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  1. Fonte. Ok, it's ready now I'm happy to report that Longford will also be included in the base install of the Steam version of rFactor2 when rF2 Steam is released This new version of Longford includes a number of visual updates. Textures have been adjusted for the recent updates to the lighting system. New house models have been added and the Control Tower has been updated. Night driving has been improved with adjusted settings. Road surface materials have been tweaked and some minor road mesh changes have been made. A new AIW file should accommodate a wider variety of cars and provide more satisfying racing. v0.99 ReadMe/Change Log: 2015-11-03: Longford 1967 - v0.99 (during rF2 Build 1008) by woochoo ============================================= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= OLD rF2 VERSIONS 2015-03-03 v0.98 (during rF2 Build 930) 2015-01-06 v0.97 (during rF2 Build 910) 2013-11-22 v0.92 (during rF2 Build 342) 2013-09-17 v0.91 (during rF2 Build 300) 2013-08-19 v0.90 (first version for rF2 Build 240) OLD rF1 VERSIONS: 2013-03-14 v1.0 (probably final version for rFactor 1) 2012-10-19 v0.99 2011-08-17 v0.97 2010-07-11 v0.9 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- - Rights to reuse any content are denied unless explicit permission is given by woochoo. - Please do not edit textures, models, or other files without permission. - Loading screens may be modified without permission for private league use (credit to woochoo must still be displayed on screen). - Contact woochoo if other changes are needed to make the circuit more league-friendly (and woochoo may implement them into the main package). - Conversions and updates require explicit permission from woochoo. - Permission for conversion or update is not transferable between personnel. - Permission for conversion or update is not transferable between source versions. - Absence of permission does not imply permission. - Credit must be given in the readme.txt file and any other appropriate accompanying documentation (including download pages). - This ReadMe file must be included (unedited) in any redistribution of this circuit and/or content. - Use of any content in a public display or commercial context (or any similar situation, other than private home use and standard online use) is not permitted without permission from woochoo. - Contact woochoo to request permission (semi-active on some sim-racing forums, primarily ISI forums, so send PM). - If woochoo cannot be contacted, absence of permission still does not imply permission. /\_/\-/\_/\-/\_/\-/\_/\-/\_/\-/\_/\- _-__-__-__-__-__-__-__ 36 garage spots, 12 pit boxes, 36 grid slots. 1 Grid Layout: - Staggered Grid has a single car per row, alternating left and right. _-__-__-__-__-__-__-__ =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- |========================================| |===============CHANGE LOG===============| |======What is new in this version?======| |========================================| +@@@@@@@@@@@@@@@@@ V0.99 @@@@@@@@@@@@@@@@+ - Road: Slight changes to road surface before pub, including what appears to be a pot hole filling, as recently noticed in ref material, and repair patch at begining of yellow pitlane line. - Road: Changes to road materials and specular masks. - Road Decals: Some small material and texture changes (higher res). - Control Tower: Some renovations to the rear of the tower, reconfiguration of scaffolding, addition of external doorknobs, addition of floodlights, and some basic interior fitout. - Control Tower: Reworked/new textures and materials as a result of above mesh updates. - Control Tower: Added small custom "wind" animation to awnings (it's not great, but it's something). - Control Tower: Added working clock. - Pits: Fixed an unnoticed mapping error causing broken lighting reactions, and updated sponsor signs with some new fictional advertising and updated textures and material settings. - Pits: Replaced names of real drivers, teams, cars (to avoid potential legal troubles). - Foot Bridge: Reworking of stairs, some slight extra mesh detailing, mapping changes reducing absolute texture size, and removal of fake shadow caster (visible mesh now casts shadow). - Tram/Police Centre: Small update to texture and material. - Food Stall/Toilets: Small update to textures and material. - Bleachers: New highpoly model with new texture (old model still used for lower detail levels). - Spectator Cars: Retoned paint colours and removed some details from textures to make the cars less specific. - Spectator Cars: Corrected a mesh error that had appeared on some station wagons. - Pub: Some small mesh, mapping, and texture changes. - Pump Station: Upgraded pump station building (driver's right after King's Bridge) with more mesh detail, new textures, and new material. - Houses: Upgraded house models with more polygons and new textures. - Houses: Some changes to house distribution based on reference photos. - House Fences: Small updates to the front fences of some houses, as well as brand new white picket fence after rail crossing. - Kerbs/Gutters: Increased mesh density for smoothing hard edges. - Gutter/Footpath: Remade and extended gutter/footpath on the left side of the beginning of Tannery Straight (in the town). - Driveway Thresholds: Added concrete ramps over gutter to footpath. - Haybales: Welded and smoothed bales (they look a bit better and a bit worse now - different... just different) - Fences: Some small changes to textures and materials of timber plank fences. - Railway Crossing Signs: Higher poly meshes with new textures and material. - Railway Signal Tower: Higher poly mesh with new textures and material. - Sponsor Tower Signs: New meshes and textures for global oil company sponsor signs. - Sponsor Signs and Banners: Replaced most real-world tradenames and imagery with fictional alternatives. - Sponsor Signs and Banners: Have aquired approval to use some registered tradenames and branding from the real-life events. - Sponsor Signs and Banners: Moved and rescaled (smaller) red cola sign at viaduct, based on photo reference. - Starting Lights: Fixed material animation error and changed sequence to single red light, then green light. - AIW: All new AIW files due to online grid errors in old version. - AIW: New AIW may produce faster AI laptimes (have added slight limitation on AI acceleration). - AIW: Removed "Historic Grid" & "Level Grid" layouts, which were having some grid troubles. - AIW: Changed (due to congestion) garage/pit/grid capacity to 36/12/36, down from 42/13/42. - AIW: Adjustments to blocking path, aimed at reducing severe blocking on the Flying Mile. - AIW: Added "Fast_H" fast path for Cobras, which more than any other car were cutting the turn off of Long Bridge. - AIW: Added "OW3_Fast" path for Skip Barber, which wasn't handling some slow-down hacks in the main fast path. - CAM: Moved (lowered) trackside camera in group one due to removal of perch in same location. - HDR: Adjustments to a number of textures (over 80 different objects) that were excessively clipping against the white point of the new build 948 HDR automation. - Standardisation: Slight changes to file name structures to match ISI format more closely. - Optimisation: Some fairly insignificant batching and/or material reduction could improve performance slightly. - Optimisation: Pit tents and metal fence panels now visable in high/med detail levels, may slightly reduce fps. ================================================== === ===Known Issues, Non-Implemented Features, & Notes=== ================================================== === ===The AI - Sometimes they'll hop onto the dirt banks on the inside of a few corners. - F1 and some other cars may collide with tyre markers. ===Headlights - Some cars may not have their headlight beams rendered on road, terrain and objects correctly or consistently (includes ISI Corvette C6, Honda NSX cars) ===Wet Road Reflections - Fences and some terrain areas are not currently in the reflection list due to the nature of the reflection system. ===Shadows - Some popin, popout, and awkward shading of trees/bushes/buildings etc. In some cases this is a compromise between shaded vegetation and overly bright unshaded vegetation. ===Poles and Fences Flickering in the Distance - Distant poles and fences may flicker due to the difference between shaded and unshaded parts of the mesh. There is a constant reevalution of which part of the mesh to render into the available pixels, and where bright and shaded geometry is close the rendering alternates between bright and shaded pixels. Using something like nVidia's DSR should reduce flickering by rendering at higher resolution and then the resultant downsizing for display will have blended the brightness transitions. ===Bridges - Bridge structures don't currently extend down into the river bed mud. When bridge structures are updated, they will. ===Terrain Decals - Slight blur where grassy road-edge decals blend into terrain. ===Normal Mapping - In a couple of areas one or two of the normal maps don't seem correctly oriented with the lighting system. ===General Efficiency / Optimisation - This project was started as a beginner some time ago, and has been a learning experience. Skillz, philosophies, techniques, and technology have progressed in that time. As a result, and the size of the circuit, updates are a rolling process, and there isn't usually time to do all desired updates at or by a specific time. It is planned that the older models and textures will be updated, optimised, or replaced. ===Continued Development - The main target of development will be updates/remakes of older buildings/structures. - 3D trees for track-side trees are planned, but takes too long to reach my desired accuracy at this time (some unreleased work has occurred but it is time-intensive). - Separating painted lines from road textures to separate grip levels (pitlane and grid lines are already separate). ================================================== === +@@@@@@@@@@@@@@@@@ V0.98 @@@@@@@@@@@@@@@@+ This release is primarily a maintenance release to fix an AIW issue. - AIW: Fixed issue where some low-grip/high speed cars would miss apexes, and the final corner entirely (added AI path kinks before turn in - doesn't appear to concern cars which already worked well). - AIW: Attempted to help some modern GT type cars avoid first lap crashes by narrowing AIW corridors. - AIW: Some improvement for historic cars (BT20/Howston) crashing in wet conditions at kink before Tannery Corner. - AIW: Note, Since early builds there have been three variations of the starting grid, so experimenting with those may help avoid first lap incidents (eg. Staggered Grid for modern cars). - House: Replaced old GPL model of large house on driver's left, after rail crossing (new model is ~11K triangles). - Tents: New tent models and textures to replace the old ones. - Road: Slightly eased some bumps (track mesh) on the flying mile. - Road: Added slight hump/dip between turn two and the viaduct (was hard to be sure from reference photos, but newly acquired reference photos from a different angle make it much more obvious - thanks to Cooper997). - Road: Some changes to material specular settings. - Terrain: Some changes to texture & material specular settings. - Terrain: Some changes to some normal maps. - Trees: Improved tree settings for people not using transparency AA (should look less bad). - Grasses: Improved tree settings for people not using transparency AA (should look less bad). - Bushes: Removed some shadow casting in viaduct area. - Footbridge: Partial update/partial remake of textures. - Crowd: Minor tidy-up work on the old 2d cardboard crowd (yes, still the same old crowd textures at this time). - Tyre/Tire Markers: Slight reduction in height of collision mesh (will still flip cars with low floors etc). - TDF: Small changes to road bumps in terrain physics definition file. - CAM: Some chages to trackside camera clipping planes to reduce z-fighting (not perfect, but better). - Maintenance: Deleted a few megabytes worth of old textures from Maps.mas. +@@@@@@@@@@@@@@@@@ V0.97 @@@@@@@@@@@@@@@@+ - Road: New T1/main textures. - Road: Small texture changes and increased resolution, and modified material settings for detail textures. - Road: Some variation to road edge geometry. - Road: Some small adjustments to road camber and crown. - Road: Some reduction of the more extreme bumps. - Road: Added some road surface repair patches. - Road: Higher polygon density in some corners (makes more precise RealRoad effects). - Road Lines: Some changes in resolution, normal maps, and material settings of decal lines. - Road Lines: Added small, fictional yellow paint markers to the yellow pitlane line to indicate pit-in/pit-out for speed limits. - Roadside Kerbs/Gutter: Updated some textures and increased some resolutions. - Terrain: Initial implementation of new terrain shader (from rF2 build 860) - Terrain: Mostly new textures. - Terrain: Added geometry to some verge edges for variation and texture lerping. - Terrain: Some verges have changed from grass to gravel. - Terrain: Added shadow casting meshes for some steeper terrain areas, and global sun-blocker, to improve morning/afternoon lighting. - Terrain: Added some basic terrain reflection meshes where appropriate. - River: Added geometry to river and river shore, to improve mapping and appearance. - River: Adjusted water textures and material properties. - Trainlines: New trainline meshes, adjusted textures, added specular and normal mapping. - Viaduct: New Model (more polys, more pixels, more precise). - Pub: Some small upgrades to textures and material. - Pit Building: Some basic stopgap updates to the pit building (a new mesh is planned in the future). - Control Tower: Some quick and basic texture adjustments. - Water Tower: Higher resolution texture, and material adjustments. - Culverts: New models for Viaduct, Tannery Straight, and Newry Road culverts. - Roadside Marker Posts: Replaced with new models and textures (including reflectors). - Hay Bales: Textures retoned and higher resolution. - Fences: New wire texture for fences (includes rusty barbed wire). - Fences: Added normal mapping to some fence elements, and increased texture resolution for some fences. - Fences: Adjusted Fence collisions outside of Turn 1 to reduce severity of 3-wide AI incidents at the start of a race. - Trees: Rearranged some poplar trees after Newry Corner. - Trees: Fixed some broken shading on some trees. - Trees: Removed self-shadowing from trees (in some ways it's better, in some ways it's worse). - Trees: Fixed some Z-fighting on some distant trees. - Trees: Replaced some tree walls with massed X-trees. - Sponsor Banners: Adjusted some textures and added specular and normal maps to some banners. - Lights: Shortened attenuation of streetlights and floodlights. - Shadow Meshes: Removed some old-style dummy shadow meshes from some buildings (now using the visible mesh to cast some shadows). - AIW: Adjusted fast path on Tannery Straight to reduce AI crashes in wet conditions (some may still occur when low-grip cars are side by side). - AIW: Some adjustments to create (a quite subtle, hacky) wind shear reverb effect on power poles. - Physics: Some changes to physics of movable objects (hay bales, marker posts, signs) - Indy Aero: Included VehicleConfig.ini to force Indy DW12 to use Roadcourse aero package. - Optimisation: Some batching and adjustments to some draw distances may produce small FPS improvements. +@@@@@@@@@@@@@@@@@ V0.92 @@@@@@@@@@@@@@@@+ - Three versions of the track: Historic, Level, & Staggered grids (may ease AIW & online grid/collision issues). - AIW file: New version of Level grid, hopefully to fix online grid issue (otherwise use staggered). - AIW file: Eased pitbox congestion (was 16 boxes, now 14: now 42 grid/garage spaces). - AIW file: Pace Car/Safety Car now works. - Water: Water shader with animated textures. - Road Mapping: Road is now continously mapped, and more linear in mapping. - Road Detail Textures: New spec, multi, & normal map textures & mapping. - Grass: Preliminary implementation of specular effect. - Mill: New model of the mill at Longford Corner (Four-storey brick building seen when approaching the town). - Road Signs: Replaced some of the old direction sign objects (initial implementation). - HDR: Adjustments for b342 - Includes "Bright", "Clear", "Neutral", & "Overcast". - Cameras: Adjusted static orientations. - Sounds: Added a subtle ambient environmental sound (initial implementation). +@@@@@@@@@@@@@@@@@ V0.91 @@@@@@@@@@@@@@@@+ This version is mainly a fix version for v0.90 [edit: this didn't work out in v0.91]. - collisions with fence on Long Bridge causing flips/flying: hopefully fixed. - cars in online race sessions flip/fly/bounce on grid: hopefully fixed. - a levitating clump of grass just before King's Bridge: fixed. - grass popup on tannery straight: fixed. - less PA sound sources in pit area. - volume of flapping flag sound has been lowered. - reverb effect no longer heard around whole circuit. - added low detail vis group (removes a bunch of stuff on low detail setting). - road surface is less bumpy. - grass rolling resistance increased. other things: - grid is now 2-2-2-2 alignment, rather than 3-2-3-2, to ease congestion. - racegroove/rubber line is now mapped continuously. - colour tone of willow trees (and some other trees) has been adjusted. - corner markers (tyres) are rounder. - corner markers (tyres) have separate HAT meshes (lower profile). - have fiddled with HRD profile due to b300 lighting changes. - road mirage effect enabled. - mip bias for trees and bushes adjusted. - waving flags, implying a fairly strong wind (might be adjusted in the future). - loading screen updated with new image and version number. - readme and change log updated to v0.91 +@@@@@@@@@@@@@@@@@ V0.90 @@@@@@@@@@@@@@@@+ This version is mainly a conversion from rF1, with inclusion of RealRoad, Reflections, Weather, HDR and some other things. ================================================== === =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Check the credits list. They span rF1 and rF2 periods. If you have contributed and feel you have been under-acknowledged or not acknowledged at all, let me know. I've tried to keep up with the list, but i might have missed some things. Thanks to all those people! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/|\|/| ============================================= ==========CREDIT, and/or THANKS TO:========== Piddy and Bob's Track Builder - circuit made with Bob's Track Builder (now using 3ds Max) Dave Noonan & 3dSimEd guitarmaen & rF AIW CAM Editor tasman-series.com - photos and info Ben Jamieson - beta testing and resources VirtuaLM/elwood/madhorse - Rouen grass/road textures (only in rF1 v0.9 - no longer used - thanks ) VirtuaLM - Modding@Max 3dsMax scripts (esp. detach by smoothing groups) people on the atlas nostalgia board (Ray Bell, Doug Nye, Cooper997, Longfordboy, elrosso, Ellis, and others) ennis fargis - rural aus and roads medium btb xpacks (i think only a single bush is still used) Wierdbeard: haywood club btb xpack textures (I'm not sure any of these are still used) http://www.cgtextures.com/ - Rocky's bricks, some wooden fences, others Gustaf Reutersward - GPL 3do models (inc. Pub, Mill, Tannery), photos - big thanks Kruch/ Neil Faichney (Team ORSM) - skybox geometry and code (see .scn file) ISI - rFactor and textures (only a small selection) Longford Country Club Hotel - photo reference Matin Weare - icepack - off white brick texture behind pub http://www.masterbuilderstore.com - timber fence texture "fen_wd1" My Dad and my Mum ~ National Automobile Museum of Tasmania Meclazine - beta testing oldracephotos.com - Lindsay Ross - photos Barry Green, author - Longford: Fast Track Back Malcolm and Peter O'May - private footage from 1965 Ellis French - movies, photos, posters, program covers, 2x photos on loading screen Mike McIvor & Barry Cassidy (former drivers at Longford) unknown - track marshall texture "flagger.dds" Stephen Dalton - TNF member (Cooper997) Longfordboy - TNF member Sunalp2 John S. - Chrysler Royal ambulance photos (no longer used, but thanks) - http://www.111emergency.co.nz/ExWFAChrysler.htm http://www.sergent.com.au/motor/tas67a.html The owners of the St John HD Holden Ambulance, 94, Glamorgan (at the Longford Revival Festival, 2012) 6e66o's sky pack: http://simscreens.blogspot.com/2008/...ures-pack.html (no longer used as of 0.99) saultenian Com8: Mainz-Finthen "wet.dds" (renamed to "reflectnoise.dds" - only in rF1 version 0.9) The Lonely: Wet Track Turtorial (http://www.rfactorcentral.com/detail...ack%20Tutorial) motorfx for GTL, GTR2, Race conversions of rF1 v0.9 Todd B./TASMAP & Department of Primary Industries, Parks, Water and Environment (Tasmania) - Aerial Photography. James, Andrew, Stephen, Tom, Winyu, Christian, Andrew, & HITLab AU Luke S., at/formerly UTas ehrlec Tim B. for hooking me up with... Octagon and the Longford Revival Festival (2011, 2012) Shannon's Insurance - Rodney, Warren, Nick Andrew Q. - SCTV Tim, Luc, Scott, and all the other helpful people on the ISI forums Strava and the Vintage Vee mod Rantam and HistorX Mod Team My Dad for "Eater's Ice Cream" fictional sponsor name Ian Carins - Former secretary of the Longford Motor Racing Association Rob Saward BLeeK Duncan Taylor Julian Groitzsch`s Weather Builder Aleksi Elomaa (staggered grid suggestion) Shaun Andrews Luc Van Camp Marco S (Indy Aero config - ISI forums) Andreas Zeidler, danke jpalesi matf1 ~IsR~Barabba Helpful, enthusiastic, supportive people on the ISI forums Server admins who have been hosting Longford sessions, including Durge and Bryan Longford rF1 Beta Testers -Meclazine -Ben -Sunalp2 -saultenian -Andrew -Stephen =========================================| =========================================| All trademarks are the property of their respective owners, and use has not been authorised, unless noted. Any indications of sponsorship relate only to the original real-world events, not to this recreation. Authorisation recieved for reproducing the name/branding of: - St. John (ambulances) - Donald Gorringe (pedestrian overpass) - Examiner Newspaper* (pit building and fence banners) - 7EX (control tower) - 7LA (control tower) - TASMAP (pit building - not historic, but as recognition of permission to use aerial photography) Thank you to the respective representatives of those brands. *permission could not be renewed for reproduction in commercial software (rFactor2 Steam) in time for release. =========================================| =========================================| - required statement for use of cgtextures.com source material: One or more textures in this 3D model/environment have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information. - thanks to cgtextures for making so many textures and source photos freely available for use! =========================================| =========================================| DOWNLOAD PAGE: http://isiforums.net/f/downloads.php...&downloadid=35
  2. FERRARI 643 V1.92 (DX11) BENETTON B191 V0.7 (DX11) TYRRELL 020 V0.1 (DX11) New update for Ferrari 643 V1.92 and new Beta for Benetton and Tyrrell 1991. We added the new animated pilot (Animation by McNolo) on these two cars too. Added visor mode compatible with Oculus DK2 and CV1. www.asrformula.com
  3. Il team Studio 397 ha pubblicato com'è ormai consuetudine, il nuovo roadmap update del mese di giugno per il suo rFactor 2, accompagnato da una serie di screenshots inediti. Gli sviluppatori sono al lavoro per un aggiornamento dell'Endurance Pack, per ultimare i nuovi circuiti di Zandvoort e Sebring, oltre che a varie migliorie al comparto pioggia ed all'interfaccia di gioco. June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  4. VELOCIPEDE

    FIA GT3 by Apex Modding Team

    Disinstallare la versione precedente prima di installare questa. DOWNLOAD
  5. This month, we wanted to surprise you all by releasing the roadmap update a bit earlier than usual because we have quite a few things to announce, so let’s get started! Upcoming Events First of all, we have a few events planned that we want to announce. ChinaJoy August 3rd to 6th, Studio 397 will be present in Shanghai for the yearly ChinaJoy event. If you’re in the area, please drop by and take advantage of the opportunity to say hello and take rFactor 2 for a spin. SimRacing Expo September 14th to 16th we’re happy to announce that we will be present at this year’s SimRacing Expo at the Nürburgring. We invite everybody to come and visit us for a glimpse into the future of rFactor 2. As always we will bring a few surprises! McLaren Shadow Earlier this month, McLaren introduced their all new hunt for the brightest and best esports talent, dubbed “McLaren Shadow Project“. This is the follow up to last year’s “World’s Fastest Gamer” that saw Rudy van Buren take the win. We are delighted to announce that we will be part of this competition again, building several new McLaren cars for the upcoming events. And the best news is that they will all be available for free! Upcoming Releases Then, there are a lot of new releases coming up now and in the near future. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars. An issue that only showed up on 6-core CPUs with no hyperthreading and caused rendering problems in our shadow maps was also found and fixed. For tracks, we added support for a new dirt map, a feature you will see on Sebring and that will be explained shortly in our developer documentation. We slightly adjusted the logic for our “pit director” that will tell you how and when to leave your garage as he was a bit oddly placed in some cases. Last but not least, we also spent some time optimizing our post effects, which has resulted in a healthy increase in performance with those enabled. In our previous roadmap, we already announced that we were close to releasing an update to our very popular GT3 cars. Over the last couple of months, we’ve received a lot of feedback on these cars, and we sat down and incorporated all of that in this update. On top of that, we’ve included the new in-car traction control and anti-lock brake settings, position lights colored green for the GT3 class and our very latest set of tyres to align the cars with our endurance pack. We also tweaked the Balance of Performance to ensure continued close racing. As part of our continued development of the Endurance pack, our visit to Duqueine Engineering, which we will report on in a separate blog, also got us some crucial feedback on the handling characteristics of the Oreca and Norma cars and a unique chance to compare telemetry. These and other tweaks based on feedback have been incorporated in an update of the Endurance pack. Both packs will be released later today. Leagues that don’t want to immediately make the switch are encouraged to keep a copy of the previous version. That said, we’ve tried our best to ensure a good balance of performance and also made sure you can run classes from both packs together nicely. Tomorrow: Sebring Since taking over the development of rFactor 2, our goals have been clear: take an already incredible sim as a base and move the bar higher, push new and exciting features that you want, and give you the chance to experience a professional grade simulator – at home! The release of Sebring tomorrow is another step in that direction. We will follow up with more details later. Next Month: Reiza rF2 Bundle Some of you might have seen the teasers that were posted by Reiza Studios. We can now officially announce that they have been working hard on bringing some great content into rFactor 2. No less than four cars and two tracks will be part of this pack, all of which will be released in August. We expect Reiza to soon release more details of their planned content! Community Night Earlier this month, we scheduled the first community event, and we would like to thank everybody who watched and participated in it. Because of its success, we decided to do another one on Friday, July 27th at 20:00 CEST. We will obviously take this opportunity to look at the updated GT3 and Endurance packs. We will also take an in-depth look at Sebring International Raceway and provide some background on the process of creating it, so make sure you tune in and follow our Twitch channel at https://www.twitch.tv/rfactorlive. We certainly hope to see you there. In any case, happy simracing, that’s all for this month!
  6. Vi segnalo un articolo molto interessante dedicato ad rFactor 2: il team Studio 397 ci racconta l'esperienza di lavoro e sviluppo fatta con il team Duqueine Engineering per la creazione al simulatore della vettura Norma LMP3, che possiamo anche ammirare in azione in video sul simulatore professionale della scuderia che utilizza appunto il software rFactor 2. Realism, ‘real life’, “RL” – big words that perpetually bounce off the walls of the simracing interwebs. The community demands ever more realism, and studios respond by investing considerable sums into marketing that aims to validate a ‘sim’ title by positioning it next to its real life motorsports counterparts: Getting a well-known driver to sit in a rig and do some laps is a familiar promotional strategy. Of course we know it’s not that simple...
  7. VELOCIPEDE

    rFactor 2: NGTC mod (BTCC) by NGMT

    Il Next Gen Mod Team ha rilasciato per rFactor 2 la nuova versione aggiornata 0.9 del suo NGTC Mod, progetto che riproduce la stagione del turismo inglese BTCC. La nuova release ci mette a disposizione vetture completamente nuove ed interamente realizzate da zero, con un livello qualitativo più che buono: caliamoci quindi negli abitacoli di MG6 GT, Mercedes A45, Subaru Levorg e Vauxhall Astra, mentre la Ford Focus RS sarà disponibile a breve, insieme alla VW Passat CC. Il download del mod è disponibile tramite Steam Workshop. Commenti e discussioni sul forum dedicato.
  8. Il team Studio 397 ha rilasciato come promesso per rFactor 2 il nuovo circuito di Sebring. Il tracciato americano è di particolare importanza perchè si tratta della prima pista per rFactor 2 realizzata con tecnologia laser scan. Potete acquistarla direttamente su Steam per 8,99€. The wait is over, experience Sebring International Raceway in all its glory for rFactor 2. With 3 variations of the track, all built on a highly-accurate laserscan, capturing all the renowned bumps! Sebring is available right now on Steam here! Get it here: https://store.steampowered.com/itemstore/365960/detail/18/ More Info: https://www.studio-397.com/2018/07/sebring/
  9. VELOCIPEDE

    rFactor 2: Roadmap update Luglio 2018

    Il team Studio 397 ha pubblicato il nuovo Roadmap update del mese di Luglio per aggiornarci sul suo sempre più interessante rFactor 2. L'ultimo aggiornamento, arrivato anche in anticipo rispetto al solito, porta con sè numerose ed interessantissime novità: il bilanciamento delle performance per le GT3 e GTE, un ulteriore miglioramento delle prestazioni grafiche, vari bugfix e persino il nuovissimo circuito di Sebring che sarà rilasciato domani! Commenti sul forum dedicato. Today: New Build, GT3 and Endurance Pack Updates We are about to release a new build with a few improvements and new features. Especially, but not exclusively, for our Virtual Reality users, we have included a new feature called “Stabilize Horizon” that allows you to enable a low, medium or high amount of stabilization, which helps keep the horizon stable on bumpy tracks and still works properly on strongly banked tracks. We’ve also made a few changes in our DX11 graphics engine. First of all, we caught and fixed some issues with the brake disc glow on some cars.
  10. Con il breve messaggio pubblicato sui social che potete leggere qui sotto, il team Reiza Studios ha annunciato una nuova collaborazione con il team Studio 397 ed il conseguente arrivo prossimo per rFactor 2 del nuovo "Reiza rF2 Bundle", ovvero vetture e circuiti ufficiali creati dal team Reiza, implementati anche nel rFactor 2 marchiato Studio 397. Le immagini di anteprima allegate ci presentano da subito cosa possiamo aspettarci da questa originale partnership. We´re pleased to announce a new partnership with Studio 397 for the release of the Reiza rF2 Bundle! This bundle will bring a few of our cars and tracks to RFactor2, both individually and as a bundle package. More details about the content, pricing and release of the Reiza rF2 Bundle will be disclosed soon - for now check out this gallery showcasing our progress so far!
  11. Una doppia sorpresa questa sera da parte del team Studio 397, che ha appena rilasciato gratuitamente per il suo rFactor 2 le prime versioni delle mitiche Brabham BT44B e March 761. Ethanol Powered ‘Little Monsters’ We at Studio 397 love all kind of raw racing and motorsport. The good ol’ times of Formula racing are without a doubt, a time where racing was at its purest. The cars were beasts, the tracks always a tough challenge, and the drivers brilliant and fearless maniacs. We’re proud to be able to take you guys back to those days, where every race was the challenge of your life. Two free new cars for rFactor 2 bringing you all the fun and excitement of a classic era. Relive those golden moments with the March 761 and the Brabham BT44b and bring back Formula racing of the 70’s to classic or even modern racetracks. March 761 A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season. Brabham BT44b The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.
  12. Il team Slow Motion ha finalmente rilasciato per rFactor 2 l'attesa nuova versione aggiornata 2.15 del suo GP3 Series 2016-2018 mod, progetto completo che ci permette di simulare le ultime tre stagioni dell'appassionante e combattuto campionato FIA GP3. La nuova release offre una migliore grafica, ora compatibile con i nuovi standard di rFactor 2, compresa la pioggia, e tantissime altre migliorie anche ai 3D ed alla fisica. GP3 SERIES 2016/2017/2018 build 2.15 This is mainly a graphical upgrade for all 2018 cars and drivers, also due to the new entries of this season. Excluding new updates for technical reasons, this is the last upgrade of ever for the GP3 Series, because IRL this is the last season of the GP3 Series that will be merged with the Formula 3 for the next years. This is the opportunity to thank all the mates that, since years ago, participated to the development of the mod that covers 3 years of life (also our life, LOL) and the community that always supported our belowed free hobby. Steam version is available with the templates too: http://steamcommunity.com/sharedfiles/filedetails/?id=939773105 Here few links to the mod for manual downloading: - https://mega.nz/#!Gwwk0YjA!AryC6_mV3NMGFrWlc2eC3ZfTVgVu8wo6JYENxuQtjvg - https://www.amazon.com/clouddrive/share/3pgz8LFTieOwPlku6IFhgO3PynRAIbu6TdGnyBZ0pBc
  13. Una doppia sorpresa questa sera da parte del team Studio 397, che ha appena rilasciato gratuitamente per il suo rFactor 2 le prime versioni delle mitiche Brabham BT44B e March 761. Commenti e discussioni sul forum dedicato. Ethanol Powered ‘Little Monsters’ We at Studio 397 love all kind of raw racing and motorsport. The good ol’ times of Formula racing are without a doubt, a time where racing was at its purest. The cars were beasts, the tracks always a tough challenge, and the drivers brilliant and fearless maniacs. We’re proud to be able to take you guys back to those days, where every race was the challenge of your life. Two free new cars for rFactor 2 bringing you all the fun and excitement of a classic era. Relive those golden moments with the March 761 and the Brabham BT44b and bring back Formula racing of the 70’s to classic or even modern racetracks. March 761 A fragile but rocket-like fast F1 car, designed and manufactured by UK based March Engineering. With a background of designing F2 cars and the experience of many different racing series, March Engineering brought this car into F1 in 1976. An interesting fact is that these cars used a sponsorship that changed from race to race, resulting in many wildly different liveries being used throughout the season. Brabham BT44b The car used by Brabham in 1975 wasn´t anything extraordinary from just looking at the individual parts. Marrying a Cosworth DFV engine to a Hewland FG gearbox was considered standard practice that time, so the BT44b didn´t stand out. But the team worked hard not only on improving the reliability of this combination, but also on the performance in certain areas, as well as making sure the BT44b features a very low centre of gravity. With all these coming together, Brabham managed to have their most successful season since 1969, finishing 2nd in the constructors championship.
  14. Con il breve messaggio pubblicato sui social che potete leggere qui sotto, il team Reiza Studios ha annunciato una nuova collaborazione con il team Studio 397 ed il conseguente arrivo prossimo per rFactor 2 del nuovo "Reiza rF2 Bundle", ovvero vetture e circuiti ufficiali creati dal team Reiza, implementati anche nel rFactor 2 marchiato Studio 397. Le immagini di anteprima allegate ci presentano da subito cosa possiamo aspettarci da questa originale partnership. Commenti sul forum dedicato. We´re pleased to announce a new partnership with Studio 397 for the release of the Reiza rF2 Bundle! This bundle will bring a few of our cars and tracks to RFactor2, both individually and as a bundle package. More details about the content, pricing and release of the Reiza rF2 Bundle will be disclosed soon - for now check out this gallery showcasing our progress so far!
  15. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  16. VELOCIPEDE

    Nuovo update disponibile per rFactor 2

    Studio 397 ha rilasciato un nuovo aggiornamento per l'attuale build 1110 del suo rFactor 2. Come potete leggere dalla lista qui sotto, si tratta di un performance update, che migliora le prestazioni del VR con la pioggia e corregge alcuni problemi. Segnaliamo poi che rFactor 2 è disponibile ancora per 1 ora con lo sconto del 50% su Steam. Changelog:- Optimized VR performance in rainy conditions.- Fixed windshield wipers showing a slight skip in the animation.- Fixed windshield wipers when OFF showing slightly propped up.- Fixed rain drops appearing too wide on certain resolutions.- Fixed corrupted Flag animations (affecting both official tracks and mods)Steam Build ID 2919230 (2919232 for the dedicated server)
  17. VELOCIPEDE

    rFactor 2 Roadmap Update Giugno 2018

    Il team Studio 397 ha pubblicato com'è ormai consuetudine, il nuovo roadmap update del mese di giugno per il suo rFactor 2, accompagnato da una serie di screenshots inediti. Gli sviluppatori sono al lavoro per un aggiornamento dell'Endurance Pack, per ultimare i nuovi circuiti di Zandvoort e Sebring, oltre che a varie migliorie al comparto pioggia ed all'interfaccia di gioco. Per commenti e discussioni fate riferimento al forum dedicato. June has been an eventful month. We released the Endurance Pack and we’re still in the middle of the Steam Summer Sale, which discounts the simulation and the different content packs and offers a nice opportunity to complete your collection. Of course we are already looking ahead again and while some of us are taking a well deserved break, others are working on all different areas of the game. Studio 397 was also invited to the official opening of the virtual Maastricht city racing track. It is not often that one of our community created tracks attracts the local press and the mayor of Maastricht all gathered in a local movie theatre. Even Bono Huis, winner of the Vegas eRace, was there to do a lap. By now the track can be found in our workshop and can freely be downloaded. Content We are currently preparing an update to our GT3 pack as we already indicated when releasing the Endurance pack. This update includes the position lights, new in-car traction control and anti-lock brake settings as well as the latest set of tyres. All of those are in, we’re now checking the BOP and doing a few minor fixes. For Zandvoort we’ve just finished the night lighting. There are still a few other layouts to complete and obviously we’ve also addressed some of the performance issues that were still present in the latest public release. Sebring is in the middle of testing and optimization. As you might have seen from previous screenshots, we are trying to recreate the atmosphere on the track during the yearly 12 hour race. We are also planning a version with more of a “track day” feel in case you want to do some training without everybody watching your every move. Rain When we released our performance update, we already indicated that we were aware that the specific combination of using VR and rain still was causing problems, frame rate wise, and that we would be addressing those in a future update. We are happy to announce that we have found a good solution that gives a significant improvement and we’ll be releasing that next month. This update also includes another visual fix which made the raindrops become too large in external TV cameras. Finally it has a few small fixes that caused the wipers to sometimes skip a frame and not always start in the correct starting position. UI We are currently working on a few more important details in the interface. For one we are adding a search function to all places where you select something from a potentially long list of things, such as cars and tracks. We are also improving opponent selection, allowing more fine-grained control over exactly what cars you race. The final bits we are tweaking now are the standings, including the position in class we also use with our position lights. Community Nights We all know, racing and especially simracing is not only about competition. It´s also about spending time with friends and teammates and tackle different challenges. We always try to be transparent and close to the community, so we thought it would be great to arrange a date every now and then! The idea for community nights was born. Race among friends and developers, ask some questions or even see a race broadcast and enjoy the thrill of a friendly competition. Who knows, we might also give you a peek at some upcoming content in some of those events. We’ve scheduled our first event on Monday, July 9th at 20:00 CEST. Stay tuned! Looking Ahead Earlier this month we visited the Duqueine Engineering headquarters for more simulator testing. Expect a new blog about that in a few weeks time, where we reveal a bit more about how we collaborate. And remember, if you want to have a chat with us, join our Discord server or join one of our servers, running official content. That’s all for this month. Happy Racing!
  18. [rF2] F1RFT 2015 View File F1RFT 2015 No trackpack included. Submitter Uff Submitted 01/19/2017 Category Open Wheel Mod  
  19. VELOCIPEDE

    rFactor 2 - Assetto Corsa: Ford GTE by URD !

    State guardando la 24 Ore di Le Mans come noi? Allora sarete contenti di sapere che il team UnitedRacingDesign ha appena rilasciato per rFactor 2 la nuovissima Ford GTE (acquistabile e scaricabile da questo link), aggiunta perfetta al nuovo Endurance Pack! Il rilascio sembra essere previsto anche per Assetto Corsa in futuro.
  20. VELOCIPEDE

    rFactor 2: Endurance Pack by Studio 397

    Il team Studio 397 annuncia l'arrivo per rFactor 2, con il trailer che vedete qui sotto, del nuovo ed atteso Endurance Pack, un DLC pensato specificatamente per le gare di durata che ci mette a disposizione 5 vetture inedite: Porsche 911 RSR, BMW M8 GTE, Corvette C7.R, Oreca 07 LMP2 e Norma M30 LMP3. Per commenti e discussioni fate riferimento a questo topic del forum. Out Now! Welcome to the 'Endurance Pack' for rFactor 2. Featuring the Porsche 911 RSR, BMW Motorsport M8 GTE, Corvette C7.R, Oreca 07 LMP2 and the Norma M30 LMP3. With stunning physics and new features the pack taps into the heart of rFactor 2's endurance capabilities. Get it here for €15! https://store.steampowered.com/itemstore/365960/detail/1004/
  21. Studio 397 ha appena annunciato per rFactor 2 il prossimo arrivo di un inedito Endurance Pack, specificando come prima vettura disponibile la nuovissima BMW M8 GTE, che sarà presentata in un lancio dal vivo tramite Twitch. Commenti sul forum. You can´t do endurance without one of the oldest brands: BMW - Welcome the all-new all-shiny BMW M8 GTE in our upcoming Endurance pack! We are pleased to welcome the first version of the car in a sim racing title, and wish the BMW Motorsport team good luck this weekend at #LeMans24 Don´t miss out on our Live-Launch show of the upcoming content on twitch.tv/rFactorLive Thursday 8pm CEST
  22. Dopo aver aggiornato la versione per Assetto Corsa, il team ASR Formula ha rilasciato anche per rFactor 2 la nuova versione 3.0 del suo imperdibile ASR2 Championship, progetto che ci permette di simulare il campionato di Formula 2. ASR2 Championship Mod for rFactor 2 v3.0 Changelog: V3.0: - Add Visor Mod - Add Visor Mod VR - Add PitCrew - Fix adjust mirrors Install notes: remove previous versions copy the rfcmp into "packages" folder use the rF2 launcher to install it You can found the mod in "ASR Formula Open Wheel Classic category. www.asrformula.com
  23. Il team Studio 397 ha appena pubblicato un nuovo roadmap update, questa volta per il mese di maggio, nel quale segnala come al solito lo sviluppo in corso sul suo rFactor 2 ed annuncia anche l'arrivo della nuova Porsche 911 RSR GTE ufficiale! Commenti sul forum. Over the course of this month we have released a few hotfixes for our fresh 1110 build whilst our team has been working on many of the features we’ve been talking about in the last few roadmaps. We also went to Zandvoort during the Jumbo Racing Days to showcase some of our content to the huge crowds that came to see several racing series and of course appearances from Max Verstappen, Daniel Ricciardo and David Coulthard. Needless to say, we have plenty to talk about this month, and the first announcement we have is a new hire that starts tomorrow. Now we don’t always announce people that we add to the team and, as a reference, our total team in Studio 397 is about 30 people, currently. With our focus on building the competition infrastructure and releasing that later this year, we welcome René Buttler to the team. He has been working at ESL on projects and esports tournaments with a strong focus on racing simulations, and we are very happy to have him at Studio 397! Content Last month we already announced that our next pack would consist of 5 cars. This will be our “Endurance Pack,” and we are ready to announce one of the two previously unannounced GTE cars that will be part of it. All cars are in the final stages of approval by the manufacturers, which is a process we don’t have full control over, but it does indicate we’re getting close to a release now. That said, it is time to announce the Porsche 911 RSR GTE! Ever since the start of Studio 397 we have had a great relationship with Porsche, so we’re very happy to finally be able to share the news. We’ve licensed the very latest spec of this car to race alongside the other GTE’s, and we are confident this car will be a joy to drive. And it certainly looks great! Earlier this week, we also visited the offices and test track of Duqueine Engineering again and validated both the Oreca 07 and Norma M30 models in their simulator with their drivers and engineers. We are also including liveries of various teams racing these cars to ensure we end up with a great looking field of cars, as you can see from the shots below. That’s of course not all the content we’re working on. There are a several more things under construction. The March and Brabham cars are close to completion now. We’re adding the final rain and damage effects and doing the driver animations. Physics wise we’re very happy. Each car has it’s own distinctive character, yet they are very competitive. The McLaren is still in the middle of production, so it’s expected to come a bit later. Those of you who visited us at Zandvoort have seen the progress we made on that track. It’s still not quite finished, but it’s looking better, and we addressed the performance issues that people reported, so we’re in good shape. For Botniaring, all 3D work is done, and we’re currently working on texturing and optimization. That work and the AI lines will be finished this month. Then we are going to be giving the track its final shakedown before releasing it. For Sebring we are currently in the middle of adding all the track side objects. As you might know, building a track can be roughly split in two phases. In the first phase we’re building the roads and everything “up to the barriers,” and in the second phase we do everything beyond the barriers and things like AI lines, night lighting and various other details. We’d like to share our current progress with you, bearing in mind that not everything you see here has been properly optimized yet, so “things might change”. UI UI testing and tweaking is still ongoing, and we’re starting to integrate the work on the competition infrastructure into the new UI whilst also making the back-end more robust. Another thing we have started working on is the integration of Motec data logging into the core of the simulation.
  24. Release Of Build 1110 – Performance Improvements! It’s live! In the last couple of roadmap updates, we’ve made it no secret that we have been working hard on a set of performance upgrades. We’ve taken our time to get it right and took advantage of the DirectX 11 API as much as possible. Our focus was on performance, while keeping the actual look of the game the same. All of this centers around a concept called “frame time”, which is the time it takes to completely render a single frame to your screen(s). Obviously we want that time to be as low as possible, but we also want it to be as constant as possible as only the combination of both leads to a smooth display. In general there are three things that influence this: your video card (GPU), the processor you have (CPU) and the bus between them and their memory. Optimizing performance means looking at all three, and we’ll go into more detail on how we did that below. To update your install to this latest version you only need to make sure that you’re opted-out of any beta versions you might have been using before. This build also has a new multiplayer version (1.1110) which means we updated the dedicated server. Depending on how you installed that one, you might have to explicitly update it. Graphics Performance Improvements Thanks to DX11, we are now able to take advantage of multiple graphics threads and leverage the modern CPUs to render the scene faster. Internally we had to make quite a lot of changes to the code to make this possible and really take advantage. One area where we got a significant improvement is in our shadow rendering. Using multiple threads speeds that up, and another thing we did was to no longer render the shadows separately for each screen, which means in multiview (three screens) and VR (two screens) we are doing less work. There are also a couple of high-level optimizations we have done to very specific systems. This includes our handling of spotlights and brake disk glow, but also the way real road updates. All these systems were re-written to be more efficient from a CPU and GPU point of view. On top of that, we addressed the traffic on the bus between the CPU and GPU, minimizing and optimizing it to have a more consistent frame time, which leads to significantly less stuttering, especially on systems where this was the bottleneck in the whole pipeline. Our final optimization was of our most used and time critical shaders. We’ve optimized those to be less expensive to the GPU. As you can probably see by now, there are quite a lot of things that changed, and one question we have not answered is how much all of these changes combined influence performance? The answer is, it depends, which is why we’re not making any claims in terms of numbers, but invite you to give it a try on your own system. We are confident that you will see an improvement, both in terms of consistency in the framerate, meaning less stutters and in terms of an overall improvement. Change Log On top of these, we took the opportunity to add a few other improvements and bugfixes in several areas of the simulation. We are listing those here. New HUD Released the newly designed HUD, optimized for Full HD screens and anything else with that aspect ratio, and made it the default. We have removed our old HUD designs from the install. The “deltabest” indication gets reset at the start of a session only, instead of every time you get in the car. We also make sure to only show it when you’re on a valid lap. Ensured that the Low Speed Indicator (LSI) is still transparent. AI Fixed an issue with the AI throttle and brake application, which would cause poor accelleration at very low AI strengths. Sound Changed the way opponent volume works. If you set them to 100% in the past, they were way too loud. If you turned them down, they would not be as loud as the player car in external cameras. We introduced a damping factor now for the cockpit that can be configured per car and defaults to 0.3 that solves this issue. The number of engine samples was increased to 12 and the number of transmission samples to 6 to allow much richer sounds for both. Inputs Changed the way in which we combine primary and alternate inputs for the throttle, brake and steering to end up with more consistent behaviour for both. When using keyboard rates for analog, typically used with game controllers, we apply a lot of smoothing which initially results in a fast response, but eventually responds very slowly, making a car hard to control. We’ve designed a new algorithm that works a lot better and is more linear. Development Corner We have added some new 64 bit compatible 3D Studio Max 2012 plugins. They are still in “beta” but have been used at Studio 397 for some time now. These should help anyone working on larger scenes. Please note that, in order to improve stability, we strongly recommend updating Max to Service Pack 2. As we no longer support Max 2010 and 2011, those plugins have now been removed. We have removed gJED, as we feel the tool in its current state did not meet our quality standards. The plugin API has been enhanced and bumped to version 8, with improved application life cycle support. This brings back some of the data we had to remove because it was mixed with DirectX 9 information that we could no longer support. We also added the deltabest time for all cars. The new package and documentation for it will be released on our site soon after this release. Bugfixes Fixed the join/leave/join messages and unnecessary reloading of a car when you joined a server with car upgrades selected. Fixed a bug in our SteamPlugin which accidentally returned the wrong API version, causing the game to try to invoke it wrongly and crash. Fixed viewer crash on startup. Fixed the very dark areas on the car in the showroom, which was caused by us not correctly setting up ambient light. Fixed black screen that some people got when starting the physics (ptool) and tyre (ttool) tools. Removed a redundant log file from the Steam distribution as it would cause a verify ever on every check. Fixed two issues with the 32 bits version that crashed in specific circumstances. Displaying the performance info now works on VR as well. Wrapping it up We obviously hope you will enjoy this new build, and before we wrap up this article, there are a few closing words we would like to add. In the introduction we already stated that our focus now was on performance and with that out of the way we still have a few other areas to look at. In the graphics department we are looking at some improvements on how our rain effects look on external cameras, as well as fixing an issue that specifically affects VR in rainy conditions. We’ll elaborate a bit more on this in our monthly roadmaps. In the mean time, have a great weekend!
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