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iRacing TV

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The Team

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  • David Phillips
    Editor And Chief
    David Phillips is a long-time contributor to print and electronic publications in the U.S. and abroad, including Racer, Autosport, AutoWeek, Motor Sport and, oversees the daily updating of news stories and assigns, edits and contributes feature material for
  • Wil Vincent
    Contributing writer

    Wil is a 25 year old student, town planner, and sim racing commentator, most well known for his work as the lead commentator for GlacierTV. Wil got into commentating through his college student radio, where he also worked as a journalist and interviewer, covering gigs and festivals within the UK, and joined GlacierTV in February 2012, becoming lead commentator a month later. His work culminated in him commentating on the 2013 World Championship Grand Prix Series, iRacing Indy 500, and iRacing All Star Race. When he gets in the virtual cockpit, you'll normally see will taking on the thrill of IndyCar Oval racing, or trying his hand in GT action

    Outside of iRacing, Wil's an avid IndyCar fan, having watched the sport since the late 1990s, and always looks forward to the Month of May. He also enjoys watching NASCAR, Formula 1, and V8 Supercars.

  • Jeff Jacobs

    Jeff Jacobs started autocrossing with the SCCA in 1990 while a student at the University of Florida. He has competed in the SCCA's National Tour and ProSolo series since 1995, winning a ProSolo National Championship in H-Stock in 2011 driving a 2010 MINI Cooper. Jeff completed his SCCA Club Racing drivers' school in 2012 at Roebling Road in a Spec Miata. He currently writes a column for the SCCA's Northeast Division in SportsCar Magazine and is the Region Executive of the Philadelphia Region SCCA.

    Jeff joined iRacing in October 2012. After starting with the MX-5 and SRF cars, he has been concentrating on the Ford Mustang FR500S, competing in the Mustang Cup series and the Continental Endurance Sports Car Series.

  • Cam Stark
    contributing writer

    I began taking sim racing seriously about a year ago, but have loved motorsports from a young age. I began following Formula One first, then realized there are a huge variety of motorsports to watch. iRacing has opened my eyes even more to the diversity and volume of “real world” motorsports, let alone on the sim itself. With the huge varieties of series to choose from, you're spoiled for choice!

    Ever since I began iRacing, I wanted to improve on my ability, be it road or oval. Having not really heard about oval racing prior to November last year (blame the UK press), my mentality towards it has totally changed from what it would have initially been - it's awesome! I recently began road racing again - in the Star Mazda - and have been having a blast ever since. On top of racing the series I have the privilege of writing the articles for iRacing News.

    In all honesty I have surprised myself on iRacing. From being a fairly casual gamer/racer, it's been a world of difference, but it has far exceeded my expectations. I had a very brief stint driving in rFactor leagues, but I found my place of sim racing on this service, and I can't see myself stopping anytime soon.

  • Justin Sutton
    series contributor

    Justin is 29 and lives in Texas with his girlfriend and three dogs. Although always a fan of road racing growing up, Sutton never got the chance to participate in Sim-Racing until 2012 and didn't join iRacing until 2013. The son of a writer, and former resident of Connecticut and Philadelphia, his interests vary. Currently Sutton is a co-owner of YouTube channel focused on racing games and simulators and more specifically Formula One along with his partner Mikko from Finland (BoxBoxBoxGaming). Currently Sutton writes the Skip Barber F2000 and Lotus 49 articles (and the occasional F1 article) for iRacing News, and doesn't get nearly enough time to race the cars he writes about.

    Gaming is a big part of Sutton's life as well as he is both viewer and broadcaster on Twitch along with his girlfriend of seven years. In addition to being an aspiring writer he is a skilled speaker with a focus on commentary of races and hopes one day to do commentary for road racing of some kind.

  • Matt Holden

    Matt Holden began his involvement in motorsports at an early age, moving to Charlotte, NC when he was 6 months old. Growing up next door to a NASCAR TV personality, racing has always been a major part of his life. Currently studying Mechanical Engineering at UNC Charlotte, Matt works for US Legend Cars International as a technical inspector and race official at local tracks such as Charlotte Motor Speedway and Concord Speedway. Within iRacing, Matt is the Crew Chief for Gale Force Racing's #05 car in the NASCAR Peak Antifreeze Series, as well as Chassis Engineer for the team's R&D program.

  • Paul Slavonik
    iRacingNews Series Writer

    For all intents and purposes, Paul Slavonik was a late-bloomer to racing. Growing up watching NASCAR drivers such as Davey Allison and Earnhardt Sr. was the furthest extent of Paul’s racing aspirations at the time. Fast forwarding 20 years, Paul began watching the UK show Top Gear and thus ensued a fascination with all things fast. Soon after, Paul stumbled upon and has been hooked on racing ever since.
    A United States Army Veteran, Certified Audio Engineer and aspiring author, Paul spends his time hanging out with his wife and working on his first book. Currently residing in Dallas/Fort Worth (DFW), TX, his favorite racing series is the Australian V8 Supercars (go FPR!) and he has recently joined a local ChumpCar racing team. Paul began writing news stories for iRacingNews in January of 2014 and currently covers the GT3 Challenge Series and the V8 Supercars Series.

  • Thiago Izequiel

    Born in 1985 in the city of Rio de Janeiro, Thiago Izequiel is a graphic and web designer, go kart racer, aiming to get a career in motorsports. He started racing in 2007 and joined iRacing in 2010. Thiago lives in Maricá, a little town located in Rio de Janeiro state, around 60km far away from Rio de Janeiro city. In 2014 he started to write for iRacing News and also started to design layouts for racing cars.

    Working as a freelancer today, he started working as a designer in 2006. After a few years working in web design agencies, Thiago decided to follow his dreams and quit his job to work with a racing driver named Suzane Carvalho in 2011, on her driver's school. Things didn't worked out as expected and Thiago, after getting jobs as a front-end developer and social media content developer, went back to the dream path as a freelancer so he could have more time to focus on his driving career.

  • David Moulthrop
    NASCAR Contributor

    David Moulthrop is an award winning motorsports photo journalist and has covered auto racing since the mid-seventies. While he is most well known for his NASCARimages he has also covered F1, American Road Racing, and IndyCar on a regular basis. He has been published in numerous magazines, newspapers and online news sites including, National Speed Sport News, Area Auto Racing News, Auto Racing USA, Stock Car Magazine, Sprint Cup Dateline, and Jayski. David joined the iRacing team in 2004 as a contract photographer and became iRacing's Laser Scan Project Manager in 2005.

  • Jack Davidson
    Staff Videographer

    Jack is a recent grad from Boston University with a passion for filmmaking as well as racing. He grew up playing games such as the Need For Speed series, Gran Turismo, and more recently, the GRID and DIRT franchises.

  • Jason Lofing Series Writer
    Jason is 21 years old and was born and raised in Elk Grove. California. A big time NASCAR fan, he hasn’t missed a race on Sunday in years. Lofing is also a huge San Fransisco Giants fan and tries to take in at least a couple games a year. Other than sim racing, his biggest (and far more expensive!) hobby is photography. Although he is rather new to sim racing, Lofing has already accomplished some pretty impressive results, qualifying for the 2011 iRacing Oval Pro Series in Season 1, 2011, winning the inaugural Landon Cassill Qualifying Challenge and finishing runner-up in the second one.
  • Katier Scott
    Contributing Writer
    I am a veteran sim racer who first started racing way back in 1993 on the SPRTSIMS section of Compuserve with a league who can trace themselves all the way to the present. Within that league I act as Chief Steward and try to bring the unique viewpoint that this experience gives me into my articles.
    I have a BA (Hons) in Journalism and Editorial design and have been writing for seven years and currently cover the Lotus 79 CTC and Radical series alongside my freelance work. Living in the UK, as well as motorsports I love Photography, Arts and Crafts and reading.
  • David Ifeguni
    Contributing Writer
    I was born in New Haven, Connecticut in 1988 and moved to Midland, Michigan when I was two years old. I stayed there until third grade when I moved to Farmington Hills, Michigan and now I currently live in Naperville, IL where I'm attending Metea Valley High School as a 9th grader. In the past, I have participated in soccer and this year I plan on joining swimming or water polo. My family includes my 15 year old sister, a 7 year old sister and my mom and dad. I have been writing since 6th grade and have participated in many writing contests in my school and have received several awards for writing.
    My fascination for motorsports began when I was nine. The first NASCAR race I watched on TV was the 2009 Toyota/Save Mart 350 at Infineon Raceway, won by Kasey Kahne. My favorite NASCAR drivers are Kyle Busch, Dale Earnhardt Jr, and Jimmie Johnson. I have watched all the races in the NASCAR Sprint Cup, Nationwide and Camping World Truck Series since 2010. I currently have three wins on iRacing, two of them in the Nationwide car at Daytona and one in the Street stocks at Charlotte. My favorite car and type of track on iRacing is the Nationwide Series (B Class) car and superspeedways.

A Decidedly Unofficial Guide to iRacing, Part II

by Dan Segolson on May 27th, 2012

Yesterday we featured the first of a two part story in iRacing by  Swedish sim-racer Dan Segolson.  A resident of Stockholm, Segolson has been into racing games since 2000.  He switched to serious sim-racing with a clear road focus in ’07 in leagues at where he is also one of the administrators.  Segolson works in user experience in the online gaming business and has written numerous papers on what drives a player.  He signed up at iRacing in the first wave in ’08 and says he never looked back.

“I decided to write this after a lengthy discussion on the growth and the future of eSports where I felt that the model of sanctioned virtual racing has to ‘get out there’ to all those who nourish the dream of racing for real. Not just for us who are already there and active.”

Although the opinions expressed are those of Dan Segolson and not necessarily of, he clearly has a passion for eSports – in particular.  We hope you enjoy it. - Ed

Last summer’s release by featured something that, without question, sets the bar for all other simulators to compare themselves:  A fully dynamic, new tire model (NTM).

This may sound like complete mumbo jumbo marketing buzz, after all, all car simulators has a tire model, right? Well, true.  But the single most important element in replicating how real a car feels in the simulator is just that, the tire model.

Very (very) simply put, tire models up to now have been the product of  a bunch of smart algorithms that calculate factors like speed, slip angle etc and then set the values for what type of grip, tire wear, heat etc the tires should provide in any given situation. This is then translated into the feedback you get through the steering wheel, along with the feeling for the track’s surface variations (bumps, cracks, etc).

Depending on how well the programmer manages achieve his/her goal, you get a more or less believable feeling for how the car behaves from the steering wheel.  The problem with this way of doing things is that, as long as you stay within the limits of the tire, it works quite well.  But as you step over the limit, and really push the tires (which happens all the time in racing), all the “known” data goes out the window, to be replaced by educated guesswork.

Abuse your tires in iRacing . . .

What iRacing has done, and continues to do, is adopt a dynamic approach to this challenge, such that the user (aka iRacer) need not have access to a supercomputer to go sim-racing. And note that this is not just one single tire model for all cars; the NTM is dynamic to the point that it behaves differently for different types of tires.   After all, the tires on a Mazda MX5 behave differently than those on a Formula One car, which behave differently than the tires on an IZOD IndyCar Dallara or NASCAR Sprint Cup car because, obviously, they are very different tires in size, construction and hundred other parameters.

Different tires work differently at different temperatures; they wear differently, they have different stiffness and they react differently to tire pressure and slip angles. All of this is modeled in real time as you drive any of iRacing’s 50+ virtual cars. Just to give you an idea, the tire temperature can change up to 50 degrees in a second and basically everything is dependent on temperature…

The concrete effects of this are that as you drive the car, you can really feel how the pressures in the tires rise as the tire temperatures go from cold to hot; you can feel how the tire walls get stiffer as the pressure increases and the car starts to feel more solid.  Basically every shift in temperature affects the grip and feeling in the tires. Should you drive “less than carefully” and slide around, the tire temperatures will skyrocket and their surfaces will turn to molten blubber . . . and you will be sliding around as if on ice. Lower the stress on the tires and the surface will harden again and you will regain some of the grip.  And once you have worn down the hardened surface, the tires will be return to almost normal levels or grop – of course your lap times will have suffered as a consequence of that cycle . . . just as in real racing.

and you'll eventually pay the price!

All of this adds another layer of realism in the iRacing competition.  So it’s not the drivers who are able to hot-lap for the whole race that win.  In fact, they’ll end-up with mushy, slippery half molten rubber blobs on their rims in five laps if they don’t cool down their driving.  On the other hand, the drivers who can manage tire wear and temps will have a way better shot at providing consisent, quick lap times throughout the race with a better finish as a reward compared to before.  Just as it’s supposed to be in racing…

Naturally iRacing has used real life drivers in the development of the new tire model, for instance from the V8 Supercars Series. There they have seen it’s possible to directly compare the real V8 Supercar to the virtual version.  Through the telemetry, they can see the real and virtual cars perform similarly when it comes to tire wear, temps, grip and similar.

Since its first release last summer, the NTM has been added to more and more cars and now virtually all cars has it. An early beta release of the new tire model was provided before that on the new Nationwide oval car, and already in the beta version it was obvious that all the talk was true. It is an immense difference between the old version and the new, almost like a whole new simulation… That said, we should remember that even before the NTM, many considered iRacing’s tire model among the very best you could find in racing simulations on the consumer market.

As with all things iRacing, the NTM is a work in progress.  For every subsequent release after the initial one, tweaks and adjustments are made as the NTM has been applied to more and more cars. As the NTM gets dialed-in properly it will shake the world for sim-racers until they get the chance to adapt their driving style.  The NTM is big in the sim-racing world, no doubt!

So, I want to drive this, NOW!

How do I go about it to get started in iRacing if I’ve got a steering wheel, pedals, a decent PC and want to get in there and compete for titles, trophies and global honour in the top series of iRacing?

To start with, this is a subscription service so the first step is to sign up for a membership in iRacing (at The membership can be anything between a month’s trial subscription to one year, two years or three years for those who know from the start what they want.

It’s not for free of course, and there is no demo.  Once you’ve signed up you have access to a base offer that covers the rookie series on both oval and road where everyone starts, no exceptions. The iRacing model is built on a license ladder just as in a lot of other games, but here you unlock the right to compete in official series with a certain type of car. It’s not about unlocking a new track or a new car as in Need for Speed, Dirt etc.

Again, this is based on how real racing licensing works. The licenses are divided in two, one for Road and one for Oval, you go for the one you find most fun, or both, that’s up to you.  The license steps go from Rookie to A which is the highest normal license. After you’re earned your A license you can start working on a Pro license and a spot in the world championship series.

Speaking of licenses, which are basically a measure of how safe you are on track, there is also a measure on roughly how fast you are: your iRating. Basically it goes up if you beat drivers faster than you, and it goes down if you keep getting beaten. This is mainly used to place drivers in divisions and to match drivers in races based on their speed and skill.

“This tends to cut down on the number of races where one driver runs away ahead of the pack . . .”

Since we are talking about online racing here, and the fact that you can get 500 drivers who want to race in the same event, iRacing uses what they call ”splits” to divide drivers into several parallel races if more people register for a race than can comfortably compete against one another.  If this is the case, you will be placed in a split where the iRating (driver speed/skill) matches yours; this to get as evenly matched, hard, good races as possible.  You will notice this tends to cut down on the number of races where one driver runs away ahead of the pack as is often the case in pick-up racing.

In the beginning of your iRacing career it’s not about winning races, it’s about race craft; showing that you are safe in traffic. Basically you need to stay on the tarmac, not spin and avoid contact with other cars as much as possible.  Accidents can and will happen, but the iRating and Safety Rating systems are designed to reward those who keep their “racing incidents” to a minimum.  You do all of this in the Rookie series in simpler, easy to drive cars – Mazda MX5 for road racing and Street Stock for oval racing.

Manage this properly, and soon your SR (Safety Rating) will be at a level where you have the right to claim a higher license and race more powerful cars in a higher level/license series. To move on from there, you need to show that you have mastered those cars; at the same time the demands on your SR is a bit higher for each step upwards in license you take. As you leave the Rookie series, it starts to become important to win races, gain championship points and go for a divisional win.

As you climb in license levels, the new licenses are free of cost; however, there will be a new car or two in the next series and a track or two to buy. What’s important to remember is that you only buy what you want to race, be it a car or a track.  And many experienced iRacers are perfectly happy racing in the rookie level series, be they oval or road racing.

The series runs four 12 week seasons each year but, in general, only your eight best weekly scores count in the seasonal point total.  This means that you can either skip a race where you don’t own the track, or the lowest points will simply not be counted. Of course you can race as much as you like, but in regards to championship points, if you drive more than two races in a week, your score for that week will be based on your average finish. This is to stop the guys with unlimited time from winning everything.

At the end of each season iRacing series produce one overall winner and ten or more divisional winner; in the highest series, (Premier, Pro and World Championship, etc.), it’s all about the overall winners.

The oval series are based on different types of cars, from pure NASCAR cars such as Trucks, Nationwide, Sprint Cup and IZOD IndyCars which run on the large signature tracks such as Daytona, Indianapolis, Talladega etc, to a multitude of different short track including Late Models, Street Stocks, Silver Crown and Sprint Cars and tracks like Lanier, Stafford, Irwindale and New Smyrna Speedways.

Road series are divided into open wheel/formula cars, prototypes and sports cars. Tracks range from shorter local US tracks like Summit Point and Lime Rock, to longer circuits including Road Atlanta, Road America and Virginia International Raceway to international classics such as Silverstone, Spa- Francorchamps and Zandvoort.

Naturally you can run any series you prefer up to the license level you are eligible for. If you have an A license in both road and oval, you can run in any series barring Pro and World Cup, as long as you own the car and track.

As you understand by now, this is quite far from an Everyman’s racing game where you jump in, grab the coolest car and start racing at once. This is probably the closest you can get to real world motor racing without a budget far higher than any normal guy has. That said, if you want to get somewhere in your racing career, it’s the long-term perspective that usually wins. Basically this is motorsports for real, at home, without the multi-million dollar budgets!

Simply put, to compete with the best, you need to spend a lot of long hours practicing in cars and on tracks to get close to the Pros speed and consistency. Very, very few have the raw talent to be able to step into this simulator from zero, and quickly become a regular winner in the faster series. But if you have the determination, stamina and interest required to put down the time, you will be rewarded with a lot of excitement, adrenalin, frustration and pure joy. Who knows, perhaps you are good enough to win a real title and a bundle of cash as well?

Of course you don’t have to spend countless of hours practicing if you just want to run a good race against humans in one of the best simulators available. Just drive enough to get the license you want, make sure you are safe in traffic and understand the rules, then you can jump in and get a good race with like-minded people around the world 24/7.

Regardless of your approach — 110% determination to reach the top of the world championships or racing for the fun of it — surely it’s an extra kick to know that beside you, at the starting line in a Sprint cup Car, you might have Dale Ernhart JR from the real NASCAR Sprint Cup series waiting for green light, just as you. I promise, his heart rate is also higher just before the spotter yells:  GREEN, GREEN, GREEN!!

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