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2020 Season 4 - Release Notes [2020.09.08.01]

Forum Link
This season release includes two new vehicles, three new tracks, driver customization, environmental sounds, NASCAR pit lights, extensive updates for the McLaren MP4-30, paint shop upgrades, League Sessions view, and much more! Welcome to iRacing 2020 Season 4!
Some highlights include:
• Chevrolet Corvette C8.R GTE • Dallara P217 • Crandon International Raceway • Nashville Fairgrounds Speedway • Weedsport Speedway • Driver Customization • Environmental Sounds • NASCAR Pit-in & Pit-out Lights • McLaren MP4-30 Tire Compounds • McLaren MP4-30 Energy Recovery System Updates • Declare Team Drivers System • Paint Shop Upgrades • League Sessions View • Gained-Time Yield Updates • Five new AI Racing Track Configurations • AI Drivers Utilize Defensive Driving • New Damage Model for Global Mazda MX-5 Cup • New Damage Model System Updates • Cloud and Fog Rendering Improvements • Extensive Tire Damping Updates
Full 2020 Season 4 Release details are below.
iRACING UI:
General
  • The iRacing BETA UI has been renamed iRacing UI!
    • While we still have some work to do, it is time to shed the "BETA" status moniker - welcome to the iRacing UI!
  • The splash screen videos that play when initially loading the iRacing UI are now being streamed to the service.
  • New background images have been added.
Dashboard
  • A new tab has been added to the Home section, Dashboard!
  • - The Dashboard is your new default homepage, with large, exciting links that launch you directly to some of the most popular areas of the iRacing UI!
  • - The Dashboard is responsive to different screen sizes and rearranges itself to accommodate.
  • - The Dashboard also features some animation for your selection.
Driver Customization
  • A brand new system has been added to the Paint Shop, Driver Customization!
  • - This system allows you to select from a variety of body and head types for your driver.
    • - Your selections have no impact on racing performance.
  • This system is also available for customizing AI Opponents within the AI Rosters section of the iRacing UI.
Paint Shop
  • The Paint Shop has received an overhaul!
  • - All of the below changes and updates apply to all of the following Paint Shops:
  • - - Profile Paint Shop - including driver helmet and suit
  • - - My Content Paint Shop - including all cars
  • - - Team Paint Shop - including team cars and suits
    • - AI Rosters Paint Shop - including cars, helmets, and suits
  • The Swatches palette has been updated and improved, with more functionality.
    • Create up to nine individual swatch sets to make switching between your favorite color combinations a breeze!
    • Each set of swatches now also features the actions: "Apply to All" and "Copy Active Colors".
    • - These controls are also context sensitive, so they will work for items such as Cars, Numbers, Team Cars, Team Numbers, Team Suits, etc.
    • - "Apply to All" takes the swatch set and applies those colors to all content of the context sensitive type, such as cars.
    • - "Copy Active Colors" takes the swatches currently applied the the item you are viewing, and overwrites this swatch set with those colors.
  • Wheel Materials are now selectable from a dropdown box.
    • When a user has "Stock" wheel material selected, the “I want to edit!” button is hidden, as these are always default.
    • When a user has any other wheel material selected, the customization options are available.
    • When customized wheels are changed back to Stock, the preview image above should also correctly revert to the stock material.
  • Two new wheel material types, "Brushed" and "Semigloss" have been added.
    • Brushed material simulates a brushed aluminum look.
    • Semigloss material simulates a dark custom look.
  • The “Select Another Car” button is now located in the header on the right.
Tracks
  • The Track window that presents information about a selected Track, either from My Content or the Store, has been updated!
  • - The information about the track has been formatted for easier reading.
    • Screenshots for many tracks have been updated.
  • A new information tab, Track Map, has been added!
    • Track Map shows you an interactive map of the track, including labeled corners, selectable configs, and the ability to filter various layers of the track map, such as buildings, pit road, other configs, etc.
    • These are brand new Track Maps, and we are in the process of recreating all of our track maps across the service. As they are completed, they will become available in upcoming Patches and the Track Map tab will be added for the associated track.
- New track maps have been added for the following tracks:
  • - Atlanta Motor Speedway
  • - Auto Club Speedway
  • - Barber Motorsports Park
  • - Brands Hatch Circuit
  • - Bristol Motor Speedway
  • - The Bullring
  • - Charlotte Motor Speedway
  • - Chicagoland Speedway
  • - Chili Bowl
  • - Circuit of the Americas
  • - Concord Speedway
  • - Crandon International Raceway
  • - Darlington Raceway
  • - Detroit Grand Prix at Belle Isle
  • - The Dirt Track at Charlotte
  • - Dover International Speedway
  • - Eldora Speedway
  • - Fairbury Speedway
  • - Five Flags Speedway
  • - Homestead Miami Speedway
  • - Kansas Speedway
  • - Kentucky Speedway
  • - Mount Panorama Circuit
  • - Nashville Fairgrounds Speedway
  • - Weedsport Speedway
  • - World Wide Technology Raceway
  • - [Legacy] Charlotte Motor Speedway - 2008
  • - [Legacy] Kentucky Speedway - 2011
Create a Race
  • The Maximum Tire Changes input control has been simplified.
  • A new point system has been added to Heat Racing, Rallycross 2020!
  • Fixed an issue where Multi-Class Races prevented users from changing tire limits when cars were in separate classes.
Teams
  • A new system for Team Registration has been implemented: Declare Team Drivers.
  • - This system allows a team member to Register themselves and/or their teammates as drivers or non-drivers for a Team Session. With this system, you must select whom from your team will be Drivers when Registering the Team for the Team Session.
  • - Teams are required to Declare Team Drivers upon Registration for any Official Team Session.
    • This system will prevent Strength-of-Field sandbagging, since all Drivers for all Teams will be declared before the Race starts. Each Team's iRating will be an average of all Declared Drivers' iRatings for determining Splits. All Declared Drivers must also drive their Fair Share of the Race or the Team will be disqualified.
  • All Official Team events will utilize Declare Team Drivers and the Fair Share rule.
    • These rules are both optional choices for Hosted Sessions - you may select to use the original system (no Declare Team Drivers and no Fair Share) in Hosted Sessions.
  • For Team Sessions, fixed an issue where "Full" was being displayed as the registration action in the Team Sessions table when the Sim advances to the Race Session. This allows drivers to register for the Session after the Session has started.
    • Remember, this only occurs when the max amount of teams have been registered for the session. This should not allow a new team to register for the session. You can only register if your team has been previously registered before advancing to the Race session.
  • Removed the “Register for this Session” toggle from the Team Registration screen.
    • Registering yourself for a team can now be accomplished by clicking the Register buttons via the “Joined Teams” table of the Team Registration Screen.
Leagues
  • League Sessions have been added to the Leagues page!
  • - This page will display every Session for every League of which you are a member, in both Table or Tile views.
  • - In Tile view, the League logo and banner images will be displayed to allow for further customization of the League Sessions view.
  • - Additionally, you can Spectate Sessions from Leagues that allow you to watch their races from the League Sessions page.
  • - Sorting, filtering, and Tags are all present to provide you with further customization of the League Sessions that you are viewing.
    • You can also quickly create a Hosted Session for your League via the “Create a Race” dropdown menu.
  • The Sessions tab of the League window has been improved so you may now view Pending and Running Sessions for each individual League for which you are a member.
    • You can now view these Sessions without being an Admin or Owner of the League.
  • The exact date and time is now displayed for all League event start and end times in both the League Sessions page as well as the Sessions tab of a specific League in the Leagues window.
    • The time displayed will use your specific iRacing App Settings to format the date and time to your desired preference, such as GMT time and 24-hour display.
Time Attack
  • Resolved an issue where driving against another competitor’s ghost car was not loading properly when driving from the Results window of Time Attack.
Test Drive
  • Resolved an issue where the “All Steps” mode setting was not being properly remembered for each user.
AI Racing
  • AI Racing now generates post-race news reports!
  • - Your AI races and AI seasons can stir up quite a story - a brand new media company is on the scene for reporting on AI Racing!
Results
  • An "Export" button has been added to all Results windows that download the event Results as a .json file to your PC.
  • License information is now displayed consistently for Team Results.
    • If there are no Safety Rating changes, "0.00" is displayed instead of a blank space.
Help & Support
  • A new section, Help & Support, has been added to the Navigation Bar!
  • - This section can be found at the bottom of the list, and contains a variety of documents, videos, and links to helpful and useful information.
  • - You can get connected to Customer Support, or File a Protest, here, too!
  • - Due to this new section, the "Help & Support" option has been removed from the top-right Helmet Menu.
MEMBERSITE:
  • The Classic Membersite home page has changed!
  • - The home page now features some large buttons that launch you directly to your desired location. Some of these will open the iRacing UI for you, while others navigate to the appropriate Classic Membersite page.
    • You can still access other areas and features that are not represented by the buttons on the home page.
  • Phase-Out of Classic Membersite - PHASE ONE: 2020 Season 4 Release.
    • Beginning with this Season release, some areas of the Classic Membersite will no longer be accessible, and instead, users will be prompted to redirect to the appropriate location within the iRacing UI. This change will help us focus our development efforts on a single environment, unify and optimize the user experience, and plan for the future.
    • For PHASE ONE, The following functionality will only be available in the Racing UI:
    • - Time Attack
    • - Paint Shop
    • For more information, please see this forum post:
  • Some track maps have been updated!
    • We are in the process of recreating all of our track maps across the service. As they are completed, we will add them in upcoming Patches. For the full list of updated track maps for this release, see the iRacing UI section above!
  • The iRacing Store page has been updated with selectable sub-sections including: Cars, Tracks, iRacing Dollars, Wheels & Controllers, Tech Tracks, iRacing Merch, and Deals & Promotions.
  • The Quick Start Guide for brand new users has been updated!
    • This is a significant overhaul, and should help our new users get to know the iRacing UI.
SIMULATION:
Connectivity
  • Fixed an issue that could cause background thread stutters shortly after the Session finished loading, and sometimes shortly after switching Race Servers (as with moving from an Open Practice to a Race).
Race Control
  • The Gained-time yield rules are now aware of a driver entering a pit lane. The yield time will now stay consistent as a driver enters the pit lane entrance area, instead of giving up due to comparing current speeds to the racing speeds.
    • Any gained-time yield time a driver is carrying as they enter a pit lane will immediately be converted into a Stop-And-Hold black flag. An additional time penalty equivalent to a Pit Lane Pass will also be added.
  • The gained time slow down message has been adjusted to now also display the time remaining to give up the penalty time.
    • Now the penalty message says: "Slow Down! Yield X seconds within Y seconds!"
  • Fixed an issue where medium-length Ovals would run one too many Caution laps.
Dirt Racing
  • The water content in the dirt track layers below the surface have been adjusted to account for water running downhill along the hardpan.
AI Racing
  • AI Racing may now be run at the following additional track configs:
  • - Iowa Speedway - Oval
  • - North Wilkesboro Speedway
  • - Nürburgring Combined - Gesamtstrecke Long
  • - Phoenix Raceway - Oval w/open Dogleg
    • USA International Speedway - Asphalt
  • AI Drivers have received defensive driving line training at all Road configs!
    • AI Drivers should now better attempt to preserve their lead over cars behind them.
  • The ramp-up of difficulty for AI Drivers with lower Relative Skill values on Ovals has been slowed, particularly for Superspeedways. This should allow for more granularity for selecting an appropriate difficulty for your skill level.
  • AI Drivers have received training on the following topics:
    • Knowing when to use a lower line when driving a high downforce car at an oval.
    • Collision avoidance techniques at ovals.
    • Cornering on the outside at ovals.
    • Staying to the left on ovals during the final Caution lap.
    • Tracking their tire degradation, tire wear rate, and rubber cure level.
    • General pitting strategy for a long race.
    • Pitting strategy during Cautions.
    • Maintaining optimal pit lane speeds.
    • Being aware of their place in the pacing order during Caution periods.
  • AI Drivers have received some additional training with the following cars:
    • BMW M4 GT4
    • NASCAR Cup Series Chevrolet Camaro ZL1
    • NASCAR Cup Series Ford Mustang
    • NASCAR Cup Series Toyota Camry
    • Porsche 718 Cayman GT4 Clubsport MR
    • VW Jetta TDI Cup
  • AI Drivers have received some additional training at the following tracks:
    • Martinsville Speedway
New Damage Model
  • The duration of time it takes for car-to-car collisions to be re-enabled after a reset has been reduced.
  • - Previously, any time a car blinked out, it took two seconds before its car-to-car collision was re-enabled. This has been reduced to one-half second to reduce a ghosting-effect, where cars move through each other during continued crashes.
    • The two second car-to-car collision delay remains in place for cars leaving a pit stall.
  • Collision checking for assigning incidents from track contact has been improved.
  • Updated the collision algorithms used when two bodies collide into each other and then begin rotating around different axis. This change helps reduce the tendency in some collisions where one body will snag on the other and hook around it.
  • Adjustments have been made to the algorithm for collisions between two bodies that then slide against each other to prevent snagging, particularly when bump drafting.
  • Some collision shapes and properties for detached car parts, cones, tire barriers, and other world objects have been improved.
  • Adjustments have been made to reduce the likelihood of wheels instantaneously hyper extending when a car is returned to the pits, which could trigger a vehicular space launch.
Graphics
  • Cloud rendering has been improved to use re-projection techniques. This allows the clouds to move smoothly across the sky even with "Low" sky detail settings. Also, the sky now renders every pixel, every frame, such that the sky colors no longer strobe or pulse across the screen during sunsets.
  • - The sky detail setting now defaults/resets to "Low" in the Advanced Graphics Options after the first run of the Sim. This is because this setting has been much improved with this update, and it uses less resources.
    • The "SkyDetail" setting in the "rendererDX11.ini" file has been renamed "SkyRefreshRate".
  • Triple screen setups now support driving cameras with up to 270 degrees field-of-view. This has been increased from 179 degrees. It works best below 210 degrees for most setups, but has been opened up to 270 degrees for special use-cases.
    • Note that setting up very large FOV's successfully requires a proper physical setup of both the displays and seat position. Also, the correct display/monitor settings must be specified in the Graphics Options.
  • The rendering of foggy conditions at night has been substantially improved.
  • Virtual reality headsets now perform visibility culling per eye, when necessary, to support headsets with a combined field-of-view beyond 179 degrees.
  • The OpenVR SDK has been updated to version 1.12.5
Audio
  • Road debris sounds have been added to iRacing!
    • Now you will hear car parts colliding and scraping on the track, walls, and other cars. You'll also know when you ran something over on the track!
  • A new volume slider, "In-Car Sound Balance," has been added to the Audio options.
    • This slider lets you tune the volume of your own car's sounds when you are in a cockpit view relative to all the other sounds in the world, such as your opponents' engines. The range of allowable adjustment is between -20 and 0 dB. The default value is 0 dB.
  • Ignition cut backfire sounds have been updated for a variety of vehicles.
  • Engine audio levels for exterior cameras have been improved for all stockcars and trucks.
  • When switching cameras, the motion of the previous camera's microphone will be maintained during the transition to eliminate awkward volume or sound hiccups.
  • Some chase and cockpit cameras' microphone levels have been adjusted.
Environmental Sounds
  • The world of iRacing comes to life around you! You will now hear environmental sounds from a variety of sources to enhance realism and immersion.
  • - This is a brand new feature, and you will hear a chorus of ambient environmental sounds implemented at all tracks. These sounds include: garage tool sounds, pit chatter, crowds, announcements, birds, insects, wind, cityscapes, water features, and more.
  • - This feature is only available when utilizing XAudio2. No environmental sounds will play through DirectSound.
Pit Stop
  • Increased the timeout on the fuel-man.
    • This may solve an issue where a car fails to get fuel during a pit stop, even when fuel was requested.
  • New hats!
    • The default hat color for pit crew members has been changed.
  • Pit box equipment models have been updated for a variety of vehicles, including: TCR, GT3, GT4, GTE, LMP, and LMP2 cars.
Track Characters
  • Some level-of-detail settings have been adjusted to provide smoother visual transitions as the camera changes distances from track marshals, photographers, race officials, and Barney, the Legendary Flagman.
  • Some textures for some trucks and trailers have been updated.
  • Track marshals and flagger stations should now only be visible when Object Detail settings are maximized.
Visual Effects
  • The visual effects for race debris have been updated.
Interface
  • Fixed an issue where some helmet images were shifted to the left several pixels, cutting off the front of the helmet.
Spotter
  • A new French spotter pack has been added!
  • - Recorded by Jonathan Butel, this pack replaces our older French-Tomedes pack and is of a much better quality.
    • - Many thanks to Jonathan for his hard work translating and recording this pack for us!
  • Italian spotter pack samples from Renzo Olivieri and Marco Arcidiacono have been updated.
Replay
  • For the Laps table, all of the different Sessions (Practice, Qualify, Heat, Race, Etc.) have been unlocked when viewing a loaded replay. A user must no longer manually advance to the desired Session to unlock its Lap table. The "Prior" and "Next" Session buttons are now always available for use.
Spectators
  • Some additional Race Control information is now available for event Spectators that was not being sent before, including course flags and session timers.
Admin Commands
  • Event Admins may now revoke chat privileges and boot members connected as Spectators.
  • The response to the "!showDQs" Admin command has been improved by displaying a full driver name. A leading message has also been added to the response to make it more readable.
** Telemetry**
  • The code for writing disk telemetry has been moved to a separate thread from the physics to avoid any potential cause for stuttering.
Controllers
  • Support has been added for the latest Logitech G923 TrueForce wheel.
  • - The option to enable vibration of TrueForce wheels has been added to the Options menu. When enabled, this sends either your cars engine audio or a physics-based signal to the wheel in addition to the force feedback signal we currently provide.
    • A new parameter, "[Force Feedback] trueForceVibePhysics=0" has been added in the "app.ini" file, which lets you choose between the game engine audio (0) or a physics-based vibration effect (1) similar to the LFE effect.
  • Support for Razer Chroma backlighting effects has been restored.
    • However, the Logitech backlite effects remain disabled due to the bug with G-HUB that causes iRacing to lock-up at shutdown.
  • The option to completely disable TrueForce support, [Force Feedback] trueForceEnabled=1, has been added to the "app.ini" file.
    • For now, TrueForce and LFE will be forced to use physics-based audio when the Sim is using XAudio2, as a temporary work-around.
CARS:
ARCA Menards Chevrolet Impala
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Aerodynamic profile has been adjusted slightly.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
Aston Martin DBR9 GT1
  • Tire rubber properties have been adjusted slightly.
Audi R18
  • An updated tire model has been applied to this vehicle!
  • For the hybrid system, when automatic deployment is selected, the system will try to maintain an average battery state of charge of 50%.
Audi R8 LMS
  • 2020 Season 4 Balance Adjustments: Minimum weight has been increased by 2.5 kg.
  • The iRacing setups have been updated.
Audi RS 3 LMS
  • Fixed an audio artifact with the turbo sound loop.
  • The iRacing setups have been updated.
BMW M4 GT4
  • Backfires have been updated.
  • The iRacing setups have been updated.
BMW M8 GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • The iRacing setups have been updated.
BMW Z4 GT3
  • The iRacing setups have been updated.
Chevrolet Corvette C6.R GT1
  • For the New Damage Model, a variety of updates have been made, including:
  • - The strength of hinges connecting some car parts to the body has been reduced.
  • - Reduced the severity of various car parts snagging on each other including the engine cover, bumpers, and wheels.
  • - The durability of various detachable car parts have been adjusted for more realistic lighter collisions.
    • Chassis properties have been adjusted to reduce "sticking" behavior.
  • Tire rubber properties have been adjusted slightly.
Chevrolet Corvette C7 Daytona Prototype
  • The purchase price for this vehicle has been reduced to $2.95.
Chevrolet Corvette C8.R GTE
  • NEW CAR!
  • - A new GTE car, the Chevrolet Corvette C8.R GTE, has been added to iRacing!
  • - With Chevrolet’s move to a mid-engine layout for the eighth-generation Corvette, the brand’s IMSA program made the same shift for the 2020 WeatherTech SportsCar Championship. The Corvette C8.R builds upon six successful years of racing for its predecessor C7.R, and debuted at the 2020 24 Hours of Daytona. Six months later, it returned to Daytona and won in just its second race out with drivers Antonio Garcia and Jordan Taylor, and the week after that, it scored its first 1-2 finish at Sebring International Raceway. The latest entry in Chevrolet’s lengthy sports car racing history features a 5.5-liter powerplant that produces 500 horsepower at 7400 rpm. It’s the fourth Corvette built by Pratt & Miller since partnering with General Motors in 1999, a relationship that has brought eight victories at the 24 Hours of Le Mans, three at the 24 Hours of Daytona, and 11 in the 12 Hours of Sebring.
  • - Purchase the Chevrolet Corvette C8.R GTE from the iRacing Store here: LINK
Chevrolet Monte Carlo SS
  • An updated tire model has been applied to this vehicle!
  • A thermal braking system has been applied to this vehicle.
  • Nose weight range has been shifted forward.
  • The iRacing setups have been updated.
Dallara F3
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • The iRacing setups have been updated.
Dallara P217
  • NEW CAR!
  • - A new LMP2 car, the Dallara P217, has been added to iRacing!
  • - Dallara’s return to prototype racing for the first time since the original Audi R18 TDI, the P217 made its debut in 2017. The car competes in the LMP2 class in both the FIA World Endurance Championship and European Le Mans Series, while a Daytona Prototype International-spec version of the car races at the top level of the IMSA WeatherTech SportsCar Championship with Cadillac branding as part of a relationship with General Motors. The LMP2 P217 is powered by a 4.2-liter Gibson V8, and features a six-speed sequential paddle shift transmission by Xtrac. Drivers who raced in the car in its 24 Hours of Le Mans debut included Formula 1 legend Rubens Barrichello, former Le Mans winner Jan Lammers, and IndyCar veteran Mikhail Aleshin. Other Formula 1 veterans who have driven the car at Le Mans include Felipe Nasr, Sergey Sirotkin, and Giedo van der Garde.
  • - Purchase the Dallara P217 from the iRacing Store here: LINK
Dirt Sprint Car
  • Tire stiffness in opponent cars has been adjusted slightly to reduce visual sinkage into the racing dirt surface during back-patched replays.
Dirt Street Stock
  • The iRacing setups have been updated.
Dirt UMP Modified
  • This vehicle has been added to the iRacing Rookie default content, and ownership has been granted to all iRacing Members for FREE!
  • The iRacing setups have been updated.
Ferrari 488 GT3
  • 2020 Season 4 Balance Adjustments: Minimum weight has been reduced by 2.5 kg.
  • The iRacing setups have been updated.
Ferrari 488 GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • Fixed height packers have been added to prevent bottoming.
  • Michelin tire logo has been updated.
  • The iRacing setups have been updated.
Ford GTE
  • An updated tire model has been applied to this vehicle!
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Adjustable brake master cylinder sizes have been added.
  • Fixed height packers have been added to prevent bottoming.
  • Michelin tire logo has been updated.
  • The iRacing setups have been updated.
Ford GT GT2/GT3
  • For the New Damage Model, a variety of updates have been made, including:
  • - The strength of hinges connecting some car parts to the body has been reduced.
  • - Reduced the severity of various car parts snagging on each other including the engine cover, bumpers, and wheels.
  • - The durability of various detachable car parts have been adjusted for more realistic and lighter collisions.
    • Chassis properties have been adjusted to reduce "sticking" behavior.
  • (Ford GT3) - The iRacing setups have been updated.
Formula Renault 3.5
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Draft strength of a following car has been reduced slightly.
  • Fixed an issue where the DRS state was not getting reset with Session transitions.
Global Mazda MX-5 Cup
  • An updated tire model has been applied to this vehicle!
  • The New Damage Model has been enabled for this vehicle!
  • Allowable adjustment ranges on tire pressure and ride heights have been narrowed.
  • The iRacing setups have been updated.
HPD ARX-01c
  • The purchase price for this vehicle has been reduced to $2.95.
Indy Pro 2000 PM-18
  • Car specifications have been updated; this car now features separate Oval and Road Course parameters.
  • Fixed an issue where toe adjustments were going in the wrong direction in the rear of the car.
  • The iRacing setups have been updated.
Legends Ford '34 Coup
  • (ALL) - The iRacing setups have been updated.
Lotus 79
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
Lucas Oil Off Road Pro 2 Lite
  • Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • The iRacing setups have been updated.
Lucas Oil Off Road Pro Trucks
  • (ALL) - Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • (ALL) - The iRacing setups have been updated.
USF 2000
  • Car specifications have been updated; this car now features separate Oval and Road Course parameters.
McLaren MP4-12C GT3
  • The iRacing setups have been updated.
McLaren MP4-30
  • An updated tire model has been applied to this vehicle!
  • This vehicle now has multiple tire compounds to select for use before and during an event.
    • You are able to select from Soft, Medium, or Hard tire compounds. Each behaves as real-world tires of the selected compound.
    • Tire compound selection can be made in the Garage, and the selected compound is saved with the setup.
    • When driving and preparing for a pit stop, you can specify which compound will be fitted to the car during your pit stop.
    • If you set a best-lap in Qualifying, then you will be required to start the Race with the same compound tire fitted to your car that was used in establishing that lap time. Race Control will enforce this requirement, so you do not need to manually select the right one. Note that Race Control will put a new set of tires of that compound onto your car for the start of the race, eliminating any wear accumulated during Qualifying. If you do not set a Qualifying time, you will have a free choice of compound for the start of the Race Session.
  • The MGUK deployment system has been automated, modified to make it easier to use, and provide optimal behavior. It's behavior now follows specific parameters based upon the option you select in the Garage:
    • For Qualifying Sessions: You get a large battery, overtake deployment is automatic, and you have no manual deployment.
    • For Race Sessions: You will have three state of charge options that you can adjust at the beginning of every lap. This should allow you to use your battery for strategic race decisions regarding undercuts, overcuts, and passing while allowing you to focus more on driving than hitting the boost button at the correct times. Once the battery reaches it's target state of charge, it will function the same for each target state and will then require a higher target to give you the option to push again.
    • For Test Drive and Practice Sessions:
    • - If you choose "Qualifying Deployment" in the Garage, you get a large battery, overtake deployment is automatic, and you have no manual deployment.
    • - If you choose "Race Deployment" in the Garage, you get a small battery and you have three target battery state of charge options. Deployment will be automatic otherwise.
  • Minimum cold tire pressures have been increased to 22 psi for front tires, and 20 psi for rear tires.
  • Level-of-Detail settings have been adjusted to improve visual performance as a camera changes distances from this vehicle.
  • The iRacing setups have been updated.
Mercedes-AMG GT3
  • 2020 Season 4 Balance Adjustments: Aerodynamic downforce has been increased slightly.
  • The iRacing setups have been updated.
Modified - SK
  • Fury logo on the dashboard has been updated.
  • (ALL) - The iRacing setups have been updated.
NASCAR Chevrolet Monte Carlo - 1987
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Stagger has been increased at most tracks.
  • Ballast movement range has been opened.
  • 3rd gear ratio has been set to 1.31.
  • Low-end torque has been increased.
  • Drafting parameters have been updated slightly.
  • Driver goggles have been updated slightly.
  • The iRacing setups have been updated.
NASCAR Cup Series Chevrolet Camaro ZL1
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Cup Series Ford Mustang
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Cup Series Toyota Camry
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • A high downforce package is now used at Daytona International Speedway - Road Course.
  • The iRacing setups have been updated.
NASCAR Ford Thunderbird - 1987
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Stagger has been increased at most tracks.
  • Ballast movement range has been opened.
  • 3rd gear ratio has been set to 1.31.
  • Low-end torque has been increased.
  • Drafting parameters have been updated slightly.
  • Driver goggles have been updated slightly.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Chevrolet Silverado
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Ford F150
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Gander Outdoors Toyota Tundra
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Chevrolet Camaro
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Ford Mustang
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
NASCAR Xfinity Toyota Supra
  • Tire damping has been increased by 70% to reduce the rolling and bouncing that sometimes occur with a stiff front suspension.
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
  • The iRacing setups have been updated.
Porsche 718 Cayman GT4 Clubsport MR
  • For the New Damage Model, mount strength of side-view mirrors has been greatly increased.
  • The iRacing setups have been updated.
Porsche 911 GT3 Cup (991)
  • Brake bias has been adjusted forward to 49.5%
Porsche 911 RSR
  • An updated tire model has been applied to this vehicle!
  • Aerodynamics have been completely re-worked, and an aerodynamic balance calculator is now included in the Garage.
  • Stiffer suspension springs have been added to better suit the updated aerodynamics.
  • Adjustable brake master cylinder sizes have been added.
  • Packer heights and bump rubbers have been adjusted to control bottoming.
  • The iRacing setups have been updated.
Porsche 919
  • An updated tire model has been applied to this vehicle!
  • Aerodynamic downforce has been slightly increased when the high downforce bodywork is fitted.
  • For the hybrid system, when automatic deployment is selected, the system will try to maintain an average battery state of charge of 50%.
Radical SR8
  • Tire warmers have been set to 60 degrees Celsius to aid cold tire performance.
Silver Crown
  • The iRacing setups have been updated.
Skip Barber Formula 2000
  • Fixed an issue where the suspension was invisible for cameras attached to the front suspension.
Street Stock
  • The iRacing setups have been updated.
Supercars Ford Mustang GT
  • Brake parameters have been adjusted.
Supercars Holden ZB Commodore
  • Brake parameters have been adjusted.
USF 2000
  • Fixed an issue where toe adjustments were going in the wrong direction in the rear of the car.
  • The iRacing setups have been updated.
VW Jetta TDI Cup
  • This vehicle has been added to the iRacing Rookie default content, and ownership has been granted to all iRacing Members for FREE!
Williams FW31
  • An updated tire model has been applied to this vehicle!
  • The iRacing setups have been updated.
[Legacy] Mazda MX-5 Cup & Roadster - 2010
  • (ALL) - An updated tire model has been applied to these vehicles!
[Legacy] NASCAR Cup Chevrolet Impala COT - 2009
  • Tire rubber properties have been adjusted slightly.
[Legacy] NASCAR Cup Chevrolet SS - 2013
  • Tire rubber properties have been adjusted slightly.
  • Lateral and longitudinal toe compliance has been updated.
  • Gear limits have been adjusted.
submitted by TychoLoor to iRacing

Weapon modding - a guide for newcomers

The weapon modding in EFT is hands down the most complex weapon modding system in any game on the market. But at the same time it can be extremely intimidating due to the sheer number of weapon mods in the game, that is in the hundreds if not north of a thousand.
This guide is more focused on a low level player experience overwhelmed by the sheer abundance of stuff. While it becomes substantially easier when you unlock the flea market and especially the workstation, but it's much more efficient when you know what to do and you're not figuring stuff out by trial and error.
Before we get to business, we need to establish a bit of theory. You don't need to memorize every single part in the game, but you do need to know how to recognize it's purpose.
To start off we will focus on rifles as they're the most complex in terms of modding and will provide you with skills that will be transferable to other weapons in the game.
To get a nice baseline for modding in the game let's focus on two gun patterns - AR's and AK's as they are the most complex in terms of modding.
AR pattern guns cover not only Assault Rifles like the M4A1 or HK-416, but also Designated Marksman Rifles (DMR's) like the RSASS or SR-25 or even submachine guns like the MPX.
AK pattern guns cover not only a variety of AK's in all varieties of calibers - 7.62, 5.45, 5.56 and even the civilian 366 TKM, but also the DMR's like the SVD-S and submachine guns like the PP-19 or Saiga-9.
  1. Lower Receiver - this is is where the main gun mechanism with the trigger, firemode selector. It's the main base of the gun. This is also where we attach the pistol grip.
  2. Charging Handle - used to manually cycle the bolt. Don't worry about them at all, they don't affect anything beside ergonomics.
  3. Upper Receiver - The second most important part of the gun. Here is where we can mount our scopes, attach our handguard and barrel and feed the magazine.
  4. Barrel - these can be interchange to adjust to our needs. For example longer barrels provide more recoil reduction, but at the cost of ergonomics or viability in CQC. Some handguards are only compatibile with certain barrels and vice versa.
  5. Muzzle device - here we have all of your flash hiders, compensators and suppressors.
  6. Gas block - a vital part that's used to carry the exhaust gasses back to the receiver to cycle the bolt. Modding wise we have only a few viable options, but a bit more on that later.
  7. Handguard - this is where we can attach our front grip, lasers or canted sights. Different harnguards also offer different perks like ergonomics, recoil reduction
  8. Buffer tube and stock - Only the buffer tube is a necessary element of the gun, but the stock provides a massive recoil recuction so you'll always want to have some sort of stock on your gun. Some stocks also offer an ergonomics boost.
  9. Pistol grip - vital part, only impacting ergonomics.
  10. Magazine - different magazines have different ergonomics impacts and other modifiers as reload speed.
https://reddit.com/link/iwgunq/video/cr9g2xkosbo51/player
These were the AR pattern rifles, but how do AK's differ? In simple terms, while the base of the gun for AR's was the lower receiver, in AK's the receiver, charging handle and barrel are all one part. There is also no differentiation for lower and upper receivers. Everything else is roughly the same.
Let's go over that:
  1. Gun base (barrel, receiver and charging handle) - main gun mechanism
  2. Gas block - vital part similar to AR pattern guns, but with one caveat - there are gas block and handguard combos available!
  3. Pistol Grip - same as for AR
  4. Handguard - same as for AR.
  5. Dust cover - first big difference, this part is optional and the gun will work without it, but will lower your ergonomics
  6. Stock - same in principle as AR but with a small difference. Contrary to AR rifles, some AK's have side foldable stocks.
  7. Muzzle device - same as for AR
https://reddit.com/link/iwgunq/video/wmjfkjfpsbo51/player
Aside from that we also have an assortment of other weapons that have less complex modding capabilities like Pistols, Shotguns, SMGs, Sniper Rifles and Carbines, but those don't benefit as much from modding as rifles.
Pistol modding typically involves suppressing it, adding a flashlight and adding a compact red dot on top of it. Much the same for shotguns although the stock versions are good enough most of the time.
SMGs offer a little more with the addition of front grips. Sniper rifles and carbines in some cases have different chasis but that's more of a late game gimmick.
There are two essential parameters that change the most in the process of modding a gun - recoil and ergonomics. There are also other like sighting range, accuracy and muzzle velocity, but they are more inherent to the gun itself and changes are negligable.
Recoil is self explanatory but ergonomics might be a bit confusing. In short ergonomics influence:
  1. Speed of aiming down sights
  2. Amount of noise during aiming down sights
  3. Stamina drain during aiming down sights.
Pro Tip #1 - The inspect window is your friend.
Every single item in the game can be inspected which will give you a movable window with a 3D model of the part, context buttons, attachment options, stats & info and lastly a description. There's also a cool feature which shows you which guns a given item is compatible with, however it only shows the ones that you have in your possesion (both in raid and in stash!).
Additionally we have to note that the caliber of a given gun is marked in the top right corner of the gun box:
https://preview.redd.it/pyofvfhqsbo51.jpg?width=819&format=pjpg&auto=webp&s=9d502201fe7a71ad5da9c7be09a1021df6036a9f

Modding a gun!

To mod a gun in Escape from Tarkov you have two options:
  • Directly through the inventory - works only for adding stuff onto your gun and if the gun has a spare slot, just drag an attachment and drop it onto the gun. This also works for other standalone pieces of gear.
https://preview.redd.it/xxy8g74wsbo51.png?width=318&format=png&auto=webp&s=732873642df74b3e095e9244978665d74cc6986e
  • Through the inspect window - if you want to take something off, you need to use the Inspect window which contains a bottom section with every attachment mounted on the gun.
https://preview.redd.it/fwo7ls2zsbo51.png?width=675&format=png&auto=webp&s=1271d9dd73e43b1a3dc94d6c7f53d1b27de875ae
This is also available in raid, but limited to attachments that are actually moddable in-raid, everything else will be grayed out. Typically the only moddable parts are muzzle devices, stocks, scopes, sights and tactical devices.
  • Through the modding screen - available only when you unlock the Workbench in your hideout.
https://preview.redd.it/3fuq0fc2tbo51.png?width=1503&format=png&auto=webp&s=dda4d9980f736db863a2372fc3c6e92f3e454158
  • Through the preset screen - also available after you unlock your workbench.
https://preview.redd.it/7yq03rc4tbo51.png?width=700&format=png&auto=webp&s=506d2cc75f5b1c496aebf04db797b33c3948c859
The main difference between the modding screen and preset screen is that the modding screen shows only parts that are in your stash, while the preset screen allows you to see all compatible parts that are known to you (as in, you have examined).
This is something that you'll want to unlock as soon as you can. However, until you get access to the flea market, it's usefulness will be severely limited.

---- Sights ----

First thing you'd want to do when you get a gun in EFT is probably to put on a reddot so you're not forced to use iron sights. For that you have two options:
  • Picatinny rails - found mostly in western weapons but also in russian ones
https://preview.redd.it/zbs63xwftbo51.png?width=1752&format=png&auto=webp&s=bcd8bc6db2f1371ba5bdf98b6c43170b177e2e10
  • Dovetail mounts - found only in selected russian weapons.
https://preview.redd.it/42ivrkoitbo51.png?width=1719&format=png&auto=webp&s=de07599315d3f07cb3d84ca9a3bf59d544a50b54
If you want to mount a sight on a picatinny rail, it's simple. Just slap it on the weapon and you're good to go! But if we want to do the same thing for an AK, we need either an additional mount or a scope that's already designed to utilize the dovetail mount like the PSO 1, USP-1 4x, Cobra EKP-8-02 or OKP-7 (Dovetail))
There is a wide array of rails for dovetail mounts: Axion Cobra, Pilad , B-13 or the B-13V among other. None of them however are available to you in the beginning, but it's good to look of for them when looting.
https://preview.redd.it/flrucd0htbo51.png?width=1599&format=png&auto=webp&s=c05d62e7679516a05eede551b11e1b12d0cb9d70
There's also the option to put sights on railed dust covers, the most popular one being the Bastion dust cover, commonly found in crates and scavs. There are 3 other ones, but they're uncommon and available late in the game. To put one on you have to remove the default dust cover and the rear sights.
In terms of choice it's really up to personal preference. In the beginning every sight is an upgrade over irons, but as you progress through the game so experiment!
The most popular red dot, by far, is the PK-06 due to it's slim frame and clear sight. One of the most often spawning reddots is the P1X42 which is also quite decent.
Somewhere sitting in the middle we have Assault scopes which combine long and close range capability like the ELCAN SpecterDR 1x/4x Scope or the Valday PS-320 1x/6x Scope. They're typically, directly mounted onto the rail, with the exception of the Trijicon ACOG scopes which require an additional mount, but also are compatible with the AR Carry Handle !
In terms of long range scopes, the PSO family of scopes and the USP-1 is your best bet at low levels as it's available at Prapor LL1. In terms of proper optics they come in 3 ring mount variants:
Then we have our special scopes like thermals and nightvision scopes but I wouldn't bother with them for now. The thermals don't spawn in raid, the NSPU-M is meme-level trash and the Vulcan requires an additional mount available at Jaeger LL1.
Lastly, we have the mosin PU 3.5x scope, but it requires two aditional mounts available at Prapor LL2 and fits only on the regular Mosin variant (not on the Infantry or Sawed off versions).
Pro tip #2 - Change that gas block!
Let's say you find an ADAR or an M4, put a sight on it and realize that there's this pesky front sight in the way.

It's like this <--- but you want it like -
The problem is that the front sight is combined with the gas block, but luckly it's an easy fix - you just have to replace the frontsight/gas block with the MK12 Low Profile Gas Block.
https://preview.redd.it/dk4ygac4ubo51.png?width=612&format=png&auto=webp&s=9c55d6af28bdeae4c1bce71cb3eb5158d5748dd9
It will also be necessary when you replace any of the handguards, speaking of which...

---- Handguards ----

Now let's say you want to put a frontgrip, laser or flashlight on your gun - for that you'll need to have a railed handguard. These come in two forms: integrally railed and modular. Modular handguards require additional, sometimes exotic, additional mounts to allow you to put on attachments. There are also mixed ones that have a rail for sights, lasers or flashlights but require a mount for a grip.
How to identify them? Just open them up in the inspect menu and rotate around.
https://preview.redd.it/953yn7vjvbo51.png?width=554&format=png&auto=webp&s=4df3f74ffb999c830b2e007384a6d983df99c220
The most commonly used ones are the M-LOK guides which fit on the biggest amount of handguards. However, to make matters worse, they come in different lengths which limits what they can be used for. A 4.1 in guide can be used for a foregrip only, while a 2.5 inch can be used only for lasers and flashlights. They're available at LL2 Mechanic, so quite advanced into the game.
The earliest available handguard mounts are the Vltor CASV keymod mounts, unlocked at LL2 Peacekeeper, but they have a limited comatibility.
With that in mind, you should be on the lookout for handguards with integrated rails. Even if you gain access to the flea market a lot of them come with an inflated price tag.
That said, handguards such as the aforementioned B-10M , CAA RS47 should be your prime interest when it comes to AK platform weapons. Sometimes you can also find the Aggressor, which is a top tier handguard.
It also has to be mentioned that these handugards (and handguard-gas block combos) allow you to mount Red dot sights! However this is only true for AK-pattern handguards as
For AR's like the M4A1, TX-15 DML or ADAR 2-15 you basically have only the option of the Daniel Defence RIS series - RIS II FSP 9.5 or RIS II 12.25. There's also the KAC RIS available at Peacekeeper LL2.
All other require additional mounts, but out of those the LVOA-S and LVOA-C are of interest as they use the Vltor CASV keymod mounts.
Similar systems like the HK-416, MPX, RSASS, SR-25 or even the SA-58 already come with their own proprietary handguards and (with a few minor exceptions) are not interchangable! The stock versions of the HK-416, MPX and the short SA-58 already come with railed handguards and only the higher tier ones require additional mounts. Also, if you happen to hit the jackpot and loot a TX-15, these already come with attached mounts.
To wrap it up, here's an example of a modded AR handguard with a canted backup sight, laser pointer and a front grip. (yes! individual parts also have their own individual sub inspection screens!)
https://preview.redd.it/q39bd9xyvbo51.png?width=1077&format=png&auto=webp&s=09dafcf547857b24c32eb5a4d6f3cad3842f6da9
As we can see the front grip (Shift) can be mounted only on the 4.1in M-LOK mount, wwhile the TBL laser pointer goes onto the 2.5in M-LOK mount. In case of this handguard we can see 4 additional slots for 2.5in M-Lok mounts which allow us to place the laser pointer in multiple configurations - underneat, on the sides or the 45deg angle mounting point. Lastly we have the T-1 backup sight.
--- Backup sights ---
Almost a necessity when running a long range fixed zoom scope like the PSO. Backup canted sights require you to have a railed handguard and the NcStar MPR45 Backup mount available at Peacekeeper LL2, so pretty early. It does spawn occasionally but it's price gauged on the flea so beware.
https://preview.redd.it/ataatk8rvbo51.png?width=585&format=png&auto=webp&s=e1b63f72b956101661a4585599e48bded670d254
The backup mount only takes compact sights - the earliest one available to you is the Burris FastFire 3 Reflex Sight at Peacekeeper LL1.

--- Front Grips ----

For front grips the formula is quite simple - it's better to have one, nevermind what it is. At minimum they add ergonomics, but some also provide a substantial recoil reduction.
I recommed checking out this followin cheat sheet made by u/platypus364:https://www.reddit.com/EscapefromTarkov/comments/g2rltf/foregrips_cheat_sheet/
Allmost all of them are interchangeable except the Hera CQR which only fits on selected rifles.

--- Stocks ---

Stocks serve the main function of providing a substantial recoil reduction boost, ranging roughly from 30 to 50%, so you'll always want to have a stock on your gun (some won't work without them!). Some also provide a boost to ergonomics.
Proprietary stocks are used only for one type of gun. Use the Inspect window extensively to find out.
Western fixed stocks are mostly found on the AR pattern rifles, the HK-416, RSASS, SR-25, SA-58, M1A SASS, but also on russian weapons like the RPK-16 and the TAPCO SKS chassis.
Most stocks need to be put on the buffer tube and they're interchangable for the most part with one exception - the Magpul PRS GEN2 stock that needs the COLT "A2" buffer tube. The GEN3 variants can go on other buffer tubes.
There are also stocks that combine the functionality of the buffer tube and stock into one Gen.4 , M7A1 PDW or the UBR GEN2.
I recommend you use the following cheat sheets for best AR stocks by u/platypus364: https://www.reddit.com/EscapefromTarkov/comments/g2misk/ar_stocks_cheat_sheet/.
Russian AK pattern fixed stocks go only on non-folding variants like AK-74 , AK-74N , AKM , AKMN , Vepr AKM/VPO-209 and Vepr KM/VPO-136.
The best ones are the Zhukov-S and the UAS stocks so be on the lookout for them.
All other AK variants, the PP-19, Saiga-9 and Saiga-12 all take folding stocks. By default, they have their own stocks but there are also two other superior options from Zenit, the PT-3 and PT-1 with the former being better by a hair and is also the top folding AK stock in the game. However, they need an additional buffer lock to be able to mount them, available at LL2 Skier: AK74/AK100 PT Lock.
Often times you're best off by putting on the Recoil pad, available at LL2 prapor, on the default gun stock which grants you a handsome -5% recoil reduction.
[ Side note start ]
To make matters slightly more complicated, we have two outliers in the form of our favorite AKS-74u and the AKS-74, that have a similar albeit different lock: AKS-74/AKS-74U PT Lock.
But that's not all. There's also the AKM/AK-74 PT Lock which allows us to mount the PT-1 stock on fixed stock AK variants!
But wait, there's even more! You can also put western style stocks on both fixed and folding AK pattern guns (except the Magpul PRS GEN2 ), but that's more of a 30+ Lvl gimmick offered at LL3 Mechanic. Still they ocasionally spawn on scavs so you might be on the lookout for those.
[ Side note end ]
Speaking of stocks it's worth to mention carbines and snipers. We've touched on them before and while for the most part modding is very limited and more prominent in late game progression.
However we can single out the SKS as it's an entry level weapon and does warrant some attention.
The SKS comes in two variants - the regular SKS and the hunting variant OP-SKS which has the ability to accomodate the Dovetail OP-SKS mount, which is essential if you want to use any long range scope.
The default stock chassis don't allow for any modding, but there are the Fab Defence UAS Stock which has a rail for a red dot and a tactical device or the Tapco stock which also has a red dot rail but also allows a front grip. You'll find the Tapco variant on scavs sometimes, and the UAS spawns in weapon crates.
Lastly, theres also the UTG SKS SOCOM Rail mount which allows you to mount a front sight or a flashlight. Just drag and drop (only off raid!) onto the SKS and you're done.

--- Charging handles ---

I wouldn't bother with them at all, they just provide a minor ergonomics boost.

--- Pistol grips ---

Aside from one exception, they only affect your ergonomics. As always, the Inspect window is your friend for compatibility. They're "nice to haves" but I wouldn't put prime focus on them in the beginning.
There are however pistol-stock combos for the AR's - one is the default ADAR 2-15 wooden stock and the other is the Hera Arms CQR pistol grip-stock.
There's also a pistol grip-buffet tube combo for the AS VAL.

--- Magazines ---

Magazines are very fragmented and in general there's little interchangeability between them. Most of them are proprietary, but there are some that are interchangeable, particularly the 5.45x39, 5.56x45 and 7.62x39 variants.
Magazines, aside from different capacities, have impact on ergonomics and magazine loading/reloading time. Typically bigger magazines are less ergonomic and take longer to load. As always, check the inspection window for stats.
Overall when it comes to charging handles, pistol grips and magazines, I wouldn't worry about them too much in the beginning stages of the game.

--- Barrels ---

Exchangeable barrels are mostly a feature of western rifles, DMRs and shotguns. Carbines and SMGs with the exception of the MPX come with only one barrel variant. Russian rifles (with the exception of the RPK-16) have the barrel fixed to the receiver.
Barrel length typically is proportional to recoil reduction at the cost of ergonomics. Shorter barrels are mostly utilized in CQC environments.
Some handguards for the AR platform will only work with specific barrels. Here it's best to use the Presets modding window as it can get somewhat confusing.
Barrels have decent per slot value and are always a worthy pickup.

--- Muzzle devices ---

Muzzle devices divide into 3 categories:
  • Muzzle adapters - In general they are neutral to your stats and are just ast their names suggest, adapters. In some cases they are necessary to even allow mounting of a proper muzzle break or silencer
  • Compensators/Muzzle breaks/Flashhiders - these are used to bring down your recoil, sometimes at a minor cost of accuracy and ergonomics. However some of them serve as adapters for suppressors on top of being compensators themselves.
  • Suppressors - they provide you with sound dampening and often recoil reduction, but at a - sometimes substantial! - cost of negative ergonomics.
All follow the same general theme of being bound to a particular caliber (or calibers), but there are some exceptions when it comes to threading. For example the AK-103 and AK-104 rifles have a different barrel threading than the AKM derivative rifles, but that can be bypassed by using the TT AKM adapter.
I wouldn't concern myself with adapters for now. A lot of them are virtually useless (i.e. thread protectors), some of them are just for variety (i.e. additional compatibility). The only few that are worth attention are the ONE Mount for Gemtech suppressors and the SVD-S Thr. adapter as it's the only way to mount a suppressor on the SVD-S.
Suppressors are always worth picking up and using. In the current Tarkov soundscape, suppressors are almost hollywood quiet and personally I never run without one. If you have none, a compensator will be fine. The inspection window descriptions should always give you an indication if it requires an adapter or matching muzzle break.
A good rule of thumb at the beginning is to keep suppressors matching to the gear you have available to you but sell the rest, particularly those that need an adapter.

--- Tips for sub Level 10's ---

Contrary to popular gospel, you're not limited only to SKS's and Pacas for the first 10 levels. Here are a few tips and tricks to get you started.
  • Use your scav whenever you can. Collect gear off fallen scavs, they'll often have decent armor and weapons you can use as a base for your next raid with mild investment. Reserve is the best map for scavving, but it has long queues and can be quite overwhelming. Interchange comes in at close second. Customs can be good if you avoid hot spots. I'd avoid Factory, it's a meatgrinder. Woods can be good if you're experienced but would avoid it in the beginning.
  • Weapon cases/crates are a great (albeit RNG bound) source of attachments, weapons and ammo, loot them whenever you encounter one.
  • Keep what you can use, sell the rest. Finding an RSASS might be cool, but you won't get much use of it when you don't have access to ammo and magazines.
  • Attachments are often worth more than guns. In terms of the moneymaking metagame, the value per slot is king. Picking up two 1-slot red dots will net you the same profit as an 8-10 slot AK.
  • Handguards and various railed mounts are great for stacking attachments - this is why people take mounts off shotguns, they can stack up to 3 flashlights/lasers in just one slot. Same can be done with handguards - on some of them you can put 3 lasers, a sight and a front grip.

--- Tips for using the Linked Search function ---

When you finally get access to the flea market, you're only bound by your wealth. There's a function called Linked Search to help you find compatible items.
While the feature is pretty self explanatory, searching can seem unreliable. The most important thing to note is that clicking Linked Search on an assembled gun, does not return the list of parts compatible with that particular gun. Instead it returns the list of parts compatible with that particular type's gun base!
So if you're looking for a matching muzzle device for that M4 you've just looted, you have to do a linked search on the barrel! If you want to change the handguard, you need to do a linked search on the upper receiver. And so on.
Here's a shortened cheat sheet to
  • Muzzle device - barrel (if exchangeable) or base gun
  • Front grip/tactical device - handguard (might need additonal mount)
  • Handguard - upper receiver or gas block (AK's)
  • Gas Block - barrel or base gun (AK's)
  • Charging handle - upper receiver or base gun (AK's)
  • Pistol grip, buffer tube, stock or stock adapter - lower receiver, base gun (AKs) or chassis (i.e Tapco SKS)
  • Recoil pad - stock
submitted by sunseeker11 to EscapefromTarkov

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