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VELOCIPEDE

Member Since 02 Mar 2003
Offline Last Active Yesterday, 08:58 PM

Topics I've Started

RaceRoom: Touring Classics Pack

Yesterday, 06:16 PM

b0e4a9abe5a650875dc0f4edb52763db.png

If you liked the DTM 1992 cars, you will love this!

Right now the BMW M3 E30, Volvo 240 Turbo & the BMW 635 CSi are already available in store.
But soon the Touring Classics will finally get the attention they deserve!

That includes:
1. Updated physics
All of the cars have been revisited and brought up to our current standards of simulation.
While keeping the characteristics of each model, they also underwent a process of "Balance of Performance" to not only ensure equal winning chances in each car of the class, but also to prepare them for the upcoming Multiclass Feature.
For example you will be able to mix the DTM 92 cars with the Touring Classics and thereby add additional variety to an already awesome grid!

2. Full grid of iconic liveries
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3. A brandnew car:

The Nissan Skyline GTR R32
2584-5b64d30bb3e127b8f1f7835760a9ac0a.jp
aka "Godzilla"
That´s right! Another classic from the unforgotten Group A era.

The R32 GT-R was first produced in 1988 and dominated the Japanese Touring Car Championship during the 1990´s, but also raced in the Australian Championship, where it won the classic Bathurst 1000 race.

 

fonte R3E forum


[PCARS] 2012 Pagani Zonda R Evolution

Yesterday, 01:20 PM

File Name: 2012 Pagani Zonda R Evolution

File Submitter: VELOCIPEDE

File Submitted: 02 Jul 2015

File Category: Mods


Converted from my Zonda R Evo mod for Shift 2.Added models, liveries, physics editing, game file unpacking all by myself. This mod was made only to prove pCARS completely moddable just like Shift series. Though I may not have time to work on another one, this mod can serve as a template with which you can create many more mods. Enjoy!


Click here to download this file


[MOD] Pagani Zonda R Evolution 2012

Yesterday, 09:35 AM

Autoprophet-ZR ha rilasciato quello che di fatto è il primo mod per il Project CARS targato Slightly Mad Studios: è infatti possibile scaricare da questo link la Pagani Zonda R Evolution del 2012. Convertita dalla versione originale creata dallo stesso autore per Shift 2, include modelli, liveries, fisica modificata e vari files, dimostrando che, con un pò di lavoro extra, il modding è possibile anche nel titolo SMS.

Converted from my Zonda R Evo mod for Shift 2.Added models, liveries, physics editing, game file unpacking all by myself. This mod was made only to prove pCARS completely moddable just like Shift series. Though I may not have time to work on another one, this mod can serve as a template with which you can create many more mods. Enjoy!


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rFactor 2: SimHQ intervista ISI

Yesterday, 09:03 AM

I ragazzi del portale di SimHQ hanno pubblicato a questo link una interessante intervista fatta a vari membri del team ISI, i quali ci parlano di numerosi aspetti, anche in dettaglio, del loro rFactor 2: scopriremo i segreti del Contact Patch Model (CPM) relativamente alle gomme delle stock car, dei tracciati ovali, regole, penalità ed altro ancora.
 
Doug: From what we have heard, the CPM was the most significant delay in the stock cars progress. Are there any other items slowing down development of the stock cars?
Tim: Priorities have shifted a couple of times, but the stock cars and what they needed became focus again in the last few months. The CPM is now public, and the rules plugin is well into development. Having the same highly skilled software engineers doing both of those obviously limited the speed we could get them done.

 


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rFactor 2 Build 982 released

01 July 2015 - 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

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