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Found 16 results

  1. Disinstallare la versione precedente prima di installare questa. DOWNLOAD
  2. rF2: FIA GT3 by Apex Modding v0.940

    0.940 Update DEBUGGING - debugging alt tab problem discover by Euskotracks, offset=7 now - reworked animated driver on all cars . - reworked z4 cockpit , problem discover by Luc devin - reworked Motec rendering - debugging ground impact on z06 on the Nord - name changed on steam workshop GRAPHICS - new tyres sidewall for all the cars except Camaro isi( thanks James hazen for HD michelin textures ) - new cockpit default view with new F.O.V except Camaro - reworked some parts of the z06 cockpit SOUNDS - Complete new internal sounds on the corvette - added missing scrub sound PHYSICS - added fuel mixture feature on all cars 15 steps are present 0 is Safety Car step and represent 60 % of the full power engine 1 is the low step of the eco mod , named Eco_3 and represent 97 % of the full power engine 2 is a low step of the eco mod , named Eco_2 and represent 98 % of the full power engine 3 is a another low step of eco mod , named Eco_1 and represent 99 % of the full power engine 4 is a basic step , named lean_1 and represent 100 % of the full power engine 5 to 11 represent the others step ,they increase one by one the fuel mixture 12,13 and 14 are not usuable for the moment default setup is 5 , represent 101 % of the engine power . you need to map a key in the rf2 controls for use those feature. - added last chassis flex feature on all cars (Fuel Tank Transfer , pushrod new feature , new control section ) - added steering wheel ratios feature on all cars - complete new cpm rain tyres on every cars, less wear , better grip in heavy condition SPECIFICS CHANGES - reworked z06 suspension for avoid the ground impact on the Nord . - complete new suspension on the 458 ,reworked ffb rendering - complete new aero and suspension on z4
  3. rF2: FIA GT3 by Apex Modding v0.930

    Physics changes by Lgel 1 The revised physics while retaining the unique features of each car and offer now similar tuning ranges for every car. 2 AI speed has been balanced too. 3 Each car needs a specific setup, those of previous version 0.92 may not work as intended. 4 The default setups are meant to be drivable out of the box, they are on the safe side (mild understeer). 5 They are not optimal for braking strength and balance, gearing, cooling of motor and brakes, and may be tire pressures. Tires reach their pressure balance after 5 to 6 laps, they don't like to be abused. 6 Cars should have similar level of performance, depending on tracks some cars may be faster than others, for leagues the recommended mean of leveraging performance is to impose weight penalties as FIA does in real life for these cars. 7 pits time for every car are now the same Graphical changes by Tosch 1 Rendering of every car, body, windows and rims. 2 New flare lights on every car, only one plane object for each light needed now. 3 Optimized lods on every car to improve FPS hickups and avoid ghost objects. 4 New collision 3d model, less than 100 polys, to avoid some strange collision bug. 5 Added moving mirrors (thanks redapg for the help). 6 Windshield and windshield banner problem fixed. 7 2015 spa 24h Z4 skin added.
  4. rF2: FIA GT3 by Apex v0.928

    Mentre prosegue senza sosta il lavoro di sviluppo (ecco alcuni screens dell'Audi), il team Apex Modding ha anche rilasciato per rFactor 2 la nuova versione aggiornata 0.928 del suo ottimo FIA GT3 Mod. Anche questa volta le migliorie e correzioni sono varie, vi consigliamo quindi di provare il lavoro, anche se non ancora definitivo. 0.928 Update - last cpm tyres on all the cars ,tyre wear adjusted - last b.o.p on all cars based on the results of the 2 first race on racingfr online champ - pit time are the same now for all the cars - corrected mp4 rbump who dissapear in high settings - corrected mp4 engine who explode sometime in draft situation - corrected chassis flex on the 458 and 997 , less slide effect less wear ,grip feeling enhanced , less understeer - camaro veh filter reworked for avoid the problem with the isi camaro
  5. Project CARS: Aston Martin Track Expansion

    1959 Aston Martin DBR1 Progettata da Ted Cutting e spinta da un motore Aston Martin 2943cc a sei cilindri in linea, la DBR1 divenne la prima Aston Martin ad aver vinto a Le Mans. 2009 Aston Martin DBR1-2 Costruita attenendosi alle regole per la classe prototipi LMP1, la DBR1-2 è un'auto da corsa ad abitacolo chiuso, con un motore V12 a 6 litri. La DBR1-2 non solo si comportò bene a Le Mans, ma aiutò la squadra a vincere di misura il Le Mans Series Championships nel 2009, al quale partecipavano assi come Darren Turner, Stefan Mücke e Tomas Enge. 2014 Aston Martin Vantage GTE La Vantage GTE ha strappato numerose pole, podi, vittorie e giri più veloci nelle gare in tutto il mondo, incluse classiche come la 24 ore di le Mans e la 12 ore di Sebring. Sia la Aston Martin Vantage GTE e le DBR 1-2 possono essere utilizzate in modalità carriera con contratti nuovi che aumentano ulteriormente le possibilità a tua disposizione, mentre tre nuovi eventi a invito ti porteranno nel Mojave.
  6. rF2: FIA GT3 by Apex v0.925

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.925 del suo già noto ed apprezzato FIA GT3 Mod, progetto che ci permette di simulare l'omonima serie GT3 ufficiale della FIA della passata stagione, con tutte le vetture. Qui di seguito i dettagli delle novità e migliorie apportate, mentre per download e commenti fate riferimento a questo topic del forum. Changelog 0.925 Update - reworked 997 : new gear box , new final ratio, correcting the rear of the car who slide on fast turn - reworked the two broken cars : sls and z06 - rework some lods - third try for kill the invisible wall problems on 458 , z06 , sls , z4 . we race everywhere except on the track in silversone , Estoril and nordcheiffe - add missing Template
  7. rF2: FIA GT3 by Apex v0.92

    Changelog cpm patch on every tyres ,slick and rain on every car tyres temp and wear are now better ,but you need to stay clean on road and have a good setup.. mp412c gt3 added to the mod 3d,2d,and sounds = yoss Turbo engine physics and rounds thing : Michael Borda ISI Reworked thing - as requested ,new filter system for select only the car of the mod , more easy : one general filter named AMGT3 and one specific filter if you want choose one one car of the mod for challenge cup : AMGT3_BMWZ4_GT3 AMGT3_799R_GT3 AMGT3_854GT3 AMGT3_Camaro AMGT3_MP412C AMGT3_SLSAMG AMGT3_Z06RGT3 - updated z4 physics for correct the aleatory game ctd with this car – new gear box on the 854 – less oversteer on the 799 – every car receveid new from scratch chassis flex file made with the ISI tool – every car have a new damage file , based on camaro gt3 isi file – updated cockpit rendering ,external and internal window with the new tone mapper isi Debug - zbuffler problem on the sls and z4 on nordcheiffe and silverstone resolved (thanks tosch for the help) – continious work on stop problem some car suffer because ISI put invisble easter egg everywhere (i m joking) thanks Freddy3792 and Gijs van Elderen for the help – banner problem on the 799 resolved Let to do – a lot of thing and we correct in the next update the remaining bug you find ,as usuual.yes we know IA are not good but it s a online mod on a multiplayer game . it s the 0.92 version of the mod , we are far away the end …rf2 game evolve time to time ….and it’s FREE modding …
  8. Con il comunicato che potete leggere qui sotto, il team di iRacing ha annunciato il prossimo arrivo nel simulatore americano del marchio inglese Aston Martin: la prima vettura della casa ad essere proposta sarà la Vantage GT3, seguita poi dalla vincente DBR9. iRacing today announced plans to add four Aston Martin Racing cars to its lineup of digital race cars. First on the list is a virtual version of the Aston Martin Vantage GT3 that will compete next weekend in the iRacing.com Nürburgring 1000 Blancpain Sprint Series event, with several more Aston Martins including the Le Mans class-winning DBR9 to follow. “The opportunity to produce these authentic digital Aston Martins is genuinely exciting news for iRacing,” says Tony Gardner, President of iRacing.com. “Aston Martin has long been synonymous with sports car racing excellence, and the opportunity to race the Vantage GT3, DBR9 and other Aston Martins on the virtual tracks of iRacing will generate tremendous enthusiasm among our members.” With the BMW Z4 GT3, McLaren MP4-GT3 and RUF Track now available and developers finalizing the new co-driver/team feature, the Aston Martin Vantage GT3 figures to add yet another exciting dimension to iRacing’s GT3 competition. iRacing.com Motorsport Simulations, the world’s most realistic racing game, today announced the addition of four Aston Martin Racing cars to the iRacing.com lineup. iRacing.com will create a virtual version of the Aston Martin Vantage GT3 that will compete next weekend in the iRacing.com Nürburgring 1000 Blancpain Sprint Series event, as well as other Aston Martin Racing cars including the Le Mans class-winning DBR9. “The opportunity to produce these authentic digital Aston Martins is genuinely exciting news for iRacing,” says Tony Gardner, President of iRacing.com. “Aston Martin has long been synonymous with sports car racing excellence, and the opportunity to race the Vantage GT3, DBR9 and other Aston Martins on the virtual tracks of iRacing will generate tremendous enthusiasm among our members.” The Aston Martins will join an impressive list of more than 40 world class sports, stock and open wheel cars already available to more than 52,000 iRacers worldwide. iRacing.com enables motorsports and gaming enthusiasts around the world to race against one another online on 65 laser-scanned road courses, ovals and speedways in officially-sanctioned and private league competition. From GT racing to NASCAR, Grand Prix racing to prototypes and IndyCars, iRacing delivers the most realistic racing experience you can have on your PC or Mac from the comfort and convenience of your home. With literally thousands of official races every week, there is always someone to race against at iRacing. In celebration of its relationship with Aston Martin and the sponsorship of the iRacing.com Nürburgring 1000, iRacing is offering a free, three month subscription to new members who visit www.iracing.com/nurburgring1000. Go to www.iRacing.com for more information on iRacing and to read testimonials from stock car, road racing and sim racing champions the world over. This post has been promoted to an article
  9. rF2: FIA GT3 Apex v0.90

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione 0.90 del suo FIA GT3 Mod, un progetto che ci permette di simulare l'omonimo e combattuto campionato FIA. La nuova release, che include anche le nuove BMW Z4 GT3, Chevrolet Camaro GT3 e Ferrari 458 GT3 (denominata però 854), è scaricabile adesso anche dalla nostra area files.
  10. iRacing.com Motorsport Simulations, the world’s most realistic racing game, today announced the addition of four Aston Martin Racing cars to the iRacing.com lineup. iRacing.com will create a virtual version of the Aston Martin Vantage GT3 that will compete next weekend in the iRacing.com Nürburgring 1000 Blancpain Sprint Series event, as well as other Aston Martin Racing cars including the Le Mans class-winning DBR9. “The opportunity to produce these authentic digital Aston Martins is genuinely exciting news for iRacing,” says Tony Gardner, President of iRacing.com. “Aston Martin has long been synonymous with sports car racing excellence, and the opportunity to race the Vantage GT3, DBR9 and other Aston Martins on the virtual tracks of iRacing will generate tremendous enthusiasm among our members.” The Aston Martins will join an impressive list of more than 40 world class sports, stock and open wheel cars already available to more than 52,000 iRacers worldwide. iRacing.com enables motorsports and gaming enthusiasts around the world to race against one another online on 65 laser-scanned road courses, ovals and speedways in officially-sanctioned and private league competition. From GT racing to NASCAR, Grand Prix racing to prototypes and IndyCars, iRacing delivers the most realistic racing experience you can have on your PC or Mac from the comfort and convenience of your home. With literally thousands of official races every week, there is always someone to race against at iRacing. In celebration of its relationship with Aston Martin and the sponsorship of the iRacing.com Nürburgring 1000, iRacing is offering a free, three month subscription to new members who visit www.iracing.com/nurburgring1000. Go to www.iRacing.com for more information on iRacing and to read testimonials from stock car, road racing and sim racing champions the world over.
  11. Le ultime su Project CARS (build 790)

    Build 790 (18/08/14, Team Member+) - 556.3 MB Next-Gen: * PS4: Updated FMOD thread affinity. * XB1: Switched to 10bit Linear Colour * XB1: Ring Buffer sized for the whole frame * XB1: Brightness/gamma fix (GUI and track no longer look desaturated) * XB1: Fix B&W intro video (the background video is still green/weird, but that should be fixed with a new Bink) Audio: * Ford GT40 MKIV: Incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory.Uses the LATEST distant based reverb/echo effect. VR: * Oculus Rift: Force full dynamic envmap update - reduces frame variance time, improving smoothness of head-tracking * Switch to Oculus SDK 0.4.1 (programmers - requires Visual Studio solution reload) Render: * DX11: Fix for debug assert (no longer valid) * Fix erroneous flush happening when loading up a car. * Shaders Omni directional lighting for particles * Updated skintest_alphatest shader to use new global params system * Code to allow us to scale the rain particles based on the camera FOV * Reposition CTRL<S> FPS stats when running with Oculus Rift so that they are visible. * DX11: Added creation of m_ShaderResourceViewSRGB for 128 and 64 bit RGBA float textures * Fix for flush that should not be in place. This would cause full reloads on the character even if not required. * DX11: Remove un-used GetType primitive call + optimise SetTextureParams : 1.8x faster when skipping unused params * DX11/PS4: Changed MSAA centroid position to use SV_POSITION/ScreenPos, this saves an interpolator register and a divide. * DX11: RenderMeshPrimitive optimised - removal of virtual function calls + per thread data grouped together (saves aroun 1.4% CPU on PC, 2.2% on XB1) GUI: * Subtitles updated and some usage notes attached * Monitor screen fixes: Not resetting monitor camera when chaging participant view, Made all monitor on-screen options work in track-side camera, Changes UI buttons around & layout & positioning, Made font smaller for Quick Guide screen * More monitor & standings screens fixups: Duplicated all changes from monitor screen to standings screen as well, Repositioned the HUD map for the monitor screen to be raised a little to avoid overlap with the new button positions, Added confirmation dialog for retire to pits Multiplayer/Online: * Fix MP Join in progress crash, make JIP car spawn on button press for better debugging. Controllers: * Updated gamepad preset 2 from Bruno * Updates to Jerry's gamepad presets + fix for low lock steer sens flag, increased gamepad preset 1's deadzone based on Jerry's feedback Characters: * Drivers: Helmet view for GT, F1 and KART updated exports + paths under main folder, Added missing textures from helmetview, Updated all driver versions ingame with latest updates on variations materials Animations: * RUF RGT8 : Updated with visor up animation AI/Pitstops: * Modified trigger tracking * Added logging per physics vehicle * Tyre wear AI pit calculation tweaks * Increase AI tyre wear to better match players wear * Changed physics accelerate debug key to on/off state * Change speed calculations to prevent front to back impact * Added modifiers for AI cold tyres, tyre wear and fuel load * Fixed a bug where the driver predicted speed was not being updated every frame * Only init pit strategy for AI in qualify/practice - fixes AI getting fresh tyres on pitting * Attempt to protect from the ProcessHazard::Process() seg fault by null protecting the driver class * Added some AI Behavior debugging info and made small tweaks to the conditions for triggering SingleFile and SlowSpeed behaviors Career: * Savegame size reduction and fixes for career Physics: * POD fix * Formula A: More AI model tuning. Added grip to AI tires * Lotus 72D: Aero tweaks, finished heat & wear model, revised tire * Lotus 78: Small aero tweaks, heat & wear model finished, tire update * Lotus 98T: Fixed brake wear rate mistake, fuel consumption, heat & wear model, setup adjustments, tire heating and new tech * STM updates: Disable slow ticking of HD vehicle when under AI control, Fixed delta length for STM, Added logging of all inputs into STM, Adjusted STM float configs for PC Vehicles: * Pagani Huayra: LOD tweaks to reduce popping * Pagani Zonda Cinque: LOD tweaks to reduce popping * Caterham SP300R: Custom dirt texture to fix issues with ugly dirt inside the cockpit * Ginetta G55 GT4: Added windscreen reflections, wheels dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, windscreen banner dds texture, badges - initial check in Environment: * Upping ambient shadow tweakable distances. Tracks: * Oulton Park: Added new small txt for fences, new texture maps, fixed black parts, tweaked metal parts * Monterey: Added latest missing assets from TomT + updated xml files, updated xml files - add some assets, fix position... * Wisconsin Raceway: Updated, remaped and newly textures terrain, fixed wrong places, reworked the king part, fixed problematic (wrong) kerbs, relofted most of the walls, armco and fences, WIP of tree adding also proper 3D trees, new RL branding Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Mandatory delete of the local WTC files (if you haven't done previously) Build 789 (15/08/14, Team Member+) - 428.6 MB Audio: * Lotus 98 Turbo incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. An even NEWER distant based reverb/echo effec - check it out! Plus a slight update to the turbo logic for turbo 7. Render: * DX11: Fix for PC gamma issue * DX11: Fix for missing tyres/driver on XB1 * Fix for in game editing of static emap postions. * DX11: Enable Instance ID style shader instancing * DX11: Runtime support for Vertex Instance ID style mesh instancing. * Fix for dynamic renderable objects being placed in the static emap. * Fix for potential occasional random crash when going from front end to game (crash was in odd places due to re-use of deleted memory). Effects: * Added code to calculate the bias for drying of puddles on the racing line. Basically the effect now ramps up over time and there is an effect of being overwhelmed by current rain, so in a storm the line is only a bit dryer, but as rain vanishes the line can dry almost completely. GUI: * Added new standings screen titles * Added quick guide, button & screen * Fix for player always appearing in non player series result lists * Removed player index from monitor names, and added spectate title * New video voice overs and career tutorials, first pass complete. Removed obsolete track description entries. * Updating monitor screen title text depending on whether the session is timing based, or lap based. Also corrected the time format of the best lap times next to each drivers name on that list. Characters: * Crowds: Created and placed sitting crowds for Outlon * Driver male: Updated materials - removed alcantara from visors and composition on M version Controllers: * Tweaked gamepad preset 2 movement high speed to 1.2 Career: * Fixed up career DB file * Career Championships: Formula Rookie series updated to correct participant count. Physics: * Quick pass over Formula A for AI stability * Fixed player and AI vehicle metrics pose disparity. * Tires: Lotus 49 setup symmetry fix. FB R6 tire. FB CR2 lo tire. FC setup range fix. FC R21 tire. FFB default base drag fix Vehicles: * Vehicles: Rain tire #5 tread texture set. * Added three Aston Martin to vehicle list. Tracks: * Oulton: Manager Ad Panels (static assets) * Eifelwald: Added the new tree override textures specific to this track * Oulton Park Foster: Removed intersecting trees and replaced with 3d in places * Silverstone: Grid markings added, pitmarks added, gridskids added, more trunkonly collisions added * Monterey: Added new building on the lake island, add latest assets, udpated xml files (add some trees around the lake and cars, truck), update xml files - delete some tent on the lake and add some car, trees, truck, add txt for lake building and other small assets Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Mandatory delete of the local WTC files Build 788 (14/08/14, Team Member+) - 668.3 MB Next-Gen: * PS4: PlanerReflectionTasks fix. * PS4: Added support for msaa resolve in copy RT to texture. Audio: * Added latest batch of pit to car radio files to FMOD project * Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness. Render: * Seperate lighting scalers for rain. * Fix for low res issues and fix for camera juttering. * Revised concatenation method to assist with shader compilation errors * Maths - Invert4x4 and Matrix 4x4 transpose both optimised using SSE (2.5x faster) * DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these. * DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB's directly * Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn't glow like crazy now when caught in direct beams. Cameras: * Near and Far plane Z settings are now carried on the FOV Z and Y coordinates GUI: * Unread messages indicator * CareerEvent Icons & Posters updated with WMD stuff * Career Events icons & posters - fixed and missing icons * "New career" menu option disabled when no more save slots are available * Sorting monitor screen driver list correctly. Qualification is by timing, races are by position. * Custom Seasons menu option changed to just disabled rather than invisible (design request, as it's now tagged as coming soon) Career: * Range checks to avoid issues when testing with incompatible save data Characters: * Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export Animations: * Initial helmet tearoff strip animation * GT Pistops: Airjack mechanic animations updates. * Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 ) AI/Pitstops: * Adjusted fuel variance for AI * Exclude hazards that are not on the driver's current branch * Removing obsolete Strength code as the AI skill / modifiers are prefered * If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main * AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel Physics: * Kart CR2 Slick tire added * GT3 Cars: Tire preheat to 90C * 250cc Superkart: Physics overhaul * Caterham R500: AI tire tuned in wet weather * Added GetAIAbilityAdjustedScale back to calculations for split times * 125cc shifter kart: Physics update and fixed a bug causing the car to CTD Vehicles: * Mercedes C-Coupe DTM: UV fixes * Oreca 03: LOD tweaks to reduce popping * RUF RGT-8 GT3: Changed interior material, LODs cut further * Renault Clio Cup14: Added AO, added damage and cockpit animations * LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one. Environment: * 3D tree bhlow008 LODB vertex issue fix Tracks: * Anhalt "C" Circuit: Trd change, added Anhalt C Circuit to Anhalt group * Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , use all of the override tree types in reasonable amounts , and c) to rotate all trees so they're not end-on to the camera from the typical racing direction. * Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain * Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged Known issues: - Replays: Working but sometimes you can't watch saved replays plus other issues - Player loses control of the car after accessing the Setup and Strategy. - Speed sensitive camera option is missing from UI - Game brightness is lower than normal, temporary workaround is to do Alt+Tab to get out of the game and back in
  12. 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. GT6: la Aston Martin DP-100 Vision

    Creata utilizzando molte delle tecniche adottate nella realizzazione delle Aston Martin di serie, fra le quali bozzetti a mano, modelli 3D e la creazione di una versione virtuale della vettura, la DP-100 offre un livello di dettaglio straordinario, con sospensioni perfettamente funzionanti ed elettronica allo stato dell'arte. Una nota di Marek Reichman (direttore design) "La DP-100 ha rappresentato un progetto intenso ed emozionante per il team di Gaydon. Diverse caratteristiche, come la rivoluzionaria "aerodinamica attiva" della vettura, non hanno soltanto una funzione estetica, ma vanno a influire sul comportamento nel gioco. Come nel caso della CC100 Speedster Concept(*), molti degli elementi di design visibili nella DP-100, per esempio le sottili luci posteriori, potrebbero essere in futuro utilizzati sulle nostre auto sportive. Per questo non bisogna sottovalutare l'importanza di questo progetto". Una nota di Kazunori Yamauchi (produttore della serie Gran Turismo) "Quando mi sono trovato per la prima volta davanti a questa vettura, nella sede centrale della Aston Martin a Gaydon, nel Regno Unito, sono rimasto senza parola di fronte alla perfezione del progetto. L'audacia della proposta, con la prima Aston Martin con motore centrale in assoluto, è stata una vera sorpresa. La sua linea, pulita e di classe, trasmette forti emozioni: inoltre, offre il privilegio di un'anteprima sul futuro di Aston Martin, in modo talmente dettagliato da essere praticamente già pronta per la produzione". (*La CC100 Speedster Concept è il modello creato per commemorare il 100° anniversario di Aston Martin ed è arrivato sul mercato nel 2013.)
  14. rFactor 2: FIA GT3 by Apex v0.88

    Il team Apex Modding ha rilasciato per rFactor 2 la nuova versione aggiornata 0.88 del suo interessante FIA GT3 Mod. Oltre ai consueti bugfix e migliorie generali, questa release del progetto ci mette a disposizione due nuove vetture, ovvero la 799 RGT3 e la Corvette Z06. - added the 799 RGT3 and corvette Z06 , those two cars are converted model of our rfactor1 mod ,so 3d models are of lower quality compared to SLS. - sounds for Porsche are actually quite good. With Vette, they are unfortunatelly a bit worse. We are looking for better sources for samples. - all cars have updated tyres, - by default, gear ratios are locked to homologated pairs but we included an upgrade which unlocks all available ratios, - steering lock is locked but for people with wheels with rotation range of 270 degrees and lower, we provided an upgrade allowing to set steering lock between 10 and 14 degrees in 0.1 deg. steps by steps. - engine heating and other "minor" things are not yet updated, - AI tyres are also updated, but we still don't like 799R, at least not as much as Corvette or SLS. - updated sls sfx file (thanks Valter Cardoso and Jamezinho ) - 799R has rather high default camber and right now it doesn't work well so we suggest you to lower it (to less negative), almost to minimum actually. we think, range -2.5 to -3.0 front and -2.0 to -2.5 degrees rear works the best right now.
  15. FIA GT3 si blocca su rFactor 2?

    Errata corrige: Yoss, direttore dei lavori all'interno dell'Apex Modding team, ha commentato quanto segue, specificando inoltre come il commento riportato inizialmente fosse vecchio di due mesi e non veritiero dell'attuale situazione del mod. -------------------------- Il noto team Apex Modding ha deciso di bloccare lo sviluppo del suo FIA GT3 Mod per rFactor2, in sostanza perchè non soddisfatto allo stato attuale dei progressi del simulatore made in ISI, soprattutto per quanto riguarda la fisica, quella delle gomme in particolare. Sembra inoltre che anche cosm1 abbia abbandonato la creazione della sua Ferrari 458 Italia, per vari problemi riscontrati con il software. Speriamo in ogni caso di non perdere definitivamente progetti cosi interessanti... Indeed, for the moment, all the members of the apex team are not convinced at all by rfactor 2. Moreover, other GT3 mods (copies of official game) have been released for rf1 since the release of our mod (unfortunately we planned to work on an evolution for rf1) and no doubt that it will be the case for rf2. We still check all the release of rf2 because we hope that the current gap will be solved by isi. IMHO, isi is not focused enough on modding issues, especially for the physics design (my role in apex team) and more precisely for the tire design. I hoped before rf2 release that isi will gave real design tools for the physic, on tire and also on suspension. But i think now that is over. Actually, months ago, I had the occasion to explain my position about tire design issues...
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