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VELOCIPEDE

Member Since 02 Mar 2003
Offline Last Active Yesterday, 09:40 PM

Topics I've Started

rFactor 2 Build 1052 disponibile

Yesterday, 09:27 PM

Il team ISI ha rilasciato a sorpresa da pochi minuti la nuova Build 1052 del suo rFactor 2. La nuova release si preoccupa sopratutto di correggere alcuni bugs e problemi, oltre ad implementare alcune features tecniche richieste a gran voce dagli appassionati, come potete leggere dal changelog qui di seguito.

 

This build includes quite a few fixes and tweaks that should make our long time users pretty happy! Being able to cancel damage repair, using only the latest version of an installed vehicle file and even allowing secondary driving controls, which we were asked to do in support of disabled racers participating in team events with differing controls. We know some of these things have been asked about, so we’re happy to continue to deliver.

 

Downloads:
Lite Installer – 331MB
Demo Installer – 891MB
SDK Installer – 355MB

Steam auto update available (use beta access to revert to older build if your league host hasn’t yet updated).

 

Build Notes:
FEATURES:
————-
Water temperature now starts at the same value as oil temperature.
Added a few more details to lap records in CCH file.
Added the ability to use alternate controls for throttle, brake, and steering (they are at the bottom of the list of driving controls in the UI). Note that the alternate controls do NOT support ramping which is normally useful for driving with keyboards or buttons, so it preferable to select only analog devices for the alternate controls.
Added ability to cancel damage repair during a pitstop.
Added the ability to paste clipboard text into text boxes.
Added ability to open hyperlinks with a click that show up in the multiplayer chatbox.
Doubled useable dictionary length to 512 to prevent cutting off of some Italian tuning descriptions.
Qualifying on by default for new playerfiles.
Replaced ‘_’ characters with spaces in opponent filter list display.
Race Event rfm icon can now be a TGA, JPG, or PNG as well as the still supported DDS
Safety car with lights (thanks to traveller)

FIXES:
————-
Fixed problem where a broken engine would become fixed and indestructible after rejoining.
Backup plan for the problem where pit arrow sometimes isn’t available after driver swaps: borrow the grid arrow instead.
Fixed (removed) extra useless multihead onboard cameras.
Only allow admins to issue /pitby* commands.
Fixed wrong gdb data getting loaded for tracks that have multiple versions installed.
Now ignoring duplicate veh files when building vehicle manager list. Only latest version of vehicle will be included.
Tightened up text input boxes to prevent drawing outside of box.
Fixed virtual vehicle loading with random car if base vehicle not found.

MODDING / PUBLIC DEV:
———————
Mod mode show pitlanes & special waypoints now work correctly with multiple pit lanes.
Enabled Ctrl-D physics tool in public Mod Mode build.

 


This post has been promoted to an article

Assetto Corsa: si comincia a parlare di build 1.5...

07 February 2016 - 04:59 PM

The development of Assetto Corsa began in 2011. Since then, we have vastly improved our modelling techniques – today we have more resources (budget and manpower) and expertise, and the latest laser-scanning technology also allows us to obtain a better and wider scan, offering an opportunity to grab a higher number of objects surrounding the track. Moreover, during the development of Assetto Corsa, we have changed our approach to texturing and track modelling, creating more secondary details and trackside objects and also featuring 3D trees and camera-facing objects and crowds, something that resulted in nicer scenarios and better immersion. However, as a result there is now a visible gap in terms of graphics and details if you compare some of the first and the latest circuits created for Assetto Corsa.
Last year we made some tests with a new laser-scanning device, testing it at our HQ at Vallelunga race track, where we made our preliminary tests in early 2010 in preparation for the Ferrari Virtual Academy videogame. Since our aim is to offer our fans the best of our skills, know-how and quality, we are glad to tell you that we have started the process of optimizing and improving all our existing circuits, including Vallelunga, Nurburgring GP, Mugello, Magione, Imola, Silverstone, Monza, Spa Francorchamps, as well as the Nordschleife. The upgraded versions of these tracks will be available as a free update with build 1.5, currently in development.

Thank you very much for your great support!

 


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[AC - Track]Phillip Island

07 February 2016 - 03:06 PM

File Name: Phillip Island

File Submitter: VELOCIPEDE

File Submitted: 07 Feb 2016

File Category: Track


This is based on Ringrumble's V1 of Phillip Island, and converted by Cranck
27 pitbox
Pit On
Ai fast lane
Ai pit lane
2 camera set

Physics road in High Resolution


Click here to download this file


"C'era una volta": racconto da non perdere...

07 February 2016 - 09:57 AM

Questa mattina, nel mio quotidiano peregrinare mattutino per la rete, mi sono imbattuto in un racconto dedicato all'Autodromo di Monza: lungo, appassionato ed emozionante, un tuffo nel passato che consiglio di leggere tutto d'un fiato ad ogni appassionato di motorsport. C'era una volta...

 

Quello che segue è un racconto, non necessariamente ha la pretesa di essere oggettivo ed esatto ma veleggia sospinto e sostenuto dal vento delle emozioni e dei ricordi. Se vi va, se ne avete voglia e tempo, potete anche proseguire.

image-2.jpeg?resize=472%2C256

 


This post has been promoted to an article

Mega offerta F1 Codemasters

06 February 2016 - 09:18 PM

http://store.steampowered.com/sale/f1/

 

Include 6 articoli: F1 2010™, F1 2011, F1 2012™, F1 2014, F1 2015, F1 RACE STARS™

 
-75% a 29,99€