New site in development
Hi Folks,I am developing a new site that will show the stats / rank and achievements capabilities of ORC.  If there is any extra features you would like please let me know through the forums :)Ta ...
New Version 1.0.11 Released
In this release: -- Added a slider to set reflection map update rate- Added penalties for track cutting (when gaining an advantage)- Added option to hide steering wheel (in options.json)- Changed voti ...
New Version 1.0.10 Available
New in this release: -- Added high frequency force feedback effects- Reduced force feedback lag- Added Kerb VibrationsAs I have only one wheel (Logitech G25) it's difficult for me to set good defaults ...
New Version 1.0.9 Available
Hi Folks,Mostly just an bug-fix release, but with a couple of new features (lobby chat and small physics tweaks)Tweaked the default setupNew lobby chat in the join menu and online (http://onlineracing ...
Alpha Test Version Available
We are looking for Alpha testers to test out ORC.  If you would like to try ORC please join us in the Alpha Test Forums *NOTE* ORC is far from finished, but with your help you can help ...
Beltoy Park - Alternate Layouts Video
Hi Folks,We have been working hard recently on less visual things (security / UI / bugs), hence the lack of updates (it's not really a spectator sport). We have also got 8 track layouts for Beltoy Par ...
Beltoy Park Progress Video
Look - it moves  A couple of laps showing off the latest updates to Beltoy Park, a track created by our artist Nick Ovey.   More track updates to come in the next few weeks - we ca ...
Beltoy Park Track Update
 Hi Folks, Nick has been working hard on the Beltoy Park track.  It's starting to take shape, lots of work to do, especially as it currently doesn't have any shaders, but that will progre ...
Multiplayer Video
Hi Folks, Here is a video showing a full race between Ash and Gregor.  It was a close one, only 0.03secs separated them at the line. We are racing between Northern Ireland and Slovenia, so ...
Multiplayer Progress
 Hi Folks, We have been doing some multiplayer tweaking recently and have greatly improved the network smoothing quality.  We have had some great races, even with a bit of latency between ...

Vehicle Dynamics Engine 

Constraint-based accuracy

The vehicle physics engine uses a constraint-based approach which ensures stability and accuracy.  This allows us, for example to place suspension rods with millimetre accuracy when given real-life car data. 

Tyre Model

The tyre model takes into consideration the vertical force on the wheel (load), the pressure of the tyre, the camber and can accurately model the deflection of the tyre on the road.  Also heat and wear will be modelled before ORC is released.


The engine is also part of the constraint model, you'll notice that when you rev the engine, some of the torque is transferred into the chassis causing it to rock.  This kind of tiny effect is something that is automatically a feature of constraint-based system.  It is a small thing but a combination of these small details will add to the overall realism of the simulator.


We have an accurate aero map for the current car we have modelled.  This map gives us accurate downforce and drag data for any wing angle.


As mentioned above, the constraint based system allows us to place suspension rods in the same place as the real car.   This takes the guesswork out of modelling how the wheel will move when under load.  With the constraints in place the real forces upon the wheel can be found accurately and the movement of the wheel will just be like the real thing, giving very accurate handling.


Advanced Physics-based smoothing system

Constraints are used to help make the car appear smooth even with fairly high ping times.  This reduces the effect of lag and means that you can closely compete with drivers from all over the world.

Download Custom Setups and Skins

Custom paint jobs or "skins" for your competitors cars downloaded automatically when you join the server allowing you to see their weird and wonderful creations.  You can also download a competitors car setup with a single click and try it out.  Is it skill or is it setup that is making them quick?!

Challenges and Ranks


 There are a number of challenges to achieve when playing ORC, for example various levels of High Climber where you have to pass a certain number of drivers during a race.


Every time you race your lap-time and quickest sectors will be recorded in our ranking system, you can compare your lap-times / sector times / wins / points with your friends and try to climb the rank.


We are using the excellent Ogre3d graphics engine along with our own lighting system.  Our lighting system brings the racing environment to life.  With real-time reflections and self-shadowing  on the car and a glimmering track in front of you it feels like you are at the race-track.


We use fmod which supports fully 3d positional sounds allowing you to feel like you are in the middle of the action.

Detailed Force Feedback

The physics engine feeds directly into the force feedback system.  This means you will get all the forces generated from the tyre directly to your wheel, you can feel the grip starting to go if you turn too hard or feel the steering get light going over the crest of a hill.  We really recommend a force feedback wheel to get the most out of ORC.

Driver Aids

Love realism, but want to be broke in gently?  No problem!  We have a number of realistic driver aids that have been modelled on real-life equivalents.  We have traction control, which will help you stop spinning under acceleration.  Anti-Lock Brakes (ABS) which helps when braking for a corner.  Stability Control which helps reduce spinning during cornering.