs of the buildings. You are tasked with exploring the buildings underwater to retrieve important items. Seeing the interiors you are so used to by now under a new light should be fun!
  • The third one is the only Speedrun type Mission. The water is on ground level so as to evoke a "the floor is lava" feel where the penalty is losing a substantial amount of time. You'll need to get creative for this one!

-Something controversial

Now that I've said what I wanted to say on the Campaign, I'll briefly switch focus to discussing a core gameplay feature: the Tools.
Having so much destructive power at my disposal has mostly had a negative impact on my play style, most of all on my creativity.
It's so difficult to be faced with any challenge and refrain myself from pressing 5, 6, 7, 9, or 0 and immediately being done with it. Sometimes there's no other way, but that's more indicative of a shortage/lack of objects around the map that would serve similar destructive or remodelling purposes.
When faced with the question: "Would I get rid of the planks, shotgun, rocket launcher, bombs, and pipe bombs?", the follow-up question that immediately answers that query for me is: "Would it be more satisying to have to work, think hard, and organically find the solution I'm looking for in the map — or simply hit 5 on my keyboard and clicking left mouse a few times?". The choice here is obvious.
The fix for these conundrums would begin by providing additional tools in the levels to give players whatever they may need, and then definitely take away the utensils I mentioned above (unsure about the planks, maybe just give less of those).
And hey, perhaps you could secretly place one of those per Mission for the player to find! Ammo would be scarce of course, but it should be exciting nonetheless!
Also, notice I didn't say anything about the Blowtorch or the Pistol. That is because they are precision tools, and the pistol even has very little in the way of ammo. Their balance is perfect to me.

-Random ideas!

For this segment, I'm gonna be listing off a bunch of disorganized ideas I had for new Missions, solutions to objectives, tools, and more!

-Missions

  • Create (underground?) entry points for a SWAT team or some other entity;
  • Disable traps/alarms around the map;
  • Create a certain kind of structure/s;
  • Hidden objectives (I've already talked about this in "An assortment of dishes");
  • Objectives that move/change position;
  • More Demolition Missions with more and larger targets, some where you can't damage certain things so you need to be surgical in your approach;
  • A Mission where you have to demolish a structure, and an unforeseen event happens as a consequence which you must promptly deal with before finishing the Mission;
  • Missions where you're not allowed to damage the level too much (or anything at all for 100%);
  • The introductory Mission for Villa could be akin to "Fine Arts", but there are tons of paintings everywhere and you're looking for the right ones to take to your truck based on pictures you are provided with. The design goal of this Mission is to have the player explore the map at their leisure, checking rooms off one by one, and learn the layout step by step that way.

-Tools

  • Ropes/chains instead of planks to attach stuff with;
  • Welding tool;
  • Make pipe bombs sticky for quality of life;
  • The already widely requested leafblower;
  • The ability to downgrade tools.

-Random things

  • A buzz saw to cut/destroy things with;
  • Acid to throw on stuff;
  • Jackhammer to break stuff with;
  • More explosive objects.

-Dealing with safes:

  • Being able to open them with the Blowtorch;
  • Acid to throw at safes to open them or dump them into;
  • Crushing contraption like the ones you find in scrapyards;
  • Giant sawblades or lasers to open them with.

-Recap of the key topics we've examined

  • Rewarding exploration and using logic to figure out alternative paths:
I'd like for every level to have something that can be interacted with for a benefit/s.
Naturally, it would need to take exploration to notice and reach, along with ingenuity and out-of-the-box thinking if the reward is substantial enough. Moreover, it would have to change and yield mostly differing results with every map so as to not become too predictable a mechanic or a "go-to" strategy that the player ends up relying on.
They should have to rethink their strategy for each level, and for most mission types as well; wouldn't want maps/missions to feel similar gameplay-wise, otherwise what's the point of having various experiences in the first place?
  • Introductory Missions:
I think the secret for a strong first impression of a given map lies in not limiting the player or having them worry about a timer on their very first visit, but introduce those mechanics once they are familiar with the layout and have already had their mindless fun with the "theme park".
Their first time should be about the exploration, about discovering on their own pace the features and full potential of the sandbox. Again, the difficulty should be in getting the objective or getting to it, but not about getting the objective followed by the next 5 in 60 seconds.
Small victories, one at a time. Make them feel great about their first time on each level! Like they learned a ton and also did an excellent job!
If there's no incentive to explore and you point them to easily reachable tasks, they're just gonna go straight for those, and they'll feel like they're "wasting time" if they decide to do anything else. I certainly felt that way on my first visits to Marina, Villa, and Hollowrock Island. Not Lee Chemicals though!
See, a target was in a locked building on that first mission. That meant I had to explore to find every option at my disposal! Incentives like that are either absent in other maps, OR all I had to do was hit 5 on my keyboard and solve things that way.
  • Get rid of the Shotgun, Bombs, Pipe Bombs, and the Rocket Launcher on the player's toolbelt and have way more methods available all around the level for them to deal with obstacles:
Being able to abuse those items kills creative thinking. I get the impression that I'm pulling stuff out of my ass as opposed to creatively using what's already there, and not using them feels akin to self-sabotage for trying to be more imaginative.
On that note, having just propane and vehicles as options gets very repetitive and predictable, in the sense that as soon as I come across something I want gone and I refuse to use my toolbelt I immediately know how I'm gonna do it.
I'd like to have to think about it more, and possibly not have access to all the options at all times so you're forced to become familiar with every mechanic.
And again, you could hide one of those toolbelt items per Mission in a secret spot with low ammo so you can't abuse them, providing one additional option and making it an exciting moment whenever you get to play with them!
  • More, viable options to accomplish Mission objectives. It's a slap in the face finding out everyone in the community completed a Mission the same way you did, and with the same route.
  • More Mission Types. Speedrun Missions are overpresent and overbearing. They need to be more spread out and separated by several, significantly more relaxed assignments.
  • Making better use of Villa, or reworking it altogether:
I've already talked at length about Villa, so this will be short; Either keep it the way it is but don't put me in a rush, or change it to a much tighter layout so it works well for Speedrun Missions.

-Lupin crossover when?

As a final request, for the last act I'm gonna need our character to get sick of working for others and finally become the world's greatest master thief so we can have some kickass legit heist maps :D.

-Conclusion

And we're done! If you've read this far, thank you! And if you're a Dev, I hope you take my feedback into consideration! I spent a long time putting this post together =P.
Once again I'd like to thank TuxedoLabs for making Teardown. It's awesome.
Never have I seen so much potential for a single game and see the devs meet that challenge so readily and head-on. Kudos to the entire team, I will be watching the next steps very closely! Hope my feedback helps!
submitted by _Fuzen to TeardownGame

2020 Season 4 - Release Notes [2020.09.08.01]

Forum Link
This season release includes two new vehicles, three new tracks, driver customization, environmental sounds, NASCAR pit lights, extensive updates for the McLaren MP4-30, paint shop upgrades, League Sessions view, and much more! Welcome to iRacing 2020 Season 4!
Some highlights include:
• Chevrolet Corvette C8.R GTE • Dallara P217 • Crandon International Raceway • Nashville Fairgrounds Speedway • Weedsport Speedway • Driver Customization • Environmental Sounds • NASCAR Pit-in & Pit-out Lights • McLaren MP4-30 Tire Compounds • McLaren MP4-30 Energy Recovery System Updates • Declare Team Drivers System • Paint Shop Upgrades • League Sessions View • Gained-Time Yield Updates • Five new AI Racing Track Configurations • AI Drivers Utilize Defensive Driving • New Damage Model for Global Mazda MX-5 Cup • New Damage Model System Updates • Cloud and Fog Rendering Improvements • Extensive Tire Damping Updates
Full 2020 Season 4 Release details are below.
iRACING UI:
General
  • The iRacing BETA UI has been renamed iRacing UI!
    • While we still have some work to do, it is time to shed the "BETA" status moniker - welcome to the iRacing UI!
  • The splash screen videos that play when initially loading the iRacing UI are now being streamed to the service.
  • New background images have been added.
Dashboard
  • A new tab has been added to the Home section, Dashboard!
  • - The Dashboard is your new default homepage, with large, exciting links that launch you directly to some of the most popular areas of the iRacing UI!
  • - The Dashboard is responsive to different screen sizes and rearranges itself to accommodate.
  • - The Dashboard also features some animation for your selection.
Driver Customization
  • A brand new system has been added to the Paint Shop, Driver Customization!
  • - This system allows you to select from a variety of body and head types for your driver.
    • - Your selections have no impact on racing performance.
  • This system is also available for customizing AI Opponents within the AI Rosters section of the iRacing UI.
Paint Shop
  • The Paint Shop has received an overhaul!
  • - All of the below changes and updates apply to all of the following Paint Shops:
  • - - Profile Paint Shop - including driver helmet and suit
  • - - My Content Paint Shop - including all cars
  • - - Team Paint Shop - including team cars and suits
    • - AI Rosters Paint Shop - including cars, helmets, and suits
  • The Swatches palette has been updated and improved, with more functionality.
    • Create up to nine individual swatch sets to make switching between your favorite color combinations a breeze!
    • Each set of swatches now also features the actions: "Apply to All" and "Copy Active Colors".
    • - These controls are also context sensitive, so they will work for items such as Cars, Numbers, Team Cars, Team Numbers, Team Suits, etc.
    • - "Apply to All" takes the swatch set and applies those colors to all content of the context sensitive type, such as cars.
    • - "Copy Active Colors" takes the swatches currently applied the the item you are viewing, and overwrites this swatch set with those colors.
  • Wheel Materials are now selectable from a dropdown box.
    • When a user has "Stock" wheel material selected, the “I want to edit!” button is hidden, as these are always default.
    • When a user has any other wheel material selected, the customization options are available.
    • When customized wheels are changed back to Stock, the preview image above should also correctly revert to the stock material.
  • Two new wheel material types, "Brushed" and "Semigloss" have been added.
    • Brushed material simulates a brushed aluminum look.
    • Semigloss material simulates a dark custom look.
  • The “Select Another Car” button is now located in the header on the right.
Tracks
  • The Track window that presents information about a selected Track, either from My Content or the Store, has been updated!
  • - The information about the track has been formatted for easier reading.
    • Screenshots for many tracks have been updated.
  • A new information tab, Track Map, has been added!
    • Track Map shows you an interactive map of the track, including labeled corners, selectable configs, and the ability to filter various layers of the track map, such as buildings, pit road, other configs, etc.
    • These are brand new Track Maps, and we are in the process of recreating all of our track maps across the service. As they are completed, they will become available in upcoming Patches and the Track Map tab will be added for the associated track.
- New track maps have been added for the following tracks:
  • - Atlanta Motor Speedway
  • - Auto Club Speedway
  • - Barber Motorsports Park
  • - Brands Hatch Circuit
  • - Bristol Motor Speedway
  • - The Bullring
  • - Charlotte Motor Speedway
  • - Chicagoland Speedway
  • - Chili Bowl
  • - Circuit of the Americas
  • - Concord Speedway
  • - Crandon International Raceway
  • - Darlington Raceway
  • - Detroit Grand Prix at Belle Isle
  • - The Dirt Track at Charlotte
  • - Dover International Speedway
  • - Eldora Speedway
  • - Fairbury Speedway
  • - Five Flags Speedway
  • - Homestead Miami Speedway
  • - Kansas Speedway
  • - Kentucky Speedway
  • - Mount Panorama Circuit
  • - Nashville Fairgrounds Speedway
  • - Weedsport Speedway
  • - World Wide Technology Raceway
  • - [Legacy] Charlotte Motor Speedway - 2008
  • - [Legacy] Kentucky Speedway - 2011
Create a Race
  • The Maximum Tire Changes input control has been simplified.
  • A new point system has been added to Heat Racing, Rallycross 2020!
  • Fixed an issue where Multi-Class Races prevented users from changing tire limits when cars were in separate classes.
Teams
  • A new system for Team Registration has been implemented: Declare Team Drivers.
  • - This system allows a team member to Register themselves and/or their teammates as drivers or non-drivers for a Team Session. With this system, you must select whom from your team will be Drivers when Registering the Team for the Team Session.
  • - Teams are required to Declare Team Drivers upon Registration for any Official Team Session.
    • This system will prevent Strength-of-Field sandbagging, since all Drivers for all Teams will be declared before the Race starts. Each Team's iRating will be an average of all Declared Drivers' iRatings for determining Splits. All Declared Drivers must also drive their Fair Share of the Race or the Team will be disqualified.
  • All Official Team events will utilize Declare Team Drivers and the Fair Share rule.
    • These rules are both optional choices for Hosted Sessions - you may select to use the original system (no Declare Team Drivers and no Fair Share) in Hosted Sessions.
  • For Team Sessions, fixed an issue where "Full" was being displayed as the registration action in the Team Sessions table when the Sim advances to the Race Session. This allows drivers to register for the Session after the Session has started.
    • Remember, this only occurs when the max amount of teams have been registered for the session. This should not allow a new team to register for the session. You can only register if your team has been previously registered before advancing to the Race session.
  • Removed the “Register for this Session” toggle from the Team Registration screen.
    • Registering yourself for a team can now be accomplished by clicking the Register buttons via the “Joined Teams” table of the Team Registration Screen.
Leagues
  • League Sessions have been added to the Leagues page!
  • - This page will display every Session for every League of which you are a member, in both Table or Tile views.
  • - In Tile view, the League logo and banner images will be displayed to allow for further customization of the League Sessions view.
  • - Additionally, you can Spectate Sessions from Leagues that allow you to watch their races from the League Sessions page.
  • - Sorting, filtering, and Tags are all present to provide you with further customization of the League Sessions that you are viewing.
    • You can also quickly create a Hosted Session for your League via the “Create a Race” dropdown menu.
  • The Sessions tab of the League window has been improved so you may now view Pending and Running Sessions for each individual League for which you are a member.
    • You can now view these Sessions without being an Admin or Owner of the League.
  • The exact date and time is now displayed for all League event start and end times in both the League Sessions page as well as the Sessions tab of a specific League in the Leagues window.
    • The time displayed will use your specific iRacing App Settings to format the date and time to your desired preference, such as GMT time and 24-hour display.
Time Attack
  • Resolved an issue where driving against another competitor’s ghost car was not loading properly when driving from the Results window of Time Attack.
Test Drive
  • Resolved an issue where the “All Steps” mode setting was not being properly remembered for each user.
AI Racing
  • AI Racing now generates post-race news reports!
  • - Your AI races and AI seasons can stir up quite a story - a brand new media company is on the scene for reporting on AI Racing!
Results
  • An "Export" button has been added to all Results windows that download the event Results as a .json file to your PC.
  • License information is now displayed consistently for Team Results.
    • If there are no Safety Rating changes, "0.00" is displayed instead of a blank space.
Help & Support
  • A new section, Help & Support, has been added to the Navigation Bar!
  • - This section can be found at the bottom of the list, and contains a variety of documents, videos, and links to helpful and useful information.
  • - You can get connected to Customer Support, or File a Protest, here, too!
  • - Due to this new section, the "Help & Support" option has been removed from the top-right Helmet Menu.
MEMBERSITE:
  • The Classic Membersite home page has changed!
  • - The home page now features some large buttons that launch you directly to your desired location. Some of these will open the iRacing UI for you, while others navigate to the appropriate Classic Membersite page.
    • You can still access other areas and features that are not represented by the buttons on the home page.
  • Phase-Out of Classic Membersite - PHASE ONE: 2020 Season 4 Release.
    • Beginning with this Season release, some areas of the Classic Membersite will no longer be accessible, and instead, users will be prompted to redirect to the appropriate location within the iRacing UI. This change will help us focus our development efforts on a single environment, unify and optimize the user experience, and plan for the future.
    • For PHASE ONE, The following functionality will only be available in the Racing UI:
    • - Time Attack
    • - Paint Shop
    • For more information, please see this forum post:
  • Some track maps have been updated!
    • We are in the process of recreating all of our track maps across the service. As they are completed, we will add them in upcoming Patches. For the full list of updated track maps for this release, see the iRacing UI section above!
  • The iRacing Store page has been updated with selectable sub-sections including: Cars, Tracks, iRacing Dollars, Wheels & Controllers, Tech Tracks, iRacing Merch, and Deals & Promotions.
  • The Quick Start Guide for brand new users has been updated!
    • This is a significant overhaul, and should help our new users get to know the iRacing UI.
SIMULATION:
Connectivity
  • Fixed an issue that could cause background thread stutters shortly after the Session finished loading, and sometimes shortly after switching Race Servers (as with moving from an Open Practice to a Race).
Race Control
  • The Gained-time yield rules are now aware of a driver entering a pit lane. The yield time will now stay consistent as a driver enters the pit lane entrance area, instead of giving up due to comparing current speeds to the racing speeds.
    • Any gained-time yield time a driver is carrying as they enter a pit lane will immediately be converted into a Stop-And-Hold black flag. An additional time penalty equivalent to a Pit Lane Pass will also be added.
  • The gained time slow down message has been adjusted to now also display the time remaining to give up the penalty time.
    • Now the penalty message says: "Slow Down! Yield X seconds within Y seconds!"
  • Fixed an issue where medium-length Ovals would run one too many Caution laps.
Dirt Racing
  • The water content in the dirt track layers below the surface have been adjusted to account for water running downhill along the hardpan.
AI Racing
  • AI Racing may now be run at the following additional track configs:
  • - Iowa Speedway - Oval
  • - North Wilkesboro Speedway
  • - Nürburgring Combined - Gesamtstrecke Long
  • - Phoenix Raceway - Oval w/open Dogleg
    • USA International Speedway - Asphalt
  • AI Drivers have received defensive driving line training at all Road configs!
    • AI Drivers should now better attempt to preserve their lead over cars behind them.
  • The ramp-up of difficulty for AI Drivers with lower Relative Skill values on Ovals has been slowed, particularly for Superspeedways. This should allow for more granularity for selecting an appropriate difficulty for your skill level.
  • AI Drivers have received training on the following topics:
    • Knowing when to use a lower line when driving a high downforce car at an oval.
    • Collision avoidance techniques at ovals.
    • Cornering on the outside at ovals.
    • Staying to the left on ovals during the final Caution lap.
    • Tracking their tire degradation, tire wear rate, and rubber cure level.
    • General pitting strategy for a long race.
    • Pitting strategy during Cautions.
    • Maintaining optimal pit lane speeds.
    • Being aware of their place in the pacing order during Caution periods.
  • AI Drivers have received some additional training with the following cars:
    • BMW M4 GT4
    • NASCAR Cup Series Chevrolet Camaro ZL1
    • NASCAR Cup Series Ford Mustang
    • NASCAR Cup Series Toyota Camry
    • Porsche 718 Cayman GT4 Clubsport MR
    • VW Jetta TDI Cup
  • AI Drivers have received some additional training at the following tracks:
    • Martinsville Speedway
New Damage Model
  • The duration of time it takes for car-to-car collisions to be re-enabled after a reset has been reduced.
  • - Previously, any time a car blinked out, it took two seconds before its car-to-car collision was re-enabled. This has been reduced to one-half second to reduce a ghosting-effect, where cars move through each other during continued crashes.
    • The two second car-to-car collision delay remains in place for cars leaving a pit stall.
  • Collision checking for assigning incidents from track contact has been improved.
  • Updated the collision algorithms used when two bodies collide into each other and then begin rotating around different axis. This change helps reduce the tendency in some collisions where one body will snag on the other and hook around it.
  • Adjustments have been made to the algorithm for collisions between two bodies that then slide against each other to prevent snagging, particularly when bump drafting.
  • Some collision shapes and properties for detached car parts, cones, tire barriers, and other world objects have been improved.
  • Adjustments have been made to reduce the likelihood of wheels instantaneously hyper extending when a car is returned to the pits, which could trigger a vehicular space launch.
Graphics
  • Cloud rendering has been improved to use re-projection techniques. This allows the clouds to move smoothly across the sky even with "Low" sky detail settings. Also, the sky now renders every pixel, every frame, such that the sky colors no longer strobe or pulse across the screen during sunsets.
  • - The sky detail setting now defaults/resets to "Low" in the Advanced Graphics Options after the first run of the Sim. This is because this setting has been much improved with this update, and it uses less resources.
    • The "SkyDetail" setting in the "rendererDX11.ini" file has been renamed "SkyRefreshRate".
  • Triple screen setups now support driving cameras with up to 270 degrees field-of-view. This has been increased from 179 degrees. It works best below 210 degrees for most setups, but has been opened up to 270 degrees for special use-cases.
    • Note that setting up very large FOV's successfully requires a proper physical setup of both the displays and seat position. Also, the correct display/monitor settings must be specified in the Graphics Options.
  • The rendering of foggy conditions at night has been substantially improved.
  • Virtual reality headsets now perform visibility culling per eye, when necessary, to support headsets with a combined field-of-view beyond 179 degrees.
  • The OpenVR SDK has been updated to version 1.12.5
Audio
  • Road debris sounds have been added to iRacing!
    • Now you will hear car parts colliding and scraping on the track, walls, and other cars. You'll also know when you ran something over on the track!
  • A new volume slider, "In-Car Sound Balance," has been added to the Audio options.
    • This slider lets you tune the volume of your own car's sounds when you are in a cockpit view relative to all the other sounds in the world, such as your opponents' engines. The range of allowable adjustment is between -20 and 0 dB. The default value is 0 dB.
  • Ignition cut backfire sounds have been updated for a variety of vehicles.
  • Engine audio levels for exterior cameras have been improved for all stockcars and trucks.
  • When switching cameras, the motion of the previous camera's microphone will be maintained during the transition to eliminate awkward volume or sound hiccups.
  • Some chase and cockpit cameras' microphone levels have been adjusted.
Environmental Sounds
  • The world of iRacing comes to life around you! You will now hear environmental sounds from a variety of sources to enhance realism and immersion.
  • - This is a brand new feature, and you will hear a chorus of ambient environmental sounds implemented at all tracks. These sounds include: garage tool sounds, pit chatter, crowds, announcements, birds, insects, wind, cityscapes, water features, and more.
  • - This feature is only available when utilizing XAudio2. No environmental sounds will play through DirectSound.
Pit Stop
  • Increased the timeout on the fuel-man.
    • This may solve an issue where a car fails to get fuel during a pit stop, even when fuel was requested.
  • New hats!
    • The default hat color for pit crew members has been changed.
  • Pit box equipment models have been updated for a variety of vehicles, including: TCR, GT3, GT4, GTE, LMP, and LMP2 cars.
Track Characters
  • Some level-of-detail settings have been adjusted to provide smoother visual transitions as the camera changes distances from track marshals, photographers, race officials, and Barney, the Legendary Flagman.
  • Some textures for some trucks and trailers have been updated.
  • Track marshals and flagger stations should now only be visible when Object Detail settings are maximized.
Visual Effects
  • The visual effects for race debris have been updated.
Interface
  • Fixed an issue where some helmet images were shifted to the left several pixels, cutting off the front of the helmet.
Spotter
  • A new French spotter pack has been added!
  • - Recorded by Jonathan Butel, this pack replaces our older French-Tomedes pack and is of a much better quality.
    • - Many thanks to Jonathan for his hard work translating and recording this pack for us!
  • Italian spotter pack samples from Renzo Olivieri and Marco Arcidiacono have been updated.
Replay
  • For the Laps table, all of the different Sessions (Practice, Qualify, Heat, Race, Etc.) have been unlocked when viewing a loaded replay. A user must no longer manually advance to the desired Session to unlock its Lap table. The "Prior" and "Next" Session buttons are now always available for use.
Spectators
  • Some additional Race Control information is now available for event Spectators that was not being sent before, including course flags and session timers.
Admin Commands
  • Event Admins may now revoke chat privileges and boot members connected as Spectators.
  • The response to the "!showDQs" Admin command has been improved by displaying a full driver name. A leading message has also been added to the response to make it more readable.
** Telemetry**
  • The code for writing disk telemetry has been moved to a separate thread from the physics to avoid any potential cause for stuttering.
Controllers
  • Support has been added for the latest Logitech G923 TrueForce wheel.
  • - The option to enable vibration of TrueForce wheels has been added to the Options menu. When enabled, this sends either your cars engine audio or a physics-based signal to the wheel in addition to the force feedback signal we currently provide.
    • A new parameter, "[Force Feedback] trueForceVibePhysics=0" has been added in the "app.ini" file, which lets you choose between the game engine audio (0) or a physics-based vibration effect (1) similar to the LFE effect.
  • Support for Razer Chroma backlighting effects has been restored.
    • However, the Logitech backlite effects remain disabled due to the bug with G-HUB that causes iRacing to lock-up at shutdown.
  • The option to completely disable TrueForce support, [Force Feedback] trueForceEnabled=1, has been added to the "app.ini" file.
    • For now, TrueForce and LFE will be forced to use physics-based audio when the Sim is using XAudio2, as a temporary work-around.
CARS:
ARCA Menards Chevrolet Impala
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Aerodynamic profile has been adjusted slightly.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
Aston Martin DBR9 GT1
  • Tire rubber properties have been adjusted slightly.
Audi R18
  • An updated tire model has been applied to this vehicle!
  • For the hybrid system, when automatic deployment is selected, the system will try to maintain an average battery state of charge of 50%.
Audi R8 LMS
  • 2020 Season 4 Balance Adjustments: Minimum weight has been increased by 2.5 kg.
  • The iRacing setups have been updated.
Audi RS 3 LMS
  • Fixed an audio artifact with the turbo sound loop.
  • The iRacing setups have been updated.
BMW M4 GT4
  • Backfires have been updated.
  • The iRacing setups have been updated.
BMW M8 GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • The iRacing setups have been updated.
BMW Z4 GT3
  • The iRacing setups have been updated.
Chevrolet Corvette C6.R GT1
  • For the New Damage Model, a variety of updates have been made, including:
  • - The strength of hinges connecting some car parts to the body has been reduced.
  • - Reduced the severity of various car parts snagging on each other including the engine cover, bumpers, and wheels.
  • - The durability of various detachable car parts have been adjusted for more realistic lighter collisions.
    • Chassis properties have been adjusted to reduce "sticking" behavior.
  • Tire rubber properties have been adjusted slightly.
Chevrolet Corvette C7 Daytona Prototype
  • The purchase price for this vehicle has been reduced to $2.95.
Chevrolet Corvette C8.R GTE
  • NEW CAR!
  • - A new GTE car, the Chevrolet Corvette C8.R GTE, has been added to iRacing!
  • - With Chevrolet’s move to a mid-engine layout for the eighth-generation Corvette, the brand’s IMSA program made the same shift for the 2020 WeatherTech SportsCar Championship. The Corvette C8.R builds upon six successful years of racing for its predecessor C7.R, and debuted at the 2020 24 Hours of Daytona. Six months later, it returned to Daytona and won in just its second race out with drivers Antonio Garcia and Jordan Taylor, and the week after that, it scored its first 1-2 finish at Sebring International Raceway. The latest entry in Chevrolet’s lengthy sports car racing history features a 5.5-liter powerplant that produces 500 horsepower at 7400 rpm. It’s the fourth Corvette built by Pratt & Miller since partnering with General Motors in 1999, a relationship that has brought eight victories at the 24 Hours of Le Mans, three at the 24 Hours of Daytona, and 11 in the 12 Hours of Sebring.
  • - Purchase the Chevrolet Corvette C8.R GTE from the iRacing Store here: LINK
Chevrolet Monte Carlo SS
  • An updated tire model has been applied to this vehicle!
  • A thermal braking system has been applied to this vehicle.
  • Nose weight range has been shifted forward.
  • The iRacing setups have been updated.
Dallara F3
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • The iRacing setups have been updated.
Dallara P217
  • NEW CAR!
  • - A new LMP2 car, the Dallara P217, has been added to iRacing!
  • - Dallara’s return to prototype racing for the first time since the original Audi R18 TDI, the P217 made its debut in 2017. The car competes in the LMP2 class in both the FIA World Endurance Championship and European Le Mans Series, while a Daytona Prototype International-spec version of the car races at the top level of the IMSA WeatherTech SportsCar Championship with Cadillac branding as part of a relationship with General Motors. The LMP2 P217 is powered by a 4.2-liter Gibson V8, and features a six-speed sequential paddle shift transmission by Xtrac. Drivers who raced in the car in its 24 Hours of Le Mans debut included Formula 1 legend Rubens Barrichello, former Le Mans winner Jan Lammers, and IndyCar veteran Mikhail Aleshin. Other Formula 1 veterans who have driven the car at Le Mans include Felipe Nasr, Sergey Sirotkin, and Giedo van der Garde.
  • - Purchase the Dallara P217 from the iRacing Store here: LINK
Dirt Sprint Car
  • Tire stiffness in opponent cars has been adjusted slightly to reduce visual sinkage into the racing dirt surface during back-patched replays.
Dirt Street Stock
  • The iRacing setups have been updated.
Dirt UMP Modified
  • This vehicle has been added to the iRacing Rookie default content, and ownership has been granted to all iRacing Members for FREE!
  • The iRacing setups have been updated.
Ferrari 488 GT3
  • 2020 Season 4 Balance Adjustments: Minimum weight has been reduced by 2.5 kg.
  • The iRacing setups have been updated.
Ferrari 488 GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • Fixed height packers have been added to prevent bottoming.
  • Michelin tire logo has been updated.
  • The iRacing setups have been updated.
Ford GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • Fixed height packers have been added to prevent bottoming.
  • Michelin tire logo has been updated.
  • The iRacing setups have been updated.
Ford GT GT2/GT3
  • For the New Damage Model, a variety of updates have been made, including:
  • - The strength of hinges connecting some car parts to the body has been reduced.
  • - Reduced the severity of various car parts snagging on each other including the engine cover, bumpers, and wheels.
  • - The durability of various detachable car parts have been adjusted for more realistic and lighter collisions.
    • Chassis properties have been adjusted to reduce "sticking" behavior.
  • (Ford GT3) - The iRacing setups have been updated.
Formula Renault 3.5
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Draft strength of a following car has been reduced slightly.
  • Fixed an issue where the DRS state was not getting reset with Session transitions.
Global Mazda MX-5 Cup
  • An updated tire model has been applied to this vehicle!
  • The New Damage Model has been enabled for this vehicle!
  • Allowable adjustment ranges on tire pressure and ride heights have been narrowed.
  • The iRacing setups have been updated.
HPD ARX-01c
  • The purchase price for this vehicle has been reduced to $2.95.
Indy Pro 2000 PM-18
  • Car specifications have been updated; this car now features separate Oval and Road Course parameters.
  • Fixed an issue where toe adjustments were going in the wrong direction in the rear of the car.
  • The iRacing setups have been updated.
Legends Ford '34 Coup
  • (ALL) - The iRacing setups have been updated.
Lotus 79
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
Lucas Oil Off Road Pro 2 Lite
  • Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • The iRacing setups have been updated.
Lucas Oil Off Road Pro Trucks
  • (ALL) - Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • (ALL) - The iRacing setups have been updated.
USF 2000
  • Car specifications have been updated; this car now features separate Oval and Road Course parameters.
McLaren MP4-12C GT3
  • The iRacing setups have been updated.
McLaren MP4-30
  • An updated tire model has been applied to this vehicle!
  • This vehicle now has multiple tire compounds to select for use before and during an event.
    • You are able to select from Soft, Medium, or Hard tire compounds. Each behaves as real-world tires of the selected compound.
    • Tire compound selection can be made in the Garage, and the selected compound is saved with the setup.
    • When driving and preparing for a pit stop, you can specify which compound will be fitted to the car during your pit stop.
    • If you set a best-lap in Qualifying, then you will be required to start the Race with the same compound tire fitted to your car that was used in establishing that lap time. Race Control will enforce this requirement, so you do not need to manually select the right one. Note that Race Control will put a new set of tires of that compound onto your car for the start of the race, eliminating any wear accumulated during Qualifying. If you do not set a Qualifying time, you will have a free choice of compound for the start of the Race Session.
  • The MGUK deployment system has been automated, modified to make it easier to use, and provide optimal behavior. It's behavior now follows specific parameters based upon the option you select in the Garage:
    • For Qualifying Sessions: You get a large battery, overtake deployment is automatic, and you have no manual deployment.
    • For Race Sessions: You will have three state of charge options that you can adjust at the beginning of every lap. This should allow you to use your battery for strategic race decisions regarding undercuts, overcuts, and passing while allowing you to focus more on driving than hitting the boost button at the correct times. Once the battery reaches it's target state of charge, it will function the same for each target state and will then require a higher target to give you the option to push again.
    • For Test Drive and Practice Sessions:
    • - If you choose "Qualifying Deployment" in the Garage, you get a large battery, overtake deployment is automatic, and you have no manual deployment.
    • - If you choose "Race Deployment" in the Garage, you get a small battery and you have three target battery state of charge options. Deployment will be automatic otherwise.
  • Minimum cold tire pressures have been increased to 22 psi for front tires, and 20 psi for rear tires.
  • Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • The iRacing setups have been updated.
Mercedes-AMG GT3
  • 2020 Season 4 Balance Adjustments: Aerodynamic downforce has been increased slightly.
  • The iRacing setups have been updated.
Modified - SK
  • Fury logo on the dashboard has been updated.
  • (ALL) - The iRacing setups have been updated.
NASCAR Chevrolet Monte Carlo - 1987
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Stagger has been increased at most tracks.
  • Ballast movement range has been opened.
  • 3rd gear ratio has been set to 1.31.
  • Low-end torque has been increased.
  • Drafting parameters have been updated slightly.
  • Driver goggles have been updated slightly.
  • The iRacing setups have been updated.
NASCAR Cup Series Chevrolet Camaro ZL1
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Cup Series Ford Mustang
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Cup Series Toyota Camry
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Ford Thunderbird - 1987
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Stagger has been increased at most tracks.
  • Ballast movement range has been opened.
  • 3rd gear ratio has been set to 1.31.
  • Low-end torque has been increased.
  • Drafting parameters have been updated slightly.
  • Driver goggles have been updated slightly.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Chevrolet Silverado
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Ford F150
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Toyota Tundra
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Chevrolet Camaro
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Ford Mustang
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Toyota Supra
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
Porsche 718 Cayman GT4 Clubsport MR
  • For the New Damage Model, mount strength of side-view mirrors has been greatly increased.
  • The iRacing setups have been updated.
Porsche 911 GT3 Cup (991)
  • Brake bias has been adjusted forward to 49.5%
Porsche 911 RSR
  • An updated tire model has been applied to this vehicle!
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Stiffer suspension springs have been added to better suit the updated aerodynamics.
  • Adjustable brake master cylinder sizes have been added.
  • Packer heights and bump rubbers have been adjusted to control bottoming.
  • The iRacing setups have been updated.
Porsche 919
  • An updated tire model has been applied to this vehicle!
  • Aerodynamic downforce has been slightly increased when the high downforce bodywork is fitted.
  • For the hybrid system, when automatic deployment is selected, the system will try to maintain an average battery state of charge of 50%.
Radical SR8
  • Tire warmers have been set to 60 degrees Celsius to aid cold tire performance.
Silver Crown
  • The iRacing setups have been updated.
Skip Barber Formula 2000
  • Fixed an issue where the suspension was invisible for cameras attached to the front suspension.
Street Stock
  • The iRacing setups have been updated.
Supercars Ford Mustang GT
  • Brake parameters have been adjusted.
Supercars Holden ZB Commodore
  • Brake parameters have been adjusted.
USF 2000
  • Fixed an issue where toe adjustments were going in the wrong direction in the rear of the car.
  • The iRacing setups have been updated.
VW Jetta TDI Cup
  • This vehicle has been added to the iRacing Rookie default content, and ownership has been granted to all iRacing Members for FREE!
Williams FW31
  • An updated tire model has been applied to this vehicle!
  • The iRacing setups have been updated.
[Legacy] Mazda MX-5 Cup & Roadster - 2010
  • (ALL) - An updated tire model has been applied to these vehicles!
[Legacy] NASCAR Cup Chevrolet Impala COT - 2009
  • Tire rubber properties have been adjusted slightly.
[Legacy] NASCAR Cup Chevrolet SS - 2013
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
submitted by TychoLoor to iRacing