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VELOCIPEDE

Member Since 02 Mar 2003
Offline Last Active Today, 05:34 PM

Topics I've Started

[mobile] SBK16 by Digital Tales

Yesterday, 05:21 PM

ARRIVA SBK16, ORA IL CAMPIONATO SUPERBIKE È A PORTATA DI MANO 

Il Mondiale Superbike sta regalando gare di altissimo livello ai fan delle moto derivate dalla serie. Per celebrare questo sport lo sviluppatore italiano Digital Tales, grazie alla licenza SBK, propone il videogioco ufficiale, ricco di novità e totalmente gratuito.
 
SBK16 disponibile da oggi su dispositivi iOS, Android e Windows.

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Milano, 21 luglio 2016 – Arriva, grazie a Digital Tales, SBK16 Official Mobile Game, il videogioco ufficiale del Campionato Motul FIM Superbike 2016 per smartphone e tablet.
 

Sono molte le novità nel titolo proposto da Digital Tales e disponibile da oggi: stiamo parlando di SBK16, il videogioco ufficiale del mondiale Superbike, che quest’anno sarà completamente gratuito per tutta la durata della stagione.
Dopo averlo scaricato, il giocatore avrà a disposizione fin da subito tutte le moto e tutti i tracciati del campionato attualmente in corso, inclusi la nuova Yamaha YZF R1 e il circuito tedesco di Lausitz. Migliorata, grazie all’esperienza accumulata e a un serrato confronto con piloti e fan della serie, anche la fisica della moto, oggi più realistica che mai: sfrecciare in pista sarà ancora più divertente ora che le moto possono scodare in seguito a una manovra brusca o andare in sovrasterzo perdendo l’aderenza della gomma posteriore.
 
Ma le migliorie richieste a gran voce dai fan e implementate nell’edizione 2016 non finiscono qui: tra tutte ne spiccano due che modificheranno l’approccio al gioco stesso, la possibilità di utilizzare un controller connesso al proprio smartphone o tablet, fattore molto apprezzato dai ‘core gamer’, e la visuale in soggettiva dal cruscotto, che permetterà di assaporare l’esperienza di guida al meglio, ovvero in prima persona.
 
Molto interessante anche la nuova modalità ‘Test Ride’, che offrirà ai giocatori la possibilità di cimentarsi in oltre 200 prove di abilità e aggiudicarsi una versione del gioco senza interruzioni pubblicitarie.
 
SBK16 comprenderà, naturalmente, tutti i piloti, le moto e i tracciati del Campionato Mondiale Motul FIM Superbike 2016.

 

SBK16 Official Mobile Game iOS: http://bit.ly/SBK16-iOS
SBK16 Official Mobile Game Android: http://bit.ly/SBK16-And
SBK16 Official Mobile Game Windows: http://bit.ly/SBK16-Win

 


[AC] BTCC Mod 2016

21 July 2016 - 05:55 PM

Dopo lunga attesa, è finalmente disponibile per Assetto Corsa il nuovo BTCC Mod 2016, conversione del progetto originale creato per rFactor 2, ma con fisica delle vetture e delle gomme completamente riscritte per sfruttare al meglio tutte le caratteristiche del simulatore made in Kunos. Il mod ci permette di simulare l'attuale stagione del campionato turismo britannico con le 4 vetture ufficiali, ovvero Ford Focus ST, Honda Civic Type R, Toyota Avensis e BMW 125i M Sport.

 

Well here it is, the long anticipated 1st mod from Triple7Racing, and its the BTCC. Bringing the fast, fun, close, door to door racing of the FWD and RWD of the pinnacle of British Motorsport. The cars that are available are the Ford Focus ST, Honda Civic Type R, Toyota Avensis and the BMW 125i M Sport. The Physics have been completely re-done using real data that is available online, and also with Fordman attending Official tyre tests. Sounds have been re-done using BTCC reference videos by Fordman and IMrIMike. Also included are all the 2016 Liveries for the Honda, Ford, BMW and Toyota including Honda Yuasa Racing, Motorbase Performance, Speedworks and West Surry Racing.

We have opened up all the setup options (except ride height) so you can adjust the cars to how you feel/want to drive them, as all the options that are available, are available in real life. You cannot change Turbo Boost, as this is restricted to 0.8 in real life.
This is our first Multi Car Mod, and we have thoroughly enjoyed working on this, and we hope you enjoy it just as much with all the close racing it will bring.
Triple7Racing will be providing two public servers running Brands Hatch GP and Silverstone National, and we hope to see you online to star with, but these will/could change
This mod it totally free to the whole community as we wanted to bring the fun and freedom and the close racing it can provide to the AC community.

This was used with permission from the original mod owners, but due to port, physics, tyres, 3d models had to be completely re-done, this is not port and hope for the best LOL, although we welcome all feedback, good and bad.

 

DOWNLOAD


This post has been promoted to an article

[AC] BTCC Mod

21 July 2016 - 05:51 PM

File Name: BTCC Mod

File Submitter: VELOCIPEDE

File Submitted: 21 Jul 2016

File Category: Cover Wheelers Mods


Well here it is, the long anticipated 1st mod from Triple7Racing, and its the BTCC.
Bringing the fast, fun, close, door to door racing of the FWD and RWD of the pinnacle of British Motorsport.

 

The cars that are available are the Ford Focus ST, Honda Civic Type R, Toyota Avensis and the BMW 125i M Sport. The Physics have been completely re-done using real data that is available online, and also with Fordman attending Official tyre tests. Sounds have been re-done using BTCC reference videos by Fordman and IMrIMike.

 

Also included are all the 2016 Liveries for the Honda, Ford, BMW and Toyota including Honda Yuasa Racing, Motorbase Performance, Speedworks and West Surry Racing.

 

We have opened up all the setup options (except ride height) so you can adjust the cars to how you feel/want to drive them, as all the options that are available, are available in real life. You cannot change Turbo Boost, as this is restricted to 0.8 in real life.

 

This is our first Multi Car Mod, and we have thoroughly enjoyed working on this, and we hope you enjoy it just as much with all the close racing it will bring.

 

Triple7Racing will be providing two public servers running Brands Hatch GP and Silverstone National, and we hope to see you online to star with, but these will/could change

 

This mod it totally free to the whole community as we wanted to bring the fun and freedom and the close racing it can provide to the AC community.

 

Credits go to, the following:

 

Original RF2 Mod:
StrawmanAndy: modding graphics and physics.
PetraGTC: modding graphics and physics.
WSVR/BVTCC (Chris and Matt and league): modding help and skins, testers.
SRFL (Steve and Ruben): testers.
Senormen Tracks: tester.
Bjorn: lights help/tester

 

AC Version:
T7R BTCC Mod Credits - PLEASE DON'T MAKE ANY CHANGES TO THIS MOD WITHOUT EXPRESS PERMISSION FROM T7R / BBO
Assetto Corsa 3DModel Improvements & Changes - BBO, Festa_PWR
Assetto Corsa Car and Engine Physics - Festa_PWR, Fordman
Assetto Corsa Tyre Phyics - Fordman, Festa_PWR
Sounds (Honda, Toyota) - Fordman
Sounds (Ford Focus, BMW) - IMrIMike
2013, 2014, 2015 Livereies - AndySimmons
2016 Liveries - Horus
Testers - VTX, P1lot, D34NO, Three Jump, Ears, WagnumPI, Reference92, Brownninja97

 

This was used with permission from the original mod owners, but due to port, physics, tyres, 3d models had to be completely re-done, this is not port and hope for the best LOL, although we welcome all feedback, good and bad.


Click here to download this file


Project CARS: i segreti dell'Audi R18 E-Tron Quattro

21 July 2016 - 05:10 PM

Casey Ringley, Vehicle Lead del progetto Project CARS, ci spiega con l'ausilio del simulatore targato Slightly Mad Studios, tutti i segreti dell'Audi R18 E-Tron Quattro, vettura vincitrice a Le Mans nel 2014.

 

Casey Ringley, Vehicle Lead on Project CARS, gets intimate with Audi’s 2014’s Le Mans winner, the legendary R18, and what he finds might surprise you …

This was a particularly exciting car to work on after it won Le Mans in 2014. The new hybrid regulations provided some cool engineering challenges, and the real-world teams were, unsurprisingly, reluctant to share data which could reveal relative advantages. That meant loads of work on our side with respect to examining all the available data before doing some reverse engineering to nail down the details. 
Here’s an overview of all the essential areas, and what we discovered about the R18.
 
Suspension

We received enough points from the CAD to work out steering geometry, anti-dive, and so forth. The general steering feel is clearly a step up from the R10 TDI, and the R18 handles the varying downforce loads far better that the R10. LMP1 cars in 2014 were lighter than previous years (by 30kg—870kg minimum), but the same basic suspension setup works fine from the R10 to the R18 e-tron. Not a big enough difference, anyway, to throw out the basics.
Gearbox

The R18 features a 7-speed unit, and the on-board telemetry that Audi broadcast during Le Mans and other races during 2014 was enough to give us basic speed-versus-engine RPM analysis. The gear ratios paint a pretty weird-looking setup on paper, but it drives really well since the diesel V6 has stupid levels of torque. The first 4 gears are incredibly tightly spaced; the plan, presumably, was to work in tandem with the flywheel hybrid system. With the odd exception here and there, shifts are executed at 4,500RPM.
Engine

The 2014 regulations meant no more air restrictors, and a new boost limit set to 4.0 Bar. It’s doubtful Audi went quite that high on the R18 because that would go beyond the fuel-flow limit with a 4.0 litre engine. Best guess is that it was running closer to 3.0 Bar, which lines up neatly with what was used previously with the 3.7 litre version. That’s good for upward of 1,100Nm torque, and is slightly north of Audi’s vague ‘over 800Nm’ claim. But then that was always a no-brainer given the also-claimed 540hp means at least 850Nm@4,500RPM. Extrapolating what we know then from the previous engine, we can safely suggest the R18 was hitting that 540hp power peak early—around 3,500RPM—and then using ECU boost/fuel control to hold it at near constant power all the way up to the shift point. This has two advantages: it saves fuel (540hp is enough, really), and it means that the operating rev’ range pretty much always has maximum power available.
Hybrid

This is where it gets interesting. Audi’s streaming video/telemetry included a meter for hybrid energy storage. Without any other hard info’, we had to rely on this to get an idea of how the system is working—and that ain’t all bad. We know it was a 2MJ-per-lap system. A closer analysis suggests the R18 was running about 6 full charges of the system per lap around Le Mans. Easy maths, then, to figure that, in Le Mans settings at least, the R18 is maxing-out charge at ~330kJ. Official claims for system storage are over 600kJ, with some even stating up to 1.2MJ, but it doesn’t make much sense to use only 2MJ when you have at least 6 good charging points around the lap. Perhaps Audi used a higher level of storage at shorter tracks for the shorter races, but we don’t have tons of info’ on that, and Le Mans is the main target anyway. Keeping the flywheel at lower speeds would be good for reliability, too, unless harvesting 4MJ per lap is reliably attainable. The race in 2014 also gave us some confirmation on the 330kJ number as Audi have claimed that they doubled their flywheel storage capacity to around 700kJ in their move to the 4MJ class.
Going back to the telemetry, we established that, out of chicanes on the Mulsanne, the R18 was burning through that 330kJ in 5-6s, and was emptied by the time the car hit 230kmh. This suggests an average system output of around 60kW (80hp). Maybe the system can do a full 170kW output as claimed, but that’s only if used at maximum speed (roughly 340kph): below that it is torque-limited in order not to burn through the 2MJ too fast. We’ve got it modeled this way, so 170kW is possible, but not ever really used as it isn’t practical for performance over a whole lap. What you end up with is about the equivalent of an extra 200Nm from the engine accelerating through 5th gear, and that ain’t too shabby.
Aero

Very little ‘official’ data came our way on aero’, but a lot can be inferred. Audi have made public claims of lift:drag efficiency of 5:1, and we can be sure they are understating that. At top speed, when ride height reduces under downforce load, it’s probably closer to 6:1 (for those who aren’t aero’ nerds, this is seriously efficient). What we also know is that top speeds, without a draft at Le Mans, were typically recorded in the 315-319kmh range. With a draft, that number gets up closer to 340kmh. Not very high in the grand scheme of things, and it works out at something around 420lbf of drag@150mph in Le Mans aero’ spec’. Prototypes can drop 5 percent or more of their total drag compared to static ride height when squatting down under load at top speed. So what we did was: we took that 420lbf drag figure, added about 5 percent when at static ride height, and figured the 5:1 downforce from there. If overall lap time performance is anything to go by, this worked out well.
Audi were also kind enough to run both aero’ packages at Spa in 2014. The Audi number 3 used the ‘LM’ package, while cars number 1 and 2 used the sprint package with high drag/downforce. Car number 3 was good for nearly 300kmh at the end of Kemmel straight, and our ‘LM’ setup matched that exactly. Nice. Move to high downforce, and top speed on Kemmel goes down to 275-279kmh while keeping similar efficiency. That’s downright slow for an LMP1! These new generation cars are getting all of their speed in acceleration and hitting top speeds early on the straights. This is why the higher energy hybrid classes are the way to go, and may have been the key to Porsche’s victory in 2015.

Feel

What’s it like to drive? Quite a bit different from the 2011-2013-era LMPs. The narrower tyres mean there is a lot less mechanical grip available, and you end up hustling the car more at low speed. At the same time, the new aero/chassis rules mean more downforce on less mass, so high speed corners are an even more intense experience. Cruising to hit a good fuel number and maximize hybrid use is a very different experience and makes for an interesting drive.

 

Fonte Project CARS


This post has been promoted to an article

Content Manager (aka alternative launcher)

20 July 2016 - 08:28 PM

A custom launcher and content management app for Assetto Corsa. Still in development, so not all of its features are available yet.

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Kunos career:

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RSR (also, there is a Chrome extension for starting an event or installing a setup directly from main web-browser):

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Replays managing (including quick sharing):

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Car setups managing (again, with sharing):

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Car selection:

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Also, flexible filtering:

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Track selection:

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AC settings (works good with presets):

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System settings:

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Quick Switches (allows, for example, to change controls preset in couple of clicks):

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Lite Custom Showroom for skins drawing:

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Fancy Custom Showroom for extra fanciness with SSLR and stuff (but overall quite useless):

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Cars management:

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Livery editor:

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Previews updating:

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Skins management:

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Fonts & PP-filters management:

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What you can do with Content Manager now:

  • Quick Drive: practice, hotlap, time attack, drift, race, weekend:
    • Save and load presets;
    • Share presets in one click (that’s how it looks);
    • Configure assists (with presets, including user presets);
    • Drive in real conditions based on actual time, temperature and weather;
    • Group cars and tracks by brands, countries and categories, categories could be customized;
    • Find specific car with flexible filters (by author, by tag, by country, by specs, etc.; logical expressions supported as well);
    • Build an interesting grid based on filters or Lua-scripts (could be customized);
    • Change start location for drift or practice;
    • Set AI strength to a range instead of fixed value;
    • Set bounds wider: up to 999 laps, down to 30% AI strength (optionable);
    • Fine value tuning (just click number above slider; when input area is focused, use arrows to change value; hold Shift to change step to 10);
  • Kunos career:
    • Select car skin (optionable);
    • Change AI level (optionable);
  • RSR (could be disabled in settings):
    • Start an event from built-in browser (similar to the original launcher);
    • Quickly install car setups from it;
    • Select car skin;
    • Configure assists;
    • Or use chrome extension for starting hotlapping or installing setups in one click directly from browser;
    • Set special driver name for RSR;
    • Automatically enable/disable RSR form;
  • Sim Racing System (could be disabled in settings):
    • Start an event from built-in browser (similar to the original launcher);
    • Pre-race notifications;
  • Manage car setups:
  • Manage replays:
    • Check what track, car, car skin or weather is there;
    • Filter by car, track, date, weight, etc;
    • Rename, delete;
    • Save replays automatically after each race;
    • Share using Google Drive (something like that);
    • Add “.acreplay” extension to all of your replays (optional);
    • Start replays directly from Windows Explorer by associating “.acreplay”-files with Content Manager;
  • Manage cars:
    • Disable or delete them;
    • Fix some popular problems (such as damaged json-file, missing parent or brand logo);
    • Change brand’s badge;
    • Create a new upgrade icon (or select one from extendable library);
    • Find information online;
    • Changing car’s sound (could help for some obsolete mods);
    • Update car previews in Kunos-style (or any of your own) with 4k resolution for best quality;
    • Keyboard shortcuts almost for everything;
    • App can recalculate P/W ratio automatically;
    • Or rebuild curves and recalculate power and torque values using in-game data;
    • Filtering tabs have keyboard shortcuts similar to usual web-browsers (Ctrl+1, Ctrl+2, …, Ctrl+Tab, F6, Ctrl+T, Ctrl+W, Ctrl+Shift+T);
  • Manage skins:
    • Again, disable or delete them;
    • Fix some popular problems (such as missing livery.png or preview image);
    • Edit livery.png using special editor with 6 styles and 14 shapes;
  • Manage apps, fonts, PP-filters and weather:
    • As usual, disable or delete them;
    • Test fonts;
    • See a list of cars which use specific font;
    • Edit and share PP-filters;
    • Specify which weather should be used for which real-life weather;
    • Weather editor with graphical interface;
    • Custom clouds for weather;
  • Change AC settings:
    • Apps (including forms), with presets;
    • Video, audio, view and UI;
    • Controls settings with sharing (FFB settings could be shared separately);
    • System settings: developer apps, free camera, promixity indicator, mirrors, ghost parameters, etc.;
    • Quick switches allowing to change controls or apps preset and other popular settings in couple of clicks;
  • Custom showroom:
    • Pretty close materials rendering;
    • Works with DX10;
    • Skin drawing mode: auto-reload skin textures, load psd-files instead of dds (as a temporary solution for adjusting);
    • UV export (demonstration);
    • Update ambient shadows (before/after, before/after);
    • Start showroom directly from Windows Explorer by associating “.kn5”-files with Content Manager;
  • Install cars, tracks and showrooms by dragging them into the window;
  • See recently added content;
  • See previews for common showrooms;
  • Customize app appearance, such as theme color;
  • App will try to guess an year for cars using built-in database (a bit obsolete though);
  • Will watch file system and reload content automatically (still could be buggy, that was an extra difficult place).

More information (including download links) is here. Or you can download it directly. Oh, and don’t forget to install addons if you want some additional features (such as PSD loading for custom showroom)! Some other features, such as online or tracks managing, are still not finished. I’m working on them now (you can always check how it goes here).

 

fonte AC forum