11/20/2025 – Driving Turds – Episode 0511
iRacers Lounge Podcast – Conversation Topics
Show Introduction
On today’s show we find out what is coming in the 2026 Season 1 iRacing build, ask, how low of an iRating have you seen?, find out what was fixed with the 2025 Season 4 patch 4, what are the best sim racing accessories under $80, help if you are deciding on which direct drive wheelbase to buy, more Black Friday deals and are we about to see a complete re-writing of the sim to reality concept?
And remember you can follow along with us on your PC or mobile device in real time as you listen to the show and see for yourself all of the great topics and products we’ll discuss by visiting iracerslounge.com and selecting show notes. Hope to see you there..
TITLE SPONSOR READ:

https://www.premierracingsetups.com/
Topics
2026 Season 1 Development Blog
https://forums.iracing.com/discussion/88407/iracing-development-update-november-2025/p1
2025 Year in Review & Studio Growth
The year 2025 was a landmark year defined by “game-changing” advancements, including the New Sim UI, core car physics overhauls, the Debris Refresh system, Adaptive AI, and substantial VR improvements. The sim team has grown to be four times the size it was in 2020, accelerating development.
- Future Technology: Significant progress was made on a new graphics engine, next-generation tire model, and a forthcoming Career Mode.
- Other Projects:
- NASCAR 25: Successfully released on Xbox, PS5, and recently on Steam.
- iRacing Arcade: Developed with Original Fire Games, launching on Steam in December, with console releases scheduled for early 2026.
- INDYCAR: The Game: The team that built ExoCross has begun using their engine to build the foundation for this title, scheduled for release in 2026.
2026 Season 1 Build Preview
New Content (Tracks & Cars)
| Category | Item | Key Details |
| New Tracks | Adelaide Street Circuit | Iconic Australian circuit, respected and demanding. |
| Miami International Autodrome | Debuting with five configurations, visually unique wrapping around Hard Rock Stadium. | |
| Lucas Oil Speedway – Off Road | Off-road dirt road course, hosts UTV/Pro Truck racing; will be a free download for owners of the dirt oval. | |
| Track Refreshes | Rockingham Speedway | Completes the NASCAR Refresh initiative with a full rescan and ground-up remodel. The new version is automatically granted to existing owners. |
| Bathurst | Strong chance for S1 debut; a visual refresh (not a rescan) to bring the art up to current quality standards. | |
| New Cars | Porsche 911 Cup (992.2) | Replaces the current Cup car; features revised aerodynamics, suspension, and new physics, including ABS and TC as standard. Expected to be 1-1.5 seconds per lap faster than the previous model. The car is a free update for owners of the 992.1. |
| FIA Cross Car | Quick, nimble dirt road car, intended as a key entry point for the discipline. It will be available to all iRacers at no cost. |
Simulation and System Updates
- Car System Updates:
- Dallara IR18 (IndyCar): Receives an art update and an expansion of the hybrid system overhaul (debuted in S4) to align with real-world specifications.
- NASCAR Trucks: Received a new CFD-based aero model to improve handling fidelity, especially in side-by-side racing, and an update to the latest dynamic drafting model.
- GT3 Class: Multiple improvements, including quality-of-life changes like auto-adjusting spring perches on six cars, and new engine models for cars like the BMW M4 GT3 EVO.
- Sim UI: Receives substantial additions:
- Search: A powerful new dynamic search feature for the Options menu.
- Widget Editor: The first step toward full customization, allowing users to hide, anchor, offset, and scale dozens of UI elements (accessible via Alt-K).
- Multiple Black Boxes: Four “Standalone” boxes (Lap Timing, Standings, Relative, Weather) can now be displayed simultaneously, alongside the main black box.
- Netcode: Improvements are included to address issues like cars “popping” vertically and exaggerated lateral extrapolation.
- Weather System: A fix is planned for the forecast model, which currently underestimates the likelihood of rain. Efforts are also underway to reduce the most extreme weather conditions allowed in official green flag racing.
- Localization: UI localization is expanded to include French, Italian, German, European, and Brazilian Portuguese.
Ongoing and Future Development
TCR Class: A two-season overhaul project is underway and will debut in Season 2 with one new car.
Audio: A major re-architecture is underway, with the first new features (Global Track Reverb, Cockpit Reverb, Zone Reverb) now planned for Season 2.
New Graphics Engine: The team is targeting a “vertical slice” (focused feature completion on one car/one track) milestone in Q1 of 2026. Full completion is anticipated throughout 2026.
Physics: The physics team has been expanded with top engineers from four separate racing studios. Projects include FFB innovations, the new tire model, and multi-threading.
Future Content:
St Petersburg, FL: Planned for an S2 release.
Barber Motorsports Park: A full rescan and refresh is underway.
NASCAR 25 Setups By PRS
Sim To Reality
Sim Time To Count Toward NLS License

https://www.motorsport.com/vln/news/sim-racing-to-be-counted-for-nordschleife-licence/10776841/
Really A 0.0k iR?
Glitch Or Exploit?
Finger Pointing At The Wrong Organization

2025 Season 4 Patch 4 Release Notes

https://forums.iracing.com/discussion/88600/2025-season-4-patch-4-release-notes-2025-10-18-02
Bored?
Coanda Wins Big At Sebring






Black Friday Sale Reminder

https://www.iracing.com/blackfriday
How To: First Race
Bergeron Back In Victory Lane


VCO Infinity
Thanksgiving Fall Classic
Hi David! 👋 Hope you’re doing well.
I’m reaching out because Slingshot TV is hosting a charity ARCA race at Talladega next Saturday, and we’re hoping to spread the word to as many sim racing communities as possible. 100% of all funds raised will be donated directly to Feeding America, and the event will feature a full broadcast, trophies, and giveaways.
If you’d be open to sharing this with your community, it would mean a lot — no pressure at all. Just thought some of your drivers might have interest.
Registration link: www.slingshotracing.org/register
Thanks so much for your time and consideration! 🙏
Ellis Thomas


http://www.slingshotracing.org/register
SCCA Runoffs

https://forums.iracing.com/discussion/88401/2025-iracing-scca-runoffs/p1
This Week In iRacing

https://www.iracing.com/this-week-in-iracing-november-18-to-november-24-2025
Podcast Housekeeping
Leave us a review on your favorite podcast platform to make it easier for more listeners to find the podcast. Mention the podcast to your fellow drivers so they don’t miss out, we would appreciate it.
Check out our Discord https://discord.gg/rvRas4DDqF
New Website – Leave Comments https://www.iracerslounge.com/
We are in the regular rotation… (Mike)
https://performancemotorsportsnetwork.com/
iRacers Lounge Merch!!!

You can now order fantastic looking merchandise for your favorite iRacing show, The iRacers Lounge Podcast!
Visit iRacerslounge.shop to get yours Today!
iRLP Polar Series
POLAR SERIES — LAS VEGAS RESULTS!
What a wild night in Sin City! The drivers rolled the dice at Las Vegas Motor Speedway, and the finish did not disappoint.
1st – Justin Thompson Justin hit the jackpot, timing his moves perfectly and cashing in for a big Vegas win!
2nd – Christian Chandler Christian kept the pressure on all race long, staying in the money and securing a strong P2.
3rd – Connor LaFrance Connor played a steady hand, avoided the chaos, and walked away with a solid podium finish. Another great night of racing in the Polar Series — next week, the stakes get even higher!
#iRacersLounge #PolarSeries #iRacing #LasVegas #RaceResults #SimRacing


Hardware/Software
Qubic QS-220 Actuators

https://qubicsystem.com/product/qs-220/
Best Under $80
These are the 5 best sim racing accessories under $80 that will seriously upgrade your setup without breaking the bank. These are products I’ve personally tested and used, and still use on my set up and will make a massive difference in immersion and performance. THE LIST:
Double Sided Tape: https://amzn.to/4oTez7k
Fans: https://amzn.to/47LFP0y
Earbuds: https://amzn.to/4oxhBP0
Button Box/USB Hub: https://bit.ly/daniel-morad-ulanzi-yo…
Gloves: https://moradness.com/collections/gloves
Bezel Free Kit: https://amzn.to/4qLoIoo
Power brick to enable 85w power delievery from the deck dock: https://amzn.to/47O7yOm
Gomez Gloves

McLaren Unleashed
https://mclarenracing.racing-unleashed.com/
Simsonn Shifters HS Pro And H/SQ Dual-Mode
The Complete Guide To Direct Drive Bases
This video from the Boosted Media channel is a comprehensive 2026 buyer’s guide for direct drive sim racing wheelbases, aiming to demystify the technology and buzzwords like “full force” and “telemetry-based force feedback” [00:17].
The presenter, Will, breaks down the key aspects for making an informed decision:
1. Force Feedback Strength and Dynamic Range
- How much strength is needed? The primary goal is enough dynamic range to communicate what the car is doing without clipping or requiring explosive muscle input [04:28].
- The Sweet Spot: For most adults, the ideal constant force falls between 10 to 14 Newton meters (Nm) [04:46]. While weaker wheelbases (5-9 Nm) are fine for beginners, the 10-14 Nm range is considered the point where most users won’t feel compelled to upgrade for strength [05:08].
- Safety: Wheelbases are serious equipment. Anything over 5 Nm is not recommended for children under 12, and users should be mindful of the potential for injury [05:26]. The presenter notes that 15-16 Nm at peak is generally more than enough for competitive driving [07:25].
- Clipping: This occurs when the required force feedback signal exceeds the motor’s maximum torque, causing the force feedback to “flatline” and lose fidelity [10:39]. Running into clipping during driving is bad because it can make the car feel disconnected or like it’s understeering [11:00].
2. Software, Firmware, and Direct Input
- Direct Input (DI): This is the 30-year-old Microsoft technology (API) that historically handles force feedback [12:29]. Most modern titles use DI’s constant force effect, updating up to a thousand times per second [18:27].
- The Role of Filters and Algorithms: Sim racers often aim for “minimal filters,” but the presenter stresses that a lot of signal processing and filtering are always happening behind the scenes (firmware/software) to counteract issues like wheel oscillations and make the wheel feel realistic [13:55].
- Consistency: A quality wheelbase produces smooth and accurate force feedback without requiring excessive filtering that numbs the driving feel [17:11]. Updates to firmware/software can fundamentally change how a wheelbase feels [14:43].
3. Next-Gen Force Feedback Technologies
Manufacturers are developing proprietary APIs to overcome the limitations of Direct Input, leading to new buzzwords:
- API-Level Telemetry-Based Effects (e.g., Logitech TrueForce, Fanatec Full Force): This adds an extra layer of high-frequency effects (like engine vibration and road texture) on top of the core DI force feedback [22:41]. The major drawback is that the game must integrate the specific API for these effects to work, leading to potential inconsistency between racing titles [20:49].
- Low-Frequency Effects (LFE): This works similarly to True Force or Full Force but interfaces with the wheelbase as an audio device [24:30]. It allows for effects based on the game’s physics (e.g., laser-scanned track texture) or canned effects (pre-set vibrations triggered by events like a gear change) [25:01].
- Telemetry-Based Force Feedback: Some brands are using the game’s telemetry data (output via UDP/shared memory) to generate or enhance effects [28:34]. The disadvantage is a slight latency (15-30 milliseconds), which may be noticeable to some drivers [29:25].
4. Technical Hardware Considerations
- Slew Rate: This is the maximum rate at which the motor can respond to a large, sudden change in force [35:17]. A higher slew rate means a more lively, reactive wheel with sharper detail, but too high can make the wheel feel unrealistically snappy [36:08].
- Rotating Mass: Less mass for the motor to deal with results in sharper, more responsive force feedback [37:40]. Powerful motors tend to be larger and have more rotating mass, so running them at a low force setting (e.g., 5-10 Nm) can make them feel sluggish because they’re fighting their own inertia [39:36].
- Encoder Resolution: The encoder measures the wheel’s physical position throughout its rotation and is essential for all internal processing (interpolation, filtering) [40:40]. While higher resolution (e.g., 24-bit vs. 16-bit) doesn’t significantly impact simple steering input, it makes a noticeable difference in the smoothness and quality of force feedback processing [42:12].
- Cogging and Torque Ripple: This is the sensation of slight “notches” or weak/hard spots when rotating the wheel, caused by the motor’s internal magnets and coils [43:38]. This can be mitigated through expensive hardware (more poles/smaller magnets) or clever software/firmware calibration [44:58].
The speaker concludes by noting that ultimately, the most important factors are the overall ecosystem (wheels, peripherals, compatibility) and software usability [48:12].
Solpec XR-7 Display
Conspit Ares Apex 8NM
Surprisingly Disappointing?
Real DIY
MPI Tour
PXN SF U Shifter
3D Printed Cockpit
Simfire DDU Mount: Mini Review



https://www.simfire.co.uk/products/universal-removeable-sim-racing-dashboard-ddu-mount
MOZA mBooster Vs Simucube Active Pedal
Here is a summary of the comparison:
Simucube Active Pedal Pro (Pros & Cons)
- Mounting: Very easy and universal, fitting on “every single rig” due to standardized mounting lines [00:46].
- Feel: The reviewer describes the feel as clear and present [01:30], with way more dynamics and customization in the settings [03:07]. It allows the user to feel the G-force and the car’s engine [03:55].
- Setup/Software: The setup was “super easy,” and profiles were readily available [04:08]. The software integrates well with other Simucube products (like the Simicube 2 Pro) [05:19].
- Sound: It is quiet [02:19].
- Price: Around $2,000 [01:36].
Moza M Booster (Pros & Cons)
- Mounting: Not universal; it requires a “very special bolt pattern,” which the reviewer considered a dealbreaker [00:34].
- Feel: The reviewer noted a “strange subtle feeling” they didn’t like [00:19]. The feedback is described as muffled (every brake feel, every traction control) [01:21] and feels way stiffer than the Simucube [03:36].
- Setup/Software: The reviewer had to “tweak the settings around quite a bit” and found the software was not nearly as in-depth as the Simucube’s [01:02]. The reviewer also missed having community profiles [05:33].
- Sound: The pedal is described as “extremely loud,” making a “hissing noise” upon plugging it in [02:02]. The noise level is estimated to be around 40 to 60 dB [06:07].
- Price: Around $800–$900 with the mount [01:40].
Conclusion
The reviewer rates the Simucube as a 9/10 and the Moza as a 5.5 to 6/10 [06:48]. While Moza’s first-generation product is “impressive,” the reviewer believes it is not yet a Simucube rival [04:32]. The ultimate recommendation is to save up for the Simucube pedal if possible, but if a user only has $800, the Moza is still an acceptable option [07:05].
Motion: How Much Do You Need?
This video provides an in-depth guide on the cost and necessity of motion systems in sim racing, breaking down what you can expect at different budget levels based on degrees of freedom (DOF).
Understanding Degrees of Freedom (DOF)
The video begins by explaining the six physical movements, or degrees of freedom, that a motion rig can mimic [01:37]:
| DOF | Description | Real-World Simulation |
| Pitch | Tilting forward or back | Braking or acceleration [01:55] |
| Roll | Tilting left to right | Cornering lean [02:01] |
| Heave | Up and down motion (Vertical) | Going over crests or dips [02:08] |
| Yaw | Rotation around a vertical axis (Twisting) | Car slipping sideways (oversteer/understeer) [02:15] |
| Surge | Forward or backward motion on the platform | Body pushed back under acceleration or forward during braking [02:23] |
| Sway | Lateral shift (Side-to-side) | Car sliding or drifting [02:30] |
Cost Tiers of Motion Systems
1. Haptic Feedback (The Entry Point)
- Cost: A few hundred to a couple of thousand dollars [04:00].
- Concept: A more accessible option that provides physical feedback (e.g., belt tensioners, vibrating seat inserts, butt-kickers) without full rig movement [03:15].
- Recommendation: This is recommended as the obvious first step before moving into full motion, as it delivers good texture and feedback for the money [03:53].
2. 2 DOF (Budget Entry-Level Motion)
- Cost: Starts as low as $1,500 (e.g., DOF Reality 2-axis Mover) [04:49].
- System Type: Usually comes in the form of seat movers.
- Features: Provides Pitch and Roll (tilting/lean) [04:12].
- Limitations: Lacks Heave, Yaw, Surge, and Sway.
- Recommendation: The reviewer suggests starting with a good haptic setup instead, and then skipping straight to 3 DOF for a true step-change in realism [04:59].
3. 3 DOF (The Sweet Spot)
- Cost: $4,000 to $10,000 [10:30].
- Features: Provides Pitch, Roll, and Heave [05:55]. The addition of heave (up and down motion) is considered a “true step change in realism and immersion” [05:10].
- Key Specs to Compare: When shopping in this category, you must compare:
- Stroke (Motion Travel): How far the actuator moves (more is better for rally/dirt) [06:33].
- Speed (Velocity): Aim for a minimum of 200 mm/second to avoid lag [06:57].
- Payload: Maximum weight the system can handle (include 10-15% extra to spare) [07:14].
- Actuators: A full 3 DOF system uses four actuators (one at each corner), but you can start with three to save money [07:31].
- Reviewer’s Recommendation: 3 DOF is the best blend of performance, feel, and cost for a serious sim racer not building a commercial studio [10:24].
4. 5 DOF (Adding Traction Loss)
- Cost: As low as $15,000 when adding a traction loss platform to a 3 DOF setup [14:14].
- Features: Adds Yaw, Surge, and/or Sway to the 3 DOF movements [13:42].
- Benefits: You begin to feel the car’s mass sliding sideways, the body being pushed forward/rearward, and, most importantly, traction loss cues that help you correct slides [14:03].
5. 6 DOF (The High End)
- Cost: Under $20,000 for a good system [16:00].
- Features: Provides all six degrees of freedom (Pitch, Roll, Heave, Yaw, Surge, and Sway) [15:43].
- Experience: Provides the most information and sensory input to the driver, which the reviewer and a pro driver believe can make you faster by helping you feel what the car is doing [21:00].
6. Turnkey Commercial Grade
- Cost: Tens of thousands to hundreds of thousands of dollars [23:33].
- Concept: Fully built, ready-to-use systems that set the ceiling for motion simulation, used primarily by sim centers or for training professional drivers [24:03].
Final Recommendation
The reviewer would build a system around 3 DOF with a maximum budget of $10,000, choosing quality actuators with at least 100 mm of stroke, a velocity of over 250 mm/s, and low latency (under 20 ms) [24:20]. This allows for easy upgrading to a 6 DOF system later by simply adding a traction loss platform underneath [24:42].
More Black Friday Sales
Results
NASCAR iRacing Series

Official Series
Sunday Fixed- Winter NiS – Daytona
- Mike- P wrecked out had a good run going was running top five let some laps but at one point I got wrecked and that was it about halfway through
B Open
- Kris R – DNF Computer crashed on lap 5 and was unable to continue racing because of the damage I sustained.
IMSA
- Hall – P 2 at Mosport p8 at daytona
- Brad W – P6 (Mosport) Top split. After getting killed in a previous race I was able to have a nice finish over the weekend. Started p11 and was able to keep up with the top 10 early on. Had some battles and was up to p8 before pit stops. Made the choice to run long and was able to jump both 6th and 7th in the pits. Kept it clean to the finish. I’ll take it!
- William – P4 – Mosport – Top split of 2 and this was a fast split. And the GTD wasn’t the highest IR for once! Proto’s were both 4.5k with GTD 3.2. Started 5th or 6th and kept the car clean. Good racing in the GTD and this is a track I feel like I have pace at. It was so nice having prototypes that weren’t brainless. Was faster than P3 and was able to chase him down but every time I’d get to his bumper traffic would separate us. Protos didn’t do anything wrong, this is just a tough track for traffic. Only issue I had with a proto was on the last lap I was trying to set up a pass on P3 in the last 3 turns when P3 GTP inserted himself between us with no one within 10 seconds of us. Don’t think I had the pass anyway, but still annoying.
Suzuka 1000 – Ran with Will Weaver and Brad in the Mustang. Back when this was at Fuji I lamented I wish it was back at Suzuka, and now I want to go back to Fuji. Struggled a little bit with pace, finally got it down but still felt like I was pushing the fronts all day. I did absolutely horrible in qualifying and put us back in 40th. Got damage before the start line when a guy ignored a yellow flag in front of us and cleared himself off my nose, but thankfully that’s all the damage we got all day. Everyone was solid and we brought it home P11, which isn’t bad for where I put us to start.
League / Hosted Races
IRLP Polar Series
Week Two- Las Vegas
- David – P 12, couldn’t take care of the tire and keep up
- Justin – P 10
- Chris – P22
- John – P14
- Mike- p18. Round 6 to 10th pretty much most of the night except for the last run. I’m not sure what went wrong at this faded hard. I wasn’t doing anything wrong but I was 210 slower than everybody.
- Kris – P21. Tough run last night. Really couldn’t figure out the car and track combination. I was able to keep up on the first run but burned my right front off (10%) and had to pit well before anybody else. That put me a lap down. The next run I came out and was able to save the right tire but ran such a slower pace I was down another two laps. I got tapped in the rear and spun coming out of turn two on 110 or so and parked it.
Grass Roots Racing
GTP/GT3 League – Nurburgring Sprint Race
- William W – P5. I was seconds off pace all week in practice so I wasn’t expecting a result here, but somehow put it on pole. Was not prepared and made the GTD go green in an awkward spot. Didn’t keep the lead past lap 1, P3 was pushing on me about 6 laps in when I looped it coming out of the stadium. No damage, but dropped me to 5th where I would stay for the rest of the race. I would have taken that before the race, but little disappointed after that qualifying effort. Sitting 4th in the championship halfway through the season. Off for Thanksgiving next week.
- Brad W – P13. It was over before it ever started. I had my best qualifying of the season starting p8. I planned to take it easy, not make too many mistakes and shoot for a top 5. However, I never made it to the starting line. P6 spun the tires on the start, I had him missed but he did not hold his brake and rolled back into me. From then on the track was blocked and I continued to get hit. Was dead last leaving the pits in about p29 and was able to drive back to p19 overall.
- David – P5, best finish so far. Had mid pack speed and actually qualified up in 7th. Was in fourt but a gt3 had a horrific rejoin and i had to stop in the grass to avoid, lost about 12 seconds. Almost lost 5th as a result too.
Elbows Out Racing League (LMP2 and GT3 Wednesday Nights)
- William- P5 at Daytona – 90 minute endurance race that featured a lot of rain. The top end of GTD pro here is pretty fast so I was a little worried going into the race it being Daytona, but was able to qualify 4th. Got 3rd going into turn 1 and the top 4 rode in line for about 10 laps. Rain came about 25 min in and top 4 pit for wets. But this meant that we couldn’t make it on only one more stop. I struggled in the rain at the beginning a little bit, and there were 5 or 6 laps where it was probably red flag conditions where the entire track looked like a mirror. I was running 6th when I lost it in the kink and hit the inside wall. Damaged the front but it still drove okay. Actually kept position but decided to go ahead and pit since I was in the window and got the damage fixed. Came out in 13th, but was able to cycle back to 5th by the end when others pit. Was actually enjoyable once the rain backed off from pure monsoon.
High Line league.
- Mike- started 44th got wrecked kind of in the first big wreck, but they didn’t throw a caution tried to limp it back around, but ended up floating up into the groove. I ended up towing the car going several laps down then later I ran it out of gas and it was I was about to pit. They threw the yellow, but the pit was closed when I went in and I missed my pit stall and ran it out of gas and when I towed, it was five minutes so that was it I was done.
Major Series Japanese Grand Prix
- David – P7. I slipped up a little on lap one and drove a while with damage, but fixed it half way through with QR and at the same time leap frogged two guys. The rest were faster damage or not i think.
Hosted-
- Ellis – P carb cup at Atlanta started second and ended up winning the race winner winner chicken dinner. Look at may be carb cup only but every win is a win.!! so stoked
- Chris McGuire hosted Cara tomorrow at Talladega qualified in the back worked my way forward and ended up in the top five near the end and finish. P3 ran my tires off too soon didn’t save them enough for the end.
- Daytona Road with the IL 15 the F3 car and the radical SR8. Qualified fifth finish P4. My left hand is sore.
Final Thoughts
Words Spoken in Closing Audio Clip -“”Thank you for listening to the iRacers Lounge podcast make sure to go subscribe to us on iTunes, SoundCloud, or Google Play, Facebook & Twitter, See You On The Track .”
TITLE
- Driving Turds
Description
On today’s show we find out what is coming in the 2026 Season 1 iRacing build, ask, how low of an iRating have you seen?, find out what was fixed with the 2025 Season 4 patch 4, what are the best sim racing accessories under $80, help if you are deciding on which direct drive wheelbase to buy, more Black Friday deals and are we about to see a complete re-writing of the sim to reality concept?
So sit back, relax and join us on the iRacers Lounge Podcast.
iRacers Lounge Podcast is available on iTunes and Apple’s Podcasts app, Stitcher, TuneIn, Google Play Music, Spotify, Soundcloud, Podbean, Spreaker, Podbay, PodFanatic, Overcast, Amazon, and other podcast players.
Sponsors:
Hosts:
Mike Ellis – https://x.com/mikedeanellis
David Hall – https://x.com/dmixmage
Greg Hecktus – twitter.com/froozenkaktus
Donnie Spiker – https://www.instagram.com/spikerman19/
Brad Wrenn – https://x.com/bradwrenn
John Kerley – https://x.com/KerleyJohnE
Justin Pearson – https://www.facebook.com/justin.pearson.5811
Bobby Jonas – https://x.com/bjonas71
William Westbrook – https://www.facebook.com/william.westbrook.35
Kris Randall – https://www.signalcraftstudio.com/
Links:
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