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  1. Come già anticipato nei giorni scorsi dal sito ufficiale, è stata pubblicata oggi da SimHQ una lunga intervista fatta a Gjon Camaj e Tim Wheatley del team ISI, riguardo il presente e soprattutto il futuro del loro rFactor 2. Gjon and Tim, how would you characterize where rFactor 2 is in development at the moment? Gjon: rF2 is in heavy development, there is always something new in the works. In general this is no different since rFactor was conceived a decade ago. You could pretty much pick any day over the past ten years and the development effort would look about the same. It’s a different model then what most software developers face. Anyone on our team can decide to create a new feature. We have a great group of friends in our internal test team and forums that provide advice. We debate with them and then among ourselves until we settle on a direction...
  2. Per festeggiare al meglio l'inaugurazione del suo nuovo sito web, il team MAK-Corp ha rilasciato una nuova versione aggiornata del suo ottimo International Formula Series 3 Mod, disponibile ora sia per rFactor 2 che per Assetto Corsa. Greetings fellow MAK-Corp supporters and welcome to our new website. We hope you will enjoy our new site, there are a few areas not open yet but each day more and more content will be added. Today we are happy to release some IFS3 news for all of you rFactor 2 and Asseto Corsa gamers. For rFactor 2 we have now released the new version of the IFS3 mod. v0.9 is now available in our downloads section and we recommend everyone updates to the new version. Please ensure you uninstall the old version from rF2 before you install the new version. For all you Assetto Corsa players, we are happy to announce our first Assetto Corsa mod release with the initial release of the IFS3-08 mod. v0.5 is now available in our downloads section and we hope to hear from you with your thoughts, feedback and suggestions on our forums.
  3. Fonte. Highlands Motorsport Park v0.89b - © David Neighbour 2014 (UPDATED 03/09/14) - Updated from 0.83b Server Currently online - GT Cars all variants (latest ISI) - "RACEFACTOR-HMS GT TEST" - Australian Based Server - All 5 variants - Vote it through to preferred DOWNLOAD LINKS MediaFire MEGA DONATIONS for the track can be put on our League page (www.racefactor.com.au) - Thankyou in advance to anyone that wants to donate for the efforts - (It will say anonymous, but Paypal will notify us) http://www.racefactor.com.au/site/mo...op=Donate&id=1 Release notes - Scratch build Highlands Motorport track based in Cromwell New Zealand. Track consists of 5 layouts (Gt, Moto-khana, Short sprint and 2 shortened GT variants). I have had limited time outside of work to progress this, so only gets 5 or more hours per week. Its my first effort at a scratch build RF2 track, so learning a lot along the way. (Thanks to all those assisting with support on forums). Initially build in BTB but has spent half its life in 3dsim-ed and learning some Max along the way (Next track will be 3ds max end to end). Updates Since 83b DONE - 20/07 - Tweaked textures (Darken & De-sturate) - Based on feedback and some guidance from Tosch (Still not great more work to be done). DONE - 30/07 - Added HDR Profile (Thankyou Tosch) DONE - 07/08 - Add additional VIP Logo's to bridge entrance - as per track current visuals (C/o HMSP Management Team) DONE - 11/08 - Added Safey Car (Track Lights) 16 of them as per FIA diagrams around the track. Tested and working for local yellows and blues/ reds etc..(Thanks Highlands team for diagrams) DONE - 11/08 - Another pass at texture Saturation. (improved) DONE - 11/08 - Moved Pit entry light to correct position (as per FIA diagram) - moved white line and widened and moved cones to identify it DONE - 17/08 - Textured main pit building and smoothed roof - added Australia GT advertising banner to balistrades as per GT series. DONE - 17/08 - Added Runoff edge into sandtrap after this ripple strip Turn 19 - Added to track to stop sand runoff (this was 2014 Update to track) DONE - 17/08 - Added new ripple strip after bridge on LHS Turn 18 (Track update from Highlands Management for 2014) - To reflect current track upgrades. DONE - 20/08 - Further revision of textures. (getting somewhat happy) DONE - 27/08 - Alter Ground shading vertices alpha – To vary grass terrain. (After much messing around /sigh) - sort of happy with it DONE - 29/08 - Fix background texture so mountains join properly. DONE - 29/08 - Fix background texture (colour correction) due to google maps different satelite images - colour match track grass FIXED - 02/09 - Resolved pit exit penalty if starting in 3rd garage locations (exiting pit lane without crossing pit exit plane) - Extended pit exit across back of pit lane. Still to do Create Grass bits tuft.. To put along walls randomly as if growing up at points hard to mow. Add variation of GT curcuit with DRS Zones as per request - Should be sooner rather than later. Re-Render Tree objects without aliasing ?? Trial it ?? – Chroma Keyed (Current placeholders are OK, but not happy) Create Tree objects (Vary tones slightly on textures) Replace close tree objects with new detail objects (Exit t6 and entry to pits) - 3d modelled tree. Add RR to ripple strips Correct Bridge entry (Remove RHS ripples and change to RRoad) - track update for 2014. Create pit lane objects (Fill it up). – Looks empty. Fuel Tanks, Fire extinguishers – low LOD. Create crowd Create Lights ??? – Night race ? Later Version ? Texture Museum Texture Kart Track Building Texture Porsche training Building Colour match other tree objects. Combine far buildings with Skyboxi to stop popups.. and some tree line (End of 2nd straight popup to right of pit building) Review all LOD's.. Review 2 track mesh at back of track hairpin (Realroad) distorts due to different mapping coordinates on the 2 meshes Fix reflections on bridge (plane for reflections) Re-Optimise Terrain Mesh.. (added more polys than needed) Known issues ------------- Cube map windows not working perfectly Not all object reflections are enabled yet throughout the track (Just track surface and a few objects) - Due to no refelct planes and hence objects dont vertically look corrects Undertrack shadowcaster needs improvemetn to stop low angle shadow inconsistencies CAMERAS - are default placeholders and are the same for all tracks (BAD).. these need to be done completely. Cromwell town has default placeholder buildings. Large cones in pitlane dont collide properly. Objects to be replaced in future release Thanks ------ Highlands Motorsport park team - Mike Sentch, Kynan Yu Luc van Camp, help with roadshader being applied to non racesurface_ objects ISI track builders (artists) - I borrowed a couple of textures as i have limited artistic talent - But its helping me learn a-lot. Spakkis (for original conversion tutorial) learnt a lot from this - More than alot Radar - 3ds help and some guidance - & Server hosting Pudlea - for initial testing and feedback - & Server Admin Cooked Unit - 3ds help Racefactor members (www.racefactor.com.au) - For cutting laps and pointing out all the issues Your so kind Andy - For hosting a 3rd download link in initial thread... 2 working above now. Inside Sim Racing - For the kudos and including the track in your reviews. Tosch - For the HDR Profile looks fantastic.. Its included in this release. (you should be able to select it).
  4. A quick peek at Mountain Peak's ... well, peak Non credo sia la stessa pista mostrata con alcune criptiche immagini poco tempo fa, ma questo potrebbe essere un bene: potrebbe voler dire che in tempi relativamente brevi arriveranno due nuove piste.
  5. Dopo le <a href="http://www.drivingit...howtopic=32195" target="_blank">decine di screen</a> che hanno ammaliato i frequentatori del forum di GTR2, è sicuramente una buona notizia quella che ci arriva <a href="http://www.rfactorce...d Super GT Mod" target="_blank">da rFC</a> e che ci mostra diversi screen di questo spettacolare mod anche per rF. Ci sarà da divertirsi! <i>Things have changed a lot since the old thread was posted. Lots of members left to a point where only Arnold and me were left. After some new members joined the team we decided to start the mod from scratch again. We wanted to focus on top quality scratch built cars and also scrapped all conversions we were doing or planned to do. The mod will feature a range of top of the line sports- and GT cars that have been racing in GT and sportscar series all around the world in the past 10 years. CAR list for part 1: Aston Martin DBB9/DBRS9 Ferrari F50 GT Ferrari FXX Ultima GTR Maserati Trofeo Light McLaren F1 GTR Longtail Painting kit released http://www.drivingit...ds&showfile=763 V1 car list: Aston Martin DBR9: Aston Martin Racing #58 Le Mans 2005 Gigawave #10 FIA GT 2008 Gulf #9 Le Mans 2008 Jetalliance #33 FIA GT 2008 Aston Martin DBRS9: Barwell #1 British GT 2007 Barwell #2 British GT 2007 Barwell #3 British GT 2007 Cadena #18 British GT 2007 Kaias Racing #07 Australian GT 2007 Ferrari F50 GT: Doyle-Rise #11 (ALMS 1999) MOMO #30 (ALMS 1999) GPC #50 (FIA GT 2004) GPC #51 (FIA GT 2004) Pilot Racing#4 (Le Mans 1997) Marek #16 Ferrari FXX: Red #12 Silver #16 White #17 Blue #24 Schumacher #30 McLaren F1 GTR Longtail: Schnitzer #8 FIA GT 1997 Gulf #1 FIA GT 1997 Lark #44 Le Mans 1997 Tajimax #20 Super GT 2005 Adison #08 Arnold #55 Maserati Trofeo Light: AF Corse #205 GT Italia 2005 Guidici Corse #202 GT Italia 2005 Guidici Corse #203 GT Italia 2005 SFoW #34 Grandam 2004 SFoW #33 Grandam 2004 Ultima GTR: Belgium Racing #46 BELCAR 2006 Belgium Racing #246 BELCAR 2007 The rF version of the mod will be released after the GTR2 version.</i> <a href="http://pix.nofrag.co...226626e40.html" target="_blank"><img src="http://pix.nofrag.co...26626e40tt.jpg" border="0" class="linked-image" /></a>
  6. VELOCIPEDE

    AC-rF2: WSGT2, RMT chiede aiuto

    In a perfect world, we would like to release part of the WSGT 2 material for rF2 and Assetto Corsa. That said, there is no such thing as a perfect world, meaning we are still debating what we will or can do. Today we reached a point where we are discussing what the next step will be. For the moment we have a staggering amount of material, but have to be honest to admit that with the four of us and the time schedules we are running, it will be virtually impossible to release the full WSGT2 mod as planned. Even a few cars might become a problem with the current workload and free time. As friends, and as a Team we are now trying to come up with a few solutions. One of those solutions would be bringing more members into RMT. Admittedly we have tried that in the past, and it became clear that this is not as easy as it might sound. Its very hard to find passionate and committed modding enthusiasts. If someone out there would hear the calling, and would like to join our little team, feel free to contact us. The attached gallery (about 600 screens) and video’s show you a small amount of material we have created in the past few years. While some material is a good 5 years old, we feel it still comply’s to todays standards. (Keep in mind that all videos are recorded in rFactor 1) It would be a shame to let it all go to waste. So we are trying our best to come up with a solution that enables us to finish what we started. Thanks for listening. Arnold Carter Wong , Klaas van Houten, Rick Schoenmaker, Wim Bries Racers Modding Team 2014
  7. A new mod for rFactor2 with 2 cars : The Hakosuka ans the 240z made by Benjamin Exell. A very nice mod, we can have more informations about this project here : http://benxl3d.blogspot.co.uk/ DOWNLOAD
  8. Se ancora usate lo storico (e ormai preistorico) sistema operativo Microsoft, sappiate che dalla prossima build non sarà più ufficialmente supportato. Questo il messaggio ISI su FB. A reminder: Windows XP is no longer supported (either by us, or by Microsoft). The next build of rFactor 2 will not support it. For your security, system stability, software sophistication and sanity, please upgrade. Windows 7 is lovely.
  9. Fonte. Pikes Peak V 0.95a for rFactor 2 Thanks to cafeaulait for permission to convert this awesome course, Spaskis for the step-by-step 3DSimEd instruction video, and freew67 for jumping in and teaching me point-to-point timing! Timing for the course now works in practice session To set times in a Race session, set finish criteria to TIME, and set time to 7 minutes or so. Changelog for Version 0.95a Aug 15 Ummmmm. A LOT of textures have been updated. No more mountains popping in and out. Moved the brake check station out of the middle of the road at Glen Cove. HAPPY DRIVING! Version 0.85 is the "final" version for a while. There are a few things that still need to be worked on, like RealRoad and the road surface itself, but I need to learn a few things before that happens Changelog for version 0.85 June 14 Fixed shadows (again!) Spread out sector gates Fixed a number of objects to be collidable AIW is set up to run with up to 8 people online. Not set up to run AI. Fuel usage adjusted LOD adjusted to stop that annoying pop up. It still happens in one little spot, but it's not alarming like it used to be. Changes to version 0.79 June 8 Practice timing!!! everyone thank freew67 Object shadows updated/added New garage and grid spots to allow 6 (?) or so drivers on the course Road/grass materials assigned. No more cutting through the grass Still to do: RealRoad Enjoy! Download V0.95a
  10. Nissan 370z GT4 v 1.47 - 2 versions now available, European and Dutch, which more closely match rules from specific series. - Chassis flex implemented and new steering system. - Suspension and steering geometry revisions, that more closely resembles the real car (steering has an increase in ackermann). - Caster range reduced. - Slightly stronger suspension. - CG increased, further forward and more laterally offset. - Slight downforce reduction. - Slightly less downforce sensitive in slip-stream. - Minor setup tweaks. - Gear ratios replaced. - Brake system completely recalculated. - Updated to use new tyre mass method and slightly more accurate unsprung masses used. - Some tyre tweaks, mostly, but not limited to wear, load sensitivity as well as grip correction for wet conditions. - Minor AI tweaks. - ‘Central’ TVCockpit / bonnet camera. - Tweaked headlight parameters should improve night racing. - Now using newer sound attenuation parameters. - Updated to latest shader settings - New driver helmet - Rim blur added. - New team liveries added. - Fixed reversed / mirrored logo on the side. - Fixed wheel shadow height. - *As usual there are some small additional undocumented changes. - **Previous setups will likely be obsolete, but the car should no longer have major revisions in the future as data is more complete. DOWNLOAD
  11. alesanchez

    rFactor 2: Ferrari 643 by F1 ASR v0.9

    Gli amici del team F1 ASR hanno rilasciato per rFactor 2 la nuova versione aggiornata 0.9 della loro splendida Ferrari 643, che potete ammirare nelle immagini qui sotto. L'update ci offre varie migliorie, in attesa della fisica "storica" che arriverà con la release 1.0... Ferrari 643 V0.9: Updates in version 0.9 - improved some textures and shaders - improved edge 3D cockpit - 3d screws (old version 2d) on the cockpit black - 3d holes (old version 2d) on airscope - 3d TCAM We are still working on physics. The 1.0 version will be equipped with physical Historical Edition!
  12. Guest

    rFactor 2: FIA GT3 v0.89

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.89 del suo ottimo FIA GT3 Mod. Questa release non ci offre novità sul fronte della fisica o di nuove vetture, ma porta con sè numerose migliorie e fix, per prepararsi al prossimo update decisamente più corposo. - new lods work on the 3 cars - fov correction in cockpit view for the 3 cars - driving view rework on the 3 cars , you can now let the default setup in the game - Hood cam centered added - new external Mirror, some players complain about some fps loose - added some missing sounds , sound experience is different now - deleted common sounds and new centralised fiagt3 sound folder
  13. alesanchez

    rFactor2: Ferrari 643 by F1ASR

    Per ringraziare tutti coloro che hanno voluto offrire la loro donazione (o lo faranno in questi giorni), il team F1ASR concederà di scaricare in via del tutto privata la versione beta 0.7 della sua bellissima Ferrari 643 del 1991 per rFactor 2, prima della release 1.0 che sarà disponibile a settembre. La monoposto sarà creata anche per Assetto Corsa. Vi ricordo poi di non perdere tutte le varie vetture (aggiornate alla v1.7) che poco a poco stanno componendo il F1 1992 Mod creato sempre dal team F1ASR.
  14. Alessandro Pollini

    [rFactor2] - Live Timing

    File Name: Live Timing File Submitter: Alessandro Pollini File Submitted: 24 Jan 2012 File Category: Patch & addons Author : Frank Geyer The whole system is based on PHP, Apache and MySQL. The major focus will be for Endurance Racing Mods, but Series Racing won't be a problem as well. The programming is pretty much straight forward, so League Admins with a little knowledge in APM-Environments won't have a problem to customize it for their needs. Components: - Plugin to store the current scoring in an XML file - Loader to grep the data and place it into the db - Monitor to show the overall standings - Viewer adjustable Refresh Rate - Row Highlight ( see column High ) to compare Team Driver to opponent - Hotlap list ( [Hotlaps] link in Extras ) - Session Laps list ( click on a lap number link in column Laps ) - Marquee ( http://ftgx.dyndns.org/vmliveview2/marquee.php ) Minor problems detected so far: - Under the "rFactor2 Mod Mode.exe" sometimes the "InPits" status isn't updated correctly. Haven't detected it so far for "rFactor2.exe". Can't tell for the "rFactor2 Dedicated.exe" cause I have to wait until the scoring updates for AI has been fixed for the next release of rF2 beta. Click here to download this file
  15. Alessandro Pollini

    [rFactor2] - F1RSH2014 by Race Sim League

    Nome file: F1RSH2014 by Race Sim League Autore del file: Uff File inserito: 06 Jun 2014 Categoria del file: Open Wheel Mod Clicca qui per scaricare il file
  16. Da Facebook arriva qualche novità sui primi esperimenti del team in rF2. Se questo porterà ad una conversione completa del mod Historic GT & TC è presto per dirlo, ma intanto possiamo seguire i loro aggiornamenti. So, the AMC Javelin is already in rF2. The tire deformation, body's damage layer and other new features are implemented and working. And a new UI is coming along also.. Looking good so far.. But keep enjoying v1.9, there's a long way to go..
  17. VELOCIPEDE

    rFactor 2 Build 770 update 23

    rFactor 2 Build 770 Now Available! Highlights of this build are improved memory usage in 32bit, realroad got some major tweaks and is no longer accelerated (unless you want it to be), flag rules without disqualification as an option, lots of AI improvements, new matchmaker technology in the back end, enhanced plugin reporting, some modding tool changes, and various fixes and tweaks. 64bit exes are available to openly test (see below). As we see a lot of people using out of date SDK builds, don’t forget we also update the dev mode exe with every build! Find it in the dev corner. Download the new build here. ===================================================== Update 23 (Build 769-unstable, 770-release) Changelog Jun 30, 2014): ===================================================== GRAPHICS: ———————— Fixed sun block bug which caused inconsistent occluder values. Fixed a bug where HUD textures refuse to load. FEATURES: ———————— Experimental 64 Bit builds added. Manual rename of 64 bit executables to 32 bit names required so the launcher can successfully start 64 bit executables. Upgraded to latest version (9.3k) of Miles Sound System. Updated projects to latest OpenSSL (1.0.1h) Support added for gear-specific rev limit offsets. Added additional Flag Rules option “Full w/o DQ”. Eliminated race condition that could cause race rejoin to fail. Added RealRoad timescale multiplier to control how fast the dynamic road changes conditions. Added the ability to control vehicle- and tire-specific effects on RealRoad. BUG FIXES / OPTIMIZATIONS: ———————— Optimized memory usage. Fixed thread safety issue that could produce crash when crossing finish line while recording a best path. Fixed a problem where remote vehicles might appear to have brakes on all the time (and no steering, either) while viewing from the monitor. Fixed issue where leftover RealRoad events could be applied in the wrong session. Fixed inconsistent writing of config.ini if installed to write-restricted path. Improved collision with temp cars. Fix reporting of anti-stall to plugins. Potential fix for exiting game while skin transfer is unfinished. Needing to update car components will not overwrite any existing parameters from talent/vehicle rcd files. Will only add unique parameters. Fix problem where you sometimes get a brief blast of vehicles sounds on subsequent track loads. Fixed issue if server was password protected it would not verify server content was installed on client. MODDING / PUBLIC DEV ———————— Added OpenMP to Mod Mode and Dev builds (improves speed of TTool). Added a dev mode AIW editor options to move selected waypoint’s selected path so that the next waypoint (or previous) matches the speed of the waypoint 2 spaces in front (or behind). Corrected problem where +ptool and +ttool wouldn’t start up properly when using SDK. Attempt to use AVX (if available) in 64-bit TTool. Fixed double screenshots in TTool. Plugins will need to be built in 32-bit and 64-bit versions. Please add “_x64″ to the names of the 64-bit version for easier identification, otherwise anybody with a 32-bit version of Windows will get an annoying popup. Made plugin functions RenderScreenBeforeOverlays() and RenderScreenAfterOverlays() always work in the UI, so that plugins can identify the options page. UI / HUD / Options: ———————— Added new gizmo action to clear multiplayer password. Possible fix for HUDs picking up & using unrelated but identically named assets. MULTIPLAYER: ———————— Sync up RealRoad on new clients at an accelerated pace. Changed upload/download speed variable so that higher rates could be set in the dedicated server. Initialize newly-joined clients to a basic RealRoad value such that they can’t gain an advantage over other clients. Fixed multiple players in dedicated server startup dialog. CONTROLLERS / FFB ———————— Fix controller auto-detect on first startup. Hopefully without causing that no-keyboard problem on Win8 whose fix broke this. Output FFB value to plugins even if no FFB devices are detected. AI ———————— Added checks to be sure only real AIs can talk and request pits. Improvements to superspeedway AI. Added AI control to PhysicsOptionsV01 in plugin interface. Now doing limited loading of rcd files from location components so that track builders can specify new track specific driving lines of known 3rd party cars without. Fixed AI cars swerving on formation lap skip and transition from formation lap to race. Removed unnecessary AI braking prediction that had them tapping the brakes needlessly. Reset “add AI” menu when leaving page
  18. 2007 Toronto Circuit for rFactor2 © 2011-13 Doug Lynch/iDT Racing Simulations v0.92 New version released. new logos, added indycar support, updated hdr files (just stock isi), removed backside footbridge as in real life. http://www.phototiming.com/idt/rFact...to14_0_9_2.rar Credits: This is a conversion of our rFactor1 track. Please consider donating via paypal to doug@idtsimulations.com or use the donate button on our website or RFC. Credits: Track Mesh, walls and fences: Doug Lynch Some 3D models by Google, Ryan Field and Richard Chmielewski Research Photos: Doug Lynch, Google earth/street view Testing: Vincent Ceballos, Richard Chmielewski, Grant Bradley, Chris Lesperance Google earth for ground imaging. ISI for rFactor2. Track looks best in NON-HDR mode. - Instructions: Copy the rfcmp file to your packages folder, then install through the RF launcher. Paddock/Garage: the first 25 garage spots are in pit lane. (#1 car for 25 teams) The rest are in the paddock and a few near pit-in. (75 - 3 per team total for 25 teams) The starting grid has 30 markings. The alt grid has 75 spots. Unlike the rf1 version, there are no night lights yet. Maybe later. Special thanks to Miss Toronto herself, Brandi Latimer for her support. Conversion to any other gaming format is prohibited without permission. COMMERICAL OR PROMOTIONAL USE OF THIS TRACK WITHOUT PERMISSION IN WRITING IS PROHIBITED AND WILL BE DOCUMENTED AND PROSECUTED. Donations can be made via paypal to doug@idtsimulations.com
  19. Fonte. Here is a PRE-RELEASE of Las Vegas. v0.96 http://www.phototiming.com/idt/rFact...egasgp_096.rar added indycar config support, fixed icon, added plain HDR files)
  20. Fonte. hi all! i have been working on this finnish for the last 2 months, even there is a lot of work to do yet, i would like to post some screenies. Maybe track is 60/70 % done, but still a lot to do : correct terrain textures and mapping, fix some gap at terrain, add animated workers and animated flag, edit camera file, load screens, and many more i hope you like screenshot and works done so far. cheers sergio loro
  21. sderenno

    rF2: F1 1992, la Williams!

    I lavori sulla conversione del Formula 1 1992 Mod per rFactor 2 proseguono ininterrottamente (vedi screens sotto), dopo il rilascio in beta della Venturi - Larousse, il team F1ASR ha risolto un paio di problemi ed ottimizzato altri aspetti, così per avere ulteriori feedback dagli utenti ha deciso di rilasciare un'altra vettura, la Williams FW14 vincitrice del mondiale di 1992. Queste l'elenco delle differenze rispetto alla Larousse: - Nuova fisica sperimentale basata su fisiche di rF2 - Sistemate textures delle gomme, adesso si nota l'usura - risolto bug crollo FPS con AI Il consiglio è quello di rimuovere i componenti della Larousse per evitare eventuali bug e/o conflitti. Non dimenticate la vostra donazione per dare un aiuto concreto al team F1ASR!
  22. MAK-Corp has announced today the rF2 version of the F1 2008 Mod. You can view the first renders of the 2008 Renault R28 for rF2 on our official website at www.mak-corp.net We'll be showing renders of the 2008 Ferrari and ingame shots soon. We'll be sure to keep you updated here too. Stay tuned!
  23. Fonte. DOWNLOAD This post has been promoted to an article
  24. Fonte. Had this sitting on my hard drive for ages, almost since rF2 was released and as the BTCC is at Thruxton today I thought it was time to share. It's quite rough around the edges and the reflections are not set up at all but realroad seems to work and I think the track is ok to race. I have no idea if I will ever get around to doing any more to the track as it needs a lot of work to bring it up to current standards and I rarely get the free time any more, but anyone that wants to try it is welcome to. v0.7 All new AIW, HDR profile and grass maps thanks to Tosch. New pit ADS, thanks to clokit for the reference. Some minor texture tweaks. v0.6 Added reflections New grass, track shader Tweaked shadows Tweaked SCN Some new/tweaked textures 2014 Ads New Cams DOWNLOAD
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