All News: iRacing News


Porsche Race Cars Coming to iRacing

January 1st, 2017 by

iRacing today announced a partnership that will see the popular online motorsports simulation service create digital models of the German automaker’s iconic race cars, beginning with the recently updated Porsche 911 GT3 Cup (991 II). The new 911 GT3 Cup is employed by customer sports teams to compete in 20 race series organized by Porsche … Read the Rest »

Commodore’s Garage #16 – Adjusting the Spring Package

December 24th, 2016 by Matt Holden

  As we approach the holidays and the close of 2016, instead of putting more information out there, I’d like to send everyone on a mission.  It’s pretty simple, and the few weeks we’ll have should be plenty of time:  Get your spring package right!  In previous racing sims, that was pretty simple, right?  iRacing’s … Read the Rest »

Commodore’s Garage #15 – Starting Spring Package

December 9th, 2016 by Matt Holden

  We now know the basic ins-and-outs of the spring components in our race car, but we need to apply that to the car and get started with our race setup.  “Where do I start?” is probably the most common question asked, and in almost every case, the answer is the spring package.  We have … Read the Rest »

Commodore’s Garage #14 – Ride Heights, Perches, and Deflections

December 2nd, 2016 by Matt Holden

  The last major piece of the puzzle we need to look at before diving into building a setup are the three simplest things in the garage:  ride heights.  Older (and even some newer racing games) have a “Ride Height” adjustment in their setup garages, completely independent of the rest of the car.  Anyone who’s … Read the Rest »

Commodore’s Garage #13 – Tire Pressures

November 18th, 2016 by Matt Holden

  Tires are a racing vehicle’s only form of contact with a race track and, as a result, can be the reason why a car is a race-winner or a mid-fielder.  Many factors can determine how well a tire is gripping the track surface, from tire compound, to load, and especially its own behavior when … Read the Rest »

Commodore’s Garage #12 – Tire Data

November 4th, 2016 by Matt Holden

Whenever we put a race car on track, be it real or virtual, we have two things that can give feedback on how the car is performing:  The driver, and the tires. Drivers are usually very literal when they communicate what the car is doing. If it’s starting to spin, they’ll say it’s loose or … Read the Rest »

Commodore’s Garage #11 – Sway/Anti-Roll Bars

October 21st, 2016 by Matt Holden

  I had a professor in college say, “Springs for speed, bars for handling”.  It’s a short, but interesting statement, and it’s a concept that’s easy to forget and go about things in the other way when tuning a race car, be it real or virtual.  Modern race cars, oval cars especially, have seen huge … Read the Rest »

Behind the Scenes: The NASCAR Peak Antifreeze Series powered by iRacing.com – And So It Shall End

October 18th, 2016 by Matt Holden

Sixteen races.  2400 laps.  3600 miles.  Over all that distance, the championship came down to two drivers, and between those two drivers, it came down to two points.  In my opinion, the finale to the 2016 NASCAR PEAK Antifreeze Series was one of the most exciting races I’ve ever seen, including real-world races.  Two points … Read the Rest »

Commodore’s Garage #10 – Track Bar

October 9th, 2016 by Matt Holden

  Before moving into initial setup options on our cars and how to go about getting what you need to race, we still need to cover the “bars” in the car.  Stock cars typically have a front sway bar and a rear track bar (or Panhard Rod), while road racing cars have a front and … Read the Rest »

Commodore’s Garage #9 – Bump Springs

September 30th, 2016 by Matt Holden

So far we’ve gone over how the main springs work on the car, but we still need to cover secondary springs, or “bump stops”.  iRacing has recently overhauled the Gen 6 Cup cars and the Xfinity cars to use bump springs, but those still fall under the category of bump stops.  To understand why the … Read the Rest »