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VELOCIPEDE

Member Since 02 Mar 2003
Offline Last Active Yesterday, 07:29 PM

Topics I've Started

rFactor 2 Build 982 released

Yesterday, 07:28 PM

Image Space Incorporated are proud to present Build 982 of the rFactor 2 racing simulation. This build introduces a new rules plugin system (Internals Plugin v7 has been released below) and a massive amount of other improvements, tweaks and fixes.
 
This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so while functional, feedback is still very welcome.
 
Apart from that, selected highlights include some very nice tweaks to the AI, such as detection of being on two wheels and the ability to recover, reduction in the needless braking/slowing in panic situations along with better support for pack racing and drafting. We've also raised the default car limit to 45 (previously 30), as the move to 64bit means most people have enough RAM available to run that many cars (32bit users will still run out of RAM at/around 25-30 cars).
 
We're quite sure you'll be happy with the full release note (see below). Probably something in there to please everyone...
 
Downloads:
http://www.mediafire...le_Plugin_#7.7z- Internals Plugin v7 - 20.4KB
http://www.mediafire...teBuild_982.exe- Lite Installer - 287MB
Content Installer - N/A
http://www.mediafire...moBuild_982.exe- Demo Installer - 836MB
http://www.mediafire...or2_SDK_982.exe- SDK/Dev Mode - 360MB
 
Build Notes:
FEATURES:
- This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED.
- Max vehicles for the All Cars & Tracks default mod was increased to 45.
- Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used).
- Added AI self-preservation reaction to preventing tipping.
- Increased effect AIW parameter AISpec has on AI acceleration and max speed.
- Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use.
- Clean up of AI multiline pack driving.  More tolerance of nearby cars when slowingly moving towards grid or pit spots.
- Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000.
- FOV now stored per (exact) vehicle.
- Added steering wheel ranges to plugin telemetry.
- Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code
- Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl().
- Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number.
- Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available.  You can revert to the original multiview method by setting UseSubViewParams to 0.  Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports.  Exit the sim, edit config.ini and restart for settings to take effect.
- Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.
 
FIXES:
- Fix for the "WCCLOUD.GMT" multiplayer loading error.
- Fixed mod sig missing when server publishes to matchmaker.
- Fixed some controller detection and rearrangement issues.
- Addressed issue where a matrix in AI physics drifted away from being orthogonal.
- Some improvements/fixes to replay and resume-from-replay for non-race sessions.
- Hopeful fix for skin transfer icon mistakingly showing successful completion of a skin that didn't.
- Gold playerfile now stores Mod name instead of RFM file name for "Game Description", since we can't guarantee that each mod will have a unique rfm name.  (potentially resulting in multiplayer issues when a client loads the wrong rfm file and joins).
- Fixed AI tendency to sometimes decelerate needlessly while transitioning from main path to pit path.
- Fixed issue when a client loses their connection during a race and rejoins, and then subsequently the race is restarted, the client didn't know their correct grid location.
 
MODDING / PUBLIC DEV:
- Fix for driver editor so you can go back to main menu from track specific parameters menu.
- Added camera editor ablity to change trackside carema names.  Created AI limiter slider gizmo.
- Look for digital flags up to the number of corner workers so that track builders don't need to name digital flags consecutively.
- Fixed potential bug with custom rFm file when creating mod with wizard.
 
MULTIPLAYER
- In multiplayer cars will now reload if using the car switcher only to change upgrades.
- Fixed remembering of column sort state for matchmaker list.
- Fix for number of pitstops being reported as zero in multiplayer.
- Added admin command "/forwardseconds X" in order to fast forward time by X seconds, where X is from 0-65535.
- Added admin commands "/pitbydriver" and "/pitbyteam".
 
GRAPHICS:
- Fixed rear view tonemapping
- Adjust post-gamma
- Fix for dirty sideviews in multiview
- Fixed extra slashes at end of Shader dir in viewer
- More HDR process optimizations
- Improved spotlight priority sorting
- Added multiview adjustments.  Values in Config.ini, as well as parameter to disable new functionality (to retain use of older FOV options).
- Fixed for FXAA not working since last release.
- Additional SLI optimizations when using reflections.
 
UI / HUD / OPTIONS:
- Made the UI consistent with in-game with regards to the names of the Steering Help levels.
- Added indication when upgrades are required on track to the upgrade tree list on the tuning page.
- Changed password failure page to be more informative
- Added a "remove forced upgrade" button to the tuning page to easily undo user created "force upgrade" actions.
- Shrink button text to fit inside bounds

[AC] Mazda Miata by Pure

Yesterday, 10:48 AM

File Name: Mazda Miata by Pure

File Submitter: VELOCIPEDE

File Submitted: 01 Jul 2015

File Category: Cover Wheelers Mods


Il team Pure ha finalmente rilasciato per Assetto Corsa la splendida Mazda Miata 1.8i del 1995, vettura attesissima da migliaia di appassionati.
The wait is over! Presenting The Mazda Miata 1.8i 1995 by Pure Team
The long awaited Mazda Miata Mod is finally here. We hope you all enjoy as much as we have in testing and again thanks for all the support. Updates and more versions to follow in the coming months. Again from the whole team, apologies for the delay but no point retracing the reasons, the time has come to have some fun. Many thanks to all involved, no matter how small the effort, many have helped get this modwhere she is now. We all look forward to seeing you on track!


Click here to download this file


FSOne F1 2009 - F1SR - Formula Corsa

30 June 2015 - 09:13 PM

FSONE F1 2009 Season WIP 
fson-png.65667 

F1SR Modding team along with key members from formula corsa are proud to announce the F1 2009 Season created by FSONE and fully imported into AC.
All cars are from the 2009 season and fully detailed models and all have there own audio and unique liveries from FSONE rFactor season .

Team Leader / Acestumacher F1SR
Importation and animations / ChargingCar FCM
Audio / Ferrari64
Livery / TheJlfan 
Livery / Wilmer Chávez.
Livery / btk150
Livery / thegamba
Livery / xStadtaffex

Physics / ? Currently using the old version of formula corsa fw31 williams has a base and currently looking for physics artist to get involved in the project / 
The project is currently in a alpha stage although we have all cars ingame and all animated and working , but once we have dedicated physics artists involved in the project we will be looking for beta testers to get involved so please show your interest at this point in time .
All the cars have full 2009 audio imported and updated to current AC FMOD Specifications by Ferrari64
We currently need members to get involved for updating the livery to AC standards but 3 teams are almost completed so any 2D artists wanting to get involved please contact a member of the current team . 
We are also currently looking for someone to create 2/3 driver animations , and all the cars have fully working LED but digital Gear and Speed will also need implementing.

 
fonte AC forum


F1 2015 in pre download su XBox One

30 June 2015 - 09:07 AM

Codemaster ha reso disponibile per il pre-ordine la versione digitale di F1 2015 per Xbox One. Acquistandola adesso sarà possibile effettuare anche il pre-download, scaricando quindi fisicamente il gioco sulla console, che si sbloccherà però solo per la data di uscita, il 10 luglio.


I simulatori, secondo Matthias Egger

29 June 2015 - 09:10 PM

Vi segnalo per un'interessante lettura l'articolo pubblicato alcuni giorni fa da Matthias Egger, appassionato pilota virtuale di lunga data, che ci spiega il suo punto di vista su vari simulatori di guida, analizzando pregi e difetti di titoli come iRacing, rFactor 2, Assetto Corsa e Project CARS, ma senza dimenticare neppure il mitico Grand Prix Legends della Papyrus. Buona lettura e non mancate di dire la vostra.

Non si può fare un percorso all’interno dei simulatori di guida, senza prima citare brevemente i titoli che hanno fatto la storia di questo genere così difficile e appassionante.
Facilissimo collocare la vera nascita di questo genere, visto che praticamente all’unanimità, si identifica Grand Prix Legends come il capostipite di tutti gli altri. Gioco monumentale, il primo vero simulatore usufruibile anche online, si occupava di simulare le gloriose monoposto di Formula 1 degli anni 60, con nomi illustri come Lotus, Ferrari, BRM e con tutti i circuiti del campionato riprodotti con un motore grafico 3D che all’epoca era letteralmente anni luce avanti agli altri e che aggiornato, riesce ancora adesso a farsi guardare.
La fisica era sopraffina, la pagina dei setup soddisfava anche gli ingegneri di pista veri, era talmente fatto bene che è sopravvissuto fino ai giorni nostri e c’è ancora chi lo apprezza e lo gioca. Non sono tanti i giochi che possono vantare ciò e specie nei simulatori si può dire tranquillamente, che è l’unico.


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