DrivingItalia.NET fa parte del network di

Search the Community

Showing results for tags 'rfactor 2'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Modellismo
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Auto, moto e..
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Virtual Grand Prix 3
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing
    • Driving Simulation Center
    • Gare
    • DrivingItalia Champs & Races

Calendars

  • DrivingItalia.NET Calendar

Categories

  • KUNOS SIMULAZIONI
    • Assetto Corsa
    • netKar PRO
  • Simulatori by ISI
    • rFactor2
    • rFactor
  • Simulatori by SIMBIN
    • Race ON - Race 07 - GTR Evolution
    • GT Legends
    • GTR 2
  • Simulatori by Reiza Studios
    • Automobilista
    • Game Stock Car
  • F1 by Codemasters
    • F1 2014
    • F1 2013
    • F1 2012
    • F1 2011
    • F1 2010
  • Project CARS
    • Mods
    • Car Skin
  • Need for Speed Shift 2
    • Official files
    • Patch & addons
    • Skins & Cars
    • Tracks
  • Simulatori by PiBoSo
    • Kart Racing Pro
    • GP Bikes
    • World Racing Series
  • Culmone Addons
    • GT Legends Addons
    • GTR2 Addons
    • GTR Evolution Addons
    • Grand Prix Legends Addons
    • netKar Pro Addons
    • rFactor Addons
  • Simulatori RALLY
    • Dirty Rally
    • DiRT 3 Codemasters
    • Richard Burns Rally
    • WRC 3
  • GRAND PRIX LEGENDS
    • Cars & Skins
    • Tracks
    • Patch, Addons, Utility
    • Setups
    • Track Update
  • Varie
    • Demo
    • Fantec Drivers
    • Thrustmaster Drivers
    • OLD

Categories

  • Software
  • Hardware
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Marker Groups

  • Members

Location


Interests


GTR 2002 Rank


GPL Rank


Nascar Rank


Come hai trovato DrivingItalia.NET?

Found 588 results

  1. Il team Studio 397 ritorna ad aggiornarci anche a marzo sullo sviluppo in corso del suo rFactor 2. Gli sviluppatori ci raccontano dei miglioramenti apportati dall'utilizzo delle DirectX 11, l'implementazione del supporto alla VR, i nuovi menu di gioco ed il prossimo arrivo delle nuove vetture Radical. Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st. DX11 Pipeline and Post FX Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way. Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light. Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track! Virtual Reality is operational Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience! Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras. User Interface The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments. Radical Content We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced. Modding We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum. That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!
  2. Credits SIMCO WTCC 2016-2017 current version: WIP release date: april 2017 updated: Original (with permission): Automobilista by Ulf Convert, remap, graphics: Emerico 3D, remodelling: Sompir Physics: Emerico Textures: Emerico Camera: Emerico Sounds: Emerico Test driver: TBC (Zengo Motorsport) and Gabor Tim
  3. Conversion with permission from original authors !!! Thanks to Pat2611 and Jimmy! The mod will come with 2 version, Cup version and GT3 specs. Renault is restating its passion for motor sports with the Renault Sport R.S. 01, a racing car of spectacular styling and exceptional performance. With a design inspired by the world of concept cars and governed by an absolute pursuit of aerodynamic downforce, Renault Sport R.S. 01 is a radical expression of the brand’s sporting DNA. Its technical specifications reflect the best of Renault Sport expertise. With a carbon monocoque chassis for a weight of less than 1,100 kg and an engine developing over 500 hp, it is able to reach a top speed of over 300 kph. From 2015, Renault Sport R.S. 01 will be one of the stars of World Series by Renault in a new championship, the Renault Sport Trophy, a springboard for the professional GT and Endurance championships. fonte rF2 forum
  4. Dopo una prima versione creata in settembre assolutamente non accettabile, in quanto contenente auto convertite illegalmente da altri titoli, sembra che finalmente il team Simtek si sia messo al lavoro in modo serio su rFactor 2, per la realizzazione di una versione completa del suo GT3 World Series mod, progetto che ci permette di simulare l'omonimo ed appassionante campionato FIA GT3. In questa nuova release, il mod include sette diversi modelli (McLaren 650S GT3, Lamborghini Huracan GT3, Chevrolet Camaro GT3, Mercedes AMG GT3, Ferrari 488 GT3, Bentley Continental GT3 e Porsche 991 GT3R), con modelli 3D di alta qualità, sistema di Balance of Performance, fisica basata sui dati reali delle scuderie ed oltre 150 skins grafiche delle stagioni dal 2012 al 2016. In attesa del rilascio, ecco qui di seguito alcuni screens e video di anteprima realizzati da OnwheelsTV.
  5. Il team Studio 397 ritorna ad aggiornarci anche a marzo sullo sviluppo in corso del suo rFactor 2. Gli sviluppatori ci raccontano dei miglioramenti apportati dall'utilizzo delle DirectX 11, l'implementazione del supporto alla VR, i nuovi menu di gioco ed il prossimo arrivo delle nuove vetture Radical. Spring is in the air and we’re pleased with our progress over the past few months. We have a lot to share with you. We decided to take the time to really bring together all of the newly developed elements – UI, VR, and DX11. Although this puts us slightly behind our targeted “end of Q1” release date, we promise you it will be worth the wait. In addition, we wanted to make sure that modders and leagues have enough time to update their content so it shines in the new engine. With all of this in mind, we’re targeting a release date of May 1st. DX11 Pipeline and Post FX Over the course of the last month we have spent a lot of time to further optimise the HDR rendering pipeline. We also started adding post processing effects. This is a bit of a balancing act between ensuring we stay compatible with existing content and adding various improvements to the graphical output. Work on shaders, the shadow system, and on various other effects is also under way. Working on the DX11 integration has allowed us to fix some things that were previously unaddressed or needed improvement. For example, we fixed an issue with stray coloured pixels in the distance, caused by MSAA artifacts. We also improved the way shadows are cast on the ground. Shadows now follow the normal maps of the materials, which means for example that the shadow on asphalt follows all the little bumps in the road. Our clouds are using much higher resolution textures, and we fine tuned ambient lighting in overcast conditions by adjusting both the color and intensity of the light. Last month we already showed you improvements, some of which were very subtle. This month, we have a few new screenshots that will show we’re on the right track! Virtual Reality is operational Great news! We are already driving in VR – seeing a virtual sun rise through the trees is an incredible experience! Our VR implementation is based on OpenVR. We chose OpenVR for its support of both headsets – the HTC Vive and the Oculus Rift – ensuring future compatibility. To complete the experience, we are integrating VR with the new UI and adjusting several other parts of the game, such as external cameras. User Interface The UI is really taking shape. The initial release will be functionally equivalent to the current user interface, but with some advanced features. Each month, features and functionality of the user interface will be improved. For example, the ability to create your own championships and easier ways to create your own hosted environments. Radical Content We can’t wait to announce some very, very cool content news soon, for both cars and tracks. As you know, our ambition is to streamline content, aligning cars and tracks. In the meantime, the Radical SR3 is coming along nicely. We have extensive technical data from Radical and are creating the most realistic version that has ever been produced. Modding We are very happy that many modding teams have already applied to join our special forum. We have already started to share information there about upgrading custom shaders. Over the next couple of weeks we will proceed with guidelines on materials and textures as well as provide early beta builds for you to check your work. These guides will be part of a new documentation that we will publish and maintain going forward. So, if you are working on new or existing mods for rFactor 2 and have not done so yet, contact Christopher and Marcel to join the dedicated DX11 forum. That wraps up another monthly roadmap update. We hope you are as excited as we are about what the future will bring!
  6. Siamo ormai piacevolmente abituati ogni anno al mod F1 ACFL per Assetto Corsa (qui la stagione 2016). Il modding team francese ACFL ha deciso da quest'anno di ampliare i propri orizzonti: grazie ad un accordo con Apex Modding, il nuovo F1 2017 mod sarà disponibile a Maggio anche per rFactor 2 ! ACFL AND APEX announce their partnership for ACFL 2017. ACFL will be presenting its ACFL 2017 mod for assetto corsa. APEX will propose the end of April / Beginning of the month MAY ACFL 2017 APEX (A2017A) for rFactor 2! This will be a mod pay for the price of 5 € (full mod + updates) + Information will be provided by APEX in the near future. Per quanto riguarda invece Assetto Corsa, proprio stasera sarà rilasciata ai beta testers la prima versione del nuovo F1 2017 ACFL mod, con l'intenzione di poter poi pubblicare il mod v1.0 proprio in occasione del primo GP d'Australia della prossima settimana. Sono già previsti, per la seconda gara del Mondiale, ulteriori aggiornamenti che andranno a perfezionare in particolare la resa e durata delle gomme, che attualmente rappresenta un incognita per tutti. Come al solito, per il download del mod sarà necessaria una donazione di 5 euro, che potete già effettuare a questo link.
  7. We’re very pleased to announce the 1967 Formula 2 Mod for rFactor 2. The 1967 European F2 season was the first using the new 1.6 litre engine formula and would establish the dominance of the Cosworth FVA engine in the class. Prominent chassis constructors such as Brabham, Lotus, McLaren, Matra, Cooper and Lola were all represented in the class throughout the 10 race season. During the 1960’s, many established Formula 1 drivers would compete in Formula 2 events. However, the two tier championship structure meant that “graded” drivers were ineligible for points but were able to compete for wins. Graded drivers that competed in the the 67 F2 season included Jack Brabham, Denny Hulme, Jochen Rindt, Graham Hill, Jim Clark, Bruce McLaren and John Surtees. Though the championship was won by Jacky Ickx (Matra) followed by Frank Gardner (Brabham) each with 1 win, the season was dominated by graded drivers with Rindt (Brabham) taking 5 wins with Clark (Lotus) and Stewart (Matra) taking 1 win each. This mod will include 3 unique cars and their drivers of the 1967 European F2 season: Brabham BT23 FVA Drivers: Jack Brabham, Denny Hulme, Frank Gardner, Jochen Rindt, Alan Rees, Robin Widdows (DX9) (DX9) McLaren M4A FVA Drivers: Bruce McLaren, Piers Courage, Alan Rollinson (DX9) (DX9) Lotus 48 FVA Drivers: Jim Clark, Graham Hill, Jackie Oliver (WIP) (WIP) The 3 cars are obviously at different stages of development. All are still WIP. Credits Klaasvh : Modelling (Primary),Skins Crossply: Textures, Materials, Additional Modelling. ISI: Sounds, Base Physics, Additional Models and Textures (Brabham BT20)
  8. [rF2] F1 2002 by Schumi View File F1 2002 Conversion Submitter Uff Submitted 02/13/2017 Category Open Wheel Mod  
  9. Version v1.3.6

    87 downloads

    F1 2013 by Frenky TRACKPACK
  10. F1 2013 by Frenky View File F1 2013 by Frenky TRACKPACK Submitter Uff Submitted 03/03/2017 Category Open Wheel Mod  
  11. Il team Studio 397 ha appena rilasciato per rFactor 2 il nuovo e spettacolare tracciato di Nola Motorsports Park ! Il circuito, che è la prima realizzazione fatta da zero proprio dal team Studio 397, è disponibile in 5 varianti diverse come autodromo ed anche in 5 differenti layout come pista di karting, come potete vedere dalle varie piantine qui sotto. Il circuito è molto noto negli Stati Uniti, visto che ci si disputa il Grand Prix of Louisiana valevole per il campionato Indycar. Anche rFactor 2 è stato aggiornato tramite Steam. NOLA Motorsports Park is a road race track in Avondale, Louisiana, approximately twenty minutes from downtown New Orleans. The kart circuit and North Track circuits opened in Q4 2011. Future plans include completion of a South Track. When linked with the North Track will form a five-mile course, making it the longest race track in North America. NOLA Motorsports Park was designed by Alan Wilson, whose other designs include Miller Motorsports Park and Barber Motorsports Park. In addition to the two international standard race tracks, the facility also features three karting tracks, full service seven acre kart center, paddock, on-site speed shop, clubhouse, eight acre autocross pad, single lane dragstrip and luxury villas for residents. The park has also been designed with forward thinking electronic systems including over 100 miles of fiber optics and the latest timing and scoring equipment to allow for accurate timing. Introducing NOLA Motorsports Park! We’re incredibly excited to release this next track – it’s the first to be released under the Studio 397 banner! NOLA Motorsports Park, an entirely scratch built track, who’s development was greatly enhanced by the very close participation of the track’s representatives, in particular Scott Touchton. This cooperation and open access to the track itself helped the ‘track team’ to create a highly accurate and realistic sim version of the real life track. As usual the ‘track team’ has gone to great lengths to bring NOLA to life in rFactor 2, and we think the results speak for themselves. Like with any new track, you can download it from the workshop here! Getting to know NOLA Motorsports Park Don’t let the laid back southern charm fool you, with its bucolic and peaceful surroundings, vast expanses of green grass, and lush trees that line the outer perimeter – NOLA hides intriguing surprises in its subtle cambers and gently flowing fast corners. Once you start to drive it, you’ll realize NOLA makes you work hard to knock off those elusive tenths and even hundredths of a second! The perpetual challenge to master the track and achieve a fast flow is addictive – which means the more you lay down laps, the more you want to keep driving. Taunting you in almost every turn, Nola’s smooth curbs can be your best friend or your worst enemy! NOLA also comes with a sidekick, a Karting facility that offers the same level of excitement as the road courses in a smaller package. But again, don’t be fooled by its size – it’s a real ‘arms aching’ workout to conquer. Each of NOLA’s Karting layouts is a complex labyrinth of fast changing turns that rewards consistency, heavy trail braking, and precise and sometimes risky maneuvers. Mastering a section by turning in at just the right time and blasting through multiple turns on full throttle is exhilarating once you can flawlessly pull it off without landing on the grass. The Road Courses NOLA Motorsports Park has five uniquely challenging road course layouts, each with it’s own particular twist and sometimes subtle, sometimes important differences. What all layouts do have in common are the last series of turns. In these last three turns you need to be extremely conscious of your brake and throttle inputs as you try and ease in. Self control on throttle and smooth light braking are key to finding an ideal entry line into the very crucial last turn. This last right hand turn, just before the main straight, requires repetition and patience to nail it – just when you think you can go full throttle, its deceptive camber changes on exit it will catch you off guard if you get overconfident too soon! Layout Indy The Indy layout is NOLA’s highlight. Its super high speed chicane through turns 8 and 9 means your choice of entry is crucial to sustain full throttle and carry maximum speed all through the back straight. As with any track layout, it’s the sum of its parts that make up a fast lap. That’s especially true for Indy’s unforgiving temporary curbs in turn 1 and turn 6. They demand respect. Go in too deep on entry and catch a tire, best-case scenario you lose some precious tenths, worst-case you flip up on two wheels or lose control and smash into your opponent! Layout A On the surface, layout A looks similar to Indy, but there are some key differences. In layout A the high speed esses replace the back straight and require consistent slowing, throttle inputs and weight transfer to ease the car through. Layout A also does without the temporary curbs in turn 1 and turn 7, which means it’s a little less technical and more forgiving. Layout B Layout B is the shortest layout, and it’s perfect for running slower cars with good traction, like the Skip Barber, Megane and Clio, and even the USF 2000. Turns 2, 3 and 4 make up a flowing mid speed section before going into the long esses. It’s a perfect place for daring outside overtaking! Layout C Layout C is fast! The combination of the longest front straight, and therefore highest top speed, with the generous width and run off in turn 1 makes for an exciting high speed overtaking opportunity. The combinations of straight line speeds and fast ‘almost’ full throttle esses are a great match for vintage open wheel and prototypes – but of course not limited to! Layout D Layout D, after Layout C, has the second longest front straight, but unlike C, it’s followed by a very very sharp right hand cut back into turn 1. This requires precise braking and precisely judged entry speed! The mid sector of Layout D, following turn 1, is very technical – comprised of a series of deceptive turns that are extremely easy to misjudge and overcook. The Karting Facility NOLA Motorsports Park also boasts five fun and exciting karting layouts! Each layout is a technical, fast paced track in it’s own right that demands patience and perseverance to master. Once you do find that groove, the satisfaction comes when you bounce off curbs just right to for turn in, control drifts through high speed sectors, and delicately balance weight transfers to keep up that momentum! Layout A Karting A is a great blend of slow and fast turns. The rush of pushing harder and harder and eventually mashing full throttle through turns 4 to 7 and then slowing just as you roar into turn 8 is a thrill! Layout B Karting B is the shortest layout, but it still requires feather touch maneuvering through the slow speed zig-zagging mid sector of turns 4 to 7. Here, finding a consistent rhythm using weight transfer is key. Get greedy, take too much of inside curbs, and you’re heading for a spin. Hit the curbs just right, and you’ll float through and keep momentum. Layout C Karting C has a long straight and therefore high speed entry into the turn 1 chicane, here it requires abrupt and precisely timed off throttle turn in to avoid taking too much curb and flying off! The mid sector is equally challenging. In turns 7 to 10 it’s vital to carry just the right amount of speed to keep an even flow and escape the dreaded ‘bog down’. Layout D Karting D is much like B, but there’s a twist! It mixes the technical slow mid sector of layout B with the long fast front straight of layout C. Layout E Karting E is the longest layout, with its long front straight into turn 1 ending in a slow right hand cutback. Turn 1 is a honey trap for the overconfident – here it’s all about ‘slow to be fast’! Karting E is mostly mid and high speed turns. By using as little braking as possible, opting for ‘off throttle’ to slow in, and throwing the kart into slight drifts, you’ll see seconds start to drop off! The massive back straight of E ends abruptly. Here, your choice of entry line in the final chicane determines the speed you’ll inherit into the last right hander and the long front straight – this is where you lose or gain a big advantage!
  12. rfactor 2

    Segnalo oggi a tutti gli appassionati di rFactro 2 un gustoso tris modding, in grado di soddisfare tutte le esigenze: con il F1 1996-1997 di Schumi potete rivivere due storiche stagioni della Formula 1 del passato, se preferite invece le monoposto moderne potete scaricare il Formula Frenky 2016, aggiornato alla versione 1.25, infine se impazzite per le GT, non perdetevi la release 0.952 del FIA GT3 creato dagli Apex Modding.
  13. Disinstallare la versione precedente prima di installare questa. DOWNLOAD
  14. L'attivissimo Studio 397, che vi ricordiamo ha rilevato dagli ISI lo sviluppo di rFactor 2, ha pubblicato sul blog ufficiale un nuovo Roadmap Update del mese di Febbraio, per aggiornare gli appassionati sullo sviluppo del software, su cosa si sta lavorando al momento e cosa aspettarsi nell'immediato futuro. Il menu proposto è decisamente ricco, visto che si parla di VR, grafica in DirectX 11, una nuova struttura per le competizioni, menu UI, il circuito di NOLA, comunicazioni Radio e persino un interessante invito ai modders... We have a lot of exciting news in this month’s update as we edge closer to our release at the end of Q1. The team is working very hard in all areas and we’re thrilled to share some of the recent developments with you. Updates include new DX11 screenshots, a release date for NOLA Motorsports Park, an update on VR, our UI, competition support, radio communication and an offer to help modders upgrade their content to DX11.
  15. [rF2] FVR V8 Supercars 2014 by FVR Factor View File FVR V8Supercars 2014 to 2016 simulates the 2014, 2015 and 2016 Australian V8 Supercars Championship. We have tried to get as much detail in these as we can imagine. We also have a User Interface for the mod to have a subtle blend colour. The mod has multiple options in it to suit various configurations of how you want to drive, you can change configurations of the cockpit. The diff ratios and tyres are set for the Australian tracks, with subtle annual changes. Please understand that if you find a fault we are only human let us know as we may be able to update. We do this for our own enjoyment and hopefully yours along the way. Uninstall all previous versions. Updated 18 February 2017 v6.5 Full Installer Submitter Uff Submitted 02/23/2017 Category Cover Wheel Mod  
  16. Version v6.5

    235 downloads

    FVR V8Supercars 2014 to 2016 simulates the 2014, 2015 and 2016 Australian V8 Supercars Championship. We have tried to get as much detail in these as we can imagine. We also have a User Interface for the mod to have a subtle blend colour. The mod has multiple options in it to suit various configurations of how you want to drive, you can change configurations of the cockpit. The diff ratios and tyres are set for the Australian tracks, with subtle annual changes. Please understand that if you find a fault we are only human let us know as we may be able to update. We do this for our own enjoyment and hopefully yours along the way. Uninstall all previous versions. Updated 18 February 2017 v6.5 Full Installer
  17. Qualche screen da quello che sarà il primo mod a pagamento per rFactor 2. http://www.unitedracingdesign.com/ DTM 2012/13 Skinpack for T5 Series by SRRF Modding Crew DEMO: DOWNLOAD by DrivingItalia Aura T5 2012/13 so you have new DRS, Tires and physics just like in shop version now. Car is limited like its not paintable and it has only 1 skin. T5 touring car series mod include due vetture: Bayro T5 e Aura T5 (quest'ultima nella demo) Non editato. Editati.
  18. Vi segnaliamo un bel tris di mods disponibili oggi per rFactor 2: cominciamo dalla nuova versione aggiornata e completa 6.5 dell'ottimo FVR V8 Supercars, progetto che ci permette di simulare le stagioni 2014, 2015 e 2016 dell'appassionante Australian V8 Supercars Championship; passiamo poi a due mods rilasciati dal team UnitedRacingDesign, che ci mette a disposizione la nuova Shiro JT5 del campionato turismo giapponese ed il già apprezzato T5 Series (del quale possiamo provare la Aura in demo) per simulare il famoso DTM tedesco.
  19. Snetterton v1.02 Changelog: Added the 100 layout Remodelled pit área Added pitlights and startlights Made aiw and track cams. On other layouts various material, texture and aiw edits download this track HERE and HERE fonte Onwheels
  20. [rF2] F1 2003 by Schumi View File F1 2003 Conversion Submitter Uff Submitted 02/21/2017 Category Open Wheel Mod  
  21. Version v1.0

    202 downloads

    F1 2003 Conversion
  22. View File [rF2] F1RFT 2013 Trackpack Extract the contents of the trackpack zip file into the Packages directory and let the Mod-manager install the tracks/single-components. Note: there are 2 versions of the German GP, the Nürburgring has “OLD” in front of its file name, whereas the Hockenheimring is the normal one. Make sure you only install one of them, not both. Submitter Uff Submitted 02/19/2017 Category Tracks  
  23. Version v1.0

    180 downloads

    Extract the contents of the trackpack zip file into the Packages directory and let the Mod-manager install the tracks/single-components. Note: there are 2 versions of the German GP, the Nürburgring has “OLD” in front of its file name, whereas the Hockenheimring is the normal one. Make sure you only install one of them, not both.
  24. [rF2] Predator Formula Promotion by Slow Motion View File I know, the mod is not of great interest… But these cars, in real life, have a good success and since years, mainly due to the very affordable cost for racing a whole season, the very low cost for buying one of them, the opportunity to rent one of them and the great feeling that transmit when you fight with other drivers, there are tens and tens of amateurs that race in the championship and some special events… also more than 50 drivers per event. I had a lot of difficulties in getting real data and, in the end, the best I got was the feedback of a couple of teams and some driver. In effect the car was developed without any CAD aid, nor a spreadsheet, but with a lot of attempts and tests on track. And the original version for rFactor1 was developed by few very skilled guys of S.RW. (at the time they were attending graduate studies in subjects related to the physical models) so I used several original values. Below is the text that comes into the workshop on Steam: rFactor2 version by Slow Motion Group - 3D is Property of Predator's Owner - Initial porting under full authorisation of S.RW. PLEASE NOTE: the mod comes with 2 classes, Factory and Sim... Factory is like the real world car, Sim has few different finals and less lasting tires for online purposes. READ CAREFULLY: THE CAR WAS MANUFACTURED FOR VERY SHORT TRACKS, in real life Italian tracks like Varano, Cremona, Cervesina that unfortunately aren't yet available in rFactor2. I strongly suggest to use tracks like Mores, Adria and similar karting style tracks for feeling how the real car behaves, in fact the car hasn't differential, nor traditional left and right rear suspensions and axles, so, in few words, the car turns more or less increasing or decreasing the front ARB; there is also only one central spring in front and the steering wheel is VERY VERY LIGHT! The typical behaviour of the real car is that the perfect path in "fast" corners (fast for that car, lol) means to feel the car "floating" on the surface. To achieve this perfect behaviour you need to push the throttle in the right moment and right rpm, to avoid the under steer and, on the contrary, controlling the over steer to have the "floating" effect. It needs few time to well understand how doing it. Another "feature" is that you must drive the car in a dirty way entering the corners, to be faster... and you MUST WORK A LOT WITH THE STEERING WHEEL. All these are peculiarities of the Predator's PC010, no faults. If you want to use the mod in "normal" tracks, you could find useful to add 1 or 2 degrees to the wings and increase stiffness of front ARB, otherwise you will have only mechanical grip. Be careful vs. AIs: they are very aggressive but perfectly tuned for short tracks... to fight at Mores is very very awesome! Here are the links to the templates: https://mega.nz/#!ulxD1RiL!P3YM5pGwW0E2fKzilTxU8SCCjQN5i0VquVXzyRphGBA https://mega.nz/#!Logw1I4R!n_wNlXs-foMwL0QzM1wt5FOd7aFrptxjyTwrPC3vVr8 Of course the build is available on Steam, to be subscribed... Enjoy the mod! You can find more info on the real car here: http://www.predators.it/prodotti/Pc010.html http://www.formulapromotion.it/ https://www.facebook.com/laformulapertutti/ Submitter Uff Submitted 02/18/2017 Category Open Wheel Mod