iracing game sourced
iRacing
A subscription online racing sim with laser-scanned cars and tracks in which drivers race scheduled official series and advance through license classes gated by a no-fault Safety Rating, while an Elo-style iRating sorts fields.
core loop
join a scheduled official race -> qualify and race on laser-scanned tracks -> incidents and results update Safety Rating and iRating -> license promotion opens higher series -> buy cars and tracks for the next season
design notes
iRacing grew from Papyrus's NASCAR Racing 2003 Season code with a new tire model and LIDAR-scanned cars and tracks. Its distinctive layer is the competitive structure: a no-fault Safety Rating from incident points per corner gates license classes (Rookie, D, C, B, A, with Pro reserved for esports), an Elo-style iRating sorts drivers into sessions and divisions, and 13-week seasons rotate tracks weekly. Skill rating and matchmaking have no mechanic in the taxonomy (proposed as skill-rating-matchmaking).
relations
4 stored edgesCareer ladder
Licenses progress Rookie, D, C, B, A, with Pro for esports qualifiers; promotion depends on a per-discipline Safety Rating computed from incident points and corners per incident.
Embodied skill control
Races are against human drivers on the publisher's servers, so results depend on the driver's braking, throttle, and line precision.
Vehicle dynamics
A new tire model replaced the one in the NASCAR Racing 2003 Season code iRacing was built from, and cars and tracks are LIDAR-scanned.
Wear and breakdown
Cars take damage and tires wear over a race, which pit stops address.