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  1. Our big rFactor 2 DX11 beta release later today featuring VR, hope you guys enjoy it! Now here's a little preview to keep you going.
  2. Studio 397 ci aggiorna sullo sviluppo del suo rFactor 2 con il nuovo roadmap update del mese di giugno. Fra le tante novità e migliorie dell'aggiornamento troviamo vari upgrades per la Formula 2, una divertente paint competition dedicata alla Radical e scopriamo anche il prossimo arrivo di una nuovissima McLaren GT che sarà utilizzata nell'imminente torneo Worlds Fastest Gamer della McLaren. Roadmap Update June 2017 Welcome back to another monthly update. I’m sure many of you have watched the 24 hours of Le Mans over the weekend. What an exciting race that was, and good news for us as, although they did set a new fastest lap time in qualification, they did not break the record for the most number of laps driven in the race, so we can continue as Studio 397 for another year! We are heavy in development currently in all areas and look forward to bringing you several updates over the next few months and beyond. Starting on August 1st we will open registration for the rFactor 2 round of the World’s Fastest Gamer competition by McLaren. The winner of that competition will be offered one of the best jobs in esports: that of an official simulator driver in the Formula 1 team. In four rounds people will battle to set the fastest time on different configurations of Silverstone and Zandvoort and compete head to head in weekly races for championship points. These races will all be done in a soon-to-be-announced McLaren GT car. UI We have been getting a lot of questions on our new UI lately, which is taking us a bit longer than we anticipated. We’ve already shown you various new screenshots, so we thought this month might be a good time to explain a little bit more about its technical background. For some of you all these terms might be a bit too technical. They are all modern web technologies that allow us to create an interface that is flexible and accessible from all kinds of locations. A few months ago we already explained the UI is built with HTML. We have chosen to embed a modern browser to render it, and the actual connection with the local game is done via a REST based interface. This interface allows you to control all aspects of the game, and because this technology will both be added to the client and dedicated server, it means we have vastly extended the ways in which you can write all kinds of tools on top of that. Just as an example, this enables you to create live timing pages that can be used as an overlay for broadcasting. You might have seen this a couple of weeks ago when VEC broadcast their 24h race in DX11. There are many other possible applications though, such as remotely connecting to the garage of a team mate and making improvements to his setup while he is still driving. Content We have converted most of our content to DX11 by now, but there are still a few items left. Alongside this roadmap update, we will release two updated pieces of content tomorrow. The São Paulo track, which has seen various texture updates and the Formula 2, which had both texture and physics updates, details of which can be found in the changelog below. In terms of new content, we mentioned the McLaren GT car earlier and cannot wait to show you more updates on it, content which is aligned is important to us, and over the next couple of months we hope you will be pleasantly surprised! Additionally, we are working hard on bringing Zandvoort to you in all its glory and of course are close to releasing a fantastic car for racing the Radical SR3. Radical Paint Competition It’s paint time! That’s right, get your team’s or personal livery in the official release of the Radical SR3. We will add the top 20 designs into the game as part of the release of the Radical SR3. We have created a special “paint version” of the car, which is available in the workshop. If you subscribe to it, it will automatically be downloaded and installed. Included with the car is a template, which can be found in the “Templates” folder of your rFactor 2 install. You can use any paint program that can load PSD (Photoshop) files. We advise you to first make a copy of the file before you start painting. When you have created your paint, save it as a DDS file. The folder you should use for that can be seen in the showroom if you’ve loaded the car there. You might need to hit “CREATE DIR” to create the folder the first time, and if you’ve updated the paint while the game was still loaded, hit “RELOAD” to refresh the folder. If you have any questions about this, feel free to ask in our forum or on Discord! For the record, you cannot yet drive the car, you can only look at it in the showroom (click on “TUNING” on the car screen). Talking about which, we spared no expense and built you a brand new showroom. We hope you like it! Guidelines No alcohol, tobacco or illegal products Any paint job you make is yours and not taken from someone else You will need to transfer rights to us for the paint to use in the game You guarantee it does not infringe on any copyrights of third parties, so no logos that you do not have permission to use How to enter Please read the guidelines above, then email us on radicalpaints@studio-397.com with 3 images from the showroom, a download link to your PSD and the driver and team name you want to use for your car. The deadline for submission is midnight GMT 27th June 2017! Miscellaneous We know with DX11 that many of you cannot use plugins that render to the screen, and we are currently reviewing the best way to add this capability in a future-proof and rock solid way. Our current method of giving plugins access to the screen can cause issues with the stability of our platform as a whole. As a final note we are proud to announce that we’ve signed a license agreement with MoTec and will add official support for their tools to our simulation. More details about this will be released in the upcoming months. In the mean time, enjoy the summer! Changelog Build (DX11) Fixed: VR trackside cameras. Fixed: VR Showroom is now rendering properly. Fixed VR Monitor and replay working in-game. Fixed: Multi-monitor selection now available. Fixed: Minor issues with UI font. Fixed: AI way-points now show in Dev Mode. Fixed: Zoom and out of focus elements in track-side cameras when in multi-view mode. (Triple screen) Fixed: Focus on UI elements in Viewer.exe Fixed: Real Road rendering issues. Added: Brand New High resolution “Hangar” style showroom to better showcase cars. Added: VR Improvements to the Post processing effects by disabling the Depth-of-Field. Updated: Minor performance and video memory improvements. Updated: Showroom post process preset. Updated: The graphics engine now renders ambient shadows while in the showroom. Formula Two Full CPM tyre upgrade. AI improvements to help launch on race starts. AI now take longer to warm up tyres. AI correlation tweaks to slightly decrease grip. Added RCD / talent file. AI tweaks to make them faster overall. Lower initial tyre temperatures and more pressure buildup. Softened front ARB. More damping in suspension components. Minor tyre tweaks to include more damping. Correction to low downforce package to add stability. Added optional caster upgrade to help increase the cornering forces in the FFB. Reduced flatspot intensity on front tyres. Softened steering slightly. Low-end torque slightly increased. Corrected unsprung inertia. New engine throttle map. Softened chassis. Improved inertia. Lowered max brake force. Set default brake pressure to realistic typical usage. Rear ARB increased to be bit stiffer and better match the data. Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures. Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer). Front ARB now displays stiffness to make it clearer. Wheel rate correction. Added chassis flex. Added new steering system. Softened shifts, this should make up-shifts more harmonious especially in mid-corner
  3. Disinstallare la versione precedente prima di installare questa. DOWNLOAD
  4. Studio 397 ci aggiorna sullo sviluppo del suo rFactor 2 con il nuovo roadmap update del mese di giugno. Fra le tante novità e migliorie dell'aggiornamento troviamo vari upgrades per la Formula 2, una divertente paint competition dedicata alla Radical e scopriamo anche il prossimo arrivo di una nuovissima McLaren GT che sarà utilizzata nell'imminente torneo Worlds Fastest Gamer della McLaren. Commenti e discussioni sul forum dedicato. Roadmap Update June 2017 Welcome back to another monthly update. I’m sure many of you have watched the 24 hours of Le Mans over the weekend. What an exciting race that was, and good news for us as, although they did set a new fastest lap time in qualification, they did not break the record for the most number of laps driven in the race, so we can continue as Studio 397 for another year! We are heavy in development currently in all areas and look forward to bringing you several updates over the next few months and beyond. Starting on August 1st we will open registration for the rFactor 2 round of the World’s Fastest Gamer competition by McLaren. The winner of that competition will be offered one of the best jobs in esports: that of an official simulator driver in the Formula 1 team. In four rounds people will battle to set the fastest time on different configurations of Silverstone and Zandvoort and compete head to head in weekly races for championship points. These races will all be done in a soon-to-be-announced McLaren GT car. UI We have been getting a lot of questions on our new UI lately, which is taking us a bit longer than we anticipated. We’ve already shown you various new screenshots, so we thought this month might be a good time to explain a little bit more about its technical background. For some of you all these terms might be a bit too technical. They are all modern web technologies that allow us to create an interface that is flexible and accessible from all kinds of locations. A few months ago we already explained the UI is built with HTML. We have chosen to embed a modern browser to render it, and the actual connection with the local game is done via a REST based interface. This interface allows you to control all aspects of the game, and because this technology will both be added to the client and dedicated server, it means we have vastly extended the ways in which you can write all kinds of tools on top of that. Just as an example, this enables you to create live timing pages that can be used as an overlay for broadcasting. You might have seen this a couple of weeks ago when VEC broadcast their 24h race in DX11. There are many other possible applications though, such as remotely connecting to the garage of a team mate and making improvements to his setup while he is still driving. Content We have converted most of our content to DX11 by now, but there are still a few items left. Alongside this roadmap update, we will release two updated pieces of content tomorrow. The São Paulo track, which has seen various texture updates and the Formula 2, which had both texture and physics updates, details of which can be found in the changelog below. In terms of new content, we mentioned the McLaren GT car earlier and cannot wait to show you more updates on it, content which is aligned is important to us, and over the next couple of months we hope you will be pleasantly surprised! Additionally, we are working hard on bringing Zandvoort to you in all its glory and of course are close to releasing a fantastic car for racing the Radical SR3. Radical Paint Competition It’s paint time! That’s right, get your team’s or personal livery in the official release of the Radical SR3. We will add the top 20 designs into the game as part of the release of the Radical SR3. We have created a special “paint version” of the car, which is available in the workshop. If you subscribe to it, it will automatically be downloaded and installed. Included with the car is a template, which can be found in the “Templates” folder of your rFactor 2 install. You can use any paint program that can load PSD (Photoshop) files. We advise you to first make a copy of the file before you start painting. When you have created your paint, save it as a DDS file. The folder you should use for that can be seen in the showroom if you’ve loaded the car there. You might need to hit “CREATE DIR” to create the folder the first time, and if you’ve updated the paint while the game was still loaded, hit “RELOAD” to refresh the folder. If you have any questions about this, feel free to ask in our forum or on Discord! For the record, you cannot yet drive the car, you can only look at it in the showroom (click on “TUNING” on the car screen). Talking about which, we spared no expense and built you a brand new showroom. We hope you like it! Guidelines No alcohol, tobacco or illegal products Any paint job you make is yours and not taken from someone else You will need to transfer rights to us for the paint to use in the game You guarantee it does not infringe on any copyrights of third parties, so no logos that you do not have permission to use How to enter Please read the guidelines above, then email us on radicalpaints@studio-397.com with 3 images from the showroom, a download link to your PSD and the driver and team name you want to use for your car. The deadline for submission is midnight GMT 27th June 2017! Miscellaneous We know with DX11 that many of you cannot use plugins that render to the screen, and we are currently reviewing the best way to add this capability in a future-proof and rock solid way. Our current method of giving plugins access to the screen can cause issues with the stability of our platform as a whole. As a final note we are proud to announce that we’ve signed a license agreement with MoTec and will add official support for their tools to our simulation. More details about this will be released in the upcoming months. In the mean time, enjoy the summer! Changelog Build (DX11) Fixed: VR trackside cameras. Fixed: VR Showroom is now rendering properly. Fixed VR Monitor and replay working in-game. Fixed: Multi-monitor selection now available. Fixed: Minor issues with UI font. Fixed: AI way-points now show in Dev Mode. Fixed: Zoom and out of focus elements in track-side cameras when in multi-view mode. (Triple screen) Fixed: Focus on UI elements in Viewer.exe Fixed: Real Road rendering issues. Added: Brand New High resolution “Hangar” style showroom to better showcase cars. Added: VR Improvements to the Post processing effects by disabling the Depth-of-Field. Updated: Minor performance and video memory improvements. Updated: Showroom post process preset. Updated: The graphics engine now renders ambient shadows while in the showroom. Formula Two Full CPM tyre upgrade. AI improvements to help launch on race starts. AI now take longer to warm up tyres. AI correlation tweaks to slightly decrease grip. Added RCD / talent file. AI tweaks to make them faster overall. Lower initial tyre temperatures and more pressure buildup. Softened front ARB. More damping in suspension components. Minor tyre tweaks to include more damping. Correction to low downforce package to add stability. Added optional caster upgrade to help increase the cornering forces in the FFB. Reduced flatspot intensity on front tyres. Softened steering slightly. Low-end torque slightly increased. Corrected unsprung inertia. New engine throttle map. Softened chassis. Improved inertia. Lowered max brake force. Set default brake pressure to realistic typical usage. Rear ARB increased to be bit stiffer and better match the data. Reduced fuel consumption by appropriately 20%, this should give more plausible fuel consumption figures. Slightly less dirty air in the slip-steam (in particular, less understeer so you can follow a tiny bit closer). Front ARB now displays stiffness to make it clearer. Wheel rate correction. Added chassis flex. Added new steering system. Softened shifts, this should make up-shifts more harmonious especially in mid-corner
  5. v1.12 by digga Original Track created by Com8 for rfactor 1 changelog v1.12 -dx11 update -smooth corner mesh -mapping realroad -reworked billboard trees -slightly aiw optimation -added nightlight -small other tweaks and fixes Special thanks to .... MCNolo for the flag animation,fotografo,electronic flags,cam crowds DOWNLOAD
  6. La McLaren, tramite il sito ufficiale, annuncia la prima tappa del suo World Fastest Gamer, torneo simracing eSport che si disputa con diversi software e piattaforme. La prima tappa prende il via dal 1 agosto, sulla pista di Silverstone di rFactor 2. Registration details revealed As interest in World’s Fastest Gamer – our virtual racing series – hots up, we’re ready to announce details of the second of four official qualifying rounds. This series of qualifying races is open to the public, and will select four of the 10 greatest racers in esports – the remaining six being chosen by a specialist panel. SILVERSTONE ESPORTS CHAMPIONSHIP Title: rFactor 2 Platform: PC Last month, we made our first announcement about one of the qualifying rounds, the Silverstone esports Championship, an rFactor 2 series, presented in association with our friends at Silverstone. The rFactor 2 series takes in classic grand prix circuits, with the emphasis on the roots of the sport in Europe. Competitors will race in a soon-to-be-unveiled race specification McLaren GT car. Registration opens: August 1 Register at: www.studio-397.com Qualifying opens: August 2 Before each race weekend, time trials will be open to all registered drivers. The fastest 20 in week one will progress to qualifying sessions that will be part of a live esport broadcast hosted from Silverstone – another first for the British F1 circuit. Round 1 August 13 Silverstone GP Round 2 August 20 Zandvoort Round 3 August 27 Silverstone International Round 4 September 3 Silverstone National Each race event will feature a ‘Super Pole’ one-lap shoot-out for the top five qualifiers, followed by a 30-minute race. The driver with the most points at the end of the season will qualifying for the WFG finale at MTC in September and be crowned Silverstone’s esport champion.
  7. Il team Studio 397 ha ppena rilasciato un nuovo update per il suo rFactor 2. Qui di seguito la lista completa delle migliorie apportate. Commenti sul forum. Happy Friday Update! - Fixed excessive marble build up on some tracks. - Fixed UI and HUD colors reversed on some elements. - Fixed VR issue where clouds were clipping over the horizon. - Switched rFactor 2 screenshot function to Steam screenshot. - Fixed Gmotor 2.5 scene viewer showing all stages of real road at the same time. - Fixed CTRL+C (CPU/GPU usage chart) being only visible with driver name tags. ON. - Fixed Dev Mode Launcher 'Video Settings' button not properly saving. - Fixed a sporadic issue where changing graphics settings would cause black areas to appear around the car body. - Updated Fanatec SDK: Added native support for LEDs and gear shift indicators.
  8. WTCC 2016 - 2017 by SIMCO - F1RFT View File L'accoppiata modding formata da SIMCO ed F1RFT ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.20 dell'interessante WTCC 2016 - 2017 mod, progetto che ci permette di simulare le stagioni più attuali del sempre combattuto e divertente campionato mondiale turismo WTCC. Come vedete dal changelog, sono state notevoli le migliorie apportate al mod dalle ultime release rilasciate. SIMCO WTCC 2016-2017 current version: 1.20 release date: 08 june 2017 1.20 changelog - updated FFB - Oil and engine problems repaired - Lower oil temperature - Lower fuel ussage - New engine characteristic 1.15 changelog - change windows textures - Oil and engine problems repaired - Biggest onboard window textures - optimized tyre wear - edited tyre heating Submitter VELOCIPEDE Submitted 06/08/2017 Category Cover Wheel Mod  
  9. Version 1.2.0

    108 downloads

    L'accoppiata modding formata da SIMCO ed F1RFT ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.20 dell'interessante WTCC 2016 - 2017 mod, progetto che ci permette di simulare le stagioni più attuali del sempre combattuto e divertente campionato mondiale turismo WTCC. Come vedete dal changelog, sono state notevoli le migliorie apportate al mod dalle ultime release rilasciate. SIMCO WTCC 2016-2017 current version: 1.20 release date: 08 june 2017 1.20 changelog - updated FFB - Oil and engine problems repaired - Lower oil temperature - Lower fuel ussage - New engine characteristic 1.15 changelog - change windows textures - Oil and engine problems repaired - Biggest onboard window textures - optimized tyre wear - edited tyre heating
  10. L'accoppiata modding formata da SIMCO ed F1RFT ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.20 dell'interessante WTCC 2016 - 2017 mod, progetto che ci permette di simulare le stagioni più attuali del sempre combattuto e divertente campionato mondiale turismo WTCC. Come vedete dal changelog, sono state notevoli le migliorie apportate al mod dalle ultime release rilasciate. SIMCO WTCC 2016-2017 current version: 1.20 release date: 08 june 2017 1.20 changelog - updated FFB - Oil and engine problems repaired - Lower oil temperature - Lower fuel ussage - New engine characteristic 1.15 changelog - change windows textures - Oil and engine problems repaired - Biggest onboard window textures - optimized tyre wear - edited tyre heating
  11. L'accoppiata modding formata da SIMCO ed F1RFT ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.20 dell'interessante WTCC 2016 - 2017 mod, progetto che ci permette di simulare le stagioni più attuali del sempre combattuto e divertente campionato mondiale turismo WTCC. Come vedete dal changelog, sono state notevoli le migliorie apportate al mod dalle ultime release rilasciate. SIMCO WTCC 2016-2017 current version: 1.20 release date: 08 june 2017 1.20 changelog - updated FFB - Oil and engine problems repaired - Lower oil temperature - Lower fuel ussage - New engine characteristic 1.15 changelog - change windows textures - Oil and engine problems repaired - Biggest onboard window textures - optimized tyre wear - edited tyre heating 1.10 changelog - lower fuel usage - highest oil temp - edited tyre heating - edited front suspension - better AI - edited optimal tyre temperature download:
  12. Il gruppo di Slow Motion ha rilasciato per rFactor 2 la nuova versione aggiornata 1.1 della divertentissima Formula Predators, la monoposto low cost italiana creata dal vulcanico Corrado Cusi e protagonista del campionato monomarca Formula Promotion, che ben conosciamo su DrivingItalia anche grazie al lavoro incredibile fatto dai ragazzi di SRZ Motorsport. La nuova release offre la compatibilità con l'ultimo update DirectX 11 di rFactor 2 e, come vedete dalle immagini, migliora sensibilmente la resa grafica della vettura.
  13. Il gruppo di Slow Motion ha rilasciato per rFactor 2 la divertentissima Formula Predators, la monoposto low cost italiana creata dal vulcanico Corrado Cusi e protagonista del campionato monomarca Formula Promotion. 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! Of course the build is available on Steam, to be subscribed... Here are the links to the rfcmp, in case of need: DOWNLOAD Build 1.1 DX11 READY and with animated lollipop is available! Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=865838372 Manual download: https://www.dropbox.com/s/85tjzad9g2wbouu/Predators_FormulaPromotion_1.1.rfcmp?dl=0 https://1drv.ms/u/s!AjVjc1JhYcCwhkfCLnDeZFaKFto8 https://mega.nz/#!G0o1HL5B!ZsUjTnoXh1zMoigLrC-5BtzCMiROfMC73bk77lVsUok 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/
  14. Il modding team Slow Motion ha finalmente rilasciato per rFactor 2 l'attesissima prima versione 1.0 del suo GP3 Series 2016/2017, un mod assai curato e completo che ci permette di simulare con il titolo di Studio 397 il combattuto campionato delle monoposto GP3. Le monoposto del mod includono, fra i vari dettagli tecnici, persino l'utilizzo dell'ala mobile DRS. Finally the GP3 Series is available!Below you can read credits, same text that is into Steam Workshop. I think useless to start writing in details about the development of the mod... it would deserve a novel. Much better that you start a safe approach to the mod and you will discover how much it is sensitive to any little change in the setup, closed to the real cars. You will also discover slight differences between the 2016 and 2017 cars and probably in the future we'll provide updated liveries and helmets for the 2017 season.
  15. Il team Studio 397 ha rilasciato alcune ore fa un nuovo aggiornamento per l'ultima versione beta Direct X 11 del suo rFactor 2. L'update si preoccupa in particolare di apportare miglioramenti per gli utenti di periferiche VR (tipo Oculus Rift), alcuni bugfix ed anche perfezionamenti notevoli al sistema di illuminazione, come si nota dall'immagine allegata. Discussioni in questo topic del forum. We pushed through another Beta update today with lots of improvements especially for our VR users, we also updated some of our ambient lighting, make sure you try it! 1/6/2017 Build ID : 1859720 - VR Mirror mode selectable in Launcher config - Further VR performance optimizations - Fixed crash in Dev mode loading tracks - General improvements - Lighting improvements/balancing
  16. 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)
  17. Dopo il primo annuncio e trailer di lancio, la McLaren ufficializza la prima tappa del suo evento World Fastest Gamer, torneo eSport che mette in palio un contratto di un anno come pilota tester per il simulatore professionale F1 della casa inglese. La prima gara si svolgerà a Silverstone in luglio, subito dopo il Gran Premio di Formula 1. La notizia forse più interessante è però che il software utilizzato sarà rFactor 2. McLaren’s World’s Fastest Gamer esports competition will kick off the first of four official qualifying events in conjunction with the Silverstone Circuit this July. World’s Fastest Gamer will pit 10 virtual racers (six pre-selected by a panel of experts, and four chosen via online championships) in a fierce competition that will see the winner awarded the role of McLaren simulator driver for one year. The first qualifying heat will be conducted using the RFactor 2 platform across a four-week period following the British Grand Prix, held at Silverstone, on July 16. The top 20 drivers will race each weekend, with points counting towards the Silverstone championship. The eventual winner will be given a place in the finale. “Silverstone is a venue that’s synonymous with motorsport and is a great place to kick off our virtual racing contest," explained McLaren Technology Group Executive Director Zak Brown. "We’re looking forward to working together with Silverstone to help bring a new and younger audience into the motorsport world.” Three further official qualifying events will take place ahead of the grand finale, which will be held across several days at the McLaren Technology Centre. These three events will be conducted on mobile and console platforms. Further information about how to enter the qualifying event is to follow...
  18. Il team Studio 397 ha appena pubblicato un nuovo roadmap update per aggiornarci sullo sviluppo del suo rFactor 2. La principale fantastica notizia è che dal 1 maggio sarà disponibile la prima versione beta del software con il nuovo motore grafico spinto dalle DirectX 11. Come si nota dalle immagini di anteprima, il miglioramento estetico sarà più che notevole! With about a week and a half left until May 1st, it’s time for our monthly update again. We’re sure everybody is looking forward to the new build, and we’re happy to announce that both the DX11 graphics engine and VR support will be released as promised. DX11 Over the last couple of months, we’ve revealed several development screenshots of the DirectX 11 engine to share with you our enthusiasm for the possibilities it brings. The new engine is not only the basis for our VR implementation, but it also enabled a new, improved HDR tone mapper and a bunch of post effects that greatly enhance the overall atmosphere of the simulation. We tried to strike a balance between using these effects to render the real-world imperfections of cameras while retaining the “first person view” you have when racing. At the same time we kept two very important goals in mind: we needed to ensure that, with the same graphics settings, the DX11 engine is at least as fast as the DX9 engine, and that existing content is still compatible with the new engine, so all the content out there can still be fully enjoyed. We are quite sure we succeeded in both, and we extensively tested the new graphics engine with our community of beta testers. That said, we want to make sure that everybody is able to run this new build without a hitch, which is why we are making the initial release available as an “open beta.” Starting May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click. We didn’t just stop at updating the graphics engine, though. While we’re at it, we also updated some of our existing content to DX11, so you can expect the first of a series of Studio 397 updates as well. And you’ll be happy to know, these updates don’t just concern the graphics: in some cases we also made changes to and upgraded the physics. The new graphics engine really lets our content shine. It provides so much improvement that we have decided to postpone releasing any new shaders. To whet your appetite, take a look at these new screenshots showing off the new engine and some of the camera post effects in action: Virtual Reality If you have been following us on Facebook, you’ve already enjoyed some teaser shots of our VR implementation. We have since added some features such as support for our HUD, including virtual mirrors, as well as a way to browse the UI in VR mode. Mouse control is enabled for the UI, although we are definitely considering adding other options for controlling the VR interface. User Interface We know you are eagerly awaiting the new user interface, and we share your impatience. However, because we want to give you the full experience of the new UI and all its capabilities, we feel it is not quite ready for prime time just yet. Although that means we will ship the first open beta release with our existing UI, it will be upgraded to the new UI once that’s ready for release. As we announced last month, we are now able to easily push updates, and we will use this ability to quickly release updates to the open beta in the upcoming weeks. Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months. In the meantime, our concern is to ensure that everybody has a fully functioning and compatible version of rFactor 2 to race with. Content Work on the Radical continues. With most of the graphics in place, our focus has now shifted to the physics and the sounds for this car. It’s not ready to be unveiled yet, but we can tease you with one of the other new cars that we have started working on soon! Watch our social media. Modding The modding community just recently gained access to an early DX11 build, and we released some guidelines for artists to work with the new rendering engine. Expect to see updates of third party content coming soon. In general, the new engine requires modders to make only minor changes. One area we are still working on concerns “plugins” that render directly to the screen. These plugins will not work properly in the first open beta. We are actively looking at improving our implementation of this functionality overall.
  19. E' disponibile per l'ultima versione in DirectX 11 di rFactor 2 la release beta dei mods Formula Lights e Formula Challenge creati in origine dal team UnitedRacingDesign e convertiti magistralmente da Piero Mangano degli ASR Formula. Qui di seguito i links per scaricare i files ed alcuni screens: il miglior modo per prepararsi emotivamente alla 500 miglia di Indianapolis che si correrà fra 7 giorni ! Commenti e discussioni a questo link del forum. Hello, I just received this today. Its in beta but as we are close to INDY 500 im sharing it now. Credits: Physics/Sounds/Driver are ISI/S397 and updated. Conversion was done by Piero asr mangano, so big big thanks for the work! 3d/2d are URD content. No screens but feel free to send me some maybe and i can attach them? This really just came to me, i tested it quickly and uploaded. Formula lights https://www.mediafire.com/?msopjadmgnsygd9 Formula challenge https://www.mediafire.com/?d6dxe783qkay501 Feel free to donate for our free content paypal.me/UnitedRacingDesign Cheers, UnitedRacingDesign Fonte Studio 397 forum
  20. Il noto modding team Enduracers ha appena rilasciato per rFactor 2 la nuova versione aggiornata 1.50 del suo imperdibile Endurance Series Mod ! La nuova release porta con sè tantissime migliorie sul fronte grafico, per sfruttare le DirectX 11 recentemente implementate da Studio 397, ma anche migliorie alla fisica delle vetture. Per tutti i dettagli e links per il download (da ben 3Gb !) correte sul forum. EnduRacers Modding Team & Gentlemen Racers are pleased to provide to you the Endurance Series rF2 build 1.50 ! After the recent update of rFactor 2 to the DX11 technology, driver by the new dev team Studio 397, it was necessary to update the mod, specially on the graphic side, in order to enjoy the best possible experience and allow the MOD to take benefits of it. We have updated the bodywork shaders, rims shaders, and cockpit displays (rpm leds or motec devides) shaders. The team used this opportunity to add in this build a physic update for all the cars, correcting the inertia value. This modification has driven an update of all cars defaut setups, so please be carefull with your current setups before making some feedbacks. Don't forget to read carefully the instructions to install and setup correctly the mod. Be carefull, the mod is big, reaching more than 3Gb now.
  21. Il team Studio 397 torna ad aggiornarci puntualmente sullo sviluppo del suo rFactor 2. Il roadmap update del mese di maggio ci segnala il lavoro in corso sulla fisica delle vetture, le prossime novità in arrivo proprio a livello auto e l'evento dal vivo sul tracciato di Zandvoort al quale parteciperà persino Max Verstappen. Non mancano le prime immagini del mitico circuito olandese. Commenti sul forum. Roadmap Update May 2017 A lot has happened since our last roadmap update, with the release of the DX11 engine where we entered an “open beta” phase that saw frequent updates and a lot of feedback from our community. First of all, we would like to thank you all for that! We feel we are moving towards a stable release in a few more weeks, after which our focus will shift towards the completion of our new UI. We will also provide you with some updates soon on how to interact with the screen from plugin code in DX11. On top of the significant code changes, we also decided to give our existing content an update. A lot of cars and tracks have already been released, with a few more still to come. Tiger Moth and the classic Belgium track are being finished as we speak for example. Some tracks are taking a bit longer as we need to fix a few of our older shaders. Physics Updates For our cars, we not only want to do updates to the graphics to make them look better under DX11 and DX9, but also update their physics. The biggest updates are related to our Contact Patch Model (CPM) which will give the F2 and Marussia F1 car new rubber. We are also looking at doing the same for the Civic and will probably do a few others. Cars In previous updates you’ve already seen some shots of the Radical in-game and we are currently working hard on completing the sound, physics and tyres for the car and get the package in the hands of our testers. Realistically we are looking at a release in June for this car. In other news, we now go left with the USF2000 oval package upgrade. Recently we got our hands on some good hard data on the oval package run by the USF2000 series – the resulting upgrade package we’ve developed makes for a more challenging open wheel oval experience. The added adjustments, being in line with the real world data add the proper baseline asymmetry needed, making the car better suited to the sustained wheel-to-wheel and ‘in the draft’ oval action. Additionally, the provided asymmetrical setup is a great starting point for those daunted by having to make an oval setup, it should be well balanced out of the box for a wide range of ovals – so don’t be afraid to just jump in start racing. You should see this update early next week. Keep an eye out on our social media for a few other announcements on the car front! Meet us in Zandvoort! Over the weekend, we will be at the Jumbo Racing Days, driven by Max Verstappen, which is a spectacular event at Circuit Park Zandvoort. In a partnership with Red Bull, Fanatec, PlaySeat and Team Redline we have setup a large tent in the paddock area with a couple of rigs where you can test your skills against some of the Team Redline drivers on-site. We’ve heard that Max Verstappen will drop by himself to set a benchmark lap! He will of course also give a lot of demonstrations with his racing car on the real track throughout the whole weekend. For us this is a great opportunity to share the first preview of our new Zandvoort track, which will be coming to rFactor 2. We’ve included a few early screenshots which show our progress with the track and we are very pleased that we can also announce that we’ve obtained an official license for it. On that note we would like to wrap up this update and wish you a great month on behalf of the whole team here at Studio 397 and if you decide to go to Zandvoort we certainly hope to meet you there!
  22. Il team Studio 397 torna ad aggiornarci puntualmente sullo sviluppo del suo rFactor 2. Il roadmap update del mese di maggio ci segnala il lavoro in corso sulla fisica delle vetture, le prossime novità in arrivo proprio a livello auto e l'evento dal vivo sul tracciato di Zandvoort al quale parteciperà persino Max Verstappen. Non mancano le prime immagini del mitico circuito olandese. Roadmap Update May 2017 A lot has happened since our last roadmap update, with the release of the DX11 engine where we entered an “open beta” phase that saw frequent updates and a lot of feedback from our community. First of all, we would like to thank you all for that! We feel we are moving towards a stable release in a few more weeks, after which our focus will shift towards the completion of our new UI. We will also provide you with some updates soon on how to interact with the screen from plugin code in DX11. On top of the significant code changes, we also decided to give our existing content an update. A lot of cars and tracks have already been released, with a few more still to come. Tiger Moth and the classic Belgium track are being finished as we speak for example. Some tracks are taking a bit longer as we need to fix a few of our older shaders. Physics Updates For our cars, we not only want to do updates to the graphics to make them look better under DX11 and DX9, but also update their physics. The biggest updates are related to our Contact Patch Model (CPM) which will give the F2 and Marussia F1 car new rubber. We are also looking at doing the same for the Civic and will probably do a few others. Cars In previous updates you’ve already seen some shots of the Radical in-game and we are currently working hard on completing the sound, physics and tyres for the car and get the package in the hands of our testers. Realistically we are looking at a release in June for this car. In other news, we now go left with the USF2000 oval package upgrade. Recently we got our hands on some good hard data on the oval package run by the USF2000 series – the resulting upgrade package we’ve developed makes for a more challenging open wheel oval experience. The added adjustments, being in line with the real world data add the proper baseline asymmetry needed, making the car better suited to the sustained wheel-to-wheel and ‘in the draft’ oval action. Additionally, the provided asymmetrical setup is a great starting point for those daunted by having to make an oval setup, it should be well balanced out of the box for a wide range of ovals – so don’t be afraid to just jump in start racing. You should see this update early next week. Keep an eye out on our social media for a few other announcements on the car front! Meet us in Zandvoort! Over the weekend, we will be at the Jumbo Racing Days, driven by Max Verstappen, which is a spectacular event at Circuit Park Zandvoort. In a partnership with Red Bull, Fanatec, PlaySeat and Team Redline we have setup a large tent in the paddock area with a couple of rigs where you can test your skills against some of the Team Redline drivers on-site. We’ve heard that Max Verstappen will drop by himself to set a benchmark lap! He will of course also give a lot of demonstrations with his racing car on the real track throughout the whole weekend. For us this is a great opportunity to share the first preview of our new Zandvoort track, which will be coming to rFactor 2. We’ve included a few early screenshots which show our progress with the track and we are very pleased that we can also announce that we’ve obtained an official license for it. On that note we would like to wrap up this update and wish you a great month on behalf of the whole team here at Studio 397 and if you decide to go to Zandvoort we certainly hope to meet you there!
  23. Dopo il grande successo della Formula Hybrid per Assetto Corsa, il team Race Sim Studio ci aggiorna sul lavoro attualmente in fase di sviluppo... Come prima cosa proprio la Formula Hybrid 2017 sarà disponibile a breve anche per rFactor 2 e sfrutterà naturalmente le ultime DirectX 11 del simulatore Studio 397. Sempre per il simulatore Kunos invece, è quasi completa la monoposto Formula RSS 2 (ovvero una GP2 - Formula 2), della quale oggi ci vengono mostrati alcuni screens e l'audio del motore. Infine Race Sim Studio ha annunciato la nuovissima monoposto Formula 79, chiaramente ispirata ad una mitica vettura di Formula 1 del 1979... La riconoscete ? Audio preview
  24. La vettura è già disponibile per Assetto Corsa Formula Hybrid We have already a build of the car in rFactor 2, and now we are tweaking the car visuals in order to take advantage of the last DX11 update