General

– The display of Clubs has been replaced by the display of Flags!
– – You may now select a country flag to associate with your account. The selected flag is displayed in a variety of locations alongside your name. In iRacing, your flag will be displayed in your Profile, Stats, and Results pages.
– – You can change your selected flag at any time by visiting your Profile page.
– – The /data API contains a new lookup for flags members choose to display on their profile and in-sim. This is found at: /data/lookup/flairs.

AI Racing

– Adaptive AI is now selectable for use in Hosted Sessions!
– – The Hosted Session creator can select Adaptive AI as the AI Type during session setup, and can be seen by those looking to join. Challenge Level is locked in Hosted Sessions. During the Session, the AI Drivers will adapt their difficulty based on the performance of the player field as a whole, instead of only adjusting to the Host driver. This should result in a good spread of AI challengers for all racers throughout the course of an event.
– – Please be aware, Adaptive AI for multi-class Sessions has not yet been optimized. AI Drivers are still training on how to adapt their skill to a varied field and will not yet perform realistically. The development team is continuing to work on this and we expect improvements in the near future!
– Adaptive AI is now selectable for use in AI Seasons!
– – When creating an AI Season, you may now select an Adaptive AI Challenge rating instead of only the fixed AI Difficulty values. The Adaptive AI Challenge rating may be adjusted between events.
– 9 new AI Seasons have been added to iRacing! These include some of the most popular Series, as well as multicar and multiclass Seasons! The full list of AI Seasons includes:
– – IMSA
– – IMSA Michelin Pilot Challenge
– – GT3
– – GT4
– – Production Car Challenge
– – NASCAR Cup
– – NASCAR Xfinity
– – NASCAR Truck
– – ARCA

Paint Kit

– Cars with multiple body types that depend on the track selection may now be viewed and edited separately within the Paint Kit! This release includes the NASCAR Gen 4 Class Cars and the Dallara IR18.
– – You may now view the different vehicle configurations that are used based on the selected track and rules package within the iRacing UI. Within the Paint Shop and Car Information pages the vehicle 3D model can be switched between the different body configurations where available.
– – – The Dallara IR18 has three viewable configurations of varying degrees of wing sizes for Road, Short Track, or Speedway configurations. The template for the IR18 has been updated, but all three configurations use a single template.
– – – The NASCAR Gen 4 Chevrolet Monte Carlo and Ford Taurus have a Superspeedway Stockcar body and a standard Stockcar body used at short and intermediate ovals as well as road courses. The NASCAR Gen 4 cars are unique in that their Superspeedway body and Stockcar bodies have different 3D models and paint templates.
– – – Within the iRacing Paint Shop the “Show Custom Paint” tooltip will display the required filename to be placed in your \iRacing\paints\ folder. The standard body follows the conventional car_membernumber.tga format, while the superspeedway variant requires the use of car_membernumber_ss.tga. The track specific body type for these vehicles are also displayed in a number of places within iRacing including Official Races, Results, Replays, Single AI Races, AI Seasons, Hosted Races and Leagues.
– Tons of new sponsors have been added to the Paint Kit, including:
– – ’47, Aaron’s, Apex Coffee Roasters, Best Repair Co., Bilstein, Build Submarines, C3 Skids, CW & Sons/Clark’s, Carolina Carports, Carrera, Cube Controls, DQS Solutions & Staffing, EBC Brakes, First Bank of Alabama, Folsom Fence Supply, Frontline Fire Protection, GOVX, Grillo’s Pickles, Insurance King, Jarrett, JF Electric, KOA, KSDT CPA, Kicker, Kubota, LIQUI MOLY, MOTUL, Macc Door Systems, Mechanix Wear, Millertech, Misadventure Life, Mobil 1, NASCAR Car Wash, NASCAR Racing Experience, NASCAR Speedpark, New Era, Nitro Concepts, Öhlins, Prime Bites, Quaker State, Racetech, Registix, Rita’s Italian Ice, Roto-Rooter, Shockwave, Speedy Cash, Straight Talk Wireless, The Joie of Seating, TitleMax, Toxic Waste Candy, Universal Technical Institute, Utilitra, VP Racing, WeatherTech, Weiss Sand and Clay, Whelen, & Zep
– Some sponsors have been updated in the Paint Kit, including:
– – Hellmann’s, Holley, & Lionel Racing.
– Improved the paint kit camera centering as the zoom and pitch are adjusted in the view.

SIMULATION:

Licenses & Official Racing

– Improved the processes surrounding Seasons ending and creating Divisions for an upcoming Season. This process is now much faster and more reliable. Drivers can expect the Season cut-over process (A time period where we cannot have any Official Sessions scheduled) to take less time than in past Seasons!
– – Also, the iRating and ttRating values that define the separate Divisions are now computed individually for each racing category, based on user participation in the previous Season. This should result in a more even distribution of competitors into each Division.

Connectivity

– Latency warning icons and timing have been updated.
– Improved some vehicle position extrapolation processes to allow for more accurate collision detection between different drivers.
– A variety of improvements have been made for the Connectivity Black Flag System, including:
– – When a team receives a Connectivity Black Flag, a radio message is now displayed for all team members.
– – The Connection Black Flag may now be displayed in combination with other flags.
– – Pit servicing and repairing a car with a Connectivity Black Flag is now allowed.
– – Caution Flags will no longer appear for racers serving a Connectivity Black Flag. Ghosts may ignore Cautions.
– – Teammates who can drive for their team are now able to remove the current driver from the vehicle if he or she is currently serving a Connectivity Black Flag, even while ghost driving. Remember, if the driver’s connection stabilizes, your team may be able to rejoin the race!

Physics

– Improved the extrapolation and application of impulse forces for contact between your car and opponent cars.

Race Control

– The track debris informational warning flag will now wave sooner, especially when cars are expected to be approaching at high speeds.
– Fixed a race control issue where sometimes the pits failed to open for lead-lap cars. This has been observed the most at EchoPark Speedway (Atlanta).
– Fixed an issue where if Single-File Restart was enabled and consecutive cautions occurred, race control would fail to set a double-file restart if a green-white checkered flag was triggered on the final lap of a caution.

AI Racing

– AI Drivers are now fully trained for driving the following new vehicles:
– – Audi R18
– – Ferrari 296 Challenge
– – Porsche 919
– – Silver Crown
– AI Drivers are now fully trained for driving at the following new track configs:
– – Shell V-Power Motorsport Park at The Bend – ALL SEVEN CONFIGS
– – Daytona International Speedway – Moto – 2008
– – Daytona International Speedway – Short – 2008
– – Iowa Speedway – Oval
– – Richmond Raceway
– Several AI vehicles have received updates that improve their tire temperature modeling, making them far more accurate and comparable to a player-driven car. This improves AI Drivers’ accuracy and performance, especially at extreme temperatures. The cars receiving this upgrade this Season include:
– – Dallara IR18
– – NASCAR Cup Series Gen 7 Class Cars
– – Skip Barber Formula 2000
– – Super Formula SF23 Class Cars
– The Adaptive AI Learning Module has been upgraded with the following enhancements:
– – Improved the interval and process for skill analysis and calibration by AI Drivers.
– – Improved the balance intensity across each difficulty setting.
– – Adaptive AI Skill ratings are now carried across Sessions as an event advances.
– – The minimum allowable difficulty spread has been increased slightly.
– – If a Session is reset, the difficulty ratings for the AI Drivers are also reset.
– – Fixed an issue where an Adaptive AI Driver could attempt a bold move by dividing by zero to gain a race pace advantage, but this actually would crash the Simulator.
– AI Drivers spent much time honing their Adaptive AI programming this Season, they did not have much brainpower left for traditional studies. However, they did manage to attend a few educational seminars on the following topics:
– – Rear-End Control: Mastering Grip at Race Starts
– – Rain Racing – Chapter 6: Maximizing Grip on Wet Surfaces
– – Rain Racing – Chapter 7: Wet Racing Without Grip-Rolling
– – Investment & Management Strategies for AI-Buck$ and P2P
– Randomly generated AI Opponent Rosters have been improved with a new variety of paint schemes, number formats, sponsors, and more!

– AI Drivers have received additional training with the following vehicles:
– – FIA F4
– – GT3 Class Cars
– – Lotus 79
– – NASCAR Truck Series Class Trucks
– AI Drivers have improved their racing skills, including for wet racing when applicable, at the following tracks and configurations:
– – Brands Hatch Circuit – Indy
– – Charlotte Motor Speedway – Legends RC Long
– – Charlotte Motor Speedway – Legends RC Medium
– – Charlotte Motor Speedway – Legends RC Short
– – Charlotte Motor Speedway – Roval Long
– – Daytona International Speedway – Road Course – 2008
– – Pocono Raceway
– – Talladega Superspeedway

Dirt Oval Racing

– Pit service checkboxes that are never usable (tires and fuel) have been removed from the black boxes for these cars. This is to make it clear that in-race pit service is unavailable for these cars.

Graphics

– Support for Quad View Fixed Foveated Rendering for VR devices has been enabled!
– – Fixed Foveated Rendering (Quad View) is supported for racers with nVidia RTX 2000+ Series (or better) GPUs and OpenXR headsets. Foveated rendering may be faster than SPS, especially for high resolution VR displays. It renders each eye at a lower resolution, and then renders a higher-res inset in the middle of each eye, such that the stereo image has less resolution around the edges and more resolution in the middle where you are looking. Foveated currently only operates within OpenXR.
– – Enabling this option requires the Simulator to be restarted. To enable it, launch in OpenXR mode, and select Foveated from the VR mode drop list in the graphics options screen, then exit the simulator. It will then be enabled for the next launch in OpenXR, if supported.
– – – There are two main settings that will be added to your “rendererDX11OpenXR.ini” in your documents\iracing folder. Only edit these values when the Sim is not running, or they will be overwritten when the sim exits. In the [openXR] section of that .ini file, “FoveatedOuterPctRes” specifies the resolution to render the low res edges, 35% would mean 35% of width, and 35% of height, so it would render about 12% of the pixels normally rendered for the eye. The other setting is “FoveatedInsetWidthPct”. This specifies the size of the hi-res inset, placed directly where you are looking (note: eye tracking is not yet enabled, so it is “fixed” foveated). It is also specified as a percent of the width and height of the full eye resolution. A setting of 40% would mean to cover a large part of the eye’s view, but only render to 16% of the pixels of the full eye. So with those settings combined, it would render 12% (background) + 16% (in inset)= 28%, so about 1/3rd of the pixels that it would have rendered compared to SPS. That reduction helps reduce GPU fill rate usage and frame latency. Foveated doesn’t affect CPU usage much, because it currently uses nVidia MVP to render all 4 views simultaneously (similar to SPS and triples), so it doesn’t increase any CPU bottlenecks due to drawPrim calls.
– A new alert warning has been added to indicate high CPU usage, which indicates you may not be keeping up in real time, which causes multiplayer networking issues.
– – This new alert appears in the network warning box and includes an icon of a CPU and color-coded text of the CPU usage value.
– – Cubemap processes have improved lighting and shadow generation.
– Texture encoding has been updated for slightly improved quality. A tiny adjustment to the brightness of many textures may be perceptible.
– Improved the rendering of wet track surfaces so that any amount of wetness now correctly makes them appear wet, but with an improved gradation of wetness, especially at lower values. Drying lines and tracks that are very slowly getting wetter will appear more correct. This fixes an issue where some strange track surface roughness could be seen at low water amounts, and could be double-reflected in the specular map, making them look extra-bright.
– The visible degree of wetness has been toned down for lower water heights, making a drying line easier to see.
– Adjusted the rain drop particle shader.
– Vehicle water spray has been adjusted to more accurately represent drying and lightly damp track surfaces. Water spray has also been updated for improved directionality and coloring from sunlight.
– Wet track visual effects have been substantially updated, including puddles, wet and drying track surfaces, spray effects, and more.
– Improved the wet track visuals to bring the SSR and cubemap versions closer to parity.
– Some shader adjustments have been made to dirt track surfaces to patch visual seams.
– Reduced some reflectivity and shine that appears on black slick at dirt tracks.
– Improved the attenuation of the sun through haze to be a bit less extreme.
– Specular maps on older tree models have been updated.
– The hidden Dale & Steve object has been updated to new shaders and they are looking fine as ever! Can you find them all again?
– Fixed an issue where clouds did not correctly cast shadows on some surfaces.
– Fixed an issue where some grasses could appear metallic.
– Fixed an issue with day/night transitions at some tracks where some textures, such as track lines, could physically shift slightly.
– Fixed a variety of issues with shaders when using Low Shader quality.
– Fixed an issue where heavy levels of fog were appearing excessively dark.
– Fixed an issue where dragging the window while fast-forwarding through a replay would result in a crash.

Audio

– Fixed an issue with the default selection of audio devices.

Weather

– FIVE additional cars are Rain-Ready!
– – Dallara IR18
– – Lotus 79
– – Skip Barber Formula 2000
– – Super Formula SF23 – Honda
– – Super Formula SF23 – Toyota
– Fixed an issue where the sun would disobey the clock and simply stay in the same place across multiple Sessions when using Static Weather with different Specific Time-of-Day’s set for multiple Sessions across the event.
– Forecasted weather no longer appears hazy/foggy when “allow fog” is unchecked.

Controls

– The Asetek API has been updated, which adds support for 360 Hz force feedback.
– – You can turn off the Asetek api via the app.ini switch [Force Feedback] loadAsetekAPI=0.
– The VRS API has been updated, which adds support for 360 Hz force feedback.
– – You can turn off the VRS api via the app.ini switch [Force Feedback] loadVRSAPI=0.
– The Fanatec API has been updated, which adds support for Fanatec’s FullForce haptic effects.
– – FullForce is part of our Wheel Low Frequency Effects (WLFE) and is similar to Logitech’s TrueForce system. This allows you to send tactile vibrations to the wheel like engine vibrations, that would normally be too high of a frequency to send across the normal DirectInput Force Feedback api. You can tune these effects in the [TrueForce] section of our app.ini file. You can turn off the Fanatec api via the app.ini switch [Force Feedback] loadFanatecAPI=0.
– The Moza API has been updated, which adds support for Moza Low Frequency Effects (LFE) Wheel haptic effects and 360 Hz mode.
– – The Wheel LFE allows you to send tactile vibrations to the wheel like engine vibrations, that would normally be too high of a frequency to send across the normal DirectInput Force Feedback api. You can tune these effects in the [TrueForce] section of our app.ini file. You can turn off the Moza API via the app.ini switch [Force Feedback] loadMozaAPI=0.

AutoFuel

– Fixed an issue where non-driver teammates were unable to edit AutoFuel black box values for the current driver.
– Fixed an issue where any value greater than 31 laps for calculating fuel usage or needs was being truncated to 31 laps.

User Interface

– The display of Clubs has been replaced by the display of Flags!
– – You may now select a country flag to associate with your account. The selected flag is displayed in a variety of locations alongside your name. In the Simulator, your flag will be displayed in the Entries column.
– Clubs have been removed from the Simulation systems, race server process, and telemetry data.
– Improved the logic and process for applying changes in the Garage. This includes the following changes:
– – The “Apply” button now changes state between “Wait / Passed / Apply” depending on the Tech State.
– – The “Done” button is now disabled during Tech Pending and Tech In Progress.
– – All Garage interaction value widgets are now disabled during Tech Inspection.
– – All Garage widget interactions now queue-up a Tech Inspection, which will occur in 5 seconds. Touching another widget will reset the timer. This allows for multiple adjustments to occur in quick sequence without prematurely getting an inspection, or your changes getting interrupted by an inspection.

Telemetry

– Tire compound type information has been added to the session string for the drivers tires.
– – Users can use this to convert from the tire index (PitSvTireCompound or PlayerTireCompound) to the type of tire (Hard, Soft, Qualifying, Wet, All-Purpose, etc.).
– – See DriverInfo:DriverTires[]:TireIndex and TireCompoundType.
– The resolution of WeekendInfo:TrackLength: has been increased from 10 meters to 10 cm.

CARS:

<Car Class> ARCA 2025 Series

– Drafting parameters have been updated slightly.
– iRacing setups have been updated.

<Car Class> GT3 Cars

– The GT3 tire model has been updated for improved accuracy and realism for both wet and dry tires. Tire warmer temperatures have been reduced.
– Dry traction control settings have been adjusted.
– Aerodynamic parameters have been adjusted.
– Minimum vehicle height is now determined by the lowest point on the front splitter or the ride heights.
– Garage tabs for these cars have been updated.
– Fuel economies have been rebalanced.
– 2025 Season 3 Balance of Performance changes have been completed.
– iRacing setups have been substantially updated. Any old setups will be obsolete.

<Car Class> GTP Cars

– Traction control parameters have been updated.
– iRacing setups have been updated.

<Car Class> NASCAR Cup Series Gen 7

– A variety of vehicle parameters have been adjusted including: Chassis tuning, tire parameters, drafting performance, and brake configurations.
– Dashboard gauges have been upgraded, and dashboard brightness has been increased.
– iRacing setups have been updated.

<Car Class> NASCAR Gen 4 Series

– NEW CARS!
– The new NASCAR Gen 4 Car Class has been added, which includes the NASCAR Gen 4 Chevrolet Monte Carlo – 2003, and the NASCAR Gen 4 Ford Taurus – 2003!
– – These are legendary asphalt oval racecars.
– These cars include multiple body types that depend on the track selection and they may be viewed and edited separately within the Paint Kit!
– – These cars have a Superspeedway Stockcar body and a standard Stockcar body used at short and intermediate ovals as well as road courses. The NASCAR Gen 4 cars are unique in that their Superspeedway body and Stockcar bodies have different 3D models and paint templates.

<Car Class> NASCAR Legends Series

– iRacing setups have been updated.

<Car Class> NASCAR Truck Series

– Holley Pro Digital Display has been added to all trucks, as run in the 2025 NASCAR season!
– iRacing setups have been updated.

<Car Class> NASCAR Xfinity Series

– iRacing setups have been updated.

<Car Class> Rallycross Cars

– iRacing setups have been updated.

<Car Class> Street Stock Series

– iRacing setups have been updated.

<Car Class> Supercars Gen 3 Series

– iRacing setups have been updated.

<Car Class> Super Formula SF23 Series

– This car is now rain-racing ready!
– – Rain tires may be selected for use in the Garage and during pit stops.
– Brake bias range has been updated.
– iRacing setups have been updated.

Acura ARX-06 GTP

– 2025 Season 3 BoP Adjustments: Slight increase in aerodynamic downforce.
– Engine sounds have been improved, including anti-lag chatter.

Audi R18

– AI Racing is now available with this car!

Audi R8 LMS EVO II GT3

– Bump rubbers and the ability to adjust the gap to them have been added.
– Differential ramp angles have been adjusted.
– Improved gear shift and compressor audio levels.

BMW M Hybrid V8

– Steering wheel, digital display, and dashboard textures have been updated.
– Roof ID light color selection now controls the LED night lighting accent color for the kidney surrounds.
– Driver paddle shift animation has been improved, especially while cornering.
– Fixed an issue where the IMSA board appeared to be missing at certain camera distances.

BMW M2 CSR

– Stiffened the nose, rear, and trunk mounts to fix an issue where parts did not properly detach.
– Adjusted the intensity of windshield reflections.
– iRacing setups have been updated.

BMW M4 F82 GT4

– Improved the female driver model’s paddle shifting animation with steering inputs.

BMW M4 G82 GT4 Evo

– This vehicle name has been updated to match its artwork changes.
– Headlights and taillights have been updated to Evo spec.
– A Traction Control toggle button has been added.

BMW M4 GT3

– Expanded the allowable range for the front spring rates.
– Driver paddle shift animation has been improved, especially while cornering.

Cadillac V-Series.R GTP

– 2025 Season 3 BoP Adjustments: Slight increase in weight and slight reduction in aerodynamic downforce.

Dallara F3

– iRacing setups have been updated.

Dallara iR-01

– iRacing setups have been updated.

Dallara IR18

– This car is now rain-racing ready!
– – Rain tires may be selected for use in the Garage and during pit stops.
– This car now includes multiple body types that depend on the track selection, and they may now be viewed and edited separately within the Paint Kit!
– – This car has three viewable configurations of varying degrees of wing sizes for Road, Short Track, or Speedway configurations. The template for the IR18 has been updated, but all three configurations use a single template.
– The steering wheel model has been updated.
– The aero model has been updated, including new barge board options.
– The short track aero package will now be loaded when this car runs at Nashville Superspeedway.
– Aeroscreen has been updated.
– Engine, powertrain, gearing, backfire, and additional onboard sounds have been improved. Anti-lag chatter sounds have also been added.
– A variety of driver animations have been updated.
– Garage and pit limiter displays have been updated.

Dirt Late Model

– Updated some collision and damage parameters.
– iRacing setups have been updated.

Dirt Sprint Car

– iRacing setups have been updated.

Dirt UMP Modified

– iRacing setups have been updated.

Ferrari 296 Challenge

– NEW CAR!
– The Ferrari 296 Challenge, a new Sports Car, is now available within iRacing!
– – For more than 30 years, the Ferrari Challenge has been one of the world’s premier single-make motorsport series. It debuted in Europe in 1993, followed in North America the next year, and has since added regional series in the United Kingdom, Japan, and Australasia. Since 2013, all of the Ferrari Challenge series have come together for a global final, the Finali Mondiali, which regularly runs at the Ferrari-owned Mugello circuit. In 2024, the Ferrari 296 took over as the official car of the Ferrari Challenge after eight years of service for the 488 and 488 EVO. The 296 is the ninth car in series history, but the first to feature a 120-degree V6; it features a twin-turbo three-liter engine, the most powerful in series history, just like its GT3 counterpart. The 296 Challenge also features cutting-edge aerodynamics that produce the most downforce in series history and specially developed Pirelli tires.
– – Purchase the Ferrari 296 Challenge from the iRacing Store today!
– The Ferrari 296 Challenge is rain-racing ready!
– The Ferrari 296 Challenge is ready for AI Racing!

Ferrari 296 GT3

– Softer anti-roll bar options have been added.
– Bump rubbers and the ability to adjust the gap to them have been added.
– Expanded the allowable range for the suspension spring rates.
– Dampers have been revised to allow adjustments to achieve lower forces.

Ferrari 499P

– iRacing setups have been updated.

FIA F4

– Both wet and dry tire parameters have been significantly updated.
– Ride height limits and damping level adjustments have been adjusted.
– The footwell has been darkened.
– iRacing setups have been updated.

Global Mazda MX-5 Cup

– The footwell has been darkened.

HPD ARX-01c

– iRacing setups have been updated.

Indy Pro 2000 PM-18

– iRacing setups have been updated.

Lamborghini Huracán GT3 EVO

– Bump rubbers and the ability to adjust the gap to them have been added.
– Improved gear shift and compressor audio levels.

Legends Ford ’34 Coupe

– Shocks tooltip in the garage has been updated.
– iRacing setups have been updated.

Lotus 79

– This car is now rain-racing ready!
– – Rain tires may be selected for use in the Garage and during pit stops.
– Shock deflection has been removed from the garage.
– iRacing setups have been updated.

McLaren 720S GT3 EVO

– Improved tire to fender clearance by narrowing front and rear track widths.

Modified – SK / NASCAR Whelen Tour Modified

– iRacing setups have been updated.

NASCAR Cup Series Chevrolet Camaro ZL1

– Fixed a visual issue where the suspension hubs did not align properly with the tires.

NASCAR Gen 4 Chevrolet Monte Carlo – 2003

– NEW CAR!
– The NASCAR Gen 4 Chevrolet Monte Carlo – 2003, a legendary asphalt oval racecar, is now available within iRacing!
– – The fourth generation of NASCAR vehicles competed from 1992 to 2007, making the move from more stock parts to primarily steel bodies. It coincided with some of the biggest moments in NASCAR history, launched the careers of many of its most legendary drivers, and remains immensely popular with its former racers and fans alike. Chevrolet switched from the Lumina to the Monte Carlo in 1995, and the car received some major updates for 2000. It kicked off the 2003 season by sweeping Daytona Speedweeks, and drivers Jimmie Johnson, Dale Earnhardt Jr., Jeff Gordon, and Kevin Harvick took four of the top five spots in Cup Series points at the end of the season.
– – This car includes both car body versions: Stockcar and Superspeedway. Each car body is automatically used at the appropriate tracks, and each car body can be painted independently.
– – Purchase the NASCAR Gen 4 Chevrolet Monte Carlo – 2003 from the iRacing Store today!

NASCAR Gen 4 Ford Taurus – 2003

– NEW CAR!
– The NASCAR Gen 4 Ford Taurus – 2003, a legendary asphalt oval racecar, is now available within iRacing!
– – The fourth generation of NASCAR vehicles competed from 1992 to 2007, making the move from more stock parts to primarily steel bodies. It coincided with some of the biggest moments in NASCAR history, launched the careers of many of its most legendary drivers, and remains immensely popular with its former racers and fans alike. The Ford Taurus took over for the Thunderbird in time for the 1998 season, and the car received a facelift in 2000. For 2003, the car took its first win with Dale Jarrett in the second race of the season at Rockingham, and Matt Kenseth scored his only win of the season the next week in Las Vegas. Kenseth took the points lead for good the next week in Atlanta on the way to his only NASCAR Cup Series title.
– – This car includes both car body versions: Stockcar and Superspeedway. Each car body is automatically used at the appropriate tracks, and each car body can be painted independently.
– – Purchase the NASCAR Gen 4 Ford Taurus – 2003 from the iRacing Store today!

Porsche 919

– AI Racing is now available with this car!

Porsche 963 GTP

– Damping levels have been adjusted.

Radical SR10

– iRacing setups have been updated.

Silver Crown

– AI Racing is now available with this car!
– iRacing setups have been updated.

Skip Barber Formula 2000

– This car is now rain-racing ready!
– – This car uses an all-weather racing tire – no need to swap compounds in the pits!

SRX

– iRacing setups have been updated.

Toyota GR86

– Footwell has been darkened.

USF 2000

– iRacing setups have been updated.

VW Beetle

– Footwell has been darkened.

[Legacy] Gen 4 Cup

– iRacing setups have been updated.

[Legacy] Mazda MX-5 Cup & Roadster – 2010

– A tin-top roof has been added to these vehicles!

[Legacy] Pro Mazda

– iRacing setups have been updated.

TRACKS:

Autodromo Internazionale del Mugello

– Track surface textures have been adjusted slightly.

Shell V-Power Motorsport Park at The Bend

– NEW TRACK!
– A new asphalt road racetrack, Shell V-Power Motorsport Park at The Bend, featuring 7 configs, is now available within iRacing!
– – Although it’s one of the more recent additions to the Australian motorsport scene, opening in 2018, The Bend Motorsport Park—known as Shell V-Power Motorsport Park under its current naming rights agreement—has already cemented a high place in the country’s racing pantheon. Besides being one of only four circuits in the country to hold an FIA Grade 2 license or better, it’s also incredibly versatile, with numerous layouts for series of all types (including sports cars, formula cars, and motorcycles) and vehicles of all speeds. Largest of The Bend’s many layouts is its GT Circuit; at 4.828 miles (7.77 kilometers) long, it’s longer than any other permanent motorsport facility in the world except for the Nurburgring Nordschleife. The International circuit typically plays host to its Supercars round, while the shorter West and East circuits are primarily utilized for club days and driver training, although the West layout also saw a Supercars round during the COVID-adjusted 2020 campaign.
– – AI Racing is immediately available for all configs at this track!
– – Purchase Shell V-Power Motorsport Park at The Bend from the iRacing Store today!

Bristol Motor Speedway

– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – The scoreboard is now functional.
– – Updated tire wraps, fences, visitor vehicles, logos, advertisements, crowds, and flagger booths.
– – Updated some track and victory lane signage and decals.

Charlotte Motor Speedway

– Related to the iRacing Forums post: “2025 Season 3 Track Retirement Planning”, this track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.
– With the impending 2025 re-release version of this track incomplete, all of this track’s configs remain available for now.
– – When the artwork overhaul for this track is complete and released in the near future, some track configs will be brand new, become retired, or re-released as new versions, which will cause the original configs to be [Retired] and will no longer be available for use in iRacing. Be sure to save-out your video and images of your favorite events at this track soon!

Chicago Street Course

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.

Circuit de Spa-Francorchamps

– Fixed an issue with a fence not being a translucent object.

Circuit of the Americas

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.

Circuito de Jerez – Ángel Nieto

– Two areas of curbing have had modeling adjustments to address a rare bug.
– Fixed a floating tire wall at Turn 12.

Circuito de Navarra

– Fixed an issue with some gain-time checkpoints in the final corner.

Darlington Raceway

– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – Updated pit stall lines and some track surface textures.
– – Updated advertisements, foliage, catch fences, crowds, and logos.
– – Flagger animations have been updated.

Daytona International Speedway

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.
– AI Drivers are now fully trained for racing at: Moto – 2008 and Short – 2008!

Dover Motor Speedway

– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – Updated tree placements, foliage selections, and advertisements.
– Track cameras have been updated.

EchoPark Speedway (Atlanta)

– This track, formerly Atlanta Motor Speedway, has been renamed to match the updates in the real world.
– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!

Fuji International Speedway

– Gain-time penalties have been increased for cutting the course at several areas, including: Turn 3, Turn 13, and Turn 15, and at the chicane.

Homestead Miami Speedway

– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – The scoreboard is now functional.
– – Updated victory lane and some track textures.
– – Updated tree placements, flags, crowds, banners, advertisements, ghost photographers, and billboards.
– – Fixed a variety of issues where objects would appear to pop in and out of existence as a camera changed distances from them.

Hungaroring Circuit

– The time penalty for cutting Turn 6 has been increased.

Indianapolis Motor Speedway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.

Iowa Speedway

– This track has received a significant art overhaul. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added.
– An all-new version of the Oval track has been added. Built with current laser-scan data, this new version incorporates the repaving that was performed in the corners, and all textures, shaders, and lighting have been updated to our current artistic standards.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!
– (Oval) – This new config is AI-enabled!
– (Oval – 2011) – The original Oval track config will remain available, and it has been renamed Oval – 2011.

Kansas Speedway

– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – Updated artwork for the Start/Finish line area and restart zones.
– – Updated tree placements, bushes, logos, advertisements, and billboards.
– – Updated some crowds.
– – Fixed a variety of issues where objects would appear to pop in and out of existence as a camera changed distances from them.

Lanier National Speedway

– Dynamic Track data has been updated for improved realism in the progression of the track state over the course of an event.

Las Vegas Motor Speedway

– Track surface bumpmap has been regenerated.
– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – Updated billboards, catch fence signs, logos and banners.

Lime Rock Park

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.

Lucas Oil Indianapolis Raceway Park

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!

Martinsville Speedway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!

Michigan International Speedway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– Track logos have been updated.

Millbridge Speedway

– Victory lane is no longer gated behind invisible barriers. If you earn 1st place, be sure to go get your trophy!

Nashville Superspeedway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!

New Hampshire Motor Speedway

– The gain-time checkpoints have been adjusted across all Road configs for consistency.
– Some follow-up work from the NASCAR Refresh release last season has been completed, including:
– – Updated the grass surface decals, and some floating pit boxes have been grounded.
– – Updated advertisements, billboards, and banners.

North Wilkesboro Speedway

– A new and modern version of North Wilkesboro Speedway is in progress and on schedule for release next season. This new version is built with current laser-scan data, and its release will not affect the historic 1987 version which will remain available.

Nürburgring

– Some object surface textures have been updated.

Phoenix Raceway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!

Pocono Raceway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– Track logos have been updated.

Portland International Speedway

– Pit cones may now be affected by vehicle collisions.
– Updated Whelen light for flagstand and caution lights.
– Fixed an issue where the green flag would alternate rapidly between both sides of the flagpole when performing a rolling start.

Richmond Raceway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– – Night lighting is not yet fully enabled, but will be ready shortly! Technicians are deployed and checking all the bulbs right now!
– This track’s artwork overhaul, including updated laser-scan data, has caused the original version of this track to be [Retired].

Rockingham Speedway

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.

Sebring International Raceway

– Some signs have been added to the bridge.
– Some palm trees have been updated.

Silverstone Circuit

– (Grand Prix & National) Pit speed have been updated to match the International config.

Sonoma Raceway

– Related to the iRacing Forums post: “2025 Season 3 Track Retirement Planning”, this track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.
– With the impending 2025 re-release version of this track incomplete, all of this track’s configs remain available for now.
– – When the artwork overhaul for this track is complete and released in the near future, some track configs will be brand new, become retired, or re-released as new versions, which will cause the original configs to be [Retired] and will no longer be available for use in iRacing. Be sure to save-out your video and images of your favorite events at this track soon!

Talladega Superspeedway

– This track has received a significant art overhaul and has been updated to match the current real-world appearance. Buildings, track-side objects, and scenery have been updated. Trees, shrubs, and 3D foliage have all been updated and added. All textures, shaders, and lighting have been updated to our current artistic standards. This is part of the “NASCAR Refresh” project, which involves updating and modernizing all tracks on the NASCAR schedule.
– Pit road checkpoints have been updated.
– Track cameras have been updated.

Texas Motor Speedway

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.

Thruxton Circuit

– Some gain-time checkpoints have been tightened to prevent running wide across the grass in some areas.
– Fixed an issue where the world location of this track was incorrect. FYI: Thruxton Circuit is located in Hampshire, England, United Kingdom!

Tsukuba Circuit

– Fixed some texture issues.

Watkins Glen International

– This track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.

Winton Motor Raceway

– Fixed an issue where a shy tire barrier at Turn 7 would disappear as you got closer.

World Wide Technology Raceway (Gateway)

– Related to the iRacing Forums post: “2025 Season 3 Track Retirement Planning”, this track’s artwork overhaul remains in progress, and will be completed soon! There are no artwork updates or changes with this 2025 Season 3 Initial Release.
– With the impending 2025 re-release version of this track incomplete, the Oval track config remains available for now.
– The Road Course config will be unaffected by these impending changes.

[Legacy] Charlotte Motor Speedway – 2008

– With the impending 2025 re-release version of Charlotte Motor Speedway incomplete, this track and all of its configs remain available for now.
– – When the artwork overhaul for Charlotte Motor Speedway is complete and released in the near future, this track will be [Retired] and will no longer be available for use in iRacing.

[Legacy] Lime Rock Park – 2008

– This track and all of its configs are being [Retired] and will no longer be available for use in iRacing.


Nota: El contenido ha sido traducido por Google Translate, por lo que algunos términos pueden ser imprecisos

Fuente: https://www.overtake.gg/news/iracing-2025-season-3-release-notes.3288/

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