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Found 78 results

  1. Il team di iRacing ha rilasciato la nuova Build Season 1 2018, che porta con sè numerose migliorie ed interessanti novità per il simulatore americano. Oltre ai consueti bugfix e perfezionamenti del software, troviamo infatti una nuova licenza, il divertente campionato Red Bull Rallycross, i meccanici ai box finalmente animati, le vetture Dirt Midget, Ford Fiesta RS WRC, VW Beetle GRC, l'ovale sterrato di Knoxville e 5 diversi tracciati rallycross. Vi ricordiamo che, in questo periodo natalizio, i nuovi utenti hanno la possibilità di provare iRacing con uno sconto del 50%: a questo link è possibile acquistare 1 mese di utilizzo a soli $6.50, o meglio ancora 3 mesi per $16.50, mentre ad esempio 2 anni costano $99.50 (invece di $199), cioè meno di 3,5 euro al mese. Commenti sul forum. This is a big and exciting release! It is jam packed with brand new cars, a brand new track, entirely new track configurations, brand new racing formats, and a truck-load of our usual fixes and updates. We are very excited, and we hope you are too! Some highlights include: • New License Classes • Heat Racing Mode • Red Bull Global Rallycross Series • Animated Pit Crew • Significant Stockcar Updates • Dirt Midget • Ford Fiesta RS WRC • VW Beetle GRC • Knoxville Raceway • Five Rallycross Track Configurations Full 2018 Season 1 Release details are below. Happy Holidays from all of us at iRacing, and have fun out on the track!
  2. [rFactor2] - rFactor 2 Steam Version

    View File rFactor 2 Steam Version rFactor 2 is a realistic, easily extendable racing simulation from Studio 397. It offers the latest in vehicle and race customization, great graphics, outstanding multiplayer and the height of racing realism. rFactor 2 features mixed class road racing with ultra realistic dynamics, an immersive sound environment and stunning graphics. You can race against a field of AI cars, or in multi-player mode against others. The simulation supports a full day-night cycle as well as dynamically varying weather conditions such as rain. Tracks feature "real-road" technology that changes the grip as more cars drive on it. You can run full 24 hour endurance events and in multi-player mode, driver swaps are also supported. Everything can be customized by the community, including adding new tracks and cars, and a wealth of add-ons are available on-line. rFactor 2 is also an evolving product, which will be updated and added to for many years, so the list of features will expand! Submitter Alessandro Pollini Submitted 10/20/2012 Category Official ISI Files  
  3. Il team di iRacing ha rilasciato la nuova build Season 4 2017 del simulatore americano. Questa volta si tratta di un update realmente molto ricco di novità ed interessante: troviamo infatti la nuova "macchinina" da dirt di classe UMP Modified, l'ovale sterrato di Lanier National Speedway, la splendida Ferrari 488 GT3, l'implementazione ulteriore della modalità time attack e persino il nuovo tracciato di Snetterton! This season release features a wide array of new content including a pair of cars, a pair of tracks, and a hearty dose of updates all around. Some highlights include: • Dirt U.M.P. Modified • Ferrari 488 GT3 • Lanier National Speedway (Dirt config) • Snetterton Circuit • Race Sessions can now include up to six different vehicles • Fixed a significant Dynamic Track update issue occuring after Lone Qualifying • Dirt Track Initialization v2.0 • Improvements to the event-based audio system • An update to the New iRacing UI Preview and Time Attack
  4. Dopo la recente Radical SR3, il team Studio 397 ha rilasciato in nottata tramite Steam un nuovo aggiornamento per il suo rFactor 2, sempre relativo alla release DirectX . La nuova build, oltre ai consueti bugfix, implementa anche i profili per i volanti Fanatec ed il supporto, molto importante, per le multi GPU e multi monitor. Update time! - Fixed artifacts on old real road shader. - Fixed screen capture in TTool. - Fixed multiple controller profiles so JOY1 is default controller mapping. - Added controller profiles for Fanatec wheels: Fanatec CSW v2.5, Fanatec CSW v2, Fanatec CSR Elite, Fanatec CSL XBOX, Fanatec CSL PS4. - Added support for mulit-gpus and multi-monitor selection, available via drop downs in Laucher config. - VR Added re-center view now assignable to a key (default is Backspace). - VR Fixed Track loading screen Da segnalare inoltre, agli appassionati di karting ed rFactor 2, il rilascio dello spettacolare kartodromo di Genk, che vedete nel trailer qui sotto.
  5. Il team di iRacing ha da poco rilasciato la nuova build Season 3 2017 del simulatore americano. Oltre alle consuete migliorie e bugfixing, l'ultimo update di iRacing ci mette a disposizione anche alcune gustosissime novità, come la nuova Ferrari 488 GTE, la Ford GT 2017 (giusto in tempo per essere utilizzate nella imminente iRacing 24 Ore di Le Mans!), l'ovale di Myrtle Beach, perfezionamento al sistema dinamico di gommatura del tracciato ed altro ancora. Commenti a questo link del forum. The 2017 Season 3 Build features a pair of great new sports cars, one legendary short track, enhanced graphics and dynamic track surfaces, and new replay modes along with a host of updates to existing cars and features. Just in time for the second annual iRacing 24 Hours of Le Mans, we're rolling-out the fastest sports cars yet produced by two of the world's iconic automakers in the Ferrari 488 GTE and Ford GT. We're also adding a great new short track in Myrtle Beach Speedway, springboard to the careers of multiple generations of Pettys, Earnhardts and Jarretts. The build also includes improvements in the surface heat of the dynamic tracks along with some cool new replay modes and dramatic improvements to shadows and reflections on the cars. The NASCAR Class B (aka Xfinity) cars have been updated to 2017 specs as well. Release Notes for 2017 Season 3 [2017.06.06.01] This season release features TWO new cars, one new track, and a host of other enhancements. Some highlights include: • Ferrari GTE 488 • Ford GT 2017 • Myrtle Beach Speedway • More realistic Dynamic Track surface heat behaviors • Dynamic environment cube maps • A brand new shadow mapping system • New and fun Replay Render Modes • Class B NASCAR vehicles updated to 2017 specs Full 2017 Season 3 Release details are below. Have fun out on the track!
  6. Release Notes for 2017 Season 3 [2017.06.06.01] This season release features TWO new cars, one new track, and a host of other enhancements. Some highlights include: • Ferrari GTE 488 • Ford GT 2017 • Myrtle Beach Speedway • More realistic Dynamic Track surface heat behaviors • Dynamic environment cube maps • A brand new shadow mapping system • New and fun Replay Render Modes • Class B NASCAR vehicles updated to 2017 specs Full 2017 Season 3 Release details are below. Have fun out on the track!
  7. Il team di iRacing rilascia oggi la nuova build Season 2 2017. L'update, oltre al consueto numero di bugfix e perfezionamenti, fra le novità e migliorie più interessanti, ci offre il tracciato Bullring del Las Vegas Motor Speedway, dedicato alle vetture Nascar ed importanti upgrades alle gomme delle vetture GT3, compresa la Porsche 911 GT3 Cup. Tutti i dettagli sul forum. The Bullring at Las Vegas Motor Speedway is coming as a new piece of content, and provides another short track for those who like rough and tumble left turn-only racing. On the features side, the most impactful update for the most amount of people will be the GT tire update. Taking lessons learned from the sweet feeling Porsche 911 GT3 Cup car, a lot of the other "tin-top" cars will receive the same treatment in Season 2, making for a more forgiving and realistic feeling experience. Per quanto riguarda invece l'attesa modalità sterrato, spostata in rilascio a fine marzo, ci viene mostrato oggi uno spettacolare video di anteprima con la Sprint Car sul circuito dirt di Williams Grove, utilizzando il visore Oculus VR.
  8. Il team di iRacing ci presenta in video una delle prossime novità del simulatore americano: si tratta del veloce tracciato speedway sterrato di Volusia che, come potete notare dal trailer, sarà parecchio divertente. Un paio di giorni fa, sempre in video, ci è stato presentato anche il piccolo ovale in asfalto di Las Vegas. Vi ricordiamo che la nuova build di iRacing sarà rilasciata il 7 marzo. Announcing Volusia Speedway Park as the latest addition to iRacing's dirt track lineup. Coming Soon.
  9. Presenting: The Bullring - a 3/8 mile oval track at Las Vegas Motor Speedway - coming to iRacing March 7th.
  10. Il team di iRacing inizia a presentare quale sarà il menu della prossima Build Season 2 del simulatore americano, attesa nel mese di marzo. Dovrebbe essere certo l'arrivo di vetture e circuiti da sterrato (il famigerato "dirt"), anche se non abbiamo ancora la conferma ufficiale, mentre è certo il nuovo ovale corto del Las Vegas Motor Speedway, che vedete nelle immagini qui sotto. Attention short track fans - the 3/8th mile Bullring @ Las Vegas Motor Speedway is coming to iRacing! Due this March for the Season 2 build
  11. Il team di iRacing inizia a presentare quale sarà il menu della prossima Build Season 2 del simulatore americano, attesa nel mese di marzo. Dovrebbe essere certo l'arrivo di vetture e circuiti da sterrato (il famigerato "dirt"), anche se non abbiamo ancora la conferma ufficiale, mentre è certo il nuovo ovale corto del Las Vegas Motor Speedway, che vedete nelle immagini qui sotto. Attention short track fans - the 3/8th mile Bullring @ Las Vegas Motor Speedway is coming to iRacing! Due this March for the Season 2 build
  12. rFactor 2 Build 1108 update 1

    Il team Studio 397 ha appena rilasciato un primo update 1 per l'ultima build 1108 del suo rFactor 2. L'aggiornamento si preoccupa di correggere alcuni bugs segnalati dagli utenti, dettagliati a questo link del forum. After releasing build 1108 about a week ago, we got a lot of good feedback from the community and also some bug reports. As always, we very much appreciate your input, even though we cannot always respond to every report individually. We previously explained that we spent some time optimizing our development process, so it should come as no surprise that we’re releasing this update now. This is not the last bugfix we will do, but it is probably the last one we’ll do this year. So from Studio 397, we wish you all a happy new year! The Steam BuildID for this update is 1543400, and you can check your BuildID by opening the Steam Client, going into the library, then right click on rFactor 2 to open the context menu. From there, choose “Properties” and in the window that opens select the tab called “Local Files”. The “Current content BuildID” is mentioned there. Changes Added an empty “Packages” folder to the dedicated server and to rFactor 2 itself. Both distributions were missing this folder, which caused some confusion. Fixed an issue with nonexistent workshop items. If you were subscribed to a workshop item that was subsequently removed or made invisible to you, Steam would continue to report you as “subscribed” to that item. Because the item no longer exists, it would, however, cause our Launcher to hang whilst waiting for it to download, which could never happen, of course. We’ve made the code more robust and tried to detect all such cases, so you should no longer experience this issue.
  13. rFactor 2 Build 1108 disponibile

    Il team Studio 397 ha rilasciato la nuova Build 1108 di rFactor 2, la prima ad essere disponibile esclusivamente tramite Steam (ad un prezzo minore: 29,99€), con il passaggio scontato alla piattaforma digitale prolungato fino al 31 gennaio 2017. Proprio Steam ci offre da subito un supporto migliore per il gioco in modalità offline e la correzione di un bug sui driver di alcune schede video Nvidia. L'acquisto annuale di rFactor 2 viene eliminato, perchè si vuole spingere gli appassionati ad utilizzare di più la modalità online, che è stata aggiunta nella versione gratuita del gioco. Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Studio 397 prosegue comunque lo sviluppo di rFactor 2 con l'attesa grafica DirectX 11 e una nuova interfaccia utente, più semplice, più accattivante e più adatta all’uso con i visori VR. Prosegue anche il lavoro sulle nuove licenze, con la Radical quasi completa ed il nuovo accordo con la General Motors per riprodurre la Corvette C7R del 2016. Si lavora anche sulle piste, a cominciare da Nola Motorsport e sulla modalità multiplayer del gioco. Release of Build 1108 Introduction Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Stock Car The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults. Several minor adjustments and tweaks to help optimize scoring. Further improvements to the track order of cars leaving the pits under caution. Fixed a bookkeeping error under caution with one lap until restart. Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too. Better awareness of what to do under caution. Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car. Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals. Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution. Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits. Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track. Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses. Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json: Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file. Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on. Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum" Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom" AI Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified. Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps. Physics Temperature and load of the tyre contact patch. Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load. Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”. Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles. Driver Swaps Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap. Graphics Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters. Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change. Removed the option to disable HDR. Dedicated Server Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active. User Interface/Launcher Engine mixture settings are part of the setup. Added an Engine Mixture setting to garage so it can be saved as part of a car setup. Updated Launcher icons. Added new user interface background image and splash screen. Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode. Updated French language dictionary. Additional Changes We’ve made racing online free for every user of rFactor 2. Fixed results file when VehFile uses escape characters. Removed DRS enabled/disabled messages for tracks without DRS zones. Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu
  14. Il team Studio 397 ha rilasciato la nuova Build 1108 di rFactor 2, la prima ad essere disponibile esclusivamente tramite Steam, con il passaggio scontato alla piattaforma digitale prolungato fino al 31 gennaio 2017. Proprio Steam ci offre da subito un supporto migliore per il gioco in modalità offline e la correzione di un bug sui driver di alcune schede video Nvidia. L'acquisto annuale di rFactor 2 viene eliminato, perchè si vuole spingere gli appassionati ad utilizzare di più la modalità online, che è stata aggiunta nella versione gratuita del gioco. Studio 397 prosegue comunque lo sviluppo di rFactor 2 con l'attesa grafica DirectX 11 e una nuova interfaccia utente, più semplice, più accattivante e più adatta all’uso con i visori VR. Prosegue anche il lavoro sulle nuove licenze, con la Radical quasi completa ed il nuovo accordo con la General Motors per riprodurre la Corvette C7R del 2016. Si lavora anche sulle piste, a cominciare da Nola Motorsport e sulla modalità multiplayer del gioco. Release of Build 1108 Introduction Finally, it’s time for the first Studio 397 release of rFactor 2! It’s been a few months since the last build was released, so we thought we’d take the opportunity to give you an update on what the team has been busy working on. After taking over development, our first order of business was optimizing and automating the entire build process and setting up a new internal bug tracking system – two improvements that will help speed up public releases of fixes and features. We brought new members into our team to move the project forward in terms of graphics, user interface, infrastructure, content and overall optimizations, which you will start to see in the first quarter of 2017 and beyond. For this first release our focus was on fixing bigger issues such as video driver crashes, optimizing and fixing elements of the workshop and starting work on improving the stock car and oval experience. We have invested a considerable amount of time in developing and testing stock car, specifically stock car rules, since the last public release. With the help of a dedicated group of stock car league admins and stock car specialists on our test team, we identified some of the crucial issues that need to be addressed. We continually seek to improve our stock car and oval experience. For this first release of several upcoming changes we focused on sorting issues under caution and adding more flexible options for server admins. We’ve also taken a close look at oval behaviour optimizations of the AI in single player, especially (but not exclusively) for short ovals. Stock Car The safety car is now set to ‘non-collidable’ by default – testing has shown this can help avoid certain oval-related caution situations in which the safety car has trouble weaving its way to the front of the field. The value can be set to ‘collidable’ in the player.JSON file by editing the following values: "Safety Car Collidable": true. After this update, we recommend server admins backup and remove player.json and multiplayer.json, so that new ones are generated containing all new options and defaults. Several minor adjustments and tweaks to help optimize scoring. Further improvements to the track order of cars leaving the pits under caution. Fixed a bookkeeping error under caution with one lap until restart. Changed AI behaviour to prevent pitting on the last lap of a caution. This helps to avoid messy and disorderly restarts and it makes the AI look a bit smarter too. Better awareness of what to do under caution. Added an extra message to the Low Speed Information pop up: “Please pass the safety car.” This should help you be more aware of where you are with respect to the safety car under a full course caution and should improve sorting overall as drivers no longer have to guess whether to pass the safety car. Changed pit exit behaviour to allow cars to be placed in a large gap rather than behind the whole field, which might be nearly a full track length behind the car exiting on some of the smaller ovals. Fixed pit behaviour: A car entering the pit lane after a race resumes from a caution will no longer be able to continuously lap the field during the next caution. Fixed a possible scoring mix-up when a full course caution was called while the race leader was in the pits. Fixed a bug in which cars starting late from the garage area (those that did not press the Race button in time), after the field had gone ahead, were sometimes wrongly scored at race start. Cars starting late from the garage area now have to wait for the entire field to pass the pit-exit line to be able to join the race and go on track. Added a new single player feature "AI Formation by Position" that when set to “true” in the player.json attempts to line up the AI during yellow flag/formation laps according to your position behind the pace car instead of relative to surrounding cars. This seems to work better on short ovals, whereas the old (default) way might still work better for road courses. Added new options for configuring an oval server, which can be found in the CustomPluginsVariables.json: Added two types of double file which can be configured by editing the value "DoubleFileType" where “0” is off (or single file), “1” will ignore lapped and pitted distinctions, and “2” (the default) is standard double file. Wave-arounds can now be set to on or off for more flexibility by editing the following value: "WaveArounds" “0” is off, “1” is on. Added the ability to configure number of caution laps by editing the following value: "YellowLapsMinimum" Added the ability to configure random number of caution laps editing the following value: "YellowLapsRandom" AI Fixed AI behaviour to prevent them from taking off immediately after what should be their pit stop following their final qualifying lap, which would get them disqualified. Fixed AI behaviour to prevent AI from getting disqualified during qualifying on certain tracks where it is difficult to pit immediately after completing n-1 laps. Physics Temperature and load of the tyre contact patch. Added a new TGM display. While driving, it was possible to pull up a graph showing the contact patch for each tyre that showed the temperature of the tyre at that point of the contact patch (ALT =). The second display now shows the tyre load. Changed TTool filename. TTool, a tool that is used to generate tyres for cars, used to output a file named “QSA” when you ran a real-time batch test. That filename has now been corrected to “realtime”. Fixed an issue where camber angles for tyres reported as zero in real-time telemetry instead of their real angle. Also, this now allows plugins to see the correct angles. Driver Swaps Fixed occasional crash when a wheel gets reattached/repaired during a pit stop at the same time as a driver swap. Graphics Fixed the multiview gizmo that allows you to enter your triple screen configuration. It now saves and remembers asymmetrical monitor configuration parameters. Fixed sporadic nVidia driver crash on certain tracks. The fix, which is only needed if you were experiencing driver crashes and restarts, can be activated by changing the value WorkaroundFlags=1 in the Config.ini with a text editor. Please make sure to delete your shader cache manually (the files in UserData\Log\Shaders) when making this change. Removed the option to disable HDR. Dedicated Server Changed the logic so that the dedicated server properly moves on to the next track in all cases regardless of which sessions are active. User Interface/Launcher Engine mixture settings are part of the setup. Added an Engine Mixture setting to garage so it can be saved as part of a car setup. Updated Launcher icons. Added new user interface background image and splash screen. Fixed Launcher to work correctly in Steam’s offline mode. It will no longer hang while attempting to download pending workshop items in this mode. Updated French language dictionary. Additional Changes We’ve made racing online free for every user of rFactor 2. Fixed results file when VehFile uses escape characters. Removed DRS enabled/disabled messages for tracks without DRS zones. Added +skipmonitor as a command line option, which lets you enter from and exit a race directly to the main menu This post has been promoted to an article
  15. iRacing Build Season 1 2017

    CHANGE LOG: Website – Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page. – The Sporting Code URL has been updated. – Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions. – Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time. Simulation – Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time. Loading – Track loading has been restructured to reduce the peak memory usage of the Simulator. Race Control – Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed. Dynamic Track – The marbles texture has been updated to provide more accurate information on marble density. – Fixed an issue that could allow the server to create track dust when processing client updates. World State Triple Buffering – This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different. – Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate. – With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business. DirectX 9 – Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve them. DirectX 11 – Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used. – Fixed several bugs with Low Res. particles for multi-views. – Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons. Weather – A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options. Driver – Visor tear-offs have been added to all drivers of vehicles that do not have a windshield. – – The default manual control for performing a visor tear-off is Alt+T. – – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty. – A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes: – – Global Mazda MX-5 Cup – – Legends Ford ’34 Coupe – – McLaren MP4-30 – – NASCAR Camping World Chevrolet Silverado – – NASCAR Camping World Toyota Tundra – – NASCAR Sprint Cup Chevrolet SS – – NASCAR Sprint Cup Ford Fusion – – NASCAR Sprint Cup Toyota Camry – – Street Stock Spotter – Two new options have been added to the “[sPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you: – – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you. – – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you. Pit – Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall. – – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters: – – – High = Fully animated pit crew characters (currently only pit support crew members) – – – Medium = Static pit crew characters – – – Low = No pit crew characters are displayed, only pit box objects – – – Off = Nothing at all – Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car. Pace Car – The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R. – The official iRacing skin has returned to the pace car. Replay – All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay. – – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way. – – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”. – – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay. – – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session. Video Capture – The video capture API has been updated to work around an NVidia driver issue. – – This should fix the issue where videos are coming out black using the most recent NVidia drivers. Telemetry – New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.). – New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip. – A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button. – A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1). – New 360 Hz telemetry output has been implemented! – – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here: – – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled. – – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled. – – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins: – – – XXshockDefl_ST = Shock Position – – – XXshockVel_ST = Shock Velocity – – – SteeringWheelTorque_ST = Steering Wheel Torque – – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine. – A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry. EasyAntiCheat – This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues. Peripherals – Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag. – Added several new options the [External Displays] section of the “app.ini” file: – – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations. – – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations. – – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators. – – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color. – Fixed a bug with keyboard LED shift indicators on Logitech keyboards. CARS Aston Martin DBR9 GT1 – Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008. – Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1. – Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Fuel economy has been slightly increased. – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – Fixed a bug that caused headlight flashing of opponent cars to be invisible. – Season setups have been updated. Audi R8 LMS GT3 – Fuel consumption has been slightly increased for GT3 BoP. BMW Z4 GT3 – Slightly increased aero drag for GT3 BoP. – Fuel consumption has been slightly reduced for GT3 BoP. – Realigned the external mirrors with the appropriate bezel. – Fixed an issue where a driver could not see all of the digits on the blue backlit display. Chevrolet Corvette C6.R GT1 – Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Inner headlights are now enabled during the daytime. – Season setups have been updated. Chevrolet Corvette C7 Daytona Prototype – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle. Chevrolet Monte Carlo SS – Season setups have been updated. Dallara DW12 – Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing. – A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this. – Season setups have been updated. Ford Falcon FG V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. Ford GT GT3 – Season setups have been updated. Ford Mustang FR500S – Driver viewpoint has been adjusted to better suit VR. Holden Commodore VF V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. HPD ARX-01c – This vehicle now uses PBR shaders. – The color of the wheel rims for this vehicle can now be changed. – Fixed an issue with the pivot of the right-front wheel. Kia Optima – Mirror quality has been improved. Lotus 79 – This vehicle now uses PBR shaders. – Fixed a corruption issue with the rear rim textures. McLaren MP4-30 – We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled. Mercedes-AMG GT3 – Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions. – – For more information, see: http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419 Modified – SK – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Season setups have been updated. NASCAR Nationwide Chevrolet Impala circa 2011 – Season setups have been updated. NASCAR Sprint Cup Chevrolet SS – Season setups have been updated. NASCAR Sprint Cup Ford Fusion – Season setups have been updated. NASCAR Sprint Cup Toyota Camry – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Pontiac Solstice – Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars. Pro Mazda – Star Mazda has been officially renamed Pro Mazda! – Star Mazda wing decal has been replaced with the Pro Mazda decal. Ruf RT 12R Track – Season setups have been updated. SCCA Spec Racer Ford – This vehicle now uses PBR shaders. Silver Crown – Season setups have been updated. Skip Barber Formula 2000 – This vehicle now uses PBR shaders. Street Stock – Season setups have been updated. Super Late Model – Season setups have been updated. V8 Supercar Ford Falcon circa 2012 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. TRACKS Circuit des 24 Heures du Mans – Additional tweaks to checkpoint placement and added one additional checkpoint.
  16. Our 2017 Season 1 Release Notes have been posted! Notable additions to iRacing include: • World State Triple Buffering that should eliminate some framerate choppiness • Replays can record voice chat • Heat haze effect • Animated support characters • Additional spotter commands • Visor tear-offs • Hand-over-hand steering for some vehicles • Telemetry upgrades • New V8 Supercar tires • New peripheral lighting functionality Full details on the release are below. Welcome to 2017 Season 1! This season release includes a host of updates and balance tweaks. Some highlights include: • World State Triple Buffering that should eliminate some framerate choppiness • Replays can record voice chat • Heat haze effect • Animated support characters • Additional spotter commands • Visor tear-offs • Hand-over-hand steering for some vehicles • Telemetry upgrades • New V8 Supercar tires • New peripheral lighting functionality Full details on the release are below. For an in-depth description of what’s coming to iRacing in the near future, check out this post from Tony Gardner: http://members.iracing.com/jforum/posts/list/3510448.page Have fun out on the track! CHANGE LOG: Website – Added some more pre-race information for drivers in the Drivers’ Meeting pre-race page. – The Sporting Code URL has been updated. – Fixed an error on the What’s Hot page that mistakenly showed Time Trial Sessions. – Fixed navigation of the Quick Start Guide to allow smooth navigation transitions when viewing it after the initial required time. Simulation – Several settings for an upcoming feature named “Browser Mode” have been added to the “app.ini” file. These additional settings will be fully described when Browser Mode is released, and have no effect at this time. Loading – Track loading has been restructured to reduce the peak memory usage of the Simulator. Race Control – Fixed a bug where cutting a course to take the checkered flag would not properly award the black flag penalty due to scoring being finalized on the car before the cut course penalty was processed. Dynamic Track – The marbles texture has been updated to provide more accurate information on marble density. – Fixed an issue that could allow the server to create track dust when processing client updates. World State Triple Buffering – This upgrade fundamentally alters some aspects of how the Sim’s “realtime”/”BG” thread (the one that keeps the world moving) and the Sim’s “drawing”/”FG” thread (the one that paints the frames) interact with each other. Virtually every UI widget, including the “3D world” widget, uses data from the realtime world to determine what should be drawn. How this data is safely copied for the FG to draw a frame so that it doesn’t get confused should the realtime world “wake up” and start advancing the world is now different. – Previously, the FG would lock-out the BG, make its copy, enable the BG, and then draw its frame. The main problem with this method is that if the BG is in the middle of updating the world when the FG is ready to start a new frame, that “lock-out” must wait until the BG finishes updating the world. Only then can the FG make its copy. But that means the FG gets stalled, preventing it from drawing frames until that world update finishes. The lower-end your machine, or the more complex the world update (mostly the more cars in the session), the longer it takes the BG to finish its world update, and the more likely the FG will get stalled, and the lengthier the stall is likely to be, leading to choppiness in the frame rate. – With the new method, the “copied” state information the FG uses to draw is instead generated by the BG itself when it finishes updating the world. And to keep the BG from overwriting the state the FG is currently using to draw a frame, that copied state information is triple-buffered (in fact, some things use triple-, some use quad-, and some use quintuple-buffering, depending on their needs). The mechanism that the FG and BG use to not step on each other’s toes is now “lockless” – meaning that neither thread “locks-out” the other thread in the normal course of business. DirectX 9 – Our support for the DirectX 9 version of the Simulation has essentially ended. New features, such as the graphical enhancements that are part of dirt track racing, will only be implemented in the DirectX 11 version of the Sim. We will stop shipping a DX9 version of the Sim soon. If you are having issues running the DX11 version of the Sim, please work with our support team at support@iracing.com to resolve them. DirectX 11 – Improved Alt+Enter so that it now attempts to transition back to the original full-screen monitor and original full-screen mode instead of transitioning to a screen mode on the monitor where the window is located when Alt+Enter is used. – Fixed several bugs with Low Res. particles for multi-views. – Fixed an issue where high detail mirrors at night tracks could cause the car reflections in the mirror to render without car paint and with missing polygons. Weather – A heat haze effect has been added to the environment. This effect aims to create the appearance of “heat shimmer”, a visible distortion in the air. This effect is tied into the ambient and track temperatures. This effect can be toggled on or off in Graphics options. Driver – Visor tear-offs have been added to all drivers of vehicles that do not have a windshield. – – The default manual control for performing a visor tear-off is Alt+T. – – Automatic visor tear-offs can be toggled on or off in the Options menu, and will occur when the helmet visor becomes excessively dirty. – A first-pass of the hand-over-hand steering animation has been added to some vehicles. The list of vehicles includes: – – Global Mazda MX-5 Cup – – Legends Ford ’34 Coupe – – McLaren MP4-30 – – NASCAR Camping World Chevrolet Silverado – – NASCAR Camping World Toyota Tundra – – NASCAR Sprint Cup Chevrolet SS – – NASCAR Sprint Cup Ford Fusion – – NASCAR Sprint Cup Toyota Camry – – Street Stock Spotter – Two new options have been added to the “[sPCC]” section of the “app.ini” file that let you control how the default spotter behaves when you also have a live spotter spotting for you: – – reduceVerbosityIfLive=1 ; Reduce the spotter’s chattiness if you also have a live spotter spotting for you. – – muteSpotterIfLive=1 ; Mute your spotter if you also have a live spotter spotting for you. Pit – Pit team support members that are behind the wall are now animated for the player’s car (or focus car). These characters can be seen providing support and managing the team from behind the pit wall. – – The “Pit Object Detail” setting in the Graphics Options menu works as follows for animated support characters: – – – High = Fully animated pit crew characters (currently only pit support crew members) – – – Medium = Static pit crew characters – – – Low = No pit crew characters are displayed, only pit box objects – – – Off = Nothing at all – Many cars have stacks of tires which appear near their pit stall, placed among their other pit apparatus. These stacks were generalized and shared amongst all cars. Now, each car should have an accurate stack of tires which is appropriate to that car. Pace Car – The pace car has transformed from a Ford Mustang FR500S into a Ruf RT 12R. – The official iRacing skin has returned to the pace car. Replay – All voice chat that you send or receive is now saved to the replay. To review it, activate the new “Replay Chat Review” control in the replay controls area on the Session screen. While active, you may continue to use the transmitter on your radio to talk, but the scanner part of your radio becomes disconnected from the radio’s speaker. Instead, the radio’s speaker is connected to the replay, and the voice chat that you hear, along with the notification of who is speaking and on what channel, comes from the replay. However, the scanner is still active, and any received messages continue to be saved to the replay. – – The Radio black box (F10) will also indicate that your scanner has been disconnected from the speaker by flashing the SCANNER title, and graying-out all the radio channel names. Though when watching a saved replay, or watching the replay after the server disconnects you at the end of the session, the F10 black box is not changed in this way. – – Voice chat review mode is automatically set to “ON” when you load a saved replay, and it is automatically set to “OFF” when you join a session. It is automatically set to “OFF” when you get into your car or when you begin “Spotting for team”. – – The Options/Replay settings page in the Sim can be used to adjust which radio channels have their communications saved into the replay. By default, voice chat on all radio channels is saved to the replay. You can select to exclude communications on any custom channels you add to your radio. You can also select to exclude custom channels plus the @TEAM channel. Or you can select to disable saving any voice chat to the replay. Changing this selection takes effect without restarting the simulation, but will not erase any voice chat already saved in the replay, or cause prior messages that were not recorded earlier to be added to the replay. – – – Remember, these settings only affect what gets saved to your own replay. They do not impact whether what you say gets saved to replays by anyone else in the session. Video Capture – The video capture API has been updated to work around an NVidia driver issue. – – This should fix the issue where videos are coming out black using the most recent NVidia drivers. Telemetry – New telemetry variables, “PlayerTrackSurfaceMaterial” and “CarIdxTrackSurfaceMaterial” are now available that indicate what type of surface is under the car (concrete, sand, grass, etc.). Surface materials are defined in new “irsdk_TrkSurf enum.” This is measured relative to the center of the car, just as with the “PlayerTrackSurface enum” that indicates how the surface is scored (race, pit, offtrack, etc.). – New telemetry variables, “TireLF_RumblePitch”, “TireLR_RumblePitch”, “TireRF_RumblePitch”, and “TireRR_RumblePitch” are now available. These represent the pitch in Hz produced by the tire going over a rumble strip, or 0 if the tire is currently not on a rumble strip. – A new telemetry variable, “PushToPass” has been added which reports the state of the Push to Pass button. – A new telemetry variable, “dcMGUKDeployModeToggle” has been added that indicates if the in-car MGU-K deploy mode is set to fixed(0) or adaptive(1). – New 360 Hz telemetry output has been implemented! – – 360 Hz telemetry logging is disabled by default. The option for enabling 360 Hz telemetry logging has been added to the “app.ini” file here: – – – [misc] irsdkLog360Hz=0 ; 0 = 360 Hz logging is disabled, 1 = 360 Hz logging is enabled. – – The XXshockDefl, XXshockVel and SteeringWheelTorque variables will now log out at 360 Hz, if enabled. – – 3 new (memory mapped file) variables have also been added that always log at the rate of 360 Hz, but not to disk. This is for use by motion platforms and base shaker plugins: – – – XXshockDefl_ST = Shock Position – – – XXshockVel_ST = Shock Velocity – – – SteeringWheelTorque_ST = Steering Wheel Torque – – This data is output as a 6 element array, with a new flag variable header indicating that ist should be treated as a subdivision of time. You will need a new version of the ATLAS plugin to properly view the data, however the old plugin, and any older telemetry tool, should continue to read the data just fine. – A new McLaren ATLAS importer version 1.05 is available for download from the member site. This adds some new unit conversion parameters and adds support for properly viewing 360 Hz telemetry. EasyAntiCheat – This build uses an updated version of EasyAntiCheat that should reduce the likelihood of encountering EAC alerts that are caused by internet infrastructure issues. Peripherals – Support has been added for controlling backlights of all Razer devices, Logitech mice, and single color keyboards. Code has been added to indicate the current flag. – Added several new options the [External Displays] section of the “app.ini” file: – – enableLEDFlags=1, Set to 0 to turn off LED backlight flags animations. – – enableLEDShiftLights=1, Set to 0 to turn off LED backlight shift indicator animations. – – enableLEDHotKeys=1, Set to 0 to turn off LED backlight hotkey indicators. – – colorLEDHotKeysByType=1, Set to 0 to set all hotkeys to the same color. – Fixed a bug with keyboard LED shift indicators on Logitech keyboards. CARS Aston Martin DBR9 GT1 – Weight has been increased by 70 kg to bring it closer to the minimum weight under which we understand it competed circa 2008. – Minor adjustments have been made to the aero to bring overall performance back in line with the Chevrolet Corvette C6.R GT1. – Downforce sensitivities of the rear wing have been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Fuel economy has been slightly increased. – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – Fixed a bug that caused headlight flashing of opponent cars to be invisible. – Season setups have been updated. Audi R8 LMS GT3 – Fuel consumption has been slightly increased for GT3 BoP. BMW Z4 GT3 – Slightly increased aero drag for GT3 BoP. – Fuel consumption has been slightly reduced for GT3 BoP. – Realigned the external mirrors with the appropriate bezel. – Fixed an issue where a driver could not see all of the digits on the blue backlit display. Chevrolet Corvette C6.R GT1 – Downforce sensitivities of the rear wing has been modified to ensure the car does not reward minimum rear wing settings at all circuits. – Inner headlights are now enabled during the daytime. – Season setups have been updated. Chevrolet Corvette C7 Daytona Prototype – The external engine sound transitions between close and distant sounds for this vehicle have been improved. – The driver’s seatbelt has been fixed so it no longer protrudes out the bottom of the vehicle. Chevrolet Monte Carlo SS – Season setups have been updated. Dallara DW12 – Increased tire wear for oval tracks to increase degradation and prevent running tires for multiple stints. Also, Indy tires are now used at Motegi to improve quality of racing. – A pitboard has been added for this vehicle. The custom paint template has been updated to reflect this. – Season setups have been updated. Ford Falcon FG V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. Ford GT GT3 – Season setups have been updated. Ford Mustang FR500S – Driver viewpoint has been adjusted to better suit VR. Holden Commodore VF V8 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. HPD ARX-01c – This vehicle now uses PBR shaders. – The color of the wheel rims for this vehicle can now be changed. – Fixed an issue with the pivot of the right-front wheel. Kia Optima – Mirror quality has been improved. Lotus 79 – This vehicle now uses PBR shaders. – Fixed a corruption issue with the rear rim textures. McLaren MP4-30 – We’ve implemented an alternative MGU-K deployment strategy. The internal combustion engine reaches full output at less than full throttle, and the MGU-K supplements smoothly between full engine output and full throttle at the pedal. The goal is to have smoother power delivery, and the hope is that the cost to efficiency of deployment is minimal. The throttle pedal position at which the engine reaches full output and the MGU-K begins to deploy is configurable by the user, and varies from 67.5% to 90% in 2.5% increments. Note that the old deployment smoothing strategy has been disabled. Mercedes-AMG GT3 – Fixed a minor bug with the definition of the drivetrain components that was causing the portion of the drivetrain between the engine and clutch to have too much rotational inertia. This would cause the drivetrain to spin up the engine under very specific conditions. – – For more information, see: http://members.iracing.com/jforum/posts/list/0/3509108.page#10177419 Modified – SK – Season setups have been updated. NASCAR K&N Pro Chevrolet Impala – Season setups have been updated. NASCAR Nationwide Chevrolet Impala circa 2011 – Season setups have been updated. NASCAR Sprint Cup Chevrolet SS – Season setups have been updated. NASCAR Sprint Cup Ford Fusion – Season setups have been updated. NASCAR Sprint Cup Toyota Camry – Season setups have been updated. NASCAR XFINITY Chevrolet Camaro – Season setups have been updated. NASCAR XFINITY Ford Mustang – Season setups have been updated. NASCAR XFINITY Toyota Camry – Season setups have been updated. Pontiac Solstice – Fixed an issue where the fuel gauge needle would rotate incorrectly on opponents’ cars. Pro Mazda – Star Mazda has been officially renamed Pro Mazda! – Star Mazda wing decal has been replaced with the Pro Mazda decal. Ruf RT 12R Track – Season setups have been updated. SCCA Spec Racer Ford – This vehicle now uses PBR shaders. Silver Crown – Season setups have been updated. Skip Barber Formula 2000 – This vehicle now uses PBR shaders. Street Stock – Season setups have been updated. Super Late Model – Season setups have been updated. V8 Supercar Ford Falcon circa 2012 – Construction and compound changes have been made to the vehicle tires. These changes should produce more realistic grip levels, improve drive-ability around the limit, increase degradation, and improve out lap grip in cold ambient conditions. – Power steering has been increased to help balance this vehicle with similar cars in the Sim. TRACKS Circuit des 24 Heures du Mans – Additional tweaks to checkpoint placement and added one additional checkpoint. This post has been promoted to an article
  17. Sul forum ufficiale di iRacing, Tony Gardner in persona conferma per il 6 dicembre l'arrivo della nuova build del simulatore americano. Gardner ci parla anche delle numerose novità che arriveranno in iRacing nel corso del 2017, come la modalità dirt (lo sterrato), la funzionalità time attack e molto altro ancora. We are excited about the build next week! You will see multiple enhancements and improvements to the simulation and overall service. Right now the plan is to do the usual quarterly software update on December 6th at about 8:00 AM EST. However I wanted to discuss just a few things that are NOT going to be in build next week and provide a brief update. You will see soon enough what will be in the build next week! Dirt: As you probably are aware we are very excited about “dirt” and have heard the same from so many of you. Major pieces of it have been finished for months. There are so many details, facets and challenges to this new form of racing for us graphically and physically. We had many new development challenges to tackle and many new and unique features to develop. I think you will be very impressed with all the work and detail put into this when you get a chance to see it and drive it. However, a few smaller things are still lingering and we want to nail this down to our satisfaction. The small things can make a big difference. We would not expect to release it by year end either with the year winding down and holidays etc. The good news is we feel we are close and are still optimistic to release before the March build. We would do a “mid-season” release if the feature/Dirt was ready. As far as content we have Eldora, Williams Grove and a dirt version of USA Speedway about done and more tracks in the works already. We have 305, 358 and 410 versions of a Dirt Super Late Model. We have a wingless dirt 410 sprint car. We have a winged Sprint Car including 305, 360 and 410 versions. We are putting the cars through our CFD “wind tunnel” to get better aero data, especially for the Winged Sprint car. We also will have dirt versions of our NASCAR truck and a dirt version of the legends car out of the gate. Much more coming and already in the works including global rally cross. Thanks for your patience. It is heart-breaking not to release some of it for year-end with all the work we have put in and being so close but it is the right thing to do. Time-Attack: This new hot-lapping competition/feature we think is going to be a great fun and will be something that almost everyone from rookies/time constrained people to veteran sim-racers will really enjoy. We are also close on this new feature and also would release at a point in time, not necessarily needing to wait until a season end build. We will be doing a video about it soon to give you a better idea of it. Other: We are also still working on many other things discussed previously like the new damage model, new in-sim UI, web interface, improved and new sounds including working on utilizing XAudio 2, animation and graphics, new forums, physics, incredible content and working on many other things not yet discussed! This post has been promoted to an article
  18. iRacing: parliamo di novità 2017...

    Dirt: As you probably are aware we are very excited about “dirt” and have heard the same from so many of you. Major pieces of it have been finished for months. There are so many details, facets and challenges to this new form of racing for us graphically and physically. We had many new development challenges to tackle and many new and unique features to develop. I think you will be very impressed with all the work and detail put into this when you get a chance to see it and drive it. However, a few smaller things are still lingering and we want to nail this down to our satisfaction. The small things can make a big difference. We would not expect to release it by year end either with the year winding down and holidays etc. The good news is we feel we are close and are still optimistic to release before the March build. We would do a “mid-season” release if the feature/Dirt was ready. As far as content we have Eldora, Williams Grove and a dirt version of USA Speedway about done and more tracks in the works already. We have 305, 358 and 410 versions of a Dirt Super Late Model. We have a wingless dirt 410 sprint car. We have a winged Sprint Car including 305, 360 and 410 versions. We are putting the cars through our CFD “wind tunnel” to get better aero data, especially for the Winged Sprint car. We also will have dirt versions of our NASCAR truck and a dirt version of the legends car out of the gate. Much more coming and already in the works including global rally cross. Thanks for your patience. It is heart-breaking not to release some of it for year-end with all the work we have put in and being so close but it is the right thing to do. Time-Attack: This new hot-lapping competition/feature we think is going to be a great fun and will be something that almost everyone from rookies/time constrained people to veteran sim-racers will really enjoy. We are also close on this new feature and also would release at a point in time, not necessarily needing to wait until a season end build. We will be doing a video about it soon to give you a better idea of it. Other: We are also still working on many other things discussed previously like the new damage model, new in-sim UI, web interface, improved and new sounds including working on utilizing XAudio 2, animation and graphics, new forums, physics, incredible content and working on many other things not yet discussed!
  19. CHANGE LOG: Website – The Race Guide now has a filter for filtering out “unofficial” sessions. – League Admins may now quickly add a session to one of their active league seasons by clicking the plus icon when looking at their “All Leagues/Find Leagues” page. – The Set Up Grid button has been moved up the page to a more relevant position when setting up a league session. – The Grid Builder context menu now positions itself correctly to correlate with the Racer Grid position. – The My Series Results page now features a dropdown menu for jumping to a specific page of results. – The Date column on the My Series Results page now displays the LOCAL date and time in the cell, and both GMT and LOCAL time in the tooltip. – The My Series Results page now shows detailed pagination details for searches with more results than can be displayed (ie: Showing Results 1-25 of 36 Total Results). – When a user selects a series on the Series Results page, the page will now look for data relevant to that selected series. If any is available, the page will display a link that takes the user to the archival page that shows ALL results from ALL races from that season. – Adding an item to your cart should now be more responsive. – Adjusted the font sizes of the homepage News section for increased readability. – Fixed the myRacers Online pop-out menu. – Fixed an issue where sometimes a racer would be prevented from joining a session because they required updates, when in fact the racer was up to date. – Fixed an issue that prevented you from joining your friends’ sessions directly from the myRacers persistent footer. – Fixed an issue that sometimes prevented you from joining an open practice session. – Fixed an issue that sometimes prevented the Race Panel from populating correctly where looking at Series Stats or Results pages. – Fixed an issue where duplicate entries could be seen for each Team Session on the myTeam Racing page. – Fixed functionality for scrolling while dragging drivers around the Race Setup Grid and for the context menu for moving drivers. – Fixed an issue where the Lap Results page could sometimes break when data was emerging slowly. – Fixed an issue on the My Personal Stats page where your last 10 races sometimes would not load. – Fixed the Settings Panel so that when opting to not use IPv6, your selection is saved correctly. – Fixed an issue where sometimes the side splash panels would not display correctly. – Fixed an issue with the display of promotional prices where they would drop a zero from the cents value. – Fixed an issue where some users were able to see region restricted series for which they were not qualified. – All chat features have been removed. – The Previous and Past Seasons page is now depreciated. Paint Kit – Leo Bodnar, Simability, and Simsteering logos have been added to the Paint Kit. – the Inside Sim Racing logo has been revised. Simulation – The description of the “maxParticleThreads” option in the “app.ini” file has been updated to include the value of “0” as an acceptable option. Race Sessions – Fixed a bug that was preventing League Sessions with qualifiers and without a race from using shared pit stalls. Dynamic Track – Dust and gravel can now be dragged and thrown onto the track by wayward cars, which then interacts with the tires to affect grip and accumulation of debris on the tires. – The way the Dynamic Track is stored in a replay has been improved to allow sudden changes in the track surface state to be seen immediately. Rendering – The cubemaps for all tracks have been updated. This will cause much brighter reflections off of objects. – Post-processing effects have been removed from the cubemaps for all night tracks. This was useful in the past, but is no longer needed. – Fixed occlusion culling so that very large nearby objects no longer incorrectly disappear, especially in mirrors. – Fixed a crash that could happen when trying to draw a lot of cars in the world with headlights. – Improved the algorithm for updating Dynamic Track textures to ensure timely graphical updates. – The option, “DynamicTrackTextureUpdateRate,” has been added to the “renderer.ini” file to control the maximum frequency of Dynamic Track texture updates. – The option, “ParticlesDetail,” has been renamed to “ParticleDetail” in the “renderer.ini” file. – Hang logging is now disabled by default, but can be enabled in order to help us investigate issues. DirectX 9 – Fixed a memory leak that occurred when rendering a Tech Track. DirectX 11 – Tech Tracks utilizing direct laser scan data can now be rendered in DirectX 11. – Glowing light effects now interact more accurately with fog. – Ghost car now renders correctly. – The old spark system is now hidden if PopcornFX is active, due to the new PopcornFX spark system. – Adjusted the graphical autoconfig selection of default graphics modes to favor higher refresh rates and standard scaling modes. – Fixed several bugs with night lighting and high detail headlights, where DX11 could look significantly different than DX9. – Fixed an issue with track shaders when using “Low” Shader Detail. – Fixed an issue where random flickers of geometry could render along with some particles. – Fixed several issues related to the antialiasing of painted lines and other surface decals at both night and day tracks. – Fixed an issue where tire rims could appear white when using the “Low” Shader Detail setting. – Fixed the Sim’s UI to correctly toggle between fullscreen and windowed cursor modes when the Sim toggles between fullscreen and windowed modes. – Fixed an issue where shadow volume geometry was being created at load time even when the “ShaderQuality” option in the “DX11.ini” file was set to 0. – If DirectX 11 fails to report a display mode, a fake display mode is created. This may allow the Simulator to operate in a windowed display mode or a fake fullscreen. – All new installations of iRacing will now default to DirectX 11. PopcornFX – All tracks now have complete particle collision, so particles such as dirt, sparks, and gravel can bounce along the surface instead of passing through the environment. Audio – Improved road rolling, aero, and wind sounds for all vehicles. – Scrape noises for Armco fence rails and vehicle undertrays have been improved. Tires – Improved the effective tire grip calculations related to marbles and dust on track. Incident Points – The Info tab on the Session screen will now show your incident point count for the current session. In a team event, it will also show the count for your team as a whole. – The Entries tab now has a new “INCS” column. In a live session, you will see the incident point counts for the current session. There is no way to “back up” and see the incident point counts for prior sessions. In race sessions, everyone is only able to see their own team’s incident point counts. However, in a non-race session, or once a race session is complete, everyone is able to see the incident point counts for everyone. Admins are also able to see the incident point counts for everyone during a race session. – When watching a replay, you will see the incident point counts for the session replay you are currently watching. The same session visibility restrictions apply to watching replays (so you can not circumvent the restriction during an event by having a teammate save the replay, and load it to see everyone’s incident point counts). Radio – Fixed a rare issue that could allow you to transmit a text chat message that would be rejected by the race server. If the configuration of your radio changed just as you finished the message, it was possible that the message would be created with the identifying information from the prior configuration of the radio. Video Capture – Timestamp will no longer appear on screen captures. – A new video capture library has been added. – Fixed an issue that was preventing some members from utilizing this feature. Telemetry – Three new telemetry variables related to incident count have been added. If the event is a team race, the incident count is broken down in different ways; but if not, then all three variables will equal the same value. The variables are as follows: – – “PlayerCarTeamIncidentCount” = Incident count this session for your whole team. – – “PlayerCarMyIncidentCount” = Incident count this session just for you. – – “PlayerCarDriverIncidentCount” = Incident count this session for the current team driver. – A new session string entry, “WeekendInfo:WeekendOptions:IncidentLimit:,” has been added that indicates the maximum incidents you can receive before being ejected from the session. – A new telemetry variable, “PlayerTrackSurface,” has been added that indicates the track surface under the player vehicle. This is available both live and on disk. – A new telemetry variable, “PlayerCarIdx,” has been added that allows developers to access the current player’s car index without loading up the session string. This is available both live and on disk. – Fixed a bug where setup information in a telemetry session string could become stale. iRacing API – A new iRacing SDK disk client C++ wrapper has been added that will allow you to read “.ibt” files with less effort. – A new iRacing SDK example application, “irsdk_ffbforce,” has been added that can analyze the wheel torque data found in our telemetry files. ARX – A new Force Feedback demo (ffb_demo) has been added that can help users setup Force Feedback for their racing wheel in the Sim. – ARX clients can now send text chat messages to the Sim via the call: irArx.sendChatString(“message”). Additionally, these messages can include macro commands. Oculus Rift – Support for the consumer version of the Oculus Rift has been added to iRacing, based on the Oculus 1.3.2 SDK. This new support is available only in the DirectX 11 version of the Simulator. The DirectX 9 version of the Simulator is still based on the Oculus 0.4.2 BETA SDK. – Whenever the Oculus Rift is in use, the Simulator will mirror its output to a resizable window on the desktop. You may resize/position this window. Using a very small mirror window may reduce mouse pointer precision inside of the Rift, so try not to make it too tiny. The window will remember any adjustments to dimensions/positions between sessions. – The following section of Rift related options will be added to the Oculus Rift section of the “rendererDX11.ini” file after you exit the simulator for the first time: – – RiftEnabled=1 ; Enable Oculus Rift Detection/Support – – PixelsPerDisplayPixel=150 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! – – AutoSelect=0 ; Use Rift, if detected, without prompting – – AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears – – UIScreenSize=130 ; 3D UI screen width (cm) – – UIScreenDistance=70 ; 3D UI screen distance (cm) – – MirrorEnabled=1 ; Create mirror texture and render copies on screen. – The “RiftEnabled” option allows you to disable the auto-detection of the Rift if necessary, and simply disables it completely. For instance if you do not want to be prompted to use the Rift every session, you can disable that here. – The “PixelsPerDisplayPixel” option adjusts the rendering resolution for the scene before it is warped into the Rift’s display. It defaults to 1.5 which improves quality but may hurt performance on some systems. If you are having performance problems with the Rift, try lowering this to 1.0 (100%). If you are still having issues, try lowering your graphics settings. It is important to have a good frame rate when using the Rift. – The “AutoSelect” option is useful if you always want to use the Rift, and want to automatically skip the prompt. – The “AutoCenter” option will automatically re-center the head tracking when you acknowledge the health and safety warning, or when loading completes, whichever comes first. Otherwise, to re-center tracking during loading, hit the space bar. Or to re-center tracking after loading use the assigned control (see the options screens for the “HMD re-center” command). You may reassign this command to a keyboard key combo or to a controller input. – The “UIScreenSize” and “UIScreenDistance” options control how far away and how large the user interface screens appear inside of the virtual world. – The “MirrorEnabled” option allows you to disable the mirror output rendering to the desktop window. This will save some video memory and, in some cases, slightly improve frame rate. Peripherals – A new feature, called “forceMap,” has been added. By adding a file named, “forceMap.csv” to your [documents]\iRacing\ folder you can remap your racing wheel’s force output to make it more linear. See the thread http://members.iracing.com/jforum/posts/list/3482238.pagefor more details. – Windows 10 support for Xbox One controllers is now enabled by default. CARS Aston Martin DBR9 GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle, so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bars to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – Minimum vehicle weight has been increased to 7.1 kg for GT1 BOP. – The tire compound has been adjusted to better handle high operating temperatures; it now is matched to the Chevrolet Corvette C6.R GT1. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Mirrors have been adjusted. Audi R8 LMS GT3 – Deactivated the fuel mixture increment, decrement, and level controls for this vehicle. – Throttle Shaping tooltip text has been updated to no longer overrun the available space. – Mirrors have been adjusted. BMW Z4 GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – Mirrors have been adjusted. Cadillac CTS-V Racecar – Aerodynamics have been modified to make them more benign; very similar in character to the GT1 cars. – Tire construction has been changed to be more forgiving at and over the limit. – Front bump rubbers have been re-introduced to better reflect real-life setups. – Mirrors have been adjusted. Chevrolet Corvette C6.R GT1 – The baseline setup for this vehicle has been updated. – The aerodynamic calculations have been adjusted with the goal of making aero performance more linear and predictable in response to changes in ride heights. Also, aero is now dependent on vehicle roll angle so you will find greater downforce and a forward aero balance shift when cornering. Overall, these changes resulted in a rearward shift of aero balance (more aero understeer). This allowed us to reduce the size of the front anti-roll bar to a more representative dimension. Finally, we increased the aero drag penalty for running greater rear wing levels so that running maximum rear wing is not the optimum at most tracks. – A more temperature resistant tire compound has been added, so that the Chevrolet Corvette C6.R GT1 is more competitive with the Aston Martin DBR9 GT1, particularly in hot ambient conditions. – Three different selectable brake pad materials (low friction, medium friction, and high friction), will now make it easier to tune brake bite for different tracks and pedal setups. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Dallara DW12 – Indiana Donor Network sponsored KV Racing Technology Dallara DW12 Indycar scheme has been added to the Paint Kit. This is a non-color changeable scheme. – Several new Levels of Detail (LODs) have been added to the car model to aid performance, especially during night racing. Ford Falcon FG V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. Ford GT – The baseline setup for this vehicle has been updated. – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. Ford GT GT3 – The baseline setup for this vehicle has been updated. – Slight reduction in aero drag for GT3 BOP. – Changed differential build for less overall locking and less locking on throttle to address feedback that the car snaps to oversteer when putting power down. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Ford Mustang FR500S – Updated engine, gear shift, transmission, and brake sounds. Formula Renault 2.0 – A taller final drive has been added so now this vehicle can be used in a draft on high speed ovals. – Handling by Opponent vehicles has been improved. – Mirrors have been adjusted. Holden Commodore VF V8 – The baseline setup for this vehicle has been updated. – Significant modifications have been made to the 2014 V8 Supercars to address handling issues, particularly over bumps and curbs. These modifications include: – – Chassis torsional stiffness has been added. – – Available rear damping forces have been increased. – – Spring perch offsets have been added in the Garage. This provides the ability to adjust bump rubber engagements without changing ride heights via combined damper length and perch offset adjustments. Spring perch offsets that produce less than 40-50mm of shock deflection in the Garage are not recommended. – This vehicle now uses V6 tires. These tires are capable of maintaining grip at higher operating temperatures, so they should feel less greasy in hot ambient conditions and more catchable in big slides. However, be aware that grip will be slower to build when the tires are cold, so it will feel icy for the first few laps when ambient temperatures are cold. Also, you will nominally find peak grip at around the 3rd to 5th timed lap on a qualifying run. We understand this is not ideal for 2-lap qualifying runs, but felt that better grip at high operating temperatures (where the tires run most of the time) would be a worthwhile tradeoff against a relatively slow build of grip when cold. – Chassis torsional stiffness has been reduced to help the rear lose lateral grip more progressively. – Rear suspension geometry has been adjusted to slightly reduce the effect of camber sensitivity. – Fixed a display issue with the digits on the steering wheel display. – This vehicle has been converted to use PBR shaders. – Updated engine, gear shift, transmission, backfire, and rev limiter sounds, and pit limiter sounds have been added. HPD ARX-01c – The pit sequence has been altered so refueling takes place before tire changes. The car is not lifted onto airjacks until refueling is finished, and it continues to use two tire guns and carriers. – Particle collision bodies, that were previously missing, have been added to this vehicle. Kia Optima – Various new sounds have been implemented for this vehicle, including: engine, gear shift, transmission, brakes, backfires, and limiters. Global Mazda MX-5 Cup – The baseline setup for this vehicle has been updated. – The extended length of the rear dampers has been reduced in order to prevent heavy engagement of the rear bump rubbers, which had resulted in rear instability, especially at curb strikes. – The operating temperatures of the tires have been reduced to help maintain more consistent grip throughout longer runs. – Mirrors have been adjusted. – Fixed an issue with an incorrect normals texture reference with the vehicle tires. McLaren MP4-12C GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). McLaren MP4-30 – Fixed an issue with the deployment of the Energy Recovery System (ERS). If the driver crashed repeatedly on out laps, the counter that determines the amount of energy to transfer from the ERS battery for deployment to the MGU-K did not reset. Once this counter reached a rules-specified maximum, no more energy could be transferred from the ERS battery to the MGU-K until the driver reached the next valid lap crossing. The result was that the driver may have experienced low deployment on out lap(s) until they managed to successfully complete an out lap without crashing. – Mirrors have been adjusted. Mercedes-AMG GT3 – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). – The Low Fuel warning has been updated to trigger off of fuel level instead of fuel pressure. The warning now activates when the fuel level drops below 10 liters. – Mirrors have been adjusted. NASCAR Camping World Chevrolet Silverado – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR Camping World Toyota Tundra – This vehicle has been converted to use GGX Shaders. – Vehicle appearance has been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – Mirrors have been adjusted. NASCAR K&N Pro Chevrolet Impala – The baseline setup for this vehicle has been updated. – New engine sounds have been added for this vehicle. NASCAR Nationwide Chevrolet Impala circa 2011 – New engine sounds have been added for this vehicle. NASCAR Sprint Cup Chevrolet SS – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The fog light and upper grill decals have been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Ford Fusion – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. NASCAR Sprint Cup Toyota Camry – The 2016 NASCAR Season digital display dashboard and functionality have been added to this vehicle. The digital display used in these cars is highly customizable and the screens used vary drastically from team to team. In an attempt to give you the same options, we’ve created 3 different screens from which you can select in the F8 screen. – The 2016 NASCAR Season contingencies and splitter/spoiler have been enabled. Because of this, the non-superspeedway rear spoiler can now be painted. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added to this vehicle. NASCAR XFINITY Chevrolet Camaro – The appearance of the vehicle has been updated to match the 2016 NASCAR Season. – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Ford Mustang – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. NASCAR XFINITY Toyota Camry – Vehicle contingency decals have been updated to match the 2016 NASCAR Season. – The template for this car has been updated to reflect the above changes. – New engine sounds have been added for this vehicle. Radical SR8 – Unfortunately, the developments for Season 2 did not have the desired effects on car performance, drive-ability, and real-world correlation. As a result, this vehicle has been restored to the 2016 Season 1 specifications. Ruf RT 12R Track – The baseline setup for this vehicle has been updated. – Fixed a bug in the traction control algorithm so that it is now only applied if the throttle is greater than 5% (which affects both the sound and the initial transition into active traction control when applying throttle). Sprint Car – The baseline setup for this vehicle has been updated. Star Mazda – Small shift rearward in aerodynamic center of pressure (10 mm) to reflect feedback from real-world drivers, resulting in more aero understeer. Super Late Model – This vehicle has been converted to use PBR shaders. – Mirrors have been adjusted. V8 Supercar Ford Falcon circa 2012 – This vehicle now has V6 tires that match the 2014 V8 Supercars. TRACKS Atlanta Motor Speedway – Fixed an issue with cars appearing off the ground near the entrance to pit road. Autodromo Enzo e Dino Ferrari – NEW TRACK RELEASED! Test out your circuit racing skills on this counter-clockwise Italian racetrack steeped in history. Autodromo Nazionale Monza – The Time Gain Checkpoint at Turn 1 has been updated. – Barriers have been added to the Grand Prix Circuit config to prevent use of the oval as a shortcut. – A bump has been removed from the entrance of Turn 1 on the Junior config. – A missing wall cap has been added to the pit out. Iowa Speedway – Fixed a few seams near the entrance to pit road. Irwindale Speedway – The Pace Car now completely exits the race groove before the Green Flag is given. Long Beach Street Circuit – Fixed the brake markers so they no longer disappear in “Low” Detail mode. Martinsville Speedway – Fixed a pit road cheat by placing some collision volumes. New Hampshire Motor Speedway – Fixed several seams that were visible in the grass area of Turn 1. Nürburgring – A Time Gain Checkpoint has been added on the right side of Turn 14. – Fixed an issue with white splotches and inconsistent white/red corner curb lengths in several places. – Fixed several track geometry issues including: – – Fixed a bump on the outside of the T1 asphalt runoff. – – Fixed a “curbed” white line at Döttinger Höhe, near the Gantry. – – A seam on the right side towards Hohenrain chicane. – – A seam on the Nordschleife at the T13 pit exit. – – A seam on the left side at Fuchsröhre. Phoenix International Raceway – Fixed a surface-type issue with a portion of the wall along the front stretch. Road America – Fixed some missing textures on some terrain areas. South Boston Speedway – South Boston Speedway has received an extensive art upgrade for all track configs, including the track surface, environment objects, and structures to help it shine like new! Talladega Superspeedway – Fixed an issue where a scenic camera was drawing through the ground. Thompson Speedway Motorsports Park – Fixed a bump in the track at the entrance to Turn 3
  20. rF2 build 1080 e GP3 by ASRFormula

    Il team ISI ha rilasciato la nuova build aggiornata 1080 del suo rFactor 2: la nuova release si preoccupa essenzialmente di correggere vari bugs ed apportare alcune migliorie su vari fronti, come spiegato in dettaglio a questo link. Anche la demo del gioco è stata aggiornata ed ora ci mette a disposizione la Formula Renault 3.5, la Howston 1974 ed il circuito di Toban. Da segnalare inoltre che, sempre per il simulatore targato ISI, è disponibile da oggi il nuovo ASR3 Series realizzato dal noto modding team ASR Formula, che ci permette di simulare la combattuta stagione del campionato GP3, con la monoposto targata FIA che potete ammirare nelle immagini qui sotto.
  21. Assetto Corsa build 1.5 disponibile

    build 1.5 - New Abarth 595esseesse and S1, S2 upgrades - New Ford Mustang GT 2015 - New Corvette C7 Stingray - New Black Cat County track - Nurburgring gp circuit updated - Nurburgring gp circuit now with 4 layouts - Silverstone circuit updated - Monza circuit updated - Spa circuit updated - Nurburgring Nordschleife circuit updated - Nurburgring Nordschleife endurance cup layout added - Mugello circuit updated - Magione circuit updated - Imola circuit updated - Drift circuit updated - Vallelunga circuit updated - Vallelunga classic layout added - Vallelunga circuit (all layouts) now has 24 car slots - Activated time progression in Multiplayer - All cars updated to Tyre Model 7 - Pitstop are now available in single player races - Damage is now visible in Multiplayer mode for remote cars - Launcher: steam overlay support disabled due to stability issues - Launcher: re-instated multi-process mode for CEF due to stability issues - Launcher: changes to memory usage policy, more aggressive memory releasing thresholds - Fixed Lamborghini Miura gearbox damage - Updated drivetrain upshift and downshift timings for all cars - F6 inside cameras use internal sounds - Free camera now honours distance multiplier for sound attenuation - Of all Drivable cameras only Cockpit uses internal sounds - Transmission sound can have its own volume (by default it shares engine volume, otherwise it uses the TRANSMISSION value set in audio.ini) - Gearshift sound shares engine volume - Backfire sound shares engine volume - Fixed car sound when bottoming out - Realtime app shows lapped guys (blue) and lapping guys (green) - Fixed FuelLapEvaluation function - Fixed fuel consumption on turbo engines - Fixed inconsistency on UI tech specs - Modding : added FormCamera functionality to associate internal/external soundset - Modding : added console commands "observeLights" and "observeFlames" (work as observeDigital); EDIT_MODE is deprecated - Modding : added Digital Instrument KERS_CHARGE (percentage) - Modding : added Digital Instrument TOTAL_LAPS (if session is not race then "---") - Modding : added Digital Instrument CURRENT_LAP - Modding : added Digital Instrument EST_LAPS (if est is less than 0 then "--.-") - Modding : added Digital Instrument AMBIENT_TEMP - Modding : added Digital Instrument FUEL_CONS (UNITS: MPG_UK, MPG_US, L100 or "Kms per Liter" if missing) - Modding : added Digital Instrument PLACE_HOLDER to avoid fixed digits on texture (use TEXT) - Modding : added ON_BOARD_LOOKBACK_OFFSET in car.ini - All tyres now use V7 with brand new heating values (beta: except Exos F1 tyres yet) - All tyres now use V7 with brand new falloff level and speed (beta: except Exos F1 tyres yet) - Changed all tyres flex and pressure relation. - Changed all tyres footprint and pressure relation - Modified global aero efficiency with yaw angle. Works on all cars - Added new aero.ini version=3 with new YAW_CL_GAIN values that can stall wings depending on yaw angle - Yaw angle stalling wings and diffusers for GT2/GT3 cars and Mercedes C9 and Lotus 98T - All GT2/GT3 cars now have minimum height 55mm - 200,400,500,1000,2000 meters drag circuits now available - Modding : ksPreviewBuilder added to sdk/dev folder - Python Interface: - initFont(fontfamily, italic, bold) - setCustomFont(fontfamily, italic, bold) - getCameraMode() - setCameraMode(acsys.CM) - getCameraCarCount(carId) - setCameraCar(F6 camera index, carId) - focusCar(carId) - getFocusedCar() - getServerName() - getServerIP() - getServerHttpPort() - getServerSlotsCount() - isCarInPitline(carId) - isCarInPit(carId) - isConnected(carId) - getCarBallast(carId) - getCarState(carId) - eKersCharge - eKersInput - totally revamped backfire system (will not break mods) - added new F1 "dash camera" and "Chase camera #2" - CameraManager : fixed issue globalCameraIndex - Fixed Camera selection on Replay Interface - Fixed CameraApp to reflect Dash and Chase changes - Fixed Camera system messages - Fixed Random camera wrong cameras + message - added CameraOnBoard offset to avoid car parts on view - added new driver model with lod - added Fuel Lut to solve issues with several cars gauges - SharedMemory : added new members - SPageFilePhysics float turboBoost = 0; float ballast = 0; float airDensity = 0; - SPageFileGraphic int isInPitLine = 0; float surfaceGrip = 0; - SPageFileStatic float maxTurboBoost = 0; float airTemp = 0; float roadTemp = 0; bool penaltiesEnabled = false; float aidFuelRate = 0; float aidTireRate = 0; float aidMechanicalDamage = 0; bool aidAllowTyreBlankets = false; float aidStability = 0; bool aidAutoClutch = false; bool aidAutoBlip = false; - fixed several cars still featuring dashboard "floating" digits - fixed car scraping volume - added first implementation of Force Feedback Post Processing (docs in cfg/ff_post_process.ini) - improved camber calculations - improved tyre heating on low friction surfaces (grass,sand etc) - added new "Tyres" app - Server lap counters and lap times are now 16 bit unsigned ints allowing super long sessions/races - Ford GT40 fuel tank position fixed - revamp of all digital displays and script - revamp of analogue gauges - Lamborghini Huracan GT3 3D model tweaks - Lotus Exige S model tweaks - Various LOD fixes across the entire vehicle content - BMW M3 GT2 3D model tweaks - Roof on the LaFerrari is now customizeable - Emissive values tweaked on some cars to improve visibility with PP off - Various skin issues fixed - PP preset improvements - Improved AI behavior in traffic Lista dei contenuti disponibili: VETTURE PRODUZIONE - Abarth 595 EsseEsse (3 variants) - Abarth 500 EsseEsse (2 variants) - Alfa Romeo Giulietta QV - Alfa Romeo Giulietta QV Launch Edition - Alfa Romeo MiTo QV - Audi Sport Quattro (2 variants) - Bmw 1M (2 variants) - Lamborghini Miura S.V. - Lotus Elise SC (3 variants) - Shelby Cobra - RUF CTR Yellowbird - Toyota GT-86 - Ford Mustang 2015 - Chevrolet Corvette C7 Stingray GT - Bmw M3 E30 Evo (3 variants) - Bmw M3 E30 Group A - Bmw M3 E30 DTM - Bmw M3 E92 (3 variants) - Bmw Z4 E89 (3 variants) - Lotus Evora GTC - Lotus Evora GX GTR - McLaren MP4-12c GT3 - Bmw Z4 GT3 - Bmw M3 GT2 - Ferrari 458 GT2 - P4/5 Competizione - Mercedes SLS GT3 GP CLASSICHE - Classic Team Lotus Type 49 - Classic Team Lotus 98T - Ferrari 312T SUPERCAR - Audi R8 Plus - Ferrari LaFerrari - Ferrari 458 Italia (2 variants) - Ferrari F40 (2 variants) - Ferrari 599xx - McLaren Mp4 12c - Mercedes SLS AMG - Nissan GTR NISMO - Pagani Zonda R - Pagani Huayra - Lotus Evora S (2 variants) - Lotus Exige S Roadster - Lotus Exige Scura - Lotus 2 Eleven GT4 TRACKDAY - KTM X-Bow R - Lotus 2 Eleven - Lotus Evora GTE - Lotus Evora GTE Carbon - Lotus Exige 240R (2 variants) - Lotus Exige V6 Cup OPEN WHEEL - Tatuus FA-01 - Lotus Exos T125 (2 variants) TRACCIATI - Magione - "Autodromo dell'Umbria" - Imola - "Autodromo Enzo e Dino Ferrari" - Mugello - "Autodromo Internazionale del Mugello" - Silverstone - GP - Silverstone - International - Silverstone - National - Monza - "Autodromo di Monza" - Monza - "Classic 60's Edition" - Nurburgring - GP - Nurburgring - Sprint - Spa Francorchamps - Vallelunga - "Autodromo Piero Taruffi" - Vallelunga - Circuito Club - Zandvoort - Trento - Bondone Hillclimb - Drift Track - Drag strip SHOWROOMS - Standard showroom - The Beach - Hangar - Industrial - Sunset MODALITA' DI GIOCO - Prove Libere - Gare contro l'Intelligenza Artificiale - Carriera - Online Multiplayer - HotLap - Time Attack - Eventi Speciali - Drift - Drag race FEATURES - Telemetria in-game - Gestione avanzato dell'assetto della vettura - Bandiere - Penalità LISTA APPS - Basic info - Help - Lap time - Friends Leaderboard - Camera On Board Customization - Time of the day display - Input monitor - Time performance indicator - Gear/rpm indicator - Track map - Rankings - G-meter indicator
  22. rFactor 2 Build 1036 update 36

    Build Notes: FEATURES: ————- – Made the pit menu wing adjustments use the same display value as the garage. FIXES: ————- – Fixed idiot light when vehicle rev limit is smaller while in neutral. – Attempted fix for laps sometimes being lost on a race rejoin. – Fixed a crash when starting ded server if borderless mode was previously selected – Fixed a problem where the wrong port was used to tell Steam friends about the server you are on. – Removed the condition that only non-demos can change the opponent list. – Fix for “join as spectator” problem. – PLR value “MULTI Safety Car Collidable” (used for multiplayer) now works; previously only “GPRIX Safety Car Collidable” (used for single player) was fixed. – Fixed occasional ‘missing gears’ problem. MODDING / PUBLIC DEV: ——————— – Increased size of some mas2 dialogs – Added a confirmation before deleting all waypoints in mod mode. – Added delete next/prev to selected waypoint menu. – Changed “delete branch” to only require single waypoint selected. – Slightly raised the line showing where the AI is aim to make it more likely to be above the track surface.
  23. Anche se con alcune ore di ritardo causa problemi tecnici, il team di iRacing ha rilasciato l'attesissima nuova build del simulatore americano per far partire la quarta stagione online. La nuova release porta con sè svariate migliorie, upgrades, due nuove vetture ovvero la Corvette C7 Daytona Prototype e la Nascar Xfinity Series Toyota Camry, ma soprattutto ci mette a disposizione l'attesissima features della gommatura dinamica del tracciato, che abbiamo già potuto apprezzare in questo video di presentazione. The Season 4 build ushers-in a new era in sim racing with iRacing’s unique new dynamic track feature. Now, for the first time, the digital pavement (and grip levels) will constantly evolve during the course of races based on changing weather conditions, track temperature and the amount of virtual rubber laid down by the competitors. And that’s just for starters. The build also features the sensational Corvette C7 Daytona Prototype and the NASCAR Xfinity Toyota Camry which, together with the Chevrolet Camaro and Ford Mustang, completes iRacing’s lineup of NASCAR Xfinity cars. In addition, we’ve added taking new and improved cheat prevention/detection measures plus we’ve updated our multi-class split algorithms, enhanced the race control functions on several tracks, improved the v6 tire model’s lateral stiffness, upgraded several additional cars to the v6 model, simplified the Cars/Tracks/Tech Tracks pages, added a Team Series Stats page to show team rankings in official team series . . . and much, much more.
  24. Con il breve ma affascinante trailer di presentazione che potete ammirare qui sotto, il team di iRacing annuncia l'arrivo per l'8 settembre, in concomitanza con la nuova build season 4 del simulatore americano, dell'attesissima Corvette C7 Daytona Prototype ! Sempre nella nuova build, sarà disponibile anche la features della gommatura dinamica del circuito, che viene presentata nel video sotto.
  25. rFactor 2 "Max" Build 998 disponibile

    Downloads: DEMO VERSION installer - http://www.mediafire.com/download/t9cjnb6fs64mknp/rFactor2_DemoBuild_998.exeDownload - 1.1 GB Lite installer - http://www.mediafire.com/download/76y8u7hjbw0obit/rFactor2_LiteBuild_998.exeDownload - 316 MB SDK/Dev Mode installer - http://rfactor.net/web/rf2/devscorner/Download in Dev Corner - 360 MB The demo version can be used to pre-install the content within it, as it will use an existing activation if you have one. The demo is content-locked to a demo series until purchase/activated. The lite installer contains no cars or tracks, and allows you to select what you want to install. Lite can also be used to update a recent build by installing over the top. If you are not using a recent build (last 2) it is often easier to uninstall rF2 via the Windows control panel, then install Lite. Demo Media: - http://rfactor.net/web/rf2/tracks/atlanta-motorsports-park/Atlanta Motorsports Park profile - http://rfactor.net/web/rf2/cars/shelby-ac-cobra-427/AC 427 profile - http://rfactor.net/web/rf2/cars/formula-renault-3-5-world-series-car/Formula Renault 3.5 profile - http://rfactor.net/web/rf2/cars/karts/Kart profile Update 33 (Build 998) Changelog: FEATURES: ------------- - Added an option to the KnockoutQualifying plugin to have a fixed number of vehicles being scored in Q2/Q3/Q4, rather than have a variable number which was computed proportionally based on the number of vehicles in Q1. - Added the admin command /pitbyvehicle. This is similar to /pitbydriver and /pitbyteam, but finds matches to the Description in the VEH file. - Online map put player's icon and the icon for the car to be followed under caution in front of the others so they are easier to keep track of. - Juggled some suspension geometry initialization so that caster changes affect the outboard pushrod location. - Added results file tag <TrackData> which lists the layout MAS file. - Letting "virtual" cars override "Classes" & "Category" from the base vehicle file. (in a text editor, by hand.) - Made the key for triple-head configuration and the TGM display into a single configurable control. - Added onboard right track bar adjustment, which requires the HDV [sUSPENSION] setting OnboardRightTrackBarAdjustment=1. - Expanded multiview adjustments to allow separate side channel settings - Added multiview adjustment tool, toggle with ctrl-equal - Default pace car is Corvette - Made fuel adjustment in legacy HDV variable BoostEffects work on new engine model (note that using the new turbo technology already results in more fuel being consumed naturally). FIXES: ------------- - Corrected albedo levels on several particle textures. - Fix for not checking mod versions when changing mods - Fixed an issue where a rear axle adjustment was essentially being done twice in initialization. - Fix for server not writing correct results when everybody leaves session. - An attempt to avoid the opponent car jitters that start happening after a few hours and get worse in long multiplayer sessions. This still needs to be tested (using the admin command /forwardseconds should help). - Fix for locale errors in config.ini - Corrected static ARB forces (already accounted for non-symmetric ride heights, but now accounts for non-symmetric springs and weights as well) - Fixed underbody scraping sound. - Small fix to prevent the upgrade tree list from updating the current track when not in realtime. - Fixed place readout and camera cycling by place in normal (i.e. non-instant) replay mode. - The wheels on other clients' vehicles should usually rotate at approximately the correct speed now. - Attempted fix for race rejoin where client still thinks vehicle is under AI control. MODDING / PUBLIC DEV: ------------- - Added "none" to AIW editor text display options. Fixed step distance/speed not getting saved for track overrides in AIW editor
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