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Found 42 results

  1. Le Grand Circuit 1967 v0.50In association with Virtua_LMBrought into Assetto Corsa by Terra21 with permission from woochoo & Virtua_LMThanks to the Original Creator woochoo. For allowing the track to be enjoyed by AC users tooOriginal rF2 track download and information thread by woochoohttps://forum.studio-397.com/index.php?threads/le-grand-circuit-1967-in-association-with-vlm.53616/NOTESThis track is still W.I.P.. updates will be applied to the AC version as the rF2 Track ProgressesFlickering / Z Fighting signs etc..will be fixed in next updateSome AI cars overcook the Mulsanne corner even with brake hints applied..will try finding a solution to this if possibleTO DORacegrooveTexture work
  2. Nuovi circuiti disponibili per rFactor2 !

    Da non perdere, per tutti gli appassionati di rFactor 2, ben tre nuovi circuiti aggiornati alla grafica DirectX 11, rilasciati nelle ultime 24 ore: si tratta del tracciato inglese di Donington Park, dello spettacolare autodromo italiano del Misano World Circuit e della mitica Le Mans 1991 - 1996 realizzata dal team Virtua_LM !
  3. Commenti a questo link del forum. 24 Hours of Le Mans 2017: Spotter guide 24 Hours of Le Mans 2017: Full Entry List 24 Hours of Le Mans 2017: Live Stream (official FIA WEC) 24 Hours of Le Mans 2017: Live Timing
  4. 24 Hours of Le Mans 2017: Spotter guide 24 Hours of Le Mans 2017: Full Entry List 24 Hours of Le Mans 2017: Live Stream (official FIA WEC) 24 Hours of Le Mans 2017: Live Timing
  5. Appuntamento da non perdere per tutti gli appassionati di simracing e gare endurance: sabato 10 giugno, dalle ore 16,00 italiane, si accendono i motori della spettacolare 24 ore di Le Mans virtuale che si disputa con il simulatore americano iRacing. Sarà possibile seguire in diretta streaming l'intera iRacing 24 Hours of Le Mans tramite il canale Youtube dedicato che vedete qui sotto. In pista potrete ammirare, nella categoria GTE, anche le nuovissime Ferrari 488 e Ford GT appena rilasciate con l'ultima build del software. Commenti sul forum. Race in the iRacing 24 Hours of Le Mans this weekend - just one week before the real world event. Featuring the HPD LMP2 and our all new GTE class - the Ferrari 488 and Ford GT. Saturday, June 10th at 13:00 GMT / 9AM ET
  6. E' ormai vicino l'evento della 24 Hours of Le Mans esports - Forza Racing Championship, in pratica la versione virtuale della 24 Ore di Le Mans che si disputerà il 17/18 giugno, in parallelo con la 24 ore reale, nell'ambito del torneo Forza Racing Championship con Forza Motorsport 6 e con un montepremi di ben 100mila dollari. I simdriver saranno addirittura premiati sullo stesso mitico podio dei piloti reali ! It seems like just yesterday that we kicked off the Forza Racing Championship (ForzaRC) Season 3: The Porsche Cup, which is currently in full swing through May 28. Today, we’re excited to share that the Elite finals will take place in France during the most prestigious endurance race in the world, the 24 Hours of Le Mans, from June 17-18, making it the largest racing esports event ever hosted at Le Mans. To mark this historic occasion bridging real world motorsport and racing esports, the Automobile Club de l'Ouest (ACO), creator and organizer of the 24 Hours of Le Mans, made an entirely new category for esports competition: the Official Endurance Esports Category. After the esports race, the winner of the ForzaRC finals will accept a trophy on the same 24 Hours of Le Mans podium as the winning Le Mans drivers. As the most inclusive racing competition in gaming, ForzaRC is an esports program where players of all skill levels compete and hone their skills. We’re thrilled to partner with Porsche and ACO to bring the world of esports to the motorsport community, while sharing our passion for real-world competitive racing with people of all ages. The Forza franchise, home to over four million active users per month, Porsche, the most successful brand in motorsport with more than 28,000 total race victories including 18 wins at Le Mans, and the ACO, organizer of the world’s most prestigious race, have created an unprecedented racing event that will be making history this June. Cars & Tracks The Elite Series finals will feature a mix of car manufacturers. In addition to five cars from the Season 3 presenting sponsor Porsche, the Grand Finals will also feature race cars from previous Le Mans races, as well as production cars inspired by Le Mans competitors. Here’s the cars that will be used in the Le Mans Finals: · 2012 Porsche GT3 RS 4.0 · 2014 Porsche 911 Turbo S · 2011 Porsche #45 Flying Lizard GT3 RSR · 1960 Porsche 718 RS 60 · 1998 Porsche #26 AG 911 GT1-98 · 2004 Porsche 911 GT3 · 2015 Porsche #19 Porsche Team 919 Hybrid · 2014 Chevrolet #3 Corvette Racing Corvette C7.R · 2016 Ford #66 Ford GT Le Mans · 2009 BMW #92 Rahal Letterman Racing M3 GT2 · 2014 Toyota #8 Toyota Racing TS040 Hybrid · 1998 Mercedes-Benz AMG CLK GTR Finalists will be driving these cars on some of the best and most challenging tracks in Forza Motorsport 6, including the Nürburgring GP, Circuit of the Americas, Monza, Catalunya, Spa-Francorchamps, Silverstone and of, course, Le Mans (both the Bugatti Circuit and the full track). Look for more details on the format and structure for the Season 3 Finals soon. Prizes Alongside standing on the Le Mans podium to accept their trophy, the winners from the Forza Racing Championship Season 3 will also take home some serious cash. Players will be competing for a total cash prize pool of $100,000 with first place earning $20,000, second place earning $15,000, and third place taking home $10,000. When virtual racing comes to the 24 Hours of Le Mans... Experience the #Forza Racing Championship Elite final right here at the 24 Hours Circuit! #LEMANS24 #LEMANS BAM e-Sport 24 Hours of Le Mans esports - The Forza Racing Championship The Automobile Club de l’Ouest (ACO) and Microsoft are delighted to announce the 24 Hours of Le Mans esports event, with the Forza Racing Championship (Forza RC) Season 3: The Porsche Cup Elite finals to be held on 17 and 18 June alongside the iconic endurance race. To mark this unique partnership, bringing together real-world motorsport and esports, ACO has created an Official Endurance esports Category. The winners of the Forza RC finals will be handed their trophy on the same 24 Hours of Le Mans podium as the victors of the French twice-round-the-clock classic. This partnership signals ACO’s firm intention to use the realm of video gaming to promote motorsports and endurance on the international stage and reach out to new audiences keen on virtual racing and real-life competition. Innovation is a key concept at the 24 Hours of Le Mans and the worlds of motor racing and video games have always been closely linked. For several years now, ACO has been exploring the latest virtual reality technologies and esports to attract a growing number of connected fans and digital natives to motorsport. One highly visible element of this strategy was the Virtual Room in the 2016 Le Mans Race Village – a unique experience offering the very best of virtual reality and gaming. This year, ACO is going one step further as it introduces the 24 Hours of Le Mans esports with Forza Motorsport 6’’ and the Elite final of ForzaRC Season 3: The Porsche Cup (an international online championship featuring Microsoft’s flagship racing franchise). Over a hundred gamers will be present in the Race Village at Le Mans to take part in this unprecedented event. ForzaRC is the benchmark online esports championship played all over the world. The gamers hone their racing skills as they go through the various stages. The championship’s very best players will drive some of the most iconic cars to have raced in the 24 Hours of Le Mans around the various circuits of the FIA World Endurance Championship (WEC), with the final on the legendary Circuit de la Sarthe. For Pierre Fillon, President of Automobile Club de l’Ouest, “There are close ties between the realms of motorsport and video gaming. The Forza franchise games are incredibly realistic and give players a chance to see what it’s like to drive a top-flight racing car, but they are also used by professional drivers as a means of getting to know the circuits! Automobile Club de l’Ouest is very excited about hosting the final of the third season of Forza Racing Championship Season 3: The Porsche Cup. It is an extraordinary opportunity to bring together the world’s best gamers and drivers to share their passion for motor racing.” ACO, organiser of the world’s most prestigious endurance race, the Forza franchise, home to the world’s largest gaming community with over four million active users per month, and Porsche, the most successful marque in the history of the 24 Hours with 18 Le Mans wins, all share one thing: a passion for high-level competition. Together they have created a brand new racing event set to make history this June.
  7. Appuntamento da non perdere per tutti gli appassionati di simracing e gare endurance: sabato 10 giugno, dalle ore 16,00 italiane, si accendono i motori della spettacolare 24 ore di Le Mans virtuale che si disputa con il simulatore americano iRacing. Sarà possibile seguire in diretta streaming l'intera iRacing 24 Hours of Le Mans tramite il canale Youtube dedicato che vedete qui sotto. In pista potrete ammirare, nella categoria GTE, anche le nuovissime Ferrari 488 e Ford GT appena rilasciate con l'ultima build del software. Race in the iRacing 24 Hours of Le Mans this weekend - just one week before the real world event. Featuring the HPD LMP2 and our all new GTE class - the Ferrari 488 and Ford GT. Saturday, June 10th at 13:00 GMT / 9AM ET
  8. Il team di iRacing ha annunciato con i due renders che vedete in questa notizia, il prossimo arrivo il 6 giugno (con la nuova build del simulatore americano) delle nuove ed attesissime Ford GT 2016 e Ferrari 488 GTE ! Le vetture saranno quindi disponibili per la 24 Ore di Le Mans virtuale che si svolgerà con iRacing il 10 giugno. The Ford GT and Ferrari 488 GTE cars are coming to iRacing June 6th, and will be featured in the iRacing 24 Hours of Le Mans next weekend. Here's your first look!
  9. Dopo un lungo periodo di assenza, torna sui nostri schermi l'esperto Tiago Lima e lo fa in grande stile, rilasciando infatti, per Assetto Corsa, la nuova versione aggiornata e migliorata 1.2 dello stupendo Circuit de la Sarthe di Le Mans, sul quale il prossimo 17/18 Giugno si disputerà l'85° edizione della mitica 24 Heures du Mans. Per dettagli, commenti e download correte a questo link. The Circuit des 24 Heures, also known as Circuit de la Sarthe,located in Le Mans, Maine, France, is a semi-permanent race course most famous as the venue for the 24 Hours of Le Mans auto race. The track uses local roads that remain open to the public most of the year. The circuit, in its present configuration, is 13.629 kilometres (8.47 mi) long, making it one of the longest circuits in the world.
  10. Woochoo, in collaborazione con il team Virtual_LM, è al lavoro per la creazione della storica pista di Le Mans del 1967 ! Qui sotto la piantina dell'epoca ed un primo screen di anteprima. La 24 Ore di Le Mans 1967 è stato la 35ª edizione della gara francese, e si è disputata il 10 e 11 giugno 1967. È stata anche la settima gara del Campionato Mondiale Sportprototipi di quell'anno.
  11. Il team di iRacing ci ricorda, con lo spettacolare trailer introduttivo che vedete qui sotto, che manca ormai pochissimo alla 24 Ore di Le Mans virtuale che si disputerà nel prossimo weekend con il simulatore americano. La gara, che sarà possibile seguire in diretta su iRacing.com/live, partirà quando in Italia saranno le ore 15 di sabato 29 Ottobre.
  12. The iRacing 24 Hours of Le Mans will be held on October 29th starting at 13:00 GMT (9AM ET). Choose from the HPD, Aston Martin DBR9 GT1, Corvette C.6R GT1, or Ford GT. http://www.iracing.com/specialevents/ The 24 Hours of Le Mans (24 Heures du Mans) is the world’s oldest active endurance race, held since 1923 near Le Mans, France, at Circuit de la Sarthe. It is one of the most prestigious auto races in the world, and part of the FIA World Endurance Championship. HPD ARX 01c / Aston Martin DBR9 GT1 / Chevrolet Corvette C6.R GT1 / Ford GT GT2
  13. rF2: Le Mans Bugatti by ECAR

    Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type
  14. iRacing: Le Mans in video

    Dopo gli screenshots dei giorni scorsi, il team di iRacing torna a mostrarci finalmente in video l'attesissimo circuito di Le Mans, che sarà disponibile nel simulatore americano con il prossimo update di settembre, del quale oggi è stato reso noto il lunghissimo changelog.
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  16. iRacing: Le Mans in video

    Dopo quasi un anno di silenzio, il team di iRacing torna a parlarci dell'atteso circuito di Le Mans, in fase di sviluppo proprio per il simulatore americano ed atteso entro la fine dell'anno. Il video qui sotto ci propone una lunga intervista con Frank Biela, cinque volte vincitore della mitica 24 Ore. Non mancano alcune immagini del tracciato virtuale. Le Mans is coming to iRacing later this year. We talked with 5-time 24 Hours of Le Mans champion Frank Biela about the highly anticipated track, and about his experiences with iRacing.
  17. Le Mans Bugatti Circuit v1.00 DOWNLOAD Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type This post has been promoted to an article
  18. Le Mans Bugatti by ECAR Tracks

    Version v1.0

    502 downloads

    Author : ECAR Tracks Il team ECAR Tracks ha finalmente rilasciato per rFactor 2 la versione definitiva 1.0 del mitico circuito francese di Le Mans Bugatti. Si tratta del tracciato "corto" rispetto a quello utilizzato per la famosa 24 Ore de La Sarthe. Come vedete dalle immagini di anteprima, si tratta di un download che gli appassionati del simulatore ISI non possono lasciarsi sfuggire ! Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type References An excellent guide on how to drive it: http://www.super-trackday.com/circui...s-bugatti.html
  19. File Name: Le Mans Bugatti by ECAR Tracks File Submitter: Alessandro Pollini File Submitted: 01 May 2016 File Category: Tracks Author : ECAR Tracks Il team ECAR Tracks ha finalmente rilasciato per rFactor 2 la versione definitiva 1.0 del mitico circuito francese di Le Mans Bugatti. Si tratta del tracciato "corto" rispetto a quello utilizzato per la famosa 24 Ore de La Sarthe. Come vedete dalle immagini di anteprima, si tratta di un download che gli appassionati del simulatore ISI non possono lasciarsi sfuggire ! Le Bugatti Circuit is a French race track located in Pays the Loire - Le Mans. The famous 24 Heures du Mans race take place in this site, using the main straight, the boxes structure and the Dunlop esses. This is the short version of La Sarthe 24 hours circuit. Notes of v1.00 --------------------- *Driving* First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data). Redone track's night lighting, eliminated TGA textures, grouped light glows for optmization. Moved time-strap sectors Corrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behavior Corrected wrong properties (collide or HAT) of several objects. Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss' picture database) Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Added two DRS zones (2) Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. *AI* Improved AI fast line and overall speed to increase offline challenge Corrected AI right and left lines to avoid offs when pace laps Improved AI pit entry and exit line Better AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Reviewed Track-Side cameras set Replaced Safety-Car to a safe place Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior. Added specific AI learning files for several cars (3) *Optmizing* Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4) Created far LOD objects for some high-poly instances Full revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system. Created Shadow Groups to improve performance in low end computers Created non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Occluded a lot of unnecessary objects from mirrors to improve FPS Excluded a number of unnecessary objects from reflected environment and car cube reflections. *Visuals* Another pass on track material light properties Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Replaced placeholders windows frames and other metal structures to final ones. Improved terrain ambient occlusion through alpha channel painting Inserted grass-tarmac alpha transition Corrected excessive vegetation night light reflectance All environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced some vertex-coulour painted objects by actual textures Added main yard as real-road to darken when raining Improved kerbs texture 2048 px and remapping New grass with reversed wrong pattern which induces too dark grass areas Created detailed far outfield with blended grass texture Other minor corrections on texture mapping, replaced concrete textures, etc *Misc* Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture) Corrected Z elevation of several objects as TSO vehicles Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area around Added very low-poly TSO cars in park lots Added invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Added some Real Road pre-saves *Additional Notes - V.1.00* (1) The red obstacles is lower now but the cut corridors are the same. In addition, the red material have a high tyre-wear value to discourage human players to cut track. I suggest to cars modders to have a special attention on their collision feelers, there're several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. (2) There's no visual indication of DRS zone so you'll have to keep your eye in car's panel until get used with the start positions. (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet. However, when it get fixed the TL3 files are already inserted in a specific MAS file (you might unpack to manually put it in correct folders ore, easier, get in alone in a practice period with fuel usage and damage off, add one AI car and type References An excellent guide on how to drive it: http://www.super-trackday.com/circui...s-bugatti.html Click here to download this file
  20. Il team Apex Modding ha annunciato lo sviluppo per rFactor 2 del nuovo Le Mans 1999 mod. Basato sulla precedente versione per F1 Challenge creata da Virtua_LM, conterrà vetture completamente rifatte da zero. Ecco i primi screens di BMW V12 LMR, Panoz Roadster e Nissan R391.
  21. Con il comunicato ed il promo trailer che trovate integralmente qui sotto, il team di iRacing annuncia l'accordo di licenza stipulato con l'Automobile Club de l’Ouest per riprodurre nel simulatore americano il mitico circuito della 24 Ore di Le Mans! iRacing.com announced today it has signed an agreement with the Automobile Club de l’Ouest to develop a digital version of the famed 24 Hours of Le Mans circuit for its award-winning online motorsports simulation service. iRacing’s team of nearly a dozen laser scanning technicians, photographers and artists recently completed their data-gathering work in France prior to the 83rd running of the 24 Hours of Le Mans. “It’s an honor to add Le Mans to the iRacing service,” said Steve Myers, Executive Vice President and Executive Producer at iRacing.com. “While we already offer many of the world’s most iconic race tracks, no sim racing service is complete without Le Mans. Recently, iRacing introduced a first-of-its-kind team and endurance racing feature adding to the world’s most realistic and complete sim racing service. Le Mans will be a perfect marriage with this new endurance racing feature along with some of the world’s finest prototypes and GTs. So it’s fitting the more than 60,000 iRacers around the world will have the chance to race from the Dunlop Curve to Tertre Rouge and Mulsanne through to Indianapolis and Arnage, the Porsche Curves and Ford Chicane.” Go to iRacingNews for further details and click here for a video of the iRacing team in action at Le Mans, along with a tour of the circuit by iRacer/Corvette Racing's Jordan Taylor, LMGTE class winner at the 2015 24 Hours of Le Mans. This post has been promoted to an article
  22. Le Mans in arrivo su iRacing!

    Con il comunicato ed il promo trailer che trovate integralmente qui sotto, il team di iRacing annuncia l'accordo di licenza stipulato con l'Automobile Club de l’Ouest per riprodurre nel simulatore americano il mitico circuito della 24 Ore di Le Mans! iRacing.com announced today it has signed an agreement with the Automobile Club de l’Ouest to develop a digital version of the famed 24 Hours of Le Mans circuit for its award-winning online motorsports simulation service. iRacing’s team of nearly a dozen laser scanning technicians, photographers and artists recently completed their data-gathering work in France prior to the 83rd running of the 24 Hours of Le Mans. “It’s an honor to add Le Mans to the iRacing service,” said Steve Myers, Executive Vice President and Executive Producer at iRacing.com. “While we already offer many of the world’s most iconic race tracks, no sim racing service is complete without Le Mans. Recently, iRacing introduced a first-of-its-kind team and endurance racing feature adding to the world’s most realistic and complete sim racing service. Le Mans will be a perfect marriage with this new endurance racing feature along with some of the world’s finest prototypes and GTs. So it’s fitting the more than 60,000 iRacers around the world will have the chance to race from the Dunlop Curve to Tertre Rouge and Mulsanne through to Indianapolis and Arnage, the Porsche Curves and Ford Chicane.”
  23. [rFactor] - Le Mans 2015

    File Name: Le Mans 2015 File Submitter: Alessandro Pollini File Submitted: 16 Jun 2015 File Category: Tracks Author : WPC Le Mans in its 2015 version. This circuit is the work of WCP. Click here to download this file
  24. Oggi alle ore 15 prenderà il via l'edizione 2015 della mitica 24 Ore di Le Mans. L'11 giugno di 60 anni fa però, proprio la 24 ore di Le Mans fu funestata dall'incidente più drammatico della storia dell'automobilismo nel quale persero la vita 83 persone, compreso il pilota francese Pierre Levegh, e rimasero ferite 120 persone. Quella tragedia cambiò per sempre l'interesse nei confronti della sicurezza da parte del mondo della velocità.
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