iRacing Dirt’s Popularity Decline – It’s Not That Bad

I saw an article over on another simulated racing website about the ‘sharp decline’ in iRacing dirt’s popularity. The article is misleading. The fact is, the decline really hasn’t been that sharp. Any new content is going to spike on introduction then fall off pretty quickly within the first month. iRacing’s dirt content is no exception.

The Dirt Super Late Model always had low numbers right from the start. The 410 Sprint Cars weren’t much higher. But every other dirt racing series has had pretty good numbers and they haven’t fallen any more than one would expect.

Instead of quoting some obscure post from some nobody on a garbage forum, let’s take a look at actual statistics. Week one’s numbers were a bit more inflated because iRacing Dirt was brand new, so let’s use week two and week six for examples of participation numbers.

iRacing Dirt Sprint Render 3, 3-22-2017

DIRTcar 305 Sprint Car Series

  • Week two – 2941 participants.
  • Week six – 1708 participants.

That’s a pretty big decline, but the point is, it’s still one of the highest participation rates on all of iRacing.

iRacing Dirt Sprint Render 2, 3-22-2017

DIRTcar 360 Sprint Car Series

  • Week two – 1941 participants.
  • Week six – 1187 participants.

Participation in this car actually increased in week two. Week one only had 1767 participants. Williams Grove is not a popular track in any car. Somehow I love the place. But the point is, 1187 participants is a lot. Numbers like that are the envy of every iRacing series.

iRacing Dirt Late Model Render 2, 3-22-2017

DIRTcar Pro Late Models

  • Week two – 774 participants.
  • Week six – 444 participants.

That one could be called a sharp decline, but this series performs well overall and probably gets frequent splits.

iRacing Dirt Street Stock Render, 3-22-2017

DIRTcar Street Stock Series

  • Week two – 2453 participants.
  • Week six – 1530 participants.

No surprises. Despite the article’s claims of massive decline, this series still has higher 2017 Season 2 average participation than any other series on iRacing.

iRacing Dirt Late Model Render 1, 3-22-2017

World of Outlaws Late Model Series

  • Week two – 338 participants.
  • Week six – 195 participants.

It started low and got lower. No surprises here. You’re still seeing plenty of cars to race, but few splits.

iRacing Dirt Sprint Render 1, 3-22-2017

World of Outlaws Sprint Car Series

  • Week two – 665 participants.
  • Week six – 429 participants.

I wouldn’t call that a sharp decline, and you still have plenty of cars racing. You should see some splits in this series.

To proclaim that participation has fallen sharply is misleading at best. Participation has fallen as was expected, but iRacing Dirt participation is still very high. Road and asphalt oval series racers would love to see anything approaching some of these dirt participation numbers.

The article goes on to proclaim that ‘The sim community by and large simply do [sic] not understand car setups enough to get the most out of their virtual sprint car or late model.’ That’s probably true, but the default Sprint Car setups are fine. Drain some fuel and you’re good. Anybody who has ever used a racing simulation can handle that. The Late Model setups require a little more tuning and may be daunting to some people, but you try different things and look at other setups you might find, and at some point you get it, and a good setup can be a pretty big help on dirt, but it’s still not a silver bullet. Maybe testing and tuning and interfacing with others who do the same is too much for some people to handle, but it really requires little to no understanding of car setups. It’s more of a matter of priorities. How much time and effort are you willing to put into your simulated racing?

The fact is, setups are almost meaningless on the Sprint cars. These are some of the simplest setups on iRacing. I would almost compare them to the Legends Car, but I’d say they’re a little closer to the Street Stocks. There just isn’t that much to change. The majority of the drivers reading this will probably say the cars are setup dependent and maybe two will say the setups mean very little. Whenever you find yourself on the side of the majority, it’s time to pause and reflect. I’ve seen a pro driver on the iRacing default Sprint Car setup hot lap 2 seconds faster than anybody else could on any setup. It’s not the setup, it’s the driver. A guy who is at least half a second faster than I am gave me his setup. I actually got slower. I didn’t like his setup.

It really gets old when you keep hearing guys cry about ‘getting beat by a setup.’ It just doesn’t happen in most cases. You got beat by the driver on dirt. Some drivers have talent. Some drivers practice a lot. Dedicated winners have talent and they practice a lot. In the Late Models, a better setup can get you some better lap times, but you still have to know the good line and you have to be able to run it consistently. A good driver who knows the line can get you a couple of tenths of a second or a lot more.

Talented drivers can find the fastest line around the track. They can find it quickly and they can practice it and stick to that line consistently lap after lap. Don’t cry about your setup when Dale Earnhardt Jr. and Kyle Larson almost lap you at Williams Grove. You need to wake up and smell the Taster’s Choice. You’re just not that damn good.

The article goes on with this: ‘You would think that the dirt content would bring a whole host of new users to the iRacing service, especially with talk of how accurate these cars are compared to the rest of the vehicles on iRacing, but there’s a fundamental flaw with this hypothesis.’ In the author’s opinion there is a fundamental flaw with that hypothesis. But his opinion is wrong. What he calls a hypothesis is a fact. There has been a glut of new racers on iRacing, just to race on dirt. I’ve heard so many people say, ‘I just signed up for dirt.’ iRacing Dirt has killed rFactor Dirt as well as the small group that was racing Dirt Track Racing 2. They all abandoned those outdated games/sims to flock to iRacing. I have never seen so many new members on iRacing in my four years there. I have dozens of rookies applying for my dirt leagues every week. When I look at their profiles, they aren’t running any asphalt. They’re new and they’re here for dirt.

The article makes one or two good points, but on the whole it’s mostly misleading and irresponsible. It’s typical shallow journalism, aka ‘Fake News.’ The author admitted a couple of months ago that he wasn’t renewing his iRacing subscription. When he was an active member he didn’t even run ovals. He has no clue what’s going on with iRacing dirt. I’ve been running iRacing short ovals for four years. As soon as dirt was released I was on the test server driving a Dirt Street Stock at Eldora while the update was taking place. Participation has fallen some, but iRacing Dirt still has the highest participation numbers on iRacing.

We Are Dirt

We Are Dirt – The Full Movie

We Are Dirt is an inspiring celebration of the dirt track racing community. This movie, dirt track racing’s only feature length documentary film to date, shares the passion of everyone involved with dirt track racing, from the fans to the drivers and anyone else who is involved in any way.

We Are Dirt will take you back to the roots of oval racing. Drivers ranging from NASCAR driver Kyle Larson to veteran dirt super star Danny Lasoski share their passion and love for the best form of oval racing on earth. This film shows the world why many millions of people are addicted to dirt track racing and just can’t get enough.

Crews, fans, and racers tell their stories that meander through generations of drivers from Late Models, Sprint Cars, and Flat Track Motorcycles. The drivers and crews live the carnival life, traveling across the country most of the year. Dirt track racing is a sport that pushes the limit of man and machine right to the ragged edge and sometimes beyond.

iRacing Dirt Changes that Need to Happen ASAP

Did you hear the good news? We have dirt in iRacing! Yep, it’s been here over a month now and it’s great. We’ve been having a lot of fun with it.

iRacing is still working on physics and geometry on the Late Models, but they will continue to improve in that area. The only other problem is in an area where iRacing has been weak for a long time. I’m not putting iRacing down. I think almost everyone would agree that iRacing’s interface is downright clunky, and there aren’t many options available in a few areas.

Hosted racing and Leagues have lacked basic things for as long as iRacing has had them. Hosts can’t red flag a race. Hosts can’t decide when they want the green flag to wave after a caution. You can postpone the green, but you can hasten it, and that is something that is definitely needed.

When it comes to dirt racing, there are more things that are needed as soon as possible. I know iRacing is working on some of these, obviously. These are the things that need to be at the top of iRacing’s priority list for dirt, in this order.

  1. Get the dirt racing format incorporated into iRacing with the ability to set up different types of races within the simulation without exiting back to the website (for hosted/league). This applies to dirt and asphalt. Hosts/Admins should have the ability to choose a track and car(s) and the session length, enter the session, and set up practice, qualifying, and/or race sessions as he or she chooses. But why even limit it to that? How about letting us pick the length of the session then pick any other options from within the session. The host can run a practice then set up the next session however he or she chooses, then the next and the next until the event is completed or the session time runs out, whichever comes first.
  2. Danica Patrick, NASCAR DriverGet some semblance of the dirt format incorporated into iRacing dirt official races. Consider some format changes for asphalt short track racing. Add heat races or something. Remember, iRacing was originally made as a NASCAR simulation. The core functionality of the software hasn’t changed that much since 2003. It’s all practice – qualify – race. It’s all centered around NASCAR for good reason.
  3. Stop counting caution laps in dirt and asphalt short track races. NASCAR again.
  4. Make track state changes possible during test and hosted sessions.
  5. Make all restarts on dirt single file.
  6. Put lapped cars in the rear on single file restarts, the same way they are for that double file nonsense.
  7. Get rid of the speed limit on pit road. Hello yet again, NASCAR.
  8. Create a separate license for dirt racing.

That’s not all. More coming soon. 🙂

Tony Gardner Clarifies the iRacing Dirt License Issue

iRacing President Tony Gardner
iRacing President Tony Gardner

Tony Gardner took to the forums today to clarify and issue with which all dirt drivers are concerned: The separate iRacing dirt license.

We all hoped the license would be there and ready right from the start with dirt racing, but it wasn’t, and another iRacing staff member recently posted that it is not a priority and that it won’t be ready any time soon. Tony clarified that it is a priority, but it will take some time to get the license working. The way I read it, it’s either part of the new in-sim interface, or dependent on it. Here’s what he had to say:

Good morning,

Let me try and update you but it is a little complicated.

We actually are working on creating new license types like dirt and in fact are actively working towards that. Steve Reis simply heard a conversation in the sim engineering meeting that he attends remotely. (There are several other engineering meetings depending on the type of engineering.) It is not a “big” project on that side compared to the overall project so he heard a someone tell a sim engineer don’t worry about that for now for your part, it is not a priority, work on xyz.

The most amount of work for this is on the front end end web, back end web, data and infrastructure side and it involves multiple people. The entire (large) infrastructure and data system are built on road and oval only and we essentially have to rip out the guts of that and do it all over again to have the flexibility to create new license types. On top of all that, we are building essentially an all new infrastructure and application. You have hopefully already noticed some of the backend work in regard to this project including better site stability, etc. but it is also front facing. As we are building the new infrastructure/application we are building it with the ability to create new license types. It made much better sense from an efficiency perspective to build in this capability in the new infrastructure rather than the old. We are actively doing that.

Projects like this and like most things have multiple projects within the overall project. We also have done some work particular to dirt licenses but it will move much faster hopefully relatively soon as more people free up off their current projects. All the different people needed to work on their part (skill set) are not yet available to work on this particular project currently so it is tough to give timing but it will not be in the short term unfortunately. However, it is one of the top few priorities for the overall web team and like I said it is mainly on their shoulders.

We apologize for any confusion. We probably should not have mentioned it was part of the plan from the start but also nice to try and give people a sense of the longer term.

I think it was mentioned as part of the plan from the start because 5000 people asked if it was part of the plan. Personally, I don’t care one way or the other but that’s just me. I may never run an official dirt race. I prefer league racing. I’m a lot more concerned with other areas in the dirt racing part of the simulation.

iRacing Dirt Updates and More In Patch Four

iRacing rolled out 2017 Season 2 Patch 4 today, and here are a few things you can expect for dirt racing.

  • Paint Kit – No more solid black cars. Cars that have never been painted will automatically have the member’s helmet color scheme applied along with a random pattern and random sponsors. If you never painted your helmet, you get a random pattern and color scheme that will also be applied to your cars.
  • Dirt – The dirt and dust that the cars sling when they dig into the cushion has been updated. Does that mean rooster tails?
  • Dirt Late Model – First gear has been removed.
    Engine sound samples have been improved.
    Opponent’s car wheel positions have been adjusted.
  • Dirt Sprint Car
    Cross weight bounds were increased.
    Fuel economy has been adjusted. Now maybe 35 lap races will work.
    No more tech on tube heights.
    Maximum rear stagger reduced from 17 inches to 14 inches.
    Opponent’s car wheel positions have been adjusted.
    The damage model has been updated.
    Engine sound samples have been improved.
  • USAC Non-Winged Sprint Car Introduced
    USAC 360 West Coast Sprint Car
    USAC 410 Sprint Car

For the dirt tracks, the starting stalls have all been angled slightly to the right. At Volusia Speedway, pit entry should no longer cause off-track penalties.

It’s not a huge update, but there’s some pretty good stuff here. Most notably, the removal of first gear on the Dirt Late Models, and the fuel economy adjustment on the Sprint Cars. I look for bigger stuff in the new build coming up in May.